TheRaconteur Posted August 3 Clone Share Posted August 3 (edited) Saara Renalish Hunter of Mages, bound by Faeryl Myrryn [Link to Character Sheet] "Did they quake before your shadow and lightning, Sorcerer? Did they tremble?" PALLADIN 4 (ANCIENTS)/ WARLOCK 1 (UNDEAD) Medium humanoid female (Yuan-Ti), lawful neutral Armor Class 19 Hit Points 43 ( 4d10 + 1d6 + 10 ) Speed 35' ft. Senses darkvision 60 ft., blindsight 10 ft. Languages common, sylvan, draconic, aglarion Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 15 (+2) Save +2 Athletics +5 Dexterity 10 (+0) Save +0 Acrobatics +0 | Sleight of Hand +0 | Stealth +0 (D) Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save +0* Arcana +3 | History +0 | Investigation +3 | Nature +0 | Religion +0 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +3 | Medicine +0 | Perception +0 | Survival +0 Charisma 18 (+4) Save +7 Deception +4 | Intimidation +4 | Performance +4 | Persuasion +4 (E) denotes expertise. / Bold denotes proficiency. / (D) denotes disadvantage PROFICIENCIES & ABILITIES PROFICIENCIES Tools Instruments Weapons Martial, simple Armors Light, Medium, Heavy, Shields PALADIN CLASS ABILITIES Divine SenseAs an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 5 times per long rest. | Lay On HandsYou have a pool of healing power that can restore 20 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. | Fighting StyleYou adopt a style of fighting as your specialty. Blind Fighting | SpellcastingYou can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use a holy symbol as a spellcasting focus. | Divine SmiteWhen you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). | Divine HealthYou are immune to disease. | Sacred OathOath of the Ancients | Channel Divinity: Nature's WrathDC 15 You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.Channel Divinity: Turn the FaithlessAction Type: 1 Action Attack/Save: WIS 15 Range/Area: --ft. Reach You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. BARD CLASS ABILITIES Otherworldly PatronYou have struck a bargain with an otherworldly being. The Undead | Pact MagicYou can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use an arcane focus as a spellcasting focus. | Expanded Spell ListThe Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Undead Expanded Spells Spell Level Spells 1st bane, false life 2nd blindness/deafness, phantasmal force 3rd phantom steed, speak with dead 4th death ward, greater invisibility 5th antilife shell, cloudkill | Form of DreadAs a bonus action, you can transform to manifest an aspect of your patron’s dread. For 1 minute you gain the following benefits: - You gain temp HP equal to 1d10+1. - Once on each of your turns, if you hit a creature you can force it to make a Wisdom saving throw (DC 15). On a fail, it is frightened of you until the end of your next turn. - You are immune to the frightened condition. You can use this 3 per long rest. | RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Magic ResistanceYou have advantage on saving throws against spells. | Poison ResistanceYou have advantage on saving throws you make to avoid or end the poisoned condition and you have resistance to poison damage. | Serpentine SpellcastingYou learn poison spray. You can cast animal friendship an unlimited number of times with this trait but can only target snakes. At 3rd level you can cast suggestion once per long rest. You can also cast it normally using any spell slots of 2nd level or higher. Your spellcasting ability is either Intelligence, Wisdom, or Charisma (choose when you select this race). Charisma Charisma is your spellcasting ability for these spells when you cast them with this trait. Poison Spray(Cantrip) Animal Friendship(1st) Suggestion(2nd) FEATS ASICharisma +2 WEAPONS WEAPONS Longsword +5 to hit for (1d8+2) slashing | Martial, versatile, booming blade Eldritch Blast +8 to hit for (1d10) force damage. | 2 Count (120) SPELLS SPELL SLOTS 3/3 (1st) PACT SLOTS 1/1 (1st) Paladin - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 6 + Detect Thoughts Warlock - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 2 CANTRIPS Eldritch BlastCasting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Booming BladeCasting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Poison SprayCasting Time: 1 action Range/Area: 10ft. Components: V, S Duration: Instantaneous Attack/Save: CON 15 Source: PHB, pg. 266 You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). FIRST LEVEL Animal FriendshipEnchantment Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a morsel of food) Duration: 24 hours Attack/Save: WIS 15 Source: PHB, pg. 212 This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. (at will on snakes) | BlessEnchantment Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. (C) | Comprehend LanguagesDivination Casting Time: 1 action Range/Area: Self Components: V, S, M(a pinch of soot and salt) Duration: 1 hour Source: PHB, pg. 224 For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Cure WoundsCure Wounds 1st-level evocation Casting Time:1 action Range:touch Components:V, S Duration:Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. | Detect MagicDivination Casting Time: 1 action Range/Area: Self/30ft. Components: V, S Duration: Concentration, up to 10 minutes Source: PHB, pg. 231 For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. (C) | Ensnaring StrikeConjuration Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: STR 15 Source: PHB, pg. 237 The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. (B) | HexEnchantment Casting Time: 1 bonus action Range/Area: 90ft. Components: V, S, M(the petrified eye of a newt) Duration: Concentration, up to 1 hour Source: PHB, pg. 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. (B, C) | Searing SmiteEvocation Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: CON 15 Source: PHB, pg. 274 The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. (B) SECOND LEVEL (Bard) SuggestionSuggestion 2nd-level enchantment Casting Time:1 action Range:30 feet Components:V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration:Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends. (1/day free) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (170.16 lbs.) Weight: 170.06 lbs. / 225 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.04 lbs.) Copper: 0 | Silver: 1 | Gold: 213 | Obsidian: 0 | Platinum: 20 (231 Coins x .02 lbs. = 4.46 lbs. Total Weight) EQUIPEMENT READIED (83 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (65 lbs.) Traveler's Clothes - 4 lbs. | Splint Mail - 60 lbs. | Shield - 6 lbs. Weapons (3 lbs.) Longsword 3 lbs. Readied Items (10 lbs.) Rod of the Pack Keeper* | Emblem (mounted to shield) | Javelin - 10 lbs. EQUIPMENT STORED (82.5 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Hammer - 3 lbs. | Holy Symbol | Holy Water - 1 lbs. | Manacles - 6 lbs. | Mess Kit - 1 lbs | Mirror, Steel - .5 lbs. | Oil - 1 lb. | Stake 9x | Tinderbox 1 lb. | Torch 13x - 13 lbs. | Strapped to Backpack (16 lbs.) Crowbar - 5 lbs. | Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) Rod of the Pact Keeper +1While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. APPEARANCE Age 32 | Height 5' 9" | Weight 176 lbs. | Hair Dirty Blonde | Eyes Pale Green | Complexion Pale and slightly sickly As a pureblooded childe of the Court of Asps, there is little to give away that Saara is anything other than human. Perhaps her skin is slightly sickly looking, her dirty blonde hair tending to colors that are ever so slightly unnatural, her eyes not quite the right shade of green, but there is nothing about her that cannot be explained away. Her features are soft and rounded, with none of the sharpness that one might expect from a creature of the Fey. She might be considered beautiful, in her own unearthly way, but there is a curious alienness to her complexion. She typically dresses in a coat of iridescent splint mail, a cloak of deep green about her broad shoulders. Her shield bears the Emblem of her Lord and Patron, the Magesign of Faryl Myrryn himself, though few would recognize the ancient sigil. She wields a strange rod, slight, thin, that looks more akin to a curved and barbed spear than a propper rod. The implement carries a weight to it, a dread authority that is difficult to ignore. When she draws on Faryl's power, the ruse becomes much harder to maintain. Then, her features became gaunt and hollowed, as if the weight of centuries was draining the vitality from her flesh. Sigils and runes crackle and sizzle about her in those moments, filling her with her Patron's magic. Haunted One Source Ravenloft Personality Traits: I live for the thrill of the hunt. I put no trust in divine beings. Ideals: A deal is a deal, and I would never break one. Bonds: I owe a debt to Faryl Myrryn that I can likely never repay. Flaws: I don’t pay attention to the risks in a situation when magic is involved, trusting in my bloodline. Heart of DarknessThose who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. BACKSTORY All know the tale of Xantharos, the Great Dragon who was slain by the Dark Star and its Angels after emerging onto the face of Aglarion. Yet when the tale is told, most simply gloss over its beginnings, perhaps briefly mentioning only that the Drow Vampire Conjurer Faryl Myrryn was responsible for banishing the Father of All Dragons from the Feyrealm to the Material Plane. The name, to most, means nothing. A fairy tale, in the most literal sense of the word, an ancient name from eons past. Yet the Feyrealm is a curious place where time is concerned, and for some natives of that place the legends of the ancient past aren't children's tales, they are reality. Saara Renalish was one such, born and raised into the inner circles of Faryl Myrryn's Court within the Feyrealm, a legend of the past made manifest in the flesh. Her bloodline was a carefully kept secret of the great Conjurer, a race shaped and warped by Faryl's will over millennia. Known within his domain as the Court of Asps, called in other tongues the Yuan-Ti, Saara's kin were born and bred to resist not just fey magic, but all magic. A race of guards, soldiers, and servitors who feared no Art, and would laugh in the face of searing Magefire or a Witch's foulest blood curse. Yet the Court of Asps were more than just soldiers and guards, for Faryl employed his Agents in many tasks. Principally, they have become his servants in the mortal realm. Far more human looking than any of the fey, the Court of Asps carry out their undead master's will upon the Material Plane. Saara was trained for such a position from a young age, trained to wield blade and sorcery to break the magic of mortals. Like her mother before her, she was raised as a Magehunter, to seek out those mortal willworkers and sorcerers who had offended her Master upon the Material Plane. Upon coming of age, she was empowered with a drop of Faryl's blood, granting her an insignificant measure of the ancient Vampire's power. A taste of Necromancy, infusing her magic and her soul with his essence. So it was that on the night of her 35th birthday, Saara Renalish came to find herself hauling herself bodily out of the Bottomless Well in the South District of Onadbyr. She knew little enough of the strange land within which she found herself, but she was not alone. Another of the Court of Ash came with her, her half-brother Jeeran Renalish. Besides, the two had been granted everything they needed. Armor to shield her flesh from cold iron, wards to break even the mightiest spell, and a name. Kalos Poimenikos, high Grave Cleric of the Temple of Death. That was three years ago, in mortal reckoning, and now Saara is far more worldwise than when she had first emerged dripping from the well. She hasn't seen Jeeran in almost nine months, the work pulling them apart more often than it brings them together. Her higher calling has taken her to the Isles of Xantharos twice now, chartering passage and hunting down the few Scions of the Father of Dragons who remain. Powerful Sorcerers, yet the names of their dead at the hands of the Court of Asps over the millennia are endless. For the grudges of the Truefey can last for an eternity, and some debts are not meant to be paid. Kalos has work enough for her in the lulls. She currently owes no favors to the Priest of Death, but the trading of such is what it means to be Feyborn. Debts have traded back and forth between then a half-dozen times, and each is largely satisfied with the other's work. When she lacks a task or target set to her from either Kalos or her true Master, she keeps her skills sharp taking contract work from Trazz the Cruel, who enjoys having a Spellbreaker on hand to tank the worst hexes and the most searing arcane lightning his marks can throw and still come out the other side of the skirmish with their body and mind (mostly) intact. One might think bearing the Curse of Undeath might cause one to adopt a somewhat morose outlook on life. Not so for Saara, who was a jubilant member of the Court of Asps as a child of the fey, and has become no less rambunctious with age and experience. She burns with an inner fire, a zest for life and all its delights and troubles. She tries new foods, spices, and experiences whenever and wherever she can, and though she ends up not liking most of it, she's as enthusiastic in her insults as she is in her drive to move on to the next novel thing. For someone whose Master could conceivably quite easily grant her immortality, she oddly seems to live every day as if it was her last. She does not know when she will be returned to the Feywild, and in truth she doesn't really care. She has grown to love Onadbyr and all its myriad inconsistencies and strangeness. She never truly considered her assignment there a banishment, and is proud of the duty to which she has been set. There is a thrill in Magehunting, in tasting the blood of the spawn of Xantharos upon her blade, in feeling their charms and deeper power break on her flesh. She loves it, loves the work, and should it someday kill her she will die with a smile on her face and laughter in her heart. Edited August 7 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted August 7 Author Clone Share Posted August 7 Ready for review! Happy to be applying for another of your games, @bwatford, the last one sounded awesome. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted August 7 Clone Share Posted August 7 @TheRaconteur thanks for the application, I have marked Saara completed. Application looks solid, good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted August 7 Author Clone Share Posted August 7 Awesome. I read Vampire Fey Conjurer and knew I had to do something with that. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted August 21 Author Clone Share Posted August 21 @bwatford Thank you for the consideration. Do keep me in mind if you have any drop outs, have a good game! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts