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Lady Amelia Grey - Half-Elf, Haunted One, Gunslinger Fighter.


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Lady Amelia Grey
Noble, Gunslinger, Monster Hunter
 
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Gender: Female
Race: Half Elf
Alignment: Neutral Good
Class: Fighter 2
Background: Haunted One

Passive Perception: 14
Passive Investigation: 10
Passive Insight: 14

Hit Points: 20
Hit Dice: 1d10
AC: 16
Initiative: +4
Size: Medium
Speed: 30 feet

ABILITIES & SKILLS
Proficiency Bonus:
+2

STR DEX CON INT WIS CHA
14 18 14 9 14 7
Bonus +2 | Save +4 Bonus +4 | Save +4 Bonus +2 | Save +4 Bonus -1 | Save -1 Bonus +2 | Save +2 Bonus -2 | Save -2
Athletics +6 Acrobatics +6
Sleight of Hand +4
Stealth +6
  Arcana +1
History -1
Investigation -1
Nature -1
Religion -1
Animal Handling +2
Insight +4
Medicine +2
Perception +4
Survival +4
Deception -1
Intimidation -1
Performance -1
Persuasion -1

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

PROFICIENCIES & ABILITIES

PROFICIENCIES TRAITS CLASS ABILITIES RACIAL TRAITS FEATS
• All Armour & Shields
• Simple Weapons
• Martial Weapons
• Common

• Undercommon
• Elvish
• Sylvan
• Abyssal
• Deep Speech
Haunted OneEvent: An apparition has haunted your family for generations and now haunts you.

Skills: Stealth, Arcana

Languages: Abyssal, Undercommon, Sylvan

Equipment: Monster Hunters Pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of common clothes, and 1 sp and a trinket [Bouguet of funerary flowers that are always fresh]) - Living Tattoo

Feature: Mist Walker - The Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in
chapter 3). You recognize where the talisman originates from if you have been to its domain of origin

- Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in
chapter 3). You recognize where the talisman originates from if you have been to its domain of origin

• Symbiotic Being
- Living Tattoo
- Entwined ExistenceProficiency in Insight
- Symbiotic AgendaThe symbiote seeks to destroy a specific type of being, such as a fiends, trolls, or paladins
- Sustained SymbiosisWhen you fail a saving throw, spend a HD and add the result to the save.

When using this on a death saving throw automatically succeed on the roll and regain 1 HP

1/long rest.
Fighting StyleArchery: +2 Ranged Attacks
Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm.

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action SurgeTake second Action
DarkvisonDarkvision out to 60ft
Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill VersatilityPerception, Survival
LanguageElvish, Deep Speech

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+4 Piercing Finesse
Pistol +6 1d10+4 Piercing Reload 4, Misfire 1, Range (60/240)
 

money-dollar-circle-512.pngWEALTH


Copper: 0 | Silver: 1 | Gold: 13 | Electrum: 0 | Platinum: 0

(14 Coins * .02 lbs. = .28 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 120.3 lbs. / 210 lbs. max.
Status;
☐ Unencumbered [Below STR x 5 Score]
EncumberedMovement reduced by 10ft [Above STR x 5 Score]
Heavy EncumberedMovement reduced by 10ft
Disadvantage on strength, dex and con ability checks and saving throws
[Above STR x 10 Score]

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)
Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (9 lbs.) READIED ITEMS ( lbs.)
Studded Leather Armor - 10 lbs. Rapier - 3 lbs.
- 1d8 Piercing
- Finesse
Pistol - 3 lbs.

- Finesse Reload 4, Misfire 1
Pistol - 3 lbs.
- Finesse Reload 4, Misfire 1
 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (101 lbs.)
Stored items can be retrieved with an action.

IN BACKPACK (61 lbs.) STRAPPED TO BACKPACK (40 lbs.) IN STORAGE (-- lbs.)
[Backpack - 5 lbs.]
• Crowbar - 5 lbs.
• Hammer - 10 lbs.
• Set of Manacles - 6 lbs.
• Steel Mirror
• Tinderbox 1 lbs.
• Trinket (Immortal Funerary Flowers)
• Rations x10 - 20 lbs.
• Blanket - 7 lbs.
• Holy Symbol
• Flask of Holy Water 1 lbs.
• Flask of Oil 1 - 1 lbs.
• Torches x3 - 3 lbs.
• Wooden Stakes x3.
• Waterskin - 5 lbs.
• Tent - 20 lbs.
• Bedroll - 7 lbs.

• Rope, Hempen (50ft) - 10 lbs.
 
 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Default Actions

Reaction - Opportunity Attack as appropriate (rapier most likely)
Action - Standard weapon attack (probably with pistol, rapier in melee)
 

 

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CONCEPT
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Name: Lady Amelia Grey

Character Concept: Wandering Gunslinger

Lineage, Background, Subclass Class: Half ElfDarkvision: 60ft

Fey Ancestry: Adv on saving throws against being charmed and magic can't put you to sleep

Skill Versatility: Perception, Survival
, Haunted OneEvent: An apparition has haunted your family for generations and now haunts you.

Skills: Stealth, Arcana

Languages: Abyssal, Undercommon, Sylven

Equipment: Monster Hunters Pack (containing
a chest, a crowbar, a hammer, three wooden
stakes, a holy symbol, a flask of holy water, a set
of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of common clothes, and 1 sp and a trinket [Bouguet of funerary flowers that are always fresh])

Feature: Mist Walker - The Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in
chapter 3). You recognize where the talisman originates from if you have been to its domain of origin
, Gunslinger Fighter

Description: Amelia stands only at a slim 5'7, and notably the opposite of intimidating, if she did not insist on covering herself in the tools of her trade.

With white hair and pale skin her most striking trait is her large, dark eyes, that stand in sharp contrast to her colouring. She sticks to light armour and travels light, often not keeping much with her at any one time.

Aside from her appearance, the weapons she carries can often draw as much, if not more attention than anything else.

Your Character’s Plothook: A wanderer from the mists, she is no stranger to the undead and the horror that they bring, from her time in Barovia she is familiar with their ilk, though not the specific kind that ravages Falkovnia.

She spent most of her adult life working with the locals to do what they could to keep their little villages safe from the ghosts, ghouls and other monsters that lurked in the darkness all across Barovia. Her family, a minor line of nobility, had always at least attempted to keep the lands around them as safe as they could.

She managed to do a lot of good in her little piece of home, she struggled against the night day after day, as her family had done for generations, but it would not last forever. It was a night like any other where she and a small group had been trekking through the woods at dusk, there had been sights of monstrous looking wolves snatching up people in the dark hours of the even, they did not find what they were looking for that night. Instead they returned to their village in flames, humanoid shapes running in and out of buildings, setting them alight and dragging people off into covered wagons.

The small group put up a fight but the attempt to save their village quickly turned into a running retreat. Amelia never got a good look at their attackers and as her companions were picked off one by one she resolved to flee and return with aid. It was then that she became lost, permanently disorientated in the mists, which leads her to her new predicament...

Backstory;
The noble Grey family has kept villagers safe in her homeland of Barovia for generations.
The Living Tattoo that winds around her arm is passed down from generation to generation.
Generations past an apprition grew to haunt her ancestral home, it has haunted every generation since and seems to pay particular attention to the current heir.
Amelia has spent a much of her adult life fighting various monsters of Barovia, it has innured her slightly to the fear of the unknown, only one monster truely scares her.

Fears & Failures:

  1. Fear: Amelia is truely, deeply and honestly afraid of vampires. The rumours of her homeland are something she keenly believes in and she has seen - to her mind - true evidence of their reality. This fear bleeds slightly onto other undead, though her reaction to the normal undead is normally more one of hatred than fear. She believes vampires to be the ultimate enemy, one that may be unstoppable.
  2. Fear: She does not trust the water, large boats are not too difficult, but small boats on anything that she has to swim in is something she struggles with. In her youth she was attacked by an ghostly creature in a large body of dark water and forever since she is convinced that all bodies of water are not to be trusted
  3. Rumour: Due to her porcelain complexion and her affinity for fighting in the dark it has been suggested more than once that she has some connection to vampires. Notably this is rarely said in her presence as it is one of the only things that will provoke her enough to make an attempt on someones life.
  4. Rumour: In her youth, Amelia had a tryst with a young man who claimed - to her and others - to come from a foreign world, most claim he was some sort of fae and Ameila made a bargain with him.


Religion: Amelia's family always followed Ezra, God of the mists. Though her piety has somewhat lapsed of late, she is well practiced in the tradition. Her family considered Ezra a God of travelers and protectors and often invoked them when they defended their lands.
Is Might Right? Amelia believes those with power should use it for good, but accepts that simply being the strongest does not automatically grant someone the right to control others. She believes that it is only right to allow those with the power to keep it, if they use it for the betterment of others.
Music: Atmosphere, Mood music for noble, gothic balls, Alone in the woods vibes
Images;

Equipment

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Style
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Weapons
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Name
Harrowing Event
3
1d10 3
Trinkets
31
d100 31
Agenda
1
d6 1
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image.png.dd8eaa9c354edabde96b922e2b2af7f8.png

Name: Ameila Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 12 | Prof: +2
Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2

Fighting Style, Second Wind
Attacks: Pistols, Rapier
Passive: Perception - 14 | Investigation - 10 | Insight - 14
Darkvision, Fey Ancestry

Actions go here.

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