In the Halls of Undermountain: Vierna

From RPGnet
Jump to: navigation, search

Vierna is a player character in In The Halls of Undermountain, played by Taerjaga

Character Summary[edit]

Name: Vierna Baitor
Quote: "I'm waiting to feel the earth move."
Age: 30s
Sex: Female
Race: Drow
Class: Druid (Sentinel)
Character Tags: Earthbender, Earthdreamer, Dungeon Explorer, Bane of Aberrations

Description: Vierna’s appearance is typical of drow – jet black skin, white hair, blue eyes (although a bit of a darker shade). She is relatively tall for her race, standing close to 6 feet in height, but with a lean build. She typically wears hide armor underneath a hooded cloak and bears an ornately carved quarterstaff.

Vierna is usually accompanied by an elemental spirit which she refers to as “Krenira”. Krenira’s form is not constant, but is often similar in size and shape to Vierna. Its body typically has the appearance of a swirling dust devil, but will occasionally take on more solid elemental forms.

Personality: Vierna is not usually one for small talk. Those who have not known her for long often assume she is some sort of quiet loner or introvert. Those who have traveled with her know that this is not quite the case. She is simply more interested in listening to the world around her most of the time. Vierna does occasionally open up and can be quite animated at times. However, what flashes of personality her compatriots can glean from these moments seem almost random. Sometimes stonefaced, sometimes fiery. Sometimes cold, other times childish. It’s almost as if her mood shifts with some unseen tide within the earth.

Bio: Vierna grew up among a group of drow with a somewhat nomadic lifestyle. Early on she was taught how to survive in the wilds of both the above world and the Underdark. She always had a preference for being underground and developed an interest in earth magic. As an adult, she took on the adventuring life as a way to explore more of the Underdark and similar environs, expanding her knowledge and connection to the deep earth.

Grudge: When Vierna was a small child, she had a pet badger. She doesn’t remember exactly how she got her, but Vierna remembers that she named her Berri after her favorite food. (Much to her parents’ chagrin, Vierna also had a tendency to try and eat anything that looked like a berry, including quite a few poisonous ones.)

Berri had a knack for tunneling, and as a kid, Vierna had a knack for following her through the tunnels. (Something she wouldn't be able to do today.) However, one day Vierna was chasing Berri through her tunnels and was surprised to find that Berri had tunneled into an old crypt. Vierna lost track of Berri, but eventually after exploring much of the crypt, she found another of Berri's tunnels leading out into the underdark in a relatively straight path. Unfortunately the tunnel had become blocked and she couldn't follow. However, Vierna figured that, if Berri had kept going straight, she would eventually have come to a network of caves that Vierna had heard of. So Vierna checked out the caves and, again after much exploring, found another of Berri's tunnels. Eventually, Vierna had to give up her search as the tunnels went too far from home.

As she grew up, Vierna maintained her interest in underground exploration and eventually took up adventuring. However, during one excursion in the East Rift, the same region where she had lost track of Berri, she came across a familiar looking tunnel. Although she could no longer fit through them herself, on a whim she decided to see if she could predict where it would show up next based on her knowledge of nearby underground structures. Her hunch paid off when she found more of Berri’s tunnels.

Ever since then, Vierna has been trying to track Berri down, repeatedly finding her tunnels in the most unusual of places. Somehow, Berri's path seems to run headlong into dungeon after dungeon, leading Vierna to continue the life of an adventurer and dungeon explorer in her quest to find her increasingly wayward pet.

How Berri keeps finding these dungeons, or even more curious, how she has managed to survive them and live this long is a mystery to Vierna. Despite this, and the worryingly increasing levels of danger Berri's path seems to take her in, Vierna continues following the trail...eventually leading her to Undermountain.


Character Sheet[edit]

Vierna Baitor
Female Drow Druid (Sentinel), level 2

Alignment: Unaligned, Deity: None
Languages: Common, Deep Speech, Elven, Primordial

Background: East Rift
Theme: Earthforger

Class features:

  • Acolyte of the Natural Cycle (Druid of the Wastes):
    • Living zephyr animal companion.
    • +1 shield bonus to AC and Reflex when wielding a spear or staff.
    • +2 to Endurance.
  • Wilderness Knacks:
    • Beast Empathy - +2 to Bluff, Diplomacy, and Intimidate versus beasts. Can communicate simple concepts and commands. Can use Insight to understand basic messages.
    • Wilderness Tracker – During a short rest, make a Perception check to determine the number and nature of creatures that have passed through the area in the past 24 hours.


Drow Racial traits:

  • +2 Dex, +2 Wis
  • Medium, speed 6, darkvision
  • +2 Intimidate, +2 Stealth
  • (Fey Origin): [This has been changed by the Earthforger theme.]
  • Lolthtouched: Gain the Cloud of Darkness power.
  • Trance: Instead of sleeping, drow enter a meditative state known as trance. You require only 4 hours in this state to gain the benefits of an extended rest. While in a trance, you are fully aware of your surroundings.


East Rift benefits:

  • Gain Deep Speech as a language.
  • Add Dungeoneering to your list of class skills.
  • +2 to Dungeoneering.


Earthforger features:

  • Elemental Origin: You are considered to be an elemental.
  • Gain Primordial as a language.
  • +1 bonus to defenses until the start of your next turn when you use your second wind.
  • Gain the Stone Panoply power.


- - - - - - - - - - - - - - - - - - - -
Ability Scores:
Str 8 (-1); Con 14 (+2); Dex 16 (+3); Int 10 (+0); Wis 18 (+4); Cha 13 (+1)

Skills:
Acrobatics +3, Arcana +1, Athletics -1, Bluff +2, Diplomacy +2, Dungeoneering* +12, Endurance +4, Heal +10, History +1, Insight +5, Intimidate +4, Nature +12, Perception +12, Religion +1, Stealth +5, Streetwise +2, Thievery* +3.

Feats:

  • Dungeon Experience – Use Dungeoneering in place of Thievery for disabling traps and opening locks.
  • Staff Expertise – +1/2/3 feat bonus to attacks with a staff, do not provoke with ranged attacks, +1 reach.
  • Superior Will – +2/3/4 feat bonus to Will, make an additional saving throw versus dazed or stunned at the beginning of your turn.
  • Wasteland Wanderer – +2 feat bonus to Nature, Perception, and initiative checks.


Mundane Items:
Hide armor, quarterstaff, widow’s knife, hand crossbow, crossbow bolts (17), adventurer’s kit, thieves’ tools, lantern, saddle-bags (Talabeyl), vial bandolier (Talabeyl), note (from stirge room), business card (halfling), 34 gp.

Magic Items:
Healing potion (Talabeyl)

- - - - - - - - - - - - - - - - - - - -
Initiative: +6
Senses: Perception +12/+14 (Krenira), Insight +5, darkvision
Hit Points: 31 (bloodied value 15, surge value 7) Surges per day: 9
AC 18, Fort 15, Ref 15, Will 17
Speed: 6

Powers:
Melee: +1 half level, -1 strength, +1 feat (expertise), +2 proficiency = +3
Ranged: +1 half level, +3 dexterity, +2 proficiency = +6

Weapon: +1 half level, +4 wisdom, +1 feat (expertise), +2 proficiency = +8
Implement: +1 half level, +4 wisdom, +1 feat (expertise) = +6

At-will:

  • Tending Strike
    • Standard action: Melee weapon. Attack: One creature, +8 vs AC, 1d8+4. Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.


Encounter:

  • Combined Attack
    • Standard action: Melee weapon. Attack: One creature, +8 vs AC, 1d8+4. Effect: Your animal companion moves up to its speed and attacks.
  • Stone Panoply (Earthforger)
    • Standard action: Close burst 1. Attack: Each creature in the burst, +8 vs AC, 1d8+4. Effect: You are slowed and gain resist 1 + half your level until the end of your next turn.
  • Cloud of Darkness (Drow)
    • Minor action: Close burst 1. Effect: The burst creates a cloud of darkness that last until the end of your next turn. The cloud blocks line of sight, its squares are totally obscured, and creatures within it are blind. You are immune to these effects.
  • Healing Word
    • Minor action: Close burst 5. Effect: You or one ally in the burst can spend a healing surge and regain 1d6 additional hit points. Special: You can use this power twice per encounter, but only once per round.


Daily:

  • Earth Roots
    • Standard action: Area burst 1 within 10. Attack: Each creature in the burst, +6 vs Fort, 2d8+4. Effect: The burst creates a zone of writhing roots that last until the end of your next turn. Any enemy that starts its turn within the roots is slowed until the end of its next turn. Sustain minor: The zone persists and you can slide one enemy within 2 squares of the zone 2 squares into a square within the zone.
  • Lesser Restoration
    • Minor action: Ranged 10. Effect: Target can make a saving throw and spend a healing surge.


- - - - - - - - - - - - - - - - - - - -
“Krenira”
Animal Companion (Living Zephyr)
Medium Elemental Magical Beast

Initiative: Equal to yours
Perception: Equal to yours +2

Hit points: Your bloodied value
Defenses: (Add your level to each defense)
AC 14+, Fort 13+, Ref 14+, Will 13+
Speed: land 0, fly 6 (hover, altitude limit 2)

Debris Cloud (Aura 2): The aura is lightly obscured to enemies

Animal Attack (At-Will):

  • Standard action: Melee 1. Attack: One creature, your level + 5 vs AC, 1d10 + your Wisdom modifier and the zephyr can slide the target 1 square.


Ability Scores:
Str 12 (+1); Con 17 (+3); Dex 20 (+5); Int 3 (-4); Wis 14 (+2); Cha 7 (-2)