Rails Through Hell: Syrin

From RPGnet
Jump to navigation Jump to search

Return to Main Page


Syrin[edit]

Syrin's Appearance

Name: Syrin
Alignment: Chaotic Good
Gender: Female
Race: Iosian
Class: Rogue (Arcane Trickster)
Level: 6
Age: 96

Description: Syrin is a pale Iosian with red eyes and platinum hair. Tattoos down the side of her face and on her arms, usually hidden by her hair and clothes, speak of a tribe affiliation (Dusk Owl) that nobody remains alive to recognize. She wears dark leathers and bits and pieces assembled from what she's scavenged; a black scarf with a floral pattern that she uses as a hood is all that remains of her belongings from before the fall.

Ability Scores[edit]

Strength: 10 (+0)
Dexterity: 16 (+3) (15 + 1 Elven Accuracy)
Constitution: 12 (+1)
Intelligence: 16 (+3) (14 + 2 Iosian)
Wisdom: 12 (+1)
Charisma: 10 (+0) (9+1 Iosian)

AC: 14 (11+ 3 dex) (leather armor)
HP: 39/39
Hit Dice: 6d8
Speed: 30'
Proficiency: +3

Rapier: +6/1d8+3
Dagger: +6/1d4+3
Shortbow: +6/1d6+3
Sneak Attack: 3d6 Spell Attack: +6
Spell Save DC: 14

Initiative Bonus +3
Passive Perception 17
Passive Insight 11

Spells[edit]

Syrin's Spellbook
  • Spells/day:
    • L1: 3
  • Cantrips Known: Mage Hand, Booming Blade, Prestidigitation
  • Spells Known: Protection from Good/Evil, Color Spray, Disguise Self, Silent Image

Saving Throws[edit]

Strength: +0
Dexterity: +6 (PR)
Constitution: +1
Intelligence: +6 (PR)
Wisdom: +1
Charisma: +0

Languages Known[edit]

Shyr, Common

Proficiencies[edit]

Simple weapons
Hand crossbows, longswords, rapiers, shortswords
Light armor

Skills[edit]

Acrobatics +6
Arcana +6
Deception +3
Investigation +9
Perception +7
Sleight of Hand +6
Stealth +9
Religion +6

Tools/Instruments[edit]

Thieves' Tools +9

Feats[edit]

Elven Accuracy (Bonus)

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

War Caster (L4)

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


Traits and Features[edit]

Iosian

  • +2 Int, +1 Cha
  • Size: Medium
  • Speed: 30'
  • Darkvision 60'
  • Keen Senses: Perception proficiency
  • Martial Society: When you make an attack roll and roll a 1, you can reroll the die but must use the new roll, even if it is another 1.
  • Skill Versatility: +2 Skill/tool proficiencies (Deception and Religion)
  • Languages: Shyr and 1 other

Rogue

  • Saving Throws: Dex, Int
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
  • Tool proficiency: Thieves' Tools
  • Equipment:
    • (a) a rapier or (b) a shortsword
    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
    • Leather armor, two daggers, and thieves' tools
  • Expertise: Investigation, Perception, Stealth, Thieves' Tools
  • Sneak Attack: 3d6 Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  • Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Background[edit]

Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
  • Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival
  • Tool Proficiencies: None
  • Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
  • Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.

Gear[edit]

  • Rapier
  • Shortbow w/20 Arrows
  • Leather armor
  • 2 daggers
  • Thieves' Tools
  • Burglar's Pack
    • Backpack
    • 1000 ball bearings
    • 10 feet of string
    • bell
    • 5 candles
    • crowbar
    • hammer
    • 1 pitons
    • hooded lantern
    • 2 flasks of oil
    • 5 days rations
    • tinderbox
    • Waterskin
    • 50 feet of rope
  • Clothes
  • Monster Hunter's Pack:
    • Chest
    • Crowbar
    • Hammer
    • 3 wooden stakes
    • Holy Symbol
    • Flask of Holy Water
    • Manacles
    • Steel Mirror
    • Flask of Oil
    • Tinderbox
    • 3 Torches

Character Backstory[edit]

Syrin is originally from a settlement that survived in an urban area (I presume there were more proper cities than just the capital?), where people retreated into the sewers and catacombs and managed to put up a fight, even occasionally venture out to forage - or raid - for food. But unlike in Stonegate, they didn't have infrastructure to grow food, and things got bad real fast.

Syrin, still a child, had been figuring out that maybe she had a knack for magic, before the disaster. Had the Darkness not fallen, she'd probably have gone off to learn to be a proper wizard. But it did, and her parents were killed, and she and her older brother were among the very few Iosians surviving in the mostly human city.

Things got bad. Real bad. Her brother was pressed into the guard and foraging parties, and except for the few times he could bring something back to her she was left for herself. So she started stealing what she could from the people who got more than their share and got a reputation as someone who just skulked about uselessly (but was never caught). This was how she'd learned that those upper classes had begun to resort to cannibalism.

Things... went badly when she started spreading the word about that. It tore the little survivor community apart, and the final attack that wiped it out followed soon after when nobody was in a condition to put on a unified front. She managed to escape with only a handful of others, and they made it to another community.

Which was overrun a scant few years later, and this time she hadn't even done anything. She managed to escape with a few others..

And again.

And again.

By now, Syrin is convinced that she is cursed to bring ruin wherever she goes, and separated from the last group of survivors she fled with. (Really, it's just that a lot of holdout settlements didn't make it, but her guilt doesn't let her be logical about that.) But surviving alone isn't really an option, so she's come to <Quinan's settlement> and tried to be a good follower of the Scorpion's Oath and not bring anything down on this settlement. And now there are these newcomers on a dangerous, maybe suicidal, mission to go to the heart of the darkness.

Maybe she can bring her curse to the source of the horrors and finally be useful for once.