Editing In the Halls of Undermountain: Vierna

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Vierna is a player character in [[In The Halls of Undermountain]], played by Taerjaga
 
Vierna is a player character in [[In The Halls of Undermountain]], played by Taerjaga
 
=Character Summary=
 
=Character Summary=
[[File:Sense_of_a_Spark_by_Starlitdragon.jpg|400px|thumb|Large Version: http://wiki.rpg.net/index.php/File:Sense_of_a_Spark_by_Starlitdragon.jpg<br>Fan Service Version: http://wiki.rpg.net/index.php/File:Drow_Druid.jpg<br>
 
Krenira: http://wiki.rpg.net/index.php/File:Rage_of_Bahamut_-_Earth_Elemental_1.jpg]]
 
 
Name: Vierna Baitor<br>
 
Name: Vierna Baitor<br>
 
Quote: "I'm waiting to feel the earth move."<br>
 
Quote: "I'm waiting to feel the earth move."<br>
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Character Tags: Earthbender, Earthdreamer, Dungeon Explorer, Bane of Aberrations<br>
 
Character Tags: Earthbender, Earthdreamer, Dungeon Explorer, Bane of Aberrations<br>
  
'''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.
+
'''Description:'''  Vierna’s appearance is typical of drow – jet black skin, white hair, blue eyes (although a bit of a darker shade).  She wears hides 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.
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Vierna is usually accompanied by an elemental spirit which she refers to as “Krenira”.  Krenira’s form is not contstant, 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.
 
'''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.
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=Character Sheet=
 
=Character Sheet=
'''Vierna Baitor'''<br>
 
'''Female Drow Druid''' (Sentinel), level 2<br>
 
<br>
 
'''Alignment:''' Unaligned, '''Deity:''' None<br>
 
'''Languages:''' Common, Deep Speech, Elven, Primordial<br>
 
<br>
 
'''Background:''' East Rift<br>
 
'''Theme:''' Earthforger<br>
 
<br>
 
'''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.
 
<br>
 
'''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.
 
<br>
 
'''East Rift benefits:'''
 
* Gain Deep Speech as a language.
 
* Add Dungeoneering to your list of class skills.
 
* +2 to Dungeoneering.
 
<br>
 
'''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.
 
<br>
 
- - - - - - - - - - - - - - - - - - - -
 
<br>
 
'''Ability Scores:'''<br>
 
Str 8 (-1); Con 14 (+2); Dex 16 (+3); Int 10 (+0); Wis 18 (+4); Cha 13 (+1)<br>
 
<br>
 
'''Skills:'''<br>
 
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.<br>
 
<br>
 
'''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.
 
<br>
 
'''Mundane Items:'''<br>
 
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.<br>
 
<br>
 
'''Magic Items:'''<br>
 
Healing potion (Talabeyl)<br>
 
<br>
 
- - - - - - - - - - - - - - - - - - - -
 
<br>
 
'''Initiative:''' +6<br>
 
'''Senses:''' Perception +12/+14 (Krenira), Insight +5, darkvision<br>
 
'''Hit Points:''' 31 (bloodied value 15, surge value 7)  '''Surges per day:''' 9<br>
 
'''AC''' 18, '''Fort''' 15, '''Ref''' 15, '''Will''' 17<br>
 
'''Speed:''' 6<br>
 
<br>
 
'''Powers:'''<br>
 
Melee: +1 half level, -1 strength, +1 feat (expertise), +2 proficiency = +3<br>
 
Ranged: +1 half level, +3 dexterity, +2 proficiency = +6<br>
 
<br>
 
Weapon: +1 half level, +4 wisdom, +1 feat (expertise), +2 proficiency = +8<br>
 
Implement: +1 half level, +4 wisdom, +1 feat (expertise) = +6<br>
 
<br>
 
<span style="color:#008000">'''At-will:'''</span>
 
* <span style="color:#008000">'''Tending Strike'''</span>
 
** '''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.
 
<br>
 
<span style="color:#800000">'''Encounter:'''</span>
 
* <span style="color:#800000">'''Combined Attack'''</span>
 
** '''Standard action:''' Melee weapon. '''Attack:''' One creature, +8 vs AC, 1d8+4. '''Effect:''' Your animal companion moves up to its speed and attacks.
 
* <span style="color:#800000">'''Stone Panoply (Earthforger)'''</span>
 
** '''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.
 
* <span style="color:#800000">'''Cloud of Darkness (Drow)'''</span>
 
** '''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.
 
* <span style="color:#800000">'''Healing Word'''</span>
 
** '''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.
 
<br>
 
<span style="color:#808080">'''Daily:'''</span>
 
* <span style="color:#808080">'''Earth Roots'''</span>
 
** '''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.
 
* <span style="color:#808080">'''Lesser Restoration'''</span>
 
** '''Minor action:''' Ranged 10. '''Effect:''' Target can make a saving throw and spend a healing surge.
 
<br>
 
- - - - - - - - - - - - - - - - - - - -
 
<br>
 
'''“Krenira”'''<br>
 
'''Animal Companion (Living Zephyr)'''<br>
 
'''Medium Elemental Magical Beast'''<br>
 
<br>
 
'''Initiative:''' Equal to yours<br>
 
'''Perception:''' Equal to yours +2<br>
 
<br>
 
'''Hit points:''' Your bloodied value<br>
 
'''Defenses: (Add your level to each defense)'''<br>
 
'''AC''' 14+, '''Fort''' 13+, '''Ref''' 14+, '''Will''' 13+<br>
 
'''Speed:''' land 0, fly 6 (hover, altitude limit 2)<br>
 
<br>
 
'''Debris Cloud''' (Aura 2): The aura is lightly obscured to enemies<br>
 
<br>
 
<span style="color:#008000">'''Animal Attack (At-Will):'''</span>
 
* '''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.
 
<br>
 
'''Ability Scores:'''<br>
 
Str 12 (+1); Con 17 (+3); Dex 20 (+5); Int 3 (-4); Wis 14 (+2); Cha 7 (-2)<br>
 

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