Difference between revisions of "Mad Season Phaedra Aljenar"

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Latest revision as of 12:09, 25 March 2023

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Phaedra Aljenar[edit]

Faye has lived in or near Da'an Du all her long life. She celebrated her 328th birthday last "winter". Most folks in town know Faye. She shares her home in the pueblo, which contains six rooms, with Dravo Pike her current mate and their two children Kendryl and Bazha. Davro is human. He is 47 years old. They have an open marriage. Kendryl is a half-elven woman, 27, who will probably leave the nest in the next year or two. Bazha is a male half-elf child, 10.

In her misspent youth, she retreated into the desert to figure stuff out and wasn't seen for nearly a century. This was when she learned the Outlander language from a celestial spirit she met. What did she discover there?

The Council of Judges has asked her to join them in the past but Faye was too busy raising her family to even consider the appointment. She is still in great favor with them. She is not a fan of the unsavory work of the Dyer and Tanner's Guilds.

Heirloom: TBD Contacts: TBD

Race: Female Wood Elf; Class-Level: Druid-3; Background: Criminal
Alignment: Neutral Good; Proficiency Bonus: +2
Passive Perception: 15; Passive Investigation: 9
Hit Dice: 3d8+9; Spent HD: None
Strength: 10 (+0);
Dexterity: 14 (+2); Original Value: 13 (+1 race)
Constitution: 16 (+3); Original Value: 15 (+1 feat)
Intelligence: 8 (-1); SAVES: +1; Religion: +4;
Wisdom: 16 (+3); SAVES: +5; Insight: +5; Medicine: +5; Perception: +5; Original Value: 14 (+2 race)
Charisma: 12 (+1);

Combat[edit]

Speed: 35 ft
Initiative: +2
AC: 16 (armor 12, shield, +2 Dex)
HP: 33/33; TEMP: 0
Spell Attack: +5 Save DC: 13
Shortsword: +4 melee 1d6+2 slashing
Longbow: +4 ranged 1d8+2 piercing; Range: 150/600

Spells Prepared/Cantrips Known[edit]

Cantrips: guidance (free),
1st Level: guiding bolt (free)
2nd Level:

Proficiencies[edit]

Languages: Druidic, Dwarven Trade, Elvish, Outlander, Sylvan
Tools: cook's utensils, herbalism kit
Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, longbow, longsword, maces, quarterstaffs, scimitars, shortbow, shortsword, sickles, slings, spears

Feats[edit]

Chef: +1 CON, cook's utensils proficiency
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Race Wood Elf[edit]

Ability Score Increase: +2 to Wis, +1 Dex;
Language: Elvish, Dwarven Trade, Sylvan
Darkvision: Accustomed 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 ofyou 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep
Trance
Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot Your base walking speed increases to 35 feet.
Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena

Background: Hermit (modified)[edit]

Skills: Medicine, Religion; Language: Outlander
Life of Seclusion: I was searching for spiritual enlightenment.
Discovery: TBD The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Class: Druid: Circle of Stars[edit]

Skills: Insight, Survival
Spellcasting: Attack bonus: +5; Spell DC: 13; #prepared: 6; Cantrips: 3; 1st: 4; 2nd: 2
Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level
Wild Shape: 1/4 CR, duration: 1 hour, usage: twice per short/long rest
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, ifyou revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear just either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Circle of Stars:
Star Map: A crystal that projects starry patterns when placed before a light, worn as a pendant. Acts as a spell focus. Grants: guidance cantrip, guiding bolt spell. Can cast guiding bolt twice per long rest without using a spell slot
Starry Form: As bonus action, expend a wild shape usage, 10 minutes, shed bright light 10 feet, dim light another 10 feet.[LIST]
Archer: When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to ld8 + your Wisdom modifier.
Chalice: Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to ld8 + your Wisdom modifier.
Dragon: When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10

Equipment[edit]

Shortsword
Studded Leather Armor
Shield
Longbow
30 arrows
Waterskin
Traveler's Clothes
Backpack
Bedroll
Herbalist Kit
Mess Kit
Perfume (vial)
Tinderbox
Whetstone
Belt
Pouch