Difference between revisions of "The Sheltered Hand: Tereza"

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(Tereza Dalca, Trakken Witch)
 
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'''Equipment'''
 
'''Equipment'''
 +
:A book, talking the Aetheric Realms and their effects on items one would use for Alchemy. Includes Potion of Invisibility recipe.
 
:'''Magic Items'''
 
:'''Magic Items'''
 
:1 Uncommon: Broom of Flying
 
:1 Uncommon: Broom of Flying

Latest revision as of 05:42, 18 March 2024

Tereza Dalca, Trakken Witch[edit]

Appearance

A tall woman with red hair, ice blue eyes, and very pale skin

Attributes

  • STR: 10 +1 Human, +1 Level 4 = 12 (+1)
  • DEX: 13 +1 Human = 14 (+2)
  • CON: 14 +1 Free, +1 Human = 16 (+3)
  • INT: 15 +1 Human = 16 (+3)
  • WIS: 12 +1 Human, +1 Level 4 = 14 (+2)
  • CHA: 8 +1 Human = 9 (-1)


Class Details

  • Human Artificer (Alchemist) lvl 6
  • Alignment: Chaotic Good
  • Hit Dice: 1d8
  • Hit Points: 8 + 5 x 5 + 6 x 3 (Con) = 51
  • AC: 12 (armor) +2 (Shield) +2 (Dex) = 16
  • Initiative: +2 (Dex) +5 (Alert) = +7
  • Proficiency Bonus: +3
  • Speed 30'
  • Culture: Trakken (Survival)


Skills and Proficiencies

  • Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons
  • Saving Throws: Constitution, Intelligence
  • Skills: Animal Handling, Arcana, Medicine, Nature, Survival
  • Tool Proficiencies: Alchemist's supplies, thieves’ tools, tinker’s tools, herbalism kit, cook's utensils, vehicles (land)
  • Tool Expertise: Proficiency bonus doubled.
  • Languages: Common, Taratan, Yrcish, Havlin
  • Feat: Alert

Saving Throws

  • Strength +1
  • Dexterity +2
  • Constitution +6
  • Intelligence +6
  • Wisdom +2
  • Charisma -1

Skills

Animal Handling +5
Arcana +6
Medicine +5
Nature +6
Perception +2
Passive Perception 12
Survival +5

Special Qualities

  • Infuse Item
  • Magical Tinkering
  • The Right Tool for the Job
  • Experimental Elixir
  • Alchemical Savant

Background: Folk Hero

  • Defining Event: I trained the peasantry to use farm implements as weapons.
  • Feature: Rustic Hospitality
  • Personality trait: I am confident in my own abilities and do what I can to instill confidence in others.
  • Ideal: Destiny. Nothing and no one can steer me away from my higher calling.
  • Bond: My tools are symbols of my past life, and I carry them so I will never forget my roots.
  • Flaw: I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
  • Skills: Animal Handling, Nature
  • Tool Proficiencies: Cook's Utensils, Vehicles (land)

Infusions Known: 6 (Replicate Magic Item: Bag of Holding, Cloak of the Manta Ray, Goggles of Night, Rope of Climbing, Gloves of Thievery, Lantern of Revealing)
Infused Items: 3 (Bag of Holding, Gloves of Thievery, Cloak of the Manta Ray)

Spells

  • Spell Save DC: 8 + 3 (Prof) + 3 (Int) = 14
  • Cantrips Known (2): Mending, Prestidigitation
  • Level 1 (4 + 2): Cure Wounds, Detect Magic, Identify, Purify Food and Drink (+ Healing Word and Ray of Sickness)
  • Level 2 (2 + 2): Aid, Magic Weapon (+ Flaming Sphere, Melf's Acid Arrow)

Mechanics
Bag of Holding: Holds 500 lb.
Cloak of the Manta Ray: Can breathe underwater. Swimming speed 60'.
Goggles of Night: Darkvision 60'.
Rope of Climbing: 60' long, carries 3000 lb. Can move and fasten itself.
Gloves of Thievery: +5 to sleight of hand and lockpicking.
Lantern of Revealing: Bright light 30', dim light another 30'. Invisible things visible in bright light.

Broom of Flying: Hovers. Flying speed 50'. 30' When carrying 200-400 lb.
Orb of Direction: Can use an action to determine which way is north.
Armor of Gleaming: Never gets dirty.

Mending: Repairs a single break or tear.
Prestidigitation: Creates harmless sensory effect.
Cure Wounds: Heals 1d8+3 on touch.
Detect Magic: Sense magic within 30'.
Identify: Learn magic item's properties.
Purify Food and Drink: Food and drink within 5' sphere purified and free of poison and disease.
Healing Word: Heals 1d4+3 within 60'.
Ray of Sickness: Target in 60' takes 2d8 poison and CON save or poisoned.
Aid: Up to 3 targets in 30' +5 HP.
Magic Weapon: Weapon becomes +1 magic weapon for 1 hour.
Flaming Sphere: 5' sphere within 60', 1 minute, moves 30' as bonus action. Ending turn within 5', 2d6 fire, DEX save for half.
Melf's Acid Arrow: Ranged spell attack 90'. 4d4 Acid, 2d4 end of next turn on hit. On miss, half initial damage.

Equipment

A book, talking the Aetheric Realms and their effects on items one would use for Alchemy. Includes Potion of Invisibility recipe.
Magic Items
1 Uncommon: Broom of Flying
2 Common: Orb of Direction, Armor of Gleaming

35 gp
sickle, 1d4 slashing, 2 lb.
club, 1d4 bludgeoning, 2 lb.
Light crossbow 5 lb.
20 bolts 0.5 lb.
studded leather armor, 13 lb.
Shield 6 lb.
Ball bearings 2 lb.
Caltrops 2 lb.
Shovel 5 lb.
Iron pot 10 lb.
dungeoneer’s pack
Wooden pack frame 5 lb.
Skinning knife 2 lb.
Waterskin 5 lb.
Henna dyes
Soap

Tools
Cook's Utensils 8 lb
Alchemist's Supplies 8 lb
Herbalism Kit 3 lb
Tinker's Tools 10 lb
thieves’ tools, 1 lb

Total weight: Who cares, Tereza has a Bag of Holding.

Background

Tereza was born in Trakke, in a reclusive community of the Clanless. It was founded in the past by a group of women from various Trakken clans, tired of the constant arguments and skirmishes between the clans. And although over time some people who had been cast out from their clans had sought refuge there, that is what the community in large part still was. A mostly female group of people who chose to live outside the clan structure.

The Clanless were not well regarded by the clan leaders or the Trakken King whose authority they rejected, but they were generally left alone. The founders had been a group of wise women keeping old animistic traditions, and they had brought their traditions with them and taught them to younger generations. Thus the Clanless were also called by another name - witches.

As was the Trakken way, the community was self-sufficient, and even turned a profit. In their constant competition, many clans sought to employ the craft of the witches and their mystical recipes, that the scholars in more civilized regions called Alchemy

Tereza would probably have been able to live a happy life in the community, but she grew up into a young, restless woman who came to feel that by selling their services to the clans, the Clanless witches just contributed to the strife they claimed to detest, when they could be using their knowledge and powers to push for unity. After butting her head for a while with the older witches - who usually came on top in the exchanges - Tereza finally had enough. Leaving the community, she headed out of Trakke, determined to join the Creed and use her powers not for profit but for the good of all.