|
Osira
Oct 29, 2019 2:01:11 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 2:01:11 GMT
Name: Osira Kraldaash Class and Level: Swashbuckler Rogue 3 / Trickery Cleric 2 Race: Dragonborn (Brass) Background: Acolyte Alignment: Chaotic Good Size: Medium Height: 5' 10" Weight: 203 lbs Age: 32 years old
Experience: 8,142/14,000
Proficiency Bonus: +3
Appearance
Osira is a lean, lightly muscled brass dragonborn. She wears studded leather armor over simple, slightly loose clothing that is easy to move in. A friendly expression is always on her face and she is constantly in motion; twirling, balancing on one foot or the other, and extending limbs almost as if dancing. The only time Osira is still is while curled up asleep or while she is working. An amulet to Tymora hangs from a chain necklace around her neck; a plain silver coin with the smiling face of Tymora. Osira tucks the coin under her clothes but it constantly pops out again with all her hopping around. The shield she carries also has a face; it is often seen sticking its tongue out.
|
|
|
Osira
Oct 29, 2019 2:42:44 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 2:42:44 GMT
Stats and Modifiers
STR:
| 15 | Mod: | +2 |
|
| DEX: | 18 | Mod: | +4 |
|
| CON: | 13 | Mod: | +1 |
|
| INT: | 15 | Mod: | +2 |
|
| WIS: | 16 | Mod: | +3 |
|
| CHA: | 16 | Mod: | +3 |
|
|
|
Osira
Oct 29, 2019 3:39:34 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 3:39:34 GMT
Saving Throws
Stat | Proficient? | Modifier | Strength | No | +2 | Dexterity | Yes | +7 | Constitution | No | +2 | Intelligence | Yes | +5 | Wisdom | No | +3 | Charisma | No | +3 |
Skills
Skill | Proficient? | Modifier | Acrobatics (Dex) | No | +4 | Animal Handling (Wis) | No | +3 | Arcana (Int)
| No | +2 | Athletics (Str)
| No | +2 | Deception* (Cha)
| Yes | +9 | History (Int)
| No | +2 | Insight (Wis)
| Yes | +6 | Intimidation (Cha)
| No | +3 | Investigation (Int)
| Yes | +5 | Medicine (Wis)
| No | +3 | Nature (Int)
| No | +2 | Perception (Wis)
| Yes | +6 | Performance (Cha)
| No | +3 | Persuasion (Cha)
| No | +3 | Religion (Int)
| Yes | +5 | Sleight of Hand (Dex)
| No | +4 | Stealth (Dex)
| Yes | +7 | Survival (Wis)
| No | +3 |
Passive Perception: 16 * = Expertise
|
|
|
Osira
Oct 29, 2019 4:11:55 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 4:11:55 GMT
Initiative Bonus: | +7 | Armor Class: | 16 (18 with shield) | Speed: | 30 (walk) | Maximum Hit Points: | 32 | Current Hit Points: | DEAD | Temporary Hit Points: |
| Hit Dice: | 5d8 | Current Hit Dice: | 5 |
Death Saves
|
|
|
Osira
Oct 29, 2019 4:30:44 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 4:30:44 GMT
Languages and Proficiencies Languages:
Celestial Common Draconic Dwarvish Thieves' Cant Proficiencies:
Armor | Weapons | Tools | Light Armor | Hand Crossbows | Thieves' Tools* | Medium Armor | Longswords | | Shields | Rapiers | |
| Shortswords | |
| Simple Weapons |
|
* = Expertise
|
|
|
Osira
Oct 29, 2019 4:39:38 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 4:39:38 GMT
Attacks and Spellcasting Weapon Attacks:Name | Attack Bonus | Saving Throw | Damage/Type | Properties | Breath Weapon |
| DC 12 Dexterity | 2d6 Fire | 5 by 30 ft. line; half damage on save
| Dagger | +7 |
| 1d4+4 Piercing | finesse, light, thrown (20/60 ft.)
| Dagger (thrown) | +7 |
| 1d4+4 Piercing
| finesse, light, thrown (20/60 ft.)
| Rapier | +7 |
| 1d8+4 Piercing | finesse
| Shortbow | +7 |
| 1d6+4 Piercing | ammunition (80/320 ft.), two-handed
| Sneak Attack |
|
| 2d6 |
| Unarmed | +5 |
| 3 Bludgeoning |
|
Spell Attacks:Name | Attack Bonus | Saving Throw | Damage/Type | Properties | Inflict Wounds | +6 |
| 3d10 Necrotic | 1 action; V, S; (touch); damage increases by 1d10 for each slot level above 1st
| Word of Radiance |
| DC 14 Contstitution | 2d6 Radiant | 1 action; V, M (holy symbol); each creature of choice (5 ft.) |
Spell Level | Spell Slots | Level 1 | 0/3
|
Prepared Spells (5):Cantrip | Level 1 | Guidance | Bane | Spare the Dying | Bless | Word of Radiance | Charm Person** |
| Cure Wounds |
| Disguise Self** |
| Healing Word |
| Inflict Wounds |
** = always prepared
|
|
|
Osira
Oct 29, 2019 5:36:51 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 5:36:51 GMT
EquipmentOn Person | Weight | Arrow (20) | 1 lb. | Ball Bearings, Bag of (999)
| 2 lbs. | Cast-Off Studded Leather Armor
| 13 lbs. | Coin Pouch | 0.73 lbs. | Common Clothes, Set
| 3 lbs. | Dagger (9) | 9 lbs. | Holy Amulet of Tymora (focus)
| 1 lb. | Playing Card Set |
| Quiver | 1 lb. | Rapier | 2 lbs. | Shield of Expression | 6 lbs. | Shortbow | 2 lbs. | Thieves' Tools | 1 lb. | Wand of Magic Detection (3/3 charges) | 1 lb. | Waterskin (full) | 5 lbs. | Total: | 47.73 lbs. |
Currency | Amount | Weight | Copper |
|
| Silver | 5 | 0.1 lbs. | Electrum |
|
| Gold | 36 | 0.72 lbs. | Platinum |
|
| Total: | 41 | 0.73 lbs. |
Backpack | Weight | Backpack | 5 lbs. | Bedroll (strapped to bottom of backpack) | 7 lbs. | Bell |
| Candle (5) |
| Cloth Doll, Small (skewered with needles) |
| Crowbar | 5 lbs. | Hammer | 3 lbs. | Hooded Lantern (full; strapped to side of backpack) | 2 lbs. | Incense, Stick (5)
| 1 lbs. | Oil, Flask (2) | 2 lbs. | Piton (10) | 2.5 lbs. | Potion Bottle, Empty |
| Prayer Book | 5 lbs. | Rations (5 Days) | 10 lbs. | Rope, Silk (50 ft.; strapped to side of backpack) | 5 lbs. | Rope, Silk with Grappling Hook (50 ft.; strapped to side of backpack) | 9 lbs. | String, 10 ft. |
| Tinderbox | 1 lb. | Total: | 57.5 lbs. |
Carry Capacity: | 225 lbs. | Encumbered: | 226 - 300 lbs. | Over-Encumbered: | >300 lbs. | Push, Drag, or Lift Max: | 450 lbs. |
|
|
|
Osira
Oct 29, 2019 5:57:30 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 5:57:30 GMT
Personality Traits - I see omens in every event and action. The gods try to speak to us, we just need to listen. -- I lie about almost everything, even when there's no reason to.
Ideals - Charity. I always try to help those in need, no matter what the personal cost.
Bonds - I owe my life to the priest who took me in when my parents died.
Flaws - My piety sometimes leads me to blindly trust those that profess faith in my god.
Assumptions - Osira is constantly in motion unless she is specifically trying to be quiet or unseen. -- The shield's face is usually sticking its tongue out. --- If Osira dies, she is 100% okay with being reincarnated. ---- When exploring a new area (ie. party members in a size of medium or larger haven't walked the floor), Osira will move stealthily while looking for traps. ----- When moving stealthily, Osira will peek around corners before turning. When moving at a walking or faster pace, unless she hears or otherwise senses something suspicious, Osira will turn corners without peeking around them. ------ When checking an item to see if it is locked, Osira will always first check if it is trapped.
|
|
|
Osira
Oct 29, 2019 6:13:32 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 6:13:32 GMT
Features and Traits
Blessing of the Trickster (Trickery Cleric): You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. -This blessing lasts for 1 hour or until you use this feature again.
Breath Weapon (Brass Dragonborn): You can use your action to exhale destructive energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.
Channel Divinity (Cleric; 0/1): When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC (14).
Invoke Duplicity (Trickery Cleric): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. - For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Turn Undead (Cleric): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Cunning Action (Rogue): 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.
Damage Resistance (Brass Dragonborn): You have resistance to fire damage.
Expertise (Rogue): Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Fancy Footwork (Swashbuckler): You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity (Swashbuckler): Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. - You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Shelter of the Faithful (Acolyte): As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. - You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Sneak Attack (Rogue/Rakish Audacity): You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 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. -- You don't need advantage on the attack roll if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.
Thieves' Cant (Rogue): During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
|
|
|
Osira
Oct 29, 2019 6:16:00 GMT
Post by Uzoras the Magnificent on Oct 29, 2019 6:16:00 GMT
Background
When Osira was seven years old, her parents, Dazzazn and Aasathra, decided to move their little family from the small town of Caford to the big city of Waterdeep. Osira's parent were ceramists who hoped to find more opportunities and a better future in the City of Splendors. Opportunities were found, but so was hardship and disease. Waterdeep's Guild of Stonecutters, Masons, Potters, and Tile-makers did not accept Dazzazn and Aasathra into their ranks. Osira was too young to understand why. Without membership into the Guild, it was nearly impossible for Osira's parents to find work. They spent most of their days alternating between the odd-jobs that they could find and appealing to the Guild of Stonecutters, Masons, Potters, and Tile-makers for entry into their guild. As a result, Osira was often left alone to her own devices.
The Kraldaash family could afford a tiny room in a crowded tenement, which was crammed against other such crowded tenements in the Dock Ward. Young Osira would wander from room to room, tenement to tenement, warehouse to warehouse; she liked to create stories about the people who could be found inside and the all the things they were doing that day. When her parents came home late in the evenings Osira would regale them with her wild tales, trying to make them smile or laugh at least for a moment. For Osira, life wasn't so bad. Her family was together, they had a roof over their heads, and food on the table.
Dazzazn, Osira's father, fell ill in the middle of the family's first winter at Waterdeep. A few weeks after, Aasathra seemed to catch the same illness that plagued her husband. Before the month was out, they were gone. Osira was kicked out of the tenement room and another family immediately moved in. At eight years old, Osira wandered the streets of Waterdeep; just another orphan. In a way, her days didn't really change. Osira still walked the streets and alleyways, making up stories as she went. The nights though... there was no home to return to and no family to smile and laugh at her stories. Osira traveled the narrow, twisting alleyways of Waterdeep alone or sometimes with other children. She learned how to get into interesting places despite locked doors and guards. Her new skills were enough to keep herself fed and safe on most nights.
Osira's wanderings eventually took her to a small shrine dedicated to Tymora, which was tucked in a gap between a gambling den and a sailor's tavern. The odd assortment of trinkets left at the little alter fascinated Osira -- dice worn smooth, a deck of cards with funny paintings, coins from near and far, and so much other wonderful things. Osira would come back to the shrine day after day to see if any new offering has been made. The shrine's keeper, a middle-aged human man named Theodore, eventually discovered Osira at the shrine. They spoke, Osira told her typically strange stories, and they parted ways. After several such chance meetings at the shrine, Theodore was able to sift out some truths about Osira and invited her into his home. Theodore fed Osira, allowed her live at his home, and raised her with the teachings of Tymora.
As Orisa grew older, she believed her life would follow a similar path to Theodore's. She dedicated herself to Tymora, as much as anyone can dedicate oneself to Lady Luck. Osira studied, helped Theodore tend to the little shrine, and went on the occasional trip with him to the Tower of Luck in the Castle Ward. Despite her genuine interest and hard work, curiosity and something else kept pulling Osira back to the streets. Finally understanding that her path lied elsewhere, Osira took to hanging around gambling dens and taverns that catered to sailors and adventurers. Risk-takers of all sorts welcome an acolyte of Lady Luck.
"Would you like to go on an adventure with me?" she would ask anyone who stopped a moment to listen.
It took quite a while, and much pestering, before anyone said, "Yes."
|
|