Eliza Baratella

Andra's page

53 posts. Alias of The Morphling.


Full Name

Andra

Race

| HP 17/17 | AC 16 | Fort +6 Ref +6 Will +6 | Perception +4

Gender

NG Female Versatile Human Inventor 1

Size

Medium

Age

17

About Andra

Andra
Ancestry: Human (Versatile Heritage, Varisian Ethnicity)
Class: Inventor (Construct Innovation) - Wizard Multiclass
Background: Sponsored by Family
Languages: Common, Draconic, Varisian, Taldane, Xanmba, Sylvan

Ability Scores:
Str 10 (+0)
Dex 16 (+3)
Con 12 (+1)
Int 18 (+4)
Wis 12 (+1)
Cha 10 (+0)

Attacks:
Light Mace (heavy wrench) +6 melee (1d4 B)
Sling +6 ranged (1d6 B)

Skills:
☒☐☐☐ Acrobatics (Dex): +6
☒☐☐☐ Arcana (Int): +7
☐☐☐☐ Athletics (Str): +0
☒☐☐☐ Crafting (Int): +7
☐☐☐☐ Deception (Cha): +0
☐☐☐☐ Diplomacy (Cha): +0
☐☐☐☐ Intimidation (Cha): +0
☒☐☐☐ Lore [The Magaambya] (Int): +7
☒☐☐☐ Medicine (Wis): +1
☒☐☐☐ Nature (Wis): +4
☒☐☐☐ Occultism (Int): +7
☐☐☐☐ Performance (Cha): +0
☒☐☐☐ Religion (Wis): +4
☒☐☐☐ Society (Int): +7
☒☐☐☐ Stealth (Dex): +6
☐☐☐☐ Survival (Wis): +1
☒☐☐☐ Thievery (Dex): +6

Feats:
Arcane Sense (Versatile Heritage)
Haphazard Repair (Class Feat)
Arcane Tattoos (Abjuration) (Ancestry Feat)
Shield Block (Class Feature)
Inventor (Class Feature)
Eye for Numbers (Background Feat)

Equipment: Repair Kit

Ten Minute Background:

Step 1: Five facts about Andra
1) As a young child, Andra was abducted from her home by goblin minions of a powerful dark entity. Goblins still remind her of that time, and often make her nervous.
2) Her young mind was infused with vast intellect and knowledge by a magic item, which was then forcibly stripped away after she had come to rely upon it.
3) Manipulated into becoming the entity's apprentice, Andra rapidly became a powerful wizard - but those knowledge and memories were stripped from her when she was freed from captivity, forcing her to start over as a mere beginner.
4) The loss of the magic that her developing mind relied upon has left Andra suffering from occasional issues with memory and comprehension, but its lingering influence is the source of her natural talent for wizardry.
5) Since Andra's family was slain during her abduction, since then she has been raised by the five eclectic adventurers who rescued her - growing up enamored with their tales of magic and heroism.

Step 2: Character Goals
Short-Term) Andra hopes to perfect the pseudo-golem she has designed - augmenting her talent for clockwork with arcane magic.
Long-Term) Andra dreams of becoming a famous adventurer, like the heroic band which raised her.

Step 3: Secrets
Aware) The source of her construct's animating force is in fact a fragment from the clay golem who watched over her during her imprisonment - the piece of its armor which bore the construct's name and structured its personality.
Unaware) The malign intelligence which animated the tower that imprisoned Andra as a child was not destroyed, merely its vessel - and perhaps it still hungers for her power.

Step 4: NPCs: Two friendly, one unfriendly
Friendly) Moli - The Garundi wizard (and Magaambya graduate) of the adventuring party which saved Andra from her childhood imprisonment. He's responsible for sponsoring Andra for attendance at the academy, and along with his adventuring companions, raised her like a parent.
Friendly) Andra knows only one current student at the Magaambya - a half-elf named Lenora who was the former apprentice of her father figure Moli. While she's quite a bit older than Andra, she's a bit like an older sister to the young woman.
Unfriendly) One of the goblin shamans who had also served the tower survived the adventurers' assault - a brute named Rekti who blames Andra for the tower's fall and still holds a grudge all these years later.

Step 5: Memories
1) Andra's most powerful memory is of donning the magical hat which transformed her mind. Despite the trauma that resulted, she still dreams about that moment nearly every night, and fights a feeling of emptiness which still persists to this day.
2) Andra really only has one memory of her life before the tower. She's holding her mother's hand, looking at a display of magical tricks for children at a faire. Her father stands next to her, but she cannot remember his face.
3) The first time Andra cast a spell under her own power, not the tower's magic, was a moment of rebirth for the young woman. She finally believed she was capable of succeeding on her own merits, and did not need to use another as a crutch.

Flaw: Andra suffers from occasional moments of confusion when something triggers a lost or fragmented memory, occasionally also experiencing piercing migraines.
Quirk: Andra whistles, sings, or hums while she works - she struggles to focus if she's forced to work in silence.

Backstory:
What would happen, do you suppose, if a child with a natural aptitude for wizardry were granted the the knowledge and intellect of an archmage? Some ten years ago, just such an occurrence befell a young girl abducted from her home by goblin minions of a sentient wizard's tower. Though technically a hostage, she was treated more like an apprentice, learning from the tower's instruction, studying in its library, and befriending the awakened clay golem which stood guard. Due to a magic hat, she was a star pupil, but lost most of her power and knowledge with its destruction when a group of adventurers came to stop the abductions. With the goblins routed, the tower and its guard deactivated, she was raised by her rescuers who encouraged her to continue her study of magic and re-learn the secrets she had lost. While she now remembers only scraps of the mighty power she once commanded, wizardry still comes easily to the inquisitive young woman, who has also developed an interest in artifice and engineering - seeking to recreate the golem who was her only friend in the days of her captivity within the tower.

Origin: Andra's first experience with magic was a tale like no other. As a young child, Andra was abducted by goblin servants of a curious entity - an abandoned wizard's tower which had gained sentience in the decades since its master's death. Deposited within the tower's walls, the curious girl stumbled upon the late archmage's intelligence-boosting hat and decided to try it on. Her young mind was transformed, infused with a genius's intellect and the secrets of magic its previous wearer had possessed. She became the tower's student - and its pawn. Commanding magic far beyond her years, she aided its minions in menacing the surrounding lands to expand the tower's sphere of influence.

She had only one true friend within the tower - a golem with a rudimentary intelligence named "Emmet." She was happy there, of a fashion - the lessons in magic fascinated her, and she enjoyed the power her magic brought her. Alas, it was not to last - the threat the tower posed drew adventurers, who slew the tower's goblin minions, destroyed the golem, and at last rescued Andra from herself - by snatching the magic hat right off her head.

Robbed of its enchantments, she was an ordinary child once more, unable to summon up more than the most basic of her cantrips.

Original Character Sheet (1e, Outdated):