About Arianna MoonwoodBookkeeping:
Starting Wealth: PP: 0 | GP: 20 | SP: 0 | CP: 0 - Leather Armor (-10 GP)
Current Wealth:
Quests!:
Group - Destory the evil sword - Parasite Apocalypse - Slaver Ring - Big Trouble in Little Lingenau Arianna
Arianna Moonwood:
Arianna Moonwood CG Windrunner Elf Bard (College of Valour) Senses: Darkvision 60ft. Perception: +7 Investigation: +1 Insight: +2 Passive Perception: 19 Passive Investigation: 11 Passive Insight: 12 Languages: Trade Tongue, Elven, Sylvan, Umbral Defenses
Attack
Unarmed Strike +5
Longbow +7 (+8 using Taqa's Arrows)
Heavy Crossbow +7
Shortsword +7
Attributes
Proficiency Bonus: +4 Saving Throws *Proficiency Bonus Applies
Skills *Proficiency Bonus Applies, **Expertise Bonus Applies
Proficiencies
WEAPONS
TOOLS
LANGUAGES
Elven Racial Traits
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Mask of the Wild
Bard Class Features
Bardic Inspiration d8, 3/Short Rest
Jack of All Trades
Song of Rest +1d8 HP
Bardic College: Valor
Combat Inspiration
Extra Attack
Expertise
Countercharm
Spells
Cantrips At Will, 3 Known
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Prestidigitation
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Minor Illusion
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st 4/Long Rest, 5 Known
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Detect Magic (Concentration, Ritual)
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Disguise Self
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Speak with Animals (Ritual)
Silent Image (Comcentration)
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. 2nd 3/Long Rest, 2 Known
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. See Invisibility
3rd 3/Long Rest, 3 Known
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. Speak with Plants
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature Tongues
4th 3/Long Rest, 1 Known
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. 5th 1/Long Rest, 1 Known
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics
Small
Medium
Large
Huge
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Feats/Attribute Increases
ATTRIBUTE INCREASES
Equipment & Currency
Tools & Instruments
Clothing & Accessories
Weapons & Armor
Adventuring Gear & Supplies
Appearance:
Arianna is a spritely elf closer to a dwarf's height than most of her more noble kin. She normally wears her long, black, curly hair in a braid or tied back with simple ribbons, leather thongs, or twine. Her eyes shift from the green of auroras, to the silver of moonlight, to twilit violet and midnight blue. Her skin is fair, despite a lifetime on the road. Background:
Fey Touched The fey are enigmatic creatures whose motivations are a mystery, but one well-known truth about them is that they meddle in the affairs of mortals. Certain places in Midgard swell with the strange energy of the fey, such as ancient groves in the heart of the Margreve forest. Ley lines carry magical fey roads across the landscape. The shadow realm lurks behind every deep shadow. These places sometimes bleed through the boundary between worlds, and a mortal becomes marked with their magic. Sometimes the fey actively lure mortals into their realm for a short time; bards say that if a hapless mortal accepts a bite of fey food, he or she is forever bonded to the fey. Other times the fey fall in love with a mortal (for a time at least; the fey are fickle) and create a child with inborn fey magic. Skill Proficiencies: Deception, Persuasion Tool Proficiencies: One musical instrument of your choice Selection: Pan Flute Languages: Sylvan or Umbral Selection: Umbral Feature: Gleam of Glamour
Personality Traits
Ideals
Bonds
Flaws
Backstory:
The Moonwood clan have always been wanderers at heart. Never content to take up the sedentary lifestyle of their river elf cousins, the Moonwoods meandered along the fey roads and leylines, exploring the wilder places and visiting other worlds connected to the labrynthine roads. It was to this clan that Arianna was born to. It did not take her long to become obsessed with the stories that her family told around the campfires when they had finished the day's journey. She wanted to hear every single story her family could tell, and when those no longer satisfied her, she would listen to other stories told by other families and guests of the clan. She learned much in those childhood years, but the tales only served to whet her appetite for more. As the time for her Wandering, a coming of age ritual done by all in her clan, drew near, her parents began to realize that it might be years, decades, or even centuries before their daughter returned to them instead of the few days to weeks most of the youth took. They taught her how to defend herself and how to navigate the Fey Roads. Arianna was grateful for their lessons, and then astonished when they gifted her a well-made pack that could hold far more than it should given its outsides. She only grew more thankful and amazed as she learned that they had also filled it to the brim with everything she would need to navigate and survive the Fey Roads and the wilds of Midgard. She gave them a tearful and joyful hug as she thanked them over and over again. The young elf wrote her clansmen and especially her parents often, leaving the letters with trusted guardians of the paths and sending them along with other clans she met on her travels. Time flowed strangely for the elf. She could not tell if only mere weeks had passed since leaving her clan and her family or if it had been centuries. It hardly mattered to her in any event. The elves were said to be fey, but her years on the Fey Roads made that more true for her than most. Time was a slippery thing that mortals with lesser lifespans cared far more about. So she could not say exactly how long it had taken her to amass a collection of stories to make any bard's college jealous, nor how long she had been traveling before she ran across two unusual beings. The first, and far more pleasant of the two, was a young godling named Elalune, a fledgling goddess of the moon, stars, and travel, something that Arianna was surprised to learn was not in Midgard's plethora of pantheons, gods, and masks. The two traveled together for a time before their paths wended their separate ways. Before they said farewell until they met again, Elalune gave her a symbol made of shimmering starlight and crystallized moonbeams. It was of a winding road flowing from beneath a crescent moon archway crowned by seven stars. The holy symbol helped her convince more than few of her fellow travellers that she had indeed met a goddess, and even helped her convert a few to the godling's slowly growing faith. The second was the Maiden of Malice. In fairness to Arianna, she hardly knew it was the wicked hag and lavacious sister of the Crone of Camality and the Mother of Monsters she had heard tales of when she did cross paths with the Maiden. Nor did she know that a young man she had helped find his way home had been prey the Maiden had been stalking for weeks. She did learn that the Maiden of Malice lived up to her name and escaped only thanks to some very good luck. Alas, the fates can be fickle. A desperate jaunt along some of the less well trod and maintained Fey Roads lead her to misjudge where she was in relation to Midgard. So as it turned out her ploy for losing the Maiden's hounds and making her way towards Orzu where things seemed to be getting stranger by the day had done nothing, Arianna found herself coming to Midgard under the eaves of the Wormwood. Worse still for the young elf was the pursuit that followed her to the realm of the diabolic gnomes. While Arianna had not quite arrived in the middle of a camp full of gnome slavers, it would have saved her a few minutes of running if she had. Already exhausted and well outmatched, she was captured and stripped of her belongings before being put into one of the wagons. The gnomes, excited to have something to sell that would be off the books and thus could be split only amongst themselves, sold her gear to a passing peddler. They apparently wanted to see about selling her off the books as well, since when she did try escaping, they only beat her half-to-death. Weakened from hunger, thirst, fear, and abuse, Arianna slipped in and out of consciousness during most of the ride, barely even having the strength to pull herself from the wagon once they had been freed by a strange group of heroes.
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