Lirianne

Eliyana Valeth's page

6 posts. Alias of Art Burd.


About Eliyana Valeth

Race Half-Elf
Class Bard
Background Entertainer
Alignment Neutral Good
Gender Female

Init +2; Senses: Darkvision; Passive Perception: 13

Background:
Eliyana was the third of four children born to Vickoris and Alyphira Valeth, her father and mother respectively. Her siblings are Elword, her elder brother, Craovar, her younger brother, and Resviel, her sister. She - like the rest of her siblings - was born in their parents mansion in Neverwinter, and had a more or less happy childhood. With no real need to leave, they all continued to live with their parents into their late twenties or thirties, each finding various occupations around the city. It was during this time that ELiyana met a traveling Dwarvish entertainer by the name of Reikgrouth Thunderbelt, who taught her some of the tricks he used over a couple of weeks, before he left to continue traveling.

However, this changed when their mother, Alyphira, suddenly and without warning completely disappeared, leaving behind no trace of what happened to her. The only thing that she left behind was her flute, a old reminder of her previous life as an adventurer. It was a couple of months after this that Eliyana discovered by complete accident that she, like her mother, was capable of using magic through song. Approaching her father, she told him that since she had discovered this ability, she had decided that she had to go out into the world, trying both to explore her new abilities and to find out anything she could about what happened to her mother. He surprised her slightly by agreeing with what she had said, and even more by gifting her her mother's flute for her journey. Several days later, she departed Neverwinter heading south, having purchased new equipment in preparation for the journey ahead of her.

It was during the journey south that she met Novibera Frostgrip, a female Dwarvish laborer who helped her along her journey. They became friends during the journey, before separating to go their own separate ways when they arrived at Waterdeep. Eliyana spent a while traveling from tavern to tavern, performing for coin, food, and lodging while she learned her new abilities. It was also during this time that she met (no idea, this one depends more on the DM than the others).

Origins:
Parents: 1d100 ⇒ 50 Know who they were.
Half-Elf Parents: 1d8 ⇒ 8 Both were half-elves.

Birthplace: 1d100 ⇒ 50 Home.

Number of Siblings: 1d10 ⇒ 4 1d3
1d3 ⇒ 3 Three siblings.
Birth Order Sibling 1: 2d6 ⇒ (3, 2) = 5 Older
Birth Order Sibling 2: 2d6 ⇒ (3, 5) = 8 Younger
Birth Order Sibling 3: 2d6 ⇒ (6, 1) = 7 Older

Family: 1d100 ⇒ 55 Single father or stepfather.
Absent Parent (Mother): 1d4 ⇒ 4 Your parent disappeared to an unknown fate.
Family Lifestyle: 3d6 ⇒ (6, 6, 6) = 18 Aristocratic (+40)
Childhood Home: 1d100 + 40 ⇒ (56) + 40 = 96 Mansion
Childhood Memories: 3d6 + 3 ⇒ (3, 2, 6) + 3 = 14 I had several friends, and my childhood was generally a happy one.

Supplemental Roles:
Even though she is missing, rolling for my character's mother for before she disappeared.
Mother Alignment: 3d6 ⇒ (1, 1, 6) = 8 Neutral Evil
Mother Class: 1d100 ⇒ 9 Bard
Mother Occupation: 1d100 ⇒ 28 Criminal

Father Alignment: 3d6 ⇒ (3, 6, 4) = 13 Neutral Good
Father Class: 1d100 ⇒ 17 Cleric
Father Occupation: 1d100 ⇒ 20 Artisan or Guild Member

Sibling 1 Alignment: 3d6 ⇒ (3, 4, 6) = 13 Neutral Good
Sibling 1 Class: 1d100 ⇒ 51 Fighter
Sibling 1 Occupation: 1d100 ⇒ 56 Hunter or Trapper
Sibling 1 Status: 3d6 ⇒ (5, 1, 2) = 8 Alive, but doing poorly due to injury, financial trouble, or relationship difficulties.
Sibling 1 Relationship: 3d4 ⇒ (1, 2, 2) = 5 Friendly

Sibling 2 Alignment: 3d6 ⇒ (3, 4, 5) = 12 Neutral
Sibling 2 Class: 1d100 ⇒ 90 Warlock
Sibling 2 Occupation: 1d100 ⇒ 99 Soldier
Sibling 2 Status: 3d6 ⇒ (3, 1, 2) = 6 Alive, but doing poorly due to injury, financial trouble, or relationship difficulties.
Sibling 2 Relationship: 3d4 ⇒ (2, 3, 2) = 7 Friendly

Sibling 3 Alignment: 3d6 ⇒ (5, 2, 3) = 10 Neutral
Sibling 3 Class: 1d100 ⇒ 14 Bard
Sibling 3 Occupation: 1d100 ⇒ 31 31
Sibling 3 Status: 3d6 ⇒ (1, 5, 4) = 10 Alive and well
Sibling 3 Relationship: 3d4 ⇒ (4, 3, 1) = 8 Friendly

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Personal Decisions:
Entertainer: 1d6 ⇒ 6 A traveling entertainer took me in and taught me the trade.
Bard Training: 1d6 ⇒ 1 I awakened my latent bardic abilities through trial and error.

Supplemental Roles:
Mentor Alignment: 3d6 ⇒ (6, 1, 6) = 13 Neutral
Mentor Class: 1d100 ⇒ 78 Rogue
Mentor Occupation: 1d100 ⇒ 46 Farmer or Herder (going to either use this or Entertainer, to fit with their role from earlier).
Mentor Race: 1d100 ⇒ 59 Dwarf

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Life Events:
Current Age: 1d100 ⇒ 87 41-50 years
Life Events: 1d8 ⇒ 3 3 Life Events.
Life Event 1: 1d100 ⇒ 66 You spent time working in a job related to your background. Start the game with an extra 2d6 gold.
Extra Gold: 2d6 ⇒ (4, 1) = 5 5 extra gold
Life Event 2: 1d100 ⇒ 47 You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.
Life Event 3: 1d100 ⇒ 50 You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.

Supplemental Roles:
Friendly Adventurer 1 Alignment: 3d6 ⇒ (3, 2, 6) = 11 Neutral
Friendly Adventurer 1 Class: 1d100 ⇒ 58 Monk
Friendly Adventurer 1 Occupation: 1d100 ⇒ 62 Laborer
Friendly Adventurer 1 Race: 1d100 ⇒ 41 Dwarf

Friendly Adventurer 2 Alignment: 3d6 ⇒ (4, 4, 5) = 13 Neutral Good
Friendly Adventurer 2 Class: 1d100 ⇒ 19 Cleric
Friendly Adventurer 2 Occupation: 1d100 ⇒ 42 Explorer or Wanderer
Friendly Adventurer 2 Race: 1d100 ⇒ 100 DM's choice

Appearance:
Eliyana has lightly tanned skin, with freckles splashed across her face and shoulders. She has red hair which she has cut short, slightly pointed ears, and green eyes with crinkles around the corners. She has an elegant body, but is rather slim.

She wears decent quality clothing under a set of leather armor with metal studs. At her belt are a pair of pouches and a sheathe for her rapier, while her shortbow and quiver are on either side of the backpack at her back.

Age: 42
Height: 5'9"
Weight: 140 lbs

Personality:

Personality Traits
* I'll settle for nothing less than perfection.
* Even though I grew up with wealth, I don't see myself as above other people.

Ideal
Beauty When I perform, I make the world better than it was.

Bond
My flute used to belong to my mother before she disappeared, and it is my most treasured possession.

Flaw
I have trouble keeping my true feelings hidden. My sharp tongue often lands me in trouble.

DEFENSE
AC: 14 (12+2)
HP: 9
Hit Dice: 1d8
Saving Throws:
Str: -1, *Dex: +4, Con: +1
Int: +1, Wis: +1, *Cha: +5

OFFENSE
Speed: 30 ft.
Melee: Rapier +4 (1d8+2 P)
Dagger +2 (1d4+2)
Ranged: Shortbow +4 (1d6+2 P)
Dagger +2 (1d4+2)

SPELLCASTING
Cantrips Known: Dancing Lights, Prestidigitation
Spells Known: Cure Wounds, Detect Magic, Heroism, Thunderwave
Spell Save DC: 13

STATISTICS
Str: 8 (-1), Dex: 14 (+2), Con: 12 (+1)
Int: 12 (+1), Wis: 12 (+1), Cha: 17 (+3)
Proficiency Bonus: +2

SKILLS
*Acrobatics +4
Animal Handling +1
*Arcana +3
Athletics -1
Deception +3
History +1
*Insight +3
Intimidation +3
*Investigation +3
Medicine +1
Nature +1
*Perception +3
*Performance +5
*Persuasion +5
Religion +1
Sleight of Hand +2
Stealth +2
Survival +1
*Proficient

PROFICIENCIES & LANGUAGES
Languages: Common, Elven
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, Flute, Harp, Lute, Horn
Other:

ABILITIES
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: You gain proficiency in two skilIs of your choice.

Bardic Inspiration: Vou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear YOU. That creature gains one Bardic inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled. it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). Vou regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a dlO at 10th level, and a d12 at 15th level.

By Popular Demand: You can always find a place to perform, usually in aninn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

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Spellcasting::
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter li for the bard spell list.

Cantrips
You know two cantrips of your choice from the bard spell list. Vou learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-levei spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known
You know four 1st-levei spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this c1ass, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this c1ass, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music of oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC: 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier: your proficiency bonus + your Charisma modifier

Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

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EQUIPMENT
Studded Leather
Rapier, Shortbow (20 arrows), Dagger (2)
Flute, Horn, Disguise Kit
Backpack, Bedroll, Case (Map/Scroll), Clothes (Traveler's (2)), Component Pouch, Ink (1/ounce), Ink Pen, Parchment (10 sheets), Pouch, Quiver, Rations (5 days), Hempen Rope (50 feet), Two-Person Tent, Waterskin, Whetstone

Coins: 13 GP, 7 SP, 7 CP