About Elry LarkwingName pronounced: EL-ree Physical Description:
Age: 24 Hair: Blonde, wavy, thick and glossy. Usually keeps it in a braid. Height: 2' 9" Weight: 35 lbs (16 kgs) (Slim) Skin Colour: Pale, with ruddy complexion when in the sun for long periods. Voice: Melodic and easy on the ear. Speaks in a respectful tone/manner. Hands: Tends to gesture wildly as she speaks - her hands moving as if she needs to be speak with them. Dress: She dresses in practical attire - nothing too fancy, yet she is clean and presentable. Most of the time she wears no shoes, unless it's a formal event and then she'll wear soft leather boots that have stretch and aren't too constricting. Proudly wears her wooden holy symbol of two meadowlarks perched together in the silhouette of a heart (Aleria). Image of Elry
Personality:
Eager to fit in and be accepted (due to being adopted). Definitely a curious one and sometimes bordering on a little nosy/annoying. But Elry's sweet smile and easy-going nature tends to smooth any brief/momentary grievances. Loves to potter in gardens when she has free time - it helps balance/ground her. Elry is studious and dedicated although she isn't the brightest student. She can sit for long hours reading, studying etc. She thinks she's witty and can be found laughing at her own jests even when others are left scratching their heads trying to understand her particular brand of humour. She's devoted to people she cares about or for. The earth from which things grow, community, healing - these are her passions. She is kind, compassionate and eager to please. Elry has a strong sense of faith and duty and is a loyal friend and companion. She can adapt to a new place and circumstance without too much trouble. If an opportunity presents itself to get outdoors and travel the open roads/natural places, she'd gladly offer to go - and can readily make new friends along the way. If she's criticised sharply, she can become a little withdrawn and quiet until she finds her sense of balance and good humour. She isn't a coward (nor as delicate as she looks), yet maintains a level of wise caution especially when confronted with a larger threat/foe than she. Elry certainly likes to think things through. ==== Some background on Elry:
Elry's Halfling parents were Coran (mam) and Hal (dad) Larkwing. She was an only child. Her parents were farmsteaders that lived/worked in the South Valley/Farmer's Village.
Her maternal great-grandmother's family had once been slaves and managed to escape and run for their lives. Moving around as much as they did, trying to outrun the law and any bounty hunters on their trail, they performed "secret" good acts in the concealing cover of dusk so they would not be discovered and enslaved again. This enabled them to develop the ability to see in twilight beyond the usual keen sight of other halflings. They (these 'Twilight Halflings') passed this ability down the family tree - through to Elry's mam Coran and then onto Elry. When Elry was 5 years old, her Halfling parents were killed (they had visited the halfling owned Marigold Pub in Duskgate and some foreign traveller (from The Sunderlands) picked a fight with her father and ended up killing both her parents and leaving the pub before he could be put in cuffs/gaol. Her Halfling parents had two Human friends, Dafni & Grays Barrow, who adopted Elry and raised her as their own (they were a childless couple before Elry came to join their family). The Barrows were also farmsteaders in the South Valley. Dafni was a cleric of Aleria and had influenced (through subtle means) the young Halfling's desire to become a healer. (Also, losing both her bio parents and then losing her adopted mother gave Elry the desire to 'save' others.) Dafni died from Scarlet Fever. Elry became very close to her adopted dad, Grays, and together they venerated Aleria and worked the farm (and this is where she 'cultivated' her affinity with the earth). Many said she was wise beyond her years. Working beside people of different races and being so convivial (helping her make friends easily) refined Elry's ear for languages and she found it easy to learn new tongues. Her open disposition was a blessing to her father and community. It wasn't a surprise to her dad, Grays, when the young Halfling asked to go study/learn in the chapel to Aleria found in the Farmer's District. During the course of her study, Elry was sent, from time to time, as an emissary to the city of Hearth and it quickly became known to her as Darkwater Crossing. She enjoyed these divine sojourns and they triggered a small sense of wanderlust, which helped propel her into a life of adventuring. She was not the strongest of fighters, yet she could use a sickle and sling and at times her fist if she needed to physically extricate herself from a threat/dangerous situation. The divine magic granted to her by Aleria was something she learned to wield to aid others and herself. That's where her true strength lay - in her ability to help people with her magic, healer's skill, easy disposition and ear for tongues.
Significant Event:
Elry had known death intimately – first her halfling parents were killed by a passing traveller and then her human mother from an infectious illness. She wasn’t wholly experienced outside the walls of the chapel nor the gates of Darkwater Crossing. She had seen some of the world beyond when she sojourned to Hearth on behalf of her goddess; still it was only a small portion of the darkness and shadows in peoples’ natures. The previous month, Elry met and befriended a halfling family passing through the city – they were part of a travelling circus – and were known professionally as ‘The Three J’s!’ (father: Jare, mother: Jilla and young daughter Jomi). They were performers: jugglers, acrobats, tightrope walkers. Elry liked Jomi very much – such a sweet child – full of light and love. They left Darkwater Crossing later than the main caravan (Jilla had come down with an ear infection, which the healers were attending to). Elry found out weeks later that their wagon had been set upon by bandits and all three had been killed. The bodies were found by scouts (50 miles from the city outskirts) and returned to the chapel. Elry was heartbroken. Yet, this was a great catalyst for her – she would not see anyone else die on the roads without a healer to care for them and keep them alive if needs be. So, Elry would become an adventuring healer and not one closeted away inside a chapel. ===
Name: Elry Larkwing
Skills
Untrained Skills:
• Acrobatics +2(DEX) • Arcana +1(INT) • Crafting +1(INT) • Deception +2(CHA) • Intimidation +2(CHA) • Occultism +1(INT) • Performance +1(CHA) • Thievery +2(DEX) --------------------------------------------------------------------------- -----------------------------------------------------
Cloistered Cleric Feat: Domain Initiate Skill Feats: - (Background) Multilingual General Feats: - Class Feats & Abilities:
Bonus Feats: -
Cantrips (5 spells, cast at will):
1st Level (2 spells/day +3 additional healing spell slots):
Spell Attack Roll (T) 1d20+6 (3WIS+3Proficiency)
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Total Cost: 12 gp & 8 cp from 15 gp (carrying a total of 2 Bulk. 5+0STR=5 Bulk. Not exceeded, so not considered encumbered.)
Class & Heritage Features:
From Class: Perception : Trained in Perception Saving Throws: Trained in Fortitude, Trained in Reflex, Expert in Will Skills: Trained in Religion, Trained in one skill determined by your choice of deity (Medicine) Trained in a number of additional skills equal to 2 plus your Intelligence modifier = 3 (Diplomacy, Nature & Survival) Attacks: Trained in simple weapons. Trained in the favoured weapon of your deity (sickle). If your deity’s favoured weapon is uncommon, you also gain access to that weapon. Trained in unarmed attacks. Defenses: Untrained in all armor, though your doctrine might alter this. Trained in unarmoured defence. Spells: Trained in divine spell attacks. Trained in divine spell DCs. • Deity: Aleria, The Love of Life ==>Edict devotion to life and love and nurturing growth, tend to the land, provide for the family. ==>Anathema mistreatment of wild places, plants and animals, and of the family and community, hoarding. ==>Areas of Concern beauty, healing, and plants ==>Symbol Two meadowlarks, perched together in the silhouette of a heart ==>Sacred Animal meadowlark ==>Sacred Text Meadowlark's Hymn ==>Devotee Benefits ==>Divine Ability Constitution or Wisdom (selected WIS) ==>Divine Font Heal ==>Divine Skill Medicine ==>Favoured Weapon Sickle ==>Domains Family, Healing, Nature, Passion ==>Alternate Domain Earth (selected Earth) ==>Cleric Spells Cleric Spells 1st: Soothe, 4th: Speak with Plants, 9th: One with the Land (Priests of Aleria consider dawn sacred and prepare their spells at this time. They have many different means of doing so, each one as befits their place in the community. They have in common the Meadowlark’s Hymn, a mental prayer that lasts a minute and is accompanied by a melodic bird song (A Meadowlark's most common call is a low, bell-like pluk or chupp). • Divine Spellcasting: Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a material component pouch. At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. • Divine Font: Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention. (Selected Heal) Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.(1+2=3)
Other spells to choose from:
Possible Level 2 options:
Can select Battle Medicine (which is a general feat with skilled trait) in lieu of skill feat. Then going with Medic Dedication. Actions in combat: ◆= 1 Action
Proficiencies:
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