Feiya

Kenna Icemane's page

273 posts. Alias of Threeshades.


Full Name

Kenna Icemane

Race

Half-Elf Druid 3

Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision

Classes/Levels

Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Gender

Female

Size

medium

Age

26

Special Abilities

Change Shape, Magic fang 1/day,

Alignment

NG

Location

Red Larch

Languages

Common, Elven, Druidic, Illuskan, Waelan

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Kenna Icemane

Kenna Icemane, Half-Elf Outlander Druid
HP 24/24, AC 14, Initiative +2, Speed: 30 ft., Proficiency +2
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Experience: 1,150 / Next lvl: 2,700

Attacks:

Scimitar: 1d20+4, 1d6+2 Slashing Damage (Finesse, Light)
Dagger: 1d20+4, 1d4+2 Piercing Damage (Finesse, Light, Thrown (range 20/60))
Javelin: 1d20+4, 1d6+2 Piercing Damage (Thrown (range 30/120))

Proficiencies:

Saving Throws: Intelligence (+3), Wisdom (+5)
Skills: Animal Handling (+5), Athletics (+2), Medicine (+5), Nature (+3), Survival (+5), Perception (+5)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Armor: Light armor, medium armor, shields
Tools: Herbalism kit, Violin
Languages: Common, Elven, Druidic, Illuskan, Waelan

Spellcasting:

Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1st-4; 2nd-2
Cantrips Known: Druidcraft, Poison Spray
1st-Level Spells Known: --
Prepared Spells:
1st- Cure Wounds, Animal Friendship, Entangle, Thunderwave
2nd- Enhance Ability, Hold Person

Other Class, Race and Background Features:

Druidic: Proficient with Druidic language
Spellcasting: Can cast druid spells
Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short ar long rest. Your druid levei determines the beasts you can
transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 ar lower that doesn't have a flying or swimming speed.

Limitations: Max CR 1; No flying or swimming speed

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if You fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Druid Circle: Circle of the Moon
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action,
rather than as an action. Additionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain ld8 hit points per level of the spell slot expended.
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Darkvision: Thanks to your elfblood, 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 skills of your choice.
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Inventory:

Total Inventory Slots:
Unencumbered: Strength 10 x 1.5 (Round Down) = 15 max.
Encumbered: Strength (10) x 3 (Round Down) = 30 max.
Heavily Encumbered: Strength (10) x 4.5 (Round Down) = 45 max.

Slots Used: 13
Status: Unencumbered
Penalty: -

Coins & Gems: 1 Slots Used
51 gp, 26 sp, 16 cp

Armor Slots: 3 Slots Used
Hide Armor (3)

Weapon Slots: 3 Slots Used
(Maximum of six.)
2 Scimitars (2), Dagger (1/5), 4 Javelins (4/5)

Readied Item Slots: 2 Slots Used
(Maximum of four.)
Druid Focus (Totem) (-)
Healer's kit (1)
Staff (1)

Stored Item Slots: 4 Slots Used
Waterskin (1)
Trophy (1)
Traveler's c1othes (1)
Herbalism Kit (1)

Background:

Outlander
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Personal Characteristics:

Alignment: Neutral Good

Personality: I feel far more comfortable around animals than people. I guess if I had to choose one sentence to describe myself, this would be it, I mean even during my time in the circle I preferred to stick with the wolf packs of the Winterglen over spending time with the druids. I suppose it was that during my time with dad and the journey to the woods that I never really had time to get in contact with anyone, or if I did, it was not a pleasant encounter.
But you know, I actually like people, they can be really nice sometimes, it's just not easy to make friendships, it's a little scary at times so I mostly keep to myself. I've been burned before too, trying to let people close, but I just can't help it, I want others to like me, and I can't just turn a cold shoulder when someone needs help, especially if they are in trouble, being treated unfairly, that kind of thing really makes me angry.
Weirdly though I don't think I stick up for myself in the same way I would for others, I just shut my grudges away, I don't know if that is a good thing. I think I just start being a b*@~@ to them, I know I feel angry at the people who wronged me, but it just comes out so subtly, not like when I'm in an actual fight, the druids told me I go feral like an animal, perhaps another thing I picked up from dad. Actually I'm sure I got that from him, if I could, I would even turn into a wolf, just like he did. The druids showed me how to do it, I think i just need some more practice and I might get there. I can cast spells just like they do, but I don't think I would ever use them as a primary method, even if I wanted to, old habits die hard, you know... oh am I rambling? I'm really sorry, I'm not usually that talkative.

Appearance: Perhaps the most notable feature of the petite half-elven woman is the long snow white hair cascading over her shoulders and down her back, with two thin braids in between hanging down the left side, the straight, well-combed hair frames a face of a surprisingly dark, coppery complexion with delicate features large, almond-shaped emerald-green eyes, not unusual for one of wood elven descent.
She wears a simple knee length dress tunic of thick, light-brown wolf hide, which no doubt serves as armor, revealing tight-fitting black sleeves and pants that cover the leg around the knees and elbows before disappearing under the thick fur of her gauntlets and boots, that make her forearms and lower legs appear almost twice, if not three times, as thick as they actually are. A leather band leather band attached to an unusually large wolf's fang pendant is wrapped around the right gauntlet, the tooth bears intricately carved patterns showing the phases of the moon among flowing lines suggesting the stylized shape of clouds and curling gusts of wind. The remaining teeth, which presumably come from the same very large wolf are threaded on a leather band hanging from the young half-elf's neck.
The left hand holds the curved hilt of a slender, austere scimitar, the matching sheath hanging from a sturdy leather belt along with a sheathed dagger on the opposite side, as well as a leather pouch and a quiver of four javelins at the back.

Ideal Greater Good

Bond I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.

Trinket A petrified potato that resembles someone important to you. (Icemane)

Back Story:

Kenna began her life in the Moonshae Isles born to an elven mother. Her father, an otherwise hermitic man known to the few people who ever saw him simply as Icemane, due to the pure white hair on his head, cared deeply for Kenna's mother, but lost her when complications at Kenna's birth proved fatal.
Worried that his lycanthrope blood was what caused the complications and that other people would learn of it as the girl grows up, Icemane completely secluded himself and his daughter from the human communities around and raised her away from prying eyes and paranoid monster hunters. Having learned little else while growing up among other werewolves, Icemane taught his daughter the only craft he knew: to kill so as to survive. She learned quickly to hunt and find her way around the wild.

When Kenna turned 10 years old Icemane decided to take her along to hunt for food. During one of their hunts the two ran into a party of human rangers, as Icemane was transformed into his hybrid form in order to sniff out prey, the humans loosed arrows and took him down they could react.
Knowing she wouldn't last a second longer against these people than her father did, Kenna fled, first back to their hideout where she hid for a day. Eventually she left, following on the one thing Icemane told her to do, should anything ever happen to him. "Go to the Winterglen forest and find the circle of the moon." They were the ones who with their understanding of the moon's powers had trained Icemane to take control over his bestial side and use it responsibly.

For weeks Kenna travelled, on foot, as a stowaway in the backs of carriages, stopping only to steal food and find a place to rest for the night. More than once she was spotted stealing supplies or taking shelter in stables or barns. When spotted out of fear she would often fall back into the behaviour she learned from her father, fiercely and violently defending herself using daggers she took from home. While not very strong she was fast and agile and often left people who were unfortunate to spot her with bloody though not usually fatal injuries, only drawing further ire, and driving her further away from having any social interaction. At one point she stole an old violin which fascinated her and she slowly taught herself how to use the instrument on lonely nights far away from any other people.

Eventually, on the end of her power, she found her way into Winterglen and was found by druids and brought back to the Circle of the Moon. Kenna awoke among a council of men and women debating over her fate, as they were unaware of her heritage and assumed she was a wayward child that got lost in the woods. As the girl came to her senses the instincts that the journey trained her took hold and she took her bestial demeanor, though this time unarmed. This in combination with her frosty white hair prompted some of the druids to connect her to the Werewolf they once took into their fold.

With her heritage revealed the druids adopted her and began raising the girl as one of their own. She became known as Kenna Icemane both in honor of her father and because she shared the hair color that gave her father his name. Kenna was eager to learn their ability to call upon the moon's power to change shapes into those of beasts, however she only learned the basics when her dreams started bringing portents of an elemental evil descending upon the nearby mainland. She made for Waterdeep and continued on to Red Larch, as that was where her visions were directing her, continuing her training so she would be able to use the ability her father had for the greater good and perhaps show the world that it is not a brand of evil.

Wild Shapes:

Dire Wolf
Large
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+5), Medicine (+5), Nature (+3), Stealth (+4), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Wolf
Medium
Armor Class 14 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+3), Medicine (+5), Nature (+3), Stealth (+4), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. +4 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Dark Werewolf (Panther)
Medium
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft. climb 40 ft.
STR 14 (+2) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+4), Medicine (+5), Nature (+3), Stealth (+6), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
ACTIONS
Bite. +4 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 2) piercing damage.
Claw. +4 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 2) piercing damage.

Pack Werewolf (Lion)
Large
Armor Class 12
Hit Points 26 (4d10+4)
Speed 50 ft.
STR 17 (+3) DEX 15 (+2) CON 13 (+1) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+5), Medicine (+5), Nature (+3), Stealth (+6), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
ACTIONS
Bite. +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage.
Claw. +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing damage.

Vicious Werewolf (Tiger)
Large
Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.
STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+5), Medicine (+5), Nature (+3), Stealth (+6), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
ACTIONS
Bite. +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 3) piercing damage.
Claw. +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage.

Werewolf Brute (Brown Bear)
Large
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft.
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saves Intelligence (+3), Wisdom (+5)
Skills Animal Handling (+5), Athletics (+6), Medicine (+5), Nature (+3), Survival (+5), Perception (+5)
Senses Passive Perception 15
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.
Claw. +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage.

Level 2: Max CR 1, no flying or swimming speed
(0) Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
(0.125) Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
(0.25) Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
(0.5) Ape, Black Bear, Swarm of Insects, Warhorse
(1) Brown Bear, Dire Wolf, Giant Hyena, Giant Spider, Lion, Tiger

Familiar, Animal Companion, or other information:

--------------------Pets--------------------
Mule
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 5 (-3)
Senses Passive Perception 10
Beast of Burden: the mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed: Whenever the mule would be knocked prone, it stays on its feel if it succeeds on a DC 10 Dexterity saving Throw.
ACTIONS
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

Pack saddle: Bedroll, mess kit, hunting trap

Total Inventory Slots:
Unencumbered: Strength 14 x 1.5 (Round Down) x 2 = 42 max.
Encumbered: Strength (14) x 3 (Round Down) x 2 = 84 max.
Heavily Encumbered: Strength (14) x 4.5 (Round Down) x 2 = 126 max.

Slots Used: 23
Status: Unencumbered
Penalty: -

Coins & Gems: 0 Slots Used
0

Armor Slots: 0 Slots Used
-

Weapon Slots: 0 Slots Used
(Maximum of six.)

Readied Item Slots: 0 Slots Used
(Maximum of four.)
-

Stored Item Slots:
Pack Saddle (3), Bedroll (2), Hunting Trap (5), Mess kit (1/5), 2 Person Tent (4), Firewood (2 days) (8)

Faction Information:

none yet

--------------------

Quick Stats:

Kenna Icemane, Druid, Half-Elf, Level 1
Initiative +2, AC 14, HP 17/17, Speed 30 ft.
Passive Perception 15, Senses Darkvision, Langauges Common, Elven, Druidic, Illuskan, Waelan
Special Traits: Cantrips: Druidcraft, Poison Spray, Spells Prepared (0/3 used): Cure Wounds, Charm Person, Animal Friendship, Entangle
Spell DC: 13
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

--------------------

Quick Dice:

Attacks
[dice=Scimitar]1d20 + 4[/dice]
[dice=Damage]1d6 + 2[/dice]
[dice=Scimitar off-hand]1d20 + 4[/dice]
[dice=Damage]1d6[/dice]

w/o Proficiency
[dice=STR]1d20 + 0[/dice]
[dice=DEX]1d20 + 2[/dice]
[dice=CON]1d20 + 2[/dice]
[dice=INT]1d20 + 1[/dice]
[dice=WIS]1d20 + 3[/dice]
[dice=CHA]1d20 + 0[/dice]

w/Proficiency
[dice=STR]1d20 + 2[/dice]
[dice=DEX]1d20 + 4[/dice]
[dice=CON]1d20 + 4[/dice]
[dice=INT]1d20 + 3[/dice]
[dice=WIS]1d20 + 5[/dice]
[dice=CHA]1d20 + 2[/dice]

w/o Proficiency (Dire Wolf)
[dice=STR]1d20 + 3[/dice]
[dice=DEX]1d20 + 2[/dice]
[dice=CON]1d20 + 2[/dice]

w/Proficiency (Dire Wolf)
[dice=STR]1d20 + 5[/dice]
[dice=DEX]1d20 + 4[/dice]
[dice=CON]1d20 + 4[/dice]

[dice=Bite]1d20 + 5[/dice]
[dice=Damage]2d6 + 3[/dice]

w/o Proficiency (Wolf)
[dice=STR]1d20 + 1[/dice]
[dice=DEX]1d20 + 2[/dice]
[dice=CON]1d20 + 1[/dice]

w/Proficiency (Wolf)
[dice=STR]1d20 + 3[/dice]
[dice=DEX]1d20 + 4[/dice]
[dice=CON]1d20 + 3[/dice]

[dice=Bite]1d20 + 4[/dice]
[dice=Damage]2d4 + 2[/dice]

Quickspoilers
[spoiler=Mechanics][ /spoiler]
[spoiler=OOC][ /spoiler]