Shalelu Andosana

Lyntel's page

303 posts. Alias of MCKhaos.


Full Name

Lyntel

Race

Teleporting - Elusive Female Elf

Classes/Levels

Bard 4.11 (AA: Dhice +1d4 dam) | Wizard 3 (-0 ongoing) | Def 0 | HP: 18/19 | d6 | AC: 1 | STR 0 | DEX 0 | CON 1 | INT 2 | WIS -1 | CHA 3 | Prepped Spells: Prestidigitation, Light, Emote, Fireball, Charm Person

Alignment

Good: Perform your art to aid someone else

Strength 9
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 8
Charisma 18

About Lyntel

Elf: When you give aid to someone while performing a magnificent song, also add CHA to your roll.

Load: 13/14

Moves:

Arcane Art

When you weave a performance into a basic spell, choose an ally and choose two effects (per Eldritch Tones move taken at lvl 4):

---Heal 2d8 damage (Healing Song Move taken at lvl 3)
---+1d4 forward to damage
---Their mind is shaken clear of one enchantment
---The next time someone successfully assists the target with aid, they get +2 instead of +1

Then roll+Cha.

On a 10+, the ally gets the selected effect.

On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Cast a Spell

When you release a spell you’ve prepared, roll+Int.

On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.

On a 7-9, the spell is cast, but choose one:

--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
--After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.

Spell book

You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

Prepare Spells

When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:

Lose any spells you already have prepared
Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own (Wizard) level+1.
Prepare your cantrips which never count against your limit.

Bardic Lore

Choose an area of expertise:

Spells and Magicks
The Dead and Undead
Grand Histories of the Known World
A Bestiary of Creatures Unusual
The Planar Spheres
Legends of Heroes Past
Gods and Their Servants

When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Charming and Open

When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).

Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?

A Port in the Storm

When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Gear:

Additional Rations (16 uses, 4 weight)
Sack of 100 coins (1 weight)
A fine lute (0 weight)
Mother's Spellbook (1 weight)
3 healing potions (heal 10 or one debility)
Thief's Elusive Leather Armor (1 armor, worn, 80 coins, 1 weight, elusive - applies to avoiding falling objects or ranged attacks)
Wrist mounted slingshot (Near, Adaptable Ammo, 0 weight)
Short sword (close, 1 weight)
Adventuring Gear (22 uses, 5 weight)
---1 Rope
---strips of cloth to bind Grigor's wounds
---Gross canteen of sewer water
Ring of Defensive Teleportation (1 weight)
---activates a personal-sized wormhole whenever the wearer Defies Danger to dodge successfully, allowing the wearer to choose in a split second where they want to teleport to, within three options that are provided. However, failing to dodge properly can result in parts of you getting left behind...
Jewel of Holding (Notable Contents: Rat Queen)
---A small jewel that used to belong to your mother, about the size of a thumbnail. Successfully performing your Arcane Art on the jewel causes it to expand to the size of a small room with a simple bed and desk/chair inside, and it can be shrunk again at will. You can enter or leave the room inside the jewel at any time, but only those you permit may leave it.
Dream Necklace
---Allows to people to wear it together and fall asleep, sharing dreams.

Bonds:

Grigor will play an important role in the events to come, I have foreseen it!
I fear that Dhice sees me as weak and helpless.
Bathilda has saved my life. I must return the favor.
Bathilda has a hidden talent. I will nuture it.
Emma's strength is an example, her anger a warning.
I am writing a ballad about the adventures of Archepex. (stationary turret that couldn't miss in the Witchmother concert, backflip over charging rat ogre and stab in neck, mask of invisibility, what's next?)

Dhice = 1
Bath = 2
Archepex = 1
Emma = 1
Grigor = 1

Spells:

Schools: Enchantment, Evocation, Illusions

Cantrips:

Prestidigitation

You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.

Light

An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the colour of the flame. The spell lasts as long as it is in your presence.

Emote

You cause a person you touch to feel one emotion of your choice, very strongly, but only for a moment.

Known Spells:

Charm Person LEVEL 1 ONGOING

The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

The Fog LEVEL 1 ONGOING

Name a location you can see. It is completely blanketed in thick fog that prevents anyone from seeing further than a foot in front of them. While this spell is ongoing, the fog will not dissipate and cannot be blown away by wind, and you take -1 to cast a spell.

Invisibility LEVEL 1 ONGOING

Touch an ally: nobody can see them. They’re invisible! This spell persists until the target attacks or you dismiss the effect. While this spell is ongoing, you can’t cast another spell.

Cause Fear LEVEL 1

Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like.)

Fireball LEVEL 3

You evoke a mighty ball of flame that envelops your target and
everyone nearby, inflicting 2d6 damage which ignores armour.

The Plan:

Lvl 4: Cha to 18 - Eldritch Tones (AA: 2 effects)
Lvl 5: Int to 17 - Vicious Blast (AA: +1d4 dam)
Lvl 6: Int to 18 - Eldritch Chord (AA: one of 2 effects is doubled)
Lvl 7: Con to 14 - Wizard: Arcane Ward (+2 Armor)
Lvl 8: Con to 15 - Wizard: Arcane Ward (+2 more Armor)