![]() About Methada Winged-bowMethada and Vashrin
Init +3; Passive Perception 12
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AC: 16
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Melee
Ranged
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Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 11 (+0) Proficiency Bonus +3 Armor: Chainmail Saving Throws: Strength, Constitution Skills: Acrobatics* +6 , Animal Handling -1, Arcana +0, Athletics* +5 , Deception +0, History +0, Insight -1, Intimidation* +3 , Investigation +0, Medicine -1, Nature +0, Perception* +2 , Performance +0, Persuasion +0, Religion +0, Sleight of Hand +3, Stealth +3, Survival -1. Languages: Common, Umbral Equipment: Insignia of rank, trophy (Dagger), Deck of cards, Common clothes, Belt pouch, chainmail, longbow, 20 arrows, Studded leather barding, Bit and Bridle, Exotic saddle, Saddlebags Coin: 94 -----------------------------
Ability Score Increase: +1 Charisma Shadow Fey Weapon training:
You have proficiency with the rapier, shortsword, shortbow, and longbow. Path of Shadows:
When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (Min 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Sunlight Sensitivity:
You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight. Traveler in Darkness:
You have advantage on any Intelligence (Arcana) check to learn about a particular shadow road and how it functions. -----------------------------
Soldier
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Fighting Style: Archery Second Wind:
You have a limited well of Stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+ your fighter level
Once you use this feature, you must finish a short or long rest before you can use it again. Actions Surge (One Use):
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype: Griffon Knight Ability Score Improvement: Dex +2 Extra Attack:
Beginning at 5th level, you can attack twice, instead of once; whenever you take the attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class Griffon Mount:
When you choose this archetype at 3rd level, you gain a trained griffon as your mount. Your griffon is a fierce and loyal steed, forming a lifelong bond with you and fighting to protect you in battle. Use the standard griffon stats, but each time your proficiency bonus increases add +1 to your griffon’s AC, saving throws, and attack bonus, and increase its maximum hit points by 10.
Your griffon obeys your commands to the best of its ability, taking its turn on your initiative. It moves and acts as you direct it, with just three actions options (Dash, Disengage, and Dodge). If you want the griffon to attack, you must use your action to command the griffon to do so; this allows it to use the Attack action as a reaction on your turn. Once you gain Extra attack feature, you can make a weapon attack yourself in addition to ordering your griffon to attack. Trained griffons are in short supply. If your griffon dies, you must wait until a new mount can be located for you by the Order. This typically takes around 30 days, but this period can be longer or shorter, at the GM’s discretion. Importantly. Griffon knights who are given a replacement mount are expected to provide a viable griffon egg to the Order in return. High in the Saddle:
At 3rd level, you gain advantage on saving throws and ability checks to avoid falling off your griffon. You also gain the ability to cast the Feather fall spell once per day. Using Charisma as your spellcasting ability. ------------------------
AC 15 (Studded leather binding 12, Dex 2, Class addition 1)
STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 2 (-4), WIS 13 (+1) CHA 8 (-1) Skills: Perception +5
Keen sight: The griffon has advantage on Wisdom (Perception) checks that rely on sight. Multiattack: The griffon makes two attacks one with its beak and one with its claws
Backstory:
Growing up among the streets happens to some kids, even more so of kids with criminal blood. But that isn’t always where they remain. Methada was born from the union of a crime lord and brothel worker, her life would have been confined to one of those had her mother not died a few years into her life. At the age of three Methada was cast out from the brothel her mother worked at and left to the streets. Her first time stealing food to feed herself however, was what gave her the chance at a better life. When she reached for an apple, a hand grabbed her small wrist. A griffon and her rider had noticed the small girl, and instead of turning her over to the guards, they took her in.
The rider’s name was Karifax, and his griffon was Melfia. When he learned the child had no parents, at least to her knowledge as her mother was dead, and with how young she was they knew she couldn’t remain. Else life would be a horror for her. They couldn’t save every child, but they could this little one. So Methada was raised by the Griffon Riders! Among griffons and warriors of every race and gender. Karifax proved to be a stern but loving father, not caring that Methada was a shadow fey and teaching her to fight. When the time was right, he suggested she learn his way, the way of a griffon rider. Excitement wouldn’t have covered how happy Methada looked, or how proud Karifax and Melfia were to see her enter their ranks. When Methada entered the ranks, it was Karifax himself who gave his adopted daughter a griffon egg. One of Melfia’s eggs in fact. When it hatched, Methada named him Vashrin and the pair were inseparable. After two years of basics, the duo finally took to the skies with the rest of their class and couldn’t be happier. They believed it was just the beginning of the best… how wrong that turned out to be. A few more years of joy and battle followed, and Methada with Vashrin earned their way into the cavalry. The celebration however was what sealed the pairs fate. A person approached Methada, another shadow-fey, and held out a letter for her. Saying her father congratulated her, but sadly couldn’t come. Methada, worried, looked around for Karifax and saw him speaking to a family friend. When she went to point this out, the man waved it off and told her it was from her true father. The letter he left with her was later read by both herself and Karifax. It spoke of her father happy to see his child living such a well earned life, and urged her to go further, as he could always use strings to pull. Karifax was furious! How dare this man try to return now, when his daughter had gone so far. He wouldn’t let this scum try and manipulate his child. He didn’t care if he hadn’t sired Methada, she was his child. So he set to action, speaking with the few remaining leaders of the Griffon Riders and asking that Methada be sent away for some time, not only to learn more but to get her away from this scum. Though it was to Methada’s sadness, they agreed that she should spend some time further north. To keep her out of her blood father’s hands, and safe yet still getting her experience as a rider while spreading their glory. Methada cried as she said goodbye to Karifax and Melfia with Vashrin by her side. But she knew it was the best chance she had… So before dawn Methada set out from her home with her griffon in search of something better. To buy time hoping her blood father would forget she ever existed… like he had before. |