Magaambyan Arcanist

N'Dateh's page

397 posts. Alias of Dreaming Warforged.


Race

Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No |

Classes/Levels

HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Gender

HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 |

About N'Dateh

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N'Dateh
Female, Kushite Human (Variant), Courtier, Druid 3 (Circle of the Moon)

Combat Stats
Passive Perception: 15; Passive Investigation: 9; Passive Insight: 15.
Init: +3
AC: 16 (Dex, leather)
HP: 24 (3 HD, avg after 1st)
Saves: Str -1; Dex +3; Con* +4; Int* +1; Wis* +5; Ch +1. Resilient feat (Wis).
Speed: 30 ft

Offense
Scimitar +5; 1d6+3 Finesse, light
Dagger +5; 1d4+3
Sling +5; 1d4+3

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.

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

Bonus Actions: Two-Weapon Fighting.

Abilities
Proficiency Bonus*: +2
Str: 8, Dex: 16, Con: 14, Int: 8, Wis: 16, Cha: 12 (Standard array; Variant human, +1 Wis, +1 Dex, Resilient +1 Wis).

Proficiencies
Tool Proficiencies: Herbalism Kit
Weapon Proficiencies: Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear.
Armor Proficiencies: Light and medium armour, shields.
Language Proficiencies: Southland Common, Druidic, +3 (courtier and human).

Feats
Resilient

Talents and Special Powers

Short Rest: HP (through HD), Wild Shape.

Long Rest: Spellcasting, HP.

Spellcasting:
Spell slots: 4x lvl 1; 2x lvl 2
Cantrips known: 2
Spells known: 5 (lvl + Wis mod)
Spell save DC = 13 (8 + prof. bonus + Wis mod)
Spell attack modifier = +5 (prof. bonus + Wis mod)

Druidic focus is a painted ceremonial wooden mask.

Spells Memorized
C: Guidance (c), Produce Flame
1 (3): Faerie Fire (c), Goodberry, Animal Friendship, Absorb Elements.
2 (2): Pass without Trace (c), Spike Growth (c)

Often memorized: Purify Food and Drink (r)

Shelter of the Faithful:
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Wild Shape
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 or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
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 DM 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
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 1d8 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. 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.

Wild Shape Options:

Giant Hyena
AC 12, HP 45, Speed 50
Bite +5; 2d6+3
Rampage: if drops an enemy, bonus action to half move and bite

Giant Spider
AC 14, HP 26, Speed 30, climb 30
Stealth +7 (+3+4)
Blindsight 10, DV 60
Bite +5; 1d8+3, 2d8 poison Con DC 11 for half
Web (recharge 5-6) +5, 30/60 ft, restrained, Str DC 12

Lion
AC 12, HP 26, Speed 50
Stealth +6
Bite: +5; 1d8+3
Claw: +5; 1d6+3
Pack tactics: adv when allie within 5 feet of target
Pounce: if move 20 feet then hit, prone or Str DC 13, if prone, bonus action for extra bite
Ruuning leap, with 10 feet, long jump 25 feet

Equipment
Starting equipment: Backpack, bedroll, clothes (fine), druidic focus (mask), leather armour, mess kit, rations (1), rope (50 ft hempen), scimitar, shield, tinderbox, torch, waterskin.

Wealth
0 (lost shield) GP, 0 SP, 0 CP.

Description
Age: 19
Height: 5'6"
Weight: 100 lbs

Background
Alignment: Neutral Good
Trait: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideal: Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.
Bond: I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw: I judge others harshly, and myself even more severely.

Profile
Primary Motivator: Purity
Secondary Motivator: Recognition
Emotional Disposition: Contemptuous
Moodiness: Labile
Outlook: Optimistic
Integrity: Unscrupulous
Impulsiveness: Spontaneous
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Conventional
Sense of Humour: Cynical
Favorite Topics of Conversation: Nuria Natal gossips, herbalism and poison, resurrection and undeath, desert survival, cult of Bastet
Quirks, Habits, and Oddities: Not washing much, wearing a painted mask when sleeping
Hobbies and Enjoyments: Strong coffee, smoking, feeling the wind on her face

Story
N’dateh hails from Nuria Natal. She is rumoured to be the impossible child of one of the ‘returned’ kings, the God-Wizard Kuluma-Siris.

Her mother, a high priestess of Bastet, kept the secret as best she could, until she couldn’t. Afraid for the life of her child, she gave N'Dateh away to her sister who used a Catslide to slip away with the infant, hiding in a small in the southern part of the country.

Things came to a head the day she received a sending from the God-Wizard. The sending was a vision, in which she realized the God-Wizard could not see her, yet invited her to come and visit him. Her aunt then had to explain to her the strange rumours that surrounded her birth and the identity of her real mother. N'dateh decided on the spot to return and meet her mother first.

But that same night, she received another visit, this time from an assassin who stabbed her in the eye with a poisoned dagger. The poison did not kill her, but gripped her heart in a necromantic embrace. She managed to fend off her assaillant and his acolytes, fleeing in the night across the desert sands.

N’dateh has been on the run ever since, not sure whether her birth was truly a miracle, a necromantic disaster, or just some political machination, perhaps the work of her mother. During her crossing, she was taken in by a band of marauders and learned from them the early secrets of the desert, before she was forced to continue east to avoid being discovered.

Her travels have brought her all the way to the coast. All she knows is that different factions are looking for her for their own reasons. She would meet them when ready. For now, she has rumours, a rotting heart, a blind eye, and a strange dagger still covered with a stranger poison, along with her druidic wooden mask. Hearing of the great markets north, she embarked on a small vessel, the Delightful Rose, to make her way quietly to Mhalmet.

Campaign Notes: