Dawn Piper

Serephina Eldara's page

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Full Name

Serephina Eldara

Race

Human

Classes/Levels

Sorceror 1

Gender

Female

Age

23

Strength 10
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 11
Charisma 16

About Serephina Eldara

Serephina Eldara
Female Variant Human Sorceror

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Statistics
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Str 10, Dex 16, Con 12, Int 8, Wis 11, Cha 16

Skills: Acrobatics, Performance, Arcana, Persuasion
Feats: When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Tools: Disguise kit, one type of musical instrument
Proficiencies (+2): daggers, darts, slings, quarterstaffs, light crossbows
Languages: Common, Draconic, Elven
Four Cantrips Known: Fire Bolt, Light, Minor Illusion, Messages,
1st - level spells (2/2) Chromatic Orb, Sleep

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Offense
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Fire Bolt +5 (1d10, 120ft, ignites)
Light Crossbow +5 (1d8, 80/320ft)
Dagger +2 (1d4, 20/60ft)

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Defense
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HP: 8 1d6 + 1 + Con
AC: 16 (13 + 3 Dex)
Saving Throws: Constitution, Charisma

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Equipment
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• (a) a Light Crossbow and 20 bolts
• (b) an arcane focus
• (b) an Explorer's Pack
• Two daggers
• A musical instrument (mandolin)
• The favor of an admirer (love letter)
• A costume
• Belt pouch containing 15 gp

Special Abilities:

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Special Abilities
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Sorceror

Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with Arcane Magic. This font of magic, whatever its origin, fuels your Spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips
At 1st level, you know four Cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots
The Sorcerer table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these sorcerer Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a sorcerer spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer Spells.

Sorcerous Origin : Draconic Bloodline (fire)
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Bloodline : Red Dragon

Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Human - Variant

Background - Entertainer (Storyteller):

Feature - By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Personality: I love a good insult, even one directed at me.

Ideal (People): I like seeing the smiles on people's faces when I perform. That's all that matters.

Bond: I would do anything for the other members of my old troupe.

Flaw: I once satarized a noble who still wants my head. Its was a mistake that I will likely repeat.

Background - Extended:

The fire of the hearth lilts slightly as the cold night's air flows in as people make their exit.

"Come again," I call to them, strumming one more on my mandolin. It rested on my lap gently just out of the hearth's heat, but I was close enough to let my back soak in the pleasant warmth. I turned back to my audience.

"Well children, one more before bed, shall we?"

I strum the strings once more, a climbing melody that sinks into a hanging note to keeep their attention. A simple trick was next, a minor illusion to seem as if I was drawing the flame out of the hearth and forming two small beings made of fire which danced and acted out the scenes I recited by heart. It was a sad tale. By the end, with the fire princess holding her fire prince dead, and watching as his embers faded away, many of the children were in tears. Pity. But tonight's story was not for cheer, rather, it was for growth and understanding. Perhaps they'll learn that someday.

Returning to their parents, eyes puffed and noses leaking, I smiled and waved goodbye as I made my own preparations for my last night at the inn. Yes, indeed it was the last as after tonight the doors and windows would be boarded up, and I would be out of a place to stay once more. But still...as long as I can continue the story of Korvosa, it will have me by its side.

Description:

Her hair a vibrant red, Serephina (Sera to her friends) has lived in the center of attention. Her usually always smiling face displays various expressions from excitable smiles to wry grins, but the cheeky smirk is a favorite of hers.