Dinvaya

Shiesha's page

32 posts. Alias of Greycastle.


Race

Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2

Classes/Levels

HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

Gender

Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 |

About Shiesha

Race: Half-Elf Background: Faction Agent Class combo: Cleric of Tymora (trickery)
STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 20 (+5) CHA 12 (+1)
HP 59 (HD: 8d8)
AC 16
Initiative +2
Speed: 30' Land
Proficiency +3
Alignment: CG
Feat: Observant

Proficiencies:
Saving Throws: WIS +8 CHA +3
Skills: Insight, Perception, Religion, History, Stealth, Investigation
Weapons: Simple
Armor: Light, Medium, Shields
Tools:
Languages: Common, Elven, Halfling, Goblin, Dwarven

Spellcasting:
Spell Attack:
Spellcasting DC: 16
Spell Slots
1st Level: 4
2nd Level: 3
3rd Level: 3
4th Level: 2
Cantrips Known (4): Sacred Flame, Guidance, Thaumaturgy, Mending
1st: Charm Person, Disguise Self, Cure Wounds, Bane, Detect Magic, Guiding Bolt, Healing Word, Sanctuary
2nd: Mirror Image, Pass w/out Trace, Lesser Restoration, Spiritual Weapon, Hold Person, Silence, Locate Object
3rd: Blink, Dispel Magic, Spirit Guardians
4th: Dimension Door, Polymorph, Freedom of Movement

Class & Race Abilities:
Cleric Features:
Skills: History, Religion
Spellcasting (See spells known)
Other features
- Blessing of the Trickster: use and action to grant someone other than you adv on DEX (stealth) checks. This blessing lasts 1 hour or until you use the ability again.
- Channel Divinity (2): Turn Undead, Invoke Duplicity, Cloak of Shadows
- Destroy Undead (CR 1)
- Divine Strike: once per round, add 1d8 poison damage to a successful weapon attack.

Race Features:
Ability Score: +2 cha, +1 dex, +1 wis
Speed: 30
Size: Medium
Languages: Common, Elvish, Halfling
Other racial features:
- Skill Versatility Investigation, Stealth


Inventory:

Coins & Gems:
GP 40
EP 0
SP 5
CP 0

Armor: Breastplate, Shield

Weapons:
Dagger (+5, 1d4+2,+1d8 poison)
Light Crossbow (+5, 1d8+2,+1d8 poison)
20/20 bolts

Other Items:
Holy Symbol
Explorer's Pack
Faction Emblem
Code Book
Common Clothes
Healing Potion
Anti Toxin
Immovable Rod
Oil of Etherealness
Trinkets:

Items acquired in game:
Sold Scale Mail and Mace starting gear to buy more appropriate items.

Background:
Faction Agent
Prof: Insight, Perception
Tools:
Lang: Dwarven, Goblin

The Harpers: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.

Feature: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Trait: I would rather make a new friend than a new enemy.
Trait: I don’t pay attention to the risks in a situation. Never tell me the odds

Ideal: There’s a spark of good in everyone

Bond: Someone I loved (pet cactus) died because of a mistake I made. That will never happen again.

Flaw: I turn tail and run when things look bad.

Backstory:

Spoiler:

[spoiler=Notes]

[spoiler=Spell Notes]