About Sonya RedgraveSonya Redgrave
STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 19 (+4) WIS 14 (+2) CHA 20 (+5) Attacks:
Spell Attacks +11, effect varies Proficiencies:
Immunities Disease, Poison Saving Throws Str +4, *Dex +8, *Con +11, Int +8, *Wis +8, *Cha +11 Feats Resilient(Con), Lucky Skill Proficiencies Acrobatics +4, Athletics +2, **Arcana +12, *Deception +9, *History +8, *Insight +6, Intimidation +7, **Investigation +12(adv), *Medicine +6, Nature +6, **Perception +10, Performance +7, Persuasion +7, *Religion +8, **Stealth +10(adv), Survival +4 Armor Light Armor
Bard Class Features:
Additional Magical Secrets You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. (Counterspell, Revivify) Bardic Inspiration As a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d10. It must be used with 10 minutes. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). Bonus Proficiencies You gain proficiency with three skills of your choice. Countercharm As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. Cutting Words When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. The creature is immune if it can’t hear you or if it’s immune to being charmed. Expertise Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You gain this ability again at 10th level. (Arcana, Insight, Perception, Stealth) Font of Inspiration You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Magical Secrets Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. (Aura of Vitality, Contagion) Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. Song of Rest You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.
Bard Spells:
DC 17 0-Mage Hand, Mending, Minor Illusion, Vicious Mockery 1st-(4/4) Dissonant Whispers, Faerie Fire, Healing Word(B), Hideous Laughter, Thunder Wave 2nd-(3/3) Knock, Lesser Restoration 3rd-(3/3) Aura of Vitality, Counterspell(R), Dispel Magic, Hypnotic Pattern, Revivify 4th-(2/3) Greater Invisibility, Polymorph 5th-(1/1) Contagion, Greater Restoration Bard Ritual Spells:
Comprehend Languages Detect Magic Identify Speak with Animals Animal Messenger Locate Animals or Plants Magic Mouth Silence Tiny Hut Warlock Class Features:
The Great Old One
Awakened Mind You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Eldritch Invocations Agonizing Blast, Devil Sight(Darkvision 120, magical and none) Spell Slots All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Warlock Spells:
Spell Slots 2/2(1st level) 0(at will)- Chill Touch, Eldritch Blast Spells - Dissonant Whispers, Expeditious Retreat(B), Hellish Rebuke(R), Hideous Laughter, Unseen Servant Criminal Features:
Specialty Burglar Feature Criminal Contact Personality Trait I always have a plan for when things go wrong. Ideal I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. Bond Someone I loved died because of a mistake I made. That will never happen again. Flaw When I see something valuable, I can’t think about anything but how to steal it. Race Features:
Ability Score Increase - Dex, Cha Bonus Skill Prof - Perception Bonus Feat - Resilient(Con) Staff of Power:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Charges 20/20 Spells: +11 to Hit, DC 17
Retributive Strike: Look up if you plan to use.
Staff of Healing:
Charges 10/10 This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells. Cure Wounds (1 charge per spell level, up to 4th),
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Wand of Fireballs:
Charges 7/7 While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Robes:
•window •spell scroll(Bard-Magic Mouth/Cleric-Revivify) •wooden ladder •portable ram •10 gems worth 100gp each •silver coffer worth 500gp •4 potions of healing •Dagger(2) •Bullseye lantern (filled and lit)(2) •Steel mirror(2) •10-foot pole(2) •Hempen rope (50 feet, coiled)(2) •Sack(2) Inventory:
Staff of Power(AT) Headband on Intellect(AT) Amulet of Health(AT) Helm of Teleportation(AT) Elven Chain(worn) Handy Haversack(worn) Boots of Elvenkind(worn) Chime of Opening 10/10 Broom of Flying Cape of the Mountebank(worn) 1/1 Cloak of the Manta Ray Helm of Comprehend Languages Periapt of Health(worn) Periapt of Proof against Poison(worn) Eyes of Minute Seeing(worn) Tan Bag of Tricks(3) 9/9 Ring of Water Walking(worn) Rope of Climbing Wind Fan 1/1 Robe of Useful Items(worn) Dust of Disappearance Restorative Ointment(4 doses) Wand of Magic Missile 7/7 Wand of Detect Magic 0/3 Wand of Secrets(2)2/6 Wand of Fireballs(Must be AT) Staff of Healing(Must be AT) Potion of Water Breathing Potion of Climbing Potion of Healing(4) 2d4+2 Potion of Greater Healing(2) 4d4+4 Potion of Fire Resistance Potion of Lightning Resistance Potion of Cold Resistance Scroll of Unseen Servant(2) Scroll of See Invisibility(3) Scroll of Silence Scroll of Knock Diamonds(1500) Diamond Dust(1000) 10k spent on bonus feat 10k spent on bonus attunement Dungeoneer's Pack 13gp Base Stats:
Str 10, Dex 13, Con 10, Int 10, Wis 14, Cha 15 +1 Cha, Dex from race
Human Bonus Feat - Resilient(con)
Backstory:
Sonya grew up in a middle class traveling family based in the town of Harrowdale. Her father was a Bard of great renown and she often traveled with him and soon had a fancy for the life. Being a pretty girl it was easy to attract a crowd after all. Life was good.. It was not all that it seemed. Secretly her family was part of the thieves guild and as they traveled about the land she and her family would also perform their illegal side of the business. Over the years this made them powerful friends and powerful enemies. This would ultimately being their downfall as a rival thieves guild attacked them in route from home base to another region. Although powerful at the time Sonya and her family we unable to fight them off.. She was left mortally wounded, her family dead. As she drifted in and out of consciousness, on the edge of death, a being of power called out to her. It was Cthylla, the Great Old One, daughter of Cthulhu. She offered to save her and promised great power if she was to do her biding. Sonya, baring a great hatred and want to kill her attackers eagerly accepted the beings contract. Alive and filled with new found power Sonya spent the better part of a year tracking and slowly killing each one of the bandit attackers.. She was ruthless in their disposal and would not stop till the whole band was dissolved. She almost bit off more than she could chew for the leader of the outfit was discovered to be a red dragon of great age and power. Hiring an experienced group of adventurers to help her finish the task they set out to slay the dragon. Working their way into its lair was the easy part. The fight was not.. In the titanic battle all of the the hirelings were killed with only Sonya surviving, her Patron supporting her in the end. The dragon vanquished she claimed its hoard, cleared her mind, and set out for new adventures..
Description:
Sonya is a picture of beauty and grace. Her tall, lithe form has ample curves that suite her petite frame, but are not overkill. One might say she is perfect. Standing at 5'10" she is tall, but not for a Chondathan. She has pale skin, piercing greens eyes, and vibrant red hair. She wears a odd looking set of dark red robes, with many patches sewed into the inside, underneath you catch a glimpse of elven chain. She carries a staff carve from ash, its length covered in arcane runes, it radiates power from the fist size emerald sitting atop its shaft. Despite her wonderful smile and great looks, there's is an undertone "DO NOT F@~+ WITH ME!" in her presence.. First Riddle:
Go back to the tormentor or through the arch, and the second great hall you’ll discover. Shun green if you can, but night’s good color is for those of great valor. If shades of red stand for blood the wise will not need sacrifice aught but a loop of magical metal — you’re well along your march. Two pits along the way will be found to lead to a fortuitous fall, so check the wall. These keys and those are most important of all, and beware of trembling hands and what will maul. If you find the false you find the true and into the columned hall you’ll come, and there the throne that’s key and keyed. The iron men of visage grim do more than meets the viewer’s eye. You’ve left and left and found my Tomb and now your soul will die.
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