Osirionologist

Syrina du Shay's page

122 posts. Alias of Tareth.


Full Name

Syrina du Shay

Race

Female, Human, Rogue (Swashbuckler) 3/ Warlock (Hexblade) 2

Classes/Levels

AC: 15(16) | HP: 23/30 | PP: 14 | PI: 14 | Init: +7 | Inspiration: No

About Syrina du Shay

Syrina du Shay
CN Human, Female Rogue (Swashbuckler) 3 / Warlock (Hexblade) 2
Init: +7 ; Perception: +3
XP:
Downtime Days:
Size: Medium

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DEFENSE
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AC: 15(16)
HP: 30
Armor: Studded Leather
Saving Throws: DEX, INT

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OFFENSE
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Speed: 30 ft.
Proficiency Bonus: +3
Rapier (Magic +1): +8 (1d8+5 P)
Hand Crossbow: +6 (1d6+3 P)
Dagger: +6 (1d4+3 P)
Eldritch Blast: +7 (1d10+4 B)

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STATISTICS
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STR: 10(0), DEX: 16(+3), CON: 10(+0), INT: 10(+0), WIS: 13(+1), CHA: 18(+4)

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SKILLS & LANGUAGES
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* Acrobatics +3
Animal Handling +1
Arcana +0
Athletics 0
* Deception +7
History +0
* Insight +4
Intimidation +0
Investigation +0
Medicine +1
Nature +0
* Perception +4
Performance +4
* Persuasion +7
Religion +0
* Sleight of Hand +7
** Stealth +9
Survival +1

**Thieves Tools (+9)
Languages: Common, Sylvan

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BACKGROUND & PROFICIENCIES
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Class Armor Proficiencies: Light Armor, Medium Armor, Shields
Class Weapon Proficiencies: Simple Weapons, Hand Crossbow, Rapier, Shortswords, Martial Weapons
Tools: Thieves Tools
Class Skills Proficiencies: Stealth, Perception, Deception, Acrobatics.

Background: Urban Bounty Hunter
BG Skill Proficiencies: Insight, Persuasion
BG Tool Proficiencies: Gaming Set, Musical Instrument (Recorder)
BG Equipment: Set of clothes and pouch with 20 gp.
Feature: Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

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SPECIAL TRAITS
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FEAT: Shadow Touched. Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be
from the illusion or necromancy (Ray of Sickness) school of magic.You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

EXPERTISE: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

SNEAK ATTACK: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

THIEVES' CANT: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

CUNNING ACTION: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

FANCY FOOTWORK: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

RAKISH AUDACTIY: Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

OTHERWORLDLY PATRON: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Raven Queen (Hexblade).

PACT MAGIC - CANTRIPS: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice aI higher levels, as shown in the Cantrips Known column of the Warlock table.

PACT MAGIC - SPELLCASTING ABILITY: Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier (DC16)
Spell attack modifier = your proficiency bonus + your Charisma modifier (+7)

PACT MAGIC - SPELL SLOTS: 2 First Level

PACT MAGIC - SPELLS KNOWN: 2 Cantrips (Booming Blade, Eldritch Blast); 3 First Level (Hex, Shield, Protection from Good and Evil)

ELDRITCH INVOCATIONS:
Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eyes of the Runekeeper: You can read all writing.

ABILITY INCREASE: Charisma +2

HEXBLADES CURSE: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated . Until the curse ends, you gain the following benefits:
* You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
* Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
* If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

HEX WARRIOR: At 1st level , you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon.
Whenever you finish a long rest , you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of
Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

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WEALTH & EQUIPMENT
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Equipment: Rapier, Hand Crossbow (20 bolts), 2 Daggers, Studded Leather Armor, Thieves Tools, Burglar's Pack (Backpack, 1000 ball bearings, 10' of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50' hemp rope.) Recorder (Songhorn),[/b] One rope noose tied off with raven feathers, Bedroll, Manacles, Block and Tackle, Steel Mirror, Soap, Mess kit, Fishing Tackle, Healers Kit, Military Saddle, Saddlebags, Leather Barding, Riding Horse, Holy Water x3, Acid Vial, Antitoxin Vial, Alchemist Fire, Tent, Hunter's Trap, Caltrops, Shovel.

Magic Items: Rapier +1, Cloak of Protection +1
PP:
GP: 100
SP:
CP:

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SPELLS
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Booming Blade:
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (Melee weapon worth 5sp)
Duration: 1 Round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes ld8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra ld8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by ld8 at 11th level
(2d8 and 3d8) and again at 17th level (3d8 and 4d8)..

Eldritch Blast:
Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th leveI. You can direct the beams at the same target or at different ones. Make
a separate attack roll for each beam.

Hex:

1st Level Enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V.S. M(the petrified eye of a newt)
Duration: Concentration. up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends. you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to O hit points before this spell ends. you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

Shield:

1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: SeIf
Components: V,S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Protection from Good and Evil:

1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V,S, M(holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. Ir the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Invisibility:

Casting Time: 1 action
Range: Touch
Components: V,S, M(an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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REWARDS & ADVENTURES
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BACKGROUND
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They thought I was dead. Can’t really blame them. I was danglin’ at the end of a rope draped across a thick branch of that old Sycamore tree just outside of town. Seems as if every podunk village in the realms has a gods-cursed hanging tree just outside o’ town. Friendly places, small villages.

Hells! I thought I was dead when they scuttled back into town, nothin but the wind and my twitching legs movin’ on that lonesome prairie. Somewhere a coyote laughed at my predicament, while a black as night raven hopped down the tree toward me. I could just catch a glimpse of its black eyes givin’ me the once over. Checkin’ to see if I was full dead or just kinda dead. I hoped it would wait for the former before comin’ after my eyes. I didn’t want to miss the sunset. It sure was looking to be a spectacular one with those storm clouds brewin’ t’the west. Rather my last vision o’ this world was the clouds all lit with red, orange, and yellow and not some blasted bird beak.

I tried not to move around too much. Each time I did, the rope scoured my neck like an old woman goin’ after grease in her favorite cookpot. I could feel the blood seeping down my neck with every wheeze I made. The raven cawed from somewhere above my head.

I did a might bit o’prayin’. Ilmater, Lathander, Selune, even Torm and that fickle wench Tymora. Apparently, nobody was listenin’ cause I kept danglin’ in the evening breeze. Fair enough I suppose. I hadn’t exactly been a faithful religious servant up until a few minutes earlier. I doubt if I had been, things would’ve turned out much better.

You see I arrived in this mud soaked backwater a week ago looking for a local two-bit scoundrel calling himself The Black Rose. I was broke and hoping the bounty on the bandit (dead or alive, of course) would get me enough money to get to Baldur’s Gate or some other descent sized berg along the Sword Coast. The Coast, that was where the real action was. Bandits and criminals aplenty up and down the coast. Enough contracts to keep a girl in comfort once in a while.

Unfortunately, my luck turned sour. Come to find out the Rose has a ranch hand cousin. One that might as well have been the bandits twin if’n you only had a broad description to go on. Bastards shared the same dark, swarthy looks, height, and sadly for the cousin and myself, family birthmark on the neck. Important information I found out just a bit too late. So instead of killin’ me a bandit and cashin’ in the reward, I put down an innocent cow herder. Course I found out even later, he was actually the Purple Rose (apparently the bandits have some sort of flower cult out in these parts), an even more notorious bandit with a whole passel of friends and kin in town. I really didn’t have much of a chance.

So I ended up in that ole Sycamore tree. Thing is, someone was listenin’ to all them prayers and promises. Cause all sudden like, I could smell the sweetest perfume a girl could ever smell. Made me all light headed…or would have if I wasn’t already half dead and struggling for every bit o’ air I could get. My eyes flicked up and sitting there crosslegged on that thick branch was a raven haired beauty, all regal and fine. Decked out in a cloak of raven feathers and a crown of moonlight silver and pearls. She’d the same pure black eyes of night as that ole bird, but looking into them was like staring into the star filled void. You’d just keep fallin and fallin if you took that first step.

She picked me up with those eyes and saw every bit o me from the moment I dropped from mama’s belly to when I busted little Horace Toppleton’s lip to my first time makin’ love in the barn with old man Nicolai’s boy. She saw me pickin’ up my first blade, snappin’ off my first shot with a bow and dragging in my first reward. A no good orc, went by the name of Scarmaker who’d thought he’d become king o’ nowhere and charge hard workin’ folk for the privilege of livin. She saw all that right up to where they slapped the horses rump and set me to my current dance. And then she smiled.

”I’ve been watching you.” She said, her voice the most musical, awe inspiring thing I’d ever heard. It’s impossible to describe perfection, so I won’t much try. ”You got potential girl.” Anyone else called me girl, I knock their teeth into the next town. She says it and I’m thanking her for not callin’ me a diaper clad babe in the cradle. ”Got yourself looks, a deft hand with a blade, some skills. But you need direction. Guidance. A cause worth sticking to. A bit of power to give you one up on the world’s bandits and their unforgiving relatives.”

I really wasn’t in any position to argue, so I just kept on gurglin’ and wheezin’.

”So I’ve got a proposition. You do a few odd jobs for me here and there.” She says, her lips curling into a thin smile. ”And I get you out of this tree and give you a bit of that power I mentioned.”

Who was I to argue. I took the deal, lock, stock, and blade.

I looked up and all that was there was that ole raven. But it cackled once. Twice. Then started pickin' away at that rope and afore I knew I laying on the ground suckin' in air like a newborn.

”And that friend is how I met the Raven Queen and came to be trackin’ down your sorry hide.” Syrina says to the man kneeling at the base of an old Sycamore tree.

Syrina is a tall, attractive woman with the cutest dimples when she smiles. Wide brimmed hat sits atop her head doing its best to contain a mess of long dark hair mostly pulled back into a pony tail. The rest of her is covered by a heavy oiled duster coat oozing with the tools of the bounty hunters trade and miles of dirt. A crinkled paper is held in one hand. The headline reads 'WANTED! The Indigo Rose' A small crossbow, loaded and cocked in the other. Her gray eyes, glitter in the light of the moon as she holds the paper up close to the whimpering, sweating man’s head. Her gaze glancing carefully back and forth between the drawing on the paper and the man. Life had taught her to be careful about such things. Satisfied with her determination, she pockets the paper and leans back.

"I'm terribly sorry.” She says, her voice quiet and disconcerting with its graveled, whispering from the grave nature. A noose dangles from her waist, a half dozen raven feathers tide into the loose end. A blue, black and silver scarf of the softest eastern silk wraps around her neck. ”I've done the math three times. The cost of feeding and rooming you all the way back to Elturel is too much. You're worth more to me dead than alive.” She says, raising the crossbow. ”What color flowers would you prefer to have at your funeral ceremony?"

"What?! What are you talking about? You gotta turn me into the sheriff back in town you crazy bi..."

*THWACK!*

"I guess we'll just go with the standard white lilly."

A week later she rides into Elturel to collect her reward just in time for literally all hell to break loose.