Difference between revisions of "Andalyra"
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|Bonus=+3 | |Bonus=+3 | ||
|Saving Throws=Wisdom, Charisma | |Saving Throws=Wisdom, Charisma | ||
− | |Skills= | + | |Skills=Athletics, Deception, Insight, Medicine, Perception, Persuasion |
|Tools=Navigator's tools, vehicles (water) | |Tools=Navigator's tools, vehicles (water) | ||
|Languages=Common, Elvish, Alzhedo | |Languages=Common, Elvish, Alzhedo |
Revision as of 21:19, 8 January 2015
Andalyra of Selûne
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Race: Half-Elf, Class: Cleric (5th Level) Background: Sailor, Alignment: Neutral Good Patron Deity: Selûne Factions: {{{Factions}}} |
Ability Scores
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Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1); Intelligence 11 (+0), Wisdom 18 (+4), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Wisdom, Charisma Skills: Athletics, Deception, Insight, Medicine, Perception, Persuasion Tools: Navigator's tools, vehicles (water) Languages: Common, Elvish, Alzhedo Armor: Light armor, medium armor, shields Weapons: xxx |
Traits
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Darkvision 60', Fey Ancestry, Skill Versatility • Ship's Passage • Spellcasting (9 prepared; 4/4/3/2), Divine Domain (x), Channel Divinity (1/rest), Divine Domain Feature, Destroy Undead (CR 1/2) |
Feats
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Healer |
Combat
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Attacks: xxx Armor Class: xxx, Initiative: +xxx, Speed: 30 ft Hit Points: xxx, Hit Dice: 3d8 |
Social
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Personality Traits: {{{Personality}}} Ideals: Someday I'll own my own ship, and chart my own destiny. Bonds: It is not the destination that is the point, but the journey. Flaws: I love games of chance, much to the regret of my purse. |
words -Attribution
Origin
xxx
Appearance
xxx
Traits
Half-Elf Traits
- Darkvision: 60'
- Fey Ancestry:
- Skill Versatility:
Sailor Traits
- Ship's Passage:
Cleric Traits
- Spellcasting: Cantrips: 4 • Prepared: 9 • Slots: 4/3/2
- Cantrips: x
- First Level Spells: x
- Second Level Spells: x
- Third Level Spells: x
- Divine Domain: (x)
- Channel Divinity: (1/rest)
- Divine Domain Feature:
- Destroy Undead: (CR 1/2)
Feats
- Ability Score Increases: +2 Wisdom (1st level)
- Healer: When using a healer's kit to stabilize a dying creature, creature regains 1 hit point • As an action, tend to a creature with one use of a healer's kit, restoring 1d6+4 hit points, plus hit points equal to the number of maximum hit dice it has; creatures must take a short or long rest to benefit again.
Resources
- Moneys: x pp • x gp • x ep • x sp • x cp
- Gems: x
- Art Objects: x
- Carried Equipment: xxx
- Stored Equipment: xxxx
- Lifestyle: xxx
Other Important Individuals
- x
Projects, Goals and/or Downtime
- x
Experience Points
Total: x
- 0.0.2014: x