Elora

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 9
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Yeoman Scribus, kenku bard
Party Gear
The Sea GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

Background

EloraNew.jpg

Elora, an Avariel Elf, was raised in the Aerie of the Snow Eagles, a citadel of pure crystal, in the Ire Rim Mountains. Her father was a warrior in service of the Temple of Aerdrie Faenya and her mother was a cleric in the temple. Her childhood was a fun filled childhood, soaring among the peaks and valleys of the Ice Rim mountains. She was blissfully ignorant of the greater world outside of the mountains until one day while flying in the Valley of Cornarath that she appended upon a group of dwarves. She landed and tried to converse with them but none of them understood Elvish. That incident left a mark on her. She became infatuated with the larger world around her and would sneak outside of the mountain range to find more people. Her curiosity led her to also seek out someone that would teach her other languages since her family forbid her contact with other races. She found a friend and mentor in the court mage, Andrian. He, like her, enjoyed the interactions with other races. He schooled her in the basic languages, taught her the dangers of the world outside, showed her which people could be trusted, those that should be treated with suspicion and those that should be avoided. From him she also learned the basics of magic. By the time her family found out about her secret tutoring it was too late. She was already deeply entrenched and would not be moved from her passion. Andrian, also started teaching her in the ways of the Blade Song, an ancient elven fighting form that combines the ways of magic with the ways of the blade. Only the Guardians of the Chamber were a taught this form. (More to come)

By the time of the Rise of Tiamat her people had started to notice large movement of dragons. Fearing that this was a an indicator of a larger plot several Avariel were selected to warn the larger cities of Faerun. Elore had hoped that she would have been one of the selected but she was not even considered. Her mentor Andrian was chosen instead. Seeing how much Elora was crushed by this decision Andrian made an impassioned speech to the council about how the youth should be given a chance to shine. The council, moved by Andrian's speech, allowed Elora to accompany him. This, of course, did not make her parents happy but they respected her wishes. The beginning of the journey was uneventful and they made great progress only stopping to re-provision and sleep. They had made it to the eastern edge of Neverwinter Woods when they flew into a large storm. At first they attempted to go around the southern edges of the storm only to find the storm was quickly expanding. With the strong winds, heavy rain, and the fact they were flying over a dense forest they had no choice but to continue on. At some point during the early evening they were separated Elora searched and searched for Andrian, calling his name until her voice was hoarse. Knowing that he was the more experienced flyer she decided to push on to Neverwinter and either meet or wait for him there. She headed in the direction she thought was correct as lightning crackled around her. Unknown to her she was flying SW away from Neverwinter. About around midnight the storm intensified. Already exhausted from pushing against the winds she was unprepared and lacked the stamina to deal with the sudden strong gusts of winds. Exhausted her wings just gave out and she plummeted to the ground. The last thing she remember was expecting to hit trees but being surprised when she hit water instead. Elora was not conscience when she was found by the son of a local farmer at the edge of the Mere of Dead Men swamp. Not knowing what Elora was the boy's family decided to bring her to the local voodoo witch who helped to set her broken bones. Elora had to spend the next 1 1/2 months in bed while here bones and internal injuries healed. Her wings were also badly damaged by the fall that when finally leaving the bed she found that she could no longer fly. Elora has spent the last month or so relearning how to fly again. It is still a struggle for her but she is seeing progress. The fall also damaged her sword arm. Elora had once been proficient in the ancient technique of the Bladsong but the injuries she had sustained in the fall have caused her to have to relearn how to move properly and to wield the rapier again.


Far Traveler

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Description

Height: 5'7"
Weight: 120
Hair Color: White
Eyes: Silver Gray
Feather color: White

Her new companions can tell that she had once dyed her outer primary and secondary feathers gold but that has since faded to a dull goldish white color.

Characteristics

Personality Trait:

I am a bit naïve but I am always try to be polite and respectful.

Ideal:

Adventure. I’m far from home, and everything is strange and wonderful!

Bond:

I’m fascinated by the beauty and wonder of this new land.

Flaw:

I pretend not to understand the local language in order to avoid interactions I would rather not have. Even though I strive to be polite and respectful it is hard for me to mask my feelings when I believe someone is evil.

Thoughts on Companions

Chimalli - She likes him. He has shown no evil tendencies. He comes up with good plans and has shown leadership. Maybe he is a little too "square". She is also fascinated by him. Did he grow from a small turtle? Does his species lay eggs?

Amber - She likes dwarves especially since they are the first ground species she met. She has not had much interaction with Amber to form an opinion.

Elric - Unfortunately, he has two things against him. First, Elora dislikes dragons and he is descended from dragons. Second, he worships an Evil Demi-god dragon. Despite of this he has shown some sparks of goodness. Maybe if he could be converted to a good god he could be redeemed.

Ajasz - Elora actually doesn't know what to make of him. On one hand he has filthy disgusting food habits. On the other hand, he is good at getting us into places and sneakiness does help a lot when diplomacy is not an option. Also, he is not a strait laced as Chimalli. He seems like a good lizard person.

Manman - She is the closest thing to a friend that Elora has this far from home. Sometimes the things she does or the things around her home make Elora's feather stand on end. She also doesn't understand this whole pact thing.

Sond - She likes him. His dog is cute.

Politics

Elora favors the "Sword Coast "Coasters" Faction" especially since she helps Eliander Fireborn organize his books. That gives her plenty of time to talk politics.

Personal Activities

Elora's Activities

Familiar

Name: Berúthiel (called Ber by Elora)

Berúthiel.jpg
Tressym.JPG


Character Statistics

Attributes

Strength 8 (-1)   Dexterity 18 (+4)   Constitution 12 (+1)
Intelligence 16 (+3)   Wisdom 11 (+0)   Charisma 12 (+1)

Armor Class

15 (Studded + Dex)

16 (Mage Armor + Dex)

HP

30 (7 + 7 + 5 + 6 + 5)

Proficiency

Proficiency bonus: +3

  • Initiative modifier: + 4 = +4 [dexterity]
  • Attack (handheld / thrown): +3 = +0 [strength] + 3 [proficiency]
  • Attack (missile / finesse): +7 = +4 [dexterity] + 3 [proficiency]
  • Spell Save DC: 13 = 8 + 3 [proficiency] + 3 [INT bonus]
  • Spell Attack: +6 = +3 [proficiency] + 3 [INT bonus]

Weapons and Armor

  • Unarmed Strike
  • Dagger
  • Light Crossbow
  • Dart
  • Sling
  • Long Swords
  • Short Sword
  • Longbow
  • Quarter Staff

Armor

  • none

Tools

  • Flute

Languages

  • Common
  • Celestial
  • Primordial
  • Elvish

Proficient Skills

  • Arcana
  • Insight
  • Perception
  • Persuasion
  • Stealth

Proficient Saves

  • Intelligence
  • Wisdom

Current Saves

  • Strength save: 0 = -1 [str] + 1 [CoP]
  • Dexterity save: 4 = 3 [dex] + 1 [CoP]
  • Constitution save: 2 = 1 [con] + 1 [CoP]
  • Intelligence save: 7 = 3 [int] + 3 [pro] + 1 [CoP]
  • Wisdom save: +6 = 2 [wis] + 3 [pro] + 1 [CoP]
  • Charisma save: 6 = 5 [cha] + 1 [CoP]

Spells & Abilities

Cantrips

  • Greenflame Blade
  • Booming Blade
  • Mending
  • Prestidigitation

Wizard spells

1st Level
Shield
Feather Fall
Find Familiar
Mage Armor*
False Life
Charm Person*
Tasha's Hideous Laughter
Witch Bolt*
Magic Missile
Identify*
2nd Level
Warding Wind
Shadow Blade
Misty Step*
Scorching Ray
Gust of Wind*
Blur
3rd Level
Counter Spell
Dispel Magic*
Fly*
Fireball
Hypnotic Pattern
Summon Fey
Tiny Servant
Haste


4th Level
Greater Invisibility
Banshment
5th Level
6th Level
7th Level


Spells bought or found and scribed into spell book are marked with *

Arcane Tradition

Bladesong
Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).
While your Bladesong is active, you gain the following benefits:
  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a long rest.

Special Rules

Elora, due to her injury, needs time to rebuild her flying strength. In game terms, she starts first level at a flying speed of 30 feet per round. Each level after first she regains 5 feet of her original speed until she reaches 50 feet per round at 5th level. She cannot fly if she is wearing medium or heavy armor.
Not stated in rules but should be: She cannot hover. That means if she is knocked prone while flying she falls out of the air. That has the affect of limiting her flight in combat situations. It also means if she has to fly she will always hold back one spell slot for feather fall.
Current flying speed: 45 feet per round
NOTE: Originally below was originally the rules around her flying but it was crazy hard to keep track of how high off the ground she was. Basically you need to figure out height on a scalene triangle.
You have a flying speed of 50 feet. At the end of each of your turns, if you are flying you must descend 60 feet. When you reach 5th level, you do not need to descend. You cannot fly if you are wearing medium or heavy armor.

Feats / Increases

  • N/A

Equipment

Arcane Focus

Weapons & Armor

Elora's Studded Leather

Rapier

Equipment I want to purchase:

  • Buy a bow and some arrows

Gear

(Italicized items are typically on Elora’s person.)

  • Traveler's Clothes
  • Fine Clothes
  • Winter Clothes
  • Arcane Focus
  • Elven flute
  • Maps of Faerun (poor)
  • Personal item
  • Component Pouch
  • Ink & Pen
  • Paper (5 sheets)
  • Parchment (5 sheets)
  • Scroll/Map case (2)
  • Small knife
  • Backpack
  • Bedroll
  • Rations (10 day)
  • Mess kit
  • Waterskin (Full) x2
  • Purse

Magical Items

Cloak of Protection
  • You gain a +1 bonus to AC and saving throws while you wear this cloak.
Helm of Underwater Action
  • While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Rapier +1
Driftglobe
  • This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

Trinket

An ancient arrow of elven design

Horse

None

Personal piece of jewelry worth 10gp

Current GP

Total: 1781

Expenditures to date: 1472

Expenses for last adventure:

2 gp for round of drinks


February expenditures:

225 gp

12/17/2023:

+1333 - 200 for 2 greater healing potions