Tennara Ferrana Arros Kossa Character in Corgeria | World Anvil
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Tennara Ferrana Arros Kossa

Mistress of the Coven, High Priestess of Khanna Tennara Ferrana Arros Kossa

A powerful priestess of Khanna who was persuaded to relocate her coven to the security of the Kingdom of the Faroo from the tribal lands of the Great North Wood. Tennara had built up her coven over many years both recuiting members from the tribes and settlers of northern Wallen. When an outbreak of inter-tribal warfare coincided with Atheneis Majara's visit to the great North Woods, the Empress offered the Witch sanctuary and a land grant. Her Coven has established itself in the woodlands a short distance from Port Kofar where they built Morja Kossa.

Physical Description

Body Features

Tennara is a fair skinned brunette of medium height.

Apparel & Accessories

Tennara typically wears the green robes and cloak of a Priestess of Khanna.

Specialized Equipment

Tennara typically carries a magical dagger and an enchanted staff. She wears a variety magical protective items.

Mental characteristics

Gender Identity

Female

Sexuality

Heterosexual
Current Location
Ethnicity
Children
Gender
Female
Eyes
Blue
Hair
Brown, waist length
Skin Tone/Pigmentation
Light
Height
5', 6"
Ruled Locations

Tennara Ferrana Arros Kossa

Cleric (Witch) 12 Class & Level
Outlander Background
Northron Race
Lawful Good Alignment

Strength 12
+1
Dexterity 17
+3
constitution 14
+2
intelligence 15
+2
wisdom 18
+4
charisma 15
+2
Total Hit Dice 12
Hit Die
1d8+2
+4 proficiency bonus
+1 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+2 Arcana
+5 Athletics
+2 Deception
+2 History
+4 Insight
+2 Intimidation
+6 Investigation
+8 Medicine
+2 Nature
+8 Perception
+2 Performance
+6 Persuasion
+6 Religion
+3 Sleight of Hands
+3 Stealth
+8 Survival
skills

 
18
Armor Class
98
Hit Points
+3
Initiative
30
Speed
Dagger +3To Hit +10Damage 1-4+6
Attacks
Simple Weapons, Light Armor, Medium Armor, Shields, Athletics, Medicine, Survival, Religion, Perception, Persuasion, Investigation
Proficiences
Spell Save DC | 8+4+4=16 | Spell Attack Modifier | 4+4=8 |
Cantrips (5) Light, Mending, Guidance, Sacred Flame, Spare the Dying | First Level (4) Guiding Bolt, Cure Wounds, Shield of Faith, Detect Magic | Second Level (3) Hold Person, Lesser Restoration, Find Traps | Third Level (3) Dispel Magic, Mass Healing Word, Spirit Guardian | Fourth Level (3) Stone Shape, Guardian of Faith , Banishment| Fifth Level (2) Flame Strike, Raise Dead | Sixth Level (1) True Seeing |
Domain Spells |
Spellcasting
Bracers of Protection +2, Cloak of Protection +3, Staff of Thunder and Lighting
Equipment

Heroes Enabled

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