Selra Vintallow

Bias

Positive Bias

She has a positive bias for those that show kindness and/or caring for others. This bias triggers when she seeing a character helping others.

Negative Bias

She dislikes those she feels are not intelligent. This bias triggers for any character with an Intelligence score of 10 or less.

Personality Traits

Selra is warm, patient, and intuitive, often reading others’ needs before they voice them, but she can be quietly stubborn when she believes she’s right.

Ideals

Selra Vintallow believes that true power lies in compassion, and that healing others is the most sacred form of magic.

Bonds

Selra Vintallow is deeply devoted to the memory of her late mentor, whose teachings on healing magic shaped her life and whose staff she still keeps behind the counter.

Flaws

Selra struggles to ask for help, often exhausting herself by trying to heal and care for everyone on her own.

The figure before you is an anthropomorphic bat, her fur a sleek blend of charcoal and ash, eyes glinting with a quiet intelligence beneath the folds of a weathered leather jacket. She carries herself with a calm, almost healer-like presence, her travel-worn clothing betraying a life spent navigating the fractured world beyond. Arcane runes faintly etched into her gear shimmer with the residue of practiced magic, the emerald glow still lingering on her fingertips like a memory of spells just cast. There's a softness to her demeanor, a kindness that contrasts the brutal, post-apocalyptic landscape she inhabits—she is a guide, a guardian of the lost, offering aid not out of obligation, but quiet conviction.

Current Location
Species
Year of Birth
73 SE 40 Years old
Circumstances of Birth
born a normal bat
Birthplace
Camp Hope area
Children
Pronouns
She/Her/Hers
Sex
Female
Gender
Female
Presentation
Female
Eyes
Brown
Hair
Light Brown
Skin Tone/Pigmentation
Grey
Height
4"
Weight
90#
Aligned Organization
Ruled Locations

Dawn of Others

Selra Vintallow

Medium Animyst: Bat, Rootspeaker Operative, Neutral Good

Armor Class 13
Hit Points 27
Speed: 20 Feet Fly: 30 Feet

STR

8
( -1 )

DEX

12
( +1 )

CON

12
( +1 )

INT

16
( +3 )

WIS

14
( +2 )

CHA

12
( +1 )

Saving Throws INT +5 and WIS +5
Skills

Deception +4, History +6, Induce +6, Insight +5, Investigation +6, Medicine +5, Nature +6, Persuasion +4, Stealth +4, Survival +5

Senses

Passive Perception 12

Blindsight 30 feet

Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3

Description

The figure before you is an anthropomorphic bat, her fur a sleek blend of charcoal and ash, eyes glinting with a quiet intelligence beneath the folds of a weathered leather jacket. She carries herself with a calm, almost healer-like presence, her travel-worn clothing betraying a life spent navigating the fractured world beyond. Arcane runes faintly etched into her gear shimmer with the residue of practiced magic, the emerald glow still lingering on her fingertips like a memory of spells just cast. There's a softness to her demeanor, a kindness that contrasts the brutal, post-apocalyptic landscape she inhabits—she is a guide, a guardian of the lost, offering aid not out of obligation, but quiet conviction.

Ideals

Selra Vintallow believes that true power lies in compassion, and that healing others is the most sacred form of magic.

Bonds

Selra Vintallow is deeply devoted to the memory of her late mentor, whose teachings on healing magic shaped her life and whose staff she still keeps behind the counter.

Flaws

Selra struggles to ask for help, often exhausting herself by trying to heal and care for everyone on her own.

Suggested Environments

The Enclave


VIG 17 and SAN 14

Keen Senses: Hearing

Selra Vintallow has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Echolocation

Can't use blindsight while deafened.

Ladder Gain (5th level)

You gain a +1 bonus to AC.

The Esoteric (1st level)

Beginning when you choose this ladder at 1st level, you can always choose to use Vigor instead of Wisdom for Perception checks. Additionally, you gain proficiency in one Vigor-based skill of your choice.

Enclave

Enclave

Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.

Whispers of the Drain

You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.

Primary Target

Starting at 1st level, if you don’t make an Attack action on your turn, you gain a +2 bonus to AC until the start of your next turn.

At 5th level, this bonus increases to +3.

Target Avoidance

Starting at 1st level, as a bonus action, you can take a Dash action.

At 2nd level, as a bonus action, you can instead take a Disengage action.

Actions

Basic Treatment

Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Until employed or 1 minute

You use your Medical kit on a willing creature. The target gains a bonus on its next Constitution, Strength, Wisdom, or Intelligence saving throw equal to your proficiency bonus. Each target can only receive this bonus once per check.

Healer's Kit

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Potion of Healing

The potion's red liquid glimmers when agitated.

You regain 2d4+2 hit points when you drink this potion.

Bonus Actions

Target Avoidance

Starting at 1st level, as a bonus action, you can take a Dash action.

At 2nd level, as a bonus action, you can instead take a Disengage action.

Do Science to It

Activation Time. 1 bonus action
Range. self
Components. none
Duration. Instantaneous

Double your proficiency bonus with your next Medicine or Science check made this turn. You can only gain this bonus once per check.

Anatomy Expert

Activation Time. 1 bonus action
Range. self
Components. fire arm
Duration. Instantaneous

Target one creature you scored a critical hi ton this turn - double the amount of dice rolled for damage.

Adrenaline Injection

Activation Time. 1 bonus action
Range. touch
Components. drug kit
Duration. Instantaneous

Target one living creature to gain one additional action on its next turn and on its following turn. This is in addition to any actions the target already has, including bonus actions.

Quick Recovery

Activation Time. 1 bonus action
Range. self
Components. medical kit
Duration. 1 round

Double your proficiency bonus to your next Intelligence or Wisdom skill check this turn. If the check still fails, you have advantage on all saving throws until the end of your next turn.

Radiant Strike

Activation Time. 1 bonus action
Range. self
Components. S, M
Duration. Concentration up to 1 minute

Your next hit on a creature inflicts an extra 1d6 radiant damage (2d6 against fiends and undead). For every 2 additional dark spent, increase the damage dice by 1 (max +3 dice).

Boost (DC 20): Increase dice to d8.

Reactions

Defilade

Activation Time. 1 reaction
Range. self
Components. none
Duration. Instantaneous

If a creature scores a critical hit against you, each ally that can see both you and the triggering enemy has advantage on attack rolls against the triggering enemy until the start of its next turn.


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