Kier, the Jay
Brother Kier Fydiol (a.k.a. The Jay)
Kier Fydiol
Medium Human The Jay , Lawful Neutral
Description
A benevolent recluse, this kind little Jay is dressed in a black robe trimmed with feathers and an ornate mask with a thin beak and dazzling sapphire eyes. He knows full well that he's earned a place among Tamel's royalty and doesn't take quite as kindly to those who question his authority. He prefers to avoid conflict and aims to prevent a revolotion throughout his home. If Tamel is at threat, he will use his quill to teleport directly to the Palace of Corvids to inform the rest of the Gracious Family. This quill acts as his spellcasting focus, and can cast Fireball and Teleport (either individually or together) once per day after channeling for 15 seconds.
Treasure
Kier carries Kier's Quill and 12 (2d12) Pellets at any given time. He also has a +2 Rapier and +3 studded leather armour.Ideals
Tamel is the home of my people, and they deserve some amount of hope.
Bonds
This title is the greatest thing that's happened to me. I would kill the Family before seeing it stripped from me.
Flaws
Hope is just another commodity, and it is subject to the rules of supply and demand.
Suggested Environments
Kier is often found cooped up in his study, but is just as often surveying the wards of Tamel While outside the palace, he is flanked by a Needle Pharmacist and a Powders Pharmacist.
Kier is a 10th level spellcaster (spell save dc 14, +6 to hit with spell attacks) that needs only somatic components to cast spells. His spellcasting ability is Intelligence, and he has the following Artificer spells prepared:
Cantrips (at will): booming blade, frostbite, thunderclap
1st level (4 slots): grease, catapult
2nd level (3 slots): heat metal, invisibility, skywrite
3rd level (2 slots): flame arrows, intellect fortress, tiny servant
Boons from the Quill. (1/day) After channeling for 15 seconds, Kier may cast his choice of fireball and/or teleport without expending a spell slot.
Legendary Resistance. (1/day) If Kier fails a saving throw, he may choose to succeed instead.
Actions
Multiattack. Kier makes two attacks with his +2 rapier and one with his light crossbow.
+2 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+8 piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft. Hit: 1d8+6 piercing damage.
Reactions
Parry. Kier adds 4 to his AC against one melee attack that would hit him. To do so, Kier must see the target and be wielding a melee weapon.
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