Aurora Character in Verum | World Anvil

Aurora

Aurora (a.k.a. Rora)

Mental characteristics

Personal history

Born of a banshee and a drow, Aurora was abandoned wailing on the outside of the Watch Wall. Scaring off predators drawn to the noise, a Watch Wall patrol brought her back to the White Pantheon temple in Crestfall where she was raised by the priests. Though she was taught the philosophies of all the White, the hope of the Seven drew her in most.

Sexuality

yes

Education

  • Controlled entirely by priests of the White Pantheon.
  • Enjoyed her harp lessons the most
  • Taught Elvish by them as well, but longed for a more personal connection to her people

Accomplishments & Achievements

Currently wants to learn:  
  • The harp
  • Alchemy
  • Celestial
  • Undercommon
  • Sylvan

Intellectual Characteristics

  • Everburning curiosity
  • Observant
  • Easily stressed
  • Energetic and Enthusiastic
  ENFP   Extroverted: 69% nice Intuitive: 85% Feeling: 89% Prospecting: 88% Turbulent: 57%

Morality & Philosophy

  • "I will remember those who have been forgotten."
  • "There is so much of this world and others we have yet to explore."

Taboos

  • Needless violence
  • Apathy
  • Possessiveness
  • Overabundant hubris

Personality Characteristics

Motivation

  • Protect those that cannot protect themselves
  • Find her father to re-connect with her lineage
  • Restore the glory of the Iitanas Imperium and the Twelve-star line

Savvies & Ineptitudes

  • Excellent at communicating
 
  • Horrible at communicating

Likes & Dislikes

Likes: 
  • Lilac, pastel pink
  • Favorite animal: shrimp
  • Favorite drink: wine
  • Favorite flower: Hydrangea
  • Music, dancing, painting, parties in general
  • Astronomy, astrology
  • The dark
  • Divination magic, tarot cards, tea readings
  • Citrus scents
  • Sabal, Moth, Vys, Maximillian, Terrance, Conros, River?
  Dislikes: 
  • Mordemirdanian, River?
  • The sun
  • Pork, beef
  • Know-it-alls

Virtues & Personality perks

  • Independent
  • Loyal
  • Relaxed
  • Warm and enthusiastic
  • Compassionate
  • Gentle
  • Artistic

Vices & Personality flaws

  • Naive
  • Independent
  • Short attention span
  • Overthinking
  • Overly emotional
  • Gullible

Social

Religious Views

White Pantheon Worships the Seven. Closest to Vavren, Runethares. Neutral to Glory. Black Pantheon Dislikes Babylon, extremely uncomfortable with Olokenhai, hates Crowley. Green Pantheon Loves them all, especially Gwaina. Blue Pantheon Loves Falaael and Raquel. Neutral to others.

Hobbies & Pets

  • Harp
  • Watercolor
  • Stargazing
  • Sketching
  • Celestial study
  • Keeps a detailed journal

Speech

A slight "southern" drawl
Alignment
Chaotic Good
Date of Birth
unknown to her (March 12th)
Children
Current Residence
Fingers of Gath
Gender
Female
Eyes
Purple with white flame
Hair
Purple gradients to white at the tips
Skin Tone/Pigmentation
Purple/blue tinted
Height
5'0"
Weight
105lbs
Known Languages
Common, Elvish

Aurora

Elf (Drow) Race
Badlands (Banshee Born) Origin
Cleric (Stars) 8 Class & Level
Chaotic Good Alignment
The Seven Deity
Iitanas Imperium Faction
Citizen Rank/Position
4 Loyalty
Iitanas Expeditionary Force (I.E.F) Company

Strength 10
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+5 Dexterity
+4 Constitution
+2 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+0 History
+6 Insight
+1 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+6 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+6 Stealth
+3 Survival
skills

 
35
MV
2
Prestige
1
Attunement Slots
21
Armor Class
77
Hit Points
+5
Initiative
60
Speed
Attacks
35/36 MV to level

5 weeks pregnant (+2 AC)
Married to Sabal Everneld under Falaael (+2 AC within 30 feet of him)

:・゚✧:・゚✧ SKILLS: ・゚✧:・゚✧

Class: Insight, Martial
Racial: Perception
Deity (Seven): +1 WIS, Stealth

:・゚✧:・゚✧ WEAPONS/ARMOR:・゚✧:・゚✧

Class: simple weapons, light and medium armor, shields, Daborakian Kite Shield, Ordesian Foil (0/18)
Race: rapiers, shortswords, hand crossbows

:・゚✧:・゚✧ TOOLS:・゚✧:・゚✧

Faction: Painter's Supplies, Calligrapher's Supplies

:・゚✧:・゚✧ LANGUAGES:・゚✧:・゚✧

Common, Elvish
Proficiences
:・゚✧:・゚✧ DC 14, Wisdom :・゚✧:・゚✧

Cantrips: Dancing Lights, Guidance, Green Flame Blade, Sacred Flame, Thaumaturgy, Toll the Dead

1st: Faerie Fire (d), Bless (d), Detect Magic, Guiding Bolt, Healing Word, Shield of Faith
2nd: Darkvision (d), Moonbeam (d), Spiritual Weapon, Enhance Ability, Lesser Restoration
3rd: Hunger of Hadar (d), Melf's Minute Meteor's (d), Dispel Magic, Spirit Guardians, Sending
4th: Shadow of Moil (d), Arcane Eye (d), Banishment, Divination
Spellcasting
1300gp, 20 crafting tokens

Imperial Robes - 13 + DEX (considered light armor)

Fadesteel Ring (Elven) - +5HP

:・゚✧:・゚✧ WEAPONS/ ARMOR:・゚✧:・゚✧

Inchoate Rapier - (Masterwork - Inchoate Benison)
Masterwork Daborakian Kite Shield

:・゚✧:・゚✧MATERIALS:・゚✧:・゚✧

Everflowing Silk [in Clair de Lune]
Solitaire Clover [in Clair de Lune]
Dowry Stone [in Clair de Lune]
Symbol of Belief [in Clair de Lune]
Night Feather (flaw)
Crystalised Meteorite (flaw)
Touch of the Baron (sup)
Nightshade Tea (moderate)
Glitterdust (moderate)
Crystal Ball (moderate)
Essence of the Third Eye (Superior)

:・゚✧:・゚✧ MISC:・゚✧:・゚✧

Painter's Supplies
Priest's Pack
Holy Symbol of the Seven
Pressed Petunia blossom from Moth
Iris plant, like, the whole plant
A madman's journal and notes
A ton of chocolate

:・゚✧:・゚✧ SPELL COMPONENTS :・゚✧:・゚✧

A sunburst pendant worth 100 gp (Dawn material component)
A focus worth 100 gp, a glass eye for seeing (Clairvoyance material component)
A focus worth 1,000 gp, a crystal ball (Scrying material component)
x10 incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp - 250gp worth (Divination material component)
An undead eyeball encased in a gem worth at least 150 gp (Shadow of Moil material component)

:・゚✧:・゚✧ CONSUMABLES :・゚✧:・゚✧

2 T2 Chocolate Crunch Bars food tokens

Bandolier 1:
Scroll of Gentle Repose
Potion of Growth
Scroll of Faerie Fire

Bandolier 2:
Scroll of Guiding Bolt x3

Masterwork Bandolier 3: (donned)
Scroll of Healing Word x3
Potion of Superior Healing

Bandolier 4:
Scroll of Cure Wounds x3

Bandolier 5: (donned)
Potion of Greater Healing x2
Scroll of Healing Word

Bandolier 6:
Superior Healing Potion x2

Not in Bandoliers:
Scroll of Revivify

:・゚✧:・゚✧ ITEMS/ PETS:・゚✧:・゚✧

Quicksilver Treads - (Attunement)
Boots

These boots when worn grant the wearer +30ft of movement speed, but only to land speed.
They also grant a +1 bonus to AC

Clair de Lune
Being Crafted by Aurora Ad’daire
Wondrous (Necklace) - Minor Legendary (3990/ 10500gp, 19/50 days) - Exclusive Attunement: Spellcasting Class Feature

Oberon, Giant Deep Bat
Lesser Flurry (untrained)

:・゚✧:・゚✧ SPECIAL CRAFTERS/ METHODS:・゚✧:・゚✧

Hel Revenant Fang Channeling
Awarding DM: Crystal
Mission: To Hel and Back
Type: Ritual

With the connection a foreign goddess of death had over her vessel now severed, the lingering necromantic energies that would keep the dead walking now whisper to you from the spoils of a toothless maw. "The maw of death is inevitable, so be relentless."

Process
This ritual must be used on an item that does not have the Enchantment slot filled.

Result
The item gains the Contingent Attunement type and can only be attuned when you are at or below a quarter of your maximum hit points.

Effects
When attuned, the first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. Once this ability has activated in either way, it cannot activate again until you finish a long rest.

Limit
The item cannot be upgraded further by any means once crafted. And this method can only be used once.

---------------
Mylindwen Livadia
Star Cleric / Male High Elf - CG
Deity: Falaael
Item Types: Armor (metal and cloth only), Wondrous
Ability Alignments: Wisdom, Charisma
Faction Forge: No
Sp. Attunement: Yes
+Bonus: Yes
Masterwork: No
Effects: Astral, Divination, Void, Stars, Enlightenment
Superior: 2 uses each

Molvaya Khalazza
Flawless
Weapons, Wondrous Shields
Intelligence, Wisdom, Charisma
Joy, Mind, Perception, Comets,
Astral, Reflex, Speed
Yes Faction Forge
Yes +bonus

Shargos
SUP
Weapons Wondrous Shields
Dexterity, Charisma
Illusion, Fire, Stars, Astral, Magic
Fate, Finesse
Yes Faction Forge
Yes Masterwork
Equipment
Iitanas Imperium
Faction
Madman
Stat Array
:・゚✧:・゚✧ RACE:・゚✧:・゚✧

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

+2 to Initiative


:・゚✧:・゚✧ FEAT :・゚✧:・゚✧

LINEAGE OF BURDEN
Prerequisite: Drow

The curse upon your ancestor by Synonyne Twelvestar follows you in your skin, but in some cases, people have been able to manifest it into more. You gain the following benefits:

Your Drow Magic trait expands; you know the Green-Flame Blade cantrip, except it is an inky blackness that deals cold damage instead of fire damage. At 7th level, you can cast Bestow Curse once per long rest each.

Once per turn when you deal damage with a melee spell attack, you can reduce target’s movement speed by 10 feet until the end of its next turn. This is considered a curse.

Once per round, whenever you would deal radiant damage with a spell, you can heal yourself a number of hit points equal to the lowest of your Wisdom modifier or Charisma modifier.

WAR CASTER
Prerequisites: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

:・゚✧:・゚✧ FACTION:・゚✧:・゚✧

Ability score cap increases: +2 DEX, +2 INT

Imperial Dance - The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5ft of you beyond the first, to a maximum of +3.

Aladine's Glory - Users of this fighting style deal +1 additional damage with melee weapons, for each creature that has been killed this combat. This must be a legitimate enemy, that is threatening to the character (level check)

House of Ad'daire: Gaze into the Void!

Whenever you would damage an enemy with an astral, necrotic, cold, or poison damaging spell, you may reduce that creature's AC by 2 for 1 round. An enemy can only be affected by this ability once every 24 hours.

Elven: Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest a glowing astral fire in your eyes. During this time you can see invisible enemies and see through any darkness. This effect fades after a long rest.

Edicts

An Iitanas Imperium member can choose one edict when they go on a mission. Once chosen, it does not change for the rest of entire mission. Access to edicts requires a Loyalty of at least 2.

Edict of Xian Tor
At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.


:・゚✧:・゚✧ CLASS :・゚✧:・゚✧

Bonus Cantrip
When you choose this domain at 1st level, you gain the Dancing lights cantrip if you don’t already know it and can cast it as a bonus action. The Dancing lights look like stars.

Celestial Lights
Whenever you roll radiant damage with a cantrip, you can use Celestial lights to deal maximum damage, instead of rolling. You can do this a number of times equal to your wisdom modifier. You regain all uses of Celestial lights after a long rest.

Channel Divinity: Starburst (2/rest)
Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.

Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead (CR 1)
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Elemental Stars
Starting at 6th level, whenever you would do radiant damage, you can deal force, cold, or fire damage instead. You can still use celestial lights on cantrips if their damage was changed by Elemental Stars.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Class/Racial Features & Traits

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