Chloe Andoren Character in Verum | World Anvil

Chloe Andoren

Chloe Leia Andoren

Mental characteristics

Personal history

In Copper Coveman, Chloe as a child has watched ships come and go, with goods and food. As a daughter of a rich merchant, she has seen her parents deal with many people, from merchants from other lands to ruthless pirates. She became resourceful and smart due to her affluent background, yearning to be an adventurer of the seas. She befriended a pirate who offered her a good job on her ship, as first mate. Eventually, she became a fearsome pirate of the seas, eventually becoming the captain of the ship. She only stole from rich merchant ships and gave to the poor. Wanting to do something more legal to help others out, she joined the World Wanderers. She comes back home from time to time for her business, but her goal in life is to constantly flourish as a person, expand her parents’ business, explore new lands, and find the best dish to enjoy.   Important events: Human: Increased ASI of Wisdom and Charisma Level 4: Increased ASI by 2 (Dexterity)   Leia is Chloe’s alter ego. This has no mechanical effect. Chloe is currently pregnant with Edward Proctus’ child

Gender Identity

Female

Sexuality

Pansexual

Education

Training and formal education as a child from her rich parents

Employment

Currently factionless, but soon to be Quartermaster for the Watch Wall

Mental Trauma

Chloe was almost damaged by her last romantic relationship who was a fellow Wanderer. Due to her friends, she was able to get through it.

Personality Characteristics

Motivation

Her family and friends

Personality Quirks

Quirk: Chloe has another personality who sometimes controls her body. This alternate personality is Leia.

Social

Contacts & Relations

Her husband is Rhok of the Inquisition She has 3 daughters: Lily, Rosa, and Sakura

Hobbies & Pets

Cassandra is Chloe's animal companion (2d4+dex+prof, piercing, melee weapon attack, prof in perception and althetics)   Chicon-Riding Horse   Blue- Argus' Axebeak   4 cats named after Ninja Turtles

Wealth & Financial state

Chloe's parents are rich merchants living in Copper Coveman
Current Location
Inquisition
View Character Profile
Alignment
Lawful Good
Species
Ethnicity
Birthplace
Copper Coveman, Bloodwave Bay
Children
Current Residence
Inquisition
Gender
Female
Eyes
Blue
Hair
Long, pink
Skin Tone/Pigmentation
Tanned
Height
5'0
Weight
140
Known Languages
Elvish, Common, Draconic, Primordial

Cassandra

**Wolf: Cassandra 27, HP16 AC; To hit: d20+dex+prof;   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   -Your animal companion has abilities and game statistics determined in part by your level.   -Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   -Level 5: Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.   -Your animal companion gains proficiency in two skills of your choice (athletics and perception). It also becomes proficient with all saving throws.   -For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. (Level 4, strength +2)   As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.   ASI: (14/15/12/3/12/6), perception +6, stealth +4, passive perception 13   Keen Hearing and Smell..The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics.The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.   Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.   Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.   Beast's Defense At 7th level, while your companion can see you, it has advantage on all saving throws.

Chloe Andoren

Variant human :) Race
Copper Coveman, Bloodwave Bay Origin
Revised Ranger (Beast Conclave) 12 Class & Level
Lawful Good Alignment
Gwaina Deity
Watch Wall Faction
Quartermaster Rank/Position
5 Loyalty
Eligneari (Super Secret as Haru) Company

Strength 13
+1
Dexterity 21
+5
constitution 14
+2
intelligence 13
+1
wisdom 17
+3
charisma 14
+2
Total Hit Dice
Hit Die
1d10+2
+4 proficiency bonus
+5 Strength
+8 Dexterity
+6 Constitution
+1 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+7 Animal Handling
+1 Arcana
+5 Athletics
+2 Deception
+1 History
+3 Insight
+2 Intimidation
+5 Investigation
+2 Martial
+1 Medicine
+5 Nature
+7 Perception
+2 Performance
+6 Persuasion
+1 Religion
+6 Sleight of Hands
+8 Stealth
+7 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
20
Armor Class
111
Hit Points
+5
Initiative
30
Speed
Attacks
-Weapons: simple weapons, martial weapons
-Armor: Light armor, medium armor, shields
-World Wanderers: Ranger Stones, cartographer's tools
-Ranger Skills Chosen: Proficiency in Animal handling, Survival, Investigation
-Copper Coveman Proficiency in persuasion; Gain 10% more on official rewards for story arcs and missions
-Gwaina-Lip Service: Proficiency in nature
-Bloodwave Bay: Proficiency in Athletics, +1 Dexterity
-Variant Human: Proficiency in Stealth; Feat: Sharpshooter
-World Wanderers Attribute Cap Increase (Constitution +2; This boosts the maximum of an ability score but not the score itself.)
-Factionless at Character Creation Proficient in Acrobatics and Alchemist's Supplies
-Quartermaster of Watch Wall: +5 Maximum Hit Points for as long as they hold the position
-Attribute Cap Increase - +2 Dexterity; This boosts the maximum of the ability score but not the score itself. (Watch Wall)
-Tool Proficiencies - Mason's Tools, Potter's Tools (Watch Wall)
-Feat: Sharpshooter and Resilient (con +1 and prof)
Proficiences
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Healing Spirit (Bonus action, 60ft, concentration up to 1 min) You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Hunter's Mark (Bonus action, 90ft, concentration, up to an hour)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Zephyr Strike You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. (Bonus action)

Pass without trace (action, self) A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Conjure Animals
PHB
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Spellcasting
https://docs.google.com/spreadsheets/d/14Ajfrvfyuju6_M_lv6oX5DHPWv83DcIwf28_SopjvGE/edit?usp=sharing (Link to my Inventory)

(Current attuned) Armor of Beauteous Relief - Attunement - Very Rare - 4400gp (40 days to craft) This studded leather armor has been finely crafted by Anthony Adams, energy extracted from a levitating leaf bonded together with high quality leather and a variety of paints to craft this beautiful armor, accentuating the wearer’s body, and attracting the eyes of many. While attuned to this studded leather armor, your Dexterity score increases by 3 to a maximum of 20. This affected by ability score cap increase. Additionally, you have resistance to thunder damage, as well as damage from falling.

This item has 3 charges. You can use 1 charge to cast the spell cure wounds as a 1st-level spell with a modifier of +2.

This item regains all charges at dawn.

Fire Stoker’s Axe Handaxe - Rare *2lb* *This handaxe is warm to the touch, and consistently lets off a thin stream of grey smoke, as if about to catch alight. Enchanted by the blood of a Draconic blood Sorcerer, this axe is adorned with the visage of a dragon on one side of its blade, and a flame motif on the other.* *This axe does an additional 1 Fire Damage on hit.* *When you critically strike with this axe, the target must make a DC 13 Constitution Saving Throw, taking an additional 2d6 Fire Damage on a failed save, half on a success. Additionally if the target fails the save it is set ablaze, taking 1d6 fire damage at the beginning of its turn until it spends an action to put out the fire or is doused with water, such as with the **Create/Destroy Water** spell.

The Arcanist's Resolve Being Longbow - Common (100gp, 1 day) The wood of this longbow seems to be infused with magic, however faint. Close inspection reveals small veins of arcane energy holding the bow together. Arrows shot by this bow appear translucent, as if made out of pure crystal. This effect ends when the arrow hits any surface. [Base Material, Enchantment (1 non-spell)

Yimor Rare Attunement Worthy 1" +1 Longbow | You can score a critical hit on a roll of 19 or 20. When you make an attack roll, you can use a bonus action to grant yourself a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can use this ability once before finishing a long rest."

The Bound Tempest (Currently attuned) +1 Quarterstaff - Minor Very Rare (3600 gp) - Restricted Attunement: Lawful Alignment This glass staff is sturdier than it seems, crackling with restrained electricity. Occasionally sparks will arc off the staff before returning and being absorbed by the staff. Lightning Rod: While you wield this item and it is not charged, you have resistance to lightning damage. As a reaction, when a creature you can see within 60 feet of you would take lightning damage, you can instead redirect that damage to yourself. Once you have taken a total of 20 lightning damage while wielding this item, or at the end of a long rest, it becomes charged. Lightning Strikes: While you wield this item and it is charged, it deals an additional 1d6 lightning damage on hit. As a reaction to missing an attack with this item, you can expend the charge of this item to cast the Lightning Bolt spell at 3rd level (DC 15) in the direction of the target of the attack. (the 'charge on a long rest' includes downtime essentially so as long as a day has passed it would start a session charged

A Grim Reminder Wondrous Major Rare Attunement Worthy 2 2,600 gp Bracer | Whenever you miss an enemy with a weapon attack, you receive 4 points of necrotic damage that cannot be reduced in any way and gain advantage on further weapon attacks against that enemy until you hit it with a weapon attack.

Wolf Companion (Cassandra):
2d4+dex+prof piercing melee weapon attack prof in perception and althetics 32HP, 16AC

Scimitar 1d6 slashing light, finesse

Summer's Shade Visor - Minor Rare Visor – Minor Rare (1300 gp)

Burning Sun. When you deal fire damage with a spell, you can expend a charge from this visor to add 1d4 extra to the total damage roll.

This visor has two charges that refresh at dawn.

Dreamkiss Discovered during the 'A Regretful Recollection' prestige mission on 11/03/2018 (Blossora) ; Comb - Major Rare (2,000 gp) This ornate comb is fashioned from ivory, and though it has no encrusted gems or such similar pieces, the floral design and craftsmanship of it gives no illusions that it is not an exquisite item that would be highly sought after by collectors. If you take 10 minutes to straighten your hair using this comb, you gain a resistance to psychic damage, and you gain advantage on saves against effects that would charm you. This ability lasts for 1 hour, and refreshes at dawn each day. If you take 10 minutes to style your hair using this comb as a visible, decorative piece, roll a Charisma ability check. If you roll a 13 or higher, you gain a +2 bonus to your Charisma score that ignores ability score caps as long as your hair remains styled in this way. Finishing a long rest, being knocked prone, taking at least 5 points of damage from a single attack or effect, or dashing in two consecutive turns automatically undoes the styling. This ability refreshes at dawn each day. This magic item cannot be upgraded except by use of a Special Crafter.

Wing Suit Backpack - Uncommon This backpack has no space to store objects, instead once per day when you fall more the 20ft you can activate the mechanisms within as a reaction. Cloth wings will extend from the pack granting the wearer the effects of feather fall for one minute or until they touch the ground.

Flying Cloud: Minor Uncommon. This item can be commanded to levitate you up to 5 feet off the ground and move at a speed of 15 feet a round for up to one minute per day. Too fragile to work in combat.

https://cdn.discord com/attachments/556601771321982976/559450290386894868/unknown.png
Equipment
Watch Wall
Faction
Razzle Dazzle
Stat Array
-Favored Enemy: (Humanoid)Significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice

-Natural Explorer: At 1st level, you have the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area

-Fighting Style: Archery: Gain +2 bonus to attack rolls with ranged weapons.

-Favored Greater Enemy: At 6th level, you are ready to hunt even deadlier game. (elementals) You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

-Primeval Awareness: Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Class/Racial Features & Traits

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