Ester Talrina Character in Verum | World Anvil

Ester Talrina

Ester Talrina (a.k.a. Ester)

Ester is a compassionate person who wants to bring kindness into the Night Guard. Ester has always wanted to help and protect the people of Dolten much like those of the Night Guard. It has always been her dream to join the Night Guard but she always thought that Dolten could use more kindness from the way the Night Guard deals with things as well. She's trying to bring kindness and happiness to others, one cake at a time.

Physical Description

General Physical Condition

She is very fit, but not extremely muscle based. She likes to stay in shape and stay slim.

Body Features

Two very large horns on the side of her head, two smaller horns on her forehead.

Facial Features

Two red marks on both of her cheeks, fair skin, and rosy cheeks.

Identifying Characteristics

Her Horns and Her Bright Red hair

Mental characteristics

Personal history

After a traumatic experience when she was little the Night Guard has always been her heroes. Ester has looked up to the Night Guard from a young age because of the many things they have done to help both Dolten and her personally. Ester is now doing everything she can to join the Night Guard or to help them in their efforts moving forward.

Gender Identity

Female

Sexuality

Pansexual

Education

Common

Employment

Odd jobs here and there. Her favorite jobs have been those of working in bakeries and other food places.

Failures & Embarrassments

She gets very embarrassed when others talk about her strength or her physical state in general.

Mental Trauma

Ester was the oldest of a group of 18 children, that she all considered to be her brothers and sisters. One day all these children were taken into a great ritual to empower a great demon. One child every day was sacrificed to this great demon, and this happened for 17 days. On the 18th day when Ester was to be sacrificed and be the final one to finish the ritual, the Night Guard intervened and stopped the ritual before Ester was sacrificed. Ester to this day continues to remember her fallen siblings, and has shock when the life of children are ever at stake.

Personality Characteristics

Motivation

To help the people of Dolten and to bring more kindness into their lives.

Likes & Dislikes

Likes nice people, kind souls, and good cooking.   Dislikes those who hurt Dolten and its people.

Hygiene

Very clean and healthy

Social

Religious Views

She is a cleric of Iass and see's her trials as true.

Bringing kindness to the world one cake at a time. Nothing brings people together like a good home cooked meal. Patience will show peoples true colors.

View Character Profile
Alignment
Lawful Neutral
Birthplace
Witchtown, Dolten
Children
Current Residence
Dolten
Gender
Female
Eyes
Light Green
Hair
Orangeish Red
Skin Tone/Pigmentation
Fair
Height
6'2
Weight
185lbs
Known Languages
Infernal

Ester Talrina

Tiefling (Zariel) Race
Dolten - Night Guard Aspirant Origin
War Cleric 6 Class & Level
Lawful Neutral Alignment
Iass Deity
Night Guard Faction
Corporal Rank/Position
12 Loyalty
None Company

Strength 22
+6
Dexterity 12
+1
constitution 20
+5
intelligence 12
+1
wisdom 17
+3
charisma 13
+1
Total Hit Dice 5
Hit Die
1d8+5
+3 proficiency bonus
+6 Strength
+1 Dexterity
+5 Constitution
+1 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+1 Arcana
+9 Athletics
+1 Deception
+1 History
+6 Insight
+1 Intimidation
+1 Investigation
+3 Martial
+3 Medicine
+1 Nature
+6 Perception
+1 Performance
+3 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+6 Survival
skills

 
20
MV
0
Prestige
1
Attunement Slots
18
Armor Class
73
Hit Points
+1
Initiative
30
Speed
Night Blade 1d20+9 1d8+6
Silencing Bow 1d20+5 1d8+2
Grasp of Undeath 1d20+10 2d8+7
Attacks
Skills = Athletics, Insight, Perception, Religion, Survival

Tools = Cooks Utensils

Light, Medium, and Heavy Armour
Simple and Martial weapons

Languages: Common & Wicked (Infernal)
Proficiences
DC 14
Spell Attack Bonus 6

Spells Prepared-
Cantrips: Guidance, Spare the Dying, Sacred Flame, Thaumaturgy, Mending

1st Level : Divine Favor, Shield of Faith, Healing Word, Cure Wounds, Guiding Bolt, Bless, Inflict Wounds, (Searing Smite once a day (racial))

2nd Level : Enhance Ability, Magic Weapon, Spiritual Weapon, Hold Person, (Branding Smite one a day (racial))

3rd Level : Crusader's Mantle, Spirit Guardians, Sending,
Spellcasting
Armour : Plate Armor, Shield

Weapons : Night Blade (+1 longsword), Silencing bow (+1 longbow), Warhammer,

Magic items :(Attuned) to the Axe
Grasp of Undeath
+1 Butcher’s Axe - Major Rare (3,000gp) - Attunement

Made of the old and cracked bones of a dhampir that twisted and attached itself to a long metal rode it was crucified on. It burns with a black fire at times that tear into foes and sear the wounds.

Your Strength score increases by 2, up to a maximum equal to your ability score cap.

Sear the Surface. As an action, you can speak the weapon's activation word, causing it to become wreathed in black flame for 1 minute. While wreathed in flame, this butcher's axe deals an additional 1d8 fire damage on a hit as fire attaches itself to the wound. After a hit, the creature takes 1 necrotic damage at the start of its next turn. Once you use this ability, you can’t use it again until you finish a long rest.

Siphon Vitality. After you hit a creature with this butcher's axe while it's wreathed in flame from Sear the Surface, you can use a reaction to regain hit points equal to half of the fire damage dealt to the creature. You can use this ability twice, regaining both uses after finishing a long rest.

This item is Glorybound.

Phoenix Chosen's Corset
+1 Plate - Major Rare (3,000gp) - Attunement

This plate is painted orange but it has chipped away in several places, the red of Crimson mail peeking through. The previous wearer molded gold along the edges and hammered out two breasts onto the chest plate.

Your Constitution score increases by 2, up to a maximum equal to your ability score cap.

Beneath my Boot - As an action you may pick one creature within 10 feet. They must succeed a Wisdom saving throw (DC 14) or become Charmed by you for 1 minute. The affected creature may make another Wisdom saving throw at the end of each of its turn to end the Charm or if you attack the creature the Charm immediately ends. This feature can use this feature once, regaining the use after finishing a long rest.

Aura of Flames - As a bonus action on your turn, you cause an aura of flames to erupt from you in a 5 foot radius. It remains active for 1 minute, and any creatures that start their turn in the aura suffers 1d6 fire damage. This feature can use this feature once, regaining the use after finishing a long rest.

Beneath my Boot and Aura of Flames are treated like concentration spells, meaning you must succeed on a Constitution saving throw (DC equal to 10 or half of the amount of damage taken whichever is highest) or the feature immediately ends. This also means only one feature from this armor may be active at a time. In addition, you do not gain the benefit of features that would help maintain concentration on a spell.

This item is Glorybound

Instant Tea Tray
Common - On command, produces up to a dozen cups of average quality tea to the drinkers liking.

Inari's Wish
Inari’s Wish
Being crafted by Ester Talrina
+1 Longsword - Very Rare (4,400gp, 44 days) - Attunement: War Cleric

The wish of someone lost to time.

Attacks with this weapon deal an additional 1d6 of your choice of necrotic or radiant damage.

Keeper of the Vow.
You can cast the Warding Bond spell, using this weapon in place of the normal material components. When you cast it in this way, the AC bonus is increased to 2 while within 15 feet of the target. You can use this ability twice, with both uses replenishing on a long rest.

Iass' Grace.
When you activate your War Priest ability, the reach of this weapon increases to 30 feet until the end of your turn, as your sword swings send sharp waves of cutting air at the target. If you use it while at maximum hit points, you gain a +1 bonus to hit on the attack


Bandolier's Master Work: 1) 3 Potions of Superior Healing, 1 potions of invulnerability
Bandolier's 2) 1 Potion of Growth, 1 Potion of Heroism, 1 Scroll of Healing word

Consumables : x14 healing word scrolls, x2Bless scrolls, x1Bane Scroll, 1x Spirit Guardian scroll. 5 Greater healing potions, 8 Superior healing potions, 3 potions of invulnerability, 1 potion of fire breathing, 1 Potions of Heroism, 5 Growth potions.

Misc (on person) : Explorers Pack, DC20 Fruity Alcohol, Seren Mask,

Room (misc off person in room) : Calligraphers supplies, Sabertooth Lamb fleece, Scarab Plushie, Red Dragon Plushie, Rat plushie, a bunny plushie, goat plushie, werewolf plushie, Bat Mask.

Crafting Tokens :

Money : 1005gp
Equipment
Night Guard
Faction
Mad Man
Stat Array
Corruption Effect
So long have you looked into the dark, you cannot see clearly in the light. You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way.

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Tiefling Traits : Zariel
You have resistance to fire damage.
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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Channel Divinity : Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain 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.

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Night Guard Stat Cap Increases
Strength & Consitution. Their Attribute Caps are increased by 2. This boosts the maximum of an ability score, but not the score itself.

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Night Blade
This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.

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Silencing Bow
This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.

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Nightshade
This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy.
At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.

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Lunar Geld
The Night Guard is infused with the power of lycanthropy

Benefits
+2 Strength, +2 Constitution
Scent 100ft
You gain a natural armor of 16. If you are wearing Crimson Mail your AC instead increases by 2.

Detriments
You cannot choose to nonlethal opponents.
You gain -1 MV from each mission you complete.

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War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Class/Racial Features & Traits

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