Losizi Sol
Losizi Sol (a.k.a. Izi)
Izi never knew her father and knew little of her mother who died not long after she was born. She was thrown into an orphanage, but due to her heritage, she was quickly taking by a family of three. Father, Mother, and Sister. She lived relatively happily until an unfortunate event tore the family apart. Izi was left to wander the streets alone to where she was taken in by a nice female lizardfolk. Who was only planning to sell her later to the slave market. She ran away from the Floating city by stowing away on a ship. On her time in the ship, she had been contacted by a higher plane. Her father, a celestial has been watching over her. She however, becomes distrustful and spiteful of everything. It wasn't untill she landed into the Jungles of Khao that it's only those too smart for their own good, but animals are more true to themselves than people are.
Physical Description
Body Features
Tanned, Skinny, Small.
Identifying Characteristics
Large Tattoo written in Celestial that spells 'Sol' on her left thigh
Specialized Equipment
Two magical bracelets on each arm. Band of Beast Affinity (Right) and Band of Beast Sense (Left), a bit hidden under her clothes. She wears her holy symbol, a small metal trinket that looks like a mask of leaves.
Mental characteristics
Gender Identity
Female
Sexuality
Bisexual
Mental Trauma
Brief fear of spiders when she encounter a large spider that instantly downed her and took her away. She's trying to get over it with her current spider pet, Aro.
Morality & Philosophy
People are selfish, conniving, and will do anything for themselves. Don't trust anyone that's too smart for their own good, which is any intellectual race.
Personality Characteristics
Motivation
Capture and Tame rare and exotic animals.
Savvies & Ineptitudes
Only decent at handling animals despite her goals. Terrible at small talk, prefers silence. Very Controlling
Social
Religious Views
Marriage Vow - Requiem of the Butterflies
Hobbies & Pets
Pets
- Tag - Hawk - Tiny Familiar (Celestial) - Superiority Complex - Male
- Eliza - Giant Lizard - Large Beast - Cute AF - Female
- Fource - Giant Goat - Large Beast - Dumb - Male
- Fawna - Giant Goat - Large Beast - Kind - Female
- Ezeiar - Giant Burrowing Scarab - Small Beast - Paranoid - Male
- Aro - Spider - Tiny Beast - Chuuni - Male
- Unnamed - Pet Rock - Tiny Elemental - Huggable - ?
- Sir Cluckington - Chicken - Tiny Beast - Insane - Male
- Unnamed - Chicken - Tiny Beast - ??? - Female
- Unnamed - Chicken - Tiny Beast - ??? - Female
- Unnamed - Mule - Medium Beast - ??? - Female
Speech
Speaks little.

Species
Ethnicity
Year of Birth
1170
35 Years old
Birthplace
The Floating City
Children
Current Residence
Steton World Wanderer Outpost
Gender
Female
Eyes
Light Blue, Glowing
Hair
Long grey hair
Skin Tone/Pigmentation
Dark, Tanned
Height
5'
Weight
115
Aligned Organization
Equipment
Gold
2248.65 = 2248 gp + 6 sp + 5 cp
45 lbs. Armor
Pufferfish Armor - 13 lbs
13 lbs Weapons
Light Crossbow - 5 lbs
Bolts (20) - 1.5 lbs
Dagger (3) - 3 lbs
9.5 lbs Scrolls
Hex (3) - 3 lbs
Faerie Fire - 1 lbs
Cure Wounds (5) - 5 lbs
Lesser Restoration (3) - 3 lbs
Expeditious Retreat - 1 lbs
13 lbs Potions
Potions of Fire Breath (4) - 2 lbs
Potions of Healing (2) - 1 lbs
Potion of Greater Healing - 0.5 lbs
Potion of Animal Friendship (2) - 1 lbs
4.5 lbs Equipment
Arcane Focus -
Backpack - 5 lbs
Crowbar - 5 lbs
Waterskin - 5 lbs
50ft. Hempen rope - 10 lbs
Healer's Kit (6 uses) - 3 lbs
Traveler's Clothes - 4 lbs
Sleep-Anywhere Pillow -
Antitoxin (Flower Necklace) -
Antitoxin -
Silver Ornate Locket (Mermaid Design) -
28 lbs Magic Items
Guiding Stones -
Ranger Stones -
Saddle of the Bestiary -
Band of Beast Sense -
Band of Beast Affinity -
Current Weight: 113 lbs Max Carry Weight : 150 lbs -------------------------------------------
At the World Wanderers Outpost
Inside the Mimic Themed Chest - 25 lbs
Cart - 200 lbs
Fource - Giant Goat Fawna - Giant Goat (Has Equipment)
Sir Cluckington - Rooster
2 Chickens
Eliza - Giant Riding Lizard
Aro - Small Spider
Pet Rock - Tine Elemental
Ezeiar - Giant Burronw Scarab
Mule
2248.65 = 2248 gp + 6 sp + 5 cp
45 lbs. Armor
Pufferfish Armor - 13 lbs
13 lbs Weapons
Light Crossbow - 5 lbs
Bolts (20) - 1.5 lbs
Dagger (3) - 3 lbs
9.5 lbs Scrolls
Hex (3) - 3 lbs
Faerie Fire - 1 lbs
Cure Wounds (5) - 5 lbs
Lesser Restoration (3) - 3 lbs
Expeditious Retreat - 1 lbs
13 lbs Potions
Potions of Fire Breath (4) - 2 lbs
Potions of Healing (2) - 1 lbs
Potion of Greater Healing - 0.5 lbs
Potion of Animal Friendship (2) - 1 lbs
4.5 lbs Equipment
Arcane Focus -
Backpack - 5 lbs
Crowbar - 5 lbs
Waterskin - 5 lbs
50ft. Hempen rope - 10 lbs
Healer's Kit (6 uses) - 3 lbs
Traveler's Clothes - 4 lbs
Sleep-Anywhere Pillow -
Antitoxin (Flower Necklace) -
Antitoxin -
Silver Ornate Locket (Mermaid Design) -
28 lbs Magic Items
Guiding Stones -
Ranger Stones -
Saddle of the Bestiary -
Band of Beast Sense -
Band of Beast Affinity -
Current Weight: 113 lbs Max Carry Weight : 150 lbs -------------------------------------------
At the World Wanderers Outpost
Inside the Mimic Themed Chest - 25 lbs
- Hammer - 3 lbs
- Lycan Fang (2)
- Pitons (10) - 2.5 lbs
- Torches (10) - 10 lbs
- Tinderbox - 1 lbs
- Hourglass - 1 lbs
- Staff - 4 lbs
- Cartographer's Kit - 6 lbs
- Red Skull Rangers Mask
- Calligrapher's Supplies - 5 lbs
- Studded Leather Armor - 13 lbs
- Leather Armor - 10 lbs
Cart - 200 lbs
Fource - Giant Goat Fawna - Giant Goat (Has Equipment)
Sir Cluckington - Rooster
2 Chickens
Eliza - Giant Riding Lizard
Aro - Small Spider
Pet Rock - Tine Elemental
Ezeiar - Giant Burronw Scarab
Mule
Magic Items
Ranger Stones
Guiding Stone
AttunementThis opal, infused with the power of the ranger stone, radiates with guidance. While attuned, this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protected from the negative effects of temperature except in the most extreme cases.
Band of Beast Affinity
Major Uncommon - Bracelet (800gp)This silver bracelet has a bit of Sphinx hair wrapped around it, woven together with several furs and a curious strand of white hair. You gain advantage on Wisdom (Animal Handling) checks made to calm or pacify beasts with an Intelligence score of 3 or lower. Friend of the Wilds: Once per day, you can cast the Animal Friendship spell. This ability refreshes at dawn each day.
[Base Material, Enchantment (2 spells, non-spell)]
Band of Beast Sense
Major Uncommon - Bracelet (850gp)The second item created to help someone achieve their goals, this finely crafted silver bracelet allows one a connection to a beast otherwise unattainable except through magical means. Once per day, you can attempt a DC 14 Wisdom (Animal Handling) check on a willing beast you can see within 10 feet of you to create a special bond. If you succeed, you can use your action to see through the beast's eyes and hear what it hears and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. Additionally, while using the beast’s senses, you can communicate telepathically with the beast. The bond ends if either you or the beast enters a different plane of existence or if you are unconscious. You can do this for up to 8 hours when the bond fades, and regain the ability to do this at dawn.
[Enchantment x3]
Saddle of the Bestiary
Minor Uncommon - Saddle (250gp)A carefully crafted saddle, woven of vines and leather. This saddle, in its base form, can fit a large creature. The user can speak a command word and cause the saddle to grow to fit a huge creature or shrink to fit a medium or smaller creature. Once this ability it used it cannot be used again until next dawn.
[Base Material, Enchantment 2x]
Pufferfish Armor
Minor Rare - Studded Leather Armor (800gp)AC12 + Dex. Light. 14 lbs
Physical damage you take from non-magical melee weapons is reduced by 1. A creature that attacks you with unarmed strikes or natural weapons takes 1 slashing damage.
[Base Material, Enchanment]
Traits, Proficiency, and Class Abilities
Proficiencies
World Wanderers - Ranger Stones, Cartographer's ToolsFollower of Vinsc - Sleight of Hand
Khao - Nature
Forager - Medicine
Warlock - Light Armor, Simple Weapons, Intimidation, Investigation, Charisma Saving Throw, Wisdom Saving Throw
Revised Ranger Multi-class - Medium Armor, Shields, Martial Weapons, Animal Handling
Traits
Forager
Herbs and minerals are powerful tools in your hands. When you use a healing kit to stabilize a creature, you restore 1d4 hitpoints to that creature. If you use the action from the healer feat, you heal the target for an additional 1d10 hitpoints.Radiant Souls
Aasimar: ProtectorStarting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
AasimarYou know the light cantrip. Charisma is your spellcasting ability for it.
Healing Hands
AasimarAs an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Celestial Radiance
AasimarYou have resistance to necrotic damage and radiant damage.
Darkvision
AasimarBlessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 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.
Class Abilities
Bonus Cantrips
Celestial WarlockAt 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Healing Light
Celestial WarlockAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
Pact of the Chain
Warlock You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.Eldritch Invocations
WarlockVoice of the Chain Master
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.Beast Speech
You can cast speak with animals at will, without expending a spell slot.Favored Enemy: Beasts
Revised RangerBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. 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.
Natural Explorer
Revised RangerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terraint
- 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.
- 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 (such as foraging, navigating, or tracking), 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
Misc Details
Madman10 Str / 14 Dex / 15 Con / 11 Int / 11 Wis / 15 Cha Aasimar: Protector
+2 Cha / + 1 Wis Khao: City Origin
+1 Cha Level 4 Warlock ASI
+2 Wis Languages
Aasimar: Protector - Common, Celestial (Angel)
Revised Ranger: Favored Enemy - Primordial (Elemental) World Wanderer Loyalty
5 Loyalty
+5 HP
+25 gp from Day Jobs
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