Aesivyl Geairre

Aesivyl Geairre

Physical Description

General Physical Condition

Rather toned and slim. Not a lot of visible muscle, which causes some to underestimate her overall strength.

Body Features

3'7", tanned skin. If the skin a bit below her collar bone on the right side is visible when her clothes are a bit disheveled, the start of what appears to be a scar can be seen going across her shoulder on the front of her body.

Facial Features

Aqua-blue eyes, blueish-grey hair that is swept to the side in the front and tied in a long, loose ponytail in the back. Light freckling on both cheeks, and a small scar is visible underneath her left eye running along the cheek.

Identifying Characteristics

  • The scar under her left eye from a creation gone wrong, and her somewhat flamboyant choice of "earrings."
  • A shining silver ribbon tied around her right-hand wrist, indicating her membership in the Steel Saints

Apparel & Accessories

She dresses lightly in a simple chain shirt for armor, dressing for comfort and ease of work so she is free to toy with her creations without needing to "dress down" for ease of movement. She has co-opted two silvery gears from her crafting supplies as earrings as a representation of her path: the cogs representing her inventive desires and her mind being the machine that will lead her to her dream. She always wears a set of goggles with blue-tinted lenses resting on her forehead to pull down over her eyes to be ready at any moment if inspiration strikes.

Specialized Equipment

Her war pick that she wields as her weapon shines with a metallic grey sheen. Where the head meets the handle, two cogs are mounted on the sides. Her shield is effectively a large gear.

Mental characteristics

Personal history

Aesivyl Geairre was an unique individual amongst the many who made Mirage their home. While most who lived in the Majitalan capital were those seeking to increase their skill in the magical arts, Aesivyl had little interest in such despite showing the mental capacity to succeed with the right training. Instead, her heart yearned to craft...to create...to make something wonderous that even the mages of Majital would be impressed. Ideas ran abound in her head for all types of things from the simple to the complex, but above all else, one desire stood out from the rest: to make her dream of combining magic and technology in a way none had seen before a reality.   Aesivyl made use of the abundant knowledge and teachings of magic from her home to understand the basics and theory behind the practice, just enough to make rudimentary attempts at integrating the magic of the world into her creations. Every night for months on end, she would be lost in dreams of the magical technology she had envisioned, leading her to follow Oun in the waking realm as a muse for her dreams' inspirations. Aesivyl continued to train herself in the meantime, if only to keep her focus from burning out, but she opted to train her body further rather than limit herself to intellectual pursuits. After all, that was all practiced in her countless hours of tinkering and inventing.   Finally, after many years of work, she felt she had culminated her theories, concepts, and designs into the ultimate fusion of magic and technology. Too eager to demonstrate her magnum opus, she invited her peers of Mirage to the demonstration of the device's function: to prove once and for all how closely magic and invention could become one. However, a miscalculation, or perhaps a stroke of overconfidence on Aesivyl's part on her grasp of the magical theory of her creation, proved to be a catastrophic error. Upon activation, her creation immediately went unstable and violently burst apart, catapulting shrapnel throughout the room. Some struck the mages up close who were there to observe Aesivyl's work, and a few stray shards cut through her own face and shoulder.   While no-one was severely or critically injured, Aesivyl was mortified at her failure. Her reputation was cratered by the mishap, and in a moment of despair, she destroyed most of her outlines for creations in a desperate desire to start over anew: to find out where she had gone wrong in her vision. Only a few simple concepts, far more simple or lightly mechanical than magical, remained: the first few she had drafted for herself that she couldn't bring herself to destroy.   The event changed the gnome's world view...perhaps she was but one dreamer whose vision was clouded by aspiration. There could be more out there who shared her dream, and staying in Mirage in a city of those more keen on the study of magic for magic's sake would only stifle her inventive developments. Not to mention the rumors that spread like wildfire about the gnome's "dangerous" creations...thus, Aesivyl set out from her home of Mirage for the first time to the rest of Kalkatesh at large. Maybe one day, she could return with her head held high and with the designs of her dreams a successful reality.

Education

Academies completed 12/13/2020 - Exotic Training in Daborakian Kite Shields 1/3/2021 - Expertise Training - Herbalism Kit 1/28/2021 - Amateur Training - Brewer's Supplies

A gnome with an inventive mind, a scholar's drive, and a dreamer's spirit. She seeks to create things never seen before: ideas that would otherwise just be the thing of dreams.

View Character Profile
Alignment
Lawful Good
Age
47
Children
Gender
Female
Eyes
Aqua Blue
Hair
Blue-grey
Skin Tone/Pigmentation
Tanned
Height
3'7"
Weight
39 lbs

Aesivyl Geairre

Rock Gnome Race
Majital (Mirage Born) Origin
Fighter (Eldritch Knight) / Steel Saint 7 Class & Level
Lawful Good Alignment
Oun Deity
Steel Saints Faction
Corporal Rank/Position
6 Loyalty
Company

Strength 15
+2
Dexterity 11
+0
constitution 15
+2
intelligence 18
+4
wisdom 14
+2
charisma 10
+0
Total Hit Dice 7
Hit Die
1d10+2
+3 proficiency bonus
+5 Strength
+0 Dexterity
+5 Constitution
+4 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+7 Arcana
+2 Athletics
+0 Deception
+7 History
+5 Insight
+0 Intimidation
+4 Investigation
+5 Martial
+5 Medicine
+4 Nature
+5 Perception
+0 Performance
+0 Persuasion
+4 Religion
+0 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
25
MV
0
Prestige
1
Attunement Slots
22
Armor Class
65
Hit Points
+0
Initiative
25
Speed
Vengeful Tooth 1d20+5 1d8+2
Vengeful Tooth (2h) 1d20+5 1d10+2
Attacks
--Weapons--
Simple weapons, martial weapons, Vengeful Tooth

--Armor--
Light armor, Medium armor, Heavy armor, shields, Daborakian Kite Shield (academy)

--Tools--
Herbalism Kit (Exp) (Factionless start / Academy), Tinker's Tools, Gaming Set (Dice Set) (Steel Saints), Land Vehicles (Steel Saints), Brewer's Supplies (Academy)

--Skills--
Arcana, History, Insight (lip service Oun), Martial, Medicine (Factionless start), Perception

--Languages--
Common, Gnomish

--Saving Throws--
Con, Str
Proficiences
Spell DC - 15
Spell hit mod - +7

Spell Slots:
  • 1st: 4
  • 2nd: 2

  • --At Will--
    Detect Magic
    Identify (No material cost)

    --Cantrips--
    Chill Touch, Shocking Grasp

    --Spells Known--
    Absorb Elements, Burning Hands, Find Familiar, Magic Missile, Shield

    Active Familiar - Celeste (Cat - Tiny celestial)
    Celeste Stat Block

    AC 12
    HP 2
    Speed: 40', climb 30'

    Str 3 (-4)
    Dex 15 (+2)
    Con 10 (+0)
    Int 3 (-4)
    Wis 12 (+1)
    Cha 7 (-2)

    Skills: Perception +3, Stealth +4
    Senses: Passive Perception 13

    Keen Smell - Advantage on Perception checks that rely on smell

     

    Spellcasting
    ON PERSON
    Carry Capacity/Total Weight: 169.54/225

    Currency

    237 pp (4.74 lb)
    85 gp (1.7 lb)

    Total value in gp: 3955

     


    Crafting Stuff

    30 Crafting Tokens

     


    --Starting Equipment--
  • An explorer's pack (59 lb)
  • --Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft hempen rope
  • Masterwork Daborakian Kiteshield (equipped) - 8 lb
  • Silvered Longsword (3 lb)
  • Ornate dagger (from boss of Paws in the Sand) - 1 lb

  • Fadesteel Helm (Equipped)

    Fadesteel Helm
    This helmet removes the disadvantage penalty for sneaking in heavy armor, in addition, it provides a +1 to stealth checks.

    Vengeful Tooth - 2 lb

    Vengeful Tooth
    This war pick is longer and more brutal than it's normal counter part. This particular weapon has the versatile property and when wielded in two hands it deals 1d10 damage instead. The extra weapon damage die rolled when this weapon critically hits, is dealt as bleed damage. This damage is cumulative.

  • A set of bone dice (.1 lb)
  • Common Clothes (3 lb)
  • ---

    Bandolier 1 (equipped) (6 + 1 lb)
  • Potion of Superior Healing
  • Potion of Superior Healing
  • Potion of Superior Healing

  • Bandolier 2 (6+1 lb) equipped
  • Potion of Greater Healing
  • Potion of Invulnerability
  • Potion of Superior Healing

  • Scroll of Protection from Evil and Good (1 lb)
  • Potion of Eggnog (Flavored "Potion of Greater Healing") (2 lb)

  • Sharp Crystal (Un-Attuned)

    Sharp Crystal
    T2 Mission Reward
    Wondrous (Arcane Focus) - Major Rare (3,000 gp) - Attunement
    This wildly sharp crystal features a mysterious enchantment that empowers spellcasting... at a cost. When the sharp corners of the crystal draw blood, the blood is soaked into the crystal. Combative spells cast through this focus leave enemies scarred by dark energies.

    Your Intelligence score is increased by 2, up to a maximum equal to your score cap.

    While held in one hand, spells cast through this arcane focus gain a +1 bonus to attack and damage.

    A Small Price to Pay: As an item interaction, you can tightly squeeze this jagged crystal with your hand, drawing blood as the your own life energy empowers your magic. The next spell you hard cast this turn has it's range increased by 50%. This does not apply to spells with the range of self, special, and touch. Additionally, if the spell would deal damage, it deals an additional 2d8 necrotic damage. For spells that deal damage multiple times (such as every round while concentration is held), this damage only applies to the first instance of damage, and not the remainder. But this power comes at a cost - you take half the additional damage that you deal in this manner as necrotic damage. You can use this ability twice, regaining both uses after finishing a long rest.
    This item is Glorybound.

     


    Just A Stick

    Just a Stick
    Tier 2 Mission Reward
    Arcane Focus (Wand) - Minor Rare (1,500gp) - Attunement

    It's just a stick bro. Nothing special.

    Your Intelligence score increases by 1, up to a maximum equal to your ability score cap.

    I Told You, Just a Stick.
    You can cast the Charm Person spell twice through this focus using your spellcasting DC or 13, regaining both uses after finishing a long rest.

    ...Maybe It's not Just a Stick.
    When you Hardcast a damaging Cantrip, one target takes an additional 1d4 cold damage.

    This item is Glorybound


    Selfish Law (equipped)

    Selfish Law
    Handaxe - Minor Very Rare (3,300gp)

    This almost unassuming handaxe seems to radiate with the necrotic energy of the undead, but only when you look at it with one eye.

    This weapon deals an extra 1d4 necrotic damage.

    This weapon has 4 charges, which refresh at dawn.

    Eye for an Eye - When you take more than 10 damage in a single attack from a creature you can see within 30 feet of you, you can expend a charge as a reaction to make an attack against the target. On a hit, the target must succeed on a DC 15 Wisdom saving throw or be blinded until the start of their next turn.

    What's yours is Mine - On a successful attack with this weapon, you can use your bonus action to choose to expend a charge and heal for 1d8.

    [Base Material, Spell Invocation x2]


    Saint's Silver Radiance (Attuned)

    Saint's Silver Radiance
    Being Crafted By Parachron Tironosis
    +1 Masterwork Plate Armour - Very Rare (4,000gp, 40 Days) - Attunement

    Forged under the stars upon the White Sand Reach, a Silver Eagle inlaid and emblazoned across the silver plate strikes the piece as true showmanship and loyalty from the Saint this armour was crafted by. From the sands used to forge this armour, its silver shine pierces through the battlefield like that of starlight, reminiscent of one who would walk the Dream. Two slots adorn the back, which can be covered by plates provided and locked into place.

    Your Constitution score increases by 3 up to a maximum equal to your ability score cap.

    A Saint's Duty. Shine through the forefront with the power of the Steel Saints. You can spend charges to cast Bless at a level equal to the amount of charges spent. You can choose to use one of your spellcasting abilities or Wisdom if you do not have one. This ability has 3 charges, and you regain all charges after finishing a short or long rest

    Breath of the Lord. Have your foes tremble under the power of the Lord of Blades. As an action, release a blast of energy from the armour. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in 100ft. line must make a DC 15 Dexterity saving throw. On a failed saved, a creature take 8d6 cold damage, or half damage if they succeed. This ability has one charge, regain all charges on a short of long rest.

    Dangaus Prisilietimas. The hand of an angel is felt upon the shoulder and the warmth of being wrapped in a pair of wings encompasses the armour. As a bonus action you can cause radiant flames to engulf the armour that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 Radiant damage to the attacker. This ability has 2 charges, regaining all charges on a long rest.


  • Holy Symbol of Oun (Amulet) - 1 lb

  • Component Pouch - 2 lb
  • 40 gp of charcoal, incense, and herbs (4x Find Familiar components)

  • Mistletoe (rp flavor, no effect)
  • 4 T1 food tokens (3 chocolate coins and a mazao package)
  • Menorah (no mech effect)
  • Kikombe cha Umoja (Unity Cup) (No Mech Effect)
  • An Empty Journal
  • "Viderick Rocks" pamphlet
  • Stuffed stuffed turkey plushie (non-mechanical, it's a toy in her room)
  • Anubis plushie
  • Air Rifts (non-mechanical shoes with wing logos. They sprout wings that don't actually work if the user is off the ground at all. They were once alive, might still be).
  • -------------------------------------------------------------
    "IN ROOM" AT SILVER HALL (Actually is Steel Saints Bank, but flavor)
    Anointed Saint's Mail - 20 lbs

    Anointed Saint's Mail
    +1 Chain Shirt
    This armor is blessed by the way of the warrior and feels like a second skin; light, durable, and dependable.

    This armor counts as light armor instead of medium armor and it has no maximum Dexterity cap.

  • Warpick - 2 lb

  • Pets

    Sky - Flying Squirrel (untrained)
    Tiny beast, Unaligned

    Armor Class 13
    Hit Points 2 (1d4)
    Speed 20ft., climb 30ft., fly 60ft. (Horizontal)
    Str 3 (-4) Dex 16 (+3) Con 10 Int 4 (-3) Wis 12 (+1) Cha 6 (-2)
    Skills Perception +3
    Senses passive Perception 13
    Languages --
    Challenge 0 (0 or 10 XP)
    Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.

    Glider. The squirrel has a fly speed of 60 feet for horizontal movement only. If the squirrel ends its turn while in the air, it descends 5 feet.

    Actions
    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

     

    Equipment
    Steel Saints
    Faction
    The Mad Man
    Stat Array
    --Faction Benefits - Steel Saints--
    Attribute Cap Increase - Strength +2

    Loyalty health increase - +5

    The Anointed Forge

    The Anointed Forge
    This masterfully crafted forge built by the white fire from the Lord of Blades serves as an auxiliary facility, that appears as a glorious forge.

    This awe-inspiring forge can only be used by a few. You will need proficiency in and posses smith's tools. Only a crafter that possess a relevant crafting origin may operate the forge, such as the Hide Flayer, Forge Child, or Mender, but even they will have a chance to fail. Only a Forge Cleric can use the forge without failure, and they do not require a relevant origin.

    All items successfully crafted with the forge will require prestige to wield, but using the forge does not.


    Contracts

    Contracts
    Completing Contracts as a member of the Steel Saints progresses the Steel Saint faction.


    Thunderer

    Thunderer
    The sound of Steel Saints banging their shields before battle can be heard loud and clear.

    Steel Saints gain access to the following fighting style:

    You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4+your Strength modifier bludgeoning damage. When you make this attack you lose the shield’s AC until the start of your next turn. Should your shield have a flat bonus to AC (+1, +2, +3), you can add that bonus to its attack roll and damage roll.

    This does not replace your current fighting style class feature.


    Silver Eagle's Call

    Loyalty 3

    A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.

     


    Under the Gaze of Death

    Under the Gaze of Death
    During missions Steel Saints gain resistance to Necrotic Damage.


    --Race Traits--
    Darkvision

    Accustomed to life underground, you have superior vision in dark and dim conditions. 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.


    Artificer's Lore
    Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.


    Gnome Cunning

    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


    Tinker
    You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

    When you create a device, choose one of the following options:
    1) Clockwork Toy - This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    2) Fire Starter - The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    3) Music Box - When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

     


    --Class Features--
  • Fighting Style: Defense (+1 AC when wearing armor)
  • Second Wind

    Second Wind
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge

    Action Surge
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


    --Eldritch Knight--
    Spells known
    Chill Touch (Cantrip)
    Shocking Grasp (Cantrip)
    Absorb Elements (Abjuration)
    Shield (Abjuration)
    Find Familiar (Any school - Conjuration)
    Magic Missile (Evocation)

    Weapon Bond

    Weapon Bond
    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

     

    Currently Bonded Weapon(s) - Vengeful Tooth, Selfish Law

    Extra Attack (1) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    War Magic

    War Magic
    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.


    FEATS
    War Caster

    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.


  • Steel Saint Prestige Class Features
    Level 6 - Silver Surge actions
    Silver Slash / Shot

    As an action, after you have action surged, you can attack a single creature with your weapon. You deal an additional amount of astral damage equal to your character level. If this attack should have advantage, you double this astral damage, if you should critical hit with this attack, the creature must make a DC 22 constitution saving throw or be stunned for 1 round. If you use a ranged weapon with this attack, the creature must be within its normal range.


    Silver Flash

    As a bonus action, after you have action surged, you can teleport up to 300 ft. You must do so to places you can see and reasonably stand. You can use this in increments, such as between actions, teleporting each time, but no more than 300 ft total. (For Example you could teleport before and after each attack.) You can use this teleportation pool until the end of your turn.

    Class/Racial Features & Traits