Imya Navali

Imya Navali

Imya was born in the sands of Majital as a strider. Her father was a caravan leader and a mercenary. He was very skilled with the blade and eventually taught Imya the ways. Her mother however was a wizard and wanted her daughter to follow in her footsteps. She was more stern and forced her to try to learn magic. Through out her life she was force fed magic lessons, all while sneaking in lessons from her father.   It got to the point where she started to make friends with some other kids in the caravans and showed them her skills with the sword. Her mother caught wind of this and punished her by making her do more magic lessons. Her father heard of this and asked her mother to stop this and let Imya decide what she wants. Her mother was baffled by this outburst from her husband and started to isolate herself from the family.   One day Imya wanted to prove to her mother that magic was unstable and bad, so she lit her mother's home on fire, but was prepared to put it out. What she didn't expect was for the fire to get out of control, just as she said magic was. The flames spread too quick for her to put out so she called for help. As she called out she heard her father scream from inside.   She saw her father trapped in the burning home and her mother was outside laughing. In a twisted turn, her mother increases the flames using her magic to get rid of her husband. Imya was powerless to help and collapsed. Only able to watch the home burn as her mother cackled in the background.   People came to help and her father made it out alive, but not unharmed. After hearing what happened he blamed it on magic and his wife. He also partially blamed Imya for starting the fire, and in turn her set out with a new caravan. Imya was left alone in the old caravan with no parents left, as her mother ran away after the incident.   Now that she has grown up and fully learned the way of the blade, she sets out to find her father and apologize. Then to find her mother. And kill her.
Alignment
Lawful Neutral
Age
54
Children
Gender
Female
Hair
White
Skin Tone/Pigmentation
Light Blue
Height
5ft 7in
Weight
137 lbs

Imya Navali

Air Genasi Race
Majital Sand Strider Origin
Fighter (Dancing Blade) 6 Class & Level
Lawful Neutral Alignment
Vavren Deity
Crowsworn Faction
Member, Private 1st Class Rank/Position
7 Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 10
+0
Total Hit Dice 6d10
Hit Die
1d10+2
+3 proficiency bonus
+4 Strength
+5 Dexterity
+5 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+0 Animal Handling
+4 Arcana
+1 Athletics
+0 Deception
+1 History
+0 Insight
+0 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+3 Perception
+0 Performance
+3 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
15
MV
0
Prestige
1
Attunement Slots
18
Armor Class
57
Hit Points
+4
Initiative
30ft
Speed
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields, Badlands Tribal Armor
Weapons: Simple Weapons, Martial Weapons
Skills: Arcana, Survival, Acrobatics, Perception
Languages: Common, Auran, Elvish, Gnomish
Tools: Brewer's Supplies
Proficiences
Detect Magic - From Majital
Levitate - From Air Genasi trait
Spellcasting
1015gp - 1000gp in Faction Bank
Iron Crown - +1 to AC, doesn't stack with a shield
0 potions of healing
2 bandoliers
1 antitoxin
Masterwork Badlands Tribal Armor
Longbow w/ 12 arrows
2 Scimitars
2 Hand axes
Dungeoneer's Pack
"Stinger" - rapier
Lesser Constrictor Snake
Jailers Coil
(400 gp)
Melee Weapons, Martial, Swords, Slashing, Finesse, Light - These artfully crafted scimitars are twinned. Each’s grip is a snake’s body while the cross-guards are fashioned as the heads. The mouths of the snake’s wide, an arching blade protruding from each. Down each highly polished blade’s spine are engravings of snakes. The left is emerald green. The right is crimson red
777 Ways to Cook A Turkey
Stuffed Stuffed Turkey plush
Turkey Bone Dice
Turkestrus Mask
Elena Bathory's clothes and umbrella
Yula's cool clothes
Equipment
Crowsworn
Faction
The Specialist
Stat Array
"Meditate" - Sand Strider benefit. Meditate for 4 hours instead of sleep.

Unending Breath – You can hold your breath indefinitely while you're not incapacitated.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Two Weapon Fighting

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.


Seal of Air – You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.

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 on top of your regular action and a possible Bonus 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.

Flashing Blades - At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.

Improved Dual Weapon Fighting - At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.

Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.

Cloak of the Crow - Once per combat, as a bonus action, you surround yourself with phantasmal feathers for a number of rounds equal to your proficiency modifier. When a creature makes a melee attack on you, they take piercing or slashing damage afterwards equal to your proficiency bonus. This happens if they hit OR miss.

Blessed by Wind - You gain the following benefits:
- Increase your movement speed by 10 feet.
- You can take the Dash action as a bonus action on your turn.
- When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest.

Breath of the Darkest Night - You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you.. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.
Class/Racial Features & Traits

Fucking worms
Imya

I hate worms.

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