Amelia Lutfi
Amelia Lutfi
Physical Description
General Physical Condition
Short, Agile, Lean
Body Features
Pale White skin
Identifying Characteristics
Has a giant scar on her back a single line going from her left shoulder to he right hip and a burn scar on her left cheek
Special abilities
Has the special Ability to kill things with pointy sticks
Apparel & Accessories
Tend to wear rather simple clothes (traveling clothes or just normal clothes she doesn't wear fancy stuff) when not adventuring otherwise she just wears her armor
Specialized Equipment
Magic items Amelia made/making
Other magic items
The Chain of the Master Series: Amelia's Revenge
+2 Glaive - Legendary Artifact - 37,500 gp - Attunement (Fallen Aasimar)
ATTUNED
A long and wicked polearm, this glaive has been reforged with nearly perfect precision. Runes of prayer and adoration to The Dark Prince, written in celestial, shine faintly from under a veil of ash. This weapon grants power to those who promise. However, be it under Babylon, it is never wise to break such promises.
Once per short rest, you can increase an instance of necrotic damage dealt with your Necrotic Shroud racial ability by an amount equal to your character level plus ten.
The Devil’s Mark: You bind your life to that of another, be it to dominate, to command, or to destroy. As an action, choose a humanoid you can see within 30 feet of you to be marked with the holy symbol of Babylon. This symbol appears over their head and in your right palm, and is visible only to you, the target, and followers of Babylon. You always know the target’s location, but only while the two of you are on the same plane of existence. The target can’t become hidden from you. Your attack rolls against the target ignore half cover and three-quarters cover. Only one creature can be marked at a time. When you place this mark, choose one of the three Vows. A creature can only be under the effects of one Vow at a time. The mark lasts for 24 hours or until the chosen Vow is fulfilled. If the mark ends, but the Vow has not been fulfilled, you take 10d10 psychic damage. This damage cannot be reduced or prevented in any way. You can use this ability 4 times per day, regaining all uses at dawn.
Vow of Tyranny: Your Vow is that of a tyrant. You seek to abjure, limit, and oppress those who dare stand against you. If the target would gain advantage on an attack roll, they lose that advantage, and you gain advantage on your next attack roll before the end of your next turn. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be stunned for one minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You must concentrate on this ability as if concentrating on a spell. This Vow is fulfilled when the target is reduced to zero hit points (lethally or non-lethally).
Vow of Order: Your Vow demands order from the Marked, for they are the impudent and you are the one who mandates. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be charmed by you. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed in this way, at the end of your turn you must order the creature to do one of the following on its turn: Move, Action, or Bonus Action. If the creature attempts to do something you did not Order it to do, they must succeed on a DC 17 Wisdom saving throw or take 4d6 psychic damage. This Vow is fulfilled when the target falls unconscious or doesn’t betray your order for 1 minute.
Vow of War: Your Vow is that of destruction. Only through blood may this Vow be fulfilled. Your attacks against the target deal an additional 3d6 Necrotic damage. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be frightened of you. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. This Vow is fulfilled when the target dies.
Signed in Blood: When you hit a creature marked with The Devil’s Mark with a melee weapon attack, you gain a charge of this ability, up to a maximum of eleven charges. As an action, you can consume any number of charges to regain 1d4 hit points per charge consumed. Charges dissipate once the mark ends.
Blood Oaths: You can cast Geas once per long rest (DC 17). Additionally, once per day, you can imbue a written contract with the power of Geas. Any who willingly sign the contract with their own blood are magically bound to its terms, taking 5d10 psychic damage once per day if they violate the terms of the contract. The ability to create contracts and the damage infliction on the oathbreaker refresh at dawn. The terms of the contract are magically enforced in this way for 30 days.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]
The Stopped Clock Series: Armor of the Fallen
+1 Full plate – Attunement: Fallen or Protector Aasimar, Death Domain Cleric
Where once this armor held within it the musky smell of death, there is now a timeless look and feel to it. The stained black has been diluted with soft grays and blues, the poisonous green crest that was once bright and proud upon the breastplate has been muted to more of a forest green, encircled by gnomish runes of respect to Raquel for her eternal work, and timeless task. This was once an armor of death, the only evidence of those that fell, it is now proof that even the fallen can arise once more, for Time heals all wounds.
You can add you Charisma modifier to damage dealt by your Radiant Soul or Necrotic Shroud ability and your Channel Divinity: Touch of Death.
In Time Poison Grows Weak: You gain immunity to poison damage.
Borne of the Sky, Molded by Time on Earth: You can use a reaction when you land after falling more than 20 feet to suffer one level of exhaustion and reduce all falling damage that you would take for landing to 0. You can do this three times per short or long rest.
Strength of Will: You can add your Charisma modifier to saving throws made against magical effects. This does not stack with a Paladin’s Aura of Protection. If you would make a Wisdom saving throw against a fear effect, you can choose to reroll the saving throw, before knowing the result of the previous roll. If you do so you must take the new roll. You can do this twice per short rest.
Time Heals All Wounds: When an ally is blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned, or inflicted with a disease by a hostile creature, as a reaction you can half the duration of the effect and restore 2d6 hit points to the target. An effect without a duration is given a duration of 1 hour, and if the effect's duration is until the end of the target's next turn or sooner, it is reduced to the start of the target's next turn, unless its duration would expire before that. This ability has three uses, which refresh on a long rest.
[Enhancement, Enchantment, Adornment, Special Crafter]
Blade of the Shattered Sun - Major Rare - Attunement
+1 longsword
Brilliance Of The Sun - Once per long rest you may raise the Blade Of The Shattered Sun into the air and releasing a blinding light. All enemies within 30ft must make a DC 14 Con Saving throw. On failure they are blinded until the end of your next turn.
Hunger Of Darkness - While Brilliance Of The Sun has been expended, the Blade Of The Shattered Sun deals an additional 1d4 necrotic damage per hit.
Amulet of the Fallen Angel
Amulet – Minor Very Rare - Attunement
An eccentric and finely crafted chained amulet with a custom made Babylonian holy symbol centerpiece.
Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap.
Your class and racial features that would deal necrotic damage deal an additional 1d6 necrotic damage.
Blood Frenzy. Whenever you would deal the finishing blow to an enemy creature, you heal for 1d4 hit points. Additionally, whenever you deal the finishing blow to an enemy creature you gain a stack of Frenzy. Your weapon attacks deal an additional 1 necrotic damage for each stack of Frenzy you have, to a maximum of 5. You can only gain stacks of Frenzy in combat and all stacks are lost when combat ends.
(Base Material, Adornment, Enchantment, Special Crafter)
Shroud of Bittersweet Mercy Cloak (Wondrous) – Minor Legendary – Deadly Attunement: Fallen Aasimar ATUNNED Flowing like water, this shroud casts shades across its wearer based on their mood; light grey at peace to pitch black during strife. When the wind blows fierce, astute onlookers can make out small feathers ruffling in it. If something would cause you to unattune from this item, your life is instantly and painlessly quenched. Your essence fades across the shroud like a ripple before moving on to the afterlife. Your Strength score increases by 4, to a maximum equal to your ability score cap. Angel of Death. Your Necrotic Shroud racial ability has be augmented in the following ways:
• You manifest wings made from dark, grey feathers.
• When you transform, you can choose a number of affected creatures equal to your Charisma modifier (minimum of 1). The chosen creatures are not frightened by your transformation, and instead are immune to being frightened until the end of your next turn.
• While transformed, you have a flying speed of 30 feet.
• While transformed, you reduce any bludgeoning, piercing, and slashing damage you take by 2.
• You can use this ability twice. You regain all expended uses on a short or long rest.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
Shroud of Bittersweet Mercy Cloak (Wondrous) – Minor Legendary – Deadly Attunement: Fallen Aasimar ATUNNED Flowing like water, this shroud casts shades across its wearer based on their mood; light grey at peace to pitch black during strife. When the wind blows fierce, astute onlookers can make out small feathers ruffling in it. If something would cause you to unattune from this item, your life is instantly and painlessly quenched. Your essence fades across the shroud like a ripple before moving on to the afterlife. Your Strength score increases by 4, to a maximum equal to your ability score cap. Angel of Death. Your Necrotic Shroud racial ability has be augmented in the following ways:
• You manifest wings made from dark, grey feathers.
• When you transform, you can choose a number of affected creatures equal to your Charisma modifier (minimum of 1). The chosen creatures are not frightened by your transformation, and instead are immune to being frightened until the end of your next turn.
• While transformed, you have a flying speed of 30 feet.
• While transformed, you reduce any bludgeoning, piercing, and slashing damage you take by 2.
• You can use this ability twice. You regain all expended uses on a short or long rest.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
Scorching Sands Greataxe
Attunement
+1 Greataxe
Whenever you hit an attack with this weapon, all enemies within 5 feet of the target take 1d8 slashing damage. You can use your bonus action to make a special kind of dash. If you dash in this way, you turn into sand and move in a straight line through the air like a sweeping storm. This movement does not provoke opportunity attacks, and you can move through other creatures’ spaces, including hostile creatures, without spending extra movement. However, you are still limited by all other aspects of your movement, and you must end the dash in a legal space that is within 5 feet of a hostile creature. If you possess the Charger feat, and if you immediately make a melee attack with this weapon after using this ability, you gain a +5 bonus to the attack’s damage roll.
Icewind Cloak Wondrous Cloak - Artifact (Arcadum Item) Attunement: Worthy 3 ATTUNED The wearer of this cloak is immune to cold damage and ignores the first 3 levels of exhaustion it would normally take. The wearer of this cloak may transform into a huge polar bear at will. But only once per combat. This other wise functions as the wild shape ability from the druid class. The wearer of this cloak may transform into a giant bat at will. But only once per combat. This other wise functions as the wild shape ability from the druid class. A constant icy wind surrounds the wearer granting a +3 to AC.
Icewind Cloak Wondrous Cloak - Artifact (Arcadum Item) Attunement: Worthy 3 ATTUNED The wearer of this cloak is immune to cold damage and ignores the first 3 levels of exhaustion it would normally take. The wearer of this cloak may transform into a huge polar bear at will. But only once per combat. This other wise functions as the wild shape ability from the druid class. The wearer of this cloak may transform into a giant bat at will. But only once per combat. This other wise functions as the wild shape ability from the druid class. A constant icy wind surrounds the wearer granting a +3 to AC.
Mental characteristics
Personal history
Amelia grew up in an orphanage in Orde
She ran away from the Orphanage when she was 16
Sexuality
Bi-Sexual
Education
Basic School Education
Employment
Chaptermaster of the Crowsworn
Accomplishments & Achievements
Helped the Emepror of the Iitanas Imperium settle in the Badlands
Cleared the Starcaller's Observatory in the Library of Kacael
Cleared the Tower of Greed and the Tower of Wrath in the Cathedral of Sin
Cleared the way to Dsangirs Lair in the Red Road
Help kill Dsangir
Failures & Embarrassments
Amelia considers her wife dying to be a failure of protecting her
She also considers The Starlight tower a failure to herself
Mental Trauma
Phobia of deep waters like the oceans
Intellectual Characteristics
Artistic
Morality & Philosophy
Keeps promises till the end, she normally doesn't care about people unless they earned her trust. Anyone who betrays her will likely meet an unfortunate end
Taboos
Breaking of Oaths and promises
Personality Characteristics
Motivation
Protecting her Friends and Family
Savvies & Ineptitudes
Good Artist and plays the piano really well
Likes & Dislikes
Likes Reading, Drawing, Travelling and spending time with her family
Dislikes liars, people who break oaths, Deep water
Virtues & Personality perks
Protective, Takes oaths and promises seriously,
Vices & Personality flaws
There is NOTHING she won't do to protect anyone close to her. She is ruthless and merciless to her enemy's. Can be really impatient and quick to anger.
Hygiene
She likes to keep things neat and tidy including herself
Social
Contacts & Relations
Friends with Freya in the Grasping Hand, Zob of the Night guard and many of the Bards College and some World wanderers members
Family Ties
Has a Husband (Lanzu Lutfi) and a Daughter (Ellie Lutfi)
Religious Views
Devout to Babylon but also pays respect to Tilt, Raquel and Iass and after joining Crowsworn has some respect for Vavren
Social Aptitude
Rather quiet most of the time
Hobbies & Pets
Has a pet bearded lizard named Florence
Loves to read and do art
Speech
Ordean accent with a little of Celestial mixed in
Wealth & Financial state
Amelia only spends money on her family and the protection of it otherwise she has no other use of it
Alignment
Lawful Neutral
Age
37
Date of Birth
Azen 15th, 1167
Birthplace
Orde, Crestfall
Children
Current Residence
Bard's College, Krazax
Gender
Female
Eyes
Grey Blue
Hair
Wavy and short, Jet Black
Skin Tone/Pigmentation
Pale white
Height
5'3''
Weight
127lbs
Best edgy wife. :)