Natreum Shahar'ysenmun

Natreum

Swift as a flowing river, and smart as a scholar. Natreum fuses mind and body to focus her blade to those that deserve it. For if all warriors are dull, wars will last forever. And if an intellectual doesn't go to battle then the civilization will only be full of cowards.

Physical Description

General Physical Condition

Lithe and petite, betraying none of the power held within the body.

Mental characteristics

Personal history

Natreum, as any Changeling, was born to a Hag mother, Myrna, who meant to have her as a puppet for her entire life. Where she was forced into the visage of a young human noble in appearance, with inky black hair and and dark eyes. She always tried to struggle against the invisible tethers, but was always pulled back, so she built up her endurance, becoming quicker and able to get further and further away. But she was always too weak to break from the grasp of her hagmother, and forced to listen to the wailing of those that she lured into the her mother's clutches. Until one day she came across someone that wasn't her mother, a female elf who went by the name Syltris; the first person to show her compassion in the world. Natreum grabbed her hand before she could be yanked back by her mother a bond formed by compassion cutting away the ties of fear. Upon leaving the abode of the Natreum's mother, Syltris suggested that Natreum take her from and if the question were to ever arise they were to be twin sisters. The two of them seemed to get weird looks, but Syltris explained the matching scars as a rite of us being twins and following the same path. Life was good for a bit, she taught me the way of the warrior, one being fleet of foot but reinforcing it with knowledge for one must sharpen the mind to properly sharpen the blade. She taught me much of the world and her culture, which always seemed odd compared to what she learned from the other elves that she met on their travels. That was until one day she woke up in the inn and noticed she wasn't there in the morning, or evening seemingly vanishing into thin air. She began to wander the lands of Kalkatesh, where she found some solace in worship of Vavren in helping others redeem themselves. Then deciding to dedicate her service to the Iitanas Imperium to pay back what good that Syltris did for her in some little way. They were hesitant at first to allow Natreum to join, but once she dropped into her normal appearance they seemed quite a bit more accepting of her. And that is where her story truly begins.

Gender Identity

Female

Sexuality

Fluid, like herself

Education

Natreum was taught by Syltris about the world as well as how to fight and speak in Shar'Kai.

Employment

Employed by The Iitanas Imperium and works as whatever is needed by the emperor which is often to act as a guard when she is not off representing them on missions.

Morality & Philosophy

Anyone can go down the path of redemption.

Personality Characteristics

Motivation

She is motivated to be a bright light in a dark world and do what she can to help any who need help.

She is lost in her ways, after dedicating her life to the greater cause of The Iitanas Imperium she only hopes to help others seek redemption for the actions they have done.

View Character Profile
Alignment
Lawful Neutral
Honorary & Occupational Titles
Veteran
Age
27
Date of Birth
Feyvi 7, 1177
Children
Gender
Female
Eyes
Crystal Blue
Hair
Light Blue
Skin Tone/Pigmentation
White tinted purple
Height
5'4"
Weight
140 lbs
Known Languages
Common, Sharkai, Imperium, and Sylvan

Natreum Shahar'ysenmun

Changeling Race
The Rift/ Priend Origin
Fighter (Dancing Blade)10 / Rogue 1 11 Class & Level
Lawful Neutral Alignment
Cassius Deity
The Iitanas Imperium Faction
Ambassador - Speaker Rank/Position
6 Loyalty
N/a Company

Strength 11
+0
Dexterity 22
+6
constitution 14
+2
intelligence 20
+5
wisdom 10
+0
charisma 11
+0
Total Hit Dice 10, 1
Hit Die
1d10, 8+2
+4 proficiency bonus
+4 Strength
+6 Dexterity
+6 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+10 Acrobatics
+0 Animal Handling
+5 Arcana
+4 Athletics
+4 Deception
+3 History
+0 Insight
+0 Intimidation
+5 Investigation
+8 Martial
+0 Medicine
+5 Nature
+0 Perception
+0 Performance
+0 Persuasion
+5 Religion
+6 Sleight of Hands
+14 Stealth
+0 Survival
skills

 
60
MV
3
Prestige
2
Attunement Slots
19
Armor Class
103
Hit Points
+6
Initiative
45
Speed
Baioretto Senkō 1d20+12 1d6+9+1d6radiant
Fang of the Mist Walker 1d20+11 1d4+8+1d6cold
Dagger 1d20+10 1d4+7
Attacks
Weapon Proficiencies
Simple, Martial, Katana


Armor Proficiencies
All armor, shields


Skill Proficiencies
Acrobatics, Athletics, Deception, and Stealth(Rogue)


Skill Expertise
Martial and Stealth


Languages Proficiencies
Common, Sharkai, Sylvan, Thieves' Cant and Imperium Elven


Tool Proficiencies
Painter's Supplies, Jeweler's Tools, Thieves' Tools and Smith's Tools


Tool Expertise
Painter's Supplies

Proficiences
Armor
-Imperial Robes: These robes are a near weightless Light Armor, granting 13 AC + Dexterity for armor class. However this item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium. If the robes are attempted to be worn by anyone else, the robes immolate themselves and are destroyed.


Baioretto Senkō
Baioretto Senkō (Wakizashi/Shortsword)(Attuned)

+2 Shortsword, Major Very Rare (7000gp) - Attunement

This wakizashi seems to glint and shimmer whenever drawn.

This weapon deals an additional 1d6 radiant damage on a hit.

Your walking speed is increased by 10 feet.

Flash of the Blade: Attacks with this weapon score a critical hit on a roll of 19 or 20. When you critically strike a creature with this weapon, the target must make a DC 16 Constitution saving throw or become Blinded for 1 minute. They can repeat the save at the end of each of their turns.

Sunny Mirage: You can use an item interaction to cause the blade to shine with yellow light. It sheds bright light for 30 feet and dim light for an additional 30 feet. This is turned off using an item interaction.

This item is glorybound.


Fang of the Mist Walker
Fang of the Mist Walker
+1 Dagger - Major Rare (3000 GP) – Attunement

The shimmering green blade of this dagger is cold to the touch. It seems ethereal and traces the air as you move it.

When you hold the blade up to your eyes, it appears opaque and you can see through it. While looking through the blade, your eyes cloud with a misty haze.

While the dagger is held in this way and you are looking through the blade, you can see normally in darkness but with a slightly green hue, both magical and nonmagical, to a distance of 30ft.

Cold Bite. As a bonus action you activate the blades dormant power. Green mist emanates and drips from the blade as you activate the effect. For 1 minute, the weapon deals an additional 1d6 Cold damage. If an attack you make with this weapon critically hits while Cold Bite is active, the target must make a DC 14 Constitution saving throw or be poisoned for 10 min. You can use this ability twice, regaining all charges on a long rest.

Enveloping Mist: The blade hums with the power of the T'zar. After an attack hits you, as a reaction you can envelop your body in the mists of the T'zar. You teleport up to 20 feet to an unoccupied space that you can see. The mists dissipating as you reappear. You can use this effect once per long rest.

[Base Material, Enchantment, Enhancement]


Fleet-Footed Boots
Fleet-Footed Boots
Being crafted by Renli Weiss
Wondrous (Boots) - Rare (1870gp)

A pair of pitch-black heeled boots fashioned with leather, with a black hood signet attached to the folded hem. They shimmer every so often, with an itch for haste, the desire to be fleet of foot...a need for speed.

While wearing these boots, you gain a +5 bonus to your walking speed, and a climbing speed of 30 feet.

Slots Used: Base Material, Adornment, Spell Invocation x2


Teardrop Shard
Teardrop Shard
Major Uncommon, Wondrous

This shard is freezing to the touch, and in hot areas will make the exterior of the stone very wet, and can cause some vapor to form around it, but will not melt by temperature alone, and will remain cold throughout. This shard is easily adorned around a string or necklace. A few empathetic individuals may feel some clinging presence.

While wearing this item, you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you reduce any cold damage you take by 1.


Natreum's Ring
Embracing Affection (wedding ring)
The ring consists of two blueish-silver bands that entangle around each other in a braid-like fashion. On the ring's head, instead of gemstones there is a tiny sculpture in a dark-gold color. The bands come together to form the shape of a woman's upper torso and head. Her eyes are closed, the face laying on the wearer's finger with a contented visage, and her arms wrap around either side of the finger as though hugging it like a pillow. The sculpture bears a striking resemblance to a certain bronze-skinned elf woman. On the underside of the ring is a single engraved word in Primordial Astral, 'Love'.


Last Wish of Love
Last Wish of Love(Attuned)
Being Crafted by Natreum
+1 Masterwork Studded Leather Armour - Minor Very Rare (3,000gp, 15 Days) - Attunement

The armor interwoven with the essence of being a changeling brought to the Imperial forges and imbued with the magic that surrounds the Fingers of Gath. Weaving the flowers of longevity and power into the Hag's Daughter armor and ensuring a life that lasts longer, and imbues the strength to endure. Desert roses, tulips, and many other flowers decorate the armor and seemingly changing color as if the power of the changeling was imbued into the flowers as they shift and change.

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

Living for Love. Your lifespan increases. If lifespan is normally less than 100 years, it can be increased by up to 30 years. Doubled if lifespan is normally more than 100 years. If it is normally 60 years or less, it is increased by 15 years instead.

Love's Strength. As an action, you can become resistant to all damage except astral or primal for d4+1 rounds. You can use this ability once, regaining its use after finishing a short or long rest.


Weapons
-Longbow
-17 Arrows
-1x Shortsword (Silvered)
-1x Shortsword
-5x Dagger (Silvered)
-2x Dagger


Equipment
-Fadesteel Ring (Elven): This ring provides a +3 to maximum hit points. If you are a full elf, it provides +5 instead.
-Painter's Supplies
-Citizen Badge: The badge marks the wielder as a full citizen of the new empire, even if they are not elven.
-Common Clothes
-Explorer's Pack
--Backpack
--Bedroll
--Mess kit
--10 Rations
--Waterskin
--50ft of hempen rope
--Holy Symbol- Amulet(Vavren)
--2x Manacles
--3 empty vials
--36 Crafting Tokens
--Mistletoe
--Menorah
--Kikombe cha Umoja (Unity Cup)
--Empty journal
--Holy Symbol (Cassius)
  • Masterworked Painter's Supplies (Each one has a delicately carved and dyed blue turtle on the handles while the handles themselves are painted in a layer of solidified resin giving it a amber hue)
  • --Masterworked Smith's Tools
    95.5 lbs. / 165 carry weight


    Not Carried
    --Basic potion of healing reagent 2lbs.
  • Fine clothes 6lbs.
  • --10 Torches 1 lbs. (10)
    -Frankenstein costume 4 lbs.
    --Very fancy wedding dress
    --Maid Outfit
    --Cat Tail accessory
    --Cat Ear headband
    --Box of Party Supplies
    --1ft Panda Plushie
    --Set of colored inks
    --Sulty dress
    --traveling sketch/painter's book
    (22lbs.)


    Money
    -- 2147PP 4GP 9 SP 5CP


    Potions
    Bandolier (Masterworked) 1
    --1x Potion of Invulnerability
    --1x potion of supreme healing
    --1x potion of flying
    --1x Supreme Healing Potion
    Bandolier 2
    --1x Superior Healing Potion
    --1x Potion of Invisibility
    --1x Potion of Invulnerability


    More Potions
    In Bag
    --2x Elixir of Health
    --1x Potion of Lightning Resistance
    --1x Potion of Invulnerability
    --1x Anti-toxin
    --2x Health Potion
    --2x Superior Healing Potion
    --1x Potion of Climbing
    --1x Potion of Growth
    --1x Botted Breath
    --1x Supreme Healing Potion

    --Aelin Donated Potions--
    --3x potions of invulnerability
    --2x potions of superior healing
    --1x potion of flying
    --3x elixirs of health


    Ring supplies
    -Platinum ingot worth 250 gold
    -One citrine worth 50 gold

    Equipment
    The Iitanas Imperium
    Faction
    The Mad Man
    Stat Array
    Fighter
    -Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    -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 - 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.

    --+2 Dex from ASI level 4

  • Extra Attack

  • --+2 Dex from ASI level 6

  • Sentinel(Feat) - You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

  • Indomitable -Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.


    Dancing Blade
    --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.

    --Flying Blades Starting at 7th level, you can draw Flashing Blade weapons as part of the attack to use them, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with Flashing Blade weapons that have the thrown property.

    --Deadly Pirouette Starting at 7th level, Once on your turn when you score a critical hit with a Flashing Blade weapon, you can make another ranged weapon attack with Flashing Blade weapon that has the thrown property.

    --Sanguine Encore - At 10th level, when you deal the extra damage from the Improved Dual Weapon Fighting class feature to a hostile creature, you also deal 1d10 slashing damage each hostile creature within 5 feet of the target.


    Rogue
    Expertise- At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    Sneak Attack- Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


    Changeling
    -Darkvision – 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 cannot discern color in darkness, only shades of grey.
    -Adaptive Physiology – You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.


    Iitanas Imperium
    -Imperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.

    -Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).

    -Magic Item Crafting Bonus: Due to the elven forges locked away within the Fingers of Gath, the effectiveness of the forges for the Iitanas Imperium decreases the time it takes to craft by 50%, this time is rounded up. Only members of the Iitanas Imperium can benefit from this upgrade, and it does not affect consumable crafting.

    -Edict of Xian Tor: At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.

    -+5 HP from Ambassador Role

    -+5 HP from Loyalty


    Veteran
    Veteran (Equipped from the Tower of Annulment): This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

    Class/Racial Features & Traits