Renli Weiss

Renli Weiss

Physical Description

General Physical Condition

Tanned and tall with chestnut hair, Renli has lithe and athletic build.

Body Features

Willowy, with long, thin limbs that give a delicate impression.

Facial Features

A round, young face that smiles come easily to, she has a few freckles scattered across her cheeks and nose.

Identifying Characteristics

An uncolored tattoo of a sparrow playing with a fox on a ground of flowers on her right thigh.   Nearly always has her nose in a book, even when she definitely shouldn't be reading.   Scars on her back and wrists from her time as a slave before being bought by her noble family.

Physical quirks

Hygiene is immaculate, with particular attention paid to her hair and nails, which she always has painted the same shade.   Will sometimes hide behind her bangs.

Apparel & Accessories

Despite her adoption into her noble family, Renli still wears attire that would identify her as a master servant.   She prefers colors of Daborak, black and white.
Alignment
CN
Species
Ethnicity
Children
Gender
Female
Eyes
Indigo
Hair
Chesnut
Skin Tone/Pigmentation
Tanned
Height
5'8"
Weight
126 lbs
Known Languages
Common, Elvish, Druidic

Renli Weiss

Wood Elf Race
Daborak / Daborakian Noble Origin
Druid 5 / Cleric (War) 1 6 Class & Level
CN Alignment
Gazenaroc Deity
Iitanas Imperium Faction
Citizen Rank/Position
2 Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+6 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+6 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
15
MV
1
Prestige
1
Attunement Slots
18
Armor Class
53
Hit Points
+5
Initiative
30
Speed
Attacks
--- DRUID ---
Martial/Survival, Herbalism Kit
Armor: light armor, medium armor, shields, Daborakian kite shield
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, Ordesian foil (5/14)

  • WAR CLERIC ---
  • Weapons: simple weapons, martial weapons, Bladed Longbow
    Armor: heavy armor

    -
    Racial: Perception
    Background: Athletics, History, Calligrapher's Supplies
    Deity: Animal Handling, +1 DEX
    Factionless: Stealth, Alchemist's Supplies
    Faction: Painter's Supplies, Brewer's Supplies
    -
    Languages: Common, Elvish, Druidic
    -
    Attribute cap increases: +2 DEX, +2 INT

    Proficiences
    --- DRUID ---
    Wisdom, DC 14

    Cantrips: Guidance, Thorn Whip, Shillelagh
    1st: Absorb Elements, Goodberry, Longstrider, Faerie Fire
    2nd: Healing Spirit, Heat Metal, Pass without Trace

  • WAR CLERIC ---
  • Wisdom, DC 14

    Cantrips: Toll the Dead, Thaumaturgy, Mending
    1st: Divine Favor (d), Shield of Faith (d), Bless, Healing Word, Cure Wounds, Detect Magic
    Spellcasting
    120gp Crafting tokens: 7

  • MATS ---
  • Night Feather (Flawless) x2
    STR & DEX
    Base, Adorn, Enhance
    Weapons, Armor, Shield
    "Shadow, Chaos, Fluidity, Shapechanging - Blessed"

    Touch of the Baron (Superior) [bank]
    WIS & DEX
    Enchant, Enhance
    Weapons, Wondrous
    "Necrotic, Vampirism, Nocturnal"

    Silverleaf Thread (Superior)
    Base Material
    Weapons (Bows, Crossbows, Bladed Longbows only), Wondrous
    Dexterity, Wisdom-Aligned
    Malleable, Force, Nature, Wild, Speed
    Blessed

    Evermolten Metal (Superior)
    Base, Enhance
    Weapons, Shields
    Strength, Dexterity aligned
    Shapelessness, Adaptability, Creation, Tenacity
    Astaroth's Fist

  • SCROLLS: ---
  • In Bandolier 4:
    Scroll of Cure Wounds
    Lesser Restoration x2

    Bandolier 6:
    Bless
    Faerie Fire
    Shield of Faith

    Bandolier 7:
    Goodberry x2

    Bandolier 8:
    Scroll of Cure Wounds
    Potion of Healing

    Bandolier 9:

  • POTIONS: ---
  • Bandolier 1:
    Greater Healing
    Superior Healing x2

    Bandolier 2:
    Healing x2
    Weak Oil of Sharpness (+1)

    Bandolier 3:
    Oil of Slipperiness x2

  • ITEMS: ---
  • Armor:
    Imperial Robes 13+DEX
    Masterwork Daborakian Kite Shield

    Weapons:
    Blackened Scimitar of the Shapeless (attuned)
    Bladed Longbow
    Ammo x40

    Wondrous/Misc:
    Hawthorn Wand (Druidic focus)
    Explorer's Pack
    Imperial Citizen badge
    Fadesteel Ring: +5HP
    Alchemist Supplies
    Herbalism Kit
    Brewer's Supplies
    Painter's Supplies

  • PETS ---

  • Sebastion (Wolf puppy) - Not trained
    Scuttle (Chicken) - Not trained
    Equipment
    Iitanas Imperium
    Faction
    Madman
    Stat Array
    15/21 MV to level

  • RACE ---
  • Darkvision, 60ft

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance.

    Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

    Fleet of Foot. Your base walking speed increases to 35 feet.

    Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Emperor's Gift: +2 to initiative

  • CLASS: DRUID (MOON) ------

  • Wild Shape -> Combat Wild Shape
    You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    4th level moon druid -> swim speed wildshapes

  • CLASS: CLERIC (WAR) -----

  • Bonus Proficiencies
    At 1st level, you gain proficiency with martial weapons and heavy armor.

    War Priest
    From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    --- FEATS ---

    Res (Con): +1 CON, prof in CON saves

  • FACTION ---

  • 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 5ft 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 this combat. This must be a legitimate enemy, that is threatening to the character (level check)

  • ITEMS: ---

  • Blackened Scimitar of the Shapeless
    +1 Scimitar - Major Rare (3500gp) Attunement: Druid
    Worthy 1

    This obsidian weapon does not shine easily, absorbing the light that surrounds it, but its shape shifts as it moves. Sometimes it cracks and is blocky with a crag-like pattern, and other times it is as smooth as the flat side of a sword as one should be.

    This weapon can be targeted by the Shillelagh cantrip. Additionally, the weapon can be used to cast the Shillelagh cantrip three times, with all uses refreshing over the course of a long rest.

    Form Irregardless. As an action, you can use this ability to call upon the power of the Shapeless, to allow your body to become as malleable as your own will as the weapon becomes a part of your greater self. You gain the following benefits for 1 minute based upon how many times you have wild shaped since your last short or long rest:

    If you have used it 0 times:
    • Your speed increases by 5 feet.
    • Your reach increases by 5 feet.
    • You can move through the space of an enemy that is one size larger than you.
    • Your unarmed strikes become natural weapons that deal 1d4 + your Strength or Dexterity modifier, or Wisdom modifier if under the effects of Shillelagh.

    If you have used it 1 time:
    • Your Strength or Dexterity increases by 1, to a maximum of 20. This changes as your ability score cap increases.
    • Your AC increases by 1.
    • Your speed increases by 5 feet, and you gain a climb speed equal to your movement speed.
    • Your reach increases by 5 feet.
    • You can move through the space of an enemy that is one size larger than you.
    • Your unarmed strikes become natural weapons that deal 1d6 + your Strength or Dexterity modifier, or Wisdom modifier if under the effects of Shillelagh.

    If you have used it 2 times:
    • Your Strength or Dexterity increases by 2, to a maximum of 20. This changes as your ability score cap increases.
    • Your AC increases by 1.
    • Your speed increases by 10 feet, and you gain a climb speed and swim speed equal to your movement speed.
    • Your reach increases by 10 feet.
    • You can move through the space of enemies freely, and opportunity attacks against you are made with disadvantage.
    • Your unarmed strikes become natural weapons that deal 2d4 + your Strength or Dexterity modifier, or Wisdom modifier if under the effects of Shillelagh.

    Additionally, you gain access to the following ability:
    Bed of Chaos. As an action, you can thrust your arms into the ground to cause an eruption of thorned obsidian spikes in a 45-foot radius around you that reaches 30 feet high. All creatures within the radius must succeed a DC 14 Dexterity saving throw or take 6d6 piercing damage. For the remaining duration of the transformation, the area is under the effects of the Spike Growth spell (no concentration required), and the benefits you gained from the transformation end.

    When the benefits you gain from the transformation ends, you gain 1 level of exhaustion, and you cannot use this ability again until you complete a long rest.

    Obisdia

    Alignment: Chaotic Neutral

    Mental Ability Scores: Int 12, Wis 18, Cha 14
    Proficiency Bonus: +2

    Senses: Sight, hearing, darkvision 120 feet.
    Communication: Empathy, Vocal
    Languages: Common (Wastes), Elven (Imperium)

    Special Ability: Obsidia has one ability:
    • Battle Cry. As an action, you can let loose a sonorous war cry to inspire yourself and up to five creatures within 300 feet of you that can hear you, and bolster their bravery in battle. For 1 minute, targets gain the following benefits:
    • Your melee weapons deal an additional 1d4 damage of the weapon’s type on a hit. This applies under the effects of Form Irregardless.
    • You gain 4 temporary hit points at the start of each of your turns.
    • If you aren’t wearing armor, you gain a +1 bonus to AC.

    Once you use this ability, you can’t do so again until you finish a long rest.

    Skill Proficiencies: Martial, Perception

    Purposes: Obsidia has two purposes:
    1. To embody the law of the jungle: the strong devour the weak.
    2. To bolster its wielder, and to ensure that they will always BE the strong, and will never fall.

    Personality: Obsidia holds the personality of an elven gladiator. He seeks the greatest challenge, the mightiest of foes, and the deepest wells of blood to let loose. However, he is not so blinded by bloodlust that he cannot respect the Old Laws, and in fact dislikes those that would break them. He has foggy memories of being a slave warrior, and holds an internal conflict with himself regarding it, as being a slave would mean he was weak, in his mind.
    He isn’t incapable of compassion and understanding, he merely chooses not to publicly, and will not be kind aloud in the presence of others. He believes that publicly showing kindness is a sign of weakness, and that only the one who wields him is deserving to know of his shortcomings, his failings, his insecurities.
    He is very prideful of one who is worthy to wield him, championing their cause so long as it doesn’t conflict with his own, and upholds great pride in his Dark Elf heritage. He dislikes sunlight as a result of this, though it doesn’t affect him like it did in life, it’s more akin to a habit than a true reaction.
    He believes his purpose is to embody the law of the jungle, and firmly believes that it is Gazenaroc’s will for him to do so. He will forever attempt to convince his wielder to forego mercy and enact the rule of survival of the fittest. He will unattune from the wielder if the wielder spares a creature attempting to kill them, and will not permit the wielder to reattune until they have spoken. Contact an RP DM if this occurs, and RP can occur to justify permission to reattune.

    -------

    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
    Class/Racial Features & Traits

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