Rrurgaz Strashaz

Children

Rrurgaz Strashaz

Siren (sailor) Race
Bloodwave/Diver Origin
Bard 2 Class & Level
CN Alignment
OLOKENHAI Deity
Freeman Faction
Member Rank/Position
0 Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+2 Athletics
+5 Deception
+0 History
+0 Insight
+5 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+5 Performance
+5 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
1
MV
0
Prestige
1
Attunement Slots
14
Armor Class
10
Hit Points
+3
Initiative
30/40
Speed
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice (bagpipes, drums, lutes
Saving Throws: Dexterity, Charisma
Skills: Choose any 3
Proficiences
+5 to hit spell save dc
0- vicious mockery, thunderclap
1- detect magic (R), Identify (R), Faerie Fire, Dissonant Whispers
Spellcasting
160gp
backpack 5lbs
bedroll 7lbs
5 candles
5 days of rations 10lbs
waterskin 5lbs
disguise kit 3lbs
rapier 2lbs
bagpipes 6lbs
leather armor 10lbs
dagger 4lbs
1 bandolier with 3 healing potions
1 bandolier empty
cartographers tools
navigators tools
50 feet silk rope
set of common clothes
net
freeman cloak
60lbs total

Vitrivel
Equipment
Freeman
Faction
MadMAN
Stat Array
The White Terror

A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.
Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.

The Feeding – Sirens feed on the powerful emotions of those around them, with each sub-type of Siren preferring to gain sustenance from a particular emotion, and usually maneuver or manipulate their prey in order to achieve the optimal conditions.

As a bonus action, a Siren can begin to sing through The Voice in order to draw sustenance out from a target creature they can see afflicted with their preferred status condition (see each sub-race for their chosen status effect), gaining 10 Temporary Hit Points as a result.

This method of feeding counts as enough sustenance to last a Siren a full week, though they still require water as normal.

Once you have used this ability, you must complete a Long Rest before you can use it again.


Old Salt - Resistance to Thunder and Lightning damage.
Class/Racial Features & Traits