“Princess Peridot of the gears, Queen of the stars, and creator of the past and present.“
Birthday: August 7th
Wanderkin Rogue/Arcane Trickster lvl 10, Bard 5, ??? XP
HP 84 / 84 + 5 bard
Speed 30 feet
Initiative +5 Dex +5 Alert
Str 11 (+0) Dex 20 (+5) Con 13 (+1) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)
Proficiency +4
Armor Class 17 (11 leather armor + 5 Dex + 1 Bracelet)
Saves: Str +0 Dex +9* Con +1 Int +8* Wis +3 Cha +1
Darkvision 60 feet
Acrobatics +13 (Exp)
Animal Handling +3
Arcana +4
Athletics 0
Deception +1
History +3
Insight +2
Intimidation +1
Investigation +12 (Exp) (Passive Investigation 27)
Medicine +7
Nature +4
Perception +7 (Passive Perception 22)
Performance +1
Persuasion +1
Religion +4
Sleight of Hand +13 (Exp)
Stealth +9
Survival +3
Proficiency in all tool sets/vehicles (+4), expertise in thief's tools (+8)
Peri is an expert with thieves' tools, Investigation, Acrobatics, and Sleight of Hand.
Once per turn, you can deal an extra 5d6 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.
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Increases your Wisdom by 1.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being hidden.
Diminutive: Can hide in the space of a larger creature.
Tinker's Fingers: Grants proficiency in all tool sets/vehicles, and can operate machinery at a 30' distance.
Team Connection: Telepathic communion with Cassie, Eon, and Sarah.
Divine Right to Rule. As a princess, prince, queen or king of Fantasia, recognized by the land and the Powers as having the right and fitness to rule, you have special powers, particularly within the Land of Fantasia.
Can cast 4 1st-level and 3 2nd-level per day.
Spell DC: 8 + proficiency (+4) + Int bonus (+4)
Spell Attack: Proficiency (+4) + Int bonus (+4)
Mage Hand: Holds 10 lbs, invisible due to trickster skill, can be used for more activities.
Minor Illusion
Fire Bolt: 2d10 fire damage, ranged spell attack (120 feet); flammables may ignite on hit.
Shocking Grasp: Melee spell attack; 2d8 lightning damage, target can't take reactions.
Feather Fall
Identify*
Tenser's Floating Disk
Misty Step
Hold Person
Shadow Blade
Alter Self
Peri has learned from Cassie how to imbue the Land of Tales with some of her power and vitality. She has practiced on the Star Islands, and along with Sarah has done much to restore the largest island to its former glory. Imbuement can drain hit points and spell slots.
Leather armor (AC 11 + Dexterity mod)
Dagger (+9 to hit, d4+5 stab damage)
Sack of iron ball bearings (reloads for Desperation)
20 regular crossbow bolts.
16 cold iron +1 bolts.
Platinum tiara with sapphires and green dress (awarded for helping Cassie seize her kingdom)
Contains the following patches:
A crossbow made by Peri, effectively a light crossbow that can fire steel balls for d6 damage from a tube that holds 10 balls, standard bolts for d8 damage, or unconventional ammunition such as potion vials as improvised ammo (1 point of damage). Has magical runes that glow softly when in the Land of Tales (+1 enchantment).
[Total +9/+10 to hit, d8+5/+6 damage using bolts, d6+5/+6 damage using ball bearings].
A shortsword with a prybar-shaped tip for prying, and a socket wrench for tightening large bolts on the pommel. d6+5 slashing/piercing/bludgeoning damage.
Aside from being useful as a regular dagger (kept in her belt), this dagger has the following special abilities:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.
Heals 2d4+2 damage; Peri keeps six of them in reserve in her healing kit just in case, and two in her bandolier.
This kit is a leather pouch containing bandages, salves, and splints. As an action, you can expend one use of the kit to stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (Medicine) check. When Peri uses a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, Peri can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of hit dice (once per short or long rest). It includes a set of additional tools made for complex surgery that increases the bonus to treat severe injuries to +3. The kit is currently out of uses.
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Peri has designed Desperation to be able to launch flasks for just such reason. She keeps two flasks handy in her bandolier.
This appears to be a golden rose design with a green stem and dark thorns crafted into a bracelet that almost seems to have grown around Peri's arm; it provides a +1 to Perception rolls, AC +1, and regeneration of 1d6 HP every ten minutes while she has at least 1 HP; it also heals missing body parts within 1d6+1 days if she remains at 1 HP or more. (From Land of Tales)
This ring has 11 charges and recharges d3+5 charges per day. Using one charge, the wearer is enveloped in an antimagic field that neutralizes spells, suppressing their effects within its radius. This lasts for up to one hour within a ten foot radius sphere. It is made of grey stone with a green jewel in the center, and is triggered with the command phrase 'begone' in Celestial while touching the jewel.
A gift that has a pale blue star as the center jewel, and sapphires and peridots.
These small firearms are concealed in bracers on the wrists, and are useful as an emergency weapon. (Stats as pocket pistol, Gunpowder Codex: reload 1, misfire 3, range of 10/40, damage of 1d8+Dex.)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
A prism on a necklace made from sapphire blue beads, gifted by Cassie.
Designed by Cassie and made by Tornyl, this is made from rose-gold and includes the Princess Crest – Rose, Feather, Gears, and Waves. It has two healing potions and two alchemist's fire flasks in it (noted above).
A watertight leather satchel enchanted with Handy Haversack upgrades by her 'mother', Mekista.
This satchel has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its contents.
Placing an object in the haversack follows the normal rules for Interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The satchel is designed so that if it is overloaded, pierced or otherwise ruptured, it dumps its contents into a holding dimension controlled by Mekista. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, they will note that the air seems to magically cleanse itself over time, as they will not suffocate while within.
Bullseye lantern (bright light in 60 foot cone, dim light in 60 foot cone beyond), burns six hours on one pint of oil
Three pints of lantern oil
Tinderbox
Mess kit
Pocket knife (d3 damage, has various small tools)
Handbound leather journal with notes in it.
Cell phone used for telepathic-to-machine communication.
Deck of playing cards
Set of five dice
Map of Avylian
Crowbar (advantage on Strength checks to pry something open)
Grappling bolts, 3
50 foot length of spidersilk rope
Gunsmithing kit
Wrist sheath with a dagger
Single person tent
Bedroll
Personal supplies
Bottle of mint absinthe liquor