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rpg:arcydea:pcs:peridot

Peridot Tinkerfingers

“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

Skills

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)

Class Features

Expertise

Peri is an expert with thieves' tools, Investigation, Acrobatics, and Sleight of Hand.

Sneak Attack

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.

Mage Hand Legerdemain

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:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Uncanny Dodge

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.

Evasion

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.

Magical Ambush

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.

Feats

Healer

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.

Observant

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.

Alert

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.

Racial Trait

Diminutive: Can hide in the space of a larger creature.

Campaign Trait

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.

  • You can speak the language of animals and plants, even those normally considered unintelligent or monstrous, and can use Persuasion, Insight, and similar skills on them as if they were normal intelligent creatures, although hostile creatures are still difficult to change the attitudes of.
  • You have the ability to sing beautifully, and always make Perform checks to sing or play instruments as if you have Reliable Talent (rolls below 10 are considered a 10).
  • Imbuements from you to the land of Fantasia (or vice versa) work at triple normal effectiveness for their cost.
  • You are considered to have a sphere or spheres of influence, similar to deities. Those working for you in your spheres of influence or in defense of your home territory (in Fantasia only) receive a bonus of +2 to their skill rolls. For example, a princess whose spheres of influence are cleaning and tailoring would have an amazing running crew that could clean her house and prepare her a dress for the ball. Likewise, you can directly imbue others within the sphere of your influence as if they are working for you.
  • You naturally attract followers. If your Charisma bonus is usually negative or zero, it is increased to +1 for the purposes of any rules determining followers or hirelings; otherwise it is increased by 1 for these purposes. These followers do not need to be humanoid in nature.

Spells

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)

Cantrips

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.

1st Level

Feather Fall

Identify*

Tenser's Floating Disk

2nd Level

Misty Step

Hold Person

Shadow Blade

Alter Self

Special

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.

Equipment

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)

Special Items

Robe of Useful Items

Contains the following patches:

  • Dagger x 2
  • Bullseye lantern (filled and lit) x 2
  • Steel mirror x 2
  • 10-foot pole x 2
  • Hempen rope (50 feet, coiled) x 2
  • Sack x 2
  • Sack of 100 gp
  • Silver coffer worth 500gp
  • Wooden ladder (24 feet long)
  • Riding horse with saddle bags x 4
  • Four potions of healing
  • Spell scroll with random 1st to 3rd level spell
  • Two mastiffs
  • Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

Desperation

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].

The Pryblade

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.

Dagger of Awareness

Aside from being useful as a regular dagger (kept in her belt), this dagger has the following special abilities:

  • You have advantage on Wisdom (Perception) checks and on rolls for Initiative.
  • Spells: While holding the knife, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or See Invisibility.
  • Protective Aura: As an action, you can plant the knife into the ground, whereupon the pommel sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the location of any Invisible Hostile creature that is also in the bright light. The knife's pommel stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the pommel from the ground. This property can't be used again until the next dawn.

Boots of Striding and Springing

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.

Healing Potion

Heals 2d4+2 damage; Peri keeps six of them in reserve in her healing kit just in case, and two in her bandolier.

Healer's Kit with Surgeon's Tools

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.

Alchemist's Fire Flasks

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.

Bracelet of the Rose

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)

Ring of Negation

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.

Peri’s Crown

A gift that has a pale blue star as the center jewel, and sapphires and peridots.

Wrist Guns

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.)

Instant Fortress (1" cube)

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.

Peri's Beaded Necklace

A prism on a necklace made from sapphire blue beads, gifted by Cassie.

Peri's Bandolier

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).

Peri's Satchel

A watertight leather satchel enchanted with Handy Haversack upgrades by her 'mother', Mekista.

Satchel Effects

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.

Satchel Contents

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

rpg/arcydea/pcs/peridot.txt · Last modified: 2020/05/10 22:45 by wizardofaus_doku

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