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M'riss Adara

Gameplay Statistics




M'riss Adara
Darkness Cleric 2/Rogue 1 Urban Bounty Hunter Kevin
Class & Level Background Player Name
 
Catfolk (Jungle) Chaotic Good 1763/2,700
Race Alignment Experience

Strength +1 12

Dexterity +3 16

Constitution +1 13

Intelligence +0 10

Wisdom +3 16

Charisma -1 8

+2
Proficiency Bonus
Saving Throws

+1 Strength

+3 Dexterity

+1 Constitution

+0 Intelligence

+5 Wisdom

+1 Charisma

Skills

+3 Acrobatics

+3 Animal Handling

+0 Arcana

+3 Athletics

+1 Deception

+0 History

+7 Insight

-1 Intimidation

+2 Investigation

+3 Medicine

+0 Nature

+3 Perception

-1 Performance

-1 Persuasion

+0 Religion

+3 Sleight of Hand

+7 Stealth

+5 Survival

13
Passive Perception

Other Proficiencies and Languages

Proficiencies. dice, poisoner's kit, thieves' tools

Languages. common, elven, thieves' cant

Shield.png

Armor
Class
16
Initiative
+3
Speed
30 ft
Hit Points
17
25
Temporary
0
Hit Dice

d6

2 d8 3

d10

d12

Death Saves

Successes ○ ○ ○

Failures ○ ○ ○

Inspiration

Name Atk Bonus Damage/Type

bagh nakh
+5
1d6+3 slashing
hand crossbow
+5
1d6+3 piercing
dagger
+5
1d4+3 piercing
sneak attack +1d6, spellcasting (Wisdom, DC 13, +5 to hit)

Equipment 10 days of rations, backpack (bedroll, mess kit, waterskin, thieves' tools, golden holy symbol of Saleen, poisoner's kit), coin purse, common clothes, bagh nakh, hand crossbow, daggers (x2), leather armor, a buckler bearing a crescent moon on its face, 1 pistol (20 rounds)

PP
GP
38
EP
SP
CP

Features and Traits

Channel Divinity (1/short rest). M'riss can channel energy from Saleen to create any of the following effects:

  • Dreadful Assault. As an action, each creature within 30 feet of M'riss must make a Wisdom saving throw or be frightened of her for 1 minute. Targets with darkvision or in bright light gain advantage on this save; targets in darkness have disadvantage on the save. M'riss may choose to exclude a number of targets equal to her wisdom modifier from this effect.
  • Turn Undead. As an action, each undead within 30 feet of M'riss must make a Wisdom saving throw. if the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Eyes of the Night. M'riss has darkvision out to 120 feet and can see through magical darkness created by her spells. As an bonus action, she can touch one willing creature and reduce her darkvision by 30 feet to grant them darkvision to 60 feet. M'riss and her target are unaffected by magical darkness created by her spells, and her target is not affected by any domain abilities she casts.

Nine Lives. M'riss succeeds on a death Saving Throw if she rolls a 9 or higher.

Soft Fall. M'riss has resistance to falling damage, and always lands on her feet.

Strangling Shadow (3/long rest). When M'riss is attacked by a creature within 30 feet, she can activate this ability to hinder her attacker. The target must make a Constitution saving throw or suffer disadvantage on attacks until the end of its turn.

Antitoxin
1/
Basic Poison
2/
Crossbow Bolts
19/
Channel Divinity
0/1
Healing Potion
2/
Pistol bullets
16/
Strangling Shadows
1/3


2


0
Cantrips

mending

spare the dying

thaumaturgy

 

 

 

 

 

slotsexpended
1
3
0

bless

cure wounds

shield of faith

silent image

sleep

 

 

 

 

 

 

 

 

slotsexpended
2
0
0

 

 

 

 

 

 

 

 

 

 

 

 

 

slotsexpended
3
0
0

 

 

 

 

 

 

 

 

 

 

 

 

 

slotsexpended
4
0
0

 

 

 

 

 

 

 

 

 

 

 

slotsexpended
5
0
0

 

 

 

 

 

 

 

 

 

 

slotsexpended
6
0
0

 

 

 

 

 

 

 

 

 

 

slotsexpended
7
0
0

 

 

 

 

 

 

 

 

 

slotsexpended
8
0
0

 

 

 

 

 

 

slotsexpended
9
0
0

 

 

 

 

 

 


3

Roleplay Considerations

Characteristics

Personality Trait. I would rather make a new friend than a new enemy.

Ideal. There's a spark of good in everyone.

Bond. I was entrusted with the clan totem, and it was stolen from me. I aim to steal it back.

Flaw. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

Roleplay Abilities

Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Servant of the Night

M'riss was born amongst the Rrawliri, a nomadic tribe of catfolk inhabiting the Efeli forest. Her father, chieftain of the tribe, was a proud and brave warrior. When M'riss was born under the sign of the stars, he took it as a major boon to the tribe, that his heir should walk the night, as most of the tribe prefer.

Life amongst the Rrawliri is harsh and unforgiving; the tribe moves upwards of thirty miles through Efeli each day on the trail of food and other resources needed by their people. Yet M'riss was up to the challenge, growing strong and hardy amongst her people.

As she grew, so too did her love of the darkness she was born under, and by the time she was of age, M'riss had already taken her vows in the service of Sareen. The young priestess, eager to prove her value to the tribe, requested that she be allowed to safeguard the Claw Totem that the tribe kept as their link to the ancestors. Her father, proud of the young girl's growth and boldness, granted the request, and for several years M'riss wore the symbol of the Rrawliri proudly around her neck.

When the Rrawliri came into contact with a roving group of bandits, the battle was fierce and bloody. M'riss was pulled from her father's side in the heat of it, and fell to bandit blades. Although she survived the encounter with no greater injury than scars to the right side of her face, the greater loss was the Claw Totem, which the bandits took from her neck as they stole away.

Now, M'riss finds herself banished from the Rrawliri, unable to return home to her people until she has reclaimed the Claw Totem. She has spent a great deal of time tracking the bandits, and hopes someday to return triumphant to her people. Nothing is more important than regaining the pride her father once placed in her.

4

Party Loot

  • 1106 gp, 15 ep, 28 sp
  • 3 Potions of Healing
  • Potion of invisibility
  • Scroll of *augury*
  • 5 malachites from the Nothic cave
  • 4 garnets from the Red Brands
  • 30 beaver pets from the Red Brands
  • 81 rations
  • 2 draft horses
  • 1 cart
  • 38 feed
  • Gnomish trade map
  • 1 short sword
  • 2 sets of fine common clothes (small)
  • Several daggers
  • Ordinary traveling clothes (men's)

Loot Notes

  • Symbol of an upside down torch at the gnomish campsight

Notes

Uniting Obliscea against the Nardian Empire

Gnomes of Bortedir

Leader: Towick Bizzspark

  • Not a morning person
  • Thinks his work is already in use on the front lines
  • Trade routes to Hammerforge are disrupted

Blick

  • Rescued from cultists
  • Guided us through Bortedir
  • Gave us an elaborate looking pistol w/ Bortedir seal

Flax

  • Last merchant who went to Hammerforge
  • Drinking himself into foolishness
  • Washed up and useless
  • Invested in Cathink's Autonamous Fighters
  • Wants someone to test the CAF.

Thoink

  • Owns the main tavern
  • Charging 2g per ale! WTF!

Twinwink Beezlebottom

  • Child
  • Escorted us through the caverns

Cathink

  • Old inventor lady
  • Clockwork hounds

Dwarves of Hammerforge

  • Don't let people in.
  • Typically meet people at the gate.
Leader: ___
5
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