Arla Bonecurser

NAME: Ararlarir Uxuritah, aka Arla Bonecurser
Class & Level: Fighter 3
Race: Elf (High)
XP:
XP to Next Level:
Alignment: CG
Background: Haunted One (read an eldritch tome once and now it lives in her head rent free)

Ararlarir Uxuritah was a wizard's apprentice what seemed like a lifetime ago, in her first year she disobeyed the very clearly marked warning signs and opened a dusty old tome. The chaotic magic contained within jumped into her mind, taking up residence in her memories and rearranging some things. In the process, energies arced out at random and activated a portal, dropping her into Sigil. She was found soon after by a Doomguard who was investigating whatever racket it was this time and how it had better not be more slum rats like last time. After being brought to the Armory and, after a hot meal and an earful of what the faction is about, was indoctrinated into the Doomguard. Specifically, the 'entropy is inevitable and all part of the greater scheme of things' Doomguard, not the 'fuck shit up just because' Doomguard. Truth be told, she probably would've joined whatever faction gave her food first.

ABILITY SCORES

Ability Score Modifier Saving Throw
STR 14 +2 +4
DEX 17 +3 +3
CON 12 +1 +3
INT 14 +2 +2
WIS 10 +0 +0
CHA 8 -1 -1

COMBAT
ARMOR CLASS: 17
HIT POINTS: 25/25

Proficiency Bonus: +2
Saving throws with Proficiency: Str, Con

Initiative: +3
Speed: 30ft

Inspiration: No

Weapons:
Weapon Name Atk Bonus Damage/Type Notes
Rapier +5 1d8+5 Piercing sword, finesse
Longbow +5 1d8+3 Piercing 150/600 ft, two-handed

Proficiencies: Longsword, Shortsword, Shortbow, Longbow, Simple Weapons, Martial Weapons

Features: Darkvision (60ft), Fey Ancestry, Trance, Cantrip, Fighting Style (Dueling), Second Wind (1d10+fighter level), Action Surge, Martial Archetype (Eldritch Knight)

SKILLS
+5 ■ Acrobatics (DEX)
+0 □ Animal Handling (WIS)
+4 ■ Arcana (INT)
+2 □ Athletics (STR)
-1 □ Deception (CHA)
+4 ■ History (INT)
+0 □ Insight (WIS)
-1 □ Intimidation (CHA)
+4 ■ Investigation (INT)
+0 □ Medicine (WIS)
+2 □ Nature (INT)
+2 ■ Perception (WIS)
-1 □ Performance (CHA)
-1 □ Persuasion (CHA)
+2 □ Religion (INT)
+3 □ Sleight of Hand (DEX)
+3 □ Stealth (DEX)
+0 □ Survival (WIS)
(□ = untrained, ■ = trained)

Languages: Common, Elvish, Draconic, Infernal

SPELLS

Cantrip: Green-Flame Blade, Blade Ward, Prestidigitation (2 from class, 1 from race)
1st: Shield, Magic Missile, Identify

Spell Save DC: 13 (8+proficiency+int mod)
Spell Attack Modifier: +5

INVENTORY

110gp
Leather Armor (AC 11+dex, 10lb)
Chain Shirt (AC 13+dex (max +2), 20lb)
Rapier (1d8 piercing, finesse, 2lb)
Longbow (1d8 piercing, ammunition (150/600 ft), heavy, two-handed, 2lb)
Arrows x20 (1lb)
Hand Axe x2 (1d6 slashing, light, thrown, 2lb each)
Shield (+2 AC)
Necklace, formed of the interlinked holy symbols of a dozen deities
Backpack (5lb)
-Bedroll (7lb)
-Mess Kit (1lb)
-Tinderbox x2 (1lb each)
-Torch x13 (1lb each)
-Rations (10 days) (2lb each)
-Waterskin (5lb full)
-Rope, hemp, 50ft (10lb)
-Set of common clothes (3lb)
Chest (25lb)
-Crowbar (5lb)
-Hammer (3lb)
-Wooden Stake x3
-Reliquary (skull fragment of a saint's cat, 2lb)
-Holy Water, Flask (1lb)
-Manacles (6lb)
-Mirror, Steel (8oz)
-Oil, Flask (1lb)

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