docs: update HBW/Eirus/Marcandria/Characters/Peneli-Navara
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title: Peneli Navara
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description:
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published: true
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date: 2023-02-09T15:30:32.533Z
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date: 2023-02-09T15:34:06.646Z
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tags:
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editor: ckeditor
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dateCreated: 2023-01-06T16:54:49.047Z
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@ -29,15 +29,18 @@ dateCreated: 2023-01-06T16:54:49.047Z
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<h4>Behavior</h4>
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<ul>
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<li><strong>Mannerism </strong>(How they speak)<ul>
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<li><strong>Pressing:</strong> strong (but a soft voice), direct, slightly sustained</li>
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<li>Pitch +1.5</li>
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<li>Regular, dry, adult voice. Slow tempo and slightly below medium volume, to she increases the volume when emphasizing words. Usually has a friendly tone.</li>
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<li>Emphasizes details to make sure those she's talking to register the important details.</li>
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<li><strong>Thrusting/Punching:</strong> strong, direct, sudden</li>
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<li>Pitch +1.0</li>
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<li>Regular, dry, adult voice. Somewhat fast tempo, somewhat loud. Generally indifferent tone, but easy to irritate.</li>
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</ul>
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</li>
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<li><strong>Personality </strong>(/Interaction. How they treat others)<ul>
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<li>Inquisitive. Friendly and good listener (repeats key words and phrases). Logical. Intelligent. Competitive. Appears somewhat fake due to inferiority complex. Breaks under pressure (becomes Flicking: Light, indirect (flexible), Sudden)</li>
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<li>Stressed. Easily discouraged due to situation she's been stuck in with the Conciri lately.</li>
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<li><strong>Calm</strong>, <strong>confident</strong>, and <strong>assertive</strong>. Very <strong>formal</strong>, <strong>dignified</strong>, and <strong>businesslike</strong>. Makes much effort to <strong>not show weakness</strong> or give away information that can be exploited.</li>
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<li><strong>Stoic</strong> - does<strong> not show unnecessary emotion</strong>, except the expected surface level aspects such as smiling when meeting someone. Can appear very insensitive.</li>
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<li><strong>Prudent</strong> - keeps <strong>strict self-discipline</strong> based on<strong> logical reasoning</strong>.</li>
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<li><strong>Scholarly</strong> and <strong>intelligent</strong> - especially in field of Arcane research.</li>
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<li><strong>Mistrusting</strong> and <strong>suspicious</strong> of people outside her close friends and family - believes people are primarily driven by self-interest. Believes most people manipulate and deceive to achieve self-interest, even for cases where the person does not realize it themselves.</li>
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<li>Warms up somewhat around close friends and family, though hesitant to have too deep conversations about herself.</li>
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</ul>
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</li>
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<li><strong>Body language</strong>
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@ -62,16 +65,8 @@ dateCreated: 2023-01-06T16:54:49.047Z
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</ul>
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<p> </p>
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<h2>Appearence</h2>
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<p>Lissanta has a thin frame, with a height of about 1.65m. She has golden blonde hair that can reach to her upper back. Her hair is usually held as a wide braid, with one thin loose strand at each side of her face that reaches down to her jawline. She has golden eyes (Meranzi's gift), and a smooth thin face with a small nose. Her eyebrows are plucked and her commonly wears eye shadow/mascara. Even though she wears makeup, those with keen eyes can notice signs of stress. Among these are bags under her eyes, something she tries to cover up.</p>
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<p>Lissanta wears lavish and ornate flute-sleeved multi-layered dresses, typically with narrow A-line skirts. These dresses are made out of the finest silks, and often have pointed-shoulders. Most of her dresses have a combination of yellow and orange as their primary colors. These dresses also include numerous golden ornaments and embellishments, and incorporate fine jewels where possible. She wears several rings and earrings. She also wears a golden chain attached to a large coin-shaped pendant showing Meranzi's holy symbol.</p>
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<p> </p>
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<h2>History and Description</h2>
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<p>Lissanta's life can best be described as a prodigy who reached too far too quickly, with her naivety and inexperience in handling other competent players ultimately causing reality to come crashing down and trapping her into a position she considers hell.</p>
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<p>Born to a wealthy Vessinian merchant family, she was able to utilize her keen intellect and driven personality from an early age to become a true expert businesswoman and merchant. She even co-ran her family's business alongside her father, who was the one who taught her most of what she knows, for a few years before she got recruited into the Meranzeum.</p>
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<p>Besides her keen intellect and driven personality, Lissanta also showed signs of divine gifts from an early age, receiving a pair of golden colored irises by her early teens. Her perceived gifts alongside her affinity for everything the goddess Meranzi preaches made her feel a connection towards the goddess from an early age, becoming deeply devoted to Meranzi at an early age.</p>
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<p>Her talent both in business and the divine arts was eventually discovered by the Meranzeum, who invited her to join their organization. She quickly proved her abilities, which, alongside her rapidly growing divine abilities, made her also rapidly increase her rank and status in the Meranzeum. She quickly gained the a reputation as a true prodigy, with keen intellect, a driven personality.</p>
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<p>This eventually resulted in her reaching the title of <i>Overgold of Arcana</i>. After the previous Overgold of Arcana passed away, the leadership of the Meranzeum found themselves having difficulties finding a willing replacement. Lissanta, too young, inexperienced, and naive to realize how difficult of a position it was (due to the constant power struggle between the arcane practitioners of the Conciri and the larger Meranzeum), volunteered for the position. She believed it to be a challenge, which she underestimated, would be something she could overcome, and thus prove herself as unquestionably one of the most favored and gifted of Meranzi's clerics.</p>
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<p>This gamble turned into Lissanta's worst nightmare. The arcane practitioners of the Conciri include many extremely competent and powerful individuals, who have little interest in having a cleric tell them what they can and cannot do. Even though Lissanta made a lot of early efforts to earn their respect, even learning a bit of arcane magic, they ultimately had little interest in cooperating with her. The combined pressure and deceit from the numerous members of the Conciri have over time overpowered Lissanta, resulting in her being little more than a puppet. The members of the Conciri use her to get resources from the Meranzeum, while spinning scenarios and lies around her to keep her in a position where she feels powerless to do anything that could keep the Conciri in check.</p>
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<p>Her naivety, overconfidence in her own abilities, and inexperience ultimately caused reality to come crashing down onto Lissanta after accepting the position of Overgold of Arcana. She is now chronically stressed and in constant despair over not being able to do anything to keep the Conciri in check, while at the same time being too afraid of the backlash she'll receive if she goes to the Meranzeum and admits her inability to fulfill the role she herself volunteered herself for. This has gotten to the point where she's lately started taking Red Spice as a means to give herself temporary relief. While she promises herself never to do Red Spice after each time, she has ultimately started doing it more and more often as her stress and despair continues to increase.</p>
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<p> </p>
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<p> </p>
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<p> </p>
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@ -93,12 +88,12 @@ dateCreated: 2023-01-06T16:54:49.047Z
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<td>CHA</td>
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</tr>
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<tr>
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<td>10 (-1)</td>
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<td>10 (+0)</td>
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<td>10 (+1)</td>
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<td>10 (+3)</td>
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<td>10 (+3)</td>
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<td>10 (+1)</td>
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<td>10 (+0)</td>
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<td>10 (+0)</td>
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<td>10 (+0)</td>
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<td>10 (+0)</td>
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<td>10 (+0)</td>
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</tr>
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</tbody>
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</table>
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<p><strong>Abilities:</strong></p>
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<ul>
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<li><strong>Channel Divinity (2/short rest):</strong> When you use your Channel Divinity, you choose which effect to create. You have a total of two charges of Channel Divinity, which are regained whenever you finish as short or long rest.<ul>
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<li><strong>Channel Divinity: Turn Undead (Action): </strong>As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC <strong>15</strong>). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.<ul>
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<li><strong>Destroy Undead </strong>(Special): When an undead fails its saving throw against your <strong>Turn Undead</strong> feature, it is instantly destroyed if it is of CR 1 or lower.</li>
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<li> </li>
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</ul>
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</li>
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<li><strong>Channel Divinity: Knowledge of the Ages (Action):</strong> You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.</li>
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<li><strong>Channel Divinity: Read Thoughts (Action):</strong> As an action, you can use Channel Divinity to choose one creature that you can see within 60 ft. That creature must make a WIS saving throw (DC <strong>15</strong>). On success, you can’t use this feature on it again until you finish a long rest. On failure, you can read its surface thoughts while within 60 ft. for 1 minute. During that time, you can cast suggestion as an action on the target without expending a spell slot.</li>
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</ul>
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</li>
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<li><strong>Potent Spellcasting: Y</strong>ou add your Wisdom modifier to the damage you deal with any cleric cantrip.</li>
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<li><strong>Divine Intervention:</strong> As an action, you can request your deity's aid and roll percentile dice. If your roll is equal to or less than <strong>10</strong>, your deity intervenes. If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest.</li>
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<li><strong>Arcane Ward (On Abjuration Spell Cast, 1/long rest, Wizard):</strong> When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to <strong>7</strong>. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an <strong>abjuration </strong>spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.</li>
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</ul>
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<p> </p>
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<ul>
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<li><strong>Linguist (Feat):</strong> Knows Concalian, Dwarvish, and Halfling (languages)</li>
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<li><strong>Skill Expert (Feat):</strong> +1 INT; Proficient in Perception; Expertise in Investigation</li>
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<li><strong>Prodigy (Feat):</strong> Proficient in Deception; Expertise in Insight</li>
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<li><strong>Linguist (Feat):</strong> </li>
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</ul>
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<p> </p>
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<p><strong>Spells:</strong></p>
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