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PBP Character Created:
30th Aug, 2017 - 5:15pm

Last Updated:
5th Oct, 2017 - 3:14pm

Player Member ID:

Member Name:

Character ID: 331

Character's Game Master:
Abnninja using the Dungeons & Dragons 5e system

Abnninja's D&D 5e Greek Campaign Main Thread

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:

Character Title:
Servant Of Dreams

Character Class:
Druid Lvl 3

Character Status:


Character Alignment:
Neutral Good

Marching Position:
Middle Rear

Rival: ?

The Foe of Keitha
Guardian: ?

The Vulnerable Keeps

Character Body
Base Theme / Style
Character Combat Info
Hit Points: 24/24, Armor Class: 14, Initiative: +2, Passive Perception: 15
Primary Weapon Stats
Quarterstaff +2 (melee, 1d6+2 damage, bludgeoning)
Dagger (melee, 1d4, piercing)
Character Description
Keitha is a maiden with fiery red hair, somewhat unruly though she generally manages to tame it. Her eyes are a forest green, with a brighten that will draw the attention of many with some even commenting on them. She wears practical, well made clothes of browns and greens.

She is a far traveler of the Celt Tribes, an emissary in this time need with how so much seems to be changing both of her people as well that of the fae since their appearance. Still, she has much to learn from the kindly folk she meet along her way.

Others will notice, that she begins her day with small traditional rituals that will be unfamiliar to them. Though nervous of coming to a place so foreign, so long as she has a certain token from her homeland, she can face any adversity a strange land.

Still, despite being generally friendly and of a bright heart, she don't take kindly to some actions and motivations of the people of Greece because of what makes them different. Especially when it comes to the treatment of animals and nature, and many traditions will bother her.
Character History
When but a smile child not yet reaching maturity, was when magic and strange creatures appeared within the forests or other wild places that would become subject to much superstition. A time of which she and many other youth found themselves taken from their homes to be raised by those which would come to be called the fair folk or fae, some not so kindly as others.

The girl was at first afraid, yet it had been her wonder and curiosity that had led her to be drawn in. Yet given how she was treated well, and show sight that delighted or at times confused. They would communicate with her telepathically, and even teach her how to initiate such contact for when communicating with those of the faerie court.

She was taught many things, of nature and of magic. The plants, trees, animals, as well even the weather and how to survive without the amenities of her old home. She was shown music and great beauty, of all that magic could accomplish and not to ear it. The child, was time went on, would grow from being a girl to a woman.

When the time was right, the woman would be asked if she was willing to return to her old home. That there was a task the faerie would seek of her in return for the care and favor that had been given to her. Having come fallen in love with where she had grown up, there was hesitation, but she agreed and thus left the court with the parting gift of a staff which held much power. To wander the Celtic tribes of her birth.

They would call her Keitha, since she had come from the forest. From her a message of dreams, of wonder and to not fear but understand and respect. The world was no longer like it once was, there was magic and creatures often dangerous yet not always so. The woman would show her people how to protect themselves and face those of the most dangerous or malicious intent but leave be those which meant no harm.

When the call came to go to Greece, Keitha was ready. Both to speak for her own people and even act as an intermediary between nature, the faerie, and magic that had appeared but ten years ago with those that she meets. Her perspective may well be unique, even find disfavor, yet her words will hold a convincing firmness that may persuade many.
Character Magick / Spells / Powers
Orison: Guidance, Druidcraft
1st (Prepared): Cure Wounds, Faerie Fire, Good Berry, Entangled
2nd (Prepared): Moonbeam, Lesser Restoration

Keitha can initiate the telepathic communication of the fay at any time, where generally only the fay can initiate such with those not of their kind. Also, because of being raise of fay she has advantage when dealing with them, unless she or one of her companions attempts to hurt one. In which case she loses advantage for that encounter.

Staff of the Woodlands
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls.

The staff has 10 Charges for the following properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), Locate Animals or Plants (2 charges), Speak with Animals (1 charge), Speak with Plants (3 charges), or Wall of Thorns (6 charges).

You can also use an action to cast the Pass without Trace spell from the staff without using any Charges.

Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Character Notes*
Keep anything here that you will like to remember without affecting other Character info.

* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
Character Equipment
Magic Items: A staff of the woodlands, parting gift from the fey and also used as her druidic focus.
Equipment: Scimitar, dagger, leather armour, explorer's pack, healer's kit, herbalism kit, antitoxin x 2, fine clothes, healing potion.

Two healing potions removed out of three.
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one Thomaslee, your character is starting to take form, thank you for joining my game.

Last nag (warning): --

* The Game Master's notes to you are exposed, get a Guardian to protect it.
Character Item Location
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Class: Druid, Circle of Dreams
Race: Half elf (Celts Tribe)
Background: Far Traveler

Str: 10 (+0),
Dex: 15 (+2)
Con: 14 (+2)
Int: 10 (+0)
Wis: 16 (+3)
Cha: 12 (+1)

Skill Proficiencies: Persuasion (expertise), Insight, Animal Handling, Nature, Perception, Survival
Languages: Celtic, Greek
Saving Throws: Str +0, Dex +2 Con +2, Int +2, Wis +5, Cha +1
Armor Proficiencies: Light Armor, medium armor, shield
Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
Languages: Celtic, Greek
Tool Proficiencies: Flute, Herbalism Kit

From her time among the fey, Keitha has gained advantage on saving throws against being Charmed, and magic cant put her to sleep. She also has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. She cant discern color in darkness, only shades of gray.



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