Zinnathyra Urthadar



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Genealogy
PBP Character Created:
8th Jul, 2016 - 3:09am

Last Updated:
2nd May, 2017 - 2:08am

Player Member ID:
15578

Member Name:
Kyrroeth

Character ID: 249

Character's Game Master:
Aericsteele using the Dungeons & Dragons system

Campaign:
Aericsteeles D&D 5e RPG Main Thread

Character Avatar

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

Character Title:
The Defender Of The Veil

Character Class:
Bard 2 Warlock 1

Character Status:

Follower

Character Alignment:
Chaotic Neutral

Marching Position:
Rear

Rival: ?

The Foe of Zinnathyra Urthadar
Guardian: ?

The Dragon Keeps

Character Body
Base Theme / Style
Character Combat Info
AC 15 HP 21/21 speed 30/ encumbered speed 20. Passive perception 12/ 17 with advantage.
Character Description
She stands 5 ft 9 inches tall and weighs 130 lbs. Zinnathyra is 18 (20)She has auburn hair that falls to the middle of her back and sparkling green eyes. Her face almost always looks as if she is the only one aware of a joke. Her skin is very lightly tanned with a few freckles visible. Zinna is clothed in what appears to be leather armor but it is instead made of some sort of plant like material. It is more firm fitting than leather and has shades of black, brown and green to break up her silhouette. She has a green cloak over the armor. The skirt of her armor ends mid thigh a few inches above the top of her knee high leather boots. A short sword is visible in a scabbard at her side. She has a short bow strapped to her back.
Character History
Zinn is originally from a larger town called Tionnes' Ford. It is several days ride to the east. She grew up the oldest of five children. Her parents were well to do merchants. They had plans to marry her off to a very influential merchant. Zinna had picked up a love of music and acrobatics. The desire to perform was much more appealing than an unwanted marriage.
She spent as much time as she could sneak away to practice. When she turned 15 she began amazing patrons with her tumbling and musical performances. She had to utilize disguises in order to avoid possible discovery. One night her father happened to enter the tavern she was playing in and recognized her before she could get away. Incensed, he demanded she stop such lewd and common behaviors. She defied him, running away the next night. Zinna had hidden away a fair amount of money which helped flee westward towards the wilds.
After a couple of years she arrived in Clear Lake. She decided to supplement her income a little by cat burglary. She has made a little name for herself in town. Some people in authority are beginning to think despite her youth she might be involved in criminal activities due to rumor.
She is acquainted with Reeve Gant. He especially enjoys her tumbling act and has tipped her generously. She is known for somehow helping poor children out in town with a little silver from time to time. He believes her skills might be useful to uncover this mystery and he knows she would wish to help after the young child disappeared. He summons her to meet at The Drunken Logger.
Character Magick / Spells / Powers
Spell save D.C.: 13
Spell attack bonus: +5

5 spells known. 3 spots available Cantrips known: minor illusion
Vicious mockery
Lvl one spells known: cure wounds , faery Fire, dissonant whispers, sleep and heroism.

Pact Magic: Fey Patron Queen Inasyah

Cantrips: Eldritch Blast
Mage hand

Level 1: Armor of Agathys
Hex

1 spell slot per short rest



Spell focus: l

Jack of all trades
Song of rest
Character Notes*
Dragon Guardian Shields: The inner thougts of Zinnathyra Urthadar are protected.

* Protected by Guardian
Deity / Allegiance / Cult
Zinna is agnostic. She chafes at the restrictions placed upon behavior by the Maker. She is sworn to Queen Inasyah of the Fey.
Familiar / Side Kick / Craft
Character Equipment
Finely crafted made of plant like material. Form fitted. +1 to stealth check to hide attempts in foliage or plants. .
Green cloak.
Finely crafted lute with inlaid mithril

Short sword
Short bow
Quiver with 20 arrows
Wand
Bedroll
Fine clothes (2)
Entertainer outfit
Healer's kit (2)
Hooded lantern
Flask of oil
Mirror
Perfume
Rations 3 days
Silk rope 100'
Waterskin
Sacks (4)





Scout backpack.

Weapons / Armor / Shield (from above)
Character Storage
Rations x 5 10 lbs

17 gp
Game Master Notes*
Dragon Guardian Protects: The secrets dispensed by Aericsteele are protected from prying eyes.

Last nag (warning): --

* Protected by Guardian
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

Third Gem Activated. Lucky sniper shot. One time only during any battle you are able to immediately kill any creature with a missile weapon providing that such a creature is capable of death by the full damage x2 (plus your bonuses) of such a missile weapon, if not only the full damage x2 (plus your bonuses) is applied.

Second Gem Activated. +1 to any one Skill or Feat you now possess. You are the kind of person that adapts skills / feats to your own abilities to accentuate it.

First Gem Activated. You have an admirer at your current location that is partial to helping you within their ability to do so.
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
Strength 9(-1)
Dexterity 16(+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 16 (+3)



Languages: Common Elvish

Unarmed strike [+2 to hit; 1 bludgeoning]

Dagger [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]



Short Sword [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]

Short bow [ +5 to hit; 1D6+3 }


Leather armor [light; + 1 AC; 10 lb.]

Feats: none


Proficiency bonus: +2
Initiative modifier: + 4 = + 3 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 0
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0
Wisdom save: + 4= + 2 [wisdom] +2 prof
Charisma save: + 5 = + 3 [charisma] + 2 [proficiency]
Insight (passive): 12 (17 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 150 lb maximum


Acrobatic Dex 5 =+3+ 2
Animal Handling Wis 1+1= +2
Arcana Int 2= +2 prof
Athletics Str 0= +1 -1
Deception Cha 5 =+3+ 2
History Int 1= +1
Insight Wis 1+1= +2
Intimidation Cha 4= +3 +1
Investigation Int +1=+1
Medicine Wis 1+1= +2
Nature Int 2=+2 prof
Perception Wis 1+1= +2
Performance Cha 5 = +3+ 2
Persuasion Cha 5=+3+ 2
Religion Int 1=+0"1
Sleight of Hand Dex 1+3 =+4
Stealth. Dex 5 =+3+ 2
Survival Wis 1+1=+2
No feat due to standard human.
Human racial abilities: +1 to each ability.
Proficiency: acrobatics
Perform
Stealth
Persuasion
Deception

Light armor
Disguise kit
Simple weapons
Rapiers
Long swords
Hand crossbows
Short swords
Lute
Flute
Lyre

Particulars:



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