Lady Aldreda: Difference between revisions

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'''Lady Aldreda''' is a neutral good, eighth level half-elf warlock and the half-sister of Sir Elric in the ''Hoard of the Dragon Queen/Rise of Tiamat'' pickup game.  Lady Aldreda fills a multifunction, generalist party role as a secondary healer, support caster and ranged attacker.  Lady Aldreda is played by Adam.
'''Lady Aldreda''' is a neutral good, eighth level half-elf warlock and the half-sister of Sir Elric in the ''Hoard of the Dragon Queen/Rise of Tiamat'' pickup game.  Lady Aldreda fills a multifunction, generalist party role as a secondary healer, support caster and ranged attacker.  Lady Aldreda is played by Adam.
==Description==
==Description==
[[File:Aldreda.jpg|left|150px]] Lady Aldreda is a blond half-elven female of medium build who could pass for human in most situations (at least with her ears covered), though her sylvan ancestry and connection gives her a slightly uncanny beauty that is both alluring and off-putting. Despite having never been claimed as a legitimate child, Lady Aldreda holds herself with a bearing of superiority that comes from secure belief in her nobility and elevation by her patron. She favors warm tones in clothing and jewelry, which compliment both her appearance and her patron.   
[[File:Aldreda.jpg|left|150px]] Lady Aldreda is a blond half-elven female of medium build who could pass for human in most situations (at least with her ears covered), though her sylvan ancestry and connection gives her a slightly uncanny beauty that is both alluring and off-putting. Despite having never been claimed as a legitimate child, Lady Aldreda holds herself with a bearing of superiority that comes from secure belief in her nobility and elevation by her patron. She has a particular decorative fondness for gold, which compliments both her appearance and her patron.   


Serious and practical, Lady Aldreda comes across as far more logistically and politically minded then the idealistic Sir Elric. She has a great understanding of her (and Elric's) responsibilities and acts on a strongly felt ''noblesse oblige'' when considering those she views as under her responsibility. Her feelings of superiority, however, can leave her seeming isolated from most of her fellows, though she retains a strong connection to her brother and a few close family friends (such as Sir Farin). While she can be charming, she cannot usually be bothered to be diplomatic, relying instead on tricking or willfully forcing others into seeing things her way.
Serious and practical, Lady Aldreda comes across as far more logistically and politically minded then the idealistic Sir Elric. She has a great understanding of her (and Elric's) responsibilities and acts on a strongly felt ''noblesse oblige'' when considering those she views as under her responsibility. Her feelings of superiority, however, can leave her seeming isolated from most of her fellows, though she retains a strong connection to her brother and a few close family friends (such as Sir Farin). While she can be charming, she cannot usually be bothered to be diplomatic, relying instead on tricking or willfully forcing others into seeing things her way.

Revision as of 20:51, 23 May 2018

D&D 5th Edition
D&D on White.png
GM
Mark
Milestone
Level 13
Characters
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble

Lady Aldreda is a neutral good, eighth level half-elf warlock and the half-sister of Sir Elric in the Hoard of the Dragon Queen/Rise of Tiamat pickup game. Lady Aldreda fills a multifunction, generalist party role as a secondary healer, support caster and ranged attacker. Lady Aldreda is played by Adam.

Description

Aldreda.jpg

Lady Aldreda is a blond half-elven female of medium build who could pass for human in most situations (at least with her ears covered), though her sylvan ancestry and connection gives her a slightly uncanny beauty that is both alluring and off-putting. Despite having never been claimed as a legitimate child, Lady Aldreda holds herself with a bearing of superiority that comes from secure belief in her nobility and elevation by her patron. She has a particular decorative fondness for gold, which compliments both her appearance and her patron.

Serious and practical, Lady Aldreda comes across as far more logistically and politically minded then the idealistic Sir Elric. She has a great understanding of her (and Elric's) responsibilities and acts on a strongly felt noblesse oblige when considering those she views as under her responsibility. Her feelings of superiority, however, can leave her seeming isolated from most of her fellows, though she retains a strong connection to her brother and a few close family friends (such as Sir Farin). While she can be charming, she cannot usually be bothered to be diplomatic, relying instead on tricking or willfully forcing others into seeing things her way.

Lady Aldreda is fluent in Common, Elvish, Dwarvish, Sylvan, Druidic.

History

AldredaYoung.jpg

One day, when Sir Elric was a lad of only two years, his father left on a hunting trip into the deep forests of his realm. He returned to the castle with not only a stag but a baby girl as well. Despite some rumors and questions, he took the new child, who he named Aldreda, into his care and raised her as a daughter - even if he likewise never claimed she was more then a promising foundling. That promise made itself clear early on, as she displayed notable intelligence, willfulness, and presences, even as a child. While Sir Elric, whom she called and considered her brother, took to his martial skill, she instead took to statecraft. She sat attentively by her father's side, taking in the examples of lessons of court, thinking that she may have found her place.

Another destiny would call her, however. In the summer after her twelfth birthday, during an adventurous exploration of the forest, she happened upon a mysterious hut int he woods. There, she met a mysterious enchantress who presented herself as Aldreda's mother - though later conversation made it unclear if she was speaking biologically, metaphorically, or as some strange fayland mirror of either. She presented the young woman with an offer: If Aldreda would but accept her as a patron, she would the young lady miraculous powers. The young Aldreda, head still full of stories of myths and adventurers accepted.

Character Statistics

Basic Statistics

Aldreda2.jpg

Passive Skills: Insight: 15 (20 with advantage)
Perception: 15 (20 with advantage)

Speed: 30 feet
Maximum Hit Points: 50
Armor Class: 15

Attributes

Strength 10 (+0)   Dexterity 14 (+2)   Constitution 14 (+2)
Intelligence 14 (+2)   Wisdom 14 (+2)   Charisma 18 (+4)

Proficiency

Proficiency bonus: +3

Proficient Saves

  • Wisdom
  • Charisma

Proficient Weapons & Armor

  • Simple Weapons
  • Light Armor
  • Medium Armor

Proficient Skills

  • Arcana
  • Deception
  • History
  • Insight
  • Intimidation
  • Perception

Spells & Abilities

Cantrips (2 & 3 known)
  • Guidance: Target gains +1d4 on the next attribute roll. (1 action, Concentration to 1 minute)
  • Mage Hand Spectral hand our to 30 ft. 10lb limit
  • Druidcraft: Manifest minor wonder (Predict Weather, Flower Bloom, Minor sensory effect, light/extinguish a small fire)
  • Prestidigitation: Manifest minor wonder (Soil or clean an object, Chill/warm/flavor an item, Small color or mark, temporary trinket/illusion, Minor sensory effect, light/extinguish a small fire)
  • Eldritch Blast: 2d10 Force damage at 120ft, Ranged Spell Attack.

Druid spells

AldredaWine.jpg

Castings: 2 First-Level per day

Spells Prepared: 3 Spells (*) Spell DC: 13

First Level Spells
  • Animal Friendship
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle*
  • Farie Fire*
  • Fog Cloud
  • Goodberry
  • Healing Word*
  • Jump
  • Longstrider
  • Purify Food & Drink
  • Speak with Animals
  • Thunderwave

Warlock spells

Castings: 2 Fourth-Level per Short Rest
Spell DC: 15

Known Spells
  • Invisibility
  • Hold Person
  • Crown of Madness
  • Dispel Magic
  • Counterspell
  • Fear
  • Blight

Pact Boons

AldredaSnake.jpg

Pact of the Chain: Forgo attach to allow familiar to attack as a reaction.
Fey Presence: Once per short rest, as an action, Charm or Frighten all creatures in a 10ft cube from you. (DC 15)
Misty Escape: Once per short rest, as a reaction, turn invisible and teleport 60 feet away. Remain invisible until the start of my next turn or until attack/spell.

Eldritch Invocations

Voice of the Chain Master: May speak through the Familiar, Telepathy with Familiar anywhere on same plane.
Misty Visions: May cast Silent Image at will.
Armor of Shadows: May cast Mage Armor at will.
Eldritch Sight: May cast Detect Magic at will.

Special Rules

Darkvision: See one shade lighter up to 60ft. {Half-Elf}
Fay Ancestry: Advantage vs. Charm effects, cannot be put to sleep. {Half-Elf}
Position of Privilege: People respect my peerage. {Noble}
Proficient: Cards {Noble}

Equipment

AldredaWinter.jpg

Encumbrance: -lb (Light, -10); -lb (Heavy, -20); -lb (Maximum)

Weapons & Armor

  • Dagger: +5 Attack, 1d4+2 damage, Finesse, Light, 10ft range.

Gear

(Italicized items are typically on Lady Aldreda’s person.)

  • Signet Ring
  • Scroll of Pedagree
  • Traveler's Clothes
  • Fine Clothes
  • Winter Clothes
  • Component Pouch
  • Ink & Pen
  • Paper (5 sheets)
  • Parchment (5 sheets)
  • Scroll/Map case (2)
  • Rope (50 feet)
  • Backpack
  • Bedroll
  • Rations (10 day)
  • Mess kit
  • Waterskin (Full) x2
  • Purse (17 gp, 38 sp, 20 cp)

Buiawen

Familiar (Pusdodragon) Tiny Dragon, Neutral Good

Stats

Speed 15 ft, fly 60ft
Armor Class 13
Hit Points 7 (2d4+2)

Strength 6 (-2)   Dexterity 15 (+2)   Constitution 13 (+1)
Intelligence 10 (+0)   Wisdom 12 (+1)   Charisma 10 (+0)

Perception (passive) 13 / 18
Perception +3, Stealth +4

Buiawen.jpg

Traits

Language: Common, Draconic (understand only)
Keen Senses: Automatic advantage on perception necks that rely on sight, hearing or smell.
Magic Resistance: Automatic advantage on saving throws against spells and magical effects.
Limited Telepathy: Buiawen can magically communicate simple ideas, emotions and images telepathically with any creature within 100ft of it that can understand a language.

Attacks

Bite: Melee Weapon Attack: +4 to hit, Hit: (1d4 + 2) piercing damage.
Sting: Melee Weapon Attack: +4 to hit, Hit: (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.