Manman Ayida Ginen

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 8
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Party Gear
The Sea Ghost
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCs
Resources
House Rules

Ayida Ginen is a neutral level 8 Half-Elf Warlock with an Undying Patron

  • TO DO: choose an ability increase for level 8. Already chose spell)

Description

Ayida Ginen.jpeg

((Text))

History

Manman Ayida Ginen is a native of Saltmarsh (or, perhaps, the marsh). She learned root craft and medicine from her human mother but never met her elven father. A special child, Ayida took to the learning and lore of the marshes well, but always heard other voices speaking to her from beyond.

Characteristics

Defining Event:

  • I saved people during a natural disaster

Personality Trait:

  • I keep multiple holy symbols on me and invoke whatever deity might come in handy at the moment.

Ideals:

  • Free Spirit - no one tells me what to do.
  • Sincerity - there's no point pretending to be something I'm not.

Bond:

  • I have a family, but I have no idea where they are. One day, I hope to see them again.

Flaws:

  • I have a weakness for vices of the "city," especially the special sauces. Hot, bbq, and moonshine.
  • I can't resist a pretty face.

Character Statistics

Tactical:
Initiative: +2 Speed: 30 feet
Maximum Hit Points: 38
Armor Class: 13 (+1 cloak) Spell Ranged Attack: +7 (Cha + Prof.)

Passive Skills:
Insight: 14 (19 with advantage)
Perception: 12 (17 with advantage)

Languages:
Common (Local)
Elvish
Primordial

Attributes

Strength 8 (-1)   Dexterity 14 (+2)   Constitution 10 (+0)
Intelligence 14 (+2)   Wisdom 14 (+2)   Charisma 18 (+4)

Proficiency

Proficiency bonus: +3

Saves

  • Wisdom
  • Charisma
  • +1 from cloak
  • Advantage vs. disease

Weapons & Armor

  • Simple Weapons
  • Light Armor

Skills

  • Intimidation (Warlock) x2
  • Investigation (Warlock)
  • Medicine (Voodoo Queen)
  • Arcana (Voodoo Queen)
  • Insight (Half-Elf)
  • Persuasion (Half-Elf)

Tools

  • Tarot Cards
  • Herbalist Kit

Skills

Skill Name Key Ability Total Skill Modifier Ability Modifier Proficiency Modifier Expertise Modifier Misc Modifier
Acrobatics Dex 2= 2
Animal Handling Wis 2= 2
Arcana Int 5= 2 3
Athletics Str
Deception Cha 4= 4
History Int 2= 2
Insight Wis 5= 2 3
Intimidation Cha 9= 4 3 2
Investigation Int 5= 2 3
Medicine Wis 5= 2 3
Nature Int 2= 2
Perception Wis 2= 2
Performance Cha 4= 4
Persuasion Cha 7= 4 3
Religion Int 2= 2
Sleight of Hand Dex 2= 2
Stealth Dex 2= 2
Survival Wis 2= 2

Abilities

Racial

  • Darkvision: See in darkness up to 60ft (as dim light)
  • Fey Ancestry: Advantage vs. being charmed, magic cannot put you to sleep.

Background

  • Rustic Hospitality: You can find a place to hide, rest or recuperate among commoners. They will shield you from the law or anyone else searching for you.

Class

Otherworldly Patron (Undying)
  • Among the Dead:
    • Learn Spare the Dying cantrip
    • Advantage vs. Disease
    • Undead have difficult harming you:
      • On failed save, must select a different target or forgo action
      • On success become immune to effect.
    • Defy Death
      • When you succeed on a death saving throw or use Spare the Dying (on self or other), regain 1d8 + Con HPm(min 1)
      • Must have a long rest to reuse
Pact Magic

At 7th Level: Cantrips Known: 3; Spells Known: 8; Slots: 2 at 4th Level; Invocations: 4

Cantrips (Unlimited)
  • Spare the Dying: Instantly stablize one creature. (Added from Patron)
  • Minor Illusion: Create a sound or image within 30ft, 5ft cube.
  • Prestidigitation: Several Minor Effects for one round. (Snuff or light a small fire, illusionary hand-sized item, instant sensory effect, heat/chill or flavor material, mark a surface for an hour, clean or soil 1 sq ft.)
  • Chill Touch: A ghost hand deals 2d8 Necrotic damage and the target cannot regain HP for 1 round. (Spell Ranged Attack, 120ft)
  • New at 10th lv
Spells
  • Toll the Dead: Target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
  • Unseen Servant: 1 hr, 60ft, Invisiable Servent performs simple tasks.
  • Silence: No sound can be created within a 20 ft radius sphere centered on a point of choice within a 120 ft range. Any creature or object inside is immune to sonic damage, verbal spells cannot be cast inside. 1 action to cast, the duration is 10 minutes/concentration
  • Speak With Dead: Can ask corpse up to 5 questions. 1 action, range 10 ft, 10 minutes, fails if the corpse was used for this within the last 10 days or undead
  • Crown of Madness: Target Humanoid, the charmed target must move or make a melee attack against a target of my choosing. May use my action to make it attack again. Target may make a new save at the end of each subsequent round. (120ft, Conc. 1 minute, Wisdom Save)
  • Vampiric Touch: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell Attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the Attack again on each of your turns as an action.
  • Remove Curse: 3rd lvl abjuration, 1 action, touch, instantaneous. At your touch, all curses affecting one creature or object end. If it is a cursed magic item, the curse remains but the spell breaks the owner's attunement so it can be removed or discarded.
  • Aura of Life: 4th level abjuration, action, self + 30 ft radius, concentration, up to 10 minutes. Each non-hostile creature in the aura has resistance to necrotic and hit point max cannot be reduced; a nonhostile living creature regains 1 hit point when it starts its turn in the aura with 0 hp
  • Death Ward: 1 action, Touch, lasts 8 hours. You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Pact Boon: Pact of the Talisman
  • When wearer makes an ability check in which they are not proficient, add a d4 to the roll.
  • 1-hour ceremony to receive a replacement from the patron (can be done during a short or long rest and destroys the previous if extant
  • Talisman turns to ash on character death
Eldritch Invocations
  • Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
  • Thief of Five Fates: You can cast bane once using a warlock spell slot, you can't do so again until you finish a long rest
    • Bane: Up to five creatures of your choice that you can see within range must make Charisma Saving Throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw. (3rd level)
  • One With the Shadows When in an area in dim light or darkness, can use an action to become invisible until you move or take an action or reaction
  • Fiendish Vigor Can cast False Life at will at first Level (without components, etc) gain 1d4 +4 temp HP for 1 hour

Feats

  • Menacing: +1 Charisma, Expertise at Intimidation, You may take an action to cause fear in combat. (Intimidate vs. Insight within 30ft, frightens until end of next turn. 1-hour immunity if failed.)
  • 8th level

Equipment

Encumbrance: 51-80 lb (Light, -10); 81-130 lb (Heavy, -20); 240 lb (Drag)

Weapons & Armor

  • Quaterstaff: +1 Attack, 1d6-1 Bludgening, Versitle
  • Dagger: +4 Attack, 1d4+4 Piercing, Throw 20/60, Light, Finesse ◈◈◈◇◇
  • Leather Armor: 11+Dex AC

Gear

  • Fine Clothes
  • Ancient Elvish Arrowhead (Trinket)
  • Belt Pouch
    • Component Pouch
    • Deck of Marked Cards
  • Belt Pouch
    • Coins (5 gp)
  • Backpack
    • Book of Lore
    • Bottle of Ink
    • Ink Pen
    • 10 Sheets of Parchment
    • Small bag of Sand
    • Small Knife
    • Disguise Kit
    • Healer's Kit
    • Herbalist's Kit

Magical Items

  • Small Egg Sacks (x2) Will help in combat situations. It will burst if you are about to be ambushed. Lasts 1 day before hatching.
  • Cloak of Protection: Some kind of suspicious black and demonic leather. (+1 to AC, + 1 to all saves - Attuned)
  • Ring of Poison Resistance:

Character Notes

  • Inspiration: Marie Laveau, Voodoo Queen of New Orleans so walked the streets like she owned them, and Julia Brown, Priestess of Frenier, who folks thought brought on a hurricane after haven been taken for granted, sitting on her porch laughing her head off as the storm surge rose.
  • Naming: In Haitian Voudou, Ayida Wedo is the wife of the rainbow serpent Danbala, while Ginen is a watery realm under the earth (this is also used to refer to Africa as an origin place). Manman is used as a title for fully initiated priestesses (Mama, or french Maman, as well as playful derivatives like Mommie, while papa and similar is for men). Novitiates are often called little leaves, or similar.

Leveling Notes

  • At 8: Ability Score Improvement, gain a spell
  • At 9: Proficiency Bonus is +4, gain a spell, spell slot level goes up to 5, add an invocation
  • At 10: Additional Cantrip, Otherworldly Patron Feature