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       #Post#: 595--------------------------------------------------
       Vivian Sandstorm
   DIR By: Vivian Sandstorm
       Date: November 9, 2019, 8:31 pm
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       [spoiler=Appearance][Img]
  HTML https://i.pinimg.com/564x/6d/6a/41/6d6a41a7e7e6216d1b074c5894f00f6f.jpg[/img][/spoiler]
       Name: Vivian Sandstorm
       Epithet:
       Race: Felis
       Gender: Female
       Age: 22
       Height: 2'0"
       Weight: 8.5lbs
       Eyes: Blue
       Skin: Fur
       Hair: White & Tan
       Language: Common, Elven
       
       Personality: Infinitely inquisitive, always looking to learn
       something new. She's loyal to her companions, but just as loyal
       to her pursuit of knowledge. When forced to choose between the
       two, she would at least have to think about it.
       Background: Born in a library, she spent her formative years
       reading books and fixing machines, under the tutelage of a
       friendly librarian and his engineer wife. Eventually, she left
       to search for her own answers.
       Country: Swords Coast
       Place of Birth: Highmoon
       Professional Info
       Class: Artificer
       Subclass: Battle Smith
       Job: Traveling Scholar/Adventurer
       Background: Scholar
       Level: 2
       XP: 300/900
       Proficiency
       Simple Weapons
       Light Armor
       Medium Armor
       Shields
       Hand Crossbow
       Light Crossbow
       Thieves' Tools
       Tinker's Tools
       Calligrapher's Supplies
       Saving Throws: Constitution, Intelligence
       Arcana
       History
       Investigation
       Nature
       Religion
       Inventory
       Carrying Capacity: 19/105
       Coin: 0P 95G 0S 0C
       Equipped Gear
       Helm:
       Torso: Studded Leather Armor(12 AC+Dex 13 lb.)
       Arms:
       Legs:
       Feet:
       Right Hand: Repeating Shot Hand Crossbow(1d6 Piercing, Light,
       Finesse, Loading, Range(30/120))
       Left Hand: Enhanced Defense Shield(+3 AC 6lb)
       Back:
       Traits
       [U]Ability Score Increase:[/u] Your Charisma score increases by
       2
       [U]Age:[/u] Felis are considered full adults when they reach the
       age of 10 and live to be 135 on average.
       [U]Alignment:[/u] The majority of Felis are neutral and lean
       towards being adventurers or quest seekers. A Felis will always
       inspect the interesting and seek out the unknown.
       [U]Size:[/u] Felis average between 2-3 feet tall and weigh up to
       30 pounds. Your size is Small.
       [U]Speed:[/u] Your base walking speed is 25 feet.
       [U]Claws:[/u] Due to your claws you have a climb speed of 15
       feet. You can also use your claws as a weapon. When you land an
       attack you deal 1d4 + Strength modifier as slashing damage as an
       unarmed attack.
       [U]Purrsuasion:[/u] Felis use their short and cute nature to
       their advantage as much as they can. Once per long rest roll
       with Advantage on your first Persuasion attempt on a friendly
       creature.
       [U]Curious Nature:[/u] Being an inquisitive Felis you have
       proficiency in the Investigation skill.
       [U]Good Fortune:[/u] Calico fur is the rarest of all Felis
       lineages. The legends say that all of the black furred Felis’
       luck went to the calico. Once per day when you roll an attack
       roll, ability check, or saving throw you can choose to reroll.
       You must accept the results of the reroll.
       [U]Darkvision:[/u] Being a Felis you are able to see in the dim
       light up to 60 feet as if it were bright light, and darkness
       beyond that as dim light.
       [U]Languages:[/u] You can speak, read, and write Common and
       choose one other language.
       Class Skill
       Magical Tinkering
       At 1st level, you learn how to invest a spark of magic in
       objects that would otherwise be mundane. To use this ability,
       you must have thieves’ tools, tinker’s tools, or other artisan’s
       tools in hand. You then touch a Tiny nonmagical object as an
       action and give it one of the following magical properties of
       your choice:
       The object sheds bright light in a 5-foot radius and dim light
       for an additional 5 feet.
       Whenever tapped by a creature, the object emits a recorded
       message that can be heard up to 10 feet away. You utter the
       message when you bestow this property on the object, and the
       recording can be no more than 6 seconds long.
       The object continuously emits your choice of an odor or a
       nonverbal sound (wind, waves, chirping, or the like). The chosen
       phenomenon is perceivable up to 10 feet away.
       A static visual effect appears on one of the object’s surfaces.
       This effect can be a picture, up to 25 words of text, lines and
       shapes, or a mixture of these elements, as you like.
       The chosen property lasts indefinitely. As an action, you can
       touch the object and end the property early.
       You can give the magic of this feature to multiple objects,
       touching one object each time you use the feature, and a single
       object can bear only one of the properties at a time. The
       maximum number of objects you can affect with the feature at one
       time is equal to your Intelligence modifier (minimum of one
       object). If you try to exceed your maximum, the oldest property
       immediately ends, and then the new property applies.
       Infuse Item
       At 2nd level, you gain the ability to imbue mundane items with
       certain magical infusions. The magic items you create with this
       feature are effectively prototypes of permanent items.
       [spoiler=Infusing an Item]
       Whenever you finish a long rest, you can touch a nonmagical
       object and imbue it with one of your artificer infusions,
       turning it into a magic item. An infusion works on only certain
       kinds of objects, as specified in the infusion’s description. If
       the item requires attunement, you can attune yourself to it the
       instant you infuse the item, or you can forgo attunement so that
       someone else can attune to the item. If you decide to attune to
       the item later, you must do so using the normal process for
       attunement (see “Attunement” in the Dungeon Master’s Guide, page
       136).
       Your infusion remains in an item indefinitely, but when you die,
       the infusion vanishes after a number of days have passed equal
       to your Intelligence modifier (minimum of 1 day). The infusion
       also vanishes if you give up your knowledge of the infusion for
       another one.
       You can infuse more than one nonmagical object at the end of a
       long rest; the maximum number of objects appears in the Infused
       Items column of the Artificer table. You must touch each of the
       objects, and each of your infusions can be in only one object at
       a time. If you try to exceed your maximum number of infusions,
       the oldest infusion immediately ends, and then the new infusion
       applies.[/spoiler]
       [spoiler=Known Infusions]
       Enhanced Defense
       Item: A suit of armor or a shield
       A creature gains a +1 bonus to Armor Class while wearing (armor)
       or wielding (shield) the infused item.
       The bonus increases to +2 when you reach 12th level in this
       class.
       Repeating Shot
       Item: A simple or martial weapon with the ammunition property
       (requires attunement)
       This magic weapon grants a +1 bonus to attack and damage rolls
       made with it when it’s used to make a ranged attack, and it
       ignores the loading property if it has it.
       The weapon requires no ammunition; it magically produces one
       piece of ammunition each time you make a ranged attack with it,
       unless you manually load it. The ammunition produced by the
       weapon vanishes the instant after the it hits or misses a
       target.
       Replicate Magic Item(Bag of Holding)
       Using this infusion, you replicate a particular magic item. You
       can learn this infusion multiple times; each time you do so,
       choose a different magic item that you can make with it, picking
       from the Replicable Magic Items tables below. If a table has a
       level in its title, you must be of at least that level in this
       class to choose an item from the table.[/spoiler]
       Battle Smith
       [B]Cantrips[/b]
       Guidance
       Divination Cantrip
       Casting Time: 1 action
       Range: Touch
       Components: V, S
       Duration: Instantaneous
       You touch one willing creature. Once before the spell ends, the
       target can roll a d4 and add the number rolled to one ability
       check of its choice. It can roll the die before or after making
       the ability check. The spell then ends.
       Mending
       Abjuration Cantrip
       Casting Time: 1 action
       Range: Touch
       Components: V, S, M(Two Lodestones)
       Duration: 1 minute
       This spell repairs a single break or tear in an object you
       touch, such as a broken chain link, two halves of a broken key,
       a torn cloak, or a leaking wineskin. As long as the break or
       tear is no larger than 1 foot in any dimension, you mend it,
       leaving no trace of the former damage.
       This spell can physically repair a magic item or construct, but
       the spell can't restore magic to such an object.
       [B]Spells[/b]
       Stat Bonuses
       +2 Charisma
       Attributes (No Modifications)
       HP: 14
       Strength: 7
       Dexterity: 16
       Constitution: 11
       Intelligence: 16
       Wisdom: 13
       Charisma: 16
       ----------
       Speed: 25 (Walking). 15 (Climbing)
       AC: 13 (Base) 15 (w/Armor) 18 (w/Shield)
       Modifications
       HP: 14
       Strength: 7 (-1)
       Dexterity: 16 (+3)
       Constitution: 11 (0)
       Intelligence: 16 (+3)
       Wisdom: 13 (+1)
       Charisma: 16 (+3)
       *() = Modifier
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