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Taliira A'Daragon ([personal profile] interestingtimes) wrote2033-10-02 12:35 pm
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AGE: 95
GENDER: Female
HEIGHT: 5'7"
RACE: Drow (Lolth-Sworn)
PLAYER: [plurk.com profile] RedOutlaw
ACTIVE: [community profile] game, MEMES
Taliira A'Daragon
Baldur's Gate III
ABOUT
VISUAL: LINK
BUILD: Lean Muscular
HAIR: Thick, black and white hair that is usually pulled up into a braided ponytail
EYES: Red with black sclera
FEATURES: Two prominent facial scars; one vertically across the right side of her lips, the other sits horizontally above her left brow. Covered in a smattering of freckles all over her body.
ORIGIN: Acolyte
VOICE: LINK

TRIGGER WARNINGS: As a Lolth-Sworn Drow, Taliira's backstory touches upon childhood abuse, neglect, emotional and physical violence, mentions of slavery, religious trauma, and general lack of autonomy. Any tags I write that involve references to these topics will have a proper warning in the subject line, though you can always feel free to let me know if you'd rather opt out of any of these subjects!
PERSONALITY
ALIGNMENT: Chaotic Neutral
LIKES: Flowers, nature, butterflies, birds, sweets, art, music
DISLIKES: Home
HOBBIES: She keeps a sketchbook with her at all times, and she can always be found drawing somewhere in camp.

MOTIVATIONS: Breaking free from the cult-like mentality instilled into her in her youth, striving to aid those in need.
FLAWS: Taliira has spent so long within a strict religious society that she has little practical experience dealing with people outside of it. Similarly, she is suspicious of strangers and tends expect the worst from everyone. The drive for vengeance against those who harmed her can be both a hindrance and a boon, depending on the circumstances.
STATS
CHARACTER SHEET
CLASS: Paladin (Oath of Vengeance)
AC: 19
STRENGTH: 16 (+3)
DEXTERITY: 14 (+2)
CONSTITUTION: 13 (+1)
INTELLIGENCE: 10 (+0)
WISDOM: 10 (+0)
CHARISMA: 16 (+3)

PROFICIENCIES: Athletics +6, Acrobatics: + 2, Deception + 3, Intimidation + 3
MASTERY: Religion + 6, Insight + 5, Perception +5
KNOWN LANGUAGES: Common, Deep Speech, Elvish, Undercommon
PERMISSIONS
BACKTAGGING: Yes
THREADHOPPING: Ask all involved first, please!
FOURTHWALLING: Funny OOC comments in internal narration are fine, but no metagame-y fourthwalling please!
ROMANCE: Ask first! Flirting is A-OK
MINDREADING: Yes! Due to the tadpole in her head offering telepathic abilities, she's used to it. Let me know first, though, so I can assist in shenanigans
FIGHTING: Yes
INJURY: Yes
KILLING: Probably no, but ask first!
HARD NO'S: I'm alright with mostly everything if discussed in advance, but I would prefer to stay clear of explicit depictions of self harm.

You can always reach out for more information or plotting in general!
TRAITS
RACIAL TRAITS
FEY ANCESTRY: You have advantage on saves against being charmed, and magic can't put you to sleep
TRANCE: You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, it's rare to experience dreams if any at all; meditation is more of a mental exercise that has become reflexive through years of practice. After resting in this way, you gain the same benefits that a human does from 8 hours of sleep.
SUPERIOR DARKVISION: You can see in darkness (shades of gray) up to 120 ft.
SUNLIGHT SENSITIVITY: You have disadvantage on attack rolls and perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight. Sensitivity lessened due to tadpole.
DROW MAGIC: You know the Dancing Lights Cantrip. You can cast Faerie Fire once per long rest. You can cast the Darkness spell once per long rest. CHA is your spellcasting ability.
DROW WEAPON TRAINING: You have proficiency with rapiers, shortswords, and hand crossbows.


CLASS TRAITS
DIVINE SENSE: As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft, that is not behind total cover.
LAY ON HANDS: You have a pool of healing power that can restore 30 HP per long rest. As an action you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
DIVINE SMITE: When you hit with a melee weapon attack, you can expend one spell slot to deal an extra 2d6 radiant damage to the target, plus an additional 1d8 for each spell level higher than 1st, and another 1d8 if used against undead or fiends.
DIVINE HEALTH: You are immune to disease
AURA OF PROTECTION: While you are conscious, you grant all friendly creatures (including you) within 10 ft a +3 bonus to all saving throws