Nieva Aylasse

Jazeoth

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Created
3 years, 12 days ago
Creator
Jazeoth
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Profile


33982279_oISg3PHC5zM2TiW.png
Name
Nieva  Aylasse

Status
Alive

Gender
Female

Pronouns
She/Her

Orientation
____

Birthplace
Baldurs Gate

Residence
City of Cydell

STR 10 +0
DEX 20 +5
CON 14 +2
INT 18 +4
WIS 14 +2
CHA 12 +1

NIEVA

"Stop being so fucking cute."


CLASS & LEVEL

Rogue 11 Wizard 3

RACE

Pallid Elf

BACKGROUND

Haunted One

ALIGNMENT

Neutral Evil (ambiguous)

PLAYER NAME

Moi

EXPERIENCE POINTS

Milestone

"Blood may run thicker than water, but it does come to a halt when it's old and dry.."

Nieva is currently working with Azazel after he killed her old boss. They have been working together as bounty hunters for 5 years. Before she joined Azazel, she worked as a right-hand man to a crime lord who was sent to gather (steal) heads, items, and information. She returned from a task when she found Azazel standing over her boss’s dead body and pressed a knife to his throat. She ended up dodging a bullet of his, and since he killed her boss, she ended up following him and he took her under his wing.

AGE

247

HEIGHT

5"4

WEIGHT

120lbs

EYES

Yellow

SKIN

Porcelain

HAIR

Platinum Blonde

SKILL PROFICIENCIES


Acrobatics +10
Arcana +14
Insight +12
Investigation +14
Medicine +7
Perception +7
Sleight of Hand +10
Stealth +15

EQUIPMENT PROFICIENCIES


Alchemist's Supplies +9
Herbalism Kit +9
Poisoners Kit +9
Land Vehicles +9
Theives Tools +9

SAVING THROWS


Dex +10
Int +9

LANGUAGES


Celestial
Common
Elvish
Sylvan
Thieves’ Cant

MISC. PROFICIENCIES


Proficiency +0
Proficiency +0
Proficiency +0
HIT POINTS 134

TEMP. HP

+0

HIT DICE

11d8 3d6
INITIATIVE +14
AC 17
SPEED 30ft
DEATH SAVES
SUCCESS
FAILURE

PROF. BONUS 5
INSPIRATION 0
PASSIVE WIS. 17
PASSIVE Int. 29

TRAITS

List traits here. This box will scroll.

IDEALS

List ideals here. This box will scroll.

BONDS

List bonds here. This box will scroll.

FLAWS

Fiercely Indipendant.



ROGUE FEATURES



SNEAK ATTACK

Rogue: Level 1

Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


CUNNING ACTION

Rogue: Level 2

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

WHISPERS OF THE DEAD

Rogue: Level 3

Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

WAILS FROM THE GRAVE

Rogue: Level 3

Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a 2nd creature that you can see within 30 ft. of the 1st creature and it takes 3d6 necrotic damage. [17th] You also deal this necrotic damage to the first creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


UNCANNY DODGE

Rogue: Level 5

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


EVASION

Rogue: Level 7

You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


TOKENS OF THE DEPARTED

Rogue: Level 7

As a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket.

You can have a maximum of 5 soul trinkets, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.

- When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature.

- As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.


RELIABLE TALENT

Rogue: Level 11

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


WIZARD FEATURES



ARCANE RECOVERY

Wizard: Level 1

Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2, and none of the slots can be 6th level or higher.


ARCANE DEFLECTION

Wizard: Level 2

You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.


TACTICAL WIT

Wizard: Level 2

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.


CANTRIP FORMULAS

Wizard: Level 3

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.


FEATS



ALERT

Earned at Level 4

You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.


FEY TOUCHED (INT)

Earned at Level 8

You learn the misty step spell and one 1st-level divination/enchantment spell of your choice and can cast each of these spells without expending a spell slot, recharging on a long rest.


SKILL EXPERT

Earned at Level 10

Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Proficiency: Medicine

Expertise: Arcana

Score: Inteligence


INVENTORY


CP 50
SP 55
EP 0
GP 50
PP 25

WEAPONS


CINNABAR [ WORTH -GP ]

A Rapier forged by Brand. The blade is blood red with etchings of Infernal along the blade, while etchings of Elvish is on the silver handle.

ARMOR & CLOTHING


STUDDED LEATHER [ WORTH 0GP ]

A simple studded leather vest made to look like a vest.

FOOD & AID


FOOD/AID [ WORTH 0GP ]

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MISC


CLOAK OF ELVEN KIND [ WORTH 0GP ]

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

TREASURES


QUEENS SOUL [ WORTH 0GP ]

A Necklace made from a soul of a loved one.


COMBAT


ATTACKS


Attack/Weapon
DAMAGE
HIT
NOTES
Dagger
1d4+5
+10
Simple, Finesse, Light, Thrown, Range (20/60)
Rapier
1d8+5
+10
Martial, Finesse
Shortbow
1d6+5
+10
Simple, Ammunition, Range, Two-Handed, Range (80/320)

SPELLCASTING


CASTING ABILITY Int
SAVE DC 17
ATTACK BONUS +9

CANTRIPS


SLOTS TOTAL 0
PREPARED
SPELL NAME 
SUMMARY
Spell Name
A brief summary of the spell and what it does
Spell Name
A brief summary of the spell and what it does
 

LEVEL 0


SLOTS TOTAL 0
SLOTS SPENT 0
PREPARED
SPELL NAME 
SUMMARY
Spell Name
A brief summary of the spell and what it does
Spell Name
A brief summary of the spell and what it does
 

RELATIONSHIPS


 GROUPS


Crime Group

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[ Deserted ]

Hush was the underground organization Nieva was brought into. There isn't anything the organization wouldn't do. Whoever paid well, got what they wanted done, and done properly.


 FRIENDS

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[ Bond thicker than Blood ]
| |

Azazel is a witty straight faced bounty hunter that has no mercy for those who won't shut up. Those who keep running away get their kneecaps shot out my his two trusty pistols.

DYNAMIC

These two banter with no holds barred. Nieva takes great joy in teasing him and pushing him towards Freyja.

CLOSENESS

INTIMACY

HONESTY

HUMOR

PLATONIC
ROMANTIC

HISTORY

Azazel first came into contact with Nieva after taking out her boss for a bounty. They ended up having a scuffle, Nieva dodged a bullet, literally, and she ended up stabbing him in retaliation. The bullet ended up grazing her, and she thought he was interesting and skilled. Therefore Nieva followed him around with the reason that she now had no source of income, and it was his fault.

34075916_EHjUR53z9Y3MyUA.png
[ Psudo Sibling ]
| |

Freyja was an unexpected addition to the group. She join them to track down a powerful Sorcerer to save him and get a favour for her own goals. Over their travels, Freyja and Azazal's bond grew. She adheres to her moral compass, something that both Nieva and Azazel have not heard of, nor have, which does cause some conflict.

DYNAMIC

Nieva treats Freyja like a younger sibling, and likes teasing her about Azazel, seeing how she obviously likes him. However Nieva intimidates Freyja.

CLOSENESS

INTIMACY

HONESTY

HUMOR

PLATONIC
ROMANTIC

HISTORY

Freya has her own goals of looking for her missing family after being attacked by a cult.

 FAMILY



 ACQUAINTANCES

 ENEMIES



HISTORY


 BACKSTORY


Nieva was born to a noble family in Baldur's Gate, she is the youngest child of Kastorn and Restria Aylasse. She has an older brother and sister (middle children, twins) Kaz and Rei, and an older sister Fanfir.

As a child, Nieva was a bit of an airhead. She seemed to be in her head a lot of the time and talked to herself. She was a bit odd, occasionally drifting off and looking around as if she could see things others couldn’t. Over time she learned not to get distracted by the phenomenon she saw because she noticed that it made others around her uncomfortable.

She grew into herself and was daddy’s little girl. Cheerful and still an airhead, but polite as that was what she was taught. Learning in a school environment was difficult for her due to the phenomenon she could see and she was taken out of school to be taught by tutors at home.

As a child, Nieva spent a large sum of her time with her grandmother who loved to play games with her. She would have a night dedicated each week to spend time with her, have tea and play a routine game of chess. Her grandmother always won. Always. She always had her trusted retainer play the lute while they played.

Nieva continues her education, and her parents’ expectations are high as she tries to live up to them to the best of her ability. They expect the best but spoil her with less responsibility as she is the youngest child.

They expect her to uphold their family name at coordinated tea parties and balls.

During a family reunion, Neiva met an estranged family member that had unexpectedly accepted their invitation. Nieva graciously greeted him, and the look in his eyes made her feel sick. The energy around him was the most unpleasant she had ever felt. She thought she could hear faint wails from the little globules swirling around him as if they were in agony.

Nieva fainted due to the exposure.

The family saved face, and Nieva feigned not feeling well before asking her eldest sister what he did exactly. This was when she confided in her sister in what she could sense and see. Fanfir was trustworthy. With a bit of investigation, it was found that her estranged family member was scum of the lowest level who took part in slave trading and other unsavoury practices.

Nieva felt more comfortable with herself as time went on. Fanfir kept her word and didn’t tell a soul—the knowledge of what Nieva could see was still hidden from the world.

In time, Fanfir found a partner that her parents deemed worthy, and after an extravagant wedding, she moved out of the household. Fanfir was who taught Nieva how to wield a bow, and she continued to practice it even when she was gone.

Time passes, and it is hard to not notice the whispers that follow Nieva as she takes walks or goes to events. At first, she thought that it was just an unsavoury rumour that would go away. She has dealt with those before—but… this one stuck. It doesn’t go away.

Her secret was out.

Fanfir let it slip.

As the rumours made their way around the nobel courts, her parents called her in for a talk. Nieva knew what it was about, and they are kind as they ask her to stay home until things die down. She understood and didn’t want to dirty the family name any more than she already has.

Nieva is homebound. Not a lot changed from what she was doing before, the only difference was that she wasn’t able to go socialise at the parties their family was invited to, though soon those rumors started to change how even her siblings viewed her.

The twins, who used to love to pull pranks and other mischievous things on Nieva just… stopped. No more were their little harmless pranks with magic, no more did they seek her out on their own, no more did they smile at her when they had dinner as a family. Each time they passed her by, or she walked by their room, the spirits around them laughed at her.

Time passes, and Nieva knows that the servants only serve her due to her parents' orders. She doesn’t have to ask to find that out. She can’t get away from the whispers, the servants and the spirits. Apparently, her parents have become busy with a problem in the noble courts that frequently had them out of the house. She wanted to believe them. They loved her, but that love was starting to wane, the cruel spirits would whisper. Mocking her. She who is living, who is alive in the world, is slowly becoming more akin to a ghost—like them, forgotten. But it’s okay, it’s okay because she has Tether. Her Grandmother would be happy to keep her company… right?

There haven’t been any family dinners in about a decade as far as she is aware of. Nieva knows they still go on, but she is never called down for them anymore. The manor feels emptier in the day than it does at night as Nieva gets into a routine of taking walks around late at night. She begins to hum to herself. It drowns out the whispers as she walks the empty halls of the mansion.

Her weekly chess games with her Grandmother slow to one every few months. Nieva lights up like a light when her retainer informs her that she has been invited to play with her. A voice nags in her head that she shouldn’t be so hung up on it, she’ll leave her just like the others.

Tether noticed the changes in young Nieva, but she could not do a thing as much as it pained her. She was old and was waning. Her son and daughter in law held the power that she no longer had as much as she wanted to change things. She can see that Nieva has lost weight, her cheekbones more pronounced, but ultimately not noticeable to an untrained or looking eye.

Nieva was proud and filled with excitement the day she won a game against her Grandmother. Despite being raised as a proper lady she shot up out of her seat, knocking her chair back in her excitement. She had never won before, and she did it with Tether’s favourite piece. The Queen.

Tether smiles, genuinely happy as that had been the first true smile she had seen on Nieva in nearly a century. In Nieva’s excitement, she runs to give her a hug and the wind is almost knocked out of Tether’s lungs.

Tether orders her retainer to go and get a tea, Nieva’s favourite despite the rarity. She stands up and affectionately rubs Nieva’s head who spun around to look at the bord again, trying to commit the layout to memory. Her heart lurches and this time the air is taken from her with a wheeze of pain. Tether grasps at her chest and her voice is shaky and full of pain as she calls out Nieva’s name.

Nieva turned, the excitement immediately replaced with shock as she saw her Grandmother hit the floor. Within seconds Nieva was at her side, kneeling and cradling her head. Concern and worry made her hands shake as she checked Tether over. Did she hit her head? What happened? Isthereafracture?

When at death's door, there was always a sign… people usually knew when it was going to happen.

Tether knew that this was her time.

She smiled and reached up to caress Nieva’s face. Her hair has gotten quite long… Tether’s expression was serene as she ran her hands through her granddaughter's platinum hair. Time seemed to slow for a moment as her energy was whisked away. Her eyes welled up as Nieva called out her name, her moonlit yellow eyes glistening with tears. Her vision began to fade and her hearing started to warp, as the last of her life left her, a tear was shed hearing Nieva’s broken voice whimper,


“P l e a s e — d o n ’ t — l e a v e — m e — t o o.”



No. No, it couldn’t be. A dry huff of a laugh shook Nieva’s shoulders, it couldn’t be true. She gently shook Tether, and the small fragment of hope shattered when her chest did not move.

An unearthly wale of agony bellowed out of a small frame that clung desperately onto her last hope—Nieva’s last connection to her family—her Tether.

The spirits around her felt her sorrow, the pure unrestrained agony—and the last tear that clung to Tether dropped to the ground with a small thud as it coalesced into a crystal, diamond looking item.

The Queen.

Soon the retainer returns with the tray of tea, and it drops to the floor as they rush to get help. Nieva is torn away from Tether by multiple servants as Tether is taken away. Nieva screams, and the spirits wail in the minds of those around her. When a servant picks up the crystal queen on the ground, Nieva reacts viscerally, escaping the people holding her to take it and they let her as the screams in their minds temporarily stun them and the windows in the room shatter.

Nieva is confined and is not allowed access to the ceremony.

If the servants tolerated her before, they did not anymore. There is only one who is tasked to take care of her, and they do so reluctantly. Nieva’s will is shattered and she is a husk of her former self. Her retainer is the only one to help her eat and bathe as Nieva was unable to do so on her own.

In time she begins to hear the voices that she used to block out—the whispers she used to ignore and push away.

She hears a faint whispering from the Queen.

A small spark returns as Nieva realises that she isn’t completely alone. She just ignored what was around her.

When Nieva gets back up on her two feet, she keeps herself busy. She practices her bow, she studies and reads even though she may not understand. She is not alone. She has the spirits to talk to. They have been helping her.

Nieva is moved to a small building outside of the main manor. There is no contact with her family, and she can’t recall the sound of her family's voices. She is confined, but she is not alone.

So why did she still feel so lonely?

It was a small storage building that was outfitted to house her. It had all the amenities that she needed, and if Nieva requested items, she would get them. Within reason. Nieva’s retainer accepted a delivery and ended up exchanging words with the other servant. Nieva wasn’t aware as she was invested in reading a book in Draconic with the help of a spirit translating, but later that afternoon a spirit whispered to her.

Her eldest sibling Fanfir, who has been happily married, had ended up confiding in her husband many, many years ago. The man had loose lips and loved gossip, and so the spark started the wildfire.

While shocked and betrayed, Nieva wasn’t… devastated, but rather a sick emotion took her by surprise. Unfamiliar with it, it took a while before Nieva could confidently know what it was.

Hatred.

With time to think, those feeling brewed into a caustic concoction of resentment of her family and all those associated with them. However, Nieva was smart. She didn’t have any power, but in her situation she could learn.

It was only a few short decades before Nieva woke up with a bag by the foot of her bed with a note.


Take what you need and leave,



you are no longer welcome.