Sajara

Jaloyoloti

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Created
2 years, 11 months ago
Creator
Jaloyoloti
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 SAJARA
ARTIFICER & LEVEL ONE | FIRE GENASI | NEUTRAL GOOD | CLOISTERED SCHOLAR

STRENGTH
(-1)
9

DEXTERITY
(+1)
13

CONSTITUTION
(+2)
15

INTELLIGENCE
(+3)
16

WISDOM
(+1)
12

CHARISMA
(+0)
10

SAVING THROWS

-1         Strength
+1         Dexterity
+2         Constitution
+3         Intelligence
+1         Wisdom
+0         Charisma


SKILLS

+1          Acrobatics (Dex)
+1          Animal Handling (Wis)
+5          Arcana (Int)
-1          Athletics (Str)
+0          Deception (Cha)
+5          History (Int)
+1          Insight (Wis)
+0          Intimidation (Cha)
+5          Investigation (Int)
+1          Medicine (Wis)
+5          Nature (Int)
+1          Perception (Wis)
+0          Performance (Cha)
+0          Persuasion (Cha)
+3          Religion (Int)
+1          Sleight of Hand (Dex)
+1          Stealth (Dex)
+1          Survival (Wis)

AC
15

INITIATIVE
+1

SPEED
30


MAX HIT POINTS

10


PROFICIENCIES & LANGUAGES

Languages:
Common
Primordial
Orc
Dwarvish

Weapons:
Simple
Firearms

Armor:
Light
Medium
Shields


FEATURES & TRAITS

Ability Score Increase - Your Constitution Score increases by 2. Your Intelligence score increases by 1.

Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance - You have resistance to fire damage.

Reach To The Blaze - You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Class trait name - At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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 bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this 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.

Spellcasting - You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

PERSONALITY TRAITS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


IDEALS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


BONDS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


FLAWS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


BACKSTORY


From what Sajara could piece together, she was born to a couple in a town somewhere close to the capitol city of Cerafim. At first they were perplexed by the child they birthed as she had skin that seemed to crack in places and glow like the embers of a dying fire. Her hair seemed to change in color much the same way, with waves of light that would go from root to tip and start all over again. The sclera of here eyes was pitch black and the iris was golden and pupil less. Many thought the couple had given birth to a demon child. It was only a wise traveling scholar who told them that she was a genasi, part-mortal, part-genie and of the element fire. There were whispers of infidelity on the mother's part but the father believed her when she swore she'd been faithful to him. They traveled to the capitol to do more research and found that a genie ancestor of either of the parents any time in their lineage could result in a genasi much further down the family tree. Relieved, they returned to their home and raised their child. But it was not without it's difficulties.
Sajara's temper and passion often led to destruction, fighting and runaway attempts. By the time Sajara was eight she'd accrued a debt to the town for destruction of property and medical fees. A debt her parents couldn't repay even in their lifetime. After overhearing some of the townsfolk talk about her destructive behavior, the debt and their distaste for her family when she was fourteen years old, Sajara went home, packed what little she felt she needed to survive and left, never to return. She traveled for some time at first on her own before stumbling upon a nomadic group who, like here, were a bit eccentric. She told them nothing of herself except that she never wanted to return home. Taking her in, she found kindred spirits in many of them but none more that a couple, two men called Kwam and Jin. Kwam was a tinkerer who love to make small, mechanical (mostly useless) objects out of things they found and traded for in their travels. The other, Jin, was a storyteller and writer. They took a shine to Sajara immediately and unofficially adopted her into their family.
Though her temperament was her most obvious feature, they saw something in Sajara no one else ever did- her curiosity. When she wasn't stomping, screaming and spitting fire she was watching. She watched how the water made ripples when a stone was dropped in it, how a tiny bird hovered in the air, how a stifled fire choked and died. Jin and Kwam began teaching her anything and everything they knew and whatever they did now know they found out for her. She began to create her own objects, some functional, most not. Over time she developed her tinkering skill to match and eventually surpass that of her tinkering father. He saw in her the ability to create not just out of curiosity but for good.
When she was nineteen the group stopped in the capitol city. For months her fathers tried talking her into staying at the capitol to pursue her interests but being stubborn and afraid she refused. She didn't want to go back to a place where people could treat her like they had when she was a child, as an uncontrollable storm of destruction and rage. They worked on talking to her more and more, telling her of all the things she could do, good things, to help people with her skills. That if only she channeled her passion into creating helpful things she could accomplish so much more. And if she had the proper teacher.
She met Professor Windham in the capitol at the time who was a half-orc woman. Sajara was taken aback by the kind, gentle nature of the woman. They got to talking and the professor spoke of how she too at a young age was full of much anger with no where to put that energy. When her teachers started focusing that passion into learning and creating she became able to contain and use the nature of that facet of her personality to her own advantage. Reluctant still but hopeful that maybe this would be her opportunity to change herself for the better, Sajara agreed to stay in the capitol for one year to see what she could accomplish. In a year the group would come back to check on her progress and give her to option to come back to them if she felt it was not right for her.
At this time she has been in the capitol for seven years.

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