Dia Mishra

PeachScones

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Created
6 years, 7 months ago
Creator
PeachScones
Favorites
15
DnD

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Dia Mishra
Ranger
Class
Innsmouth Student
Background
Fourteen
Level

Demigod / Half-Vampire
Race
Chaotic Neutral
Alignment
Rogue(14: no archtype) Paladin(1)
Extra Classes
Proficiency Bonus 5
Passive Wisdom 9
Strength

-1
8

athletics 4
Dexterity

6
22

acrobatics 11
sleight of hand 16
stealth 16
Constitution

0
10

Intelligence

7
24

arcana 7
history 7
investigation 23
nature 7
religion 7
Wisdom

-1
8

animal handling -1
insight -1
medicine -1
perception -1
survival -1
Charisma

6
22

deception 16
intimidation 12
performance 17
persuasion 16
Other Proficiencies

Languages
  • English
  • Hindi
  • Parsaltongue
  • German
  • Korean
  • Sanskrit
  • lil French
Weapons
  • Vorpal Celestial Bronze AWSR
  • Humming-Blade Hairpin
  • Fangs
  • Oath Snake Braclet
Armor
  • Anthem
  • Vent Kids Jacket
  • Light Armour
  • Medium Armour
Tools
  • Blending
  • Thieves Tools
  • Disguised Impersonation
  • Probability
  • Alchemist's Tools
  • Hacking tools
  • Piloting
  • Dancing
  • Engineering Tools
  • Cooking Holt Style
  • Fire Emblem Conquest
  • Crossfade:Showdown
  • Regrets
Drugs

Dia often takes ritalin to help her hyper focus, when she takes this drug she can not focus on anything else other then the desired task. If she wants to change tasks she needs to make a wisdom save and pass a dc based on what she wants to focus on instead.

Health

127
Energy

54
Hit Dice

13
Armor Class

24(26)
Speed

40(50)
Initiative

11
Attacks & Spellcasting

Vorpal AWSR +23 Piercing&Lightning
Humming blade +11 Piercing&Amortentia
Vampire Bite +11 Piercing&Necrotic
Oath Snake DC 20 Poision&Acid&Lightning

Dia's Chubby Snake
Conjuration || 1 bonus action || 60 feet || 1 minute You call an intangible spirit to a cubic 5-foot space you can see. Until the spell ends, when you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6+Int hit points to that creature, no action required.The spirit can't heal constructs or undea. As a bonus action, you can move the spirit up to 30 feet to a space you can see. At Higher Levels: The healing increases by 1d6 for each slot level above 2nd.Despite this spell not being concentration, you cannot have more than one of it summoned at once and casting it again will replace the current one. Dia can end this spell at any time as a free action as if it was concentration.
Zepher Strike
Transmutation || 1 bonus action || self || Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Expecto Patronum
Abjuration || 1 action || 30 feet || 10 minutes Caster specifies a powerfully happy/hopefull memory and makes a wisdom save with a DC specified by the DM at the time depending on factors that effect the caster at the time of casting. Sucessfull castings forms a patronus animal unique to the caster that shines 30ft of bright light. It dispels magical darkness, Makes the Caster Immune to Fear, Panic, and Despair on the caster, and can and a Message per the message spell at a range of 20mi to a creature the caster is familiar with.This spell cannot be casted by a chaotic Evil character
Cruciatus Curse
Enchantment || 1 action || 30 feet || 1 minute Dia must succeed on a Charisma check DC [[14]] or this spell fails. If the spell goes off the target must make a DC [[17]] Constitution saving throw or be knocked from their feet in unimaginable pain. Each turn thereafter the target must make a Constitution save again. They lose 20hp per failed save & the caster temporarily loses 2 wisdom every turn they concentrates non this spell which returns at the end of the next long rest. If a caster kills a person in this way or a person is killed as a direct result of this curse they permanently lose 2 WIS to a min of 6. A caster can choose to simply torture without concentration or causing damage and needs make no check.
Inventory

Magic Items
  • Eyes of Minute Seeing
  • Bag of Holding
  • Invisability Cloak
  • Telescope
  • Humming Blade Hairpin (cursed)
  • Book of Memories
  • Vent Kids Jacket
  • Pyschic Rope
  • Headphones of Divination Cancellation
  • Sonic screwdriver
  • Wall Passer
Potions
  • Cat Potion
  • Ghost Mode Potion
  • Transmutation Potion
  • Speed Boost Potion
  • Amortentia
  • Draught of Peace
  • Diluted Felix Felicis
Crafting
  • Magical Research
  • Magical Parts
  • Magical Components
  • Paranormal Lore
Misc
  • Face Mask
  • Skateboard
  • Pantheon Phone
  • Smokes
  • Lighter
  • Mason Jars
Treasures
Compact Mirror

A compact Mirror Dia recieved as a christmas gift. Due to what she assumes is magic she is able to see herself. Being part vampire Dia has not been able to use normal mirrors and has simply gone without. This is her favorite item she owns and keeps it on her at all time. This is more to do with the person who gave it to her rather than its function

Lightning Stone

A stone that has a lightning bolt symbol embossed into it. It warms up when her adoptive father is in Danger.The warmer it is the closer he is to death. She keeps this item on her at all time. It gives her a sense of comfort when it is cold, but alerts her to go to his aid when warm. She use to have 5 of these and is slowly trying to get them all back

Innsmouth Jacket

Her favorite article of clothing is a Innsmouth Varsity Jacket. Purple and gold with an all knowing triangle eye on it. Her school was her first real home, a place where she felt at ease, and could study what she wanted. Innsmouh will always be Dia's first home. "A house does not make a home, the memories, the people, the laughter inside of it makes it a home. Any building can be a home so long as you feel it fit."

Currency

8
GC
46
HC
1k
USD
0
GP
0
PP
Personality

  • I have a joke for every occasion, especially occasions where humor is inappropriate
  • Sarcasm and insults are my weapons of choice.
  • I pocket anything I see that might have some value.
  • I'll settle for nothing less than perfection.
  • I live a life of danger and would never walk down any other path
  • I judge people by their actions, not their words
  • I always want to know how things work and what makes people tick
  • I lie about almost everything, to ensure my own secrecy
  • If you do me an injury, I will crush you, ruin your name, and salt your fields.
  • There's nothing I like more than a good mystery.
  • I have little time for vainglory or incompetence.
Ideals

  • Independence: I don't need anyone to tell me how to live my life. (Chaotic)
  • Might: In life as in war, the stronger forces wins. The strongest are meant to rule. (Evil)
  • Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
  • Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
  • People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  • Specialization. All of us can be good at something but only fools claim to be good at everything. (Neutral)
  • Slow and Steady. I believe that the turtle is superior to the hare. (Neutral)
  • Aspiration. I work hard to be the best there is at my craft. (Any)
  • Family. Blood runs thicker than water. (Any)
Bonds

  • No one else is going to have to endure the hardships I've been through.
  • Nothing is more important than the other members of my 'family'.
  • The school where I learned my trade is the most important place in the world to me.
Flaws

  • I overlook obvious solutions in favor of complicated ones.
  • I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
  • I solve my own problems, no one needs to try and help me.
  • I'm a sucker for a pretty face.
  • Don't expect me to save those who can't save themselves.
  • I enjoy stealing for the sake of stealing.
  • Secretly, I believe that things would be better if I were a tyrant lording over the land.
  • I have a weakness for the vices of the city, especially drugs.
  • I'd risk too much to uncover a lost bit of knowledge.
  • My pride will probably lead to my destruction.
  • I'm too greedy for my own good. I can't resist taking a risk.
  • By my words and actions, I often bring shame to my family.
  • My hatred of my enemies is blind and unreasoning.
Features & Traits

Investigator
You have an eye for detail and can pick out the smallest clues. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You can take the Search action as a bonus action.
The Art of Deduction
Your mind races when committed to a task. You feel as if you can almost see words written on surfaces (see BBC Sherlock for visuals). Once on each of your turns you can expend one use an investigation action to identify points of interest within 30 feet if there are any and be given a one word label for each.
It's not like I like you
When an ally who (dia has demonstrated to the dm) you care about greatly is reduced to zero hitpoints within your sight you may, as a free action, spend a number of Energy and/or Hitpoints equal to the extra damage they took under 1 to keep them on their feet
Vampire

The vampire regains 6 got + at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

See and smell the blood of creatures you can feed on within 60 feet even through walls. Their circulatory systems glow like orange fire and you can see their hearts beating. You can also see your favored enemies even if you can't feed off them.

The vampire has the following flaws:

If they have fed within 24 hours:

+ Silver Vulnerability: The vampire is vulnerable to attacks with silver weapons.

+ Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart.

If they have not fed within 24 hours (this includes the above):

+ Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

+ Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

+ Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Eighteen
Age
Female
Gender
5'5"
Height
120
Weight

Manasa
Patron God
India & Switzerland
Homeland
Student & Sniper
Profession
Blending & Marksmanship
Majors
Heroic Actions

Quick Surge
When you learn this heroic action, you specify a bonus action class ability which your character possesses which does not deal damage or give movement. That ability becomes usable with both the bonus action as before and with a heroic action. (This heroic action can be learned multiple times) [Has been learn for bonus action investgate and bonus action stealth]
Overwatch
The first time a hostile unit within range (of a ranged weapon on your person) uses movement you may make an attack against it and another for every 10 feet of movement it takes provided you have ammunition to do so. The attacks all have a -6 to hit. This lasts until the start of your next turn.
Sprinter
Take 15 feet of movement. (Cannot be used under Haste unless in constant vigilance)
Face Off High Noot
Select a target which is able to attack you. Both you and the enemy step out into the open and make an attack against each other with advantage. Each of you are vulnerable from the attacks of each other. Roll 1d2 to and pick 1 or 2 to determine who attacks first. - The target may choose to not make an attack which bestows disadvantage on your attack. (Immunity becomes resistance, resistance becomes nothing.)
The Prospector
You are told the cardinal direction (N,NE,E,SE,S,SW,W,NW) of the nearest loot/gold/valuable items stash. (requires the Investigator Feat)
Ante Up, Sweetling...
Until the end of your next turn, all honeycombs given to you are multiplied by 3 and you have advantage on all Religion & History checks. You also have advantage on all intelligence saving throws. (Can only be used once between turns)
Double Tap
Until the end of your next turn you cannot take any movement, but you can make a bonus attack with advantage + Prof on that turn instead with your modern firearm. (If another person moves you, you fall prone and slip from their grasp, unable to move in tandem with them)
Ready For Anything
Known by all Player Characters. You specify a misc. mundane item/gadget/explosive and receive a DC & a resource cost. You can choose to roll or pay the price to gain the item until the end of the mission. (Requires Means of Inventory Ie: backpack or Bag of Holding)
Gaurdian
Pick an ally. Every single time that ally suffers damage from an attack by an enemy (and that enemy is within range of the weapon you are holding) roll 1d4. On a 4 you may make a follow-up attack against that enemy. This heroic action expires at the start of your next turn.
Reverse Strike
Quickly strike out in melee against a target within 5 feet. (Cannot be used under Haste unless in constant vigilance)
Quick Shot
Quickly make an attack against a target with a ranged weapon. (Cannot be used under Hasteunless in constant vigilance)
Sign: Quen
Protective shield that lasts until it has absorbed damage. You bestow flat damage negation to an ally or yourself. The next time they would take damage it is reduced by 10 before resistances or other negations. This effect then ends. This effect does not stack.
Sign: Axii
Charms an opponent's mind, temporarily eliminating him from combat.The next time the target would take an attack against you it does not take that attack and this effect ends. This effect does not stack.
Sign: Aard
A directed blast of telekinetic energy that staggers opponents, leaving them open for a subsequent attack. The next attack directed at the target has advantage and this effect ends.
Sign: Yrden
Magic trap that slows enemies who enter its area of effect. You specify a 2x2 square space on the ground within range upon which subtle purple runes appear. Any foe that enters that space for the first time on any given turn can take no further movement that turn. If this effect stops a foe, it ends.
Pentagram Skills

TM#12 > Little Lady
within 20ft of you have -5 dmg reduction. (Cannot Equip if equipped gentleman & Does Not Stack)
TM#39 > Quick Scope:
+5 Accuracy to Ranged Weapon (On-Attack:3 | 4)
TM#56 > Galeforce:
Refresh your attack actions on a successful execution (On Execute: 5 | 6)
TM#58 > Shadow Step:
Teleport 30ft to an unoccupied space you can see (On Movement: 3 | 4)
TM#1 > Unity:
-1 to Active Skill Proc Req (Min:3)
TM#5 > Odd Shaped:
Roll 1d4 when you hit with an attack. Deal +4 DMG if 1 or 3 (Cannot equip with Even Handed)
TM#26 > Astra:
Make 4 more attacks (all 5 at half damage) (On-Hit: 6)
TM#67 > Armor Slayer:
+3 to Attack & Damage vs enemies who's AC counts as Armor. (Cannot stack with other slayers)
Warding Slash:
Reduce spell Dmg taken by 10 (When Struck: 4)
TM#61 > Focus:
You Hit - and deal normal damage if no ally is within 50ft of you (On Attack: 2)
TM#54 > Vengence:
Add 1/4 of your missing HP to damage delt (On-Hit: 5)
TM#58 > Shadow Step:
Teleport 30ft to an unoccupied space you can see (On Movement:4)
TM#20 > Gift of Life:
Heal an extra 5 when healing another ally.
TM#42 > Wary FIghter:
Remove enemy advantage on you (When Targeted: 3)
TM#78 > For Honor!:
Move up to 40ft towards the attacker and melee. Even if you were reduced to 0 HP. [Max 10ft] (when attacked at range: 4)
TM#70 > Arial Superiority:
+3 to Attack & Damage vs enemies who are airborne (cannot stack with slayers)
TM#60 > Anthema:
Turn a Critical Hit against you to a miss (When Struck: 4)
Links

Hover over the titles to click the links!
Biography
Information about Dia, history, personality, trivia.
Asethetic Board
A general Asetehtic Board on Pintrest
Fashion Insperation
A more specific asethetic of the clothes Dia wears.