Amari Liafa

Puricella

Info


Created
2 years, 4 months ago
Creator
Puricella
Favorites
1

Profile


Amari Liafa
Once a Crow, always a Crow.


Age
29
Pronouns
She/Her
Height
5' 9" (175 cm)
Alignment
Chaotic Good
Sexuality
Pansexual
Class
Ranger


A half-elf ranger who is excellent at sleight of hand and deception. She loves making new friends and is willing to flirt with anyone or anything.

Amari belongs to a friend but was designed by me.

Personality
There's a spark of good in everyone.


Amari sees the good in everyone and is perhaps naive to a fault. Her concern for others can put her in situations where her safety is at risk, but she is usually smart (and charming) enough to weasel her way out of trouble.

During her travels, she is always on the lookout for other members of the Crows, her former marauder organization that stole from the rich and gave to the poor.



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


Background
Someone I love died because of a mistake I made. That will never happen again.


History

Amari was born on a mountainous village bordering the feudal city of Edrani. She never met her elf father, Fenjor, as he is a constant wanderer and departed without realizing her mother, Zoya, was pregnant. As she grew distant from her mother, Amari joined a local band of marauders - Robin Hood characters - called the Crows. With them, she honed her skills in charm, sleight of hand, and deception, and her mentor, Jaafi, taught her the basics of combat and archery.

During a mission, Amari was in charge of acting as a decoy for a convoy and was given strict instructions to feign ignorance/not interfere with the mission even if things went awry. In following these instructions, she watched as Jaafi was apprehended and killed. Amari escaped untouched, but she left her village in search of other ways to help people in Jaafi's memory.

Calliope

Amari wandered to Calliope, a beachside city holding a festival in preparation for the crowning of a new Duchess. Before she could partake in the celebrations, she was mistaken by guards as a criminal and swept up in a series of events that would uncover a plot to overthrow the Duchess-to-be, Folstina Feritas.

She agreed to aid Folstina with a ragtag team of new friends, and over the next week, she discovered two long-lost siblings. After a tumultuous fight with the imposter duke, a power-hungry scientist known as Beastmaster Gaston, she was offered a title as an official knight of Calliope.

Settling Down

Following the events above, Amari chose to live permanently in Calliope with her siblings as she never truly had a family before, and she wished to know them better. She declined to be knighted by Duchess Folstina, opting to live a quiet life, but always came to the Duchess' aid in times of need.

Inventory
Reliable tools and reliable contacts.


Weapons

Shortsword, 5 daggers, longbow

Backpack


  • Thieves' tools
  • Scale mail
  • Grappling hook
  • Caltrops
  • Vial of acid
  • Pet snacks
Spells
Gather the swarm.


Hail of Thorns

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

Ensnaring Strike

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Hunter's Mark

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom check you make to find it.

Relationships
I would rather make a new friend than a new enemy.


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Half-Sister

A member of Amari's adventuring party - separated in age by over 200 years, their only link is their rather promiscuous father. Perhaps fate brought them together.

Amaya is quiet and reserved, always with her nose in a book. The only thing the sisters have in common is their golden eye color. Nevertheless, the two have a good relationship.

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Half-Brother

Accidental enemies, then fast friends.

After a brief but dangerous combat encounter, Amari and Amorro realized they were siblings (their father wasn't all that creative with names). It is rather easy to see their resemblance - both are compassionate, driven, and incidentally members of the Crows.

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Object of admiration

During the events of Calliope, the black market vendor Julianna supplied Amari and her friends with less than legal weapons and the odd favor or two.

Julianna didn't return Amari's affection but was a good sport about it.