Profile
THEIRA NIGHTSONG
pathfinder ♦ neutral good ♦ ENFJ-T
variant human ♦ gloom stalker ranger
10
Level
Name
Theira Viola Nightsong
(thir-rah • vie-oh-la)
Gender
Cis woman (she/her)
Age
Young Adult (20's)
Birthdate
Feb 21 (Pisces)
Orientation
Greyace Panromantic
Status
Single
Height
5ft (and ¾, thanks)
Voice Claim
Aloy (Genshin Impact)
♦ ♦ ♦
Theira is short and distinctly pear-shape: thick and strong. Her face is oval, her lips are full, and a persistent blush spans her cheeks. She often keeps her pearlescent, mid-back length hair in practical braids.
Her scent reminds you of fresh snow, campfire, and pine. It is not unusual to see Theira squinting during the daylight due to her pale eyes; she is much more accustomed to navigating the dark.
Background
Personality
I feel tremendous empathy for all who suffer.
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
Ideals
Aspiration. I'm determined to uncover the truth and make something of myself. I will prove it to those who doubted me -- and myself.
Greater Good. I will follow law unless more good can come from breaking it.
Bonds
I was falsely accused and exiled, I will not stand for injustice toward others.
My friends are all I have now, I would gladly die for them instead of being alone again.
Flaws
I get flustered when I feel people are going to leave me. I feel pressure to prove my worth.
My desire to investigate magic blinds me from seeing the big picture. I'd risk too much to uncover a lost bit of knowledge.
HISTORY
Theira was born to an isolated, magic-phobic cult. As a teen she took on her father's position as a guard, but much preferred to explore on her own. She befriended a Druid who taught her magic, which she used to help her tribe. When the mysterious Surge came, the rest of the guards and her master vanished. The elders blamed Theira's tampering with magic and exiled her. She vowed to prove that magic isn't inherently evil and uncover the truth of the disappearances.
14
STR +2
15
DEX +2
14
CON +2
15
INT +2
22
WIS +6
10
CHA +0
Heavy, two-handed
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Light, thrown (range 20/60)
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Finesse, light, thrown (range 20/60)
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18
AC
+2
Initiative
30
Speed
12
Passive Perception
Cantrip
Fire Bolt
Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Dancing Lights
Evocation (concentration)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Lvl 1 ♦ 3 slots
Suggestion
Enchantment (concentration)
Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: Up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
Invisibility
Illusion (concentration)
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Lvl 2 ♦ 3 slots
Suggestion
Enchantment (concentration)
Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: Up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
Invisibility
Illusion (concentration)
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
PATHFINDER
(a custom Outlander-based BG)
You lived in seclusion -- either in a sheltered community or entirely alone -- for a formative part of your life. You have been grown up in the wilds far from the civilizations and the comforts of town and technology. The wilds are in your blood. Even in the places where you don’t know the specific features of the terrain, you know the ways of the wild.
Outlander: Origin
Exiled hunter-gather
Feature: Wanderer
You have an excellent memory for maps and geography and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers berries, small game, and so forth.
Ranger: View of World
Visiting a town is not unpleasant, but after a few days I feel the irresistable call to return to the wild. Cities are exciting, but eventually feel claustrophobic.
Proficiency
Armor
Ranger: Light armor, medium armor, shields.
Weapons
Ranger: Simple weapons, martial weapons.
Tools
Pathfinder: Herbalism Kit, Woodcarver's Tools
Languages
Human: Common (Fluent)
?? (Basic)
Ranger: Giant (Conversational)
?? (Basic)
?? (Basic)
Saving Throws
Ranger: Strength, Dexterity.
Skills
Ranger: Perception, Stealth, Nature.
Pathfinder: Athletics, Survival.
Human (Variant)
Size
Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
At 3rd level, 60 feet (Gloom Stalker).
Language
You can speak, read, and write Common and one extra language of your choice.
Feat: Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack damage.
Gloomstalker Ranger
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
- 1st: Goliaths (Giant)
- 6th: Race (Language)
- 14th: Race (Language)
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
- 1st: Mountain
- 6th: Forest
- 10th: Terrain
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
SPELL SLOTS
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Archetype: Gloom Stalker
At 3rd level, you choose an archetype that you strive to emulate. Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a Ranger spell for you, but doesn't count against the number of Ranger spells you know.
- 3rd: disguise self
- 5th: rope trick
- 9th: fear
- 13th: greater invisibility
- 17th seeming
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 40 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this, you instead gain proficiency in Intelligence or Charisma saving throws.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Varnish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Shadowy Dodge
Starting at the 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Carried Gear
Studded Leather Armor
Type: Light Armor Weight: 13 lbs
AC: 12 + Dex modifiers
Quiver (contains 20/20 arrows)
Type: Equipment Pack Weight: 59 lbs
Explorer's Pack
Type: Equipment Pack Weight: 59 lbs
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Woodcarver's Tools
Type: Equipment Pack Weight: 59 lbs
These Special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your Proficiency bonus to any Ability Checks you make using the tools in your craft.
Herbalism Kit
Type: Equipment Pack Weight: 59 lbs
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
Hunting Trap
Type: Equipment Pack Weight: 59 lbs
Coins
copper pieces
silver pieces
gold pieces
platinum pieces
Personality & Trivia
ALTRUISTIC | PROTECTIVE | MOM FRIEND
Theira is a person who just wants to save the world. She empathizes very deeply with the feelings of others and loves to help out whenever she can and makes it a personal mission of hers to protect those who cannot protect themselves, sometimes to the point of neglecting her own needs. It’s not like her to turn a blind eye to suffering.
Theira is fiercely loyal and protective of her loved ones -- hurting them is a sure-fire way to get her in a rage. She is unafraid to take punches to stand up for the people and ideals she believes in. Theira is the mom friend that somehow always has bandages and snacks at the ready and will believe in you and your goals, even when you don't believe in yourself.
ORGANIZED | PRACTICAL | TOLERANT | NAIVE
More brain than brawns, rushing headfirst into conflict isn’t Theira’s preferred mode of operation, which sometimes makes her at odds with her companion, Rhys. Organized, she prefers to plan ahead and, similarly, physical clutter is a pet peeve of hers. During missions she goes in serious mode and her usual charisma can turn into a weapon. She is all for adventure, just not for taking stupid risks.
Theira was raised in a bubble, but her experiences with her homeland has led her to realize that there are other ways of life out there and no one culture is inherently superior. There is a lot she still has not seen, but Theira tries to maintain an open mind about things she doesn’t understand.
STUBBORN | PROUD | INSECURE
The quickest way to anger Theira is to attack her pride. Sensitive, she hates to have weaknesses pointed out, even if done in jest or well-meaning criticism. She also can be quite stubborn -- which isn’t always bad since it motivates her to not abandon goals, but it can be annoying to those around her.
Theira is a notorious overthinker and has a fluctuating self-esteem that is dependent on the approval of others. One mistake or criticism will be on her mind all night. Usually these little funks correct themselves -- a walk in nature or a relaxing bath may do the trick. However, when in a low point, Theira struggles with making tough decisions and is particularly sensitive. Worse of all, her pride doesn't allow her to ask for help.
TRIVIA
- Her easygoing nature is okay with following, but if no one is stepping up (or is doing a poor job), it's natural for her to take charge.
- Her homeland had no domestic cats. Her first sighting was an astronomical event and she still gets excited to pet the kitties.
- Her necklace’s crystal glows faintly in moonlight. It is unknown if it has any abilities, but she cherishes it as her only memento of her mentor.
- Theira’s bow was a present from Aunt Viola before her death, whom Theira was very close to. Theira takes great care of it in her memory and, like her necklace, is uneasy if others handle her bow.
- Keeps a journal, in which she records all information remotely related to her quest for magic, including a detailed Bestiary (which may or may not contain a page for cats).