Natdani Demir

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Name Natdani "Dani" Demir Alignment Neutral Good
Class Ranger Race Half Eladrin Tiefling
Background Archaeology Level 3
Gender Female Pronouns she/her
  • Born and raised in Cirasia, enormous capital city (Silvarius 1st 1660 on in-game calendar)

  • Middle child

  • Grew up working in her mother’s herbalism shop called Mama Rani’s, alongside her parents, brother, sister, and a few cousins here or there

  • Lived in an apartment above the shop w/ her family

    • Being half tiefling, her and her siblings set the place on fire more than once; hellish rebuke + sibling roughhousing is a bad mix

  • Never got to experience pets since they hated her older brother and it was hard to keep them out of her mother’s garden; she ended up mystified and frightened by them due to lack of exposure

  • Largely spoke Infernal and Elvish w/ her father since he never quite got the hang of Common; she did pick up some Draconic from him, but not enough to be fluent

  • Fascinated by the concept of her father’s “piece of history”--a shard of stone from an ancient ruin he’d come across in his youth; he kept it on a cord around his neck, tucked inside his shirt; she constantly asked to see it when she was little

  • Was considered the most academically gifted of her siblings and as a result both her parents encouraged/pushed her into going for higher education–something neither of them had the option of doing

  • Attended the Ferum'Cor Academy to study archaeology, w/ occasional classes at the Vetus Academy for more history-focused coursework

  • Met her mentor during her time at the academy

  • Mentor noted her anxiety around the pack animals when they were out at dig sites and encouraged her to take some time to study animals in general to help alleviate her fear, since she’d have to be around them for work and travel. Since she can’t do anything halfway, she put a lot of effort into these studies and has since become quite fond of animals. Now regrets that she never got to have pets as a child, but never got one even as an adult since she’s been living at home w/ her parents to keep costs down and help out w/ her aging father. Her other siblings moved out after getting either married (very suddenly and very young, in her little sister’s case) or engaged.

  • Her father was working on teaching her Draconic to help w/ her work, but he eventually succumbed to complications from illness and age. After that, she started to study Draconic independently, though she had to put that aside when she began to become interested in going to Prossera and focused on studying Prosseran in preparation

  • Large part of the reason she decided to go to Prossera (aside from her mother needling her to go because “opportunity”) is b/c there’d been talk of ancient ruins suddenly being plundered and it’s a mystery as to who’s behind it

  • Some time before she left for Prossera, her mentor presented her with an “artifact”--a smooth, colorful, oblong gemstone–and instructed her to take care of it as it wasn’t safe with them. The conversation w/ her mentor left her w/ the sense that the artifact was possibly being hunted and she’s deeply committed to keeping the gem safe, keeping it on her person at all possible times. ((Update: Egg has now hatched into little golden drake who she has named Dragotsennyy. We call him "Sennyy" for short. He is a good smol boy and a LITERAL INFANT who has dealt the final blow to *checks notes* 2 boss monsters in the eight days he's been alive.))

PERSONALITY

  • I love a good puzzle or mystery.
  • Traps don't make me nervous. Idiots who trigger traps make me nervous.
  • I might fail, but I will never give up.
  • My more religious family members find it disgraceful, but I personally have no qualms about stealing from the long dead in the name of research.

IDEALS

  • Preservation. That artifact belongs in a museum.
  • Status. My family has always sought to improve their place in the world and have done so with every new generation. I can never rest on my laurels and must constantly work to raise my status, so that my family will benefit.

BONDS

  • I won't sell an art object or other treasure that has historical significance or is one of a kind.
  • I credit my father for my interest in archaeology. He left me a shard of stone from a crumbling temple he once found and I keep it on my person always.
  • My mentor gave me a smooth, colorful gemstone with no explanation other than to "look after it." I trust my mentor and will do whatever it takes to keep this crystal...thing...safe.

FLAWS

  • I can't sleep except in total darkness.
  • I am irrationally afraid of insects and will destroy them on sight. This is...unfortunate...given my line of work.
  • I have subconscious biases against elves and small town folk, many of whom showed visible disdain for my family, though for different reasons.
Proficiency Bonus +2 Passive Wisdom 14
Speed 30 Armour Class 15
Hit Points 20 Temporary Hit Points 00
Hit Dice 2d10 Inspiration +0

STRENGTH

-1

09

  • +1 Saving Throw
  • -1 Strength

DEXTERITY

+4

18

  • +6 Saving Throw
  • +4 Acrobatics
  • +4 Slight of Hand
  • +4 Stealth

CONSTITUTION

+2

14

  • +2 Saving Throw

INTELLIGENCE

+2

14

  • +2 Saving Throw
  • +2 Arcana
  • +6 History
  • +4 Investigation
  • +2 Nature
  • +2 Religion

WISDOM

+2

14

  • +2 Saving Throw
  • +4 Animal Handling
  • +2 Insight
  • +2 Medicine
  • +4 Perception
  • +4 Survival

CHARISMA

+1

13

  • +1 Saving Throw
  • +1 Deception
  • +1 Intimidation
  • +1 Performance
  • +1 Persuasion
PROFICIENCIES
Languages
  • Common
  • Elvish
  • Infernal
  • Dwarvish
  • Giant
  • Primordial
  • Prosseran (setting specific)
  • Draconic (reached the point of fluency when she hit 3rd level)
Armour
  • Light Armour
  • Medium Armour
  • Shields
Weapons
  • Martial Weapons
  • Simple Weapons
Tools
  • Cartographer's Tools

Deft Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

~Canny (1st Level)~
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

~Roving (6th Level)~
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

~Tireless (10th Level)~
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

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

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Fighting Style: Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

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. You can’t discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to fire damage.

Fey Step

(Replaces Infernal Lineage)
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season:

*Summer*
Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Linguist

You have studied languages and codes, gaining the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

ATTACKS

Longbow +6 1d8+4
Shortsword +6 1d6+4
Unarmed Strike +1 0 (lol)

SPELLCASTING

SPELLCASTING CLASS

Ranger

SPELLCASTING ABILITY

WIS

SPELL SAVE DC

12

SPELLCASTING BONUS

+4

0 CANTRIPS

Guidance

Mold Earth

LEVEL 1 SPELLS

SLOTS 2

Cure Wounds

Hail of Thorns

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LEVEL 2 SPELLS

SLOTS 0

Misty Step, innate, 2/day

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LEVEL 3 SPELLS

SLOTS 0

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LEVEL 4 SPELLS

SLOTS 0

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LEVEL 5 SPELLS

SLOTS 0

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LEVEL 6 SPELLS

SLOTS 0

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LEVEL 7 SPELLS

SLOTS 0

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LEVEL 8 SPELLS

SLOTS 0

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LEVEL 9 SPELLS

SLOTS 0

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