<div class="floatright">(https://i.imgur.com/czn8jzL.jpg)</div><br/><strong><span class="bbc_u"><em>Character Sheet</em></span></strong>(https://www.myth-weavers.com/sheet.html#id=2435301)<br/><br/><strong>Character Name</strong>: Amberyll Pennoyr<br/><br/><strong>Race</strong>: Rabbitfolk<br/><br/><strong>Age</strong>: 22<br/><br/><strong>Class and Subclass</strong>: Warlock 3 (Genie patron, undetermined pact ATM)<br/><br/><hr/><hr/><br/><strong>Hit Points</strong>: (8+1)+(3+1)+(3+1) (https://elliquiy.com/forums/dicebot.php?r=152874) = 17<br/><br/><strong>Attributes</strong>: ||<em>Str: -1</em>(8) ||<em>Dex: +3</em>(16) ||<em>Con: +1</em>(12) ||<em>Int: +1</em>(13) ||<em>Wis: +0</em>(10) ||<em>Cha: +3</em>(16) ||<br/><br/><strong>Saving Throws</strong>: ||<em>Str: -1</em>||<em>Dex: +3</em>||<em>Con: +1</em>||<em>Int: +1</em>||<em>Wis: +2</em>||<em>Cha: +5</em>||<br/><br/><strong>Skills</strong>: Sleight of Hand +5, Stealth +5, Arcana +3, Perception +2, Deception +5<br/><br/><strong>Armour Proficiencies</strong>: Light Armor<br/><br/><strong>Weapon Proficiencies</strong>: Simple weapons<br/><br/><strong>Tool Proficiencies</strong>: Disguise Kit, Thieves' Tools<br/><br/><strong>Language Proficiencies</strong>: Common, One other<br/><br/><strong>Starting Gold</strong>: 4d4 (https://elliquiy.com/forums/dicebot.php?r=152875) x 10 = 120 GP<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><strong>• Ability Scores:</strong> Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1<br/><strong>• Speed:</strong> 30 ft.<br/><strong>•Creature Type.</strong> You are a Humanoid.<br/><strong>•Size.</strong> You are Medium or Small. You choose the size when you gain this race.<br/><strong>•Hare-Trigger.</strong> You add your proficiency bonus to your initiative rolls.<br/><strong>•Leporine Senses.</strong> You have proficiency in the Perception skill.<br/><strong>•Lucky Footwork.</strong> When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.<br/><strong>•Rabbit Hop.</strong> Once during each of your turns when you walk at least 5 feet, you can hop, rolling a d12 and moving that many feet in a direction of your choice. This extra distance doesn't cost movement, but you can hop only if your speed isn't 0.<br/><strong>•Languages.</strong> You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Feature: Researcher</div><div class="spoiler_body">When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Warlock Features</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pact Magic</div><div class="spoiler_body">Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.<br/><br/><strong>Cantrips</strong><br/>You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.<br/><br/><strong>Spell Slots</strong><br/>The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br/><br/>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.<br/><br/><strong>Spells Known of 1st Level and Higher</strong><br/>At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br/><br/>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.<br/><br/>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br/><br/><strong>Spellcasting Ability</strong><br/>Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br/><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier<br/><br/><strong>Spellcasting Focus</strong><br/>You can use an arcane focus as a spellcasting focus for your warlock spells.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Otherworldly Patron: Genie (Marid)</div><div class="spoiler_body">You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach<br/><br/><strong>Expanded Spell List</strong><br/>The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.<br/><em>1<sup>st</sup></em>: Detect Evil and Good, Fog Cloud<br/><em>2<sup>nd</sup></em>: Phantasmal Force, Blur<br/><em>3<sup>rd</sup></em>: Create Food and Water, Sleet Storm<br/><em>4<sup>th</sup></em>: Phantasmal Killer, Control Water<br/><em>5<sup>th</sup></em>: Creation, Cone of Cold<br/><em>9<sup>th</sup></em>: Wish<br/><br/><strong>Genie's Vessel</strong><br/>Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.<br/>Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.<br/><br/>Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).<br/><br/>The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.<br/><br/>If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Invocations</div><div class="spoiler_body">In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.<br/><br/><strong>Agonizing Blast:</strong> When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br/><strong>Investment of the Chain Master:</strong> When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:<br/>• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.<br/>• As a bonus action, you can command the familiar to take the Attack action.<br/>• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.<br/>• If the familiar forces a creature to make a saving throw, it uses your spell save DC.<br/>• When the familiar takes damage, you can use your reaction to grant it resistance against that damage.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pact Boon: Chain</div><div class="spoiler_body">At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br/><br/>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.</div></div></div></div><br/><hr/><hr/><br/><strong>Personality</strong>: Amberylle is driven largely by curiosity; She loves learning new things and solving puzzles, and is what some would call "nosy." To her way of thinking, everything she learns is a little bit of self-improvement, a steppingstone towards... well,<em>something</em>, she's not sure just what. Though in some ways she's still the same waif who hid in a library's attic like well, a scared rabbit, in hte time since she has developed confidence in herself and her abilities. When she's stressed, she still wants to squeeze herself into a small space (luckily her genie's Vessel is always on hand!) Though she considers herself a scholar of sorts, she's not particularly bookish or "stuffy" - A lot of her time in the scriptorum was spent sneaking and figuring out how to "collect" items unnoticed, after all. She enjoys a good drink and a tall tale, and doesn't mind taking dares, again, just to prove herself. She does not like violent confrontations, and would prefer to talk (or trick) her way out of such conflicts.<br/><br/><strong>History</strong>:<br/>Amberyll's first conscious memory is being carried through the gates of Pyke in a basket by a stranger. She was one of the many refugees and orphans streaming to the city in hte wake of an attack by some monster in the farmlands to the south. Though placed in the care of a temple for Ouranós, the girl nevertheless "fell through the cracks," and ended up having to find her way among the packs of gamine in the city's alleyways.<br/><br/>Her particular crack was between the shingles of The Vade Micum Repository, a scriptorium. She sheltered in its dusty attic, and for a while saw it as nothing more than a dry space under a roof. Whether through boredom or curiosity though, she began to explore the dusty knick-knacks and mouse-chewed scrolls. Slowly, painstakingly, she taught herself to read from these poems, inscriptions, and records. Once she figured that out, she was voracious in her pursuit of the written word. And there was a<em>whole library</em>beneath her at night...<br/><br/>That was how she got caught by Archivist Eruthen. He'd been suspicious of the disarrayed scrolls and waited in the dark for the uninvited reader, and his surprise was as great as Amberyll's when he found it was a skinny rabbitfolk girl. After a bit of talk, he was impressed by Amberylle's wit and ability and took her under his wing as an apprentice scribe.<br/><br/>Copying scrolls was not nearly as interesting as reading them, as it turned out. And her robes were itchy. The other scribes got upset at how ink would sometimes stick to the fuzz on her fingers. it was frustrating, but after Eruthen had shown her such kindness (he even paid her in<em>coin!</em>) she didn't want to disappoint. Luckily, he noticed her frustration, and began finding new tasks for her;<em>Find this particular scroll in the stacks. it's not there? Well maybe you can find it in another library. They won't let you in? Oh well we didn't let you in either, buth ere you are. By the way could you go borrow Archivist Jern's inkpot for me, the one with the silver stopper?</em>Her childhood skills as a thief and a snoop paid off wonderfully with what was ultimately this expert training, and hte other scribes never suspected a thing) perhaps they had their own sticky-fingered, wide-eyed apprentices?)<br/><br/>And then Eruthen went missing. Without a word or letter or anything. Just gone one day. Much of his work was gone with him, though his cell was neat and tidy. For a while, Amberylle continued her work, until Inkmaster Marynn informed her that she would not be welcome in the Repository anymore, due to her lack of a patron. Apprenticeship had a fee, and Eruthen had been paying hers, after all.<br/><br/>That night she clambered back into the attic of the library, to rub her eyes and feel sorry for herself. Even that was no longer home; new boxes had been added, old ones removed, it was a different place. And yet, something called to her. Some<em>urge</em>to unlock a small box in a far corner. Within were some old Arkadian coins, a pair of bent spectacles, and an ornate silver ring. when she donned the ring, she heard a question; "Do you want answers?"<br/><br/>That was two years ago. She's been traveling since, looking for signs of Eruthen. Looking for new knowledge and lore. Doing work for her new patron, a sea genie who's been very coy about their name (as, it seems, must be a good idea for genies.)<br/><br/><strong>Rumours</strong>:<br/><em>She once outwitted a brass dragon to gain a single coin from its hoard! Then she just threw it into the sea! The coin, I mean, not the dragon...</em><br/><em>"The week after she was denied entrance to the main library in Rezindraum, the High Rector drowned!" "So what? People drown." "...In his own bed!"</em><br/><em>Amberylle knows the way into the temple of a lost god!</em><br/><em>She's struck an alliance with a trio of hags up in the mountains; they can see through her left eye!</em><br/><em>That bunny claims to be looking for something; she says her teacher, but I've heard about her magic. She's trying to resurrect the dead for her <span class="bbc_u">real</span></em>master![/i]<br/><br/><strong>Relationships <em>(Optional)</em></strong>: Tali S’Roaka, associate: Some months ago, Amberylle sought passage aboard Tali's ship, hoping to reach some island and the ruins within.<br/>Garrus Sigridsson, associate: He was part of Tali's crew at the time.<br/><br/><strong>On/Offs</strong>: Amberylle is not hugely versed in sex; included are the things she knows she's into or not. But she's willing to experiment. She's pansexual, and quite willing to explore new ideas.<br/>Larger partners; "Primal" sex (being chased, rough/animalistic, breeding or breeding-play), casual hookups, use of magic, group efforts, voyeurism<br/>Blood or pain (beyond light scratching / biting), "Competitive" relationships, anal with<em>large</em>partners<br/>Player O/O's: Futa, furry / anthro / monsterpeople, curves, exotic genitalia, group sex, exhibitionism, size differences, oral worship || Noncon / rape (dubcon or noncon "play" conditional); Insectile partners; "monstrous" tentacles, vore, torture<br/><br/><br/><strong>Other Notes:</strong><br/>• Amberylle's first "quest" is to find the location of her old master, Archivist Eruthen. His mysterious disappearance has thus far eluded her.<br/>• her patron is a sea genie noble (marid) who grants power through a particular ring. What's the marid's agenda? The conditions of hte pact with Amberylle?<br/>• It's entirely likely that Amberylle has picked up a rivalry or two (perhaps friendly, perhaps not) with other "hands on" explorers and scholars (think Dr. Jones' relationship with René Belloc, before, you know, the "melting" thing)<br/>• Though I'm not sure<em>she </em>thinks about it too hard, I'm really leaning towards her having a bond to Ragisméno<br/>• Her distant background is up for grabs; her home area, her parents or surviving family, or even just challenging the monster that ruined the place (Hydra? Froghemoth? three kobolds in a trenchcoat?)