<div class="floatright">(http://imgur.com/sPJS1dZ.png)</div><strong>Name: </strong>Sora Davenlow<br/><strong>Aliases/Nicknames: </strong>None<br/><strong>Race: </strong>Air Genasi<br/><strong>Sex: </strong>Female<br/><strong>Orientation: </strong>Heterosexual<br/><strong>Age: </strong>20<br/><br/><strong>Class/Archetype: </strong>Bard<br/><br/><strong>Personality: </strong>Sora's a bit of a cautious optimist, albeit one with a general dislike for most humans. Individually, she thinks they're fine but get a group of them together and they start getting frustrating to deal with. In the end though, she has a very 'live and let live' sort of attitude when it comes to others; if another person is willing to treat her with respect, she will do the same. To that end, Sora is more open to the races that dwell outside Starfall's walls than the average city dweller.<br/><br/>Sora has a deep fascination with elemental planes, elemental lords, and her heritage in general. Part of the reason for her forays out into the wild are to hunt down rumors of such things with some distant hope of learning more about herself.<br/><br/><strong>Appearance &amp; Equipment: </strong>With skin the color of a clear noon sky and soft, feathered hair that more closely resembles the ever changing form of a cloud than typical human hair, Sora certainly stands out in a crowd. Her eyes are a piercing golden color; large, inquisitive orbs that seem to be in constant appraisal of everything around her. Her height and general build are some of the few human qualities that the woman possesses, standing roughly 5'7" with a slim figure and modest feminine features. All things considered, she's actually fairly attractive by usual human standards if one doesn't get too hung up on some of her more exotic features.<br/><br/>Sora rarely dresses up. She's never been much of the girly-girl type so she tends to stick with simple blouses and trousers with a focus on function rather than any sort of dresses, skirts, or other feminine articles that might draw even more attention that she doesn't want. Her dark leather armor covers all the important bits and is in fairly good condition but Sora rarely bothers to don it unless she's outside the city.<br/><br/><strong>History: </strong>Sora's father was one of the first Starfall scouts sent out into the ravaged lands to see what could be found by sifting through the ashes. He performed admirably for a time but his greatest find also turned out to be his final mission. By some random chance, he had stumbled across an ancient portal to the elemental planes buried deep within a cave complex. It stood dormant, clearly unused for thousands of years. Curious, he approached, his fingertips brushing the dust from unfamiliar runes. The gate whirred to life and reacted to this intrusion, sending a jolt of energy through his arm that was strong enough to fling him against the cavern wall. It was several hours before he regained consciousness only to find that the greatest discovery of his life had vanished without a trace.<br/><br/>The scout settled down after that fateful encounter with ancient tech, though the numbness in his arm never went away and his back never quite healed right. An old acquaintance from the scouts became his wife not long after he retired and they were happy for a time. When they finally decided to have children, it became shockingly clear that the scars the man now carried weren't the only gift left over from that day. Sora was born to two humans, a Genasi that was nearly more elemental than human - a rarity these days considering how diluted the elemental bloodlines had become over the course of a thousand years. The obvious rumors of infidelity swirled and the mother - obviously knowing the truth - swore the child was a mutant that she wanted nothing to do with.<br/><br/>Stuck with a daughter he had no clue how to raise on his own, Sora's father defaulted to what he knew: he raised a Scout. This was perfectly acceptable to Sora, a free spirit that found the city too confining and the gossip that was whispered behind her back too painful to listen to. Sora developed into a bright and capable young woman under her father's training and gladly accepted the task of scouring the world outside the city for people, artifacts, and resources; anything that could be useful. Deep down though, Sora's motives were much more personal; she never felt human and never really belonged. Out there somewhere were people like her - people whose blood carried the lineage of two different planes - and devices that would let her see the elemental planes with her own eyes. Sora was resolved to find them, even if she had to turn over every rock on the planet looking for them.<br/><br/><strong>Misc. Notes: </strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat Block</div><div class="spoiler_body"><strong>Sora Davenlow</strong><br/><em>Air Genasi Bard 1<br/>Medium, Chaotic Good</em><br/>--------------------<br/><strong>Armor Class </strong>14<br/><strong>Hit Points </strong>10 (1d8+2)<br/><strong>Speed </strong>30 ft.<br/>--------------------<br/><strong>STR </strong>8 (-1), <strong>DEX </strong>16 (+3), <strong>CON </strong>15 (+2), <strong>INT </strong>12 (+1), <strong>WIS </strong>10 (+0), <strong>CHA </strong>14 (+2)<br/>--------------------<br/><strong>Saving Throws</strong> Dex +5, Cha +4<br/><strong>Skills </strong>Arcana +3, History +3, Investigation +3, Performance +4, Persuasion +4<br/><strong>Senses </strong>Passive Perception 10<br/><strong>Languages </strong>Celestial, Common, Infernal, Primordial<br/>--------------------<br/><br/><strong><em>Mingle with the Wind.</em></strong> You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.<br/><br/><strong><em>Unending Breath.</em></strong> You can hold your breath indefinitely while you're not incapacitated.<br/><br/><strong><em>Bardic Inspiration.</em></strong> You use a Bonus Action to choose one creature other than yourself within 60 feet that can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a Long Rest.<br/><br/><strong>Actions</strong><br/>--------------------<br/><br/><strong><em>Unarmed Strike.</em></strong> <em>Melee Weapon Attack:</em> +1 to hit, reach 5 ft., one target.<br/><em>Hit:</em> 1 bludgeoning damage.<br/><br/><br/><strong><em>Rapier.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target.<br/><em>Hit:</em> 1d6+3 piercing damage.<br/><br/><br/><strong><em>Dagger.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft. or ranged 20/60, one target.<br/><em>Hit:</em> 1d4+3 piercing damage.<br/><br/><br/><strong>Spells</strong><br/>--------------------<br/><br/><strong>Cantrips.</strong> Mage Hand, Vicious Mockery<br/><strong>1st Level.</strong> Feather Fall, Cure Wounds, Faerie Fire, Thunderwave</div></div>