(https://s-media-cache-ak0.pinimg.com/736x/0a/a3/8e/0aa38eaf632ab95bded7a872c5a50766.jpg)(https://gelbooru.com//images/01/d1/01d15f815ea4a819ffa252a60859d686.jpeg)<br/><br/>First Handmaiden Zynna, Trusted Attendant of the Lady<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"><br/>Female Eladrin Hexblade (Warlock)<br/>Level 2<br/>Good (Chaotic)<br/><br/>Strength    10   (+0)<br/>Constitution    10   (+0)<br/>Dexterity    18   (+4)<br/>Intelligence    12   (+1)<br/>Wisdom    10   (+0)<br/>Charisma    18   (+4)<br/>   <br/><br/>Maximum Hit Points: 35<br/><br/>    Bloodied: 17<br/><br/>Size: Medium<br/>Speed: 6 squares<br/>Vision: Low-light<br/><br/>Initiative:   1d20 +5   = 1 [half level] + 4 [dexterity]<br/>Base Strength Attack:   1d20 +2   = + 1 [half level] + 0 [strength] +1 [feat, house rule]<br/>Base Dexterity Attack:   1d20 +6   = + 1 [half level] + 4 [dexterity] +1 [feat, house rule]<br/>Base Constitution Attack:   1d20 +2   = + 1 [half level] + 0 [constitution] +1 [feat, house rule]<br/>Base Intelligence Attack:   1d20 +3   = + 1 [half level] + 1 [intelligence] +1 [feat, house rule]<br/>Base Wisdom Attack:   1d20 +2   = + 1 [half level] + 0 [wisdom] +1 [feat, house rule]<br/>Base Charisma Attack:   1d20 +6   = + 1 [half level] + 4 [charisma] +1 [feat, house rule]<br/><br/>Armor Class:   17   = 10 + 1 [half level] + 4 [dexterity] + 2 [Leather] +1 [inherent, house rule]<br/>Fortitude Defense:   13   = 10 + 1 [half level] + 1 [hexblade] +1 [feat, house rule]<br/>Reflex Defense:   16   = 10 + 1 [half level] + 4 [dexterity] +1 [feat, house rule]<br/>Will Defense:   19   = 10 + 1 [half level] + 1 [Eladrin] + 1 [hexblade] + 4 [charisma] +2 [feat, superior will]<br/><br/>Armor: Leather (15 lb)<br/><br/>Shield: None<br/><br/>Attacks:<br/><br/>    Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2<br/>    Blade of the White Well / Moonfire Blade: +9 vs Reflex<br/>    Eldritch Blast +7 vs reflex<br/>    Well of Light +9 vs AC<br/><br/>Base Saving throw: d20 vs 10<br/><br/>Languages:   Common; Elven;<br/><br/>Skills:<br/><br/>    Acrobatics:   +10   = 4 [dexterity] + 1 [half level] +5 [class training]<br/>    Arcana:   +9   = 1 [intelligence] + 1 [half level] + 2 [Eladrin] +5 [class training]<br/>    Athletics:   +1   = 0 [strength] + 1 [half level]<br/>    Bluff:   +5   = 4 [charisma] + 1 [half level]<br/>    Diplomacy:   +10   = 4 [charisma] + 1 [half level] +5 [eladrin education]<br/>    Dungeoneering:   +1   = 0 [wisdom] + 1 [half level]<br/>    Endurance:   +1   = 0 [constitution] + 1 [half level]<br/>    Heal:   +1   = 0 [wisdom] + 1 [half level]<br/>    History:   +9   = 1 [intelligence] + 1 [half level] + 2 [Eladrin] +5 [class training]<br/>    Insight:   +6   = 0 [wisdom] + 1 [half level] +5 [class training]<br/>    Intimidate:   +5   = 4 [charisma] + 1 [half level]<br/>    Nature:   +1   = 0 [wisdom] + 1 [half level]<br/>    Perception:   +1   = 0 [wisdom] + 1 [half level]<br/>    Religion:   +2   = 1 [intelligence] + 1 [half level]<br/>    Stealth:   +5   = 4 [dexterity] + 1 [half level]<br/>    Streetwise:   +5   = 4 [charisma] + 1 [half level]<br/>    Thievery:   +5   = 4 [dexterity] + 1 [half level]<br/>Feats:<br/><br/>    Disciple of Freedom [HoFL]   +5 on checks to escape; save at start and end of turn vs immobilized/slowed/restrained<br/>    Superior Will [HoFK]   +2/+3/+4 feat bonus to Will. save at start of turn vs daze/stun even if the effect doesn't normally end on save<br/><br/>At-Will:<br/><br/>    Melee Basic Attack: By weapon, damage 1[W]+0 [standard action]<br/>    Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]<br/>    Bull Rush: +1 [base strength attack] vs fortitude [standard action]<br/>    Grab: +1 [base strength attack] vs reflex [standard action]<br/>    Move grabbed target: +1 [base strength attack] vs fortitude [standard action]<br/>    Escape: +10 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action]<br/>    Eldritch Bolt [Level 1][usable as ranged basic attack]<br/>    Moonfire Blade [Level 1][usable as basic melee attack]<br/>    Second Wind<br/><br/>Encounter Powers:<br/><br/>    Spend an Action Point [free action, not in surprise round]<br/>    Fey Step [Eladrin][move action]<br/>    Well of Light [Level 1]<br/>    Spectral Fade [Level 2 Utility][minor action]<br/><br/>Eladrin<br/><br/>    +2 Dexterity +2 Charisma (already included)<br/>    +2 Arcana, +2 History<br/>    Eladrin Education (already included)<br/>    Eladrin Will (+1 on will defense, +5 vs charms)<br/>    Fey Origin<br/>    Trance<br/>    Fey Step<br/><br/>    Backpack<br/>    Bedroll<br/>    Flint and steel<br/>    Pouch (belt) x1<br/>    Rations (1 day) x10<br/>    Rope (50', hempen) x1<br/>    Sunrods x2<br/>    Waterskins x1<br/>    Thieves' tools<br/>    Wand of Radiance +1<br/><br/>1 POTIONS OF CURE LIGHT WOUNDS<br/>consumable, minor action (or standard if target is unconscious)<br/>Effect: You must spend a surge to regain HP + 2d6. If you are bloodied with no surges, regain 2d6 HP instead.<br/><br/></div></div><br/><br/>In a hidden glade crossing with the feywild is the realm of the Lady of the White Well. Confined to her magical glade, the otherwordly beauty was born from the union of a goddess and a fey knight. She spends her days in her court here attended to by her handmaidens, watching over the nearby lands through the aid of her servants. When she sensed the corruption set foot in the world in the Shattered Plain, she called her father's sword from the sacred pool of her glade and bestowed it on her most trusted handmaiden, along with a portion of her power to investigate and prevent the unnatural force from spreading.<br/>Zynna is a graceful and smart high elf with a command of both magic and the enchanted blade granted by her mistress. She is a noble soul who dedicated her life to her lady and cares little for affairs that have nothing to do with her court, unless the Lady of the White Well takes interest in them. She will strive for results and spare little time on those who have no significance to her.<br/>Kinks: getting ravished on defeat, dubious consent and exploitation/extortion/blackmail outside of combat, monsters, breeding, mind break.<br/>Turnoffs would be gore, non-sexual torture/pain, scat, watersports, futas and anal sex.<br/>Clothin/armor as HP: yes<br/>tactical combat: preferred if we can keep it moving