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  • Darkvision: Tieflings can see exceptionally well in the dark.
  • Fire Resistance: While not completely immune, tieflings are generally more resistent to fire than other creatures.
  • Sense of Direction: As a navigator, Klaudia knows how to read the sun and stars. Provided she has a clear view of the sky (and some familiarity with the stars), it's nearly impossible for her to get lost.
  • Boatswain: As her crew's boatswain, Klaudia has a lot of structural knowledge of boats, allowing her to understand how much damage they can sustain and how to repair them.
  • Magical Tinkering: Using her tools, Klaudia can instill minor magical effects into small mundane items. The effects include the following:
    • The object casts a small amount of light about 10 feet around itself.
    • When tapped, the object emits a short recorded message.
    • The object continuously emits odor or a nonverbal sound that can be hear about 10 feet away.
    • A static visual effect appears on the object, which can include a picture, up to 25 words, and/or lines and shapes.
  • Right Tool for the Job: Klaudia can create non-magical tools with magic. It takes her about an hour, and she can only have one in existence at a time. If she makes another, the previous one disappears.
  • Spells: Klaudia can cast a variety of spells. She only has a few of them on hand at a time, but she can prepare new ones every morning. Her possibilities include the following, while the ones she typically has prepared are marked with an asterisk:
    • Mage Hand*: Creates a spectral hand that can lift/carry small objects.
    • Frostbite*: Causes a numbing frost to form on the enemy, causing injury and impairing movements.
    • Mending*: Repairs small breaks and tears in an object, no larger than 1 foot in diameter.
    • Absorb Elements: Captures incoming elemental energy, lessening it's effect and storing it to be used during an attack.
    • Alarm: Creates an area that is magically warded to produce either a audible or mental sounds of bells when someone unwelcome enters it.
    • Catapult*: Flings a small object a large distance, causing injury if it hits someone.
    • Cure Wounds: Heals physical injuries
    • Detect Magic*: Senses the presence of magic around her and identifies the type of magic, if she knows of it.
    • Disguise Self: Illusion magic that makes her look different. The illusion can add or reduce height, change body type or other physical characteristics, and even visualize clothing. However, since it is an illusion, the disguise doesn't hold up to physical inspection. For instance, if she used this spell to vanish her horns and create a hat isntead, a person's hand would pass through the hat, but would still bump into her horns.
    • Expeditious Retreat: Allows her to run twice as fast for about ten minutes.
    • Faerie Fire*: Outlines all creatures in a moderately sized area with light to make them easier to see and attack.
    • False Life: Bolsters her with necromantic energy, acting as a buffer to injury.
    • Feather Fall: Slows a person's fall for a short time.
    • Grease: Coats an small area in grease, making it difficult to cross without falling.
    • • Identify*:
    • • Jump:
    • • Longstrider:
    • • Purify Food and Drink:
    • • Sanctuary*:
    • • Snare:
    • Burning Hands*: Sends a spray of fire about 15 feet out from her fingertips.
    • • Shield*:
    • Thunderwave*: Uses thunder magic to cause damage and push people away from her. Also makes a really loud sound.
  • Infusions
    • • Returning Weapon
    • • Mind Sharpener
    • • Bag of Holding
    • • Sending Stone
  • Eldritch Cannons
    • • Seraphina
    • • Casimira
    • • Grannus
  • Tool proficiencies
    • • Cartographer's
    • • Navigator's
    • • Thieves'
    • • Tinker's
    • • Water Vehicles
    • • Weaver's
    • • Woodcarver's

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Klaudia