In which a closeted transfemme gets an isekai wish set that's way stronger than she thinks, and has to resolve a complex relationship with a divine quest whose ultimate objective she doesn't even know. Hilarity is intended to ensue.
User | Total |
---|---|
NekoIncardine | 63 |
STRength | DEXterity | CONstitution | INTelligence | WISdom | CHArisma | |
Base | +0 | +3 | +1 | +2 | -1 | +6 |
Saving Throw | +0 | +5 | +1 | +2 | -1 | 8 |
Score | 10 | 16 | 12 | 15 | 8 | 23 |
Skills | Tools | Other |
---|---|---|
Acrobatics (Dex) +4 Animal Handling (Wis) +0 Arcana (Int) +4 (Proficient) Athletics (Str) +0 Deception (Cha) +8 (Proficient) History (Int) +3 Insight (Wis) +1 (Proficient) Intimidation (Cha) +6 Investigation (Int) +4 (Proficient) Medicine (Wis) +0 Nature (Int) +3 Perception (Wis) +2 Performance (Cha) +10 (Expertise) Persuasion (Cha) +10 (Expertise) Religion (Int) +3 Sleight of Hand (Dex) +4 Stealth (Dex) +4 Survival (Wis) +0 | Lute (Cha) +8 Flute (Cha) +8 Keyboard (Cha) +8 Card Set (Int) +4 Thieve's Tools (Dex) +5 | Armor: Light Weapons: All Simple and Martial Languages: Common, English, American Sign Language, Tongues |
Item | Weight | Value | Notes |
---|---|---|---|
Rapier | 2 | 25 GP | 1d8 piercing, Finesse |
Entertainer's Pack | ? | 40 GP | Backpack, Bedroll, 2 Costumes, 5 Candles, 5 days of rations, waterskin, disguise kit |
Lute | 2 | 35 GP | The classic instrument for chatting while playing music and leaning on objects |
Leather Armor | 10 | 10 GP | Requires a bit of shapeshifting your chest down to fit in, and it doesn't beat out your natural armor, but if you need to look the part... |
Dagger | 1 | 2 GP | A knife! YES! |
Crowbar | 5 | 2 GP | Useful for opening stuff; grants advantage to Stealth checks where leverage can apply |
Clothes (dark with hood) | 3 | 5 SP | |
Silk Rope | 5 | 10 GP | Rope, has 2 HP and can be burst with a DC 17 Strength check. Sean has certain instructions bookmarked on his computer... |
Grooming Kit | 2 | 1 GP | Essential toiletries - comb, scissors, nail file, sponge, hairbrush, mirror, soap, chewing stick, tooth powder. Not particularly well-used. |
Soap | 1 | .02 GP | Always nice to have handy. |
Longbow | 2 | 50 GP | 1d8 Piercing, requires ammunition, heavy, Range 150 / 600, Two-Handed |
- Quiver with 20 arrows | 2 | 1 GP | |
- | Like 20 | $300 | Oh the fun you will have next time you're up to 'play' with Eira~ |
- Duct Tape (100' roll) | 4 | $10 | |
- Modern Knife | .5 | $15 | Folding utility knife, holds an edge super-well and has a saw edge |
- Swiss Army Tool | .5 | $75 | Many Common Tools In One – even a magnifying glass |
- Some lockpicking bits | 2 | $100 | Not as many as Eira, but easy to multipurpose… |
- Headlamp | .5 | $60 | Functions much like a Hooded Lantern, except no space taken up, and can be dropped to red light. |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Charm Monster | 1 Action | 30 Feet | WIS Save | Attempt to charm one creature in reange (it has advantage if you or your allies are fighting it); on fail, it is charmed by you for 1 hour or until you or your companions do anything harmful to you. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. | V, S |
Detect Evil and Good | 1 Action | 30 feet (5' cube) | N/A | For Concentration (10 minutes), you know if there is an berration, celestial, elemental, fey, fiend, undead, consecrated object/place, or desecrated object/place within 30 feet of you, as well as where the creature/object/place is located. This can see through barriers, except 1' stone, 1' metal, a sheet of lead, or 3' wood/dirt. | V, S |
Detect Thoughts | 1 Action | Self | WIS Save (see text) | For Concentration (1 minute), you can read the thoughts of one creature within 30'. (Doesn't do much for creatures of INT 3 or lower or who don't know any language.) You read target's surface thoughts, and as an action can change your focus target or try to probe deeper (WIS save to resist and it knows you're doing so and can try an Int-vs-your-Cha to force end it as an action); if they fail, you gain insight to their reasoning, emotional state, and something that looms large in their mind; if they succeed, spell ends. Verbal questions can help. Alternatively, can use it to detect thinking creatures you can't see within 30'. 2 feet stone, 2 feet metal, a sheet of lead will stop that. If you do this, you can pivot to focusing their thoughts. | V, S, M |
Suggestion | 1 Action | Self | WIS Save (see text) | Compel one course of action to a creature that isn't immune to charm; the action must sound reasonable. IF they fail the save, they will pursue the course of action to the best of its ability; it can continue for the entire duration. If the activity can be completed in a shorter time; the spell ends when the subject finishes the course of action. Conditions can include trigger conditions; if the spell ends before the trigger is met, the action doesn't happen. | V, M |
Teleport* | 1 Action | Self | N/A | (Unlike normal, Senaz's teleport only works on herself and objects on her person. Don't make me count the 50 pound limit out, please.) Teleport to one selected location - must be known to and on the same plane of existence as you. There is a risk of ending up in the wrong place the less familiar you are with the area (see this chart); "Mishap" results are changed to "Similar Area", or "Similar Area" to "Off Target" for areas with which Senaz is either Very Familiar or Seen Casually; she gets +20 to her d100 roll for areas she has Viewed Once or had a Description of. Damage taken when suffering a mishap is reduced to 1d6, plus one die size per level (max 3d10). | V |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Prestidigitation | 1 Action | 10 Feet | N/A | Up to 3 minor effects for 1 hour each | V, S |
Minor Illusion | 1 Action | 30 feet (5' cube) | N/A | Sound or image for 1 minute, can be countered with Investigation vs. DC | S, M (a bit of fleece) |
Thunderclap | 1 Action | 5' | N/A | Each creature in range (except you) must make a CON save or take 1d6 Thunder damage. The soundwave can be heard within 100'. | S |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Faerie Fire | 1 Action | 60 feet (20' Cube) | DEX Save | Outline objects and creatures in blue/green/violet light - subjects grant advantage when attacked and can't go invisible. Duration Concentration 1 minute | V |
Sleep | 1 Action | 90 feet (20' of a point) | None | Roll 5d8 (+2 per higher level); creatures within range fall unconscious, lowest HP target first, until spell ends or damage or someone uses action to awaken them. | V, S, M (sand, rose petals, or a cricket) |
Unseen Servant | 1 Action (Ritual) | 60 feet | None | Generates a medium force that can do basic tasks on command (STR 2, 1 HP, AC 10) | V, S, M (bit of string/wood) |
Detect Magic | 1 Action (Ritual) | Self (30' sphere) | None | Detect magic sources within range; action to learn its location and school. | V, S |
Illusory Script | 1 Minute (Ritual) | Touch | None | Write message designated people can read, unintelligible to others without true seeing or similar. Untintelligibility lasts 10 days. | S, M (10 GP of ink) |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Heat Metal | 1 Action | 60 feet | It's Complicated | Choose one object and make it glow red hot for Concentration (max 1 minute). Any creature in contact takes 2d8 fire damage; until the spell ends , you can use a bonus action to cause this damage again. This may force the creature to drop the object (Con save to hold on), and if it doesn't drop it, it has disadvantage on attack rolls and ability checks until the start of your next turn. BTW, when it's red hot, that means that, for most metals, it's malleable. | V, S, M (iron and flame) |
STRength | DEXterity | CONstitution | INTelligence | WISdom | CHArisma | |
Base | +3 | +0 | -1 | +2 | +2 | +3 |
Saving Throw | +3 | +0 | -1 | +2 | +4 | +5 |
Score | 16 | 11 | 9 | 14 | 14 | 16 |
Skills | Tools | Other |
---|---|---|
Acrobatics (Dex) +0 Animal Handling (Wis) +2 Arcana (Int) +2 Athletics (Str) +3 Deception (Cha) +3 History (Int) +2 Insight (Wis) +4 Intimidation (Cha) +3 Investigation (Int) +2 Medicine (Wis) +2 Nature (Int) +2 Perception (Wis) +4 Performance (Cha) +3 Persuasion (Cha) +5 Religion (Int) +4 Sleight of Hand (Dex) +0 Stealth (Dex) +0 (DISADVANTAGE) Survival (Wis) +2 | Herbalism Kit (Wis) +2 Smith's Tools (Int) +2 | Armor: Heavy Armor, Medium Armor, Light Armor, Shields Weapons: Martial Weapons, Simple Weapons Languages: Common, Draconic, Compact Standard |
Item | Weight | Value | Notes |
---|---|---|---|
Chain Mail | 55 | 75 | 16 AC, requires 13 STR, Stealth Disadvantage |
Longsword | 3 | 15 | Martial, Versatile, 1d8 Damage |
Shield | 6 | 10 | +2 AC |
- Shield Sconce | .5 | 1 | Metal frame that lets a torch be attached. (Probably would make shield bashing hurt more, too.) |
Javelin (5) | 2 each | .5 each | Simple, Thrown, Range (30/120), 1d6+1 |
Amulet | 1 | 1 | Holy Symbol |
Backpack | 5 | 2 | |
- Bedroll | 7 | 1 | Helen's has an extra layer or two sewn in... |
- Mess Kit | 1 | .2 | |
- Rations (10 days) | 20 | 5 | |
- Tinderbox | 1 | .5 | |
- Torches (10) | 10 | .1 | |
- Canteen | 1 | 2 | Sturdier than a leather water skin; Helen's is steel. |
- Waterproof Bag | .5 | .5 | Tar-sealed bag keeps contents dry against typical rain or up to 10 rounds of complete immersion |
- Tindertwigs (5) | - | 5 | Create a flame faster than flint-and-steel or a magnifying glass and tinder (standard action for a torch) |
- Travel Cake Mix | 2 | .2 | A fairly standard long-lasting quickbread mix; one pound makes one dozen biscuits for example. |
- Waffle Iron | 5 | 1 | Helen's has Solaria's symbol along the center, except with a more textured sun. |
- Stove Can (10 uses) | 1 | 10 | Small can that creates enough heat to cook while only giving off light of a candle. Lasts 5 hours, enough for about 10 meals. |
- Filter Hood | 4 | 10 | A leather hood suitable for avoiding inhalantion hazards; -2 to Perception while wearing, but if the sponges are moist, +2 to saves vs. inhalation hazards |
- Chalkboard | 1 | 2 | Helen wonders if she should've wished for a full Datapad now... |
- Chalk (8) | - | .12 | Four white, and four color - pink, yellow, green, and blue. |
- Grooming Kit | 2 | 1 GP | Essential toiletries - comb, scissors, nail file, sponge, hairbrush, mirror, soap, chewing stick, tooth powder. The last two are likely to be replaced very quickly. |
- Soap | 1 | .02 | More soap. |
- Traveler's Clothes (2 sets) | 8 | 4 GP | Clothing suitable for walking the road when not in full armor. Helen's are specifically thick enoughto be gambesons under her chainmail as well. |
- Religious Formalwear | 4 | 5 GP | Solaria's formalwear is well-crafted, meant to show the value of the kind of divided labor that only well-established civilizations can truly pull off. |
Longbow | 2 | 50 GP | 1d8 Piercing, requires ammunition, heavy, Range 150 / 600, Two-Handed |
- Quiver with 20 arrows | 3 | 1 GP | |
- Modern Knife | .5 | $15 | Folding utility knife, holds an edge super-well and has a saw edge |
- Swiss Army Tool | .5 | $75 | Many Common Tools In One – even a magnifying glass |
- Headband Lamp | .5 | $60 | Functions much like a Hooded Lantern, except no space taken up, and can be dropped to red light. |
- Advanced Medical Supplies | 5 | $250 | All kinds of medical supplies, from gauzes to KT tape. |
- Signalling Whistle | - | $10 | Loud |
- Emergency Blanket | - | $20 | Plastic, oddly warm, freaking tiny |
- Spade with Multitool Edge | 5 | $30 | Senaz isn't sure how good this is, but… |
- Small Hatchet | 5 | $30 | Good for woodcutting and other use |
- Hiking Boots | 6 | $130 | VERY comfy and suited to sliding under Helen's greaves. |
- Modern Underwear | 10 | $130 | So comfy; combined with Hiking Boots, grants Advantage on endurance type checks |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Mending | 1 Minute | Touch | N/A | Repair one break or tear in a touched object (up to 1 foot in any dimension); doesn't restore magic to magic items or constructs | V,S,M |
Spare the Dying | 1 Action | Touch | N/A | Touch one creature at 0 HP, they become stable; no effecct on undead or constructions | V,S |
Sacred Blast | 1 Action | 240 feet | Attack Roll | A beam of divine energy strikes your target for 1d10 damage (if you hit). Add extra beams (at same or different targets) at 5th, 11th, and 17th level. | V,S |
Name | Cast Time | Range | Hit / DC | Effect Summary | Notes |
Compelled Duel | 1 Bonus | 30 feet | WIS Save | Force a duel; target has disadvantage to attack anything other than you, must WIS save to move to a space more than 30' from you. Concentration, 1 minute, you attack another creature, spellcast at an opponent, ally damages or harm-spells it, or if you end your turn more than 30' from target. | V |
Cure Wounds | 1 Action | Touch | N/A | Heal target for 1d8+CHA HP (no effect on undead/constructs) | V,S |
Wrathful Smite | 1 Bonus | Self | WIS Save (see text) | First time you hit a target within Concentration (1 minute), deal +1d6 psychic and target must make a WIS save or be frightened of you for duration (it can take an action to reroll the WIS save) | V |
Healing Word | 1 Bonus | 60 feet | N/A | One creatuer in range gains 1d4+WIS HP (+1d4 per level if higher level slot used); Helen may use this free 1/Long Rest | V |
Searing Smite | 1 Bonus | Self | CON Save (see text) | The next hit with a melee weapon within Concentration (max 1 minute) deals +1d6 Fire damage and sets them on fire - on the start of each the target's turns until the duration, the target must make a save or take another 1d6 fire damage (on success, the spell ends). They or an ally can also put out the flames as an action. | V |
Comprehend Languages | 1 action | Self | N/A | For 1 hour, you can understand the literal meaning of any spoken language you hear, and any written language whose text you touch (though slower than native reading). This does not break secret codes, nor Thieve's Cant. | V, S, M (soot and salt) |
STRength | DEXterity | CONstitution | INTelligence | WISdom | CHArisma | |
Base | -1 | +3 | +0 | +2 | +2 | +1 |
Saving Throw | -1 | +5 | +0 | +4 | +2 | +1 |
Score | 8 | 17 | 10 | 14 | 14 | 12 |
Skills | Tools | Other |
---|---|---|
Autohypnosis (Int) +4 Acrobatics (Dex) +5 Animal Handling (Wis) +1 Arcana (Int) +4 Athletics (Str) -1 Deception (Cha) +1 History (Int) +2 Insight (Wis) +6 Intimidation (Cha) +1 Investigation (Int) +4 Medicine (Wis) +1 Nature (Int) +2 Perception (Wis) +4 Performance (Cha) +1 Persuasion (Cha) +1 Religion (Int) +2 Sleight of Hand (Dex) +3 Stealth (Dex) +7 Survival (Wis) +2 | Thieve's Tools (Int) +4 | Armor: Light Armor Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Languages: Common, Draconic, Compact Standard |
Item | Weight | Value | Notes |
---|---|---|---|
Leather Armor (unequipped) | 10 | 10 GP | AC 11 + Dex; Eira's is thicker and less stiffened than average |
Daggers (4) | 4 | 8 GP | 1d4 Piercing; Finesse, LIght, Thrown (20/60) |
Shortbow | 2 | 25 GP | 1d6 piercing; Ammo-based, Rang 80/320, Two-Handed. |
- Quiver with 20 Arrows | 2 | 1 GP | |
Thieves' Tools | 1 | 25 GP | For breaking traps and locks; well-used. |
Crystal | 1 | 10 GP | A spellcasting focus, also useful for some psionic uses. |
Backpack | 5 | 2 GP | |
Adventurer's Sash | 3 | 20 GP | Six pouches and a satchel make for easy carrying of an entire toolkit. |
- Sack | .5 | .01 GP | |
- Bedroll | 7 | 2 GP | Eira's bedroll has a thicker blanket and a couple extra pillows. |
- Iron Pot | 10 | 2 GP | Better seasoned than the one in Senaz's kitchen... |
- Iron Skillet | 4 | .8 GP | Eira's does not have the popular-for-adventuring hinged handle. It does have better seasoning than the one in Senaz's kitchen, but its feet may make it a bit awkward on the stove... |
- Listening Cone | 1 | .8 GP | Grants advantage to Perception to listen through a closed door or wall when pressed against said door/wall. |
- Magnet | .5 | .5 GP | Hand-sized horseshoe can handle up to 3 pounds of iron, mithral, adamantine, or lobster at a short range; not useful for combat disarming or the like. |
- 50' of twine | - | .1 GP | |
- Common hacksaw (20 rounds) | 1 | 5 GP | Suitable for cutting thin metal (not mithral/adamantine); when used on material softer than iron, doesn't consume rounds. |
- Crowbar | 5 | 2 GP | Grants advantage to Strength checks where leverage is useful; not suitable for use in sandwiches |
- Light Hammer | 2 | 2 GP | Suitable for pounding pitons into a wall; Eira got one reinforced enough to use as a weapon in a pinch (simple melee, 1d4 bludgeoning, light, throwable range 20/60). |
- Silent Piton (4) | 2 | 2 GP | Similar to normal climbing pitons, except it generates less noise when driven into a surface (only 10' from point of impact). |
- Drill | 1 | .5 GP | (Pathfinder makes these cheaer than 3.5's Dungeonscape...) Good for 1-inch-diameter holes. |
- Steel Mirror | 1 | 5 GP | |
- Fake Footprint Shoes | 2 | 5 GP | Leave footprints of a different species (wolf, in Eira's case). Survival check sets DC for others to see through. |
- Iron Vial | 1 | .1 GP | Metal bottle suitable for a potion |
- Wax Key Blank | .5 | 15 | Suitable for making an excellent mold of an item quickly (Sleight of Hand to do surreptitiously) |
- Merchant's Scale | 1 | 2 GP | Good for appraising items that are valued by weight |
- Grooming Kit | 2 | 1 GP | 21st-century grooming equipment is so much better than so many parts of Eira's kit, though Senaz's brush doesn't feel nearly as good on her tail... |
- Soap | 1 | .02 GP | Extra Soap Good |
- Waterskin | 1 | .2 GP | |
- Traveler's Clothes (2 sets) | 8 | 4 GP | |
Chain Shirt | 20 | 50 GP | AC 15 + Dex (Max 2); considered less sexy than the leather, but too functional to complain about too much. Taken from a bandit leader. |
Shortsword | 2 | 10 GP | 1d6 piercing, Finesse, light. Taken from bandits. |
- Modern Lockpicking Supplies | 3 | $150 | Between better steel and precise manufacture, these enhance Thieves' Tools (+1d4 to checks to use them). |
- Trail-Running Shoes | 3 | $130 | Soft enough to enhance some Stealth checks (+1d4) |
- Headband Lamp | .5 | $60 | Functions much like a Hooded Lantern, except no space taken up, and can be dropped to red light. |
- Duct Tape (180' roll) | 4 | $10 | Look, there's an entire series of books about this stuff |
- Modern Water Bottle | .5 | $10 | Holds more water than a waterskin |
- Pocket Trowel | 1 | $25 | A great shovel, but tiny. |
- Nylon Rope (100 feet) | 4 | $10 | Tougher but easier to work than even silk! |
- Hand telescope | 1 | $33 | SO MUCH CHEAPER than 1000 GP local options! |
- Water Filter Kit | 3 | $100 | Good for a couple hundred gallons of river water. Not rated for magical diseases or more extreme pollutants. |
- WD-40 multi-use spray, 2 bottles | 2 | $10 | This stuff's apparently used for all sorts of stuff in hardware shops… |
- Camp Pots and Knives | 6 | $140 | Small pots, knives, a chopping board, and other tools to enhance camp cooking. |
- Modern Clothing | 10 | $70 worth | A cheap but okay-looking sports bra and a couple other pieces. If only Eira could raid a thrift shop or ten… |
Name | PP Cost | Cast Time | Range | Hit / DC | Effect Summary | Notes |
---|---|---|---|---|---|---|
Catfall | 1 | 1 Reaction | Personal | N/A | You treat a fall as ten feet shorter than it actually is, and land on your feet. | Auditory |
Detect Pisonics | 1 | 1 Action | Personal | N/A | See psionic/magic auras around you | Auditory, Visual |
Empty Mind | 1 | 1 Reaction or Action | Personal | N/A | No thoughts, head empty. You gain your Proficiency bonus to Intelligence, Wisdom, and Charisma saves until the start of your next turn. | Auditory |
Skate | 1 | 1 Action | You or 1 creature or 1 object | N/A | Subject can slide along solid ground as if on smooth ice with skates that you're magically awesome at; +15 movement speed (nixed if going up an incline, +15 more if going down); object treated as 1/10th its weight to drag around. | Material, Visual |
Entangling Ectoplasm | 1 | 1 Action | Close | N/A | Attack a creature with a glob of ectoplasmic goo; on hit, target is entangled for 5 rounds (no save) | Material, Visual |
Float | 1 | 1 Action | Personal | N/A | Swim at speed of 10 feet using only the power, or boost a swim speed by 10 feet, for (character level) rounds. | Auditory |
Item | Weight | Value | Notes |
---|---|---|---|
Greataxe (5) | 7 each | 30 GP each | Taken from Orcs on the road |
Javelin (10) | 2 each | 5 SP each | Taken from Orcs on the road |
Item | Weight | Value | Notes |
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should I repost mine? I just used basic google image search results for Olivia and Tharja for Fire Emblem Awakening, easy enough to find and post them again if need be.