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Sahra Veyr - AI-generated fantasy Character

Sahra Veyr

Elf · Cleric · Level 16 · Kind eyes, strange hair, flowing robes, thin body

Sahra Veyr

Patient, observant, and quietly authoritative.
ACNone
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 23 · normal
AlignmentLawful GoodGenderFemaleAge178 years
STR
DEX
CON
INT
WIS
CHA

Armor

Chainmail, 1 armor, 1 weight,
Shield, +1 armor, 2 weight

Weapons

Warhammer, close, 1 weight,
Mace, close, 1 weight,
Staff, close, two-handed, 1 weight

Languages

Common,
Elvish,
Celestial

Features

32 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee...

    When you attack an enemy in melee, roll+STR. On a 10+, deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range...

    When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, deal your damage. On a 7-9, choose one: move to get the shot, take what you can get, or spend 1 ammo. On a 6-, mark XP and the GM makes a move.

  • Defy Danger

    When When you act despite an imminent threat...

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the appropriate ability. On a 10+, you do what you set out to do. On a 7-9, you stumble, hesitate, or flinch, and the GM offers you a worse outcome, hard bargain, or ugly choice.

  • Defend

    When When you stand in defense of a person, item, or location under attack...

    When you stand in defense of a person, item, or location under attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. While defending, spend hold to redirect an attack to yourself, halve the attack's effect or damage, open the attacker to an ally, or deal damage to the attacker.

  • Spout Lore

    When When you consult your accumulated knowledge about something...

    When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM tells you something interesting and useful about the subject. On a 7-9, the GM tells you something interesting and useful, but it is your choice whether the information is true, or whether you reveal it.

  • Discern Realities

    When When you closely study a person, situation, or location...

    When you closely study a person, situation, or location, roll+WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. The GM answers truthfully. On a 6-, mark XP and the GM makes a move.

  • Parley

    When When you have leverage on a GM character and manipulate them...

    When you have leverage on a GM character and manipulate them, roll+CHA. On a 10+, they do what you ask if you first promise what they demand. On a 7-9, they will do it, but need concrete assurance of your promise right now.

  • Deity

    When When you serve and worship your deity...

    Namar is the Keeper of Open Hands, whose domains are Healing and Restoration, the Downtrodden and Forgotten. The faith teaches the precept of Suffering, requiring its servants to endure pain rather than pass it to the helpless.

  • Divine Guidance

    When When you petition your deity according to your religious precept...

    When you petition your deity according to the precept of your religion, you are granted useful knowledge or a boon related to the deity's domain. The GM tells you what.

  • Turn Undead

    When When you hold your holy symbol aloft and call on your deity for protection...

    When you hold your holy symbol aloft and call on your deity for protection, roll+WIS. On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach. On a 10+, intelligent undead are momentarily dazed and mindless undead flee. Aggression breaks the effect.

  • Commune

    When When you spend uninterrupted time in quiet communion with your deity...

    When you spend uninterrupted time, about an hour, in quiet communion with your deity, lose any spells already granted. You are granted new spells of your choice whose total levels do not exceed your level+1, none higher than your level. Prepare all rotes, which never count against the limit.

  • Cast a Spell

    When When you unleash a spell granted by your deity...

    When you unleash a spell granted by your deity, roll+WIS. On a 10+, the spell is successfully cast and is not revoked. On a 7-9, the spell is cast, but choose one: draw unwanted attention or put yourself in a spot, take -1 ongoing to cast until you commune, or have the spell revoked after casting. On a 6-, mark XP and the GM makes a move.

  • Chosen One

    When When you gain this advanced move...

    Choose one spell. You are granted that spell as if it were one level lower.

  • Invigorate

    When When you heal someone...

    When you heal someone, they take +2 forward to their damage.

  • The Scales of Life and Death

    When When someone takes their last breath in your presence...

    When someone takes their last breath in your presence, they take +1 to the roll.

  • Serenity

    When When you cast a spell while maintaining ongoing spells...

    When you cast a spell, you ignore the first -1 penalty from ongoing spells.

  • First Aid

    When When you prepare your rotes...

    Cure Light Wounds is a rote for you and does not count against your limit of granted spells.

  • Divine Intervention

    When When you commune or when you or an ally takes damage...

    When you commune, gain 1 hold and lose any hold already held. Spend that hold when you or an ally takes damage to call on your deity, who intervenes and negates the damage.

  • Penitent

    When When you take damage and embrace the pain...

    When you take damage and embrace the pain, you may take +1d4 damage ignoring armor. If you do, take +1 forward to cast a spell.

  • Empower

    When When you cast a spell...

    When you cast a spell, on a 10+ you may choose an option from the 7-9 list. If you do, you may also double the spell's effects or double its targets.

  • Orison for Guidance

    When When you sacrifice something of value and pray for guidance...

    When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark XP.

  • Divine Protection

    When When you wear no armor or shield...

    When you wear no armor or shield, you get 2 armor.

  • Devoted Healer

    When When you heal someone else of damage...

    When you heal someone else of damage, add your level to the amount healed.

  • Anointed

    When When you gain this advanced move...

    Requires Chosen One. Choose one additional spell. You are granted that spell as if it were one level lower.

  • Apotheosis

    When When you spend time in prayer appropriate to your deity...

    After your first prayer following this move, permanently gain a physical feature associated with your deity. Sahra bears faint translucent silver markings along her forearms, like open hands made from moonlight.

  • Reaper

    When When you dedicate a victory to your deity and deal with the dead...

    When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.

  • Providence

    When When you cast a spell while maintaining ongoing spells...

    Replaces Serenity. You ignore the -1 penalty from two spells you maintain.

  • The Green Road

    When When you undertake a perilous journey through wilderness...

    When you undertake a perilous journey through wilderness, whatever job you take, you succeed as if you rolled a 10+.

  • Memory of Leaves

    When When you enter an important location with elven history...

    When you enter an important location of elven history, you may ask the GM for one fact from the history of that location.

  • TraitElfElven longevity and graceful bearing
  • TraitElfSensitive to ancient places and old magic
  • TraitElfNaturally attuned to wilderness paths and living things

Spells

12 spells

Spellcasting. Sahra Veyr casts with Wisdom ( to hit with spell attacks).

Cantrips (at will): ,

1st level: , ,

2nd level: ,

3rd level: ,

4th level:

5th level: ,

Gear

7 items

Weapons

  • Warhammer
    Close weapon, 1 weight. Its iron head bears the open-hand sigil of Namar.

Armor

  • Shield
    +1 armor, 2 weight. A tall oval shield faced with pale cedarwood.
  • Chainmail
    1 armor, 1 weight. Riveted chain worn beneath flowing clerical robes.

Gear

  • Dungeon rations
    5 uses, 1 weight. Dried fruit, hard bread, and salt meat.
  • Holy symbol of Namar
    0 weight. A silver palm clasp containing a fragment of temple cedar.
  • Adventuring gear
    1 weight. Rope, chalk, flint, candles, oil, and other ordinary necessities.
  • Load record
    Maximum load is 10, based on STR 10. Current listed load is 10.

Appearance

Kind eyes, strange silver-brown hair worn in a long braid, flowing robes reinforced with leather at the shoulders, and a thin but enduring body. Her palms are broad and callused from years of carrying wounded travelers and gripping a warhammer. Before she speaks, she takes a quiet breath through her nose, as if weighing every word against a sacred scale.

Mannerisms

She pauses before difficult answers, presses two fingers to the silver palm at her throat when praying, and keeps her shield angled toward the person in greatest danger.

Personality

Patient, observant, and quietly authoritative. Sahra offers compassion without indulgence, speaks plainly to the frightened, and becomes startlingly firm when someone abuses power. She believes every person can be restored, but not every person can be trusted.

Ideals

Devotion

Bonds

____ is a good and faithful person, and Sahra trusts them implicitly, even when their methods trouble her. ____ is in constant danger, and she has sworn before Namar's altar to keep them alive. She is quietly working on converting ____ to her faith, not through sermons, but through patient acts of mercy.

Flaws

She mistakes hesitation for moral weakness and can become rigid when a companion refuses a lawful duty. She also carries guilt for every person she could not save, even when the failure was beyond her power.

Quirks

Counts breaths while treating the wounded.
Collects broken clasps and buckles from ruined shrines.
Names every pack animal she travels with.
Writes short prayers in the margins of legal documents.

Background

Sahra was raised among the cedar terraces of Veyrath, where elven monasteries kept records of every treaty, famine, and war that touched the western valleys. She entered the service of Namar, the Keeper of Open Hands, after carrying an injured human child for three days through winter rain. The child survived, but Sahra came to understand that mercy was not softness. It was discipline, endurance, and the willingness to stand between the helpless and whatever wished to consume them. For more than a century she traveled as a healer, judge, and exorcist. She has broken plague cults, negotiated truces between rival shrines, and buried kings who died believing their titles could protect them. Her god now sends her toward a widening silence in the heavens, a wound where prayers vanish before reaching the divine. Sahra believes the breach can be sealed, but only if she gathers companions willing to choose duty when kindness becomes difficult.

“She entered the service of Namar, the Keeper of Open Hands, after carrying an injured human child for three days through winter rain.”
From their backstory
Background
Kind eyes, strange hair, flowing robes, thin body

Connections

Species

Elf

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