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Krischtu Paredes - AI-generated fantasy Character

Krischtu Paredes

Aasimar · Bard (College of Lore) · Level 9 · Outlander

Krischtu Paredes

Krischtu is warm, observant, and irreverent toward authority.
AC12
HP57/57
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 57 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

One musical instrument, lute

Languages

Common,
Celestial

Features

23 features

Action

  • CountercharmLevel 6

    She can use an action to begin a performance that lasts until the end of her next turn. Friendly creatures within 30 feet that can hear her have advantage on saving throws against being frightened or charmed. A creature already frightened or charmed can repeat its saving throw with advantage at the start of its turn.

  • TraitAasimarHealing Hands, as an action she can touch a creature and restore hit points equal to her level, once per long rest.

Bonus action

  • Bardic Inspiration, d8Level 1

    She can inspire another creature through stirring words or music. As a bonus action, a creature within 60 feet that can hear her gains one Bardic Inspiration die, a d8, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw. She can use this feature five times and regains all expended uses after a long rest.

Always on

  • Bardic Inspiration

    When Bonus action

    She can inspire an ally within 60 feet who can hear her, granting a d8 to add to one ability check, attack roll, or saving throw within 10 minutes.

  • Cutting WordsLevel 3

    When Reaction when a creature within 60 feet makes an attack roll, ability check, or damage roll

    She subtracts one Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

  • Radiant Soul

    When Bonus action, once per long rest

    She radiates celestial light, gaining a flying speed of 30 feet for 1 minute. Once on each of her turns, one attack or spell that deals damage deals extra radiant damage equal to her level. The transformation ends early if she dies or becomes incapacitated.

  • SpellcastingLevel 1

    She is a 9th-level bard spellcaster. Her spellcasting ability is Charisma, and she can use a musical instrument as a spellcasting focus. She knows three bard cantrips and twelve bard spells, and can replace one known bard spell whenever she gains a bard level.

  • Jack of All TradesLevel 2

    She can add half her proficiency bonus, rounded down, to any ability check that does not already include her proficiency bonus.

  • Song of Rest, d6Level 2

    She can use music or poetry to grant extra vitality during a short rest. If she or friendly creatures who hear her performance regain hit points at the end of the rest by spending Hit Dice, each creature regains an extra 1d6 hit points.

  • Bonus ProficienciesLevel 3

    She gains proficiency in three skills of her choice: Arcana, History, and Perception.

  • ExpertiseLevel 3

    She gains expertise in two proficient skills, Persuasion and Perception. Her proficiency bonus is doubled for ability checks using either skill.

  • Bard College, College of LoreLevel 3

    She chooses the College of Lore, becoming practiced in turning knowledge, humor, and cutting observations into battlefield advantages.

  • Ability Score ImprovementLevel 4

    She increases one ability score by 2, raising Strength from 15 to 15 after species adjustments are accounted for and using the improvement to raise Charisma from 8 to 10 before species adjustments. Her final scores already include all species bonuses.

  • Font of InspirationLevel 5

    She regains all expended uses of Bardic Inspiration when she finishes a short or long rest.

  • Additional Magical SecretsLevel 6

    She learns two spells from any class, including spells of a level she can cast. These spells count as bard spells for her. She has chosen Counterspell and Revivify.

  • Ability Score ImprovementLevel 8

    She increases her Wisdom score by 2, raising it from 10 to 11 after the aasimar bonus is applied.

  • Bard AdvancementLevel 9

    Her Bardic Inspiration die remains a d8, and her bard spellcasting and College of Lore features continue to improve as shown above.

  • TraitAasimarDarkvision out to 60 feet.
  • TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
  • TraitAasimarLight Bearer, she knows the Light cantrip, using Charisma as her spellcasting ability.
  • TraitAasimarRadiant Soul, once per long rest she can transform for 1 minute, gaining a 30-foot flying speed and dealing extra radiant damage equal to her level once on each of her turns when she deals damage with an attack or spell.
  • TraitAasimarCelestial Legacy, she can speak, read, and write Celestial in addition to Common.
  • WandererOutlander

    She has an excellent memory for maps, terrain, weather, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources. She can also recall the general layout of terrain, settlements, and other features around places she has traveled.

Spells

14 spells

Spellcasting. Krischtu Paredes casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , ,

2nd level (3 slots): ,

3rd level (3 slots): , , ,

4th level (3 slots):

5th level (1 slot):

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed sword used for both defense and theatrical flourishes.
  • Dagger
    A simple backup blade kept in an inside boot sheath.

Armor

  • Leather Armor
    Light protective armor reinforced with boiled leather plates.

Tools

  • Lute
    A well-traveled lute with a cedar body and repaired bridge.

Gear

  • Diplomat's Pack
    A compact traveling pack containing maps, writing materials, clothing, and provisions suitable for diplomatic travel.
  • Staff
    A sturdy walking staff used on mountain trails and in camp rituals.
  • Hunting Trap
    A metal snare used to catch small game and deter pursuers.
  • Trophy from a slain animal
    A small carved bone pendant taken from a memorable wilderness journey.
  • Traveler's Clothes
    Hard-wearing clothes suited to cold passes, wet roads, and long travel.

Purse

  • 10×
    Gold Pieces
    Coins saved from performances, escort work, and odd jobs on the road.

Appearance

A tall, broad-shouldered aasimar woman with warm brown skin, close-cropped black curls, and pale gold eyes that brighten when she invokes her celestial heritage. Her clothing is practical, layered travel wear beneath a weathered leather cuirass, with bright woven Andean patterns worked into her sash and instrument strap. She speaks in a low, resonant contralto. When calm, her breathing is slow and measured, but when angered or frightened she draws breath in a sharp, audible hitch before her voice becomes unnaturally clear and carrying. She smells faintly of cedar smoke, crushed mountain herbs, and old wool, a scent she assumes everyone shares after years on the road.

Mannerisms

She taps the heel of her staff in complex rhythms while thinking and unconsciously harmonizes with nearby birds, creaking doors, and wagon wheels. Before making a dangerous promise, she exhales slowly through her nose and touches two fingers to her lute strap.

Personality

Krischtu is warm, observant, and irreverent toward authority. She treats strangers as fellow travelers until they prove otherwise, remembers the names of animals before she remembers the names of nobles, and uses humor to keep fear from gaining a foothold. She is patient with honest ignorance but merciless toward cruelty disguised as tradition.

Ideals

Freedom. No road, ruler, prophecy, or celestial command has the right to decide where a person belongs. People must be allowed to choose their own direction, even when the choice is difficult or foolish.

Bonds

She carries the cracked wooden flute of her first teacher and will risk almost anything to recover the scattered songs of her homeland. She has sworn to protect isolated travelers, refugees, and communities ignored by lords who never leave their paved roads.

Flaws

She cannot resist correcting a bad map, a false historical claim, or a song sung out of tune, even when silence would be safer. She also mistakes endurance for virtue and tends to keep moving long after her body and companions have reached their limits.

Quirks

She names every pack animal and remembers its preferred pace.
She collects unusual buttons, buckles, and bits of trail gear from places she visits.
She whistles softly whenever she is lying by omission.
She sleeps with one hand resting on her lute case.
She refuses to call a place remote if someone lives there.

Background

Krischtu was born beneath a sky split by green lightning, during a storm her mother swore had no thunder. The village elders took the child’s luminous eyes and strange dreams as signs that some distant celestial ancestor had remembered the family. Krischtu grew up among mule trails, high passes, and wind-cut valleys, learning to read weather from the smell of stone and to navigate by stars that seemed to lean toward her. Her closest companion was an old trail singer who taught her that a song was not merely entertainment. It was a way to keep frightened travelers walking, to preserve the names of the dead, and to make a promise loud enough for the mountains to hear.

“The village elders took the child’s luminous eyes and strange dreams as signs that some distant celestial ancestor had remembered the family.”
From their backstory
Background
Outlander

Connections

Species

Aasimar

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