Senta was originally made as one of the possible bodies for The Reborn One but was deemed inadequate as final product. That being said she was clearly extremely intelligent as a vessel and thus was given sentience in order to serve the order. This was 23 years ago and she has since matured into a wizard that can affect time itself. Her body gives her alchemical prowess but this isn't her primary interest, simply an instinct. She feels a need to prove herself because though she may not be perfect for a goddess, she's damn good for a mortal and won't take being treated as a failed experiment. Due to having accidentally caused a forest fire after getting lost in the woods and releasing her fire in a panic. she spends most of her time locked in doors studying


The Story

As one of the experiments under Comedina, Senta was tasked to join a group of individuals to clear out a place known as the Badlands. Here is where they would assist in setting up a base of operations. She alongside Cuviera Galeocerdo, Aaravos, Featherdust,and Jolly Wagglewood were sent through a portal into a dust storm.

They traversed through the dust storm and made their way down into a ruin structure. They came face to face with several constructs that were easily managed thanks to Aarovos and Cuviera. Continuing on their path they came across a group of Unknown hiding. Everyone was deciding whether or not they should kill them or spare them. After Jolly spoke to them, he managed to convince them to leave and allowed them to continue further into the ruins. 

Not much farther in, they were confronted by Saiko who started attacking them. Through swift maneuvers they were able to fend off the weakened deity until Jolly took up arms and struck Senta in retaliation. Aaravos came to her aid and managed to subdue Jolly with ease while Senta tried to hold on for as long as she could. 

The group was able to take Saiko down after Hydra had tried to rescue him and escape. She managed to escape, leaving him behind as the 2nd unit came with the delivery.

Type
Player (North)

Race
Eladrin

Gender
Female

Pronouns
She/Her

Feats

Observant - Feat

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Wizard

Chronurgy Magic - Subclass

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronal Shift

2nd-level Chronurgy Magic feature

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness

2nd-level Chronurgy Magic feature

You can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

6th-level Chronurgy Magic feature

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance

10th-level Chronurgy Magic feature

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.

Convergent Future

14th-level Chronurgy Magic feature

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.