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spikehed

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Everything posted by spikehed

  1.   Amira almost ignored the others' inquiries on her current state, but seemed to realize that would be considered rude.   "I have no desire for rest while a being lurks that could further reduce my abilities."   She remained up through out the entire time the group was resting. She took no meal and drank none of the water supply. One could say that she was the perfect sentry.       Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac Cursed: -4 att / save / skill / ability checks  
  2.   Amira continued to trek on in relative silent. She wondered quietly what manner of thing would be strong enough to level a curse against a being such as herself. The rough terrain held no difficulty for her, either floating over areas she could not evenly step on or passing directly through the obstacles as if they were not there.   Better to keep moving than try to investigate the source of the curse...   When they next stopped to set up camp, she refused to rest. The grim woman shared the watches with the others if they desired, or kept them by herself.       Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac Cursed: -4 att / save / skill / ability checks  
  3.   Amira seemed slightly taken back by having such a vision. How long had it been since she dreamed?   "Something otherworldly caused these visions, either as an attack, or a warning."         Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac Roll Will Save Roll Knowledge: Religion  
  4.   "Four days... does everyone have enough supplies to last them that long?" Amira looked between the group members, especially the large giant-bred, who would, no doubt, require extra food for a trip lasting that long.       Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac  
  5.   "I am Amira." She dipped her head slightly in a courteous manner to the woman who had come from the cave. When she lifted her head from the bow, her eyes studied the new person. Hopefully, this was the one they were searching for.       Character Sheet Amira  Actions Action: Life Sense to see if the person is living or undead.   Active Abilities Motivate Charisma: +6 all cha checks Motivate Care: +1 ac  
  6.   Seeing the subject of her origin and abilities seemingly already forgotten by the others, Amira gladly stood and began to follow the squirrel in silence with the two men.     Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac      
  7. Did we drop the guilds concept since switching over to the new site?
  8.   Amira laughed at the comment, to the point that she had to place a hand over her mouth to regain a bit of composure. "What do you take me for, a wraith or shadow... or maybe a vampire?"   She stooped down to pick up a small rock. There was no difference between her interaction with it than anyone else's.   OOC: Amira appears completely alive and normal, and can interact with material things at will, thanks to her feat choices.     Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac      
  9. Amira touched the helm absently as the hulking man commented on it. "I've had it for a very long time. So long that you might say it's a part of me now."     Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac  
  10. The woman who had introduced herself as Amira made the trek thus far with no struggle. She did not seem fatigued in the slightest. Those that paid any mind to her would also notice that, despite the appearance of heavy armor, there was no sound nor did it slow her movement in any noticeable manner.   Her being seemed to exude an air of nobility and superiority, which gave those in her presence more confidence in their own speaking abilities. Her positioning in the team also lent itself to offering the others better protection from would-be attackers.     Character Sheet Amira  Actions Motivate Charisma: +6 all cha checks Motivate Care: +1 ac Spot  
  11. You could take the Dragontouched feat, if you want to gain access to dragonfire. Marshal 3 nets you a second minor aura, so you can have one for combat and one for social, like motivate dexterity and motivate charisma.   I can't remember if we can advance two prcs simultaneously here, so another good base class would be Paladin. There are several feats and acfs that make it more bard-like.
  12. The woman in heavy armor decorated in skull design spoke once the group had arrived by the river. "I am Amira, a pleasure to meet you all."     Character Sheet Amira
  13. OOC: If we have until Monday, I might think about redoing my character. I jut saw that the LA assignment was allowed and got inspired.
  14. Codex shook her head slightly at the first question and then nodded at the second. "This unit is aware of offensive language but chooses to take no offense to your ignorance as to this unit's construction, which has no 'Off' button, or any other buttons." Character Sheet
  15. Codex tilted her head slightly at the giant's statements. "This unit has full autonomy of action and thought. And moniker is synonymous with name." Character Sheet
  16. A mechanical being, female in stature and body design, walked through the foyer and paused at the board with the note posted. She stood off to the side slightly as the others discussed the note, only interrupting when there was a pause in the conversation. "This unit has been given the moniker of Codex. It would accompany you on this mission, if you so desire." The voice was monotone but not unpleasantly so, the pitch matched the feminine features. The blue eyes appraised both the planar being and the giant for signs of acceptance or distaste. Character Sheet
  17. @Sovereign Sojourn I also have a question regarding character creation, though it isn't part of the initial requirements. If a character takes well-provisioned adventurer as one of their traits, it would give them some items above the monetary threshold. A few examples being Masterwork weapons and Half Plate for the Questing Knight. Would that be allowed?
  18. Korva Alazario "I am the tip of the spear, the outcome of the battle. I am the deciding factor."   Sheet Link https://og.myth-weavers.com/sheet.html#id=2824629 Character Profile Korva Alazario Female Lawful Good Human Rajah / Conscript, Level 3, Init 0, HP 65/65 || Temp 6/65, DR 3/- || Delay 0 / 9, Speed 20 AC 23, Touch 16, Flat-footed 23, CMD 17, Fort 9, Ref 6, Will 7, CMB +5, Base Attack Bonus 3    Fauchard +7 (1d10+4, 18-20 / x2) Sun's Gleam +7 (1d6+4, x2) Abilities Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 18 Condition None  Role The shield and the bandage. A Guardian to protect the weak and keep the strong at their strongest. Korva combines the ability to intercede on an ally's behalf with the power to heal and bolster those that would do the same. Protection comes from her Sphere abilities, while healing comes from the power of Akashic Maneuvers. Appearance Visual: Shoulder length hair of faded sunlight and pale complexion. Sharp features and slight under bite are accented by high cheek bones and strong chin. Consuming steel eyes hold a fierceness that conquers the aloof mannerisms. Her clothing is of the finely tailoring, often muted charcoal tones and leather with an accent of cold metal and bright adornments. Sound: The rustle of the heavy cloak and muffled clank of armor against her body announce her presence. Smell: Sage, weapon oil, and lavender. Gear: A thick and worn traveling cloak with a high collar. Pristine armor with intricate decorations and stalwart adornments. A well-worn and sturdy backpack and high riding boots.   Personality A quiet and reserved demeanor with eternal patience. Korva is slow to speak and slower to trust. Simplicity and efficiency are her monikers, reflecting in her speech and mannerisms. She keeps much of what she feels hidden under a calm and manicured smile. She is driven and thoughtful, often making numerous plans to accomplish a simple action. Despite a simmering calmness, there is little room for error in her world. She dislikes to see mistakes repeated, and has no patience with inefficiency. She becomes quite harsh when his patience is tried in these respects, because she is not naturally in tune with people's feelings, and more than likely doesn't believe that she should tailor her judgments in consideration for others. Korva has difficulty seeing things from outside her own perspective of black and white. In the absence of this awareness, she is often a forceful, intimidating and overbearing individual. Despite her harsh mannerisms, there is always a tender softness when dealing with children.   Background   Abandoned at the doors of the church only days after being born. There was no letter or any clue hinting at where the child came from. When Korva was four, her stewards, Father Mikhal and Sister Therese prevented a horde of rampaging undead and their necromancer master from decimating the village in his quest to gather a shambling army threatening to march on the island of Kortos. Father Mikhal was gravely injured but managed to force the necromancer to retreat after wounding him and purging his creations. Under the firm hand of Sister Therese, Korva harnessed the sorrow and distress of the events into training to battle such evils herself. As a ward of the church, there were no male suitors to interrupt her devotion to the cause. She took Father Mikhal's surname to honor his sacrifice. Her closest friend, Dvhorka, who had traveled as a performer was the one that suggested they join the Pathfinders together. She convinced Korva that it was the best way to learn any news involving the misuse of undead and arcane magics. Their initial trial was to retrieve a magical manuscript from a goblin-invested mansion on the coast of Andoran. They were not prepared to be set upon by unbodied dead. The band of goblins had discovered the book, and activated the trap laid for intruders of the manse. Despite the dread threat, the girls struggled to recover the tome. On their way out, despite Korva's protection, Dvhorka succumb to her wounds. Korva was forced to leave her friend's body and flee for her own life. Once outside the property, she was no longer hounded by the guardians. All but dragging herself into town, she waited for a ship to Absalom to present the treasure they sought. Secrets Known - Korva knows that the necromancer who killed Father Mikhal survived the battle. She believes he fled to lick his wounds and rebuild his power. Korva doggedly tracks any undead attacks in hopes he has dared to venture from his haven again. Unknown - Korva's mother lives. A devoted member of the Empyreal Guardians, she could not simply give up her sworn duty to raise a child. She chose to leave the baby at the doors of the church, knowing that Father Mikhal and Sister Therese would take the child in, no matter the circumstance.   Contacts   Sister Therese was Korva's morale compass during her youth. While initially disapproving of her desire to join the Pathfinders instead of the Church, she is pleased that her discipline and devotion seem to be making a difference for the better. She regularly keeps in contact through written correspondence.  
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