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AvalonR

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  1. [FLOATLEFT][IMG2=170]https://i.imgur.com/acxrAbM.png[/IMG2][/FLOATLEFT][U][B][COLOR="Grey"][SIZE="3"][B]Mara - Slave Assassin[/B][/SIZE][/COLOR][/B][/U] [SIZE="1"][B]AC:[/B] 23 [B]| HP:[/B] 63/63 [B]|Class DC:[/B] 21 [B]Fortitude:[/B] +9 [B]| Reflex:[/B] +13 [B]| Will:[/B] +11 [B]| Perception:[/B] +11 [B]Active Effects:[/B] None. [B]Conditions:[/B] None.[/SIZE] Mara - Slave Assassin AC: 23 | HP: 63/63 |Class DC: 21 Fortitude: +9 | Reflex: +13 | Will: +11 | Perception: +11 Active Effects: None. Conditions: None.   "Oh, elves." Mara blinked, unsure of how to deal with this exactly. She could talk to them, but she wasn't good at talking. And also they might not like an outsider like her messing with their lands. Especially more so that she looked like them. Sort of. More than some of the others. Or perhaps the other way around?    Mara wasn't sure. And didn't want to ruin things. She glanced around at the others, quiet and hopeful someone else would do the talking. Like Adair. She was always willing to talk.
  2. [CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Mara - Idle Tool[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/originals/9c/30/af/9c30afb9b66b9e68ba6b447a616f595f.png[/img2] [B][FONT="Times New Roman"][COLOR="Grey"]"Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 4 [B]Class:[/B] Rogue - Thief [b]Archetype:[/b] Poisoner [B]Experience Points:[/B] 0 [B]Background:[/B] Emancipated [B]Deity:[/B] None? [B]Alignment:[/B] Neutral [B]Height:[/B] 4'11" [B]Weight:[/B] 83 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Hair:[/B] White [B]Ancestry:[/B] Human (Half-Elf) [B]Age:[/B] ? [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 10 | +0 [B]DEX:[/B] 19 | +4 [B]CON:[/B] 16 | +3 [B]INT:[/B] 14 | +2 [B]WIS:[/B] 16 | +2 [B]CHA:[/B] 8 | -1 [B]Hit Points:[/B] 63 [B]Armor Class:[/B] 23 [B]Size:[/B] Medium [B]Perception:[/B] +11 • Expert [B]Fortitude:[/B] +9 • Trained [B]Reflex:[/B] +13 • Expert [B]Will:[/B] +11 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?"[/COLOR][/FONT][/B] Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world. She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to. She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment. She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect. She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.[/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"See me. I am me. I want to be me."[/COLOR][/FONT][/B] Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined. This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her. She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her. It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.."[/COLOR][/FONT][/B] How does one rebuild a life when it was destroyed thoroughly from underneath you? Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer. The years of it being beaten out of her. Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely. It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently. Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings. It got her safety, of a sort. Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier. She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart. It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here." Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves. She was free here, by law. Master Tal would disagree. Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her. But to try. One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom. She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work. Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at. "Killing." It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people. It would be interesting to find a way to kill and be happy for it. So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"My path was chosen for me, and yet I walk it all the same."[/COLOR][/FONT][/B] Ancestry: +2 DEX, +2 CON Background: +2 DEX +2 WIS Class:+2 DEX Free: +2 DEX, +2 INT, +2 CON, +2 WIS Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.) [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"It is hard to know what to do with people. They are messy in a way I can't understand."[/COLOR][/FONT][/B] - Nothing here yet[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human[/B]: +2 DEX, +2 CON [B]Heritage:[/B] [ooc=Half-Elf]Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Emanciapted:[/B] +2 DEX +2 WIS Skills: Stealth, Kintargo Lore Skill Feat: Terrain Stalker [r=2,1][B]Class Features[/B] [ooc="[b]Racket: Thief[/b]"]Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.[/ooc] | [ooc="[b]Sneak Attack[/b]"]When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.[/ooc] | [ooc="[b]Surprise Attack[/b]"]You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.[/ooc] | [ooc="[b]Skill Increases[/b]"]Level 2: Expert in Stealth Level 3: Expert in Thievery Level 4: Expert in Acrobats[/ooc] | [ooc="[b]Deny Advantage[/b]"]As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.[/ooc] | [ooc="[b]Gradual Ability Increases[/b]"]Level 2:Wisdom Level 3: Constitution Level 4: Intelligence Level 5: Dex[/ooc] | [ooc="[b]ABP[/b]"]Level 2:Attack Potency +1 Level 3: Skill Increase +1 - Thievery Level 4: +1 Damage Dice Level 5: +1 AC[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmored Defense, Light Armour - Trained [B]Weapons:[/B] Unarmed, simple and martial weapons - Expert [B]Languages:[/B] Common (Taldane), Elvish, Infernal [b]Class:[/B] Trained in Rogue DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +13 • Expert [B]Arcana[/B] +2 • Untrained [B]Athletics[/B] +7 • Trained [B]Crafting[/B] +9 • Trained [B]Deception[/B] +6 • Trained [B]Diplomacy[/B] -1 • Untrained [r=2,1][B]Intimidation[/B] +6 • Trained [B]Occultism[/B] +2 • Untrained [B]Performance[/B] -1 • Untrained [B]Religion[/B] +3 • Untrained [B]Medicine[/B] +10 • Trained [B]Nature[/B] +10 • Trained [r=3,1][B]Society[/B] +9 • Trained [B]Stealth[/B] +13 • Expert [B]Survival[/B] +12 • Expert [B]Thievery[/B] +14 • Expert [B]Lore: Kintargo[/B] +9 • Trained [B]Lore: Underworld[/B] +9 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] BG: [ooc=Terrain Stalker > Rubble]Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.[/ooc] Skill Feat 1: [ooc=Cat Fall]Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.[/ooc] Skill Feat 2: [ooc=Shadow Mark]You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.[/ooc] Skill Feat 3: [ooc=Wary Disarmament]If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.[/ooc] Skill Feat 4: [ooc=Nimble Crawl]You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.[/ooc] Skill Feat 5: [ooc=Slippery Prey]You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.[/ooc] [r=2,1][B]Class Feats:[/B] Rogue 1: [ooc=Trap Finder]You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.[/ooc] Rogue 2: [ooc=Quick Draw]You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.[/ooc] Poisoner 2: [ooc=Poisoner Dedication]You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.[/ooc] Rogue 4: [ooc=Poison Weapon]You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.[/ooc] Poisoner 4: [ooc=Subtle Twist]Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Unconventional Weaponry > Bladed Scarf(Reflavoured as Kusarigama]You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.[/ooc] Ancestry 1: [ooc=Forlorn]Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. (Refluffed as watching the other prisoners die and the horror of slavery.)[/ooc] Ancestry 3: [ooc=Unwavering Mien]Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.[/ooc] Ancestry 5: [ooc=Ancestral Suspicion]Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Refluffed as hating being controlled against her will.)[/ooc] General Feat 3: [ooc=Feather Step]You step carefully and quickly. You can Step into difficult terrain.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]Kusarigama +1 (Scarlet Letter)[/B] +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • [B]Damage[/B] 2d6+4 S [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 9gp 4sp 8cp [b]Bulk:[/b] 3.8 (+2 in backpack) [B][U]Gear[/U][/B] [SIZE="1"]Adventurer's Kit (1) - Backpack - Bedroll - 10x Chalk - Flint and Steel - 50ft Rope - 2 weeks Rations - 5x Torches - Waterskin - Alchemist's Tools (1) - Soap (-) - Repair Kit (1) - Diguise Kit (L) - 2x Caltrops (LL) - Crowbar (L) Thieves' Tools (L)[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Leather Armour(1) 3x Throwing Knife (LLL)[/SIZE] [B][U]Permanent Item Choices:[/U][/B] [SIZE="1"]1. Stiletto Pen (L) 1. Ring of Discretion (-) 2. +1 Kusarigama (1) - Named "Scarlet Letter" [b][u]Infused poison choices:[/b][/u] Giant Centipede Venom x 3[/SIZE][/center]   [CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Mara - Idle Tool[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/originals/9c/30/af/9c30afb9b66b9e68ba6b447a616f595f.png[/img2] [B][FONT="Times New Roman"][COLOR="Grey"]"Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 4 [B]Class:[/B] Rogue - Thief [b]Archetype:[/b] Poisoner [B]Experience Points:[/B] 0 [B]Background:[/B] Emancipated [B]Deity:[/B] None? [B]Alignment:[/B] Neutral [B]Height:[/B] 4'11" [B]Weight:[/B] 83 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Hair:[/B] White [B]Ancestry:[/B] Human (Half-Elf) [B]Age:[/B] ? [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 10 | +0 [B]DEX:[/B] 19 | +4 [B]CON:[/B] 16 | +3 [B]INT:[/B] 14 | +2 [B]WIS:[/B] 16 | +2 [B]CHA:[/B] 8 | -1 [B]Hit Points:[/B] 63 [B]Armor Class:[/B] 23 [B]Size:[/B] Medium [B]Perception:[/B] +11 • Expert [B]Fortitude:[/B] +9 • Trained [B]Reflex:[/B] +13 • Expert [B]Will:[/B] +11 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?"[/COLOR][/FONT][/B] Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world. She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to. She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment. She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect. She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.[/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"See me. I am me. I want to be me."[/COLOR][/FONT][/B] Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined. This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her. She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her. It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.."[/COLOR][/FONT][/B] How does one rebuild a life when it was destroyed thoroughly from underneath you? Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer. The years of it being beaten out of her. Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely. It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently. Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings. It got her safety, of a sort. Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier. She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart. It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here." Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves. She was free here, by law. Master Tal would disagree. Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her. But to try. One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom. She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work. Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at. "Killing." It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people. It would be interesting to find a way to kill and be happy for it. So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"My path was chosen for me, and yet I walk it all the same."[/COLOR][/FONT][/B] Ancestry: +2 DEX, +2 CON Background: +2 DEX +2 WIS Class:+2 DEX Free: +2 DEX, +2 INT, +2 CON, +2 WIS Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.) [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"It is hard to know what to do with people. They are messy in a way I can't understand."[/COLOR][/FONT][/B] - Nothing here yet[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human[/B]: +2 DEX, +2 CON [B]Heritage:[/B] [ooc=Half-Elf]Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Emanciapted:[/B] +2 DEX +2 WIS Skills: Stealth, Kintargo Lore Skill Feat: Terrain Stalker [r=2,1][B]Class Features[/B] [ooc="[b]Racket: Thief[/b]"]Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.[/ooc] | [ooc="[b]Sneak Attack[/b]"]When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.[/ooc] | [ooc="[b]Surprise Attack[/b]"]You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.[/ooc] | [ooc="[b]Skill Increases[/b]"]Level 2: Expert in Stealth Level 3: Expert in Thievery Level 4: Expert in Acrobats[/ooc] | [ooc="[b]Deny Advantage[/b]"]As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.[/ooc] | [ooc="[b]Gradual Ability Increases[/b]"]Level 2:Wisdom Level 3: Constitution Level 4: Intelligence Level 5: Dex[/ooc] | [ooc="[b]ABP[/b]"]Level 2:Attack Potency +1 Level 3: Skill Increase +1 - Thievery Level 4: +1 Damage Dice Level 5: +1 AC[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmored Defense, Light Armour - Trained [B]Weapons:[/B] Unarmed, simple and martial weapons - Expert [B]Languages:[/B] Common (Taldane), Elvish, Infernal [b]Class:[/B] Trained in Rogue DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +13 • Expert [B]Arcana[/B] +2 • Untrained [B]Athletics[/B] +7 • Trained [B]Crafting[/B] +9 • Trained [B]Deception[/B] +6 • Trained [B]Diplomacy[/B] -1 • Untrained [r=2,1][B]Intimidation[/B] +6 • Trained [B]Occultism[/B] +2 • Untrained [B]Performance[/B] -1 • Untrained [B]Religion[/B] +3 • Untrained [B]Medicine[/B] +10 • Trained [B]Nature[/B] +10 • Trained [r=3,1][B]Society[/B] +9 • Trained [B]Stealth[/B] +13 • Expert [B]Survival[/B] +12 • Expert [B]Thievery[/B] +14 • Expert [B]Lore: Kintargo[/B] +9 • Trained [B]Lore: Underworld[/B] +9 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] BG: [ooc=Terrain Stalker > Rubble]Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.[/ooc] Skill Feat 1: [ooc=Cat Fall]Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.[/ooc] Skill Feat 2: [ooc=Shadow Mark]You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.[/ooc] Skill Feat 3: [ooc=Wary Disarmament]If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.[/ooc] Skill Feat 4: [ooc=Nimble Crawl]You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.[/ooc] Skill Feat 5: [ooc=Slippery Prey]You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.[/ooc] [r=2,1][B]Class Feats:[/B] Rogue 1: [ooc=Trap Finder]You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.[/ooc] Rogue 2: [ooc=Quick Draw]You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.[/ooc] Poisoner 2: [ooc=Poisoner Dedication]You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.[/ooc] Rogue 4: [ooc=Poison Weapon]You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.[/ooc] Poisoner 4: [ooc=Subtle Twist]Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Unconventional Weaponry > Bladed Scarf(Reflavoured as Kusarigama]You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.[/ooc] Ancestry 1: [ooc=Forlorn]Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. (Refluffed as watching the other prisoners die and the horror of slavery.)[/ooc] Ancestry 3: [ooc=Unwavering Mien]Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.[/ooc] Ancestry 5: [ooc=Ancestral Suspicion]Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Refluffed as hating being controlled against her will.)[/ooc] General Feat 3: [ooc=Feather Step]You step carefully and quickly. You can Step into difficult terrain.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]Kusarigama +1 (Scarlet Letter)[/B] +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • [B]Damage[/B] 2d6+4 S [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 9gp 4sp 8cp [b]Bulk:[/b] 3.8 (+2 in backpack) [B][U]Gear[/U][/B] [SIZE="1"]Adventurer's Kit (1) - Backpack - Bedroll - 10x Chalk - Flint and Steel - 50ft Rope - 2 weeks Rations - 5x Torches - Waterskin - Alchemist's Tools (1) - Soap (-) - Repair Kit (1) - Diguise Kit (L) - 2x Caltrops (LL) - Crowbar (L) Thieves' Tools (L)[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Leather Armour(1) 3x Throwing Knife (LLL)[/SIZE] [B][U]Permanent Item Choices:[/U][/B] [SIZE="1"]1. Stiletto Pen (L) 1. Ring of Discretion (-) 2. +1 Kusarigama (1) - Named "Scarlet Letter" [b][u]Infused poison choices:[/u][/b] Giant Centipede Venom x 3[/SIZE][/center] Mara - Idle Tool "Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it." Level: 4 Class: Rogue - Thief Archetype: Poisoner Experience Points: 0 Background: Emancipated Deity: None? Alignment: Neutral Height: 4'11" Weight: 83 lbs Eyes: Brown Skin: Pale Hair: White Ancestry: Human (Half-Elf) Age: ?   Abilities Ability | Modifier STR: 10 | +0 DEX: 19 | +4 CON: 16 | +3 INT: 14 | +2 WIS: 16 | +2 CHA: 8 | -1 Hit Points: 63 Armor Class: 23 Size: Medium Perception: +11 • Expert Fortitude: +9 • Trained Reflex: +13 • Expert Will: +11 • Expert Speed: 25 ft   Personality   "Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?" Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world. She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to. She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment. She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect. She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.   | Appearance   "See me. I am me. I want to be me." Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined. This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her. She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her. It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.   | Background   "A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.." How does one rebuild a life when it was destroyed thoroughly from underneath you? Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer. The years of it being beaten out of her. Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely. It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently. Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings. It got her safety, of a sort. Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier. She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart. It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here." Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves. She was free here, by law. Master Tal would disagree. Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her. But to try. One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom. She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work. Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at. "Killing." It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people. It would be interesting to find a way to kill and be happy for it. So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.   | Notes   "My path was chosen for me, and yet I walk it all the same." Ancestry: +2 DEX, +2 CON Background: +2 DEX +2 WIS Class:+2 DEX Free: +2 DEX, +2 INT, +2 CON, +2 WIS Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.)   | Relationships   "It is hard to know what to do with people. They are messy in a way I can't understand." - Nothing here yet     Ancestry Human : +2 DEX, +2 CON Heritage: Half-ElfEither one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat. Background Emanciapted: +2 DEX +2 WIS Skills: Stealth, Kintargo Lore Skill Feat: Terrain Stalker   Class Features Racket: Thief Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery. | Sneak Attack When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. | Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. | Skill Increases Level 2: Expert in Stealth Level 3: Expert in Thievery Level 4: Expert in Acrobats | Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. | Gradual Ability Increases Level 2:Wisdom Level 3: Constitution Level 4: Intelligence Level 5: Dex | ABP Level 2:Attack Potency +1 Level 3: Skill Increase +1 - Thievery Level 4: +1 Damage Dice Level 5: +1 AC   Proficiencies Armor: Unarmored Defense, Light Armour - Trained Weapons: Unarmed, simple and martial weapons - Expert Languages: Common (Taldane), Elvish, Infernal Class: Trained in Rogue DCs   Skills Acrobatics +13 • Expert Arcana +2 • Untrained Athletics +7 • Trained Crafting +9 • Trained Deception +6 • Trained Diplomacy -1 • Untrained Intimidation +6 • Trained Occultism +2 • Untrained Performance -1 • Untrained Religion +3 • Untrained Medicine +10 • Trained Nature +10 • Trained Society +9 • Trained Stealth +13 • Expert Survival +12 • Expert Thievery +14 • Expert Lore: Kintargo +9 • Trained Lore: Underworld +9 • Trained Feats Skill Feats: BG: Terrain Stalker > RubbleSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard. Skill Feat 1: Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Skill Feat 2: Shadow MarkYou have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak. Skill Feat 3: Wary DisarmamentIf you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. Skill Feat 4: Nimble CrawlYou can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone. Skill Feat 5: Slippery PreyYou're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.   Class Feats: Rogue 1: Trap FinderYou have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. Rogue 2: Quick DrawYou draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. Poisoner 2: Poisoner DedicationYou make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. Rogue 4: Poison WeaponYou apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. Poisoner 4: Subtle TwistRequirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.   Ancestry & General Feats: Ancestry 1: Unconventional Weaponry > Bladed Scarf(Reflavoured as KusarigamaYou've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. Ancestry 1: ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. (Refluffed as watching the other prisoners die and the horror of slavery.) Ancestry 3: Unwavering MienYour mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious. Ancestry 5: Ancestral SuspicionLong-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Refluffed as hating being controlled against her will.) General Feat 3: Feather StepYou step carefully and quickly. You can Step into difficult terrain. Attacks Kusarigama +1 (Scarlet Letter) +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • Damage 2d6+4 S   Inventory Money: 9gp 4sp 8cp Bulk: 3.8 (+2 in backpack) Gear Adventurer's Kit (1) - Backpack - Bedroll - 10x Chalk - Flint and Steel - 50ft Rope - 2 weeks Rations - 5x Torches - Waterskin - Alchemist's Tools (1) - Soap (-) - Repair Kit (1) - Diguise Kit (L) - 2x Caltrops (LL) - Crowbar (L) Thieves' Tools (L) Arms and Armor Leather Armour(1) 3x Throwing Knife (LLL) Permanent Item Choices: 1. Stiletto Pen (L) 1. Ring of Discretion (-) 2. +1 Kusarigama (1) - Named "Scarlet Letter" Infused poison choices: Giant Centipede Venom x 3  
  3. [CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Tetrika Assullia von Krevikas[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/736x/c4/be/b9/c4beb9eb38994fd82a5d2fa3260f046c.jpg[/img2] [B][FONT="Times New Roman"][COLOR="Indigo"]"Knowledge is power. The statement is wrong, but it manages to capture an essence of truth. Like many things, that will suffice."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 1 [B]Class:[/B] Inventor [b]Archetype:[/b] Eldritch Researcher [B]Background:[/B] Teacher's Pet [B]Deity:[/B] Lorrimer? Maybe [B]Alignment:[/B] Neutral [B]Height:[/B] 5'4" [B]Weight:[/B] 108 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Ancestry:[/B] Human (Ifrit) [B]Age:[/B] 24 [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 16 | +3 [B]DEX:[/B] 12 | +1 [B]CON:[/B] 14 | +2 [B]INT:[/B] 16 | +3 [B]WIS:[/B] 10 | +0 [B]CHA:[/B] 10 | +0 [B]Hit Points:[/B] 18 [B]Armor Class:[/B] 18 [B]Size:[/B] Medium [B]Perception:[/B] +3 • Trained [B]Fortitude:[/B] +7 • Expert [B]Reflex:[/B] +4 • Trained [B]Will:[/B] +5 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"I am a bearer of my family's name, and I shall bear it proudly. Even if you hate a task put in front of you, you must persist."[/COLOR][/FONT][/B] Most would expect an intelligent representative of a noble family to be uptight. One would find themselves quite incorrect with Tetrika. She has been noble bred and there is a little subconscious snobby attitude that comes with that, but beyond that hereditary superiority, there is a genuine person. Someone fascinated with magic, whose very life revolves around her obsession to understand the arcane. Whose obsessions centred less around the use of magic in the open, but how to apply it to physical objects. Whose addiction to progress left all other concerns in the back of her mind. She also cares about the people around her, although it sometimes is distracted by her intellectual curiosity, don't let her detached attitude fool you. She cares too much, too quickly. A soft spot for anyone with shared interest or experience and a lack of general knowledge leaves her vulnerable if anyone were to pierce the crafted social shell. Though perhaps to her luck, no one has that hasn't also found her obsessions off-putting. Above all that is a stubborn streak that stretches a mile wide, and an inability to see "no" as a correct answer to a question. [/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"I believe appearances can be deceiving. Understanding something requires more than a look."[/COLOR][/FONT][/B] Graceful, if a little unwieldy, Tetrika is a deceptive first glance. What appears to be a somewhat slender figure hides muscles and strength behind armour and form-fitting noble clothes. She is very easy to misjudge for this reason, although her actual strength is hard to deny once seen in action. Tetrika moves with the careful grace of a person born to nobility, another mark of deception as it makes people underestimate her. She doesn't fend in social circles as well as one would imagine, but instead prefers to utilise her deceptive apparition to dissuade any attacks of that vector. It is when she discards the trappings of nobility that her normal motion comes out, a juttering of sharp movements that rarely cohesively put together, a motion that changes its mind mid-swing. It is not that she is unco-ordinated in movement, no, she instead finds herself changing her mind constantly and that war of thoughts is visible in the way she moves when unrestrained.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"Boredom is death, fascination is life. I will choose life every time. Even knowing where it leads me."[/COLOR][/FONT][/B] People are often born to the wrong destiny. Tetrika would certainly say such. She was born bearing the gilded spoon of a noble. Bred to perfection and raised in grace, the von Krevikas noble line would back her every moment. She was to be their flower, their intelligent, adept, skillful, dangerous flower. Tetrika did that. But she did not find joy in such a youth. She did not find joy in her trainings. In fact, it was possible she would have never known joy if not for the fateful night. She went to an academy, of course as is due to her station, and she learnt voractiously. It was not joy to her, but it was a distraction. She turned down suitors as needed, it was another distraction. She had turned down one too many and the man caused a scene. Tetrika didn't care for it and left the social gathering. IT was a ... student meet and greet, she thinks. If you asked her now she couldn't remember the event, nor even which other noble hosted it. Normally important information, but it was all meaningless to her. Next to what happened after. Having left early, she stumbled on a man, not a student but a professor of sorts. He wasn't even there for more than a day, but she ran into him anyway. She wasn't even, originally, to take his lecture. It wasn't strictly in her fields of 'interest'. But Lorrimor was no normal man. Within hours they found themselves discussing, and the old adventurer found an eager student to his teachings. It wasn't that day she found her true love, but that was the first day she felt true joy. It was much later that theoretical Arcane happened to come up in conversation. It was like stumbling across a jewel, a gemstone. Uncut, raw, but beautiful. Tetrika had never felt so alive. And Lorrimor certainly found himself enamoured with this new student, her capacity for learning constantly impressing him. He couldn't stay around always, of course, as she was not the [I]only[/I] student of his. But he returned. Again and again. Discussing her progress, even as she grew beyond his knowledge in some areas. Improving, even as she started to build her own way. She would have been stopped usually. But Lorrimor wasn't the average man to have lured Tetrika from her path. Even her family couldn't find true justification to dissuade her. So instead they supported her, hoping that this would be a new path and they could reap the rewards, or she would realise her folly and return to her way. Instead she made arcane armour, gold plated, linked to her own abilities in ways others had never expected. It was, theoretically, a breakthrough. At the same time it functioned no better than traditional enchantments. But the possibility was curious. It would have continued but for one tragic piece of news. Her teacher. Her mentor. The one who had inspired this path... Gone. In memory of what he had done for her, Tetrika took her golden armour off its shelf. Intent on finding out how she could truly honour the man that had given her hope for her life.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"Tell my story, if you would. It is not so happy as one might believe."[/COLOR][/FONT][/B] Ancestry: +2 STR +2 CON Background: +2 INT +2 STR Class: +2 INT Free: +2 INT, +2 STR, +2 CON, +2 DEX [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"The knowing of people to some is more important than who you are as a person."[/COLOR][/FONT][/B] Unknown[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human (Ifrit)[/B]: +2 STR +2 CON [B]Heritage:[/B] [ooc=Ifrit Blood]You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Teacher's Pet:[/B] +2 INT +2 STR Skills: Society, Academia Lore Feat: Additional Lore - Library Lore [r=2,1][B]Class and Racial Features[/B] [ooc="[b]Armor Innovation[/b]"] Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access). Table 2-2: Innovation Armor Statistics Medium Armor AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits Power suit +4 +1 -2 -5 feet 16 2 composite — Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor.[/ooc] | [ooc="[b]Metallic Reactance[/b]"]The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.[/ooc] | [ooc="[b]Overdrive[/b]"]You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat. Overdrive Inventor Manipulate Source Guns & Gears pg. 16 Frequency once per round Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.[/ooc] | [ooc="[B]Explode![/B]"]Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode. Explode Fire Inventor Manipulate Unstable Source Guns & Gears pg. 19 You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.[/ooc] | [ooc="[B]Peerless Inventor[/B]"]You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.[/ooc] | [ooc="[B]Shield Block[/B]"]You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmoured, Light, Medium - Trained [B]Weapons:[/B] Simple, Unarmed, Martial - Trained [B]Languages:[/B] Common, +4 [b]Class:[/B] Trained in Inventor Class DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +4 • Trained [B]Arcana[/B] +6 • Trained [B]Athletics[/B] +3 • Untrained [B]Crafting[/B] +6 • Trained [B]Deception[/B] +3 • Trained [B]Diplomacy[/B] +3 • Trained [r=2,1][B]Intimidation[/B] +0 • Untrained [B]Occultism[/B] +6 • Trained [B]Performance[/B] +0 • Untrained [B]Religion[/B] +0 • Untrained [B]Medicine[/B] +0 • Untrained [B]Nature[/B] +3 • Untrained [r=3,1][B]Society[/B] +6 • Trained [B]Stealth[/B] +1 • Untrained [B]Survival[/B] +0 • Untrained [B]Thievery[/B] +1 • Untrained [B]Lore: Academia[/B] +6 • Trained [B]Lore: Libraries[/B] +6 • Trained [B]Lore: Outer Planes[/B] +6 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] Background: [ooc=Additional Lore]You gain Trained in one additional Lore Skill[/ooc] Class Basic: [ooc=Inventor]You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.[/ooc] [r=2,1][B]Class Feats:[/B] Inventor 1: [ooc=Tamper]You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Inner Fire]You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.[/ooc] Ancestry 1:[ooc=Ember's Eyes]Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]?[/B] +? • Trained 2 • ? • [B]Damage[/B] ?d? [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 15gp [b]Bulk:[/b] 0 [B][U]Gear[/U][/B] [SIZE="1"]TBD[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]TBD[/SIZE][/center] Tetrika Assullia von Krevikas "Knowledge is power. The statement is wrong, but it manages to capture an essence of truth. Like many things, that will suffice." Level: 1 Class: Inventor Archetype: Eldritch Researcher Background: Teacher's Pet Deity: Lorrimer? Maybe Alignment: Neutral Height: 5'4" Weight: 108 lbs Eyes: Brown Skin: Pale Ancestry: Human (Ifrit) Age: 24   Abilities Ability | Modifier STR: 16 | +3 DEX: 12 | +1 CON: 14 | +2 INT: 16 | +3 WIS: 10 | +0 CHA: 10 | +0 Hit Points: 18 Armor Class: 18 Size: Medium Perception: +3 • Trained Fortitude: +7 • Expert Reflex: +4 • Trained Will: +5 • Expert Speed: 25 ft   Personality   "I am a bearer of my family's name, and I shall bear it proudly. Even if you hate a task put in front of you, you must persist." Most would expect an intelligent representative of a noble family to be uptight. One would find themselves quite incorrect with Tetrika. She has been noble bred and there is a little subconscious snobby attitude that comes with that, but beyond that hereditary superiority, there is a genuine person. Someone fascinated with magic, whose very life revolves around her obsession to understand the arcane. Whose obsessions centred less around the use of magic in the open, but how to apply it to physical objects. Whose addiction to progress left all other concerns in the back of her mind. She also cares about the people around her, although it sometimes is distracted by her intellectual curiosity, don't let her detached attitude fool you. She cares too much, too quickly. A soft spot for anyone with shared interest or experience and a lack of general knowledge leaves her vulnerable if anyone were to pierce the crafted social shell. Though perhaps to her luck, no one has that hasn't also found her obsessions off-putting. Above all that is a stubborn streak that stretches a mile wide, and an inability to see "no" as a correct answer to a question.   | Appearance   "I believe appearances can be deceiving. Understanding something requires more than a look." Graceful, if a little unwieldy, Tetrika is a deceptive first glance. What appears to be a somewhat slender figure hides muscles and strength behind armour and form-fitting noble clothes. She is very easy to misjudge for this reason, although her actual strength is hard to deny once seen in action. Tetrika moves with the careful grace of a person born to nobility, another mark of deception as it makes people underestimate her. She doesn't fend in social circles as well as one would imagine, but instead prefers to utilise her deceptive apparition to dissuade any attacks of that vector. It is when she discards the trappings of nobility that her normal motion comes out, a juttering of sharp movements that rarely cohesively put together, a motion that changes its mind mid-swing. It is not that she is unco-ordinated in movement, no, she instead finds herself changing her mind constantly and that war of thoughts is visible in the way she moves when unrestrained.   | Background   "Boredom is death, fascination is life. I will choose life every time. Even knowing where it leads me." People are often born to the wrong destiny. Tetrika would certainly say such. She was born bearing the gilded spoon of a noble. Bred to perfection and raised in grace, the von Krevikas noble line would back her every moment. She was to be their flower, their intelligent, adept, skillful, dangerous flower. Tetrika did that. But she did not find joy in such a youth. She did not find joy in her trainings. In fact, it was possible she would have never known joy if not for the fateful night. She went to an academy, of course as is due to her station, and she learnt voractiously. It was not joy to her, but it was a distraction. She turned down suitors as needed, it was another distraction. She had turned down one too many and the man caused a scene. Tetrika didn't care for it and left the social gathering. IT was a ... student meet and greet, she thinks. If you asked her now she couldn't remember the event, nor even which other noble hosted it. Normally important information, but it was all meaningless to her. Next to what happened after. Having left early, she stumbled on a man, not a student but a professor of sorts. He wasn't even there for more than a day, but she ran into him anyway. She wasn't even, originally, to take his lecture. It wasn't strictly in her fields of 'interest'. But Lorrimor was no normal man. Within hours they found themselves discussing, and the old adventurer found an eager student to his teachings. It wasn't that day she found her true love, but that was the first day she felt true joy. It was much later that theoretical Arcane happened to come up in conversation. It was like stumbling across a jewel, a gemstone. Uncut, raw, but beautiful. Tetrika had never felt so alive. And Lorrimor certainly found himself enamoured with this new student, her capacity for learning constantly impressing him. He couldn't stay around always, of course, as she was not the only student of his. But he returned. Again and again. Discussing her progress, even as she grew beyond his knowledge in some areas. Improving, even as she started to build her own way. She would have been stopped usually. But Lorrimor wasn't the average man to have lured Tetrika from her path. Even her family couldn't find true justification to dissuade her. So instead they supported her, hoping that this would be a new path and they could reap the rewards, or she would realise her folly and return to her way. Instead she made arcane armour, gold plated, linked to her own abilities in ways others had never expected. It was, theoretically, a breakthrough. At the same time it functioned no better than traditional enchantments. But the possibility was curious. It would have continued but for one tragic piece of news. Her teacher. Her mentor. The one who had inspired this path... Gone. In memory of what he had done for her, Tetrika took her golden armour off its shelf. Intent on finding out how she could truly honour the man that had given her hope for her life.   | Notes   "Tell my story, if you would. It is not so happy as one might believe." Ancestry: +2 STR +2 CON Background: +2 INT +2 STR Class: +2 INT Free: +2 INT, +2 STR, +2 CON, +2 DEX     | Relationships   "The knowing of people to some is more important than who you are as a person." Unknown     Ancestry Human (Ifrit) : +2 STR +2 CON Heritage: Ifrit BloodYou descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat. Background Teacher's Pet: +2 INT +2 STR Skills: Society, Academia Lore Feat: Additional Lore - Library Lore   Class and Racial Features Armor Innovation Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access). Table 2-2: Innovation Armor Statistics Medium Armor AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits Power suit +4 +1 -2 -5 feet 16 2 composite — Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor. | Metallic Reactance The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2. | Overdrive You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat. Overdrive Inventor Manipulate Source Guns & Gears pg. 16 Frequency once per round Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure. | Explode! Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode. Explode Fire Inventor Manipulate Unstable Source Guns & Gears pg. 19 You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation. | Peerless Inventor You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites. | Shield Block You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.   Proficiencies Armor: Unarmoured, Light, Medium - Trained Weapons: Simple, Unarmed, Martial - Trained Languages: Common, +4 Class: Trained in Inventor Class DCs   Skills Acrobatics +4 • Trained Arcana +6 • Trained Athletics +3 • Untrained Crafting +6 • Trained Deception +3 • Trained Diplomacy +3 • Trained Intimidation +0 • Untrained Occultism +6 • Trained Performance +0 • Untrained Religion +0 • Untrained Medicine +0 • Untrained Nature +3 • Untrained Society +6 • Trained Stealth +1 • Untrained Survival +0 • Untrained Thievery +1 • Untrained Lore: Academia +6 • Trained Lore: Libraries +6 • Trained Lore: Outer Planes +6 • Trained Feats Skill Feats: Background: Additional LoreYou gain Trained in one additional Lore Skill Class Basic: InventorYou are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.   Class Feats: Inventor 1: TamperYou tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.   Ancestry & General Feats: Ancestry 1: Inner FireYou can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Ancestry 1:Ember's EyesYour eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat. Attacks ? +? • Trained 2 • ? • Damage ?d? Inventory Money: 15gp Bulk: 0 Gear TBD Arms and Armor TBD  
  4. [IMG2=170]https://i.pinimg.com/736x/c4/be/b9/c4beb9eb38994fd82a5d2fa3260f046c.jpg[/IMG2][/FLOATLEFT][U][B][COLOR="Indigo"][SIZE="3"][B]Tetrika - Arcane Inventor[/B][/SIZE][/COLOR][/B][/U] [SIZE="1"][B]AC:[/B] 18 [B]| HP:[/B] 18/18 [B]|Class DC:[/B] 16 [B]Fortitude:[/B] +7 [B]| Reflex:[/B] +4 [B]| Will:[/B] +5 [B]| Perception:[/B] +3 [B]Active Effects:[/B] [B]Conditions:[/B] [/SIZE]   [floatleft][IMG2=170]https://i.pinimg.com/736x/c4/be/b9/c4beb9eb38994fd82a5d2fa3260f046c.jpg[/IMG2][/FLOATLEFT][U][B][COLOR="Indigo"][SIZE="3"][B]Tetrika - Arcane Inventor[/B][/SIZE][/COLOR][/B][/U] [SIZE="1"][B]AC:[/B] 18 [B]| HP:[/B] 18/18 [B]|Class DC:[/B] 16 [B]Fortitude:[/B] +7 [B]| Reflex:[/B] +4 [B]| Will:[/B] +5 [B]| Perception:[/B] +3 [B]Active Effects:[/B] [B]Conditions:[/B] [/SIZE] Tetrika - Arcane Inventor AC: 18 | HP: 18/18 |Class DC: 16 Fortitude: +7 | Reflex: +4 | Will: +5 | Perception: +3 Active Effects: Conditions:     "The temple is indeed a good place to start." Tetrika held a still steaming tea in her hand as she accompanied her erstwhile compatriots. Her fellows in grief, as it were. She hadn't entirely woken up yet, still partially at the beck and call of sleep. Last night had been a wearisome day, and this morning had not enthused her with the droll morning. Still the food provided had been a pleasant surprise, and the woman had outfitted herself confidently with her armour.   She smiled quietly around the edge of the cup, flickering her eyes up to the other two that had spoken. "Though, if gossip is to be an issue, and the awareness of our possible guilty parties is likely to be a concern, then perhaps the 'getting into their good graces' should be a priority, rather than such things? Whether or not you agree, I think attending the board will be my directive."
  5. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 The perfunctory smile quickly gave way to curiosity and a glimmer of interest as Marianna ate up the information given out by the duchess. Until she mentioned her memories of old Flint. It was an odd mix of intense curiosity, wondering what role it had been that Marianna herself had played at the times mentioned, and a faltering gut of disappointment.   She should also remember those times. She had certainly lived through them. She just couldn't remember them at all.    "Oh, nothing specific. Duchess." The response jumped quickly to her lips, almost ashamed at how caught up in the info she'd been. "But I did find your words enlightening. Perhaps it would be possible to create some areas the smog doesn't muddy?" It took mere moments for her line to get distracted into thinking again of the words that the Duchess had spoke of.  A touch distracted now, Marianna continued to be on look out while attempting her best to engage the lady in conversation Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.                
  6. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 Staying aboard the deck whilst the others followed the tour, Marianna watched Valentine begin to ply his craft before glancing over the rest on the deck. There were notable people. Powerful people all. Unlikely that they should be source of any issues, however as the Deva looked about, she could not shake that this would be the perfect place to target any and all who were here.   Leaving such to only Valentine's hands would be reckless. Having come to a decision, the woman moved to the Duchess, smiling softly - or her best approximation at least - as she approached. "I was informed you had taken rest, were the lodgings satisfactory?"   Small talk was far from her forte, but still, Marianna sought to strike the words up with the Duchess as she glanced about, inquisitive eyes seeking anyone passing through the main deck who looked like they were not entirely in place in the scene of this stage. Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.              
  7. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 "Miss Dane was a significant member of the construction project?" Waiting until her compatriot had gathered assent to take the assistant away, Marianna chose that moment to muse her question to the gregarious Tiefling. She hadn't the slightest idea of how to contribute to assessing the engineer earlier beyond just listening to his answering of others questions and briefly interacting. But it had felt like wasted time to her, so the Deva took the moment to try and directly interact with the Tiefling. It was clumsy, to be sure, but elsewise she would have felt even more adrift.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.            
  8. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 1/1 The guards were a credit to their job, although she was happy to be waved through easily. Perhaps it was the uniform. Perhaps he just knew her. It didn't matter much to her, as she quickly put on a friendly smile to take the preferred glass, holding it carefully as she let him speak first. "I'm here to represent my agency. Nothing special."   And then she took a sip, letting the garrulous Tiefling continue his discussions. It was good just to listen in. Then he spoke something of the men and women dying for peace.   For a moment she blinked, as if unsure if she should react to it, then the moment was passed. It was odd, those moments. Still, she just shook it off as she continued to smile and watch. "To the people who must have the courage to man and wield these mighty tools." Marianna's words are tacked on after the cheer, as if to elicit a further support for the statement. They were as they were, she didn't care particularly strongly for those men and women she referenced. However the sentiment should be there, regardless.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.            
  9. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 1/1 A lot of people, so many unable to keep straight their eyes as they glanced around. It was a area and flow of natural civilisation, messy and chaotic but also orderly. Marianna enjoyed watching it a moment before she headed towards the Tiefling engineer. He was the one she was most familiar with, despite the almost clashing nature of their own personal work and likely beliefs. Still, she'd been part of the research crew, even if it was a posting to posit on people too interested in the magic capacitor, and had some passing knowledge of the Tiefling. Would be better to start there than on the unknown after all.   "Greetings." Marianna's simple words were accompanied by a small smile as she moved up, keeping a careful enough distance that he needn't worry about her being inside the protective area created by the presence of bodyguards. "Marianna. It is a pleasure to meet you."   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.          
  10. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 "Principal Minister." Marianna curtsied, as best she could in her uniform, before raising back straight. She was... almost stiff in his presence. Not that she was particularly non-stiff outside it. "I have the pleasure of being Marianna, of the Ravissant Wolf Cell."   She did not look around yet, knowing that this person was considered highly by the very government she had now chosen to serve.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.        
  11. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 1/1   Marianna looked up from the book, almost in surprise, which raised the cover a bit more. Record of the Third Yerasol War was boldly written on the front, each word rather large with some smaller text beneath it. Blinking twice at the question, Marianna sat up straighter, more properly, and took a moment before responding to pull a decorated bookmark out, carefully placing it in book and closing it before raising eyes to once again meet the Major's with a smile.    "I am barely into it, alas, but I find it curious. I'm not sure exactly why, but the stories of wars tend to resonate well with me." There was then a nod, as if her words were some sort of confirmation or explanation of her main thoughts, then she blinked, suddenly realising she hadn't really answered the question, before continuing. "I find the initial opening chapters suggest that there was not enough time given to prepare for the war. If it were not for the Risuri Flint Fleet being of superior make and the advantage given by the engines, the initial conflict would have--"   Then, suddenly cutting herself off, Marianna shook her head as if to clear it. "Sorry, I do believe I was starting to ramble. I find it enjoyable. Do you read historical literature yourself?"   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.        
  12. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 1/1   "Good work." As the group reconvened in the office, Marianna gave quick words of congratulation to each of the others. Show appreciation of collaboration. The words stuck to the back of her mind as she nodded to herself, satisfied with the world that she'd done. They'd headed off four insurgents in a crowd, successfully stopping any sort of potential hazards they could've caused. For a new cell, she liked to think that was a good start. A great start even.   She smiled to herself as she went about the busy-work of undoing her simple wear dress to change into R.H.C. Uniform. There were others talking, but all that Marianna could pay attention to was her own mind, meandering through all the thoughts that were connected in the web in her mind to the case they'd been working on. And the words of the man she'd headed to capture. 'Threw in with the wrong crowd.' That was silly, one rebelled in secret when they did not have public advantage. There was little need to have subtle rebellion if one had overwhelming support from the people. Despots may have some ability to protect themselves via personal armies, but even then for someone to have the people 'unable to take it anymore', there would be much more public outcry.   Having sorted out both her initial dress work and the thoughts in her mind, the curious bookkeeper found herself in the main lounge, book in hand. She had... less than two hours, one and a half approximately. Starting to snack upon the tray of food as was promised, Marianna settled to read, and to wait.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.        
  13. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1   They'd done good work, of course. This group had shown itself to be made of talented figures. The curiosity of nabbing the info of the other sectors played through her mind as they narrowed it down to certain areas, and went for the second sweep. The group operating almost as a well oiled machine, and she knew that Wolf... No it was wollstone or something? Anyway the investigator would be good at dealing with miscreants once they identified them.   Mariana wandered through the crowd now, a little disoriented by the proximity compared to the previous distance, and she slowly began to check the people against the records, narrowing groups and identifying potential targets. It would have gone fine, of course, but for a now somewhat familiar bulk taking up the road in front of her suddenly.   "'Scuse me miss, didn't get'cha name when you was up on the overhang with me."   Ah, yes, of course. Lack of proper conversation cause people to feel slighted. She remembered that somewhere in her notations of interactions. But still she shook her head, trying to continue her work around the figure. "I'm sorry, I'm currently working, can you ask after?" She followed up with what she hoped was a friendly smile, trying not to annoy the poor man while also just getting back to her job.   "Well, sure I can see you and the rubs are doing something, but can't spare me just a name?" He wasn't exactly rude in his interruptions, but he was certainly persistent and for some reason that irked Marianna more than if he'd just been rude. This way she didn't have a reason to blow him off according to etiquette and she just didn't have the interest in dealing with him now.   "I -- Alright I don't want to really do this in a difficult manner but I'm a member of the folk helping the Guard here, please step aside or I will have to--" She paused trying to remember the phrase, it was something she had been told they were allowed to take people in for, obstruction?   It took her precious minutes to finally convince the hanger on he was being exactly that, an obstruction, with Marianna unfortunately distracted so much she had to review the information before continuing.   And by the time it'd reached that point she knew she'd lost precious minutes and they'd be potentially moving to grab identified targets.   Need to be firmer. The mutter in the back of her head repeated. Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.                
  14. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 "I'll take Quadrant D." Quiet and calmly, Marianna announces her intent, then slipped down the way to her designated location. There was a rickety little stairs area that she had set her eyes on before, and now as she arrived she strode over with strong intent. It wasn't the vantage point she wanted exactly but it would suffice.   The problems only arose once she arrived and found another watcher, a man in the coverings of a Docker, who had taken her vantage point for himself. It wasn't a good spot for anyone clamouring to get in, so she had expected it to be free. She frowned.   She could argue the spot, but between blinks of her eyes the Deva decided against it. Why was he watching? Curiosity? Malignant activity? For whatever reason, a closer eye wouldn't hurt him, and it wasn't like he was so large that she couldn't take her own spot over.   It was minutes later that she found herself next to the docker, both looking out over the crowd in a relaxed manner. The Docker, for his part, seemed bemused that this well dressed woman had joined him, and glanced easily between the view and her, but it was clear just from her posture that she wasn't interested in conversation.   Did he try talking to her?   Marianna wasn't sure exactly. As the minutes passed her eyes roved over the crowd, her quadrant being filed piece by piece into the little envelopes that her group had decided to make. It was easy to sort a defined set of information set by others, it was harder to create it yourself.   She caught her brain wandering on the process to make such a definite line between profiles, at which point she mustered it back under control. Seven? Ten? She wasn't sure exactly how many minutes had passed, but she turned to leave her spot and quickly drop her notes onto paper for the rest when she caught sight of her partner on this view again.   Docker, envelope 1.   Her brain categorised him before it caught up to the details, and Marianna gave the exasperated man a polite nod.   "Thank you for your company." The polite words were all that was given, to the immense surprise of the Docker who seemed like he'd not expected her to speak at all! But with that one line, she departed their shared location, her mind already sorting locations to deliver to the constabularies of the local area to her.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.                
  15. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1   As the others spoke between themselves, Marianna just watched the crowds below. "People looking to cause trouble will try to stick closer to others during checkpoints." The murmur was like an addendum to the topic they were already covering, her eyes flicking over the crowd. There were far too many for her to assess, but it seemed almost like she was willing to take on the challenge before she paused and turned, smiling at the team-- her team.   Yes, she belonged with this team now.   "I believe they will most like to stick to others of their socio-economic status, a group is harder to parse to find the malignant entities than individuals, and likely split off more easily once past checkpoints and other security chokepoints." She glanced back at the window, her fingers squeezing each other the only indication that she already wished to be out there, nervous energy seeping in its own manner into her movements.    Outside she couldn't help but trace her eye across the more colourful outfits, especially the one rainbow feather, as she watched the crowd.   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.              
  16. Marianna would likely be aware of Valentine's namesake industries, but probably only at a very basic level. Honestly the bookworm probably has had little chance to interact with any of the other players. Perhaps if any have had an inclination to read or research they may have encountered her? As she would be working alongside a semi-well known historian and would frequent any place she can get her hands on accounts or knowledge of the past.
  17. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 The woman was a particularly striking person in the crowd, not due to any beauty or looks but instead the odd marking on her forehead displaying openly what she was. She sat quietly, almost perfectly still, as she considered the words, noting each one carefully down. There was a thoughtful twist of her head as she considered the others in the room - now stated to be her allies - before returning her gaze to the one who had spoken already.   "I am not so good at mingling." The Deva's voice responded to the elegant half elf, her gaze unwavering as she turned her head to look at him. The intensity of the gaze wasn't intimidating, but there was an oddness in the way she continued to stare, unblinking, as she considered her next words. "Instead I am best served to watch while others mingle."   Nodding carefully, as if this was the end to that train of thought, she turned again to look at the rest of them, a stretch of fingers carefully as she looked over the group. Efficiency would be required to try and match as many people as possible. The numbers sunk into her head as she sorted the approach.   "While I would usually suggest we work in a collaborative fashion, the sheer number of our targets would overwhelm us. I suggest we instead section off parts of the crowd for us to work with individually, in the best manner for us. For instance a balcony or some other method of overwatch would allow me to view the crowd or designated area will best suit my abilities."   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.            
  18. Marianna (Deva Cleric) AC: 18 | HP: 24/24 | Initiative: +0 | Passive Perception: 15 | Spell Slots: 1st 4/4, 2nd 2/2 | DM Inspiration: 0/1 Post goes here. "Speech" thoughts in italics   Mechanics Main Hand: Morningstar Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.            
  19. @bwatford   Marianna should be completed, let me know if I missed anything. 🙂 (I'm aware of the Twilight change to channel divinity but have been slightly lazy updating the description in the OOC)
  20. @Colin   Changed the backstory to bullet points, let me know if there's anything else that needs to be fixed 🙂
  21. Marianna - 14th Iteration of the Watcher  Keeper of the Wills, Srasama's Touched   Gender: Female Race: Deva Alignment: True Neutral   Class: Cleric 3 Background: Sage Trait: Vekeshi Mystic Passive Perception: 15 Passive Investigation: 11 Passive Insight: 15   Hit Points: 24 Hit Dice: 3d8 AC: 18 Initiative: +0 Size: Medium Speed: 30 feet   "When True Darkness falls, I will be there to see the final hours."   ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 12 (+1) 17 (+3) 8 (-1) Save +2 Save +0 Save +2 Save +1 Save +5 Save +1 Athletics +2 Acrobatics +0 Sleight of Hand +0 Stealth +0   Arcana +3 History +3 Investigation +1 Nature +1 Religion +3 Animal Handling +3 Insight +5 Medicine +3 Perception +5 Survival +3   Deception -1 Intimidation +1 Performance -1 Persuasion -1 Bold denotes proficiency.   PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS All Simple Weapons Martial Weapons Light Armor Medium Armor Heavy Armor Shields Common Primordial Sylvan Elvish Cleric Class Abilities Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Channel Divinity: Twilight Sanctuary At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened. Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Cleric Domain (Twilight)Twilight Domain Spells Cleric Level Spells 1st Faerie Fire, Sleep 3rd Moonbeam, See Invisibility 5th Aura of Vitality, Leomund's Tiny Hut 7th Aura of Life, Greater Invisibility 9th Circle of Power, Mislead Eyes of NightStarting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant BlessingAt 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. Deathless CalmYou gain resistance to necrotic and radiant damage, and cannot be blinded by bright light Memory of Past LifetimesYou gain proficiency in one skill of your choice. Once per day, you can roll 1d4 and add it to any one ability check, skill check, or saving throw you make. If you do this for a skill you are not proficient with, you gain proficiency for the next minute     ASINone yet Hand of Retribution - Trait FeatYou gain proficiency in the Intimidation skill, or another skill if you already have Intimidation. In battle, a vestige of the power of Srasama waits to punish those who harm your allies. When an enemy you’re aware of deals damage to one of your allies, as a reaction you can deal 1d4 radiant damage to the enemy who made the attack. That enemy sees a faint burning outline of a six-armed goddess hovering behind you, which then lashes out in retaliation with blades of fire. You cannot use this power twice against the same creature in the same encounter. After you use this power six times, you must take a long rest before you can use it again. At 5th level, the damage increases to 1d4 radiant and 1d4 fire. At 11th level, the enemy also catches on fire and takes 1d4 fire damage each round until it spends an action to make a DC 10 Dexterity check to put the fire out. At 17th level, using this ability does not require spending your reaction   ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Morningstar +4 1d8+2                                              SPELLS Spell Slots: 4/4 (1st), 2/2 (2nd) CLERIC - Spell Save DC: 13 Spell Attack Mod: +5 Spells Prepared: 6 + Domain Spells CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL CLERIC MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. Toll the DeadNecromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Word of RadianceEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). CLERIC Faerie Fire * (C)1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. Sleep *1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Bless (C)1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Shield of Faith (C) (B)1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Healing Word (B)1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Cure Wounds1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. CLERIC Moonbeam * (C)2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. See Invisibility *2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Hold Person (C)2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Spiritual Weapon (B)2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. CLERIC   4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL         8TH LEVEL 9TH LEVEL             * Donates domain spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   MONEY Copper: 0 Silver: 6 Gold: 5 Obsidian: 0 Platinum: 0 (11 Coins * .02 lbs. = .21 lbs. Total Weight)   ENCUMBRANCE Weight: 119.71 lbs. / 210 lbs. max. (15 x STR Score) Status: Lightly Encumbered Penalty: None   EQUIPMENT READIED Equipped Items: (65 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (61 lbs.) WEAPONS (4 lbs.) READIED ITEMS (0 lbs.) Chainmail (55 lbs.) Shield (6 lbs.) Morningstar (4 lbs.) Perfume vial     EQUIPMENT STORED Stored Items: (12 lbs.) Stored items can be retrieved with an action. IN BACKPACK (37.5 lbs.) STRAPPED TO BACKPACK (17 lbs.) AT HOME (-- lbs.) Backpack itself (5 lbs.) Crowbar (5 lbs.) Mess Kit (1 lb.) Steel Mirror (.5 lb.) 8 flasks of oil (8 lbs.) 4 days worth rations (8 lbs.) 2 Waterskins (10 lbs.) Bedroll (7 lbs.) 50ft Hemp Rope (10 lbs.)     MAGIC ITEMS Magic Items: (0 lbs.)   NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)       CHARACTER OVERVIEW Appearance Age: Visually early 20s Height: 5' 8" Weight: 105 lbs. Hair: Hazel Brown Eyes: Right Brown / Left Pale Blue Complexion: Fair     BACKGROUND Sage - Marianna Personality Traits:  She believes that rushing is the easiest way to fall short of a goal. Patience and careful process is required for most things. She cannot help but get distracted when people mention history, fascination warring with her if it is something she's not read already.   Ideals:  Vengeance for the broken, in the true Vekeshi fashion. Not with blood and cold steel, but with process and control.    Bonds: Evelyn - Vekeshi lorekeeper and historian - Teacher and mentor who guided Marianna from the streets to her current position and knowledge. Likely one of the few people who is even vaguely aware of who Marianna used to be (Not that the Deva knows.)   Flaws: No one close to her that she has let in would lie to her, surely? She has utmost trust in anyone she considers close, and doesn't stop to consider their words even if they might otherwise be of suspicious nature.   Background Feature:  ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.     Backstory Born under the name of Lyria Standris, though that was another life, she once was filled with anger and pain.    Her original life was not a pretty one. Not in the start, not in the end. As one who lost her family early, one might be forgiving of her bitterness. She did, after years of pain and work, find herself a love. It was from him that she got her last name, though he would fall not long after their marriage, one of the casualties on their side against the Eladrin. Although they won that first time, Lyria could not accept the loss of her husband.   This was a blessing for her country, as her reaction was to give up everything to vent her hatred of the Eladrin. A fiery warrior, the rise of Mrs Standris was not slow, and in that life many would be rightly fearing of the woman who tore through her opponents with an anger that screamed through battlefields.    It was of no surprise to anyone that when the goddess herself was ripped from the heavens and had her blood spilt upon mortal earth, it was Lyria herself that was among those closest, almost gleeful at the victory she'd taken part in. It was as if slating her vengeance by killing the very deity of those who had killed her husband had finally given her some peace.   The light that washed over the remnants of that field of battle, however, was anything but forgiving of her.   The woman who was Lyria was fractured and rebuilt.   The first time she woke up, a new life in front of her, a new visage only marred by the single constant of the Devan markings on her skin, she tried desperately to remember who she was. In an effort to do so, she started a practice of marking herself to try and keep some sanity, some track of her past.   500 years, however, bleeds away context. Marianna is her 14th life, or perhaps just the fourteenth whose mark stayed on the skin. The blinks of history that occasionally blur through her mind give her not much context of this, however. Marianna is a studious woman, now. She is fascinated by history, both by the fact that she can sometimes remember things not mentioned or things that were wrong, and by the fact that she's desperately curious as to the path she's blazed across these hundreds of years.   She came to be amongst a less than upper class area of the city that she's never left. Her consciousness returning from whatever void she departed to during her intermission between lives. The first weeks are always listless, a memory-less body trying to make sense of some small shattered parts of who they are.   It was Evelyn who found the lost woman. A historian and woman who showed her some aspects of interests that would become her focuses in this life. Between the history books and information dancing between the pages, and the Vekeshi ideals that Evelyn early introduced, the keeper of lore was one of the major shaping influences on the woman who had trailed over historic paths. Marianna's ever growing curiosity about her past once she learnt all about the people she was now one of has consumed her waking hours.   It also was Evelyn who introduced her to the idea that she might contain one of the "living shards of Srasama", in her words. Marianna herself was sceptical at first, but over the years she's managed to manifest powers that have coincided with her own strengthening belief in her powers, and with her embracing of the Vekeshi teachings.   Of course, she's also not spread information about her powers around, many just assuming it is part of her powers from who she is, the markings she makes little attempts to hide making it obvious her history to anyone learned enough to know the difference. She also does not make public her other knowledge or goals.    To those outside Evelyn and the few in her circle that know, Marianna is a learned figure, one who has an obsession with history and a strong belief in helping and aiding others where she can.    
  22. Heyo, given the thing about gods not having much to do with mankind, what would be the restrictions on playing a Cleric exactly? I do have an idea that is a non-standard cleric (Although my character might not understand that) where they are a Deva and their divine powers come from that sliver of power that is continually reincarnating them. Wanted to run the idea by you before investing into turning the concept into a character. 🙂
  23.   Lianna - Thorn of Oakshield "It twas the cold light of dawn that lit the holy blade,  and the demon bowed and cried, and did what it was bade, for Oakshield rough and tumble best the beastial fiend, and once it was gone, twas that last that it was seened" Paladin - Oath of the Ancients - 2 • Age - 21 • Medium • Variant Human - Knight of the Order of the Unicorn • Neutral-Good   Abilities & Skills Strength 14 (+2) • Athletics +4   Dexterity 8 (-1) • Acrobatics -1 • Sleight of Hand -1 • Stealth -1   Constitution 14 (+2)   Intelligence 10 (+0) • Arcana +0 • History +2 • Investigation +0 • Nature +0 • Religion +0   Wisdom 12 (+1) • Animal Handling +1 • Insight +3 • Medicine +1 • Perception +3 • Survival +1   Charisma 16 (+3) • Deception +3 • Intimidation +3 • Performance +3 • Persuasion +5   Proficiency +2 Saves • Wisdom, Charisma Skills • Persuasion (Background), History (Background), Athletics (Paladin), Insight (Paladin), Perception (Human) Weapons and Armour • All armour, Shields, Simple Weapons, Martial Weapons Instruments • Flute Passive Perception 13 Languages Common, Elven, Dwarvish   Adventuring & Combat AC: 16 • Dex 0(Heavy Null) • Item 16 (Chainmail) • Can have +2 (Shield) for 18 Initiative: -1 Speed: 30 HP: 19 • Hit Dice: 2d10 Attack +0 • Type • Damage 0d0 • Notes Longsword +4 • Slashing • Damage 1d8+2 • Can be 2-handed for 1d10 Abilities & Feats & Features Ability • Type • Notes Knightly Regard • Assistance of those favourable to her OrderYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Heavy Armour Master • Human Feat • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. Divine Sense • Paladin • Sensing the Presence of EvilThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - 4 uses Lay on Hands • Paladin • Pool of HealingYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 10/10 Fighting Style - Protector • Paladin • Protect Ally as a Reaction - 5ft RangeWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Divine Smite • Paladin • 2d8 base (Level 1 slot) Paladin Spells • Paladin • Spell List and SlotsLevel 1: 2 slots 4 Spells prepared: Bless Shield of Faith Wrathful Smite Compelled Duel   Gear Coins • 10 GP Clothes • Traveler's clothes Pouch • Coin Pouch Signet Ring • Order of the Unicorn's Signet Longsword • Oakshield ancient Blade, worn but still working Shield • Heraldry of the Unicorn 5 Javelins • Simple throwable Explorer's Pack • Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, 50ft Hemp Rope Holy Symbol • The Mark of Mielikki Chain Mail • Heraldry of the Unicorn Personality Traits Honest Upbringing and long training has left Lianna with the inability to be impolite, and instead suffers insult with a smile and a stuff set of eyebrows.   Little makes Lianna quiver, to the point of perhaps foolhardiness, she believes that an attempt must be made no matter how insurmountable the foe.   Ideals Aid to the fallen, a helping hand to this who stumble, Lianna hopes to be the guiding light so that others may forge their paths   Bonds Nevrin - Elvish Male - Chapter Master of the Order of the Unicorn to whom she apprenticed - Nevrin means a lot to the young lady both as teacher and confidante   Flaws While not necessarily naïve, Lianna will not question or check for traps if children are involved. Children, as to Mielikki, so too to Lianna, are precious and important, and she will risk much to protect them Background Old Backstory Prose Lianna grew up well off, affluent, not necessarily a full noble but the house of Oakshield was no small name in its ruralish area. Known for Knights, crowned for heroism, the name of the house had fallen from such heights by virtue of the lack of courage of her predecessors. Since their ancestor slew a demon upon the hills (or so the tales say!) the first few generations of his descendants dedicated themselves to knighthood and garnered great renown for themselves. The children enjoyed more and more luxury as the generations ticked by, until one heir decided he would not be a knight. Still not quite affluent enough to be a noble, he enjoyed the closest one could get in rural life as he lorded over the town. The wealth the family had gathered was enough that comfortable living more extravagant than any other townsfolk in the area was a given.   The sword lay on that mantle for years. How many generations exactly not even Lianna knows, but when the youngest Oakshield was told the tales of heroes and princesses, she decided she wanted to be a hero. And when she pestered her father for the chance to wield the family blade?   She was denied.   The blade had a place of honour as the weapon that slew the demon all those years ago, and the family couldn't risk the old weapon, he said. He did allow the youngest of his children to learn the art of swordswomanship, and did the best he could to make her happy with her interests and skills. His placation, though, only served to rouse both ire and obsession in Lianna.   It was years later that she finally found the Order of the Unicorn, and with brief communique over letter, she found favour enough with the Chapter she was talking to that she was giving allowance to try for the order, to see if one would accept her as squire. Having no armour of her own, Lianna stole into the barracks, taking what she could and thought was good. And, seized by a fit of desire to see her family's blade in battle once more, she stole away with the prize sword of her forefathers.   She never told them where she was going. She has never looked back, afraid of the fury of her father should he find her. She gave up her family name of Oakshield. She gave up all she could to ensure they would never locate her, the only thing she kept was her name, Lianna.    Welcomed to the Order of the Unicorn by the chapter master, a friendly elven man by the name of Nevrin, she was accepted happily after showing her worth, and spent the next years training herself. Changed now from a well-to-do woman into a soldier, though not entirely green she is far from battle hardened, and has a long way to go until she can truly stand as a knight of her order.   Once her training was done, and her skills honed, she did not a few tasks for her order, constantly on the move to avoid the chance of her family finding her and confiscating the worn longsword she has come to regard as her own. Along the way she has fallen in with the simple faith of Mielikki, though few overtly worship her. The simple guiding hand of the huntress herself and her regard for both nature and life is one that resonates strongly with Lianna.   Now several years into being a Knight, she has found herself guarding a trade caravan to the sleepy town of Greenest. A routine mission.   Why do they always say that before things go wrong?   Grew up youngest of Oakshield Family - Descendants of a demon slayer that were protectors of the Vale. She grew enamoured with the story of heroism of her ancestor, sought to take up the ancestral sword Was denied the sword, but trained in weapons all the same. Made contact with a Chapter of the Order of the Unicorn and made plans to be enrolled in their order Ran away from her family and stole their ancestral sword Joined the Order of the Unicorn and became a proven member Began to follow Mielikki during her rise from page to Knight of the order, despite Lurue being the nominal deity of her order. Joined the caravan to Greenest as part of her acts of good as a Knight of the Order, her own act of "chasing the unicorn."
  24. Is it alright if I've already played the start of this AP in the past? I have no intention to metagame using my knowledge either way but figured I'd let you know rather than just apply ^^;
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