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  1. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 The harpy's assault took Elendris by surprise as well. She raised her right arm forward and muttered an incantation, conjuring forth a blast of eldritch energy from a short distance away. Her mind registered the futility of the harpy's rage-fueled assault against stronger foe. She'd have done different, waiting for an opportune time. But then again, if it had attacked even earlier, like last night... "Good thing this one didn't attack us last night. Let's just hope its cries don't attract more things."  Mechanics Main Hand: None Off Hand: Shield Action: Eldritch Blast      
  2. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 When the newcomer agreed to join them in their exploration of the ruins, Elendris stepped forward as well and gave a friendly nod. "I am Elendris, and I welcome you as well. While we have not seen an owlbear, we've fought our way down a couple stairs, whereupon we were beset by undead and magical traps, as well as a hulking man wielding a great maul. Another who can fight or cast spells would be most welcome."  Mechanics Main Hand: None Off Hand: Shield        
  3. Rowan (Human Druid 1, CG) Rowan - AC: 18 |  HP: 17/17 |  Perception: +7 | Fort: +4 | Ref: +8 | Will: +9 | Focus Points: 1/1 | Hero Points: 1/1 | Conditions: None Nara    -  AC: 16 | HP: 11/11 | Perception: +5 (+scent) | Fort: +4 | Ref: +6 | Will: +5 | Conditions: None Rowan was relieved to hear that there was no one missing in Otari. Most likely a small curiosity then, she thought, and she breathed out, realizing that she'd been holding her breath.  When the conversation moved to whether traveling there now or in the morning, Rowan waited for other people to speak then offered an apologetic smile as she said: "I'm afraid I don't have a good night eyesight so I'd fall into the marsh if we don't carry a torch. And such light could be seen from too far away.. perhaps we could start making our way first thing in the morning?"  She'd been planning to stay awake for tonight celebrating as was tradition, so she felt a pang of regret at the change of plans. It was midnight already, and well, she'd have to go to sleep soon if she were to wake with the first light of day. But on the other hand, exploring the old ruins with interesting strangers held a great charm as well.  Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.        
  4. Yuh-ool, "River" - Human (Naasitaq) Druid AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2 River raised an eyebrow at Jacks threat, amused. She wasn't sure if he was completely serious, but it sounded threatening alright.  While Jack and the others stood ready staring at the door and waiting for the thugs to appear, River hung back at the rear of the group, positioned to watch the night street in both directions, as well as the rooftops for any that might lurk in the shadows. She didn't think that the thugs had brought more, but one could never be too sure.  She took a glance back at the others and said, "Cover the other side as well, so they can't escape even if they slip through Jack."  Mechanics Main Hand: Wooden Staff Off Hand: Shield Action:  Bonus Action: . Move:  Manipulate:           
  5. Yuh-ool, "River" - Human (Naasitaq) Druid AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2 Positioned on the building north of the warehouse, River was oblivious to the group that entered the warehouse. It was unclear to others whether River was pretending, or really dosing off with a bowl in front of her in an imitation of a beggar. In fact, she was wide awake, her ears keen on any noise that broke the silence of the night, but it was difficult to look around without acting out of place. She wasn't bored; she was used to waiting.   Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action: . Move:  Manipulate:           
  6. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 Elendris woke and rose from her bedroll, taking care to keep her back to the rising sun. One mistaken look and she'd be seeing spots for hours, not to mention the headache. She examined her horns - one of them still smarted when she touched it - then ruefully glanced at her empty scabbard. The proud Elendris losing her weapon in a fight! She shook her head, then pulled out a dagger, infusing her magic into it.  "Alright. Everyone rested enough to fight? We should be doubly careful, they might expect us to come back and may have laid even more surprises for us. Let's take it slow, approach every corner with a healthy dose of apprehension." Mechanics Main Hand: None Off Hand: Shield        
  7. Rowan (Human Druid 1, CG) Rowan - AC: 18 |  HP: 17/17 |  Perception: +7 | Fort: +4 | Ref: +8 | Will: +9 | Focus Points: 1/1 | Hero Points: 1/1 | Conditions: None Nara    -  AC: 16 | HP: 11/11 | Perception: +5 (+scent) | Fort: +4 | Ref: +6 | Will: +5 | Conditions: None While Rowan had grown up in Otrai, her mother was not, and by the time Rowan had heard of the nursery rhymes of Belcorra, Rowan had been far too old to really be scared of it. At least, until now.  If someone else had spoken of Belcorra in an ominous tone, Rowan might have laughed. But Wrin, Wrin had always been unflappable. There, standing amongst Wrin's standing circle, Rowan felt a chill run down her spine that was not at all related to the cold winds of the wintry night. Or so the citizens of Otari believe? "Has there been anyone missing?" Rowan asked in a concerned voice, hurrying over to look through the viewing tube. "The tower is lit.. But there shouldn't be anyone there. Or even anything." Turning, she offered the device to others to look through.    Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.        
  8. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 1/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 Elendris felt a little bit better after an hour of rest, but when she looked at her companions, they looked haggard and exhausted. When the older bearfolk went to forage, Elendris accompanied her.  Back in camp, Elendris decided that she would broach the subject. Back home, there was much custom in who got to speak first and the nuance of language one had to employ in specific situations, but here, with different language and people from different cultures, well, clarity was far more important. Besides, even the Scáthsidhe spoke in efficient, short language when they were out hunting or in a war band.  "We're too exhausted to travel today, but we need to choose what to do tomorrow morning. I personally have an obligation to explore the ruins of the Scarlet Citadel, but I understand if the events of today dissuades some of you from your original plans." She left it at that, the silence inviting others to speak.  Mechanics Main Hand: None Off Hand: Shield        
  9. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 1/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 Her entire head had been throbbing with pain all the way up the ruin, but Elendris considered herself lucky. Being knocked out and waking up while being dragged away was a sobering experience. She'd been sure that she could bring up her shield in time to block any attack, but one moment of hesitation and she'd been very close to returning to the Shadows.  "It feels like someone is hammering a very large wooden stake through my head, but yes, I can travel." She glanced at her companions - one less now, at least for the moment - and noted the injuries and the limps. "I agree, a rest would do us good. If no one saw a good place to hole up and rest on our way here, perhaps fifteen minutes in any other direction might be better. We can cover our tracks moving away, then maybe if that executioner tries to follow us or send someone after us, they'll think we returned toward the town and look that way." Elendris looked back at the ruins, pondering. The favor she had to repay still obligated her to explore the ruin, but next time, she would be more careful. Mechanics Main Hand: None Off Hand: Shield        
  10. Rowan (Human Druid 1, CG) Rowan - AC: 18 |  HP: 17/17 |  Perception: +7 | Fort: +4 | Ref: +8 | Will: +9 | Focus Points: 1/1 | Hero Points: 1/1 | Conditions: None Nara    -  AC: 16 | HP: 11/11 | Perception: +5 (+scent) | Fort: +4 | Ref: +6 | Will: +5 | Conditions: None It was Rowan's third day back in her hometown of Otari, after her five years of apprenticeship under the dwarven druid Azkelor. The past two days had been a blur, with a tearful reuinion with her mother Esmeralda, joyful conversations with her friends, and many, many explanations that yes, the panther was safe - as long as you didn't insult her - and even more requests to see a display of druidic magic. Finally, on this Longnight, the folks' attentions had turned to the festivities and Rowan had time to herself. Dressed in her favorite winter gown - a golden wheat color that went well with her hair - and two layers of warm clothing underneath, Rowan walked the night street filled with hanging lanterns and good-natured Otarians drinking and celebrating. Though she was tempted to take proffered drinks, Rowan's mother Esmeralda had mentioned a message from Wrin asking Rowan to come tonight. Rowan had great fondness and gratitude toward the elven tiefling, for Wrin had been kind enough to offer employment when Rowan was fifteen looking for work, and furthermore, had always treated Rowan as an equal.  With Nara padding silently behind her, Rowan made her way north through the town, arriving at the thirteen pillars that surrounded Wrin's open-sky store. With her steps growing quicker, Rowan couldn't help but break into a wide smile as she shouted, "Wrin! I'm here! It's been so long!", but then she saw that Wrin had guests already. Rowan slowed down, embarrassed, and gave a small curtsy to the two guests. "Hello, my name is Rowan, and this here is Nara," she gestured to the panther behind her, dark as night, who in turn yawned, then gave the slightest flick of her head. The two outsider's appearances didn't faze Rowan much; Otari saw many strange guests, and her time with dwarves had taught her that gruff exteriors could hide many different personalities.   Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.        
  11. Rowan (Human Druid 1, CG) AC: 18 |  HP: 17/17 |  Perception: +7 | Fort: +4 | Ref: +8 | Will: +9 Hero Points:: 1/1 | Conditions: None Post goes here. "Speech" thoughts in italics ((Note: Picture should link to your character thread or your MW sheet, whichever one you are keeping up to date.)) Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.        
  12. Pathbuilder Link: https://pathbuilder2e.com/launch.html?build=323978 Rowan Human (Versatile) • Magical Merchant • Druid 1 (Animal Order) Medium • NG • Humanoid Abilities Strength 10 (+0) • Dexterity 16 (+3) • Constitution 12 (+1) • Intelligence 12 (+1) • Wisdom 18 (+4) • Charisma 10 (+0) Boosts • Ancestry: +2 WIS, +2 DEX • Background: +2 WIS, +2 DEX • Class: +2 WIS • Free: +2 WIS, +2 DEX, +2 CON, +2 INT Adventuring & Combat HP 17/17 Perception +7 • Trained 3 • Wis 4 • Item 0 • Senses Speed 25 feet Class DC 17 • Trained 3 • Base 10 • Wis 4 • Item 0 Armor and Shields — AC 18 • Trained 3 • Base 10 • Dex 3 • Item 2 Trained: Medium and Light Armor, unarmored Studded Leather Armor • Bulk 1 • +2 AC, Dex cap 3, Check Penalty -1, Speed Penalty 0, Strength 12 Wooden Shield • Bulk 1 • +2 AC when raised, Hard 3, HP 12 (6) Saving Throws — • Fortitude +4 • Trained 3 • Con 1 • Item 0 • Reflex +8 • Expert 5 • Dex 3 • Item 0 (Canny Acumen) • Will +9 • Expert 5 • Wis 4 • Item 0 Weapon Proficiencies • Trained: Simple, unarmed Dagger +6 • Trained 3 • Dex 3 • Item 0 • Damage 1d4+1 P/S • Agile, Finesse, Thrown (10 ft), Versatile S Skills Acrobatics +2 • Untrained 0 • Dex 3 • Item 0 • Armor -1 Arcana +1 • Untrained 0 • Int 1 • Item 0 Athletics +2 • Trained 3 • Str 0 • Item 0 • Armor -1 Crafting +4 • Trained 3 • Int 1 • Item 0 Deception +0 • Untrained 0 • Cha 0 • Item 0 Diplomacy +3 • Trained 3 • Cha 0 • Item 0 Intimidation +0 • Untrained 0 • Cha 0 • Item 0 Lore: Mercantile +4 • Trained 3 • Int 1 • Item 0 Medicine +7 • Trained 3 • Wis 4 • Item 0 Nature +7 • Trained 3 • Wis 4 • Item 0 Occultism +1 • Untrained 0 • Int 1 • Item 0 Performance +0 • Untrained 0 • Cha 0 • Item 0 Religion +4 • Untrained 0 • Wis 4 • Item 0 Society +4 • Trained 3 • Int 1 • Item 0 Stealth +2 • Untrained 0 • Dex 3 • Item 0 • Armor -1 Survival +4 • Untrained 0 • Wis 4 • Item 0 Thievery +2 • Untrained 0 • Dex 3 • Item 0 • Armor -1 Languages: Common, Druidic, Elven, Sylvan Abilities Wild Empathy • Druid • Use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case. Feats Animal Companion • Druid - Animal Order • Gain a young animal companion - Panther (Cat) Shield Block • Druid • Ward off a blow with your shield Canny Acumen (Reflex) • Human 1 (Versatile Heritage) • Expert in Reflex saving throws Battle Medicine • Human 1 (Ancestry Feat - General Training) • Treat Wounds during combat Crafter's Appraisal • Background 1 • Use Crafting to identify magical Items Unimpeded Step • Champion 1 (Liberator) • Liberating Step movement unaffected by terrain Spells & Powers Spell Attack +7 • Trained 3 • Wis 4 Spell DC 17 • Trained 3 • Base 10 • Wis 4 Focus Points 1/1 Focus 1 — • Heal AnimalCast 1 or 2 actions, somatic Range touch or 30 feet (see text); Targets 1 willing living animal creature You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. - 1 action somatic The spell has a range of touch. - 2 actions somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8. ♦/♦♦ somatic • Range touch/30 feet • Targets 1 willing living animal creature • Heal 1d8/1d8+8 points Heightened (+1): +1d8 healing/+1d8+8 healing  Cantrips — • Electric Arc • Light • Detect Magic • Guidance • Ray of Frost Level 1 — • Heal • Summon Animal Inventory Money: 2 sp, 8 cp Bulk 3/10 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Basic Crafter's Book • Bulk L • Formulas for level 0 common items. Brass Ear • Bulk none • When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal.  Caltrops • Bulk L • Scatter with an interact action. DC14 Acrobatics or 1d4 piercing, 1 persistent bleed damage, and -5 speed. Spending an action to pluck caltrops from feet reduces DC to stop the bleeding. Crowbar • Bulk L • Do not take -2 penalty when Forcing Open an object without an easy grip. Grappling Hook • Bulk L • Attach to rope, Secret attack roll to anchor against DM-determined DC (typically 20 or higher). Crit fail: looks good but falls when you're partway up. Mirror • Bulk none • For looking at oneself or looking around corners. Writing Set • Bulk L • Stationary, ink, quill, sealing wax and seal.    Arms and Armor Studded Leather Armor • Bulk 1 • +2 AC, Dex Cap +3, CP -1, Speed 0 • No special traits Wooden Shield • Bulk 1 • +2 AC, Hard 3, HP 12 (6) Holly and Mistletoe •  Druid spell focus Dagger • Bulk L • 1d8 B, Hammer, Shove Worn tools Healer's Tools • Bulk 1 • Heal people   Appearance Personality Personality Trait: - I would rather make a new friend than a new enemy. - The best way to get me to do something is to tell me I can't do it. Ideals: - People. I like seeing the smiles on people's faces. That's all that matters, even if that means breaking a few rules. Bonds: - Otrai is my home and I care deeply for its townsfolk. - Wrin used to hire me in her shop, though that had been a while ago before my connection with nature blossomed. - Though my mother has left that life behind, she was once a noblewoman. She has not told me much, but I wish to learn more.  Flaws: - Though I like following rules, if curiosity takes a hold of me, that's a whole different story. - I am a terrible liar. History  
  13. Yuh-ool, "River" - Human (Naasitaq) Druid AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2 River eyed Slither and Zerik shimmying up the side of a neighboring building and settling up on the roof. She briefly considered joining them, but she didn't feel like joining them up there. River tried to figure out why she felt that way, but she couldn't pinpoint why - maybe she'd feel vulnerable up there? With an hour left to the meeting, she cast the ritual spell that allowed her to speak with animals, then went about bribing a rat that knew of a way to get into the warehouse and to check if there's any two-leggers or other activity inside. After relaying to the others what she heard from the animals, River moved to the west side of the northern building, and deciding on a distance that's not too far nor too close, plopped down on the sidewalk. She sat and pulled out a wooden bowl from her pack, put it in front of her, then threw a couple copper pieces inside. Then she slouched, and pretended to doze off. She'd seen a number people like this in the streets of Ptolus. Maybe if someone came and bothered her, rather than trying to think of an appropriate spiel, she'd simply answer in her native language.    Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action: . Move:  Manipulate:           
  14. Asha of Lupu   'If I had more courage..' Wizard 1 (subclass plan: school of enchantment) Medium humanoid female (human), lawful good Armor Class 12 Hit Points 8 Speed 30' ft. Senses normal Languages common, hallit Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 9 (-1) Save -1 Athletics -1 Dexterity 12 (+1)  Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 14 (+2) Save +2 No skills associated. Intelligence 16 (+3) Save +5 Arcana +3 | History +3 | Investigation +3 | Nature +5 | Religion +5 Wisdom 12 (+1) Save +3 Animal Handling +1 | Insight +1 | Medicine +3 | Perception +1 | Survival +3 Charisma 12 (+1)  Save +1 Deception +1 | Intimidation +1 | Performance +1 | Persuasion +1 Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Herbalism Kit Instruments  Weapons Daggers, darts, slings, quarterstaffs, light crossbows  Armors None WIZARD CLASS ABILITIES Arcane Recovery | Ritual Casting   RACIAL TRAITS   FEATS HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.   WEAPONS WEAPONS Fire Bolt +5 to hit for 1d10 fire damage | Range 120 ft (V, S) Toll the dead Will Save DC 13 for 1d8 or 1d12 necrotic damage | Range 60 ft (V, S) Dagger +3 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60)   SPELLS SPELL SLOTS 2/2 (1st) Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 4 CANTRIPS (Wizard) Toll the dead | Fire Bolt | Light FIRST LEVEL (Wizard) Cause Fear | Sleep | Shield | Detect Magic (R) | Comprehand Languages (R) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Cause Fear | Sleep | Shield | Detect Magic (R) | Comprehand Languages (R) | Find Familiar (R) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (53.02 lbs.) Weight: 53.02 lbs. / 135 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.02 lbs.) Copper: 0 | Silver: 50 | Gold: 1 | Obsidian: 0 | Platinum: 0 (51 Coins x .02 lbs. = 1.02 lbs. Total Weight) EQUIPEMENT READIED (10 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs Weapons (5 lbs.) Dagger - 1 lbs.  Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Healer's Kit - 3 lbs. EQUIPMENT STORED (42 lbs.) Stored items can be retrieved with an action. In Backpack (37 lbs.) Backpack - 5 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen | Little bag of sand | Small knife | 2 rations - 4 lbs | Hunting Trap - 25 lbs | Animal Trophy |  Strapped to Backpack (5 lbs.) Waterskin - 5 lbs. EQUIPMENT NOT CARRIED (--) At Home    Note: Outlander Background gives 10 gp, Sold Book of Lore for 12.5 gp, sold staff and quarterstaff for 2 sp, bought herbalism kit for 5 gp, bought healer's kit for 5 gp, cast Find Familiar for 10 gp, bought waterskin for 0.2 gp, bought 2 rations for 1 gp. Leftover 1.5 gp * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (0/3)   APPEARANCE & Personality Age 24 | Height 5' 3" | Weight 116 lbs. | Hair Black | Eyes Light violet / hazel | Complexion Fair Asha is a witch from northern lands, a young woman of middling height and a slender build. A fragrance of various herbs hang about her, and she walks with a cautious gait, as if afraid to startle anyone. Despite her pensive and almost wistful expression, she welcomes company with a respectful greeting. In conversation, she's a little shy and uncertain, striking an odd contrast with her witch's attire.    Although she does not wear an eyepatch, she does her best to obscure her right eye from view by keeping her head down and letting her hat fall low enough. Although her left eye is an ordinary hazel, her right eye shimmers in ethereal violet, swirling ever so slightly. She offers an awkward smile when stared at, and explains her eyes as an influence of her magic.   Although Asha jokingly laments that she'd had to flee people being superstitious about her eyes far too many times, the truth is that the same worry keeps her awake at night. One of the main reasons for leaving home was to protect her parents from herself, should she grow evil like the witches of Whitethrone, or worse. She spends much of her free time asking about people who may need healing, then tending to them with her herbs, or reading esoteric tomes in the hopes that one may hold information on her condition.   BACKGROUND Irriseni Transplant (Outlander) Source PHB Personality Traits: I have a talent for medicine and nothing makes me more happier than seeing happy smiles on the faces of people I've saved. Ideals: Community. We have to take care of each other, because no one else is going to do it. (Lawful) Bonds: I was born with a terrible power, and I'm scared of it. I wish to use it for good, to prove the whispers wrong..  Flaws: Confidence eludes me, and flattery unsettles me.  Background Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.  BACKSTORY Asha comes from Irrisen, the land of the witches far to the north where winter is long. Asha's village was a remote place named Lupu, too small for most maps, and where the rare tinkers and tax-collectors could be the only visitors for an entire winter.   Asha had always felt like an outsider. Perhaps because she was a baby left on the front porch of her parents one night, or maybe because of her odd eye that old stories warned against, the villagers and their children merely tolerated Asha, never considering her one of their own. Though her parents - hunters both - told her to ignore superstitions and raise her head high, they too had to admit something was going on when Asha started hearing voices.   Though the Irriseni people knew that the capitol city of Whitethrone always welcomed those who showed magical talent, they also knew that gifts came at a price. Everyone who went to the capitol to learn magic came back changed. And for Asha, that was her greatest fear. So one day, she traveled south, away from her home so that no matter what happened with the growing voices in her mind, she would not endanger home parents and her home village of Lupu.   Ever since, she's traveled with a Varisian caravan, stayed at a number of villages, and even tried submitting herself as an acolyte to a temple of Iomeade in the hopes that it will quell the voices, but something always happened to chase her away. And every time, she travelled further south.   Now she travels to the city of Restov, answering a call for those who would explore the Stolen Lands. Perhaps in such dangerous lands, her talents would be welcomed with less questions, and if the voices changed her, she'd be around less people whom she can hurt.  
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