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  1. Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1) AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None   Anticipation and excitement had made it difficult for Asafu to find the peace of sleep. So he had risen early, checking his kit and gear before meeting with the rest at the appointed time. The track through the wilderness had been smooth, and Asafu had filled the silence with conversation. Telling stories of his past exploits as an apprentice within his order. Enlivening the trip with good humour where he could.     Despite the fog, he kept his good cheer until the gloomy silhouette of the Gauntlight ruins was finally in view. He noted Gora's comment about the watery depths - though the Garundi had no intention of wading into the swamp if he could avoid it. He had had precious little experience swimming through bodies of water in his native desert home. The little goblin was already slipping away as he mentioned scouting ahead. It seemed to Asafu risky to split up so soon, but he'd have to trust the goblin knew what he was about.    Frowning at the ruins, Asafu shrugged his shield from his back and slipped it into the grasp of his left hand. His other fist found his curved-bladed scimitar, the sword hissing free of its leather-bound scabbard. Unconsciously the flames that wreathed his frame flickered brightly as if issuing an unspoken challenge to the mist-shrouded landscape about them. He kept to the front of the group as if to shield them from the eerie atmosphere resonating from the ruins' depths.    Unquieted by their surroundings and wishing to fill the silence, he asked no one in particular, "so, does anyone know much about these ruins? These forgotten stones seem to have the look of a story about them..."   Mechanics Main Hand: Scimitar  Off Hand: Shield Action 1: Equip the shield Action 2: Manipulate weapon free. Action 3: Will move to U-1 when possible.   Exploration Activity:  DefendSource Core Rulebook pg. 479 4.0 You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.              
  2. Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1) AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None   This talk of constellations and menacing old wives' tales to scare children was beyond any immediate concern for Asafu. The only thing clear to the young warrior was that fell omens aside; things were amiss. Asafu's instincts told him something was brewing within that old lighthouse, and whatever it was was unlikely to be good for Otari. Could this be why he'd come here? Ostensibly, he was on the trail of dangerous cultists, and this trouble with the lighthouse may or may not be related.  It was unwise to attempt to interpret every event as a sign or guidance from the goddess. But in this, he sensed little doubt her hand was at work. So he remained silent, listening to the questions of those gathered- watching them closely when his burning gaze was not set toward the lighthouse. Gruuk being the only expectation - he could not say he knew any of these individuals. Nevertheless, they seemed trustworthy enough, even if he harboured doubts regarding the goblin.  At Jit-Jit's statement, Asafu nodded slowly, "it would seem we have another adventure ahead of us. Perhaps more perilous than those proceeding it? Hmm, I agree this strange event needs investigating, but it has been some days since it began, yes? A proper fire must be tempered with patience; beginning our expedition in Sarenrae's dawning rays would be wise, I think." He accepted the token Wren offered, eyeing it thoughtfully as he waited for the insights of the others gathered.    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.            
  3. Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1) AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None    As Asafu did his part in securing the star chart, he took note of Gruuk's entrance smiling slightly as the kobold made himself known. He had not known Gruuk for long, but even after their first meeting, before they had even begun working together, he had taken a liking to the strange fellow. Perhaps it was the kobold's noble cause or even Jit-Jit's draconic lineage which reminded Asafu of his adopted mother that allowed for such quick familiarity. His countenance, at one moment delighted, quickly fell to one of concern at Gruuk's sudden episode. Though Asafu had become accustomed to Jit-Jit's visions, he always felt compelled to help where he could not.    But there was little he could do about Gruuk's powers and their side effects, any more than one could douse Asafu's fire. Both cosmic visions and inner flame were a part of them and caused neither physical harm despite appearances.   So with a shrug and smile, Asafu commented, "no need to apologize, friend, but I see you, too, were called then? I sus-"    The Garundi stopped short when he caught the gleam of yellow cat eyes from the dark. His hand instinctively reached for his scimitar before something made him stop short. Emerging into Wrin's bazaar beside the night-clad beast came a young woman who strode alongside the beast as fearlessly as any might a loyal war hound.    'Ah, of course, I remember overhearing someone speak of the woman and... her panther had they called it?'    He was glad he had stopped short when the young woman introduced herself and her furry companion. He was dumbstruck for a moment until he reminded himself not to stare. After all, most found his gaze unsettling, never mind how rude it was to stare. No matter how strange a sight she made walking alongside a typically wild animal or how stunning she was. He frowned slightly at that last thought, turning his burning gaze toward their tiefling host and her musings.     He summarized, thinking on it now, she was an odd sight, perhaps. He had not met a tiefling before, though he had run into his fair share of the abnormal. But when one was raised by a literal dragon and constantly walked aflame with a silver-scaled kobold companion who saw stars that showed him visions. That all before he had even set foot into Absalom!    Well, what one man found odd was not always universally so to another. However, he did find the mention of beings living on the sun intriguing, even if the thought was a little amusing. He'd always seen the great flame in the sky as an extension of Sarenrae herself. The two were nearly synonymous in his mind. Would the dawnflower hold court on the sun itself? Perhaps within it. He was on the verge of posing a question to Wrin when another joined the growing group.   Only Wrins mentioned expecting a goblin that stilled any panic in the young errant knight. Yet, another came wondering from the outskirts, this one so well hidden Asafu had not noticed him until he had begun speaking but a few spans away. He sighed and, with a smile, remarked, "dawn's mercy, will everyone be springing from the shadows today?"   However, it was evident from his tone and smile that his statement was no admonishment but one more amusement, "well-met Gora and Rowan! Oh, and Nara as well." He nodded to each, in turn, the panther included.    "I am Asafu of Aspenthar, an adherent of the Lady of Sunlight."   He paused long enough for Jit-Jit too to introduce himself if he pleased. Then added, "Also, a guest of our good host mistress Wrin. I understand there is yet one more to come, though I have as yet been unable to divine the reason for this invitation."   Turning to the tiefling woman, he inquired, "might that purpose be illuminated upon? Or shall we wait for our final quest, ah but my curiosity aside, that would be the polite thing, wouldn't it?"   "Forgive me; sometimes I can be rather impatient, a terrible habit of mine." He remarked, shaking his head as if to scold himself.    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. Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1) AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None    Of those who walked this festive evening was one who carried himself with purpose, evident in his confident strides—a head taller than most men and dressed as such that any would know him for an outsider. Asafu Samnu could not help but stand out; in his youth, he had loathed this fact, but he had long since grown comfortable in his own skin. And so his turban was unveiled, leaving his head bare and allowing him to take in the sights around him all the better. The cloud-white tabard and the loose dull gold cloak he wore clearly marking him as a follower of Sarenrae.    Still, even now, shadows of those old insecurities remained, for he hardly advertised his exotic appearance. Asafu Kept his scarf in place, covering his mouth under the guise of keeping the cold at bay, its end bellowing in the wind. It was enough, however, to see his blazing eyes  like twin sets of flaming coals. His commanding gaze all the brighter in the evening gloom. Despite that, his presence turned fewer heads these days, for he had taken residence in Otari for some time. Never mind, he had spent most of that time visiting the Dawnflower Library.    Breathing in deeply, Asafu took note of the freshly cut pine wood scent on the chill night breeze, an unfamiliar yet comforting aroma now. The cool weather, however, remained barely noticeable to the Garundi cloth-wrapped stranger. Not something many of his fellow citizens could boast save himself, thanks to his fiery blood. He adjusted the pack on his back, reassuring himself of its weight. An old habit he'd formed living in Aspenthar and travelling through its poorer districts. He'd been a victim of his fair share of pickpockets while giving alms, not that he could ever bring himself to judge the orphan thieves too harshly. They were merely trying to survive as best they could.    Otari itself seemingly held no such problems; the simple feel of a tightly knit town was worlds different from what Asafu had expected from a large community. An unexpected but welcome surprise, to be sure, as was the vista of the nearly cloudless sky, granting a perfect view of the radiant full moon that dominated the sky. Even a follower of the dawnflower could appreciate a bargaining night sky. He was so entranced he almost did not notice he'd practically walked straight into Wrin's Wonders.     The faint voice of the emporium's purveyor brought him back to the present. He was already moving to aid the tiefling, his gloved hands quickly catching the edges of the scroll and attempting to keep it in place. He cast about seeking something akin to a paperweight.     "Please allow me," his voice like an enthusiastic avalanche, just short of a bellow yet as gracious as silk. He turned to the next one who entered. "Might someone find us a paperweight? That would be most excellent, I think."   His inquiry more a suggestion than anything like a command.   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.            
  5. Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1) AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None Post goes here. "Speech" thoughts in italics   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.          
  6.  Silvaina Ioniah - The Black Sun Aasimar - Paladin  1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | 1st, Slots: 0/0 | Imbued Items: 0/3  | Darkvision: 60ft | Speed: 30ft     Actions. Speak. Think.         Mechanics Main Hand: Flail  Off Hand: Shield (Divine Focus) 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. Character Sheet Silvaina Ioniah Aasimar (Fallen)   STATS STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA 15 (+2) 10 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) +2 STR     +0 DEX          +2 CON    +2 WIS      +0 INT    +5 CHA    HP 12/12 HD 1/1d10 AC 18 (Chain Mail) Speed 30 ft.  Passive Perception 10 Initiative 0 DM Inspiration No Languages Common, Celestial, Draconic, Goblin Background Faction Agent Feature Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. Attacks Flail (Melee) +4 to hit, 1d8/1d10+2 slashing Javelin (Melee/Thrown 30/120) +4 to hit 1d6 piercing Bonus Actions N/A Spell Casting | CHA | DC 13 | Mod+3 | Spell Slots: N/A PROFICIENCIES Proficiency +2 Saving Throws Wisdom+2, Charisma +5  Skills Athletics+4, Insight+2, Intimidation+5, Persuasion+5, Tools  Weapons Simple weapons, martial weapons Armor All armour, shields FEATS    RACIAL FEATURES. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. CLASS FEATURES Divine Sense The presence of strong evil registers on your senses like a noxious odour, 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.   Lay on Hands Your 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. (25 currently) 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.   Equipment General Inventory (43.00 lbs.) Badge (The Order of the Pyre. Sigil) Common clothes 3 lb   Strapped to backpack: Bedroll 2 lb Tent - 2 person 20 lb Banner 2 lb   Backpack 5lb:  Censer - Manacles 6 lb Pouch 1 lb Signal Whistle - Book (Sacred text and tenets of the Hell Knights.) x5 Candle - Whetstone - Rations x2 4 lb Coin Purse (0.22 Pounds lbs.) Platinum: 0 Gold: 11 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 225 lbs. (15 x STR) Current Weight:  142 lb Spells N/A      
  7. This Page is reserved for Silvaina's rival. Critical character for her story. 
  8. Silvaina Ioniah “"All men lift themselves up upon the backs of others.” Link   Basic Information Race: Aasimar (Fallen)  | Sex: F Age: 23 | Height: '6'2" | Weight: 195 lb Alignment: LE | Background: Faction Agent (Hell Knight initiate) Class: Paladin (1) | Subclass: - Personality "A lack of strong conviction is the sign of a weak mind." Silvaina is a strict and pragmatic individual. She has little patience for things or people she considers superfluous, weak, or untrustworthy. She respects the professional commitment of others and those who respect authority. Ever since being rescued- Silvaina has dedicated her life to crushing the forces of chaos wherever they can be found. In her eyes, the ends justify the means and anything that can bring about the greater good quickly and efficiently is worth it in the end. Silvaina takes great pains to be cordial and polite when dealing with others outside her organization. Though her succinct and matter-of-fact way of speaking causes her to come off as cold to those who do not know her well. Silvaina's heartfelt goal to eradicate lawlessness and evil wherever it may be found in part stems from her own self-loathing. As well as her deep-ingrained fear that the rituals of Zon-Kuthon cultists tainted her soul. Ideals "Often times even civilized folks require a firm hand to guide them.  I do what I must and obey just authority. (Lawful) The ends justify the means, those who refuse to obey civilized laws are to be put down like the animals they are. (Evil) Bonds "I will bring order." As a vanguard to her order, and to accomplish a long-time goal of her faction- Silvaina seeks to bring order to the lawless Stolen Lands. In so doing she hopes to catch a vile criminal on the run and gain favour with her hell knight chapter house. Flaws "There is nothing a fool can learn from a fool." Imbittered throughout much of her life, Silvaina has a hidden temper that can sometimes master her. In turn, her path toward perfection as a martial combatant makes her something of a perfectionist in everything she does. Her pride thus that she dislikes asking for aid even in the smallest of things. Her fear of failing to uphold her ideals also pushes her to prove herself, at times risking self-destruction in pursuit of her ideals.      Proficiency Bonus +2 | AC: 18| Max HP: 12 | Speed: 30ft | PP: 10 | Init: +0 | Darkvision: 60ft     STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA 15 (+2) 10 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) +2 STR Save +0 DEX Save +2 CON Save +2 WIS Save +0 INT Save +5 CHA Save +4 Athletics   +0 Acrobatics +0 Sleight +0 Stealth   +0 Animal Handling +2 Insight +0 Medicine +0 Perception +0 Survival   +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion   +3 Deception +5 Intimidation +3 Perform. +5 Persuasion   Description   Tall and imposing, Silvaina stands at an impressive 6 foot 2. Her build is towering and deceptively slight. Yet, she is seldom seen without her iconic full-face metal mask from which the slits peer brilliant gold eyes. Aside from her bronze mask, Silvaina wears a wig with dark navy blue locks that end just at shoulder height. Her outward ensemble is complemented by a white sash that folds across her modest chest, culminating with bronze-coloured claw-tipped gauntlets. Her shoulder pads are of a similar dark bronze and are connected with a holster which secures her iconic banner imprinted with the heraldry of her infamous black sun.   Beneath Silvaina's armour and mask, she hides a tragically disfigured appearance. Her skin is an opaque sickly grey colour, with patches of bruised flesh focused around her joints and lower back. Her body possesses no body hair, leaving her bald and without even lashes or eyebrows. Her visage is not dissimilar to someone suffering from a malaise like leprosy, but anyone who is learned in medicine can until her condition is far more severe. Despite appearances, her body is not weighed down by this unknown sickness and so far it has had no effect on her faculties. Though her constitution is hardly affected, her deadened nerves have cursed her with sluggish reflexes.       Actions Attacks Flail (Melee) +4 to hit, 1d8/1d10+2 slashing Javelin (Melee/Thrown 30/120) +4 to hit 1d6 piercing Bonus Actions N/A Spell Casting | CHA | DC 13 | Mod+3 | Spell Slots: N/A Spells N/A Features Class Features Divine Sense The presence of strong evil registers on your senses like a noxious odour, 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.   Lay on Hands Your 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. (25 currently) 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.   Tools N/A Languages Common, Goblin, Celestial, Draconic  Weapons & Armors Simple, Martial weapons, All armour, Shields,   Feats & Others N/A Racial & Background Features Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.   Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.   Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.   Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. Equipment WEIGHT: 142 lb / 225 lb Max Weapons 12 lb Flail 2lb /+4/1d8+2 Bludgeoning Javelin x5 10lb /+4/1d6+2 Piercing  Armor 66 lb. Chain Mail 55 lb. Shield 6 lb.  Magic Items None  Other Equipment 43  lb Badge (The Order of the Pyre. Sigil) Common clothes 3 lb   Strapped to backpack: Bedroll 2 lb Tent - 2 person 20 lb Banner 2 lb   Backpack 5lb:  Censer - Manacles 6 lb Pouch 1 lb Signal Whistle - Book (Sacred text and tenets of the Hell Knights.) x5 Candle - Whetstone - Rations x2 4 lb  Treasure Gold Pieces 13gp Silver Pieces 0sp Copper Pieces 0cp   Template by - DM_Atlas ~ Artist credit - Charlie Bowater        
  9. Background 'I am but a shadow that rests on a home; I’ve heard pleading objections, to my heart of stone. I once knew of love, of light, and of hope. Then found the place where all good things go to die.'     Born in a small hamlet on the edge of Cheliax, Silvaina might have lived a rather mundane existence had fate not intervened. The child of two poor farmers- equally surprised and shocked at the miraculous birth of their angelic blooded daughter- Silvaina knew a humble life for most of her early childhood well into the age of 8. Silvaina was even blessed with two more siblings not long after her birth. It was not easy for the small family, but it was a living, with Silvaina's parents taking pains to hide her seeming celestial blood from their neighbor's. No easy task in Cheliax, but misfortune would eventually rear its ugly head.      For some years, the weary hamlet had held a dark secret. At its heart, certain members of the village secretly aided (and were apart of) a sect of fanatical Zon-Kuthon cultists who had the settlement firmly in their grasp for years. So it was only a matter of time before they learned of Silvaina and her angelic blood. Thus on one cloud-shrouded night, the Ioniah household was assailed by dark-cloaked figures. Silvaina's father lost his life during the struggle trying to defend his family, but alas, he failed, and all were taken. Dolen Ioniah, for better or worse, would be spared the fate of his wife and children. The Zon-Kuthon cultist, would subject the family to strange rituals and horrific torture. Silvaina in particular would spend her days separated from her brothers and mother in a damp, dark hole in the ground in a desolate cave that housed the cult's lair. The nights brought only pain and suffering at the hands of the Zon-Kuthon cultist, who sought something in the young aasimar's blood. Two weeks would pass, and on each of those days, the followers of the midnight god found new and inventive ways to install terror and pain. Each day Silvaina begged the gods to save her, even calling on Sarenrae, the patron goddess of her mother.    'The death of innocence is but necessity; If you abhor the thought, then you’re welcome to your fantasy. If those beside you bear witness to the darkness of life, Then for the greater good, stand beside them; when called to die.'   One day Silvaina's prayers would finally be answered, but not by the gods or avenging paladins or heroes. In a lightning raid that nearly wiped out the sect to a man, a unit of hell knights of the Order of the Pyre who had been tracking this particular group for some time. During this assault, Silvaina was eventually freed, though rescuing any captives was not the hell knight's objective - Silvaina still saw these black iron-clad warriors as avenging saviors. Ultimately, Silvaina soon discovered she was the only survivor of her household, leading the hell knights to eventually arrange to send her to an orphanage in Misarias.   'Who wouldn’t gladly die for the sake of their kin? It takes a pure soul to cling tight to conviction as they die, But to kill for them… is something only the strong abide.'     The horrors of her experience and rescue would forever haunt and shape the young girl for the rest of her life. This inspired her to eventually join the storied Order of the Pyre, and some 15 years later, she joined the local city watch and finally caught the eye of the local chapter house of Hell Knights. Years of practical training and first-hand experience finally granted Silvaina the coveted rank of armiger as the order's newest initiate. In just three weeks, she would be subjected to The Test. But before that day could come, however, the news would reach Silvaina that the only surviving Zon-Kuthon cultist of that night had been spotted in the River Kingdoms. Horric Nimblemoon- the second in command of the sect responsible for kidnapping Silvaina's family.   'And that’s something no child should have be put through- I cross the line for your sake; so you don’t have to. But if that child shall ever even think to stray from the path, They’ll know no mercy- they’ll be purged with unhesitant wrath.'     It was the chapter houses Paralictor (Savra Belabranta) who deemed it a suitable ordeal to send the young initiate to hunt this long-time insurgent and criminal. The Paralictor knew an entire squad of Hell knights would attract far too much attention. However, a single armiger of no renown would be a fitting scalpel to this problem where a hammer would prove ill-suited. And so Silvaina has commenced her hunt, one that is more than personal for the woman, which was no doubt taken into consideration by the Paralictor. The search has gone on for two months and finally brought Silvaina to Brevoy, who sees this as a golden opportunity to have free reign to search for her target, who has (for one reason or another) fled into the Stolen Lands. And perhaps lay the foundation to further extend the influence of the hell knights into the too-long lawless uncivilized Stolen Lands...  
  10. Joyce la Dévouée - Human, Warlock 2 AC: 13 | HP: 17/17 | Initiative: +2 | Passive Perception: 11 | 1st, Slots: 2/2 | Imbued Items: 0/3   Joyce offered a nod of thanks as the worker returned to his duties. Turning she took the time to walk the street a bit, getting familiar with the neighborhood, before wandering her way back to the group alongside a few passers-by. Joyce noted River had also slipped away and decided to wait until both River and Zerik returned before reporting what little Joyce had learned. Her right hand unconsciously toyed with the end of her braid as she postponed for Zerik and River. Once they had revealed what they had found she paused in thought.   "So what now then aimico'sAimico – term meaning "friend"?" Joyce began crossing her arms, "I doubt there is much more we can learn about the place from outside. Though I doubt this place is tied to whoever hired those assassins- we can't overlook the risk this man or woman works here or might be Malen himself. Unlikely unless he is a complete postenagoPostenago – "idiot" (literally "carrot").. So it seems we have some choices to make, I fear I'm unsure myself how we might approach this little puzzle. Sirrah Aurum what do you think?"   Mechanics Main Hand: Empty Off Hand: Empty 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.       Spell Casting Spell Casting | CHA | DC 13 | Mod+5 | Spell Slots: 2 (1st level) Cantrips Eldritch Blast Friends   1st Level Armour of Agathys Charm Person Hex    
  11.   "Let the healing light of the sun burn out the darkness within you. Let your inner light be a guide for others, and a searing flame against unrepentant evil." Parable from the Light and Truth Theme   Path-build Link: https://pathbuilder2e.com/launch.html?build=303641 Asafu Samnu 'The Unkindled'    Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1 (Sarenrae) Medium • NG • Humanoid Abilities Strength 16 (+3) • Dexterity 10 (+0) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 16 (+3) Boosts • Ancestry: +2 CHA, +2 STR • Background: +2 CHA, +2 CON • Class: +2 STR • Free: +2 CON, +2 WIS, +2 CHA, +2 STR Adventuring & Combat HP 20/20 Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses Speed 25 feet Class DC 16 • Trained 3 • Base 10 • Str 3 • Item 0 Armor and Shields — AC 17 • Trained 3 • Base 10 • Dex 0 • Item 4 Trained: Armor, unarmored Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10) Saving Throws — • Fortitude +7 • Expert 5 • Con 2 • Item 0 • Reflex +4 • Trained 3 • Dex 1 • Item 0 • Will +6 • Expert 5 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Martial, simple, unarmed Warhammer +6 • Trained 3 • Str 3 • Item 0 • Damage 1d8+3 B • Shove Skills Acrobatics +0 • Untrained 0 • Dex 0 • Item 0 Arcana +0 • Untrained 0 • Int 0 • Item 0 Athletics +6 • Trained 3 • Str 3 • Item 0 • Armor -0 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +3 • Untrained 0 • Cha 3 • Item 0 Diplomacy +5 • Trained 3 • Cha 3 • Item 0 Intimidation +5 • Trained 0 • Cha 3 • Item 0 Lore: Sarenrae +0 • Trained 3 • Int 0 • Item 0 Medicine +4 • Trained 3 • Wis 1 • Item 0 Nature +1 • Untrained 0 • Wis 1 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +0 • Untrained 0 • Cha 0 • Item 0 Religion +4 • Trained 3 • Wis 1 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth -2 • Untrained 0 • Dex 0 • Item 0 • Armor -2 Survival +1 • Untrained 0 • Wis 1 • Item 0 Thievery +0 • Untrained 0 • Dex 0 • Item 0 Languages: Common, Draconic Abilities Versatile Heritage • Ifrit Ancestry, Heritage • BrightsoulThe fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions. Traits Ifrit Lineage: Glimpse of Redemption • Champion 1 • Trigger An enemy damages your ally, and both are within 15 feet of you. Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: - The ally is unharmed by the triggering damage. - The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.   Feats Pilgrim's Token • Feat Source Awarded Feat Level 1 • General-skill •  You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. Special If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement. APG Shield Block • General 1 • Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. CRB   Weight of Guilt • Champion Feat Source • Class Feat Level 1 Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration. CRB   Spells & Powers Spell Attack +6 • Trained 3 • Cha 3 Spell DC 16 • Trained 3 • Base 10 • Cha 3 Focus Points 1/1 Focus 1 — • Lay on Hands ♦ Somatic • Range touch • Targets 1 willing living/1 undead • Heal 6 points, +2 status bonus to AC for 1 round; undead take 1d6 damage and Fort save or receive -2 status penalty to AC for 1 round; Heightened (+1): +6 healing/+1d6 damage Inventory Money: 2 gp, 3 sp Bulk 4/13 • Enc 5 (5 + Str 3) • Max 13 (10 + Str 3) Kit, Champion • Bulk 1 • Backpack, Chalk (10), Crowbar, (10), flint and steel, rope (50 ft.), rations (2), soap, torches (5), waterskin Grappling Hook • Bulk L  Religious Symbol (Silver) • BULK: L Religious Text  • BULK: L Arms and Armor Chainmail • Bulk 2 • +4 AC, Dex Cap +1, CP -2, Speed -5 • Flexible, Noisy Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10) Scimitar • Bulk 1 • 1d6 S, Forceful, Sweep Group Sword Dagger • Bulk 1 • 1d6 P,Agile,Finesse, Thrown 10 ft.Versatile S Javelin (x4) • Bulk 1 • 1d6+3 P, Thrown Appearance Asafu Samnu's appearance is instantly the most eye-catching thing any notices about him. His human lineage is hardly discernable beneath his alien appearance- possessing flesh as black as charcoal knitted with veins of faintly glowing embers. Asafu eyes gleam with a baleful amber light reminiscent of liquid amber mixed with molten fire. A faint haze of hot air seems to coat his frame one can see depending on what angle they observe Asafu. All this gives him a frightening visage to behold to any who doesn't know him. Compounding this, he stands at an equally imposing height of 6'3. Asafu's frame is also rather top-heavy matched with noticeably large hands.   Asafu tends to wear a turban and veil when in public(the chainmail coif is usually kept down), along with a pure white tabard over the chain shirt. The symbol of sarenrae is emblazoned both on the front and back the edges trimmed gold. This leaves him otherwise covered from head to toe in armour and cloth dressed so regardless of the weather. Leaving often only his eyes visible, with dim light and faint traces of smoke bellowing forth from the gaps in his armour.      Personality   Despite appearances, Asafu is actually a rather gregarious and extroverted person. He tends to be open, honest and straightforward, even with strangers. He prefers to see the best in people and often has difficulty understanding even the smallest cruelties of others. Antagonizing and brutality against others is something of an anathema to him. Even before he took up the worship of Sarenrae, he disliked the very idea of harming another. The hardships of his early life likely granted him this rare ability to sympathize so easily with others. Asafu tends to be cheerful and optimistic and rarely shows his temper, and though he dislikes turning to violence as the first solution to a problem, he refuses to stand by when cruelty to another can be stopped. Preferably through diplomacy if he can manage it, though he does not shy from a fight if it cannot be avoided.    History   'My first memories we of ash, pain, and choking smoke. Whether there was a proper beginning, I cannot recall- my past is as concealed from me as the dust of the dunes.'   Asafu's past remains a mystery to him; as far as he has discerned, a wandering nomadic desert tribe found him wandering the desert alone. The tribe discovered him engulfed in a violent flame that guttered out as suddenly as the changing winds. Many saw it as a strange and ill-omen and wanted nothing to do with him, but a circle of the tribe elders took pity on the young child who had seemingly been badly burned. They took him in, ostensibly adopting him into the tribe despite the water lords' wishes. The years passed, and the boy never genuinely integrated with the rest of the tribe. Instead, the other children mocked and picked on him, never inviting him into their play or games. The water lord, Khaepses Ukhuff, only saw the child as an unwanted burden and eventually sought to get rid of the boy, convinced the child was cursed. But, as fate would have it, after a raid on another tribe, Khaepses Ukhuff had unintentionally gained the ire of a brass dragon- for he had ended the life of the opposing chief in a duel.     Reghynth, a rather old and feared brass dragon not known for violence, had been a long-time friend of the man Khaepses had killed. Reghynth would arrive days later demanding retribution. Khaepses seized this opportunity with a clever plot, passing off Asafu as one of his children, convincing the old dragon to take Asafu as a hostage and ward to buy Reghynth's mercy. Reghynth's children had long since flown the nest, and the old drake had spent many centuries alone. The prospect of someone to keep her company and satisfy the brass dragon's desire for conversation.    So perhaps surprisingly, Reghynth took the water lord's offer, taking the child into her care. She would eventually learn Asafu was not one of Khaepse's kin, but perhaps she had known from the start. In any case, Asafu's life would finally turn for the better under the care of the draconic matron. First, Reghynth taught the young boy to tame the strange flame magic that had plagued him most of his life. Teaching him to value life and care for those in need, including many other topics Reghynth had learned in her long life, from desert survival to social etiquette.    Asafu grew into a promising young man, but Reghynth knew the flame-touched boy needed others of his kind to mingle with. So the Reghynth contacted an old priest of Sarenrae, head of a temple and a retired former paladin of the Dawnflower who lived in Aspenthar. Despite a heartfelt goodbye, Asafu integrated into his new life as a pupil at archpriest Ril Nuth's institute. As time went on, despite never being pressured to do so, Asafu felt naturally drawn to the worship of Sarenrae. At last, finding a place in the world and a goal in his life he did not know he was lacking before.    Growing into adulthood, it was Ril who suggested Asafu officially join one of the orders of Sarenrae in Aspenthar. Two years were spent protecting caravans and pilgrims travelling across Thuvia's deserts. Until one day, Asafu was sent a dream he believed to be a message from Sarenrae herself. Seeking advice on the meaning of his dream Asafu asked his old mentor Ril for guidance, who in turn set the young lightsworn on a path that saw him encounter an unlikely ally. One which enlightened him to a plot that endangered all of Aspenthar. However, working together, the two managed to flush out a cult of Hastur chasing their members to nearby Absalom and, finally, Otari. 
  12. Joyce la Dévouée - Human, Warlock 2 AC: 13 | HP: 17/17 | Initiative: +2 | Passive Perception: 11 | 1st, Slots: 2/2 | Imbued Items: 0/3 Joyce sized up the red-bricked building, the target of the group's supposed meeting. Meeting who and for what purpose? Well, lothian willing perhaps they might finally acquire the lead the group so desperately needed. So much time already lost- waste, with nothing to show for it. Every day that passed drastically reduced the possibility of finding the missing girl alive. Hope was a fragile thing, so easily broken or lost. Only time would tell if what hope remained was not misplaced. Following the parties' introductions, Joyce returned to her room and decided on a less conspicuous appearance. Stashing her shield, and Godelieve's old sword. Joyce had retained only her daggers, easily concealable for now.   Noticing Zerik peeling off she nodded to herself and informed the others, "I'll see what I can learn, I'll circle back."   She then merged with the relatively light foot traffic of the main road. Circling around Joyce made her way to the warehouse's front entrance. As nonchalant as any innocent citizen could manage the former knight eyed the working laborers. After a short while, she picked one out who was currently busy unloading a wagon near the side street front entrance. Summoning her most friendly and disarming smile, she made her way over to the laborer in question.    "Evening, sirrah, excuse my interruption. I'm employed by a recently arrived trader from Caper's Bay. We've been canvassing the neighborhood's unoccupied warehouses, looking for a suitable establishment to rent. Embarrassingly we haven't yet had time to become acquainted with our possible future neighbor's. Would you be so kind as to tell me the name of the owner of this building?"   Mechanics Main Hand: Empty Off Hand: Empty 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.       Spell Casting Spell Casting | CHA | DC 13 | Mod+5 | Spell Slots: 2 (1st level) Cantrips Eldritch Blast Friends   1st Level Armour of Agathys Charm Person Hex          
  13. Timora 'Grim Hand' Sethrauth - Human Fighter   Timora had decided to make the most of his time, resting his tired knee at long last. He even enjoyed a light meal before retrieving his smoke pipe and tobacco. Waiting out the final few hours before Virgil awoke, which, when it finally happened, allowed the old captain a sigh of relief. Another tragedy averted, if only narrowly. He was getting to old to be fretting over the lives of comrades again. A man could only bear so much.   Deciding to distract himself from his dire thoughts and memories the old captain listened to Caspian's question. Timora pondered this inquiry, brow furrowed in thought. Puffing his pipe Timora finally nodded before answering, "hmph, not much we can do beyond what we've been doin'. Exercising a greater caution- not touching things we don't understand? Seems like common sense will be our best defense as is often the case." Inhaling slowly, Timora sighed as he emptied his pipe, "aside, nothing else comes to mind. Unless we gain somethin that can find traps born of sorcery."   Mechanics Main Hand: Rapier Off Hand: Empty Action: Dodge Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Draw weapon Character Sheet Timora 'Grim Hand' Sethrauth - Human Fighter STATS Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 13 (+1) HP 12/12 HD 1d10 AC 17 (studded leather, shield) Speed 30 ft. Passive Perception 13 Initiative +3 DM Inspiration Yes Languages Common, Dwarvish Background Soldier (officer) Feature Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. WEAPONS Rapier +5 attack, 1d8+5 piercing damage. Whip (reach) +5 attack. 1d4+3 slashing damage. Light Crossbow (range 80/320 ft.) +5 attack, 1d7+3 piercing damage. PROFICIENCIES Proficiency +2 Saving Throws Strength +2, Constitution +4  Skills Acrobatics +5, Athletics +2, Intimidation +3, Perception +3, Survival +3 Gambling Sets Playing Cards Vehicles Water Weapons All weapons Armor All armor, shields FEATS  Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. RACIAL FEATURES   CLASS FEATURES Dueling. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.   Second Wind (1/1 per short rest) You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again   Equipment General Inventory (123 lbs.) Studded Leather - 13 lbs. Shield - 6 lbs. Rapier - 2 lbs. Whip - 3 lbs. Light crossbow - 5 lbs. Case, (20 x crossbow bolt) - 2 lbs. Common clothes - 3 lbs. Clothing, cold weather - 8 lbs. Horn -- Pouch - 1 lb. Tobacoo packs - 1 lb. Crowbar - 5 lbs. Hammer - 3 lbs. Playing card set -- 10 x Pitons - 2.5 lbs.  10 x Torches - 10 lbs. 10 x Rations - 20 lbs. Whetstone -- Tinderbox - 1 lb. Sack - 0.5 lb. Waterskin (Full) - 5 lbs. Silk rope, 50 ft. - 5 lbs. Bedroll - 7 lbs. Tent - 20 lbs. Coin Purse (0.28 lbs.) Platinum: 0 Gold: 5 Electrum: 0 Silver: 0 Copper: 9   Encumbrance Max Load: 150 lbs. (15 x STR) Current Weight: 123.28 lbs.            
  14. Joyce la Dévouée - Human, Warlock 2 AC: 18 | HP: 17/17 | Initiative: +2 | Passive Perception: 11 | 1st, Slots: 2/2 | Imbued Items: 0/3   Sleep eluded Joyce for much of the night; strange, haunting dreams had made proper rest impossible for the young knight. It left Joyce with a familiar pulsing headache as she stirred that morning. So she awoke early, garbing herself in the newly acquired clothes she'd managed to pick up at Saches. Replacing her bandolier of knives for a more subtle leather belt and boots. A longer hemmed dark trench coat that was companied by a short cape. Marta had even been kind enough to point out a feathered hat that complimented the whole ensemble.   Eventually finishing her morning preparations, she slipped downstairs, soon realizing she was one of the first to rise. She ordered warm milk to compliment her usual breakfast fair. As Joyce attempted to enjoy her meagre meal Joyce contemplated the past few days. The days since reaching the city felt like a blur. So much had happened, between losing Godelieve someone who had reminded Joyce of so much of herself- and what she had lost. Then to finally enter the city and be drawn into this investigation. A tragedy to herald yet more ugliness. Worse Joyce's long-time and only recently reunited friend had been called away. An unforeseen circumstance that left Joyce feeling quite alone now. There was no one left she felt she could completely trust, yet between being hunted as well as haunted by forces she did not understand Joyce was in no position to strike out on her own.   Not quite yet.   For now, she'd stay the course, and make an effort to solve this case. Perhaps lothian might smile on them and grant a happy ending for once? Joyce would settle for the newest recruits being pleasant to work with at the very least. It wasn't long before the rest of her compatriots joined her at the table, including the two aforementioned new recruits. The first to get the young knight's attention was the goliath of a man named Jack. A prosaic name and a friendly enough looking fellow despite appearances. He contrasted sharply with the small unassuming young girl that shadowed him in.   More dull-witted meat for the grinder, eh. Perhaps the big one will last longer than the last godsworn fool?   Joyce frowned as Ig'drich's whispers echoed at the corners of her thoughts. An intruding presence that clung like fetid oil on her psyche. She subtly inhaled through her teeth closing her eyes as she shored up her mental defenses, shoving its influence to the back of her mind. It was enough of a distraction Joyce almost missed the fact she had been addressed by one of their new arrivals.    Joyce blinked trying to recall what the question was. Then cleared her throat as she thought of an answer before saying, "at the moment we possess scarce information on who we're meeting. We have a place and time, as you no doubt are already aware and it's likely they're expecting two humans; members of the pale dogs outside the city."    Leaning back Joyce nodded at River's words, "acTrolone for – yes, affirmative., that was our assumption as well- Phon, however, wasn't certain why she was targeted or what she could have seen that made her a target. But, before we get to business, why don't we introduce our self, perhaps speak a little about ourselves? Seems like a fair idea given we will be working together for the first time. Some of us at least. I'll start. My name is Joyce la Dévouée, as you might guess from the name, I'm originally from Trolone. A mercenary by trade, who's come to Ptolus seeking a certain artifact. Nothing surprising there I'd guess? As for something more personally ha, well I used to enjoy painting." The last she added with a small smile and shrug.   Mechanics Main Hand: Empty Off Hand: Empty 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.       Spell Casting Spell Casting | CHA | DC 13 | Mod+5 | Spell Slots: 2 (1st level) Cantrips Eldritch Blast Friends   1st Level Armour of Agathys Charm Person Hex        
  15. Joyce la Dévouée - Human, Warlock 2 AC: 18 | HP: 17/17 | Initiative: +2 | Passive Perception: 11 | 1st, Slots: 2/2 | Imbued Items: 0/3 Actions are this. When Joyce thinks. "When Joyce speaks." When Ig'drich Speaks   Mechanics Main Hand: Empty Off Hand: Empty 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.       Spell Casting Spell Casting | CHA | DC 13 | Mod+5 | Spell Slots: 2 (1st level) Cantrips Eldritch Blast Friends   1st Level Armour of Agathys Charm Person Hex        
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