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OsmundCinderholt

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  1. Vic had been walking aimlessly since about 1 o'clock when the trailhead spit her out at the end of the trek, and has been actively avoiding making any real plans for the 'what now'. Now that it was 6 PM, her rumbling stomach made the first, and frankly easiest choice in her near future; Dinner. Nigh on a month of eating nothing but backpacking MRE style meals and peanut butter on crackers made anything hot and not out of packet look appetizing, and no kind of long line would deter her. The young woman looked a bit ragged, the wear and tear of the trail still apparent on her. Muddy boots, stale campfire smoke infused clothes, and the large 45 liter backpack on her back painted the picture that she was either homeless or super lost. In any case, seeing the line as it was, Vic thought to make a beeline for the bathrooms first. Shrugging off her pack off her shoulders, then sort of awkwardly shuffling past the crowd she went into the Women's room. Once inside, Vic laid her pack against the wall and fished out a few things. First she grabbed her empty 1.5 liter nalgene bottle and put it on the sink's counter, then she fished out small ditty bag. Vic drew open the drawstring of the small bag and pulled out a bottle of Campsuds, the kind of all purpose biodegradable soap that she'd been using for washing her dishes/herself for the last month now. Staring at herself in the mirror, Vic frowned as she saw who was looking back. Sighing, she turned on the faucet to hot and squirted out a fair amount of suds into her hands and began to wash her hands, then her face. The sink water ran dark with the dirt. Anyone else in the Lady's room would likely be appalled, but at this point Vic didn't care. After grabbing a wad of paper towel to dry her hands and face, Vic once more looked in the mirror and mustered a quiet "I did it Pops... now what." This whole trip was meant to be their last Father-Daughter outing before she went to college next year, but now...? Now was time for pizza. Filling her nalgene bottle from the faucet, Vic stuffed it back into her backpack and went out the door to stand in line finally.
  2. Victoria "Vic" Stephens Attributes: Agility (D8) Smarts (D4) Spirit (D6) Strength (D4) Vigor (D8) Skills: Athletics (D6) Common Knowledge (D4) Fighting (D8) Healing (D6) Language-English [Native] (D8) Notice (D6) Persuasion (D4) Shooting (D6) Stealth (D6) Survival (D6) Derived Statistics: Pace: 8" Running Dice: D8 Parry: 6 (7 w/Staff both hands) Toughness: 7 (1) Hindrances: Impulsive (Major) Phobia - Dogs (Major) Edges: Extraction: When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free Fighting attack. First Strike: Once per round, as long as she’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. Fleet-Footed: The hero’s Pace is increased by +2 and his running die increases one step. Armor: Thick Coat/Leather Jacket: +1 Torso/Arms Weapons: Unarmed: Range- Melee, D4 damage Survival Knife: Range- Melee, 2D4 damage (Basic tools in handle add +1 to Survival rolls) Staff (Walking Stick): Range- Melee, 2D4 damage (Reach 1, Parry +1, 2 Hands) Gear: Backpack (Contains: Contains: Bedroll (sleeping bag; winterized), Canteen (waterskin), First Aid Kit (basic supplies), Flashlight (10” beam), Flint and Steel, Lighter, Rope, nylon (10”/20 yards), Whistle, Whetstone, MRE) Hiking Boots Cell Phone Current Wealth: $: 0 Background: Vic grew up on a backwoods farm property in southern Pennsylvania, where truth be told her father raised her like the son he never had. From an early age she was taught to be comfortable in the scrub and brush, learning how to hunt and orienteer maps, and how to camp. Her pops was taking her out nearly every weekend to go on camping/hunting/fishing excursions. From the time she could walk, straight through High School, Vic and her pops bonded over deeply over their shared love of the outdoors. So when Vic's father died her senior year, a massive hole was left in her heart. Before his passing, Vic's pops was planning with her a trip down the Potomac-Heritage trail, which stretched from their part of nowheresville PA, straight down to the Chesapeake bay. Not wanting to have that dream go unfulfilled, despite her father's passing, Vic planned the 20 day trek on her own. It would be her big last hurrah before she applied for University the following year. The journey down the trail was a somber one, with each mile, with each step only leaving Vic feeling all the more lonely. As the days pressed on, and the further she traveled southeast, Vic felt the love of woods leaving her, as it only too painfully reminded her of her father. When finally the trail spit her out, Vic found herself in the small coastal town of Deltaville. Her impulsive planning in the first place, coming alone, never accounted for the return journey. With no money, a backpack full of hiking gear, and a heavy heart, Vic had to come up with a plan of how to get back home... If she'd ever get home, that is...
  3. Cayenne Sprite (Luminous Sprite) • Blight-Burned • Monk 2 Size: Tiny• Alignment: Chaotic Neutral• Abilities Strength 18 (+4) • Dexterity 16 (+3) • Constitution 10 (+0) • Intelligence 10 (+0) • Wisdom 14 (+2) • Charisma 12 (+1) Boosts • Ancestry: STR, DEX • Background: WIS, STR • Class: DEX • Free: Str, Dex, WIS, CHA • Gradual Ability Boost: Level 2 (STR) Adventuring & Combat HP 26/26 Perception +6 Low-Light Vision Speed 20 feet Class DC 17 Armor AC 19 • Expert: Unarmored Saving Throws • Fortitude +6 (+7 vs poison) • Reflex +9 • Will +8 Weapon Proficiencies • Trained: Simple, Unarmed, Monk Attacks: Bo Staff: +9/+4/-1 hit, 1d8+4 Bludgeoning (Monk, Parry, Reach, Trip, Magical) Unarmed Strikes: +9/+4/-1 hit, 1d6+4 Bludgeoning (Agile, Finesse, Nonlethal, Unarmed, Magical) Sprite's Spark: +8/+3/-2 hit, 1d4 Fire, 20 feet (Unarmed, Magical) Skills Acrobatics +7 Arcana +0 Athletics +8 Crafting +0 Deception +5 Diplomacy +1 Fey Lore +4 Intimidation +1 Medicine +2 Nature +2 Occultism +4 Performance +1 Religion +2 Society +0 Stealth +7 Survival +2 Thievery +3 Languages: Common, Sylvan Abilities Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Magical Strikes: Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons. Flurry of Blows(◆): Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn. Powerful Fist: You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks. Blight Burn: Your scar now throbs painfully in the presence of creatures matching the source of your scar, immediately alerting you to their presence. You gain an imprecise lifesense with a range of 30 feet. This lifesense can only detect aberrations, oozes, blighted fey, or fungal creatures. Feats Luminous Sprite (Heritage): You glow with magical luminance. You naturally shed light as a torch; this light has the evocation, light, and primal traits. You can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait. Sprites Spark (Ancestry): You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals 1d4 damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. Firefly Sprite Luminous Spark (fire). Oddity Identification (Background Free): When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM's discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus. Monastic Weaponry(Class): You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. Ki Strike (Class): You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, or void. Staff Acrobat Dedication (Free Archetype): When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don’t have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead. Titan Wrestler (Skill Feat): You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics. (IE may attempt to trip up to MEDIUM characters as a TINY character) Inventory Money: 13 Gold, 2 Silver Bulk 1 (Unencumbered. Enc 4; Max 7) Adventurer's Pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin) Explorer's Clothing Arms and Armor Bo Staff Appearance Cayenne stands at the towering height of 9 inches tall, looming large over lesser Sprites and critters who dare step to him and challenge him. To the large folk, non-fey, he appears as a juvenile looking elf with short messy red hair, expressive eyebrows and a set of glowing firefly wings. In his own right, Cayenne is well muscled and shows that he has undergone physical training to give him a surprising amount of strength, on top of his natural affinity for agility. Expressive and thick eyebrows frame his face, emphasising his amber colored eyes. His attire all appears homemade, being made of a hodgepodge of scrap fabric and leafy materials. The one piece that seems nicer than the rest of his piecemeal clothing is the small scrap of yellow silk, which he wears about his neck as a kerchief. In truth, this scrap is worn to cover his Darkblight scar on the back of his neck. In times when he's scared or nervous, Cayenne is seen tugging on the yellow silk kerchief. The Sprite arms himself with a foot long pole of yew wood, which has been blackened and hardened over a fire, then wrapped in the middle section with leather cordage for grips. The Sprite is seldom seen without it, and more often than not he uses to catapult or pole vault to harder to reach places. To the big folk who cross him, it's his means for reaching them right where they are, and promptly breaking their toes/shins/knees. Personality Cayenne's parents named him 'Cayenne' on account of his hair color, but it turns out that the name was a kind of nominative determinism, because as he grew into adolescence his 'spicy' personality revealed itself. Always a mischievous soul, Cayenne can't help but pull tricks or lie when it would be more convenient to tell the truth. Perhaps it was an artifact of his heritage, or influence of the Lantern King, but if he wasn't pulling some kind of prank he wasn't living right. Not to say he doesn't tell the truth, or is needlessly cruel, on the contrary, if you're in his clique you're off the target list. With the one's he's deemed 'alright', Cayenne does still partake in friendly ribbing, but not to the same extent to those on the list. When it comes to conflict, Cayenne has the prototypical 'small man syndrome' where he feels rather inadequate when in comparison to the big folk. So naturally, he tries to bring people down to his level, in more meanings than one. He goads people into fights, trips people who do fight him, and he can't break his pride to reject a challenge no matter what it is. Cayenne even accepts challenges that aren't even in his wheelhouse of skills, just trying to prove himself. A secret shame of his, is that in all honesty when a fight rears it's head... he's terrified. Bonafide coward, but he can't help himself in overcorrecting to hide his fear. Those who know him best can notice him tugging on the yellow silk kerchief nervously, or even the tremor in his hands as he hefts his Bo Staff. Edicts Play Pranks Seek New Jokes Leave lit lanterns in odd places Anathema Be completely honest Ruin a good joke/prank Back down from a challenge History Cayenne came from a hidden community of Sprites of all shapes and varieties in the Fangwood, deep in the hidden umbels and thickets. Their band was a roving group, finding new hollows to call home when the need arises. All together he lived the typical Sprite childhood, which was full of fun and mischief, all the while learning the ways of his people and getting to know the Fangwood. He had little idea of what the world outside the Fangwood was like, as he had never left before. Though, his need to leave the Fangwood was soon thrust upon him. Growing up, his family and community elders spoke of the Darkblight twisted Fey that they shared the wood with, hearing stories of how they would devastate those they came in contact with. Cayenne thought it was a ghost story to scare young Sprites like him into behaving and eating their vegetables. It was very real, and it found his home. The attack came at night, and Cayenne was only partly awake to realize that his life was being torn apart. Fleeing his hut in the tree stump his family called home, he witnessed the encroaching Blight and the dark Fey creatures twisted by it ravaging his town. Friends and family were torn at and cursed with the Blight. His own parents were overwhelmed. In his fear, the same fear that makes his hands shake now, he flew away as fast as he could. On the way out of the village an errant grasping hand scratched the back of his neck, cursing him too. Cayenne kept flying southwest out of the Fangwood, over the Marideth river, and into town of Phaendar. It was here in the village of Phaendar that he found a semblance of peace, though it wasn't easy at first. Given his Fey nature, and the people of Nirmathas' view on the Darkblight and association with dark Fey, the young Sprite hid for a while, living in secret underneath porches and in barns for a time. Eventually, Cayenne met a few kind souls who welcomed him and gave him a permanent place to call home. Though, it still was hard to relax... the nightmares of the attacks still troubling him. The scar on his neck still throbbing with pain, a constant reminder. Known NPC Villagers Miss Paula Regilla: The first person to notice Cayenne in town. She works as a tailor, receiving shipments of finer materials from the river boats. Cayenne was sleeping under the wooden porch of her shop for some time, and it was a lucky happenstance that she noticed a glimmer in the dark under there one night. At first Cayenne didn't trust the woman, but the two of them hit it off, as it turns out the tailor had quite the sense of humor herself, matching his energy. Once trust had been established, she offered to allow Cayenne to make residence in her storage room instead of under the porch, in return if he agreed to help out every now and then. This wasn't the most difficult bargain to uphold, as Cayenne and her were like two peas in a pod. It was Miss Regilla that gave Cayenne the scrap of yellow silk that he wears now to cover his Darkblight scar. Timo: Timo is an old man and cook at the local tavern. He also so happens to be Cayenne's favorite person to prank. Most of his pranks involve messing with things in his kitchen, or indeed messing with the old chef's hat. Many a good time was had by seeing how many garlic cloves Cayenne could stuff into the folds of that floppy chef's hat, only for them to come tumbling to the floor when he moved about the kitchen. The young Sprite isn't quite sure if Timo is aware of the pranks, or is just SO OVER IT that he doesn't hardly give them a reaction any more. In either case, Cayenne has no intention of stopping.
  4. Rosanna Freysdottir Bard 1 | Human | Revenant | AC 18 | HP 17/17 | Init +0 | Class DC 17 Fort +4 | Ref +4 | Will +5 | STR +3 | DEX +1 | CON +1 | INT +0 | WIS +0| CHA +4 IC
  5. Rosanna is a "normal" human, more or less. Though the time in the Graveyard of Souls did change her nature, on a spiritual level. The sort of explicitly points out that I'm not undead. Just undead-adjacent I guess.
  6. Thanks for accepting my weirdo, GM! As for those groups, no arguments from me, seems like a fun group! Dedication wise, I'm thinking of going Bastion for things like Everstand Stance for two-handed shield bashing madness. On top of the regular support minded bard skills/spells I'll be taking, Rosanna will turn out to be pretty interesting I think.
  7. Rosanna Freysdottir Ancestry: Human (Versatile Heritage) Background: Class: Bard (Warrior Muse) Alignment: Neutral Ability Scores Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Adventuring & Combat HP: 17/17 Perception: +5 (Expert 5 + Wisdom 0 = 5) Speed: 25 Class DC: 17 (Trained 3 + Base 10 + Charisma 4 = 17) Longsword: +6/+1/-4 (Trained 3 + Strength 3 = 6), 1d8+3 P/S Shield Boss: +6/+1/-4 (Trained 3 + Strength 3 = 6), 1d6+3 B Armor & Shields Armor Class: 18 (Trained 3 + Base 10 + Item Bonus 4 + Dexterity Cap 1 = 18) Steel Shield: +2 AC, Hardness 5, HP: 20 (10) Weapons Proficiencies: Simple (Trained), Martial (Trained), Advanced (Untrained), Unarmed (Trained) Armor Proficiencies: Light (Trained), Medium (Trained), Heavy (Untrained), Unarmored (Trained) Saving Throws Fortitude: +4 (Trained 3 + Constitution 1 = 4) Reflex: +4 (Trained 3 + Dexterity 1 = 4) Will: +5 (Expert 5 + Wisdom 0 = 5) Skills Acrobatics: +1 (Untrained 0 + Dexterity 1 = 1) Arcana: +0 (Untrained 0 + Intelligence 0 = 0) Athletics: +6 (Trained 3 + Strength 3 = 6) Crafting: +0 (Untrained 0 + Intelligence 0 = 0) Depeption: +4 (Untrained 0 + Charisma 4 = 4) Diplomacy: +7 (Trained 3 + Charisma 4 = 7) Intimidation: +7 (Trained 3 + Charisma 4 = 7) Lore- Boneyard: +3 (Trained 3 + Intelligence 0 = 3) Medicine: +0 (Untrained 0 + Wisdom 0 = 0) Nature: +0 (Untrained 0 + Wisdom 0 = 0) Occultism: +3 (Trained 3 + Intelligence 0 = 3) Performance: +7 (Trained 3 + Charisma 4 = 7) Religion: +3 (Trained 3 + Wisdom 0 = 3) Society: +3 (Trained 3 + Intelligence 0 = 3) Stealth: -1 (Untrained 0 + Dexterity 1 - Armor Penalty 2 = -1) Survival: +0 (Untrained 0 + Wisdom 0 = 0) Thievery: +1 (Untrained 0 + Dexterity 1 = 1) Class Features Muse: Warrior Composition Spells Composition Cantrips Feats Armor Proficiency (General Feat) Viking Shieldbearer (Ancestry Feat) Shield Block (Free Feat via Ancestry Feat) Martial Performance (Free Feat via Muse: Warrior) Spells CANTRIPS Telekinetic Projectile Warp Step Guidance Detect Magic Light COMPOSITION CANTRIPS Courageous Anthem LEVEL 1 SPELLS Soothe Draw Ire Fear COMPOSITION SPELLS Counter Performance Inventory Gold: 4 gp Adventurer's Pack (Bedroll, Flint & Steel, Rope, Torch x5, Chalk x 10, Rations x 2, Soap x1, Waterskin x1) Personality Rosanna in her previous life was a very dour, by the books Ulfen Guard. She took her duty and charges very seriously, not so much as cracking a smile when on the job. Now however, back from her stay in the Graveyard of Souls, Rosanna has found a new vigor to her life, now that she's seemingly been given a second go-around. These days she is warm, caring, and tries to live the best she can while attending to her duties. She shares sagas of bravery to strengthen the wills of her scared companions, or she simply shares a quiet moment with a person in need. All together, Rosanna seemed wholly changed by her Deathly detour. Appearance Rosanna Freysdottir bears the powerful physique that the Ulfen people are known for. Powerful muscles from long years of training and battle stretch beneath her pale skin. Her flaxen blonde hair is cut in the very typical undercut, with the rest of it's length held up in either a bun or a series of intricate braids. Rosanna's blue eyes are sharp, though nowadays constantly set in deep dark sockets, likened to a person with little sleep. Her attire is foreign to the lands of Geb, just as they were foreign in the halls of Taldor. Long tunics belted at the waist, whose hems and collars are marked by intricate piping depicting Ulfen legends. Well oiled chainmail and steel bracers and boots, all nicked and dented showing their battle-history. Belted at her waist is a sword belt, off which an Ulfen styled Longsword hangs. Likewise, slung over her shoulder with similar leather straps is a huge Ulfen style round shield, made in steel instead of wood. Over the top of it all, Rosanna wears a long fur cloak that she affixes with a pin that bears a shape of a skeletal horses skull. History Rosanna Freysdottir comes from a long lineage of Ulfen Warriors who have traveled far from their homes, pledging their services to the Grand Princes of Taldor. Her father was an Ulfen Guard, and so too her expected her to follow in those footsteps as well. From a young age, Rosanna was trained and groomed for potential service to the Primogen Crown, during which she thrived. Rosanna was particularly talented, developing her skills of arms and bardic magics so quickly, that by the age of 16 her father suggested her to be presented to the Commander of the guard for assessment. The Commander was impressed, though he wanted to train her personally, with the promise that on her 18th birthday she would be inducted into their ranks. The Commander was a man of his word, and from the age of 18 to 30, Rosanna served with distinction and honor. When the time came for her retirement, Rosanna thought what she would do with the gold she was owed. She thought that perhaps she would like to travel the world, like the hero of the Poleiheira, sailing in a ship to wonder and glory. As was tradition for the Ulfen Guard, Rosanna was given a key to the Royal Treasuries and allowed to take as much gold as she could carry. With the chests of gold, she purchased a ship, hired a crew, and said goodbye to the shores of Avistan. The Ulfen woman's ship and crew sailed southward, past the isle of Absalom, between the straits of Osirion and Qadira, setting course of the 'Impossible Kingdom of Jalmeray'. Though perhaps fate, or wildly bad luck their ship was caught in a terrible storm which blew them wildly off course. The hurricane battered their ship, pushing it westward into the Gulf of Mechitar. Rosanna and the crew thought that when they saw land it was a good omen, but they were far too distracted by the idea of land that they did not see the sharp reef that threatened to rip their hull apart. --- Rosanna didn't remember drowning, or the moment when she drifted off into death, but she DID remember waking up looking at an unfamiliar eclipsed moon. Coming to her senses, Rosanna found herself in an endless graveyard, eerily quiet, but supremely well maintained and looked after. She can't say how long she wandered in the silent cobbles, grave markers, and mausoleums either. It was either an eternity or perhaps days. What she is certain of, something that she has trouble forgetting these days, is when she came face to face with . It had the body of a white stallion, but it's head was detached and levitating where the neck should be, and above it's skull was a crown of flames. It stood and tilted it's head at her, not making a sound. Rosanna was petrified, scared motionless. Then it exhaled a sigh over her. Next thing she knew, she was gone... and something smelled. --- Back in the land of the living, Rosanna found herself in a stack of corpses in the back of a bouncing wagon. When she stirred, the human woman who was driving the cart screamed. She was alive. So she thought anyways. The wagon driver offered a seat to her up front, and took her the rest of the way to her original destination, Graydirge. The cart driver explained that this was meant to be a delivery of corpses for Blood Lord, Berline Haldoli, and that perhaps she can explain WHAT Rosanna IS. The cart driver continued to explain that this cart was most certainly filled with normal, run of the mill dead folks, and Rosanna's sudden resurrection was most unusual. When the cart arrived, Rosanna was ushered into the Blood Lord's manor and presented. Berline Haldoli inspected her, deeming that she was indeed a Mortal, living and breathing as the Quick do... but her essence was that of an Undead. Meaning to say, positive energy, vitality magic would burn her just as it did the dead. On the flipside, negative energy, void magic would be nurturing and healing for her... like that of an Undead. Rosanna was concerned, but she was simply filled with a sudden euphoria... She had been given another try at life, to continue her journey of wonder and discovery like she intended to. Though, stripped naked and with her ship sunk to the bottom of the Gulf of Mechitar, she'd have to earn the means to do it again. Rosanna shared her history of being a member of the Ulfen Guard with the Blood Lord and asked her to keep her in mind for important work, and that she was willing to serve, if she would be fairly rewarded for such leal service.
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