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  1. Mistress Black Widow | Consort of Evil | Unholy Saviour Sometimes, all it takes to change your life is a little push. Basics Name Mistress | Aliases Loreley, Morgana, Persephone, Lilith | Tradition Occultism | Class Incanter 1 | Spheres Fate, Alteration, Telekinesis | Background Courtier Alignment Chaotic Neutral | Origin Hordland Plains | Religion Believes the "Great Dragon", the world spirit | Size Medium | Proficiency Bonus +2 | Hit Dice 1d6 | Hit Points 8 | Armor Class 12 | Speed 30 | Languages Common, Infernal, Draconic Abilities Strength 10 (0) Save 0 Athletics 0 Dexterity 14 (+2) Save +4 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 Intelligence 16 (+3) Save +5 Arcana +5 | History +3 | Investigation +5 | Nature +3 | Religion +3 Wisdom 10 (0) Save 0 Animal Handling 0 | Insight +2 | Medicine 0 | Perception 0 | Survival 0 Charisma 12 (+1) Save +1 Deception +1 | Intimidation +1 | Performance +1 | Persuasion +3 Appearance Race Human | Sex Female | Age 28 | Height 5' 8" | Weight 114 lbs. | Hair Black | Eyes Brown | Complexion Tanned Mistress raw femineity is, besides her wits, the reason she survived growing up amongst brutal savages. Her bronze skin isn't perfect, but the minor scars only intensify her lush beauty. Every morning starts with at least an hour of personal rituals, involving hygiene, exercise, alchemy, and arcane invocations. Her long black hair is rarely washed or brushed, but she treats every day with alchemy and removes the worst knots by hand. She likes to dress in long black robes of fine cloth. They have become an important status symbol to her. She emerged from the mass of savages, to be taught witchcraft, wear the robes; she was the one who achieved the favour of the Master, and whatever untarnished silk and velvet existed in the Hordelands were hers to wear. The amulet around her neck is a piece of "dragon bone" which Mistress got from her mother - it's her arcane focus. The two little hearts attached to it symbolise her two sons. She only ever introduces herself as "Mistress". When she has to give a name she uses the names of women from myth that she finds inspiring. In order of precendence: Morgana, Loreley, Persephone, Lilith. Proficiencies and Abilities Weapons: Simple Weapons Tools: Alchemist's Tools Tradition Occultist Features Drawbacks: Focus CastingYour magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback. Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback.Somatic Casting (2)You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained.You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained., Verbal CastingYou must speak in a loud, clear voice to cast spells. Using magic alerts all hearing creatures within 60 feet to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly, and if you are deafened you have disadvantage on spell attack rolls and other targets have advantage on saving throws against your magic. Boons Easy FocusYou have advantage on saving throws made to maintain concentration., Empowered AbilitiesYour magic grows in strength the more you use it. If your current number of spell points is 0, you treat your proficiency bonus as 1 higher for the purpose of casting your sphere effects. Class Incanter Features SpherecastingYou can combine spheres and talents to create magical effects. You gain a spell pool and magic talents., Magical PotencyYou gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum 1). You gain additional spell points equal to your incanter level. This pool replenishes after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.) Background Courtier (Dark Lord's Consort) Court FunctionaryYour knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. Human (Default) Features - Spherecasting Key Ability Intelligence | Spell Attack +5 | Spell DC 13 | Spell Pool ☐☐☐☐ Nature Sphere GeomancyCasting Time: 1 action Range: 30 feet Duration: Instantaneous or concentration; up to 1 minute Target: Special, see talents Cost: 0 sp You can create or manipulate the elements and forces of nature around you. Choose one geomancy ability that you possess. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action., SpiritCasting Time: 1 action Range: self Duration: Concentration, up to 10 minutes. Target: one creature Cost: 0 sp You can draw power from nature’s spirits, harnessing their residual energy to imbue yourself with power. Choose and gain one spirit ability that you possess. (Spirit) talents grant you additional spirit abilities. Augment 1 sp: The casting time is reduced to 1 bonus action. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. Fire Package (Affect FireTarget: one fire (concentration; requires fire) You can increase or decrease the size of a fire within range. The maximum size fire you can affect is a 5-foot cube, which increases when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube). You can increase the size up to your maximum or decrease it as small as desired, even extinguishing it entirely if you so choose., Move FireTarget: one fire (concentration; requires fire) You can take a fire and move it to another location within range. The fire moved can be no larger than a 5-foot cube. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal) and dies as soon as the duration ends if not moved to a new fuel source. If you augmented Move Fire to maintain the effect without concentration, you can move fires as a bonus action. When moving fire to a space occupied by a creature, that creature must make a Dexterity saving throw or take 1d8 fire damage. If a creature enters or begins its turn in a space where the fire occupies, it must make an additional saving throw or take the fire damage again. The fire damage and maximum size of fires you can move increase when you reach 5th level (2d8, 10-foot cube), 11th level (3d8, 15-foot cube), and 17th level (4d8, 20-foot cube)., Quick LightCasting Time: 1 bonus action Target: one flammable object (instantaneous) You can ignite a nearby campfire, candle, lamp, lantern, torch, or another Small or Tiny object designed to be lit. This sphere effect will light objects even if they are dowsed or wet. If targeting an attended object, the attending creature can choose to make a Dexterity saving throw to negate the effect. A creature can choose to extinguish the lit object by interacting with it.) Alteration Sphere ShapeshiftCasting Time: 1 action Range: Touch Duration: Concentration, up to 10 minutes Target: One willing creature Saving Throw: Constitution Cost: 0 sp You change the shape of yourself or a willing creature into a completely new form. When you shapeshift a target, you choose a form granted by a (genotype) talent you possess, as well as a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural weapons, creature size, special abilities, etc.). The target’s current physical makeup changes completely into that of the new form, its appearance changes into something of your choice that matches its new shape (although your control is not fine enough to mimic a specific individual creature), and it loses any special abilities, natural weapons, speaking ability, or movement types that were dependent on the old form, gaining new ones in their place. Unless their new form prevents the target from supplying the necessary components of their magic, such as hands for Somatic Casting or speech for Verbal Casting, shapeshifted targets do not lose their ability to use magic sphere talents or abilities unless stated otherwise. In addition to the benefits listed in the (genotype) talent, you can grant the target 1 trait, plus an additional trait at 5th level (two traits), 11th level (three traits), and 17th level (four traits). You cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. Augment 1 sp: You can target unwilling creatures; they are allowed a Constitution saving throw to negate the effect. At the end of each of its turns, an affected creature can make a new Constitution saving throw. On a success, the effect ends for that creature. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a spellcasting ability check against the spell save DC or sphere DC of the caster of the existing effect. If he succeeds, the second shapeshift is successfully placed on the target, suppressing the first (which continues to expend its duration even while suppressed). The Transformation feat, the wild shape ability of the druid class, spells like alter self, animal shapes, polymorph, and shapechange, and other similar powers all count as a shapeshift for this purpose, although alternate sources of specific physical traits (for example, a class feature that lets you grow claws) still function. The target chooses whether it’s equipment falls to the ground in it’s space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s form and size. The equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the shapeshift ends. If a talent or trait has a listed AC, this AC does not stack with any worn armor unless noted; use the higher value. Shields may be applied normally, though not all forms have the limbs required to wield them. Natural Weapons: Some traits grant natural weapons, such as bites, claws, spines, talons, etc. These abilities alter the target’s unarmed strike, letting them change the damage die and damage type. Some might also grant special abilities that further augment their use. Some natural weapons require the target to have a particular set of limbs; a creature without the required limb cannot gain the natural weapons, and cannot put two natural weapons on the same limb (for example, if you have one head, you could only gain one bite weapon). Genotypes: SerpentineYou can grant the form of a serpent with your shapeshift. Limbs: 1 head Speed: 40-foot land speed, 20-foot climb Natural weapons: bite [natural weapon] (1d6 piercing) AC: AC 13 + Dexterity Special: The target counts as being of either the beast or monstrosity type (your choice) in addition to its normal type. In addition, the target gains one of the following packages depending on which serpent is being mimicked: • Constrictor: The target gains the Constrict trait (see below) for its bite [natural weapon]. • Venomous: When the target deals damage with a successful attack with its bite [natural weapon], it may attempt to poison the damaged creature. A damaged creature must succeed on a Constitution save or be poisoned for 1 minute, taking 3 (1d6) poison damage at the start of each of its turns for as long as it is poisoned. Creatures are permitted a new saving throw at the end of each of their turns to end the poisoned condition. Serpentine (genotype) offers the following traits, which you can apply to any form: • Constrict: Choose a [natural weapon] that the target possesses; the target may grapple using this [natural weapon] even without a free hand. When succeeding on an attack with that weapon, the target may attempt to grapple the attacked creature as a bonus action. Creatures grappled by the target are restrained until they escape the grapple. The target may only use this ability on a single creature at a time. • Death Roll: When the target has a creature grappled, it may attempt to shove the creature prone as a bonus action. It has advantage on this check. • Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components. • Swallow Whole: The target may attempt a swallow attack against a creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects originating from outside the shapeshifted target, and it takes 1d6 acid damage at the start of each of the shapeshifted creature’s turns. The shapeshifted target may swallow targets up to one size smaller than themselves, and can have only one target swallowed at a time. The acid damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). The target may choose to harmlessly release a swallowed creature into the nearest available space as a bonus action. If a shapeshift ends while it still has a creature swallowed, the swallowed creature is released harmlessly. If the shapeshifted target dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Telekinesis Sphere AnnotationsYou can lift and move objects through magic. When you first gain the Telekinesis sphere, you gain the catch, levitate, and projectile sphere abilities. Some telekinesis abilities target a creature or object up to your telekinesis size. Your telekinesis size is a Tiny-sized target, with the maximum size of the target increasing by 1 step at 5th level (Small), 11th level (Medium), and 17th level (Large). Every sphere ability in the Telekinesis sphere gains the following Augment: Augment 1 sp: Your telekinesis size increases by 2 sizes. If you are lifting an object into the air, a creature up to your maximum size can hang from the floating object, and must use an Action to make a Strength (Athletics) check against your sphere DC to move it up to 10 feet against your will. Creatures larger than your maximum size can move objects with no issue. If you use telekinesis to lift something into the air and drop on a target, utilize the rules found in the Creation sphere. Generally, one-handed weapons or pieces of ammunition are two sizes smaller than the creature it was designed for, while armor, shields, and two-handed weapons are one size smaller. If you gain the ability to affect multiple targets at once, two creatures or objects of a similar size count as one size larger (2 small objects equals a medium, 2 mediums equal a large, etc.), CatchCasting Time: 1 action Range: 30 feet Duration: instantaneous Target: 1 projectile or thrown object that you can see Cost: 0 sp You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit. Make a ranged spell attack contested by the attacker’s attack roll; if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate. Augment 1 sp: You can reduce the casting time to 1 reaction., LevitateCasting Time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet). The target remains suspended in that location until you decide to move it again or until the effect ends. Augment 1 sp: You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it. A creature may suffer falling damage if they successfully save while floating high in the air. Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall., ProjectileCasting Time: 1 action Range: 30 feet Duration: Instantaneous Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below: Tiny ⇒ 1d4 Small ⇒ 1d6 Medium ⇒ 1d8 Large ⇒ 1d10 Huge ⇒ 2d6 Gargantuan ⇒ 2d8 If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking. If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling. Augment 1 sp: You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect. Inventory Item (Amount) Value Weight Quarterstaff 2 sp 4 lbs. Explorer's Pack • Backpack 2 gp 5 lbs. • Bedroll 1 gp 7 lbs. • Mess Kit 2 sp 1 lb. • Tinderbox 5 sp 1 lb. • Torches (10) 1 sp 10 lbs. • Rations (10 days of) 5 gp 2 lbs. • Waterskin 2 sp 5 lbs. • Hempen Rope (50 feet) 1 gp 10 lbs. Dagger 2 gp 1 lb. Fine Clothes 15 gp 6 lbs. Pouch 5 sp 1 lb. Money 5 gp Personal Characteristics Background Courtier (Dark Lord's Consort & Assistant) Since her early childhood, Mistress was the servant of Zoltran evil wizard tyrant, who ruled over his own little kingdom of savages in the Hordelands. With sixteen she became his personal consort, disciple of his arcane art and favourite. Her life depended on her ability to defend this position, and she did a lot of dark things that she doesn't want to think about anymore. Curiously, the underlying principles of how a "legitimate" bureaucracy works is surprisingly similar and they are just as deadly; they are simply better at hiding their brutality. Mistress has a knack for identifying people she really wants on her side, how to appease them, and how to get things done. Personality I am cool, calculating, and watchful; I only strike when I know I will win. Ideals (Freedom, Aspiration) I am my own mistress. I shall refine my physique and my control over the arcane art according to my own wishes, like everybody should. (Chaotic) Bonds a) I would do anything for my two cambion sons. b) I seek to uncover the arcane secret of eternal youth, yet without succumbing to evil like my master did. c) I want to make up for the evil things that I've done. Flaws (internal) I don't trust others, I take advantage of them before they inevitably do the same to me. (external) It is possible that I am identified as a former Dark Mistress and second in command of a cruel tyrannic lord of the Hordelands. Background Story Tonight was the night, all the spells and rituals prepared. Nothing was left to chance. Mistress, the tyrant's willing consort, followed Zoltran onto the balcony overlooking his dominion: The blasted plains of the Hordelands. Below, his minions had gathered: Orcs trolls, savage human tribes, gnolls, goblins, all kinds of creatures. Left and right of them stood the cambion guards. Mistress didn't remember her real name, but she knew she once had risen from the masses below. Offered to Zoltran as a sacrifice when she was merely six years old, Mistress' mother had struggled free from her husband's cruel grasp and passionately offered herself as sacrifice in Mistress' stead, much to the amusement of everybody around. The mother's wish was granted. Gifted in the ways of both magic and deception, Mistress made the best of her situation. With sixteen, she managed to slip into Zoltran's private bedroom. Since then, she spent every night there, except for a handful of occasions when she was involved in lengthy rituals. The two cambion guards had been the rehearsal; fully matured at only 8 and 9, but ageless, powerful half-devils, unconditionally loyal to Zoltran. They were Mistress' sons. She would do anything to protect them. Zoltan started his rousing speech. Reinforced by magic, the old man's voice blasted over the plain: He would become immortal, reborn in a shape beyond time, destined to become a god. Only a moon before he was born as a golden demon, only five years and a few hundred annual sacrifices until he was fully matured. Mistress, the most devout of slaves, was thus to become the mother of a god and empress in his absence. At that announcement, he motioned her to step forward, and took of the magical silver chain from her neck, for the cheering masses below to see. At that, she gave him a little push and he fell off the tower. Her sons immediately grabbed her, but they were too late to stop the fall. On any other day, he would have had magic to stop the fall, but tonight, nothing was left to coincidence and every bit of energy dedicated to the ritual. The cambions grasp relaxed when a wet smacking sound indicated that their master's skull had hit the hard rock below. The horde below fell silent, and then started chanting for her. 'Mistress, Mistress...' She wasn't stupid though. "You're free," she whispered to her sons. "Kill me, if you feel so inclined, join me travel the world, or stay to rule them if you think you can. But be warned: It wasn't this barren plain that sustained them, it was Zoltran's magic, fueled by sacrifices. I am neither able nor willing to help them... and I already know what choice they are going to make." She turned around to look at her sons. They seemed amused and just as ready to leave as she was. Her smile indicated how proud she was. The trio disappeared within the hour. Since then, an each has found their own way. Mistress is devoted to achieving a deeper understanding of pure magic without all the sinister rituals. Magic Tradition / Religion Mistress was schooled by her wizard-tyrant master in an old an arcane tradition, which has more in common with spirit worship than the arcane magic of cultural centres. Her magic comes from a unified spirit of the land, which she refers to as 'the Dragon', who must be charmed or coerced to do the spellcaster's bidding. Every spell is a battle of wits, invokes mythological events and entities, to produce the desired response of the Dragon, but the Dragon is slippery and tries to evade such charms. Since she earned her freedom, Mistress calls herself a witch, and relationship to the Dragon became more relaxed. She thinks of it as an ally and friend rather than something to be dominated, and she adopted some druidic ideas of balance. Her focus shifted to understanding a deeper relationship to the Dragon and the myth of creation, that she also acquires power in this way is a convenient side effect. Wizards of the large schools and renown circles consider Mistress magic crude, ripe with superstition and superfluous elements that distract from the core of magic, but Mistress persists quite comfortably on the verge between Druidic traditions and modern analytic magic. Spheres of Power Build Tradition Occultist (Variant of Traditional Spellcaster) Bonus Spell Points None Key Ability Intelligence Bonus Magic Talents Any two, see section "Talents" below Variants None Drawbacks Focus CastingYour magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback. Somatic Casting (2)You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained. Verbal CastingYou must speak in a loud, clear voice to cast spells. Using magic alerts all hearing creatures within 60 feet to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly, and if you are deafened you have disadvantage on spell attack rolls and other targets have advantage on saving throws against your magic. Boons Easy FocusYou have advantage on saving throws made to maintain concentration. Empowered AbilitiesYour magic grows in strength the more you use it. If your current number of spell points is 0, you treat your proficiency bonus as 1 higher for the purpose of casting your sphere effects. Class Incanter Hit Dice d6 Armor None Weapons Simple Weapons Tools Alchemist's Supplies Saving Throws Intelligence, Dexterity Equipment Quarterstaff, explorer's pack, dagger SpherecastingYou can combine spheres and talents to create magical effects. You gain a spell pool and magic talents. Spell Pool - 4You gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum 1). You gain additional spell points equal to your incanter level. This pool replenishes after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.) Magical TalentsYou gain a magic talent every level, according to Table: Incanter. Magical Potency - 3At 1st level you have learned to regain some of your magical energy through meditation, study, or some other fashion that reflects your style of magic. Once per day when you finish a short rest, you can regain spell points. You can recover a total number of spell points equal to 2 + half your incanter level (rounded up). Talents Nature GeomancyCasting Time: 1 action Range: 30 feet Duration: Instantaneous or concentration; up to 1 minute Target: Special, see talents Cost: 0 sp You can create or manipulate the elements and forces of nature around you. Choose one geomancy ability that you possess. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. SpiritCasting Time: 1 action Range: self Duration: Concentration, up to 10 minutes. Target: one creature Cost: 0 sp You can draw power from nature’s spirits, harnessing their residual energy to imbue yourself with power. Choose and gain one spirit ability that you possess. (Spirit) talents grant you additional spirit abilities. Augment 1 sp: The casting time is reduced to 1 bonus action. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. Fire Affect FireTarget: one fire (concentration; requires fire) You can increase or decrease the size of a fire within range. The maximum size fire you can affect is a 5-foot cube, which increases when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube). You can increase the size up to your maximum or decrease it as small as desired, even extinguishing it entirely if you so choose. Move FireTarget: one fire (concentration; requires fire) You can take a fire and move it to another location within range. The fire moved can be no larger than a 5-foot cube. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal) and dies as soon as the duration ends if not moved to a new fuel source. If you augmented Move Fire to maintain the effect without concentration, you can move fires as a bonus action. When moving fire to a space occupied by a creature, that creature must make a Dexterity saving throw or take 1d8 fire damage. If a creature enters or begins its turn in a space where the fire occupies, it must make an additional saving throw or take the fire damage again. The fire damage and maximum size of fires you can move increase when you reach 5th level (2d8, 10-foot cube), 11th level (3d8, 15-foot cube), and 17th level (4d8, 20-foot cube). Quick LightCasting Time: 1 bonus action Target: one flammable object (instantaneous) You can ignite a nearby campfire, candle, lamp, lantern, torch, or another Small or Tiny object designed to be lit. This sphere effect will light objects even if they are dowsed or wet. If targeting an attended object, the attending creature can choose to make a Dexterity saving throw to negate the effect. A creature can choose to extinguish the lit object by interacting with it. Alteration Ability: ShapeshiftCasting Time: 1 action Range: Touch Duration: Concentration, up to 10 minutes Target: One willing creature Saving Throw: Constitution Cost: 0 sp You change the shape of yourself or a willing creature into a completely new form. When you shapeshift a target, you choose a form granted by a (genotype) talent you possess, as well as a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural weapons, creature size, special abilities, etc.). The target’s current physical makeup changes completely into that of the new form, its appearance changes into something of your choice that matches its new shape (although your control is not fine enough to mimic a specific individual creature), and it loses any special abilities, natural weapons, speaking ability, or movement types that were dependent on the old form, gaining new ones in their place. Unless their new form prevents the target from supplying the necessary components of their magic, such as hands for Somatic Casting or speech for Verbal Casting, shapeshifted targets do not lose their ability to use magic sphere talents or abilities unless stated otherwise. In addition to the benefits listed in the (genotype) talent, you can grant the target 1 trait, plus an additional trait at 5th level (two traits), 11th level (three traits), and 17th level (four traits). You cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. Augment 1 sp: You can target unwilling creatures; they are allowed a Constitution saving throw to negate the effect. At the end of each of its turns, an affected creature can make a new Constitution saving throw. On a success, the effect ends for that creature. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a spellcasting ability check against the spell save DC or sphere DC of the caster of the existing effect. If he succeeds, the second shapeshift is successfully placed on the target, suppressing the first (which continues to expend its duration even while suppressed). The Transformation feat, the wild shape ability of the druid class, spells like alter self, animal shapes, polymorph, and shapechange, and other similar powers all count as a shapeshift for this purpose, although alternate sources of specific physical traits (for example, a class feature that lets you grow claws) still function. The target chooses whether it’s equipment falls to the ground in it’s space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s form and size. The equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the shapeshift ends. If a talent or trait has a listed AC, this AC does not stack with any worn armor unless noted; use the higher value. Shields may be applied normally, though not all forms have the limbs required to wield them. Natural Weapons: Some traits grant natural weapons, such as bites, claws, spines, talons, etc. These abilities alter the target’s unarmed strike, letting them change the damage die and damage type. Some might also grant special abilities that further augment their use. Some natural weapons require the target to have a particular set of limbs; a creature without the required limb cannot gain the natural weapons, and cannot put two natural weapons on the same limb (for example, if you have one head, you could only gain one bite weapon). Genotype: SerpentineYou can grant the form of a serpent with your shapeshift. Limbs: 1 head Speed: 40-foot land speed, 20-foot climb Natural weapons: bite [natural weapon] (1d6 piercing) AC: AC 13 + Dexterity Special: The target counts as being of either the beast or monstrosity type (your choice) in addition to its normal type. In addition, the target gains one of the following packages depending on which serpent is being mimicked: • Constrictor: The target gains the Constrict trait (see below) for its bite [natural weapon]. • Venomous: When the target deals damage with a successful attack with its bite [natural weapon], it may attempt to poison the damaged creature. A damaged creature must succeed on a Constitution save or be poisoned for 1 minute, taking 3 (1d6) poison damage at the start of each of its turns for as long as it is poisoned. Creatures are permitted a new saving throw at the end of each of their turns to end the poisoned condition. Serpentine (genotype) offers the following traits, which you can apply to any form: • Constrict: Choose a [natural weapon] that the target possesses; the target may grapple using this [natural weapon] even without a free hand. When succeeding on an attack with that weapon, the target may attempt to grapple the attacked creature as a bonus action. Creatures grappled by the target are restrained until they escape the grapple. The target may only use this ability on a single creature at a time. • Death Roll: When the target has a creature grappled, it may attempt to shove the creature prone as a bonus action. It has advantage on this check. • Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components. • Swallow Whole: The target may attempt a swallow attack against a creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects originating from outside the shapeshifted target, and it takes 1d6 acid damage at the start of each of the shapeshifted creature’s turns. The shapeshifted target may swallow targets up to one size smaller than themselves, and can have only one target swallowed at a time. The acid damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). The target may choose to harmlessly release a swallowed creature into the nearest available space as a bonus action. If a shapeshift ends while it still has a creature swallowed, the swallowed creature is released harmlessly. If the shapeshifted target dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. TelekinesisYou can lift and move objects through magic. When you first gain the Telekinesis sphere, you gain the catch, levitate, and projectile sphere abilities. Some telekinesis abilities target a creature or object up to your telekinesis size. Your telekinesis size is a Tiny-sized target, with the maximum size of the target increasing by 1 step at 5th level (Small), 11th level (Medium), and 17th level (Large). Every sphere ability in the Telekinesis sphere gains the following Augment: Augment 1 sp: Your telekinesis size increases by 2 sizes. If you are lifting an object into the air, a creature up to your maximum size can hang from the floating object, and must use an Action to make a Strength (Athletics) check against your sphere DC to move it up to 10 feet against your will. Creatures larger than your maximum size can move objects with no issue. If you use telekinesis to lift something into the air and drop on a target, utilize the rules found in the Creation sphere. Generally, one-handed weapons or pieces of ammunition are two sizes smaller than the creature it was designed for, while armor, shields, and two-handed weapons are one size smaller. If you gain the ability to affect multiple targets at once, two creatures or objects of a similar size count as one size larger (2 small objects equals a medium, 2 mediums equal a large, etc.) Ability: CatchCasting Time: 1 action Range: 30 feet Duration: instantaneous Target: 1 projectile or thrown object that you can see Cost: 0 sp You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit. Make a ranged spell attack contested by the attacker’s attack roll; if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate. Augment 1 sp: You can reduce the casting time to 1 reaction. Ability: LevitateCasting Time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet). The target remains suspended in that location until you decide to move it again or until the effect ends. Augment 1 sp: You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it. A creature may suffer falling damage if they successfully save while floating high in the air. Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall. Ability: ProjectileCasting Time: 1 action Range: 30 feet Duration: Instantaneous Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below: Tiny ⇒ 1d4 Small ⇒ 1d6 Medium ⇒ 1d8 Large ⇒ 1d10 Huge ⇒ 2d6 Gargantuan ⇒ 2d8 If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking. If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling. Augment 1 sp: You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect.
  2. Name | HAEZEL BLAZIUS Class | Spellblade Refresh | 2 High Concept | - A Restless Flame Trouble | - Ash In My Wake Aspect III | - You Will Only Wrong Me Once Aspect IV | - I Won't Let You Down Aspect V | - My Passion Burns Bright! Backstory The fires burned high into the sky the night that she left. Volcanic ash and smoke choked the air and the immense heat of lava flows invigorated the Rakasa as she made her way through the gouged terrain of her homeland. Curiosity had always been a major struggle for Haezel, and she kept wandering farther and farther from home as the horizon tempted her ever further. So on the advice of just about everyone she knew in Azari, she eventually left altogether. Eyes open and eager, she sought a new beginning, or at least something other than the smoke and soot of a dead land. And thus she headed out, on her own, plunging forward into an unknown, uncaring world. Through the winding ways of Terra Aeterna and across the many, weird, and deadly pools of the Mirror Lakes she trekked, avoiding danger where possible, yet all-too-often meeting it head-on with a grin as her intense curiosity dragged her into all kinds of mischief. She was skilled in blade and spell, and so her prowess won her both safe passage in spite of her excessively long nose. By the time she reached the rolling sand dunes of Lamesh, Haezel Blazius was well worth the coin of merchants and other travelers for her protective services, even if they came with the additional hassle of a near-endless tirade of questions. And so it was as a traveling guard that she finally made her way to the bustling town of Imlash, nestled between two craggy hillocks protruding from the dunes. Imlash was a busy place of commerce, greed, and blood. The amount of coin that changed hands often spawned a high amount of crime, which in turn often meant the executioner's dock was wet with fresh blood by the end of each day. Haezel had no blood to give, and her fire only barely rivaled that of the sun in this land, so no one cared too much about her presence in their town. Ral was the one exception. He took a shine to the new flame when he first met her. She caught him trying to lift a purse off of her client and nearly lost a hand for his troubles. Yet her quick eye and curious nature, not to mention the fact that she was the first Rakasa he'd ever met, had him coming back to watch her at work time and again. A habit Haezel eventually noticed. Their next few meetings were tense, filled with suspicion and doubt, but as time went on Ral proved to be not only a stimulating source of interest through brief skirmishes, witty banter, and quick wit, but a comforting influence to Haezel. His devil-may-care demeanor, open mind, and long list of random trivia formed a nigh-perfect counterbalance to her more stoic, focused, and wildly inquisitive mentality. She came to admire him. Especially when she realized that he often played the part of a "noble robber" instead of a mere gormless brigand. He was prone to taking portions of money and treasure from the local officials, who grew fat off of the taxes and trade in their town, only to end up "losing" most of it near the slums and alleyways. Always "by accident," of course, yet he never seemed too upset by these distressingly frequent mishaps. He avoided harming directly as well. In spite of his line of work and the land in which he lived, Ral was surprisingly gentle and sensitive towards life. He would rather miss a mark than make a choice that would result in someone's injury or death and this extended to wealthy and poor alike. It was a fascinating dichotomy to Haezel, who'd only ever known the ever-present rule of "kill or be killed" in her homeland and journeys whenever hardship intervened. He'd teach her things too. Tricks of his own self-made trade. How to hide, even something as obvious as a living torch. How to misdirect and influence people to achieve the outcome most desired. How to have light hands and lighter feet, to blend with shadows and walls and doors, and how to manage the myriad chance interactions of busy marketplaces and bustling streets. And when those lessons wore thin, he'd open up to her the mysteries of the desert and its cultures. Ral became the backbone of Haezel's understanding of "normal" humans and of Lamesh itself. Without even realizing it, the Rakasa found herself in the town of Imlash for many months longer than she'd originally anticipated. A fact that, to her own surprise, she didn't even mind. It's hard to say if it was ever a case of "love," for fire and flesh do not mix well. Haezel's besetting downfall had always been her excessive, catlike curiosity and Ral had fully captivated her attention with his unique insights on daily life in Lamesh and the world at large. For Ral's part, perhaps he was simply enticed by the prospect of a neutral entity who not only took interest in his activities, but showed great aptitude with them herself. Whatever the reason, they eventually formed a partnership and Ral proposed that they should "take this show on the road," forsaking Imlash and heading for the Grand Rail. Eager to be rid of the town at last, Haezel readily agreed to head out with him to meet their next adventure out in the wider world. What the impressionable Rakasa didn't know was that Ral had more than one reason to leave town. In spite of his precautions, Haezel's presence had finally drawn too much attention to his actions and the local officials had finally decided he needed to be dealt with. The pair were barely a day out of Imlash before they were tracked down and assaulted at night by hired thugs. Ordinarily Haezel could have handled them all by herself, but a clever ambush and a rare water sorceress crippled her before she could react and forced her on the defensive. Ral, to his credit, tried to fight with her instead of running, but it was a pointless struggle. The thugs took him captive and the sorceress doused Haezel, leaving her smoldering suit by the roadside in the belief that the Rakasa had perished. Fortunately, Haezel's flames had clung to life inside the suit and she managed to keep just enough heat going for her immense mana reserves to slowly rebuild her form. But it was a process that took hours and by the time she "came to," a new sun was rising over the dunes. With dread in her soul, the Rakasa hurriedly began retracing her steps, looking for signs of her companion. She finally found him when she reached Imlash: high on a pole, bloodless, baking on a cruel skewer, with a sign marking him as an example to all would-be criminals. Haezel would soon discover that she no longer struggled with being overly curious after this. For ever since then, her Rakasan curse had a more interesting negative trait over which to obsess. The fires burned high into the sky the night that she left. White ash and smoke choked the air. Dying screams wreathed in fire invigorated the Rakasa as she made her way through the blazing streets of the town that had robbed her. Heart aching and raging, she sought a new beginning; something other than the smoke and soot of a dead town. And thus she headed out, on her own once more, plunging forward into a ruthless, uncaring world. Great (+4) | {Arcane} {Smite} Good (+3) | {Swift} {Unity} Fair (+2) | {Phantom} {Wit} Average (+1) | {Body} {Culture} {Discord} {Reflex} Stress | [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] [O] [O] [O] Mild Consequence (5) | - Moderate Consequence (9) | - Severe Consequence (15) | - Stunts Blazing Blade Once per Conflict as a free action, roll Arcane to Create the Blazing Blade Advantage. When struck at melee range, you may spend a free invocation (or Invoke with a Fate Point) to deal a 1-shift hit to the attacker. Each time you cast a spell, Blazing Blade gains 1 free invocation (max. 3 free invocations at once). Recast a lost Blazing Blade by spending a Mana Point. Gift X / (Geb) You possess a suite of simple cantrips taught to beginners. Additionally, you may use Arcane to provide Teamwork to yourself or another character outside of combat, or to Create an Advantage in combat. You may do so from up to 3 Zones away. Firestorm You may use Arcane as Volley to strike a target up to 3 zones away. As an action, spend a Mana Point to trap a target in an Inferno Dome Block with a difficulty equal to your Arcane rating and a Weapon Rating equal to half of that. Spend 2 Mana to target an entire Zone with this ability. Skyburn This powerful spell sets fire to the sky, destroying everything in its wake. Spend 1 Mana to make an AoE Arcane attack on an entire Zone, 2 Mana Points to target 3 Zones, or 3 Mana Points to raze the entire battlefield. Choose 1 target to receive the attack at giant scale, doubling your damage potential against them To avoid friendly fire, roll Arcane v.s. the number of friendlies in the target area; exclude friendlies equal to the shifts you get on the roll Once per Arc, you may spend 1 Fate Point instead of spending Mana on this spell. Inventory Fireproof dress Mana Blade - Arcane Focus Metal necklace with charm Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here. Extras Relationships -Ral - Deceased Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  3. I am not here to save anybody, but to be true in the moment: Handmaiden, witch of the blade, Sister in arms. Basics Name Shariel Blackthorne | Type medium humanoid (half-elf) | Class Warlock | Specialisation Hexblade | Background Courtier (Handmaiden) | Patron Deity Raven Queen | Alignment True Neutral | Theme Song Story Stats Shariel: Linneage Half-Elf (High-Elf Mother, Human Father) | Sex Female | Age 42 | Height 5' 11" | Weight 128 lbs. | Hair Black | Eyes Brown Blackthorne: Linneage Fey (Magical Symbiont) | Sex Male | Age 6384 | Shape/Weight On his own a perfect black sphere with 1 ft diamater and a mass of 5 lbs. As a symbiont his weight and shape are highly variable. While Shariel sleeps, Blackthorne can (and usually does) appear in her dreams to her as a male half-elf with jet-black skin. Note that Blackthorne is a strong willed, impulsive creature he doesn't have a Shariel's level of intellect. Thus, when he speaks to Shariel in her dreams, it's her mind interpreting his impulses. In a civilian setting Blackthorne remains hidden, covering a portion of Shariel's back, but he can expand to fully envelope her. (game stats are on the character sheet) Description Appearance: Shariel is a slender young woman with long black hair. Her look invokes the fairytale maiden image, twisted into a dark threat: Snow white skin, ebony hair, and lips as red as blood. And yet, it is also apparent that she's married to something dark and old. Her look may be friendly, but distant, like she knew when and where the beheld party was going to die, but too polite to say it. Similarly, her words are well measured, acutely shaped and infused with latent playfulness, they invite the listener to enjoy themselves, despite their utter futility. Her clothes vary according to her mood and the situation, but she prefers to wear no clothes at all, but to cover herself only in her bond mate, an ancient symbiotic weapon. Personality: I am shrouded by an aura of serene attention and melancholia, even in adverse situations. Most people either find her presence eerie or extremely pleasant. She is attentive, a skilled conversationalist, beautiful, unobtrusive, yet she also puts reality itself into question. Whenever she's wearing her organic armour, it first becomes a feeling and then apparent that she willingly surrendered to an intimate union with a creature of darkness. Shariel would settle down and expand family life, the true lust for adventure comes from Blackthorne, but also the opportunity that their union provides. Her decisions are in fact informed by both their impulses equally and she is capable of deeds of remarkable heartlessness. Ideals: I am driven by an insatiable curiosity for all experiences. Nothing ever last, good and evil are shorthand for our biases, all l we can do is cherish the moment, friendship, beauty, mystery, and the thrill of battle. There is rarely any true reason for alarm. Fate has a habit of rectifying any situation, one way or another, and while we do have influence on our fate, that influence is smaller than most like to believe. Most paths are already set, most decisions already made, we just don't realise it yet. Furthermore, the meaning of any event stems from the framework of memories which we use to interpret it. Change a tiny facet of a person's memory and the hero becomes the villain. Change it back and suddenly there are no heroes and villains anymore, only victims of the divine comedy called fate. Things do not have meaning outside of their context, but they can be felt inside the moment. It's pointless to try and be good and evil, to rule or to serve. What one can do is to be true to oneself, true to one's loved ones and mortal enemies right now, exactly because their roles can easily swap. Shariel is a remarkably loyal friend for somebody who doesn't believe in a persistent reality. Bonds: There is one thing that does last forever: My love for my children. The one thing that Shariel and Blackthorne feel equally passionate about their children. They will fight, kill and die for them without a moment of hesitation. Both sides of me seek to intensify their union until they are truly the same. The greatest mystery of all is the nature of Shariel's and Blackthorne's union. Their bodies are symbiotically linked, but still distinguishable and they remain too souls. There is a drive in them to change that and truly meld into one; Shariel will die eventually if they don't and then Blackthorne will have to find a new host and look to merge with her all over again. Flaws: I am so convinced of the transient nature of reality that I take unnecessary risks for simple thrills and mysteries. It's not just that morale has little meaning to Shariel, it's also life and death; it's all a matter of perspective. She only ever wants to be absolute in what feels "true" or "beautiful" right now. The drive to survive is obviously 'true', but it may not be the only thing at play. It's not that either Blackthorne or Shariel were so reckless, it is an emergent property that comes out of their union, constantly daring each other. Synopsis 23 years ago, a serene half-elf maiden emerged from the mists of the bog to approach the gates of Halgrove. The mysterious young maiden was clad in a tight organic armour, but she carried nothing else. She introduced herself as Shariel Blackthorne, but claimed to have no memory of her past. Regarded with suspicion at first, Talera, a fellow half-maiden from adventurer-aristocracy, took notice of Shariel and, in act of defiance against her parents, invited the mysterious stranger to become her handmaiden. For fifteen years, the two of them were inseparable, with a clear ranking between them, but unlimited trust. Shariel followed Talera into a new household when the lady married, and they even became pregnant around the same time; Talera kept the secret of the father of Shariel's child, even though her silence provoked false rumours regarding the loyalty of her husband. A theft in Talera's parents' mansion was their call to adventure. For years they hunted the thieves, stumbling from one small adventure to the next in the process. They managed to bring the stolen items back, but never disclosed what they learned. This time, Shariel was keeping Talera's secret. What they learned changed their relationship, though, and went on to live separate lives, focused on raising their own respective children. A month ago, Shariel's youngest moved out. Being a half-elf, Shariel hasn't visibly aged yet and the lust for adventure within Shariel burns so bright that it doesn't matter whence this lust originates. Shariel's and Talera's Adventure The thieves were cunning, tracking them took years, but somehow, whenever everything seemed lost, another clue and another small adventure turned up. For months they journeyed through the swamp, uncovered an unrelated drow plot to raid Halgrove and thwarted it; their achievement was still overshadowed by those of Talera’s parents, but they became respected adventurers. “This has got to be a trap…” Talera mused but continued to follow the alchemist. Supposedly, the thieves had left something behind, specifically for their chasers. “I am not so sure, milady,” Shariel pressed out. A strange pain was hammering behind her temples. “I have the strangest of feelings. If you would stay behind me, please?” It wasn’t a trap. The door to the backroom opened, and behind some crates and boxes was ‘gift’ from the thieves. A vanity, made of maple. It was small, the kind that young teenage girl might have. “Was that yours?” Shariel wondered. The hammering behind her temples became more intense. “Never seen it before,” Talera returned. The aristocrat removed a handkerchief, uncovering a high-quality mirror in perfect condition. In the meantime, Shariel had reached for a hidden compartment between the second and third drawer and produced a girl’s diary. “How did you know about the hiding place?” Talera wondered. When Shariel didn’t reply but remained stunned, Talera took the book out of her hand and flapped it opened. “It doesn’t state a name, but the handwriting looks oddly…” The aristocrat looked up and reached for her friend’s shoulder. “This is yours!” Shariel claimed that she had nothing to do with the thieves. Talera was believed Shariel in so far as that the handmaiden didn’t remember, but it was she who insisted on continuing to recover her friend’s forgotten past. From there on the thieves didn’t bother to hide that they were creating challenges and forcing the girls to prove their skill, prowess and integrity for clues to the stolen items. Bit by bit they uncovered the truth: Shariel came from a family of heroes and adventurers, like Talera, only that Shariel wasn’t a half-elf of the second generation, but the daughter of a moon-elf wizardess and a Chondatan human father. Everybody in the family had quickly risen to greatness, except for Shariel, who was diligent, hardworking, but not quite good enough to make it as adventurer. She was smart, but not like her mother, she had charm, confidence, and air of mystery, but it didn’t enable her to speak spells, she was graceful, but not as lithe and quick with her hands as her father, she never gave up on training, but she simply didn’t have the body mass to be good at swinging swords. Thus, Shariel had persisted as barmaid in the adventurer scene of her hometown as the pretty one who didn’t quite make the cut, but was handed around between boyfriends, who were at best amused about Shariel’s efforts to develop, while they went on adventures with younger lasses, who were either quick with the rapier or fast to sling spells. To get the final piece of the puzzle, the two of them had to sit through a theatrical play in a small theatre with surprisingly skilled actors. It told the story of an adventurer couple, whose identity and achievements were stolen by a couple of servants. The servants fled with the claim to heroism and enough riches and magical items to back up their claims and settled in remote village in the swamp. The play didn’t take sides: The original couple was arrogant, nouveau riche snobs, the servants were envious and opportunistic thieves. It wasn’t a story about good or evil, it was a story about changing perspectives and changing tides. Then they discovered a thesis of a renowned wizard, who openly speculated, based on his findings, on how Shariel had lost her memories: She heard about a Blackthorne, a magical weapon, hidden in a forgotten temple in the swamp, but the search became an obsession. While the temple itself had sunk into the swamp, it hadn’t flooded and was still traversable via a tiny entrance a tower. To get to it, Shariel needed to pass the tests that followers had set up centuries ago. She was presented with riddles, tests of physical prowess, always dosed so that she could barely handle it. And after every test, when she was most exhausted, she had to make a little sacrifice. First, she had to surrender items she carried to swamp pits, and once she had nothing to give that wasn’t part of her, little memories. The final memory she had to sacrifice to get to Blackthorne was that of her parents and she made it – even though there was no telling whether Blackthorne would accept her at the time. The implication was clear: The wealth and reputation of Talera’s parents was stolen by Shariel parents, who had now stolen some of their own memorabilia back. The theatrical play presented the truth, while there was no evidence, the clues were all over the place and it just fit better than any truth they heard before. That the two daughters ended up in the relationship that they did was a ploy of the Raven Queen. They didn’t speak much when they left the theatre. When they did, Shariel called Talera by her name for the first time, rather than milady. She didn’t seem to realise. Still, the two of them went to finally confront the ‘thieves’ Shalira’s parents. The reunion was brief. Shariel reclaimed the ‘stolen’ items, for her loyalty belonged with Talera, promised to reconnect, and introduce her parents to their grandchildren, and then left. Shariel was dazed as she took the first steps on the journey back, out of the vast mansion that was her birth house. From the side, Talera asked with a trembling tone: “This doesn’t change between us, does it?” Shariel blinked away a tear. “I am afraid that it does. I wish it didn’t. I wish I could just wash your clothes, brush your hair, defend your honour with my sword and attend you just as did before. But knowing the truth, I just can’t be your servant anymore, knowing that it’s all a lie. Our memories define us; taking something away can be just as destructive as giving it back. The Raven Queen likes to remind us of that.” “So, what do we do now?” Talera asked carefully. “Ask Sybill. She’ll make a wonderful handmaiden.” “You know bloody well that’s not what I meant!” “I… what we should have done all along. Be there for our children. And… I would very much like befriend you again. Your parents get ‘their’ stuff back. This… little adventure stays between us and, well, your parents and mine.”
  4. This AP is written assuming that characters will advance one level per dungeon level. I am tracking xp here as something of a mental exercise. My thoughts are that sometimes I will follow the campaign advancement guidelines, and sometimes I will advance when the 1000 xp threshold is met. I know this sounds arbitrary, but I will try to make it feel as natural as possible. This XP tracker is open if you are curious; otherwise, feel free to ignore this thread.
  5. Name: Mareen Ulicci, also known as the vigilante "Red Dancer" Sheet: BRC: Entertainer, Human, Bard [College of Swords] 3 Adventure Log: Adapted From: Faction: Harpers Description: Red Dancer: Despite her identity being revealed, Mareen continues to don her Red Dancer costume in action, consisting of tight leather armor that provides minimal protection but allows for maximum agility. Her hair is styled into a braid. The armor shields only her torso, complemented by protective sleeves, thigh-high boots with steel accents, and a shoulder guard. An opaque silk veil masks the lower half of her face. She applies makeup to enhance her eyes with a feline look and uses hair dye to further obscure her face. Mareen: Mareen possesses a round and gentle face, complemented by warm eyes. Her appearance is so distinctly feminine and curved that it's difficult to imagine she was once the leading prima ballerina of Waterdeep just five years prior. She wears her hair down, favoring simple, long dresses in gold, light blue, and deep green; she seldom wears the same outfit twice. The cut of her clothes reveals the strength of her thighs, while deep necklines accentuate her femininity and draw attention away from her robust upper arms. Past is Prologue: Newspaper Article Scandal Ballerina Exposed as Cloaked Vigilante Mareen Ulicci, the illustrious former prima ballerina of the Waterdeep Ensemble, was uncovered as a secret vigilante last night. She was wounded in a rapier duel, delaying a people trafficking ring until the city guard arrived. Waterdeep. Mareen Ulicci, 23, has been a hot topic of the gossip columns for five years now. The daughter of the late crime lord Rodano Ulicci used to be the prima ballerina of the Waterdeep Ensemble. The height of her career was stellar, but brief. Her descent, when physical maturity limited her juvenile flexibility, lead to public confrontations between Miss Ulicci and the Ensemble's lead choreographer. In the wider public she is known for her scandalous appearances in the company of much elder men, which are above her constitution. When the announcement of her betrothal with Sir Fedoran Lysst, 47, was expected, she was observed in a compromising display of affection with a former rival ballerina. As soon as her secret was discovered, Ulicci aggressively promoted her own story, detailing her lesbian secret life. Ulicci described her public appearances in Lysst's company as a front, as was confirmed by Lysst. Last night Ulicci was found on ship in Waterdeep's Docks district during a city guard raid. She was unconscious, severely wounded and had don an armoured disguise which is widely associated with the vigilante "Red Dancer". Several missing youths of various races were found in incarcerated in the ship's cargo hold and bound to be sold into slavery. Ulicci had uncovered the criminal activities via her own investigation and informed the city guard, but then acted as the ship was about to set sails. To prevent the departure, she challenged the captain of the vessel to a duel. While her fencing skills proved no match for the more seasoned captain, it is thanks to delay she caused that the city guard was able to arrive in time. She was later healed by means of magic and a full recovery is expected, but she was unavailable for an interview for the time being. Sources within the city guard indicate that Ulicci may also have been essential in facilitating the downfall of her family's crime syndicate three years ago but remained incognito using her Red Dancer guise. Posting Parameters: Downtime: Entertainer Work Where Do We Go From Here? Intrigue, romance, the full soap opera program. Mareen is a city character. Costumes: Winter Coat:
  6. Map Token Character Generation Ability Scores: 20 point buy Strength: 13 Dexterity: 12 (+2 Racial) = 14 Constitution: 13 Intelligence: 12 Wisdom: 10 (-2 Racial) = 8 Charisma: 16 (+2 Racial) = 18 Race: Alternate Racial Traits: Subtle Manipulator Gender: Female Age: 26 Height: 5'11" Weight: 107 lb Class: () Favored Class: Bard Favored Class Bonus: SP × 1 Traits: ; Campaign Trait: . Skill Ranks: 6 + Int mod+1 + Favored Class Bonus+1 = 8 Skills Trained: Knowledge (History) [1 Rank], Knowledge (Local) [1 Rank], Knowledge (Planes) [1 Rank], Knowledge (Religion) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank], Use Magic Device [1 Rank], Perform (Strings) [1 Rank] Background Skill Ranks: 2 Skills Trained: Perform (Oratory) [1 Rank], Linguistics [1 Rank]. Feats: Languages: Common (Taldane), Aklo, Abyssal, Necril Hit Points: Max (d8) + Con mod+1 = 9 Starting Wealth: Attempt 2 for Starting Wealth = 60 Equipment Starting Items Cost 8 gp Armor Cost 15 gp Weapons Cost 15 gp 2 gp 4 gp Adventuring Gear Cost 1 gp 10 gp 1 gp 1 sp 8 gp 1 sp (28 cups) 1 sp x 5 1 sp x 5 5 sp x 3 3 sp x 1 5 sp 1 gp Funds Remaining: None Map Token Character Generation Ability Scores: 20 point buy Strength: 8 (-1) Dexterity: 18+2 from Half-Elf Ability Modifier (+4) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Race: Alternate Racial Traits: Water Child, Sophisticate Gender: Female Age: 22 Height: 5'7" Weight: 130lb Class: Favored Class: Unchained Rogue Favored Class Bonus: Skill Point× 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 8 + Int mod+2 + Favored Class Bonus1 = 11 Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank]. Background Skill Ranks: 2 Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank]. Feats: (Evil Eye), <GM Bonus — Free>, <GM Bonus — Advancement>. Languages: Common, Elven, Aquan, Halfling Hit Points: Max (1d8) + Con Modifier+1 = 9 Starting Wealth: 4d6 × 10gp = TBD Equipment Starting Items Cost Traveler's outfit 5 gp Weapons Cost Dagger 2gp Adventuring Gear Cost Funds Remaining: TBD Personality Teza prefers to listen to others instead of being the first to talk. She has a need to take care of those around her however she can, whether that be through being the sounding board or making them a cup of tea. In the Honeyed Blackmoor Café backrooms she helps the girls practice their conversation skills and provides other aid for those who may need it. While she is empathetic to others she herself refuses to cry, saying that her clients were the ones who needed that and she was there to take their burdens not give them more. Background Teza's parents had brought her to Kenabres as a child, a far cry from the dim shadows and strange geometries of her home plane. They had felt the need to help close the wound between worlds fearful it would eventually encroach into their own strange land. Teza had been told in no uncertain terms that she was never to leave the city. It was protected and she was precious to her parents. And she hadn't. Her parents had however, and they had always come back. But she had noticed the strain in their voices, the distant look in their eyes and sense of something she could not name. She saw it in so many of the people in the city. She had found the one thing that let those eyes brighten again and those around her to be a little less weighed down, even if only for a while, was to listen. And as she listened she reframed their stories into memorials for the fallen, taking some of the burden of remembering onto herself. But she was always to afraid to try the same trick on her parents. Whether out of fear that this time it would not work or that it would and that she could not bear that burden, she could not say. Kimmy had heard of the strange woman recording these stories and had made an offer to formalize her practice. A secure place within the city walls, vetted clients, actual pay. Teza had accepted the offer, where else could she go within the city walls? Story Etienne entered the room cautiously, having been told to visit by his friends. The Mistress of the inn had taken his gold, a substantial sum for a mere soldier and sent him further in. He had followed her instructions arriving at a door hidden behind a draped cloth. The room inside was dim, barely lit by a single candle lamp in the center on a low table. He could see the figure he had paid so much to spend the evening with sitting lotus style on the other side. "Please sit. Tell me about them." She spoke in a slightly gravely voice, low and quiet to suit the room. Etienne gratefully relaxed into the cushions on his side the the room, some of the first comfortable seats he had been able to collapse onto in an age. And he talked to her. About how he had followed his elder brother to the Worldwound from so far away. About the promises his brother had made to their mother to protect Etienne. About the first days of joining when they were filled with fevor and hope. About the illness that had struck the camp and his brother's succumbing. About the mass grave they were forced to bury him in. About his fear in returning home. And he wept. He didn't even notice when the figure reached over and closed the shutters on the lamp, plunging the room into darkness. He did feel as her hand brushed his hair aside and a quiet recitation started. He listened to the brave story of two brothers and their deep wanderlust. Of how their mother wept in pride not sorrow. How they had been struck by the worst enemy of all, that which fells kings and peasants alike. How one had survived while his brother journeyed where stories could not describe. How Etienne now stood as a memorial to his brother. How proud his brother would have been that he grieved. And how proud his brother was that he had stayed to carry on the journey. He could not tell you how much time had passed when a gentle hand wiped his face with a cool cloth. He clutched at the cloth desperate for that relief from the heat that had poured down his face. The hands helped him stand and find the door in the pitch black. He winced as he opened the door and stumbled back out into the main room, some of the patrons shooting him smug looks thinking they were in the know, others averting their gazes out of actual knowledge and respect. The bright light felt painful, but for the first time in weeks... months maybe he felt lighter. The figure inside the room sat back down and pulled out a small journal from behind her. In the darkness of the room she recorded the story she had woven for Etienne. Then she took a deep breath, relit the candle and waited for her next customer.
  7. Name: Iolana Variu Class: Cleric ( archetype). Glory Domain Deity - (Psychopomp Usher) Race: Human (female) Alignment: N Campaign Trait: Riftwarden Orphan Roles: Healing. Undead Blasting. Ok Melee Feats & Traits Feats: Channel Smite Traits Riftwarden Orphan Alternative Race Trait: Took heart of the Fey instead of Skilled Heart of the Fey Source Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. Appearance Iolana has the classical Varisian look of dark wavy brown hair and dark colored eyes. Her long hair is usually kept in bun or a tight braid. She has two unique birthmarks on her body. On her right forearm is a hollow circle with 3 curving lines extending from it. A birthmark that closely resembles the holy symbol of Vonymos. On her left forearm is birthmark of a rune known as a Sign of the Seeker’s Spiral. Personality The average Iomedae zealot probably sees her as a faithless cynic. Iolana is completely against the demons and their supporters, and knows that they must be stopped. However she views the crusaders as meat grinder that sucks in people and spits out blood and gristle. The witchhunts and other displays zealot get on her nerves. She has tendecy to avoid these public displays of zealotry, so she doesn't say or do anything to upset the zealots. Years of helping in the medical wards have left her with a brusque bedside manner. When she has a chance to let down her hair, she can be rather friendly person. Background: Iolana never knew her birth parents. She knows that parents joined a crusader caravan out of Ustalav, and both disappeared on mission about month after she was born. Marta Variu was a healer and midwife that was also a member of this crusader caravan. She had delivered Iolana. When she learned about the fate of Iolana's parents, Marta adopted her. Marta would be her mother. Healers were always needed in Kenabres. From an early age, Iolana was trained to assist her mother in the treatment of others. Soon her interests went beyond just treatment of physical aliments. Due to her odd birthmark, Marta had taught Iolana a little bit about Vonymos. When Iolana went looking at the deities and their faiths, Vonymos was never far from her mind. Many of Iomedae's followers and teachers struck her as too self-righteous. Gorum's teaching were too bloodthirsty for her. Among the crusaders, she found a small group worshippers of Vonymos. His focus upon the martyred, and the victims of disasters seemed like a good fit for a girl that lost her parents and had to deal daily with the death and suffering inflicted upon everyone in this never ending war. She decided to became a priestess so she fight and heal For the next several years, she would learn the ways of her deity. She would do everything from learning to use the scythe in battle to using healing magic. When she had the chance, she would research the birthmark on her left arm. It looked too much like a rune to be an accident. During her research, she learned that mark can appear on the child of riftwarden when the parents are exposed to bizarre planar energies. She still doesn't understand what this means. It just made a mystery more mysterious. Now that she has become a priestess, she is willing to aid in the struggle against the demons.
  8. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered and cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None background: Nera was born in the tribe of the Screaming Arrow, which lived in the Northern Fangwood in Nirmanthas. Soon it became clear she had black fur instead of the common tawny coloration. As a result she was often shunned and picked on as a child, causing her to be a bit withdrawn and she often ran off into the wild around their camp. The only one who took her in was an older uncle, Densharr, who also liked the wild more than the camp and taught her how to survive there. As the forest was dangerous she learned to climb quite well and balance on the smallest of branches. Running around in the wild brought them in conflict with the Orc tribes living nearby and during one of their trips they encountered a group of Orcs on the hunt. The Orcs had managed to cut off their way to retreat, so they decided to ambush them. That went well, but soon the numbers told and they were hard pressed, standing back to back. Then Densharr got hit and went down. Fighting as a berzerker Nera managed to kill the Orcs, but she was also heavily wounded, especially her left leg which was broken in multiple places. She managed to splint her leg and using her uncle's longbow as a staff, she managed to hobble back to the village. There she was nursed back to health, but the broken bones in her leg and the fact that she had walked on it for quite some time meant a long revalidation. But she didn't give up and soon she was running faster than the others. She also still didn't feel quite at home and as soon as she was healed, she left with the next traders and never looked back. Soon she was guarding caravans and other odd jobs, wandering all over the world. She specialised in guiding caravans to New Kenabres. During one such trips they were attacked by a large group of cultists and defeated, the survivors ran off and soon found themselves on the wrong side of the lines. She was saved by a mystery woman carrying a symbol of Desna who helped her back to a crusade patrol who took her to New Kenabres. description: She's a typical catfolk woman, except for the fact that she has black fur instead of the more common tawny. She has a scar on her left leg from where it was broken during a fight. She normally wears simple clothes in woodland colours and studded leather armour. personality: As she was different from the rest of the tribe, she was often picked on as a child. This has made her become a bit withdrawn, especially at first. But when you're a friend, you're a friend for life.
  9. Map Token Character Generation Ability Scores: 20 point buy Strength: 14 Dexterity: 12 (+2 racial) = 14 Constitution: 12 Intelligence: 16 (+2 Racial) = 18 Wisdom: 10 Charisma: 11 (-2 racial) =9 Race: (half-orc parents) Alternate Racial Traits: oversized limbsYou have oversized limbs, allowing you to use Large weapons without penalty., Prehensile tailMany tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Gender: Female Age: 16 Height: 6' 1" Weight: 250 lbs. Class: [] Favored Class: Arcanist Favored Class Bonus: hit points Traits: Pragmatic Acivator, Crusader (Disadvantage: Doubt) Campaign Trait: Riftwarden Orphan Skill Ranks: 2 + Int mod = 6 Skills Trained: Knowledge (Arcana) [1 Rank], Knowledge (Dungeoneering) [1 Rank], Knowledge (the Planes) [1 Rank] Perception [1 Rank], Spellcraft [1 Rank], Use Magic Device [1 Rank]. Background Skill Ranks: 2 Skills Trained: Appraise [1 Rank],Profession (bouncer) [1 Rank]. Feats: Combat Casting Bonus Languages: Dwarf, Orc, Draconic, Elvish Hit Points: Max (d6) + CON (1) + FCB (1)= 8 Starting Wealth: 80 Character Sheet %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2891667%5D%5BB%5D%5BSIZE%3D%2B1%5DBrucilda%20Ashdottir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20CG%20Tiefling%20(halforc%20parentage)%20Arcanist%20(blade%20adept)%2C%20%5BB%5DLevel%5B%2FB%5D%201%2C%20%5BB%5DInit%5B%2FB%5D%202%2C%20%5BB%5DHP%5B%2FB%5D%208%2F8%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2012%2C%20%5BB%5DTouch%5B%2FB%5D%2012%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2010%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%201%2C%20%5BB%5DRef%5B%2FB%5D%202%2C%20%5BB%5DWill%5B%2FB%5D%202%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%200%20%20%20%0A%5BB%5Dbonded%20weapon%2C%20MW%20Battleaxe%20%5B%2FB%5D%203%20(2d6%2B2%2C%20x3)%0A%20(%2B2%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2014%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2010%2C%20Cha%209%0A%5BB%5DCondition%5B%2FB%5D%20None%20 F CG Tiefling (halforc parentage) Arcanist (blade adept), Level 1, Init 2, HP 8/8, Speed 30 AC 12, Touch 12, Flat-footed 10, CMD 14, Fort 1, Ref 2, Will 2, CMB +2, Base Attack Bonus 0 bonded weapon, MW Battleaxe 3 (2d6+2, x3) (+2 Dex) Abilities Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 9 Condition None Personality: Brucilde is a fairly shy, quiet person hiding (poorly) behind a mask of brutish confidence. Around new people or in public, she affects a speech pattern of being illiterate and barely able to speak Taldan (common). i.e "Brucilde not like you. You make girls cry. You go now." Her act is slightly ruined by her perfect enunciation and propensity for appropriately using large words in her version of pidgin common. Brucilde has an aptitude for magic and a willingness to tinker with spells. She is quite intelligent and can often be found reading some tome on magical theory. This split between her public and private personas and the constant scrutiny from the lingering remainders of the Third Crusade inquisitions has left her plagued with self-doubts and the tendency to second guess herself. Backstory: (Note: I really didn't want her to be an orphan, but that came with the WotR campaign trait that best fit, so here she is.) Like so many her age in Kenebres, Brucilde was an orphan. Honestly, it sometimes seemed to her that it was stranger to have both parents than to be an orphan. Unlike many of her peers, she never knew her parents, both having died on some secret Riftwarder mission shortly after she was born. She likely wouldn't even know that much if she didn't have a birthmark shaped like the 'Sign of the Seeker's Spiral'. Thankfully, the birthmark is normally covered by clothing so she doesn't have to deal with questions about it very often. All the rest she knows of her parents is that her father was a Kellid barbarian named Ash (hence her patronymic surname) and her mother was a half-orc sorceress named Brune. No one she ever asked knew how the fiendish taint got into her bloodline. While there likely other tieflings and half-orcs in Kenebres when she was growing up, there certainly weren't many and probably no one else in the city who was both. Between the rarity of her heritage and the carry-over Third Crusade witch hunt attitude of the city leader, Brucilde learned quickly to keep her head down and try to appear less than she is. Though her foster family ensured that she was well trained in magic, she also took care to train in weapons, eventually choosing to bond with an oversized battle axe. Her goal so far in life has been to follow in her parents footsteps and join the crusade, like most her age in Kenebres. However, with the crusade currently inactive, she has sought other employment, finding it as the bouncer for the Honeyed Blackmore. In terms of religion, wanting to respond to the bullying of other children eventually led her to start praying to Callistria. She learned that wearing Callistria's holy symbol tended to give potential bullies pause, since they knew retribution would come.
  10. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 Dexterity: 12 Constitution: 13 (+2 Racial) = 15 Intelligence: 10 Wisdom: 14 (+2 Racial) = 16 Charisma: 10 (-2 Racial) = 8 Race: Alternate Racial Traits: None Gender: Male Age: 58 Height: 3'-10" Weight: 185 lbs Class: Favored Class: Warpriest Favored Class Bonus: HP × 1 Traits: ; ; Campaign Trait: Drawbacks: Skill Ranks: 2 + Int mod+0 = 2 Skills Trained: Heal [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Appraise [1 Rank], Craft (armorer) [1 Rank]. Feats: , . Bonus Languages: Abyssal, Celestial and Infernal. Hit Points: Max (d8) + Con mod+2 + Favoured Class Bonus+1 + Toughness Feat+3 = 14 Starting Wealth: 900gp Equipment Starting Items Cost Source Explorer's outfit 10 gp Core p159 Holy symbol (Angradd, silver) 25 gp Core p158 Weapons Cost Source Dwarven Waraxe (cold iron, masterwork) 360gp Core p143, p149, p154 Warhammer (cold iron) 24gp Core p142, p154 Short Sword (silver) 30gp Core p142, p155 Armour Cost Source Banded Mail 250gp Core p151 Heavy Shield (steel) 20gp Core p151 Adventuring Gear Cost Source Cleric's kit 16gp UE p62 Healer's Kit 50gp UE p77 Funds Remaining: 9pp | 32gp | 20sp
  11. "Oh? Your neighbor's a heretic? So tell me more about that..." RACE Half-Elf CLASS Inquisitor (Sanctified Slayer) STR 1816 from point buy, +2 from Race (+4) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 15 (+2) CHA 7 (-2) BASICS SAVES Initiative +2 Speed 30/20 feet Alignment Chaotic Good Fortitude +3 (CON) Reflex +3 (DEX) Will +4 (WIS) SKILLS Proficiencies/Race Skill Rank Total Bonus Acrobatics 0 +0 Bluff 0 -2 Climb 0 +2 Diplomacy 0 -2 Disable Device 1 +5 Escape Artist 0 +0 Handle Animal 0 0 Heal 0 +2 Intimidate 0 -1 Knowledge (Religion) 1 +4 Knowledge (Planes) 1 +4 Linguistics 1 +1 Perception 1 +8 Ride 0 +0 Sense Motive 1 +7 *Sleight of Hand 1 +4 Stealth 1 +4 Survival 0 +2 Swim 0 +2 Use Magic Device 0 +0 Simple Weapons Morningstar (Deity) Polearms (Race) Light and Medium Armor All Shields Low-Light vision Ancestral ArmsProficiency with Fauchard/Polearm weapon group Keen Senses+2 to Perception Elven ImmunitiesImmune to sleep, +2 to saves against enchantment Flexible Half-BreedAlter Self 1/day, limited to Elf, Human, or Drow forms. Languages:  Common Elven Hallit Inquisitor Archetype: Sanctified SlayerLevel 1: Slayer's Studied target feature, using Inquisitor level. Replaces Judgement. Level 4: 1d6 Sneak Attack damage, +1d6 every 3 levels. Replaces later Judgement ability. Level 8/16/17/20: Gain a slayer talent or Slayer appropriate Rogue talent, but not an advanced Slayer talent. Replaces Second and Third Judgement, Slayer, and True Judgement class abilities. Class, FEATS, AND TRAITS Deity Inquisition Class Features , Breaker of Chains, The Everbloom, Goddess of Hope and Freedom from Oppression Clandestine: Disappear 1rnd/lvl, 3+WIS times/day Monster Lore+WIS to Knowledge checks to identify monster weaknesses Stern Gaze+Lvl/2 to Sense Motive and Intimidate Studied TargetMove action. +1 to Bluff, Knowledge, Perception, Sense Motive, and Survival against target. +1 to attack and damage. DCs of other abilities increase by 1. 1 target at a time, until target is dead or new target studied. If dealing sneak attack damage, can study as immediate action and apply damage. At levels 5/10/15/20 the bonuses increase by 1. At each interval the Slayer (Inquisitor) can maintain these against an additional target. At level 7 Study Target can be used as a Swift action. Spontaneous Divine Casting Advancement Feats Bonus Feats Traits/Drawbacks Combat Reflexes Deft Dodger+1 to Reflex Saves Trap Finder+1 to Disable Device, and DD is a class skill Can use Disable Device to disarm magical traps. Touched by Divinity1/day first domain spell. Milani as chosen deity, Domain of Good, First spell is Protection from Evil. Self-DoubtingThe first time each day failing a Will save or a skill check, take a -2 penalty of the next check of that kind. Gareth Kindly - Inquisitor of Milani Apathy and Apostasy The man peered over the brim of his coffee cup as he took a sip, the older lady across the table looking around the chamber nervously. Perhaps the reputation of the inquisition preceded this room, but it had been some time since they had earned that reputation. Since the last of the oppressors had fallen before the noble revolution. A long, boring time. "You say you neighbor is a heretic ma'am?" his tone was dry and lifeless as old bone. "Oh yes! Matilda Baghern is worshipping dark gods. I just know it! I've seen her head into the woods every Oathday, and taking offerings! Candles and wine and things." He can't help but sigh. Just a small one, a little drop of his shoulders. This again. Busybodies and people going on picnics. Maybe some Green Faith worshiper. A worst, a tryst... "I see. Now you know this is a serious accusation? Do you have any evidence you'd like to submit?" "Well, young Ms. Nell on the other side of her just had a baby born, and no husband, mind you. But everyone know what a good and proper girl she is." She gave him a conspiratorial look and dropped her voice to a whisper, "It has to be demon spawn. From Mattie's dark workings." She nods with confidence. He rubs his forehead and closes his eyes, pausing to take a deep breath. And another sigh. "I'm sure ma'am. We'll-" He pauses and shakes his head, "we'll look into it. You can return to your home, and know nothing you said will go beyond these walls. Milani guide you to freedom." As the old woman left the man put his face in his hands and looked to the ceiling for salvation. It had been so long since the revolution. "What are we even doing?" He says to the empty room. No answers come. "I don't know, Jos... I trained hard for this. Liberating the oppressed, fighting evil! Slavers, tyrants, you name it." He takes a sip of ale from his mug. "But now I'm just stuck in this job. The higher-ups in the church give me scroll after scroll of paperwork like I'm some scribe. And I just give scroll after scroll to the next cleric down the line. Ever since the revolution we don't DO anything any more." His friend finish his mead, "That sounds rough buddy. Listen, there's this maid over at the manor who said she'd be getting out for some fresh air about now, so..." He nods, "It'd be wrong of me to keep you. Go on. I'll catch up with you later." "...back then I had a real purpose, you know? Find those murderous nobles, hunt down turncoats and spies in the rebel cells. All good work of Milani. But now everything's fine. We're looking for ghosts in every corner, but nobody is trying to overthrow the rebellion. Would that even make sense?" he pauses, seemingly overtaken by the conundrum he stumbled on, "Anyway, I'm just not sure this is what I want to do anymore. I want to go somewhere I can actually help change things. Anything would be better than just wasting away like this." The donkey beside him continues munching on its oats contemplatively. A moment later a man walks out of the shop, "Hey! Are you gonna buy that donkey, or just talk at it?" Back at his small office he heard things, often when others were gathered around the water barrel, rumors filtering through the network of agents working in the name of Milani. Corruption in Mendev, leaders, either cursed by demons or their own greed, taking advantage of their people. He'd heard of the Mendevian crusades, the demons pouring through from the Worldwound. There hadn't been a true call for a crusade in some time, but was that the work of demons, or simple human corruption all on its own? If there was one thing Gareth had learned, corruption always led to oppression, and oppression always preceded a revolution. This was just the type of task he was suited to. "And then I put this little filly through her paces, let me tell you. I rode her all day, sweat down her flanks..." The chief inquisitor pointed proudly to the new portrait of his favorite horse he'd hung in his office as he rambled on. "Oh did you want something, Garret? Oh the Mendev thing? Yes, well we're sending Wellsley. He's just the man. Now keep up the good work with those reports." There comes a time when the discontent changes its timbre. There's a palpable shift when fomenting emotions boil over into riotous uprising, and revolution begins. Before, Gareth had been a part of this. Now, it was a part of him. He was the oppressed, the downtrodden, the one living a life of servitude in desperate need of liberation. Was he betraying Milani more by leaving his post, or by staying? He thought long on this, up in the hours of the night or during the long shifts at his desk, staring at papers that no longer held meaning to him. Holding his Order of the Rose on its iron chain, studying his copy of The Light of Hope. And it really didn't take that long to decide that staying was the greater betrayal. Staying was abandoning those in need. Staying was harming the innocent through inaction. He'd always had a knack for sudden disappearance, a little from his ever-morphing face, and a little from his line of work back when the revolution was only a whisper in dark alleys and a murmur in smoke-filled basements. And so one day he simply disappeared, changing his cloak and his face and walking unseen out through the gates to the road leading north. His small quarters, usually rather bare with only his sparse belongings, were now completely emptied. He was taking action, confronting oppression, and overcoming his own despair to seize victory! Onward to Kenabres! Or course, during a journey it's always wise to stop for a nice cup of strong coffee, so he finds himself at the Honeyed Blackmoor Café, sipping a dark roast and looking out across Warehouse square. His purse light, but his hopes high. Now where to begin his investigations of the Mendevian leadership? Appearance and Personality Gareth is a man who just wants to feel useful. He was born with a fire burning in him to dedicate his life's work to Milani. Ideals of freedom and liberty filled his thoughts and were his obsession, and he's trained extensively with this sect of Milani. He is a devoted member of the religion, but woefully underutilized until he makes this change. Moving forward he may grow a bit despondent when he feels his talents are wasted, but will be downright jovial when he's freeing people from oppressors and overthrowing despots. He's not great with people and rather self-conscious around others. He'll continue to question whether this was a good decision or not, and occasionally be filled with doubts. He's a half-elf, but almost looks middle-aged before his time at the start of his story. By the end there's a new youth to him and an extra bounce in his step as he's found Purpose again. Sometimes his friends are sure he looks much more, well, 'elfy' than others. His ears are less pointed one day, or more pointed the next. His features solid and defined as a human's, or light and elegant as an elf's. It seems to vary day to day. The church didn't exactly pay well for his line of work, so beyond his clerical vestments he's only been issued an armored coat to protect himself. He wears an iron chain with Milani's rose motif strung across his chest, and a sadly deflated coinpurse at his hip. He carries a well-made morningstar on the other side of his rather unbalanced belt, and a fauchard in his hand, most of the time. Quote Tenets of Milani Edicts: -Confront oppression in all its forms -Defend the common folk -Overcome despair to seize victory! Anathema: -Abandon those in need -Enslave or oppress others -Harm the innocent through direct or inadvertent action Mechanics and Role Gareth will work great as a striker and secondary divine caster in the party, with some skill utility too. He'll be quite useful in combat with AoOs, teamwork feats, and sneak attacks, plus knowledge checks and decent spellcasting mixing utility with buffs. Mostly he'll focus on polearm combat and area control for his martial abilities, and Wisdom and Dexterity for his skills. I'm open to changing his Inquisition/Domain to better fill a gap in the party, like if a Face is needed the Conversion inquisition allows WIS to CHA skills, though I doubt that will be needed with several more CHA-friendly classes around. I used a trait to get disable device as a class skill and non-scaling trapfinding to add a little more utility, and there are some Slayer talents that can add to that later. He should be relatively Sneaky too, especially given his Inquisition. Overall he should be versatile and fun to play, always trying to be useful, but not dominant in any one area.