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  1. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (+2 racial) = 18 Dexterity: 7 Constitution: 14 Intelligence: 12 (-2 Racial) = 10 Wisdom: 10 Charisma: 15 (+2 Racial) = 17 Race: (Demon Spawn) Class: Favored Class: Oracle Favored Class Bonus: +1 HP Traits: , ; Campaign Trait: ; Drawback: Skill Ranks: 4 + Int mod+2 + FCB = 4 Skills Trained: Diplomacy[1 Rank]; Knowledge (Nature) [1 Rank]; Perception [1 Rank]; Use Magic Device [1 Rank]. Background Skill Ranks: 2 Skills Trained: Handle Animal [1 Rank]; Linguistics [1 Rank]. Feats: Bonus Languages: Hallit, Common. Hit Points: Max (d8) + Con mod+2 + FCB = 11 Starting Wealth12: ([Roll]) = -- gp Equipment Starting Items Cost Source Explorer’s Outfit 10 gp Core p159 Weapons Cost Source Armour Cost Source Adventuring Gear Cost Source Food/Drink Cost Source Remaining Wealth: 100 gp Character Background: T'Sarra Khonnor grew up in a Kellid tribe in Numeria. A Tiefling girl was not exactly the good omen an Aasimar might have been, but as she grew she was known for her quick wit and her kind heart. She was accepted by the tribe, even if some tongues always wagged behind her back. She grew up into a strong, hard-working, charming, passionate... and incredibly clumsy woman. Her awkwardness was legendary, two left feet, all thumbs, just no manual dexterity or agility in her hands at all! She lost track of the number of times she'd fallen into the fire, saved by her Tiefling skin. She was not physically competent enough to be a warrior, she was determined to find her place within her community. As a result, T'Sarra became apprenticed to the tribe's shaman, learning the ways of magic and healing. She was a diligent student, soaking up knowledge and practicing her skills whenever she could. Despite her clumsiness, T'Sarra proved to be a natural at divination, and she quickly gained the respect and admiration of her tribe. She became an invaluable member of the community, using her powers to heal the sick and injured, and to protect her people from harm. But all of that changed when the visions came. She was stricken, cursed with a vision of the future, and further with the curse that no one would believe her! Ultimately she drew attention beyond the limits of her tribe. Technic League sent a robot to kill her. T'Sarra was forced to flee for her life, leaving behind the only home she had ever known. Though she was terrified and alone, she knew that she had to keep moving forward, using her skills and her determination to survive and find a new life. In Torch, she met Khonnir Baine, who immediately commented on her first name matching his surname. Khonnir was a patron and took her in when she had no one and T'Sarra trusted him to keep her safe. In return, she agreed to take on missions into the wilderness for him, using her skills and wits to navigate the dangers of the wild. And to fight off the robots. Androids were one thing, they had souls she could see she could trust them. But the machine-men of the Technic League or worse the ones who wandered the land? Those she hunted and killed before they could attack her. She never knew which were programmed for her destruction. Despite the constant threat of the Technic League's robots, T'Sarra remained determined and resilient. Until Khonnir himself went missing...
  2. name: Vrilundass ‘Vri’ Arund race: Half-Elf age: 24 gender: Female description: She’s good looking, having the best of both her elven and human blood. She has dark red-brown hair and blue eyes. She has many different outfits from the sombre green-black to the extravagant, depending on what she plans on doing. She always tries to dress correctly for the occasion. She can look like a human, a full blood elf or a drow if she wants to. personality: She’s very outgoing, often being the loudest in the inn and willing to talk and perform as long as someone is willing to listen and watch. This often helps when picking up information. However, that all changes when she’s on a mission that involves stealth. Then she becomes focused. People who have seen her in the inn before wouldn’t recognise the figure who can sit still and watch someone for hours on end. She has a serious grudge against slavery and the governments and religions that allow it. She knows her mission comes first, but if she can get away with it, she’s not averse to some sabotage left or right. Deep inside she's rather vain and would like to have songs and plays about her and her deeds. So far she's not sure what should be big enough for this, but she's sure something will come up. background: Vrilundass was the only daughter of an escaped Nidal slave and an elf woman who had attached herself to a traveling theatre troupe (and helping out with some of the music). They had kept him hidden and he joined the show, doing the odd jobs left and right. Unfortunately he was already older when he escaped and he wasn’t in the best of conditions to start with and he got ill when she was about 2 years old and died soon after. A years or so later, her mother grew bored with the traveling circus and went back to her homeland, leaving Vri with a couple in the troupe for reasons that nobody ever told her. The only thing she left was a silversheen curve blade with a small symbol engraved on the pommel and also on the underside of the blade. It took her some time to learn how to use it, but she persevered. So she grew up in the theatre, learning to read from the scripts, playing with the few other children and acting. She took to it quickly and soon she was on the main stage playing roles for gnomes and goblins, which the group at that moment didn’t have. She also often had the role of off-stage narrator, as she had a very pleasing voice. Under the tutelage of her adopted father, she progressed quickly and learned a lot. One of the performers did shows with swords and from him she learned a great deal about fighting (he also acted as a guard while they were traveling). When she grew up she also did some other roles, especially since she learned she could change into a human or a full elf. And even a drow, something that scared the rest of the troupe the first time she did it. Things started to change when she was 20 years old. Her adoptive parents had always told who her real parents were and stories about slaves they had saved, but now their circuit brought them near Numeria, as they had multiple times. But this time there was a group of slaves that had escaped the Technic League. Vri wanted to take them in and help them, but the group was too big to much more than give them a meal and some basic medical assistance. Vri didn’t agree and when the ex-slaves moved on, she went with them, trying to help as much as she could, which wasn’t all that much. When they said goodbye, she started wandering the lands, using her skills with her sword and as a performer to find places to eat and sleep. This also brought her to Torch, being a guard on caravans to and from the town. She always stayed in the inn of Khonnir Baine when in the town, singing in the evening (if there wasn't a real bard in there of course and even then she didn't say no to a double). character sheet:
  3. Thinking Cryptbreaker alchemist Role: Bombs baby! Anti-robot bombs. and Disable Device. And (with the right discoveries) backup heals and/or buffs. Leaning toward local ties or robot slayer for the campaign trait. Below stolen for pretty formatting: please ignore until I get it all nice and updated. Map Token Character Generation Ability Scores: 20 point buy Strength: 12 Dexterity: 14 Constitution: 13 Intelligence: 16 (+2 Racial) = 18 Wisdom: 10 Charisma: 10 Race: (Kellid) Alternate Racial Traits: Gender: Male Age: 20 Height: 6' 2" Weight: 160 lbs. Class: [] Favored Class: Alchemist Favored Class Bonus: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create. Traits: Blighted Physiology, Wary of Danger (Disadvantage: Betrayed) Campaign Trait: Robot Slayer Skill Ranks: 4 + Int mod + 1 racial = 9 Skills Trained: Craft (Alchemy) [1 Rank], Disable Device [1 Rank], Heal [1 Rank], Knowledge (Arcana) [1 Rank], Knowledge (nature) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank], Survival [1 Rank], Use Magic Device [1 Rank]. Background Skill Ranks: 2 Skills Trained: Knowledge (History) [1 Rank], Knowledge (Engineering) [1 Rank]. Feats: Point Blank shot, Precise Shot Bonus Languages: Dwarf, Orc, Gnome, Elvish Hit Points: Max (d8) + CON (1) = 9 Starting Wealth: Character Sheet M NG Human (Kellid) Alchemist (CryptBreaker), Level 1, Init 4, HP 9/9, Speed 30 AC 15, Touch 12, Flat-footed 13, CMD 13, Fort 3, Ref 4, Will 0, CMB +1, Base Attack Bonus 0 1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) 3 (1d4+4, x2) light Mace 1 (1d6+1, x2) Dagger 1 (1d4+1, 19-20/x2) Lamellar Cuirass (+2 Armor, +2 Dex, +1 Deflect) Abilities Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10 Condition None Personality: Barhuce is somewhat jumpy as a result of his capture by the technic league. He also has some pretty severe trust issues due to that experience. He has a tendency to be quiet in social situations, but almost babble in professional or arcane settings. Backstory: When Barhuce was young and just beginning his training as an apprentice alchemist in Starfall, one of the other apprentices, jealous of him, reported him to the Technic League for anti-league sentiment and fermenting dissent. While none of that was true, Barhuce was disappeared for a while. While in captivity, he was questioned extensively by gearsman inquisitors and developed a hatred for the Technic League that is focused almost entirely on their robotic servitors. The various substances used during the interrogation, combined with the water contamination endemic to Numeria also left him with thick skin and cartilage deposits and a slight allergy to healing magics. Eventually, the League convinced themselves he was innocent of everything more than being a better apprentice than one of his fellows and they, perhaps foolishly, release him. He continued his studies in alchemy, now focusing on the Osirian branch of alchemy that has proven more effective against constructs and undead - the better to break robots. He also began fermenting rebellion due to anti-league sentiment, but very, very quietly. After some time spent looking for a place he can settle in as an alchemist, he decided he needed some further training. He is currently travelling to Torch to see if he can study under Khonnir Baine and has made arrangements to meet some of Khonnir's colleagues in Hajoth Hakados.
  4. Khel is a scrawny half orc, less menacing than his kin, with a scholarly look. Khel was never going to be a great warrior for the tribe, orphaned early in life, already an outsider tainted by human blood, became enamored by the pursuit of knowledge and left to travel. A chance encounter with a badly wounded traveller recently robbed, after giving insufficient aid, Khel appealed to the heavens and was offered a pact with a celestial being, immediately taken to save the traveller, it revealed a more reverent path in life, that of the healer as well as the learner. Khel attended the library of a small monastery on the Lumia border working as a sage and researcher, when the Empire first advanced into the territory a detachment of soldiers occupied the monastery, and believing it to be a place of worship, threatened to burn it down, Khel offered to be sold into slavery to prevent this, and the leader agreed. Khel is a Neutral Good Warlock bound to the celestial Ki-Rin Candanza, protector of the innocent and guardian of the truth, with skills in the healing arts and investigation, somewhat a pacifist, preferring to talk a way out of situations, but once the swords are unsheathed, Khel may not be much of a warrior, but is a good one to watch your back, heal your wounds, aid your combat, and sow disarray amongst your foes..
  5. Real name: Shadoras List of nicknames: Slithers, Shadow for his family and closest friends. STATS Species: Snake Demeanor: Quiet I like a good conversation, as long as someone else start it. Being liked is so hard though that it's a wasted effort most of the time. Gender: Male Appearance: Travelled People look at me and think I'm a ranger, a adventurous traveler not afraid of traveling outside the normal paths. They are half right and I like it this way. It avoid a lot of misunderstanding and they know I'll be on my way soon enough. Outfit: Satchets, strong backpack with traveling patchs, warm clothes and winter traveling cloak wore in any season. Charm: -1 Cunning: +1 Finesse: +2 Luck: +1 Might: 0 Injury: 0/4 Exhaustion: 0/4 Depletion: 0/4 Burdened: 1/4 PLAYBOOK: The Seeker Word on the Street: When you spend time in a clearing talking with locals, roll with Finesse. On a hit, you catch wind of a nearby unexplored wonder or ruin; someone promises to take you to it for a fair fee (1-Value). On a 7-9, the dangers make their price steeper—an additional 1-Value of coin or gear. On a miss, the location is under threat—soon it will be plundered, destroyed, or claimed by another power. Unstable Ground: When you use a rough or chaotic environment—slippery rocks, a crowded market, etc.—to gain an advantage over your opponents in a fight, you can grapple with them using Finesse instead of Might. Watch the Signs: When you first attune yourself to a ruin or mysterious site by taking in its signs, symbols, particular traits, and layout, roll with Cunning. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you may mark exhaustion to hold 1. While within that ruin or mysterious site, you can spend your hold 1-for-1 to: • Identify the quickest path to the closest valuable treasure or knowledge • Disarm a trap or overcome a natural hazard without cost • Name a character within reach about to suffer harm; you suffer it instead • Name a character in the ruin; you cross the distance to them instantly • Take cover in the ruin; ignore all harm from a single attack or catastrophe Weapon Skills: Confuse the Senses Rogue Skills: Acrobatics, Disable Device, Pick Lock Roleplay Elements Historian Nature: Clear your exhaustion track when you refuse to allow someone to cover up or obscure the truth. Drives: - Greed: Advance when you secure a serious payday or treasure. - Discovery: Advance when you encounter a new wonder or ruin in the forests. " Finding lost ruins, lost knowledges or well-kept secret that can ruin lives... Uncovering what was hidden and bring in back to light, there is no better feeling! " Equipment Armor (Chain Shirt): +1 (Bland), +1 (Reinforced), +1 (Durable), Light (+1), (7 point value total) Bag of Caltrops (1 points) Compass (0 point: cursed) Bagpack (free, 1 load) Advances The Backstory Where do you call home? The Beaver Lake Why are you a vagabon? Always looking for treasures, well-kept secrets, secret from the past Whom have you left behind? My family and special someone one. The latter is my own well-kept secret. A reserved, beautiful and warm noble librairian. Which faction have you served the most? The Riverfolk Marchands. They are always willing to give me a good price for the treasures I find or giving me information about ruins or secrets they heard about. Which faction have you earned a special enmity? The Eeryie. I studied history, their infighting is within their nature. They never learn until they face an invader. I have nothing against them as companion, just as leaders. They are also the one who chased away the reptiles from the Woodlands a thousand year ago. The reptiles should never forget how they they made us the enemies of the Woodlands to gain every critters favors... and their eggs taste delicious. Background: I'll make it short: raised in a clairing with an Iron Keeper school/university, one of the teacher conned Shadow in publishing his doctorat results under a pen name, teacher give best notes of the class to Shadow and recommend him for a good paying job outside the clearing. After several months, he comes back to the clearing. Learn that teacher is death and had stolen his research results, in irony died because the material Shadow indirectly provided proof of a noble family treason, that noble family became a vassal family for another noble family in result. Only Shadows know the truth and he even has proof of the whole ordeal but he cant say anything because then he and his family would be targeted if he did. He decided to not steer anything and lay low, convinced him that his passion for history, ruins and revealing the truth attract troubles. He prefer to remain on the road because of that. He can come back to his clearing to visit his family but he avoid past friends from the university when he goes. His family started the rumor that he became a marchand to not attract attention. Only his mother know the truth and realize how dangerous the info Shadows has for them. Shadows told her in paranoid secrecy and she knew better then saying anything about it. Althought he has some respect left for the Iron Keepers, he despise politics now and welcome the vagabond style of life because of it. Recently, the drawbacks for such life were made clear though as he and his bodyguards/friends were attacked by bandits for their cargo. It was mutually destructive, with Shadow managing to break his dagger on a prone assaillant throat and killing it before fleeing the scene. Reputations Riverfolks: +0; Notoriety 0/3; Prestige +2/5 The Eyrie: +0; Notoriety -1/3; Prestige 0/5 Relationships Friend: Brixie is trusthworthy and gentle. She doesn't mind I'm a snake either. I can count on her to have my back. Partner: Edlyn is a good partner in crime. She is as good as me as infiltrating places. And she's awesome to be around.
  6. Shayla Shayla - Human (Skilled) - Cultist Witch 1 | Neutral Good | Female | The Dusk Mother Background Shayla was born to a simple life, of simple ambitions and simple dreams. Her parents were farmers living outside of Sunrise, and she was their only daughter, destined to one day inherit the simple farm and the simple life her parents lead. Now normally this is where, in the story of great adventurers, we say how Shayla always longed for more, but the reality is that she didn't. She was more than content to harvest the wheat and feed the chickens, to marry a handsome young farmer and have beautiful children. Certainly Shayla was smart--her father made sure she knew how to read, how to do numbers and how to read the weather and the almanacs prepared by the diviners at the temples. She even excelled in these fields, but it never birthed ambition in her. With her father and mother every morning she rose with the sun, prayed to Lathander and Chauntea, and every day they would go about their chores. Then, a bad year came. A terrible blight struck their fields, and disease infected their cows. Her parents burned back the grain and killed the infected yearlings and tried to care for the remaining livestock and the struggling crops. But it was in vain. Spending so long around the sick animals, the disease transferred first to her mother, then to her father. They, like their cattle, succumbed not long after. They had no money for priests, so the young Shayla was left alone to tend the farm. She arose with the morning, and cursed Lathander and Chauntea. She cursed them as she tilled the blighted soil and burnt the remaining livestock. She cursed them as her eyes spilled tears into the loamy soil over her parent's new graves. Then, one sunset as she turned in for the night, a small barred owl alighted on her stoop and watched her. And then, it spoke to her. Or, perhaps, someone spoke through the owl to her. It told her to go to the middle of a neighboring field. It told her that there, she would find others who lost to the whims of fate. There, she would learn how to save her farm. All for a promise. A promise of favours to come. She followed the owl out to a field. As she approached the field, the owl gave her a fabric mask. She wore it as she walked towards a towering bon fire. And there, there she met The Dawn Mother for the first time. There she danced wild and free under the dying light for the first time. There she released her anguish and suffering and fed it to the red glow of Lathander's light being overtaken by Shar's darkness, and celebrated the freedom from both that existed in the time between. She released all ambition and all care, and cast them on the Pyre of Suffering. She knew not who she danced with, nor did she care. As the sun finally died, she and the other revellers departed. The next morning, the owl showed her how to till the ashes from the dead farm animals into the soil. It taught her special incantations to utter over the irrigation ditches, and showed her where to clean them. It took weeks, even months, and while her yield was less than previous years, it still far exceeded the blighted expectations. And each dusk, she returned to the field and to the bonfire. She listened to sermons from the elders, she praised The Dusk Mother, she danced with her and with the other masked servants. She cast her cares, her pain, her suffering away into the fires of the setting sun and the seas of the rising night. Current Life To this day, Shayla remains a dedicated servant of The Dusk Mother, a cult which visits in the fields near the town of Sunrise every dusk. While the Dusk Mother herself sometimes attends these gatherings, such appearances are rare. Who or what the Dusk Mother is exactly, no one knows. However her followers don't really seem to care. Indeed the abandonment of cares and stress for the few blessed hours of the dusk is core to their worship. That is not to say that Shayla is callous. Quite the opposite, she has a reputation for kindness and empathy that many feared had fled her when her parents died. She's rarely seen around the temples these days, and her disdain for Lathander and Chauntea seems to remain. However, she does frequent the Mayhew's, often to get a plow straightened or a scythe sharpened. She is sometimes flirtatious around Mina, but never seriously so. If Shayla has dreams of romance, she keeps them quiet. Shayla has been running the farm on her own for five years (since she was 16.) It has been exhausting, and she can feel the toll on her body even at her young age. While she is content with being a farmer's wife, currently she is a farmer but not a wife, and the prospects in town are slim. She sees that leaving her farm fallow for a few years, while she's still young enough to travel and to marry, may be her best course. Vignette TBA
  7. Hey there, I'm pretty fond of the old-school thief. I'll roll it up and see... Name: Xune AL: Neutral STR: 7 INT: 11 WIS: 13 DEX: 16 CHR: 13 CON: 9 Class: Thief Race: Elf Level: 4 (Burglar) XP: 5,000 PR: 10% XP Next Level: 4,600 AC: 5 HP: 12 Languages: Common, Elf, Orc, Hobgoblin, Gnoll, Halfling Sex: M Age: 100 Height: 5 Weight: 150 Move: 12" Encumbrance: Light Abilities: Elf: When striking with magical weapon add 1 to damage inflicted. More able to note secret and hidden doors. Add +1 to hit with swords and bows Speak: Common, Elf, Orc, Hobgoblin, Gnoll. Thief: can employ single handed melee weapons and thrown/light/short missile weapons wear only leather armor and cannot employ shields receive a +1 on saves vs. poison cannot use intelligent swords. Thieves of the 3rd level and above are able to read most (80%) languages, so treasure maps can be read and understood by them without recourse to a spell. By striking silently from behind the thief gains two advantages: First, he increases the chance to hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional damage for every four levels he has attained. Thus, if a thief of the 4th level attacked from behind he would do twice the damage indicated by the die. Skills: Open Lock: 55% Remove Trap: 50% Pick Pockets or Move Silently: 60% Hide in Shadows: 55% Hear Noise: -4 (+1 wisdom) = -5 Climb Surface: 93% Attacks: 20 - (Roll + Bonus) = Lowest AC hit (Level +1, Elf +1, Flank +4) Sword +2 1d8 Dagger +1 1d4 Dagger(toss) +2 1d4 Shortbow +2 1d6 Backstab(Sword) +5 2d8 Backstab(Dagger) +4 2d4 Saves: Death/Poison 13 (+1 poison) Wands 14 Stone 13 Breath 16 Staves/Spells 15 Treasure: None Equipment: +100 gold -15 Leather (250) -10 Sword (50) -3 Dagger (20) -25 Shortbow (50) -5 Quiver of 20 arrows Misc(80) -1 50' rope -1 10' pole -1 iron spikes, 12 -2 large sack -1 water/wine skin -6 oil(x3) ======== -65, (450) ---------------- 35 gold coin
  8. Name: Duggrule Stonecutter AL: Lawful STR: 17 ( +2, +3, +350, 1-4) INT: 07 WIS: 08 DEX: 15 ( +1, +1) CON: 10 (+0, 75%, 80%) CHR: 12 (4) Class: Fighter Race: Dwarf Level: 3rd XP: 5,000 PR: Strength (+10%) XP Next Level: 8,000 AC: 1 (Plate Mail/Shield/Dex) HP: 13 Languages: Common Sex: Male Age: 56 Height: 4' Weight: 145 Move: 9" Encumbrance: 1050 Abilities: Dwarf Fighter (Limit of Myrmidon)*, Thief (Unlimited), or Fighter and Thief Add 4 levels to saving throws Note slanting passages, traps, shifting walls and new construction in underground settings. Trolls, Ogres, and Giants do half damage to Dwarves. Operate equally well day or night. Speak: Common, Dwarf, Gnomes, Kobolds and Goblins Add +1 to hit probabilities, and subtract –1 from chances to be hit, when fighting the “Giant Class.” *Strength 17: Level Limit Champion and Strength 18: Level Limit Superhero. Treasure: GP: 6 Equipment: Sword 1d8 or 1d12 Dagger 1d4 or 1d3 Plate Mail (AC:3) Shield (AC: -1) Back Pack Small Sack (2) Large Sack (2) 50' Rope Wine Skin Water SKin Iron Rations
  9. Cyrienne Alenuath Wood Elven Priestess of Sune Firehair, Huntress of Love and Beauty By Dena Helmi "Quote Pending" Cleric 4 Medium humanoid female (elf), chaotic good Armor Class 15 Hit Points 30 ( 4d8 + 4 ) Speed 35' ft. Senses darkvision Languages Common, Elvish, Celestial Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 13 (+1) Save +1 No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 Wisdom 18 (+4) Save +6 Animal Handling +4 | Insight +6 | Medicine +5 | Perception +6 | Survival +4 Charisma 14 (+2) Save +4 Deception +4 | Intimidation +2 | Performance +5 | Persuasion +5 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools - Instruments Lute Weapons Longswords, Shortswords, Shortbows, Longbows Armors Light armor, Medium Armor, Shields CLERIC CLASS ABILITIES Spellcasting Light Domain Specialisation Warding FlareAlso at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Channel Divinity: Radiance of DawnStarting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. | Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. FEATS - WEAPONS WEAPONS Shortsword +5 to hit for (1d6+3) piercing. | Finesse, light Longbow +5 to hit for (1d8+3) piercing damage. | Finesse, light, thrown (150/600) SPELLS SPELL SLOTS 4 (1st), 3 (2nd) Cleric - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells to Prepare: 8 (not including domain spells) CANTRIPS (Cleric) Light (D) | Guidance | Sacred Flame | Thaumaturgy FIRST LEVEL (Cleric) Fairy Fire (DC) | Burning Hands (D) | Cure Wounds | Detect Poison and Disease (C) | Purify Food and Drink | Sanctuary (BC) | Guiding Bolt SECOND LEVEL (Cleric) Flaming Sphere (DC) | Scorching Ray (D) | Lesser Restoration | Protection from Poison | Enhance Ability (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (D) Donates domain spell. EQUIPMENT & ENCUMBERANCE See * Denotes magic item (see below) APPEARANCE Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally curvier than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some camouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. BACKGROUND Acolyte (Sune) Personality Traits: I grace, charm and sweet words to make those around me feel comfortable, but I am also prone to powerful emotional responses. Ideals: Beauty. Beauty and love are more than emotions, they are a way of life. Faith in in them guides my actions even in the unlikeliest situations. Bonds: I long for adoration and glory - both for myself and my Goddess. Flaws: I am vain, spoiled and - when it comes to tasks not involving my faith - notoriously lazy. Background Feature: Shelter the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. BACKSTORY Cyrienne had tears in her eyes as she attended the 'coronation' of the new Heartwarder in Waterdeep. She had competed for this post over the past two years - it was determined by beauty and grace more than skill and merit amongst Sunites, which is why it was generally held by the most attractive members of the community, not by the most influential or experienced. Now, Cyrienne beheld her former rival in all her bloom and glory, and she was glad that she had failed. Even though she had devoted herself completely and utterly to a human goddess, so much fiercer and more intense than Hanali Celanil, she wasn't human. It was not her place to steal the glory from the brief time of bloom that humans had. Shufelia, the new Heartwarder, had achieved more in 26 than Cyrienne had in 129. Now was her time. The tear she cried were of sincere admiration and relief. A tenday later, she put on a new armour, designed to honour her allegiance with the Goddess of Beauty and Love, but still a wood elven design. It wanted to come home in a way. She had been a lousy huntress back in Cormantor. Back when Cyrienne had come to Waterdeep and first learned of Sune, she had surrendered all the narcissistic ambitions of her youth and, for the first time in her live, devoted herself to something greater than herself. Now, it was time to take the next step and realise one crucial thing: She was still an elf, and always would be. It was time to stop pretending she was but a human socialite. When she walked out into the hall to pray, a proud elven huntress in full armour, she felt the stunned look of her fellow priests with strong gratification. Two more days later, she was standing at the railing of a vessel, which was supposed to take her to Chult. Waterdeep faded in the mists of the horizon. Syndra had called for help in a letter. She was a friend. Cyrienne had helped her Syndra navigate the bureaucracy of Waterdeep and contact the right people before and enjoyed the aid wizardess' magic in her own little schemes. Thus, Cyrienne answered the call, not by sending aid, like she would have but a moon ago, but by going in person and meet her friend. She had no idea how she could help spread the glory of Lady Firehair in a jungle, but neither did she have any doubt that she would. If only she stayed true to herself and trusted her instincts, she would inevitably serve her one true love and goddess. by
  10. 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.
  11. The sun sinks below them ragged hills, casting the plain in shades of purple and blue. A lone rider materializes through the thickening dusk, barely more than a silhouette against the darkening sky. NEWT sits easy in the saddle, guiding his horse with light hands as night falls around them. Beneath the brim of his hat, his face remains shrouded in shadow, but those eyes glint cold and cruel. His mouth ticks up in a sardonic expression, as if to recall a joke only he knows. Once, folk called him THE LAMBRETH BRANDER, a cattle rustler of renown, but those days are past. Now he drifts aimlessly, a haunted man running from ghosts that clutch at his heels. Though he remains at home in the wild as few men are these days, it's that outlaw name trailing him like a lengthening shadow that refuses to give him his peace. Beneath the shell beats the heart of a man with deep roots sunk into bitter soil. NEWT spurs his horse east into the engulfing night, slipping away into the formless dark like a revenant on the wind. What dark intent or inner turmoil drive the rider ever deeper into the wilderness of plunging darkness? Only the empty grasses of the plain seem to know, stretching to infinity under the glittering stars. He loses himself in the land, as unfathomable and solitary as the wild, unwritten land unfolding beneath his mount's steady stride. Come sunrise, what scenes will be revealed in this vacant land, where earth meets sky? For now, the world is quiet. Character Sheet Animal Companions Cavalier Animal Companion: 'Little Lady' Starting Statistics Size Large; Speed 50 ft.; AC +4 natural armor Attack bite (1d4), 2 hooves* (1d6) Ability Scores Str 18, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Special Qualities low-light vision, scent. Eye For Talent +2 Strength (16 -> 18) A Regular Horse Starting Statistics Size Large; Speed 50 ft.; AC +4 natural armor Attack bite (1d4), 2 hooves* (1d6) Ability Scores Str 18, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Special Qualities low-light vision, scent. Description Newt sits tall in the saddle, still possessing the solid, rangy frame of a man in his prime at six feet and two inches tall, though time has whittled him down to a wiry 175 lbs. His blond hair has faded near to silver over the decades, just wild tufts escaping from beneath his hat. Deep lines etch his face—creases worn into the leathery skin from a lifetime of weathering sun, wind, and aches. The eyes truly capture the man. Though narrowed and hooded by heavy lids, Newt's hazel eyes flash keen as any raptor; years on the frontier have gifted him with the far-sight of an eagle and the focus of a hawk. Some say it's foolhardy to meet Newt's eyes for long, so compelling is the mind and iron will burning within. His hands are large-knuckled and calused, still possessing the rancher's strength earned through countless years of ranching and rustling. While his once-muscled frame has grown lean with age, Newt retains a certain limberness and power despite the increasing stiffness in his gait. Scars, old and new, crisscross the skin of his arms exposed below rolled-up shirt sleeves. Although slowing, Newt's dignity and presence cannot be touched by time. Experience has turned him to a hardened, solitary spirit still burning with a wild and untamable spark. Though the years take their toll, his vitality remains defiant until the last, eternally renewing his fraying body with the same tenacity that built the world. Demeanor Newt is a man of few words. He lets his actions do the talking for him, and they often holler louder than any spoken word could have been uttered. His eyes have seen the wicked underbelly of humanity, legends come and go, great men and women rise and fall. His hands have felt the blistered touch of the wild. The landscape had carved in him a hardness and sharpness like a canyon rock, until he knew little of delicacy and luxury. To Newt, words are wind and wasteful. He says what he needs to when the time calls for it, with a blunt efficiency that wastes no breath. Though his lips are sparse of speech, his mind held a deep wellspring of frontier wisdom, lessons learned, and folktales of yesteryear. In the rare moments when he had much to say, around a campfire typically, his stories brimmed with hard-learned lessons wrought from the experience of riding a saddle beneath an unforgiving sun. Fiercely independent, Newt answers to no law but his own. The rules of men are but irritating gnats, blocking true progress for the world. He is content with believing the trappings of modern life are of no use to him; they simply constrain a once great society. His true home is the open road, where a man's life is survived by grit and wit and a special stubbornness. The thought of being tied down in a metropolis turns his stomach like rancid meat. He appreciates roaming wherever the wind takes him, beholden to no law but his own. Newt possesses a restlessness, owing to his love of open spaces. This wild independence was in his blood, for Newt trusted few and questioned all authority. Corrupt leaders and crooked lawmen had taught him that power spoils absolutely, even the purest soul. One of Newt's peculiarities is a jagged scar that runs along the side of his head—a memento from his cavalry days and a brush with the Reaper's cruel scythe. Though already marked by Fate, she was not yet finished with him. Though no soldier now, he had once donned the uniform; he carries the same service revolver he was equipped with so long ago, faithfully maintained and drawn with lightning speed. Guns were not the only mastery Newt possesses. He had a preternatural way with animals, especially horses—wild stallions and steeds that lost their spite under his trained hand. He could almost commune with beasts like kindred spirits, training them with care to accomplish great feats for an animal. Background The night held silent as the grave out there on the range, just the crackling campfire breaking the stillness. Nathaniel Gaspard sat alone beside the flames, turning a hunk of rabbit meat spitted over the coals. Not a soul knew him, or if Nathaniel was even his true name—not since the day he woke abandoned on the field of one of Lastwall's stands against the Reaper, memories scattered like tumbleweeds over the ground. All he recollected was pain—his leg tore open by shrapnel, the fever of a searing rot setting in. Through blurred vision he glimpsed a barren field under ashed skies, devoid of life. Flickers began to surface: pounding hooves, banners snapping aloft. But those days riding with the Lastwall cavalry seemed distant now. All that remained was the man left dying in that nameless place, cast off and forgotten. Newt's mind drifted between waking and fever dreams, clinging to a life while dissolution beckoned him into the void. Somehow he dragged his body over the hard earth, slick with his own blood, away from that charnel field. The infection burned as he crawled, each tiny movement sheer agony. Collapsing into a roadside ditch, he awaited the dark embrace of oblivion. But deep within, a stubbornness refused surrender. Not after everything sacrificed now gone, stripped away. Voices pulled him back from the claws of death. A wagon rumbled to a halt, and gentle hands lifted his frame into the wagon bed. As the wagon rolled down the road, the preacher's kindly wife tended to him. Her care wrested him from the rot taking hold. They came to the wild frontier of Lambreth, far across Lastwall's coast by way of southern Ustalav. Distant from the war in his homeland, no soul here knew him or his past. He went by 'Newt', a familiar name for Nathaniel. He started over, relying on survival skills and defiant spirit. As his leg mended into a knotted divot of scar tissue, Newt carved out a meager existence on society's ragged edge. Breaking wilds horses and odd jobs here and there, he adapted to the lawless borderlands of the River Kingdoms. But a thirst for danger and spite toward the authorities who abandoned him festered inside. Bit by bit, Newt slid further into the shadows—running contraband from Daggermark to Fort Drelev, trafficking illicit goods across kingdom lines. Now in his twilight years, he roams as an outlaw for hire. Freedom to challenge authority and live apart from the world that deemed him disposable, those drive his restless spirit in the badlands. Where the world cast him out, here he stakes his own claim. Survival remains his sole purpose in a society that left him for dead. Complication: Wanted Man WANTED! NATHANIEL GASPARD ALIAS "THE LAMBRETH BRANDER" Wanted for numerous counts of livestock theft and illegal animal branding in the frontier counties of Lambreth and Daggermark. Gaspard is known to brand stolen cattle horses with fraudulent marks before trafficking the animals across kingdom lines. His smuggling operation is believed to run out of several secluded ranch properties east of Fort Drevlev. Gaspard is known to be a dangerous and armed fugitive who has already wounded lawmen in shootouts and escapes. He is approximately 60 years old, 6' tall, possibly 180 lbs. Gray hair, weathered face, walks with a limp. A reward of 200 gold pieces is offered for information leading to the capture of Nathaniel Gaspard. He is wanted dead or alive. Approach with extreme caution as he is considered armed and dangerous. All inquires should be directed to the River Kingdoms Lambreth Territory Marshal's Office.
  12. [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft] [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright   [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft]   Character Sheet Version 1.0   [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright] Character ------------ Player ------------ Level ---- XP ---- Age ---- Pronouns ---- Class -------- / -------- Type -------- / -------- d? d? d? d?   - / - - / - ? STR DEX INT SPI   HPMax HP = STR x 2 MPMax MP = SPI x 2 Condition Class Skill Stat Effect ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ Weapons   Accuracy Damage Durability Effects ---------- [---] + [---] [---] -- ---------- ---------- [---] + [---] [---] -- ---------- Armor / Shield   Defense Penalty Durability Effects ---------- -- -- -- ---------- ---------- -- -- -- ---------- Equipped Outfit Slot   Effects Shoes ---------- ------------------------------ Cape ---------- ------------------------------ Staff ---------- ------------------------------ Hat ---------- ------------------------------ Accessory ---------- ------------------------------ Personal Inventory (Capacity: -- / --)                         Backpack (Capacity: -- / --)                         Other Container (Capacity: -- / --) (Copy & Paste As Needed)                         Incantations   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ Seasonal Magic   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------
  13. "A duelist's heart is as sharp as her blade. Trust your instincts, and let your conscience be your guide." - Ingomar Luntror (Val's Father) Theme: Valérie Luntror Human (Versatile) • Noble • Swashbuckler 1 Medium • Chaotic Good • Unique, Human, Humanoid Abilities Strength 12 (+1) • Dexterity 16 (+3) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 14 (+2) Boosts • Ancestry: +2 Str, +2 Dex • Background: +2 Cha, +2 Con • Class: +2 Dex • Free: +2 Dex, +2 Wis, +2 Con, +2 Cha Adventuring & Combat HP 20/20 Perception +6 • Expert 5 • Wis 1 • Item 0 • Senses Normal Vision Speed 25 feet, 30 feet with panache Class DC 16 • Trained 3 • Base 10 • Dex 3 • Item 0 Armor and Shields AC 17 • Trained 3 • Base 10 • Dex 3 • Item 1 • Trained: Light Armor, Unarmored Defense Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude +5 • Trained 3 • Con 2 • Item 0 • Reflex +8 • Expert 5 • Dex 3 • Item 0 • Will +6 • Expert 5 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple Weapons, Martial Weapons, Unarmed Attacks Rapier +6/+1/-4 • Trained 3 • Dex 3 • Item 0 • Damage 1d6 + 1 P • Deadly d8, Disarm, Finesse Deadly d8 - On a critical hit, the weapon deals an extra 1d8 damage. Disarm - You can use this weapon to Disarm with the Athletics skill even in if you don't have a free hand. Uses this weapon's reach and adds the weapon's item bonus to attack rolls if any. Main-Gauche +6/+2/-2 • Trained 3 • Dex 3 Damage 1d4 + 1 P • Agile, Disarm, Finesse, Parry, Versatile S Agile - Multi attack penalty is reduced. Disarm- You can use this weapon to Disarm with the Athletics skill even in if you don't have a free hand. Uses this weapon's reach and adds the weapon's item bonus to attack rolls if any. Parry - This weapon can be used defensively to block attacks. While wielding this weapon, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Hand Crossbow +6/+1/-4 • Trained 3 • Dex 3 • Item 0 • Damage 1d6 P • Range 60 ft, Reload 1, Hands 1 Skills *Acrobatics +6 • Trained 3 • Dex 3 • Item 0 • +1 Circumstance bonus to Tumble Through when you have panache Arcana +0 • Untrained 0 • Int 0 • Item 0 Athletics +4 • Trained 3 • Str 1 • Item 0 • Armor -0 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +5 • Trained 3 • Cha 2 • Item 0 Diplomacy +5 • Trained 3 • Cha 2 • Item 0 Intimidation +2 • Untrained 0 • Cha 2 • Item 0 Lore: Heraldry +3 • Trained 3 • Int 0 • Item 0 Medicine +1 • Untrained 0 • Wis 1 • Item 0 Nature +0 • Untrained 0 • Wis 0 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 *Performance +5 • Trained 3 • Cha 2 • Item 0 • +1 Circumstance bonus to Perform when you have panache Religion +1 • Untrained 0 • Wis 1 • Item 0 Society +3 • Trained 3 • Int 0 • Item 0 Stealth +6 • Trained 3 • Dex 3 • Item 0 • Armor -0 Survival +1 • Untrained 0 • Wis 1 • Item 0 Thievery +3 • Untrained 0 • Dex 3 • Item 0 Languages: Common, Undercommon* *I think it'd be neat to have been taught under common by someone in the lower city during Val's youth. Maybe a dueling teacher, someone who influenced her panache, her battle dancer style, something. Maybe a mentor figure who up and left one day. More abandonment trauma. Abilities Confident Finisher • Class Ability • You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action, which has the finisher trait. Confident Finisher • Finisher | Swashbuckler • Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. Failure. You deal half your precise strike damage to the target. This damage type is that of the weapon used for the strike. Exemplary Finisher • Finisher | Swashbuckler • You can Step as a free action immediately after the finisher. Step - You carefully move 5 feet and do not trigger reactions, such as attacks of opportunity, that can be triggered by move actions or upon leaving or entering a square. Panache • Class Ability • When you perform an action with particular bravado, you can leverage this moment to perform spectacular, deadly maneuvers. Gained by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble through and additional actions determined by your swashbuckler's style. Precise Strike • Class Ability • When you have panache and Strike with an agile or finesse melee weapon or unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead. Swashbuckler's Style Battledancer • Class Ability • You are trained in Performance and gain the Fascinating Performance skill feat. You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated. Feats Incredible Initiative • General • You gain a +2 circumstance bonus to initiative rolls. Natural Ambition • Human | General • You gain a 1st-level class feat. Nimble Dodge • Swashbuckler | Class • A creature you can see targets you with an attack. You can deftly dodge gaining a +2 circumstance bonus to AC against the triggering attack. | Cannot be encumbered to use. Dueling Parry • Swashbuckler | Class • You can parry attacks with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you are wielding only a single one-handed melee weapon and have your other hand(s) free. Inventory Money: 58 SP Bulk 6/6 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Item • Bulk 0 • Notes Arms and Armor Leather Armor • Bulk 1 • Notes Rapier • Bulk 1 • Notes Main-Gauche • Bulk L • Agile, Disarm, Finesse, Parry, Versatile S Hand Crossbow • Bulk 1 • Range (60ft), Reload 1, Hands 1 Bolts • 10 • Bulk L (1) Appearance Long flowing light brown hair, high cheek bones, piercing-yet-soft eyes, and a deviously playful smile adorn Valérie's soft features. She is athletic, standing at 5'7" and 156lbs. Valérie prefers comfort but has had the same, favorite, set of clothes since her teenage years - which she wears to this day - clothing commissioned by her father for her sixteenth birthday. Personality Valérie is a headstrong and fiercely independent woman, shaped by a childhood that diverged dramatically from her noble upbringing. Despite being born into such a position, she has little patience for the constraints and expectations that come with her noble status. Valérie is a rebellious spirit, loves the art of rapier dueling, has an indifference to nobility, with a strong sense of justice, fiercely loyal, complex emotions, and is a seeker of adventure with intriguing contradictions (from her station and lot). Rebellious Spirit - Sought a life beyond the suffocating traditions of high society. Rebellion being a response to the oppressive demands of her mother, who has only grown more controlling after the death of Valérie's father. Rapier Dueling - Val has become a formidable duelist for her age. It being the one living connection she has with her late father. It's become a tool for asserting her autonomy and coping with loss. Indifference to Nobility - She's uninterested in the trappings of high society. She doesn't care for wealth, titles, or social prestige. Adventure Seeker - Valérie found solace in the gritty underbelly of society. The thrills found in this places became taste for the unconventional that drives the girl. Justice - Val maintains a strong sense of justice. She's not afraid to stand up against perceived injustices - valuing personal freedom for herself and others, to live life on their terms. Fiercely Loyal - While she may appear aloof or indifferent, Valérie is fiercely loyal to the few individuals she lets into her inner circle. Valuing loyalty and honesty above all else. Complex Emotions - Beneath her tough exterior lies a complex emotional landscape. Her rebellion being a partial reaction to the loss of her father and the increasing dominance and demands of her mother. She struggles with the feelings of grief, anger, and a desire for a sense of belonging. Contradictions - A noble by birth who shuns her own class, a skilled duelist who seeks adventure, and a rebel with a sense of justice. Valérie is a multi-dimensional embodiment of intriguing contradictions. History Firstborn and only child to the Luntror family, Valérie is a Baldur's Gate native of the noble class. Her father was a duelist of some renown within their circles and took to training his only child in the art he enjoyed so much. Life was quite ordinary and happy for some time. Until Valérie's father passed away in the night due to an unfortunate sickness (a curse, incurable sickness, magical?) claimed him against all efforts. With that passing, the young duelist daughter had only the bittersweet memories, the commissioned clothing, her rapier - all gifts from her father - and her father's main-gauche. Valérie's mother took soon-after to arranging marriages for the young girl. In an effort to keep their noble house from toppling, maintaining their fortune, her mother sought out suitor after suitor. With each came yet another needlessly extravagant soiree. Four years of these arrangements. All of the fake smiles and half-hearted well wishes. It was a chore navigating these events while pretending to care for expected decorum. Even Val's mother grew to hate them. What with Valérie forcing each new prospective suitor to face her in a duel. Turning to her mother with each victory exclaiming, "When you find my equal, only then will I consider such marriage to said suitor worthy of my consideration." In her continued fits of rebellion Valérie would take to sneaking out to the lower city and engage in merriment with the tavern goers. Drinks, sharing tales, gambling and even a bit of light-hearted rebellion/lawbreaking. Eventually, the adventure-seeking became the only sensation that even somewhat filled the hole left after her father's passing. With that, Valérie gathered her belongings and abandoned her home, setting off on the eve of her twentieth birthday. Sunset seemed as good a destination as any. Perhaps she could find Kent and his father and stay with them for a time.
  14. When the world was anew, we must not have known what to do with Death: a physical embodiment of a thing that brings us so much grief, appearing in our darkest hour and letting us know in no small way that this is the end. Did they feel the cold presence of her aura and wonder: am I in danger? Did they hear the whisper of her soft breathing and feel a shiver crawl down their spine? And when the snap of the Threads of Fate she holds cradled between her fingers echoed in their ears, how long did it take them to associate that with the end of a life? But we have the advantage of time now, and with time we've come to know her. Indeed, she is as reliable as the tide that ebbs and flows, as the sun that rises in the east and sets in the west. She comes whether she is welcome or not, whether there is anyone to see her or not, and always with that inexorable pace, those frigid eyes, and lips that nary move lest the circumstances demand it. Often, soldiers, assassins and other death-dealers describe her as a spirit just beyond their perception in the swift moments of battle. Eventually, the flashes of cold stop bothering them, and the snap of her Threads are a welcome sound telling them that their job is done. In the aftermath of great battles where many have died, tales tell of Death roaming the battlefield, a dark silhouette gladly far away. Those brave enough to follow her during these times find her a silent companion, and watch as she decides who draws their final breath that day. Some who follow her even find an appreciation for her. And in personal moments when a person should be left alone with their loved one, so too does she arrive. This is when she is most loathed, most hated for her nature. But Death does not care what you think: be it of sickness, or old age, or even murder, she takes them away all the same. Many who meet Death are paralyzed with fear. Others run, unable to come face to face with her. And some... try to fight her. When engaged, Death usually begins by defending herself with the Threads of Fate: after all, no force but fate can break them, and with her expert fingers, she can dance and weave with her own special fighting style. Most opponents are soon disarmed or incapacitated with a simple counter, and on she proceeds. More powerful fighters have actually managed to keep up with her, however, at least for a few moments. Against opponents like these, they say she weaves the Threads of Fate into a weapon; she seems to be intimately familiar with every tool of war known to man, and can weave her Threads into any one of them at any time. They say life is a tale told by an idiot, full of sound and fury, signifying nothing. While there are those who disagree, this saying is most true for those who fight against the inevitable - who fight against Death herself.
  15. Name:Tamber Ghongh Species: namekian Power Level: 5000 Power up: 1000 Attributes Physical: 10 Mental:12 Combat:12 Move:6 Combat Actions Attack: Fighting + Combat = 77/+7 Block: Body + Combat = 72/+7 Counter: Fighting + Combat = 77/+7 Dodge: Evasion + Combat = 72/+7 Initiative: Mind + Combat = 72/+7 Skills Fighting:65 Evasion:60 Weapon:0 Power:80 Body:60 Mind:70 Derived Values Damage: 72 Shock: 100 Defense: 18 Hits: 200/200 Recovery: 29 Species Traits Extraordinary Energy: While Namekians use Ki for their powers, they’re capable of using it in ways average races cannot. Namekians may learn and use Extraordinary Powers, covered under the Powers section. Keen Hearing: Namekians possess a naturally high sense of hearing, capable of picking up sounds from great distances. When making Action Tests to detect or locate someone or something with your hearing, add +3 to your Mental+Mind Modifier. Regeneration: Namekians possess a naturally fast healing process. When recovering from Damage, Namekians can recover from Injuries without complete medical treatment or rest and relaxation. If they regain an amount of HP equal to their injury value, they fully recover from the Injury. Fighting Techniques and Combat Stances Dragon Tail Kick- sweeping leg kicks using namekian elasticity. -8 to hit, +8 to damage. Dragon's Jaws- lunging open handed attack with fingers pointed like opened jaws. -4 to hit, +4 to damage. Rage of the Great Wyrm- combo attack of 8 alternating hits. -12 to hit, +12 to damage Powers Flight: Fly through the air at the cost of 10 Energy per Round. You have a Flight speed equal to your Move Attribute. Boost Powers Damage Bost: +1 Damage per 40 Energy spent. Speed Boost: +1 Move per 50 Energy spent. Reflex Boost: +1 Initiative Total per 20 Energy spent. Combat Boost: +1 Combat per 50 Energy spent. Super Strength: +1 Physical per 50 energy spent; only applies when calculating lifting strength and Knockback attack distance. Multi-Attack: You gain additional Melee and Weapon Attack Actions at a multiplying Energy cost starting at 100 Energy and doubling with each attack. However, these extra Attacks have their damage reduced by half before calculating damage to HP. You may use this power as a Reaction after making a Melee Attack and Weapon Attack. Ki Blast: 100 Energy. Deflection: 500 Energy. Draconic Blast / Dorakonikkuburasuto- better than basic blast, but quick and not as strong as the other two energy attacks. 200 Energy Homing Knockback Wings of annihilation / Senmetsu no tsubasa- cone like area blast in front of him. Looks like dragon wings coming out of his hands as he brings them together in a sweeping motion. Area Burst, quarter-sphere shape. 700 Energy, divided between damage and range. Great Dragon's Breath / Gurētodoragonburesu- mouth beam. 300 power Build Up Charge Up Hit Point Drain Yormunga's Wish / Yormunga no Negai - buff power to be given to others or self for a shorter time frame. Matter Creation- used for mundane objects like clothes mostly. Sensing Energy Hide Energy: Mental+Power check against a TN equal to your Power Up score divided by 10 (rounding down). Weapons and Equipment Experience and Progression Post Game Start Creation Skills Fighting +51 Evasion +50 Body +50 Mind +60 Weapon +0 Power +64 Derived Values Power Level: +3900 Power Up: +780 HP +100 Shock +50
  16. [CENTER][SIZE="7"][B][FONT="System"][COLOR="DarkOrchid"]Tsukiko Tomita[/COLOR][/FONT][/B][/SIZE] [I][COLOR="ForestGreen"][SIZE="3"]Senju/Hyuuga Precognitive Intelligence-nin 5[/SIZE][/COLOR][/I] "[b][color=DarkOrchid] Sweet as honey, Stubborn as the pines[/color][/b]" [img2=400]https://i.imgur.com/E67TeNL.png[/img2] [fieldset="Basic Information"][table=2,1][r=2,1][CENTER][img2=200]https://i.imgur.com/UvHI49K.png[/img2][/CENTER][r=1,1][left][b]Full Name:[/b] Tsukiko Tomita [b]Origins:[/b] Land of Auroras [B]Heritage:[/B] Senju, and Hyuuga [B]Age:[/B] 20 [B]Class:[/B] Intelligence-nin 5 (Precognitive) [B]Background:[/B] Noble[/left][/table][/fieldset][img2=300]https://i.imgur.com/xvBdpYN.png[/img2][fieldset="Caged"][LEFT]“[B][COLOR="SandyBrown"]AGAIN![/COLOR][/B]” [B]CRASH![/B] “[B][COLOR="SandyBrown"]Too sloppy, AGAIN![/COLOR][/B]” [B]CRASH!![/B] [floatleft][img2=100]https://i.imgur.com/6rQ6jqX.png[/img2][/floatleft]Kenji sighs, throwing up his hands. “[B][COLOR="SandyBrown"]Why are you wasting time? I've said over and over again that you need to plant your legs, keeping your center of balance low when you throw out that technique, else you waste energy and put yourself off balance. A shinobi that can't stay on her feet when using her ninjutsu won't live very long! Also, your hair is entirely too long, what if an enemy were to get the drop on you? They could grab your hair and you'd be at their mercy in no time! And also...[/COLOR][/B]” An exhausted girl stands back up while her father continues to berate her, pointing out every flaw and fault in her technique her appearance, even in life choices that had nothing to do with the current training. She was breathing heavily, her muscles ached, her throat burned as the dust in the air found it’s way into her breathing, adding to the building frustration coiling in her gut like a bent tree branch ready to snap back at the pressure. A series of a dozen combat dummies lie strewn in a million pieces as massive snaking tree roots retreat into the earth, like sea serpents returning to the slumber. Tsukiko cracks her neck and stretches down, letting her torso hang loose to crack her spine and release tension in her muscles from the repeated use of wood release ninjutsu. A silver necklace wiggles it's way free, dangling down from her neck, a silver rabbit sways just past her eye level. A sharp inhale of breath and she quickly stuffs the necklace back into it's hiding place under her shirt before her father could see it. Kenji's voice comes back to the forefront of her attention as he continues, “[B][COLOR="SandyBrown"]Why are you wasting time? Even your good-for-nothing cousin was already better than you at her age![/COLOR][/B]” The mention of Mari got a reaction out of her. The coiled branch releases, springing out in a rage as Tsukiko flashes a death glare at her father. “[B][COLOR="DarkOrchid"]That’s no way to talk about our clan head, dad.[/COLOR][/B]” she spits the words out with as much venom as she could muster. An arm instinctively raises at his impudent daughter, but she stands firm, affixing angry, unflinching silver eyes at him….just like her mother. He pauses the motion, suddenly stricken by the resemblance, a wave of something complex, dark, and maybe sad washes over his face from Tsukiko's perspective. “[B][COLOR="SandyBrown"]Just… keep working. Reset and do it again, at least another 60 times, then switch to your upper level techniques.[/COLOR][/B]” With all the fight having left him, Kenji Tomita turns and goes back into the compound. Finally left alone, the young kunoichi lets out a shout of frustration, but begins to stomp over and clean up and reset the training dummies for another long set of ninjutsu practice.  “[B][COLOR="DarkOrchid"]Tsukiko, you can't just destroy the targets, you must make them rethink all their life choices. Tsukiko, you activated that jutsu with the perfect amount of chakra, don't you know that will make you ugly to the boys. Tsukiko, you're too pretty, maybe you should consider cutting all of that hair off and dressing like a boy...[/COLOR][/B]” Tsukiko continues muttering more and more ridiculous statements in her mocking 'dad' voice as she uses small amounts of chakra to reconnect limbs and heads to dummy bodies. Giggling rings out from over the wall of the Tomita compound, breaking her out of the rain cloud of a funk she found herself in. “[B][COLOR="IndianRed"]Oh, you are such a stick in the mud, Aki! Let’s go get some lunch before we meet with Reina-sensei![/COLOR][/B]” the giggling is accompanied by the rapid tapping of feet. “[B][COLOR="DarkSlateGray"]Yeah, Aki! Listen to Dora. You sound like an old man harping on about getting to the meeting place early. Come on....don't you want some Dango...?[/COLOR][/B]” The tap tap tapping of feet is almost directly on the other side of the wall now. A tired, frustrated and lonely Tsukiko turns and walks to the wall of the compound, placing a hand against the stone, and resting her forehead against the cold, unflinching barrier…her lacquered cage.  The one great benefit of having her mother’s eyes, was that even when she was cooped up at home, she could at least look at and watch others have fun. Eyes flash, and veins flex as she activates the byakugan,  her vision warps out and away, the wall becoming a window as Tsukiko can see her surrounding with unblocked clarity. [I][COLOR="DarkOrchid"]That’s….team 1, from the academy…[/COLOR] She watches them giggle and tease, walking off…having fun…having…each other.[/I] Byakugan eyes and dirt covered skin streaked with tears. She lets herself wallow for only a moment before enough was enough. [I][COLOR="DarkOrchid"]**** this. I can destroy training dummies some other time.[/COLOR][/I] A lazy bird calls overhead, and the sun beats down on the tiles of the Tomita Compound, the sound of tough but delicate feet land onto the footpath where not but a moment ago there were young shinobi laughing and playing. Tap tap tap And she was gone, off to try and search for human connection, sick of having to hold up the weight of her dad’s expectations and her mother’s absence, excited for the day she’s permitted to join a team.[/LEFT][/fieldset][img2=300]https://i.imgur.com/xvBdpYN.png[/img2][fieldset=Backstory][left][b]TL;DR[/b] Tsukiko’s father, Kenji Tomita is the younger brother of the former head of the Tomita clan: Mari’s deceased father. As such, Mari is considered the head of the clan, whilst he is only a upper-ranking boss of Tomita Lumber.  Tsukiko is the child of a forced heritage marriage: a practice of arranging marriages between powerful clans in the hopes of birthing children with multiple kekkei genkei abilities. From an early age, young Tsukiko was forced to endure a savage training regimine once it was discovered that she’d inherited an incredibly potent form of the Senju clan’s wood release as well as her mother’s byakugan.  Everything in her life was structured to force the young girl to grow up to become the pride of the Tomita, especially given her father’s disdain for his niece. Tsukiko was not permitted to spend time doing anything but training and studying, even her classes at the academy and extra-curriculars were heavily policed by her dad or the family’s attendants. For the last couple months after the academy, Tsukiko was thrust into an even more intense training regime, her father overseeing it himself, despite his comparatively weaker ninjutsu capabilities which didn’t stop him from micro-managing and effectively putting his daughter down to attempt to keep her under his control. She was permitted to work part-time as a shinobi during this period, being given some light-duty activities such as guard duty at the gate or minor administrative work in the Ororakage’s office. She was just recently informed of her assignment to her dream team: Team 3 under onee-chan, Mari Tomita[/left][/fieldset][img2=300]https://i.imgur.com/xvBdpYN.png[/img2][fieldset="Connections"][LEFT][floatleft][img2=150]https://images2.imgbox.com/4d/12/kvqEJs2g_o.png[/img2][/floatleft][b][color=MediumSeaGreen][SIZE="3"]Mari Tomita[/SIZE][/color][/b] One of Tsukiko’s only relatives close to her age, Mari is Tsukiko’s oldest cousin. She used to babysit little Tsukiko when she was very little until her own parents died. After that, Mari and Tsukiko’s father, Kenji were only on professional terms, and tsukiko was kept from Mari as much as possible due to bad blood. [floatright][img2=150]https://i.imgur.com/cxEpj9w.png[/img2][/floatright][b][color=PowderBlue][SIZE="3"]Ryoko Hyuuga[/SIZE][/color][/b] Tsukiko’s mother, she was forced into an arranged marriage in the hopes that a child be born with the powers of the Senju and Hyuuga. Tsukiko doesn’t remember much about her mother, beyond a small picture of her smiling that sits on her desk that she’d stolen from her dad. She was supposedly a genius of the Hyuuga clan, known to some as the “deadly hare of the hyuuga” The official story is that she died during the third shinobi war, but Tsukiko has always had her suspicions. In some small way, she hangs onto a hope that her mom might someday find her, so that she’d have a parent who actually loves her, but she treats it more as a nice dream when she’s feeling the most alone in the little hours of the night. [floatright][img2=150]https://i.imgur.com/6rQ6jqX.png[/img2][/floatright][b][color=SandyBrown][SIZE="3"]Kenji Tomita[/SIZE][/color][/b] Tsukiko’s father and uncle of Mari Tomita. Due to his birth, Kenji is stuck being second to his niece which he hates. His shinobi abilities as a younger man were middling at best, but his business acumen and knowledge of trade were nearly unmatched. He was jealous of his older brother, and downright spiteful of the now current clan head. Kenji treats his daughter like a tool that may someday put his branch of the Tomita family on top, especially given her rare and prodigious talent for not only the Senju kekkei genkai, but the presence of her mother’s byakugan. He is manipulative, verbally abusive, cold and distant with most people, including Tsukiko.[/LEFT][/fieldset][img2=300]https://i.imgur.com/xvBdpYN.png[/img2][fieldset=Appearance & Personality][left] Tsukiko is deceptively strong and sturdy given her lithe build. Her favorite part of herself is her silky-smooth long hair which is mostly black like her mother’s but the Tomita family’s amethyst tones sneak in in places, shimmering and almost shifting colors in different lights. She always carries a small pendant of a silver rabbit that was her mothers, another item she’d stolen away before her father could hide away. Tsukiko has a sunny personality, but has a mischievous and rebellious streak due in some ways to the crushing weight of her father’s overbearing parenting. She’s likely to giggle and smile playing innocent and sweet one moment, and set up a semi-dangerous prank the next. She is incredibly stubborn. Once she’s made up her mind about something, she is as unbending on it as an ancient tree root, unless presented with a VERY good reason or new information. Tsukiko’s shinobi style is well practiced and analytical, tending to direct those around her with tactical information gleaned from her incredibly sharp eyes, and the byakugan gift. [b]Ambition:[/b] To someday discover what happened to her mother [b]Drive:[/b] To break free of her legacy and forge her own path as a kunoichi [b]Goals:[/b] —To make friends —Perfect both her byakugan and the wood release —gain the respect of her cousin —find a significant other [b]Fears:[/b] —That she’s unlovable/ a disappointment[/left][/fieldset][/center] Tsukiko Tomita Senju/Hyuuga Precognitive Intelligence-nin 5 " Sweet as honey, Stubborn as the pines "   Basic Information Full Name: Tsukiko Tomita Origins: Land of Auroras Heritage: Senju, and Hyuuga Age: 20 Class: Intelligence-nin 5 (Precognitive) Background: Noble Caged “ AGAIN! ” CRASH! “ Too sloppy, AGAIN! ” CRASH!!   Kenji sighs, throwing up his hands. “ Why are you wasting time? I've said over and over again that you need to plant your legs, keeping your center of balance low when you throw out that technique, else you waste energy and put yourself off balance. A shinobi that can't stay on her feet when using her ninjutsu won't live very long! Also, your hair is entirely too long, what if an enemy were to get the drop on you? They could grab your hair and you'd be at their mercy in no time! And also... ” An exhausted girl stands back up while her father continues to berate her, pointing out every flaw and fault in her technique her appearance, even in life choices that had nothing to do with the current training. She was breathing heavily, her muscles ached, her throat burned as the dust in the air found it’s way into her breathing, adding to the building frustration coiling in her gut like a bent tree branch ready to snap back at the pressure. A series of a dozen combat dummies lie strewn in a million pieces as massive snaking tree roots retreat into the earth, like sea serpents returning to the slumber. Tsukiko cracks her neck and stretches down, letting her torso hang loose to crack her spine and release tension in her muscles from the repeated use of wood release ninjutsu. A silver necklace wiggles it's way free, dangling down from her neck, a silver rabbit sways just past her eye level. A sharp inhale of breath and she quickly stuffs the necklace back into it's hiding place under her shirt before her father could see it. Kenji's voice comes back to the forefront of her attention as he continues, “ Why are you wasting time? Even your good-for-nothing cousin was already better than you at her age! ” The mention of Mari got a reaction out of her. The coiled branch releases, springing out in a rage as Tsukiko flashes a death glare at her father. “ That’s no way to talk about our clan head, dad. ” she spits the words out with as much venom as she could muster. An arm instinctively raises at his impudent daughter, but she stands firm, affixing angry, unflinching silver eyes at him….just like her mother. He pauses the motion, suddenly stricken by the resemblance, a wave of something complex, dark, and maybe sad washes over his face from Tsukiko's perspective. “ Just… keep working. Reset and do it again, at least another 60 times, then switch to your upper level techniques. ” With all the fight having left him, Kenji Tomita turns and goes back into the compound. Finally left alone, the young kunoichi lets out a shout of frustration, but begins to stomp over and clean up and reset the training dummies for another long set of ninjutsu practice.  “ Tsukiko, you can't just destroy the targets, you must make them rethink all their life choices. Tsukiko, you activated that jutsu with the perfect amount of chakra, don't you know that will make you ugly to the boys. Tsukiko, you're too pretty, maybe you should consider cutting all of that hair off and dressing like a boy... ” Tsukiko continues muttering more and more ridiculous statements in her mocking 'dad' voice as she uses small amounts of chakra to reconnect limbs and heads to dummy bodies. Giggling rings out from over the wall of the Tomita compound, breaking her out of the rain cloud of a funk she found herself in. “ Oh, you are such a stick in the mud, Aki! Let’s go get some lunch before we meet with Reina-sensei! ” the giggling is accompanied by the rapid tapping of feet. “ Yeah, Aki! Listen to Dora. You sound like an old man harping on about getting to the meeting place early. Come on....don't you want some Dango...? ” The tap tap tapping of feet is almost directly on the other side of the wall now. A tired, frustrated and lonely Tsukiko turns and walks to the wall of the compound, placing a hand against the stone, and resting her forehead against the cold, unflinching barrier…her lacquered cage.  The one great benefit of having her mother’s eyes, was that even when she was cooped up at home, she could at least look at and watch others have fun. Eyes flash, and veins flex as she activates the byakugan,  her vision warps out and away, the wall becoming a window as Tsukiko can see her surrounding with unblocked clarity. That’s….team 1, from the academy… She watches them giggle and tease, walking off…having fun…having…each other. Byakugan eyes and dirt covered skin streaked with tears. She lets herself wallow for only a moment before enough was enough. **** this. I can destroy training dummies some other time. A lazy bird calls overhead, and the sun beats down on the tiles of the Tomita Compound, the sound of tough but delicate feet land onto the footpath where not but a moment ago there were young shinobi laughing and playing. Tap tap tap And she was gone, off to try and search for human connection, sick of having to hold up the weight of her dad’s expectations and her mother’s absence, excited for the day she’s permitted to join a team. Backstory TL;DR Tsukiko’s father, Kenji Tomita is the younger brother of the former head of the Tomita clan: Mari’s deceased father. As such, Mari is considered the head of the clan, whilst he is only a upper-ranking boss of Tomita Lumber.  Tsukiko is the child of a forced heritage marriage: a practice of arranging marriages between powerful clans in the hopes of birthing children with multiple kekkei genkei abilities. From an early age, young Tsukiko was forced to endure a savage training regimine once it was discovered that she’d inherited an incredibly potent form of the Senju clan’s wood release as well as her mother’s byakugan.  Everything in her life was structured to force the young girl to grow up to become the pride of the Tomita, especially given her father’s disdain for his niece. Tsukiko was not permitted to spend time doing anything but training and studying, even her classes at the academy and extra-curriculars were heavily policed by her dad or the family’s attendants. For the last couple months after the academy, Tsukiko was thrust into an even more intense training regime, her father overseeing it himself, despite his comparatively weaker ninjutsu capabilities which didn’t stop him from micro-managing and effectively putting his daughter down to attempt to keep her under his control. She was permitted to work part-time as a shinobi during this period, being given some light-duty activities such as guard duty at the gate or minor administrative work in the Ororakage’s office. She was just recently informed of her assignment to her dream team: Team 3 under onee-chan, Mari Tomita Connections Mari Tomita One of Tsukiko’s only relatives close to her age, Mari is Tsukiko’s oldest cousin. She used to babysit little Tsukiko when she was very little until her own parents died. After that, Mari and Tsukiko’s father, Kenji were only on professional terms, and tsukiko was kept from Mari as much as possible due to bad blood.   Ryoko Hyuuga Tsukiko’s mother, she was forced into an arranged marriage in the hopes that a child be born with the powers of the Senju and Hyuuga. Tsukiko doesn’t remember much about her mother, beyond a small picture of her smiling that sits on her desk that she’d stolen from her dad. She was supposedly a genius of the Hyuuga clan, known to some as the “deadly hare of the hyuuga” The official story is that she died during the third shinobi war, but Tsukiko has always had her suspicions. In some small way, she hangs onto a hope that her mom might someday find her, so that she’d have a parent who actually loves her, but she treats it more as a nice dream when she’s feeling the most alone in the little hours of the night.   Kenji Tomita Tsukiko’s father and uncle of Mari Tomita. Due to his birth, Kenji is stuck being second to his niece which he hates. His shinobi abilities as a younger man were middling at best, but his business acumen and knowledge of trade were nearly unmatched. He was jealous of his older brother, and downright spiteful of the now current clan head. Kenji treats his daughter like a tool that may someday put his branch of the Tomita family on top, especially given her rare and prodigious talent for not only the Senju kekkei genkai, but the presence of her mother’s byakugan. He is manipulative, verbally abusive, cold and distant with most people, including Tsukiko. Appearance & Personality Tsukiko is deceptively strong and sturdy given her lithe build. Her favorite part of herself is her silky-smooth long hair which is mostly black like her mother’s but the Tomita family’s amethyst tones sneak in in places, shimmering and almost shifting colors in different lights. She always carries a small pendant of a silver rabbit that was her mothers, another item she’d stolen away before her father could hide away. Tsukiko has a sunny personality, but has a mischievous and rebellious streak due in some ways to the crushing weight of her father’s overbearing parenting. She’s likely to giggle and smile playing innocent and sweet one moment, and set up a semi-dangerous prank the next. She is incredibly stubborn. Once she’s made up her mind about something, she is as unbending on it as an ancient tree root, unless presented with a VERY good reason or new information. Tsukiko’s shinobi style is well practiced and analytical, tending to direct those around her with tactical information gleaned from her incredibly sharp eyes, and the byakugan gift. Ambition: To someday discover what happened to her mother Drive: To break free of her legacy and forge her own path as a kunoichi Goals: —To make friends —Perfect both her byakugan and the wood release —gain the respect of her cousin —find a significant other Fears: —That she’s unlovable/ a disappointment  
  17. [floatleft][img2=200]https://i.imgur.com/BCn2tVf.jpg[/img2][/floatleft] [B][SIZE="5"][COLOR="Navy"]Novik Norikov[/COLOR][/SIZE][/B] Non-Clan Lightning Breaker Ninjutsu Specialist 5 [B]HP:[/B] 37/37 [B]CP:[/B] 55/55 [B]Strength:[/B]+3 [B]Dex:[/B]+5 [B]Con:[/B]+5 [B]Int:[/B]+10 [B]Wis:[/B]+6 [B]Cha:[/B]+7[hr][/hr][B]AC:[/B]16 [B]Init:[/B]+5 [B]Speed:[/B]30ft. [B]PP:[/B]16 [B]PI:[/B]16 [B]Prof:[/B]+5[hr][/hr] [B]Alchemist Tools:[/B] +10 [B]Chakra Control:[/B]+8, [B]Deception:[/B]+7, [B]Insight:[/B]+6, [B]Investigation:[/B]+10, [B]Ninshou:[/B]+10, [B]Perception:[/B]+6, [B]Stealth:[/B]+8, [B]Survival:[/B]+6[hr][/hr] [B]Languages:[/B]Common, Lightning Common [hr][/hr] [B]Conditions:[/B] None [B]Will of Fire:[/B]Yes [B]Death Saves:[/B] 0/3 Pass, 0/3 Fail[hr][/hr] [B]Jutsu:[/B] [OOC="D-Rank Ninjutsu"]Lightning Release: Banquet of Lightning, Lightning Release: Circuit Breaker, Lightning Release: Guiding Bolt, Lightning Release: Heaven Step, Lightning Release: Lightning Ball[/OOC] [OOC="C-Rank Ninjutsu"]Lightning Release: Lightning Fang, Lightning Release: Lightning Liger, Lightning Release: Lightning Rod, Lightning Release: Lightning Uppercut, Lightning Release: Static Falcon[/OOC] [B]Spell DC:[/B]18 [B]Spell Attack:[/B]+10 Novik Norikov Non-Clan Lightning Breaker Ninjutsu Specialist 5 HP: 37/37 CP: 55/55 Strength: +3 Dex: +5 Con: +5 Int: +10 Wis: +6 Cha: +7 AC: 16 Init: +5 Speed: 30ft. PP: 16 PI: 16 Prof: +5 Alchemist Tools: +10 Chakra Control: +8, Deception: +7, Insight: +6, Investigation: +10, Ninshou: +10, Perception: +6, Stealth: +8, Survival: +6 Languages: Common, Lightning Common Conditions: None Will of Fire: Yes Death Saves: 0/3 Pass, 0/3 Fail Jutsu: D-Rank NinjutsuLightning Release: Banquet of Lightning, Lightning Release: Circuit Breaker, Lightning Release: Guiding Bolt, Lightning Release: Heaven Step, Lightning Release: Lightning Ball C-Rank NinjutsuLightning Release: Lightning Fang, Lightning Release: Lightning Liger, Lightning Release: Lightning Rod, Lightning Release: Lightning Uppercut, Lightning Release: Static Falcon Spell DC: 18 Spell Attack: +10  
  18. Yoshi Hoshigaki Age: 18 Clan: Hoshigaki Height: 6' 3 Weight: 295 lbs Background: Student Class: Tactical Scout-Nin 5 Concept: Water tai-nin with a bit of medical capabilities Description: Yoshi is a blue-skinned Hoshigaki, with gills on his neck and thickly built. His hair is black, long and curly, just like the beginnings of his beard. He tends to tie his hair back so most of it is out of his face, and is not afraid to use a ribbon to do so. He has dyed most of his hair black to cover up his blonde locks, but left some of his sunny yellow hair undyed in honour of his Fathers memory and his Blonde locks than anything else. He has an extended Jaw and some really sharp nashers, with two fairly pronounced that juts from his lower jaw. He is seen in Kimonos, and all sorts of different colours and patterns. From an all black one that he uses when he expect night-time missions to occur, to his casual wave-designed based one, he is usually in various types of Kimonos, treated to dry quickly when submerged. He even has a dedicated Kimono for his Medical duties. He doesn't explain why he dresses solely in them, but it was a well known thing that his mother adored Kimonos and loved it when he was all dressed up. Most people can put two and two together. Underclothing is usually a simple white or red fundoshi, and his footwear is usually sandals, usually without socks or tabi. The only other thing he wears is a Haori-coat, but that it usually kept wrapped over his shoulders as a mini-cape. He wears his Headband around his neck, but sometimes keeps it on his forehead when working medical or on his arm during away missions (it's less of a chocking hazard then).     Personality Yoshi is the definition of "gentle giant". Despite his fearsome appearence he's remarkably soft to friends and acquantices. However, this does conceal a deeply protective rage he has deep within. Having lost his parents, one who died defending the family and the other from a festering injury, Yoshi has focussed his skills into making sure those two scenarios never happen again. He's trained to be hard to beat, and he's studied medicine so preventable losses like his parent can never happen again. He loves seafood and Ramen, although most meats are deeply appreciated. He does however, dislikes Sea-Urchins. And may have a slightly protective streak to close friends. And a temper that is buried deep, deep down, inside. He enjoys swimming, training and helping out in the Medical Center. He dreams of a world where his friends are still alive in the future. And maybe having his own children and NOT dying on them. He may have some issues...   Backstory Yoshi is an imigrant to the village. He doesn't know much about his history, but he remembers his parents and himself fleeing to his new home. How as a young child, watched his father waste away from illness. He remembers arriving in the village, how his mother and himself were interrogated but how his father's illness had done too much damage over too long a time to his organs that he was going to die. A few weeks before, he would have been fine, but it ravaged his body and he pushed himself too far to be able to keep going. As newcomers to the village, it was strange to experience. His Mother, Yakura, was descended from the Hoshigaki's, so she joined that sect of the village with him and operated as a Kunoichi of the Village. During this time, Yoshi took up Medical Jutsu, adamant that illnesses like the one that took his Father would never happen again. His mother rapidly rose in the ranks, her uncanny mastery over Water Jutsu made her quiet the power house as well as just general use all round. She did have one particular weakness though, she found an adorable pair of matching Kimonos that was designed for a mother and son. Pretty soon, both of their wardrobes were half filled with Kimono's that she's collected, and did her best in attending any and all festivals in them. It reached the point that she only work Kimono's, and foudn great glee in hiding needles and knives within the flowing robes. Her death was due to an encroaching enemy ninja. She managed to take the guy down at the same time, but had thrown herself at her teammate who was stunned and vulnerable to attacks. She saved her friend, but lost her arm in the process. She lost too much blood that by the time the injury was wrapped, she was in shock and died on the journey back. Yoshi was now an Orphan. He amped up his own training when not studying and started to wear Kimono's for everything, like his Mother did. He vowed to never let another comrade die if he could help it. His own Mastery over Water was similar to his mothers, but his addition of various Healing Jutsu that works with Water made him quite the beast, as well as his own natural advantages and prowess.    
  19.   "'Ave ya ever just laid beneath a tap of prized Frostmead Ale and had yer fill? I 'ave and let me tell ya its about as close ta 'eaven any o' us will get."   Bhalgurn Frostmead Defender, Pilgrim Gender: Male Race: Dwarf (Mountain) Alignment: Neutral Good Class: Barbarian 7 Background: Outlander Passive Perception: 14 Passive Investigation: 10 Passive Insight: 11 HP: 68 Hit Dice: 7d12 AC (Shield): 15 (17) Initiative: +1 Size: Medium Speed: 35 feet      Abilities & Skills Proficiency Bonus: +3 STR 18 (+4) DEX 12 (+1) CON 15 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) +7 Saves +1 Saves +5 Saves +0 Saves +1 Saves +0 Saves +7 Athletics   +4 Acrobatics +1 Sleight of Hand +4 Stealth     +0 Arcana +0 History +0 Investigation +3 Nature +0 Religion +1 Animal Handling +1 Insight +1 Medicine +4 Perception +4 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion     Proficiencies Languages Class Abilities Race & Feats Light Armor Medium Armor Shields Simple Weapons Martial Weapons Common Elvish Abyssal Rage (lvl 1)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again. Total Rages: 4 Unarmored Defense (lvl 1)While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Reckless Attack (lvl 2)you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Danger Sense (lvl 2)You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Primal Path: Totem Warrior (lvl 3)You gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. Totem Spirit of the Bear (lvl 3)While raging, you have resistance to all damage except psychic damage. The spirit o f the bear makes you tough enough to stand up to any punishment. Spirit Seeker (lvl 3)Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. Ability Score Improvement (lvl 4)+2 str, 18 total. Extra Attack (lvl 5)You can attack twice, instead of once, whenever you take the Attack Action on your turn. Fast Movement (lvl 5)Your speed increases 10 feet whil not wearing heavy armor. Aspect of the Beast: Tiger (lvl 6)Gain Prof in Acrobatics and Stealth. Feral Instinct (lvl 7)Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Darkvision (Race)Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience (Race) You have advantage on saving throws against poison, and you have resistance against poison damage Dwarven Combat Training (Race)You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency (Race)You gain proficiency with the artisan’s tools of your choice: brewer’s supplies Stone Cunning (Race)Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Wanderer (BG)You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.  Attacks Ability To Hit Damage Type/(Range) Nisgak Libash (axe) Silvered Longsword Hand Axe Hand Axe (off hand) Javelin Dagger +7 +7 +7 +7 +7 +7 1d8+4 or 1d10+4 1d8+4 or 1d10+4 1d6+4 1d6 1d6+4 1d4+4 Slashing Slashing Slashing (20/60) Slashing(20/60) Piercing (30/120) Piercing (20/60)    Spellcasting (None Yet) Spell Attack: +3, Spell Save DC: 11, Spells Prepared: 0            (*Prepared)   Cantrips 1st 2nd 3rd            Money   Copper: 0 Silver: 0 Gold: 1112 Platinum: 0 1112 Coins * .02 lbs. = 22.24 lbs. Total Weight Show Money Tracking   Starting Gold: 1112 GP _________________________________ SOLD:    _________________________________ BOUGHT:    _________________________________ EARNED: 1112 _________________________________ CURRENT TOTAL: 1112    Encumbrance   Weight: 163.9 lbs. / 240 lbs. max. Status: Unencumbered Penalty: None    Equipment Readied   Equipped Items: (69.24 lbs.)   Armor (30 lbs.) Weapons (11 lbs.) Readied Items (28.24 lbs.) Travelers Clothes (4 lbs.) Bear tooth Necklace (0 lbs.) Heedless (20 lbs.)An untarnished breastplate. It's a little duller than the typical gleaming steel but has not a scratch on it despite her violent end. The three dwarves instantly know why: the shining black trim around the edges is a sign of the legendary metal reinforcing it. Adamantine. This breastplate may well have outlived many wearers. This adamantine-reinforced breastplate has a red onyx gem inset just beneath the neck. If you are ever reduced to 0 hit points while wearing it, you are immediately stabilized. The gem burns out in the process and must be replaced. As with any other, this adamantine armor also negates critical hits against you, turning them into regular hits. (The gem is already burnt out when the armor is found.) Shield (6 lbs.) Nisgak Libash (4 lbs.)It is no display piece, but its quality would have made it a fine one. The dark wooden haft. The faded leather wrapped taut around it. The head: the unmistakable rich, deep gray of the adamantine alloy favored by the Frostmeads when absolutely nothing less will suffice. It sharpens to a razor's-edge with a silvery finish that glimmers by the lava below. It is a storied piece with a long history of use in honorable battle. But, save for the worn wrapping, it looks as new as the day it was first put into service. A subtle, dormant sense of power accompanies its presence. This weapon slumbers; it may wake in the right hands. Silvered Longword (3 lbs.) Hand Axe x2 (4 lbs.) Pouch: (1 lb.) - Chalk x 10 (0 lbs.) - Money (22.24 lbs.) Quiver x 1: (1.0 lbs) - Javelins x2 (4.0 lbs)    Equipment Stored   Stored Items: (97.5/413 lbs.)   In Backpack (80.5 lbs.) Strapped To Backpack (17.0 lbs.) Backpack (5.0 lbs.) Bedroll (7.0 lbs.) Mess Kit (1.0 lb.) Torch x 10 (10.0 lbs.) Rations x10 (20.0 lbs.) Tinderbox (1.0 lb.) Oil, Flask x 10 (10.0 lbs) Vial of Acid x1 (1 lb.) Ball Bearings (2 lbs.) Caltrops (2 lbs.) Chalk x 100 (1 lb.) Climbers Kit (12 lbs.) Grappling Hook (4 lbs.) Healer's Kit x 10 (3 lbs.) Mirror, Steel (0.5 lbs.) Potion of Healing (x1) Potion of Greater Healing (x2) Vial x10 (1 lb.) Rope, Hempen (50 feet) (10.0 lb.) Waterskin (5.0 lb.) Lantern of Revealing (2 lbs.)This is no ordinary, mundane source of light. When lit, it sheds a sickly green light through a translucent lens of quartz. It is bright enough to see by, but that's not all... While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.   Stored on Ship (413.0 lbs.) Ready to Sell (45.0 lbs.) Brewer's Supplies (9 lbs.) Barrel (40 gal. cap. 404 lbs. full) Scale Mail (45 lbs.)    Magic Items   Magic Items: (0.0 lbs.)   Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)        Character Overview   Personality/Description: Bhalgurn is on the verge of adulthood for his dwarven clan. He is willful and stubborn, but has been travelling with dwarves for so long that he has forced himself to relent a little to insure decisions get made. He tends to trust his friends more that he should, and doubt himself more than he should, especially when facing violence. He delights in the simple things in life like playing music (he favors the drums), making the best ale in the galaxy, and eating good food.  Born and raised in the cold dark of space, Bhalgurn is a hearty Dwarf. He is tall compared to his brethren and made of solid muscle. His beard is impressive and has won many of his clans yearly style competitions. He has a red mohawk, frosty blue eyes, and copper-gold skin. Taking aspect of the bear gives Bhalgurn some physical features of that of a bear. For this one, his body hair grows a bit more pronounced, growing thicker, especially on his neck and arms. Taking aspect of the tiger gives Bhalgurn some physical features of that of a tiger. For this one, his hair is already red in color, black stripes appear in his hair and beard resembling that of a tiger. Backstory: Bhalgurn Frostmead was born to a happy clan of Dwarves living in the Frostmead's Space Fortress. His immediate family are pacifists and isolationists that enjoy the peace that space provides to them. It is rare for Bhalgurn's family to see anyone at all, let alone have to defend their fortress from attackers, as it is hard to find a lone ship floating in the galaxy. Bhalgurn was different than his little dwarf friends. He was chosen at an early age to become the next Defender. Bhalgurn's family may be pacifists, but they are realists as well, and understand that they must provide some protection to the Frostmead clan or they could lose their entire fortress. Once a generation, a dwarf child is chosen to replace the Family Defender. It is considered a great honor within Bhalgurn's small family to be chosen for this position, but no one understands the terrible price that is paid when a Dwarf proceeds down this path. Everything this child has ever known is obliterated. Where once he was taught the virtues of peace, art, and community, he is now instructed on the correct way to end life. The clan sees these Defenders as heroes, protecting the clan so that the others can follow their way of peace, but the Defenders from Bhalgurn's family see themselves as nothing but violent monsters. After reaching adulthood, like every Defender before him, Bhalgurn was sent on a holy quest. As tradition states, he cannot take his place as a Defender until he travels the world, finding a worthy treasure to bring back to the clan. The value of the treasure has no actual meaning to the clan; the purpose is to test the would-be Defender. Out in the wide world, the Dwarf will be challenged more than any mentor ever could. This treasure is a significant metaphor representing the sacrifice and honor of the Defender. Bhalgurn had been traveling the stars among a trading vessel, following rumors of a lost demon hoard of exotic technology when he came to Ingvildir to make up some much needed coin to continue his journey... Extra Padding       Background PHB: OutlanderYou grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Source: Player's Handbook Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Personality Traits: Responsible to a fault. Bhalgurn sees his allies safety as his main concern.  Kind at heart. Bhalgurn never gets angry outside of battle and will attempt to sort things out peacefully before resorting to violence.  Bhalgurn resents the fact that violence is sometimes required. Ideal: Protecting the Weak: Bhalgurn believes that people who can not defend themselves should be protected by the strong. Bonds: Family Approval: Bhalgurn must find worthy treasures to bring back to his family to earn his place as a tribal leader - this is his pilgrimage, his responsibility, and his destiny. Flaw: Bhalgurn's isolation from other clans and cities has given him an interesting vocabulary. Many words that he uses have a different meaning in the civilized world, making him use these words incorrectly in the eyes of others.
  20.   Domino  The Android was discovered by Khonnir Baine on one of his many expeditions into the caverns beneath Numeria.  She followed him out of the tunnels and more or less imprinted upon him, becoming his adopted child.  After a period of assimilating human culture, she became fascinated by gambling.  She realized there was a beauty in the randomness of chaos, that there were underlying patterns to everything.  She took the phrase "Take a Chance" as a personal motto, chose the name Domino for herself and has indulged her curiosity and fascination with gambling ever since. Age: 07  Height: 150cm Weight: 70kg Gender: Female Race: Android Class: Rogue (Unchained) (Numerian Scavenger Archetype) Alignment: Chaotic Neutral Home: Torch (Numeria) Party Roles: Stabby Skill Monkey   Traits Local Ties (Campaign) Your association with Khonnir Baine has given you insight into how technology works. Knowledge Engineering is a Class Skill and gain +1 trait bonus on checks with this skill. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. Experimental Escapee (Racial)  +2 trait bonus on Escape Artist and Strength checks to break free of bonds, grapples, and the like.   Vandal (Combat) (Will Not Take if I Decide to Not Have a Drawback) +2 bonus on Strength checks to break objects, and when damaging an object with a weapon, natural weapon, or unarmed attack, you ignore 2 points of its hardness.   DRAWBACK (Still Deciding Between These)  Family Ties   Must do her best to fulfill a request made by family member or take a -2 Penalty to all Wisdom & Charisma based ability checks.     Betrayed   Roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.   Feats Dodge (First Level Feat)   +1 AC    Technologist  (Bonus Class Feature) You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.   Android Features Attribute Adjustment +2 Dexterity +2 Intelligence -2 Charisma    Exceptional Senses Darkvision & Low Light Vision +2 Perception    Constructed Considered Humanoid and Construct for purposes of Favored Enemy and Bane Weapons Immune to Fatigue, Exhaustion, Disease and Sleep Effects +4 Save vs Mind-Affecting Effects & Stun Effects +4 Save vs Poison & Paralysis Effects   Emotionless   -4 on Sense Motive Checks Never Gain Morale Bonuses Immune to Fear Effects and Emotion Effects   Repairing Nanites (Replaces Nanite Surge) Heal 2hp per level the first time take damage equal to or greater than 2hp per level.      Rogue (Unchained) Finesse Training Use Dexterity for Attack Bonuses Sneak Attack  +1d6   Numerian Scavenger Archetype   Technic Training  (Replaces Trapfinding) Add 1/2 rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). Gain Technologist as a bonus feat. Cannot use Disable Device to disarm magical traps.  Technologist (Replaces Trapfinding)  You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.   (Not Yet Implemented)   Lucky Glitch  (4th Level) (Replaces Uncanny Dodge) Whenever a Numerian scavenger triggers a glitch when using a timeworn technological item, she rolls twice and can choose which of the two glitch effects actually occurs. A Numerian scavenger always adds her level to rolls to determine what kind of glitch occurs, and treats rolls of over 100 as 100.  Robot Slayer (8th Level) (Replaces Improved Uncanny Dodge) A Numerian scavenger knows just where to strike robots to incapacitate and disable them. When she deals sneak attack damage to a robot, she ignores all hardness that robot possesses.          Skills   First Level  8 (Class) + 2 (Int) = 10 Adventuring Skills.  |  Transfer One Adventure Skill Point to Background  |  2 (+1) Background Skill Points. +1 Acrobatics :: +1 Bluff :: +1 Climb :: +1 Disable Device :: +1 KS Dungeon :: +1 KS Local :: +1 Perception :: +1 Stealth +1 KS Engineering :: +1 Linguistics :: +1 Slight of Hand Second Level             Favored Class = Rogue   1st Level = +1 Hit Point   Starting Money = 4d6x10 = 12 = 120gp
  21. Gustav High-Hammer Dwarf (Ifrit) • Framed in Ferrous Quarter • Alchemist (Mutagenist) Medium • CN • Humanoid Abilities Strength 12 (+2) • Dexterity 12 (+1) • Constitution 14 (+2) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 8 (-1) Boosts • Ancestry: +Int, +Con, +Wis, - CHA • Background: +Dex, +Int • Class: +Int • Free: +Str +Con +Dex +Int Adventuring & Combat HP 20/20 Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses Darkvision Speed 25 feet (20 in armor) Class DC 17 • Trained 3 • Base 10 • Int 4 • Item 0 Resistances Fire 1 Armor and Shields AC 17 • Trained 3 • Base 10 • Dex 2 • Item 2 (Studded Armor) Trained: Medium Armor, Light Armor, Unarmored No Shield Saving Throws  • Fortitude +7 • Expert 5 • Con 2 • Item 0 • Reflex +7 • Expert 5 • Dex 2 • Item 0 • Will +3 • Trained 4 • Wis 1 • Item 0 Weapon Proficiencies • Trained: simple, unarmed Clan Pistol +5 • Trained 3 • Dex 2 • Item 0 • Damage 1d6 P • Concussive, Dwarf, Fatal d10, Uncommon 3 Throwing Knives +5 • Trained 3 • Dex 2 • Item 0 • Damage 1d4+1 P • Agile, Finesse, Thrown 20ft Sickle +5 • Trained 3 • Dex 2 • Item 0 • Damage 1d4+1 S • Agile, Finesse, Trip Skills Acrobatics +5 • Trained 3 • Dex 2 • Item 0 • Arcana +4 • Untrained 0 • Int 4 • Item 0 Athletics +4 • Trained 3 • Str 1 • Item 0 • Crafting +7 • Trained 3 • Int 4 • Item 0 Deception +2 • Trained 3 • Cha -1 • Item 0 Diplomacy -1 • Untrained 0 • Cha -1 • Item 0 Intimidation +2 • Trained 3 • Cha -1 • Item 0 Lore: Alkenstar +7 • Trained 3 • Int 4 • Item 0 Medicine +1 • Untrained 0 • Wis 1 • Item 0 Nature +1 • Untrained 0 • Wis 1 • Item 0 Occultism +4 • Untrained 0 • Int 4 • Item 0 Performance -1 • Untrained 0 • Cha -1 • Item 0 Religion +1 • Untrained 0 • Wis 1 • Item 0 Society +7 • Trained 4 • Int 4 • Item 0 Stealth +5 • Trained 3 • Dex 2 • Item 0 • Survival +4 • Trained 3 • Wis 1 • Item 0 Thievery +5 • Trained 3 • Dex 2 • Item 0 • Languages: Common, Dwarven, Goblin, Gnoll, Ignan, Orcish Abilities Ifrit Heritage • Geniekin Heritage • Fire Resistance equal to level (1) Alchemy • Alchemist 1 • Gain the Alchemical Crafting feat and the associated formulas. Can use special infused reagents to craft temporary items quickly and at no cost. Advanced Alchemy • Alchemist 1 • During daily preparations, after producing new infused reagents, I can spend batches of those reagents to craft infused alchemical items, with no crafting check and ignoring the normal preparation times. For each batch of reagents spent, choose 1 alchemical item of my level or lower whose formula is in my book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until my next daily preparations, whichever comes first. Infused Reagents • Alchemist 1 • Each day, during daily preparations, I gain a number of batches of infused reagents equal to my level + my intelligence modifier. I can use the reagents either for Advanced Alchemy or Quick Alchemy. Together, these reagents have a bulk of L. Reagents expire during the next daily preparations. Research Field • Mutagenist 1 • Gain 2 Mutagen formulas. Mutagenic Flashback • Alchemist 1 • Once per day, experience a brief resurgence of a mutagen. Choose one mutagen I've consumed since my last daily preparations. I gain the effects of that mutagen for 1 minute. Quick Alchemy • Alchemist 1 • Cost 1 batch of infused reagents • Requirements I have alchemists tools, the formula for the alchemical item I'm creating, and a free hand. • Create a single alchemical consumable item of my choice from my formula book of my advanced alchemy level or lower. It remains potent only until the start of my next turn.   Feats Alchemical Crafting • Crafting Skill 1 • Use the Craft activity to create alchemical items. Specialty Crafting: Glass Blower • Crafting Skill 1 •  +1 to crafting glass objects, +2 if a master in crafting. Quick Repair • Skill 1 (Human 1) • 1 minute to Repair an item Alchemical Familiar • Alchemist 1 • Uses my Intelligence to determine its Perception, Acrobatics, and Stealth modifiers. Clan Pistol • Heritage (Dwarf) • Gain a clan pistol instead of a clan dagger. Spells & Powers Alchemist DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Formula Book Bloodeye Coffee • Poison • L0 Alchemists Fire (Lesser) • Bomb • L1 Antidote (Lesser) • Elixir •  L1 Dread Ampoule (Lesser) • Bomb • L1 Elixir of Life (Minor) • Elixir • L1 Giant Centipede Venom • Poison • L1 Juggernaut Mutagen (Lesser) • Elixir • L1 Serene Mutagen (Lesser) • Elixir • L1 Inventory Money: 6 gp, 1 sp, 5 cp Bulk 2.5/11 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adjusted Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, waterskin Alchemists Tools  • Bulk 1 • Used for quick alchemy and making infused reagents. 30 rounds of Clan Pistol ammo. Arms and Armor Scale Armor • Bulk 2 • +3 AC, Dex Cap +1, CP -2, Speed -5 • Strength 14  • Flexible, Noisy Clan Pistol • Bulk 0.1 • 1d6 P • Concussive, Dwarf, Fatal d10 Throwing Knives (x3) • Bulk 0.1ea • 1d4+1 P • Agile, Finesse, Thrown 20ft Sickle • Bulk 0.1 • 1d4+1 S • Agile, Finesse, Trip Appearance Gustav's bronze dark skin has lead some to call him "exotic." His bright, fiery orange eyes set into coal black sclera have made others call him "cursed." Gustav doesn't much care either way, because he knows who he is. He is Gustav High-Hammer, a proud dwarf from a noble clan in Alkenstar. With a thick black beard and long black hair, if you set his unnerving eyes and unusual skin tones aside it'd almost be hard to miss that he's also a geniekin, blessed (or perhaps cursed) with the blood of an Efreeti in his lineage. Proudly wearing scale armour bearing the sigil of upthrust fist holding a hammer, encircled by a blazing sun, and a bandolier sporting his equipment and potions, he otherwise looks much as any other proud alchemist of Alkenstar. Personality "Gruff" and "Stern" barely begin to describe Gustav's standoffish personality and demeanor. He has a history of not taking other people seriously, seemingly considering anyone slightly less intelligent than him not worth listening to for overly long. However, this is all a defense. He has high expectations of himself, higher even than his own family's. He is deeply insecure about his accomplishments, and for those who put in the effort to get to know him, they find that Gustav is a more caring and empathetic person than most give him credit, as well as a deeply loyal and fast friend. Even so, it's clear to anyone who knows him that Gustav has little patience for people in positions of authority, especially positions that he feels those people have not earned through merit. History Born in Dongun Hold, Gustav moved to Dongun hold to assist with his family's trade in alchemical supplies and reagents. While most of his family specialized in the production of munitions, Gustav's own studies in Alchemy lead to him being far more fascinated by the nature of mutagenic elixirs, particularly with how those elixirs seemed to function even in the Mana Wastes despite their effects being very similar to polymorphing spells. When coming in to his parent's glassworks one morning, where their alchemical equipment was crafted, Gustav was greeted by the sight of a corpse burned up in one of the furnaces. Not minutes after a horde of deputies came in to arrest him, flashing a warrant with Loveless's signature on it. Gustav was quick to act, smashing a panic-inducing vial on the deputies and disappearing into the smoke choked streets of Alkenstar.
  22. Image Credit   Name: Noriko Kaino Race: Human Class: Samurai(Warrior Poet, Order of the Songbird) Campaign Trait: Younger Sibling(Ameiko) Sheet: WIP https://www.myth-weavers.com/sheet.html#id=2704824   Background: Born the youngest daughter of the tumultuous Kaino family, Noriko's youth was largely uneventful. With Tsuto all but exiled and Ameiko occupying their father's attention as the 'proper' heir the young girl was largely left to her own devices, which mostly consisted of reading fantastical stories in the family library or wandering the hills and fields surrounding Sandpoint. She spent many a day delving into 'ancient ruins' and slaying imaginary goblins with the most sword-like stick she could find.   Noriko was eleven when her mother died, and it was in the wake of this that she and Ameiko became particularly close even as their father grew ever more distant. Three years passed as life at home grew more unpleasant for the two sisters until finally Ameiko came up with the idea of joining a group of adventurers with the hope of making enough money to start a new life. Noriko loved the plan...right up until Ameiko told her in no uncertain terms that she was too young and would be staying behind. After a very bitter argument Ameiko left to join her new companions, leaving Noriko alone with their father.   Life in the family manor quickly became unbearable, and Noriko began seeking anything that would give her a reprieve. She soon found the House of Blue Stones and a sympathetic ear in Jabyl Sorn, the monk that oversaw the small temple. Seeing the turmoil in the teen girl Jabyl began teaching her meditation techniques and calming exercises. After a few weeks she started showing Noriko the monastery's small collection of Tian texts, giving her a connection to her heritage that she had never experienced before.   The time spent with Jabyl gave the girl some much-needed perspective and tranquility, so that by the time Ameiko returned the strife over her departure was forgotten and Noriko was just happy to have her sister home and safe. When Ameiko purchased the Rusty Dragon Inn Noriko joined her happily, glad to be out of the family house for good. She spent her evenings working with her sister and her days at the House of Blue Stones with a renewed purpose: learning the fighting forms drawn out in the texts of her ancestral homeland. Ameiko had nearly died on her adventure, and Noriko vowed that she would never let her sister be in danger again.
  23. Vall nailo True Neutral, Male Drow Druid Character Sheet Vall Nailo Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.   What Happens here!   Crunch   Nitty-Gritty of what happens here!  
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