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  1.     https://www.myth-weavers.com/sheets/?id=1289444 Name: Raven Character Concept: When Raven emerged from the Mist, not only had she changed but something came along with her.  Race, Background, Subclass Class: Variant Human. Haunted One: Feature, Spirit Medium. Sorcerer: Shadow Magic. Description:  Show this Raven isn’t peculiarly tall, standing at about 5’1”. What she lacks in height she makes up in her looks. The taint of Shadow and the touch of Death give an off-putting feel and look about her. Her eyes are a bright blue with pupils that are dilated and unresponsive to light and her light brown skin is icy cold to the touch. Her long hair is jet black with an unkempt look to it.  When she is in low light or darkened areas, she casts a faint shadow behind her as if she is still in some kind of lighted area. It seems like this shadow never leaves her. And when her skin is cut, she barely bleeds, sometimes not at all.  Raven loves wearing dark leather clothing with loose flowing pieces that flutter in the slightest breeze and wears her hair long and unrestrained, adding to the flair of her looks and hopefully turn some heads her way. Her leather outfits and some of her jewelry have spikes imbedded in them, hinting at the dangerous side of her. The ‘look but don’t touch’ is a clear message Raven is sending out to those who think otherwise.  Raven is a very confident person, both in herself and who she has become and fully embraces her new life. Friendly, outgoing, sometimes flamboyant, Raven enjoys life and all it has to offer and the attention her looks get her.  She also enjoys the company of others and likes getting to know the people around her. When Raven walks, it with her head held high while her steps are measured and with purpose.  She also firmly believes that the spirits she consults are people that have died in the Mist who are there to do her bidding. One in particular, simply known as 'the Vizier' is her main spirit she communicates with.   Origin: Possibility Faerun Your Character’s Plothook: Past is Prologue: [Backstory] Show this When the traveling domain knows as The Carnival passed through her hometown, Raven had dreams of traveling and seeing the world and this was the perfect opportunity to do so. She quickly joined The Carnival, but things didn't quite turn out the way she expected.    It was during her time with The Carnival that her ability to talk to spirits began to awaken. With help and advice from the Carnival staff, Raven accepted and fully embraced her new talent. However, staff members won't the only ones who noticed this. Something else did too.  One late night, Raven heard a voice coming from the Mist. It spoke to her, the soft voice seemed musical and soothing. A wave of euphoria swept over her as she walked towards it, and when she entered the Mist, all she could see was a shadowy figure, sometimes there, sometimes not.   “I’ve been watching you. Those who do are unique I take special interest in. In your case, it’s your ability to communicate with the spirits that awakened after you joined The Carnival. I believe that the spirts are those who have died in the Mists. For some reason they are attracted to you. A rare gift that needs to be nurtured and allowed to grow. However…..” ” You lack the experience needed to become my special…..pet. If you accept my help, I will make sure that you will learn what you need to know. Do you accept my help, my teachings, and the start of a new life, my dear?” ” I accept your offer.’ Raven's voice sounded distance, almost like she was in a dream, but she knew this wasn’t a dream. And for some reason she felt compelled to take the offer. ” I’m glade. And now, before you start your training, we seal the deal with these.”   She blacked out but. When she woke up, she wasn’t at The Carnival anymore. It was…..Hell….? No....Was this where her training to take place? She felt fine, but there where changes in her. She now possessed knowledge of things she didn’t know before and felt a power coursing through her body that she never felt before. On her left hand, on the finger where wedding rings go was a copper band with 'Mine' engraved in it. In her right hand was a deck of strange looking cards.   And now there were gaps in Raven's memories. She clearly remembers her time with The Carnival and the deal she made with the shadow figure. But her time before The Carnival is vague, hazy or missing. She knows she had a home but doesn't remember where it was. She knows she has parents and siblings but can't remember them. But piecing together her past life can wait. For now, she just had to survive the Hell known as Falkovnia and hopefully figure out what the shadow figure really wants from her. Until then, Raven now fully embraces her new life and fully enjoys what she has now become.    Truths, Rumors, and Lies: [True Rumor] Raven's ability to read cards can be both fun and sometimes a little scary.  [False Rumor] Raven is a charlatan and scam artist. She takes people's money and pretends to speak to the persons dead relatives. She tells them what they want to hear and gives them false hope.  That way they keep coming back to her so that she can take their money again.  [False Rumor] Raven gains her powers by eating the flesh of both the dead and the undead.   Fears and Failures: 1. Fear. What the ring on her finger actually represents. When she agreed to accept the shadow figures offer, did she become betrothed to it too? Does it symbolize her contract to it? Both? Or something completely different? 2. Fear. Raven is afraid that someday the spirits won't answer her anymore. She believes if this happens, her identity, who she is, will be gone.  She doesn't know what to do or how to handle it if this ever happens.  Details: Include at least two of the following in your application: Music: This song is the inspiration for my character.  Eivør - Into The Mist (Official Video) English version  https://www.youtube.com/watch?v=9nNGKK_tv44 Eivør - Í Tokuni (Official Music Video) Original version https://youtu.be/pqnMkUcTmys Images:  Raven's shadow that never goes away. Possibility the Vizier?   The shadow figure in the Mist. Possibility the Vizier?   The deck she was given.   The ring with 'Mine' on it.
  2.     STR DEX CON INT WIS CHA 9 17 13 12 13 12 Name: Setare Orfini Character Concept: Former albino drow slave pretends to be a standard high elf so as not to get shit from people. This goes about as well as expected whenever he's found out (which is to say usually not at all). Lineage, Background, Planned-Subclass Class: Drow Charlatan Soulknife Rogue. (Possible Cleric Dip later on.)   Description: A young-looking elven man with snow-pale skin and oddly pinkish-orange eyes. His long hair is an almost silvery ashen blonde, a pair of thick braids keeping it tucked back out of one eye and held tight by a black velvet ribbon, with a few small braids scattered throughout the rest. He's usually seen in dark colors and wearing hoods or brimmed hats, with the occasional pop of color kept to chokers or slim ties. The scar on his face does not detract from how pretty he is to look at, especially with his tendency to paint thin lines of gold or silver along its edge. Almost like a badge of honor. Every aspect of his appearance is usually calculated to draw just enough attention to distract others and make them think him either a vain peacock or an incorrigible flirt. One of those is 'true' in the sense that he uses brazen flattery and flirtation to disguise just how uneasy most people make him- especially women. By nature, Set is a good-hearted enough person; by nurture, he is selfish, mistrustful and a little keen to solve any problem that makes him too anxious by simply getting rid of it.   Your Character’s Plothook: A dreary night, an easy mark. Or so Set presumed. Following a 'conquest' he intended to render unconscious and rob back to their home resulted in him running headlong into a trap set by his former mistress. Only quick reactions save him from the whip trying to snare his ankles, the drow-poisoned blade looking to nick at any sliver of skin and render him unconscious and immobile. Easy to transport. Disappearing into Waterdeep's misty night is his only option. But the mist seems unending, and when he finally stumbles back onto cobblestone, the faint rush of the ocean is gone. There is only the fearful silence of people living in anticipation and dread- something he is more than familiar with. And so for the past week and a half, Setare has found himself stuck in this strange land full of the undead and soon to die, uncertain still whether or not it's better than falling back into his former owner's clutches. Backstory: As a child, Setare was often insinuated to be half Szarkai, a pointed jab at both his unknown parentage and his incredible pallor. Of course, given that such slights would have marked him for death, Setare learned violence at a rather early age- not unusual for a drow. Yet he never enjoyed it, and had little desire to pursue something beyond what he felt was suitable retribution. And though it did not earn him any favor with those around him, it at least kept them off his back so that he could attempt to live his life. Unfortunately, that wouldn't last long. Spotted on the street by the young lady of some well-to-do family, his unique pallor and pretty face made him something she wanted to own. And so own him she did, very much against his wishes- but with no living family and no real means to protect himself, he was 'taken in' as a playmate- though, to be more accurate, it was perhaps more a plaything. At best an errand boy or decoration, at worst, an object upon which to take out frustration. It was a miserable existence, being kept like little more than a pet, and being given scarcely more to eat than he needed to survive- though even that was subject to his mistress' whims. Especially since, unlike most Drow, Set did not remain a slight and wiry thing. He grew taller than expected by a fair bit- far more than any Drow had in what must be eons. And it only made him more of a prize, more of an oddity to be shown off. But the meals and means by which he was meant to live would not sustain him as he became, and learning to pilfer more than his share became a necessity. Not that any of it would truly be missed by his wealthy 'benefactors', but on principle alone, he knows they would have done more than simply beat him for the audacity to need more than what they saw fit to allow him. This skill, however, is what eventually enabled his escape- stealing the key from his 'owners' and escaping during the household's resting hours. Along with a few of their valuables to ease his way out in the world. (It only seemed fair to him, after all.) Knowing escape while still in the city would be impossible, he sold off what he could and bought enough supplies to make it to the surface- along with clothing that would cover him enough once he made it to keep from faltering in the light. Once there, he decided that passing himself as a surface elf would be wise- something eased by his pallor and marked difference in personality from most Drow. In this way, he's managed to make his way through the last two decades of his life- lying to most people who have come to know him about his origins as he moved along from place to place until he finally came to settle in the city where he'd make his home- and take his place as one of the region's most notorious thieves. His hope was that his constant movements in the decades since his escape would have thrown off his former owners- but such was not the case. Between losing him and all the property he stole, they've been hells-bent on getting him back- and making sure he pays for it with the rest of his long, long life. Fears, & Failures:  Fears Small spaces- his previous mistress' preferred method of punishment was to lock him in a small crevice made into one of the walls for this express purpose. Spiders, be they large or small. Another favored punishment was to threaten him with being offered to some of the 'pets' of other drow socialites- which were followed up on once or twice.   Rumors   Include at least two of the following in your application: Loyalties: Set's allegiances are to himself and himself alone, for the most part. There are people he... relies on for information or work, but for the most part, he's decided that he's the only person he can rely on. Is Might Right?: No, because he's seen the 'strong' or the 'powerful' abuse their power both in the Underdark and on the surface, with little regard for how their actions impact those without the power or ability to protect themselves from those consequences. Deity: Leira, Shar (but like... lowkey, okay-) Music:  Forsaken - I hear it fading, I can't speak it, or else you will dig my grave. Bling (Confessions of a King)- So I ran with the devil, left a trail of excuses; like a stone on the water the elements decide my fate. XS - And I'm taking in as much as I can hold, well, here are things you'll never know. Impressions:  Amelia Gray: Capable. No-nonsense. Knows what she's about and what she wants to do. Seems to have a good head on her shoulders, but even if she's very mildly terrifying. Edwin Carver: Seems nice enough, but may be a bit over his head. Seems like he'd be more dependable than some of the other self-proclaimed 'knightly' types that are around. Caldir Balbroth: Making friends with dragonborn is always a good idea. They're usually stalwart enough to watch your back if you do a decent job of it. And one who can befriend a tressym is probably more than worth dealing wtih. Countess Kathryx: Whether full vampire or just a spawn, there's no trusting someone (or thing, perhaps) that has most of the rest of the world on its dinner menu. There's also just something about her that's very, very unsettling. Kain Dorset: A self-important noble type. He and his harem of retainers would be a hindrance in terms of supplies, but a help in terms of sheer numbers and carrying capacity. Still... too many women. Too many women by a mile. Harin Avosi: Means well, but thinks all problems can be resolved with words, and in a place like this, may not be the best attitude. Also not too good at recognizing when doing so might land him in more trouble than it will help the situation. Images:  Images TBA  
  3. Rhortigern Vanhaldred "Stuck in a rotten land with no escape, under the rule of a mad woman, and constantly beset by undead...I'm not doing this sober." Name: Rhortigern Vanhaldred Character Concept: Just a guy who fights monsters, tries to look good doing it, and picks up chicks...well he tries to at any rate. Race, Background, Subclass Class: Variant Human, FiendslayerTo some, they are madmen. To others, they are courageous heroes. To the churches, they are heretics. Fiendslayers take up the cause of fighting the creatures of Dread. They tend to live short brutal lives that end in either death or becoming the very monsters they fight. Skills: Choose two of Arcana, Investigation, Religion, or Survival Tools: None Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) Starting Equipment: A monster hunter’s pack and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp. Feature: Inheritor , Blood Hunter Description: A pale lanky man dressed in weathered but functional clothing and armor. He always has glum smiled and sunken eyes. His gait is accompanied by the acrid scent of alchemy and blood. Rhort when he is on the move When he speaks, whatever aura of menace he first gives off completely evaporates! Rhortigern has a morbid and maudlin sense of humor. He will often spend his free time indulging in drink and pleasurable company...both of which usually cost him the majority of his earnings from fiendslaying. Origin: Unknown, he hardly remembers his life before the Mists. Falkovnia is his homeland as far as he's concerned though he would jump at the opportunity to get the hell out. Your Character’s Plothook: Claims to be searching for his vanished mentor "To kill the rotten bastard!" Past is Prologue: From the Mists a child once appeared on the cobble streets, no more than nine years of age. The superstitious populace naturally shunned this newcomer. He was on the brink of dying from neglect had an old fiendslayer not found him. Rhortigern as a child The infamous Vackhem Vanhaldred took the young Rhortigern in and taught the boy everything he knew of the Realms. He also learned the Cursed Blood Arts, which the Faith declare a mortal sin for even knowing and the locals and nobles barely tolerated for their utility in combat against the creatures of Dread. It was a kind of power that drew from the life force of the wielder. For nine long and brutal years, Rhort's upbringing could only be described as a slightly more productive form of torture. Vackhem would drill him for hours, curse the boy out for failure, and beat him for talking back. Seldom was the lad praised for a job well done. In time, Rhort began to wonder if he was not saved out of pity but rather to be a target of the fiendslayer's unspoken frustrations. Eventually, he realized that there was sense of urgency in his tutelage. Every eve, the old man would watch the sunset in grim contemplation. Every morn, he woke to find Vackhem watching the sunrise like it was his teacher's last. Had he not hated the bastard so much, Rhortigern might have asked what that was about. Instead, he bore a grudge against Vackhem in every scar and brand the latter inflicted upon him. At times, he wished he had starved to death in the gutter. The Hunter's Bane Mark tattooed on Rhort's Chest That's not to say his life was completely hell. Though most locals abhorred him for his association with a fiendslayer, there were those among the Talons, the whores, and the outcasts that were friendly with Vackhem and young Rhort in turn. One notable Maggiera was the closest to his teacher and often took care of him while the old man was away on a hunt or during the undead raids. Hell, there were even times when Vackhem threw kind word or two to him. Of course, he learned well enough not to get too attached to anyone. Death was so common that bonds were more of a liability than an asset. Best way to cope was to drink, gamble, and bed with any willing partner of the night because it might always be his last. Finally came the day when Vackhem walked out of the cabin with these parting words: "I taught you everything you need to know to survive. Now, you just need to master them and you just might live something that could be called a life. I am taking my leave now. If we meet again, you'll probably have to kill me. Hopefully you hate me enough to do it!" With that, the his mentor just abandoned him. At first, Rhort thought the old man had just abandoned him. However, he later learned the fiendslayer went vanished altogether. This was not uncommon in these lands. Between the creatures of Dread, evil cultists, and the regular undead incursions, missing persons were as normal rain. Yet a man as seasoned as Vackhem would never perish without a fight. The day he disappeared was one of those rare halcyon days. Few people cared to learn what happened to the old fiendslayer and none knew what had actually happened to him. In the end, Rhortigern shrugged and took up his mentor's surname and occupation. What else could he do? His fate was sealed the moment the Mists took him. At least, this gave him a chance at survival. Truths, Rumors, and Lies: They say he managed kill a revenant using nothing more than a dagger while naked. He may have burnt down an entire orphanage with the orphans still in it. Rumor has it that he uses the blood of virgins to fuel his powers.   Muscic: We May Be Doomed. Yet We Shall Meet Our Fate With a Sword!   Deity: "WHAT ARE GODS? Eh?! I've asked plenty of holy men that and all I get is some-*hic*-some yarn about how the gods are mysterious or ineffable. I've heard stories about the most p-pious man in the who geeeeetss eaten by what used to be his wife and daughters'th. I don't know what the gods are *hic* but I'll tell you what they're not: They're not here in muck with uh-us! 'm apparently dam-NED just for having this mark on my chest, but its done more to keep me alive than any prayer for that man. So show me a god that doesn't sith on his asrse and maybe I'll consider making a prayer or two for...for....ughhhh" Is Might Right? "I don't care. All it takes is one slip of the foot, one overlooked detail, one lucky hit, and even the strongest man in Falkovnia will end up a banquet for the things of Dread. I've seen it happen plenty of times."   Connections: Vackhem Vanhaldred Vackhem Vanhaldred - The old fiendslayer that brought him up. Rhortigern has mixed feelings about his former mentor. On the one hand, he was a brutal figure who would initiate the lad in the techniques of blood arts in trial by fire. On the other hand, it was that training that has allowed Rhort to survive in Falkovnia for so long. On the other other hand, calling that a good thing is questionable at best. The reputation of Vanhaldred's name has allowed Rhortigern to operate with some agency. As long as he participated in fighting off the horde, he can take contracts as he pleased. However, it is only a matter of time before he is pressed into regular service by the Talons. The elder's parting words trouble him. Part of him hopes that it was just senility finally settling in. At his heart, however, Rhortigern knows that they pertain to whatever doom was troubling Vackhem. What he truly fears in their eventual reunion is learning that he too may share his mentor's fate.   Maggiera "Madcat Maggy" Gretchford - The Madam of the Nesting Respite, a bordello in Falkovnia. She was the closest thing to a mother that Rhortigern had growing up and probably the only reason he did not become a completely hateful bastard. Maggiera Gretchford Out of everyone, Maggiera probably knew Vackhem the best and Rhort suspected their relationship was much more than genial, though he never cared to learn more. Even after his old man's disappearance, she continues to support him by giving him a spare bed, boarding, and tips of potential jobs. Rumor has it, she used to be a tramp called "Madcat Maggie".      
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  5. Basics   Picture:        Name: Scarby, Old Scarbs    Character Concept: An early 18th century American colonial sailor finds himself in world of terror.    Lineage, Background, Planned-Subclass Class: Human Variant, Sailor, Unarmed Champion Fighter    Description: Scarborough Foster is a man in his mid 50s with weather-beaten features and hair that is more salt than pepper. His wiry frame stands just over 6 feet tall and retains much of its strength and agility, despite being far past his prime. His hands and fingers are thick with callouses but deftly nimble, capable of tying any number of knots or punching someone in the face. He wears simple, practical clothing that is common to his era and profession: linen trousers and long-sleeved shirt, waterproof canvas long coat, with low-cuffed salt-worn boots that can be easily kicked-off for climbing and swimming. He has since added a leather jerkin (leather armor), and given the situation wherein he was drawn into the Mists, he is unarmed. Scarborough is gruff and prone to bursts of anger, although he often remorseful after losing his temper even if he is too stubborn to admit it. He has seen much during his travels and is no stranger to loss. Although generally helpful to strangers, he can at times be dismissive of younger people and tends to keep others at a distance. He carries many seaborne beliefs and superstitions that become especially pronounced when he is nervous, such as checking knots or knocking on wood.   Backstory: Scarborough was an orphan and raised at a priory in Jamestown, Virginia Colony. He chafed under the strictures of the church and fled when he was 13 years old. Since then, he has held nearly every position one can have on a ship in his long career at sea, with the exception of captain. Although he preferred to make an honest living on merchant vessels, mostly in the Caribbean, he was briefly pressed into service as a privateer. Scarborough has no close friends and believed that he had no family. In his youth, his one great love was the Lady Abigail Ashbourne. Their time together was brief and passionate, but social class divided them. Upon her return to England, she married and passed from consumption soon after. Several years later, Scarborough caught a glimpse of Abigail's daughter, Elizabeth. The resemblance between him and her is unmistakeable. Since then, Scarborough's goal was to one day meet his daughter.    Your Character’s Plothook: After years sending her presents from his many travels, Scarborough resolved to meet Elizabeth. A fog had already descended on London that night when he approached her front door. There, he was instructed by a maid-servant to wait for her mistress in the garden. Elizabeth arrived and with tears in their eyes, they embraced. United at long-last, their time was cut short when Elizabeth's step-father began to call out for her. Elizabeth just had enough time to turn and tell Scarborough to hide before the Mists parted them. That is when the terror began, as a zombie burst forth from the fog to attack him. Scarborough arrived to Falkovnia on the night of a new moon in the middle of a zombie attack. That was a couple of weeks ago now. He is not entirely sure how he survived that first night. Scarborough knows he is out of his depth. He does not believe that Elizabeth was drawn into this nightmare (although I leave that up to the GM). Although he does not think he will make it out of this alive, his one hope now is to see his daughter one last time.   Fears & Rumors:  Cannibalism (Fear). Anything with tentacles or with long and coiling appendages, including snakes (Fear). He once resorted to cannibalism (Rumor). He has a brand that marks him as a mutineer (Rumor).   Music: The Mariner's Revenge Song by The Decemberists https://youtu.be/iPAr7kL-mmg?si=MOnutg1gMeiyn1s6   Is Might Right?: Everyone has a role on a ship. Each need to do their part and someone has to be in-charge. However, a heavy-handed captain invites mutiny. More often than not, there was a better way, and 'might makes right' is often the justification for the high and mighty to stomp on the weak and defenseless.   Game Statics   Ancestry: Variant human      Class/Level: Fighter 1      Ability Scores: Strength 16 (+3), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 8 (-1)     Skills: The Acrobatics +5, Athletics +5, Insight+3, Perception +3, Survival +3      Passive Perception: 13      Passive Investigation: 9      Tool Proficiencies: Navigator's tools, vehicles (waterborne)      Language(s): Common ("English")    Combat      Hit Points: 12/12     Initiative: +3     Movement: 30'   Armor Class: 14 (Leather Armor, Dexterity +3)   Saves: Strength +5, Constitution +4   Attack(s): +5 Unarmed strike 1d8+3 or +5 Improvised Weapon 1d4+3 (Thrown, Range 20/60)   *Bonus Action After Hitting w/ an Unarmed Strike: Make a grapple check against the target.   Class Features: Fighting Style (Unarmed Fighting), Second Wind   Feat(s): Tavern Brawler  
  6. Name: Gargler Stone AKA: The Garguille, That Slimy Creep, The Dreamer, Garg Pitch: A former resident of the Dreamlands, a wanderer who once rested in the cyclopean stone city of Ib, Gargler has been sent into Falkovia with a curious and possibly impossible mission - to find a mortal with the most beautiful dream, and the most exquisite nightmare, that they might be sent to Unknown Kadath. Lineage: Silver Metallic Dragonborn Background: Far Traveller Subclass: Pact of the Great Old One (Bokrug), Pact of the Tome Description: Gargler is a sickly, pale dragonborn; bleary-eyed, hunched and shuffling of gait. The scent of stagnant lake water and freshly disturbed silt follows wherever he goes, and his touch feels unpleasantly cold and damp. He dresses in a strange mixture of fine jewelry and ragged robes. He seems to be in a constant fugue state, sufficiently aware of his surroundings to survive, but constantly distracted by something just beyond sight or comprehension, and he frequently goes into strange tangents or non-sequitors. He also carries a small idol of exquisite craftsmanship - some manner of horrific lizard-man-fish carved of crysolite, curled in slumber underneath a pane of glass set in grey stone.  Plothook/Background: Gargler refers to Falkovia as a "lesser nightmare", as he hails from the Dreamlands - a plane that touches all other planes where anyone sleeps and dreams. While all enter the Dreamlands in astral form as they sleep, some gifted few, called Dreamers, are able to travel there physically. Presumably, Gargler is a Dreamer, or the descendant of one, but whichever he is, he has grown too addled by the dream logic of his homeland to recall if he ever dwelled upon a Prime Material plane. However, he calls home the cyclopean ruins of Ib, home to the thuum'ha, who even in death praise the great water lizard, Bokrug, The Doom That Came to Sarnath. His duty, however, is clear in his mind, and ever pressing. The Great Old Ones demand two mortals - one who has the most beautiful dreams, and one who has the most dreadful nightmares. So, he has awakened in Falkovia, seeking one whose nightmare can exceed even the twisted designs of the Dark Powers, and one whose sweet dreams elevate them from the Lands of Dread. Fears: After a misadventure on the Plateau of Leng, Gargler has developed a keen fear of spiders and their webs. The touch of a cobweb is enough to send him a-trembling, and the skitter of even a harmless harvestman makes him stiffen in fright. He is also terrified of being unable to sleep or dream. For if he cannot dream, he cannot return home. And even though he severely doubts that he shall ever leave the grasp of the Dark Powers, the ability to dream gives him at least some small comfort. Rumors: His cold, damp skin, unsteady gait, and sickly visage lead some to accuse him of being some bizarre manner of undead capable of healing from positive energy - a notion he steadfastly refuses to entertain. There are also claims that his dreams act as a gateway for the intrusion of monsters native to his homeland, ranging from the weak but malicious zoogs to mighty gugs and horrific nightgaunts, eager to pursue some unknown agenda, but unable to remain while Gargler is awake. Theme Music: "Can You Hear It" by Aviators Bokrug, The Great Water Lizard, The Doom That Came to Sarnath, God of the thuum'ha and the city of Ib, Great Old One of stagnant waters, dreams, and vengeance
  7.       Doallyn McClare House of McClare, Tactician and Conjurer   Gender: Male Race: Human [Fey Heritage] Alignment: Neutral Good  Class: Wizard (Conjurer) 1 / Duskblade Background: Military Noble  Hit Points: 5 Hit Dice: 1d4 AC: 11 Touch/Flat-footed: 10/11 Initiative: +1 Size: Medium Speed: 30 feet     ABILITIES & SKILLS STR DEX CON INT WIS CHA +0 10 +1 12 +1 12 +3 17 +1 12 +2 14 Save  Save +1 Save +1 Save  Save +3 +6 Against Enchantment Save  *Swim +0 *Climb +0 *Jump +0  *Tumble +1  *Stealth +1  *Ride +1 *Sleight of Hand +1  Concentration +3   Knowledge: Arcane +6 Spellcraft +6 (+8 Conjuration Spells)  Knowledge: Planes +5 Knowledge: Nature +5 Knowledge: History +5 Decipher Script +4   Profession: Soldier +3 *Perception +1 *Heal +1 *Diplomacy +3 *Untrained PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Simple WeaponsClub, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff Common  Draconic  Aquan Ignan  Auran Terran    Rapid SummomningAny time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar. *Unearthed Arcane: Conjurer Variant Option Enhanced Summoning At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat. At 5th level, the conjurer’s summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer’s summoned creatures. At 15th level, this addition to the DC increases to 4. At 10th level, the conjurer’s summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat. A conjurer using this variant does not gain bonus feats for advancing as a wizard *Unearthed Arcane: Conjurer Variant Option Spontaneous SummoningConjurers using this variant can “lose” a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster III. A conjurer using this variant does not gain additional spells per day for being a specialist wizard. *Unearthed Arcane: Conjurer Variant Option School Specialization: ConjurationA specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. Banned Schools: Evocation & Necromancy *Bonus Spells traded for Unearthed Arcane Variant option Human Bonus Skills Human Bonus Feat Metal IntoleranceTake one additional point of damage whenever struck by metal Polite Benefit You gain a +1 bonus on Diplomacy checks. Drawback You take a -2 penalty on Intimidate checks. Spell Focus: Conjuration Cloudy ConjurationYour conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. *Complete Mage *Augmented Summoning *Enhanced Summoning Variant Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Fey HeritageYou gain a +3 bonus on Will saving throws against enchantment effects.   ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Dagger  +0 / +1 (Thrown) 1d4 | 19-20 x2 10ft (Thrown) Officer's Sword (Longsword) +0 1d8 | 19-20 x2   Quarterstaff  +0 1d6/1d6  | x2    Crossbow, Light +1 1d6 | 19-20 x2    Club  +0  1d6 | x2      SPELLS Wizard Spells Per Day:  Cantrips - 3  /  1st Level - 2 (1 + Intelligence Bonus Spell )  Spell Save DC:  10 + Spell Level + Intelligence Modifier (+3)                                    : Conjuration Spells +1                                            WIZARD SPELLBOOK These spells are not available unless they have been prepared ahead of time.  CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL Detect Magic Detect Poison  Ghost Sound Arcane Mark  Prestidigitation  Mage Hand  Mending Read Magic  Silent Portal  Caltrops  No Light  Launch Bolt Open/Close Message   Summon Monster I  Mage Armor Resinous Tar Grease     4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL         8TH LEVEL 9TH LEVEL                 MONEY Copper: 6 Silver: 90 Gold: 169 Obsidian: 0 Platinum: 0 Diamond: 0 Other Precious Gems: 0      ENCUMBRANCE Weight: 21lbs  Status: Light Load Penalty: None   EQUIPMENT READIED Equipped Items:   ARMOR (- lbs.) WEAPONS (- lbs.) READIED ITEMS (- lbs.)         EQUIPMENT STORED Stored Items:   IN BACKPACK (21 lbs.) ON WAIST (5 lbs.) BAG OF HOLDING ( -lbs.) Crossbow, Light  Bolts  Waterskin Chess Set  Rope, Hemp Flint & Steel Spellbooks   Officer's Sword  Dagger (in Boot)  Lighter (Pocket)     MAGIC ITEMS Magic Items: (0 lbs.)   NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)      
  8. Silas Lostwoods - Anti-Necromancer Name: Silas Lostwoods Character Concept: He was raised by a cult of necromancers, but escaped when the forces of Light raided their hideout. Now, he spends his time hunting down others who seek to abuse the living and the dead. Race, Background, Subclass Class: High Elf Soldier, War Mage Wizard Description: He is a high elf, judging by his pointed ears and superior expression. However, where high elves typically have light and lovely hair, his hair is lank and dry. It's also an unlovely dishwater gray in color, unusual for a people who don't truly age. In any case, it's usually tied in a loose tail behind his head. Elves are rarely physically imposing, but his frame is square and filled out with lithe muscle, not a sunken-chested scholar but someone with physical training. His clothes are neat, but plain in dark green. The quarterstaff in his hand isn't a support, but shows scrapes and chips - it's been used as a weapon, regularly. Origin: No world in particular. Your Character’s Plothook: Silas heard of mists out of which undead were coming. He entered the mists to find their origin but was separated from his companions and became lost. He eventually wandered out of the mists and into Falkovnia. Past is Prologue: Silas wasn't raised among elves but by a necromancer and his cult of followers. Their plan was to raise an army of the undead and take their revenge. Silas was raised to be a living officer in their undead army. However, before they could launch their plan, their compound was raided by paladins and clerics of Light. Silas struck the blow that killed the necromancer, rebelling against his masters. As a result, the clerics decided he had earned a chance at redemption. Since then, he's been looking for a chance to combat the undead. When he heard of strange mists nearby, he joined several of the clerics and paladins that originally rescued him to investigate. Truths, Rumors, and Lies: The necromancers laid spells of loyalty and command on Silas, which he was eventually able to break. Still, he can't help but wonder if there are still spells lingering in his mind, waiting to force him to do the necromancers' bidding. The clerics told Silas that all of the cultists were killed in the attack that freed him. But, when do necromancers ever stay dead?   There are rumors that the necromantic cult that raised Silas practiced cannibalistic rituals. Silas hasn't confirmed this, or mentioned whether he ever took part. Some have said that spirits hover around Silas, lost victims of the necromantic cult. They urge him on in his task, hating necromancers more than he does. Some say they aren't just victims of the necromancers; they are Silas's victims, struck down when he still served the cult. Only once he has satisfied the lost spirits will they leave him be.   Include at least two of the following in your application: Deity: Sarenrae. [Redemption and consequences are what he's all about.] Is Might Right? Laws and codes are wonderful things. After all, Silas is only alive now because the clerics who rescued him had such deep faith in their code of beliefs. However, it seems to him that it always comes down to someone making people do the right thing. And asking nicely rarely does the trick. Connections:  Mother Abigail of the Angry Doves - A cleric of Sarenrae who became Silas's mentor after his rescue. Sir Henry Clarke - This jolly paladin originally spared Silas's life in the fight with the necromancers. Silas still considers himself in Sir Harry's debt. Cinderborn - A sorcerer in service to Sarenrae who argued Silas should have been executed with the other necromancers and remained suspicious of him.   Note: Just to say, I understand that he looks like he should be the edgiest of edge lords to ever lord over an edge. However, that somehow did not occur to me when I was putting him together. I was just trying to come up with someone who really hates the undead, and that's what my brain presented me with. I don't really intend to play him as offensively edge-lordy, if you see what I mean.
  9. Stoyan Barakovsen STRENGTH 14 +1 to hit and damage INT 9 WIS 11 DEX 7 -1 AC, and range attacks CON 13 +1 hit point CHA 12   Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe 1d8+1, 1d20-1 Crossbow 1d6 150 gp starting cash Battle axe - 7gp Plate Mail Armor - 60gp Shield - 10gp Backpack - 5gp Flask of oil - 2gp Pole (wooden, 10 foot) - 1gp Iron Rations 1 week - 15gp Rope, 50 feet - 5gp Wineskin - 1gp Wine, 1 quart - 1gp Light Crossbow - 30gp 30 quarrels - 10gp 147gp spent   Background: Stoyan is much like other dwarves, not a hero, but a calculating man with a great idea of the value of money. He is proud and quarrelsome and happiest in the company of his kin. He views other folk with suspicion and distrust. He has spent years wandering the lands, trading his skills for gold and has fashioned for himself a treasure in heavy armour and fine weapons.
  10. Saffiyra character sheet This is a young orcish woman notable for her strange mixture of clothing and equipment from several different regions and cultures. Her arm tattoos look like they come from the Hordelands, but her hardened leather armor and longspear are distinctly Rustelcan. Her skirts almost resemble lamia scales. When she speaks, her voice is raspy and quiet, only barely audible, perhaps from long disuse. Application choices: 1. The Epicurious Journey 2. Catch and Release 3. Sins of My Sons 1) Why the interest in working with the Abettor's Guild? There're plenty of mercenary and guard outfits in the world. I know this is an awkward question at this point in time, but Lord Redire has a system... Saffiyra clears her throat, but when she begins speaking she still sounds as if something is blocking her voice. "I... I am interested in seeing more... of the world, and of Stanez in particular. This place is so... diverse. Living on the Rustelcan ships where I have basically grown up, I have always felt an outsider-- strange and different from the people around me. In the Abettor's Guild, there are others like me." She swallows several times, as if speaking that much is difficult for her, before continuing. "I am not a soldier, nor am I a reaver... I am hardly even a sailor. But I find joy in learning, and in sharing what I know with my crew. The opportunity to belong to a company that appreciates me for what I can do instead of suspecting me for what I cannot is an opportunity for which I am very grateful. I hope that Lord Redire's system will allow you to hire me as a freelancer." 2) Can you summarize the contract you chose for me? What do you expect to do during it and how do you plan to solve it? You won't be alone, how will you contribute overall? The strange young woman nods. "I am to accompany Lord Price on his expedition through orc lands as he visits three famous hostelries and experiences some of the most fabled culinary dishes in all of Aeaea. The posting emphasized that he would like 'interesting' companions, and from that I deduce that he will expect the Guild to provide guides as well as bodyguards. While my conversation might not be the most... engaging..." She looks down, embarrassed, and pauses to compose herself before continuing. "That is, well, I have made a point of learning a great deal about a wide variety of subjects, and some of my esoteric knowledge may capture Lord Price's imagination, as well as make safer our journeys through the wild lands between our destinations. If, Kruusis forbid, we should encounter bandits or rough beasts then I will work to protect the group and especially our charge from harm. I am quite skilled with medicine, so if any of us should be injured I can treat them swiftly." 3) I know I could draw up your file in a moment and likely could pull in any number of people to vouch for you, but... Where do you gain your strength and skill? What kind of training have you done and why? Saffiyra bites her lip, as if unsure that there is, in fact, any people who would vouch for her. She takes a deep breath before speaking again. "I was raised an orphan on a Rustelcan cargo ship. I do not know what happened to my people-- they died when I was very young and I do not remember much about them. This--" She indicates one of her tattoos, a blue ring of interlocking circles. "I remember seeing this symbol before, I think on my mother, but I have not been able to discover what it means. I wear it in memory of my family. I believe they must have been nomadic orcs from the United Hordes, but I do not know what they were doing in the Western Seas. Perhaps they, like me, had a wanderlust and wished to see the world?" Her eyes unfocus for a moment as she gathers her thoughts. "I have always been a hard worker. I know my place in a crew and I like feeling like I am part of a great machine where each piece does its part so that the whole runs smoothly. I am watchful, and I listen. Most of all, I try to remember what I hear. You never know when some bit of lore could save your life. It is inspiring to me, truly." 4) What do you think about the Immortals? Saffiyra shrugs. "I would like to examine one of them someday, to see if I can discover the boundaries of their gifts. It is a fascinating phenomenon, and I wonder where their powers come from. I think it is too bad that the four of them are so encouraged to lead, because they must never have time for anything pleasant that they might want to do. But perhaps immortality is dull, and they welcome the opportunity to do something else. Were I in their position, I would go everywhere and learn everything." 5) Let's try a hypothetical. You wake up one day and discover a mark on your body never seen before. You've become a First Oracle. What do you think you would end up a First Oracle of? Would you actually strive to be a mouthpiece for a new deity? The young woman's eyes roll upward in deep thought, and she almost smiles as she considers the question. After a short time she answers. "I suppose I would be an Oracle of Outsiders. The lost, the hidden, the ones no one knows about. People of fable, of legends. But I imagine her power would come from secrets, not from stories, and so her blessings would be very strange and arcane. But I think I would feel a duty to spread the messages that she would share with me. How could I not? That would be my divine purpose, I think. I couldn't help it." 6) What does it take for you to consider a stranger an ally? A friend? An enemy? "A stranger?" Saffiyra looks afraid. "I... I don't know. I mean, if I belong to the same company as they do, they are supposed to be my ally. We are part of the same crew. I suppose for me that is enough. And an enemy, well, if they attack me or otherwise treat me as an enemy then I will respond in turn. I don't know that there's anything a stranger could do to become my friend. I wonder what that must be like! Do some people become friends so quick as that? How unusual." She seems troubled by this question, and she is obviously still going over it in her head when the interview is concluded. Not-so-secret code Premade naan is a better pizza crust than premade pizza crust. I don't have a preference between OG Myth-Weavers or here. No matter what, I will have to transfer things to Baldr, it's just a question of how soon.
  11.   Name: Amaen Dwin'Aear Race: Half-Elf Gender: Female Class: Sorceress 1 (Divine Soul) Alignment: Chaotic Good   Character Concept Would-be gambler yet gifted sorceress who also fancies herself as a good planner and strategist, but whose plans will often fail because - let's face it - she's not that smart.   Lineage, Background, Planned-Subclass Class Sage background, planning to go Divine Soul Sorceress all the way.   Stats STR: 10 DEX: 14 CON: 14 (13+1) INT: 12 WIS: 12 (11+1) CHA: 17 (15+2)   Description Overall, Amaen is truly an unearthly beauty. With her delicate features, slender build and fluid, ethereal gait that gives the appearance of sailing over the ground rather than walking, she could easily be mistaken for an elf. She has wide green eyes and auburn hair that flows loose down her back. Amaen has a preference for expensive, delicate garments that do justice to her features and graceful silhouette.   Personality Amaen has always found it easy to draw people to her and win their trust, both because of her beauty and of her genuine interest in them. She may have become slightly manipulative because of this, influencing- and at times using -people to reach her objectives- although she would never admit to doing it.  In her interactions with others, Amaen will typically come across as cheerful and humorous, yet quite insightful - a correct reflection of both her natural optimism and the keenness of her wit. As a general rule, Amaen tends to trust others, instinctively giving them "the benefit of the doubt" - until of course she is proven wrong. Amaen values creative expression and personal freedom. She can sometimes accept rules if the benefits clearly outweigh the associated frustration - her rigorous study of the Arcane is an exemple of this. However she typically demonstrates neither love of leaders nor desire for followers.  A perfectionist, Amaen is determined upon her goals, but cautious in setting a course. Within a group, she will fight to defend her points of view but will make no attempt to take the lead.  Amaen's courage in dire straits has never been truly tested - she's had it relatively easy up until now, and has never been faced with major setbacks. The half-elf is rather courageous but her anxiety might kick in suddenly and undermine her nerves in her time of need.   Amaen's Plothook Since she had started her new career as an adventurer, Amaen's purse had started to fatten once more; the just reward for a few minor missions. And the sorceress had plans; she would put that gold to good use at the tables of Tymora's Fancy, an establishment she had not visited for months due to being so low on coin... But not anymore. She had a few gold pieces to her name, and she was now ready to gamble her way into a fortune. The gambling hall was located on the other side of Waterdeep, so Amaen decided to walk fast in order to make it on time for tonight's big game. She hurried across the streets, strangely empty except for a few stray cats. And then the mists started forming around her. Undaunted, the sorceress tried to continue her walk, but soon it was impossible to see around her. 'Which way to go? I think it was straight ahead, but I am not certain any more with all this fog...' she thought. At any rate, missing the game's start was not an option; the two-hundred gold promised to the winner were impossible to resist. She continued marching, until at last the fog started to dissolve and she found herself on a muddy road in a desolate landscape... and that is how she arrived in Falkovnia, a few minutes ago, still anxious to make it on time for her big game in Waterdeep tonight.   Backstory Amaen is the spoiled daughter of a prominent elf jeweller, Llarm Dwin'Aear, famous across the Sword Coast for his masterwork silver earrings, necklaces and bracelets, and his specialty: exquisite ruby rings and brooches he offers his noble, most affluent customers. A retired adventurer and knighted war veteran, Llarm had already amassed his fortune by the time he returned to his native city of Waterdeep to settle down and set up shop.  In Waterdeep, Llarm fell in love with a human, a young woman named Alethra, and finally married her in spite of his elven clan's objections. Alethra first gave him a son; Llharis was born three years after their marriage. Amaen was born nine years later… unfortunately the delivery went badly this time, and, for all the midwives’ efforts, Alethra lost her life during labor. Llarm raised Amaen like a princess, sparing no expense to make sure that she would receive the best possible education. He carefully picked her first private tutor: Master Kendall - though no elf himself - had taken part in many of his adventures and won his trust and respect. Llarm chose the old man over wizards and conjurers of his own kin; needless to say, that 'unfair' and 'humiliating' decision did not sit well with most of them, who already saw his exogamic marriage as a betrayal. But Master Kendall turned out to be an exceptional mentor. Under his benevolent tutelage, Amaen discovered a new world, with its own language, codes and symbols one could assemble to alter reality itself... Within their clan, the Dwin'Aears are known to possess a certain gift for magic (their name literally means 'Those who walk on water'); Amaen's magical aptitude therefore came as no surprise. Kendall also taught her history, as well as the tales of dragons – and their language. He even taught her the language of celestial beings. The young half-elf developed a fascination for knowledge and the Arcane - and an obsession for perfection.   But the half-elf's happiness was not meant to last. One morning, Master Kendall did not wake up. The loss of Kendall proved devasting for Amaen. Soon after Kendall’s death, Llarm proceeded to replace Kendall, this time opting for an elf - Merellien, one of the previous, embittered candidates. Where Kendall had shown benevolence and grace, Merellien displayed impatience and rigidity; to Merellien, trying to teach a short-witted, capricious sorceress the subtle secrets and delicate beauties of the Arcane was clearly like casting pearls before swine. After five unhappy years, Amaen decided that she could not learn anything from Merellien anymore. So she started to plan. At first she planned nocturnal escapes; she would walk quietly through the mansion's hallways and down the staircases, taking her time, staying as quiet as possible so no one would hear her. As she would go out through a window, she was extra careful when opening it and climbing through. After a few months, her plan evolved; she would sneak out daily, and not always during the evenings. As a result, she began spending more time in Waterdeep’s taverns and gambling halls than she did studying. Llarm at first objected to her gambling activities; but Amaen showed him that she was coming ahead financially, so he decided that gambling would help her build character. Finally, when she felt that her father was ready for the last step of her escape plan, she told him that she wanted to grow her magical powers, and that adventuring was her only way to do so. Llarm at first tried to talk her out of her plan, but to no avail. Seeing that she had made up her mind, the elf ultimately decided to let her go.   Fears & Failures Fears 1. Amaen suffers from agoraphobia, defined as an extreme fear of entering crowded places or of being in places from which escape is difficult. 2. Amaen suffers from ophidiophobia, an extreme, overwhelming fear of snakes.   Failures 1. Amaen was the cause of her mother’s death. Because of that tragedy, Amaen developed a deep feeling of guilt and shame that still fills her nights with nightmares to this day. 2. Amaen’s anguish and feeling of guilt turned into a form of anxiety disorder, which manifested itself both internally through scarier nightmares, and externally through kleptomania. Amaen’s inability to refrain from the urge to steal beautiful and expensive items may seem comical at first; however her suffering is real.   Details Include at least two of the following in your application:    Is Might Right?: What is your character’s personal philosophy on power and authority? From where does this derive? How is it wielded best and worst? Is might right, and if not, what is?   To Amaen, individual freedom and creative expression come before literally everything else. She can tolerate might as long as it protects individual freedom; yet, in truth and generally speaking, she has a problem with authority, and demonstrates neither love of leaders nor desire for followers. To her, might is almost never right - the "Greater Good" is, and if she has to forget or even break the Law in order to serve It, then so be it.      Deity: In the Forgotten Realms, the gods are very real and interact with the world in tangible ways. They live and die and are real beings. Almost everyone worships at least one god, most worship multiple gods or whole pantheons. Atheism is very rare, and in fact, in the Forgotten Realms, might even be a sign of insanity (to put it politely), and often has divine consequences. Yet others are spiritual without worshiping a god. What are your character’s beliefs, and how do they guide your character?   As a good gambler, Amaen is a follower of Tymora. She prays to her Goddess daily as well as before important card games, and hopes that the Lady Luck will favor her and let her win large pots. She also has a soft spot for the Morninglord Lathander, and prays to him from time to time, but is first and foremost a servant of Tymora.      Music: Tell me what your character sounds like, musically. You can give me a specific composer, band, style of music, or motifs, but music plays a large part in the games I run. No one’s judging your taste in music here, and I’d be more than happy to help you if you want suggestions.    Please provide up to three links to YouTube videos showcasing the music you’ve chosen. If you only mention a genre (“Classic Rock!” or “Rap”), that’s fine, too. You can be as general or specific as you like (“Jimi Hendrix’s Woodstock performance of the Star Spangled Banner”).   1. Because she's been groomed like a princess, and is both a sage and a sophisticated lady: Greensleeves   2. Because she's a romantic at heart, and obsessed with perfection: Cavatina da "il Barbiere di Siviglia" - Giovanni Paisiello 1782   3. Because she comes from money and likes gold - especially earning coin via gambling or adventuring : Money Money Money  
  12. Victoria Mallory Logan created with Our Lady of Hera image maker, by HERA Concept: A brash and headstrong young woman escaping her controlling father to the freedom of the West. Background: Victoria is tall, intelligent, and easy on the eyes. Her cared-for appearance and clothing make it quite easy to mistake her for a refined upper-class elite, until she decides to open her mouth. In reality Victoria is brazen, immodest, and as unfailingly stubborn a woman as they come. Her temper is short and she accepts no insult to her person in silence; woe betide all who dare make themselves obstacles to her. Ever since Victoria was but an infant she has been in conflict with her father, a St. Louis politician who values propriety and tradition over everything else. The more he tried forcing her to follow his expectations, the harder she would work to avoid them. Over time her behavior, passions, opinions, and choice of company became as much a means to continue her defiance as they were parts of her. Perhaps the first issue they ever managed to agree on was her attending medical school; though certainly not proper, it was at the very least acceptable, and so she set off at the earliest opportunity. However, only a year later, Victoria received dire news that put everything in jeopardy: Her older brother had been dishonorably discharged from the Union army for apparent misconduct and, unwilling to suffer two embarrassments as his children, their father was demanding she return home where he could "make something good and proper of her at last". She couldn't just ignore him to continue her education, and yet she would just about rather die than obey him and give up any semblance of freedom she had left. She had no choice. Which is why, the very next day, Victoria boarded the earliest train going west that she could possibly find - by the time anyone realized what had happened, she was well on her way to Arcadia. Attributes ST 10 DX 10 IQ 12 (-40) HT 10   Secondary Characteristics HP 10 Will 12 Per 12 FP 10 Basic Speed 5 / Dodge 8 Basic Move 5 Damage 1d-2 thr/1d sw   Advantages Attractive Appearance (-4) Comfortable Wealth (-10) Fearlessness 3 (-6) Disadvantages Bad Temper (+10) Curious (+5) Impulsiveness (+10) Overconfidence (+5)   Skills Diagnosis 12+1 Diplomacy 12+1 First Aid 12+2 Intimidation 12+0 Physician 12+1 Rifles 10-1 Savior-Faire 12-1 (total cost: 30 points)   Equipment Bowie knife (+1 lb, -$2) .45 Winchester '76 (+7.25 lbs, -$22) x100 .45 cartridges (+6.25 lbs, -$3.25) Doctor's bag (+15 lbs, -$25) [18.5 lbs w/ contents] 3 doses ether, for anesthetic (-$0.75) 2 bottles laudanum, for pain (+0.5 lb, -$0.70) 1 bottle whiskey, also for pain (+3 lbs, -$1.25) Inventory 3 dime novels (-$0.30) Violin (+4 lbs, -$9.50) 4 Chancellor cigars (-$0.50) Mirror, brush, comb set (+2 lbs, -$3.00) Pocket watch with chain (-$4.00) 3 lbs tinned chocolate ($-0.60) 1 bottle whiskey, for the doctor's pain (+3 lbs, -$1.25) Riding horse and tack $1,925.90
  13. Countess Kathryx Name: Countess Kathryx Character Concept: Countess Kathryx's father was from an ancient family of vampires, her mother was a wealthy noble. She knew both worlds, but always felt like an outsider to both. She has left her home to find her place in this world. To bring order to the world of chaos that has fallen on the mortals. Race, Background, Subclass Class: Dhampir, Noble, Way of the Shadow Monk Description: She has long black hair and grey skin. Her lips are black as are her eyes. She wears a black dress of silk and lace. She carries herself as a woman of high birth and refinement. She treats those she meets with courtesy and respect until they prove themselves unworthy. Origin: Throughout the centuries her father Count Grimbald had often visited the parties of the nobles to amuse himself. About 30 years ago he had quite unexpectedly been smitten by a beautiful woman named Lady Lucretia. The two had a whirl wind romance and been all the talk of high society. They were married and had a daughter. Half vampire from her father, she had known both worlds and never felt she belonged in either. Her cruel Aunt taught her to fight with her hands and her teeth; how to draw strength from the darkness of the shadows. Kathryx watched the world outside falling into chaos and felt that she should do something. With her natural abilities she has decided to venture forth into the Mists of Falkovnia. Your Character’s Plothook: She has decided to venture forth into the Mists of Falkovnia to find her place in the world and to bring order to the chaos out in the night. Fears: Her greatest fear is that she will become an Vampire like her Aunt Drusilla. She also has a fear of rats. Her Aunt once locked her in a coffin filled with rats and buried her for 3 days. She killed all the rats, but now she is afraid of them. Truths, Rumors, and Lies: She likes to drink warm blood. She turns into a bat to hunt for her victims. She killed her first lover Julien in fit of jealousy.   Include at least two of the following in your application: Deity: Kelemvor, she feels that death an life are part of the natural order. Is Might Right? No, might is not right. Law and order are right. Those who are strong have a responsibility to uphold the laws and maintain order in the world. Music: These versions of these two songs remind me of Kathryx. Bach Toccata and Fugue Paint it Black Connections: 1. Her parents would take her in and protect her, if she asked, but she does not want to come back home. 2. Her best friend, a high elf named Lady Sariah and her family. They were the only ones who truly accepted Kathryx for who she is. They would do anything for each other. 3. Aunt Drusilla never liked Kathryx, now this dark vampire hunts her. When she was at home Kathryx was safe under her father's protection. Now Aunt Drusilla seeks to eliminate this unnatural half breed. Of course Aunt Drusilla would not want her brother knowing that she killed her niece, it would be easier to deny if she used an intermediary. Character Sheet   Final Thoughts: She is aligned LN, but I think that she definitely leans good. Between her god's mandated to protect people from monsters and her desire to uphold the rule of law and order. Her feelings for her deity are not exceedingly strong, but she does feel strongly about certain of his teachings about life and death. She feels that a dying wish is sacred. In my mind she is not a traditional monk, but more a Dhampir that has learned to fight and draw on the powers from the shadows. My only regret is that I could not come up with a way for her to transform into a bat. It would take too many levels of druid. She is naive about the world of the commoners.    
  14. J.J. (John Jay) Lattimore, a.k.a, “Jack O’Trades”   “You got to know when to hold 'em, know when to fold 'em, Know when to walk away and know when to run. You never count your money when you're sittin' at the table. There'll be time enough for countin' when the dealing's done.”                 Attributes (40) ·         ST 10 (0) ·         DX 11 (20) ·         IQ 11 (20) ·         HT 10 (0) Secondary Characteristics ·         HP 10 ·         Will 11 ·         Per 11 ·         FP 10 ·         Basic Speed 5.25 / Dodge 8 ·         Basic Move 5 ·         Damage 1d-2 thr/1d+0 sw   Advantages (25) ·         Talent +1 (Outdoorsman) (10) ·         Talent +1 (Smooth Operator) [15] Disadvantages (-30) ·         Curious (-5) ·         Overconfidence (-5) ·         Pacifism (Will Not Harm Innocents) (-10) ·         Phobia (Triskaidekaphobia) (-5) ·         Vow (Never Cheat at Cards) (-5) Quirks (-5) ·         Carries lucky rabbit’s foot at all times. (-1) ·         Avoids black cats. (-1) ·         Throws salt over his shoulder when spilt. (-1) ·         Washes his hands before gambling. (-1) ·         Taps wood before rolling dice (-1)   Skills (30) ·         Acting +1 [2]** ·         Brawling +1 [2] ·         Camouflage +1 [1]* ·         Carousing +1 [1]** ·         Diplomacy +1 [4]** ·         Fast Talk +1 [2]** ·         Gambling +1 [4] ·         Intimidation +1 [2]** ·         Leadership +1 [2]** ·         Melee Weapon (Knife) +1 [2] ·         Missile Weapon (Pistols) +1 [2] ·         Missile Weapon (Rifles) +1 [2] ·         Naturalist +1 [4]* ·         Navigation +1 [2]* ·         Public Speaking +1 [2]** ·         Research +1 [4] ·         Riding (Horses) +1 [4] ·         Savoir-Faire +1 [1]** ·         Sex Appeal +1 [2]** ·         Stealth +1 [4] ·         Streetwise +1 [2]** ·         Survival +1 [2]* ·         Throwing Weapon (Knives) +1 [2] ·         Tracking +1 [2]* ·         Writing +1 [4]   * Talent +1 (Outdoorsman) ** Talent +1 (Smooth Operator) Total points: 60   Image and Looks ·         Appearance: Average [0] Social Background ·         Technology Level: Average TL [0] ·         Language: English, Native, Literacy [0] Wealth and Influence ·         Wealth: Average [0] ·         Reputation: Average [0] ·         Importance: Status [0] Equipment ($200) ·         Weapons o   Bowie Knife [ Dmg. sw-2 cut/thr imp | Weight 1 | ST -- ] ($2) o   S&W, Model 2, .32 [ Dmg. 2d+1 | Acc 2 | Range 120/1,200 | Weight 2/0.1 | RoF 1 | Shots 6 | ST 10 ] ($10) o   Spencer Carbine, .56 [ Dmg. 4d+ pi | Acc 6 | Range 300/2,100 | Weight 10/0.3 | RoF 1 | Shots 7+1 | ST 10 ] ($18) ·         Entertainment o   Dice o   Playing Cards ·         Outdoor Life o   Ammunition o   Ammunition o   Bed roll o   Canteen o   Compass o   Gun Cleaning kit o   Telescope, range 14 miles o   Tin plate, cup, fork, spoon set for one ·         Clothing & Personal Items o   Bandana o   Boots, cowboy o   Chaps o   Hat, cowboy o   Holster o   Knife, pocket o   Matches, safety (1855) (box of 240) o   Mirror, brush, comb set o   Overcoat, cloth o   Razor, straight o   Shirt o   Soap, cake o   Socks, 1 pair o   Spurs, plain o   Trousers o   Watch, pocket with chain ·         Food o   Rations (salt meat, flour, beans for 1 week) ·         Transportation o   Riding horse, “Shoe”, with tack (saddles, stirrups, bridles, halters, reins, and bits) Background: John Jay Lattimore is the scion of a wealthy family from Back East. His lawyer father, G.W. Lattimore, wanted him to follow in his footsteps and join the family law firm, but J.J. opted to head out West to seek out his own fortune. He travels from one town to the next, from one job to the next. He has been a U.S. Army scout, a buffalo hunter, a lawman, a professional gambler, and a journalist. Along the way, while making both friends and enemies, he helps the occasional stranger with a problem. J.J. has developed over the years a true poker face – deadpan, expressionless, even sphinxlike. However, he still has a natural wit and a charm about him. He writes dime novels under the pen-name “Jack O’Trades”. Goals: ·         J.J. is on his way to Australia because he heard that it's the “… last of the frontier country”. So, he thought he might like to do a little pioneering before he finally settles down all prim and proper-like.
  15. Mickey O'Toole (WIP) "Ain't no problem can't be solved with th' proppa application o' a bit o' St. Barb's blessin', if ye know what I mean."   Attributes (40) ST 10 (0) DX 10 (0) IQ 11 (20) HT 12 (20)   Secondary Characteristics HP 10 Will 11 Per 11 FP 12 Basic Speed 5.5 / Dodge 8 Basic Move 5 Damage 1d-2 thr/1d+0 sw   Advantages (22) Luck (15) Hard to Kill 1 (2) Flexibility (5) Disadvantages (-24) Unattractive (-4) Curious (-5) Hard of Hearing (-10) OverconfidentMainly with regards to engineering know-how and explosives handling. (-5)   Quirks (-5) Will always stop to light a votive candle when available (-1) Addicted to chewing tobacco (-1) Always misses the spitoon (-1) Thinks he can carry a tune (-1) Unnerved by scorpionsEnough to feel uncomfortable, but not enough to count as a phobia (-1)   Skills (27) Area Knowledge (Arcadia) +112 (2) Brawling +010 (1) Engineer -29 (1) Explosives +213 (8) First Aid +011 (1) Guns (Pistols) +111 (2) Knife +010 (1) Mechanic +011 (4) Scrounging +112 (2) Survival +011 (2) Swimming -210 (1) Traps +011 (2)     Total points: 60   Weapons Bowie Knife [ Dmg. sw-2 cut/thr imp | Weight 1 | ST - ] ($2) Smith & Wesson Model 1 Revolver [ Dmg. 1d-1 pi | Acc 3 | Range 40/900 | Weight 1/0.05 | RoF 1 | Shots 7 | ST 9 ] ($6) Inventory Riding horse ("Abigail") and tack ClothingShirt, trousers, socks, boots, wide-brimmed hat (the second-ugliest you've ever seen), union suit ($12.5) Duster ($8) Holster ($1) Pocket watch ($4) 6-pack of (legal) dynamite ($1.5) 1 dozen blasting caps ($0.5) Box of 240 safety matches ($0.1) Camping/outdoor gearBedroll Mess kit Personal basics Compass ($11.8) Rations (1 week) ($1) Rope (10 yd.) ($0.5) Box of 100 .22 bullets ($1.4) Gun cleaning kit ($1.5) Mechanic's toolsHammer, wrenches, pliers, etc. Assuming equivalent cost to carpenter's tools ($21) Lantern ($0.8) $126.4 cash   Background: Mickey was born the second-youngest of six children, to a family on the poorest margins of society. After an uneventful childhood, the young lad was enticed by tales of riches and the freedom to make oneself out West, and jumped on the first train he could find at an age of 12. Always the shortest runt of his age group, he was quickly pressed into work where his small frame gave him an advantage - crawling into machinery to unjam a gear, or levering a small wrench around a bolt head in a narrow space, tasks from which he picked up some modicum of mechanical expertise. Over time, he began working at large mines dealing with the machinery there, and soon discovered a strong affinity for explosives and an unhealthy fascination with making things go boom. He eventually ended up drifting to Aguadulce, where a resource extraction company was in search of expertise for their newly-opened mine, and has been there ever since. Mickey is curious almost to a fault, constantly poking and prodding at machines just to see how they work, often followed with a "Hmm, tha's mighty clever," even when he clearly doesn't understand. The subsequent years of setting and detonating explosives across a variety of mines have deafened him just enough to have difficulty understanding anyone not directly addressing him to his face, although he pretends he can hear just fine. An improbably-large number of near-misses and a fortuitous encounter with a traveling Jesuit have made him a devotee to the cult of Saint Barbara, moreso than might be typical for a miner. Mickey still dreams of heading back East having "made his fortune," a phrase he picked up from the other miners he's worked with over the years, although he doesn't really grasp what that might really mean. If pressed, he admits that he might be fine "settlin' down with a nice woman, maybe with m' own workshop." For now, though, he just makes do with his wages from the local mining interests in Aguadulce with not much thought for his future.
  16.   Olesteia - elf Wizard (diviner) Olesteias family hails from Sothis, where they are medium-level government functionaries. She is an only child, because her mother's bloodline is cursed with bad fertility. A scholar recently informed them that it way be an aftereffect of a mummy's curse, and that he might be able to lift the curse - if he had the relatively fresh remains of an actual greater mummy (and not any of the fake stuff from the marketplaces). With that in mind, and decades of wanderlust pent up during her academic studies, she has traveled to Wati to join a band of adventurers who might be able to help her get what she is looking for.   Wizardly skills Hawk familiar Utility spells and scrolls Big group buff with Inspiring Prediction 3 magic missiles with Trip +9, 3/day  
  17. Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism  stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord  (https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2) Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and    meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue:    Truths, Rumors, and Lies: Include at least two of the following in your application:   Music. Lament for the Rohirrim "https://www.youtube.com/watch?v=2YTBgFmK_bs". He Who Would Valiant Be "https://youtu.be/dBSPvatOtvo". I won't Back Down - Johnny Cash "https://youtu.be/xggRxWXdTng" Holding Out for a Hero "https://youtu.be/bWcASV2sey0"   Images. Connections. Should be apparent from background & loyalty information above , but will make more explicit on request 
  18. Name: Danielle Marie Hart Concept: Lawmen’s Daughter and Pinkerton Agent in Search of Runaway Fugitives for the Railroad. Description: It was a cool, dusty morning - a dark haze filled the streets of Arcadia from the smokestack of the train that had just pulled into town. Two small, black leather boots stepped toe-first onto the rickety old wooden platform of the United Railroad Waystation. They were flat soled and spit shined with a sizable heel, attached to a pair of long legs wrapped in dark riding pants. Those legs were good for walking and the young woman that sprouted from them put them to their intended use. She pulled up her sagging gun belt as she walked down the deck stairs, using both of her hands to tighten the leather around her petite waist. Her left hand tipped her black large-brimmed hat to the conductor as she departed the service yard. Her right hand checked the clip on her holster. Sharing limited real estate with a well oiled colt single action army revolver was a set of worm handcuffs and a shiny railroad company badge, both of which she pulled off and tucked into the pockets of the black cowhide vest that hugged her torso over a soft white, partially unbuttoned blouse. The woman continued deeper into town, letting her long brown hair down as she approached Banquo’s Refuge. With clean, blemish free skin and well manicured nails it was clear to all that watched her enter the saloon that she was a stranger to the small town. Still it was unlikely any would venture to guess the small gal was anything more than a pair of pretty hazel eyes with a bubbly smile. At five and a half feet tall and just over a hundred and twenty pounds in weight, she was hardly the spitting image of a lawman. “Howdy mister,” She cracked a grin as she strolled through the door and waltzed up to the bar. The woman slid a couple crumpled dollar bills the way of the man behind the counter. “I’m looking for a room for a few nights if you have any upstairs.” Danielle had a style when it came to doing her job. She was brash - quick to action while others talked - but she did her best to keep things on the down low. Her supervisors appreciated it that way; there was less of a chance that any failures would blow back on her or the company. She would use her charm to get more information out of the wounded man, perhaps a lead on an individual with a price on their head, and then begin the hunt without delay. She would bring in any criminals alive if she had to, her own personal code - and the law - prevented her from killing unless others threatened her first, but that wasn’t to say her trigger finger didn’t itch. Dead men didn’t reoffend, and the murderers and rapists she chased were often all too willing to oblige her request to draw first. They didn’t know the little girl’s gun was faster. Background: The Ballad of “Doe-Eyed” Danielle Hart is an intriguing tale. It begins with a slow waltz. Dani was born in a no-name mining town in eastern Kentucky. Her mother was an immigrant from Sweden. Her father was a Deputy U.S Marshall. Together they raised three daughters with Danielle being the second eldest. All her life, Danielle wanted to follow in the footsteps of her father. He was her mentor, even after his retirement, and used his contacts to secure her a job with the Pinkerton Detective Agency - one of the few security organizations willing to hire women at the time. Danielle started out spying against labor unions on behalf of the coal mines but that wasn’t the sort of work that interested her. She wanted to catch real criminals. As the rate of America’s westward expansion crescendoed, so did Danielle’s dance with destiny. The railroads needed Pinkertons to protect their crews laying tracks and to ensure law and order in the various company settlements that erupted along their path. Miss Hart is too weak and the wrong sex to earn much respect as an arbiter of the law amongst the rough and tough company men on the frontier, but what she lacks in brawn she makes up for in grit, intelligence, and speed - a solid combination for the more covert, non-uniformed divisions of the detective agency. There are few guns quicker than Danielle’s amongst the Pinkertons and she makes a decent living for herself quietly scratching out dead or alive warrants along the steel lines. When word reached Dani of a dying man carried into Arcadia by his horse, she was quick to catch the next train there. If the man wasn’t a wanted fugitive, then likely the perpetrator of his assault would soon be. Either way - it meant another notch on her belt and another line in her song. Attributes (+10 pts): ST - 7 DX - 10 IQ - 11 HT - 10 Secondary Characteristics: HP - 7 Will - 11 Perception - 11 FP - 10 Basic Speed - 5 Dodge - 8 Basic Move - 5 Appearance and Image (-26 pts): Very Beautiful Voice Advantages and Disadvantages (+10 pts): Danger Sense Flexibility Pacifism - Cannot Harm Innocents Bloodlust Impulsiveness Skills (-54 pts): Diplomacy +2 Fast Talk +2 Criminology +0 Observation +1 Interrogation +1 Pistols +3 Rifles +3 Riding +1 Stealth +1 Equipment: Colt Single Action Army Revolver
  19. Sloan “Sledgehand” Turlough Sloan Turlough was born in the rugged, dusty town of Dusty Gulch in the heart of the Old West. He came into this world during a freak hail storm in the middle of a month-long drought. He was the only son of Irish immigrants who had traveled to America seeking a better life. Growing up in Dusty Gulch was anything but easy. The town was known for its lawlessness, saloons, and frequent brawls, which helped shape young Sloan's destiny. As a child, Sloan grew up watching his father, Cillian Turlough, work as a blacksmith. It was in his father's smithy that he first discovered his love for working with his hands. Cillian was a tough, burly man, and he taught Sloan not only the art of blacksmithing but also the value of hard work and perseverance.  Sloan's mother took sick with tuberculosis when he was around 13. He helped care for her and watched her die a slow and painful death. During this time, Sloan also watched his father grow more distant during this time. A group of desperados came to Dusty Gulch and robbed and beat Sloan’s father, who made no attempt to even defend himself. Sloan saw the whole thing happen.  Shortly after, Sloan's life took a fateful turn when he witnessed a brutal barroom brawl at the local saloon. The fighters' raw power and sheer determination fascinated him, and he decided to learn the art of bare-knuckle brawling. Sloan was a quick learner, and under the tutelage of Dusty Gulch's legendary pugilist, "Roughhouse" Rory Donovan, he honed his fighting skills. He soon earned the moniker "Sledgehand" due to the devastating power of his punches. His brawling reputation grew, and he became a regular contender in the underground world of bare-knuckle boxing. Sloan's fights were brutal, and he often emerged battered and bruised, but he had an unbreakable spirit. Sloan's experiences soon extended beyond Dusty Gulch, and he traveled from town to town, taking on challengers and earning prize money. He had a strict code of honor in the ring and never fought dirty. He became known for his sportsmanship, often helping his opponents back to their feet after a fight. Outside of the ring, Sloan was a quiet and introspective man. He often found solace in the vast open landscapes of the Old West, contemplating life and his place in it. He was known to be a loyal friend and protector of those in need, frequently standing up against bullies and outlaws who threatened the innocent. Sloan "Sledgehand" Turlough was an imposing figure with a rugged, weathered appearance that told the story of a life spent in the challenging landscape of the Old West. His physical appearance was a testament to his strength, resilience, and the tough life he had chosen to lead in the rugged landscapes of the Old West. His imposing presence and battle-hardened demeanor were remembered by all who crossed his path. Sloan has made his way to Arcadia mostly by chance, wandering from one place to the next, trying to find the "right spot" or the "right thing" or the "right whatever." He also heard rumors that some of the men that robbed and beat his father were out this way, so he came to see if they still had the same fight in them as all those years ago. If not, Sloan has enough fight left in him for the whole gang. Height: Sloan stood at a solid 6 feet 2 inches, making him taller than most men of his time. His height contributed to his intimidating presence in the ring. Build: He had a lean and powerful build, with a strong, muscular frame that bore the marks of countless battles. His shoulders were broad, and his chest was well-defined from years of manual labor and bare-knuckle brawling. Complexion: Years of exposure to the harsh sun of the Old West had given Sloan a tanned and weather-beaten complexion. His skin was rugged and lined, bearing witness to the hardships he had endured. Hair: Sloan had thick, dark brown hair that he wore in a rugged, unkempt style. His hair often fell over his forehead, giving him a somewhat wild and untamed appearance. Eyes: His eyes were a deep, piercing shade of blue that seemed to hold a hidden intensity. They were often described as the eyes of a man who had seen it all and was unafraid to face whatever came his way. Facial Features: Sloan had a strong, chiseled jawline, framed by a short beard and mustache that had streaks of gray in them. His facial hair added to his rugged and tough look. He had a prominent nose, and his brows were often furrowed, a testament to his perpetual readiness for a fight. Clothing: Sloan typically wore well-worn and practical clothing befitting his Old West lifestyle. This included a wide-brimmed hat to shield him from the sun, a leather duster, a loose-fitting shirt, dark, durable trousers, and well-worn leather boots that had seen their share of dust and mud from the trail. Scars: His face and body bore the marks of numerous battles and brawls. Scars, some faint and others more pronounced, crisscrossed his knuckles, forearms, and chest, bearing witness to the many bare-knuckle fights he had endured.
  20. Harin Avosi Name: Harin Avosi Character Concept: Master poet bard proves the pen is mightier but the sword works too. Race, Background, Subclass Class: Half-elf, Sage, College of Lore Bard Description: Harin, who almost never goes by his full name, stands at 5 feet 7 inches and is a spry 125 pounds. He has dark curly hair of medium length and a long beard. Gray is starting to color his otherwise dark beard and temples and he has dark skin. He is a half-elf, although nothing in his appearance would normally give off any indication of elven blood except that a keen observer might find hints of non-human ancestry in his eyes. As for his temperament, he is normally calm, quiet, and contemplative, but he has a knack for understanding what "role" any particular "audience" expects and either conforming to it or subverting it to produce a certain desired effect. Indeed, he tends to view people he is not close with as something to be better understood so as to be better manipulated, although he does not do so lightly or without a purpose in mind. Generally, this comes back to his ultimate aim, which is to dig at the heart of existence to better understand its truth, and therefore its beauty, and come as close as he can to expressing it as such. Your Character’s Plot Hook: Harin had been wandering Faerun, traveling the land in search of truth and beauty when the mists took him. He was walking alone along an empty road early one morning, composing poems and melodies in his mind when the normal morning fog seemed to suddenly shift and change, moving suddenly to surround him as he came to a crossroad. He felt no movement, only a slight shift in the air, and the mists receded as quickly as they had come. When they had, he realized that he was standing at the edge of a forest overlooking a clearing surrounding a walled city, Lekar. He has yet to experience a new moon attack, but he has an inkling of its destructive capabilities, having arrived soon after the previous one and witnessed the aftermath. Past is Prologue: Harin was born and raised in Waterdeep to a family of minor academics. His mother, a human, was a tutor and his father, a half-elf, was a poet, although neither enjoyed high social stations. When he reached adolescence, having been taught how to read and write several languages by his parents, he was sent to apprentice for a local academic, a wizard studying lore and arcana. His master mostly kept him busy translating various texts, and this is how Harin's love of poetry grew, but he was also allowed to learn swordplay and some simple spells as reward for his hard work and to assist and protect his master on her rare ventures into the field. As he grew to adulthood, Harin became disenchanted by academia, having grown weary of the snobbishness and ambiguous rules. He decided to head out into the world to find real truth, which he reasoned could only be found in the real world among real people. He learned to support his travels, both financially and by means of influencing the right people to gain access to knowledge that otherwise would have been closed to him, by performing. This was most often poetry but also sometimes music, acting, or orating. His favorite trick was to use his understanding of the mind to "read" a person and create a poem on the spot that touched them in a deeply personal way, sometimes to the effect of the person becoming completely overwhelmed by emotion. Fears and Failures: Harin biggest fear is failing to find ultimate truth and turn it into poetry before he dies.  Another of his fears is swarms of spiders or other creepy crawlers.   Some have suggested that a deeper part of Harin, even though he always uses the greater good to rationalize his actions, has begun to actually enjoy manipulating people for the sense of power it gives him. There are some whispers that have started among the people of Lekar that his ability to read and influence people comes from a deal he made with a devil at the crossroads, and that he may even be working with the evil that is behind the undead.   Details: Deity: Deneir. Being a seeker of truth first and a poet second, he worships Deneir wholeheartedly. Connections: Father: Malir Avosi, poet Mother: Sanoh Bahdu, tutor/poet Wizard Master: Orihana Sirdoso, academic
  21. More coming Basics    Name: Caldir Balbroth      Character Concept: A wandering Cleric of Wee Jas who seeks knowledge in all forms and is dedicated to protecting the dead and putting those who rise again, against their will, back into the grave.      Lineage, Background, Planned-Subclass Class: Crystal Dragonborn, Lorehold Student, Cleric of Wee Jas (the Grave)      Description: Caldir is tall and stocky, standing at 6’ 2” tall and weighing 271 pounds. His skin is a blue crystal-like texture with white highlights that actually sparkles if the light hits it just right. He wears scale mail armor and carries a shield with a red skull in a fireball painted on it. The same symbol is on his cloak and on the amulet that hangs around his neck. The cloak has puffy dark grey fur around its edges, For weapons he carries a mace and has a crossbow slung on his back as well as a dagger tucked into his belt. He is a very friendly outgoing person, willing to help any in need. If he is capable. He feels it is his duty to protect the dead and if necessary, ease the passing of others. It is also his duty to return any undead who were unwillingly returned to this world, back to the grave and to punish those who animated them. He does not hate all undead, they have their uses, but they should be willing participants and not forced back by some necromancer or other who wants to force them into servitutde.      Your Character’s Plothook: Caldir has read and heard stories of Ravenloft and since becoming a follower of Wee Jas has felt a calling to go there and try to spread the will of his deity. He was doing some traveling, checking into stories of strange a fog that came out of no where and people who had vanished into it. After all, from the few accounts he had of people making it back, that is how they ended up in Ravenloft. He was not intending to go quite so soon, but it appears Wee Jas had other plans as a fog rolled in out of no where and he found himself lost in it. When he finally emerged, he knew he was not on his world anymore. Luckily, he came out of the fog near a village. He went there and has been there for the last few days learning whatever the townsfolk were willing to share about their world. (Which town or city can be determined if I make the cut.)     Backstory: Caldir’s earliest memories were of him and his family taking a trip in a wagon. Everything was fine and he was really enjoying the trip, when they were attacked by these foul-smelling creatures. He does not know how many there were only that he was scratched by one and found himself unable to move or scream or anything. And he had to watch in horror as these things ate his parents and his older sister and then one turned towards him. It was at this point that a red scaled dragonborn in full plate armor charged in and attacked the creatures. He witnessed the man hold up a symbol and cry out and half of the creatures turned to ash. The man then used other spells and his glowing hammer to destroy the rest of them. The man then buried his family and took Caldir a long way to a temple of Wee Jas. There Caldir was raised and once old enough, and after showing some aptitude for magic, he was sent to Lorehold a special school for magic users. Through his studies there he grew in skill and dedicated his life to Wee Jas. Since then his studies have been of undead and he has been fixated on Ravenloft and the few stories he could find about people who have been there and returned. He was traveling following some of these stories when he encountered the fog and now finds himself in a foreign land that he assumes is Ravenloft. He has spent the last couple of days talking to locals of a village he appeared near, learning what he can of this new place.   Fears, & Failures:  Fear 1: Dying and being brought back as an undead servant. When he dies he wants to enjoy his after life. Fear 2: Being paralyzed. It happened once when as a child he was attacked by ghouls. Their attack paralyzed him and all he could do was watch as they ate his family and then turned to him. Luckily he was saved. Rumor 1: While still a young student in Lorehold, Caldir actually experimented with spell to make zombies. The basics of the spell worked, but this zombie was not the brain dead type. He had actually pulled the persons soul back into their decaying body. When he realized this, after it starting screaming and ranting about what he had done, he canceled the spell returning the soul to its eternal rest. However, rumor has it that the zombie still exists and is looking for him. No one else knows what he did. Rumor 2: The ghoul attack on his family was not a random occurrence. His bloodline actually puts him in running to become ruler of a small area in Greyhawk (to be determined later). He was too young to know it, but his family was fleeing for their lives from an evil uncle who had forcefully taken control and was trying to kill all others of the bloodline so no one could contest his rule.     Details Include at least two of the following in your application:    Loyalties: He is loyal to Lorehold and to Wee Jas. He attended Lorehold because of his desire to learn magic as per Wee Jas that is the key to everything. He follows Wee Jas because he agrees with her tenants. That and when he was a child he was saved from being killed by ghouls by a priest of Wee Jas. The rest of his family was killed and the priest brought him to a temple where they raised and cared for him.      Is Might Right?: No. The law is right! So if what you are doing is within the confines of the law, then it is right.      Deity: Wee Jas. Her domains are Arcana, Death, Grave, Knowledge, Order. Wee Jas is a steward of the dead. Though she is a relatively benign death goddess, she has no problems with the undead – as long as they are not reanimated against their will, and their remains are procured in a lawful manner. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, then she will allow it. She teaches that magic is the key to all things.     Images:     
  22. https://www.dndbeyond.com/characters/107974447 Character Sheet: Dndbeyond Character Concept: A quiet and charming noble searching for a way to resurrect a loved one amidst the grim domain of Falkovnia, populated by the undead and perhaps worse, otherpeople. Description: Wandering through forests aimlessly, scrounging for food wherever he can and latching onto groups of travellers, Casimir prefers to use charm and whispers to achieve his goals. Standing at six feet, with pale white skin, jet black hair, trimmed beard and a black shirt with leather coat, he strikes an intimidating figure. Most of it is completely intentional, when a fight arrives, he's often first to run and the first to lose. He wears a golden locket around his neck at all times and remains as the only piece of jewelry he refuses to doff, whilst his clothes remain as clean as he can keep them. There is a mixture of shame and pride in Casimir's soul, often brought to the fore when asked about his home or childhood. To most of these questions, Casimir simply responds that he was a forgotten sixth son of a noble in Waterdeep and to a few, that he is the last living member of his house. Casimir loves gossip, rumours, lies and stories, delighting in sharing or altering them as he sees fit. Drama is his calling and passion, though he laments Falkovnia demands few painters to immortalise his visage. Plothook: Casimir seeks to find allies and a necromancer to assist him with restoring his mother to life, whether or not she is what he believes her to be. Moreover, unbenownst to him is the desire to find human connection and true friends, though his pride is often an obstacle. Casimir will help those in need and uphold his word, though he can be slippery. Backstory: "Once upon a time, there was a boy who lost. His talents were cruder than an ogre's and his tongue as skilled as a flopping fish. The boy's mother cradled him, sharing stories and tales of heroes, dastardly villains, ancient magicks. The boy's father showed him a hatch, a belt and fear worthy of a god. Time whittled away as did the mother and as she felt the embrace of Kelemvor, the boy wept, pleaded and cursed. Until finally... the mother came back, offering gifts from the dead and finally the boy died. As did the father." Casimir was born into a estate in Waterdeep, largely ignored by his siblings and father, Victor, for his failings as a noble. Weak in body and lacking in confidence, he struggled to make friends and became ever so attached to his mother, Johanna. He spent much of his time reading fiction and religious texts, learning to stay still and quiet around others. As the Vurst family to have had several of it's members join the Blackstaff Tower and their prestigious school for wizardry, Casimir's father relentlessly trained his children in the hopes they could maintain their reputation. None received more attention than Casimir, who continually failed his expectations and repeatedly received due 'motivation'. As the years dragged on, Johanna grew ill and though spent much of her time with Casimir, eventually passed away, leaving him with nothing but his father's rage and perpetual loneliness. He prayed to every god he knew, descrated the ancestral tombs of his family and stole from libraries, yet found no salvation to his grief. Until, whilst in the dreaded basement of his home, Casimir heard the voice of Johanna, pleading that he allow her to join him with the living. Perhaps he knew it was a trap or trick but the smallest chance offering salvation was enough for him to agree. What happened next is a secret only Casimir knows for his home shortly burnt to the ground, his family inside, as he made to escape Waterdeep. Yet his escape was cut short as guards soon found him at the edge of a cliff. Left between the choice of a cell, noose or a fall, Casimir chose the latter, into swirling mists below. Death did not await him, though misery certainly did in this new forsaken land of Falkovnia, whilst his mother whispered words of encouragement in his ear to find a way for them to be together again. Fears and Failures: Fears: Aphenphosmphobia - Casimir is terrified of being touched by another, often wearing gloves if necessary. This is doubly so for strangers, to the point he would rather chance death. Atelophobia - Afraid to fail, Casimir adheres to performing every task he can perfectly or not doing it all if he is an amateur at the art. Failures: Casimir blames himself for the death of his family, especially his siblings. He is ashamed of having little to no skill of surviving on his own, instead relying on others. Casimir believes that he has no power himself, that it is all granted by his patron. Deity: Myrkul At his mother's behest, Casimir has begun praying to Myrkul to gain salvation from death itself, though he continues to have his own doubts. Is Might Right? Violence is Casimir's last resort and he despises it. To overcome an obstacle, persuasion and trust are his tools, though he might be awkward at times with lower classes as a result of upbringing. Wielding the power to end someone else's life, in his opinion, should be done through the viewpoint of the one you're about to slay. Rumours Grave Robber- A risky business indeed in times of the dead walking yet more than a single cemetery has been defiled in recent times. Perhaps Casimir's bad luck has placed him at the wrong place at the wrong time..... Fiendish Ally- Perhaps due to his attire, accent and looks, the courtier is often labeled as a practitioner of dark magic, pacts and bargains.    
  23. Blake Osbourne Basics Ancestry: Human (Versatile) Background: Brevic Noble (Surtova) Class: Rogue Scoundrel, Assassin archetype Concept: A devoted retainer and emissary of House Surtova sent to secure a foothold within the Stolen Lands. Details Description: Blake is well-mannered and always knows just what to say; conversation comes easily to him. Despite his ties to House Surtova, he maintains a respectful demeanor to all he comes across. He is a diligent worker who fully devotes himself to any task no matter how inconsequential it may seem. He wears simple, practical clothing that belies the importance of his station, and carries only a sword with which to defend himself. Background: Blake's mother was a maidservant employed at a minor Surtovan estate. She did everything she could to support them by herself and they lived contentedly, if not lavishly, together until he was nine, when she took suddenly and deathly ill. The head maid had recognized his mother for her satisfying performance and knew of her son's situation; with permission from the lord, he would be allowed to stay at the estate as a servant, so long as he worked hard and did exactly as he was told. With nowhere else to go and no means of supporting himself on his own, he accepted. Blake fulfilled every expectation given to him and managed to surpass most of them as well. He had infallible work ethic for a child, known to follow any instruction he was given flawlessly and without complaint. During his teenage years his assigned tasks steadily grew more important until he began answering directly to the lord's heir, where his performance remained nothing short of exemplary. None were surprised to see Blake become a fully-fledged retainer when the heir finally took his place as the head of the house, and he has served faithfully ever since. Blake is known and respected in adulthood for his diplomatic ability, frequently acting as his lord's envoy in Brevoy. It's for this reason he now journeys south to the Stolen Lands to ingratiate himself with a suitable group of adventurers; his lord knows that, if anyone can ensure House Surtova's interests are seen to within the upstart kingdom, Blake can.           Statblock Blake OsbourneRogue 1 Lawful Evil Medium/Human/Versatile Heritage/Humanoid Perception +7 (+2 initiative); Languages Taldan, Varisian, Draconic Skills Acrobatics +6, Athletics +0, Crafting +4, Deception +6, Diplomacy +6, Intimidation +6, Lore: Politics +4, Medicine +5, Performance +6, Religion +5, Society +4, Stealth +6, Thievery +6 Abilities Str +0, Dex +3, Con +0, Int +1, Wis +2, Cha +3 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Basic Crafter's Book, Formula Book (Blank), Compass, Thieves' Tools + Spare Picks, Writing Set + Spare Inks Currency 4 GP, 7 SP Defenses AC 16; Fort +3, Ref +8, Will +7 HP 16 Speed 25 feet Melee Shortsword +6 (Agile, Finesse, Versatile S), Damage 1d6 P Melee Corset Knife (x3) +6 (Agile, Concealable, Finesse, Thrown 10 Ft.), Damage 1d4 P Precision Damage Sneak Attack +1d6 Additional Feats Charming Liar, Incredible Initiative, Lengthy Diversion, Subtle Theft, Tumble Behind (Rogue) Additional Specials Rogue's Racket (Scoundrel Racket), Sneak Attack, Surprise Attack
  24. Shiev Morn 'There cannot be law without accountability'   "It is the duty of those in power to bring their people to flourish, for there is no honor in selfishness only selflessness." Level: 1 Class: Champion Archetype: None. Background: Rostlander Deity: Iomedae Alignment: Lawful Good Height: 6'3" Weight: 215 lbs Eyes: Goldenrod Skin: Mint Green Hair: Dark Black, Braided Race: Orc, Hold-Scarred Gender: Female Age: 26 yrs Abilities Ability | Modifier STR: 18 | +4 DEX: 10 | +0 CON: 16 | +3 INT: 12 | +1 WIS: 10 | +0 CHA: 12 | +1 Hit Points: 25 Armor Class: 17 Size: Medium Speed: 25 ft Perception: +3 ◆ Fort Save: +8 ◆◆ Ref Save: +3 ◆ Will Save: +5 ◆◆     Abilities Ancestry  OrcRarity: Uncommon Hit Points: 12 Size: Medium Speed: 25 ft. Ability Boosts: Strength, Free (Strength, Constitution) Racial Languages: Common , Orcish Bonus Languages: Jotun Traits:  Heritage Hold-ScarredYou are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat. Background RostlanderYou come from hardy stock and were raised with simple sensibilities that hard work earns well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You're trained in the Athletics skill, and the Farming Lore skill. You gain the Hefty Hauler skill feat. Ancestry Features DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.   Class Features Class ProficienciesPerception: Trained (◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Religion, Trained in one skill based on Deity, (Iomedae; Intimidation) ; two additional skills plus Intelligence modifier, (Diplomacy, Society, Survival) Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: All Armor: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Strength): Trained (◆) Spellcasting (Divine, Charisma): Spell Attack: Trained (◆), Spell DC : Trained (◆) | Champion's Codeou follow a code of conduct, beginning with tenets shared by all champions of an alignment, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet is a violation of the champion code. If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.Champion's ReactionRetributive Strike (Reaction) Uncommon, Champion, Divine, Emotion, Enchantment, Mental TRIGGER: An enemy damages your ally, and both are within 15 feet of you. EFFECT: You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. | Devotion SpellsYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. | Shield BlockYou gain the Shield Block general feat, a reaction that lets you reduce damage with your shield. |Tenets of Good- You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. - You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. | Tenets of FaithIomedae (The Inheritor) [LG] Iomedae, the youngest among the prominent deities of the Inner Sea region, had already proven herself worthy of divinity before her ascension. Born in Cheliax, she followed the path of the sword and fought evil, eventually becoming a paladin of Aroden’s herald Arazni. She became a legend among the Shining Crusade, leading the Knights of Ozem in a series of victories over the Whispering Tyrant. Iomedae became the third known mortal to pass the Test of the Starstone when she ascended to divinity in 3832 AR. As Arazni had been slain during the Shining Crusade, Aroden elevated the newly ascended goddess to be his new herald. When Aroden himself died, Iomedae inherited most of his worshippers and became a major deity of honor and justice. EDICTS: Be temperate, fight for justice and honor, hold valor in your heart ANATHEMA: Abandon a companion in need, dishonor yourself, refuse a challenge from an equal AREAS OF CONCERN: honor, justice, rulership, and valor FOLLOWER ALIGNMENTS: LG, NG | Paladin's CauseYou’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay-on-hands devotion spell. After the tenets of good, add these tenets: You must act with honor, never taking advantage of others, lying, or cheating. You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws. Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Hefty HaulerYou can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.   Deity's DomainDEITY'S DOMAIN TRAITS: Champion You embody an aspect of your deity. Choose one of your deity's domains, Might You gain the domain's initial domain spell as a devotion spell.   Die HardIt takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. | Orc FerocityFrequency: once per day Trigger: You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. | Shield BlockSHIELD BLOCK (Reaction) TRAITS: General TRIGGER: While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +0 Arcana: +1  Athletics: +7 ◆ Crafting: +1 Deception: +1 Diplomacy: +4 Intimidation: +4 ◆ Lore (Farming): +4 ◆ Medicine: +0 Nature: +0 Occultism: +0 Performance: +1 Religion: +3 ◆ Society: +4 ◆ Stealth: +0 Survival: +0 Thievery: +0   Attacks MELEE RANGE Greatsword, Versatile P ◆, +7 1d12+4 S Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +7 1d4+4 B Dagger, Agile, Finesse, Thrown, Versatile S ◆, +7 1d4+4 P Dagger, Agile, Finesse, Thrown, Versatile S ◆, +7 1d4+4 P   Javelin, Thrown ◆ +3 1d6+4 P       FOCUS SPELLS  Spell Tradition: Divine | Divine Save DC: 14 | Divine Spell Attack Modifier: +4 MAX FOCUS: 1 CURRENT: 1 Lay on HandsLAY ON HANDS Uncommon, Champion, Healing, Positive CAST: ◆ (Somatic) RANGE: Touch; TARGETS: 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay-on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. HEIGHTENED (+1): The amount of healing increases by 6, and the damage to an undead target increases by 1d6. Athletic RushATHLETIC RUSH Uncommon, Cleric, Transmutation Domain: Might CAST: ◆ (Somatic) Duration: 1 Round Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action. FOCUS 1 FOCUS 1 Inventory Platinum Gold   Silver Copper 0 0   3 0 Weapons & Armor     Breastplate Javelin Greatsword Dagger Adventuring Gear Worn Stowed Backpack, Grappling Hook, Crowbar   Bedroll, Flint and Steel, Rope, Torch (5), Chalk (10), Rations (2), Soap, Waterskin   Current Bulk: 4 Encumbered: 11 Maximum:  16.0   Backstory   From a young age, Shiev was instilled with the values of hard work, compassion, and honor that were characteristic of her homeland. Her parents, one a skilled blacksmith and the other a healer. Taught her the importance of using her abilities to benefit others. Shiev often spent her days helping her mother tend to the sick and wounded, and her evenings learning the art of the forge from her father. As she grew older, Shiev's sense of duty and righteousness became apparent. Her fascination with stories of the Aldori sword lords and the heroes of Rostland who stood against conquerors stirred a desire within her to follow in their footsteps. She longed to be a champion for her people and her land, upholding the ideals of honor and justice. One fateful day, a traveling priestess of Iomedae named Seraphina Dawnbringer arrived in Rostland, spreading the teachings of the Inheritor and offering guidance to those willing to take up her holy cause. Seraphina recognized the potential for greatness in the young orc woman and took her under her wing. Under the mentorship of High Priestess Seraphina, Shiev trained as a Paladin of Iomedae, honing her combat skills and her unwavering commitment to justice. Seraphina became both a mentor and a motherly figure to Shiev, teaching her the ways of Iomedae, training her in combat, and nurturing her spiritual growth. She instilled in Shiev the importance of upholding the tenets of Iomedae, even in the face of adversity. Shiev became a beacon of hope and righteousness in her community, defending it against threats and helping those in need. When news of the expedition to the Stolen Lands reached Shiev's village, Shiev saw it as an opportunity to fulfill her deepest convictions. She believed that by establishing a kingdom in the untamed wilderness, she could bring the light of Iomedae and the principles of honor to a new frontier. With her sword, armor, and unwavering faith, she joined the expedition, ready to face the challenges that awaited her and to forge a new chapter in the history of her homeland.
  25. Oliver Bloodworthe Name: Oliver Bloodworthe- Gunslinger Nationality: Free States Class: Warrior Background: Soldier Age: 32 Backstory: Oliver was the third son of a third son.  It didn't mean much in the early part of his life, but it did mean he was never going to inherit his family's land.  That was ok by him.  He wasn't the best at figurin, mathin, or figuring out which politician seemed to be the best.  The truth is they all seemed terrible to him, the politicians that is.  Oliver did his time in the military and then stayed because he enjoyed it.  He didn't always like the fighting and killing or anything, but the rest of it was a lot like combining camping and hunting, and he liked both of those well enough.   Oliver never moved up the command chain, he managed to keep himself in the action, and that was ok with him too.  He liked well enough to be told what to do, and not have to worry about much else.  Of course, when the military found out he could shoot the flea off a dog's back at 1000 yards, they let him train to be one of their snipers.  Funny thing was, Oliver liked the excitement of the close-up stuff better and found himself doing a bit of both. Eventually he just sort of aged out of the military.  It wasn't that they couldn't use him, they just didn't really know what to do with him anymore.     Oliver went back home for a bit when he left the military, but it was clear they didn't know what to do with him either.  He had no wife, no skills other than killing things, and it's not like he had a head for the family business.  He'd heard a rumor about a ship leaving for the sea looking for some new lands.  He didn't know much about all that, but he figured they would probably need something shot.  He was happy to be able to go back to camping and hunting.   Stats, Skills, Saves Stat Score Modifier STR 10 0 DEX 10 0 CON 14 +1 INT 6 -1 WIS 11 0 CHA 10 0   Skill Modifier Shoot +1 Survive +0 Stab +0 Notice +0   Save Score Physical 14 Mental 15 Evasion 15 Luck 15   Class Features and Foci Class Features Killing BlowWhenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict. Veterans LuckOnce per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. Foci Deadeye 2Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll. Level 2: You can reload crossbows or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible. Equipment Weapon AB Damage Range Attributes Reload Hand Axe +1 1d6+1 Shock 2/ AC 15 10/30 T - Pistol +2 1d6+2 15/45 AP 1 Rifle +2 1d12+2 600/1200 AP/PM 2   Unencumbering Gear Backpack Clothes. Common Boots     Readied Gear Encumbrance Rifle 2 Pistol 1 Hand Axe 1 Ammo 18 Rounds 1 Total 5   Stowed Gear Encumbrance Waterskin 1 Rations 1 Week 4 Tinder Box * Rope 50' 2 Ammo 20 Rounds 1 Ammo 20 Rounds 1 Ammo 20 Rounds 1 Total 10   Other Gear Riding Horse   Gold Silver 16 12   AC=10 Movement= 30 Ft  
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