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  1. Chissek Longtooth Lizardfolk (Wetlander) - Untamed Druid 1 The strength of the pack is the wolf, and the strength of the wolf is the pack. This is the law of the Jungle, as old and true as the sky. And the wolf that shall keep it may prosper, but the wolf that shall break it must die. Abilities: Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 18 (+4) Charisma: 10 (+0) HP: 18 | AC: 17 | Speed: 25 | Focus: 2/2 | Class DC: 17 Perception: +7 | Fort: +5 | Ref: +4 | Will: +9 Attacks: Melee Lizardfolk Fangs +6 (unarmed), 1d8+3 P Melee Lizardfolk Claws +6 (unarmed, Agile, Finesse), 1d4+3 S Primal Prepared Spells: DC 17, attack +7 Cantrips: Healing PlasterCantripEarthTransmutation Cast somatic Range 5 feet; Targets a handful of dirt or mud Duration 10 minutes You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth. Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check., Glass Shield1 action CantripConcentrateEarth Duration until the start of your next turn Defense basic Reflex You summon a layer of clear glass to keep you from harm. This cantrip functions as the shield spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take 1d4 piercing damage from the glass shards. Heightened (3rd) The shield has Hardness 4 and 8 Hit Points, and the damage increases to 1d4 + your spellcasting attribute modifier. Heightened (5th) The shield has Hardness 7 and 16 Hit Points, and the damage increases to 2d4 + your spellcasting attribute modifier. Heightened (7th) The shield has Hardness 10 and 24 Hit Points, and the damage increases to 3d4 + your spellcasting attribute modifier. Heightened (9th) The shield has Hardness 12 and 32 Hit Points, and the damage increases to 4d4 + your spellcasting attribute modifier., Eat FireReaction Trigger You would take fire damage. Duration until the end of your next turn You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking). Belch Smoke You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Heightened (+3) The resistance increases by 5., Ignition2 actions Range 30 feet; Targets 1 creature Defense AC You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s. Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage. Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4., Caustic Blast2 actions Range 30 feet; Area 5-foot burst Defense basic Reflex You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage. Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1. Focus: Untamed From2 actions You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form., Untamed Shift1-3 actions Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it. Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet., Pest Form2 actions Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction. Speed 20 feet. Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) Low-light vision and imprecise scent 30 feet. Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. 1st: HealHealing, Necromancy, Positive Cast [one-action] to [three-actions] Range varies; Targets 1 willing living creature or 1 undead You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. [one-action] (somatic) The spell has a range of touch. [two-actions] (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. [three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst., Runic WeaponActions: 2 Range touch; Targets 1 weapon that is unattended or wielded by a willing creature Duration 1 minute The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two Heightened (6th) The weapon is +2 greater striking. Heightened (9th) The weapon is +3 major striking. Skills: Acrobatics +1 • untrained 0 • Dex 1 • Item 0 Arcana -1 • untrained 0 • Int -1 • Item 0 Athletics +3 • untrained 0 • Str +3 • Item 0 Crafting -1 • untrained 0 • Int -1 • Item 0 Deception +0 • untrained 0 • Cha 0 • Item 0 Diplomacy +0 • untrained 0 • Cha 0 • Item 0 Intimidation +3 • trained 3 • Cha 0 • Item 0 Lore: Tanning +2 • trained 3 • Int -1 • Item 0 Medicine +4 • untrained 0 • Wis +4 • Item 0 Nature +7 • trained 3 • Wis +4 • Item 0 Occultism -1 • untrained 0 • Int -1 • Item 0 Performance +0 • untrained 0 • Cha 0 • Item 0 Religion +4 • untrained 0 • Wis +4 • Item 0 Society -1 • untrained 0 • Int -1 • Item 0 Stealth +1 • untrained 0 • Dex +1 • Item 0 Survival +7 • trained 3 • Wis +4 • Item 0 Thievery +1 • untrained 0 • Dex +1 • Item 0 Languages: Common, Iruxi, Wildsong Feats: Class: Animal EmpathyYou have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case., Untamed FromYou are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats., Voice of NatureYou gain your choice of either Animal Empathy or Plant Empathy., WildsongYou know the Wildsong, a secret language spoken only within druid orders. In addition to any languages you know through ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema. Ancestry: Breath ControlYou have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead., ClawsYour sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits., Sharp FangsYour teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage., Wetlander Swim SpeedYour family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed. Survey WildlifeYou can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty. Equipment: platinum: 0 | gold: 10 | silver: 8 | copper: 5 Defensive: hide armor and hide shield Offensive: lizardfolk fangs Other: backpack [bedroll, rope, sickle, rations (2 weeks), bright red ball] Description: height: 5'10" weight: 200 lbs skin: dark swampy green eyes: dark green gender: male age: 20 Background: Chissek was hatched to a small tribe of lizardfolk in the Stolen Lands, but he found his calling in life under the instruction of a recluse - Hyssthk, an old Iruxi hunter who traded skins and meat with several tribes in the region, both Iruxi and otherwise. Early life more details Hatched from a clutch of three, only he and his sister surviving past the first year, Chissek grew up in the Swift Current tribe, a tribe that fiercely guards territory along a hilly stretch of river and streams. Their few settlements are mostly in caves with access to their river, and the Swift Current tribe are excellent swimmers, fishers, and canoe crafters. Chissek's parents were distant, but not altogether negligent in raising their young. Villages have a tendency to step in where needed, and so Chissek being very independent from the start grew up almost feral. His sister Ineesu, on the other hand, was always much more social and really grew in favor with tribal leaders. Ineesu developed a fascination in early life with elves and elven culture, and began borrowing whatever scraps of fabric she could get her claws on to try to make her own elf inspired flowing dresses. Many in the tribe consider it to be an unhealthy obsession, and even Chissek shared this disgust of her elf-obsession in his younger years. In her adolescence, Ineesu timidly asked those closest to her that they begin calling her Yalandra. To Chissek, she first confided that she believed herself to be an elf-maiden born in the wrong body. At first, Chissek responded with disgust to this revelation, but with time, he came to see his reaction had deeply hurt Ineesu, and she was becoming more withdrawn. His own experiences with Hyssthk, seeing shapeshifters and slowly learning himself the joy of taking on other forms, he felt a deep shame growing in himself. On the day of their fifteenth birthday, he sought her out with gifts. He brought her beautiful fabrics of vibrant blues and greens, obtained from an unguarded clothesline days’ journey away, as well as a wig made of long animal hairs decorated with feathers like a story book elf maiden. He called her Yalandra, presented her the gifts, and embraced her. One day, her promised, he would learn to transform her into a true elf. At around 11 years old, Chissek officially became Hyssthk's apprentice, helping him to hunt and skin animals. But Hyssthk wasn't as reclusive as Chessik had originally believed. The old lizardfolk eventually introduced Chessik to "The Pack", a group of hunters of various different races who had known each other for decades. Some of them practiced a primal kind of magic, connected to the land, but some were just plain old hermits. Chissek learned that Hyssthk was a druid, and from The Pack he began to learn what that meant. More about The Pack The Swift Current elders had their eye on Chissek nearly from his beginning. It became clear early on that the child was stubbornly bent on living semi feral, often sleeping outdoors, and learning to hunt first from domesticated beasts before from his own kin. The one thing about Iruxi settlements that really seemed to hold his attention were the local shamans and the traveling druids, with their tales of ancient heroes and ancient magics. It was the elders who first introduced the idea of a young apprentice to Hyssthk - probably the only one they knew with such a similar wild streak. Hyssthk became a father figure for Chissek, and eventually introduced the adolescent to his old circle of friends, who also became formative influences despite their rare visits. Ivan the Bear Ivan is not from the stolen lands, and generally spends most of his time north in human lands. But when the wanderlust strikes him and the wild calls to his inner beast, Ivan leaves his cozy farm life (usually in the winters when there are no crops to tend) with great ursine strides, seeking out deep old forests to wander and to hunt in. Chissek doesn't know how Ivan and his own mentor Hyssthk met, but the two crossed paths enough that a mutual respect grew between them. And Chessik knows nothing about Ivan's farm life except that he is fiercely loyal to an unnamed mate back there. Bella and Samir Baewurt A halfling couple, they escaped the slavery of their youth in Numeria. They don’t speak much of that, nor of where they learned to connect with primal magic, but they do occasionally speak of their work guiding other refugees fleeing the Technic League, scouting safe paths for them on wing overhead. Dommick Dommick, a full blooded old orc who roams the many rivers of the land, often in the form of a massive turtle (but not exclusively). Chissek doesn't know where Dommick grew up, maybe in the Stolen Lands? but mainly knows him to be an unending source of dad jokes. Churik, Zicha, Togretz, and Volissish Other Iruxi druids, known to the Swift Current tribe but not only to them. They travel among Iruxi tribes, leading rituals and telling ancient Iruxi stories. It was like a sudden sunrise in his mind, bursting into glorious morning color. Chissek knew he wanted this, and Hyssthk, and The Pack on the rare oscasions Hyssthk took him to visit them, kindly obliged. But Hyssthk and The Pack grew old, and with no young apprentices other than himself that he knew of, Chissek hungered to form his own pack and to make his own stories and adventures with them. And so he left family and home behind, and followed rumors of adventurers gathering in the civilized lands to the north. Edict: The strength of the pack is the wolf, and the strength of the wolf is the pack. Loyalty to friends and community. Anathema: become fully domesticated by the temptations of civilization. Visiting settlements is ok, and it's ok to trade with them, but never become totally reliant on such places or truly call one home. Despoil natural places, consume more natural resources than needed to live comfortably, teach the Wildsong to non-druids.
  2. Ihrin Giurea Human • Entertainer • Maestro Bard 1 Medium • CG • Traits Abilities Strength 10 (+0) • Dexterity 14 (+2) • Constitution 14 (+2) • Intelligence 12 (+1) • Wisdom 10 (+0) • Charisma 18 (+4) Boosts • Ancestry: Charisma, Dexterity • Background: Charisma, Constitution • Class: Charisma • Free: Constitution, Intelligence, Charisma, Dexterity Adventuring & Combat HP 18/18 Perception +5 • Expert 5 • Wis 0 • Item 0 • Senses: Speed 25 Class DC 17 • Trained 3 • Base 10 • Cha 4 • Item 0 Armor and Shields AC 16 • Trained 3 • Base 10 • Dex 2 • Item 1 Saving Throws • Fortitude +5 • Trained 3 • Con 2 • Item 0 • Reflex +5 • Trained 3 • Dex 2 • Item 0 • Will +5 • Expert 5 • Wis 0 • Item 0 Weapon Proficiencies • Trained: Simple Weapons, Longsword, Rapier, Sap, Shortbow, Shortsword, Whip Skills Acrobatics +5 • Trained 3 • Dex 2 • Item 0 Arcana +4 • Trained 3 • Int 1 • Item 0 Athletics +0 • Untrained 0• Str 0 • Item 0 • Armor -0 Crafting +1 • Untrained 0 • Int 1 • Item 0 Deception + 7 • Trained 3 • Cha 4 • Item 0 Diplomacy +7 • Trained 3 • Cha 4 • Item 0 Intimidation +7 • Trained 3 • Cha 4 • Item 0 Lore Theater +4 • Trained 3 • Int 1 • Item 0 Medicine +0 • Untrained 0 • Wis 0 • Item 0 Nature +0 • Untrained 0 • Wis 0 • Item 0 Occultism +4 • Trained 3 • Int 1 • Item 0 Performance +7 • Trained 3 • Cha 4 • Item 0 Religion +0 • Untrained 0 • Wis 0 • Item 0 Society +4 • Trained 3 • Int 1 • Item 0 Stealth +5 • Trained 3 • Dex 2 • Item 0 • Armor -0 Survival +0 • Untrained 0 • Wis 0 • Item 0 Thievery +5 • Trained 3 • Dex 2 • Item 0 Languages: Common, Abilities Feats Fascinating Performance • Skill Feat Bon Mot • Skill Feat Lingering Performance • Bard Feat Spells & Powers Cantrips Shield Needle Darts Musical Accompaniament Bullhorn Ghost Sound 1st Level Spells Soothe Fear Color Spray Composition Spells Counter-performance Inspire Courage Inventory Money: 5 GP, 7 SP Bulk 6/9 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Handheld Music Insturment • Bulk 1 • Notes 100 Arrows • Bulk 1 • Notes Adventurer's Pack • Bulk 1 • Notes Arms and Armor Leather Armor • Bulk 1 • Notes Shortbow • Bulk 1 • Notes Rapier • Bulk 1 • Notes Appearance Personality For Ihrin the adage that the world is a stage is very true. Life has taught her that the world communicates behind masks, and she does the same. She tries to remain on good terms with people, but truly opening up is something she struggles with. Tenets The world is best confronted with a mask. Anathema Do not tolerate those who sell poison to others Don't steal from those who don't deserve it Backstory Ihrin was born to a family of performers and entertainers who performed on the streets, making their money by way of entertaining the common folk of the city. It wasn't an easy life. Slim earnings, and after a long time of barely having enough to eat, they began to fleece their audience. It was something her parents had done before, and something they were quick to share with their children. Not a lot, which for most of her family was enough to assuage guilty consciences. Ihrin never agreed with going after the poor, but hunger is a powerful test of one's morals. Most of her siblings just saw it as a necessary thing to keep alive. Who cared if a little coin was taken from their patrons? They didn't think it would matter. One of her younger sister did though, and together they planned for a way out of the crime her family was mired in. The Kendall Ampitheatre was their goal, to perform on that stage there, to catch the attention of the upper crust and entertain them instead. Perhaps to lift their entire family out of poverty. The training was relentless for them both, as were trying to find the money to afford the training in the first place. Still, they progressed well and were only a few weeks from their debut when it happened. She pushed her younger sister too far. Ihrin didn't know why she'd failed to notice the signs, till she came home one night to her sister convulsing on their bed. Ihrin got her to a doctor immediately, spending the rest of her savings on getting her sister treatment. While her sister heals, Ihrin is stuck on the streets, with an empty wallet and a sneaking suspicion about an old associate of her father's who might have gotten her sister hooked on Shiver. A Common Thread Addicted Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you. Bonus Skill Feat: Bon Mot Ihrin has had to learn to read into others as a performer, and telling exactly what people's strengths and weaknesses are in the social setting. Harrow Intended Archetype(s): Rogue Dedication Harrow: The Courtesan [Cha - CN] This is the Chaotic Neutral card of Charisma. It represents political intrigue and the superficiality of social niceties.
  3. Orc, Street Urchin, Rogue (Ruffian racket) Harrow Card: The Uprising APPEARANCE Butch is built like a brick shithouse, standing over 6 feet tall. His bald head sports two ears malformed from years of beatings, together with an equally hideous nose. Small brown eyes are lodged deep into his skull. A mouthful of tusks is barely contained by his lips. His ragged clothes have seen better days, a glint of steel breastplate occasionally shining through holes in the cloth. His weapons of choice are a dagger with large guard for blocking, and a spiked ball on chain. BACKSTORY Butch was born and raised in Old Korvosa. His father was absent and his mother was sickly and full of bitterness, so the hot-headed boy was almost never home (if you could call a rotting wooden shack with one and a half beds a home). He wound up in the worst of companies, a child gang - "Cheliax Imps". Led by Sly Ruth, halfling girl with a hair full of flame and head full of schemes, they gang would steal, bully and extort their way through life. Butch, now the 'Bully' of the group, was acting as the muscle. Big Thimble, gnome of unusually small stature, was a crackshot with the sling and had a way around (almost) every lock. Lastly, Cassie was an easy- going human girl who could run her mouth without stopping for hours, leaving adults stupefied and distracted. The rough life in the streets had him pick up a lot of useful skills here and there. He was seventeen when Ruth came up with the most brilliant of her schemes yet, getting in touch with one Gaedren Lamm, a legendary figure. Finally, a chance to score big! One job after the other, Butch was living the high life of crime and loving every moment, growing more careless. Few jobs later, another job from Gaedren Lamm comes along. But this time, Butch was not the enforcer - he was the fall guy. Blindsided by the betrayal, Butch spends the next five years in city jail with a lot of time to think. First thing he does with his newfound freedom? Finds out his ma, fixes up her derelict shack and sets her up for the nearest future. Then, after doing a few odd jobs here and there, he decides to use his brain, perhaps for the first time in life, and starts plotting to take down Gaedren Lamm. EDICTS Play dirty. Honor is for pretentious idiots who never had to fight for a piece of bread. Use all you got at your disposal. Own up to fuck-ups. So you screwed up. That's fine! Not the first time, not the last. Be a man and take responsibility, for once. Use your brawn AND your brain. Any midwit can get big and scary. You are built different - there is something special in that big skull of yours. Use it! ANATHEMAS Bully kids. Seriously? You're better than that. Remember your roots. Play along. Something's wrong? Say it. Or you might end up in jail again, played like the fool you are. Rat a guy out. The law is not your friend. Got a problem? Solve it yourself.
  4. WORK IN PROGRESS: Disclaimer #1: This is my first PF2 character since the playtest. There may be many errors. Disclaimer #2: I am running this AP on this site. Currently in book 2. I am fully capable of not using out of character knowledge. Human Cleric of Norgorber RACE: Human ANCESTRY: Natural Skill BACKGROUND: Street Urchin CLASS: Cleric (Cloistered) HERITAGE: Skilled ALIGNMENT: TN COMMON THREAD: Orphaned HARROW: The LostThe Lost (chaotic evil, Wisdom) is the card of emptiness and loss of identity. The bodak shown is forever mad, lost in a world of lunatics, insane asylums, and mass killers. For those under its influence, the world makes no sense. It evokes times where all is babble, as when meeting someone who speaks only in another tongue. Misaligned, it can indicate clarity of mind under duress. Character Data DESCRIPTION: Dressed in black from head to toe, from his matte black boots to his dull black hooded cloak, Malique Mydknyght (not his real name) gives the appearance of someone who has put the entirety of their self-worth into the image they've created for themselves. Someone who wants to be seen as a creature of mystery, associated with darkness, and adored for his sense of fashion and style, and trying much too hard to make that happen. He is clearly oblivious to the fact that if he toned it just a little, he would be much more successful in these endeavors. Armed but unarmored, he moves with a practiced swagger, as if at any moment, he could seduce a countess, win a poker game, or disappear in a puff of magical smoke. His beady little eyes are shifty, often peering out from the edge of his oversized hood. He works much too hard at keeping his features hidden, positioning himself so his face is in shadow. If he's watched long enough, he might be seen gauging the light and shadow of an area to find the more shadowy corner and shifting from one location to another to add to his mysterious air. BACKGROUND: Malique Mydknyght (pronounced 'midnight') is a self-named cleric of unknown origin. Malique is not the first fake name he's used, and may not be the last. A devout worshipper of Norgorber, god of secrets, he models his life and his choices on that of his deity. Unfortunately, since there is not a lot of information to be had, and half of that information often contradicts the other half, there isn't a lot of guidance for a self-motivated devotee to adhere to. Malique doesn't talk about himself often, and when he does, it's usually a lie. However, in quiet moments, he might tell the story of an young man, raised by sturdy craftsman parents, who was abducted and indentured to a reprehensible local crime boss. The young man persevered, learning the skills that would serve him well under his new employ -- pickpocketing, skulking in shadows, moving silently in the night, listening for the scrape of the Korvosa Guard's cheap hobnailed boots on the cobblestones. The young man was abandoned in a job gone wrong, left for dead. Never to be seen or heard from again. It's a cautionary tale about knowing who to trust, and to always expect a knife to the back. PERSONALITY: Although he has chosen a dark path and adhered to it zealously, Malique is at his core a good man. Unfortunate events in his life have pushed him to believe that following in Norgorber's footsteps is the best and possibly only way for him to survive. He is neither vile or malicious, nor is he particularly kind or caring. Life's lessons have shown him that it's a difficult and dangerous world, and one must adapt or perish. Conceit: Me and my friends in high school. lol Concept: Young man trying to be good while following a dark path Character Arc: Talented but inexperienced, his personality and outward image are all a house of cards -- a facade that could crumble at any moment. Constantly remaking himself, as he gains experience and genuine self-confidence, will he cement his choices, or grow into a different path? Roleplay Inspirations: - Karen Keiko Tanaka from - Dirk Black Darke Phoenix from Mystery Men - Dirk Diggler from Boogie Nights ("This is real imported Italian nylon!") Show Chargen Rules All character creation rules can be found at Lore & expanded setting information can be found at The original, 1E, Player's Guide may be found here: The following is an excellent character building app, available in browser & mobile format, The following optional rules will be used over the course of this campaign: , specifically , which our protagonists will find at a given point in the story. These artifacts are specifically tied to the Harrow Deck, and, as such, the specific card and suit should be considered and indicated in your submission. Create a New Topic: Your submission must include the following Starting Level: 1, Milestone leveling. Ancestries, Backgrounds & Classes: Any common ancestry, background, or class. One, and only one, of these *may* be Uncommon. Rare Heritage or Background will not be allowed. Alignment: As the Remaster filters out, albeit, piece-meal, I will not be using Alignment. You will, instead, provide me with three Tenets of your character, and three Anathema. These tenets and anathema will be in addition to any gained via your class, religion, or other, similar mechanics. However, the staunch defenders of Korvosa must be, just, that. People who are willing to fight against oppression and tyranny, people who are willing to work together to achieve those goals, and people who are, ultimately, heroic in nature. Backstory: A hero of Korvosa is one who was, likely, born in the City, or has spent the majority of their life there. As such they have deep roots in the region, to it's peoples, and it's various districts. While a backstory does not need to be exceptional long it should include the following. A brief synopsis of their childhood, where they grew up, who took care of them, and formative events. Similarly some notation about their apprenticeship in their craft, where did they train to do what they do, who trained them, what allies did they make at that time, what rivalries formed between peers. Finally, please see the , for a modified version of Campaign traits. Appearance & Personality: A brief description of the character, both casually and in adventuring attire, including a picture would help visualization immensely and be greatly appreciated. A brief description of the characters personality, their core values, motivations and desires, some quirks or affectations that make the character more relatable would be highly suggested. Artwork: While not mandatory, it helps me with visualization, and I will be creating tokens for each selected player for use in encounter maps.
  5. Maryn Saoirse Class: Life Oracle Archetype: TBD Ancestry: Human Background: Cook Gender: Female (She/Her) Age: 39 Height: 5'4" Weight: 205# Show Alignment Tenets: Protect those close to you Earn your keep Embrace your talents Anathema: Put self first at expense of others Needlessly harm without cause Disrespect others' ideals Show Statblock Pathbuilder sheet can be found Maryn Saoirse Oracle 1 Medium | Human Versatile Heritage | Humanoid Perception +4; Languages Common, Halfling Skills Acrobatics +0, Athletics +1, Diplomacy +7, Intimidation +7, Lore: Cooking +3, Medicine +4, Religion +4, Society +3, Survival +4 Str +1, Dex +0, Con +3, Int +0, Wis +1, Cha +4 Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools AC 14; Fort +6, Ref +3, Will +6 HP 22 Speed 25 feet Melee Dagger +4 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P Divine Known Spells DC 17, attack +7; 1st , (2 slots); Cantrips , , , , , Focus Spells (2 points) Healer's Blessing Range 30 feet; Targets 1 willing living creature Duration 1 minute Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. Heightened (+1) The additional healing increases by 2 HP. Life Link Range 30 feet; Targets 1 creature other than you Duration 1 minute You forge a connection of life energy between you and your target, distributing harm between both of you. When you first Cast the Spell, the target recovers 1d4 Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. The spell ends immediately if you fall unconscious. You can Dismiss the spell. Heightened (3rd) You can target 2 creatures other than you. Increase the initial healing to 3d4 and the maximum damage reduced and Hit Points lost to 5. Heightened (6th) You can target 3 creatures other than you. Increase the initial healing to 6d4 and the maximum damage reduced and Hit Points lost to 10. Heightened (9th) You can target 4 creatures other than you. Increase the initial healing to 9d4 and the maximum damage reduced and Hit Points lost to 15. Additional Feats , , , Additional Specials , , , Show Backstory The Early Days The early days of Maryn are something she talks little about, but everything she does divulge settles on a few consistent facts: She is decidedly human, has lived in some part of Varisia her whole life, though did not grow in in Korvosa. Her fair skin and fiery red hair give hints that she is of mixed Varisian and Ulfen heritage, so any stories of her childhood being "someplace north of Riddleport" was decidedly plausible. Born to a tailor and carpenter, her storytelling by the fire often jokes about how she is a second-generation adventurer, how her parents settled and "domesticated" after having her. She was a vibrant child, often scraping knees with the other kids and fueled by tales of her parents' former exploits. Often spending free time outdoors, it was almost expected that she would leave the nest on some grand adventure of herself. Such fate was sealed in the forests along the Varisian border one day when she happened upon a strange shaman whilst wandering one afternoon. She was a strange woman...clearly in her crone years, exotically dressed, covered in tattoos and walking with a gnarled staff. Maryn approached, her curiosity overcoming her as she stood face to face with the woman. She introduced herself to the young girl in a heavily clipped accent, identifying herself as a fertility priestess of a long-forgotten entity of power. She explained that this was no chance meeting, and before Maryn could react she was blessed by the priestess. The feeling of warmth and life suffused her very being, filling her with an exhilaration she could not fathom to explain. She felt alive, more than ever before. It was not long after this encounter that she found herself packing her bags, setting herself out to spend her post-adolescence broadening her experience of the world. Stages of Change From her late teens to early twenties, Maryn was making a name for herself as a sort of freelane mercenary...at least that is what she viewed her version of adventuring was. Taking odd jobs, applying her burgeoning talents, she found herself running escort, bodyguard, and basic reconnaisance missions. Her aptitude with tending to wounded and mild magical ability did not go amiss wherever she was applied, and the effects of the life essence emanating from her very being seemed to cause a morale boost with whomever she was with. As it so happens, that is how she met who would eventually become her husband, Connor. By some chance of fate, she happened to be outside of Korvosa, and happened upon the aftermath of an ambush of a Korvosan Guard patrol. There were not many survivors, but she did not hesitate, quickly tending to and stabilizing the few that remained, including a handsome young man, clearly just joining the guard and likely on his first assignment. She jokes in this story that when Connor came to, he thought she was one of the angelic Valkyries, come to take him to the afterlife! And so, the blessings of life bringing these two kindred spirits together, that Maryn found herself staying in Korvosa on a more long-term basis. Connor seemed to share his zeal for life and dedication to one's occupation, and under the blessings of the gods found themselves wed within the year. Maryn's connection to the energies of life seemed to thrive, compounding on her joy and happiness as she said her vows. It wasn't long after that did Maryn find herself hanging up her adventuring gear, settling into a home in Korvosa's North Point. The additional essence of life that soon blossomed within her caused her to change her priorities, and in the following spring she welcomed her son Caleb into the world. Descent into Despair A fair and ideal world would have let this story be at its conclusion, a proper and homely happily ever after for a new family. Sadly, this would not be the case. Just two years after Caleb's birth Maryn would lose Connor during an operation outside the city limits. Missing, presumed dead was all she was told, and that she would have to vacate his home as it was reclaimed by the city. With a young boy on her hip, the woman had to resettle elsewhere, finding a flat in Old Korvosa. It was not the comfort she was used to, but she was determined to make the best of it for her and her boy. Work came easily enough; with her gift to make things brighter wherever she went, she had little trouble convincing a tavern in Midland to hire her, gaining some talent as a cook. Every day she would make hearty meals for the patrons, taking home the leftovers to feed herself and her son, settling into this new, less esteemed, but no less fruitful lifestyle. As life went on, Maryn grew older, flourishing as a cook as she watched Caleb grow up. He inherited much of both his parents' zeal, showing interest in following in Connor's footsteps in the Korvosan Guard. Maryn supported him, encouraging him with lessons and trainers when she could afford it, gifting him her husband's wedding ring (left with her before he went missing) to wear about his neck when he became a teenager. She was proud, eager to see what he would become. That was when the true tragedy struck. A Common Thread(OOC)Adapting the Tragedy Common Thread, and taking Forensic Acumen as the related Skill Feat The deepist pits of Maryn's dread arose one evening when she came home from work and finding Caleb not at home. He knew she liked to worry and always chastised if he missed a meal no matter the cause. She waited until nightfall, but when a Korvosan Guard arrived at her door, and not Caleb, the pit of dread grew to the point of being near suffocating. And then she saw it, as she was led to an alley.. ...Caleb, stabbed in the chest and unmoving. The sound that came from Maryn the moment she fell to her knees was not humanoid. Tears wept as she wailed, pushing the guards away as she looked upon her teenaged boy. Her pride and joy, all potential and source of pride, extinguished as if by some random act. Giving her some privacy, the guards looked away, and as the tears slowly faded, a cold emptiness took their place within the woman. Hugging her son one last time, she saw the signs of struggle, the marks of being searched through..and the missing ring from around his neck. Silently, she left the alley, departing into her now solitary life. The Next Step Some time passed after that tragic day, and Maryn had not been idle. Any time spent not laboring was investigating, inquiring, searching for that ring, the final physical manifestation of the love and life she had bloomed in her existence. She eventually found it, pawned and ridiculously overpriced, adding to her despair, but this time she had a name: Gaedren Lamm. Returning home, she knelt down beside her bed, eyes closed as she searched for that spark within her, that wellspring of life given to her so long ago as she pulled out a trunk from under the mattress. Pulling out the old armor and equipment, the redheaded woman glanced at herself in the small mirror beside her bed. Her she was now: older, softer, rounder, worn with experience and time. But here she was, potentially about to become an adventurer once more... Show Description Under normal circumstances, Maryn's appearance befits someone of her age, circumstance and profession. Dressing plainly, the woman's fiery locks kept back in a loose bun, she would work the kitchens in a simple linen dress, accented by an apron hugging her curves. Her face, often dusted lightly in spots with flour, almost always carries a gentle, nurturing expression to it, eyes bright and warm. In the event that she does adventure at this stage of her life, her appearance is almost night and day. Her warmth diminished but still present as she stands, her posture straight and eyes forward. Her frame squeezes into a set of leathers with some armor accutrements, capable if not a bit ill-fitting. In truth, she has not had cause to wear armor for some time, and it shows. Show Personality Maryn is best described as a steady and supportive homebody who might be perceived by some as "playing adventurer." It is a fair assumption, as most adventurers average a younger level of maturity than she. Indicative of her age, she lacks much of the forward zeal and brashness of her contemporaries, generally taking an even measure of her tasks and pacing. She enjoys learning about others' endeavors, and takes pride in the success of her friends. She is also a big fan of creature comforts, refusing to devalue the impact of a good meal or a soft bed on one's morale. Very few things will get under her skin, but when something does, the mama bear awakens. She does not take threats to those close to her lightly, and does not hesitate to step in to help should the need arise. Show Harrow Card In mechanical terms, the intent with Maryn is to archetype into Medic first, then possibly eventually into something like Champion, depending on how her progression in the story unfolds. The Empty Throne represents her loss of self from her relatively recent events, to turn into a renewed sense of purpose Alternatively, the Survivor would also be thematically appropriate given her history with loss and striving to persist.
  6. Human • Male • Witch 1 Size: Medium • Familiar: Raven "Bran" • Patron Theme: Rune • Noble Abducted Harrow: Inquisitor Abilities Strength 10 (+0) • Dexterity 14 (+2) • Constitution 14 (+2) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 10 (+0) Boosts • Ancestry: Int, Con • Background: Int, Dex • Class: Int • Free: Int, Dex, Con, Wis. Adventuring & Combat HP 8/8 Perception +4 • Trained 2 • Wis 1 • Item 0 • Level 1 Speed 25' Class DC 17 • Trained 2 • Base 10 • Int 4 • Level 1 Armor AC 15 • Trained 2 • Base 10 • Dex 2 • Item 1 • Level 1 • Trained: Unarmoured Saving Throws • Fortitude +5 • Trained 2 • Con 2 • Item 0 • Level 1 • Reflex +5 • Trained 2 • Dex 2 • Item 0 • Level 1 • Will +6 • Expert 4 • Wis 1 • Item 0 • Level 1 Weapon Proficiencies • Trained: Simple, Unarmed Dagger +5 • Trained 2 • Dex 2 • Item 0 • Level 1 • Damage 1d4P • Versatile S • Throw 10ft • Finesse • Agile Crossbow +7 • Trained 2 • Dex 4 • Item 0 • Level 1 • Damage 1d8+4P • Range 120' Skills Acrobatics +5 • Trained 2 • Dex 2 • Item 0 • Level 1 Arcana +7 • Trained 2 • Int 4 • Item 0 • Level 1 Crafting +7 • Trained 2 • Int 4 • Item 0 • Level 1 Genealogy Lore +7 • Trained 2 • Int 4 • Item 0 • Level 1 Library Lore +7 • Trained 2 • Int 4 • Item 0 • Level 1 Scribe Lore +7 • Trained 2 • Int 4 • Item 0 • Level 1 Medicine +4 • Trained 2 • Wis 1 • Item 0 • Level 1 Occultism +7 • Trained 2 • Int 4 • Item 0 • Level 1 Religion +4 • Trained 2 • Wis 1 • Item 0 • Level 1 Society +7 • Trained 2 • Int 4 • Item 0 • Level 1 Languages: Common, Gnomish, Varisan, Infernal, Thassilonian Abilities Patron Theme: Rune - Spell List: arcane - Patron Skill: Arcana - Hex Cantrip: discern secrets, phase familiar - Granted Spell: magic weapon Raven Familiar: "Bran" Abilities: - Fly - Speech - Skilled: Intimidate +5 Cantrips: - Telekenetic Projectile - Detect Magic - Read Magic - Glass Shield - Illuminate - Scatter Scree - Daze - Ghost Sounds - Mage Hand - Message 1st Level Spells: - Magic Weapon - Magic Missile - Illusionary Object - Grease - Charm Person - Fear Cauldron: - Potion of Expeditious Retreat - Healing Potion - Shielding Salve - Ration Tonic Feats Natural Ambition • Ancestry 1 • Gain Cauldron feat Courtly Graces • Background • Use Social for noble make an impression Streetwise• General (Versatile Human) • Use Social for Gather Information and Recall Knowledge Cauldron • Class 1 • Obtain 4 level 1 oil or potion formula, make 6 per batch Inventory Money: 50.3 SP Bulk 2 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Healers Tools • Bulk 1 • 50sp Backpack • Bulk L • 1 sp Writing Set • Bulk L • 1sp Hooded Lantern • Bulk L • 7sp Oil • Bulk L • 7cp Arms and Armor Crossbow • Bulk 1 • 30sp Bolts (20) • Bulk 2L • 2sp Dagger x2 • Bulk L • Agile, Finesse, Thrown 10' • 4sp Appearance Ionacu is a well appointed, quite handsome young man, or would be if his right eye was not a witchmark, an eerie bright amber-gold, completely miss-matching his natural blue left eye. He has a slight olive tinge to his smooth pale skin, his hair a shock of dark brown black hair cut relatively short for current fashions, a more elegant functional look. Personality Ionacu retains much of his egghead intellectual approach to life, addicted to his books and academic pursuits. He is still prone to analyse when he should act, to think twice when he would be better served acting on instinct. The serious young man has been taken far out of his comfort zone by his familiar Bran though, who remains irrepressible and has more than enough personality for the both of them. However, the rough reminder of the reality of a cruel world with the abduction of a dear companion has recently given Ionacu a harder edge. He now commands Bran to heel, to keep them both focused on the task at hand. What is less obvious about someone who may come across as an ivory tower dwelling young gentleman, is that courtesy of his parent's civic duties he has grown up with a finger firmly on the pulse of the city. As a youth he has helped distribute alms to the needy in Bridgefront, has raced through the Shingles with childhood friends, has seen and mapped the sewers and tunnels of the undercity. Ionacu is sensitive to all Korvosa's moods and the aspects of her inhabitants. Edicts: respect just laws, revere family, preserve friends Anathema: corruption, wanton destruction, slavery History The Family Ionacu's family could be said to be more aspiring gentry than truly noble. They have neither wealth nor courtly favour close to the throne, they do have respect and one of the oldest noble family names in Korvosa, decedents of almost royal Cheliax genealogy. The name however has proven to be more of a curse than a blessing. This distant Korvosan off-shoot was practically obliterated when conflict between the Cheliax Davian House and House Thrune meant bearing the name was a death sentence regardless of actual affiliation, assassin agents ensuring no hidden heir would appear to restoke the Davian cause. Driven into ruin the single Davian surviving line has slowly rebuilt their position by dint of hard work in service to the city. Ionacu's father holds a senior position as a city planner, his mother managing logistics for the Church of Abadar. So it is that Ionacu's family home is not in the Heights but rather in North Point, close to the municipal administrative buildings, and only a short walk to the University of Korvosa. It is a modest place on the exterior, of plain soft brown sandstone blocks, once past the ordinary foyer the abode is tastefully presented with several treasured family heirlooms, antiques and walls of bookshelves lending a sophisticated atmosphere. There are currently four inhabitants, Ionacu, his parents and their gnome retainer. Ionacu has a married elder sister living in the East Shore, busy raising her own family. Ionacu is a quintessential Korvosan, with a Chelish surname and Varisan first name, kept in honour of a great-grandfather ship captain slain combating pirates, his appearance a blend of both peoples. The Witch It is a strange thing, the creation of a witch. It can be an utter mystery, patronage can come from a multitude of sources, and who is to truly know where the 'gift' has originated. Each acquisition is different, the purposes behind the patronage inscrutable. For Ionacu the process was relatively simple. A raven seemed to befriend him, arriving to be fed at his windowsill, a bond growing between the two as the visits increased and the raven appeared to become more comfortable being around people - to the point it began to acquire things from Ionacu's bedroom, playing little pranks involving tied shoelaces and similar. One day there was a vocalised rant by Ionacu who let vent his frustrated feelings, the raven pecked back at the yelling face only a finger-width away, there was an agonising flash of pain, Ionacu was sure he would be blind in one-eye for life, only for the eye to reform, to match the same beady amber-gold eye of the raven. So it was Ionacu came into his power and the possession of a highly self-willed raven familiar. It is unusual for a witch to know their patron from acquisition, yet one matter became clear early on when Ionacu visited the Bank of Abadar, Bran was a gift from the deity himself, to certainly his mother's everlasting pride, for whatever reason Ionacu is a witch who patronage is from the god of cities. And if the truth be told, the young man certainly fits the mould, in every aspect a more direct adherer of Abadar's edits and anathemas is hardly likely to be found even amongst the clergy. The Abduction The Davian's have one retainer who they have kept through thick and thin, a gnome woman of considerable age who has served three generations of the family. She is family in every sense, beloved by all. The abduction of her daughter as much a loss for Ionacu as if his own sibling had been taken. With his newly found abilities, and lack of professional commitments, it has now fallen upon Ionacu to deal with the situation to the best of his capabilities. The Future The Davian household has long considered fleeing Korvosa. The mercurial Thune yearly edits in Cheliax rewriting history and erasing all association with whatever aspect of it displeasing the infernal Throne perhaps one day to remember there was still Davians in the world. Without funds or ability to properly cover their trail it was considered futile, counter-productive while the family rebuilt their fortunes. And for all that the heavy defeat of the Davians was now long in the past and Cheliax has far more serious concerns maintaining their crumbling kingdom. Perhaps their concerns are overly paranoid. Intended Archetype While if selected game play might lead to a different direction the intention is to take Investigator as the character archetype. About the Player Still very much on an upwards learning curve regards 2e Pathfinder 😄
  7. Lira Proietti (Kalissreavil) Human/Half-Elf (Versatile) • Fortune Teller • Thaumaturge 1 Medium • Half-Elf • Cosmic Caravan "Even in the light of day, shadows hold their secrets; it is our courage to seek them out that illumines great mysteries." Edicts • cast light in places of darkness • strive to understand ancient prophecies • provide aid and counsel without judgment to those who seek help Anathema • exploit the Harrow for selfish gain • abandon a creature in darkness • portray the night as a time of evil Abilities • Strength 10 (+0) • Dexterity 16 (+3) • Constitution 12 (+1) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 18 (+4) Boosts • Ancestry: Cha, Dex • Background: Cha, Dex • Class: Cha • Free: Dex, Con, Wis, Cha Adventuring & Combat HP 17/17 Perception +6 • Trained +5 • Wis +1 • Item 0 • Senses Low-Light Vision Speed 25ft. Class DC 17 • Trained +3 • Base 10 • Cha +4 • Item 0 Armor and Shields AC 17 • Trained +3 • Base 10 • Dex +3 • Item +1 Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude +6 • Expert +5 • Con +1 • Item 0 • Reflex +6 • Trained +3 • Dex +3 • Item 0 • Will +6 • Expert +5 • Wis +1 • Item 0 Weapon & Armour Proficiencies • Trained: Simple Weapons, Martial Weapons, Unarmed Attacks Starknife +6 • Trained 3 • Dex 3 • Item 0 • Damage 1d4+2 P • Agile, Deadly d6, Finesse, Thrown 20ft., Versatile S Skills Acrobatics +3 • Untrained +0 • Dex +3 • Item 0 Arcana +3 • Trained +3 • Int +0 • Item 0 Athletics +0 • Untrained +0 • Str +0 • Item 0 • Armor -0 Crafting +0 • Untrained +0 • Int +0 • Item 0 Deception +7 • Trained +3 • Cha +4 • Item 0 Diplomacy +7 • Trained +3 • Cha +4 • Item 0 Intimidation +4 • Untrained +0 • Cha +4 • Item 0 Lore: Esoteric +7 • Trained +3 • Cha +4 • Item 0 Lore: Fortune-Telling +3 • Trained +3 • Int +0 • Item 0 Medicine +1 • Untrained +0 • Wis +1 • Item 0 Nature +4 • Trained +3 • Wis +1 • Item 0 Occultism +3 • Trained +3 • Int +0 • Item 0 Performance +7 • Trained +3 • Cha +4 • Item 0 Religion +4 • Trained +3 • Wis +1 • Item 0 Society +3 • Trained +3 • Int +0 • Item 0 Stealth +6 • Trained +3 • Dex +3 • Item 0 • Armor -0 Survival +1 • Untrained +0 • Wis +1 • Item 0 Thievery +3 • Untrained +0 • Dex +3 • Item 0 Languages: Common (Taldane), Varisian Actions and Powers Exploit Vulnerability Reveal an enemy's weakness. Implement's Empowerment Trace mystic patterns with held implement to add 2 extra damage per weapon damage die on a Strike. (not an action, just part of the Strike) Feats Ancestry 0 • Sociable Skill 0 • Hobnobber (granted by Sociable), Oddity Identification (granted by Fortune Teller background) Class 1 • Diverse Lore Skill 1 • Dubious Knowledge (granted by Thaumaturge Esoteric Lore) Inventory Money: 0 GP 4 SP 5 CP Bulk 0/10 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Backpack • Bulk — Rope • Bulk L (— while in backpack) Waterskin • Bulk L (— while in backpack) Harrow Deck (Fine) • Bulk L (— while in backpack) Lantern (Hooded) • Bulk L Arms and Armor Padded Armor • Bulk L • Notes Starknife • Bulk L • Notes Lira is a woman of resilience and determination. Born to the Mierani elf ambassador, Perishial Kalissreavil, and a human mother, Brinnia Petri, she was one of the many unacknowledged children of the Mierani embassy staff in Korvosa. Lira's mother, a woman of modest means, did her best to provide for her daughter. However, the absence of her father and the struggles of single parenthood left a mark on Lira. She grew up with a strong sense of independence and a stubborn streak, traits she attributes to her mother's influence and her own challenging upbringing. Despite not knowing her father, Lira was aware of her elf heritage. She often found herself drawn to the stories of the Mierani and the tales of their homeland. However, it was the Varisian sub-culture of Korvosa that truly resonated with her. When Lira was still a young girl, her mother found support in a compassionate group of Varisians, the ethnic group to which she herself belongs. They became a substitute family for Lira, providing her with a sense of belonging and community. Zellara Esmeranda, one of the members of this group, is the one who introduced Lira to the art of Harrow reading, a form of fortune-telling that quickly became a passion for her. Lira's ability to perform Harrow readings has made her something of a sought-after figure in Korvosa, though only among the common folk. She uses her skills not only to tell fortunes but also to help those in need, often providing guidance to those facing difficult decisions. This has earned her a reputation as a wise and compassionate individual. Lira's life hasn't been without its challenges. As a half-elf, she has often felt the sting of prejudice, particularly from the Chelish majority in Korvosa. (It is because of Chelish tradition that her legal surname is Proietti, which means "cast out" and is the typical name used for illegitimate children. Lira goes by only her given name whenever possible, desiring not to draw attention to her status, and neither having any wish) This has only strengthened her resolve to stand up for those who are marginalized or oppressed. In the heart of Korvosa's Midland district, nestled among the bustling streets and vibrant marketplaces, was the humble abode of Zellara Esmeranda, a renowned Varisian fortune-teller. It was here that young Lira first encountered the art of Harrow reading. Zellara, with her long dark hair, colorful clothing, and sharp eyes, was a figure of intrigue and wisdom. Recognizing Lira's curiosity and potential, she took the young half-elf under her wing, introducing her to the way of the Harrow. Zellara's teaching style was patient and thorough, ensuring Lira understood not just the mechanics of Harrow reading, but also the deeper spiritual and cultural significance it held within Varisian society. One memorable lesson took place on a cool evening, under the soft glow of lantern light. Zellara carefully spread out her Harrow deck, the cards still vibrant, though worn from years of use. She explained to Lira the symbolism of each card, the intricate relationships between them, and how to interpret their meanings in a reading. "Remember, Lira," Zellara said, her voice soft yet firm, "The Harrow is more than just a tool for divination. It's a mirror reflecting the complexities of life, a guide to understanding the unseen forces that shape our destinies." Lira, captivated, listened intently, her eyes wide with fascination. She practiced under Zellara's watchful eye, slowly gaining confidence and proficiency. Over time, the Harrow deck became an extension of Lira's intuition, a conduit for her to tap into the mystical energies of the world. These lessons with Zellara were more than just an education in Harrow reading; they were a rite of passage, a deepening of Lira's connection to her Varisian heritage. They shaped Lira into the Thaumaturge she would become, instilling in her a profound respect for the mystical and a desire to understand the unseen forces shaping her world. TRAGEDY: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
  8. "Braving storms and bearhugs..." Level: 2 Class: Shieldmaiden Archetype: Experience Points: 0000/1000 Background:Friend to AnimalsYou’ve spent more of your life around animals than people, and find them easier to understand. Animals also seem to be naturally drawn to you. Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. You’re trained in the Nature skill and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). You gain the Train Animal skill feat. In addition you receive the following campaign related benefit: You gain a +1 circumstance bonus when you attempt to Command an Animal on a wild animal to perform a trick for you, and all animals attitudes are increased by one step toward you. Deity: and EdictsEmbrace the thrill of battle and strive for victory with honor and courage. Respect the power of nature and work to preserve its balance and harmony. Show strength and resilience in the face of adversity, never backing down from a challenge. Foster camaraderie and unity among allies, for strength lies in unity. Embody the duality of Gorum's martial prowess and Gozreh's natural wisdom in all endeavors. AnathemaFleeing from a battle or showing cowardice in the face of conflict. Disrespecting or defiling natural places or creatures without cause. Betraying allies or abandoning them in times of need. Succumbing to excessive pride or arrogance. Ignoring the balance between the destructive and nurturing aspects of both deities. Height: 5'02" Weight: 120# Eyes: Sea green Skin: Pale Hair: Strawberry Blonde. Race: Human (Ulfen) Gender: Female Age: 17 Party Roll: Bruiser; Healing, Athletics, Religion, Nature Skills Abilities Ability | Modifier STR: 18 | +4 DEX: 12 | +1 CON: 14 | +2 INT: 10 | +0 WIS: 16 | +3 CHA: 10 | +0 Hit Points: 28 Hit Dice: 1d8 Armor Class: 19 Size: Medium Speed: 30 ft Senses: Normal Perception: +7 Fort Save: +8 Ref Save: +5 Will Save: +9 Personality Ragnhild is painfully shy, contrary to what one would probably expect of a girl with such boisterous parents, of a girl who worships gods of cataclysm and war. When given a choice, she prefers to go unnoticed, even if Gorum and her parents think she should announce her presence wherever she may wander, calling for those that think they might challenge he so she may strike them down. She is quiet and introspective. While it would be tempting to label her an outsider, or say that she prefers the company of animals, that would not be entirely accurate. She wants to belong, to take a place closer to the center of the community, like her parents say she should, but she collapses at the slightest of social confrontations. Ragnhild does have an undeniable way with animals. The local animals seem to love her, and she can calm even wild beasts with a whisper. She has deep respect for the natural world and for warriors, both of which are important to her people and her gods, but she struggles with the might-makes-right aspects of combat, the natural word, and ulfen society. True, the strong can and often do conquer the weak, but surely an endless struggle for dominance is not the only way. While she may be a coward in the face of social exchanges, she is not a coward in combat. She masterfully utilizes her father's training and Holy Might to shatter her foes shields and cleave their armor asunder... at least in sparring practice. In the last couple of years, she has taken a place alongside the other militia in defense of the town against orc and human, but she hasn't actually ever killed anyone... She has braved storms and stampeding wildebeest, and she sees herself as a protector of the community. She is enamored with her father, and is always by his side when he is in town. Appearance Ragnhild's father is a giant and her mother stands a head taller than most people in Phaendar, so Ragna splits the difference and is significantly shorter and smaller than either of them. Petite and not much more than five feet tall, Ragna is easily lost in a crowd. Nothing about her is particularly feminine; flat-chested with an androgynous face, she is often mistaken for a boy. Long hair is traditional amongst her people, but she has little patience for styling hair. Her messy, strawberry blonde hair, which comes from her father's red hair and her mother's blonde, is kept nape-length with no particular style in mind, long bangs hanging down and obscuring her vibrant, almond-shaped sea green eyes. Most of her outfits are the colors of the forest and the sea. She wears a lightweight linen shirt under a long-sleeved, hooded, forest green tunic that hangs to just above her knees, as well as brown woolen trousers and leather boots. Her armor is multi-layered. She wears a chain shirt over gambeson in the style of her viking kin - usually over her undershirt and under her tunic - but adds an additional layer of defense in the form of a brigandine cuirass. If she's planning on going into the forest, she will often add a surcoat of sorts to offer additional protection to her steel armor against the naturally acidic soil of the forest. She has two large, round shields. One is painted to match her clothing, the other is more of a holy symbol, painted with an erupting, tree covered volcanic island in a thunderstorm. Many in town consider the vibrantly painted shield to be waste of good silver and good paint. Much to her father's dismay, she prefers the trident over the greatsword, the length of the elegant polearm suiting her short legs and stubby little arms more than a sword. Background Ragnhild Iona Eklund was born in the Lands of the Linnorm Kings in 4700 AR to Ragnar Eklund, a warrior, and Alvilda Eklund, a smith. Her father Ragnar took part in White Estrid's raid that broke through the Chelaxian blockade at the Arch of Aroden and landed in Absalom, where they sold the treasures they had accumulated. While in port, he was approached by a wealthy Molthune merchant looking to hire mercenaries to help her transport her goods back to her home in Tamra, Nirmathas. Nirmathas was always in turmoil from the never-ending war between Nirmathas and its neighbors, especially Molthune. Ulfen bodyguards were commanding a high price and he quickly found another guard job taking him to Phaendar, Nirmathas. Seeing an opportunity for adventure and profit, he decided to stay in Phaendar after arriving, impressed by the inhabitants perseverance in the hostile land and its key location on a major river near the Molthune border bringing the warrior endless work, and so sent for his wife and daughter. Ragnhild Iona Eklund, known as Ragna Bearfriend to some, was born amidst the rugged landscapes of the Lands of the Linnorm Kings, shaped by the tales of her father's exploits and the clang of her mother's hammer against steel. But it was a single moment of both peril and wonder that defined her early years. Alvida took her daughter from the Saga Lands by ship. A great storm bore down upon the ship in transit, and the then six-year-old Ragna snuck away from her mother and out of the passenger cabins to the upper decks to watch the storm, fascinated by the natural show of power. Fate had other plans for the girl. A monstrous wave crashed over the side of the ship and Ragna was thrown overboard into the tumultuous sea. Instead of panicking, an odd calm washed over her as she sank into the inky deep. The roaring of the wind, the crashing of the waves, the peals of thunder were all silenced beneath the waves. The motion of the water around her felt comforting, not terrible as the waves had when they were tossing the wooden ship helplessly about. Looking up, she could see the ship above framed by flashes of lightning. Then she noticed flashes of light below her, in the depths. As she cast her gaze downward, she beheld a terrible sight: two gargantuan, serpentine lightning dragons did battle with each other in the unfathomable depths countless leagues below her. Their combat churned the seas as they hurled bolts of lightning at each other, razor sharp talons raking over impenetrable scales. Perhaps it was the row of the dragons that whipped up the storm. Transfixed, she floated in the void, staring at the serpent's war as the air in her lungs dwindled. After an unknown amount of time, she felt large paws tipped with sharp claws close upon her. An Ulfen druid, possibly one who had served under her father at some point, saw the girl fall overboard. She transformed into a colossal sea otter and dove in, rescuing the girl. Another twist of fate. No one on the ship - least of all her mother - believed her story about the dragons, of course, but the incident sparked a lifelong obsession with the power of nature and the mysteries hidden within its depths. Ragnhild's parents worshiped the god Gorum above the other gods, as do most Ulfen people, and Ragna was raised to venerate the god of battle, but she never forgot the sea dragons. The god Gozreh was no stranger to the Ulfen people. As the god of the Wind and the Waves, many sailors called upon them for aid on the seas. Impressed by the power of storms that, as far as she figured, could at least match the might of a sword, Ragnhild grew to venerate Gozreh and Gorum equally, appreciating Gorum's edicts of honor, courage, and combat the same as Gozreh's elemental might. She built a small shrine to Gozreh in a secluded grotto outside town - a circle of unworked, mossy stones surrounding a small oak sapling. She was not trying to hide her worship of Gozreh, but she felt the nature god would not want a shrine within the town walls. If there was any land where Gozreh and Gorum could coexist, it was Nirmathas: the fledgling nation was accustomed both to the clash of steel and the wind whispering through the untamed wilderness. Though they no longer dwelled in the Land of the Linnorm Kings, Ragnhild was till taught in the ways of her people, combat being amongst the most important subjects. Her parents taught her to fight in formation, with a large round shield and spear, protecting both herself and the people on either side of her: an impenetrable shield wall. Through these lessons and other tribulations of childhood, a spark of divine magic was found within the girl. Her parents were not gifted with magic, but Our Lord in Iron's magic is not complex - overwhelm your foes with an explosion of power. With practice, the young shieldmaiden learned to harness His divine might to guide her spear to strike true, and - despite her smallness of stature and slightness of build - give her great strength. Ragna was a natural at using magic to cure wounds, but Vane Oreld, local alchemist and doctor, felt relying solely on magic was a crutch. "You don't know that the gods will always be there to hear your prayers..." he would tell the girl, and took it upon himself to teach her something of the medical sciences. She never became the greatest of doctors, but she can reliably close wounds with or without magic, something her parents take great pride in. The shieldmaiden doesn't have a real job within the community. Her parents do not want for finances, and the young lady has taken it upon herself to keep some of the more exotic beasts that roam the land - usually from Fangwood - away from the Phaendar. She doesn't know what she wants in life. To spend some time, at least, traveling. She will sit in the tavern and listen to the tales of the wider world that travelers bring, imagining herself on those adventures. Stormborn As the rain poured down in torrents, transforming the gentle trickle of the Marideth river into a raging torrent, Ragna sought shelter beneath a towering pine. Yet, even amidst the fury of the storm, her keen eyes caught sight of movement downstream—a small form struggling against the churning waters. With a sharp intake of breath, Ragna recognized the source of the commotion—a young grizzly cub, its fur sodden and its cries lost amidst the roar of the flood. Ragna sprang into action, racing along the riverbank in pursuit of the struggling cub as it was borne downstream. As she drew closer, Ragna could see the desperation in the cub's eyes, its strength waning with each passing moment as it clung to a log, helpless as a leaf in a tsunami. Running just downstream of the cub, she plunged into the waters. Unseasonably warm weather had caused an early thaw at the high altitudes, and the snowmelt from the Mindspin Mountains rendered the river colder than usual. The shock of the near-freezing water knocked the air out of Ragna, but a surge of adrenaline pushed her forward, deeper into the river and towards the cub. She was a strong swimmer and, with a final burst of effort, Ragna reached out and grasped the cub with one outstretched arm, pulling it close to her chest as she fought against the raging currents. She knew this length of the river well, and Gozreh guided her to a bend where the river was shallow. The shallowness would speed the waters, but if she could just make it to the bank... With a triumphant cry, Ragna felt solid ground beneath her feet once more. Sloshing through the shallows, she trudged a scant few feet from the roaring rapids and, as the rush of adrenaline faded, collapsed onto the riverbank, the cub nestled safely in her arms. As the storm clouds began to dissipate and the sun broke through the gray sky, Ragna looked down at the cub cradled in her arms, a smile tugging at the corners of her lips. "Stormborn." Frens Ragnar and Alvilda Eklund Ragnhild's parents. Both are renowned in their own right, Ragnar as a warrior and Alvilda as a smith. The pair are decidedly ulfen. Stoic, perhaps to a fault. Unlike their daughter, they take great care in their appearances, keeping their hair neatly - though not complexly - styled, wearing nice clothes when about town on errands. They make for a fetching pair, and are both quite attractive. Alvilda towers over most all in Phaendar, but the positively massive Ragnar dwarfs even her. The pair are confrontational, unafraid to speak their collective mind, and have little interest in abandoning their ulfen ways to adopt local customs. Alvilda can smith anything from swords to plowshares, and there is endless opportunity for her to ply her trade in the rural frontier town. Beyond the usual work fixing and supplying local militia and farmers, merchant's wagons and ships oft stop in the village to repair a rudder linkage or wagon axle. Keen to declare her products superior to any other offered anywhere, ever, she does not get along with the dwarven smith, miss Blondebeard, though they have a reasonably amicable business relationship, given the isolated nature of the town driving the denizens to rely on each other. Ragnar often leaves for extended periods on mercenary or guard work. By wheel or sail, the potentially lucrative trade routes through the area are fraught with danger. Giants, ogres, trolls, and orcs inhabit the nearby Mindspin Mountains, Molthune soldiers are known to commandeer a merchants stock 'for the greater good', even desperate Nirmathi have been known to taking to robbing. Despite his hardheadedness, the people of Phaendar miss his sword when he is not around. Like him or not, you want him on your side in a fight. Even though the two constantly butt heads with the natives to Phaendar, they are both impressed by the resilience of the Nirmathi, how the impoverished folk hold out against greater foes with so little. Ragnhild's parents, frankly, do not understand their daughter, but they love her all the same and Ragna is a consummate daddy's girl. Eirikr Ragnhild often wandered across the Marideth river and into the southern edges of Chernasardo forest, sneaking away from town seeking a greener place than the plains surrounding Phaendar could offer. It was on one such journey, in the damp, emerald depths of the Fangwood Forest, where ancient trees whispered secrets as old as time itself, Ragna encountered the druid known as Eirikr, a guardian of the forest. Tall and weathered, with eyes as deep and green as the canopy itself, Eirikr sensed something within Ragna—a connection to the wilds that echoed his own. Approaching the girl with a smile, Eirikr spoke of the ancient bond between mortals and the natural world, of the primal magic that flowed through the veins of all living things. He saw in Ragna a kindred spirit, a soul attuned to the untamed forces of nature. With gentle words and patient guidance, Eirikr began to teach Ragna the ways of the druids, revealing to her the mysteries of the forest and the secrets of the earth. The natural magic was different than the magic of Gorum. Instead of exploding out all at once in an unstoppable show of force, nature magic had to be built up from something small, much like a sapling sprouting from a seed. But it only takes a single pebble tumbling down the mountainside to cascade into an avalanche, the destructive power of which even Gorum would admire, and so she learned to balance the calls of both Gorum and Gozreh. Eirikr stops in Phaendar from time to time, to gather supplies and news of the outside word for the druids in Crystalhurst, often bringing healing supplies to trade. Tsehai Brings-the-Rains A young half-elf woman, originally from somewhere in the Mwangi expanse. She is around Ragna's age, and the closest thing Ragna has to a (human) best friend. Tsehai is a shaman and a healer, and has fostered a relationship with the water spirits that wait, frozen, atop the Mindspin Mountains until the spring thaw brings them rushing down the mountains, across the plains, and into the Marideth and Deepcut rivers. Her control over water makes her popular in the parched grassland, but there is only so much one spirit-talker can do to convince the rains to come, and the Nesmian Plains are vast. Tsehai is the opposite or Ragna in many ways, much more like the shieldmaiden's parents. The shaman loves jewelry made from minimally processed natural stones and gems or colorful feathers, elaborate face and body paint, and showy outfits. Tsehai is not too shy to tell anyone in Phaendar (or even unfortunate passersby traveling through) how displeased the spirits are with them for abandoning nature in favor of big houses and live-in maids. Gregarious, she is often found dragging shy Ragna to one social event or another. Ragna may or may not be somewhat smitten with her, but even if she was, she would never, ever, ever tell her. But she probably isn't, anyways, so stop asking. Ragna has been avoiding her because she heard a rumor that the half-elf is going to try and put her in a dress for the Festival. Class Features Ancestry: HumanHIT POINTS 8 SIZE Medium SPEED 25 feet ATTRIBUTE BOOSTS Two free attribute boosts LANGUAGES Common Additional languages equal to 1 + your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). TRAITS Human Humanoid Heritage: Versatile HumanHumanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). Background: Friend to AnimalsYou’ve spent more of your life around animals than people, and find them easier to understand. Animals also seem to be naturally drawn to you. Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. You’re trained in the Nature skill and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). You gain the Train Animal skill feat. In addition you receive the following campaign related benefit: You gain a +1 circumstance bonus when you attempt to Command an Animal on a wild animal to perform a trick for you, and all animals attitudes are increased by one step toward you. Class FeaturesKEY ATTRIBUTE Wisdom At 1st level, your class gives you an attribute boost to Wisdom. HIT POINTS 8 plus your Constitution modifier You increase your maximum number of HP by this number at 1st level and every level thereafter. INITIAL PROFICIENCIES At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. PERCEPTION Trained in Perception SAVING THROWS Trained in Fortitude Trained in Reflex Expert in Will SKILLS Trained in Religion Trained in one skill determined by your choice of deity Trained in a number of additional skills equal to 2 plus your Intelligence modifier ATTACKS Trained in simple weapons Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon. Trained in unarmed attacks DEFENSES Untrained in all armor, though your doctrine might alter this Trained in unarmored defense SPELLS Trained in spell attack modifier Trained in spell DC CLASS DC Trained in cleric class DC First DoctrinFirst Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s favored weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor. Divine Font (Harm/Heal)Through your deity’s blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 35–39; if both are listed, you can choose between heal or harm. Once you choose, you can’t change your choice short of divine intervention. Healing Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells (page 335) in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6. Harmful Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only harm spells (page 334) in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6. Shield BlockGain Shield Block Feat Divine SpellcastingYour deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a material component pouch. At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–9: Cleric Spells per Day on page 120. Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls. BeastmasterArchetype Beastmaster Prerequisites trained in Nature You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear here. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. Certain beastmaster feats give you primal focus spells. The rules for focus spells appear here. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion. Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. Animal CompanionAn animal companion is a loyal comrade who follows your orders. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. Call CompanionEXPLORATION You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. Proficiencies Armor: Medium Weapons: Simple Weapons, Greatsword, Trident Languages: Common, Skald FEATS Skill: BG: Train AnimalDOWNTIME GENERAL MANIPULATE SKILL Prerequisites trained in Nature You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure The animal doesn’t learn the trick. S2: Battle Medicine (3 Actions)GENERAL HEALING MANIPULATE SKILL Prerequisites trained in Medicine Requirements You’re holding or wearing a healer’s toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Class Feats: C1: Shield BlockGENERAL Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an 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. C1H: Syncretism (Gorum, Gozreh)You have come to see the overlap between two deities’ teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity’s domains, gaining the benefits of the Expanded Domain Initiate feat (page 8) with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity’s favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM’s discretion, add a benefit from the second deity more closely tied to your doctrine. C2: Versatile FontPrerequisites harmful font or healing font, deity that allows clerics to have both fonts As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font. Free Archetype: A2: Beastmaster DedicationYou gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don’t already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion. Command Animal CompanionYou issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike. Success The animal does as you command on its next turn. Failure The animal is hesitant or resistant, and it does nothing. Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM. Ancestry: A1: General Training > H1: Fleet+5 move speed General Feats: Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +1 Arcana: +0 Athletics: +8 ◆ Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forests): + 4 ◆ Medicine: +7 ◆ Occultism: +0 Nature: +7 ◆ Performance: +0 Religion: +7 ◆ Society: + 0 Stealth: -1 Survival: +7 ◆ Thievery: +1 Spells Spell Save DC: Cleric 17, Attack +7 | Beastmaster (N/A) Versatile Font HealHEALING ◆-◆◆◆◆ (4/4)Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. Focus Spells None Cantrips (Cleric) GuidanceCANTRIP CONCENTRATE Traditions divine, occult, primal Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. ◆◆ Void WarpCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4 ◆◆ LightLIGHT CANTRIP 1 CANTRIP CONCENTRATE LIGHT MANIPULATE Traditions arcane, divine, occult, primal Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet). ◆◆ Needle DartsRange 60 feet Targets 1 creature Ranged Strikes +6 / +1 / -4 Ranged Damage 3d4 P Ranged Crit Damage ×2 +1 pers bleed Defense AC Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. ◆◆ Rousing SplashCANTRIP CONCENTRATE MANIPULATE WATER Traditions divine, primal Range 60 feet; Targets 1 creature You cause a splash of cold water to descend on an ally’s head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance. Heightened (+1) The amount of temporary Hit Points granted increases by 1d4. ◆◆ Lvl 1 Spells (Cleric) BlessCONCENTRATE MANIPULATE MENTAL AURA Traditions divine, occult Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane. ◆◆(2/2) Magic WeaponTRANSMUTATION Traditions arcane, divine, occult Cast somatic, verbal Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally Duration 1 minute The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. ◆◆ Inventory Coinage Copper: 05 Silver: 07 Electrum: 00 Gold: 00 Platinum: 00 Adventuring Gears Explorers Outfit Religious Symbol (Gorum) Religious Symbol (Gozreh) Healer's Toolkit Waterskin Trident Chainmail Steel Shield Club na
  9. Character sheet goes here. character here. Justina "To become more than one’s self." "To become more than one's self." Is that even possible? Yes, it is. Warlock: The Parasite 3 small humanoid construct: Wechselkind (Human) Armor Class: 14 Hit Points: 24 Initiative: +2 Speed: 25 ft. Senses: Languages: Sylvan, Ostoyan, Lower Bürach, Higher Bürach Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 10 (+0) Save +2 Athletics +2 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 12 (+1) Save +1 Arcana +3| History +3 | Investigation +3 | Nature +1 | Religion +1 Wisdom 12 (+1) Save +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 Charisma 17 (+3) Save +5 Deception +5| Intimidation +5| Performance +3 | Persuasion +5 Bold: Trained skills and saves. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: None Instruments: Weapons: Simple weapons Armors: Light armor Saving Throws: Wisdom, Charisma Skills: Arcana, History, Investigation, Deception, Intimidation, Persuasion Talent: Diligent Researcher RACIAL TRAITS: Wechselkind Speed: 25ft | Size: Small | Artificial form: Construct |Faerie Glamour | Childish Agility | | TRANSFORMATION FEATURES: Aberrant Horror Transformation Save DC = 8 + your proficiency bonus + your Constitution. DC save: 12 Show this Transformation Level 1 Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw. Your body can twist and reshape itself as you will it, changing body parts into dangerous weapons or useful tools, and regenerating after damage. This ability is represented through Adaptations. At 1st level, you gain the following adaptations: Boon: Aberrant Adaptations Chitinous Shell. As a bonus action, you can develop a hard, crustacean-like shell. When you use this adaptation and are not wearing heavy armour, you gain a +2 natural armor bonus to AC. However, this reduces your speed by 10 feet. This adaptation lasts for 1 minute or until you are knocked unconscious. On your turn, you may use a bonus action to end this Adaptation. Eldritch Limbs. You can transform one or both of your arms into a weapon of thick muscle, sharp claws, or hardened bone. When you make an attack, you can use this Adaptation. If you do, you gain the following features: You can choose what type of damage your unarmed attacks will cause, from Piercing, Bludgeoning, or Slashing. Your arm becomes a claw, tusk, or bone club, depending on the damage type chosen. You may roll a d6 in place of normal damage for unarmed strikes. You cannot hold any object in the affected arm. This includes, but is not limited to, weapons, shields, and spellcasting focuses. Any object you are holding merges into your adaptation or immediately drops to the ground. The GM may decide if they feel the object is too large to merge. This adaptation lasts until you become knocked unconscious. On your turn, you may use a bonus action to end this adaptation. Boon: Aberrant Form Your Constitution score increases by 2 and your Strength score increases by 1. You become an Aberration in addition to any other creature types you are. Spells and abilities that affect Aberrations of a specific CR have no effect on you. Flaw: Unstable Mutations Your body becomes malleable and struggles to maintain any one physical shape. Upon completing a long rest, you must roll 1d12 on the Unstable Form table and apply the effects of the result, determined by your transformation level. You roll an additional 1d12 for each level in the transformation, and you can choose which effect you prefer. These effects last until you complete another long rest. If you roll the same result on the table more than once in a row, roll again until a new result is rolled. Unstable Mutation Table t Unstable Mutation Table Roll Effect 1 Your body starts to become formless. You have disadvantage on Dexterity saving throws. 2 You start to become rigid and brittle, making resting less effective. When you consume a hit dice, you do not add your constitution modifier to the result. 3 Your body starts sweating a viscous substance that hardens quickly. You cannot doff armour or change clothes. Dropping, stowing, or interacting with an object requires an action. 4 You immediately throw up a thick, black ichor and begin feeling nauseous. You do not benefit from the effects of any food, drink, or potions consumed. 5 You are only able to form one-word sentences in a guttural voice you do not recognise. You can still cast spells with verbal components. 6 Your legs become unresponsive and difficult to move. Your movement speed decreases by 10 feet. 7 Your body begins fighting against any form you take. You cannot make reactions. 8 Your arms periodically have a will of their own, causing your reaction speed to slow while you regain control of them. You have disadvantage on Dexterity ability checks to determine initiative order. 9 Your skin quivers and shifts, while your appearance constantly changes. Every 30 seconds a defining feature of appearance changes, such as hair colour, facial features, or body proportions. 10 Nothing happens. 11 You become immune to the grappled and restrained conditions. 12 If you would gain hit points from a spell or ability other than your own, you gain that many hit points plus your Constitution modifier instead. | | | | | CLASS ABILITIES: Warlock the Parasite The Parasite*Pact magic * Eldritch Invocations * Pact of the Blade * Spell Siphon * Physical Specimen * * * * ADVANCED BACKGROUND FEATURES: ACADEMIC ANTIQUARIAN Talent: Diligent Researcher. Whenever you make an Intelligence check to research a subject, you can add your Profession Die to the roll. Show this Academic Profession Examples Academics use their education and knowledge from extensive studies to make a living and achieve their life’s ambitions. Academics are generally held in higher regard than most other backgrounds, as their skills are sought after by the wealthy and powerful. Academics make great researchers, investigators, and versatile problem-solvers. Skill Proficiencies: Choose one from Arcana, History, Investigation, Medicine, Nature, Religion. Languages: Choose one standard and one exotic. Equipment: A bottle of black ink, a quill, a letter opener, parchment, and 10 gp. Antiquarian Antiquarians are fascinated with history and identifying ancient artifacts and texts. They gather rare and lost items to add to their collections. Antiquarians’ skill with identifying the properties of artifacts makes them adept problem solvers, especially when ancient artifacts and languages are involved. Skill Proficiency: History. Additional Equipment: A fine brush, a magnifying lens, and a small wooden crate to store relics. Insightful Discovery Upon spending an hour observing or examining a subject, and succeeding on a DC 15 Intelligence (History) check, you can uncover the purpose and uses of any object, language, cultural practice, or similar subject. The features of magic items you investigate in this manner are revealed to you without you needing to attune to them. Rank 1 - Museum Scholar You work in a museum and have spent your time learning about the intricacies of every cultural artifact there. Under the guidance of the head scholar at the museum, you grew into a respectable scholar in your own right. Holdings: A desk within a library, college or museum, with access to common resources. A map or letter detailing the location of a hidden treasure or relic. Progression: Acquire a small collection of antiquities, which fellow antiquarians acknowledge. | | | | | FEATS 1 free: Free Feat: Eldritch Adept: Devil's Sight | | | WEAPONS WEAPONS | | Special: Eldritch Blast. +3/1d10+3 Force damage | | Special: Mind Sliver. Intelligence save. 1d6 Psyichic damage | | Special: +1 Pact Weapon. Rapier. +5/1d8+3 SPELLS SPELL SLOTS: 4 Warlock - Spell Save DC: 13 | Spell Attack Mod: +3 | Spells Known: 4 | Casting Ability: Charisma | Eldritch Invocations: Free: Devil's Sight. Agonizing Blast, Improved Pact Weapon CANTRIPS: 2 Eldritch Blast |Mind Sliver | FIRST LEVEL (Warlock) 2 Armor of Agathys | Hex | | SECOND LEVEL (Warlock) 2 Darkness | Misty Step | | | THIRD LEVEL (Warlock) | | | | FOURTH LEVEL (Warlock) | | | Item inventory /price/sold/traded. starting equipment + 150gp 500 gp Dagger 1 lb, component pouch 2 lb, scholar's pack 10 lb 50' silk rope 5 lb (10 gp), Studded leather armor 13 lb (45gp), A fine brush, a magnifying lens, and a small wooden crate to store relics. common clothing (5sp) 2 lbs., grappling hook (2gp) 4lbs, Healers kit (5gp) 3 lb, 2 map/scroll case (2 gp), 2 lb, MOUNT? Perfume (vial)x2 (10gp), 2 belt pouch (10sp) 2 lb, steel mirror (5gp) 1/2 bls. Healing potion x4 (200 gp.) 2 lb, Silver dagger 1lbs. (102gp). a backpack 5 lb a book of lore 5 lb a bottle of ink an ink pen 10 sheets of parchment a little bag of sand a small knife. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (78 lbs.) Weight: / 150 lbs. max. (15 x STR 10 Score) Status: Unencumbered Penalty: None MONEY POUCH (1 lbs.) Copper: 0 | Silver: | Gold: 317 | Obsidian: 0 | Platinum: 0 (Total Weight) starting equipment, 150gp 500 gp EQUIPEMENT READIED (23 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor ( 13 lbs.) | Studded Leather Weapons (1 lbs.) | Silver Dagger | Weapons (varies lbs.) | Pact Weapon | Readied Items (9 lbs.) component pouch - 2 lbs. | 2 belt pouch - 2 lbs. |Healers kit - 3 lbs. | Healing potion x4 - 2 lbs. | steel mirror | | | | | EQUIPMENT STORED (23 lbs.) Stored items can be retrieved with an action. In Backpack (Scholars Pack 14 lbs.) Backpack - 5 lbs. | Book of Lore - 5 lbs. | a tinderbox - 1lb |bottle of ink |an ink pen |10 sheets of parchment |a little bag of sand |a small knife. |common clothing - 2lbs. |2 map/scroll case - 2 lbs. |Perfume (vial)x2 | | |A fine brush, a magnifying lens, and a small wooden crate to store relics. Strapped to Backpack (9 lbs.) 50' silk rope - 5 lbs. |grappling hook - 4lbs. | | EQUIPMENT NOT CARRIED (--) At Home: A desk within a library, college or museum, with access to common resources. A map or letter detailing the location of a hidden treasure or relic. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED | | | ATTUNED (0/0) | | APPEARANCE Age ? | Height | Weight | Hair | Eyes | Complexion Appearance: Because Justina is essentially a child, she stands just 3' tall and weighs around 55 lbs. Her natural body is made up from clay and wood on the inside of her body. The outside of her body is made up of ceramic, giving her the appearance of a porcelain doll. Long blond hair is always in pig tails and her eyes are very wide and blue. Her white porcelain skin adds to the paleness of her looks. She usually dresses in all white with a white veil sometimes covering her face. Her clothing has the looks of something that one would dress a doll in. Personality: Justina is quite social, usually cheerful, and asks a lot of questions. She likes getting to know about those around her and wants to learn as much as possible. She is also blunt and speaks her mind and is unafraid to point out things that others might not want to say out loud. However, sometimes, sadness suddenly overtakes her. It's during these times that she can become very quiet and wants to be by herself and left alone. Backstory Personality Traits: Ideals: I Bonds: Flaws: BACKSTORY Backstory Justina's life highlights. A Blessing from the Fey! Justina was 'born' in a small walled costal village located far southwest in the Ostoyan Empire, just outside the Stillborn Forest. The village, including her parents, were overjoyed when it was discovered that a child had been replaced with a Wechselkind. That meant that a child was safe from being food for a vampire noble. As the years went by, her mind grew but her body remained the same. Fearful that if a vampire found out that Justina's family was raising a Wechselkind instead of a human child, the whole village would be killed, or worse, feed on, for harboring the Wechselkind. They couldn't stay any longer. The villagers helped her family escape. After all, another family vanishing in the dark was commonplace and a vampire hunting the area wouldn't even notice the disappearance of a whole family. With various connections the villagers had, they made it across the Great Eastern Sea inlet to Caastinellan Proviance and out of Ostoyan Empire. From there they took many several caravans and headed towards Altenheim in the hopes of finding both sanctuary and a safe haven to live in. Don't touch the Dead! The Weeping Pox sweep through the caravan fast, killing everyone, except Justina. Her parents lie dying from the Weeping Pox as did a merchant who were the last ones to die. Just before he died, the merchant was muttering to himself, almost like he was talking to someone. Her parents went last. Their death was long and painful. While Justina was attending to her parents' bodies, a larva crawled from the merchant's corpse and burrowed into Justina's leg, thus the pact was passed on to her. Too grief stricken to notice at first, Justina soon realized that she had become a host for something. She also felt new power and knowledge suddenly flowing through her body and mind. Overwhelmed and traumatized, she walked away from the dead caravan and wandered towards Altenheim in a daze and a state of confusion. Puppet with the Parasite! It didn't take long for The Society of the Occult to take notice of the Wechselkind with the organic body parts and shifting body changes once she entered the city. It also didn't take long for the citizens of Altenheim to notice her too. As people started to surround Justina, the looks on their faces clearly hostile, a couple members from the Society grabbed her arm and escorted her to the safety of the Society. Once there, and after examining Justian, they realized that she was infected with some kind of parasite from an unknown Patron that was causing her features to sometimes change. It seemed like Justina was a perfect fit for the Society. The Society of the Occult offered Justian a new home and a safe place to stay in exchange that she works for the Society. With nowhere else to go, she accepted. To help with her trauma, Ethel and Lou were appointed as her guardian parents. Professor Phillip Price was given the task of watching her progress and to study the changes that were happening to her body. Creepy Doll in the Library! Justina's interest in the past, can be tributed to Ethel's researching and then the use of obscure rituals. Helping Ethel in the library also fostered this interest in the past. Helping Lou with his experiments have encouraged Justina find out how things from the past work and what they are used for. She also realized that the past could also help her in answering many of her questions. Justina now works at the library of The Society of the Occult. Dressed in all white with a white veil sometimes covering her face plus the dimly lighted parts of the library tends to creep some people out. There's now a rumor that the library is haunted. It's said that a white clothed doll is walking around, looking for a child to play with, but never finding one. Goals: 1) Work as a monster hunter in order to give back to the The Society of the Occult who took her in and gave her a new home and a new start in life. 2) Finding a cure for the Weeping Pox. Current methods don't seem to work, so she hopes by looking to the past a cure can be found. 3) Try to find her twin sister. With her village so close to both the Stillborn Forest and Grove Maze, she believes that her sister must be with the fey in either place. 4) Figure out why the Pact was passed on to her and what were the terms of said pact that made the transfer agreed upon. Acquaintances Ethel Walker. Guardian mother. Librarian |Ceremonial Magic, The Society of the Occult | Loving Mother, intense Justina’s mother is a librarian for the library of The Society of the Occult. She is an intense and a much-focused person. Once given a task Ethel focus is on the job until it’s done. That is part of the reason why she studies and practices Ceremonial Magic. She is drawn to how organized, complex and structured the magic is, just like how a library is set up. Ethel also likes how practical it is, performing initiation ceremonies, scurrying, astral travel, and communicating with other worldly beings. Her attention to detail and intense focus on things makes her very good at what she does. Ethel has performed many Ceremonial Magic rituals with Justina’s participation. She encourages her daughter to explore the possibilities that magic has to offer. Lou Walker. Guardian father Chemist |Alchemist, The Society of the Occult | Loving Father, absent minded Justina's’ father is a chemist working for both a manufacturing company and practices alchemy for the Society of the Occult. While Lou likes working for the company, the strict confines of company rules and what kind of chemical products he should work on can be very restrictive for someone who has flight of thought and is constantly coming up with new ideals at random times. Lou needed a place to experiment and try out the flood of ideals that keep flowing from him. Practicing Alchemy for the Society allowed for a creative outlet for Lou’s constantly moving mind. He even occasionally tries some of his experiments on himself… Whenever Lou comes up with a new ideal or if he’s about to start work on an Alchemy experiment, he looks up Justina and excitedly tells her about it. He then ushers her into his lab where he encourages her to help him with his work. Alchemy has a lot of potential and Lou wants to share it with her. Phillip Price Professor of Occult Sciences |Scientist, The Society of the Occult |Eccentric, Over Dramatic As an instructor Phillip’s actions are very dramatic with stories that seem overly exaggerated. Much like someone performing a Shakespeare play in front of the classroom. And like most of his class lessons, they usually focus on him and all of his adventures in strange lands with equally strange creatures. Not to many students can stand his eccentric behavior and drop out, fast, Justina finds his classes very informative. As a scientist, he finds Justina a fascinating subject to study. Phillip tries every chance he can get to talk to Justina and get as much information from her that he can get. He also monitors and studies her transformations, trying to understand why and how this is even possible.
  10. "Bandits? Pssh! 'twas Molthune saboteurs who killed my brother and his wife. Elowen and I escaped the flames with our lives. Phaendar welcomed us during our time of need. How can I abandon her, in hers?" Level: 2 Class: Barbarian Archetype: Champion Background: Unbreakable Height: 6'1" Weight: 237 lbs Eyes: Blue-grey Skin: Tanned; weathered Hair: Blond; long, loose Race: Human, Versatile Gender: Male Age: 27 yrs Languages: Common (Taldane), Regional (Hallit) Abilities Ability | Modifier STR: 18 | +4 DEX: 10 | +0 CON: 16 | +3 INT: 10 | +0 WIS: 12 | +1 CHA: 14 | +2 Hit Points: 38 Armor Class: 18 Size: Medium Speed: 25 ft Perception: +7 ◆◆ Fort Save: +9 ◆◆ Ref Save: +4 ◆ Will Save: +7 ◆◆ Abilities Ancestry HumanRarity: Common Hit Points: 8 Size: Medium Speed: 25 ft. Ability Boosts: Two Free. Racial Languages: Common. Bonus Languages: Additional languages equal to 1 plus your Intelligence modifier. Choose from the list of common languages and any other languages to which you have access. Traits: Human, Humanoid Heritage VersatileHumanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites; Shield Block. Background UnbreakableOver a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you stronger. Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You’re trained in the Diplomacy skill and the Labor Lore skill. You gain the Hobnobber skill feat. In addition you receive the following campaign related benefit: Your reputation for tenacity inspires your neighbors, and you gain a +1 circumstance bonus to Diplomacy checks to Make an Impression and Intimidation checks to Coerce the residents of Phaendar. At 5th level, your reputation spreads further across the nation, and you apply your circumstance bonus to Coerce or Make an Impression with all humanoids in Nirmathas. Ancestry Features - Class Features Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Athletics, Trained in three additional skills plus Intelligence modifier, (Crafting, Nature, Survival) Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light Armor: Trained (◆), Medium Armor: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Strength): Trained (◆) | RageYou gain the Rage action, which lets you fly into a frenzy. RAGE (◆) TRAITS: Barbarian, Concentrate, Emotion, Mental REQUIREMENTS: You aren't Fatigued or Raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute. | InstinctYour rage wells up from a dominant instinct—one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. GIANT INSTINCT Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego. Failing to face a personal challenge of strength is anathema. TITAN MAULER You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon. | Tenets & CauseTENETS 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. PALADIN CAUSE You’re honorable, forthright, and committed to pushing back the forces of cruelty. 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. | Deity EdictsERASTIL; OLD DEAD-EYE (LG) EDICTS: Care for your home and family; Fulfill your duties; Keep the peace; Protect the community ANATHEMA: Abandon your home in its time of need; Choose yourself over your community; Tarnish your reputation; Tell lies Feats Skill Feats Class & Archetype Feats Ancestry & General Feats HobnobberHOBNOBBER TRAITS: General, Skill PREREQUISITE: Trained in Diplomacy You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal, typically reducing the time to 1 hour. If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. | ForagerFORAGER TRAITS: General, Skill PREREQUISITES: Trained in Survival While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. Sudden ChargeSUDDEN CHARGE (◆◆) TRAIT: Barbarian, Flourish, Open With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. | Second WindSECOND WIND TRAITS: Barbarian You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.Champion DedicationCHAMPION DEDICATION TRAITS: Archetype, Dedication, Multiclass PREREQUISITES: Str 14; Cha 14 Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause. Special You cannot select another dedication feat until you have gained two other feats from the champion archetype. 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. | Unconventional WeaponryUNCONVENTIONAL WEAPONRY TRAITS: Human You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry; Dwarven War Axe. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +0 Arcana: +0 Athletics: +8 ◆ Crafting: +4 ◆ Deception: +0 Diplomacy: +6 ◆ Intimidation: +2 Lore (Labor): +4 ◆ Medicine: +1 Nature: +5 ◆ Occultism: +0 Performance: +2 Religion: +5 ◆ Society: +4 ◆ Stealth: -2 Survival: +5 ◆ Thievery: +0 Attacks Attack Potency +1 MELEE RANGE War Axe, Large, Dwarf, Sweep, Two-hand (d12) ◆, +10 1d8+4 S Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +10 1d4+4 P Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +6 1d4+4 P Inventory Platinum Gold Silver Copper 0 0 2 3 Weapons & Armor Adventuring Gear Worn Stowed Backpack, Religious Symbol (Wooden), Flint & Steel, Waterskin Bedroll, Clothing, Explorer's (x2), Soap, Torch (x3) Magical Items None. Current Bulk: 7.0 Encumbered: 9.0 Maximum: 14.0
  11. WIP A former Normathi scout who got crippled by the Ironfang, who's powers awaken the day the Ironfang invade out of sheer anger. Nirmathi (Human) • Ironfang Survivor • Kineticist/Oracle 2 Size: Medium • Alignment: Neutral Good• Single Gate: Wood•Mystery:Cosmos Abilities Strength 14 (+2) • Dexterity 12 (+1) • Constitution 18 (+4) • Intelligence 12 (+1) • Wisdom 10 (+0) • Charisma 14 (+2) Boosts • Ancestry: Cha, Con • Background: Str, Con • Class: Con • Free: Str, Con, Int, Cha • Level 2: Dex Adventuring & Combat HP 20/20 (Ask GM) Perception +4 • Trained 4 • Wis 0 • Item 0 • Level 1 • Senses: Normal Speed 25' Class DC 18 • Trained 4 • Base 10 • Con 4 • Level 1 • Kineticist Class DC 16 • Trained 4 • Base 10 • Cha 2 • Level 2 • Oracle Armor AC 16 • Trained 4 • Base 10 • Dex 1 • Item 1 • Level 1 • Trained: Unarmored, Light Leather Armor: +1/+4 Hardwood Armor: +3/+2 Saving Throws • Fortitude +10 • Expert 6 • Con 4 • Item 0 • Level 1 • Reflex +7 • Expert 6 • Dex 1 • Item 0 • Level 1 • Will +4 • Trained 4 • Wis 0 • Item 0 • Level 1 Weapon Proficiencies • Trained: Simple, Unarmed Staff +6 • Trained 4 • Str 2 • Item 0 • Level 1 • Damage 1d4+2B • Two-Hand 1d8 +6 • Trained 4 • Str 2 • Item 0 • Level 1 • Damage 1d8+2 Bludgeoning, Vitality or Poison (Versatile Blasts) +8 • Trained 4 • Con 4 • Item 0 • Level 1 • Damage 1d8+4 Bludgeoning, Vitality or Poison (Versatile Blasts) • 30 feet Skills Acrobatics +5 • Trained 4 • Dex 1 • Item 0 • Level 1 Arcana +1 • Untrained 0 • Int 1 • Item 0 • Level 1 Athletics +6 • Trained 4 • Str 2 • Item 0 • Level 1 • Armor -0 Crafting +1 • Untrained 0 • Int 1 • Item 0 • Level 1 Deception +6 • Trained 4 • Cha 2 • Item 0 • Level 1 Diplomacy +6 • Trained 4 • Cha 2 • Item 0 • Level 1 Warfare Lore +5 • Trained 4 • Int 1 • Item 0 • Level 1 Intimidation +6 • Trained 4 • Cha 2 • Item 0 • Level 1 Medicine +1 • Untrained 0 • Wis 0 • Item 0 • Level 1 Nature +4 • Trained 4 • Wis 0 • Item 0 • Level 1 Occultism +1 • Untrained 0 • Int 1 • Item 0 • Level 1 Performance +0 • Untrained 0 • Cha 2 • Item 0 • Level 1 Religion +4 • Trained 4 • Wis 0 • Item 0 • Level 1 Society +1 • Untrained 0 • Int 1 • Item 0 • Level 1 Stealth +5 • Trained 4 • Dex 1 • Item 0 • Level 1 • Armor -0 Survival +4 • Trained 4 • Wis 0 • Item 0 • Level 1 Thievery +1 • Untrained 0 • Dex 1 • Item 0 • Level 1 Trained Skills: Nature (Class), Intimidation (Background), Warfare Lore (Background), Acrobatics, Athletics, Stealth, Survival, Diplomacy (Ancestry/Heritage), Religion (Archetype), Deception (Archetype, replacing Nature) Languages: Common, Goblin, Dwarven, Muan (Voice of the Elements) Abilities Skilled Heritage • You become trained in one skill of your choice (Diplomacy). At 5th level, you become an expert on the chosen skill. • Ancestry/Heritage Kinetic Gate (Single Gate) • Choose one element for kinetic element (wood) and select two 1st-level impulse feats with the chosen element's trait (Hardwood Armor and Hail of Splinters). Also grants impulse junction from your chosen element (Wood: You gain temporary Hit Points equal to your level that last until the start of your next turn). • Class Kinetic Aura • Gain action, which activates your kinetic aura • Class Impulses • Gain and actions • Class Campaign Benefit (Ironfang Survivor) • You gain a +2 circumstance bonus to Perception checks to Detect, Sense Motive, and Stealth checks to Hide from goblins. This applies to bugbears, hobgoblins, goblins, and other creatures with the goblin trait. You take a -1 status penalty to saves against fear effects from creatures with the Goblin trait. • Background Feats Natural Ambition • Ancestry 1 • You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. (Versatile Blasts) Intimidating Glare • Background • You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Experienced Tracker • Skill 1 • Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Hardwood Armor • Class 1 (Impulse) • Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group . Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. Versatile Blasts • Class 1 (Natural Ambition) • Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. Hail of Splinters • Class 1 (Impulse) • A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take 1d4 piercing damage and 1d4 with a Reflex save against your class DC. Level (+2) Each type of damage increases by 1d4. Oracle Dedication • Choose a (Cosmos). You become trained in and the mystery's skill; if you were already trained, you become trained in a skill of your choice (Deception chosen). You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover ( and chosen). You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. Weapon Infusion • Class 1 • With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an , choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast. Melee Add one of the following traits of your choice: , , , , . Ranged Choose one of three options: and the trait, range increment 50 feet and the trait, or range increment 20 feet and the trait. Voice of the Elements • Class 2 • You can speak with the secret tones of elements you channel, finding words in the crackle of flame, the grinding of stone. Your kinetic aura grants you these three benefits while active. You can speak all the languages of your kinetic elements ( for air, for earth, for fire, for metal, for water, for wood). You can communicate with on a basic level if they have a trait that matches one of your kinetic elements or are made of one of those elements. This allows you to use to on them and to make very simple . You gain a +2 circumstance bonus to Charisma-based skill checks you attempt against elementals of one of your kinetic elements. Inventory Money: 9 gp, 4 SP Bulk 3 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin • 15sp Climbing Kit • Bulk 1 • rope (50 ft.), pulleys, 12x pitons, hammer, grappling hook, crampons • 5sp Winter Clothing • Bulk L • 4sp Compass • Bulk 0 • 1 gp Arms and Armor Leather Armor • Bulk 1 • 20sp Staff • Bulk 1 • 0 Dagger• Bulk L • Agile, Finesse, Thrown 10' • 2sp Appearance Ardyn is a youth around the age of 24, standing at a height of 5'9" feet and weights 178 lbs. He has tan skin, brown hair and eyes, dressed in a simple green shit, wearing his old scout armor on top, brown pants and a pair of traveling boots. He's always seen with his walking staff in hand, left leg limp from an Ironfang soldier's mace. Personality Ardyn is initially a quiet person, keeping to himself most of the time. When most people talk to him, he talks back pleasantly and lets them carry the conversation. Currently, the only exceptions is Father Noelan and his assistant, Rhyna. Although Aubrin's slowly becoming the third due to her outgoing personality and the fact that they both have disabilities that affect them and are willing to joke about it. Once someone earns his trust or he feels comfortable around people, he shows to have a lot to talk about, showing his wilderness knowledge from his time as a Nirmathi scout. Ardyn still feels haunted from the assault that finally left Kragoddan in siege, being the only survivor of his unit and didn't even come out of it unscathed, his left leg limp as a result of said attack. He still feels great terror when recalling anything involving the Ironfang legion, yet there's also a tinge of sheer rage that he feels towards them for what happened. An anger that could easily explode one day if ever faced with a similar situation again. Edicts: Protect the weak, guard the natural world, ensure freedom from oppression Anathema: Abuse the defenseless, betray your comrades, kill for the pleasure of it History Inspired Child Ardyn was born to two healers in the town of Phaendar. However, he was not raised there as they had to more a month after his birth due to his grandfather's declining health and a desire to hold his grandchild before he died so they moved to Longshadow where he grew up. There, he heard stories from his ailing grandfather about his time fighting the Molthuni in guerilla warfare and even a few missions with the Chernasardo rangers. Like every other Nirmathi youth, he hoped to grow up and help defend Nirmathas from the Molthuni. Thankfully, his grandfather lived longer than expected and taught the boy about wilderness survival and some basic combat skills. It wasn't much due to his age but the old man enjoyed the time with his grandson, soon leaving Golarion when Ardyn turned 14. Despite his tears, he still found solace in his grandfather's teachings. Rise and Fall of a Scout Two years later, Ardyn was taken under the tutelage of a Chernasardo ranger, who also took two other youths around his age to train. While training helped deepen his skills in the wilderness, he had been considered to be the least talented among the three, Raelyn herself being seen as his most gifted student while Lawrence was shown to have a lot of potential. A year of training had shown this to Ardyn, who sadly accepted that he would be dismissed when he met another Chernasardo ranger, a follower of Cayden Caelian, Aubrin. She quickly took a liking to him due to his blunt remarks of her being an reckless, drunk follower of the Lucky Drunk. Under his training with her for the next six months, she made clear he wouldn't make it as a ranger but he had potential as a scout and focused on that. It was through these months that she also taught him about the gods, mostly Cayden, but the young man found himself drawn to stories of the Songsphere, Desna herself. At that time, he had also met Father Noelan while they were passing through Phaendar, his birth village. But the two hadn't stayed there for long. Once the six months where done, she declared him a fitting scout and got him enlisted with a guerilla group led by a half-elf friend of hers, Larson Wittington. He spent four years working as a scout for his guerilla unit, which was stationed near Kraggodan, their base of operations being near the township of Lake Platter. A lot of those missions involved working for the dwarven forces of Kragodden to deal with possible Molthuni infiltration, especially from the rumored Ironfang Legion. In preparation for these missions, Ardyn learned both the dwarven and goblin language, the former to communicate with their allies better and the latter to learn more about their enemies. Yet nothing would prepare him for that day, the day that Kragoddan was sieged. The day the Ironfang massacred his unit in a surprise ambush, after they were too focused on what was now obvious to them, a distraction. Despite fighting back and taking down a couple of hobgoblins, Ardyn was the only one left alive. Panic appeared in his face as a grave realization came to him, that he was about to die. He crawled backwards but the hobgoblin in front, who had an eyepatch and a large mace, brought the weapon down on him and crushed the young human's leg. With yell of pain, he reflexively threw a dagger he grabbed from a nearby corpse and hit his attacker on the left shoulder. That earned him a hard knock to the head and unconsciousness. It wouldn't be a stretch to think that he died, yet he regained consciousness hours later, finding himself buried under the corpses of dead humans. Hearing the voices of hobgoblins, Ardyn held his breath and stayed hidden under the pile. The minutes passed slowly as they got closer to his hiding spot.... Then they left, finally glad to be done with the dirty work and ready to set them aflame. Yet they never returned as Ardyn quickly crawled out of the pile and limped as far as he could. Tired, hungry and injured, he collapsed as the sign of a Nirmathi cloak drifted towards him. Broken But Not Shattered He woke up a week later, finding himself in Phaendar. Surprised at the long distance he had gone, his rescuer was one of his former fellow pupils, Lawrence. He had been tracing the Molthuni after learning of the siege and found him in terrible condition, almost thinking he died right then and there. Yet, he did his best to treat Ardyn and spirited him away, yet he didn't wake up. That, along with the fact that he was being followed by a few Ironfang hobgoblins that caught sight of him, made him focus on getting away with the unconscious scout. Besides the ranger were two more familiar faces, Aubrin and Father Noelan. The two had done their best to treat him, yet the priest shook his head when he revealed that the damage to Ardyn's leg was beyond his and Aubrin's means. Lawrence suggested they could get him to Longshadow, get better healing there and then find out how to deal with the Iron- A sudden scream came from Ardyn's face, his expression of horror and sweating , shivering in place. Aubrin shook her head and said that he was far more wounded than they thought. Sending him back in this state would be a death sentence and torture for the young man. Noelan offered to care for him until he got better and the three hoped it would be soon. Fours years had passed since then and Ardyn still lived in the temple, cared for by Father Noelan and Rhyna. Yet despite being a cripple, he found he seemed to have the magic touch when it came to plants. It first started when he helped Rhyna collect herbs to sell to Vane Oreld. He found he could easily find and identify the plants. When Ardyn planted a few, they grew quickly and had more potency than ordinary herbs. Aubrin joked that he had the green touch and he began to believe it. Especially when the time was coming for the Market Festival, one of the few times he left the temple and went out in public. He always looked forward to Aubrin's stories, not having an idea about the plans fate had for him and others. Role/Mechanics Essentially a magic tank, doling out damage and taking it at the same time. About the Player A thirty seven year old who recently returned to PBP, eager to play after years of hiatus.
  12. Carthas Brambleroad - Half-Elf Frontier Healer Alchemist (Chirurgeon) Alchemist 2 Medium Human Aiuvarin Humanoid Perception +5; Low-Light Vision Languages Common, Dwarven, Elven, Goblin, Halfling, Orcish Skills Acrobatics +7, Athletics +5, Crafting +8, Lore: Herbalism +8, Nature +5, Occultism +8, Society +8, Stealth +7, Survival +5 Str +1, Dex +3, Con +1, Int +4, Wis +1, Cha +0 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Toolkit, Formula Book, 3 gp, 9 sp AC 19; Fort +7, Ref +9, Will +5 HP 26; Resistances poison 1 Speed 25 feet Melee +1 Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P Melee +1 Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+1 B Ranged +1 Crossbow +8 (Crossbow), Damage 1d8 P Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Quick Alchemy Cost 1 batch of infused reagents Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical consumable item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. Formula Book , , , , , , , Additional Feats , , , , , , Additional Specials , , , , Backstory Carthas Brambleroad, formerly Carthas Algaresla, never knew who his father was. His mother was an Elven sacred prostitute of Calistria in Molthune who had the anti-contraception brew fail on her. Though she kept him and gave birth to him, she never truly cared for him, viewing him more as an annoyance than a child. Though he initially lived in the temple to Calistria, he was sent away at age 10, as they had no desire to keep such a homely looking boy around. He was taken in by a hedge doctor named Hork Small who treated soldiers' ills and wounds, and used him as mostly a gopher and beating stick when he drank enough. Carthas quickly learned to walk small and avoid notice, and shut himself away from others, no matter how friendly. The one benefit of living with Hork was that his keen mind was able to learn some of what he did by watching the doctor at work, and by sneaking into the doctor’s workshop when he was either sleeping or passed out. Hork did directly teach him some things, but only when he was feeling generous or in a good mood. Eventually, Carthas began secretly experimenting with some of what he found until he felt confident he could do so on his own, then, one night when the doctor was passed out drunk at 18, he ran away, stealing what supplies he could carry to practice the hedge doctor’s trade. He traveled towards the border with Nirmathas with various caravans and other groups, bartering his skill as a hedge doctor for transport and food. He wound his way towards the border, hoping the doctor hadn’t reported him to the authorities, and that if the man had, he won’t be found out. During these travels, a merchant’s guard named Volex took some pity on him, and taught him a bit out how to use some basic weapons to defend himself if he was attacked. Carthas also discovered certain combinations of reagents could become highly volatile and acidic when combined, and he had acid burns for a week afterwards. Eventually, the caravan reached the front, and Carthas was able to sneak across the border, and into freedom. Carthas initially thought about traversing the Bloodsworn Vale and heading to Varisia, but he found Nirmathas pleasant, and chose to stay. He has spent the past 10 years in Nirmathas, honing his craft, going from village to village, treating the ills of the common folk in exchange for lodging, food, and sometimes coin. He’s grown used to living off the land and sleeping under the stars when need be, and though he has no true friends, there are many who recognize him and will take the time to talk to him. Now calling himself Carthas Brambleroad, he has spent the past 2 years in the Nesmian Plains. He finds the setting beautiful, and the region has enough population that he can easily keep to a specific, circuitous route. He is able to pass through Phaendar at the time when most people gather and the merchants from other parts of Nirmathas come, for this is the best time for him to acquire actual coin for his services, as well as to find supplies he may not be able to acquire in the wild or during the rest of the year. He finds his new life to be a good one, and has decided that he should try to set up a more permanent shop in Phaendar soon. He has plenty of time to figure that out, though. For now, however, he needs some more healing supplies. He can always make alchemical concoctions, but sometimes you just need bandages. Appearance & Personality Carthas is slightly taller than the average human, with slightly pointed ears, plain features, dirty blond and unkempt hair, and brown eyes. He has a lanky build, and commonly dresses in leathers for the convenience of traveling, as well as some basic protection if he has to walk through nettles or harvest ingredients from thorny plants. He typically has some dust and dirt from the road, but always makes sure to pay for a bath at the Taproot Inn when he comes through town. He wants to at least look somewhat presentable when he works in Phaendar. Carthas tries to be sociable, but a lifetime of being ignored, beaten, and solitary roaming sometimes makes it difficult for him to find ways to insert himself into conversations with people he doesn't know. He also struggles with "reading the room", and sometimes puts his foot in his mouth when he tries to talk. When he does, it usually makes it even harder for him to engage with others. He has a very good bedside manner, however, and clearly does know what he's doing. Edicts and Anathema Edicts: Do no harm to those under your care, minimize your impact on nature, always be courteous Anathema: Abuse others, betray a patient's confidence, charge more than necessary for healing People around Phaendar Carthas is on friendly terms with Jet, the innkeeper at the Taproot Inn, based largely around being a regular when he's in Phaendar. He also has friendly chats with Oreld, who he can usually buy reagents from - or barter completed alchemical concoctions for reagents. Although he does his best to avoid him, Carthas never seems to get through town without having to talk to Nichol Marrin, who always claims to have contracted the deadliest and most debilitating of ailments. Carthas has never actually found him to be sick (except for one time when he had a cold) or injured. In addition to being a hypochondriac, Nichol is also stingy, reluctantly parting with mere coppers for Carthas's time. Another person Carthas knows by sight, although he's seldom interacted with is Bellinda Seine, a kindly, older halfling woman who sells incredibly delicious smelling and tasting pies. When Carthas has managed to get one (they run out rather quickly), he's found them to be quite possibly the best pie he's ever had.
  13. Talus DeVale (he/him) Human Druid 2 Ancestry: Human Background: Chernasardo Hopeful Class: Druid Ability Boosts A: +WIS, +CON B: +WIS, +DEX C: +WIS Free: +WIS, +DEX, +CON, +STR Lv2: +DEX STR +1 DEX +3 CON +2 INT +0 WIS +4 CHA +0 30 HP8 ancestry + 11 per level (T) Perception (T) Fortitude (T) Reflex (X) Will ―Feats― Ancestry Skill (Forest) Class (Forest) General ―Ancestry Features― Skilled HeritageYour ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill. ―Class Features― WildsongYou know the Wildsong, a secret language known only within druidic orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema. Voice of NatureYou gain your choice of Animal Empathy or Plant Empathy. ―Items― Starting Wealth: 15 gp Free 1 gp, 5 sp 3 gp 5 gp Unspent Wealth: 5 gp, 5 sp ―Background― Both of Talus' parents are affiliated with the Chernasardo Rangers; his father is a Ranger-in-training while his mother is a medic who works at their lodge. They frequently visited Phaendar, but Talus spent most of his formative years at the lodge, shadowing his parents and learning their skills. In that time, he has proven to be a skilled tracker and forager, a competent medic, and a somewhat less-than-competent hunter - it turns out he is good at killing animals, but he's also very reluctant to do it unless his own life is in danger. He has even reportedly "made friends" with some of the animals he had been tasked with hunting. At age 19 he became the apprentice of an elven druid who had already seen potential in him. Now, less than five years later, he has fully realized that potential. He has become especially skilled at shapeshifting, and now seems to enjoy being an animal far more than he enjoys being human. ―Personality― Talus has great self-discipline, but he is not great with other people. He's actually very good at reading body language and facial expressions, but that is part of the problem. "People lie too much, for too many reasons," as he puts it. "Animals only lie when they're trying to scare you." As such, he is far better at handling animals (even dangerous ones) than he is at handling social situations. And now that he can be an animal, he takes advantage of that as much as possible. But he would never truly cast away his humanity - he is far too attached to his family. He and his family are worshippers of Erastil (though Talus is more casual about it) so they are close friends with Father Noelan. They also have a strong relationship with Vane Oreld, who supplies the Rangers with the things they can't forage or craft for themselves. These relationships have ensured that Talus understands the importance of community and cares about the people of Phaendar. He is also quite dutiful, often volunteering for whatever needs doing - sometimes at his own expense. ―Appearance― Talus is slightly stocky and stands at an average height. He has red hair, blue eyes, and sun-tanned skin. He wears sturdy leather armor with equally-sturdy gloves and boots. Over the armor he wears a toga of sorts, which fits snugly, but flows in the wind. He looks quite youthful as he defies the 'wild-haired druid' trope, taking time each morning to keep himself clean-shaven and well-groomed. He carries a wooden walking stick, which can serve as a weapon when needed, but he prefers not to use it - when he needs to defend himself, he mostly does so with magic. ―Skills― (unlisted = untrained) (T) Athletics (T) Intimidation (T) Forest Lore (T) Medicine (T) Nature (T) Stealth (T) Survival
  14. Rezzik Rivenrune Drifter, Raconteur, Marksman, Smith "Wait, wait... I've got just the thing for this!" Character Sheet Dwarf (Forge Dwarf) • GunsmithFrom a young age, you apprenticed to an experienced gunsmith and over time your skill and knowledge rose to match that of your master. Today, you can easily repair, modify, or improve nearly any firearm you've seen before, and even if you haven't seen it, you'll break it down to learn about what makes it tick in no time. You've taken those skills on the road, using them to assist yourself and your allies as an adventurer when it comes to maintaining their weapons, shields, armor, and more. Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Quick Repair skill feat. • Thaumaturge 2 Medium • Dwarf, Forge Dwarf, Humanoid Str +0 • Dex +4 • Con +1 • Int +1 • Wis +0 • Cha +4 Adventuring & Combat HP 28/28 Perception +6 • Expert 6 • Wis 0 • Item 0 • Senses darkvision Speed 20 Class/Spell DC 18 • Trained 4 • Base 10 • Cha 4 • Item 0 Armor and Shields AC 19 • Trained 4 • Base 10 • Dex 4 • Item 1 Trained: Unarmored defense, Light armor, Medium armor Leather Armor • Bulk 1 • +1 Item Bonus, Dex Cap 4 Saving Throws • Fortitude +7 • Expert 6 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Weapon Proficiencies • Trained: Simple weapons, Martial weapons, unarmed attacks Skills Acrobatics +8 • Trained 4 • Dex 4 • Item 0 Arcana +4 • Trained 4 • Int 1 • Item 0 Athletics +0 • Untrained 0 • Str 0 • Item 0 Crafting +5 • Trained 4 • Int 1 • Item 0 Deception +8 • Trained 4 • Cha 4 • Item 0 Diplomacy +4 • Untrained 0 • Cha 4 • Item 0 Intimidation +8 • Trained 4 • Cha 4 • Item 0 Lore: Engineering +5 • Trained 4 • Int 1 • Item 0 Lore: Esoteric +8 • Trained 4 • Cha 4 • Item 0 Medicine +0 • Untrained 0 • Wis 0 • Item 0 Nature +4 • Trained 4 • Wis 0 • Item 0 Occultism +5 • Trained 4 • Int 1 • Item 0 Performance +4 • Untrained 0 • Cha 4 • Item 0 Religion +4 • Trained 4 • Wis 0 • Item 0 Society +5 • Trained 4 • Int 1 • Item 0 Stealth +8 • Trained 4 • Dex 4 • Item 0 Survival +0 • Untrained 0 • Wis 0 • Item 0 Thievery +4 • Untrained 0 • Dex 4 • Item 0 Languages Common, Dwarven, Goblin Ancestry & Heritage Ancestry: Dwarf Hit Points 10 Size Medium Speed 20 feet Ability Boosts Alternate Boosts: 2 free (Dex & Cha) Languages Common, Dwarven, Additional languages equal to your Intelligence modifier (if positive) Clan Dagger Pistol See feats below Heritage: Forge Dwarf You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on). Background & Description Appearance 'Unkempt' is the polite way to describe Rezzik's appearance. His lightly greying brown hair and bushy beard are both poorly maintained and resemble a wild animal's nest, far from the meticulously groomed beards most of his dwarven kin back home might have kept. As a dwarf, Rezzik is shorter and stockier than most of the humans of Phaendar at 4'4" and 185 lbs, though this puts him at the taller and slimmer end among most dwarves. Rezzik wears a thick, well-worn longcoat over his leather armor, and carries endless knick-knacks tied to his person in addition to those bursting out of his pack. At first glance, these just seem like the odds and ends a vagrant picks up, but closer inspection shows a variety of talismans, scraps of scrolls, and other baubles among his varied esoterica. His outfit makes him appear like many an itinerant streetrat in one of the larger cities, but a gleam in Rezzik's eyes betray that this all seems to be rather by design, somehow. The pride and joy of his eccentric collection of miscellany is his clan pistol, a large, intricately engraved firearm which seems to be the only possession of Rezzik's that he keeps meticulously cleaned and repaired. The dwarven derelict has often been seen around town mumbling to himself as he tinkers with the item, brushing and oiling its components to ensure perfect operation despite the fact that no one has ever seen him use it. Personality Rezzik is a bit of a loner, though not by intention. In fact, he's rather friendly and can often draw a crowd at the Root, telling tall tales about monsters and the folklore surrounding them as though from first - or more often than not, third - hand knowledge. Of course, that is always the case on a good night, as Rezzik is often sleeping off his drink in front of the inn's great fireplace. He's earned enough goodwill from the townsfolk of Phaendar that he isn't immediately thrown out, since he never causes trouble and folk seem to take pity on him. There aren't many, if any, in Phaendar who know what Rezzik was like in his younger years longer before he came to Nirmathas. It's not their fault, as the dwarf seldom speaks of those days. In the days, weeks, and months to come, the surviving people of Phaendar will learn that Rezzik is resourceful and loyal, ready to drop everything to save someone in trouble. He is intensely curious, especially where engineering and mystical lore are concerned. While much of his old smithing knowledge is hazy and poorly-remembered, the dwarf's intellect and crafting ingenuity are sure to return to him in time as the effects of his booze-addled mind come back into sharpened focus. Tenets Keep your word and be honest Protect those you can, but prepare those you can't to protect themselves Be vigilant, especially when others expect less of you Anathema Steal from or cheat an honest person Let good craftsmanship go unappreciated Turn down a valid challenge Backstory Rezzik Rivenrune once lived among his kin in Dongun Hold, one of the six remaining dwarven Sky Citadels. Here he was trained as a smith, learning the art of smithing and forging great weapons, most especially dwarven firearms. It was a noble trade, but one that Rezzik took for granted. Although his family were considered masters of their craft and to be born into such a prestigious family was a rare privilege, Rezzik's head was always in the clouds, lost in stories about great and fearsome beasts and the heroes who hunted or thwarted them. Eventually, the young Donguni dwarf left home seeking adventure, much to the protest of his family. Abandoning a prosperous and famed career in his family's smithy, Rezzik brought with him only a single tangible tie to his home in the form of his clan pistol. Determined to make a name for himself rather than relying on inherited wealth, he became something of a drifter, relying on his wits, determination, and a fair bit of luck to make his way in the world. In order to truly build his own reputation, Rezzik even traveled far north from Garund, winding up in Nirmathas before his luck ran dry. The young dwarf had not found the adventure he sought, as facing dangers was not as easy as the stories made it seem. Rezzik made it as far as Phaendar before his money and nerve dried up. He took odd jobs around the town to make a living, but soon the depression kicked in and he spent more of his meager coin drowning his sorrows at the Root. He masked the melancholy somewhat by telling tall tales of magical beasts and inspiring heroes in exchange for coin, drinks, or a meal, but few longtime townsfolk paid him much respect as the years wore on and even his crafting skills and memory diminished from what they once were. Today, Rezzik portrays but a shade of the promise he once showed, a harmless drunk with little to offer the town he calls home. Although he loves the simple lifestyle and the folk of Phaendar, he is stuck in a rut without his family, talents, or even motivation to turn his life around. Perhaps all it would take, then, to light the flame once again is just the right spark. The Gunslinger's Creed I do not aim with my hand; he who aims with his hand has forgotten the face of his father. I aim with my eye. I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father. I shoot with my mind. I do not kill with my gun; he who kills with his gun has forgotten the face of his father. I kill with my heart. Abilities & Feats Level 1 Feats Clan Pistol • Ancestry 1 • [Dwarf] Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your . Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies. Quick Repair • Skill 1 • [General] [Skill] Prerequisites trained in Crafting You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. Class Bonus: Dubious Knowledge • Skill 1 • [General] [Skill] Prerequisites trained in a skill with the Recall Knowledge action You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. Ammunition Thaumaturgy • Class 1 • [Thaumaturge] You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can Interact to reload a weapon using the hand holding your implement. Abilities Ability Boosts Ancestry: Charisma, Dexterity Background: Dexterity, Charisma Class: Charisma Free Boosts: Dexterity, Constitution, Intelligence, Charisma Str 0, Dex 3, Con 1, Int 1, Wis 0, Cha 4 Esoteric Lore Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat. At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore. Exploit Vulnerability (Esoterica, Manipulate, Thaumaturge Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness. Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver. Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level. First Implement: Weapon Weapon implements are the most direct and confrontational, representing battle, struggle, and potentially violence. You can choose only a one-handed weapon as an implement, which allows you to channel energies into your weapon as well as hold your other implements once you gain them. Weapon implements are associated with the harrow suit of hammers and the astrological signs of the rider and the swordswoman. Initiate Benefit Your weapon trembles slightly in your hand, seeking out your foe's weakness to it and interrupting their actions. You gain the Implement's Interruption reaction. Implement's Interruption Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. At 5th level, when you gain thaumaturgic weapon expertise, your instinctive knowledge of your weapon implement also grants you the weapon's critical specialization effect. Esoterica While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement. Implement's Empowerment The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit. Level 2 Feats Talisman Esoterica • Class 1 • [Thaumaturge] You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them. Alchemical Crafting • Skill 1 • [General] [Skill] Prerequisites trained in Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Free Archetype: Gunslinger Dedication • Archetype 2 • [Thaumaturge] You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. Choose a gunslinger way (). You become trained in your way's associated skill (Deception or Intimidation); if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way. Special You can't select another dedication feat until you've gained two other feats from the gunslinger archetype. Abilities Gradual Ability Boost: Dexterity Str 0, Dex 4, Con 1, Int 1, Wis 0, Cha 4 Inventory Money: 1 GP 5 SP 0 CP Carrying Capacity: Bulk 1 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Weapons Fist +5 • Trained 3 • Str +2 • Item 0 • Damage 1d4+2 • Agile Finesse Nonlethal Unarmed +1 Clan Pistol +9 • Trained 4 • Dex +4 • Potency 1 • Damage 1d6 +2(IE) • Concussive, Fatal d10, Dwarf, Uncommon +1 Reinforced Stock (2 SP) +9 • Trained 4 • Dex +4 • Potency 1 • Damage 1d4 +2(IE) • Attached, Finesse, Two-Hand d6 Arms and Armor Leather Armor (2 GP) • Bulk 1 • AC Bonus +1; Dex Cap 4; Check Penalty -1; Speed Penalty 0 ; Strength 0; Group leather Misc. Gear Firearm Ammo x40 (4 SP) Elemental Ammo: Fire (lesser) x1 (3 GP) Elixir of Life (minor) x1 (3 GP) Silencer x2 (2 SP) Backpack (1 SP) Bedroll (2 CP) Chalk x10 (1 SP) Flint and Steel (5 CP) Rope 50 ft. (5 SP) Soap (2 CP) Torches x5 (5 CP) Rations x2 wks (8 SP) Waterskin (5 CP) Firearm Cleaning Kit (1 SP) Formula Book (1 GP) Basic Crafter's Book (1 SP) Repair Kit (2 GP) Formula Book Alchemical Fuse Black Powder Elemental Ammunition: Fire (Lesser) Elemental Ammunition: Electricity (Lesser) Talisman Formulae Known Name Rarity Traits Level Usage Owlbear Claw C Consumable, Evocation, Magical, Talisman 1 affixed to a weapon Silver Tripod C Conjuration, Consumable, Force, Magical, Talisman 1 affixed to a firearm with the kickback trait Potency Crystal C Consumable, Evocation, Magical, Talisman 1 affixed to a weapon Wolf Fang C Consumable, Evocation, Magical, Talisman 1 affixed to armor Adaptive Cogwheel C Consumable, Magical, Talisman, Transmutation 2 affixed to a firearm Hunter's Bane C Consumable, Divination, Magical, Talisman 2 affixed to armor Jade Cat C Abjuration, Consumable, Magical, Talisman 2 affixed to armor Monkey Pin C Consumable, Magical, Talisman, Transmutation 2 affixed to armor Bronze Bull Pendant C Consumable, Evocation, Magical, Talisman 2 affixed to armor Crying Angel Pendant C Consumable, Divine, Necromancy, Talisman 2 affixed to armor Effervescent Ampoule C Consumable, Magical, Talisman, Transmutation 2 affixed to armor Mesmerizing Opal C Consumable, Enchantment, Magical, Talisman 2 affixed to armor Onyx Panther C Consumable, Magical, Talisman, Transmutation 2 affixed to armor Savior Spike C Abjuration, Consumable, Force, Magical, Talisman 2 affixed to armor
  15. TODO: settle on an archetype; add NPCs; finalize spells, equipment, etc; another pass on backstory; edicts/anathema; attribute boost from gradual boost. Amos Galla Human • Barkeep • Bard 2 Size: Medium • Muse: Maestro Abilities Strength +1 • Dexterity +3 • Constitution +2 • Intelligence +0 • Wisdom +0 • Charisma +4 Boosts • Ancestry: Con, Cha • Background: Cha, Dex • Class: Cha • Free: Str, Dex, Con, Cha • Level 2: Dex Adventuring & Combat HP 28/28 Perception +6 • Expert 4 • Wis 0 • Item 0 • Level 2 Speed 25' Class DC 18 • Trained 2 • Base 10 • Cha 4 • Level 2 Armor AC 19 • Trained 2 • Base 10 • Dex 3 • Item 2 • Level 2 • Trained: Unarmored, Light Studded Leather Armor: +2/+3 Saving Throws • Fortitude +6 • Trained 2 • Con 2 • Item 0 • Level 2 • Reflex +7 • Trained 2 • Dex 3 • Item 0 • Level 2 • Will +6 • Expert 4 • Wis 0 • Item 0 • Level 2 Weapon Proficiencies • Trained: Simple, Martial, Unarmed Shortbow +7 • Trained 2 • Dex 3 • Item 0 • Level 2 • Damage 1d6P • Deadly D10 • Range 60ft. • Reload 0 Shortsword +7 • Trained 2 • Dex 3 • Item 0 • Level 2 • Damage 1d6+1P • Vers S • Agile • Finesse Skills Acrobatics +3 • Untrained 0 • Dex 3 • Item 0 • Level 2 Arcana +0 • Untrained 0 • Int 0 • Item 0 • Level 2 Athletics +1 • Untrained 0 • Str 0 • Item 0 • Level 2 • Armor -0 Crafting +0 • Untrained 2 • Int 1 • Item 0 • Level 2 Deception +4 • Untrained 0 • Cha 4 • Item 0 • Level 2 Diplomacy +8 • Trained 2 • Cha 4 • Item 0 • Level 2 Intimidation +8 • Trained 2 • Cha 4 • Item 0 • Level 2 Lore: Alchohol +4 • Trained 2 • Int 0 • Item 0 • Level 2 Lore: Warfare +4 • Trained 2 • Int 0 • Item 0 • Level 2 Medicine +0 • Untrained 0 • Wis 0 • Item 0 • Level 2 Nature +4 • Trained 2 • Wis 0 • Item 0 • Level 2 Occultism +4 • Trained 2 • Int 0 • Item 0 • Level 2 Performance +8 • Trained 2 • Cha 4 • Item 0 • Level 2 Religion +4 • Trained 2 • Wis 0 • Item 0 • Level 2 Society +0 • Untrained 0 • Int 0 • Item 0 • Level 2 Stealth +7 • Trained 2 • Dex 3 • Item 0 • Level 2 • Armor -0 Survival +4 • Trained 2 • Wis 0 • Item 0 • Level 2 Thievery +3 • Untrained 0 • Dex 3 • Item 0 • Level 2 Languages: Taldane (Common), Varisian (Regional) Abilities Occult Spellcasting • Cast spells from the Occult tradition; spontaneous spellcaster • Class Composition Cantrips/Spells • Cast composition cantrips/spells granted by Bard & Maestro • Class Divine Spellcasting • Cast spells from the Divine tradition; spontaneous spellcaster • Sorcerer Archetype (Angelic Bloodline) Spells Cantrips: Detect Magic, Needle Darts, Prestidigitation, Shield, Telekinetic Projectile (Bard); Light, Stabilize (Sorcerer Archetype) 1st Rank (3 spells/day): , Fear, Runic Weapon, Sooth (muse spell) Focus Cantrips: Courageous Anthem, Uplifting Overture Focus Spells (Focus Pool: 2): Counter Performance, Lingering Composition Feats Hobnobber • Background • Gather Information exploration activity takes half as long. If master in Diplomacy, a crit failure is a failure. Diehard (Versatile Heritage) • General 1 • It takes more to kill than most. You die at dying 5. Lingering Composition • Class 1 • By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Reach Spell (Natural Ambition) • Class 1 • You can extend your spells' range. Increase a spell's range by 30 feet. Uplifting Overture • Class 2 • You can extend your spells' range. Increase a spell's range by 30 feet. Sorcerer Dedication (Angelic Bloodline) • Archetype 2 • You become trained in two skills from your bloodline. You cast spells like a sorcerer, with a spell repertoire of two common cantrips from the Divine tradition. Virtuosic Performer (Strings) • Skill 2 • You gain a +1 circumstance bonus when making a certain type of performance. Inventory Money: 5 gp, 6 sp Bulk 3 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin • 1 gp, 5sp Handheld Musical Instrument • Bulk 1 • 8sp (Lute) TBD some metal that satisfies the requirement for needle darts Arms and Armor Studded Leather Armor • Bulk 1 • 3gp Shortbow • Bulk 1 • 3 gp Arrows (20) • Bulk 2L • 2sp Shortsword • Bulk L • Versatile S, Agile, Finesse • 9sp Edicts & Anathema Edicts Use music to bring life and joy to the community Support your family in whatever way you can Perform your duties, whatever they are, to the best of your ability Anathema: Look down on those who choose a different path or vocation than the norm Abandon those who rely on you Fail to help protect the region and nation of Nirmathas Appearance Amos has pale skin, dark eyes, and nearly pitch black hair, making his Chelaxian descent quite clear. He walks with a noticeable limp - a remembrance of his previous life. His choice of standard attire, leather armor, may seem out of place, but this is another remnant of his time as an army scout. Amos is never far from his lute and often strums idly, even picking it up between pouring drinks at the Taproot Inn. Personality Amos is a jovial man who is always ready with a story and enjoys hearing one just as well. Amos generally gets along with everyone in Phaendar and most everyone gets along with him. His time in the Nirmathas army has not dampened his spirit, at least outwardly. NPCs Valin is Amos' nephew, son to Amos' youngest sister. Valin is a strapping young man, taller than Amos by a few inches and noticeable stronger. Valin's physique means he is well-suited to a life of labor or the military, but this goes against Valin's soft spoken and gentle nature. Amos has offered to teach Valin music, but his sister forbids it. Costin is a fellow retired scout from Amos' unit. The two scouts weren't exactly friends but when Costin left the army, he didn't have a home to return to. And, he knew that Amos left for Phaendar and that seemed good resting place before leaving town for the next place. Costin, however, never left. His time in the army scarred his mind as much as Amos was scarred physically, and Costin found relief in the drink offered at the Taproot Inn. Amos routinely tried to get Costin back on his feet, but to no avail. History The Young Musician As a young boy, Amos almost immediately fell in love with music. One of his earliest memories was sitting on his grandfather's lap, learning to play the lute. As he grew up, he continued to play music and discovered that he could quickly learn new instruments. He loved when a traveling bard came into town so that he could watch them play an unfamiliar instrument. He dreamed of a life on the road, earning his supper through a well played song or a well written poem. As he neared adulthood, he started to feel a deepening connection to music, something he couldn't explain. But, as happens for many small town boys, adulthood means setting aside your childhood dreams. The Army Scout Adulthood means new responsibilities which often require money. Amos wished he could use magic to make his way in life, but his father's early death meant that he became the head of the household overnight. At first, he performed odd jobs around to make ends meet, mostly from townsfolk that could spare a few coins for the troubled family. When the Nirmathas recruiter came to town looking for able-bodied men and promised a decent wage, Amos quickly jumped at the opportunity to both see more of the world than just Phaendar and earn enough money for his mother and young sisters to survive. Amos proved to be a rather average swordsman and marksman, but he was more than competent at hiding in the forest and was assigned to scouting duty. Most of the time this was boring work. Sit in a tree for hours on end and hope to not fall out of the tree. But Amos' time in the army came to an abrupt end. While on a solo scouting mission in area deemed to be low risk, Amos ended up directly in the path of an advance scouting party. Despite his best efforts to hide among the trees, Amos was spotted and take an arrow in the leg. He was, however, able to evade the scouting party and they eventually gave up the hunt, thinking their target was mortally wounded. Knowing that he lacked skill in field medicine, Amos also feared the worst - that he would die of blood loss or his wound would become infected. Amos' fears proved true as he was overcome with a fever. As he slipped in and out of consciousness, he dreamed of an angelic figure reaching out to him. When he awoke, his fever was gone and his wound was healed. His leg would never be the same, but he was alive and able to travel to other soldiers. The army didn't have a place for a scout who couldn't scout anymore, so Amos was discharged and went back to Phaendar unsure of what to do next. The Dream Rekindled During his time away from Phaendar, Amos' mother died and his sisters started their own families. Amos no longer needed to support others, just himself. After failing at several labor-intensive jobs on farms and workshops, Amos came across his grandfather's lute. Seeing this instrument brought back a youthful spirit and vigor and Amos set about making his childhood dream come true. He joined up at the Taproot Inn as a bartender and part-time musician. This renewed connection with music has also brought back the sense of a deeper connection to music, some mysterious ... force he couldn't quite explain. Amos started to believe that his connection to music came with magical abilities that just out of reach. As he continues to practice and learn new techniques from Jet, Amos hopes to take to the road someday. He looks forward to being able to do something many other residents of Phaendar never get the change to do - chase their dreams. Role/Mechanics Amos' primary role would be party support and enemy debuffing. Secondary roles are ranged damage and the party face. About the Player 👋 I am new to play by posts and Pathfinder 2E. I listen to quite a few PF2E podcasts to have a decent grasp on the rules, but I expect to do some learning on the job.
  16. WORK IN PROGRESS NOTE: I have not yet played in a PF2 game since the playtest. I'm going to make a ton of mistakes. NOTE: I only just found out about the remaster, so what knowledge I have is out of date. Expect even more errors. TO DO: equipment, recheck everything. , Elf Race: Elf Age: 95 Gender: Female Height: 5'3" Weight: 135 lbs Alignment: NG Party Role: healer, enemy debuff Appearance, Personality, and Background DESCRIPTION Her lean, lithe body swims though the world with an easy grace. She has the rich olive complexion and long, lustrous purple hair typical of her elven heritage, the latter kept loose and flowing down her back and shoulders. Accentuating that, she is blessed with the ethereal features of her elven heritage. She dresses in comfortable clothes, multicolored layers of soft linen, sturdy cotton and wool that flatter without drawing too much attention. Her gear is all simple and worn, though well-maintained. Around her neck, hidden by scarves and cloth, hangs an old, expended wand on a leather thong. PERSONALITY Though she mostly keeps to herself, Amethea's inquisitiveness and curiosity are always at the forefront. She can often be seen on the outskirts of town sniffing strange new flowers, climbing hills (to see what's on the other side, of course!) or observing the local fauna and flora with a keen, perceptive gaze. She never more engaged than when she's found something new and interesting to scribe or sketch into her journal. The plain and simple delights of exploring her new home and observing small town life has been key to her putting her war-torn past behind her. BACKGROUND: Amethea joined the military to help people. Like many youths, she answered the call to service because of patriotic fervor and at least a little bit of naivete concerning the reality of warfare. The next few years were one hard lesson after another culminating, finally, in witnessing one too many slaughters, massacres, or outright atrocities. She resisted it as much as she could, but her once doe-eyed trust in the system and the cause that she was fighting for was shattered. After that, it was only a matter of time and opportunity before she slipped way from the horrors of war and disappeared from the front lines. Now, some distance away from the front lines, and some years away from her traumatic past, she's settled down in a quaint little town in the middle of nowhere -- a place where nobody knows of her past and, as long as she continues keeping out of trouble, nobody cares. Most importantly, a place that she's been able to heal. Character Meta-Data Concept: Reluctant hero (and veteran) forced to fight for their survival as the war has followed them to their new home. Character Arc: Numbed by the harsh reality of war, she has just begun to let herself feel again. When those few things she loves are threatened, how will she react. Will this force her to grow, or retreat back into herself? Conceit: Want to see how well a witch works. Plot Hooks: - Will rescue children at the drop of a hat. - Will risk life and limb to aid someone who she feels she 'owes' Roleplay Cues: - Creasy from Man on Fire - Lou (Allison Janney) from Lou
  17. Valerica Radache Human (Varisian; F) • Ranger (Precision) 1 Medium • Humanoid (Human) Intended Archetype: or Harrow Card: The Survivor Gaedren Lamm Hook: Tragedy Mythweavers Sheet (WIP) Attributes • Strength +2 [14] • Dexterity +4 [18] • Constitution +2 [14] • Intelligence +0 [10] • Wisdom +1 [12] • Charisma +0 [10] Boosts • Ancestry: +Con; +Dex • Background: +Str; +Dex • Class: +Dex • 1st Lvl: +Str; +Dex; +Con; +Wis Adventuring & Combat HP 20/20 Perception +6 • Expert 5 • Wis +1 • Item 0 Speed 30ft. (25 base + 5 Fleet feat) Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Weapon Proficiencies • Trained: Simple; Martial; Unarmed Weapons Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. (3.00, 1) 2x Shortsword +7 (Dex 4; Trained 3); 1d6+2 P (Crit 2d6+2); Agile; Finesse; Versatile. (0.90; 1 each) Fist +7 (Dex 4; Trained 3); 1d4+2 B (Crit 2d4+2); Agile; Finesse; Nonlethal; Unarmed Armor and Shields AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 (Explorer's Clothing) Shield none Saving Throws • Fortitude +7 • Expert 5 • Con 2 • Item 0 • Reflex +9 • Expert 5 • Dex 4 • Item 0 • Will +4 • Trained 3 • Wis 1 • Item 0 Skills Acrobatics +7 • Trained 3 • Dex 4 • Item 0 Arcana +0 • Untrained 0 • Int 0 • Item 0 Athletics +2 • Untrained 0 • Str +2 • Item 0 Crafting +3 • Trained 3 • Int 0 • Item 0 Deception +0 • Untrained 3 • Cha 3 • Item 0 Diplomacy +0 • Untrained 3 • Cha 3 • Item 0 Intimidation +0 • Untrained 3 • Cha 3 • Item 0 Lore (Guild) +3 • Trained 3 • Int 0 • Item 0 Medicine +4 • Trained 3 • Wis 1 • Item 0 Nature +4 • Trained 3 • Wis 1 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +0 • Untrained 0 • Cha 0 • Item 0 Religion +1 • Untrained 0 • Wis 1 • Item 0 Society +3 • Trained 3 • Int 0 • Item 0 Stealth +7 • Trained 3 • Dex 4 • Item 0 Survival +4 • Trained 3 • Wis 1 • Item 0 Thievery +4 • Untrained 0 • Dex 4 • Item 0 Languages: Common; Dwarven (Val has been studying Dwarven to better communicate with Dwarven artisans across the city) Actions and Powers Hunter's Edge: Precision Hunt Prey Feats Ancestry Feats Natural Ambition (1; heritage) General/Skill Feats Battle Medicine (1; skill-medicine) Specialty Crafting: Blacksmithing (1; background) Fleet (1; A Common Thread) (Fleet is a result of Val's training following the death of her loved one - see History) Class Feats Hunted Shot (1) Twin Takedown (1; natural ambition) Inventory Money: 3.1 gp (see purse) (15 gp starting) Equipment Ranger's Kit (minus dagger, 3.70; 2.1): Backpack (from Ranger's Kit): Bedroll Soap Flint & Steel Rope (50') Torch (x5) Chalk (x10) Rations (2 weeks) Waterskin Beltpouch #1 Purse: 3 gp; 1 sp; 0 cp Beltpouch #2 Healer's Tools (5.00, 1) Worn Toolkits Thieves tools (3.00; L) Arms and Armor Explorer's Clothing +0 AC; +5 Dex Cap; Bulk L; Check n/a. (0.10; L) Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. (3.00; 1) Quiver x10 arrows (0.10; L) Shortsword #1 +7 (Dex 4; Trained 3); 1d6+2 P (Crit 2d6+2); Agile; Finesse; Versatile. (0.90; 1). Sheathed on back. Shortsword #2 +7 (Dex 4; Trained 3); 1d6+2 P (Crit 2d6+2); Agile; Finesse; Versatile. (0.90; 1). Sheathed on back. Enc 7 (5 + Str +2) • Max 12 (10 + Str +2) Total Bulk: 2 Status: Unencumbered Appearance Age • 31 Height • 5'8" Weight • 160 lbs. Skin • Fawn Hair • Medium Brown mid-back length Eyes • Brown Handedness • Right dominant Val has a toned and muscular build, particularly in her upper body, due to time spent at the forge, as well as training in archery and swordplay. Val prefers loose and airy clothing that doesn't hold heat when near the forge or out in the sun. She wears leather boots and often wears leather hand wraps (this started to prevent calluses when working with metal but has become a fashion statement). She enjoys adding a splash of colour with some red cloth along with a few pieces of jewelry. When practicing archery, Val wears explorer's clothes, which are muted in colour and offer as much flexibility as possible, while still containing a few leather pieces to protect from the occasional bowstring snapping. History ("Tragedy") Valerica (Val to her friends) never thought her life would lead her here. For the majority of it she lived the typical Varisian life: keep your head down, get a job, work hard, fall in love, have a family. It was that last bit that she wasn't going to get now; the bit that Gaedran Lamm had stolen from her. Gods, she had done it all right. She'd grown up in Old Korvosa, alongside most of the city. Her childhood was poor, filled with a constant battle to eat the next meal, keeping your money hidden, and trying to be invisible. Her life would have been a lot different if it hadn't been for Aramis Shaw. She'd been set upon by a gang of children on her way home with a silver piece she'd found in the street. Aramis had come out of nowhere, chasing the children off with a sword; a real one- made of steel, not the wooden sticks and clubs that kids in the slums called swords. They'd been inseparable since then. Aramis lived in Midland with his father, Adron; a blacksmith. Over time she spent more time there than at home. The Shaws spared enough coin to help her family and in return she worked in their smithy, keeping things clean and running the odd errand. As they grew older, her parents grew ill and passed away. A couple years later Adron passed, as well, and Aramis took over the smithy. It was too much for him to handle on his own and so Aramis began to teach Val the art of blacksmithing. She had always admired the craftsmanship he and his father possessed, but had never so much as held a sword. Surprisingly, she had a natural talent for it and the business flourished with Val handling smaller repair jobs to free Aramis up for the more complicated work orders. It all came crashing down in one swoop. Aramis had been coming back from Old Korvosa when he was stabbed to death in an alleyway. When the guard called her down to identify him, she was at a loss for what he would have even been doing in Old Korvosa. All that was on his person was a receipt for an engraved ring. It wasn't until later that she learned from a mutual friend that he had gone to her parents' graves to ask for permission to marry her; the ring had been for her. Later, without really meaning to, she came cross the ring in a shop. She'd never seen it before, but the engraving had been enough: "Val, let us forge something new together. With love, Aramis." When she'd asked where the ring came from, the shopkeeper gave her a name: Gaedren Lamm. Since then, Val has struggled to keep the smithy open. She had never been the master, after all, and her ability hasn't been enough to take on the majority of the work that comes through the door. She's busied herself with minor repairs and some swordcraft, trying not to just keep the lights on, but also to raise enough coin to buy back Aramis' ring. On the side, Harn Covan, a frequent customer and sometimes-adventurer, has taught her how to defend herself. They've worked on swordplay and archery and, after a year, Val has become serviceable in both. Most of her time for the last six months has been spent training, with or without Harn; honing her skill with a singular goal in mind: find Gaedren Lamm. Tax season is coming, after all, and everyone has their dues to pay. Personality Spending her time in the forge, Val is no stranger to dealing with the public and is social, with a warm personality. These interactions have always been surface-level, though, and she has realized after Aramis' death that she lacked any strong connections. Feeling a bit lonely in the present, Val has become a bit quieter as a result, but desires to find some true friendships. She is determined, often stubborn, but genuinely cares about those around her. Edicts See the beauty in all things (Shelyn) Show respect and appreciation for the work of other artisans (artisan/Torag) Stand up for your community, friends, and ideals when they are threatened Anathema Intentionally create inferior works (Torag) Suppress creativity (Shelyn) Joining with tyrants or those who oppress the free will of people Relationship to the gods Val was never particularly religious growing up, but has come to worship Torag, in large part due to superstition working at the forge. She prays for her craftsmanship, the durability of her works, and, most recently, the success of her failing business. In addition to Torag, Val has always felt a kinship to Shelyn as her love for bladecraft truly stems from her love of all art and its beauty. Aramis never allowed the presence of Shelyn to enter the smithy in fear of upsetting Torag, but one bright thing to enter Val's life since his death has been a greater connection to Shelyn. The Harrow Card: