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Vigilante (Cabalist) 1 Home Base: The Songstress Background Born of a human innkeeper father, and an elven bard mother, Dorian has fond memories of the earliest years of his life. As it does many, tragedy cut those years far too short; his father died of a frailty of the heart, and his mother was knifed in an alley. With no other living relatives to care for him, indifferent mercantile forces claimed the inn for their own and tossed Dorian out on the streets. It wasn't easy for a young boy of mixed parentage to survive on his own. Dorian was forced to learn how to stay a half-step ahead of the gangs of other youths while scavenging for enough to get by; often attributing his luck in surviving to the strange birthmark he bore that resembled the holy symbol of his mother's patron goddess Calistria. Eventually Dorian encountered a former priestess of Calistria who took the half-feral boy under her wing, and managed to educate him into something resembling a civilized young man. She also tutored him in Calistria's sacred tenet of revenge. With the priestesses passing, Dorian began to put her lessons into action. Lacking funds to secure it in the normal way, he took over a derelict building, creating a maze of confusion about the truth of its ownership, and christened it The Songstress in honor of his mother. To most, the half-elven man is the friendly barkeep always ready to lend a hand or listen to a hard luck story. To those unfortunate enough to draw his attention and ire he is an avenging whip of Calistria who strikes without warning, writing curses in the blood of those who would abuse others. Personality The social guise of Dorian Hart is gregarious and friendly - always read to lend a helping hand or sympathetic ear, particularly to hard-luck stories. In his vigilante guise, Dorian is much less kind - directing bloody and magical vengeance against those who would harm others; all while searching for the one who killed his mother. Appearance Scruffy, with long hair and a perpetual coating of stubble, Dorian could pass as an attractive human were it not for the telltale pointed ears giving away his mixed parentage. Role Debuffs & Crowd Control, Social Fu Inventory Starting Gold: 175 (Class Average) Artisan's Outfit - 1gp Burglar's Outfit - 5gp Spellbook - Free Marbles x10 - 1gp Whip - 1gp Spiked Gauntlet - 5gp Sickle - 6gp Chain Shirt - 100gp Total - 119gp Remaining - 56gp
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Name: (And Moopsy, his many-coiled Friend) Class: Summoner Party Focus: Charming little fella with big friends Quote: "Fight? Me? Oh, no no no. No, I don't wanna fight you. I'm not exactly great at it. Now, my friend Moopsy on the other hand..." Background in one Sentence: Stablehand and part time do-gooder with a thirst for vengeance Longer Background Teddy Lemmick (Lemmy to his friends) grew up in a middle-class family in Korvosa, a rarity where the stark divide tended towards the haves and the have-nots. This was likely due to his father's work as a shopkeeper and his mother's minor talent for magic and artifice, which guaranteed some work from the mage associations. Lemmy himself had a younger sister and they enjoyed visiting the animals at the stables close to their neighborhood often - Lemmy also had a talent for speaking with animals that his sister shared. In some ways she was better at it, and Lemmy found that he'd inherited a spark of his mother's talent in an unexpected fashion; he could conjure up small friends, whereas his sister was skilled at However, hard times fell upon them when his mother grew sick and passed away from an illness that they could not pay to have cured - a problem that was growing in frequency as Korvosa began to wither away from problems from within. Several years passed and another tragedy struck. While Lemmy had been out auditing classes at one of the local mage institutions to better grasp his talents, his father's shop fell under the attention of Gaedren Lamm's organization who began demanding 'protection money.' Lemmy's father refused, and in retaliation, a mysterious fire claimed both the shop and the home above it, killing his father and sister in the resulting blaze that left the neighborhood reeling. Lemmy, one week from graduation, walked away from the academy and the prospective job offers waiting for him, broadly seen as a failure of a mage who couldn't hack it, someone so blinded by his grief that he couldn't function. The naysayers couldn't be further from the truth. Teddy Lemmick hadn't bailed on graduation because he had burned out. He'd quit the academy because he knew that if he allowed himself to collect that diploma, he'd never be able to track down and take his vengeance on the bastards responsible for ruining his family, his neighborhood, and his happiness. But he WAS fully trained...not as the scribe or artificer that his mother had been, but as something entirely different. Lemmy was a Summoner, and he would conjure up creatures that would exact justice for all the misdeeds of the criminals responsible for his family's destruction. These days he works as a stablehand, putting his minor talents of animal handling to good use in a field that keeps him beneath notice. It also allows him to keep his ear to the ground for the happenings around the city, slowly building contacts and a network. He also has contacts among his former classmates who have moved on to positions of arcane importance around the city. Some see him as the dropout. Some still see him as a friend. Very few know of what he truly is, and the real power he commands. But then, in Korvosa, true friends and companions are a very rare breed.
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Chaotic Good Human Fighter 1 HP 12 / 12 Speed 20ft Init 2 AC 12 Fort 4 Ref 3 Will 2 CMB +4 BAB 1 Sledge +7 (2d6+4, x2) 1H Improvised Weapon +7 (1d6+3, x2) 2H Improvised Weapon +7 (1d8+4, x2) 1H Improvised Weapon (Thrown) +6 (1d6+3, x2) Str 17 (3) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 13 (1) Cha 10 (0) Party Role: Melee Bruiser, Scout [At higher levels, item mastery feats and conduit feats for various utility]
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Thaladria Vin Caladin Race: Elf Class: Sorcerer (Arcane Sage bloodline mutation) Age: 135 Gender: Female Sheet: Appearance Thaladria is a young elf with teal hair kept short and tied up for practicality. Much of her body is adorned with tattoos both mundane and magical. She wears light flowing clothing on her upper body covered over with a leather halter and short skirts. She wears knee high boots and has gold accessories that match the brass buckles and hardware of her outfit. Her pack is light filled mostly with books and research among the practical accoutrements. Personality A strong personality, Thaladria considers herself an activist. She goes by the motto, 'If not me, then who? If not now, then when?' believing that standing aside and keeping her head down is just not an option. She is outspoken and vociferous in her attitude, though not always tactful or diplomatic. She cares about those around her and feels that community is very important. Backstory Originally from Magnimar, Thaladria's family moved to Korvosa fifty years ago to pursue the silk trade. Her mother was a weaver but moved into mercantilism using his knowledge of textiles. Getting used to a new city was difficult at first but she eventually felt at home in the South Shore. She was enrolled in the Academae having an aptitude for magic, easily passing the entrance examination. However partway through her schooling she was accused of a murder that she did not commit. Aside from being held for the murder she was immediately expelled. Without her brothers Eldarin and Theldrin intervening and getting the accuser to confess, her life would have been over. As it was, the charges were dropped but her reputation was sullied and the Academae would not touch her again. She completed her studies in Theumanexus College which was much more lenient in both admissions and studies. In any case, she was much happier finding her own path through the arcane arts. She started getting into trouble again when she became politically active. Political Theory was an elective in school and she was enamored with the idea of being able to design a better system than the one that had simply evolved from the crass corruption of nobility and tradition. This led to a number of arrests and a short stint in jail (not prison this time). Her family is disappointed in her actions and she has had to live down a reputation among her parents and two siblings who are staunch loyalists. Her mother in particular gives frequent lectures about how she had worked for a century in the trades before becoming a merchant and the value of hard work and focus. In her off time, she hangs out at the pubs and tea houses with other like minded malcontents and participates in letter writing campaigns to the magistrate and various public officials.
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Name: Theodor Neagoe () Level: 1 Age: 24 Ability Scores: 25 point buy (0 points left) -Strength: 10 (+0) (base) -Dexterity: 18 (+4) = 10 (base) + 6 (10 points spent) + 2 (racial ability score) -Constitution: 12 (+1) = 10 (base) + 2 (2 points spent) -Intelligence: 14 (+2) = 10 (base) + 4 (5 points spent) -Wisdom: 13 (+1) = 10 (base) + 3 (3 points spent) -Charisma: 14 (+2) = 10 (base) + 4 (5 points spent) Race: Human -Size: Medium -Ability Score: +2 to any score of your choice (Dexterity chosen) -Speed: 30 feet -Bonus Feat: Extra feat at 1st level (Dodge chosen) -Skilled: 1 additional skill rank at 1st level and 1 additional skill rank whenever they gain a level (Escape Artist chosen) -Language: Common and ethnic language (Varisian). High Intelligence also gives bonus languages equal to Int modifier (+2). Dwarven and Elvish chosen. Class: Swashbuckler (Inspired Blade) -Hit Die: d10 -Proficiencies: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. -Inspired Panache: Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier (Int mod + Cha mod = 2 + 2 = 4 panache points total each day). He gains panache only from scoring a critical hit with a rapier. -Inspired Finesse: At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. Swashbuckler Deeds: -1st level: >Derring-Do (Ex.): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). >Dodging Panache (Ex.): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack (+2 dodge bonus). This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. >Opportune Parry and Riposte (Ex.): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Skills: 4 + Int modifier (2) + 1 (Skilled) = 7. -Acrobatics (DEX): 1 skill rank + 3 + Dex modifier (4) = 8 total -Bluff (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total -Climb (STR): Str modifier (0) = 0 total -Craft (INT): Int modifier (2) = 2 total -Diplomacy (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total -Escape Artist (DEX): 1 skill rank + 3 + Dex modifier (4) = 8 total -Intimidate (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total -Knowledge (local, INT): Int modifier (2) = 2 total -Knowledge (nobility, INT): Background skill -Perception (WIS): 1 skill rank + 3 + Wis modifier (1) = 5 total -Perform (CHA): Background skill -Profession (WIS): Wis modifier (1) = 1 total -Ride (DEX): Dex modifier (4) = 4 total -Sense Motive: (WIS): 1 skill rank + 3 + Wis modifier (1) + trait bonus (1) = 6 total -Sleight of Hand (DEX): Dex modifier (4) = 4 total -Swim (STR): Str modifier (0) = 0 total -Background Skills: 2 skill ranks per level >Knowledge (nobility): 1 skill rank + 3 + INT modifier (2) = 6 total >Perform (Dance): 1 skill rank + 3 + CHA modifier (2) = 6 total Traits: -: Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. (Free Campaign trait) -: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits. -: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Saving Throws: -Fortitude = Base save bonus (0) + Con modifier (1) = 1 total -Reflex = Base save bonus (2) + Dex modifier (4) = 6 total -Will = Base save bonus (0) + Wis modifier (1) + traits bonus (1) = 2 total Hit Points: Max at 1st level. 10 + Con modifier (1) + 1 (Favored Class bonus) = 12 hit points total Feats: -: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point. -: You gain a +1 bonus on all attack rolls you make using the selected weapon. (Free feat from Class) -: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (Gain benefits of feat while wielding a rapier) -: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Bonus feat from race) -: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. (Free Background feat) Equipment: -: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 42 lbs., 9 gp. -: 1d6 damage, 18-20/x2 critical range, Type P, 2 lbs., 20 gp -: Armor Bonus +2, Max Dex Bonus +6, Armor Check Penalty 0, Arcane Spell Chance failure 10%, Speed 30 ft/20 ft, 15 lbs., 10 gp -: Armor Bonus +1, Max Dex Bonus -, Armor Check Penalty -1, Arcane Spell Chance failure 5%, Speed -/-, 5 lbs., 5 gp -: 10 gp, 8 lbs. Currency: 175 gp average chosen. 54 gp spent, leaving 121 gp left. Deity: Desna Alignment: Neutral Good Appearance: Theodor is a young man of the age of 24, standing at a height of 6'1" feet and weights 169 lbs. He has slightly tan skin, bright brown eyes and short, slicked back, black hair that reaches his neck barely. Theodor wears a simple, black shirt with a blue coat over it and a leather armor on top, a bright, colorful purple scarf with bright white points and a butterfly motif around his neck. He keeps a buckler strapped to his left arm and his rapier sheathed to the left side of his waist. He also wears a pair of black pants and a pair of leather, brown shoes for ease of movement. Personality: Theodor is a cheerful young man, despite having grown up in Old Korvosa. He is very energetic and athletic, enjoying moving around a lot, including dancing, climbing and running. He's also a friendly person, willing to strike up a conversation with anyone he meets and always willing to lend a hand when asked. However, he's shown to have an impulsive side, willing to jump into a situation without a thought, and can also be stubborn sometimes, especially when he clashes with someone. He does back down when he's proven wrong or realizing he's the bigger problem, not the other person. Theodor does show to be very observant, not just of his surroundings but of people too. Background: Theodor was born in Old Korvosa to two Varisian healers. Like many Varisian children, he grew up on their history and around other Varisians, but also had a few non-Varisian friends. Despite how run down Old Korvosa was, his family made do and he lived a happy life, especially growing up hearing tales of not just adventurer but also famed fighters. Like everyone else, he was captivated by the stories of Blackjack, the black clad hero protector of Korvosa itself, but his admiration was always to the skilled swashbuckler, Vencarlo Orsini. The young Varisian grew up admiring the Orsini academy from afar, not being able to enlist since they mostly accept people from noble houses and he himself was a Varisian peasant. Still, he was clever and whenever he managed to catch the students sparring, he picked up a stick and imitated their movements. Theodor did get caught a few times and had to run as a result, yet he always one man and one of his students simply smile at him when they caught him and kept practicing. Things changed when his sister was born and he found himself ignored due to his parents needing to focus more on her. No longer being the only child meant he wouldn't be given the full attention he was used to and people were more focused on her due to her age. This made Theodor start feeling a bit resentful of her, which didn't help as his sister became a bit of a troublemaker growing up. By age eight, he was spending more time on his own and away from home, despite the great danger due to wayward children and street urchins always disappearing in Old Korvosa. One day, he almost found himself taken by a local street tough on his way home after a day of watching the students spar from the outside of the academy. That was when a Korvosan guard appeared and fought off the thug with some familiar looking movements. That was when he formally met Grau Soldato, one of the students he had seen practice when he was younger. The 11 year old asked to be his apprentice but was quickly shot down. Instead, the guardsman showed him some moves and told him he needed to work on his movements. So Theodor took to learning to dance, learning to behave again while his sister, Ivenne, grew more adventurous. He also took more tips from Grau whenever he ran into him and the guard wasn't working. The young Varisian learned more about the world and a desire to do more grew. Another change came when he turned 17 and his second sister, Eridia was born. By this time, Ivenne surprised everyone by making the decision to convert to the worship of Sarenrae. She had recently felt more of a connection to the Dawnflower and after a serious talk with their parents, made the decision to convert and left home to study in the temple of Sarenrae. The reception to this decision was mixed for the most part but Theodor respected his sister's decision and wished her well. That left him as the older sibling figure in Eridia's life. The two got along well swimmingly yet five years later, tragedy struck. Theodor has an important business to do so left her in the hands of his friend, Ventrusco, to take her to Ivenne, who was visiting and would watch over her. But when he returned, there was no sign of his baby sister. Both older siblings began to argue and point fingers, since Ivenne claimed to not have known that Theodor had important business to do and assumed he left Eridia alone and Ventrusco had only done what Theodor asked and left immediately, according to him. The next day they went to the Korvosan guard, but they were of no help. They claimed children ran away from home everyday and were not going to spend time trying to find one in a huge city like Korvosa. And Grau Soldato was no help since he had been avoiding going into the Citadel lately. Many in his family tried searching for her but as the months pass, they started to presume she was dead, or at the very least gone. Some even cursed the siblings for their carelessness, one half blaming Ivenne, claiming that her abandoning Desna for Sarenrae was what caused this and wouldn't have happened had she stayed, while others claimed it was because Theodor left the girl alone for his own selfish business, which had been him going to a tavern to perform for some visiting merchants for coin. Two years passed since then and the 24 year old Theodor was the only one still searching for her. He had not returned home since the argument with his parents over not accepting the truth or the reality of the situation, which got heated enough that he left in anger and frustration, and never returned since then. During that time, he had managed to finally find some leads. They were flimsy leads but good ones. That a criminal named Gaedren Lamm used children as pickpockets, called Lamm's Lambs and Eridia's description fit one of them. But the person who told him hadn't been sure if it was really her. Only that Lamm's hideout was back in Old Korvosa. As Theodor was at a loss, he received a letter and a Harrow card from a pigeon. The letter said how the sender knew he was after Gaedren Lamm, that they were also wronged and that they could help him. With no other leads to follows, Theodor went to the address in the letter, pocketing the Harrow card and going to what would be the beginning of a great adventure.
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Name: Erika Sanolda Gender: Female Class: Bard 6/Lyric Thaumaturge 3//Fighter 1/Sorcerer 8 Alignment: Chaotic Good Role: Support caster Office: Windsinger, Ship’s Mage Description: Erika is a middle aged woman of approximately forty years of age, though a life at sea has made her exact age a difficult thing to determine. Her formerly deep brown hair is sprinkled with gray that she refuses to cover or hide. Her skin is permanently tanned and she often wears a smile that never quite seems to reach her hazel green eyes. Her clothing is well maintained and suited for her profession as a ship’s mage, dark long sleeved blouses that are often worn under a water resistant leather coat and dark leather pants. Erika often carries with her a well maintained violin that she uses to work her magic. Personality: Erika is usually described as charming and a social person, quick to play a song and usually first to volunteer for whatever task needs doing. From lending her magic to help with ship maintenance, to tracking ships and controlling the winds, she is always, always busy. When she does find downtime and is left to her own devices, which is rare, she often looks out over the sea with a sad look on her face. While she is usually quiet about her faith, she does follow the teachings of Ehlonna, and typically takes a few minutes every morning to pray when able, and when in port for more than a day will typically seek out a temple to make a donation. Tucked in her pack is a forest green cloth and small statue of the goddess. Backstory: In the years since the war, work was hard to come by for Erika. Sure, she could put herself in a tavern and make enough coins to afford the room and food for the night… But there was something about the call of the sea. Fishing ships were always in need of someone to help guide the boats to the best locations, though pay was always limited by the haul and there was little chance of her growing beyond her meager means. The Andaron navy was an option, sure… But most of the ships seemed to spend more time in port and on short duration sails to fly the flag. Luck seemed to be on her side when a connection put her in touch with a Lord Byron, who happened to pay well for a skilled windsinger for a private shipping company, and for years Erika kept the winds going well and in the direction of the next port. Lord Byron, an aspiring merchant decided to do his patriotic part to help rebuild the Andaron navy by building out a network of trade routes by sponsoring and providing goods to the captains who had extra cargo hold for his usually above board cargos. He quickly put her in touch with a Captain Ha'shim and a ship that she could help guide from port to port in a quick manner. While at first she at first kept to her duties, she slowly became tied into the network of suppliers and merchants, and quickly learned the ins and outs of the markets at the captain's urging. Life was peaceful if boring for Erika as year by year, port by port slowly lead to a comfortable purse of coins to spend. Everything changed when an Iverinan patrol ship boarded and searched the vessel for contraband. Managing to just barely keep herself from being identified, she still had her possessions sifted through. While no one was injured, and nothing stolen, it stoked the flame in Erika that this was not a viable career. When they eventually returned to their home port Erika heard that the Swift Vengeance was in port and seeking a new crew. It was then she knew that there was a chance for her to get that which she desired… Vengeance. She made an appointment with Lord Byron to ask for a letter of recommendation before making her way to the docks, a new spring in her step that seemed to have been missing for a large number of years.
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Basics Name: Gender: Male Race: Doppelganger from Vern Class(es): Bard (Healing Hymn) / Scout (Aquatic Scout [Land based Fast Movement]) Alignment: Chaotic Neutral Role: Buff and cover fire Office: Windsinger, Boatswain, (Moral) Officer, Master-at-Arms Appearance Personality Rib Lilysigner is a lively and charismatic amphibian with a personality that's as unpredictable as the tides. As a Chaotic Neutral bard/scout, Rib thrives on freedom and excitement, always seeking new adventures and opportunities to indulge in their love for exploration and music. First and foremost, Rib is a lover of sea shanties with a deep appreciation for the tales and melodies of the ocean. They possess a melodious voice that can effortlessly carry a tune, drawing listeners in with their captivating performances. Rib's passion for music is infectious, and they revel in the joy of entertaining others, whether on a ship's deck or in a bustling tavern by the harbor. While Rib may not always adhere to conventional rules or morals, they are not malicious in their actions. Instead, they embrace a philosophy of self-interest and spontaneity, following their whims and desires wherever they may lead. This can sometimes lead to chaotic situations, but Rib thrives on the thrill of the unexpected. One of Rib's greatest joys is gaining notoriety for their talents. They love the attention and admiration of being a skilled bard and always look for opportunities to showcase their abilities. Whether it's earning drinks paid for with a rousing performance or gaining fame as the life of the party, Rib basks in the spotlight and enjoys every moment of their newfound popularity. Despite their penchant for chaos and self-indulgence, Rib's natural charm and charisma make them incredibly likable. They have a knack for making friends wherever they go, using their wit and charm to win over even the most skeptical companions. Beneath their carefree exterior, Rib is fiercely loyal to those they consider allies, willing to go to great lengths to protect and support their friends in times of need. Rib Lilysigner is a free-spirited adventurer with a love for music, excitement, and the thrill of the unknown. Their infectious energy and magnetic personality make them ready to embark on the next great adventure and leave a lasting impression wherever they roam. Background Rib Lilysigner grew up in the tiny cove of Vern, nestled within the island's rugged landscape of the same name. Vern was a place of contrasts, with its bustling harbor serving as the base for what remained of the once-proud Andaroni navy while the town struggled in the wake of the Great War. Born into a family of sailors, Rib's childhood was filled with tales of the sea and the adventurous spirit that thrived within the maritime community of Vern. From a young age, Rib showed a natural affinity for music, often entertaining the townsfolk with impromptu performances of sea shanties and folk songs. Growing up in Vern's close-knit community, Rib experienced firsthand the challenges and hardships of the town's decline. Abandoned buildings and neglected districts served as a constant reminder of the town's faded glory. At the same time, the presence of smugglers, privateers, and rumors of pirates added an air of danger to everyday life. Despite the adversity, Rib's upbringing instilled in them a remarkable sense of resilience and resourcefulness. They learned to navigate the precarious waters of Vern's social hierarchy, forging friendships with sailors, merchants, and even the occasional rogue who frequented the town's taverns and alehouses. As they came of age, Rib's wanderlust grew, fueled by an insatiable desire to explore the vast expanse of the sea and seek out new adventures beyond the shores of Vern. They honed their skills as both a bard and a scout, using their talents to navigate the treacherous waters surrounding the island and earn a reputation as a skilled navigator and entertainer. Despite life's challenges and uncertainties in Vern, Rib cherished the sense of community and camaraderie that bound the town's inhabitants together. And while they dreamed of distant shores and uncharted waters, Vern would always hold a special place in Rib's heart, which is the place where their journey began. Plot Hooks
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Name: Bartholomew "Big Bart" Môrbrennin Race: Goliath Class: Cloistered Cleric 9//Barbarian 2/Fighter 7 Deity: Umberlee Domains: Knowledge/Storm/Wrath Alignment: Chaotic Neutral Role: Frontline, support, healing Officer role: Windcaller/Doctor/Navigator/Chaplain Appearance A large towering figure, who would look out of place on most ships. With dark black hair woven into dreadlocks and warm black eyes. Tattoos cover every inch of his skin, ritualistic, imagery invoking the seas and the storms. His voice is as deep as a drum. His smile splits his face in two, and shows teeth as broad as chisels. His fingers are broad enough for three, on hands big enough for hams. A pendent hangs from his neck, a crude medallion with two crashing waves engraved upon it. Personality: Bart is very outwardly emotional, often being as quick to laugh as he is to show sadness. He is very loyal to those who have shown him trust and kindness. As a worshiper of Umberlee, when at sea amongst the storm Bart lets his fervor come over him and can be seen chanting and cursing into the storms. Background: Born on the Rodana continent, a member of a nomadic tribe, Thunukalathi. Depsite making their homes amongst the mountains, Bart felt a call to explore, the wildness within his heart yearning for the great beyond their borders. The Galw O'r Gwyllt, the great call of the wild that overcame some of the younger Goliaths, that stirred within him, to seek adventure was too much. Setting out, Bart quickly found himself at the coast, the sapphire sea calling to him. The tales woven around the warmth of the campfires of the tribe. The stories of the great expanse regaled by the great Skalds and lowland folk that had enraptured him, pulling him towards the sea. He longed for the adventures, calling to his very nature. Bart quickly found work on any ship that would take him, his powerful build and hard work a luxury at sea. His first voyage was upon the Queen's Fortune. He was taken on as a deckhand, a first time sailing and an experience he was. Despite his stature he found the chopping of the waves a difficulty, uncoordinated and prone to sickness but Bart persisted. Fear of the storm: His devotion to Umberlee came during his first storm. The sheer brutality and show of power as storms crashed against the ship. The unrelenting force "summoned" by the Wavemother, terrified and excited Bart like nothing he had experienced before. The ship sailed through the night, the only light to guide them came from the starlight and slither of a visible moon. Bart stood upon the deck, slick with anticipation as he felt the atmosphere change. It began with a light wind, the sails lifting to meet the pull. Thunder cracked the sky, drums beginning to sound, a dirge to announce her arrival. Waves began to rise, The Wavemother's call. Once blue water turning to black, ferocious and wild, a demonstration of her will. They crashed upon the ship. Wood creaking and groaning as the ship cried in pain from the unrelenting assault. Bart rushed to the nearest rope, his balance unsteady as water crashed across the decking. Using his power to tighten the rigging, his strength sapping as he dared challenge her. Cries from sailors around him, fell on deaf ears as the storm raged. He called to her, enchanted by her raw energy and display of power. Their lives nothing but play things to her majesty. Only to be spared on a whim. The Privateer Storm Herald: Bart took the opportunity to leave Rodana behind, taking passage as a deck hand on any ship that would take him. That coming in the form of the Wayfinder. Quickly making his was to Andaron, the booming archipelago nation, a hotbed for sailors and would-be adventures to make their calling. Bart took any chance he could, working any deck of ships that would have him, needing a strong arm and "storm speaking". Working merchant ships, treasurer hunters and privateers. Voyage and betrayal on the Star Strider Bart joined the Star Strider under Captain Ripley Vance, an explorer that had made his name, delving the deep waters and unexplored islands for treasurer. Bart spent several years among the crew, working as a Windcaller, calling the aid of the Wavemother to guide their passages swiftly and safely through the storms. Bart had made many a good friend, finding himself forming new bonds and a "tribe" of his own. Fighting side by side along with roguish scoundrel Johnas Scott and the quick handed Elwyn Thomas The Star Strider had set out based on a tip-off of finding a treasure that would be make them rich. The jewel, the Moontear pearl of Pholtus. Bart and the crew spent weeks travelling the ocean water in search of the jewel, before finding it being located within intricate cave systems within a small island. The crew explored their way through the caves, avoiding traps left by an indigenous group of Kuo-Toa. Fighting their way through to the jewel and making a daring escape, the crew of the Star Strider were left facing betrayal. Betrayed by Elwyn Thomas to a roaming band of Dread Pirates, black sails and skull and cross bones to greet them as they watched the Star Strider burn upon the seas. The crew slaughtered and butchered, Bart was left for dead, managing to escape upon a piece of flotsam. Rescued by a passing merchant vessel, Bart continued to live, revenge burning within his heart at the betrayal of his "tribe".
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Basics Name: Gender: Female Race: Merfolk from Andaron. Class(es): Ranger(Aquatic Ranger SW 51)Rival Organization(Cityscape web enhancement)Champion of the wild (CC 50) Distracting Attack (PH2 55) 5 / Thief Acrobat4 // Rogue9 Alignment: True neutral, not in she maintains balance but that she shifts from one type to another. sometimes doing good, sometimes evil, somethings following the strict laws and sometimes bending or breaking them to complete her goals. Role: Front Line damage with duel welding sneak attack, mobility social thief and sailor skills. Office: First Mate or Navigator. Appearance Standing at 5'4" with legs and measuring 6'2" with her tail, Quotara is a slim woman and carries herself with a quick precise air, controlled power and reserved motion. Her pale skin reflects almost as well as her blue scales, matching her naturally light hair. Her favors as little clothing as possible, especially around her torso with the gill flaps on her ribs usually just a wrap over her modest breasts that she is slightly sensitive about and skirts over her lower half to allow for the easy change between legs and tail. Despite being in the sun for long hours she does not burn but she also does not tan. Personality Much of the time she is very direct and professional, having served in the Navy but the rest of the time is a heavy drinker, colorful swearer, and hard party having... served in the Navy. However when it comes to Iverina she has a burning hate that blinds her, all the anger and hurt from the loss of the parents she never got to know. She is also very overconfident, curious, and willing to simply seek out whatever she wants to without worry because she believes she can fight, talk, or escape from anything. Status: Mostly Complete Background Born just before the attacks on Queenston, her parents were killed during the attacks leaving her an orphan who was rescued by a fleeing merchant cutter. She grew up with the small crew of under captain Beckett Windswept(Female human expert2) where she learned much about sailing even if she could not help directly on deck. Soon she was able to help them change from running premium goods to expert salvage in the dangerous waters around Queenston using their small ships size to get close and Quotara's even smaller size to explore the wrecks and debris for valuables. It was during this time she met both Delmer from their selling the valuables in Vern instead of Queenston and Delvin during her time spending her coin in the bars, pubs, and dives. With the influx Quotara was able to afford a Ring of Landwalking on her 17th birthday and signed up for the Andaron Navy, learning how to work on larger ships and how to fight. She was a seaman for 3 years doing whatever jobs need, swabbing decks, coiling ropes, tending sails just to be in the Navy. For her fourth year she was promoted to Mishipman under Commander Nora, taking a liking to the prodigy officer. She learned much there about command and being the Master of a Ship, but after that year she left the service, chafing at the lack of direct conflict with Iverina. With her eager for vengeance and a ship looking for officers this is everything she longs for, shy of being able to gain her own ship and Letter of Marque Captian Beckett Windswept (Human Expert2), master of The Sail's Edge. A lifelong sailor of the waters of Andoran working her way up from simple sailor. Then she moved up to Quatermaster on the larger merchant ships, and just managed to get her pride and joy, The Sail's Edge before the breakout of the war. During the conflict she used her knowledge of the currents and the speed of her craft to avoid the fighting. She is the one that found the infant Quotara and while childless took on the mermaid as her own along with the small crew. After the war using Quotara to savage made more than enough gold to retire, but still sails the waves at her pleasure, mostly moving small goods at high speed or leisurely going along the trade ways selling fresh barrels of Rum to the passing heavy merchant crews. She is known to many of the older captains and an introduction from her can go a long way. (Type Influence) Delmar (Dwarf Expert 3), harbor master in Vern. A master merchant that has made almost a fortune simply by remaining open in Vern. A shred negotiator who buys everything but not always at the price you might want but rarely with questions asked. He was a main contact during Nora's young to buy the goods she would find in the sunken remains, easier to sell goods in vern to not risk it's owner finding it right away. In truth he would use his network to find the owners and return it for a profit. He can buy most treasures but also keeps an eye on the Naval port. He is staunchly loyal to Andoran even if he might bend the laws for a profit. (Type Information) Captain Nora Townsend (Human Warrior 2), Prodigy of the Academy. For her Shipman's cruise Quotara sailed under Captain Nora, the youngest Captain in the Fleet. Nora graduated the officer academy with top marks and rushed to help refill the ranks. She is a shrewd but cautious commander, well versed in tactics and theory and quickly learning the ways of the sea at a helm. While it was only a year the Quotara learned much about being an officer, being responsible, and proper but the two had a bit of a falling out when Nora declined resigning. Nora is a loyal servant of the Queen while Quotara longs to take the fight to Iverina. However she is a professional and recognizes Quotara's skill and dedication and wishes her only the best in all her future adventures. (Type Influence) Delvin Masttopper (Hadozee Expert 4) A Master bard that roams from port to port, spreading tales of the sea, its heroes and its horrors. He mostly performs in Queenston but often sails out to visit another port for a season or two to learn new tales. He enjoys Quotara for her Siren like voice and able as agile as he is, but he is fiercely for the common folk so refuses to perform if there are any nobles or high commands in his audiences which keep him from bigger stages, but he is a skilled linguist and can read even the most tattered of letters, or even copy it. (Type Skill Decipher script maybe for his level also Forgery)
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Lastolva metallokineticist 1 (Guns & Gears 36, Rage of Elements) Archetype: Rare, Medium, Automaton, Construct Heritage Background: Perception +3; darkvision, low-light vision Languages English, French, Abysal Skills Athletics +6, Crafting +4, Demondand Lore +4, Div Lore +4, Nature +3, Plane Of Metal Lore +4, Religion +3, Stealth +4, Thievery +4 Str +3, Dex +1, Con +4, Int +1, Wis +0, Cha +0 Items: backpack, basic crafter's book, bedroll, chalk (10), flint and steel, minor elixir of life, rations (1 week) (2), repair toolkit, rope (foot) (50), soap, torch (5), waterskin, purse (8 gp, 4 sp) -------------------- AC: 14 (17 with armor on, 19 with shield up); Fort +9; Ref +6; Will +3 HP: 20 -------------------- Speed 30 feet (25 with hands occupied) Ancestry Feats: [GG] Class Feats , , Skill Feats: (Blacksmithing) Abilities: Channel Elements: (1-Action) Activate Kinetic Aura, this activates your impulse and lets you use a 1-action stance impulse or 1-action Elemental Blast as part of the action. Base Kinesis: (2-action) Generate, move, or suppress some of your element. This effect has a 30-foot range and can only effect something that is negligible or light bulk. Flash Forge: (2-Action) Create a level 0 common handheld weapon, or piece of adventuring gear of bulk 1 or less. This item is made entirely of metal, but can have simple moving parts. After using, make a flat DC 5 check or the item collapses. Metal Carapace: (1-Action): Form medium metal armor and a weak shield. Kinetic Blast: This blast's abilities depend on how it is configured. The configuration can be changed on each use. It is base +7 to hit. This attack is melee or ranged when used. Taking two actions for the attack adds +4 to the damage. Melee does 1d8+3 Piercing, Slashing or Bludgeoning. Can add any of the following traits: agile, backswing, forceful, reach or sweep. Ranges foes 1d8 Piercing, Slashing or Bludgeoning. Can chose range of 100ft (with volley 30ft), 50ft (and Propulsive for 1d8+1 damage), 30ft, or 20ft (with thrown for 1d8+ damage) History: Lastolva doesn't know a lot about his deep history, as he didn't gain consciousness until after his creator had disappeared. Lastolva does know he was originally built as a guard unit that was chosen by his creator to be modified into a more generally useful and eventually converted into a labor unit. Lastolva doubts his creator was a nice person, given the number of nasty weapons that Lastolva believes he himself was directed to make. Lastolva first memory was of himself working in front of a forge, working on a barbed sword. The forge was well hidden, but abandoned. Despite a through search, Lastolva never managed to find his creator's name. Many traces of that creator's works showed that the creator had a thing for demonic figures and spikes. Wanting nothing to do with their creator's plans, the goat golem made alterations to his own body to remove the demonic styling. Lastolva has decided to oppose dark mages and those that would turn works of art and creation into horrible weapons. Appearance: Lastolva has three forms. In his base from, Lastolva is a large goat made of various dark metals. Lastolva could pass as a robot goat, but no one would mistake him as a live goat except in the dark and at a distance. Lastolva's front hooves are dexterous enough to do most things, but he complains that he really needs thumbs to work fine details. Thankfully Lastolva can partial shift to give himself those thumbs. In 'work' mode, Lastolva switches from quadruped to biped and his front hoves reshape into full hands. This is the form meant for skill usage and for manual dexterity. Finally 'armored' mode uses a combination of Lastolva's internal forges and metal-shaping abilities to encase his work form in 'heavy' armor. Most of the time Lasolva will also form a shield while doing this. When fighting, Lastolva's abilities manifest a spears he flash forges, only with his longest ranged attacks does Lasolva manifest a metal bow instead. (Technically Lastolva can go into armored mode even while in goat mode, and access all of his abilities, but he will only do that under duress.) Personality: Lastolva sees the act of creation as a sign of person-hood, and opposes acts of wanton destruction. Sometimes things need to be dismantled or demolished, but unnecessary waste is abhorrent. He feels that demons stand against both these points, being unending sources of destruction. Lastolva is neutral to most humans, taking them as individuals simply because he hasn't interacted with many. Lastolva inspires to live up to being like Optimus Prime, but realizes he's probably a bit closer to Ironhide. 3 Truths and 2 Lies: Lastolva once lost a fight to a live goat. Lastolva knows how to make more of his kind, but thinks it isn't really a good use of his time. Lastolva has submitted ideas for Transformers to Hasbro. The goat golem once completed a correspondence course to be a priest. The workshop where Lastolva still contains dangerous weapons, Lastolva keeps the workshops location extremely secret.
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T'vesh has always been a wandering soul. Never really revealing to anyone where he comes from, other than to tell people that he is from the sea. He has always been more at home out on the water, or more specifically, in the water. His first ship, The Blue Wren, was also his first love. He begged the captain to allow him aboard, doing unwanted jobs to secure his passage. Eventually T'vesh earned his place. He feels he owes the Blue Wren and her crew for giving him this chance, and works feverishly to get the best deals he can for whatever goods they take to port. Over time, his affinity for water helped him to garner the trust of the entire crew as well. The ship he was on was primarily used to transport, the merchandise arriving on time was key to payment. Rushing through a storm, one of his crewmates was thrown from the masts and into the sea. T'vesh jumped in straight away, snatching his crewmate from drowning. As time has gone on, T'vesh has also taken the role of ship liason. Generally a silver-tongued speaker, he uses this to buy and sell at the trade ports that the blue wren stops into. When at sea, he fills a few roles. Using his sorcery to help the men get more work done, or to defend the ship against the pirates that have begun to appear more and more frequently in the waters along the coasts. As time has gone on, T'vesh has fallen upon tough times as most have. Where once he dealt in legal merchandise, now he often used black market channels to sell pirated goods, acting as a fence and sometimes a smuggler. He has not yet resorted to outright piracy himself, but if coin doesnt begin to flow... he may need to do what needs done. The Blue Wren has stopped for a time in Waterdeep, surely a city with more gold than it needed, if ever there was a port that could turn the bad luck around... It was here. T'vesh helps to dock the Wren, and then makes his way to the nearest bar. Looking for leads on work, food and drink, or maybe even a game of cards to take his mind off of his waning coin.
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withdrawn Crysm, Aberrant Mind Sorcerer
Cointhief posted a topic in The Sea of Swords's Applications
Crysm (human variant) Sorcerer (Aberrant Mind) 5 10.16.12.14.16.18 hp: 29 (5d6+5) [6,6,4,5,3+5] AC: 13 pp: 21 sp: 5/2 slots: 4/3/2 Languages Common, Halfling Background Urchin (City Streets) Proficiencies con, cha, Arcana, Deception, Perception, Stealth, Sleight of Hand, thieves' tools, disguise kit ABI Observant, Metamagic Adept, Telekinetic (DC 15) Features Psionic Spells, Telepathic Speech (30 ft to 4 miles for 5 minutes) Spells (DC 17, Atk +9) 0th [Mind Sliver] {Mage Hand, invis, subtled, 60}, Ray of Frost, Minor Illusion, Prestidigitation, Light 1st [(Charm Person), Dissonant Whispers] Shield, Catapult 2nd [(Mind Whip), Detect Thoughts] Mirror Image, Pyrotechnics, Gust of Wind, Levitate 3rd [(Enemies Abound), Sending] Metamagic Quickened, Twinned, Subtle, Heightened Conversions slot:sp:ps 1:2:1 2:3:2 3:5:3 Inventory Dagger (x3), Arcane Focus(Crystal), Dungeoneer's Pack Shiv knife, a map of Mulmaster, a pet mouse, common clothes, pouch, 10 gp A tiny silver bell without a clapper (token of parents) Magic Item Requests Bloodwell Vial A (+2 rare) Astral Shard A (rare) Pearl of Power A (unc) Dust of Dryness (unc) Appearance Crysm's beauty warns caution the closer you look, the blossom of a deadly and monstrous nightshade. Ink-stained and impoverished skin is covered with an ever-present sheen of thin ectoplasm...it has an ethereal quality, absorbing and reflecting the ambient light in a subtle dance. When her psionic abilities are in flux, this takes on an iridescent sheen, like a faceted gem. In contrast her hair is kept practical, a no-nonsense ponytail of sculpted onyx ready for work. A single long, obsidian needle rests behind her ear...covered in poison for all you know. Crysm's attire is recognizable to anyone on the Sword Coast, the subtle signs and symbols marking her a mercenary of the Zhentarim: the descending dragon chasing a gold coin, dyed leather accents of Mulmaster cushioning her silver shirt, a summer green bandana dust mask at her neck. Her enthralling eyes gush light forth like tiny waterfalls, hot pink tendrils that seem magnetized towards the target of her gaze. This liquid light splashes in surprise, freezes in terror, or crashes like tides in anger. -
Wizard 3/Druid 2 Hp: 34/34 | Ac: 18 | Init: +2 | Perception: 16 | Insight: 16 | Investigation: 16 STRSave: 0 Athletics: +3 11, DEXSave: +2 Acrobatics +5 Slight of Hand +2 Stealth +2 14, CONSave: +2 14, INTSave: +6 Arcane +3 History +3 Investigation +6 Nature +3 Religion +3 16, WISSave: +6 Animal Handling +3 Insight +6 Perception +6 Medicine +3 Survival +6 16, CHASave: +1 Deception +1 Intimidation +1 Performance +1 Persuasion +1 12 Description: Elyra exudes confidence and resilience. She stands with a bold posture, suggesting her readiness for whatever challenges she might face. Elyra is adorned in a classic pirate's attire, complete with a tricorne hat emblazoned with a skull, signalling her seafaring background. Her coat is long, practical, and embellished with what seem to be sea-inspired decorations, hinting at her connection with the ocean. Her gear is both functional and imposing; a large belt buckled around her waist holds what appears to be a spellbook, a symbol of her magical expertise. Elyra carries an assortment of pouches and tools that suggest she is well-prepared for a life of adventure. Her boots are sturdy and high, likely to withstand the harsh conditions of both ship and shore. Her expression is one of determination, with a hint of the mischievousness common among gnomes. Elyra's eyes are keen and alert, reflecting the intelligence and wit required to survive the ordeal she endured. Her hair is styled in a way that is both practical for her lifestyle and fashionable, whilst also hiding her living crown and fork-split ears. It frames her face in a manner that is both striking and memorable. The overall impression is of a young gnome who has been through trials that have tempered her into a formidable figure, ready to face the world with a blend of arcane knowledge and a sailor's grit. Gear wishlist (Gray) +3 Breastplate (wearable by a druid)
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WIP Hopefully the die roller is nice to me. 💕 It loves me today!
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Class: () 9 || 9 Race: (Human Form) Gender: Female Age: 18 Ht./Wt.: 5'9"/140 lbs Hair/Eyes: Dark Brown (appears black)/Burnt Orange Description The girl's blank, orange-brown eyes stare unblinkingly at you, as if attempting to bore into your very soul. "I'm Mira." She states. "Just Mira." Her dark brown hair is always somewhat unkempt, as if she's just rolled out of bed, but still looks well taken care of. She claims that it's always been naturally wild. Personality Mira is a quiet young woman. She likes her privacy, and has always had difficulty socializing. When "forced" to socialize by some means, she tends to play up the creepy vibe she's been told she gives off. She is still uncertain why people think she's creepy. Maybe it's the staring? She's been told that having impromptu staring contests with people can come across as creepy. Oddly enough, she becomes much more open, bordering on manic when in the shape she dubs as 'fox-girl'. She understandably refuses to explain, elaborate or even posit a theory on why this may be. Perhaps it's something inherent to appearing as a fox? Maybe it's her true personality peeking through where her "human form" is subdued so as not to cause too many problems when dwelling among them? None can say for certain. Backstory Mira is an orphan. She must have had parents at one point, but she cannot seem to recall them. She just showed up in Bellis one day and sort of started swiping leftover food whenever she could when she was tired of berries or whatever could be scavenged from the forest by a child of six. Now, being decent folk, the citizens (or at least the adults) couldn't just let the poor child struggle on her own. So, naturally, an older couple, unable to have children of their own, opted to take her in. Being the sleepy town that it is, the subject of the mystery child was the talk of the town for at least the next few weeks. 'Mira', as she introduced herself, became a citizen of Bellis from that point forward. Nobody is quite sure where she came from, though she claims she came through the forest. How, precisely, she managed to evade/avoid detection by the talented Foresthawks is uncertain, but doesn't really matter in the end. She's here now, and she's safe and warm again. Just like any child ought to be. Mira has always been a quiet, sullen child. Once taught how to read (and write, by extension), she began devouring every book she could get her hands on. Due to her preference for books as company over other children ('too loud' she says they are), she has always remained rather pale. She does care for her adoptive parents, but struggles to show it. One may feel bad for saying it, but it's hard not to feel like Mira is perhaps emotionally "stunted". If one didn't know better, they might even go so far as to say she is depressed, but if this is the case, none have yet figured out why. Young Mira was, naturally, encouraged to try and make friends with other children after she'd settled into life in Bellis. However, as we all know, children's curiosity is often tactless at best. Almost every child wanted to know everything possible about the 'weird forest girl' and would pester her endlessly with questions in the beginning. Oh certainly, many were likely chastised by parents/guardians and asked to try to be nicer to the poor, shy girl. She, in turn, would try her hardest to be nice to them. However, she struggled to open up emotionally to others. She didn't like being touched either, and both of these led to her being labeled as 'weird' and summarily shunned by the other children. This, in turn, resulted in her withdrawing further into herself and hiding in whatever books she could find. As the years passed, Mira realized rather quickly that in a small village like this, books were in short supply. They were, arguably, a luxury. One that most either could not afford, or otherwise had little access to. Thus, Mira was eventually forced to entertain herself. So she turned that gifted intelligence of hers into a "weapon". She would play borderline malicious pranks on the other children. In the beginning, she was nearly always caught in the act and appropriately punished for her actions; forced to apologize and clean up after herself. As she grew older and wiser, however, she started getting caught less and less. Oh, everyone still knew she was responsible, somehow, but she often had rock-solid alibis for every prank so they could prove nothing. She mellowed out a little as she reached her teenage years, but those brought with them their own set of problems. Namely, she was pretty. One of the prettier girls of her age group, some might say. Her personality left something to be desired, but surely she just needed a nice boy to 'show her how to love'. Needless to say, things did not go as planned for boys wanting to court Mira. Certainly, Mira knew she was considered attractive, and physically speaking, even considered some of the others in her age group to be attractive as well. One can't truly control hormones, after all. One boy in particular, a William "Billy" Cooper, seemed to take offense with the fact that Mira was emotionally distant. That she didn't appreciate him like the other girls did, and in fact, preferred their company to his own. Being the arrogant brat that he was, he attempted to 'lay claim' to Mira. Naturally, she took exception to this. The resulting altercation left both with many bruises and a black eye or two, but Mira was essentially the victor in that fight. Why, you might ask? Because she bit him. Yes, you heard that right. Mira, the quiet bookworm, bit Billy when he attempted to kiss her. This was what truly sparked the following fisticuffs, but the fight didn't actually last all that long. Maybe thirty seconds at the most. Some of Billy's friends had run off to get an adult while the others desperately tried to pull the two apart. As one may suspect, both were punished with many extra chores by their respective families, and given appropriate lectures on proper behavior. 'A lady does not act like a wild animal.' Mira's mother chastised. 'It's one thing to defend yourself against him if he's trying to force himself on you, but a lady does not bite and scratch like some feral cat. Mira's parents were sympathetic to her reasoning of 'I panicked and did the first thing I could think of', but that doesn't excuse her actions. Unable to handle the stress of the situation, Mira fled her home and hid in the woods for nearly a week. Her parents asked people to keep an eye out for her (she's still surprisingly adept at avoiding being found when she wants to be), but otherwise left her to cool off. This wasn't the first time she'd felt stressed and confined by her home, however lovely it may be, and it likely was not to be the last either. True to the previous times she ran and hid away from the world for a time, Mira did eventually return. The event was never spoken of again, and Billy never dared approach her again. Several years later, Mira is nearly 16 and on the cusp of womanhood. This past year she's been extra odd, going entirely nonverbal for seemingly no reason. If directly asked a question, she'll often respond in writing if it's someone she knows well, but the one question she's never really answered is 'why?'. She just shrugs and writes 'felt like it'. Now, obviously parties and special social events (like weddings) are not Mira's forte. She's extremely antisocial, and as of late, has been entirely nonverbal. Still, she (strangely) received a personal invitation to the wedding of Elyin Ursage and Kailah Winmede. She suspects that she's only invited because everyone in town is invited. She can think of no other reason why she'd be invited. She doesn't know the bride nor the groom. They run in entirely different social circles. Really, the only thing they have in common is that they all live in the town of Bellis. Still, the food at weddings is often extra special, so if nothing else, Mira will show up for that. Surely she's not the only one. After hanging around for the ceremony (which was actually quite nice, all things considered), Mira gathered up some food and wandered off again. It was at this time that she was approached by someone calling themselves a 'Realmwarden' while hanging out in her forest hideaway. They had (somehow) determined that she was capable of something called "gatewalking" and wished to recruit her. By allowing herself to be recruited, she'd be given unlimited access to the vast libraries of The Nexus and even other Prime Material planes in time. Having exhausted all the books available in her hometown and having no means by which to easily travel within her own world to collect more, she jumped at the chance. Her next two years were spent in a mix of training and studying anything she could get her fluffy tails on. Homeworld The world Mira claims as her home is called 'Varda". It's a fairly basic "fantasy" world with the major exception that almost 80% of the landmass is covered by forest. Even the mountainous regions are forested. Most species (human, elf, dwarf, etc) prefer to live on the outskirts, or within certain cleared areas. Going deep into the forest is considered a Very Bad Idea and only something the most powerful or reckless of adventurers would do. Dark things lurk within the depths of the forest. Strange, unknowable things, it is said. Mira is fully aware she is not actually a human, despite what she allowed her adopted human family to believe. She suspects there may be more like herself, "fox-girls" she calls her species, but she's never had the opportunity to meet one. Maybe one day she'll return home and head into the Deep Forest near Bellis to see if she can find her people Fox-Girl Form/Racial Statistics Ht./Wt.: 5'5"/155 lbs Hair/Eyes: Blonde/Red Racial statistics: Aberration TypeDarkvision 60 ft. Aberrations eat, breathe and sleep. (3 RP), Medium Size (0 RP), Normal Speed (0 RP), Standard LanguageFox-Girls begin play knowing their native language, F̸͇̠̝͔͖͇̔̋̑͒̈́ö̸̪́̉̆̆͛̎͊́͠x̸̗̪̮͚̦͍̄̊̍̎̆̓̋́̀͑͝ẙ̶̘̞̯̠͉͜ (Foxy), and Common. They may learn Sylvan, Undercommon, Aklo, Dark Folk, Elven, Necril and Protean if they have a high Intelligence. (0 RP) Specialized Ability Scores+2 Int, +2 Cha, -2 Str (1 RP), Advanced DexterityMembers of this race gain a +2 racial bonus to Dexterity. (4 RP), FearlessMembers of this race gain a +2 racial bonus on all saving throws against fear effects. (1 RP), Resist Energy DrainMembers of this race take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. (1 RP), UnnaturalMembers of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal. (2 RP), Shadow BlendingAttacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability (1 RP), Shadow ResistanceMembers of this race gain cold resistance 5 and electricity resistance 5. (2 RP) Change Shape - LesserMembers of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. (3 RP), Camouflage - ForestChoose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. (1 RP) Static Bonus Feat: (2 RP), Prehensile TailMembers of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP), Light BlindnessAbrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. (-2 RP), Negative Energy AffinityA member of this race is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature. (-1 RP) Quick Breakdown (20/20 pts used) Aberration Type: +3 RP Medium Size/Normal Speed Standard Language: 0 RP Specialized Ability Scores: +1 RP Advanced Dexterity: +4 RP Fearless: +1 RP Resist Energy Drain: +1 RP Unnatural: +2 RP Change Shape, Lesser: +3 RP Camouflage: +1 RP Static Bonus Feat: +2 RP Prehensile Tail: +2 RP Shadow Blending: +1 RP Shadow Resistance: +2 RP Light Blindness: -2 RP Negative Energy Affinity: -1 RP Found this game's advertisement and decided to throw my proverbial hat in the ring. I plan to adapt an old character from a previous gestalt spheres game that didn't get selected. I'll start with the basics and add more as time passes. Most of the fluff is still usable, if requiring a bit of tweaking for the setting. The mechanics will obviously require the most work. Sheet link will be added later, after adjustments to mechanics.
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Name: Race: Human Gender: Female Class: Sorceress [Celestial bloodline] Deity: Sarenrae Alignment: Neutral Good [Lawful tendencies] Age: 22 Stats STR: 08 DEX: 20 CON: 14 INT: 14 WIS: 12 CHA: 23 Description and Personality Overall, Sabrael is truly an unearthly beauty. With her delicate features, slender build and fluid, ethereal gait that gives the appearance of sailing over the ground rather than walking, she could easily be mistaken for an elf. She has wide golden eyes and blond hair that flows loose down her back. Sabrael has a preference for delicate garments that do justice to her features and graceful silhouette. She likes to wear white robes. Sabrael's personality radiates with a blend of grace, compassion, and an unwavering dedication to her calling. Her life's path, shaped by the teachings of Sarenrae and her own experiences, has molded her into a woman of exceptional character. The young woman is a fervent believer in the importance of rules and order, recognizing that they provide structure and justice to a chaotic world. However, her commitment to the Greater Good transcends even her respect for rules. She will - albeit reluctantly - bend them when absolutely necessary, but always with the best interests of those she serves in mind. Her moral compass is guided by the principles of compassion, forgiveness, and redemption, reflecting the teachings of her beloved goddess. Sabrael possesses an empathetic and nurturing nature, seeking to understand the struggles of those she encounters - whether they are fellow adventurers, downtrodden individuals seeking solace, or even adversaries who have lost their way. She believes in the power of redemption and strives to inspire hope and healing in others, just as Sarenrae's light has done for her. Background Sabrael's life began with tragedy. At the tender age of seven, she endured a night that would haunt her dreams for years to come. A roaring inferno engulfed her family's home, claiming the lives of her parents and reducing her once-joyful childhood to ashes. She was left orphaned and alone, a child marked by both loss and survival. Fate, however, had other plans for the girl. It was in the wake of this devastating fire that she was discovered by the benevolent priests of Sarenrae. Drawn to the scene by the flames that had consumed her home, the priests took the young girl under their care, seeing in her a spark of divinity that mirrored the goddess's own warmth and compassion. Under the watchful guidance of the temple, Sabrael learned to find solace in the light of Sarenrae, the goddess of redemption, healing, and the sun. As the years passed, the girl blossomed into a graceful and radiant young woman. Her golden eyes, fair skin, and flowing blond hair were a testament to her celestial heritage. But it was not just her physical beauty that set her apart; Sabrael possessed a heart filled with empathy for those in need. When she turned twelve, Sabrael's life took another turn. The latent magical abilities that had slumbered within her awakened, revealing her to be a sorceress. The priests recognized this as a divine gift, a manifestation of Sarenrae's grace. Encouraged by her mentors, Sabrael embarked on a path of magical training, honing her newfound powers to serve the goddess. Her calling was clear: she would serve Sarenrae as a beacon of hope and a protector of the innocent. As the years passed, Sabrael's role within the temple evolved. What had once been a humble life as an assistant and handmaiden transformed into a more adventurous one; she took on increasingly challenging missions, defending the temple from dark forces and venturing into the world to aid those in need. As an adventurer, she grew stronger in both magic and spirit. Now, at the age of 22, the young woman will strive to become an angelic force of light, embodying the ideals of Sarenrae as she and her companions battle against evil and work tirelessly to redeem a world on the brink of collapse and damnation.
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Race: Human (Advanced) Classes: Occultist (Reliquary Keeper) / Technician (Rigger) Before the Realmwardens Krauss past and time before the Gate Keepers was one involved in the most tumultuous times in the history of planet Earth, 1914 - 1945. During his youth, Krauss was founded to be one of the few individuals of humans blessed with a true gift of intelligence. A childhood was unknown to him for most of his youth was spent in academic studies of all kinds. Being from a moderately wealthy German family helped in affording all sorts of tutors and advancing him through institutions of higher learning. On the one hand, he had an insatiable hunger to learn but came at the price of having no friends and being something of a social pariah. More so he lead a very sheltered life among books but would be given a quick awakening on his 18th birthday. In 1914, the great war (WWI) began and Krauss was conscripted for the war effort. At first he was passed on as just another body for the front lines until his intellect became evident and thus was sent to work on various scientific fronts for the war effort. It was in this period that great ambitions in knowledge started with various technological advances for the time being made. What most don't know is the Central Powers, of which Germany was included, conducted various research into things most would consider supernatural and occult during this time. One must understand that supernatural aspects and hard definitive science had not truly separated at this time. Items for instance used in chemical warfare were based on principals of medieval alchemy for instance and it was this that Krauss was exposed to the true powers of ancient magic from relics not seen in modern times. Yet the war effort proved Germany's undoing with the Central Powers losing. Krauss, like so many other scientist during the war, fleed to other regions of Europe covering his trail and any records which would make him a war criminal. In the years following, he took what odd jobs he could to support himself while continuing his studies into the esoteric aspects of the world. With him he was able to save 4 relics of unusual power that he would spend years attempting to master. But the outbreak of another global conflict would provide a boost of sorts Krauss was needed. With the new powers in charge of Germany, the attention to the occult was more open and in dire need. Krauss would join with a group whose works would involve such things as before (the Ahnenerbe). He would never buy into the political dogmas of Germany's new leaders but the Ahneberbe was simply a means to an end in continuing his own scientific and occult studies. Yet like before, Krauss saw the inevitable end and in the final days of 1945 switched sides by offering the Ally Powers key information on several operations in exchange for amnesty. Krauss, like so many other German scientist, were transported to the United States as part of Operation Paperclip. While glad to be out of an apocalypse Europe, Krauss saw his new American "employers" in the same light as the prior to governments he worked for...power hungry. After the Realmwardens Krauss would spend his final days on Earth doing various tasks and projects as "requested" by the American military. Though it was at this point his true powers as a Gatewalker appeared when he unknowingly opened a portal to what seemed like another world. Thing is this wasn't done by any scientific or magical means but seemed to happen by his own will. Yet this power was clearly untrained for the portal only lasted mere seconds, yet long enough to gain the attention of the Realmwardens. What their reasons were for recruiting Krauss is still unknown to him, but the offer was to good to pass up. Krauss at this point was done with how the way Earth's civilization was becoming and with the rise of the two superpowers, America and the Soviet Union, he naturally concluded another global conflict was evident to happen again. Frankly, he tired to becoming a tool for the military. Since the day of recruitment, Krauss has spent just a few years among the guild and in the hub city Nexus. Technically he is still a lower ranking member but the guild has come to respect and acknowledge his intelligence. More so, the guild has provided him something he never really had, the chance to pursue scientific and magic research of his choosing (within certain bounds). And being among the denizens of Nexus, it is clearly evident that there is much to learn. Homeworld and Race Krauss is a human from Earth born and living within the early to mid 20th century. While he looks as a normal human, he is in face an advanced human. This means he is among the few of Earth's humans born with a gift of vast intelligence similar to the likes of Albert Einstein or Nikola Tesla. While not possessing any physical enhancements or strange powers like so many others he has met in Nexus, it is clear that he is vastly intelligent and has a knack to learn things very quickly. In his case, his brain is just as powerful as any other's brawn. Personality Krauss's intelligence is a blessing and a curse. It has done little to serve him regarding forming social skills and relating to others. While he may be able to figure a person out, he has trouble with engaging with others on an emotional level. This is not to say he can't be polite in sociable settings but most of the time he will be the quite one in the background. Krauss is a person who is govern by deductive reasoning and logic so his life is very orderly. Very few things are done without outcomes weighed and measured. While this helps him plan ahead, he has a very hard time in making snap decisions. He is also very stoic and logically cold. Given his past associations, one might think Krauss has an evil bent and to some extent that may be true. Despite serving under two vastly different German governments in the wars, he has never agreed with the politics or ideas of them. His association was a means to an end. After all, they were essentially forcing him to research and make weapons of war, so why not use them as financial backers for his own privately conducted research? What truly makes Krauss "evil" (if one can call it that) is unlike most other scientist, he holds no moral/ethical boundaries on what should and should not be done in the pursuit of research and discovery. To him, it is all about finding knowledge where if some things must be done that construe an evil act, well the end result justifies the means. For example, his occultic studies have granted him a measure of abilities in reanimating the dead. While some would consider this an evil act, he doesn't. Logically speaking, the reanimated dead are just animated objects and hold no distinction of a person. So fundamentally speaking, what is the difference in using animated cadavers for whatever need as one would use a robot or arcane fashioned golem? All of them are just moving piles of matter in the end and not living beings. Such view points have placed him at odds with other religious minded individuals but frankly he doesn't care. However, it should be understood that if said "evil" was committed there is a logical need for it. Overview of Character Build and Service to the Guild Mechanically, Krauss is a combination of a summoner and item builder. While able to summon creatures, undead, or build mechanical automatons, his real strategy in using them is in more unusual ways to achieve a result or help out fellow party members. It wouldn't be unusual to see a golem created by Krauss to rush head long into a crowd of enemies only to then explode revealing he had planted a bomb in it. If anything, this character is an heavily item dependent individual which has its own strengths and weaknesses. As to the Guild, Krauss is the crafter and researcher. Though in down time periods, Krauss has been granted some measure of freedom to pursue his own smithing and hebaligy businesses outside of his guild duties. Reason being is because research pursuits and item creation is an expensive undertaking. Though of course he provides a portion of profits to the guild.
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WIP So I lost my entire topic, to include my stat rolls and wealth. Are you able to see the old rolls or should I re roll The rolls were 16. 15. 15. 14. 10. 11 and 120 wealth roll.
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“Come now, let us settle the matter. Though your sins be as scarlet, they shall be washed white as snow. Step out of the darkness and into the light.” Class: Oracle Race: Drow Deity: Eilistraee Alignment: Neutral Good Height: 5’ 1” Weight: 95 lbs. Appearance Shizune is a small woman, at just under a hundred pounds and just over five feet. She stands tall (as much as she can) wearing a dense cloak over her shoulders and long flowing sleeves, concealing her many burns. Her mithral chainmail glints inside her clothing and her holy symbol of Eilistraee shines brightly on its chain around her neck, hanging loosely above her chain suit. In late evening her white hair seems to glitter silver under the starlight and pink eyes shine brightly in the glint of the moon. In combat situations, she holds a mithral shield in her left hand--embossed with the symbol of Eilistraee--and a staff in her right hand. The staff is an elaborate wood carving of two snakes intertwined about one other. She keeps a small crossbow and coldsteel shortsword at her hip, but she rarely uses either, preferring her staff, baequeshel magic, and diplomacy as needed. Personality Anyone who's had any conversation with Shizune comments on her kind eyes. 170 years of hard life have done little to extinguish the fire and glow that lies behind them. Shizune is strong-willed and calculating, but fair and uncommonly kind. Knowing the true darkness of her kind & their existence has opened her up to know true kindness, friendship, and love. She is the kind of person to fall on her sword before giving up on a friend. When fighting demons, monsters, and remorseless enemies, she shows no mercy and fights until one of them dies. When fighting mortals, she chooses to open with a call for mercy. Due to the tenets of her faith, evil drow will ALWAYS get one chance to surrender and be converted before a fight. Backstory Shizune Devir was born a noble daughter of House Devir, Fourth House of Menzoberranzan. Because her father was unknown, and her mother was one of the lower daughters of the Great House, she was noble-born by blood, only. She had very few rights to a noble seat in the house, and the path to typical Drow promotions would be paved with the blood of nearly fifty powerful women. As such, Shizune never really harbored any interest in the common avarice of Drow high society. She chose a gentle touch, instead. When she was of age, her mother did her lawful duty and enrolled her in the clerical school of Arach-Tinilith so she could grow in power and hopefully become a mighty force for the great house DeVir. Her schooling, however, was short-lived, as it was readily apparent that she had neither the talent or drive for clerical learning. Casting even the simplest of clerical spells was beyond the young girl. As such, she was cast into the service of the family as a commoner. She was treated like captured house slaves: abused, beaten, and mistreated whenever the chance came, yet she could find no comradery among the commoners, as they despised her for her noble birth. “If only she would work for her status, she could have been something,” was a bit of gossip about she often heard about herself. Her only solace was music. In the lone hours of night—when the light of Narbondel was low in the black cavern of Menzoberranzan—when the servants were free to do as they pleased, dark melodies would call to her in the black of night. They were at the same time haunting and lovely, beautiful and frightening. The words were so mighty, full of divine power that she could barely understand. They called to her and she called back, sharing her pain with whoever, or whatever, was calling to her. Magic came to her, then, as she learned to manipulate those words and manifest them into reality by song. She still did not know their origin. As time wore on, and she approached her hundredth birthday, House DeVir lost the favor of Lolth. Some say it was inbreeding with non-Drow, others believe that Matron DeVir aided svirfneblin with Lolth’s power, which was a fatal crime. Either way, the house was targeted and destroyed by House Do’Urden in their moment of weakness. During the siege, most of the servants were captured or killed, but Shizune only hid, unsure of how to progress in the night. However, when the house was leveled by unholy fire—as was the divine command of Lolth—Shizune was badly burned. So severe were the burns that she would never fully heal from them, yet she did not die. Somehow, someway, she had been spared the judgement of Lolth. As she escaped the wreckage of her home, a Bregan D’aerthe agent captured her, and in her weakened state, kept her as a slave. For the next twenty five years she would serve as a healer, entertainer, and preform other services as needed, all for her new Drow masters. Many times she considered ending her life, but the music of the night called to her, sustaining her in her pain, until she finally escaped one night in a surface raid. She ran through the forest, and was captured by elven sentries, who nearly killed her, simply for the color of her skin. However, they brought her home to stand trial for any crimes she may have committed, but they could find no fault in her. Throughout all the divinations, the saw the life of pain and misery led by the poor woman, and spared her life, turning her over to the Priestesses of the Dark Maiden, Eilistraee. There she found meaning. She learned that the music she had been hearing, that had sustained her for over 120 years, had been the calling of Eilistraee, through the ancient Drow music of the baequeshel. The powerful, magical, musical language had been lost to the deep-dwelling drow when they fled from the surface under the might of Correllon’s curse. Yet, throught the millennia, Eilistraee had called Drow up from the deep with the powerful magic of the song-words. As she grew in power with her baequeshel magic, Eilistraee kept the pain from her burns, as much as could be done, for god-inflicted wounds cannot be healed. Though the pain dulled, the scars remained, and she would rarely dance sky clad in the forest with her sisters: the embarrassment was too much. While her magic and power grew, so did her talent with the spoken word. Shizune became a powerful healer, diplomat, and voice of charity, kindness, and reason for the local courts. Many drow women were liberated from the yolk of Lolth’s tyranny by Shizune’s actions and voice. Her songs were like lessons from the goddess, and her words we sweet words of healing and love. Nothing can call someone from the dark like a voice of pure love, and Shizune’s was mighty. As she became more influential in the region, the Seven Sisters began to employ her as a diplomatic aid, to try and strengthen their relationships with the local kingdoms. Throughout the Time of Troubles, when the gods walked Toril and no prayers were answered, good diplomats played a large part in keeping society together. When the gods were restored and divine magic returned to them, Shizune maintained her relationships with the various rulers in the area, having become a trusted advisor throughout the land, and known for her uncharacteristic kindness and compassion. After the silence of Lolth, with the restructuring of the church of Eilistraee, and the continued battle to redeem the drow, Shizune DeVir has been recalled, and is acting as the church needs her. Currently, she has been assigned a post in Cormanthyr where the old alliance between that nation and the Church of Eilistraee has been rekindled. As with all alliances, this new one is tenuous, and the Church is sending one of its best diplomats to aid with anything the nation of Cormanthyr might need.
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Name: Race: Half-Elf Gender: Male Class: Sorcerer (Divine Soul) Alignment: Chaotic Good Age: 23 Stats STR: 10 DEX: 15 (14+1) CON: 14 (13+1) INT: 12 WIS: 12 CHA: 19 (17+2) Personality and Description An aura of mystery emanates from this handsome half-elf, and one would be hard-pressed to tell what hides behind his fascinating grey eyes and charming conversation; a rich and deep mind for some, a tortured soul for others. Sikhandyn is genuinely interested in others; a true extrovert, he is energized by being around other people. Exceptionally charismatic, Sikhandyn likes to lead, influence others, charm them... Their admiration - and indeed love - fuels his desire to grow personally. The half-elf has always found it easy to win friends; keeping them, however, has proven more difficult. While usually an extremely pleasant fellow, Sikhandyn can be a real pain in the neck when an effort is required - especially a long one. The young man will typically try to use his gut feelings, charisma and humor in order to avoid meticulous planning or long, detailed work on an issue. The half-elf likes to wear dark clothes - to his supporters, a sign of his deep respect for the Arcane arts; to his detractors, yet another proof of his malevolent duplicity. Background Sikhandyn had always been a let-down. He was a let-down when, at the age of ten, he witnessed the murder of his mother and younger brother at the hands of bandits, petrified with fright, unable to call for help, let alone try a desperate attack to rescue his family. He was a let-down four years later, when his father asked him to find a job to make a living, as his business as an innkeeper was declining and would soon become insufficient to support them both. But nothing interested Sikhandyn. His contempt for peasants, blacksmiths, and any occupation involving physical effort made it difficult for him to find an employer. His father had made an effort to provide him with a decent education. He therefore tried to work as a clerk, but could not focus on the routine of the job; he was more interested in spending his father's last coins with other teenagers, drinking, gambling - and sometimes even on girls. Upon discovering his daily activities, his father kicked Sikhandyn out of the family house. The boy left his native village and wandered from city to city. He was a let-down a few months later, when he tried to rob the old man, Melk, who had accepted to offer him some food and a bed for the night. Melk woke up in the middle of the night, and found Sikhandyn pocketing a few silver pieces he had found in a cupboard... Yet instead of reacting with hostility, Melk took pity of the young boy, and decided to help him. Melk, as it turns out, knew many things. Melk could grow flowers - and he taught the boy. And Sikhandyn liked growing flowers, because they were colorful and radiated beauty. He became less reckless and more patient. Melk could craft multicolored lanterns - and he taught the boy. And Sikhandyn liked crafting lanterns, because the designs were different every time, yet always rich and joyful. The boy's creativity and ingenuity grew, as he struggled to give each lamp unique, sophisticated features. He also became more focused and attentive, because mastering his art required the guidance of Melk, and he knew it. The old man was sick, and had come to consider Sikhandyn as his own son. He perfected the boy's reading and writing skills. Seeing the progress of Sikhandyn, Melk decided to trust the boy with his most important secret. Melk could cast spells - and he taught the boy. And Sikhandyn discovered a new universe, with its own languages and laws. He worked day and night to learn more, eagerly asking questions to his master. And the old man was delighted by Sikhandyn's passion and enthusiasm. He spent entire days sharing those secrets with his apprentice. After two years studying the mysteries of the Arcana, Sikhandyn demonstrated an unexpected inborn magical aptitude, much to his master's surprise - the young man would be trained as a sorcerer, and not as a wizard. Melk taught the young man everything he could in the time he had. Yet he did not have much time. Teaching the boy had brought joy to Melk, a deep feeling of satisfaction he had not felt in decades. Yet the sickness was taking away his vital strengths. And then one morning, Melk did not wake up. The old man's death proved devastating for Sikhandyn. But he acted as Melk would have expected him to. He informed the old man's few friends, arranged the funerals, and took care of Melk's affairs. The old man had left him all his belongings, but the thought of staying alone in the empty old house scared Sikhandyn. The young man gathered some clothes, provisions, and books, and locked the heavy door behind him. The world was calling. A new chapter of his life had begun. A quest for adventure. A quest for knowledge and mastery. A quest for friends he would not let down.
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Ancestry: Human(+2 Str, +2 Dex) || Heritage : Half-Elf Background : Brevic Outcast(+2 Con, +2 Str) || Class : Monk(+2 Dex) Ability Scores : +2 Str, +2 Dex, +2 Con, +2 Wis 16(+3) Strength || 16(+3) Dexterity || 14(+2) Constitution 12(+1) Wisdom || 10(+0) Intelligence || 10(+0) Charisma Class Feats and Features Ancestry Paragon Feat: Natural Ambition(Monastic Weaponry) Ancestry Feat : Nimble Elf Background Feat : Haughty Obstinacy Class Feat : Ki Strike(Spell Type : Divine) Class Features : Flurry of Blows; Powerful Fist Senses and Defenses Senses : Low-light vision; Speed : 30' HP: 20/20 || AC 18 || Perception +4 Fortitude +7 || Reflex +8 || Will +6 Skills and Actions Skills : Acrobatics(T) +6; Athletics(T) + 6; Deception(T) +3; Lore Politics(T) +3; Stealth(T) +6 Actions : Bo Staff +6, 1d8+3(B) [Monk, Parry, Reach, Trip, Uncommon] Shuriken +6, 1d4+3(P) [Agile, Monk, Thrown, Uncommon] Temple Sword +6, 1d8+3(S) [Monk, Trip, Uncommon] Equipment Gear(Bulk 3) : 9g, 10s, 5c Backpack, Bedroll, Flint and Steel, Religious Text(Arazni), Religious Symbol(Wooden, Arazni) Soap, Waterskin(2), Chalk(10), Rations(2 weeks), Rope, Torch(5) Bo Staff Temple Sword Shuriken(10) Backstory Annelle Annelle waited anxiously like the rest of the small crowd. The lord of these lands only visited their town rarely, perhaps twice a year, and they were curious to know if he had any announcements. Well, most of the crowd waited anxiously for that reason. She had her own, more personal reasons. She glanced down at the young boy by her side. Half-elven, like herself. Nobody in town ever commented on her having a half-elven child, despite being a half-elf herself. It's not like it was really a secret. After all, there were only two half-elves in the town. Save for perhaps twice a year, when their lord visited. The lord of the lands finally appeared, stepping out of the front of the townhall, which kept a room specifically for him and his visits. He was half-elven but his physique drew strongly from his elven heritage. Tall, slender, handsome in a unique sort of way. She glanced down at her son again. Oznar was only just barely at the cusp of adolescence but so strongly resembled the lord of their town that it was almost funny. She didn't look to her left, where her husband stood. Her purely human husband. The marriage had been convenient for them both, but while she never felt more than friendly affection for him she knew how he felt about her. The lord was speaking in a strong, loud voice, telling the people what wonderful subjects they were and affably cracking jokes with the mayor. He really was a kind man. She saw his eyes flicker her way, only once. A moment of weakness, maybe? Or regret? They hadn't spoken in a long time now, but sometimes she thought she saw the same affection for her she felt for him. He was married too, and from the moment of his engagement he had broken off all that they'd had. She wondered, sometimes, if she was a bad person for thinking about what it might mean in a few decades that they had both married humans. Oznar Oznar sighed, listening to the new lord preach his bold new strategy for dealing with the famine. As usual, it involved taking from them, and then "distributing" what they took. There wasn't anyone in the town fooled by his words, but there also wasn't anyone in town ready to deal with the group of soldiers the man had brought. Well, not that anyone had anything to give. They weren't throwing around words like "famine" and "starvation" for fun. He turned and left. He saw a few of the soldiers watch him go, but nobody stopped him as he headed south. On his way he passed the old cemetery. Nothing for him there, his mother had asked to be burned and cast into the river. Like everyone in town, he knew why. Their family had never had any such tradition, but the old lord's family had. He could vaguely hear the new "lord" continuing his speech. He remembered the lord from his youth, the way he spoke. None of the new ones had his charisma. Or humanity. He saw his small home and stopped. A moment later he turned and went down a branching path instead, carefully making his way to the river. He didn't want to see his "father" today. The man had always been kind to his sister and brother, but his eyes were only ever angry when they saw Oznar. He knew why. Everyone in town did. He sat down at the shores, looking at the water as it ran, traveling away from this town of the sad and broken. "It's always nice to take a moment and appreciate what the world can offer, isn't it?" Oznar stood and whirled, nearly falling into the river as he did. An older man with a staff was settling down next to where he had just sat. I didn't even hear him walking up. "Who...who are you?" The man had a wooden symbol of some sort hanging from his neck, an image painted on the front. A...flower with a sword through it? Oznar thought it probably wasn't just for decoration, but he didn't recognize the symbol. He man, probably human with some distant orcish ancestry if the eyes are anything to go by, looked up at the young man before answering. "I'm Parkus, a...priest, I suppose." He tapped the symbol. "I was passing through when I saw his lordship doing his own preaching. I thought perhaps this place could use one such as I." Oznar glanced again at the symbol. "A priest? For who? And what are you offering us? Prayer isn't exactly going to fill our bellies." Parkus answered his voice becoming a little bolder with each word, "I am a priest to the downtrodden. The cracked, the damaged, the abused. I am the voice of vengeance for the wronged, the act of defiance before the unjust. And the world is cruel, isn't it? Terrible, to the strong and weak alike. That is why I am here. Not to save you, because once you are hurt you cannot simply become unhurt, but to let you stand again in the face of your enemies and show them that even pain is a source of power." Parkus stood as he spoke, standing straight and tall with his staff planted firmly into the muddy earth. Oznar gaped, unsure if he was more surprised at the sudden speech or at the man's towering height. Definitely some orc blood. He pushed aside the irrelevant thought. "I-I see. Well, that's...great, but I don't see how a bunch of mostly-starved villagers are supposed to stand up to lords and their soldiers." Parkus nodded as if that was the expected response. "Ah. That's fine, an opportunity for a demonstration is coming our way now." Oznar's eyebrows scrunched together in confusion for a moment before he heard the heavy thud of boots coming from back up the path. "Alright, citizen, come along. You heard the lord's plan, everyone contributes. Everyone." The pair of thugs on the hill glared down at Oznar, the sneer in their voice not at all disguised. One flicked his glance at the old man, then back again at Oznar. I guess the crazed old man looks even poorer than me. Impressive, in a way. Then the old man jumped, clearing ten feet of the embankment and cracking his staff into the diaphragm of one of the men, and driving the butt of his staff forward, into the throat of the second. Both collapsed. "Now, see that! Now if one old man with a stick can manage that much, then what do you suppose a strapping lad such as yourself might accomplish?" Oznar wasn't sure if he could handle many more shocks today, and tried to wrestle his face into a less surprised expression. "You...you...did you kill them?!" The old man glanced down. "Ehh...that first one's okay. Just winded!" He laughed, making his way back down the shallow hill towards Oznar. He didn't say anything about the man he hit in the throat. Oznar tried not to think too hard about the man's jovial attitude, as compared to the brutal defeat he dealt out to the thugs. He looked past Parkus, at the 'soldiers'. He felt...not satisfied, exactly. Or happy. But the feeling was a good one. If...if I had the strength to do that myself... When he looked back to Parkus he found the old man's gaze staring back at him, weighing. Understanding. "You see? It's not a bad feeling, justice. But I think you know that it'd be better dealt out by your own hand." Oznar found himself nodding. "What do I need to do?" Parkus Parkus stretched his old muscles while he watched the young half-elf go through the forms. The physical conditioning had to overcome years of starvation, but he had the means to help Oznar do so. He'd suspected, from when he spotted the boy standing in the crowd with the other listless peasants, that Oznar had the right kind of fire. Just, but not too just. Kind, but not too kind. Merciless, but only to the right people. A survivor at heart, but not one that would trample others in his drive to live. The Unyielding will find a good follower in him. Now, how to bring him around to the idea? Parkus was a priest after all, if not a very good one. He had considered just trying to teach the boy a few sparks of divine power instead, but honestly he didn't think the boy had the...knack. He didn't really believe in anything but himself. Well, except maybe Parkus. If he didn't think I have a few screws loose, perhaps. But that's alright. Oznar wouldn't care about the whole thing about making undead, but asking him to follow that tenet would be trivial. Not insulting his goddess, also trivial. Arazni might not have a great reputation, but Parkus believed the boy would be grateful enough to do something so simple. Despising those who hurt him...he'd do that one on his own. Dignity... The boy tripped and tumbled, swearing loudly as his face was covered in mud. ...dignity is a work in progress. But he'll get there. Ironically, the last tenet, the one about surviving at all costs, might be the hardest. All it would take is a single moment of self-sacrifice to break it, and the boy had the empathy for it. The easiest solution is to try and get him strong enough that he can, as Parkus had with his little village, walk into danger and back out unthreatened. The older man sighed, rubbing his face then standing. What will be will be. Maybe the boy will grasp the tenets and follow them, or maybe he'll struggle against the evils of the world and die with dignity. Survival is the most important tenet, but it's also the one you can only break once. "Alright boy, enough playing around in the mud." More cursing as Oznar wiped his face and spit, trying to get mud out of his mouth. "Let me show you how to tumble without looking like it's your first day on your feet." Oznar He flipped another page of the little book. He wasn't really great at reading but he had to admit the practice was helping. It'd help more if the book wasn't agonizing to get through. Maybe that's why one of her domains is pain. He laughed to himself, then considered if that was heresy. He wasn't insulting Arazni, right? She doesn't seem like the sort to have a sense of humor though. He sighed, closing the book. He was supposed to read for another hour or two, but he felt confident that he'd be chewing off his own fingers if he sat here any longer. Where the hell was Parkus? He stepped towards the door of his little room, paused, then collected the little painted wooden disc Parkus had given him. He wasn't sure how much he bought into the whole Arazni worship thing, but Parkus had done too much for him to not at least make a genuine effort. And...most of what she represented made sense to him. The little farm they were staying in had been abandoned for some time, so far as he could tell, and he had to watch his step as he traveled across the broken planks of the narrow hallway and out the front door. An overgrown field, a collapsed barn, and the occasional wooden pole that was once part of a sturdy fence were the main features of the surrounding countryside. A forest grew up in three directions beyond the immediate borders of the field, hiding the view of every direction except the path west. The sun was barely starting to set. And no damn sign of Parkus. The old man had disappeared that morning, saying something about having a task to accomplish. Grumbling, Oznar stepped back inside. Maybe he left some of those dried fruits? I should go foraging tomorrow, if he isn't back. Opting to get some food, he stepping first into his own room to grab a bit of bread and cheese, then into Parkus' room to rummage for a little more variety. To his surprise the old man's room was completely cleared out. "What? When?!" When Parkus had left he only had his belt pouches, with enough food and water for a few hours. Had the sneaky old priest managed to slip back in when Oznar wasn't looking? A single sheet of paper sat on the desk. I swear if that old man slipped away and just left a melodramatic note the first one I'll have vengeance on will be him. He picked up the paper and began to read. "Oznar. I've slipped away and thought it would be appropriate to leave this melodramatic note." Dammit! "I've observe your progress, and at this point any further teaching would be counter-productive. I could make you stronger, more educated, or just less loud-mouthed when you really should simply shut-up. Or maybe teach you how not to be so terrible in a fight. Or how to read like something smarter than an ogre. Or..." Oznar's frown deepened as he continued down the page for several more lines before finding actual relevant content again. "...and I suppose you might even be trainable, eventually, to not burn even the simplest of foods. But I digress. Teaching you any of that would be a waste of time, because at some point in every person's life they must choose their own path, and learn their own recipes. But I really do wish you'd learned at least one of mine properly." It was just that one time! He ducked out on me and somehow he's still giving me grief over a single burned chicken. "I cannot force you to be faithful, nor to be strong. I have taught you both, in the hopes that at least one will take and the genuine wish that both will. Remember, above all Arazni admires those who survive. Keep yourself alive, and with any luck we will meet again. Do try not to drown in any shallow ponds." Oznar read the note again, then folded it, before catching some writing on the back. "P.S. I left a few of the fruits behind, and a few coins. But I did take the loaf of fresh bread out of the oven. I did warn you to keep an eye on it." Oznar felt himself smiling, even as he muttered complaints to himself. The next morning he set out, having scavenged everything of value. The staff, sword, and weird knives his teacher had gifted him. Despite only thinking it, he glanced over his should, expecting a reprimand for misnaming the shurikens. He knew their name, he just liked pissing Parkus off. The surprising amount of coin left for additional supplies. Enough rations for now. Water. I suppose that will do. Despite the view being blocked by trees, he glanced east, towards his old home. He wondered, sometimes, what had happened there after they left. He'd asked Parkus why he didn't help with throwing out the lord, but he'd simply told him that killing very soldier and outsider in the village would just be a reprieve before more would move in. "If you want vengeance, lad, you'll have to claim it yourself. I just mean to teach you how to survive the attempt." He debated heading that way, then changed his mind. First, try surviving without the ridiculously dangerous orc-blooded priest, then try killing all those who have wronged you. He thought of Galles, who everyone had said was his father even though they knew better. No, that doesn't count. I don't like him, and never will, but nothing he did merits any sort of reprisal. He considered if that broke the tenets before deciding they didn't. Forgiveness isn't Arazni's way, but she never actually specifies vengeance as a consequence. That part was all Parkus. Oznar frowned. Was that him trying to sell me on the idea of going with him, or was that more something personal for him? He'd have to drag the answer out of the old man when he found him someday. A week later Oznar found himself meandering into an old tavern. Not poorly maintained, just...old. A few people glanced up, but nobody paid him any extended mind. There are a lot of travelers in this town. I'm probably not anything special these days. After settling in at a table and making an order he leaned back, letting himself rest. He glanced around while he waited, and spotted a few notices pinned up on the nearby wall. He reached over, turning one a little so he could read it. His eyebrow quirked as he read, examining the details. A...land rush? Looking to revitalize the economy, maybe? Or just keep some treasure-seeking ne'er-do-wells out of the civilized lands. Oznar smiled to himself as the food was set down, handing a couple coins to the young girl who'd delivered it. As he ate, he found his mind turning to the starvation in his home town, and the surrounding land. It wasn't Brevoy-wide, but the noble over this area didn't care what happened on the opposite side of the kingdom. He glanced back at the notice. Had the notice said that successful adventurers could keep the land they claimed? He reached for the notice again, yanking it free of the board. It had said that. He chewed, idly pondering the idea slowly forming in his mind. What can you do when you have a problem with an entire kingdom? He can't just walk up to the king and bop him on the head with his staff until an understanding is reached. He can't kill every corrupt lord in the kingdom, much less every corrupt would-be lord. But, if he had land. An army? A kingdom of his very own? He tucked the notice into his pack and dug into his food. There were hours left in the day, and he had a lot of walking to do.
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Human, male, son of Pele and King Criamnon Barbarian 1, Fighter 5 32 point buy: Str: 16; Dex: 8; Con: 16; Int: 14; Wis: 8; Cha: 14 Signature ability: +6 Strength Stats: Str: 23; Dex: 8; Con: 16; Int: 14; Wis: 8; Cha: 14 HP: 57 (.5); Initiative: -1; AC: 11 BAB: +6; Fort: 9; Ref: 0; Will: 4 Size: Medium; Speed: 30 ft; Armour: Light Feats: Power Attack Improved Bullrush Endurance Shock Trooper Steadfast Determination Cleave Righteous Wrath Leap Attack Skill Focus: Intimidation Features: Damage Resistance 3/magic or adamantine Spell Resistance 11 Fire Resistance 5 Immortality Fast Healing 1 Dungeon Crasher Spirit Totem (Lion): Pounce Extended Intimidation Skills: [Class skills are: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (local), Listen, Ride, Spot, Survival, Swim] Bluff +5 Climb +5 Craft (Blacksmithing) +3 Diplomacy +1 Intimidate +2 Jump +8 Knowledge (Local) +5 Listen +4 Perform (Storytelling) +2 Ride +2 Spot +5 Survival +3 Skill Tricks: Extreme Leap Leaping Climber Wall Jumper Fighter Dead Levels: 3rd: Applied Force (+1 Str check to break things) 5th: Applied Force (+1 Str check to break things) Languages: Common Battle Signals: Hand Ignan Orcish Traits: Aggressive (+2 Initiative; -1 AC) Musclebound (+1 Str checks and saves; -2 Dex checks and saves) Flaws: Vulnerable (-1 AC)[Gain: Leap Attack] Hot-Blooded (Auto-fail all cold-related fortitude saves, take an additional +2 cold damage)[Gain: Righteous Wrath] Equipment: Coat of the Cleonaen Panther (Studded Leather Armour of Greater Blurring +1, AC14, 16,175 gp) Pele's Embrace (Ring of Warmth, continuous endure elements {cold}, 2,100 gp) Progression: Barbarian 1: Spirit Totem: Lion; Power Attack, Improved Bullrush Fighter 1: Endurance Fighter 2: Dungeon Crasher: Minor; Steadfast Determination Fighter 3: Zhentarim Fighter: Skill Focus: Intimidation; +1 Strength Fighter 4: Cleave Fighter 5: Zhentarim Fighter: Extended Intimidation; Shock Trooper Planned Progression: Fighter 6: Dungeon Crasher Fighter 7: Fighter Dead Level: Applied Force; +1 Strength Fighter 8: Intimidating Rage; Destructive Rage Frenzied Beserker 1: Future Feats: Knockback Robilar's Gambit Battle Jump