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  1. 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.
  2. 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.
  3. 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.
  4. 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)
  5. 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%22stunted%22.%20If%20one%20didn't%20know%20better%2C%20they%20might%20even%20go%20so%20far%20as%20to%20say%20she%20is%20depressed%2C%20but%20if%20this%20is%20the%20case%2C%20none%20have%20yet%20figured%20out%20why.%0A%0AYoung%20Mira%20was%2C%20naturally%2C%20encouraged%20to%20try%20and%20make%20friends%20with%20other%20children%20after%20she'd%20settled%20into%20life%20in%20Bellis.%20However%2C%20as%20we%20all%20know%2C%20children's%20curiosity%20is%20often%20tactless%20at%20best.%20Almost%20every%20child%20wanted%20to%20know%20everything%20possible%20about%20the%20'weird%20forest%20girl'%20and%20would%20pester%20her%20endlessly%20with%20questions%20in%20the%20beginning.%20Oh%20certainly%2C%20many%20were%20likely%20chastised%20by%20parents%2Fguardians%20and%20asked%20to%20try%20to%20be%20nicer%20to%20the%20poor%2C%20shy%20girl.%20She%2C%20in%20turn%2C%20would%20try%20her%20hardest%20to%20be%20nice%20to%20them.%20However%2C%20she%20struggled%20to%20open%20up%20emotionally%20to%20others.%20She%20didn't%20like%20being%20touched%20either%2C%20and%20both%20of%20these%20led%20to%20her%20being%20labeled%20as%20'weird'%20and%20summarily%20shunned%20by%20the%20other%20children.%20This%2C%20in%20turn%2C%20resulted%20in%20her%20withdrawing%20further%20into%20herself%20and%20hiding%20in%20whatever%20books%20she%20could%20find.%0A%0AAs%20the%20years%20passed%2C%20Mira%20realized%20rather%20quickly%20that%20in%20a%20small%20village%20like%20this%2C%20books%20were%20in%20short%20supply.%20They%20were%2C%20arguably%2C%20a%20luxury.%20One%20that%20most%20either%20could%20not%20afford%2C%20or%20otherwise%20had%20little%20access%20to.%20Thus%2C%20Mira%20was%20eventually%20forced%20to%20entertain%20herself.%20So%20she%20turned%20that%20gifted%20intelligence%20of%20hers%20into%20a%20%22weapon%22.%20She%20would%20play%20borderline%20malicious%20pranks%20on%20the%20other%20children.%20In%20the%20beginning%2C%20she%20was%20nearly%20always%20caught%20in%20the%20act%20and%20appropriately%20punished%20for%20her%20actions%3B%20forced%20to%20apologize%20and%20clean%20up%20after%20herself.%20As%20she%20grew%20older%20and%20wiser%2C%20however%2C%20she%20started%20getting%20caught%20less%20and%20less.%20Oh%2C%20everyone%20still%20knew%20she%20was%20responsible%2C%20somehow%2C%20but%20she%20often%20had%20rock-solid%20alibis%20for%20every%20prank%20so%20they%20could%20prove%20nothing.%20She%20mellowed%20out%20a%20little%20as%20she%20reached%20her%20teenage%20years%2C%20but%20those%20brought%20with%20them%20their%20own%20set%20of%20problems.%20Namely%2C%20she%20was%20pretty.%20One%20of%20the%20prettier%20girls%20of%20her%20age%20group%2C%20some%20might%20say.%20Her%20personality%20left%20something%20to%20be%20desired%2C%20but%20surely%20she%20just%20needed%20a%20nice%20boy%20to%20'show%20her%20how%20to%20love'.%20Needless%20to%20say%2C%20things%20did%20not%20go%20as%20planned%20for%20boys%20wanting%20to%20court%20Mira.%0A%0ACertainly%2C%20Mira%20knew%20she%20was%20considered%20attractive%2C%20and%20physically%20speaking%2C%20even%20considered%20some%20of%20the%20others%20in%20her%20age%20group%20to%20be%20attractive%20as%20well.%20One%20can't%20truly%20control%20hormones%2C%20after%20all.%20One%20boy%20in%20particular%2C%20a%20William%20%22Billy%22%20Cooper%2C%20seemed%20to%20take%20offense%20with%20the%20fact%20that%20Mira%20was%20emotionally%20distant.%20That%20she%20didn't%20appreciate%20him%20like%20the%20other%20girls%20did%2C%20and%20in%20fact%2C%20preferred%20%5BI%5Dtheir%5B%2FI%5D%20company%20to%20his%20own.%20Being%20the%20arrogant%20brat%20that%20he%20was%2C%20he%20attempted%20to%20'lay%20claim'%20to%20Mira.%20Naturally%2C%20she%20took%20exception%20to%20this.%20The%20resulting%20altercation%20left%20both%20with%20many%20bruises%20and%20a%20black%20eye%20or%20two%2C%20but%20Mira%20was%20essentially%20the%20victor%20in%20that%20fight.%20Why%2C%20you%20might%20ask%3F%20Because%20she%20bit%20him.%20%0A%0AYes%2C%20you%20heard%20that%20right.%20Mira%2C%20the%20quiet%20bookworm%2C%20%5BI%5Dbit%5B%2FI%5D%20Billy%20when%20he%20attempted%20to%20kiss%20her.%20This%20was%20what%20truly%20sparked%20the%20following%20fisticuffs%2C%20but%20the%20fight%20didn't%20actually%20last%20all%20that%20long.%20Maybe%20thirty%20seconds%20at%20the%20most.%20Some%20of%20Billy's%20friends%20had%20run%20off%20to%20get%20an%20adult%20while%20the%20others%20desperately%20tried%20to%20pull%20the%20two%20apart.%20As%20one%20may%20suspect%2C%20both%20were%20punished%20with%20many%20extra%20chores%20by%20their%20respective%20families%2C%20and%20given%20appropriate%20lectures%20on%20proper%20behavior.%20'A%20lady%20does%20%5BI%5Dnot%5B%2FI%5D%20act%20like%20a%20wild%20animal.'%20Mira's%20mother%20chastised.%20'It's%20one%20thing%20to%20defend%20yourself%20against%20him%20if%20he's%20trying%20to%20force%20himself%20on%20you%2C%20but%20a%20lady%20does%20%5BI%5Dnot%5B%2FI%5D%20bite%20and%20scratch%20like%20some%20feral%20cat.%20Mira's%20parents%20were%20sympathetic%20t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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.
  6. 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.
  7. 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.
  8. 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.
  9. “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.
  10. 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.
  11. 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.
  12. 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
  13. I'm thinking of a human son of Hades, God of the Underworld, twin brother to Macaria (and not considered even worth a mention in the legends). The mother is not named in the mythology, so I'm reckoning on Hades becoming 'restless' during the spring/summer while Persephone is away and following the old family tradition (ahem!) Macarius, like most of his close relatives, is some kind of demigod of death. His particular take on it follows his father's to some extent, in that he's not the evil monster many people believe him to be. He is a fair and even handed ruler of the Underworld, and Macarius feels driven to get out there and put the record straight, playing up the simple fact that death comes to us all (well, you mortals, anyway) and is not a thing to be feared. He therefore goes by the name Macarius the Blessed. There may also be a less altruistic undercurrent at work concerning feelings of Hades being cast in an unfair light compared with his youngest brother, Zeus, but we all have our crosses to bear... Backstory (sorry, legend) really needs him to have spent time in the Underworld, so thinking maybe he somehow got roped in by Orpheus on his little visit and helped the bard to escape, maybe earning himself some bad points back home and no longer welcome there, if that works for you. Possibly now gets bad reactions from canines (the more heads the worse the reaction?) - revised in full legend below. I'm thinking of a Fighter(2)/Warlock(3)/something(1) build at present, though not sure what the something should be to lead him in a good direction for development. - revised to Fighter(2)/Warlock(4) - full spec below. I'll add more content as it develops...
  14.   Alice 'Finch' Murphy View Character Sheet Basic Information Race: Half-Elf  Sex: Female   Age: 38 Height: 5'3" Weight: 165 Alignment: NG Background: Sage Class: Rogue 1 Personality Personality There’s nothing I like more than a good mystery. Ideals Knowledge. The path to power and self-improvement is through knowledge. (Neutral) Bonds My life’s work is a series of tomes related to a specific field of lore.   Flaws I am easily distracted by the promise of information. Proficiency Bonus +2 | AC: 15 |  Max HP: 11 |  Speed: 30 ft | Init: +4 STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 8 (-1) 17+1 [18] (+4) 16+1 [17] (+3) 14 (+2) 14 (+2) 6+2 [8] (-1) -1 Str Save +6 Dex Save +3 Con Save +4 Int Save +2 Wis Save -1 Cha Save -1 Athletics +6 Acrobatics +6 Sleight of Hand +8 Stealth [E]   +4 Arcana +4 History +4 Investigation +2 Nature +2 Religion +2 A. Handling +4 Insight +2 Medicine +4 Perception +2 Survival -1 Deception -1 Intimidation -1 Performance -1 Persuasion Features  Class Features Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Stealth Thieves' Tools Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.    Tools Thieves' Tools  Feats & Other None  Racial & Background Features Dark Vision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility You gain proficiency in two skills of your choice. Stealth Sleight of Hand  Languages Abyssal Celestial Common Draconic Elvish Thieves’ Cant Background Features Skill Proficiencies: Arcana, History Languages: Two of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp Specialty: Scribe Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.     Equipment Leather Armor Rapier Shortbow Small Knife Daggerx2 Clothes, Common Ink (1 ounce bottle) Short Bow thieves' tools Arrows x20    Magic Items None     Backpack Ball Bearings (bag of 1k) Bell Candle Crowbar Hammer Lantern Hooded Oil (Flask) Piton Ration (1day) x5 Rope, Hempen(50 ft) String Tinderbox Waterskin Appearance Standing a little over 5 feet Finch is a freckle faced half-elf with the trademark ears.  She carries a tomboyish smile with the accompaniment of dirt and grim of being a seasoned accountant and accountability agent out in the field.  She has a tattoo on the back of her left hand of an eclipsing star in beautiful detail for recognition purposes.  She is fidgety and can be constantly seen playing with keys or touching babbles to keep her quick fingers occupied.  Personality Finch is friendly, anxious and a chatterbox.  She likes to chat while she works and she likes learning new languages and cultures , their dances, their accents and their different dialects.  She is not a big fan of the fuddy duddy elves who think they're better than others and don't need to learn about younger lived races.  She is an incredibly trusting person if you start talking about where you're from.  She just wants to do something her folks can be proud of that she enjoys.   Backstory In the pristine academic halls of Neverwinter, your boss studied the region's historical alliance between Phandalin and its neighbors. The fate of the lost mine of Phandelver has always fascinated him. So naturally, being a fairly older man as a master wizard and professor of the school... he sent 'Finch', his accountant, scribe, handyman on the matter so she set off to traveling to Phandalin to discover whether any locals know rumors about its fate. Now Finch doesn't mind as she gets to escape the stuffiness of the college and use her vast amount of acquired skills through her job of having to unlock magical doors that apprentices locked themselves in to losing themselves to their own spells into the various planes of the 9 Hells where their only salvation was written in a demonic language, then Finch was your girl for the job. Her vast amount of languages, skillset and quick fingers came from years of work with the college of Neverwinter. She was following a lead her boss gave her, a notice and letter of introduction from apparently 'an old friend' by the name of Sildar Hallwinter. She'd heard of him but not known him personally, so traveling, following directions, getting lost... getting lost again... asking and chatting people's ears off, and finally meeting the man led her in the right direction.  
  15. Ashenshugar 'Call me Ash', Elven Wizard AC 13 (17 Mage Armor) HP 19/19 Initiative 5 Fort +2 Ref +4 Will +4 Female Lawful Good Elf Wizard Evoker Level 3 Init 5 HP 19/19 Speed 30' AC 13 (17 with Mage Armor) Touch 13 Flat-footed 10 (14 with Mage Armor) CMD 13 Fort 2 Ref 4 Will 4 CMB 0 Base Attack Bonus 1  Melee Dagger -1 (1d3-1, 19-20/x2) Ranged Light Crossbow [/B] +4 (1d8, x3)   Str 9 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Condition None  Character Theme Sticking with the Morricone.. going to go with A Fistful of Dynamite. Theme from Fistful of Dynamite I named Ash's dead lover Shawn. I had to make is a conglomeration of his first and last name, since an irish name in Golarion without explanation would look strange. Sean is mentioned many times in the song, where James Coburn played an Irish Freedom Fighter (early 1900s) in the movie.   Complication: Hates getting dirty, or her hands dirty, both literally and figuratively, and will look for ways to avoid this. Appearance 'The Widow' While hardly fashionably dressed, everything she wears is immaculately clean.. everything leather polished to a sheen you can see your reflection in, everything fabric has that well ironed and brushed look.. even her fingernails are well polished and trimmed, though not painted. She looks about as out of place on the frontier as its possible to be. She's the staff officer in a bar brawl, the puritan in a brothel. Set against this picture of well starched cleanliness and formal lines is the songbird, colourfully irridescent, which flutters around her, sometimes sitting on her shoulder, as often speaking in common as trilling birdsong. Her familiar's colourful, showy, shimmering presence, like finding a red silk garter under a plain black dress, suggests Ash is not as straight laced as her attire would suggest.. that she has, just perhaps, a hidden, secret side that is not for public consumption. Her wavy, untamed hair is just another clue. Still, it all seems pretty straightforward until one notes the elven symbol for mourning, stitched onto the shoulder of her tunic, the two wedding rings on a chain around her neck, along with war mementos of friends lost, and the symbol of Magdh, the Prophetess Goddess of the Fey, stitched onto her tunic over her heart. Symbol of Magdh   Personality Ash considers herself to be a good quartermaster, supplier and loremaster, just what any expedition into lawless lands needs, someone reliable in headquarters. She does not consider herself to be a field agent.. getting one hands dirty is what other folk do, her job is to find them answers, point them in the right direction, provide analysis, get equipment (through official channels). She likes everything in its place, everything ordered. She plays chess, not poker. With regards most people, she's upright, uptight, rather prim, earnest and naively straight forward. Scroundels look at her and think 'open book', 'wallflower' or more likely 'mark' or 'payday'. There's steel sleeping deep underneath all this. It should have surfaced when Pitax came after her man, but didn't. Ash is also an incurable romantic, the latest in a long line of her family's similarly wayward daughters, many of whom have borne children in the witch manner; caring little for matrimonial conventions while caring a great deal for a servant applicant's previous employer recommendations. Upright, uptight and prim is what she has for most people... but not everyone. Background Ash, the recent paramour of the recently deceased duelist Shavel 'Shawn' Aunderlecht, went into seclusion for an extended period of mourning following his death in a duel, one instigated out of Pitax. Coming out of Mivor, where she had been in the local parlance 'shacked up' with her human duellist lover, she heard tell that another attempt was being made to 'recover' the Lost Lands, barely a day's march north from Mivor. It's not a clean break from the past, but the most she is capable of at the moment. She hates the current government of Pitax, especially when she discovered, after his death, that Shawn, had been acting against them. However, she was informed by the rulers of Mivor, in no uncertain terms, that she could not engage in a vendetta against the rulers of Pitax while operating out of Mivor. A duel is a duel and the forms were followed. Case closed. She's committed to locking the whole episode into a drawer, which given her naivete is probably for the best. Whether that drawer will remain locked is open to debate. Ash is a wizard, and like many wizards she has endless curiosity and an insatiable need to meddle. Ash is operating under the erroneous impression that the band sent to complete the mission is much more heavily manned than it is. Either she got the wrong end of the stick, or someone pulled a fast one on her. She definitely thinks it's the latter, and is probably correct long after being correct could make any difference. She knows well enough that she can draw a map of every realm on the continent for you, but is clueless when someone is playing her. She scoffs at the idea that she could be naive but she clearly lacks street smarts. Even though she was told she'd need combat spells, she never imagined they were actually serious. She figured it was something they said due to administrative protocols. The idea that she might have to get her 'own' hands dirty did not in fact occur to her, right up until she meets the band of three. "What? Three? Where's the rest?" So, she's having a very rude, doubtless comical, awakening, such a rude awakening that she's going to be very, very polite to the dirty handed folk around her, since she is quite frankly aghast that she won't be sitting in an office, but might 'Heavens Forfend' find herself in hand to hand combat. "I don't even have a gun!"   People, contacts and Plot hooks Hasufel (sister) - Ash's older sister, by almost half a century. A wizard like Ash, she maintains a household, a fortified tower no less, in southern Brevoy, with her five children, aged between 105 and 84. She's never been married and is currently paying host to a the decidely single 3rd son of a Brevoy noble, twice a week no less. She's the flagbearer for her family's 'not a damn was given' reputaton. Happily took Ash in when Ash was in mourning, perhaps as much for the additional childcare resources she represented. Jer 'the Gerkin' Floss (friend) - Rotund halfling fight promoter in Mivor. Corresponds frequently with Ash. A good friend to Shawn and her. He's more accepting of the fact that a duel is a duel and Pitax's involvement is neither here nor there. He doesn't share this little titbit with Ash. Rip and Slash (friend) - Twin half orc duellist well known in Mivor's duel circuit. They wanted to go after Halliday, the Pitax duellist who killed Shawn and rip him to pieces. They're currently whereabouts unknown and so could be anywhere. Halliday (Enemy) - The half elven duellist in the pay of Pitax, killer of Shawn. He has nothing against Ash but is aware of her enmity. Willing to go his own way, he will assume the worst should he see Ash in his vicinity and will act appropriately. He wouldn't be wrong in his assumptions. Caracel (Associate) - An elven gunslinger operating out of Brevoy. He owes Ash a small favor her and there due to the fact that he is an inveterate gambler who isn't that good at gambling. The only thing that keeps him solvent is that he's good with his pistols and so folk are reluctant to press him on his debts. Seneca and Triste (Parents)- Ash's married mum and dad, currently wiling away their retirement in Kyonin, where they keep an eye on Kyonin's northern border. Fast Jack (former lover) - a former boyfriend of Ash and bard. He up and left in the middle of the night a year before Ash met Shawn, no explanation ever given. She's not seen him in five years, but suspects he works for some secret organization where he has to follow orders. Can generally be found in places where shit is about to kick off. Lizzie (Enemy) - Shawn's previous paramour before Ash turned up. Holds to the opinion that Ash stole her man and got him killed on purpose. Would happily come at Ash with anything she's currently holding in her hand. Haughaloogie (Business Colleague) - Goblin. So named because he expectorates deep in his throat and gobs green phlegm around anyyone he doesn't approve of. An alchemist who rides a construct. He does business, as in raids, criminal elements in the Stolen Lands then skedaddles back into Brevoy. Considers himself to be a gentleman highwayman. He saved Ash's ass in northern Mivor when she was held up by folk he himself was tracking to do the same to them. Likes Ash for some unknown reason. Selish Lorswain (ex girlfriend) - Plate armoured heavvily armed human girl on a warhorse. Have pike - will travel anywhere she bloody well wants to. Bedded down with Ash when she was in mourning. Would happily do so again. Punched Hestin Charton in the teeth when he got fresh with Ash, much to the detriment of his dentistry. Hestin Charton (enemy) - Consigliere to the head of the Southern Brevoy Trading Company. Current owner of several gold teeth. Came onto Ash aggressively in Southern Brevoy and got his ass handed to him in spectacular fashion by Selish Lorswain. Maintains a vendetta against Selish but has trouble keeping up with her whereabouts. Seems to think if she'll show up anywhere, it's where Ash is. Janus Jonas Jenus 'Triple J' (ally) - Shop owner in New Stetven. Does a roaring trade in procuring hard to find items for hard to reach customers under hard to overcome conditions. Insists he's not a fence, but occasionally is. The fact that he's never on the bad side with the law has to do with the fact that he secretly is the law.. undercover. Aman Faseil (Enemy) - Member of Technic League. Approached Ash regarding an interesting item he'd found, which turned out to be highly dangerous. Ash informed Triple J, who sent a brute squad after him. Is convinced, quite rightly, that Ash sold him out. He's about to get out of prison in Brevoy's capital. Ash's Code Rely on yourself and not on others nothing is as reliable as your own well disciplined self. We learn from our masters but do not slight the young. Save as many as you can. No women, no kids. We cooperate in the endeavor to create an ideal world. Try to have fun. Life is short and the Gods envy us.
  16. Nomadic merchants aren't well regarded in Rahadoun, least of all those that secretly cling to the worship of their gods and still depend on their awesome power. As such, Azir grew up with a desire to know more... of the unknowable and the forbidden. As his family had to lay low to conduct business, he took the first opportunity to flee his trade clan and across the sea. Landing in Absalom, Azir's world exploded into infinite possibilities. He doesn't fully realize his uncanny ability to quickly learn and piece things together as he's too busy absorbing all the knowledge he can. But he's barely scratched the surface as the events leading to this campaign unfold. I am Azir and I come from afar. Hey, I'm speaking to you! Somber eyes and family face tattoos, plus his odd accent and manners grant Azir a grim eldritch air that sparks much curiosity, and also hides his young age and naivety. He hasn't quite understood yet that Halflings are often not taken seriously - fortunately they're also generally well-liked. Sure, I knew that. Right now, he's a desert-backwaters, timid, provincial ignorant with an intense desire to learn more, yet he tries to project the image of a jaded erudite. It's hard not to notice, though. So you can really create magical lights? In awe of spellcasting characters. He doesn't know for sure he can't become one. It's a "Trolle". Their gaze can turn you to stone! He has gathered lots of information in a short amount of time in Absalom. It might be all tangled up in his head, but with luck, useful. Lead the way! But not through that door. He has quickly realized that adventurers are his best friends. Most share his curiosity, wanderlust and drive to acquire knowledge. He won't lead, but is realizing that some of his abilities are not that widespread and is surprised and overjoyed by every opportunity he has to contribute. CREATION BASICS Int/Wis based Nomadic Halfling. Nomad background. Empiricist Investigator with Know Weaknesses. (I don't have an archetype feat because the Ritualist is level 4 and waiting to gather 3 feats on another class would be too long.) During adventure: knowledge monkey, perception/investigation, research, survival, plus some healing. Rather timid so social interaction would be sparse. In Combat: Intel. Mostly monster identification+weakness, seeking threats, and stratagem+sling to actually do some damage once id is done. MW Sheet:
  17. Isolde, Dhampir Incanter Reasons to Protest: 'Meeting a contact' "Freedom is a spontaneous idea, might as well try to suppress the sun".   Appearance Isolde is pale even for Cheliax where paleness of skin is seen as a hallmark of beauty. In direct sunlight she seems pallid, as if suffering from some malady. Her lightness of frame seems likewise to suggest that she is not in the best of health. Her voice is a low, low purring contralto that might be described as operatic. It's a defining feature, an identifying mark, that sets her apart. She walks with a dancer's grace, seemingly light on her feet. Only passingly charismatic, she appears more reserved than anything else. She dresses well, though her profession is not clear from her attire. She could be the daughter of middle class merchants, a governess, a scribe or some such. She appears to have a pet, an owl.. perhaps a broken winged bird she nursed back to health. Personality Isolde comes across as endearingly polite and reserved, accommodating even, the result of serving in an environment where any deviation from this would be punished harshly. Here in Cheliax, as there in Nidal, the outwardly soft impression she gives hides the steel underneath. Isolde is a survivor and pragmatism is born out of that. She is also a rebel. She despises undead for the most part, there are exceptions, and the similarly monstrous devils of Cheliax and so her pragmatic survivalism constantly wars with the rebel line she's drawn in the sand. The freedom from fear she has enjoyed in recent months in Cheliax is under attack and she'd die rather than go back to what she experienced in Nidal, here in Cheliax. For her, it's not political, it's practically phobia driven, akin to the need to fight like a cornered rat. 'I've been where this is all taking us and I'll tell you this.. I'm never going back." Unsurprisingly, she is a devotee of Milani, the Goddess of just rebellions against tyranny. Rather surprisingly Isolde is also an incurable romantic, with a collection of hankies for tragic romance operas. Her public persona of someone who wouldn't say boo to a goose is for almost everyone. However, her past lovers have been pleasantly surprised. One can't entirely take the vampire out of the dhampir. Background Isolde is originally from across the border in utterly foul Nidal, which makes Cheliax look like paradise. She was raised to maturity in a Vampire lord's seraglio, born to a vampire victim and raised into slavery. Brainwashed and trained as a vampire's feedstock, healer and bodyguard, she has been trained in those skills a vampire would find useful in a slave. Unsurprisingly the abilities vampire prize in their thralls are possession of a familiar, because another set of eyes never hurts; the ability to heal their lords, because with good thralls it's hard to keep a bad lord down; durability, because a wall of soft yielding flesh will only stop so much and finally the ability to hurt, because if the revolting peasants are rebelling their bodies need to be piled high. From the outside it would appear to many that she lived a life of privilege being well fed, protected and allowed to roam in sculpted gardens. However, faded bite marks on her wrists. thighs and shoulders as well as a strained look around her eyes, tell a dark and horrific story of her life up till now. How she escaped bondage into Cheliax is a story unto itself, but somehow she managed it. She got separated from her sister, Inge, in the escape and has no idea whether she's alive or dead. In the city she fit seamlessly into the local dhampir circles, serving as apprentice to an older dhampir caster, providing healing to those for whom conventional healing was deadly. She also served as magical muscle to the dhampir community at large.. as well as the odd well behaved vampire, of which she knows one.. the exception that proves the rule. She can be a rebel in Cheliax. In Nidal, she would ever be a servant of a vampire lord, whether she was or not, and so treated accordingly by the populace at large.   Loyalties Milani, the Goddess of Rebellions and Uprisings, whom she venerates, on account of having escaped tyranny herself. The City's Dhampir community, whom she lives among and supports. House Vashnarstill, it was one of their ship captains that got her out of Nidal, the ship having found itself north of its expected position, just when she'd needed it to be... due to the fact that she was being chased. The ship captain, having no love for Nidal, put on all sail and raced south with her aboard.   Known Associates and Character Hooks Pearl Halney (Friend) A Dhampir who lives in the hovels outside the walls by Rust Gate. She, like Isolde has a familiar. Isolde's room in the Devil's Nursery, a tiefling slum, is one of several roosts for familiars bringing messages over the wall without paying the Rust Gate's 2sp toll. Pearl, like Isolde is also an escapee from Nidal. Inge (Lost Sister) Isolde's twin sister, and fellow escapee from Nidal. They got separated in the escape and Isolde has no idea where she is, or whether she's alive or dead. Isolde visits the fountain outside the Shelyn Temple, the pre-arranged rendezvous point, at the same time every week, looking to see if she made it. So far, it's been a fruitless endeavor. Lucrezia Delmonico (Friend and Mentor) Successful Dhampir Mage, both friend and mentor to Isolde. She owns in a place in Villegre, where she trains apprentices and crafters to expand her business. Her place is a refuge for Nidalese Dhampir escapees. Isolde moved on from there when she could stand on her own two feet. Honest Jon (Friend +) Jon, a tiefling is one of the organisers of the Cloven Hoof Society, a tiefling self help centre, on the edge of the Devil's Nursery. She and Isolde each consider the other to be in the 'friends with benefits' category. Nothing serious happening here.. move along. Jinny (Ally) Former Dhampir prostitute, now works in a bakery. She was formerly in hock to Freckles Sal, Madame at House of Love and was paying off her debt by working there, in a debt prison more or less. Isolde bought her debt slip and got her out of the brothel. Freckles Sal hates dhampir, as well as tieflings, and didn't know a dhampir had bought the debt slip, since Isolde did it through an intermediary. When Isolde came along to rub Sal's nose in it, Sal came at her with a broken bottle. Jinny idolises Isolde and Isolde thinks of her as a sister, like the sister Isolde never managed to get out of Nidal. Captain Lennard Rossiter (Friend) Recently retired captain of House Vashnarstil, he was the one who sailed Isolde out of Nidal. He spends his days now in rooftop apartment in the Salt Market neighborhood of Old Kintargo, where the sound of waves and the smell of salt stops him complaining about retirement quite so much. He's loyal to his House, but a friend to Isolde. He can more than handle himself in a fight. Don Warrington (Friend) Owns a pawn shop nearby Vashnarstill Shipyards. Friend of Lennard and thus a friend to Isolde as well. Good at finding hard to acquire items and getting them to hard to find people. Also knows his way around a locked box. Gin Sling (Enemy) Two bit half-elf 'loan shark' hood who operates in the Devil's Nursery. Honest Jon has faced off against him several times. Since Isolde was backing him up most of those times, he'd go out of his way to make her life difficult. Freckles Sal (Enemy) Human Madame, hates Dhampir and Tieflings and happily buys debt slips to put them to work in her brothel. Came at Isolde with a broken bottle and got the worst of that exchange. Isolde has a scar on her shoulder from that fight. Sal got second degree burns that give one side of her face a rather glossy look. Isolde would like a rematch to finish the job.
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