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  1. Sheet Link: Name: Shanrix Marshguard Level: 1 Class: Kineticist Background: Back-Alley Doctor Deity: Balumbdar? Mazludeh? Alignment: NG Prospective Branch: Uzunjati > Emerald Boughs Height: 5'10" Weight: 170 lbs Eyes: Deep Blue-Green Skin: Medium Hair: Black Race: Versatile Human Gender: Male Age: 23 years Abilities Ability | Modifier STR: 14 | +2 DEX: 14 | +2 CON: 18 | +4 INT: 10 | +0 WIS: 12 | +1 CHA: 10 | +0 Hit Points: 20/20 Armor Class: 15 (18 with Hardwood Armor active) Size: Medium Speed: 25 ft Fort Save: +9 Ref Save: +7 Will Save: +4 Impulse DC: 17 Impulse Attack: +7 Gate: Dual (Water, Wood) Impulses: Deflecting Wave, Hail of Splinters, Hardwood Armor, Ocean's Balm Trained Skills: Medicine, Nature, Stealth, Survival, Lore (Underworld) Feats: Incredible Initiative, Risky Surgery
  2. Why you are applying to this game? What intrigues you about this game? Because I have read most if not all of Lovecraft's original words and love the genre. I like the out of one's depth and incomprehensible otherworldliness of it all. It's a joy to read and should be fun to write. What's your character concept? Pitch your character in one sentence. An ex-cultist ritualist, with a maddening passion for otherworldly knowledge, whose foray into the realm of strange geometries has since both scattered and bound their kaleidoscope mind. Class, Race, Background. Wizard(Ritualist), Variant human, Cultist. Wizard all the way as far as I can tell. Taking the mad passion feat, perhaps worshipping Hazur if that's reasonable, otherwise a lil bit of insanity would be lufely. I want to ritualize all the spells. If possible I'd like to expand her spell-list, so formula may be a thing I'm interested in. Should I die I would like Eveline to become a brain in a jar if possible. Description: Provide a written sketch of your character. What do they look like? Feel like? Act like? Seem like? Within the shadowy depths of an antiquarian chamber, there resides a young woman whose fervor for the esoteric rivals the most fervent of devotees. Her mouse-brown hair, a cascade of unbridled strands loosely gathered into haphazard buns, mirrors the chaotic nature of her ceaseless quest for otherworldly knowledge. Behind the lenses of her spectacles, her gaze glimmers with an unearthly intensity, and a disconcerting, manic smile plays upon her lips. Clad in robes reminiscent of a bygone era, she manifests an aura of anachronistic mystique—a living embodiment of an age where the line between the mundane and the eldritch was blurred. Her attire, adorned with enigmatic symbols and runes meticulously woven into the fabric, whispers tales of forgotten rituals and ancient incantations. Once a disciple of a clandestine cult, she has since severed ties with the shadows that once claimed her devotion. Now, driven by an insatiable thirst for forbidden truths, she immerses herself in the study of arcane texts, their pages pregnant with symbols that dance on the precipice of comprehension. In the dim glow of candlelight, surrounded by the musty fragrance of aged manuscripts, she feverishly pores over the cryptic grimoires that litter her study. Her scribblings, an intricate tapestry of ink and parchment, serve as a testament to her relentless pursuit of secrets that defy the boundaries of mortal understanding. In the presence of this enigmatic scholar, the delicate balance between fascination and unease is palpable. Her unsettling smile, a reflection of her unwavering dedication to the forbidden, hints at a mind teetering on the brink of revelation and madness—a seeker of cosmic verities, whose journey into the abyss has left an indelible imprint on her very essence. What drove your character to an adventuring life? Are they from Tiarazan, or somewhere else? Capital and curiosity. She was "rescued" by adventures, in that she used to be kept "locked" in a study where she researched ways to summon and conjure otherworldly creatures and powers to help their cultist meet their ultimate goal of bridging the worlds. After being "rescued" finding access to such tomes became rather problematic, yes she has gotten work as a scrivener, yes she's found board at convent next to the library, but adventurers get to investigate the truly strange things and being first on the scene means they often have the opportunity to investigate objects of otherworldly interest. She really has little interest in things unless they're peculiar or strange, but becomes downright obsessive if they show a whiff of otherworldliness. From Tiarazan, no. They were stolen/gifted(?) from their parents ages ago. She lives in a convent in the Parish now, having devoted herself to... who was it again? God? She wasn't sure which one, but whomever was kind enough to let her pay board, that one... occasionally Eveline spends time venturing out to the gardens or enclave to see any shows of the bizarre and supernatural. Their inspiration often tweaking her mind to great new ways of melding eldritch geometries. What is your character's deepest, darkest desire? To unravel the secrets of the universe, to expand her understanding until it hurts. To understand the most subtle echo of forbidden truths and enact them in the dripping serif of runic ritual... to write the next necronomicon, or perhaps the King in Yellow. Despite her focus on runes and ritual she does love a well composed story and well composed verse. Images. This is so important, as they can really convey volumes. So: character art. Landscapes of where they've been, grew up, or just how they feel. Symbols that are important to them. Tattoos? Heck, maybe even a pet they had when they were a child. Go nuts. Think a mini-Pinterest about your character. A parchment she rescued from the cult that held her captive The Covent in which she currently resides Otherworldly library in her dreams Where she was held captive by the Cult of Dlugothz Kiell Current study and octopus familiar Tum The glyphs that haunt her dreams and desires Underground Rituals Cultist of Dlugothz Kiell Twisted plays in the Enclave and Garden respectively.
  3. NG, Medium, Elf (tiefling), Humanoid Perception +4; Low-Light Vision, darkvision Languages common, elven, infernal Skills Arcana +4, Athletics +7, Diplomacy +4, Intimidation +4, Lore: warfare +4, Medicine +4, Religion +4 Str +4, Dex +1, Con +1, Int +1, Wis +1, Cha +1 Items chain mail AC 18 (20 shield); Fort +6, Ref +4, Will +6 HP 17/17 Speed 30 feet Spells and Abilities Innate Spells DC 14, attack +4; Detect Magic (cantrip) Focus Spells (1 points) Lay on Hands, Weapon Surge Additional Feats deity's domain (zeal), battle medicine Additional Specials shield block, redeemer cause Appearance The first thing that people notice is her horns and then her yellow-gold eyes. The rest of her is a tall, lithe, elven beauty. She wears her hair long, although most often in a ponytail to avoid it getting in her eyes. She also had her ears pierced multiple times and she has a tattoo (the symbol of Iomedae) on her lower back. She mostly wears sturdy clothing and armour. She has some gold foil she can put on her horns for formal occasions. Personality She's actually a very nice girl, but it's buried under a tough exterior to deal with all the prejudices she had to endure. Knowing that people will always think the worst of her, she tries to help where-ever she can, although she can be tough on criminals and the like and is not above using all options to get the answers she needs. Backstory Olis was born in a small village in the woods of Molthune. Her parents were the only elf couple in the village and it was immediately clear that she wasn't a normal elf, as she had two small horns on her head. Her parents, fearful of the superstitions in the village, hid her until a wandering priest of Iomedae came in the village. They asked him and he agreed to take her with him and bring her to an orphanage in Absalom, run by the church. There she grew up with the idea to become a cleric in the service of Iomedae. At first she was accepted as the other children didn't know any better, but as soon as they started learning about demons in all their forms, the taunting started. She became violent a few times and the taunting stopped, but now they were afraid of her. Soon she was spending a lot of time in the library, trying to understand who she was. Her tutors, who saw her potential but who also saw her as an experiment in getting a tiefling, a demon spawn, in the service of Iomedae, encouraged her to continue her studies. However, she preferred to spend most of her time on the practice field with weapons. Soon the church relented and she switched studies to become a champion instead. She did keep up her training in medicine though, becoming quite competent in quick bandages to patch up wounds. The church of Iomedae had done some favours to the magic academy of Magaambya and they got some spots to put their own people in. Olis was one of the chosen as she had displayed some magical ability beyond her training, which most thought was due to her heritage. extra notes: She doesn't know why she is what she is and how it came to be. She also doesn't know her parents (she was too small when she was brought to Absalom).
  4. Thyra of Uppsala Theme Songs: | Cattle die, kinsmen die, one dies oneself the same. The only thing which never dies is the renown of the dead. (Hávamál) BACKSTORY For two centuries, Byzantine emperors employed Northlanders — fierce warriors, with a deep-seated sense of honor and loyalty, and also deemed conveniently removed from the local partisan politics — as their "Varangian Guard". By the 12th century, those "barbarians from Thule" (actually a mix of Kyivan Rus', Scandinavians, and Saxons) were seen as the last remnants of the bygone Viking era and the age of sagas... By day, that may have been true; but by night, in some places, — a different story. For many vampires are nothing if not traditionalists... Growing up on a sizable farm in the principality of PolatskNow in Belarus. Polatsk (or Polotsk in Russian) was one of the oldest and biggest cities on the trade route by way of rivers between Scandinavia and "the Greeks". Noteworthily, it converted to Christianity only at a relatively late date (mid-to-late 11th century)., Audr Ingolfdottir was a bit of a tomboy. She grew up between the joyous boasts of her uncle Iorund — never shy of saucy anecdotes about the few years he passed on Constantinople's Varangian Guard before returning home —, and the tales of the local elders — who still remembered, and shared, stories from before the crucified god, tales in which the feats of shield-maiden especially delighted young Audr. Her father, Ingolf, loved her enough to indulge her unladylike games and character. But tragedy struck. The farm was attacked and ransacked by a band of marauders, who spent several days there looting, brutalizing, killing. Left for dead, Audr turned out to be the only survivor. Upon recovery, she armed herself and embarked on a single-minded quest for vengeance. It took her the better part of four years and a lot of travel, but only after she had tracked down and slayed the last of these men did she sat and started reflecting on what her life could be now. Which is when a figure came out of the shadows with greetings and an offer. Grimwald Ravenclaw, of Clan Lasombra, had walked and sailed through the nights for centuries. Lasombras, he explained, had been seafarers since aeons untold, and thus some had found a place among the Norsemen. (It put them in a complicated situation, though, when at a later time other Lasombras showed up there backing the church of Rome, preaching conversion to Christianity.) Grimwald told Audr of the Jomsvikings, who, unbeknownst to the world at large, still revered the old pagan gods in this day and age, and more importantly, he told her of the Einherjar, which is the way vampires had been known and revered in the North. Einherjarn, he explained, weren't seen, nor did they see themselves, as some accursed descendants of Caine, having to shamefully hide from mortals, but as the blood-brood of Odin, the All-High, god of the dead and the war and the sky. To be chosen as an Einherjar meant to be blessed as one of the warriors who would stay to fight and die at Ragnarök, as the Embrace was not a way of subjugation but the recognition of someone's valor by a peer. Grimwald had been following Audr's path with interest for a few months now and, convinced she was worthy of it, this was his offering. She didn't hesitate. Audr and Grimwald spent three years together, during which he both continued to instruct her in the old ways and perfected her martial training with her newfound abilities. Then they parted ways. The world was changing, he said, and it was time for her to find her own path in it. Remembering the tales of her uncle about the Varangian guard, Audr elicited to sail toward Constantinople. She changed her name for Thyra, meaning "shield-maiden", and more palatable for the Greeks' tongue, and she took the surname "of Uppsala", not because she ever went anywhere near there, but as a symbol, since Grimwald had told her that Uppsala had been the last fiefdom of Odin and his Valkyries against the rising of Christianity, until they decided to go into torpor, but not without a promise to awake and return before the end times. Like many, though, kine and Cainities alike, Thyra was struck by the greatness of Constantinople as she arrived there. Yet there too, she also discovered, her clanmates were playing in the shadows against one another, as the Venetian Alfonzo and the Genoese Gabriella were holding opposed interests. Distating the former, Thyra found herself siding with the later, and, as such, as Gabriella was a supporter of the "Dream" spearheaded by the triumvirate of Michael, Antonius and the Dracon, Thyra was somehow enrolled in it by association despite her own conflicting feelings toward it. When she's not otherwise sollicitated, she spends a lot of her time with the troops of the Varangian Guard, among who she selected over time a trusted cadre, following the tradition of the hird (see below for details). APPEARANCE AND PERSONALITY Thyra is 5'7 tall with, a fit, athletic shape. She was Embraced when she was 22 years old. A testament to her Varangian origin (mix of Norse and slavic), she has a fair complexion and pale blonde hair. Like many people in the Varangian Guard (happily overplaying their quality of frightful foreigners), she likes to don clothes more reminiscent of the Viking ways rather than abide to the local and modern fashions. She also holds herself to the old Norse morality, where a taste for violence or unabashed sexuality weren't shameful things, but personal honor was of utmost importance, and a sworn oath was a word of law. Once she has set her mind on a goal and declared it, she allows herself no doubt or fear before it is completed. Thyra also firmly believes in a "might makes right" approach, and although she has proved herself as a charismatic military leader since her arrival in Constantinople, she has no qualms about deferring to someone more capable depending of circumstances or topics... but she would also be perfectly capable of removing (with extreme prejudice if need be) a ruler proving themself dangerously incompetent. As a follower of the ways of the Einherjarn, respecting an older Cainite just because they're older makes no sense for her: respect must be earned through proving yourself, and courage speaks louder than age. Many of those who know her consider that her entrance in a room spells mayhem, but her friends also know her to be not only always up for a challenge, but also extremely loyal, and that she would go facing the sunrise rather than betraying an oath once she made it.
  5. Raven Runa'atek Paranoid Halruaa Wizard "The truth, when you finally discover it, is always far worse than your darkest fears." WARLOCK 1 / WIZARD 10 Medium humanoid male (human), lawful neutral Armor Class 20 Hit Points 91 (8 level 1 + 39 rolled) +22 CON +22 Tough Speed 30' ft. Senses darkvison 60' (from goggles) Languages common, infernal, deep speech Proficiency Bonus +4 ABILITIES & SKILLS Proficiency Bonus: +4 Strength 6 (+0) Save +0 Athletics -2 Dexterity 12 (+1) Save +3 Acrobatics +1 | Sleight of Hand +1 | Stealth +5 Constitution 14 (+2) Save +8 (adv. on concentration saves) No skills associated. Intelligence 20 (+5) Save +7 Arcana +9 | History +9 | Investigation +9 | Nature +5 | Religion +5 Wisdom 12 (+1) Save +7 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +5 | Survival +1 Charisma 14 (+2) Save +8 Deception +2 | Intimidation +2 | Performance +2 | Persuasion +2 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools none Instruments none Weapons simple weapons Armors medium armor, shields WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Evocation) | Sculpt Spells | Potent Cantrip | Empowered Evocation WARLOCK ABILITIES Hexblade's Curse | Hex Warrior RACIAL TRAITS +1 INT, +1 Str | One Feat, One Skill FEATS and ASI Resilient Constitution (race) | Warcaster (background) | +2 INT (4) | Toughness (8) ACTIONS WEAPONS Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) AT-WILL COMBAT SPELLS Chil Touch 120' +11 to hit for 3d8 necrotic damage and can't regain HP until start of my next turn Minor Illusion 30', 5' cube image of object, or sound from whisper to scream Acid Splash 60' two targets in 5', DC17 Dex save for half SPELLS SPELL SLOTS 5/5 (1st), 3/3 (2nd), 3/3 (3rd), 3/3 (4th), 2/2 (5th) Warlock - Spell Save DC: 14 | Spell Attack Mod: +8 | Spells Known: 2 Wizard - Spell Save DC: 17 | Spell Attack Mod: +11 | Spells Prepared: 15 CANTRIPS (Warlock) Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. CANTRIPS (Wizard) Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | Acid Splash | Message | Mold Earth FIRST LEVEL (Warlock) Armor of Agathys | Shield (R) FIRST LEVEL (Wizard) Absorb Elements (R) | Magic Missile | Tasha's Hideous Laughter SECOND LEVEL (Wizard) Misty Step (B) | Shatter | Vortex Warp THIRD LEVEL (Wizard) Counterspell | Dispel Magic | Fly (C) | Nondetection FOURTH LEVEL (Wizard) Dimension Door | Sickening Radiance (C) | Vitriolic Sphere FIFTH LEVEL (Wizard) Dawn (C) | Wall of Stone (C) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Alarm (rit) | Detect Magic (rit)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend Languages (rit)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language. | Identify (rit)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Find Familiar (rit)1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. SECOND LEVEL (Wizard) Augery (rit) | Continual Flame THIRD LEVEL (Wizard) Leomunds Tiny Hut (rit) | Phantom Steed (rit) | Water Breathing (rit) FOURTH LEVEL (Wizard) Divination (rit) FIFTH LEVEL (Wizard) Raray's Telepathic Bond (rit) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (rit) Ritual EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (56.26 lbs.) Weight: 56.26 lbs. / 90 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.26 lbs.) Copper: 10 | Silver: 10 | Gold: 93 | Obsidian: 0 | Platinum: 0 (113 Coins x .02 lbs. = 2.26 lbs. Total Weight) EQUIPMENT READIED (29 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (26 lbs.) Adamantine Breast Plate 20 lbs. (900gp), Shield +1 6 lbs. (400), Winged Boots* Weapons (1 lbs.) Dagger - 1 lb. Readied Items (2 lbs.) Staff of Power* | Sunburst Pendant with 5th level Continual Flame (150gp) | Goggles of the Night (400gp) | EQUIPMENT STORED (25 lbs.) Stored items can be retrieved with an action. In Backpack (20 lbs.) Backpack - 5 lbs. | Bag of holding 15 - lbs (500gp) | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen | Rations x 5 - 10 lbs. | Find Familiar Spell Components (100gp) | Pearl (100gp) | Statuette (1500gp) | Tuning Forks (Material and Elysium, 500gp) | Silk Rope - 5 lbs. | Bedroll & Blanket - 10 lbs. Strapped to Backpack (5 lbs.) Waterskin - 5 lbs. | EQUIPMENT NOT CARRIED (--) At Home normal house stuff that wouldn't be helpful for adventuring * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Goggles of the Night (400) Adamantine Breast Plate (900) Shield +1 (400) Bag of Holding (500) ATTUNED (1/3) Staff of Power (very rare) Winged Boots (common) APPEARANCE Age 23 | Height 5' 8" | Weight 140 lbs. | Hair Black| Eyes Dark Brown | Complexion Pale Raven is slight and pale, like he hasn't eaten enough for a long time. He is always looking around, expecting danger around every turn. He is generally pleasant with those he trusts, but he trusts so few. With others, he is not hostile but is suspicious and sometimes quiet. However, even with strangers, he gets excited talking about his theories and investigating new clues. He often picks things up and assumes they have a significance that they do not, but sometimes he is right. He considers most others to be naive for not believing all of his theories. He rarely sits still, always trying to find another way to keep safe, thinking maybe one more alarm spell will help, or maybe we need two guards instead of one. Eventually he collapses and falls asleep. He can be prone to outbursts of anger, losing his temper especially when people don't believe him. BACKGROUND SAGE - DISCREDITED RESEARCHER Source PHB Personality Traits: I'm convinced that people are always trying to steal my thoughts. Ideals: I connect everything that happens to me to a grand, cosmic conspiracy. Bonds: I have discovered the truth about the conspiracy. They will stop at nothing to silence me. Flaws: Unlocking an ancient mystery is worth the price of a civilization. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. Background Feature: Researcher BACKSTORY Raven is the son of two high ranking ambassadors from Halruaa, both of whom were talented wizards. Five years ago, while they were in Elturel, they disappeared. There were no leads, and no one saw anything. Raven was heartbroken and moved in with his aunt and uncle, a powerful member of the ruling council of Halruaa. He finished wizard school and then worked as a low level bureaucrat and researcher in Halruaa, studying magic, politics, devils, great old ones, and crime. His job was to put together information to prevent invasions and uprisings, but he spent much of his time researching where his parents might have gone. He was unable to find the reason, until he made a deal with a library imp who was willing to betray his bosses. The imp gave him the information he needed, and all he had to do in return was use his black dagger to cut out the eyes of the first humanoid he kills. He's never killed anyone, so doesn't think he'll even need to pay his end of the bargain. The imp gave him information and proof. His parents had been traded to Asmodeus by his uncle, who was working with a coterie of wizards and devils to overthrow Halruaa so that he could rule. When Raven learned that the devils were planning overthrow Halruaa, he took this information to his superiors. However, with nothing more than Raven's scribbled notes, none of his superiors were willing to accuse his powerful uncle of such a heinous crime. Instead of listening to him, they had Raven fired and discredited. Now his uncle is trying to hunt him down. His uncle's co-conspirators are following him, and Raven has had several narrow escapes. He's on the run and needs to rescue his parents. He has a book with "proof" of the conspiracy, letters and flyers supporting his claims, and pictures and lists of likely conspirators, complete with lines connecting them. After he was discredited, he then took his book to Zythan Avoste, who, while not sure if Raven's details are right, is at least willing to let Raven investigate, and help if he can. NPCs Parents, Draven and Calita Runa'atek - trapped in Hell Raven's Uncle, Silas Runa'atek - hunting for Raven
  6. Azak Azur Paladin Oath of Vengence Gender: Male Race: Bugbear Alignment: True Neutral Class: Paladin 11 Background: Giant Foundling Passive Perception: 10 Passive Investigation: 10 Passive Insight: 10 Hit Points: 100 Hit Dice: 11d10 AC: 21 Initiative: +0 Size: Medium Speed: 30 feet ABILITIES & SKILLS Proficiency Bonus: +4 STR DEX CON INT WIS CHA 19/25 10 16 12 6 14 Bonus +7 | Save +7 Bonus +0 | Save +0 Bonus +3 | Save +3 Bonus +1 | Save +1 Bonus -2 | Save +2 Bonus +2 | Save +4 Athletics +11 Acrobatics +0 Sleight of Hand +0 Stealth +4 Arcana +1 History +1 Investigation +1 Nature +1 Religion +1 Animal Handling +2 Insight +2 Medicine +2 Perception +2 Survival +6 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Bold denotes proficiency (saves & skills) / (E) denotes expertise. PROFICIENCIES & ABILITIES PROFICIENCIES TRAITS CLASS ABILITIES RACIAL TRAITS FEATS • All Armour & Shields • Simple Weapons • Martial Weapons • Common • Elvish • Giant • Goblin • Background (Giant Foundling)Skills: Intimidation, Survival Language: Giant and Elvish Feature: Strike of the Giants • Strike of the Giants (Cloud Strike)Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell. • Divine Sense (3/LR)As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. • Lay on Hands (55)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs • Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. -- Improved Divine SmiteBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. • Fighting Style (Defense)+1 AC • Spellcasting1|4 2|3 3|3 • Divine HealthImmune to Disease • Sacred Oath (Vengence)Paladin Level Spells 3rd bane, hunter's mark 5th hold person, misty step 9th haste, protection from energy 13th banishment, dimension door 17th hold monster, scrying Channel Divinity PHB p87 When you take this oath at 3rd level, you gain the following two Channel Divinity options. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. -- Relentless AvengerBy 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. • Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. • Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. • DarkvisionDarkvison out to 60ft • Long-LimbedMelee attacks have +5ft range • Powerful BuildCount as one size category larger when push, drag or lift • SneakyProficient in the Stealth Skill • Surprise Attack (1/combat)If surprising a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage. • Great Weapon MasterOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. • Guile of the Cloud Giant (4/LR)+1 Charisma Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Greatsword +2 +13 2d6+9 Slashing Heavy Long bow +4 1d8 Piercing 150/600ft SPELLBOOK (Spell Save DC: 148 + Prof Bonus + Cha Mod | Spell Attack Mod: +6Prof Bonus + Cha Mod | Spells: 7Cha Mod + Half Paladin Level) LEVEL ONE LEVEL TWO LEVEL THREE LEVEL FOUR LEVEL FIVE • Bane* • Hunter's Mark• Find Greater Steed • Bless • Thunderous Smite • Wrathful Smite • Searing Smite • Hold Person* • Misty Step* • Find Steed • Blinding Smite • Haste* • Protection from energy* • Elemental Weapon (*) denotes subclass spells WEALTH Copper: 0 | Silver: 0 | Gold: 10 | Electrum: 0 | Platinum: 0 (10 Coins * .02 lbs. = 0.2 lbs. Total Weight) ENCUMBRANCE Weight: 76 lbs. / 375 lbs. max. Carry: 375 Max Push, Drag, Lift: 750 Max EQUIPMENT READIED Equipped Items: (71 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (65 lbs.) WEAPONS (6 lbs.) READIED ITEMS ( lbs.) • Mithral Platemail +1 - 65 lbs. - AC 19. • Greatsword +2 - 4 lbs. - 2d6 Slashing. +2 Attack and Damage • Longbow - 2 lbs. - 1d8 Piercing. 150ft/600ft • Quiver with Arrows (60) EQUIPMENT STORED Stored Items: (5 lbs.) Stored items can be retrieved with an action. IN BACKPACK (5 lbs.) STRAPPED TO BACKPACK (0 lbs.) IN STORAGE (-- lbs.) [Backpack - 5 lbs.] • Waterskin • Rations • MAGIC ITEMS Magic Items: (0 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (0 lbs.) • Greatsword +2+2 attack and damage • Mithral Platemail +1+1 AC • Boots of ElvenkindMakes no sound and Advantage on Stealth • Belt of Fire Giant StrengthStrength is 25 • Cloak of Protection+1 AC and Saves
  7. Rolling for inspiration. First roll was the equivalent of a 20-point buy, so rerolling. Reroll is much better! Character sheet will go here. Name: Elkin Race: Aasimar Class/Subclass/Level: Paladin of Devotion 11 Background: TBD Alignment: Lawful Good Appearance: Elkin looks like a Human, except for for his long, white hair. He walks with assurance, and appears to always be evaluating everyone he sees which, combined with his muscled physique and square jaw, can be intimidating. He wears a plate armor, and fights with a longsword and a shield. Personality Ideals Bonds Flaws I can stare down a hell hound without flinching. I won't tell a lie. I do what I must and obey just authority. It is the duty of the strong to protect the weak. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. I would die for those who fight beside me, regardless of their faults. My hatred of my enemies is blind and unreasoning. I am too quick to judge others. STR DEX CON INT WIS CHA Score 25 *Wearing Belt of Fire Giant Strength. Natural STR: 16 15 14 19 *Raised to 19 by Headband of Intellect. Natural INT: 10 12 20 Modifier +7 +2 +2 - +1 +5 Save *Includes CHA bonus from Paladin's Aura of Protection. Includes +1 bonus from Stone of Good Luck. +13 +12 +8 +10 +11 +15 Aasimar Celestial Revelation: Radiant Soul Equipment Starting Gold: 7561gp 10gp from background 51gp from selling longsword, shield, 5x javelins, chain mail 7500gp Free: Belt of Fire Giant Strength (Very Rare, Attuned) Adamantine Plate Armor (Uncommon) Purchased: Shield +2 (Rare, 4000gp) Longsword +1 (Uncommon, 525gp) Stone of Good Luck (Uncommon, Attuned, 500gp) Headband of Intellect (Uncommon, Attuned, ???gp) Alchemy Jug (Uncommon, 200gp) Bag of Holding (Uncommon, 500gp) 5x Potions of Greater Healing (Uncommon, 200gp x 5 = 1000gp) Diamonds worth 300gp (for Revivify spell) Total spent: 7025gp Remaining: 536gp Feats Background bonus: Shield Master Level 4: Skill Expert (+1 CHA, proficient in Perception, Expertise in Athletics) Level 8: Resilient (DEX) Build Details Stats: STR 15 +1 (Race) = 16 (raised to 25 by Belt of Fire Giant Strength) DEX 14 +1 (8th-level feat) = 15 CON 14 INT 10 (Raised to 19 by Headband of Intellect) WIS 12 CHA 17 +2 (Race) +1 (4th level feat) = 20 Race: Aasimar Background: Soldier Skills: Athletics, Intimidation Feat: Shield Master Level 1: Paladin Skills: Insight, Persuasion Level 2: Paladin Fighting Style: Blind Fighting Level 3: Paladin Oath: Devotion Aasimar Celestial Revelation: Radiant Soul Level 4: Paladin Feat: Skill Expert (+1 CHA, proficiency in Perception, Expertise in Athletics) Level 5: Paladin Level 6: Paladin Level 7: Paladin Level 8: Paladin Feat: Resilient (DEX) Level 9: Paladin Level 10: Paladin Level 11: Paladin Background Born of farmers on the outskirts of Elturel Parents killed by an orc raid. Elkin rescued and raised by a military captain from Elturel His white hair was seen as an omen, and he devoted his life to helping others Had a good adventuring life, during which he met a woman named Agatha Windriver Married Agatha, and both of them retired in Elturel Agatha murdered by an old foe in their home Elkin went into a blind rage, killing everyone in the foe's base of operation, including innocent people Raised by Ramius Dangremond, who has known Elkin since he was rescued
  8. Dossier, "Lauren Thomas" "What is it that separates everyone else from... me? Is it a soul that justifies someone's existence, or is it our form?" Name: "Lauren Thomas" of Waterdeep () Background: Custom, "Created" (Feature: All Eyes on You) Race: Warforged Class: Artificer (Armorer) Alignment: Neutral Good Personality Trait: I wrestle with the conflict of soul and machine, attempting to find balance. Ideal: Responsibility: I live to help others; and I will. Bond: I must save my love, just as they saved me. Flaw: I am secretly far more 'machine' than I realize. Appearance: "Lauren Thomas" appears unnatural even at a glance, as her artificial nature is plain to see in all but the most concealing clothing. Her 'skin' is made of a series of interspaced metal plates intricately painted fleshtone that conceals a black leather like organic material core. Her eyes are vibrant emerald blue spheres set within a smooth artistically beautiful face that has only the faintest articulation designed to convey only pleasant emotions. Her hair hangs past the small of her back and though white as the blown snow and is as soft to the touch is little more than the finest strands of some wispy material. As a piece of art she would be seen as a mastercraft, the work of some eccentric artist seeking to capture the feminine form in perpetual animation or perhaps clockwork; but as a thinking, talking and perhaps even living being she appears all the more uncanny and to some even frightening. Personality: While "Lauren" holds only faint memories of her life before reawakening, she is certain that she remembers a life spent helping others. She was a noble soul who gave her time freely and doted upon her husband with a song in her heart. Even after his sudden and violent passing she still holds true to her caring and compassionate ideals, seeking to help others even at the cost of herself sometimes. She is a protector, someone who hates to watch the injustices around her go unacknowledged, if not unopposed. How she accomplished this before her awakening she isn't really sure- but when her husband brought her back to life she had been given powerful gifts and abilities and she is focused and determined to use the gifts she has been given for betterment of everyone. History: "Lauren" remembers growing up in Waterdeep, a simple barmaid with a simply, through often abusive, family. She remembers an overwhelming feeling of helplessness, hardship, depression and longing for escape from her life- which all changed when she met her future husband Cale Thomas. To her- he was a genius, understatedly handsome, dashing, brilliant and just so many things she could describe him as. But most of all, he was a successful merchant with a bustling store in the high streets of Waterdeep where he built the most wondrous inventions that were the talk of the city's highest most echelons. At least- that is what she remembers of her time before she opened her eyes; again. It had been terrifying, feeling her own body for the first time and reflexively trying to breath and yet finding herself unable to- and the shock when she seemed no worse off for it. Everything about herself felt different, utterly different, but in but the next moment her husband rushed to her side. He had seemed so distracted in those first few moments- as if there had been someone else in the room though she could not see anyone; she was strapped to one of her husband's workshop tables and couldn't move. She tried to cry seeing him, he was so happy, overjoyed even- and seeing him happy immediately flooded her with a warmth unlike anything she could remember. This feeling, seeing him happy and preserving this feeling, was all she felt she ever needed. Cale explained to her that it had been over five years since she had died. That he had come home one day to find her deathly ill, and though he cared for her and sought all the assistance of clerics and healers nothing could stop the sickness from claiming her. But, he continued, he knew that if no one else could help her- he could. He would labor for years, studying secrets of engineering and the arcane to blend them in ways rarely seen before. He would rebuild her. He would put her back together. And finally, just a moment before she had awaken, he had done it. He had finally breathed life, brought her back from beyond the realms of death. Because he loved her. To Lauren it was insane and miraculous all at once, but this could only be the truth. How could it not be? For the next two years Lauren and Cale lived a blissful life together. They would spend every waking moment of the day together if she was not away on an errant helping him, or working away at an invention. Her new body was a marvel, and the sheer power of the magic inside of her enabled her to work with technological gadgets and tinker almost as her husband's equal. Well, never his equal obviously, but uniquely skilled in her own way! She would cook and clean, repair and work, giving her husband all the time he needed to work on his projects and stock the storefront with gadgets for purchase. Eventually, after her initial two years of learning and adapting to her new body, Lauren began working in the storefront. She never tired and loved interacting with people once again- and while some of them seemed off-put by her, others were enthralled and asked her so many wonderful questions. She didn't seem to mind if they all thought she was a display piece or a "smart automaton", not even when some of the nobility would offer exorbitant sums of gold to purchase her. But her everlasting bliss was not, in fact, to be. One evening Cale had turned to her in bed in the middle of the night, asking her to fetch him a precisely prepared drink as he so often did. Always precise, always exact, just as she loved him for. She would give him a loving kiss and touch before departing downstairs- her eyes failing to notice the shadow that had waited in the hall for her to pass. When she returned with his favorite cup and stepped through the door she was greeted by a bloody and ornately gore-attired scene that still haunts her every moment of rest. To speak of what she saw inside their more private chambers that night is unfathomable to Lauren, but the fact remained- her beloved, wonderful, husband was dead. She had rushed out into the streets, screaming and wailing for the guard. She was desperate to cry, desperate to scream- but she could barely manage to express the urgency. For the first time- without her sole purpose in life and now utterly alone- she felt trapped within her own body. He was gone. The guard could do little but ensure the man's remains were removed from their 'ornate' places about the room and seen buried. She had been there at his funeral, attended by several wealthy families and other benefactors. She had dressed appropriately, and had to explain to so many that she was in fact Cale's wife and not an automaton he had built in her likeness. Some believed her- but most seemed to merely humor her. She did not know why- but their disbelief had begun to bother her now that He was gone. More and more things, feelings and opinions she had never felt, never held, filled her mind. She began to see the world around her- and it was becoming frightening. In desperation she turned to her and her husband's books and inventions. She would maintain the storefront- she knew Cale would have wanted it that way- but her nights were filled with searching her husbands books and possessions for any clue, any sign of what was happening to her. Why she was- changing. It was there in his workshop, behind a bookshelf that slide to the side unexpectedly, that a set of stairs descended down into the darkness. A place where he had kept a part of his life secret even from her. A study filled with the darkest secrets, and of the infernal Abyss and Hells below. It was there, driven by some insatiable curiosity and hunger, that Lauren would spend each night for months on end. She would learn of the Hells, their dealings, and finally- tucked within one of Cale's last books, several drafts of a half-completed contract written in his own handwriting. Its text plain to read.... Cale would offer anything, even his own soul, for the devils to retrieve Lauren's soul and place it within the construct he had built.... he had bargained with hell- for her. She didn't know how. She didn't know what she could possible do. But she would get her husband back. She would return to their blissful life together. Even if she had to storm into the Hells herself.
  9. This post is for rolls and general thoughts. I know this is super last-minute, but I just saw this ad for the first time yesterday, and it's exactly the kind of game I've been wanting to play in. I have a specific character I've been wanting to make for almost exactly this game premise. I can have everything done today and a formatted application post tomorrow. I'll save the well-written/organized app/backstory for later today, but for now, the Sparknotes version of the character: Elethar Sylairaque, sun elf "bladesinger" (I'd be going with Magus possibly with a (if allowed) re-flavored Spire Defender archetype (refluffed to be Evereska-and-now-Cormanthyr-specific). He's a member of an ancient Sun Elf house that can trace its lineage back to Aryvandaar, but which currently is very small and lost most of its clout long ago. The house has a long history of tragedy: in the Crown Wars, they broke away from House Vyshaan and remained loyal to the Seldarine, but were made pariahs for it among their kind. After the Crown Wars, they went to Evermeet. Then when the High Forest kingdoms were established, they came back to be part of Siluvenade. When House Dlardrageth instigated the Seven Citadels' war, they defected from Siluvenade and joined Earlann and Sharrven. Family patriarch died in battle and they again went back to Evermeet. When Myth Drannor 1.0 became a thing, the house returned to Faerun to be part of it. Then 99% of the House died in the Weeping War, and the survivors went back to Evermeet. From the early 1200s DR through the present, some individual house members came back to Faerun to be adventurers and try to aid elven causes on the mainland. Elethar was one of these. His lineage was primarily known for producing wizards, but he wanted to follow in the footsteps of his ancestor Almarael, who was family patriarch in the early days of Myth Drannor 1.0 and an accomplished bladesinger. Elethar moved to Evereska around 1360 DR. He helped defend Evereska against the Phaerimm, and also got caught up in the Daemonfey business leading up to Sarya's gambit when he was kidnapped by Daemonfey and imprisoned in a bolthole to be part of their breeding program. He was rescued by his cousin Kethamil, a Harper and wizard who was born in Silverymoon and had been investigating the Daemonfey. Together they participated in Miyeritar's Crusade. After the crusade, Elethar decided to remain in Cormanthyr to try to help the cause and represent his once-slightly-more-notable House (as well as try to recover lost family relics and knowledge), while his cousin returned to Silverymoon and then disappeared on a quest to find the lost city of Myth Adofhaer. Mechanically, honestly, he'd probably be a fairly typical elf magus, since I think it fits the archetypal bladesinger pretty well. Focusing on damage-dealing spells as well as buffs and some light utility. Maybe add Hexcrafter and/or Spire Defender. (Individual hp rolls: 3,4,7,8,2,5,7,7)
  10. Why you are applying to this game? Multipart answer. I've been a huge fan of Lovecraft forever and I've always wanted to see it portrayed in D&D in a way that keeps in mind that it is, in fact, a D&D game. I dig the way this material seems to work toward that and I'm particularly interested in portraying someone elbow-deep in magic in that kind of setting. The promise of a campaign that leans into interaction and investigation is a draw. Also, I've seen you play so I'm real confident in the GM. What's your character concept? A scion of the Madenhari merchant house, purveyors of magical craft both legal and...less than, in rivalry with her half-brother over position in both the family and the cult that it fronts, a collection of eccentrics in search of the last three pages of a tome said to hold all the answers. Class, Race, Background. Wizard (Ritualist), Half-Elf, Mythos Cultist. Ritualist really leans into the kind of magic that I love from the Mythos. Geared more toward social and utility magics than the big offensive stuff, things that benefit more from ritual preparation. Very interested in the formula magic, too. I'm envisioning a cult devoted to rooting out the secrets of some nameless other-thing, likely for nefarious purpose, who have recently undergone a schism (possibly because of her and her half-brother's conflicting claims of authority) and fractured as its members have gone to ground to wait out the uncertainty. Description. If you'd known Raelia as a child, you'd be hard-pressed to find that scrappy runt in the woman who now bears the name. Rags have been exchanged for silk and linen dyed colors beyond her childhood imaging. A healthy diet has padded out her frame and added flush to once-pallid skin. Her hair is darker, more the color of blood than the soft auburn it once was. The scars, though. They still tell the same story. The split lip from the time she lifted apples and pears from Hickory Jim's stall. The crossed lines on her forehead from the fall down the stairs escaping the Trask brothers who came looking to collect on her mother's debts. The burns on her chin are fresher, and give weight to the rumors that she set fire to her father's library in a commitment to see both of them dead rather than face the streets again. The scars remind her who she really is, and how much she's done to become the thing people see. She dresses to her station, for finery when demanded by social gathering and for comfort when facing the hours of preparation common in ritual magic. Her fingers never quite lose the tinge of ink-stain and the dark circles beneath her eyes betray sleepless nights striving to be better. Better than others, a bastard has to be. A better socialite, so she trained her lips to smile and her eyes to shine. A better merchant, so she studies numbers and theory on why money should stay among those who hoard it. A better practitioner, so she sought magic with abandon and left no style off the table. She is a viper in a silk shawl because nobility would never view an Abt' as anything but lesser. Better to be known as ruthless, conniving, or cruel than to be thought a fool. There are moments, though, where the granite exterior cracks. A child at play, a properly arranged collection of flowers, that moment just before the sunset blinks away into darkness. Her eyes betray wistful thoughts in those moments, childish and counterproductive but ever so strong. In that liminal space between waking and dreaming, before the nightmares inevitably come, she finds her mind lingers on her mother and the times when things weren't so bad. Thoughts she'd never admit to based on feelings she vehemently denies. What drove your character to an adventuring life? Adventuring doesn't have the stigma with her that it might among others in the higher echelons of society. She grew up in the Mudflow with all the struggle that implies, so scrapping to live isn't unfamiliar. It meant stealing, it meant fighting, and she'd done her share of crime by her teens. She developed an edge in those days that helped her confront her Madenhari father, after her mother succumbed to illness, and demand a place at his table, even if it meant taking the Abt'Madenhari (of the Madenhari, but not one) surname to mark her muddied parentage. The last decade of posh living and book learning haven't dulled her edge and she is almost too eager to browbeat, or otherwise beat, her way through obstacles. With the cult scattered and its members in hiding, she has taken on the goal of locating the Pages herself which means she needs allies and that's never been something she's spent a lot of time cultivating. Still, exchanging favor for favor is something she knows well. Ultimately, she isn't fully convinced of the legitimacy of the Unfinished Tome but she'd be real happy to shove those papers straight down her half-brother's throat. What is your character's deepest, darkest desire? Power, right? It has to be power? Or knowledge? But those are all just means to an end. She has seen poverty, and among it depravity and evil. She has suffered and she now lives among people who could never comprehend the reasons for her nightmares. She is terrified of losing everything and dying alone, unaccomplished, in the mud. Like her mother. Never again will she live on scraps nor be treated without respect. She wants to be remembered, and it doesn't matter who she has to trample to ensure it. Images (& Music) ; ; ; Current Inspiration Image > The Day She Came Calling on Dad > The Girl Who Escaped The Mudflow The Mother > The Father > The Half-Brother The Cult in Better Days > The Incomplete Tome > It's All About the Ritual
  11. Application Kal'Vecci Basics Gender: Male Age: 180'ish Eye Color: Red Hair Color: Stark White Height: 5'9" Deity: Ellistraee Alignment: CG Profession: Role: Front-line melee avoidance fighter, some ranged DPS, emergency heals Region: Race: Drow Class: / Virtuous Bravo: 5 - Bolt Ace: 4 Stats HP 76 / 76 Speed 30ft Init +11 AC 29 Fort +17 Ref +17 Will +15 CMB +14 BAB +9 +1 Agile Rapier +16/+11 (1d6+6+5 precision, 15-20/x2) +1 repeating hand crossbow +16/+11 (1d4+1 19-20x2) ~[ - Abilities - ]~ STR [14] DEX [21] CON [13] INT [14] WIS [16] CHA [18] Backstory Part 1: Kal'Vecci's earliest memories were shrouded in the cold embrace of bondage and cruelty. As a male slave under the dominion of House Chûmavh, he occupied the lowest rungs of the complex hierarchy that governed the dark city of . Being a drow lent him a modicum of significance, yet in the grand scheme of the city's rulers, he remained an insignificant pawn. Raised within the oppressive confines of the Lothian ways, his education was tailored to mold him into a servant for his Marton Mother and her line of heirs. Despite the dehumanizing circumstances, hints of martial prowess manifested in him at a young age, earning him training befitting the disposable fodder destined for House forces. Throughout his formative years, Kal'Vecci's mind danced with elusive visions of the surface world – an expansive canvas adorned with star-filled skies, a moon casting its glow upon a reflective lake, and a peculiar quadruped creature with black and silver-striped hair and eyes of solid silver. As time inexorably progressed, Kal'Vecci, still a youthful figure despite his fifty-ish years, found himself assigned to the role of a guard in the slave pins, akin to a trustee in a prison. One fateful night, while on duty, his gaze was drawn to a pair of silver eyes gleaming in the distance of a darkened passageway. Mesmerized, he approached, only to be stunned to find the eyes belonged to the small creature from his recurring dreams. Their eyes locked, and in that moment, Kal'Vecci sensed a breeze carrying an essence of air purer and fresher than any he had ever known. The creature turned away, disappearing into the shadows. Before he could fully process this mystifying encounter, Kie'rah, a formidable member of the House guard, stormed into the slave chamber. With rich dark skin and fiery eyes, Kie'rah was a striking presence, known for her no-nonsense demeanor. Yet, on this particular day, an uncharacteristic urgency colored her normally confident and almost annoyed gaze. Breaking the silence that had enveloped him since his enslavement, she called him by name – a rarity in a society where females seldom acknowledged the existence of their male counterparts. "Kal'Vecci, The Dark Maiden beckons," Kie'rah declared, her words carrying the weight of forbidden truths. Whispers of Eilistraee, the Dark Maiden, had reached Kal'vecci's ears – a deity kin to Lolth but yearning to liberate the drow from the clutches of hatred and subjugation imposed by the Spider Queen. Though skeptical, he found himself compelled to heed Kie'rah's urgent summons. "Come, we do not have much time," she urged, gesturing towards a select group of slaves. "These six are coming with us; they appear strong enough to make it to the surface." The notion of escaping the Underdark had never crossed Kal'Vecci's conditioned mind. Yet, propelled by a confluence of visions, encounters, and the allure of a deity's call, he embarked on a journey that would unravel the shackles of his past and thrust him into the uncertain embrace of the Dark Maiden's schemes. Part 2 The journey to the surface unfolded as a cascade of both awe and trepidation for Kal'Vecci. In the weeks it took to reach the sunlit realm, Kei'rah, the Secret Moondancer and agent of Eilistraee, became Kal's mentor, unraveling the mysteries of the surface world. A clandestine member of the Order of the Sword Dancers, Kei'rah explained her role—leading missions to find, aid, and safeguard drow seeking refuge on the surface. It was a mission grounded in Eilistraee's tenets, a commitment to guiding those who sought to break free from the subterranean darkness. Upon breaching the surface and witnessing the vast expanse of sky, Kal'Vecci became a fervent believer. The celestial bodies above—the stars, the moon, the radiant sunrise—were irrefutable evidence that the drow belonged here, alongside their kin in the surface world. Kei'rah, during the journey, imparted the basics of the Evensong nightly ritual, preparing Kal and the liberated slaves for the momentous arrival at [the shrine or surface center of worship that existed around 1300 DR.] As the group reached their destination, they were greeted with jubilation. A joyous hunt and feast ensued, culminating in a circle dance under the moonlight—a celebration of newfound freedom and the embrace of Eilistraee's grace. The freed non-drow slaves were bid farewell, and sent off to their respective homelands with an escort. The drow members faced a pivotal choice—to remain with the Eilistraee'ians or forge their own path on the surface. Kal'Vecci, captivated by the allure of the Dark Maiden's teachings, chose to stay and embark on a transformative journey within the church. The process of integration was neither swift nor easy for Kal'Vecci. Stripped of his conditioned beliefs and reeducated, he learned to embrace joy, trust, and lower his guard. Kei'rah played a pivotal role in his progress, guiding him through the labyrinth of deprogramming. When he inquired about why she chose him for liberation, she clarified—it was not her decision but Eilistraee's. The Dark Maiden held a vested interest in Kal and what he could become should he choose the path of transformation. Upon completing his rehabilitation, Kal'Vecci was welcomed into the church, though the rigid gender roles confined him to the role of a soldier and agent. His proficiency with the hand crossbow, honed through the styles of Luth alur and Ust sreen, was complemented by a unique combat style. Dancing amidst adversaries, he dodged attacks with acrobatic finesse, setting up trick shots at close range. His swordsmanship and fencing skills flourished under the tutelage of various Sword Dancers, including Kei'rah, who imparted the intricacies of Bautha z'hin and Sargh'elgg. Once Kal'Vecci had proven his prowess, he found himself dispatched on various missions led by the clergy—an agent of Eilistraee, navigating the surface world with the skills forged in the crucible of the Underdark. Part 3 Decades unfolded like the pages of an ancient tome as Kal'vecci, the dedicated servant of Eilistraee, traversed both the surface world and the depths of the Underdark. His unwavering commitment saw him liberate many drow and freed slaves from the shackles of bondage. As the years passed, the Dark Maiden bestowed upon him her blessings, adapting him to the surface and freeing him from the constriction of light blindness. The church recognized Kal'vecci's tireless efforts, and in 1360, he was permanently stationed at the newly established Promenade of the Dark Maiden. Amidst the moonlit groves and sacred spaces, his faith soared to new heights. The Promenade became not just a haven but a testament to the indomitable spirit of Eilistraee. The year 1368 witnessed Kal'vecci taking part in the defense of the Promenade, standing shoulder to shoulder with fellow devotees as they repelled threats to their sacred sanctuary. The echoes of that battle lingered in his soul, a testament to the trials endured in the name of the Dark Maiden. In 1373, a revelation swept through the divine realms. Eilistraee, in her boundless wisdom, proclaimed that males could now join the clergy, heralding an era of newfound agency and freedom. Kal'vecci's years of dedicated service had not escaped the Dark Maiden's notice. A divine decree resonated through the Promenade, proclaiming his formal induction into the clergy. He was to become a member of the Holy Swords of the Dark Dancer, a new order of paladins bound by their oaths to Eilistraee. The transformation that ensued went beyond mere titles or accolades. It was a primal metamorphosis, a divine infusion that imbued Kal'vecci with holy might and health. The blessings of Eilistraee bestowed upon him new abilities and purpose, marking him as a living embodiment of her grace and redemption. With this newfound power, Kal'vecci dedicated the ensuing years to scouring the ruins of Maerimydra, seeking drow refugees to guide back to the surface. His missions became a beacon of hope, a bridge between the darkness of the Underdark and the promise of freedom above. Recently, Kal'vecci embarked on a diplomatic mission of profound significance—the "Run." This journey, undertaken with a small group of Eilistraeeians, carried them to the reclaimed Elven Kingdom of Cormanthyr. Part 4 The Gate of Myth Drannor bore witness to the arrival of Kal'vecci, moonlight gleaming off the mithral of his armor like a beacon in the rebuilding city. The once-glorious Myth Drannor was still in the throes of restoration, a testament to the fragile state of Cormanthyr, a realm reborn from the ashes of war and strife. As Kal'vecci stepped through the city gates, he couldn't help but feel the echoes of history intertwined with the present. The ancient Mythal, a powerful magical ward that once safeguarded Myth Drannor, remained dormant, its potential yet to be rekindled. The city itself, a nexus of elven culture, was a canvas of rebuilding efforts. While the armed camp atmosphere still lingered, the end of the war allowed the population to demobilize and focus on the monumental task of reclaiming their lost territories. Noble houses, long dormant, were beginning to stir, and the air crackled with both anticipation and tension. The xenophobia that haunted some noble families simmered beneath the surface, a reminder that the return of elves from Evermeet and other far corners of Faerun had not entirely erased the lingering mistrust of non-elves. Cormanthyr, with its weakened state and uncertain future, stood as a tempting target for ambitious nations and malevolent forces. Amidst this intricate tapestry of rebuilding, Kal'vecci and the group of diplomats and tradesmen he escorted from the Promenade, were intent on doing some building of their own. Establishing trade with Myth Drannor and all of Cormanthry is but part of the mission. Diplomatic ties, the founding of a shrine to Eilistraee, and free access to the Underdark access are important to the Church of Eilistraee as well. Kal'vecci has objectives as well. Bring joy and spoils of the hunt to the wary citizens and soldiers, entertain the children, and help disprove the evil reputation of the Drow. Most unexpectedly, Kal'vecci found himself entangled in a subplot of familial disgrace and forbidden love. During a negotiation with the Lady of one of the lessor noble houses. She was distracted and nearly hostile in her negotiations. Sensing her plight, Kal'vecci convinced her to confide in him, to explain the problem vexing her and her house. The lady's son is betrothed to wed the following month and has gone missing. The young elf had succumbed to the enchantment of a human woman, setting off a chain of events that threatened to shame his noble house while extorting a hefty payment the lesser house could hardly afford. As Kal'vecci delved into the heart of this matter, he navigated the delicate threads of elven nobility and the subtle nuances of forbidden love. The moonlit nights of Myth Drannor whispered secrets to Kal'vecci as he uncovered the woman's manipulations. With a mixture of diplomacy and divine guidance, he confronted the human woman, unraveling the truth and liberating the elven son from her ensnaring grasp. Upon returning the wayward lab to his mother, The Lady was relieved and elated with his success as well as that he handled the problem while maintaining discretion, protecting the House from shame. The current Coronal, Ilsevele Miritar, stood as a symbol of resilience, having led her people through the tumultuous Cormanthor War. Through her spies and agents amount the noble houses, Ilsevele learned of Kalvecci's intervention. Impressed with his professionalism, discretion, eagerness to help, and avoidance of bloodshed, Ilsevele would have some summoned to her court with a job of her own.. Personality Kal'Vecci embodies a kaleidoscope of personality traits, weaving a tapestry of joy, conviction, and unwavering determination. His relaxed, carefree demeanor is a beacon of Eilistraee's teachings—a living testament to the belief that redemption and happiness are within reach for all. With an infectious joy that radiates to the world, he strives to uplift spirits and build bridges of understanding among communities. His genuine warmth extends beyond mere pleasantries, as he purposefully seeks out interactions with a smile and kind words for those he encounters. Children, in particular, hold a special place in his heart, as he recognizes the profound impact of positivity on their impressionable minds. Whether through a heartfelt song, the enchanting melody of music, or an unabashedly comical dance, Kal'Vecci embraces these whimsical expressions, unburdened by concerns of embarrassment. In doing so, he forges connections between people and communities, embodying the essence of his goddess. The rituals of Eilistraee are woven into the fabric of his daily life. The nightly Evensong and Flamedance are observed with unwavering commitment, a testament to his dedication to the divine path he has chosen. In these sacred moments, Kal'Vecci finds solace and connection, drawing strength from the communion with the Dark Maiden. Yet, beneath the exterior of easygoing amiability lies a purposeful and resolute individual. His kindness should never be mistaken for callowness, for when the need arises, Kal'Vecci swiftly transforms into a stalwart defender. A blade or crossbow in hand, he becomes a beacon of determination and relentlessness, especially when on the hunt or embarked on a mission to liberate slaves from the clutches of drow captors. In those moments, his focus sharpens, and his actions echo the fervent commitment to justice and freedom that courses through his veins. Description Kal'vecci, a figure of graceful strength among his Drow brethren, stands at an impressive height, surpassing the usual stature of his male kin. His wiry build, honed by the demands of acrobatic combat and stealth, speaks of agility and lithe prowess rather than sheer muscle. The moonlight caresses his long hair, transforming it into a cascade of radiant white that borders on ethereal silver, flowing like a cascade down his back. His red eyes, unmistakably Drow, hold a glint of both determination and the reflective wisdom gained from his journey into the surface world. The dusky hue of his skin, reminiscent of the Underdark's shadows, takes on a muted gray that seems to absorb and reflect ambient light in a dance of muted elegance. When embarking on his missions, the choice of attire reflects both functionality and a subtle homage to the Dark Maiden. Adorned in light mithril armor, it is a seamless extension of his acrobatic fighting style, allowing him to navigate the chaos of combat with nimble precision. His garments, predominantly black, are adorned with intricate silver trim that weaves along the edges, catching the moonlight like strands of elusive starlight. Each buckle and piece of metalwork, meticulously crafted, carries the signature silver hue, a nod to the sacred symbolism associated with Eilistraee. In this ensemble, Kal'vecci becomes a living shadow with silver accents—a manifestation of the Dark Maiden's influence. The very fabric of his attire seems to echo the grace of a dance, paying homage to Eilistraee's love for music and movement. Thus, every element of his appearance, from the flowing white hair to the carefully chosen attire, is a testament to his commitment to the ideals of redemption, unity, and the enduring dance of Eilistraee. Class / Archetype Gunslinger/Boltace While gunslingers are full of sound and fury, there is a class of gunslingers that never soil their hands with powder or feel the sting of gun smoke. They commit their deeds in a more hushed manner, but with just as much flair. Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the weapon proficiencies and replaces gunsmith. Grit (Ex) A bolt ace regains grit when she scores a or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature. Deeds A bolt ace can perform the following deeds with a crossbow instead of a : gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death’s shot, and stunning shot. The bolt ace swaps the following deeds. Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as ). This deed replaces deadeye. Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke when loading a crossbow. This deed replaces quick clear. Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a and ignore the effects of (though not total ) and (other than total ) against that shot. This deed replaces utility shot. Distracting Shot (Ex): At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its bonus to AC (if any) for 1 round. This deed replaces startling shot. Vigilant Shooter (Ex): At 11th level, as long as a bolt ace spends 1 grit point when she does so, she does not provoke when firing a crossbow. This deed replaces expert loading. Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a becomes a , a becomes a , a becomes a , and a becomes not an action. This deed replaces lightning reload. Pinning Shot (Ex): At 15th level, the bolt ace can spend 1 grit point while shooting a crossbow and attempt to down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While by the bolt, the target cannot move out of its space until it takes a to free itself from the pinning bolt, except by means of . This deed replaces menacing shot. Crossbow Training (Ex) Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her modifier with that crossbow. Furthermore, when she scores a with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well. This ability replaces gun training. Virtuous Bravo Although no less a beacon of hope and justice than other paladins, virtuous bravos rely on their wit and grace rather than might and strong armor. Weapon and Armor Proficiency: Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers). This ability alters the paladin’s armor proficiency. Bravo’s Finesse (Ex): A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites. Bravo’s Smite (Su): When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC. This ability alters smite evil. Nimble (Ex): At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy. Panache and Deeds (Ex): At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds. This ability replaces the paladin’s spellcasting. Advanced Deeds (Ex): At 11th level, a virtuous bravo gains the following swashbuckler deeds: bleeding wound, evasive, subtle blade, superior feint, swashbuckler’s grace, and targeted strike. This ability replaces aura of justice. Bravo’s Holy Strike (Su): At 20th level, a virtuous bravo becomes a master at dispensing holy justice with her blade. When the virtuous bravo confirms a critical hit with a light or one-handed piercing melee weapon, she can choose one of the following three effects in addition to dealing damage: the target is rendered unconscious for 1d4 hours, the target is paralyzed for 2d6 rounds, or the target is slain. Regardless of the effect chosen, the target can attempt a Fortitude save. On a success, the target is instead stunned for 1 round (it still takes damage). The DC of this save is equal to 10 + 1/2 the virtuous bravo’s paladin level + her Charisma modifier. Once a creature has been the target of a bravo’s holy strike, regardless of whether or not it succeeds at the save, that creature is immune to that bravo’s holy strike for 24 hours. Creatures that are immune to critical hits are also immune to this ability. This ability replaces holy champion. Oath to Eilistraee Oath of Eilistraee I do solemnly swear to uphold the tenets of the Dark Maiden, Eilistraee, and pledge my service to the redemption of the drow and the fostering of a better world. In her divine radiance, I find purpose and strength. I bind myself to the following oaths: Redeeming the Drow: I swear to devote my efforts to the redemption of my kin, guiding them away from the shadows of hatred and into the light of understanding. I will strive to be an exemplar of Eilistraee's teachings, showing that love and compassion can flourish even in the darkest hearts. Promoting Drow Trade: I vow to facilitate and encourage trade among the drow and other races, fostering cooperation and understanding to break the chains of isolation. I will seek opportunities to bridge the gap between the Underdark and the surface, promoting the exchange of goods, knowledge, and culture. Integrating with Other Races: I pledge to work towards the integration of drow society with other races, fostering alliances and dismantling prejudices that divide us. I will be an ambassador of unity, promoting dialogue and collaboration between the diverse peoples of the Forgotten Realms. Aiding Others: I commit to offering aid and protection to those in need, regardless of their race or background, in the name of Eilistraee's inclusive and benevolent spirit. I will seek out opportunities to heal the wounds of the world, both physical and spiritual, guided by the Dark Maiden's compassion. Nurturing Arts and Spreading Joy: I swear to be a patron of the arts, fostering creativity and expression among the drow and beyond. I will spread joy and hope through song, dance, and any form of artistic expression that uplifts the spirit and inspires unity. Fighting Slavery: I solemnly declare war against the chains that bind the oppressed, actively working to dismantle systems of slavery wherever they may exist. I will strive to liberate those held captive, providing them a chance to embrace freedom and chart their own destinies. Adventuring: I embrace the call of adventure as a means to spread Eilistraee's light to the farthest reaches of the Realms. I vow to be a beacon of hope and justice, a force for good that transcends borders and brings about positive change wherever my journey takes me. May Eilistraee guide me in these sacred endeavors, and may her grace illuminate the path of redemption and unity for all. So, I swear on this day, under the watchful gaze of the Dark Maiden. Attribute /Hitpoint breakdown 13, dropped for the 18. 14, 17, 15, 16, 16, Attribute base Racial Adjustment Level adjustment Totals Strength: 14 14 Dexterity: 17 +2 Lvl 4 +1, Lvl 8 +1 21 Constitution: 16 -2 14 Intelligence: 15 15 Willpower: 16 16 Charisma: 18 +2 20 Hit Points: Taking the 6 hp per level option. Writing sample The moon hung high in the night sky, casting its silvery glow upon the surface realm as Kal'Vecci made his way to the secluded clearing where Kei'rah awaited. The air carried the hushed whispers of the night, and the quiet rustle of leaves seemed to herald a sacred meeting. Kei'rah, the ranking member of the House guard turned Secret Moondancer, stood amid the moonlit grove. Her rich dark skin seemed to absorb and reflect the pale light, creating an aura of otherworldly beauty. As Kal'Vecci approached, he noted the flickering shadows dancing upon her fiery eyes, a reflection of the ever-shifting tapestry of her emotions. "Kal'Vecci," she greeted him with a nod, her usual stern countenance softened by a subtle warmth. "It's time we discuss your service to Eilistraee." A ripple of anticipation coursed through Kal'Vecci. This conversation was a milestone, a communion between mentor and disciple about the divine path he had chosen. "I'm ready," he replied, his voice carrying the mixture of eagerness and reverence. Kei'rah motioned for him to sit on a moss-covered stone, and she joined him, her eyes scanning the moonlit surroundings before focusing on Kal'Vecci. "Your commitment to Eilistraee's teachings has been commendable. Your efforts to redeem and build connections among the people have not gone unnoticed." A sense of pride swelled within Kal'Vecci, like a comforting embrace from the Dark Maiden herself. "I am grateful for your guidance, Kei'rah. It is an honor to serve Eilistraee and to strive for a world where joy and unity prevail." Kei'rah's gaze held a mixture of approval and something deeper—a knowing understanding. "The goddess sees potential in you, Kal'Vecci. Your journey is far from over, but I have observed your growth and dedication." The drow adventurer nodded, absorbing the weight of her words. "I am ready for whatever path Eilistraee has in store for me." Kei'rah's expression shifted, her tone taking on a contemplative edge. "The server to Eilistraee requires more than just adherence to rituals and joyful expressions, Kal'Vecci. It demands resilience, sacrifice, and a readiness to face the shadows that linger even in the moon's glow." Kal'Vecci nodded, a solemn acknowledgment of the responsibility he had willingly shouldered. "I understand. I am prepared to face whatever challenges may come." As the moon climbed higher in the sky, Kei'rah shared tales of the goddess's trials and the profound transformations that awaited those who served Eilistraee. The night unfolded as a sacred tapestry, interwoven with the threads of devotion, guidance, and a palpable connection to the Dark Maiden's divine presence. And so, beneath the watchful gaze of the moon, the conversation between mentor and disciple continued, shaping Kal'Vecci's destiny as a servant of Eilistraee.
  12. "Never forgive. Never forget." "Is 10,000 years too long to hold a grudge?" Name: Race: Wild Elf | Male Alignment: CN Classes: (Unchained) 1 | 8 (Rage) Region: Elven Court *** "You despise my wild elf heritage? Your arrogant glance looks down on my tattoos and moss braids. Know this Sun Elf, my lineage is older than yours. It was a Leafstorm that stood forth to pronounce the doom of clan Vyshaan in Aryvandaar. That escaped the ruin of Eiellûr. That stood with all elf lords before the Crown Wars as a peer. You forget your own history, as well you might wish to. We. Do. Not." *** Ember stood listening to the long welcoming speech from the new Coronal of Myth Drannor, Ilsevele Miritar. The rebirth of the realm of Cormanthyr, the return of elves from Evermet, the rebuilding of a beacon of cooperation and prosperity of all races. The request for all their elven kin to return to this city wherever they might be in the wide realms of Faerun. It was to be a new age for elves and all goodly people. Ember heard this, and more, from their new neighbours. And returned to the forest. *** The hunt was up. The drow were patrolling the woods investigating the long ruined Elven Court, they would not return. Not if the Leafstorm clan had any say in the matter. Once again frowns were scowled at the group of warriors in the skirmish line. The noise! Not even the deep layers of fallen leaves through the underbrush beneath the towering forest canopy was hiding the running feet looking to cut off the retreat of the foul dark elves. Above in the trees there was a more silent rush of scouts and rangers, the skilled archers took their positions with only the rustling wind to be heard. The battle was short and sharp. To the drow's dismay the ambush of whistling arrows was swiftly followed by a direct attack of the wild elves berserkers, tattooed warriors with glaring eyes and spittle foaming at their mouths. The drow's disdain of their barbaric cousins only matched by their fear - for this woodland realm was the territory of the surface elves, and none harboured more hate for the evil worshipping dark elves than the leaf clad figures now indiscriminately slaying all before them. *** The debate in the long houses of the Leafstorm clan passed back and forth. What to do with the enclave of drow in the vale the humans called Harrowdale, residing in the Velarwood? There had been expectation of immediate retaliation, both against the drow and the humans that permitted their presence. Their matriarch had counselled patience, and while there had been disgruntled murmurings all had obeyed the command. The story unfolded, these drow were refugees, worshippers of a goddess barely known to the wild elves, called Eilistraee. To the most vocal this was of little consequence. An uncle of Ember's, a long suspected member of the rumoured Eldreth Veluuthra, calling loudly for punitive action. The calm voice of their clan's matriarch had quelled all disruption with a recitation of their own history. The wild elves themselves were not blameless in the Crown wars. The curse intended for the dark elves of Ilythiir claimed all dark elves, regardless of nationality or inclination. For the sake of that mistake these followers of the Dark Maiden were to be unmolested. Ember's uncle had disagreed, shouting all non-elves and their allies should be wiped out, that old history was past and the Leafstorm clan should live in the new world. He lost his audience at that point, for what were the Leafstorm but the living embodiment of their own storied past? *** Ember stood in the deep shadows, starstruck, his soft breathing the only indication that he lived while he watched the graceful form dance in the moonlight beneath the vast open firmament. He should not have come a voice cried deep in his soul, to which his only answer was that nothing could have prepared him for what he now witnessed. Ember loved dance in all its forms, even by elven standards the man who would otherwise step on every twig in the forest Ember was a dancer of repute, who could glide to soft music with a breathtaking elegance. Here before Ember was perfection in dance, in living form with no need of music or crass interjections of an audience. His heart turned, skipped a beat, and was lost. For something that could never be. There was a short despairing sigh. The woman turned, startled even by that soft noise. The drow lady gave a sudden gasp of fear as she spied the form watching her from the shadows. The priestess of Eilistraee fled from the grassy knoll she had been performing in solitude, her dance for her deity alone. Cursed be all curiosity, was Ember's melancholy thought, wondering what perverse impulse to see the dark elves he had been prohibited to harm in Velarwood for himself first hand had brought him to this predicament. It was a heart-broken but wiser elf that departed Harrowdale. *** Ember knew he was neither wise nor particularly intelligent. For him life had been a simple natural thing, to kill or be killed, as befitted his warrior role. Yet the encounter in the Velarwood had badly shaken the mindset that had served him through his burgeoning growth to martial competence. He had always gotten on well with his uncle, though the last few conversations had been odd, as if his uncle had been sounding him out for Ember's capabilities for one so young had not gone unnoticed. Yet Ember's final loyalty was to the clan matriarch. Thinking matters through in a quiet grove, if there was somebody he admired, whose footsteps he would choose to follow, it would be his maternal grandmother. Ember realised belatedly how closely had had begun to mimic his uncle's mannerisms, only now with memories of the dark elf maid dancing in the moonlight haunting his dreams he was forced to admit his own limited life experience. Ember decided a change was necessary. He would see more of the outside world in an attempt to better understand his own. Would he seek the dark elf maid? Not even to himself could he truly answer. Fear was not an emotion Ember was accustomed to.
  13. Aullara Khamar Rebel, Reformer, Rectifier Aullara Khamar Female CG Half-Drow (Crinti), Age 45 Class: () 9 Patron Deity: Eilistraee Domain/Inquisition: Conversion Region: Dambrath Character Sheet: (WIP) HP 75/75 AC 22 Touch 13 FF 19 CMD 2 Fort 19 Ref 29 Will 19 BAB +6/+1 CMB +12/+7 Init 8, Speed 30 Offense +1 Keen Fortuitous Fauchard +13/+8 (1d10+10/15-20) Bane ability improves attacks by +2 enhancement to-hit and +2d6 damage Teamwork feats provide various other benefits to attacks and tactics Personality Aullara grew up among stern, noble expectations of propriety and was trained from birth to adhere strictly to certain authoritarian worldviews. However, she was never truly meant for the life of Crinti aristocracy, where her compassion and zeal for life would be considered liabilities at best, and weaknesses to exploit at worst. Her experiences hiding her true feelings from family and society alike served Aullara well in building firm discipline in both her military training and as an Inquisitor of the Dark Maiden. The duality of her upbringing and subsequent devotion to Eilistraee resulted in Aullara embodying two very different aspects of her patron Goddess, depending on the circumstances: In dangerous situations, she is a steel-nerved hunter and strategist, with ice water running through her veins; In private, relaxed environs among trusted friends and allies, she is joyful and generous, a lover of art, song, and dance. Appearance Despite having escaped her sadistic homeland, Aullara's upbringing is exposed by her regal bearing, reinforced by years of Dambrai military service. Fortunately, she lacks the severe countenance of her mother, with an easy smile settling on her face in peaceful moments. As a half-drow, Aullara sports slightly elongated ears which comes to a soft point, slightly longer than the average half-elf. Her skin is slate gray and flawless, and she wears her pristinely silver-white hair long and loose during downtime, although she tends to tie it up in a loose bun when it's time to get into the thick of things. Aullara is typically suited in an intricately engraved and embossed mithral breastplate over gray-blue, padded arming wear and various steel plates armor pieces for added protection. In battle, her weapon of choice is her prized Fauchard won in battle, though she additionally carries a bastard sword of fine make as a symbol of her devotion to Eilistraee. Background Out of the Dark Born at night during a celestial conjunction, Aullara's birth was feared as cursed by her parents. As an aristocratic Crinti family in Dambrath's capital city of Cathyr, the new parents took the birth as a sign of disfavor by their patron deity, Loviatar, as the labor was particularly painless and easy. Typical of aristocrats, they missed the truth hiding in plain view due to their own arrogance. In truth, Aullara had been blessed and marked for great deeds by the Dark Maiden, Eilistraee. As a nation highly influenced by the Drow society, Dambrath's ruling class are austere authoritarians with a strict distrust of outsiders and a rigid policy of isolationism. However, to foster a flourishing economy, they made some exceptions for trade, which moved largely through Cathyr. While Aullara was disallowed from interacting much with the merchants and traders filtering through the port city (that was work for the lower classes to handle), she was nonetheless very aware of them, and her curiosity often got the better of her as a young girl. She would sneak out of the wealthy western ward of the city to the eastern slums in order to see the peculiar foreigners, and this is where her compassion and empathy was first kindled. Aullara's parents quickly discovered their child's disappearances and used the opportunity to 'acquaint' her with Loviatar's lessons of sweet agony as punishment. This did not dissuade the young girl, who frustrated her parents with her rebellious streak. As service in the Dambrai military is seen as an honor among the nobility, their ultimate decision to 'volunteer' her served a dual role of supporting the family's social standings as well as instilling discipline in Aullara. She learned to hide her supposed 'weaknesses' well and subsequently managed to excel in her training. As she approached adulthood, Aullara began hearing the call of Eilistraee. At first, it was a distant song grabbing her attention to notice beautiful things. Eventually, Eilistraee's words rang resoundingly in Aullara's heart the more she noticed the inherent cruelty in her peers who devoted themselves to either Loviatar or Lolth. It wasn't long before she encountered pockets of Eilistraee worshippers in Dambrath, and she secretly began learning as much as she could about the deity. It was as if a full moon had spontaneously appeared in the empty night sky, illuminating everything in bright, silvery light. As soon as her service period ended, she elected to leave both the military and Dambrath behind. Aullara knew how stubborn her family and peers were, and she would need more than a passionate speech to sway their hearts to the light. Into the Light Despite her new calling, Aullara had little to guide her but her instincts and the song of the Dark Maiden. Her military training would allow her to survive in the world, either on her own or as a sellsword, but she knew that wasn't the best way to her patron. She traveled north, following the song of the Dark Maiden to a series of hidden enclaves of Crinti near the Great Rift who had similarly escaped their vicious homeland. These half-drow runaways shared their stories with Aullara, describing similar disillusionment with the ways of Dambrath as well as hardships beyond even what Aullara knew of among the destitute and subjugated of her homeland. A righteous fire burned within her, and Aullara dedicated herself fully to her Goddess in the name of freeing others under the merciless influence of evil deities such as Lolth and Loviatar. She would need to be a weapon in Eilistraee's arsenal, but the path of a Paladin was not for her as it relied on far too stringent rules and too narrow a mindset. No, she had developed many skills which a Paladin might find unseemly, but which Aullara felt would be invaluable in her quest for justice and liberation. She would chart her own course, but she was only one woman. Aullara would need more than a soldier's training and a pure heart. She needed a tactical edge. The nascent inquisitor prayed to Eilistraee for guidance, asking for allies to help her. In response, the Dark Maiden sent a messenger, a celestial hound with silver fur, who imbued Aullara with the knowledge of magic to call upon a wide variety of conjured allies. After leaving the Crinti refugees, Aullara traveled north toward Chessenta, but found vast unrestc. 1358, The Time of Troubles practically everywhere she traveled. She arrived in Cimbar just as riots were breaking out in the city, and used the opportunity to help the people of that city-state re-establish their uneasy peace. The god Hoar was leading leading battles against several of Chessenta's city-states, including Cimbar, which had reignited old grievances. Aullara encountered the tactical genius and priest of the Red Knight, Nicos Nathos, and joined his side as he tried to help quell the panic of the people. She learned a great deal from him in a short period of time, but was unable to save his life as he succumbed to the strain of exertion. Divine healing magic, after all, can heal wounds but cannot stop the clock on old age. A Song of Strife and Liberty Although they differed somewhat philosophically, Aullara was inspired by the old man and traveled further on, seeking more adventure and more opportunities to help the needy. She traveled west to the Dragon Coast, stopping briefly in the port city of Westgate. It was here that she first learned of the Zhentarim, and discovered a plot by Zhent slavers operating in the lands to the north. She crossed the sea to investigate these foul plans, sailing north into Cormyr then further into the Dalelands. As it turned out, this was only a small cog in the greater machine of the Zhentarim's scheme to assault the Twisted Tower of Ashaba in Shadowdale and in turn allow Bane to enter Morningdawn Hall. Aullara never knew just how close she was to the legendary Sage of Shadowdale and three soon-to-be-gods, at least not until much later. Rather, her attention was focused on aiding in the defense of the Twisted Tower, assisting Sergeant-at-arms in his plans to deal with the Zhentilar soldiers by summoning celestial aid to help divert smaller forces into the trap. For a second time in a year, Aullara found herself unable to save the life of a respected ally, as the Sergeant died at Bane's hands protecting the Lord of Shadowdale. Her experiences at the Second Battle of Shadowdale instilled a deep resentment of the Zhentarim, and Aullara spent the greater part of the next two decades working to thwart them throughout the Dalelands and Cormanthor, particularly their slaving activities. Bidden by her duty to Eilistraee, Aullara focused her efforts on liberating drow slaves where she could and revealing the chance at a better life under the light of the Dark Dancer. With Myth Drannor's rebirth following the Cormanthor War, Aullara finds herself hopeful for the future, though the remaining, looming presence of the Zhentarim, Lolthites, and other threats leads her toward the legendary City of Song, where the voice of her patron leads her to once again serve as a light in the dark.
  14. Picture The Face Behind The Mask / Battle Ready JON HEAVENLESS RACE: HellbredType: Humanoid/Hellbred Subype: Human Race - Hellbred RP 12~14 Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance. They may have a subtype it the hellbred was a humanoid before the scourging. RP (2) Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks. RP (?) Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would. Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic. RP (0) Standard Ability Scores: Cha/Con +2 / Int -2 RP (4~6) Devil's Favor: I think here it could work like focused study, you gain devil favors/damnation feats at 1st, 8th and 16th levels. Since there are few damnation feats, there are some in the spheres wiki and they propose other feats could count as damnation feats for their progression like obedience feats and planar infusion. RP (2) Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. RP (4) Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. (RP is 2 for darkvision and 2 for the bonus on sense motive) CLASS: Paladin 9Oath of the People's Council: Paragon Freeman: Intended Role: Melee Dps, Tank, Second-hand Healer Alignment: CG Deity: Milil %5Bspoiler%3DPhysical%20Description%2FPersonality%5D%20%5Bb%5DHeight%3A%5B%2FB%5D%205'11%22%20%7C%20%5Bb%5DWeight%3A%5B%2FB%5D%20205%20lbs%20%5Bb%5DAge%3A%5B%2FB%5D%20~22%20%7C%20%5Bb%5DSkin%3A%5B%2FB%5D%20%5BOOC%3D%22White%22%5Dwith%20red%20leathery%20spots%5B%2FOOC%5D%20%5Bb%5DHair%3A%5B%2FB%5D%20Gray%20%5Bb%5DEyes%3A%5B%2FB%5D%20Red%20%0A%0A%5Bb%5DAppearance%3A%5B%2FB%5D%20Jon%20is%20a%20walking%20contradiction%2C%20he%20has%20the%20presence%20of%20a%20dreadful%20demon%2C%20but%20with%20a%20calming%20demeanor.%20His%20flaming%20eyes%20are%20balanced%20by%20his%20friendly%20smirk%20and%20his%20confident%20posture%20inspires%20trust.%20%0AThe%20scourging%20brought%20about%20many%20other%20changes%20that%20are%20barely%20visible%2C%20thanks%20to%20Jon's%20efforts.%20Horns%20shaved%20down%20to%20the%20limit%2C%20a%20single%20aberrant%20wing%20was%20cut%20off%20and%20many%20scars%20cover%20his%20face%20where%20eldritch%20symbols%20once%20resided.%0AWhatever%20happens%2C%20Jon%20stands%20tall%20and%20he%20exudes%20serenity.%20He%20moves%20slowly%20and%20with%20certainty%2C%20with%20his%20somewhat%20bulky%20frame%2C%20and%20his%20deep%20voice%20brings%20courage%20to%20all%20around%2C%20or%20righteous%20fury%20when%20needed.%20%0A%0A%5Bb%5DPersonality%3A%5B%2FB%5D%20Contrary%20to%20his%20looks%2C%20Jon%20is%20quite%20merry%2C%20he%20enjoys%20dancing%20and%20singing%20and%20he%20would%20never%20say%20no%20to%20a%20tankard%20of%20mead.%20After%20having%20his%20fill%20Jon%20enjoys%20nothing%20more%20than%20reading%20and%20researching%20about%20his%20condition%2C%20an%20unexplained%20curse%20that%20seems%20impervious%20to%20magic.%20%0AHe%20is%20man%20of%20few%20words%2C%20always%20finding%20a%20reason%20to%20drink%20and%20to%20perform%20a%20poetry%20reading%2C%20since%20those%20words%20are%20not%20his%20own.%20One%20might%20call%20him%20aloof%20even%2C%20but%20at%20the%20slightest%20sign%20of%20danger%20he%20will%20put%20himself%20between%20any%20menace%20and%20would%20be%20victims%20without%20a%20second%20thought.%20%0A%0A%5Bb%5DUsual%20Attire%3A%5B%2FB%5D%20Jon%20normally%20wears%20a%20blackened%20mithral%20fullplate%20with%20golden%20lines%20across%20it%2C%20a%20navy%20blue%20cloak%20and%20an%20imposing%20guisarme%20that%20displays%20a%20regal%20banner%20adorned%20with%20%5BOOC%3D%22Milil%20symbol%22%5D%5Bimg2%3D250%5Dhttps%3A%2F%2Fstatic.wikia.nocookie.net%2Fforgottenrealms%2Fimages%2Fb%2Fba%2FMilil_symbol.jpg%5B%2Fimg2%5D%5B%2FOOC%5D.%20%5B%2Fspoiler%5D%20 Physical Description/Personality Height: 5'11" | Weight: 205 lbs Age: ~22 | Skin: Whitewith red leathery spots Hair: Gray Eyes: Red Appearance: Jon is a walking contradiction, he has the presence of a dreadful demon, but with a calming demeanor. His flaming eyes are balanced by his friendly smirk and his confident posture inspires trust. The scourging brought about many other changes that are barely visible, thanks to Jon's efforts. Horns shaved down to the limit, a single aberrant wing was cut off and many scars cover his face where eldritch symbols once resided. Whatever happens, Jon stands tall and he exudes serenity. He moves slowly and with certainty, with his somewhat bulky frame, and his deep voice brings courage to all around, or righteous fury when needed. Personality: Contrary to his looks, Jon is quite merry, he enjoys dancing and singing and he would never say no to a tankard of mead. After having his fill Jon enjoys nothing more than reading and researching about his condition, an unexplained curse that seems impervious to magic. He is man of few words, always finding a reason to drink and to perform a poetry reading, since those words are not his own. One might call him aloof even, but at the slightest sign of danger he will put himself between any menace and would be victims without a second thought. Usual Attire: Jon normally wears a blackened mithral fullplate with golden lines across it, a navy blue cloak and an imposing guisarme that displays a regal banner adorned with Milil symbol . 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Build Notes 6m5d6r1v2 : 18/17/16/15/15/14 Level Progress and Feats Levels : Paladin 9 FCBs (Human): +1/level to electricity resistance (max +10). Class Abilities : 1st: Stirring Monologue (Su) 27 rounds/day. At 1st level, the paladin can deliver a stirring monologue on the ideals of justice and fairness, motivating allies and persuading others. This functions as bardic performance as per a bard of her paladin level using Perform (oratory). All the effects are language-dependent even if they would not normally be. The paladin gains the following performances at the indicated levels: inspire courage (1st), fascinate (4th), inspire competence (5th), suggestion (7th), dirge of dread (10th), inspire greatness (13th), frightening tune (16th), and mass suggestion (19th). 1st: Aura of Good, Detect Evil 2nd: Divine Grace, Lay on Hands9/day, 4d6. 3rd: Aura of Courage, Divine Health, MercyFatigued. 4th: Channel Positive Energy 5th: Divine Bond2/day, Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. 6th: MercyDiseased. 8th: Aura of Resolve 9th: MercyHard choice between Injured (FH 3 for 4 rounds), Poisoned or Restorative. Spells : Caster Level 6 1st: 2 + 2 (Charisma) 2nd: 1 + 1 (Charisma) Traits : Faith: Fate's Favoredincrease luck bonuses you receive by 1. Region: Community MindedWhile some pray to the gods for mercy or prosperity, you follow a different tack—you believe in improving the lives of those around you through earnest labor and the efforts of you and your community. Your hard-earned discipline and the candor of your words affect all who bear witness. Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. Feats : Regional: Luck of Heroes+1 luck to saves and AC. Racial: Devil's FavorWhen you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. (Fiendish Codex II: Tyrants of the Nine Hells, p. 81) 1st: Fascinated by the Mundane Story Feat. +2 con charisma-based skill checks and increase any morale bonus you receive by 1. 3rd: Extreme Mood Swings Increase any morale bonus you receive by 1 and take a -1 penalty vs. emotion and fear effects. When drunk both values double. 5th: Deific Obedience - MililUsing Nocticula (Redeemed) Spend an hour in a secluded location while crafting a work of art. If your hour of work begins at, ends at, or includes the stroke of midnight, then the subject of your art is up to you. Otherwise, your art must include the concept of midnight in some way. When you aren’t adjacent to an ally, gain a +1 morale bonus to your AC and on all saving throws. 7th: Healer HandsYou can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). 8th Racial: Devil's StaminaTotal +4 HP (or +6 HP with damnation?)You gain 2 extra hit points per devil-touched feat you have selected, including this one. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to the number of devil-touched feats you possess for 5 rounds. (Fiendish Codex II: Tyrants of the Nine Hells, p. 83) 9th: ????? This one it depends on how damnation feats are counted. If devil touched feats are counted as damnation, then I will take Fiendskin (it will give Fire immunity, Cold resistance 10 and possible Acid immunity later on). If not, I might go for VMC sorcerer (Imperious Bloodline to stack on the morale effects) and I will have to discard my 7th level feat. Or I might even get Lingering Performance and trade community minded trait for magical knack for a better caster level. Saves, BAB, HD, Skill Points HD : 9d10Paladin 9 BAB : +9Paladin 9 Saves : Fortitude +6Paladin 9 = +6 , Reflex +3Paladin 9 = +3 , Will +6Paladin 9 = +6 Skill Points : 36 + 18Paladin 9: 36 = 18 class + 18 (Int) + 18 from background skills CommentsPS: So, my initial idea of Fighter 3/Paladin 2/Pious Templar 4 was off the charts when compared to the players already in the group (bonus to attack around +26 with a +32 damage using a short sword and an AC around 32 (more when fighting defensively). Add to that the loss of class identity. Going Paladin with Oath of the People's Council trades smite for bard performance that becomes raging song with poet's cloak (UMD it if needed) and Jon becomes a real hero of the people, charging ahead and giving great support, with community minded making sure that bonuses stay for at least 2 turns. Paladin 9 keeps full Lay on Hands/Channel Energy and variant, which helps with healing. However, in combat healing might still be limited. Channel gives 4d6 (~12, ~17 with a variant divine bond), if close enough healer hands might heal ~18. About combos: Deific obedience gives +1 morale to AC/Saves when not adjacent to allies, which becomes +3 (+4 when drunk, and I hope to be drunk a lot). Flagbearer with Banner of the Ancient Kings gives +2 morale to attack, which becomes +4 (+5 when drunk), this affects allies whithin 30 ft. If also helps with bardic songs and similar abilities. I assume it works like this, if Fascinated by the Mundane and Extreme Moodswings add their bonuses before banner of the ancient kings, then it woulb be +8. Raging Song (thanks to poet's cloak + Banner of the Ancient Kings) would give morale +4 to Str/Con, AC -1, Will +3, all that increased by +2 (+3 when drunk) and allies may end rage and keep the bonuses for 2 rounds. Other options to help healing, if Sacred Servant could stack with the oath (sacred servant replaces smite evil with smite evil....), that would give extra lay on hands and extra healing dice, however it would also grant a domain, then I of course would take Travel Domain. One crazy option would be to allow the , it trades spells to bind spirits, like binders from 3.5. A couple of spirits have great healing options, but I guess I would rather keep the spells. Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2857575%5D%5BB%5D%5BSIZE%3D%2B1%5DJon%20Heavenless%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20CG%20Hellbred%20(Human%20subtype)%20Paladin%2C%20%5BB%5DLevel%5B%2FB%5D%209%2C%20%5BB%5DInit%5B%2FB%5D%206%2C%20%5BB%5DHP%5B%2FB%5D%20100%2F100%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%20ft.%0A%5BB%5DAC%5B%2FB%5D%2027%2C%20%5BB%5DTouch%5B%2FB%5D%2017%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2025%2C%20%5BB%5DCMD%5B%2Fb%5D%2029%2C%20%5BB%5DFort%5B%2FB%5D%2021%2C%20%5BB%5DRef%5B%2FB%5D%2016%2C%20%5BB%5DWill%5B%2FB%5D%2020%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B12%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%209%20%20%20%0A%5BB%5DReach%2C%20Trip%2C%20Training%20(Flagbearer)%20Guisarme%20%2B1%20(Power%20Attack%20-3%2F%2B9)%20%5B%2FB%5D%20%2B14%2F%2B9%20(2d4%2B19%2C%20x3)%0A%5BB%5DReach%2C%20Trip%2C%20Training%20(Flagbearer)%20Guisarme%20%2B1%20(With%20Raging%20Song)%20(Power%20Attack%20-3%2F%2B9)%20%5B%2FB%5D%20%2B18%2F%2B13%20(2d4%2B31%2C%20x3)%0A%5BB%5D%20%20Mithral%20Full%20Plate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Ring%20of%20Protection%20%2B1%5B%2FB%5D%20(%2B10%20Armor%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B4%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2017%2C%20Dex%2014%2C%20Con%2018%2C%20Int%2014%2C%20Wis%2016%2C%20Cha%2020%0A%5BB%5DCondition%5B%2FB%5D%20None M CG Hellbred (Human subtype) Paladin, Level 9, Init 6, HP 100/100, Speed 30 ft. AC 27, Touch 17, Flat-footed 25, CMD 29, Fort 21, Ref 16, Will 20, CMB +12, Base Attack Bonus 9 Reach, Trip, Training (Flagbearer) Guisarme +1 (Power Attack -3/+9) +14/+9 (2d4+19, x3) Reach, Trip, Training (Flagbearer) Guisarme +1 (With Raging Song) (Power Attack -3/+9) +18/+13 (2d4+31, x3) Mithral Full Plate +1 , Ring of Protection +1 (+10 Armor, +2 Dex, +1 Natural, +4 Misc) Abilities Str 17, Dex 14, Con 18, Int 14, Wis 16, Cha 20 Condition None Background Highmoon, the famous capital of Deepingdale, house to one of the largest libraries outside of candlekeep, was about to receive an unwanted vagrant branded with haunting omens. The man was found unconscious on the steps of the Leaves of Learning. TuriAn elderly and wise dwarf , one of Oghma's followers, happened upon the body and wasn't sure about what to do, gruesome marks and others brands whispered to be from the depths of hell itself. Even the sky seemed angry, the clouds darkened and water poured in an instant. The elder acted on instinct, he brought the man to shelter and spent the night studying this stranger, for questions filled his mind and any answers he reached only brought up twice as many questions. When morning came the man slowly opened his eyes, a bald dwarf glared at him. The man wasn't startled, he slowly raised his torso and sat on the bed. "Where am I?" the man calmly asked. Turi raised his white eyebrows and ran his hand over his long goatee, a trained movement that seemed as natural as water running in a river. The man waited for an answer patiently, a small contest had began between the man and the dwarf. Turi finally sighed conceding, "Hummm, you find yourself in Highmoon..." Turi said while reaching for his smoking pipe, "...and your single question seems to have answered many of mine." he finished as he lighted his pipe. The man contemplated his surrounding for a moment, he took his hand to his head and felt three horns, as if just learning about them, but he still kept a serene expression, as if using a mask. The man turned his eyes back to Turi, the dwarf's eyes fixed on him. He was about to stand when the bald elder stopped him, "I will allow you to leave if you can tell me your name." Turi said emotionlessly. The man once again was only able to stare back at Turi and he just shook his head. A smirk took over Turi's mouth, he raised his hand telling the man to wait, he left the room and soon after came back with food and water. The next months seemed to go by in a flash, the man, now Jon, did odd jobs around the Leaves of Learning while unde Turi's tutelage. They uncoverd much about his situation, how he was some kind of reincarnation, a second chance at redemption if you will. Jon had only glimpses of what he was before, all he could grasp were blurred images about a place called the Zenthil Keep. However, much of his past life was still ingrained in his body, his muscles were quite adept in handling weapons and his heart ached for action. No, it was more than that, his whole being felt a pull, a calling to something greater and far more important than the worries of his mortal coil. Of course Turi recognized this and slowly instructed Jon about holy scriptures. As fate would have it, which seems common among holy warriors, Jon was at the perfect place to find what he needed. It wasn't long until he heard Milil's singing voice and took up arms to safeguard the people of the realms. The next years were marked with travels and misadventures rewarded more with gratitude than whatever else. Although Jon couldn't call the Leaves of Learning as his headquarters, Turi always saved a room and fresh sheets for him. Every time he came back to Highmoon they shared a meal and had a most laconic interaction. It was a game between them, communicating using just expressions or by changing the intesity of their glares. Nonetheless, Jon's name already travelled before him and there were no lack of requests, from facing ogres and slavers to scorting travelers, fate would alway bring him to deal with something unexpectedwho would have guessed that simply helping protect a cargo of grains would have ended in a mortal fight against a Bane worshipper? along the way. As of late, the way seemed to be up north, something was bound to happen in Cormanthyr and Jon felt he was needed there. Sure, he knew little about the forest, but Turi agreed, they could use any help available up there and if Jon felt a pull to head there it was certain that he would find something dark in the elven forest.
  15. Name, Class: Diphonus, Druid Retainer of the Cormanthyr Kingdom. Character Concept: Walking toolbox to empower his team against wilderness or adventuring challenges, and enduring battlefield controller for his companions. As a government civil servant, he is the subject matter expert for natural phenomena and abnormal aberration incidents. Overview Gameplay Vision: I will like to experience a character that has the ancestry and class tied very close to nature, primarily plant/fungi, water/mist, and soil/rock first, then animals. I can imagine that the character is assigned to the group to help on operations in the wild using his druid expertise. I find great satisfaction in filling in the gaps of groups, especially when it is understandable other teammates usually provide reliable character builds for fights, conversations and medical attention. This is not because I wish I can play those roles, but rather that I much prefer being a reliable utility-based character that create opportunities for these other roles to shine. I tend to pick healing spells as secondary medic, utility spells for adventuring problem-solving and information-gathering, and area spells that combine some measure of damage but more towards interesting effects that control the battlefield. This character is essentially meant to be a force multiplier from the background, supporting the collective goals with a wide range of spells from his toolbox. I hope that playing under your direction will feel like I am playing-reading a fantasy novel, which includes meaningful pages of traveling to new places, meeting new people and their intrigues, and for me in particular, not actually being the protagonist of the story, strange as that sounds. I love being able to be a supporting character to an NPC who actually IS the protagonist, and getting involved in the comings and goings set in motion by the decisions of this primary character whose goals direct the structure of the campaign. We do not always need to be in the protagonist's proximity nor always directly engage with the person, but definitely work off the character's plans. In terms of types of play I will be excited to take part in, it will be intrigue, adventuring and discovery, detouring for any player character's hooks, survival and tactical smart combat that actually allows retreat not just as an option but sometimes still counts as a success outcome. In fact the combat I enjoy more are not the 'kill everyone in sight' or the 'combat is just about killing until someone surrenders', but more of those special forces type of objectives where engaging with enemies is a secondary effect eg. infiltrate to gain information, travel through enemy territory to kidnap one person, fight to reach the power conduit and shut it down, pin down enemy units to allow caravan to reach their destination safely. So this government agent premise that you are promising intrigues me very much. Character Playstyle: Combat - Diphonus protects his allies with combat spells on battlefield control that primarily deals effects on enemies with damage as a secondary bonus, and healing spells to supplement whoever is the main healer of the group. In direct engagement, he prefers to use disarming or disabling moves to either have someone drop their weapons, or to be thrown to the ground, similar to jiujutsu, judo, aikido. If the conflict escalates, he moves into wing chun or boxing to deal hard hits at close quarters to knock the wind out of them. Adventuring - Diphonus is a walking toolbox of utility spells during exploration and travel, to either solve obstacles and impediments, or to gather information. The wild shape will almost always be used towards adventuring needs rather than in the thick of a fight, including being a beast of burden or transport. Social - Diphonus will advise the group, or NPCs of administrative authority, where it comes to forestry and ecological abnormalities. His investigative strength will help with poisoned waterways, land blights, animals turning into monsters, and the like. Narrative Background Description: Diphonus is minimalist in his attire, relying on using natural material to sew and maintain his work clothes, and operating in the wild on missions may require he reduces his contact with the locals. He wields a wooden shield carved from whichever available material at hand in the field, and a herb pouch which he uses for field medicine. His plantlike features are kept out of sight under a cloak for the comfort of strangers around him, but observant bystanders can hear the slight creak of twigs and rustle of leaves when he moves. Sometimes his ears may bloom flower earrings that fall off after some time, or the drying bellseeds that tinkle softly when he moves his head. His eyes have pupils reminiscent of swirling lake ripples or coiled twine, while a soft smile accompanies his softer voice when he occasionally speaks. While Diphonus is not averse to using natural force to protect and defend, he is disinclined to harm, and will attempt to disarm or disable belligerent beings first. Should conflict escalate, the druid will draw on the powers of the wild, for the defense of his kingdom. Origin: Diphonus hails from far to the east, in Relkath's Foot of Yuirwood. He remembers growing up among the settlements high above the ground, with his childhood climbing the branches of these massive trees to admire the nests of woodland creatures. Evenings consisted of meeting his neighborhood peers, with the moonlight mixing among the pixie lanterns gifted by their fey companions, enjoying tall tales over vegetable stew while the adults sang or make serious conversations. Sometimes Elminster visited the Masters of the Yuirwood to consult, making his presence felt during dinners, though Diphonus in his childish memories did not know the import of such a personage, only that he was a 'talkative old man' who sometimes gives him a certain stare that worried the boy. It was only later on that the wheels of fate begin to grind for Diphonus, as events of the world at large start to impinge into their hometown. With the constant dangers from the Hordelands and Red Wizards, the Simbulmyn, by orders of the Simbul, sought capable allies in the Master Rangers of Yuirwood, and requested they expand their retinue in hopes of stronger borders. Out of respect and fondness for the ruler of Aglarond, the protectors of the wild began a fresh wave of candidates to meet the expectations. Capable and promising children among the commune were either recruited or sought recruitment themselves, and when judged suitable, mentors would be appointed to guide and accompany these young hopefuls. Some apprenticeship take longer than others to complete, while several lost their lives in the course of their training, being that they came in contact often with the incursions common to their region. Among them was Diphonus, though his particular set of talents and temperament posed significant headaches to the elders. He showed great affinity to moving through the woods, possessing keenness of his surroundings, and familiarity with the nuances of the natural landscape. But his rather agreeable character sought little interest in martial prowess, nor was he inclined to remain in deep meditation for too long. A ranger who wields no weapon nor a druid who travels more than settle in a grove are worse than useless, and so, for many seasons, his apologetic parents continue to raise him while the Yuirwood defenders mull over what to do with him. It was during one spring that the boy, asked by his parents to assist an older elf in her herbal foraging, that paved the way for his unique capacity. The elf was an occasional visitor of the hometown, with some on good terms with her, and others keeping a wary distance. A native of Chondalwood, and rumored to have bathed her blade in orcish blood during the height of her career in her exploits in Ylraphon, Dame Yaran was a retired war hero by the time she chose to hang up her blade and bow and become an eccentric herbalist who traveled the continents. Unbeknownst to Diphonus, Yaran, known by her adventuring moniker Winter, paid a courtesy visit to the Masters of Yuirwood. They asked her for advice about him, and she agreed to appraise him, arriving at a very surprised home of his parents, to declare that he shall be her assistant during her stay. What would have become a few weeks of travels, camping, and herb collecting, Diphonus showed curiosity and resilience in the tasks that Winter laid upon him. And then, she took him to the Sunglade. The Pages That Turned As they neared the ancient standing stones, pixies and sprites appear, greeting Winter with warmth and mischief. They float about Diphonus, poking him, or taking a sniff. Winter noted that these fey, usually wary of strangers, were very attached to the boy, who by now has gained much constitution in the hard travels they did, and showing little discomfort in the ascetic lifestyle that she led. A master ranger was there to greet them, and after passing some parcels to her, he flowed into the undergrowth and disappeared. Dame Yaran then turned to Diphonus, and instructed him that he is to be trained in the ways of the Menhir. With absolutely no prior knowledge, the boy knew that he was given a rare glimpse into a precious heritage of the elven woodland past, and with the trust he has developed for the wise matron, bowed his young head. The first thing Winter sought to do, was to have Diphonus unlearn most of the common sense of his worldview. Rather than the learnings of the druids, or the martial training of the ranger, she put him through a rather monkish series of preparations, making sure he is able to protect himself with anything at hand in the wild. As he grew more grounded with his own body, she reminds him that often a warrior or spellcaster may grow dependent on their equipment, and the greater folly will be their inability to adapt should they become deprived of their tools. Enemies who follow their exploits will certainly find ways to separate the target of their ire from their strengths, and Winter wants Diphonus to always have a versatile means of staying alive. Long after his regime with Winter, this mindset will guide Diphonus till the twilight of his life. She made sure that the boy kept up with her mobility, learning to avoid her traps, techniques not of the honorable elven rangers, but of the despicable kinds that orcs and gnolls often use. Myriad fighting styles from her past surfaced, forcing him to always keep vigilance at the most unexpected approach. By autumn, a menhir practitioner appeared. Not by way of the usual passage through the woods, but he traveled to them with the power of the standing stones. Diphonus could only stare with his jaw wide open, hearing of stories but seeing for the first time this secret technique. Through the fall and winter, he taught Diphonus the power of the ley lines, deepening not just his knowledge of these ancient means of movement, but also his natural attunement to the earthly energies, to bolster his druidic magic. By springtime, the tutor, who had not given a name, whisked away just as mysteriously. During this time the fairies and pixies kept their distance, only to appear when the druid left. Winter cautioned Diphonus that while he has been taught the ways of the menhir, it was only beginning. It will take a lifetime to master the true potential of these ancient powers. Winter then took Diphonus to many locales, using the ley lines for his practice. For nearly ten years, he escaped death from all manner of monsters, the most frightening the aberrations, as Winter described as her 'errands', laying waste to these denizens. By the end of that period, they have traversed through most of the ancient ruins and lost empires of east Faerun, widening his eyes, but more so his mind, at the vastness of the world they sought to protect. For Winter had decided that Diphonus will not be relegated to a mere defender of one forest. As such, she also brought him to many druid groves and ranger communes, letting him immerse in their culture and learnings, and having him accustomed to the nomadic life of a wandering druid, not tied down to one forest, but seeing all greens as shelter of the world. On one particular morning, Winter brought him to a place of worship deep in an unnamed woods through the mehnir. She did not tell him where they are, and even to his experienced traveler's eyes he could not determine their whereabouts. But he did recognize that Winter paid her respects before what Diphonus can infer as weathered and moss-coated statues of Silvanus and Khalreshaar. What surprised him even more was the smiling drow priestess who tended to the temple, embracing Winter as an old companion. This follower of Eilistraee offered them lodging in a small cabin nearby, and they stayed for a short time. But while Winter goes for her daily prayers, Diphonus was sent to sit and continue his ascetic exercises with the ley lines. With no further explanation, Winter said all will be made clear by the end of their visit. Then She came. Life-Giving Ink The scent of nuts and fruits wafted through the breeze which came all of a sudden. Diphonus knew this was momentous, and continues to keep his eyes closed, but he clearly is no longer meditating. He thought he heard the tinkle of laughter and giggles, familiar to him from his time with the fairies and pixies. But with the scent of fallen leaves, he thinks of dryads among the spectators. Then came the neigh and hoofbeat. A horse? Intense light filters through even his shut eyelids. No. Light from the horn of a unicorn-- Mielikki cups his face from behind with Her large palms. The scent of flowers and morning dew almost overpowering. 'Child.' Her voice as multiple ripples on a calm lake under the light of Selûne. Diphonus bows low. She chuckles. 'No need.' Warmth suffuses into his cheeks from Her palms. His hearing becomes distorted, and his nose itches from the onslaught of many smells. He feels like multitudes of creatures are walking all over his skin, and myriad flavors of nature fill his mouth beyond bursting. But most of all, he saw. Places of unearthly beauty assail his mind's eye. Valleys. Deltas. Escarpment. Cenotes. Meadows. Tree canopies that go on forever... ...Her divine palms peel away from him. 'Call to me.' Almost as if he understands, Diphonus reaches out to her from his core, tendrils of the Weave responding. 'Good.' A satisfied neigh. Then a very wet lick. Laughter, a rustle of summer leaves. 'He likes you.' 'Goodbye, but not farewell... ...my servant.' And just like that, the mundane sounds of birds chirping return to his senses. *** Before he left the prayer chamber, Diphonus noticed a small trinket resting on fresh leaves where there was none before in the bare room. It gave off the same sense as the Forest Maiden's presence. With great deference, he knelt low in grateful silence, before picking it up with both hands. Winter did not ask Diphonus what transpired in the privacy of the chamber, nor did he share about that lifechanging momentous experience. They were just as silent when they packed up to leave. The drow priestess blessed them both before they set out, and when Diphonus was tapping into the ley lines, he can feel the difference. A stronger vibrant tone to the energy. He knew there was no going back, but all he longed for was going forward over the horizon. The duo finally returned to Yuirwood, to his hometown. As Diphonus reunites with his parents, Winter was encircled by several Masters of the Yuirwood. They convened on the spot, some casting glances towards Diphonus. Then as one, they stepped back to bow to Winter in a circle. When they walked off, each gave a nod towards Diphonus, which he tries to turn in his surprise. Winter comes back to him, and passes him a small item. A memento from her time in Ylraphon, given to her by the great Srinshee, she said to the astonished Diphonus. She passes it to him, and gave him her final instruction and lesson. He is to cross the Vast to reach that long gone outpost of ancient Cormanthyr, to seek out the heritage of what those brave elves did, and the influences of their efforts in the land. And he must do it alone. She said that if he is to take on the legacy, he must understand. With that cryptic phrase, she ruffles his hair. Then Dame Yaran left the town without ceremony. She would not visit again for some time, and when she did, Diphonus would have already embarked on his trek. A trek he could not have known will not have him come back home ever again. Crossing Death's Border The Vast is a harsh survival, an act of reckless abandon to cross without a large contingent of adventurers, maps, provisions, solid weapons and lots of luck. Diphonus had to do it without any of those. It was harrowing, and many times he had been captured, only to escape during the night in his different animal forms to the befuddlement of his captors. Whenever he managed to scrounge up food or clothing, he will only lose them to the elements, or another capture. Over time, he learnt to evade capture, and eventually, detection. He lost track of how long he was crossing the Vast, but when he finally reached Ylraphon, he stayed for days in different places, trying to glean what happened all those centuries ago. He ran from orcs when he can, fought when he cannot. Even the rare drow will catch him by surprise, humbling him to keep practicing his tradecraft. At some point, a pegasus blotted out the sun, lowering itself to land by Diphonus. Riding atop it was a sun elf wrapped in beautiful armor that looked wrapped in layers instead of hammered, and with graceful movements, wordlessly reached out his hand. Diphonus understood, and passed the memento that Winter gave him. The elf took but a cursory look, then looked up. Diphonus also looked up. Another pegasus, riderless, landed near him. It snorts, nuzzling his hair. The sun elf blinks once, a habit Diphonus will learn later that was the extent of surprise some elves will show. Then helped him to get on top of the pegasus. It took some time before they reached Evermeet. And an even longer time before Diphonus was brought to the busy Lady Ilsevele Mirita, member of the Queen's Guard. He will find out that Dame Yaran had personally vouched for him, and commanded that a pegasus rider be sent to the outposts to find a young druid, if he got past the Vast alive. The Lady is on good terms with the Dame, and was only happy to fulfill her request. Her exchange with him was short, but he was inspired by her potency and grace, and sensed that she will be the spearhead of many triumphs ahead. She advised him that as part of his own learning, he will be serving several masters, and finding his place. Should he be of merit, she was sure they will meet again. And with that, they parted ways. His first tutor, an expressionless scholar, stepped forward from the background. His wizened eyes scans the young druid, silently assessing him. 'Welcome, to Evermeet.' New Chapter In Life Diphonus was trained in the ways of the druid, but his temperament for long range surveillance and support casting placed him in a rare position of the versatility of a Weave user with the instincts of someone talented in gathering critical information for the good of the kingdom. Not one for the spotlight, he serves in the background, content to assist those of loftier ambitions and higher profile. In time, his service brought him through various ranks and clades, until he was given the honor to be attached to the Queen's Guard for his specialized unique skills, and eventually, to serve alongside Lady Ilsevele. He had followed her through her exploits and her rise through the ranks, staving crisis and solving difficulties with his eclectic set of abilities. Diphonus was nearly slain in his escort duty for the retinue that followed Ilsevele on one of her forays into battle under the banner of the Queen's Guard. Unfortunately many of the bodyguards either perished along with the enemy, or like Diphonus, their bodies were violently damaged beyond magical repair. In critical danger, the survivors were whisked away to the kingdom healer chambers. Several did not last through the night. Lady Ilsevele personally pleaded to the Royal House that all those who accompanied her be given the best chances to live. Those who serve the ruler and kingdom understand that dangers to their body and spirit are part and parcel of the duties they carry. Should someone be so damaged in an undertaking, but still of sound mind to request to continue remaining in service, they will be scrutinized for readiness to take part in a risky treatment. Methods to bring a warrior up to fighting strength varies, and in consultation with experts for matching the temperament of the patient with the treatment conducive not only to their recovery, but also to maintain mental stability. Minor treatments may be no more than surgeries, physiotherapy and prosthetics, often relegating the retainer to less strenuous roles different from their original duties. More extensive treatments have included crafting feats, or arcane intervention. These are the options available to those without divine assistance, which renders nearly all injuries void during powerful restorative blessings. Be it construct augment parts, runes, tattoos, fleshgrafting, and the like, candidates undergo long periods of training to acclimatize to these new appendages, including the tradeoffs that come with such drastic modifications to their shattered bodies. Of the less popular treatments, is the primal approach to infuse either bestial, monstrous or photosynthetic origins with the patient. Most prefer the feral nature of the changes, since that kept them close to their original personality, while the more adventurous risked monstrous transplants and the requisite vigilance to not lose themselves thereafter. But Diphonus' druidic inclinations opted for the comingling of plant, and flesh. While most veer away from the more alien reality of the static plant, he chose it for its inherent recovery potential, and among all treatments, it is the most stable and least erratic in complications. And unlike the ambitious who sought potent and respectively risky transplants, he only selected the versatile and the mundane of the plant traits, hoping that he can return to normal quality of life. The druid's eventual chosen treatment is to infuse plant organic matter to reconstruct the broken parts of his limbs and organs, allowing him to enhance his outdoors capabilities. Archdruid Lorain accepted the request by the Royal House to save Diphonus, spiriting his body encased in suspension crystal to a secret corner of Semberholme, where she began the treatment to restore the loyal guard. During the treatment, healers carefully stitch plant matter to the damaged extremities, or weave organs out of them, slowly and surely rebuilding Diphonus. Days become weeks, the druid being monitored closely after each significant milestone, before moving into the next step of the transplant. Of all the treatments, the plant path is one of the older more established studies, being the first to be used as testing in the early days of the healing art for the plant's simple structure and ease of transplanting. Experienced healers were able to steer him clear when complications arise during the process, saving him from internal failure multiple times. Unlike the newer treatments with more powerful tools and faster results, the older plant treatment relies on more mundane assistance and seasoned healer skills. It was elven fortune that the archdruid was one of the few who still knew how it was done, as part of keeping tradition than any real aim to to use it. This will benefit Diphonus for the longterm, unlike some of the others who require more constant inspects by healers, a characteristic appreciated by him when he needs to be in enemy territory far from the kingdom for long periods. The greatest challenge was for him to relearn how to use his body, and to tap into the primal fonts of energy that is signature of the druidic discipline. As a side effect of the restoration, Diphonus grew less comfortable with urban settings, including aversion of public reaction to his new form. Lorain instructed her peer, Master Ranger Soraya, to take him under her charge, to overcome the next hurdle necessary for a complete recovery. That of self acceptance. Writing Sample The rain falls. Droplets patter onto lush leaves equally as on rotting mulch, a symphony I tend to write best with music, and her almost-elfin voice and the deft strings of the guitar sounding like rainfall kept me company as I rewrote this. I hope you enjoy the new backstory and writing sample. unmatched by the loftiest orchestra in the courts. Diphonus remains crouched on the thick branch, high above the undergrowth. Even so, he hears the passage of deer as their hooves crunch on leaf litter, moving in single line with their young in the middle, under the cover of a heavy downpour, to escape the wolf pack currently tracking them. The rain fell like this too, back then. The druid cranes his hooded face to gaze at the mountainscape far beyond the magical forest. Mist blankets the massive outcroppings. He never tires of the view. A hush flap of feathered wings. He hears before he can see the owl land right next to him. But that is all he could do. The bird is as silent as the night before he even realizes the familiar has come within his detection range. Looks like he has a lot more to learn under his teacher. The owl preens its wings, but does nothing more than stare at Diphonus. He is being summoned. The druid stands, his natural balance keeping him standing on the branch of the ancient tree. Selûne winks through the thick cloud cover above, sending facets of moonlight across the area of his watch. And he shall answer. Diphonus leans over the branch and falls headlong down past the thick canopy. The owl hoots. That is all it can do. *** 'Come.' An elf wraps ground powder into a cloth, and sets it aside. Her aged hands show lingering grace and beauty, but her eyes is a blend of mirth and gravitas as Diphonus glides through the curtains to kneel with his head down. 'Master.' 'Hmm.' Soraya speaks no further, instead making a cup of hot tea from her spice rack. With no chairs in the arboreal hut, high above among the trees of Semberholme, the teacher merely sits on her leaf-woven rug. As she stirs the hot water into the rough ceramic mug, lightning flashes outside the windows. As a habit, Diphonus glances out. The Tears can be seen trailing the mother moon. 'Do you know why you were sent to me, Diphon?' Early on in his tutelage, she had decided on this shorthand for him. Only close ones, trusted ones, have ever called him such. 'Your Grace.' He bows his head back down. She raises her slender palm. 'Among the green, there are no ranks.' An amused tone enters her liquid voice. 'You must have been surprised to be asked to seek out a ranger instead of a druid.' 'I do not question the guidance of the elders.' 'Ah, but you wonder still.' Diphonus remains silent. She chuckles, and passes the mug to him. He blinks. 'It's not for me.' A command as much as a statement. The druid reaches out with both hands, cupping the hot drink and brings it to his lips. 'She's made Coronal.' A pregnant pause between teacher and student. Soraya casts a level gaze at her most promising pupil. 'Will you?' He sips the spiced tea, its warmth spreading through his rain-soaked body. No, his form. 'Will I what, master?' 'Go to her.' So that's what this is for. 'It has been awhile, master. I have long left that behind.' A pause. 'Along with my life.' 'Lorain told me that you might be stubborn about it.' She flicks back her long sleeves. 'To me.' Reluctance flashes across his face, but Diphonus obeys. He draws his hood, and closing his eyes, he leans forward. Petals and leaves fall across the rug from his head as he does so. With surprising gentleness, she caresses the bark of his newfound skin, looking over the flower earring budding on one ear, and a small berry hanging off the other lobe. With a voice as tender as it can be harsh, she hums an ancient lullaby as she checks him over. 'You need not hide, Arborborne. For how long dost thou wish to remain beneath the shadow of Selûne?' He stays silent. 'Oh Diphon.' She places a tender palm on his chest. 'What beats is still the core of flesh. Welcome the green, and it will grow about you, but never smothering who you are.' 'I wake sometimes forgetting where I am, master.' He opens his eyes, one with purple swirl, and the other of twiny brown. 'I think of the sun and the soil, and the pull to just stretch upwards, and never move.' 'They speak with you. If you only embrace them.' 'And this is why you are sent to me, dear.' Soraya leans back, her unearthly beauty washing over him. 'Diving deeper into the mystical green of the grove will only make you stay down in the loam. Lorain knew that getting your hands dirty, and back in the action, will remind you that you have much to do still.' Diphonus steps back to his kneel, putting the empty mug next to him. When did he finish it? Lapses of consciousness in his waking hour frighten him the most, more than his nightmares of clashes with aberrations and denizens of the Far Realms. The ranger points at her elven longsword and bow, leaning by one side of the hearth. 'All of those come from trees, twigs, and crystals. They used to live, and they live on still. The lives we save are not just individuals. We protect not just the one--' '--but the family.' He finishes the phrase, the very first thing Soraya demanded him to memorize. More peculiar, she made him recite that daily in different languages each morning he comes to her. He chose to live out in the woods, instead of the bed by her side. Lorain the archdruid was particularly upset about that, but Soraya convinced her from making it a command. Soraya packs a few more things into a pouch, ties it, and slides it across the rug to him. 'It's time, Diphon.' 'I need more training still--' 'You have learnt all you need from me.' Her tone softens. 'Go. Go and live. She will need you, even if from a distance.' The druid's palms clench. He thought he will be ready when the time comes. The folly. The ranger stands to her full height, pulling him up with her. Then she embraces him. 'No mortal soul will say that you did not do your best, my precious student. The worst battles are those unseen.' He leans in, the weeks of poor sleep rolling in the leaves as his body aches to adjust, all come crashing down in one moment. 'I'm tired, master. I feel like if I relent, they take over.' 'Nonsense.' She steps back, gripping his shoulders. 'Plants and trees do not have such temperament, and you know this. What kind of druid are you?' He smiles, unable to keep it from his lips. 'That's the Diphon we saw. Lorain was getting really worried about you, you know.' 'Hearing you call the Archdruid so casually still doesn't make it easier to get used to.' 'We old dames have our little jokes. Now shoo.' She turns back the hearth. 'I'm going to make dinner, and tonight I'm not sharing.' She gets to busy, making a show that the gathering is over. Diphonus picks up the pouch, noticing the rain is letting up. When he reaches the entrance, he turns, bowing as deeply as he can to his teacher and the place he knew as home and refuge. He remains there for the longest time, with only the crackle of fire and the sound of wooden ladle on cauldron joining in the patter of rainfall. When Soraya finally turns to pick up her bowl to pour her stew in, Diphonus is gone. A tear rolls down her eye, something she fought to hold back through the whole farewell. 'Always remember who you are, brave warrior.' Character Build :::Race::: Diphonus' significant body reconstruction with plant matter through magical means in the rehabilitation treatment comes with various effects on his person. -------------------------------------- Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Diphonus' closer ties to flora gives him capacity to communicate with the non-animals of nature, and has affected him to sometimes view the world through the lens of plants. He will occasionally hear the cries of pain when plants become injured, including being cooked or eaten. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability. Diphonus gains the allelopathic capacity of plants to react to substances released into the air or water, and while plants generally use this ability to detect their surroundings for growth and protection needs, he has learnt to hone this chemical absorption for use in his line of work. Unlike plants, however, he cannot secrete chemicals into the air as how they do for their means of communication and defense. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Diphonus is able to sense the changes in sunlight from plant circadian rhythm and phototropism, which reinforce his capacity to sustain his basic vision. Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. Diphonus uses miniscule extensions of roots, vines, and tendrils throughout his body to create tensile strength and torque, giving him the useful convenience to creep up surfaces. He is unused to such an orientation, and he subconsciously moves at a slower cautious pace based on his previous body proprioception. Spell-Like Ability, At-Will (2 RP): Prerequisites: None; Benefit: Use Cure Light Wounds as an at-will spell-like ability. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Diphonus possesses the mystical aspect of recovery inherent in a living plant, and is able to draw out this restorative energy around him to tend to injuries. Plant extensions, be it twigs, leaves, flowers or vines, will grow out of his limbs to curl protectively around the injured area, suffusing the enclosed cocoon with positive life energy. Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race. Diphonus has taken on a more organic gait, becoming comfortable in moving very slowly over time and having the temperament to sustain it. Being part plant, and therefore mostly prey, it has also heightened his sense of danger and changes in the environment. Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance. Diphonus has found the mass of plant matter more dense or tougher in texture, making him do his daily activities a little longer, and changing his schedule and routine to take into account this handicap. Weakness (–1 RP): Members of this race gain a +2 bonus to one physical ability score (Dexterity), a +2 bonus to one mental ability score (Wisdom), and a –4 penalty to any other ability score (Charisma). Diphonus' flexibility from tendril characteristics, and a heightened awareness of his natural surroundings through his new senses, gives him discomfort in navigating the many urbanite settings, and has affected him to sometimes view the world through the lens of plants. He struggles with his own sense of isolation, in form and perspective, while he tries to overcome the inevitable hurdles of trauma from battles. Diphonus has some aversion as well towards eating vegetables that are still fresh or faintly alive, as he can hear them writhe against being devoured. This constant sense of being judged or discriminated impedes his previous social life, and his desire to remain useful in service to his kingdom makes him sensitive to making mistakes that endanger his companions, and amplify his failures in his mind. The mentorship and guidance from counselors in the critical period of his treatment reduced these from becoming crippling shackles, and their residue surfaces only under severe duress. -------------------------------------- Total Race Points: 12 - 2 = 10 :::Class::: 1: Monk 1 2: Druid 1 (Archetype - Menhir Savant) (Plant Domain) 3: Druid 2 4: Druid 3 5: Druid 4 6: Druid 5 7: Druid 6 8: Druid 7 9: Druid 8 :::Traits::: Beast of the Society Category Basic (Magic) Requirement(s) Druid, (Mielikki's Walkers of the Forest Way) Diphonus was apprenticed to a Forestarm, a druid in the Arms of the Forest branch of Mielikki's church. The druid revealed to him secrets changing his form into that of an animal with greater synergy. Whenever Diphonus uses the wild shape class ability to turn into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level. Animal-Spirit Vitality Category Region Requirement(s) Must hail from forests protected by elven druids or have lived in such areas for at least 1 year. Diphonus' menhir travels with Dame Yaran deepened his connection with the creatures of the land. The elven druids of Yuirwood and other forest groves visited by Dame Yaran and the young apprentice taught him to commune with the natural healing powers of animals. Once per day when he casts a spell that restores hit points, he restores 1 additional hit point for every die rolled as long as a creature of the animal type is within 50 feet. You must decide to use this ability before rolling to determine the number of hit points that your spell restores. :::Feats::: Level 1: Luck of Heroes [Regional] (Player's Guide to Faerûn, p. 40) Yuirwood is known for producing heroes. Through pluck, determination, and resilience, Diphonus survives when no one expects him to come through. Seen as the odd one among the commune. his time with his mentors influenced him in the paradigm of grit and wisdom. Prerequisite: Elf (The Yuirwood) Benefit: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Level 1: Night Haunt (Complete Arcane pg 81) Blessed by Mielikki, Diphonus possesses a magical understanding of the workings of the unseen and the spiritsMielikki was the neutral good goddess of forests and forest creatures (particularly dryads) of the forest. Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—dancing lights, prestidigitation, unseen servant. Save DC 10 + spell level + your Cha modifier Level 3: Shadow Veil [Reserve Feat] (Complete Mage pg 47) Blessed by Mielikki, Diphonus learns the importance of sensory advantage in the ranger's tradecraftMielikki's preferred avatar was the Supreme Ranger, and draws wisps of darkness across his enemy's eyes, obscuring the world around him. Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells. Level 5: Spontaneous Healer (Complete Divine pg 84) Blessed by Mielikki, Diphonus is influenced by her desireWhile she knew that death was a part of life and some must die so that others may live, she could not just accept injuries and deaths of both animals and friends. She regularly healed such stricken beings as she found them, rather than leave them to be part of the circle of life as Silvanus would. to protect the needy, rather than just leaving it to nature and fortune. Prerequisite: Knowledge (religion) 4 ranks, able to cast any cure wounds spell, nonevil alignment Benefit: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier. Level 7: Magic of the Land (Races of the Wild pg 152) Blessed by Mielikki's unicornTo do her work, Mielikki might send dryads, satyrs, sprites, swanmays, treants, or unicorns, and forest animals like hawks, wolves, and songbirds. companion, Diphonus is bestowed intimate understanding of the natural world which allows him to imbue his spells with life-giving magical power from the land itself. Prerequisite: Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st Benefit: When in a natural setting, you can draw on the power of the land to imbue your spells with healing power. For the purpose of this feat, a natural setting is defined as any location not within a community and not a constructed area. "Natural setting" includes unworked caverns, but not crafted dungeons and the like. To use the feat, you must succeed on a Knowledge (nature) check (DC 15 + spell level), made as a free action while casting a spell. You can't take 10 on this check. If you succeed, each target of your spell is healed of 2 points of damage per spell level, in addition to the spell's normal effects. If the spell doesn't have a target entry, this feat has no effect. This healing power is positive energy, so an undead creature instead takes 2 points of damage per spell level. An unwilling creature can attempt a Will save (at the spell's normal save DC) to negate this effect. If the skill check fails, the prepared spell or spell slot is lost. You cannot use this feat on any spell with an alignment descriptor, nor with any necromancy spell. The natural world favors balance in all things, and thus does not support specific alignment-based magic, nor can its life-giving power be used to enhance the magic of death. :::Current Gear::: Headband: Headband of Inspired Wisdom +6 (36,000 gp) During his acceptance into the Queen's Guard, the Lady herself presented to him this headband at the ceremony. He has worn this with honor ever since, serving selflessly for the kingdom before any and all enemies. HandSlot hands; Price 5,000 gp; Weight 2 lbs. Description These wrist wraps are actually dark, thorny vines that constantly move and twist around the wearer’s hands of their own accord. The wearer gains a +2 circumstance bonus on combat maneuver checks to disarm, grapple, and stealAPG. Once per day when the wearer successfully pins a foe with a grapple check, the vines can move off the wearer (ending the circumstance bonus on combat maneuver checks), envelop the target, and tie it up. A tied-up victim can escape the vines by succeeding at a combat maneuver or Escape Artist check with a DC equal to the result of the combat maneuver check that pinned the victim. The character who was wearing the gauntlets when they were used to envelop a target can remove them from the target as a move action. Any other creature must succeed at a combat maneuver or Strength check at the same DC to pry the gauntlets loose of an enveloped target.: Gauntlets of Twisting Vines (5,000 gp) His personal mentor Forestarm gifted him this pair of plant gauntlets for graduating from his druidic studies, commenting wryly that no ranger wanted it, and no druid saw need of it, but this made it perfectly suitable for the odd Diphonus. Wrist: Bracers of Armor +2 (4,000 gp) Standard issue for the Queen's Guard who prefer both hands free for scaling and skulking, and convenient for Diphonus with his preferred hand to hand unarmed techniques. FeetSlot feet; Price 2,000 gp; Weight 1 lb. Description These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks. Once per day as an immediate action, the wearer of cat burglar’s boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves’ tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.: Cat Burglar's Boots (2,000 gp) Winter's parting gift, she said it had served her for many decades, at times saving her from the brink of death. While Diphonus may be wanting of luck, these boots have kept him safe many times. NeckSlot neck; Price 900 gp; Weight 2 lbs. Description This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.: Nature's Guide (Hand of the Mage) (900 gp) The most precious of Diphonus' rare possessions, this was a boon bestowed by Mielikki upon accepting to be his patron deity. Varnished in treated honey lacquer, this small piece of antler given by a stag magical beastElk were sacred to her in her Finnish incarnation, while the white hart of the High Forest and the mysterious Mielikkar were sacred to her in Faerûn. attached to twine plucked from a dryad's tree, hangs around his neck. When used, spirit plants appear from the surroundings to do his bidding. WaistSlot belt; Price 2,000 gp; Weight 3 lbs. Description This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).: Heavyload Belt (2,000 gp) From his experiences across the ley lines, Diphonus has learnt to appreciate the extra help to carry fallen woodland animals, usually many times heavier than he is. Whether pregnant beasts, injured critters, or a piece of menhir standing stone, the lithe druid is glad that he can lift these in the course of his duties. ------------------------------ Pouch: 100 gold pieces :::Prospective Gear::: HeadSlot head; Price 1,350 gp; Weight 1 lb. Description This violet shawl twists and melds with the darkness, becoming as black as coal in even the faintest shadow. While worn, the wearer can hide her appearance as if with a penumbral disguise spell (see page 29). Onlookers never discern that the wearer was wearing a shawl of shadowy disguise.: Shawl of Shadowy Disguise (1,350 gp) ShouldersSlot shoulders; Price 2,500 gp; Weight 1 lb. Description These cloaks of famed elven design are enhanced to reflect the wearer’s surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.: Cloak of Elvenkind (2,500 gp) Body: EyesSlot eyes; Price 3,500 gp; Weight 1 lb. Description These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.: Lens of Detection (3,500 gp) Chest: Pearl of Power 1st (1,000 gp)
  16. Václav grew up in the gutters of Prague alongside all the other orphans not lucky enough to be taken in by the church or a wealthy family desperate for a playmate for their spoilt child. Like so many before and after him he learned to survive by begging and stealing, banding together into small gangs that fought each other for scraps of territory. Václav only had one love interest in his life, a childhood friend who harshly rejected his feelings in favour of someone of a higher social class and ever since he decided to do whatever it took to keep people with him, regardless of if they wanted to stay with him or not. Although he never forgot how to throw a punch or when it was time to run, Václav came to specialise in knowing what secrets were worth holding onto and which ones were worth burning for instant leverage. This knowledge, and his willingness to swallow his pride and manipulate the emotions of others to pity him allowed him to build of web of people to leech off of. As long as he was kept warm and fed Václav agreed with whatever others said and did as they asked, but as soon as his benefits stopped the dirty secrets started to emerge. For better or worse he came to the attention of Konrad, a Nosferatu who admired his techniques, and he became a ghoul for several years before finally earning the embrace one night. Václav’s new appearance, that his eyes, nose and mouth now each took up a one third of his face respectively while his skin turned the colour of copper, had little effect on his mental state as, after all, people would always hold disgust and revile towards him, only now they wouldn’t try to hide it. Konrad gave Václav the upbringing he never had as a child, he taught him to read and write, how to speak some of the learned languages, and ensured that he would be able to survive the nights in his new state of unlife. Konrad almost spoilt the young cainite as the son he never had while Václav was more than happy to act the surrogate son. In time Konrad released his childe from his care and sent him on his way, this went about as well as anyone would expect and while the fallout did last several years they were eventually able to reconcile. Eventually Václav was forced to flee when some lucky hunters stumbled across his haven and destroyed it, leaving only Václav, his two ghouls Hedvika and William, and some personal belongings as they fled towards Budapest to begin a new life. Václav has two ghoul companions to serve him in various roles, each cares for him in their own way, but he either refuses or is simply unable to understand this and already has plans for when they ‘inevitably betray’ him. Hedvika Otakarova, ghoul: a Bohemian noblewoman who refused to step into the limited role society had planned for her and ran away from home at 19 where she Václav while hiding from soldiers sent by her family. Serves him as he provides her a healthy amount of freedom and respect, when compared to her other options. William of Papworth, ghoul: a semi-retired English mercenary turned with a taste for cheap alcohol and easy entertainment, met Václav while he was acting as an armed escort for some pilgrims visiting Prague. While initially hired for a simple intimidation job, long term employment soon followed. Name: Václav Nature: Rogue Clan: Nosferatu Player:JK475 Demeanour: Conniver Generation: 8th Chronicle: Transylvania Chronicles Concept: Parasitic best friend Sire: Konrad Physical Secondary Social Tertiary Mental Primary Strength: ●●●○○ Charisma: ●●○○○ Perception: ●●●●○ Dexterity: ●●○○○ Manipulation: ●●●●○ Intelligence: ●●●○○ Stamina: ●●●○○ Appearance: ○○○○○ Wits: ●●●○○ Attributes Talents Skills Knowledges Alertness: ●●○○○ Animal Ken ○○○○○ Academics ●○○○○ Athletics ○○○○○ Archery ○○○○○ Enigmas ●○○○○ Awareness ○○○○○ Commerce (Information) ●●○○○ Hearth Wisdom ○○○○○ Brawl ●●○○○ Crafts ○○○○○ Investigation ●●○○○ Empathy ●○○○○ Etiquette ●○○○○ Law ●○○○○ Expression ●○○○○ Melee ○○○○○ Medicine ●○○○○ Intimidation ●●○○○ Performance (Acting)●○○○○ Occult ○○○○○ Leadership ●○○○○ Ride ○○○○○ Politics ●●○○○ Legerdemain ●○○○○ Stealth ●●○○○ Seneschal ●○○○○ Subterfuge ●●●●○ Survival ●○○○○ Theology ○○○○○ Abilities Disciplines Backgrounds Virtues: Path of the Grey Hunter Animalism: ●○○○○ Generation:●●●●○ Conviction ●●●○○ Obfuscate: ●●●○○ Resources:●○○○○ Instinct ●●●○○ Potence: ○○○○○ Herd: ●●○○○ Courage ●●●●○ Protean: ●○○○○ Retainers: ●●○○○ Advantages Merits/Flaws Road and Rating Willpower Bloodpool Lingua Franca Merit ● Literacy Merit ● Multi-Lingual Merit ●● Deep Sleeper Flaw ● Nightmares Flaw ● Path of the Grey Hunter 6 4/4 15/15 3 Per turn Other Bruised Hurt -1 Injured -1 Wounded -2 Mauled -2 Crippled -5 Incapacitated Health Other: Free/Exp/ect: ●= standard ●= Freebie/Creation Touchstones: Manipulation/Subterfuge- Religious folk; priests, nuns and the like, are easy prey for a good sob story Perception- Groups of orphan children know where coin pouches like to rest, keep an eye on them Courage- When revealing you have blackmail evidence on someone, it takes courage to assume they won't go for your head. Languages: Native: Old Czech 1 Latin 2 German 3 English 4 Greek (Lingua Franca) Companions: Hedvika Otakarova, ghoul: a Bohemian noblewoman who refused to step into the limited role society had planned for her and ran away from home at 19 where she Václav while hiding from soldiers sent by her family. Serves him as he provides her a healthy amount of freedom and respect, when compared to her other options. Nature/Demeanour Bon-Vivant/Idealist Languages: Old Czech, German, Latin Physical Social Mental Strength: ●●○○○ Charisma: ●●●●○ Perception: ●●●○○ Dexterity: ●●○○ Manipulation: ●●○○○ Intelligence: ●●●○○ Stamina: ●●○○○ Appearance: ●●●○○ Wits: ●●●○○ Attributes Talents Skills Knowledges Alertness: ●○○○○ Animal Ken ○○○○○ Academics ●○○○○ Athletics ○○○○○ Archery ○○○○○ Enigmas ●○○○○ Awareness ○○○○○ Commerce (Livestock)●○○○○ Hearth Wisdom ●○○○○ Brawl ○○○○○ Crafts ○○○○○ Investigation ●○○○○ Empathy ●●●○○ Etiquette ●●○○○ Law ○○○○○ Expression ●●●○○ Melee ●○○○○ Medicine ●○○○○ Intimidation ○○○○○ Performance (Sing) ●●○○○ Occult ○○○○○ Leadership ●●○○○ Ride ○○○○○ Politics ●●○○○ Legerdemain ●○○○○ Stealth ●○○○○ Seneschal ●●○○○ Subterfuge ●○○○○ Survival ○○○○○ Theology ●○○○○ Abilities Disciplines Backgrounds Virtues: Humanity 7 Animalism: ●○○○○ Resources: ●●○○○ Conscious ●●●●○ Potence: ●○○○○ Influence (Nobility) ●●○○○ Self-control ●●●○○ Fame (Nobility) ●○○○○ Courage ●●●○○ Contacts (Animal trader) ●○○○○ William of Papworth, ghoul: a semi-retired English mercenary turned with a taste for cheap alcohol and easy entertainment, met Václav while he was acting as an armed escort for some pilgrims visiting Prague. While initially hired for a simple intimidation job, long term employment soon followed. Nature/Demeanour Competitor/Mercenary Languages: English, German Physical Social Mental Strength: ●●●●○ Charisma: ●●●○○ Perception: ●●●○○ Dexterity: ●●●○○ Manipulation:●○○○○ Intelligence: ●●○○○ Stamina: ●●●○○ Appearance: ●●○○○ Wits: ●●●○○ Attributes Talents Skills Knowledges Alertness: ●○○○○ Animal Ken ●○○○○ Academics ○○○○○ Athletics ●○○○○ Archery ●○○○○ Enigmas ○○○○○ Awareness ○○○○○ Commerce (Mercenary Services) ●●○○○ Hearth Wisdom ○○○○○ Brawl ●●○○○ Crafts ○○○○○ Investigation ○○○○○ Empathy ●○○○○ Etiquette ●○○○○ Law ●○○○○ Expression ○○○○○ Melee ●●●○○ Medicine ●●○○○ Intimidation ●●○○○ Performance ○○○○○ Occult ○○○○○ Leadership ●●○○○ Ride ●●○○○ Politics ●○○○○ Legerdemain ○○○○○ Stealth ●○○○○ Seneschal ○○○○○ Subterfuge ●○○○○ Survival ●●○○○ Theology ○○○○○ Abilities Disciplines Backgrounds Virtues: Humanity 5 Obfuscate:●○○○○ Contacts (Mercenary captain, Wealthy merchant, Weapon smith) ●●○○ Conscious ●●○○○ Potence:●○○○○ Resources ●●○○○ Self-control ●●●○ Fame (Warriors) ●○○○○ Courage ●●●●○
  17. "You are no good at this! No good at all!"- said to him Te'Ehli's father. "Is that so? Then I must simply be on the wrong path. One is bound to be the one for me to carve" Level: 1 Class: Wizard Background: Laborer Deity: Irori Height: 1.69m Weight: 65kg Ethnicity: Mwangi Ancestry: Human Pronouns: He/His Gender: Male Age: 34yrs Traits: Human, Humanoid Languages: Common (Mwangi), Draconic, Fey, Elven, Gnome, Xanmba Abilities STR: +0 DEX: +2 CON: +2 INT: +4 WIS: +1 CHA: +1 Hit Points: 16 Armor Class: 17 Size: Medium Speed: 25 ft Perception: +4 ◆ Fort Save: +5 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Spell Attack Modifier: ◆ Spell DC: ◆ Middle son of a family of humble origins, Te'ehli's life has been one of struggling to stand out. To his father's frustration, Te'ehli failed to inherit his siblings' innate physical strength and knack for hunting. Feeling cast aside, young Te'ehli sought his place in the world by learning about and practicing multiple disciplines - from farming to martial arts to scholastics. It was in his pursuit of a meaning that he came upon Irori's philosophy of seeking to perfect one's body and mind through one's efforts, adapting as needed to individual circumstances. And so Te'ehli set out to find his place in the world with naught but a rough plan and a dream: to learn from the sages at the ancient Magaambya. With no sponsor or resources to his name, Te'ehli was content to find a job performing menial tasks such as cleaning and errand-running in exchange for access to the academy's library where he begun to teach himself magic. That is, of course, until a mysterious benefactor's sponsorship granted Te'ehli formal access to the Magaambya as a prospective initiate. Abilities Wizard Class Features Initial ProficienciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Arcana, Trained in two additional skills plus Intelligence modifier, (Acrobatics, Crafting, Occultism, Religion, Society, Survival) Attacks: Simple Weapons: Trained (◆), Unarmed Attack:Trained (◆) Defenses: Unarmed Defense: Trained (◆) Wizard Class DC: Trained (◆) | Arcane SpellcastingThrough dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life. At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403. | SpellbookEvery arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory. The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school). Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory). | Arcane Thesis: Staff NexusYour thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power. You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell's rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn't require charges. You can Craft your makeshift staff into any other type of magical staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells. At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells. | Arcane School: Civic WizardryWhether you studied in Manaket's Occularium or the Academy of Applied Magic, you learned that the fruits of arcane studies—like any other field—should ultimately help the common citizen. You've learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats—yet these same arts can be turned to demolition, and the constructs you animate to build bridges can just as easily tear them down. Curriculum Cantrips: Prestidigitation, Read Aura 1st: Hydraulic Push, Pummeling Rubble, Summon Construct 2nd: Revealing Light, Water Walk 3rd: Cozy Cabin, Safe Passage 4th: Creation, Unfettered Movement 5th: Control Water, Wall of Stone 6th: Disintegrate, Wall of Force 7th: Planar Palace, Retrocognition 8th: Earthquake, Pinpoint 9th: Foresight School Spells Initial: Earthworks; Advanced: Community Restoration | Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action. DRAIN BONDED ITEM Frequency: once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. Heritage Versatile HumanHumanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). Background LaborerYou've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. You're trained in the Athletics skill and the Labor Lore skill. You gain the Hefty Hauler skill feat. Feats Skill Feats Class Feats Ancestry Feats General Feats Hefty HaulerPrerequisites trained in Athletics You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. FamiliarYou make a pact with a creature that serves you and assists your spellcasting. You gain a familiar Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Armor ProficiencyYou become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type. Special: You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +3 ◆ Crafting: +7 ◆ Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Labor): +7 ◆ Medicine: +1 Nature: +1 Occultism: +7 ◆ Performance: +0 Religion: +1 Society: +7 ◆ Stealth: +1 (ACP) Survival: +4 ◆ Thievery: +1 (ACP) Attacks MELEE RANGE Staff, Monk, Two Hand: D6 ◆, +3 1d4 B Dagger, Agile, Finesse, Thrown 10ft, Versatile S ◆ +3 1d4 P Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +5 1d4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +7, 1d4 P WIZARD SPELLBOOK Wizard Spell Tradition: Arcane | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 Cantrips: Prestidigitation, Electric Arc, Frostbite, Figment, Light, Phase Bolt, Telekinetic Hand, Time Sense, Message, Read Aura, Warp Step 1st Rank: Hydraulic Push, Summon Construct, Interposing Earth, Runic Weapon, Shockwave, Jump, Grease INVENTORY Current Bulk: 4.3L Encumbered: 7 Maximum Bulk: 12 Currency: 0 Platinum, 5 Gold, 2 Silver, 0 Copper Held: Nexus Staff, Steel Shield Worn: Chain Shirt, Dagger, Backpack, Spellbook Stowed: Writing Set, Rope, Waterskin, Chalk, Flint and Steel, Rations (x7), Torch, Bedroll, Soap
  18. "The dance of battle, like the dance of life, is played to the same impatient rhythm. What begins as a surge of motion, perhaps even a celebration of the tenacity of spirit, is always reduced to perfect stillness in the end." ~ T'rissae Toranaor really just a jumble of Sun Tzu and Robert Battle. ~ Female drow bard (swordDawnflower Dervish reflavoured to replace scimitar with bastard sword (including proficiency) and Sarenrae with Eilistraee. & of Eilistraee) 8/swashbuckler () 1/VMC wizardA character who chooses wizard as his secondary class gains the following secondary class features. School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level. Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level. School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect. Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip’s key ability score. Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level. Greater School Power: At 19th level, he gains the 8th-level power of his chosen school. (manipulator) CG medium humanoid (elf) Init: +8+6 dex +2 darklands guide; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 120 ft.; Perception +14 Defense AC 2410 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +1 dodge, touch 1810 +6 dex +1 deflection +1 dodge, flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +12Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 35Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) ft. Melee +2 keen mithril bastard sword +16/+11BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 (1d10+8+6 dex +2 enhancement/17-20) Ranged darkwood composite longbow +14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1. Familiar Olathan'ar ( Familiar) NG Tiny outsider (, extraplanarThis subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow., goodThis subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.) Init +6; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 60 ft., low-light visionCharacters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.; perception +10 Defense AC 17, touch 14, lat-footed 15 (+2 dex, +3+1 base +1/2 of 5 natural, +2 size) hp 34 (9 hd) Fort +5, Ref +8, Will +7; +4 vs. poison Defensive Abilities improved evasion DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13 Offense Speed 30 ft., fly 90 ft. (good) Melee bite +9 (1d3–4), 2 claws +9 (1d2–4) Special Attacks heroic strengthOnce per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute., Spell-Like Abilities (CL 2nd; +3) Constant—, At will—, , 1/day— (self plus 5 lbs. of objects only) 1/week— (6 questions, CL 12th) Statistics Str 3, Dex 15, Con 12, Int 145 + 9 class levels, Wis 12, Cha 13 Base Atk +7; CMB +7+7 BAB +2 dex -2 size; CMD 1310 +7 BAB -4 str +2 dex -2 size (17 vs. ) Feats Improved InitiativeYour quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks., Agile CombattantReplacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. Skills Acrobatics +112 ranks (2 hd base) +3 class +2 dex +4 race, Climb +72 ranks (2 hd base) +3 class skill +2 dex, Fly +141 rank (of 16 ranks from Sage's knowledge) +3 class +2 dex +4 size +4 good maneuverability, nowledge (arcana) +132 ranks (2 hd base) +2 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (dungeoneering) +132 ranks (2 hd base with increased Int) +2 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (local) +132 ranks (of 16 ranks from Sage's knowledge) +2 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (nature) +112 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (planes) +152 ranks (2 hd base) +4 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (religion) +142 ranks (2 hd base with increased Int) +3 ranks (of 16 ranks from Sage's knowledge) +3 class +2 int +4 (1/2 master level), Knowledge (untrained) +60 ranks +2 int +4 (1/2 master level), Perception +102 ranks (2 hd base) +3 class +1 wis +4 race, Stealth +192 ranks (2 hd base) +3 class +2 dex +8 size +4 race; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth Languages Celestial, Draconic, Infernal; speak with animalsThis ability works like speak with animals (caster level equal to the agathion’s Hit Dice): but is a free action and does not require sound., truespeechAll agathions can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active. SQ cat's luckA silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes., empathic link, flight, ay on hands (1d6, 1/day, always as a 2nd-level aladin), share spells, speak with master, spectral mistA silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments. Spells CL 9, DC: 16+spell level 0th (at will) (6) detect magic, ghost sound, mage hand, mending, message, read magic 1st (6/day) (5) cure light wounds*, expeditious retreat, grease, liberating command, vanish 2nd (6/day) (4-1) allegro, blistering invective, glitterdust 3rd (3/day) (3) good hope, haste, slow *meditative whirlWhen using battle dance, the Sword Dancer can enter a trancelike state where her spinning motion represents the movement of the moons around Toril, and her spirit is attuned to the healing aspects of Eilistraee. By spending a move action focusing on her whirling, the dancer can apply the Quicken Spell feat to any cure spell she is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels she has beyond 8th. Equipment Armor: mithril shirtThis extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor. of shadowThis armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor’s armor check penalty still applies normally. +2 (8,850 gp, 10lbs) Weapons: mithril bastard sword +2 keen (19,535 gp, 3 lbs), darkwood composite (+2) longbow (605 gp, 1.5 lbs) Wondrous Items: Head: earring of panachereskinned Plume of Panache Once per day when the wearer performs a deed, the earring provides her with 1 panache point that can be used for that deed. (1,000 gp) Headband: headband of alluring charisma +2 (4,000 gp, 1 lb) Eyes: Shoulders: pauldrons of the serpentThese pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer’s CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers. (3,000 gp, 3 lbs) Neck: Chest: Body: Belt: belt of incredible dexterity +2 (4,000 gp, 1 lb) Wrists: sleeves of many garmentsThese translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. (200 gp, 1 lb) Hands: Feet: boots of the catThe boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on her feet. (1000 gp, 1 lb) Ring 1: ring of protection +1 (2,000 gp) Ring 2: None: swordmaster's flairOnce per day, the bearer can use the token to gain the full benefit of the token without spending panache. Non-swashbucklers can use the tokens, but unless they have another way of gaining panache, they can use the ability only once per day. A character can benefit from only one token at a time; holding a second token provides no additional benefit. There are four types of tokens, each offering a different benefit.—white lace kerchiefThe user can spend 1 panache point as a swift action to pinpoint an unseen, adjacent enemy and gains the benefits of the Blind Fight feat for 1 round. (2,500 gp), handy haversack (2000 gp, 5 lbs) Wand: cure light wounds–50 (750 gp), lead blades–50 (750 gp [UMD DC 21]), Standard equipment: silver holy symbol of Eilistraee (25 gp, 1 lb), belt pouch (1 gp, 0.5 lb), traveller's outfit In handy haversack: bedroll (1 sp, 5 lbs), blanket (5 sp, 3 lbs), canteen (2 gp, 1 lb), chalk x10 (1 sp), charcoal x10 (5 gp), cooking kit (3 gp, 16 lbs), flint and steel (1 gp), holy text (25 gp, 2 lbs), ink (8 gp), inkpen (1 sp), journal (10 gp, 1 lb), mess kit (2 sp, 1 lb), paper x 10 (4 gp), 50ft silk rope (10 gp, 5 lbs), small steel mirror (10 gp, 0.5 lbs), small tent (10 gp, 20 lbs), soap (1 cp, 0.5 lbs), trail rations x10 (5 gp, 10 lbs) outfits: cold weather (8 gp, 4 lbs), hot weather (8 gp, 4 lbs), Wealth: 693.99 gp Encumbrance: 28 lbs (light) Background The First Movement T'rissae was born in the Middledark city of Maermydra, the last female child to be born to House Torana. Her father had been some light-eyed commoner who had some short-term appeal to her mother before he was slain. It was to this commoner that T'rissae's failings were attributed. Her white hair had a silvery sheen to it, marking her as mentally deficient, demonstrated by her early displays of compassion. This failing, amongst others led to frequent beatings which reduced somewhat when she was able to suppress these kindly urges. Nonetheless, T'rissae was not killed outright as she displayed extraordinary beauty and grace that her elder siblings sought to take advantage of, training her in dance to show off to House Torana's Matron Mother what they were able to get the girl to do, even to the point of designing her own choreography. She had the potential to be an House asset in the NedeirraA dancing competition where those who mistepped were marked with harmless faerie fire.. T'rissae threw herself into the training as the surge of motion brought a still calmness to her mind and soul, pushing back her fear and pain. When she turned 10, as all drow noble girls, she was sent to the priesthood. It wasn't long before poor performance and feeble devotion were identified resulting in her expulsion, transferred to the military academy, where she was taught swordcraft. While she also showed some aptitude in the Art, it was not something she was actively trained in, given that the arcane was considered beneath women. She trained in several fighting styles but was most apt in Sargh'elggThe style was very simple but required extensive training to become a master. It focused on striking with a light weapon, for example the rapier, and maximizing a drow's effectiveness with it. The style exploited the natural dexterity of a drow by learning to use a light weapon with finesse, that is, not with muscle strength but with agility., Ust sreenAs the name "first danger" suggested, the fighting style was about fast reactions to the first appearance of an enemy and being the first danger to the same. The majority of drow scouting groups had at least one user of this style among them, wielding a hand crossbow with a sleeping poisoned bolt That individual's role was to react fast and shoot to incapacitate an enemy before combat really began. The style taught fast reactions and the ability to draw a weapon quickly. As drow society was one in which vigilance was paramount, the basics of this style were part of the standard curriculum of every drow fighting academy. It was certainly useful at the start of combat, but, being almost useless in prolonged combat, users tended to learn other styles to give themselves other offensive abilities., and Bautha z'hinThis style favored the tactic of surrounding an enemy and attacking on all sides. It was commonly used against bizarre monsters that not only had several ways to attack but also had long reach. Users of this style often cooperated with users of the z'ress a'thalak style for they could serve as good anchor points for flanking maneuvers. As the name suggested, would-be users needed to learn to dodge and to be mobile. They trained themselves to be able practitioners of hit-and-run tactics., as they played to her strengths borne from dancing but, even so, her form often was out of place, as she always tried to incorporate more of her dance techniques into the flow of motion. It was an attempt to regain the exalted calm she had experienced in her dance but only served to draw the ire of her trainers, who were not stingy with the rod. After years at the Academy, the time for her BloodingA drow coming-of-age ritual in which a maturing drow must hunt down and kill an intelligent or dangerous creature from the surface. Much of the time the ritual was fulfilled during a surface raid, the preferred target being surface elves, but captives may sometimes be placed in the Underdark for the purposes of slaughter. event was coming fast. This, however, would not come to pass, as the month before the ceremony, a planned surface raid with the young recruits, was to occur, the city began experiencing unrest. The Silence of Lolth had begun, and the following month, the city's archmage, allied with a fiendish giant, attempted a coup (while at the same time, the cult of the Vengeful Banshee, took control over Castle Maerimydra). T'rissae's academy class was sent to the front lines to confront the giant's army but ultimately the city fell. T'rissae herself was only barely able to survive herself after a blow from a heavy club launched her into the darkness. Dazed and confused, T'rissae ran through the dark tunnels. Hours blended in days, days into weeks, her natural grace and instinct helping her traverse the dangerous Underdark passages, until she felt cool air on her face, a bright white circle bathing her in it's glow. She had reached the surface, the Dalelands, before collapsing in exhaustion under the moon. Movement the Second As fate would have it, a priestess of Eilistraee was passing through the area, one among many, searching for survivors of the fall of Maerimydra. T'rissae was brought to the Eilistraeean shrine nearby Semberholme where her wounds were cared for. As she learned more of these good drow and the Dark Dancer, she realized that she had finally found her place, one of freedom with compassion. She joined the Church wholeheartedly, demonstrating her faith through her dance and song, training under the Sword Dancers allowing her to properly blend her swordwork with her dance as she always wanted to do. After a year had passed, T'rissae was finally ready to participate in the Run, a ritual journey for followers to build relationships, share culture, and offer help to those in need. It was during her journey west where T'rissae encountered a delegation of surface elves, travelling from Silverymoon to Waterdeep, being preyed upon by a group of orcs. Without a thought, the lithe drow entered the fray, her blade whirling in time with her steps. While alone, she would have been in grave trouble, she was joined in her efforts by a human wizard and a halfling rogue on one side, and a half-elf cleric of Mystra on the other. Together they made short work of the orcs and were able to save the elves, who, despite her dark skin, offered their thanks. On further talks with the elves and a search of the orc corpses, the allies uncovered a dark plot aiming to corrupt the lands of the Silver Marches and reducing the ability of the confederation to communicate and coordinate, taking their focus away from the mountains, where the orcs were amassing their horde. Deciding to band together the new party of adventurers set off to prevent this rising evil. They followed the trail of clues that led them to a dark druid looking to enable the destruction of the city-states so that his corrupt view of the natural order could take over the land. The battle with the druid and his warped minions was fraught but the group was victorious. With the death of the dark druid, the corruption of the land waned. Now that the Marches were able to organize again, the orc horde retreated to their mountains to lick their wounds and await an opportunity for another day. Finale Even after the plot was foiled, T'rissae's remained with this band of heroes for two more years, adventuring across northern Faerun, from their start in the North, through the Western Heartlands, Cormyr and the Dragon Coast, until the group finally split apart. This was not a sad departure, however, as two of the band were settling down to marry and create a family. T'rissae thought this was an opportune time to return to what she considered her home, back in Semberholme. She had recently acquired a new blade and, while the Promenade of the Dark Maiden was nearby, she wanted to perform the Sword DanceA ritual held when a new sword was forged or acquired by a worshiper of Eilistraee, in order to ask her blessing on the blade. It was performed by planting the weapon in the ground (the point turned down), and then dancing, drawing a drop of blood from each limb by momentarily moving against the blade. If the ritual was successful, the sword would gleam with silvery light, and for three months it wouldn't rust and would be able to harm creatures that could only be wounded by magic. with those that brought her into the Chosen. -30- {T'rissae's part of the story would begin some time after the sword dance ritual}
  19. Reserved 2nd roll is very manageable. Need to build in Subclass, background and equipment. Crag Goliath Barbarian 11 Medium humanoid, Neutral Good Armor Class 14 Hit Points 115 (11d12+33) Speed 40 ft. STR 23 (+6), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 13 (+1) Feats Great Weapon Master Saving Throws Str +10, Con +6, Dex +2, Int +0, Wis +2, Cha +1 Skills Athletics +10, Intimidation +5, Nature +4, Perception +6, Survival +6 Damage Resistances cold Senses passive Perception 16, Darkvision 60', Blindsight 30' Languages Common, Undercommon, Giant, Infernal Background Giant Foundling Little Giant. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You're also proficient in the Athletics skill. Mountain Born. You are acclimated to all high altitude areas, including elevations above 20,000 feet. You have resistance to cold damage. Giant’s Power (3rd level): Giants are innately tied to the primal energies of the universe, and this connection will manifest with a touch of magic as you learn the thaumaturgy cantrip. You’ll also learn how to communicate with giants—handy, as you’ll be channeling their power! Giant’s Havoc (3rd level): Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits: Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll. Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. Elemental Cleaver (6th level): Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy. When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above. Mighty Impel (10th level): Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Brutal Critical Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Strike of the Giants (Gaint Foundling) You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat choose one of the benefits listed below, once per turn, when you hit a target with a melee weapon attack or ranged weapon attack using a thrown weapon, you can imbue the attack with one additional effect depending on the benefit you choose. Stone Strike: The target takes 1d6 force damage. If the target is a creature, it must succeed in a Strength Saving throw or be pushed 10 feet from you in a straight line. The saving throw DC for this effect equals (DC18) 8 + proficiency bonus (+4) + Str or Con modifier (+6). You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Actions Dagger of Blindsight. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d4+7 piercing damage. Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+7 bludgeoning damage. Maul Great Weapon Master. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+17 bludgeoning damage. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage. Dagger of Blindsight. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d4+10 piercing damage. Maul Raged. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+10 bludgeoning damage. Maul Great Weapon Master Raged. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+20 bludgeoning damage. Unarmed Strike Raged. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 bludgeoning damage. ThaumaturgyThaumaturgy Cantrip Transmutation Casting Time: 1 action Range: 30 feet Target: See text Components: V Duration: Up to 1 minute Classes: Cleric You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Reactions Stone's Endurance (4/long rest). You can focus yourself to occasionally shrug off injury. When you take damge, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this reaction a number of times equaling your proficiency bonus, and regain all spent uses when you compete a long rest. Arms and Equipment Equipment Weapon +1 (Maul), Belt of Stone Giant Strength (23)*, Clothes of Mending (50g), Bag of Holding (500g), Dagger of Blindsight (1000g)*, Goggles of Nightvision (400g), Tankard of Sobriety (25g), Wand of Pyrotechnics (65g), Decanter of Endless Water (4000g), Potion of Healing, Superior (600g), Potion of Healing, Greater x3 (600g), Potion of Healing x4 (200g), Potion of Climbing (50g), Bedroll, Mess Kit, Rations x10, 50' hempen rope, Tinderbox, Torch x10, Waterskin * = Attuned
  20. "No one reaches adulthood without some scars, whether on the inside or the outside. The ones on the inside are usually much worse." Life Juliana was born to a family of ancient lineage and comfortable, if not massive, estate. Wealth and prominence, however, are no protection against smallpox, which ravaged the town when Juliana was a child. Thankfully, her eyesight was not damaged, and many people attempted to cheer her by pointing out how pretty her eyes were. But the same could not be said of her face. It was taken for granted by everyone Juliana knew, for most of her life, that she'd never get a husband in spite of the dowry she could bring. Nothing in Juliana's own experience suggested anything different. Boys ignored her completely during her teen years, and while the same was not quite true of young men when she reached her twenties, they certainly didn't seek out her company. So be it! The damned pox had not affected her mind, at least. Her father's heavy drinking and the fact that her one surviving brother cared for nothing but hunting left Juliana the effective administrator of their lands. She also loved to read and write -- and as her many correspondents could not see her face (a few didn't even realize she was a woman), they judged her intellect on its own merits. The status of her family -- and her father and brother's benign neglect -- allowed her to delve deep into the family archives, the collection of volumes owned by the local Bishop, and the small library guarded by the nearest abbey, learning things about the history of the land, the holy mother Church, and the doings of various families that many would rather be kept quiet. The worst of her situation, as far as she was concerned, was that the older women in her extended family kept pestering her to enter a religious foundation, and hide her ruined face from the sight of the world. Unlife Juliana's extensive correspondence continues, but the nature of some of her correspondents has changed -- or rather, her understanding of their nature has changed. Some of the people she exchanges letters with have turned out to be Cainites themselves, and since her Embrace, they have taught her how to send cleverly coded messages disguised as mundane gossip, allowing them to freely discuss matters that should not come to mortal ears. Just as few of her mortal contacts knew she was a woman, few of these Cainite Contacts realize she is Nosferatu, and would be very surprised to find out. Juliana has exchanged many letters with a learned Brujah in Prague and a cultured Ventrue in Constantinople, and each of of them assumes her to be a member of their own clan. She has lately heard tell of a great Academy of Cainites, devoted to art, reason, and virtue, and she wishes to learn more.
  21. Tusk Nesis Human (Versatile) • Warrior • Kineticist (Fire) 1 Medium • Neutral • Humanoid “The desert tells a different story every time one ventures on it.” ] Abilities • Strength 10 (+0) • Dexterity 16 (+3) • Constitution 18 (+4) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: Con, Dex • Background: Con, Dex • Class: Con • Free: Con, Dex, Wis, Cha Adventuring & Combat HP 21/21 Perception +4 • Trained 3 • Wis +1 • Item 0 • Senses Speed 25ft. Class DC 17 • Trained 3 • Base 10 • Con 4 • Item 0 Armor and Shields AC 18 • Trained 3 • Base 10 • Dex 3 • Item 2 Shield none Saving Throws • Fortitude +9 • Expert 5 • Con 4 • Item 0 • Reflex +8 • Expert 5 • Dex 3 • Item 0 • Will +4 • Trained 3 • Wis +1 • Item 0 Weapon Proficiencies • Expert: Simple Skills Acrobatics +5 • Trained 3 • Dex 3 • Item 0 • Armor -1 Arcana +0 • Unrained 0 • Int 0 • Item 0 Athletics -1 • Untrained 3 • Str 0 • Item 0 • Armor -1 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +1 • Untrained 0 • Cha 1 • Item 0 Diplomacy +1 • Untrained 0 • Cha 1 • Item 0 Intimidation +4 • Trained 3 • Cha 1 • Item 0 Lore: Warfare +3 • Trained 3 • Int 0 • Item 0 Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +4 • Trained 3 • Wis +1 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +1 • Untrained 0 • Cha 1 • Item 0 Religion +0 • Untrained 0 • Wis +0 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth +5 • Trained 0 • Dex 3 • Item 0 • Armor -1 Survival +4 • Trained 3 • Wis 1 • Item 0 Thievery +3 • Untrained 0 • Dex 3 • Item 0 Languages: Common, Ignan Actions and Powers 60' 1d8 or 60' 1d8+CON Raise aura, can add stance or elemental blast Stride 40' ignore difficult terrain and do not trigger reactions 30' in winding path, 1d8 fire, basic reflex Overflow. 10' diameter, 30' high in 60', 1d8 fire basic reflex, hazardous terrain (1 damage/ square), 1 round, Sustain Feats Ancestry 0 • | | General 0 • | Class 1 • Skil 0 • (Warrior/Unsponsored) Inventory Money: 10 GP 3SP Bulk 1 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Arms and Armor Studded Leather • Bulk 1 • Notes Dagger • Bulk L • Notes Appearance Height • 5'10" Weight • 175 lbs. Skin • Olive Hair • Black Eyes • Black Tusk is obviously from somewhere else. His clothes don't fit in here - they are old, worn and covered with sand dust. He has an accent, and he doesn't always understand the local customs. But he's trying and he's a quick learner. He has dark hair, skin and eyes, and still wears his clothes from his time wandering the Osirian deserts. He wears a brass talisman of around his neck. Fires flare noticeably (though not dangerously) in his presence, he occasionally smokes slightly, and his body is almost painfully hot to the touch. When he gets angry or excited, his eyes glow with orange fire. History Tusk was raised in a nomadic Yerbira tribe in the deserts of . His father, the clan chieftain, hated magic and any who used it, making his views clear to his son. Tusk thought he hated magic too, but it was almost one year ago when he first manifested fire, a small flame flickering in his palms. He soon became addicted, constantly practicing to improve his fire summoning, while trying his best to keep it hidden from his clan, and especially his father. After practicing in private, he eventually could light a campfire using only his will. But he had not learned how to quench the fire. He summoned an eruption of fire in his tent, trying to make just enough to heat some tea, but the flames continued to spread. The fire got out of his control and burned down his tent. The entire village found out how it happened, and his father discovered that he was using magic against the clan's rules. His father and the other villagers wanted to execute Tusk for his 'curse' as they called it, threatening to throw him into . But the clan elder, who had seen the benefits of magic in the past, and who knew that Tusk had a good heart, convinced everyone instead to banish Tusk and let him go out in the world to learn how to control his magic. Tusk made his way south into the jungle. While he never struggled to traverse the desert, he had a difficult time navigating the subtleties of civilization in Nantambu, so he kept to wild areas and small villages. Eventually, he ran into a friendly dwarven druid, who taught him how to better control his magic, how to survive near civilization, and eventually directed him to Magaambya to further his training. Personality Tusk can be naive, trusting others to explain to nuances of society to him, but he is usually able to read people to determine their motives. He has a temper and can be overconfident, relying on his magic, rather than caution, to protect him and help him win a fight. He is superstitious and religious, and still distrusts most magic, especially arcane magic, although he is coming to accept it. Despite his own abilities, he will be in awe when he sees new spells, and willing to accept magic if he sees it is being used for good. He hates oppression and values freedom, but understands that laws are necessary to protect innocent people. His alignment is neutral not because he doesn't care, but because he is mostly good but sometimes lets his emotions get the best of him and does things that are selfish and not well thought out. In the nine-square alignment grid, he is in the upper left corner of the neutral square, just not quite far enough to be lawful good, but he's trying. (I know alignment is going away but it's a good way for me to describe his morals, and it's a hard habit to break :) ) At school, he is (or will be if we are just arriving) unsure of himself. Others seem to have practiced their magic for years, while he only discovered his magic last year. He will get frustrated at his lack of ability in anything other than fire spells, sometimes lashing out with his magic the only way he knows how. He has made a few friends (hopefully the other PCs) but has not branched out much from there yet. Once he gets more comfortable with the school, he will be more outgoing. He's not shy or overly cautious, just in a strange place. I think he would like Esi Djana (being from neighboring countries), Noxolo, and Anchor Root. He might find Haibrim and Chizire a little too cavalier and carefree, although Haibrim will be interested in Tusk's fire magic. Ra's Edicts Bring order to chaos, kill evil monsters, support just laws, provide warmth if needed. Ra's Anathema Avoid personal change, kill a living thing with cold, seal building from sunlight.
  22. Soot Brother, Wretch, Slaughterhound Character Sheet: Appearance/Personality Soot has the look of a man who's had a hard life, and most of it from his own doing. He's the kind of man who appears to have looked at life of honest deeds and looked at a bottle of cheap, hard liquor, and crawled right into the latter. With messy hair, a beard that's only a little bit maintained, and a low-class confident swagger, his voice is rough like rubbing stones from years of drink, smoke, and bad decisions. To those who are perceptive and sensitive to such things, he also has an aura of blood and death about him, like a sharp metallic taste just hangs about him. He's the one who doesn't brag about his deeds, because if it's gotten to that point, there's no need for words. Soot is a man who doesn't care whether he lives or dies... at least he didn't until recently. At one point his was young and hopeful, but war and loss have cut out his hope and left a dog-eat-dog mentality left. At one point the goal was to amass enough coin so he and his sister could live a decent life. With her gone, there's no point to the money, so may as well keep fighting until someone or something stronger than him can finish the job. He is full of regret and doubt, and stews in this pot of his own making. Jaded, rough around the shoulders, he only now has a true purpose once again and is still figuring out what it means to care about life once again. Adventure Hook Slate is Soot's younger sister, his anchor, the one thing that made him a decent man by proximity. Always the wiser, always the smarter, always the more personable of the two she had to work twice as hard to get half the coin given their tainted bloodline. Her folly was sticking around when it was clear her brother was changing for the worse, that being a soldier was not doing any kindness to him or the world. She encouraged him at first to find a way out honorably, then even suggested they flee. She was caught in the machinations of a spurned admirer for she didn't take any suitors still wanting her brother to find peace before she settled down. He convinced her that he'd help get her brother out of the military, alive and well. She only had to collect some coin, a price that was actually within her means to borrow enough for. She collected the money, but the deal was to hand it over, and she was killed as she was reaching to untie her coin pouch from her belt. It was a crude, unimaginative way to get her soul, from a crude, unimaginative sniveling occultist. This was five years ago, and only recently did Soot learn was truly happened. Beyond this, Soot's own soul is not in a good place. He has killed so many, he has let his anger, his wrath, get the better of him. Were he to die, the Upper Planes are not open to him. He must climb out of his own mistakes, his own weakness, if he hopes for a happy ending, in this life or beyond. Character History Soot was born into a family with a dark history of lycanthropy, who toiled away at mining, hence the name Soot for himself, and Slate for his younger sister. They fled early on to eek out their own life, he was bigger and stronger, she was more clever and wise. They made a good team. Soot great quite strong and able, and decided to become a soldier as a means for a steady income, perhaps even find fame and fortune. Slate stayed behind to take what jobs she could. War wasn't what he thought. When his nature was discovered, he was subjected to magical experiments to make him even stronger, to bring out the beast within. It had strange effects, some sort of sin or curse from his ancestors long ago emerged as a bloody warrior who he could call upon. He was used as a means to break through the enemy lines, as he healed quickly and could be relied on to make a chaotic mess of things. He took to vices, losing his youth and innocence, or at least what little remained. Still, he would return home to see his sister when he could. Soot won his sword from an Orc Champion who nearly killed him, just as he had won his other magical items. When she died he lost control. He found the man responsible and butchered him. He became bitter, reckless, uncontrollable and he wandered away, thus fulfilling the contract made that he would leave the soldiering life behind... and then became a sword-for-hire instead. In between jobs he wasted his days away seeing no purpose in it all. And now some benefactor (group patron) has approached him with a tall tale that his sister needs to be saved... from Hell itself.
  23. Carim Aleezian [Sa-rim A-leez-ian] (He/Him) Race: Moon Elf Region: Elven Court Class: Warpriest Diety: Sehanine Moonbow Ability Scores STR: 15 DEX: 18 CON: 14 INT: 13 WIS: 18 (20) CHA: 12 HP: 51 AC: 24 Fort: +10 Ref: +9 Wil: +13 ―Feats― Moon Elf Elven Traits Elven Immunities Keen Senses Elven Magic Weapon Familiarity Low-Light Vision Regional Feat: Luck of Heroes Warpriest Favored Weapon: Quarterstaff Divine Spellcasting Aura: Chaotic Good Blessings: Moon (Sun), Travel Weapon Focus: Longbow Sacred Weapon - 9 rnds - (+2) Fervor - 8 uses - 3d6 Channel Energy - 3d6 Sacred Armor - 9 rnds - ("+1) Feats 1. Precise Shot 3. Rapid Shot Reach Spell 5. Mobility 6. Two Weapon Fighting 7. Elven Accuracy 9. Greater Two Weapon Fighting Many Shot ―Background― Carim's family is an old one, drawing direct connections to ancestry within the Elven Court. They were most well known for delicate work with wood. While he himself still carries on the families legacy, his calling came out a little different. Elves in general are already known for their natural talents with a bow but it was clear to see early on that Carim had a particularly strong affinity. He stood out as he grew and most thought he would join the woodsmen of hunters of his home but that was not the case. Throughout his life he was drawn to the mysticism and devotion of the gods. Most particularly Sehanine Moonbow, for her focus on protective nature over the elves and their homes. His admiration for the deity further led to him joining her flock and embracing her ways. Though perfectly suited to the life of a cleric under her embrace, Carim was eager to go out and make a difference in his fervor. He was a capable archer and warrior with a staff and his leanings placed him as a warpriest of the Goddess. It was a true test of faith when he had, what he attributed to Sehanine as the Lady of Dreams, a vision during his meditation about a frail and aged elf within a tower. The tower was old and moss covered on the outside but pristine and furnished within. His vision showed the frail elf sitting in a lone chair with a loud banging and violent yelling coming from outside. Although not understanding the words, Carim knew this was a task for him. It took him days of searching before eventually finding his way to the tower and was there to witness just as a group of armed folk broke down the tower’s door. The group, identified as servants of Kelemvor, were dragging out the frail elf. Upon witnessing the scene Carim understood his charge, the elf, a Baelnorn, was to be saved. He took no pleasure from it but Carim did what he was trained to do, bring the justice of Sehanine to her foes. The Kelemvorites were only performing their charge after all but Carim could not let it be so. The battle was furious and pitched, the lone warpriest versus a small cadre, but his faith won out in the end. The battle was over but not without it’s scars. Carim was grievously wounded and would have succumbed to those wounds were it not for the ministrations of the elf he thus saved. He never forgot that encounter and the scene still haunts him to this day but in return he gained a distant ally and sometimes advisor in Feanaro, the baelorn. It was a few years later that Carim heard of the push to retake Cormanthyr he felt it was his duty and destiny to be apart of such an endeavor. ―Personality― Carim has a very serious countenance that has many times been interpreted as stand offish or mean. It is mostly the opposite however. He truly cares about people and the world about him, it is just that he takes his duties very seriously. There is no better time to catch his true side however then sitting around a campfire carving a small wooden figurine. ―Appearance― Carim is remarkably tall for his kind and exceptionally pale. This light color is further compounded by his silvery grey hair and light blue eyes. ―Skills― (unlisted = unranked) Craft: Woodworking 4 Knowledge: Geography 6 Knowledge: History 4 Knowledge: Nature 3 Knowledge: Religion 5 Linguistics 4 Perception 3 Spellcraft 8 Survival 8