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  1. Class: Elf Level: 3 Experience: 8,000 XP needed: 16,000 HP: 10 AC: 0 (Plate Armor, Shield and Dex) Str: 13, Int: 16, Wis: 14, Dex: 16, Con: 13, Cha: 14 Appearance Dalynn is of average height for an elf, standing at 5’4” tall, and has the lean muscular build one would expect from an elf. His hair is white with a metallic sheen to it and falls to just below his shoulder blades. The top is pulled back and down and the sides are pulled straight back and secured with a clasp behind his head helping to keep his hair secured and out of his face. His eyes are a piercing green and tend to glow slightly when he is using magic. He cuts a fine figure in his plate armor which is silver with intricate carvings of vines and lines twisting around it and is accented in a green that matches his eyes and has patterns in it similar to those found on leaves. On his brow is a finely crafted circlet. The front of which is a dark green V shape with a brighter green diamond shaped leaf in the center. The portion that goes around his head and holds it in place is so fine that most people don’t even see it. He carries a sword and dagger on his belt and a longbow and quiver on his back. Background Dalynn was born and raised in a small elven community in the Kingdom of Wendar. Upon reaching adulthood, 150 years old, he decided he wanted to see the world. His feelings about the other races did not completely mesh with those of a typical elf. While he still believed in harmony and the balance of nature he had a desire to see how other races lived. And so he set off and for the last 100 years has wander Mystara. He has hired on as a caravan guard sometimes to help cover his expenses and has even hired on as crew for a ship and learned a bit about sailing. Most of all he has learned about the world and those who live in it. Not everywhere or everyone accepted his presence, so in those instances he would move on quickly to avoid trouble. Recently he joined up with a group of adventurers. Their first adventure was not very lucrative, but successful. On their way back to Specularum, after the adventure, they stumbled across a cache of scrolls. While the writing was nothing special the velum they were on was. They decided to take the scrolls back and try to sell the paper for a little profit. But shortly after obtaining the scrolls they were caught in a nasty rain storm that soaked everything, including the scrolls and the writing had run all over the pages. In an effort to salvage the paper they started drying them near a fire and that is when they found the hidden writing on the papers telling of an island to the south that was rumored to hold vast treasure. Not to mention possible information about a long lost civilization. So of course they agreed to try to go look for it. My proposed Magical item will be 5 extra spells added into his spellbook.
  2. Velka Background If someone asked Velka about her childhood her answer would simple be 'no' Were she was born? Family? no... The first thing she remembered was being handed? Taken? Sold to Chelaxian slavers while barely able to walk, and while this sad story is hardly unique what was unique was both the girls physical ability even at a young age, and the girls temper and will, so while she was useful and a wonderful servant and possible skilled worker as she aged. She kept her eyes open for any change to free herself. And her chance came in a storm, on a ship. Or rather over the side of the ship in a storm, the options were drown or survive either way Velka was going to be free. Of all the places Velka could have washed up. Korvosa was maybe not the worse place, but it was by far not a easy place for a child with no connections and no one to turn to to end up. On the streets she was any number of Vagabonds, she was just a swift and agile one. Quickly make a place for herself if by no other means than steeling, and getting food were she could find it. But it was her lack of tact and skill that eventually lead her to be noticed for another talent, a talent for violence. One of the numerous crimelords having her snatched off the street, which was for a time preferable. A useful slave is more comfortable then a poor child on the street but it's still a slave. A slave who's duty it is to beat anyone who angers there owner is little more then a dog. And it was the view this constant anger and need to be free. So it was laying in a cemetery beaten and bleeding she was left for head, the words of her 'boss' in her hears "What good is a dog that bites it's master." Maybe it was her constant verbal defiance, maybe it was her temper and being 'sloppy' maybe it was the few instances were she would go easy on someone, maybe let someone get away because she just.. didn't have it in her to beat a old shop keeper that night. Either way she had learned a lesson. While the sting of not even being important enough to actually make sure she was dead. A servant who is no use to a master is not worth keeping. Refusal to do the bidding of anyone else was the ultimate freedom. Appearance Velka might be considered attractive maybe even 'pretty' is she had a bath, a comb and.. maybe a trip to a healer at some point. At the moment she's a mess of life experience, messy ginger hair, intense almost feral amber eyes. And a collection of visible scars and bruises. With a physique like a bunch of twisted leather cords. It's clear she's athletic and agile, but she gives the impression of someone who needs a good meal along with her bath. Her gear looks rough, maybe not as rough as she does. But removing mud was not a big stressing factor. A suit of studded leather. With a collection of Sash's and scarfs. Both giving her places to put things and places to hide weapons. Her weapon of choice a jagged curved blade hide under one flap of cloth or another. Giving her the look of maybe not a out and out mugger or thief but defiantly someone who is willing to do violence in a dark ally. Personality While it would be correct to say that Velka is intense and wild. Seeming dangerous the kind of person that you half suspect is currently wondering who she needs to stab first to get to the door. This misses that it's not actually malicious more just, survival. You could say Velka is a warm and trusting friend willing to kill and die for her friends... But she's never had friends so she doesn't know that. Her former 'boss' liked to describe Velka as a dog, an attack dog. A war dog. A wild dog. But she's just a lost dog, with no pack. She wants a group friends, family she just doesn't know it. So for now, she's intense. Wild. Hot headed, maybe even a bit violent. Role Basically a feinting warrior who can likewise disable devices. Find traps (At level 3) And sneak real good. Name: Velka Age: 16. Ht: 5'2" Wt: 108lbs. Hair: Red. Eyes: Amber. Race: Half-Elf. Class: Brawler: Snakebite Striker. (Variant multiclass: Rogue) Deity: Pharasma. Alignment: CG. Lvl: 1. STR:12. ATK:1. DEX:20. DF:18. CON:12. HP:11. INT:10. FT:3. WIS:12. RF:8. CHA:12. WP:1. _ Unarmed. ATK:6+1. 20x2. Waveblade. ATK:6+1. 18-20x2. _ 9 Acrobatics. 9 Bluff. 1 Climb. 5 Escape Artist. 1 Handle Animal. 0 Dungeeoneering. 0 Local. 7 Perception. 5 Ride. 5 Sense Motive. 5 Swim. 9 Stealth. 10 Disable Device. Elven. Common. _ Brawler's Cunning. Sneak Attack. 1d6 Damage. Martial Training. Unarmed Strike. 1d6 Damage. 1st lvl: Weapon Finesse. Trait Trade Feat: Improved Feint. Adaptability: Skill Focus: Bluff. Trait: Fast-Talker. (+1 Bluff) Trait: Unhappy childhood. (+1 Reflex save) Trait: Vagabond Child. (Disable Device) Drawback: Unlearned. (Only Local) _ 30 Ft speed. Elven Immunities. Adaptability. Keen Senses. Low-Light Vision. Elf Blood. Multitalented. _ Home Base: If not in/at Gray then around the area. Willing to stick around midland if for no other reason then most criminals are less likely to be bold in the area. Gear 1 gp for gear. 9 Silver. Studded Leather. DF:3. MDB:5. ACP:-1. 20lbs. Waveblade. 1d6 Damage. 18-20x2. 2lbs. PorS. Monk,+2 CMD Vs Disarm. Pocketed Scarf. Mask. Cape. Adventurers sash. backpack bedroll belt pouch caltrops chalk (10) flint and steel Grappling hook Iron Pot Mess kit Mirriro Pitons (10) Rope Soap Theives Tools Torches (10) Trail Rations (5 days) Waterskin
  3. Boz - Rogue 1 N Medium Human Versatile Heritage Humanoid Perception +5; Low-Light Vision Languages None selected Skills Acrobatics +7, Arcana +4, Athletics +3, Crafting +4, Deception +5, Diplomacy +5, Intimidation +5, Lore: Underworld +4, Occultism +4, Stealth +7, Thievery +7 Str +0, Dex +4, Con +2, Int +1, Wis +0, Cha +2 Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Climbing Kit, The Old Mage Deck, Clothing (Explorer's) AC 18; Fort +5, Ref +9, Will +5 HP 18 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Additional Feats , , , Additional Specials , ,
  4. Emmelyn the Jeweler Theme: %5Bcenter%5D%5Burl%3Dhttps%3A%2F%2Fibb.co%2F2t9mLP8%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2Fpz7GsZW%2FDALL-E-2024-04-21-04-18-43-Portrait-of-Emmelyn-a-fantasy-character-featuring-a-more-naturalistic-pos.jpg%5B%2Fimg%5D%5B%2Furl%5D%5B%2Fcenter%5D Emmelyn Female Witch ( & ) 1 NG medium humanoid (human & elf) Init +3; Senses Low-Light VisionDarkvision 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.; Perception +6 Defense AC 1310 +0 armor +3 dex , touch 1310 +3 dex, flat-footed 1010 HP 86 +1 con +1 favored Fort +1+0 oracle +1 con, Ref +3+0 oracle +3 dex, Will +2+2 witch +0 wis; Immune to magic sleep effects; +2 racial bonus vs enchantment spells and effects Defensive abilities Resist Weaknesses Offense Speed 30 ft. Melee Dagger +0 (1d4, 19-20/x2) Ranged Ranged attack? We don't need no stinkin' ranged attacks... Special Attacks Fortune (Hex)The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours., Cackle (Hex)A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. The creature must be able to hear the witch to be affected by the cackle. A witch can only use cackle once per round. Statistics Str 10, Dex 16, Con 12, Int 2018 +2 race, Wis 10, Cha 7 Base Atk +0; CMB +0; CMD 1210 +0 BAB +0 Str +2 Dex Feats Skill Focus (Craft)Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6., Extra Hex (Cackle)You have learned the secrets of a new hex. Prerequisites: Hex class feature. Benefit: You gain one additional hex (Cackle). You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit. Special: You can take this feat multiple times. Each time you do, you gain another hex. Adventuring Skills Knowledge (Arcana) +91 rank +5 int +3 class, Knowledge (History) +91 rank +5 int +3 class, Knowledge (Planes) +91 rank +5 int +3 class, Knowledge (Religion) +61 rank +5 int, Perception (Wis) +6+1 rank +0 wis +3 class +2 racial trait, Spellcraft +91 rank +5 int +3 class, Stealth (Dex) +71 rank +3 dex +3 class, Background Skills Craft (jewelry) +121 rank +5 int +3 class +3 skill focus, Perform (oratory) +91 rank +5 int +3 class Languages Common (Taldan), Elven, Varisian, Shoanti, Vudrani, Infernal, Dwarven SQ Traits Clever Wordplay: Perform (social)Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier., Inner BeautyOnce per day when you manifest your faith in your goddess, you gain a +4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM. (religion), Guiding Spirit (Magic)Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day., Unhappy Childhood: Religious (campaign)You spent a period of time as one of Gaedren Lamm’s enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of “Lamm’s Lambs” before escaping. You’ve nursed a grudge against the old man ever since. Religious: Today, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.: AttachedYou have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. (drawback) Half-elf +2 to Intelligence: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Fey Thoughts: The character sees the world more like a native of the First World. Perception and Stealth are always class skills for the character. Languages: Common (Taldan), Elven, Varisian, Shoanti, Vudrani, Infernal, Dwarven Spells CL 1, DC: 15+spell level 0th (at will) (Prep 3) , , , , , , , , , , , , , , , , , 1st (Prep 3) , , , , , , , Equipment Armor: Weapons: dagger (2 gp, 1 lb) Item Slots: Belt: Body: Chest: Crown: Eyes: Feet: Hands: Head: Headband: Neck: Phylactery: Left Right: Right Ring: Bonded Object Shield: Shoulders: Clothing: Artisan's Outfit (1 gp, 4 lbs), Standard equipment: masterwork backpack (50 gp, 4 lbs) artisan's tools, common (5 gp, 5 lbs) Witch's Kit (19 gp, 19 lbs) candles (10) (10) an iron a soap a torches (10) trail rations (5 days) a waterskin Wealth: 29 GP105 (start) 103 (dagger 2gp) 53 (masterwork backpack 50gp) 48 (artisan's tools, common 5gp) 29 (Witch's Kit 19 gp) Encumbrance: 33 lbs (light) Light 38, Medium 76, Heavy 115 Build thoughts Really Funky Mechanically: - Total buff-spam witch (wait until she's 2nd level!) - MASSIVE crafter (deific obedience -> craft wondrous item -> ??? -> PROFIT!!!) - At 6th level, lateral shift into Evangelist (best prestige class ever). Background Early Childhood Emmelyn always found pretty things. Partly because they spoke to her, but partly because a mudlark had to pluck something valuable from the refuse and mire of the Bridgefront strait. Dimly, somehow, even in her earliest years, she knew she had to have had a mother and a father. Keenly, however, she could tell the revolving door of older girls, graduated to pick-pocketing and you’ll-learn-somedaying, and Ol’ Lamm, the stiff-necked master of her mudlarking gang, weren’t them. Couldn’t be them. On account of her ears, if nothing else. Ears that, to the ones too young to know anything but how to be sharp with a dredge-stick, were a curiosity and little more. Something like a lazy eye or, or golden hair. But the older ones knew. And even if Emmelyn wasn’t given to airs, or anything but just being scared and agreeable, they let her know. “Got muck on you princess…” “Some Heighty whore di’n want you and we don’t neither.” “Why ‘oncha go run off to the forest with your own kind?” It wasn’t unrelenting. Mudlarks were a hungry, hardworked bunch, and hate takes a certain energy. But on frustrating days, or slow days, high-tides or simple bad weather… there was Emmelyn. Emmelyn who, with her keen eye, and ability to work by moonlight, learned early that the fire gets stomped until it’s out, but people tire of hitting river water. Except Ol’ Lamm. He just got bored of it. She grew. And she graduated from merely finding what trinkets could wash up on the banks to crafting little baubles herself. A pigeon’s feather, hung with a bit of string from a half-pinch carved like a moon. Fragments of oyster shell, smoothed of their roughness, strung into a necklace. It wasn’t just a way to move from a shared bowl of gruel to a pottage all her own, from a studio floor to a tenement on the side of Bridgefront that bled into Old Dock. It was the first time she had anything, anything at all, to give back at the Sanctuary of Shelyn. First Inklings of Faith She’d gone, here and there, now and then, shame-faced and self-conscious, to pray. First led by a rare worshipful older mudlark who’d promised that praying, with all one’s heart, would bring in a bright little thing when you most needed it, but later going on her own. In Bridgefront, beauty was a rare, fleeting thing. A waft of fiddling, across the din of life packed in like sardines. The moon, peeking down through the holes in the thatch. A smile you didn’t, wouldn’t, couldn’t ask for. But the sanctuary was different. Beautiful bricks upon the road outside it. Exquisitely, caringly wrought stonework that seemed to yearn skyward. Flowering vines, here and there, never too much, each with its own space, and water, and light, to bloom, healthy and vibrant. When she was young, she never felt like she ought to enter, even when invited. As if some invisible wall separated, and would always separate her from the sanctuary’s devotees. Until, one day, she saw an offering that wasn’t like the coins, or small delicately painted locket-sized miniatures, or even the pressed petals that the poor might pay a pinch to donate. It was a crafted little thing. Of bits of useless scrap, a little iron-filing, a twist of copper… and yet together, it made a pretty little “brush”. Something beautiful, from what others just threw away. She was deft enough to make a living of it, by the time she was young enough to still be a girl, but old enough she might be unlucky enough to be a mother. A studio, to herself. A little hammer, to tap out what she found, and fingers good at prying. It was enough. She couldn’t imagine asking for more. That’s when one of the disciples of Shellyn, at a visit like all the others, asked if she might wish to be an apprentice. She cried, and said yes, and yes, and yes, to the point it felt she couldn’t breathe. As if, finally, despite the ears that would never be beaten round, or her skinniness that would always make her think she looked sickly, as if, finally, she might be an offering, too. She didn’t realize the sister had merely meant to help a journeyman at the Gemshare Jewelers. That she had meant an apprentice and not a disciple. And Emmelyn felt chastened, in her pride, and hardly spoke at all at her new work. Apprenticeship in Midland Her hands, though, spoke for her. Deft. Quick. Tireless. It hardly seemed like work at all, to have a roof, and a bench, instead of cold rivermurk and the constant worry of broken glass or other lurking sharpness underfoot. Her mentor had little good to say, but little ill. And she was content with this. Be content with this, Emmelyn told herself. And she was. Even when there came a day. “A little something for you, Emelyn.” “…sir?” “Just a copper thing. Must’ve fallen in with the jewelry. Not fit for our customers, but well-made.” She put it on with a tremble in her fingers. Beheld its burnished, ruddy gleam against her skin, improbably pale despite the toil of her hands. To wear it, to wear jewelry… it made her feel pretty. And she couldn’t stop thinking about it. It nagged at her as she carefully worked at a silver foil, its only purpose to make blood ruby shine brighter. It lingered with her, as she listened, silently, to one of their most frequent customers describing precisely what she wanted for that season. The others? She realized she’d never seen them more than once. Perhaps tossed aside, rubbish to end up, rock torn and current thrashed, in Bridgefront. And, even if she remained ever meek of manner, she could no longer be awestruck by mink, or velvet, or gold’s luster. She could see brass from gold. A Prayer Answered The moon cast its silvery light down on her warm, safe, comfortable room. It made that hand, lifted up, a foil to the gleam of her ring. A face, distorted and yet half-familiar, framed in fiery red, gazing back at her. …am I just a pair of hands, to make beauty for ugly people? The ring gleamed, silently, before her. Glowing in the dark. …oh Shelyn… I know shouldn’t think such thoughts and yet… Her eyes lingered on the face in the polished copper, a perfect, beautiful crimson mirror. …couldn’t I be? Would you ever… choose… me? I chose you from the moment I knew you. And she saw herself in the ring, thought it was not herself. Poor little trinket. Poor precious trinket. Look at you… Smiling, confident, worthy. Look at what you could be, with only a little love… Gazing into her, her very depths, her soul. I love you, trinket. I always have. Do you love me, too? She, perfect, talented, all she could desire, smiling. Her, trembling, forgotten, pitiful, nodding. Promise you will love me, as I love you. Forever. I promise. I promise, oh Shelyn, I promise… … Your works shall be the envy of every eye and more, trinket. Oh, thank you… thank you, Shelyn, thank you… … Promises Kept It didn’t happen overnight. But Emmelyn never expected it would. Just like the ring, whispering nightly, showing her what would be, it was a slow process. The whole of her earnings, but what she needed to pay her fare, was spent on silver leaf, on tools to etch, on all she could to honor the Shelyn of the Ring. Shelyn who had so many names: Silken-Grasp, Whisper-of-Wealth, Glimmer-in-the-Dark. And Emmelyn added these to her nightly prayers. Shelyn of the Ring grew in beauty as her hand grew in its art. But the ring remained a ring, even as Emmelyn slowly, inexorably, became a woman. Unremarkable, but for what her deft hands wrought. Of course, the other apprentices felt a mix of envy and disbelief. Of course, she soon was made a journeywoman in her own right. Of course, whispers of her talents, and her sweetness, if not her unnerving zealotry, spread. She… had eyes only for Shelyn. Oh trinket, what fine craft you make, what fine craft you are… And she saw, in the reflection on the silver-decorated, flower-patterned ring, something fleetingly beautiful. But trinket, dearest trinket… there is something impure there… And she saw that, too. And it made her aghast. A mark, an indelible mark. A stain. How can your art honor Us when him, his memory, bruises it? Ruins it. Lamm. She flinched to think of him. To hear his name. Her hands trembled. He’s an ugly thing. He spreads ugliness, trinket. And the world is made for beauty… --- “Thank you for all you’ve done for me, sir. I’m very sorry, sir, I am. I… I can’t dally, sir. I really can’t. I’m sorry I can’t help with the orders but… I’m being called. Yes… my lady calls me.” Appearance Emmelyn bears herself with all the warmth and seriousness of one saved by faith and good works. Though clearly not of the clergy, there is a slowness and care in her demeanor that is only found amongst those who have a deep, personal connection to a deity, with the sense that they are always walking with their deity: raised up and cherished in their moments of dedication, judged in their moments of weakness. A half-elf, and a bit on the short end given the meagre nourishment she was able to scrounge as a child, Emmelyn whatever beauty her Mierani heritage may have granted her pales before her... eccentricities. Half-lost in herself. Mumbling prayers that come, unbidden. The kinder, her fellow faithful, might speak of one who sees True Beauty, beyond the surfaces of things. The less charitable, perhaps, of jeweler's mercury and the miasmal fumes of the workshop. She tends to be unresponsive, or to speak inopportunely, in her distraction. But her saintly sweetness, perhaps, softens what would, in a less kind soul, be an utterly irritating quality. Those less acquainted with her, of course, are no doubt liable to merely take her as her manner would suggest: an intelligence perhaps nimble, but woefully ill-made. Personality "Me? Oh... no. No, I'm no one special." A smile came to her, though not in response to the guard. No, she seemed as if in conversation with one not there, and yet not so responsive as if it were some single, unseen individual. The saints were with her, in their whispers. "Oh? Oh. Oh... I'm just delivering a package to the commander here. From Gemshare, yes. I... you wish to inspect the package?" A hesitation. And in that hesitation, her fingers, oddly delicate despite her work, worried, tenderly, at the ring upon her finger. Copper overlaid with silver. Silver accented in gold. Fine, etched work, winding vines and blooming flowers, twisting in upon themselves, a beautiful ouroboros. She opened the box, to reveal her handiwork. An exquisite thing which seemed to beggar her own mere ring, with its gems and moonbeam platinum. "Is everything in order? I... I'd like to finish the delivery, if I may. It's almost time for the afternoon service at the sanctuary..." Hesitant, she watched, her eyes shifting, attended by heavenly whispers until, satisfied, the guard allowed her entry. A Prayer Perfect be thy names, Shelyn of the Ring, Eternal Rose Silken-Grasp Whisper-of-Wealth Glimmer-in-the-Dark Beautiful thy work and deft thy craft. Thank you, Shelyn of the Ring, for taking this driftwood, this copper dross, this cast-off. Thank you, Shelyn of the Ring, for making beauty of nothing for making whole the broken. Thank you, Shelyn of the Ring, Heart's Sculptor Hope's Painter Despair's Dream. I am yours. I will ever be yours. Goodness, eternal and unblemished, is yours. Evil is Never Born of Love. Role Socially - A Neutral Good party-member who's a little more interesting than just "Fraaaaands~" Mechanically - Buff/Debuff Witch (when she gets dem Hexes). Cackle can do fun things.
  5. Cleethorpe Interstellar, Plane-Hopping, Monster Hunting Ranger Ranger 5 Medium humanoid (Giff) Male, Chaotic Good Armor Class 16 Hit Points 44 Speed 30' ft. Senses Perception 16, Investigation 13, Insight 16 Languages Common, Deep Speech, Elvish, Gith Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1)(A) Save +2 Athletics +2(A) Dexterity 18 (+4) Save +7 Acrobatics +4 | Sleight of Hand +4 | Stealth +7 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +3 | Nature +3 | Religion +0 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +6 | Medicine +3 | Perception +6 | Survival +3 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 * (E) denotes expertise. / Bold denotes proficiency. (A) denotes advantage PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Thieves' Tools, Tinker's Tools Instruments: Birdpipes Weapons: All Simple, All Martial, Firearms Armors: Light, Medium, Shields Languages: Common, Deep Speech, Elven, Gith RANGER FEATURES Favored Enemy(Aberrations), Natural Explorer(Mountains), Fighting Style(Archery), Spellcasting(Ranger), Ranger Archetype(Horizon Walker), Primeval Awareness, Horizon Walker Magic, Detect Portal, Planar Warrior, Extra Attack RACIAL TRAITS Ability Score Increase (Dex +2, Wis +1), Swimming Speed 30', Astral Spark, Firearms Mastery, Hippo Build FEATS Skilled (Thieves' Tools, Tinker's Tools, Investigation), Gunner WEAPONS WEAPONS Musket +1 +10 to hit, 1d12+5 Piercing dmg, 40/120 range, Ammunition (Firearms), Range, Loading, Two-Handed Longbow +9 to hit, 1d8+4 Piercing dmg, 150/160 range, Ammunition, Heavy, Range, Two-Handed Short Sword +2 to hit, 1d6+4 Piercing damage, Finesse, Light Warhammer +2 to hit, 1d8-1/1d10-1 Bludgeoning dmg, Martial, Versatile EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE () Weight: 71 lbs. / 160lbs. max. (20 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.7 lbs.) Copper: | Silver: | Gold: 315 | Obsidian: | Platinum: 20 (0 Coins x .02 lbs. = 0 lbs. Total Weight) EQUIPEMENT READIED Musket +1 Short Sword x2 Longbow Warhammer Ammunition x20 Arrows x20 EQUIPMENT STORED Stored items can be retrieved with an action. In Backpack Birdpipes Rope, 50' Grappling Hook Thieves' Tools Mess Kit Rations x10 Tinderbox Torch x10 Ammunition x80 Strapped to Backpack Tinker's Tools Bedroll Waterskin EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) SPELLS SPELL SLOTS: 1st 4 2nd 2 Ranger - Spell Save DC: 14 | Spell Attack Mod: +6 | Spell level: 2nd 1st LEVEL Absorb Elements, Ensnaring Strike, Hunter's Mark, Protection From Evil & Good 2nd LEVEL Pass Without Trace, Misty Step MAGIC ITEMS NON-ATTUNED Musket +1 ATTUNED APPEARANCE Age 26 | Height 6'4" (1.9m) | Weight 750 lbs | Hair None | Eyes Brown | Complexion Grey and Rubbery BACKGROUND Far Traveler Background Feature: - All Eyes on You - Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  6. Gerald Kalderson lll Quick Summary Gerald was captured when he was a teenager by a wizard that delved in unknown magics, he experimented on him, nearly killing him many times, but in the end, the experiment worked. Gerald was able to created a echo of himself, like pulling a physical manifestation of himself from another timeline and bring it into this world. The wizard was not able to celebrate this victory, because Gerald used that echo to kill the wizard and freed himself. He then joined the army fighting the evil that was spreading through this world and use the powers that were given to him to slay all that wished to destroy this world. Physical Description Gerald stands at 6'0" height with a lanky, lean build, tanned olive skin, and icy green eyes. He has thick, snow white with strands of brown hair, and a well kept full beard. He has a commanding presence about him, someone that other soldiers look up to and rally around. His body is a story of war, covered in scars that came from magic, blades, arrows and all other manner of weapons, three scars stand out from all the others, one of which looks like lighting coming down from his left shoulder to his stomach, the top of his right ear has been cut clean off and five arrow holes on his back in the area of his heart. He wears his military uniform, brown and beige in colour, a simple shirt covered with a military jacket, pants, black boots and a red cape that he has pinned to his right shoulder and reaches down to his knees. Under this clothing is a set of studded leather armour to protect himself with weapons all around him. His jacket is covered in medals from his many achievements during his time in the war, showing that he is a high ranking soldier and deserves to be respected. His weapon of choice The Roses Thorn, a weapon given to him by Lord Harron of the southern regions as a token of appreciation for aiding in saving his kingdom, if it were not for the quick action and thinking of Gerald, it would have been lost to the enemy. The weapon is imbued with magic to counter magic resistance. Personality When Gerald sets his mind to something, he'll follow through with it no matter what it takes, and will destroy whatever gets in his way. He is very confident in his fighting skills and using his echo to give himself the advantage in every fight. He talks to his echo, often when he has to work through something because he trusts in himself the most and will only begin to listen to others if they have proven themselves, or are in a very high rank. He believes that the people should be free from Tyranny, anyone that rules through fear, torture, power deserves to meet the end of his blade. He also believes that he, above all others, has been given a higher calling, why would he have been given these powers if he wasn't? In and out of combat, Gerald is much loved by the people around him, he inspires them to be better, to fight harder and to bring victory to the side of good. They all know that he will sacrifice himself for them. One of the vices that he has, is that he needs to drink heavily in order to sleep at night, especially when he is not going to battle. The nightmares of his past, combined with the horrors of war that he has witnessed and partaken in keep him up and needs to be blackened out for him to get any sleep. It's different when he is going to battle, he has something to focus on, without that all his thoughts attack him. Like and Dislikes Likes - Spicy and sweet foods, mead, red wines, people who are loyal to the cause, healers, victory. Dislikes - Eating rations, dragons, tyrannical rulers, pacifists, bitter foods, watered down ale, dragon breath, draconians. Background Background: Gerald remembers all to well what happened to him when he was younger, he also remembers that he was the son of a loving family, a mother, father, younger brother and sisters all helped working on the family farm. Selling wheat to the nearby City of Morning Dew to help in the war effort and supply soldiers with resources to continue on their fight. One day a wizard showed up with a group of soldiers, burned the place to the ground, killed as many adults as possible and kidnapped as many of the kids as they could, one of them being a young teen Gerald. He was taken to the wizards lair, where he was experimented on for years, working with dark magics that the boy had never even heard of. When he wasn't being experimented on, he was forced into hard labour and suffered great abuse by the wizard and his minions. He would discover that they were working for the dragons that wished to rule Krynn and was working to create a new type of warrior. Gerald suffered greatly, and he had to watch many of the other children that were from his village die due to the experiment and abuse. But he survived, for some reason, he was able to live through this, seeing their deaths kept him alive for one reason, revenge. One faithful night, when he was nearly 20 and being subject to the dark magics of the wizard, something happened, he was able to see other versions of himself, doing other things within the room. He instinctually willed one of them to come to his reality and freed him of his bonds. He killed the guards that were there. Using this new power, he was able to escape the lair and ran until he reached a church where the monks took care of him until he woke up. Staying at the church, he learned about what was going on in the world and was angered and saddened that it was going on. He asked what he could do, and they said that many people were joining the military to fight for the side of good. As soon as he could, he was signing on to join the armies fighting and became a soldier. With his new ability, he was able to help in winning a number of battles, when it was seen, it was recognized as something significant, and he was placed into special military groups. These groups, assassination squads they were called, would covertly go into high ranking enemies homes and kill them when they were most vulnerable. Gerald's echo made him an excellent part of the group and he became well respected within the army. He did this for years, well into his late 30's when he figured that what they were doing was not enough, something had to change, they had to find a way to get to the real problem, the dragons. If the dragons could be killed, then they had a chance of actually winning, so using his rank and status, he had gotten approval to find and join a group of powerful people, that could change the tide of this war and find a way to kill the dragons. He now searches for that group, to win the war and free the people from the death grip of the dragons. Goals Character goal - Gerald wants to find a way that will allow the armies of good that will allow them to kill dragons and tip the scales in the favour of good. Personal goal - Want to plan, fight and kill a dragon! Secrets Rising through the military ranks, he has learned that the forces of good might have found something a material that could pierce through the scales of a dragon, and that someone named Huma is looking for that. Something that he doesn't know is that the wizard that was experimenting on Gerald is still alive, and he knows that his experiment works and is now attempting to make more soldiers with that power. So far, he has been able to make three and has completely indoctrinated them, one of which is his youngest sister. People he knows Targen Maljorn - A human assassin that joined the military at the same time as Gerald and has risen through the ranks with him, they are best friends and were part of the squad that infiltrated the homes of the enemy to kill them. He completely trusts Targen with his life and would do anything to protect him. Targen is now off on his own missions for the military, spying, assassinating, doing whatever he can to help them win. Arlena Hewitt - Gerald's love interest, she is a high ranking military officer, a powerful cleric that brings the best out of Gerald. She met him while he was brought into her building after he had suffered a lighting strike through his body. She healed him in time to keep him alive, but needed to keep doing so to heal his internal organs. During that time they talked, and she learned of his past, he was very open with her, he didn't know why, but he felt a warmth with her that he had never felt with anyone. He is courting her currently and when this war is over and they are both still alive, he wishes to marry her and start a family. Hagren Poldofo - The wizard that captured, tortured and experimented on Gerald, his loyalties to the dragons are strong because they offer him a great deal of wealth and power. His experiments are things that could change the course of this war, he is smart, a powerful magic user, has an army to use at his disposal and is one of the people that are able to speak to a dragon. He is not to be taken lightly, and wishes nothing more than to either kill, or take back Gerald, and make him his soldier. Mannerisms He often speaks to his echos, essentially talking to himself in order to figure out something else. He refers to all his echos as Junior. He calls the name of his sword whenever he draws it from it's sheath.
  7. Idea: a young elf who got displaced after a magical accident, looking for her parents and friends while wandering the world. Fighter and the archetype I have in mind is Scout. Background: Chalia's parents were explorers. They wanted to find and understand the old elven artefacts, including a teleportation gate network on their home world. So they spend a lot of their time in various ruins and caves all over the world. For Chalia it was heaven. As soon as she was old enough to accompany them, she fell in love with the research and the old stuff they found, even if it was just a few bits of crockery. The entire group of researchers became sort of surrogate parents and they all took a liking to the little girl who asked questions all the time. When she was 27, the group was in the north, camping near a cavern, they did something to an old system and it activated. There was a blinding light and when she came around, she was in a strange world she didn't know. She had already learned about survival, so she moved south. She was found by a hunting party of elves, who listened to her story and took her to their camp. There she stayed, but the carefree and happy girl of before was gone, replaced by a young woman who was determined to find her parents and their friends and colleagues (should they be on this world as well). She trained hard with the group's militia, learning how to use a variety of weapons, but mostly focusing on the greatsword. But after a while she got restless and moved away from the camp, going from place to place. She often hired out as caravan guard to travel. character sheet:
  8. Samurai Fighter 3; Hexblade Warlock 3 "Reflect before you snack—act!" Samurai Fighter 3; Hexblade Warlock 3 Medium humanoid female (half-elf), Neutral Good Armor Class 17 (splint) Hit Points 49 ( 3d10 + 3d8 + 12 ) Speed 30 ft. Special Senses Darkvision 60 ft. Languages Common, Dwarvish, Elvish Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 15 (+2) Save +5 Athletics +5 Dexterity 10 (+0) Save +0 Acrobatics +3 | Sleight of Hand +0 | Stealth +0 (d) Constitution 14 (+2) Save +5 Checks +2 Intelligence 12 (+1) Save +1 Arcana +1 | History +4 | Investigation +4 | Nature +1 | Religion +1 Wisdom 10 (+0) Save +0 Animal Handling +3 | Insight +0 | Medicine +0 | Perception +3 | Survival +0 Charisma 18 (+4) Save +4 Deception +10 | Intimidation +7 | Performance +7 | Persuasion +7 Bold denotes proficiency / Underline denotes expertise / (d) denotes disadvantage PROFICIENCIES & ABILITIES PROFICIENCIES Tools Chess Set, Land Vehicles Instruments None Weapons Simple Weapons, Martial Weapons Armor Light, Medium, Heavy, Shields FIGHTER CLASS ABILITIES Skill ProficienciesYou gain proficiency in Acrobatics and Animal Handling. | Fighting Style (Unarmed Fighting)Unarmed Fighting (TCoE 42) Your unarmed strikes can deal bludgeoning damage equal to 1d6+2 on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. | Martial Archetype (Samurai)At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Bonus ProficiencyWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Choose a Samurai Skill: Performance | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. WARLOCK CLASS ABILITIES Otherworldly Patron (Hexblade)You have struck a bargain with an otherworldly being. (The Hexblade) | Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells. | Expanded Spell ListThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Hexblade Expanded Spells Spell Level Spells 1st shield, wrathful smite 2nd blur, branding smite 3rd blink, elemental weapon 4th phantasmal killer, staggering smite 5th banishing smite, cone of cold | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. | Hex Warrior (Longsword)At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. | Pact Boon (Pact of the Chain)At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. BACKGROUND FEATURES Skill ProficienciesYou gain proficiency in Chess Set, Athletics, Intimidation, Vehicles (Land) RACIAL TRAITS LanguagesYou can speak, read, and write Common, Elvish, and one extra language of your choice (Dwarvish). | Darkvision (60 ft.)Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Skill VersatilityYou gain proficiency in two skills of your choice. History Investigation FEATS ActorSkilled at mimicry and dramatics, you gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. * You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. | Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. (Charisma Score) * You gain proficiency in one skill of your choice. (Perception) * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Deception) WEAPONS WEAPONS Jian (Longsword), +1 (Hex Weapon): +8 to hit for (1d8+5) slashing damage. | Versatile (1d10+5) Dagger: +5 to hit for (1d4+4) piercing damage. | Finesse | Light | Thrown (20/60) Handaxe: +6 to hit for (1d6+4) slashing damage. | Light | thrown (20/60) Longbow: +3 to hit for (1d8) piercing damage. | Ammunition | Two-Handed | Ranged (150/600) PACT MAGIC Casting Ability: Charisma (+4) Attack Bonus: +7 Save DC: 15 SPELL SLOTS Second Level: 2 Spell Slots CANTRIPS Create BonfireConjuration Cantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX 15 Source: EE, pg. 152 You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Green-Flame BladeEvocation Cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). SECOND LEVEL (2 Slots) Armor of Agathys1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.* Blur2nd Level Illusion Casting Time: 1 action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Source: PHB, pg. 219 Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.(c) Find Familiar1st Level Conjuration Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 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 the 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.*(R) Suggestion2nd Level Enchantment Casting Time: 1 action Range/Area: 30ft. Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours Attack/Save: WIS 15 Source: PHB, pg. 279 You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.(c) Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.* * denotes an upcasted spell / (c) denotes concentration / (R) denotes ritual spell EQUIPMENT CURRENCY Copper: 5 | Silver: 9 | Gold: 23 EQUIPMENT On Person Splint | Clothes, Common | Dagger | Handaxe (2) | Jian (Longsword), +1 | Longbow | Lucky cricket (Arcane focus) | Signal whistle | Quiver (20 arrows) In Backpack Backpack | Ball bearings (bag of 1000) | Bedroll | Bell | Blanket | Candle | Case, map or scroll | Clothes, fine | Crowbar | Dice set | Grappling hook | Hammer | Healer's kit | Lantern, hooded | Mess kit | Oil (10 flasks) | Perfume (vial) | Piton (10) | Rations (10 days) | Rope, hempen (50 ft.) | Sack | Shovel | Soap | Spikes, Iron | String (10 ft.) | Tent, two-person | Tinderbox | Waterskin Khan (Draft Horse) Bit and bridle | Saddle, military | Saddlebags | Feed (10 days) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Jian (Longsword), +1 ATTUNED (0/3) BACKGROUND SOLDIER Source PHB, p. 140 Personality Traits: I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. I’m usually polite and respectful, but I always speak my mind. Ideals: Nation. My family, my comrades, and my nation are all that matter. (Good) Bonds: My honor is my life. I fight for those who cannot fight for themselves. Flaws: I often make decisions on impulse without considering their consequences. Background Feature: MILITARY RANK You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. DESCRIPTION Age: 17 | Height: 5' 6" | Weight: 120 lbs. | Hair: Black | Eyes: Dark brown | Complexion: Fair Mulan typically wears either her armor or hanfu-style dresses. She typically keeps her hair in a bun and rarely wears makeup. She is androgynous enough to pass herself off as a man and beautiful enough for the local matchmaker to name it as her sole redeeming feature as a bride candidate. She carries her father's sword and travels with Mushu the dragon spirit, Khan the horse, and Cri-kee the lucky cricket. She is courageous, self-reliant, and outspoken. She cares about her family more than anything. She received military training from Captain Li Shang and has the supernatural support of her ancestors. BACKSTORY Mulan was born to the family of a minor official in the Land of Dragons. Her father, Fa Zhou, a war hero, along with her mother and grandmother hoped for Mulan to grow up to be a "perfect bride." However, Mulan ended up being a free-spirited, clumsy girl who struggled to follow her society's rules, expectations, and traditions. Just after failing the matchmaker's examination, Mulan learned that her ailing father was conscripted to fight in the army to fend off Shan Yu's invasion. To prevent her father from going to certain death and hoping to bring honor to her family, she joined the army in his place, disguising herself as a man. She cut her hair shorter, took her father's sword and armor, and rode off on the family's horse, Khan. Outside the army camp, she met Mushu, a fast-talking, travel-sized lizard (dragon!) "sent" by her ancestors to help her. With Mushu's assistance, she successfully passed herself off as her fictional brother "Ping." Mulan's first foray into military life and life as a man were difficult, even with Mushu's assistance. She made a bad first impression on the other recruits, including and on the Emperor's Advisor Chi Fu; she initially failed to keep up with Captain Li Shang's intense training regimen. However, despite being ordered to go home by Shang (thereby ensuring her father's safety from the draft), she refused to accept defeat. Instead, she did what no other recruit could, retrieving Shang's arrow from the top of a wooden pole using the required weights to her advantage. With that, Shang gave her another chance. The unit's training made good progress and Mulan bonded with fellow soldiers Yao, Ling, and Chien Po. After completing their training, Shang's unit moved to face the advancing army. Again, Mulan demonstrated recklessness and inventiveness when she used a rocket to trigger an avalanche. She was wounded by Shan Yu, but managed to take out nearly the entire invading army. She also saved Shang's life from the avalanche using her impressive horse-riding and archery skills. However, the others discovered her true identity when treating her wounds. To repay her heroics, Shang decided not to execute her for impersonating a soldier. When Mulan discovered that Shan Yu and his generals survived, she rushed to the capital to warn people. No one believed her until Shan Yu appeared and abducted the emperor. Mulan joined Shang and her former comrades-in-arms in breaking into the imperial palace, saving the emperor, and using fireworks to blow up Shan Yu. Having saved China yet again, she was rewarded with the imperial crest, Shan Yu's sword, and a high-ranking position. She refused the latter, choosing to return home instead, having brought honor to her family in her own way. However, before long, Mulan found herself in service of the emperor again, this time as an envoy to the other kingdoms of light. FAMILIAR The powerful, the pleasurable, the indestructible Mushu is a travel-sized dragon spirit. Hoping to regain his position among the guardians of the Fa family (and make up for his breaking the Great Stone Dragon), he assists Mulan in her journeys, although he tends to get her into trouble almost as much as he gets her out of it. Mushu is Mulan's steadfast supporter. Despite being self-centered initially, he has grown to care about Mulan and even puts himself in danger to help her. Talkative, comical, and impulsive, Mushu rarely reveals himself to other humans. He can breathe fire, but not enough for it to be useful. Stat Block Mushu Tiny celestial (Imp), chaotic good Armor Class: 13 Hit Points: 10(3d4+3) Speed: 20 ft., fly 40 ft. STR 6(-2) DEX 17(+3) CON 13(+1) INT 11(+0) WIS 12(+1) CHA 14(+2) Skills: Stealth +5, Insight +3, Deception +4, Persuasion +4 Damage Resistances: Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities: Poison, Fire Condition Immunities: Poisoned Senses: Darkvision 120 ft., Passive Perception 11 Languages: Infernal, Common Challenge: 1 (200 XP) Shapechanger. Mushu can use his action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into his true form. His statistics are the same in each form, except for the speed changes noted. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies. Devil's Sight. Magical darkness doesn't impede Mushu's darkvision. Magic Resistance. Mushu has advantage on saving throws against spells and other magical effects. Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form. Actions Attack Restriction. A familiar can't attack, but it can take other actions as normal. Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Invisibility. Mushu magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment Mushu wears or carries is invisible with him. ALLIES Mushu: Mulan's guardian spirit sent by her ancestors General Li Shang: Mulan's former captain (and love interest), Shang is a skilled leader and warrior. Yao, Ling, and Chien Po: Mulan's army buddies The emperor: Emperor of The Land of Dragons, he is grateful to Mulan for saving his life and stopping Shan Yu's invasion. ENEMIES Shan Yu: Ruthless, arrogant, and powerful leader of the army which invaded the Land of Dragons, he was defeated in battle twice by Mulan. His pet falcon is named Hayabusa. Chi Fu: The emperor's cantankerous advisor, dismissive of women in general and Mulan in particular
  9. Sareem Un'Desad (He/Him) Ancestry: Human (Baklunish) Background: Teacher (Performance) Class: Sorcerer Ability Scores STR: 10 + DEX: 10 +0 CON: 14 +2 INT: 12 +1 WIS: 14 +2 CHA: 18 +4 HP: 16 Saves: Fort T (+5), Ref T (+3), Will E (+7) ―Features― Heritage Versatile Heritage -Additional Lore (Beasts) Ancestry Cooperative Nature Natural Skill -Occultism -Survival Sorcerer Bloodline: Phoenix Blood Magic Feats Experienced Professional ―Personality― Sareem is eternally calm, allowing others to do what they do best. He has been noted as a push over but that is mainly because he allows people to be themselves, and sometimes that doesn't always go well. ―Appearance― Dark skinned and dark haired are contrasted by light green eyes. He is a bit overweight for an adventurer that speaks to his enjoyment of life. ―Skills― (unlisted = unranked) Arcana T (+4) Diplomacy T (+7) Lore: Academia T (+4) Lore: Beasts T (+4) Medicine T (+5) Nature T (+5) Occultism T (+4) Performance T (+7) Survival T (+5) Notes:
  10. Background: (WIP) Being a homebrew would I lack the background lore to write a deep background so what I'll have here will be more generalized. ) As darkness and evil began to infest Chrystal, Arqueros, the steward of the Threshold, the bottommost level of Heaven, grew concerned with the ongoings of Chrystal. The Lord of the Wall was tasked with the first layer of defense of Heaven. In that role, he grew concerned that the growing evil would progress into the world at large leading to the world of Chrystal to be conquered. A small force was assembled. Not a true army, a few dozen advisors who would be tasked with integrating with the people of Chrystal, help prepare them to face the growing threat and ultimately face the darkness alongside them. Arkandy is one such heavenborn soldier. Arkandy is a young Aasimar, who has been a soldier for a relatively short while. He arrived in Chrystal three years ago. Adjusting to life on Chrystal took some time. Fortunately, he was able to find work easily as a Soldier, mercenary, and eventually an Adventurer. The adventurer's life proved to be the most compatible in learning more about the growing threat and where the Hot spots" of demon and undead activity were strongest. Rumors and anecdotal accountings, have recently led Arkandy to the region around the city of Nortonia. Finding the lands have the foul taint of corruption, Arkandy learns that Nortonia is threatened and is desperately seeks adventurers to aid the imminent battle. Appearance: At only 24 years old, Arkandy is considered quite young for his kind, a race known for its longevity that can span up to 160 years. Despite his relative youth, Arkandy carries an air of wisdom and otherworldly grace that sets him apart. Arkandy's most striking feature is his long, flowing white hair, which cascades down his back and is often tied into a topknot adorned with intricate braids that trail down from the temples of his head. His piercing golden irises seem to glow with an inner light, reflecting his celestial heritage. He still carries the scars from the cultist ritual in the form of elegant facial tattoos flowing down from his eyes, adding a touch of mystique to his visage. Standing tall for an Aasimar, Arkandy possesses a well-muscled and imposing physique, a testament to both his celestial lineage and a life spent honing his physical prowess. His attire consists of lamellar leather-style armor, providing both protection and flexibility. The dark hues of the armor blend seamlessly with his radiant features, creating an enigmatic and commanding presence. In battle, Arkandy relies on a single weapon, a meticulously maintained round heavy steel shield. The shield is not only a formidable defensive tool but also serves as a symbol of Arkandy's commitment to protection and justice. Its surface is adorned with celestial motifs, further reinforcing his divine connection. Personality: Zealous Devotion: Above all else, this Arkandy radiates an unwavering fervor in their faith and mission. His commitment to their divine calling is unyielding, and he views his role as a crusader with utmost seriousness. He firmly believe in the righteousness of the cause and will stop at nothing to see it fulfilled. Noble Conviction: Raised in a military environment, Arkandy has been instilled with a strong sense of honor, duty, and discipline. He adheres strictly to a code of conduct and holds himself to the highest moral standards. His actions are guided by principles of justice and righteousness, and he is willing to make sacrifices in pursuit of these ideals. Soldier's Discipline: Trained from a young age to be a soldier, Arkandy is highly disciplined and organized. He approaches challenges with a strategic mindset, carefully planning his actions and considering the potential consequences. His rigorous work ethic has honed his combat skills, making him a formidable opponent on the battlefield. Unshakable Resolve: No obstacle is too daunting for Arkandy, as he possesses an indomitable spirit and an unwavering resolve. He wants to face adversity with courage and determination, refusing to back down in the face of danger or adversity. His faith serves as a source of strength, providing him with the fortitude to overcome even the most formidable foes. Compassionate Protector: Despite a militant upbringing, Arkandy has a compassionate heart and a deep-seated desire to protect the innocent. He is quick to lend aid to those in need and will go to great lengths to ensure the safety and well-being of others. His sense of empathy and compassion serves as a counterbalance to their zealous nature, reminding him of the importance of mercy and forgiveness. Divine Guidance: As an Aasimar, Arkandy is blessed with celestial heritage, and he views his divine lineage as both a privilege and a responsibility. He believes themselves to be chosen instruments of their deity's will, and he strives to embody the virtues and values of their divine patron in all aspects of their life. Inflexible Idealism: While his unwavering commitment to the cause is admirable, Arkandy's zealous nature can sometimes lead him to be overly rigid in their beliefs. Arkandy may struggle with shades of gray in moral dilemmas, often seeing the world in black-and-white terms. However, as he matures and gains more experience, he may learn to temper his idealism with wisdom and compassion. Overall, Arkandy is a formidable warrior driven by a deep sense of purpose and unwavering devotion to their cause. Though his path may be fraught with challenges, His faith and determination will see them through even the darkest of times. Role: Arkandy is built to be a team player. He would initially be a frontline tank, keeping the opposition positioned to allow any flankers and ranged party members to press their abilities. The early game will be dangerous for him until better gear and a level or two will toughen him up. Ideally, he will not be a damage soaker and more of an avoidance tank. The Sacred Shield and Divine Defender archetypes will allow him to buff the party defenses and take hits and damage off them. Deeper into the game I may multiclass into Brawler (Shield champion) to further his combat flexibility and effectiveness. This would offer some combat controller options using maneuvers at range. His damage output scales nicely. Map Token Character Generation Ability Scores: 20 point buy Strength: 14 (+2 Racial) = 16 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 11 (+1 lvl 4 bonus) = 12 Charisma: 14 (+2 racial)=16 Race: (Angel-Blooded Aasimar) Alternate Racial Traits: None Gender: Male Age: 24 Height: 6' Weight: 200 lb Class: (2) ( / ) | (4) () Favored Class: brawler Favored Class Bonus: Skill Point +1 Traits: , , Drawbacks: Pride Skill Ranks: Brawler: 4 + Int Mod x4 = 20, Paladin: 2 + Int modx 2= 6 + Fav Class Bonus =4, Total: 30 Skills Trained: Acrobatics [6 Rank], Climb [1 Rank] Diplomacy [4 Rank], Escape Artist [Rank 1], Heal [Rank 1], Intimidate [Rank 1], Knowledge (local) [Rank 1 ], Knowledge (Religion) [Rank 2], Perception [6 Rank], Ride [Rank 1], Sense Motive [5 Rank], Swim [Rank 1]. Background Skill Ranks: 2 Skills Trained: Profession (Soldier) [4 Rank], Knowledge (Nobles) [2 Rank], Handle Animal [Rank 1], Appaise [Rank 1], Linguistics [Rank 2], Slight of Hand [Rank 1]. Feats: Weapon Focus (Close Weapons), Dodge, Shield focus, Improved Shield bash (brawler bonus combat feat). Bonus Languages: Dwarven, Elven, Daemonic Hit Points: 1st lvl: Max (d10) + Con mod = 11, 2-5: 1/2 HD+1 +Con mod=7x5=35; Total 46 Equipment Combat Gear potion of barkskin +2, potion of cure light wounds (2), potion of hide from undead, potion of protection from evil (3), potion of shield of faith +2 (3), holy water (2), holy weapon balm[ACG] (2), smokestick, weapon blanch (cold iron)[APG]; Other Gear +1 mithral agile breastplate[APG], +1 bashing mwk reinforcing shield boss shield spikes mithral heavy steel shield, daredevil boots[ARG], knight-inheritor’s ring, bandolier[UE], bedroll, celestial censer[ARG], crusader's cross, flint and steel, hemp rope (50 ft.), ink, inkpen, masterwork backpack[APG], mess kit[UE], mug/tankard, paper (5), sack (2), silver holy symbol (Arqueros), soap, torch (10), trail rations (5), vial (2), waterskin, Arqueros, 43 gp, 9 sp, 8 cp -------------------- Arqueros, Lord of the Wall The Golden Bulwark Source Pathfinder Wiki Details Alignment LG Pantheon Empyreal Lords Areas of Concern Bodyguards, protection, watchfulness Domains , , , Subdomains , , , , , * Requires the trait. Favored Weapon Longspear Symbol Gauntlet and briars Sacred Animal(s) Golden eagle Sacred Color(s) Gold, purple Obedience Pray while holding a heavy shield over your head for an hour. Gain a +4 sacred bonus on Strength checks and Strength-based skill checks. Boons - Mystery Cultist Source 1: Divine Defense (Sp) shield of faith 3/day, shield other 2/day, or magic vestment 1/day 2: Greaves of Gold (Su) You gain a +10 sacred bonus to your CMD when an opponent attempts to bull rush you. You may always attempt attacks of opportunity when a creature attempts to bull rush you, even if your opponent has the Improved Bull Rush feat or a similar ability. In addition, you may attempt an attack of opportunity whenever a charging opponent enters a space you threaten. 3: Living Aurum (Sp) You can cast iron body once per day. Instead of iron, though, your body is transformed into living gold. In addition, you gain SR equal to 11 + your HD against spells cast by evil creatures while under the effect of this spell-like ability. Paladin Code The paladins of Arqueros are defense-oriented generals and bodyguards of virtuous public figures and honorable clients. Their tenets include the following affirmations. I will never abandon an innocent in need of protection. The role of guardian is a sacred one. I will never neglect my duties when I agree to guard or protect others, even if they seem unworthy of my protection. A guardian is only as effective as his weapons and armor. I will maintain mine in peak condition at all times, repairing and cleaning them as consistently as possible without neglecting my charge.
  11. %5Bfloatleft%5D%5Bsetfield%5D%5Bimg2%3D350%5Dhttps%3A%2F%2Fi.pinimg.com%2F564x%2F92%2Fa3%2F67%2F92a3674ff103156e67df16ff9d2fa6ec.jpg%5B%2Fimg2%5D%5B%2Fsetfield%5D%5B%2Ffloatleft%5D F%20NG%20Tiefling%20Paladin(Chosen%20One%2FLegate)%2C%20%5BB%5DLevel%5B%2FB%5D%201%2C%20%5BB%5DInit%5B%2FB%5D%200%2C%20%5BB%5DHP%5B%2FB%5D%2014%2F14%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2014%2C%20%5BB%5DCMD%5B%2Fb%5D%2012%2C%20%5BB%5DFort%5B%2FB%5D%206%2C%20%5BB%5DRef%5B%2FB%5D%200%2C%20%5BB%5DWill%5B%2FB%5D%203%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Morningstar%20%5B%2FB%5D%20%2B2%20(1d8%2B1%2C%20x2)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B2%20(1d4%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Studded%20Leather%5B%2FB%5D%2C%20%5BB%5D%20%20Light%20Wooden%20Shield%5B%2FB%5D%20(%2B3%20Armor%2C%20%2B1%20Shield)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2012%2C%20Dex%2011%2C%20Con%2018%2C%20Int%209%2C%20Wis%2013%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20None%20 F NG Tiefling Paladin(Chosen One/Legate), Level 1, Init 0, HP 14/14, Speed 30 AC 14, Touch 10, Flat-footed 14, CMD 12, Fort 6, Ref 0, Will 3, CMB +2, Base Attack Bonus 1 Morningstar +2 (1d8+1, x2) Dagger +2 (1d4, 19-20/x2) Studded Leather, Light Wooden Shield (+3 Armor, +1 Shield) Abilities Str 12, Dex 11, Con 18, Int 9, Wis 13, Cha 14 Condition None I will learn the weight of my weapon. Without my heart to guide it, it is worthless. My strength is not in my weapon, but my heart. If I lose my weapon I lose a tool. If I betray my heart, I have died. I will have faith in The Everbloom. I will channel her strength through my body. I will stand in her garden, and I will not tarnish her glory through base actions. I am the first into battle, knowing that I may not leave it. I will never be taken prisoner by my free will, nor will I willingly surrender any to a similar fate. I will never abandon an ally or innocent, though I will honor sacrifice freely given. I will guard the honor of my fellows, both in thought and deed, and I will have faith in them. When in doubt, I may force my enemies to surrender, but will show them no quarter they have not shown to others. I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest. I will suffer death before dishonor. I will be proud in my actions and bold in my behavior. I will strive to emulate Milani's passion. These tenants, stolen adapted from those of Iomedae, Milani's sister, were whispered into Nata's mind the day she first met Hope. While willing and able to follow them, Nata fears she may be unable to, and struggles with the weight on her shoulders. "... The problem with becoming the kind of hero you needed yourself... Is that it can't change the fact that nobody came for you." Appearance Although you wouldn't be able to tell by looking at her, Nata was born an aiuvarian, and still has their features marking her heritage. Sharp features, pointed ears, and curiously, distinctly Elven blue eyes, making her stand apart from most aiuvarians. Of course, those features are oft ignored when the more immediate features of a tail, horns, and red-tinted skin are often at the forefront of other people's perceptions of her. These infernal features, though obvious and visible, are much less pronounced than those on natural born cambions of a similar age. Her horns look practically juvenile, though they've been smashed and broken to soon into their growth that they've begun growing at awkward, irregular angles, her right horn even splitting into two smaller ones from the base. Her flesh is marred in numerous places, in the form of various burns, scars, and bruises, though most of the latter have healed by the time she has reached Kenabres. While many of them are easily attributed to youthful mischief or improper handling of a torch, the truth is that most of them come from her peers and neighbors from her home town, disgusted at her infernal form, driving her away whenever she tried to return. Many of the burns coincide in places where more profane deformities had begun to manifest, being "cauterized" in the words of her tormentors. She carries herself very slightly, often with a pronounced hunch, shoulders slouched, and her tail wrapped nervously around her legs. Ever since meeting Hope she's done her best to carry herself more aggressively and proudly, but she often slips up and reverts to her defaults, reclusive nature. An overwhelming majority of the equipment she has brought with her was donated by other members of Milani's faithful, and consequently much of it is ill-fitting or awkwardly sized. Even the morningstar she was provided, thoughtfully emblazoned with the Everbloom's emblem, looks almost comical as the small girl tries to use it. The only possessions of hers that came with her to the city are the clothes on her back, which look like little more than an assembly of rags, and a rusted, broken piece of an arming sword, sized and sharpened almost like a dagger. With her at all times, though oft tucked away within the safety of her armor, is a small white mouse, bright red eyes inquisitively staring at anything and everything it can, commonly chittering and squeaking to Nata as though she can understand it. Personality Nata aspires to be everything that Milani sees in her, even if she doesn't see those same qualities herself. Bold, ambitious, confident... While she can and will exhibit all these qualities to the best of her ability, she often finds herself stumbling and retracting back into herself, an action she feats will cost her her oath one of these days. Still, despite her apprehensions and misgivings, she is determined to do something good with the chance she was given, no matter how small the gesture might be. She'll never overlook those in need, as long as it is within her ability to help. Due to her being ostracized from civilized society, and from living in such a small community to begin with, Nata's education was never particularly robust, and struggles to understand the wealth of topics she is unfamiliar with. Backstory Nata Corvus' story begins generations ago, long before she was born, in the city of Nerosyan. Though long before Nerosyan was Mendev's capital, it was a small agrarian community, rustic and peaceful. As the Worldwound was birthed, and before the First Mendevian Crusade was able to integrate themselves and fortify the city, the corrupting influence of the Abyss poisoned the soil and water alike that gave life to Nerosyan, it's corrupting influence seeping slowly into every resident of the small town, and those along the border. Not enough to kill, mind you, but that poison always lingered, and was passed down from parent to child unknowingly for the next hundred years. That poison, that corruption, laid dormant for generations, never manifesting beyond perhaps the occasional lucky sorcerer. Though it was never truly gone. One particular family from this town was a member of the Corvus line(though that particular name only joined the family a few generations later). His children's children would eventually make their way further north to the town of Valas's Gift, by the West Sellen River, and that is where the family would stay for many more years, until eventually Nata was born. Despite how she looks now, Nata was born a half-elf, an aiuvarin, to a loving family. Their home, and their town, was small, but warm and welcoming in the face of the Worldwound. For the first several years of her life, this was all she knew, and in truth, she likely would have been happy to have spent her whole life there. Of course, life has a way of taking you in unexpected directions when you least expect it. Although no more than ten years old at the time, Nata was stolen away from her sleepy little town, and forced into a profane ritual for reasons she never came to learn. Her memories of the encounter are hazy, she doesn't even fully know how she got away or found her way home(she thinks she remembers some adventurers coming to her aid, though that could just as well be wishful thinking). Though while returning home, things were, different for her. The ritual failed, at least that's what she thinks happened. She wasn't sacrificed or killed, but that small bit of poison that had tainted her blood for generations finally made itself manifest, and although unknown to her, it saved her. In a way. Gone was the half-elf, with a warm smile and rosy cheeks, and instead a cambion walked into the village, complete with horns, a tail, and the Abyss on her tongue. Any goodwill her home had for her was lost with these new features. What should have been a joyous time of a missing child returning home lead to fear and paranoia. Her parents were accused of cavorting with demons, making a deal to save their child, or some other horrendous acts. The paranoia eventually even breached the safety of her family, her father leaving for lands unknown, refusing to live in a home with a demon and her mother. Eventually the torment from her peers and the ensuing poverty cost Nata's mother her life, and for the first time, Nata was well and truly alone. Still only a child, Nata was well and truly unsure what to do. She couldn't fathom leaving home, even without any kind of support, and even with the abuse her neighbors graced her with. She struggled to care for herself, doing what she could to teach herself to forage and survive on her own, never venturing far from what used to be her home. She's try and sneak in, sleep in her old family home, now abandoned(and eventually burned to the ground). She'd try and visit her mother's grave, only to be chased out of town and the small plot desecrated. She counts herself lucky that she wasn't sold to slavers or killed by goblins, if that could even be considered worse, but by the time she was an adult she had well and truly lost all hope. The once vibrant blue eyes of the young aiuvarin were now dulled and grey, barely even considering herself worth of survival, let alone joy. But she still never worked up the courage to leave Valas's Gift, no matter how awful they were to her. It was the only home she ever knew. Still barely an adult, eking out a meager life in the woods, she was set upon by a small, white, field mouse. The animal stared at her eagerly, knowingly. The fact that it's color was so distinct from it's surroundings made it vividly stand out, and Nata was helpless to ignore it for long. Although incapable of speech, she felt an odd kinship with the creature, feeling comforted by it's presence. The day she met this small mouse, a promise was whispered to her, from no one she could see. A promise of hope, of a chance for change, in exchange only for her trust and her faith. Perhaps she was desperate and didn't truly understand the choice being offered to her, perhaps she truly wished to embrace a higher power, not even Nata is sure she understands yet. Though perhaps reluctantly, and confusedly, she accepted. With one last forlorn look back at her home, and what had once been her mother's burial plot, Nata left, her only companions being a rusty sword fragment, the clothes on her back, and the small, white mouse, which she began affectionately referring to as Hope. Over the next couple weeks, guided by Hope, Nata made her way south along the river, slowly making her way to Kenebres. Hope wanted to make sure they arrived by the 16th of Arodus, though she didn't understand exactly why, but followed unquestioningly. The trip, however brief, was beset multiple times by a number of Milani's faithful, presenting gifts and lessons at The Everbloom's guidance. Weapons, and armor, combat methods and prayers. In truth she barely understands any of what she is being asked or given, but graciously accepts their charity, even if their mere presence mutes her already apprehensive personality. If there's anything she took away from their tutelage, though, it's that Hope wanted to make sure they didn't miss Armasse, so she could hopefully get proper combat training and not only some basic forms. She made it to the city early on the day of the 15th, one day before the celebration. She had never seen so many people before in her life, and while she might have been in awe while she was still a child, she couldn't help but look on in terror as memories of her neighbors and former peers once more swirled in her mind. The past few weeks of feeling valuable and wanted were instantly swept away, nearly making her flee, before instead burying herself in an alley, away from prying eyes. She knew she couldn't stay there forever, not like in the woods, especially not when they're so close to the goal Hope set for them. It was unbecoming for one of Milani's faithful as well, at least that's what she tried to tell herself as she skulked her way deeper into the city. Rather than allow herself to sleep on cobblestones, and feeling the weight of the coin in her pocket, Nata decided to try and embrace the brashness that Milani so undoubtedly wanted to instill in her. She'd find an place to stay, a proper meal, and she'd do so confidently! That's what it takes, right? Fake it 'till you make it? Maybe the Honeyed Blackmoor Café has rooms... Notes I'm not totally sold on the Stolen Fury angle, to be honest. I was originally considering Touched by Awfulness, and the backstory was going to go something like "being exposed to a powerful Abyssal entity at such a young age, combined with the long-dormant Abyss in her blood, caused her to turn into a Tiefling", but the Stolen Fury trait literally being "you absorbed Abyssal energy from a ritual" it seemed more fitting. If Nata does get in and we have two people with Stolen Fury but no Touched by Awfulness I'm open to changing it if you'll allow. Also as mentioned in the OOC chat, I'm also up for Touched by Divinity for similar reasons, since I think it works nicely with the Chosen One Paladin angle. I'd probably end up changing the backstory to having her just manifest her latent tiefling features later than normal rather than being from an external catalyst.
  12. I would like to formally re-apply with Diesel Dayv, slightly changed. Let me know if there is anything in particular you would be interested in having changed or elaborated on. Dayv Fellerman (He/Him) [ Race: Human Class: Unchained Rogue/Cad Fighter/Slayer Ability Scores STR: 12 DEX: 18 CON: 14 INT: 14 WIS: 16 CHA: 14 HP: 112 AC: 20 Fort: +7 Ref: +9 Will: +5 ―Feats― Human Bonus Feat: Improved Initiative Skilled Unchained Rogue Trapfinding Finesse Training Sneak Attack +4d6 Evasion Danger Sense +2 Debilitating Injury Uncanny Dodge Rogue Talent: Underhanded Trick Rogue Talent: Getaway Artist Finesse Weapon: Sword Cane Rogue's Edge: Sleight of Hand Rogue Talent: Combat Trick (Quick Dirty Trick) Cad Fighter Dirty Maneuvers Slayer Track Studied Target +1 Slayer Talent: Sunlight Strike Feats 1. Dirty Fighting 3. Quick Draw 5. Signature Skill (Profession: Driving) 6. Agile Maneuvers 7. Accomplished Sneak Attacker, Dodge 9. Greater Dirty Trick ―Background― Dayv grew up in the streets, struggling for his next meal and a warm place to stay. Life gave Dayv lemons, well more accurately, Dayv stole lemons. Petty theft was his gateway drug. He was good at lifting purses, running scams and other illicit activities. He quickly upgraded to grand theft auto, where it was that he found he had a true knack for driving and skill with engines. Like most career criminals, however, the illegal life only lasts so long. He was caught but unlike most was caught by just the right person. The Marshall, whose ride he was attempting to steal, saw something in Dayv. This young street rat was already doing things with an engine that adults struggled with. This was the break that Dayv never knew he needed. His life was different from then on. His unique skills were folded into one of service to the Empire. He struggled at first, as one could imagine coming from his background, but he found his rhythm and became a full fledged Marshall thanks to the support from his mentor and drive to change his ways. ―Personality― For all the things that he has been through, Dayv has a generally good humor. He treats everyone with a modicum of respect upon first meeting but it is easy to see who loses that respect quickly. He is not shy with his sarcasm and uses quips and lines during tense situations as a crutch to overcome any natural fear. ―Appearance― Dayv is naturally handsome but many have said this his real charm comes out when he has that small dusting of soot or oil on his face from the engines. He keeps his dark brown hair short and a smooth trim beard, his brown eyes round out his overall facial features. He keeps his fashion down so as to not seem above the common folk whom he readily relates to. Not only does his dress usually seem common but it is tailor to accommodate his wide array of hidden weapons. His short top hat has a place for his brass knuckles, his belt buckle has a punching dagger. His boots have a spring blade within as well as the mechanism on his coat sleeve for his derringer, to name a few. ―Skills― (unlisted = unranked) Acrobatics 5 (+12) Bluff 5 (+10) Climb 5 (+9) Diplomacy 5 (+10) Disable Device 10 (+17) Disguise 5 (+10) Escape Artist 5 (+12) Perception 10 (+16) Profession (Driver) 8 (+14) Profession (Mechanic) 6 (+12) Sense Motive 10 (+16) Sleight of Hand 10 (+17) Stealth 10 (+17) Notes: I still have some money to burn but overall I am happy with the state of the character.
  13. Cirus Xian Novice Male Human, Scholar, Adventurer Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Faith d4, Fighting d10, Healing d4, Notice d6, Persuasion d4, Stealth d4, Survival d4 Pace: 6; Running Die: d8; Parry: 7; Toughness: 8 Hindrances: Code of Honor, Mild Mannered, Outsider (minor, Foreigner) Edges: Brawler, Monk Weapons: Unarmed (Range Melee, Damage Str+d6, AP 2), Staff/Quarterstaff (Range Melee, Damage Str+d4, Reach 1, +1 Parry) Language: Common (native), TBD, TBD Current Wealth: 300gp Special Abilities Adaptability: Start with a free Edge (must meet requirements) and a d6 in any one Attribute. This does not increase the attribute limit. Martial Discipline: +1 Toughness if wearing no armor. Stunning Fist: When a monk hits a target with an Unarmed Strike and scores a raise, he may make the foe Distracted or Vulnerable. This occurs even if the victim takes no damage or Soaks it Unarmed Strike: Gain +1 to Fighting attacks when attacking unarmed and AP +2. They cause Str+d4 damage with their hands, feet, or other Natural Weapons. Always counted as Armed and on a raise rolls a d10 for bonus damage. ------------------------------ Current Load: 4 (61) Books In Use: Pathfinder Core Book, Pathfinder Advanced Players Guide, Pathfinder Companion Setting Rules: Multiple Languages, Pathfinder Style Languages Setting Modlines: +1 Edge Validity: Character appears valid and optimal Background Left as an toddler at the Windsong Abbey, where the southern edge of the Winterbole Forest meets the Dawnforge Mountains, Cirus grew up in a world far from his birthplace. Had it not been for Xian Fei, a expat from distant lands and follower of Desna, Cirus might never have taken steps into the outside world. For many years Fei watched over the boy, subtly teaching him of the world at large, including his culture's methods of defense since many of the other children bullied the youth. When Cirus turned 10, after several years at the Abbey, Fei took him on a pilgrimage with a pair of scholars so Cirus might learn the history and culture of Nerath. Along the way, he learned much and even learned to incorporate much of Desna’s holy weapon as well as the ideas and expressions of the Tarot into his martial style. His life truly took a turn when, just as Cirus turned 15, Fei extended their pilgrimage on into the Nentir Vale so that Cirus would learn that portion of his birth heritage. For two years they wandered, listening and learning as they journeyed alongside all manner of traveller. Then, at that point however, fate frowned upon them and the caravan they travelled with was attacked and destroyed, with Cirus being one of he few survivors. Mourning his mentor, Cirus sought honorable vengeance against the attackers, in the end being part of an expedition to wipe them out. After that, Cirus struggled to decide his path. Feeling Desna's influence urging him to travel, visiting place to place and spreading her faith as mush as possible. His journeys over the last two years have led him from Nentir Vale, through Southern Nerath, to distant ports in other regions, and back to Nentir Vale once again just in time to celebrate his twenty-first birthday. Little did he know of the further twists Desna had in store for him...
  14. , Drakona Wizard Background: Therodusax, or just Thero to those outside of what he calls "the business," is a Drakona wizard who loves to put on a show! Tricks and spells and magical healing. He hails from a mountainous region where the cities aren't big but they do bustle with mining industry types and intercity trade between various sized hamlets amidst the hills and valleys. Him and his faithful fire sprite companion, Doodad (a small foxlike creature the size of a Pomeranian), he would travel these villages putting on show, spectacle and perform feats of wonderous healing. Little did anyone know that half the time this was all an elaborate ruse to drum up interest in him and to generate money. He's not been very successful in this venture as he's been one upped by a Katari Wizard named Palo who also is in on this con artistry scheme and has been far and away more successful with his band of crowd plants. A scheme Therodusax had never considered. Now you may ask Thero "Hey, Therodusax the Omni-knowing! Why wouldn't you just run the same scam!" Yes yes, it is an obvious scam one could rely on but it's all too quaint and has many flaws! What if the locals catch on to the plant arriving into town at the same time as some of such magnificence as him! This has lead him to questioning his career path and leaving his region for a bit to become more learned in more spectacular magics! More healing! Yes, perhaps he could even create something of a following in tribute to his own magnificence! Description: Therodusax is built like you'd expect most Drkona's to be. He has a impressive, full figure. The sort of build that he's been naturally blessed with, but is all show. He accentuates these features with a deeply blue robe, with accents of little arcade runes that run down the seams and accents of the robes design and help accentuate the larger details. Great dragons blowing their magical breaths. His skin is made up of red drakona scales with hints of a rosey pink in areas where softer tissue is located. The skin is a direct contradiction to his ice breathe (that he often will use a mint leaf to try and freshen up. Have to be appealing at all times to get the marks, uhh I mean, the believers to truly admire your greatness!) with which he loves to show off. His staff is one that he's customized a great deal to be dragon themed. The stop of which is a silver dragons head with an arcane orb in it's mouth that will glow or reflect whatever element or magics is being cast with it. He also has a dagger on his hip belt just in the event he needs it's utility or threaten a promoter holding out on him.
  15. Art is by GamerPlaystation8 on DeviantArt Kurith Krath is proud, to the point of being egotistical. He has guarded the caravans of the Capriceph tribe since he was a boy, mentored by his father in the art of blade, fist, and boulder-like head. Sadly, that boulder-like head and cockiness makes him impervious to good sense at times, and easily blindsided by those who would betray him, especially if they have a pretty face, a bottle of strong liquor, and a host of underlings ready to rob innocent traders blind. And a willingness to stab drunk fauns in the back. No matter. He's not forgetting that face any time soon. It might be easy to fool him once, but trust, once lost, is difficult to reclaim, even for somebody as thick as Kurith. He wants to be stronger. He wants to be ready. And if that means swallowing his pride and finding friends better at quick or deep thinking than he is, so be it.
  16. Born to a lesser house and too low on any priority to make it into the faith, Syphilia was therefore relegated to the martial ways of the warrior. Her light skin was probably the thing that saved her life. Rather then be relegated to yet another House warrior, she was groomed to be a spy and a scout. An asset they could send to the surface and insinuate herself into the populace to provide information and the occasional assassination. She was rigorously trained in the subtle arts of knife fighting. All the while, Syphilia herself always felt out of place. She saw her culture and saw how they treated each other and she quickly grew dissatisfied. In fact, she took to her training with vigor all in the hopes of being deployed to the surface. Once there, it was a shock to her family but not to her that she immediately cut all ties to her House. She quickly fell in with a mercenary company, putting her skills to use for herself and her goals. She dealt with a lot of racial tensions but was able to push past them, showing her true self and that no one need fear her. She still feels this pressure as she meets new people but she does what she always has, showed that her actions speak louder than her skin tone. It was during this time as a mercenary that she developed a completely unexpected passion, carpentry. She was immediately enamored with building with her hands and the hard work and the feelings that came with the creation of something that helps others. Her time with the group came to an end and she found herself helping the town of Sandpoint with various work, becoming close with a Daviren Hosk. This connection proved to be the beginning of Syphilia’s tale. NPC Connections Beldiel Uula: This iron-willed drow matron became what could loosely be called Melonie's maternal figure after she was taken at birth. Their relationship, as is often the case with stereotypical drow, was nothing warm or nurturing. Beldiel took great pleasure in sending Melonie off to presumably die. With more than fifty years passing since then, it's doubtful they'll ever meet, but drow are farsighted plotters. Reiner Stockeln: This hardy dwarf was the man who taught Melonie most of her carpentry skills. They spent time together on the battlefield, but Reiner wasn't as much the type for fighting. In fact, Melonie learned one of her catchphrases from him, “I'm too old for this – in human years.” His friendship helped her open up and gave her something to strive for besides fighting for coin. Amurel Vithriss: After a particularly tough battle Melonie met this priestess of Sheyln near a blood drenched grove. There was little of beauty to be found, but the priestess still managed to convinced the knife fighter that there was something inspiring in the nature which framed the corpses. As macabre as it seemed this gave some levity to the experience. After speaking for a long time Amurel taught Melonie everything she needed to know to worship Sheyln. Melonie didn't waste her breath telling the priestess she had no intention of flaunting her new religious influence through anything but her actions. They parted ways and have not met since. Dirk Emberfell: During Melonie's travels she spent some time in a backwater town helping fix some homes after a flood. Helping out poor farmers and fishers without asking for much pay hurt her coin purse. She was forced to ask greasy-haired Dirk for a loan. She's effectively paid him three times over after running into him on several occasions, but he's got a short memory. She holds onto a piece of parchment signed by them and an official stating their business was finished, but she hopes never to see him again to worry about needing it.