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"If you live in the dark a long time and the sun comes out, you do not cross into it whistling. There's an initial uprush of relief at first, then-for me, anyway- a profound dislocation. My old assumptions about how the world works are buried, yet my new ones aren't yet operational. There's been a death of sorts, but without a few days in hell, no resurrection is possible." Theme: Twist in my Sobriety Evelyn Tander Elf (Seer Elf) • Returned • Wizard (Necromancer) 1 Medium • Neutral Good • Abilities Strength 10 (+0) • Dexterity 14 (+2) • Constitution 10 (+0) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 14 (+2) Boosts • Ancestry: Dexterity, Intelligence, Charisma, Ability Flaw(s) Constitution • Background: Constitutions, Intelligence • Class: Intelligence • Free: Wisdom, Dexterity, Intelligence, Charisma Adventuring & Combat HP 12/12 Perception +4 • Trained +3 • Wis +1 • Item 0 • Senses Low Light Vision Speed 30 Class DC 17 • Trained +3 • Base 10 • Int +4 • Item 0 Armor and Shields AC 15 • Trained +3 • Base 10 • Dex +2 • Item 0 • Trained: Unarmoured Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude +3 • Trained +3 • Con 0 • Item 0 • Reflex +5 • Trained +3 • Dex +2 • Item 0 • Will +6 • Expert +5 • Wis +1 • Item 0 Weapon Proficiencies • Trained: club, crossbow, dagger, heavy crossbow, and staff • Trained in unarmed attacks Fist +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d4 Bludgeoning • Notes Agile, Finesse, Nonlethal, Unarmed Dagger +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d4 Piercing • Notes Agile, Finesse, Thrown 10 feet, Versatile S Crossbow +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d8 Piercing • Notes Range 120 feet, Reload 1 Staff +3 • Trained +3 • Str +0 • Item 0 • Damage 1d4 Bludgeoning • Notes Skills Acrobatics +2 • Untrained 0 • Dex +2 • Item 0 Arcana +7 • Trained +3 • Int +4 • Item 0 Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -0 Crafting +7 • Trained +3 • Int +4• Item 0 Deception +2 • Untrained 0 • Cha +2 • Item 0 Diplomacy +5 • Trained +3 • Cha +2• Item 0 Intimidation +2 • Untrained 0 • Cha +2 • Item 0 Lore: Boneyard +7 • Trained +3 • Int +4 • Item 0 Lore: Elven Lore +7 • Trained +3 • Int +4 • Item 0 Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +4 • Trained +3 • Wis +1 • Item 0 Occultism +7 • Trained +3 • Int +4 • Item 0 Performance +5 • Trained +3 • Cha +2 • Item 0 Religion +4 • Trained +3 • Wis +1 • Item 0 Society +7 • Trained +3 • Int +4 • Item 0 Stealth +5 • Trained +3 • Dex +2 • Item 0 • Armor -0 Survival +1 • Untrained 0 • Wis +1 • Item 0 Thievery +2 • Untrained 0 • Dex +2 • Item 0 Languages: Common, Elven, Varisian, Auran, Goblin, Necril Abilities Arcane Bond • Type Class • You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action. Metamagical Experimentation • Type Class • You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations. Necromancy School • Type Class • As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell. Feats Diehard • Type General • It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4 Elven Lore • Type Ancestry • You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore. Forlorn • Type Ancestry • Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. Reach Spell • Type Class • You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Spells & Powers Spell Attack +7 • Trained +3 • Int +4 Spell DC 17 • Trained +3 • Base 10 • Int +4 Focus Points 1/14 Spells/Day: 0: 5+1 • 1st: 2+1 Prepared Spells Spell 0 — • Chill Touch • Electric Arc • Infectious Enthusiasm • Light • Shield • Telekinetic Projectile Spell 1 — • Animate Dead • Fear • Illusory Object Spell Inate • Detect Magic Focus Spells • Call of the Grave Inventory Money: 5 GP 5SP Bulk 3/5 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Alchemist's Tools • Bulk 1 • This mobile collection of vials and chemicals can be used for simple alchemical tasks. Writing Set • Bulk L • Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. Explorer's Clothing • Bulk L • Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armour. For more information on explorer’s clothing, see its entry in the armour category. Material Component Pouch • Bulk L • This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations. 10 bolts • Bulk L • Arms and Armour Crossbow • Bulk 1 • Hands 2; Group Bow; Range 120 ft.; Reload 1 • This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt. Dagger • Bulk L • Hands 1; Group Knife • This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. Staff • Bulk 1; Hands 1; Group Club • This long piece of wood can aid in walking and deliver a mighty blow. Appearance Evelyn is a slim and attractive elf, young and graceful. Her clothes are utilitarian but often old fashioned. She favours bright colours, pinks and yellows and bright greens. Her long, blonde hair is usually tied back quite severely, either in an elaborate knot or more often in a plait that runs behind her ears and down her back. Her blue eyes are striking and she often touches up their appearance with a simple cantrip. When she lets her thoughts drift those eyes betray a deep sadness and a loneliness that anyone who knows her history can understand. Personality During her first life, Evelyn was happy to have married a merchant, despite him being human. She was comfortable with outliving him as long as they had a full life together. Their son was going to be their legacy, a way for Martius to live on. The love that Evelyn and Martius had was genuine and she is dismayed at how the decades ravaged him. She was also horrified at the obsession that her husband had in bringing her back from the dead. His own death, only months later left her in mourning and she is trying to build a new life for herself. Her son is a grown man who never knew her and their contact is awkward at best. She knew nobody else in Sandpoint when she was resurrected and they are often forced together as a result. She feels that she should give him space and moved into the White Deer initially and later took it upon herself to follow the path of her deceased husband as he travelled and searched for a way to bring her back. Her death and resurrection and the years she has missed have made her sad but she works to remind herself of the second chance that it has given her. Sometimes she drifts off, thinking about friends who have passed away or who have left to seek new fortunes. There weren't many elves to talk to in Sandpoint but she befriended Hannah Velerin and volunteered to help the woman with her cures when she can. In return Hannah helped Evelyn with sleeping droughts to drive away the dreams that she has. History Evelyn died 30 years ago after giving birth to a son, Nisk. Her husband, Martius Tander, a merchant and lay priest of Iomedae was devastated. He gave up his business and dedicated himself to the goddess of justice. Their son was placed with foster parents in Sandpoint and away he left on his crusade. It could be said that he threw himself into battle in order to join his wife in death but death eluded him. He won battle after battle, and advanced within the church hierarchy as a noble defender and crusader. He travelled far and wide and fought demons and dark monsters. He seldom returned to visit his son or to lay flowers upon his wife's tomb though he send enough money for the boy to be educated well. Two winters ago, now in his sixties and suffering from old age and a hard life on the road, he finally returned home with one last deed to be performed. He carried with him a staff of power, a relic of the church, recovered from ruins deep in the north lands. Breaking open the tomb he used the staff to resurrect his dead wife. Confused and frightened, Evelyn ran from this strange, scarred, old man dressed in armour and carrying a glowing longsword. Sandpoint had changed in 30 years. Next to the graveyard, the small wooden chapel dedicated to the gods of good had been replaced with a more modern, stone cathedral. New buildings had been put up, the main street now had cobblestones and she didn't know a soul. Martius caught up with her and calmed her down but not before she'd burst through the door of the new White Deer and upset a table. Her introduction to the new Sandpoint caused quite a stir, at least for the innkeeper and the dinner guests of The White Deer. Martius explained what he had done and then took her home to their son's shop. Nisk was not at all pleased at his father and accused him of dabbling in dark forces. Having been estranged from his father for most of his life the alchemist and merchant was justifiably angry. Yet he treated the mother he'd never met with awe and amazement. Nisk had always blamed himself for her death and was pleased to have the elven woman dismiss the idea as nonsense. As the weeks went by and Evelyn got to grips with her new life she began to see how Martius' obsession had caused him so much pain. Not just to himself but to their son. Nisk was raised almost as an orphan and had developed something of a chip on his shoulder. Having his parents return has left the young man treading on eggshells. Worse, Martius had been concealing the effects of age. He was dying. His wish had been to return his wife to life, spend his last years with her, and die happy. Sadly those years were shortened to only a few months. Martius died in the spring. His body and the holy artefacts he carried were given over to the church who arranged for their distribution. His body was laid to rest in the same tomb that Evelyn had laid in for thirty years. She doesn't like to talk about her death and resurrection and she fears that something beyond the grave has come back with her. Before her death her spells could create bright lights to dazzle and surprise people but now they've become shadows that claw and bind people fast. There's a darkness to her now too, a weight on her soul that sometimes threatens to pull her down into its depths. Evelyn helped with her son's business but her alchemy skills are limited. She's sold a few spell scrolls through him but they are expensive and not in high demand. Her help with Hannah's Cures earns her a few coins too but identifying plants is hardly lucrative and it's something that Hannah can easily do alone. She tried to spend her free time with her son and daughter in law. Nisk had married a local woman in the spring while his father still lived. She's not needed though and often feels in the way. She spent a long time writing to contacts of her late husband, introducing herself and passing on the news of his death. One of the letters that came back to her was from a Professor Lorrimor. He invited Evelyn to travel to his estate in Ustalav, a thousand miles by road from Sandpoint, and stay for several months. He had news of her husband's activities some twenty years earlier and wished to examine her following her resurrection. Giving the matter some thought she eventually decided to accept his offer. She felt useless and out of place in Sandpoint and had long wished to travel. This was her chance. She set off after bidding her son and her few friends goodbye, promising to write whenever she could. The journey took a little over two months, travelling as she did with merchant caravans and pilgrims. By the time she arrived, much of her savings were gone but she was content to have begun a new chapter of her new life.
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Name: Althea Neurath Pathbuilder Sheet: https://pathbuilder2e.com/launch.html?build=534592 Ancestry and Heritage: Human (Versatile Heritage) Background: Chance Savior Class: Swashbuckler Alignment: Neutral Good Height: 6'0" Weight: 143 lbs. Eyes: Hazel green Skin: Clear and fair Hair: Sandy blonde, kept loose Description: Althea generally finds herself standing head, and sometimes shoulders over her fellow students, despite being a recent enrollee at the University of Lepidstadt. The young first year's appearance also tended to stick out, given her fair complexion and the flaxen locks of her Ulfen heritage. A late bloomer, the formerly lanky frame of her teens had filled out into lean muscle after years of persistent training to try and take after her adventurous forebears. Her general preference for clothing is quite austere, though the material is still noticeably of fine quality. In recent years, she has taken to covering her well worn fencing leathers with bronze guards and a shirt of scale, something she claims to be a stopgap measure until she figures out how to consistently use her gangly frame to be anything other than provide a bigger target. Personality: Rather self-conscious and generally unassuming, Althea's mannerisms can be a jarring contrast to the striking first impression she tends to give off when she enters a room. She has a habit of second guessing her decisions, struggles to adapt to rapidly changing situations and can be startlingly clumsy or uncoordinated when forced to rush her decisions. Possessed of an almost saintly patience that might almost be mistaken for drive, her parents had long struggled to imbue Althea with more aggression, dash or any of the other traits that a budding duelist worth their steel would have been expected to possess. Althea's is a caring soul that likes to assume the best in people, and is often quite stung when they prove to mean her ill, making her confidence perhaps more fragile than her lean but deceptively strong frame. Still, it was perhaps those qualities that changed her fortune when she came to the aid of Professor Lorrimor in the border region known as the Stolen Lands on one of his last few expeditions abroad. Background: The natural child of a much lauded Aldori swordlord and an Ulfen reaver, Althea's parents have grudgingly worked together to try and provide a noble upbringing for a daughter that was the product of a passionate tryst built on the whims of adventure and adrenaline. While not lacking for coin in her youth, her mother's desire to have Althea follow in her footsteps have long been an exercise in frustration for her, especially as she had physically taken far more strongly after her often absent father, blossoming into a physique suited to a distinctly different set of combat skills. No matter how her persistent parent approached her training, nurturing her nature out of her has proven to be an uphill battle. Admittedly, most objective observers of her attempts at practice duels found themselves of the opinion that she probably could muscle past most other fledgling duelists' parries with sheer brute force and the leverage granted by her height, but she had always avoided doing so due to most considering it not sporting or appropriate in the Aldori style she was trained in. Still, it hurt Althea to notice how consistently she disappointed her ever supportive mother, feeling herself to be an unproductive burden with every year that passed that she seemed unable to establish herself. Despairing of ever bettering her skills as long as she remained in Restov, Althea took advantage of a recent spurt of adventuring interest for parties to head into the northern River Kingdoms to try and improve her abilities, taking little more beyond the blade that was her birthright. Even there, her tendency to fail to live up to the reputation expected of someone openly swinging an Aldori blade tended to get her blacklisted quite quickly, and she had been about to give up and go home to ask forgiveness from her mother when the fates seemed to lay down an unexpected path and patron for her, as she headed towards instead of away from cries of panic and fear despite being on the road alone and found the chaotic havoc of an expedition led by the Professor Lorrimor around a forgotten barrow beset by a werebeast. The bodyguards of the small group had already been felled by the vicious creature's ambush and now the injured professor and his aides were trying to fend off the unexpected assailant with the only piece of weaponized silver in the vicinity...by sheer chance, an ancient Aldori blade from the Age of Enthronement. Even so, the victory that followed was a near run thing but the coincidence that somebody with her specific skills, subpar though they might be, had stumbled into the camp at the very moment it was direly needed was viewed as a powerful quirk of fate by the Professor. Though he kept the ancient artifact for further research, she encouraged Althea to broaden her horizons and perhaps see if she might fare better in a different dueling school. He thus allowed her to join him on the journey back to Ustalav, paying for her tuition to start attending the University of Lepidstadt where she might be able to hone her skills amongst the dueling fraternities. He even suggested that if she successfully got to her final year, he might even reunite her with the blade and be her advisor in preparing a new thesis that challenged the accepted history of the activities of Sirian First during the Taldan expeditions into Rostland in the late Age of Enthronement. Althea was barely into her first year of getting settled into a new life in Lepidstadt, appreciated as she was for the first time in a long while, when the news of her patron's untimely end arrived, throwing everything into disarray and putting her future attendance at the school in jeopardy. She thus suspended her preparations for the dueling gauntlet on Fifthstones Hill that would have marked her acceptance into one of Ustalav's dueling fraternities, and travelled south to Ravengro with a growing dread. Dourly accepting that life was bound to disappoint her once more, she tried to harbour the faint hope that she might at least be bequeathed the ancient silver blade and have that to show to her mother as the meagre product of her extended absence from Restov. Regardless, Althea certainly felt she owed the only stranger to have ever put faith in her a last visit for his troubles, before lack of funds was bound to force her to trudge off back to Brevoy with the weight of legacy still bearing down on her shoulders.
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Overview Vahl Marmam First Impressions: Vahl Marmam is a Human of mixed Varisian and Ulfen ancestry. He's of about average height with a sturdy build and boyish good looks. He carries himself like a warrior and carries an oversized sword, but he also has a way of putting people at ease. He favors colorful clothes with fur trim, but he's obviously not wealthy enough to own anything truly fine. Background: The son of a blacksmith, Vahl's earliest memory is the first time he picked up a sword - just to help out in the workshop - and knowing that this was something important, something he was meant to be doing. He became obsessed with swords, even though they were a minor part of a village blacksmith's work, and after a few years his father gave up all hope of apprenticing him as a blacksmith and sent him off to train with the town guard. Every time he sparred, he sensed...something, just out of reach. Like he was close to realizing something vitally important. As his skill increased, he started to understand that, for him, those moments of intense life-and-death struggle were a pathway to grasping some hidden, ultimate Truth of reality. He began to push himself harder, seek out more challenging opponents, dance closer to the edge of death in the pursuit of elusive enlightenment. Someone who is always seeking out fights is not cut out to be a town guard, so he became a wandering blade-slinger: mercenary, bodyguard, and occasionally assassin. He doesn't relish killing, but he's not squeamish about it, either, and the eternal quest for cosmic wisdom doesn't pay the bills. This is how he came into contact with Petros Lorrimor: Lorrimor needed some extra muscle, and Vahl needed the work. But what impressed Lorrimor the most about this mercenary was not his skill with the blade, but his enthusiasm for esoteric lore and the occult. They remained in touch and Vahl has worked for him on several occasions. Personality: Vahl has what almost seems like a split personality. Most of the time, he's friendly, curious, easy-going, and sometimes a bit absent-minded and naïve. Above all, he's a seeker of Truth and is always eager to learn more about different faiths, traditions of magic, and theories about the cosmos. When the prospect of a battle presents itself, he becomes intensely focused and attentive. He approaches swordfighting with the kind of rapture most people reserve for religious devotion, bardic performances, and true love. Compact Mechanics Vahl Marmam CN Human Oracle 1 Perception +3 | Speed 30 | Conditions none AC 17 | Fortitude +4 | Reflex +4 | Will +5 | hp 17/17 Bastard sword +6 (two-hand d12) 1d8+3 slashing AncestrySize: Medium Traits: Human, Humanoid Heritage: Versatile Ancestry Feats 1 Natural Skill 1 General Training (Multilingual) 3 5 7 9 11 13 15 17 19 | Archetypeplanning for duelist 2 4 6 8 10 12 14 16 18 | BackgroundOn the Payroll (worked as a bodyguard for Lorrimor) Skill and General Feats 1 Fleet (from Background) 1 Incredible Initiative (from Versatile Heritage) 1 Multilingual (from General Training Ancestry Feat) 2 (skill) 3 (general) 4 (skill) 6 (skill) 7 (general) 8 (skill) 10 (skill) 11 (general) 12 (skill) 14 (skill) 15 (general 16 (skill) 18 (skill) 19 (general) 20 (skill) | ClassMystery: Battle Trained in medium and heavy armor, martial swords Feats 2 4 6 8 10 12 14 16 18 20 | EquipmentArmor scale mail Weapons bastard sword short sword gauntlet Other gear adventurer's pack | Skills+1 Acrobatics (U) +4 Arcana (T) +6 Athletics (T) +4 Crafting (T) +3 Deception (U) +6 Diplomacy (T) +3 Intimidation (U) +4 Lore: Warfare (T) +0 Medicine (U) +3 Nature (T) +4 Occultism (T) +3 Performance (U) +3 Religion (T) +4 Society (T) +1 Stealth (U) +0 Survival (U) +1 Thievery (U) Languages: Common, Dwarven, Skald, Varisian | SpellsDC 16, +6 attack Cantrips Detect Magic Guidance Light Read Aura Shield (from mystery) Stabilize 1st Level (Slots 2/2) Heal Magic Weapon REVELATION SPELLS Focus 2/2 Call to Arms Weapon Surge Curse of the Hero's Burden Current Level: 0 Effects: n/a Expanded Mechanics Vahl Marmam CN Human (Versatile) Oracle (Battle) 1 [Human, Humanoid] Perception +3 | Speed 30 | Conditions none AC 17 (scale mail) | Fortitude +4 | Reflex +4 | Will +5 | hp 17/17 Attacks Bastard sword +6 (two-hand d12) 1d8+3 slashing Gauntlet +6 (agile, free-hand) 1d4+3 bludgeoning Short sword +6 (agile, finesse, versatile S) 1d6+3 piercing Spellcasting DC 16, +6 attack Cantrips Detect Magic, Guidance, Light, Read Aura, Shield, Stabilize 1st Level (Slots 2/2) Heal, Magic Weapon Focus Spells (Focus 2/2) Call to Arms, Weapon Surge Notable Feats Incredible Initiative Skills Acrobatics +1, Arcana +4, Athletics +3, Crafting +4, Lore (Warfare) +4, Medicine +0, Nature +3, Occultism +4, Performance +3, Religion +3, Society +4, Stealth +1, Survival +0, Thievery +1 Abilities Str +3, Dex +1, Con +1, Int +1, Wis +0, Cha +3 Languages Common, Dwarven, Skald, Varisian Equipment adventurer's pack Load 5, encumbered 8, max carry 13 Money 5gp, 2sp
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Full disclosure, it's been several years since I played any RPGs. Last time I played was during Pathfinder 1e, so I'm very new to the 2e system (this is actually my first build with it). I find the notion of a necro-gothy sorcerer who keeps trying to convince himself he's neither gothy nor necro amusing as heck ("I'm just your average magic guy. Nothing graveyard-y to see here. Pay no attention to the care packages from the local wights with that 'welcome to the family' card...."). And since I'd just statted him up in 1e, it seemed like a reasonable learning opportunity to try a 2e conversion. Hopefully it's not an utter mess. Sheet: Zagian Theem Background: Zagian grew up in the shadow of his older sister. Ziggellia was a prodigy of New Thassilon's wizardly traditions, while Zagian never could wrap his brain around the complex preternatural theorems to spell casting. When he came of age, he signed on with a merchant ship and announced he was leaving to seek his fortune (and also, let's be honest, get away from the constant, disappointed glares of his wizard parents). Zig insisted on working her magics on her little brother before he left. Zag had to take his sister at her word that the intricate runes would protect him from the dangers of the wider world; other than how quickly the tattoos healed, he didn't feel any more magical than before. Until the night of a terrible storm on the waves, when one of the tattoos sparked. Rather than keep him safe, though, the spell craft seemed to call to the roiling thunder. The small arc of electricity from his flesh met its larger, deadlier cousin crashing down from the clouds. A bolt of lighting struck the ship's deck. Zag should have died. He did die, though his corpse showed no signs of burns. After the storm, the crew couldn't revive him. They wrapped him up to return him to the sea. Then he woke up. The superstitious sailors welcomed Zag's choice to abandon the vessel as he searched for answers to his inexplicable return past the final boundary of life. Remembering the sailors' thinly-veiled unease, Zag kept his resurrection to himself, especially when he began to manifest small physical changes (how does hair turn purple overnight!?) and mysterious magical abilities -- though he still couldn't make heads or tails of a spellbook. He risked exposure when he heard the reputation of Petros Lorrimor. He subjected himself to the professor's inspection and tests, and corresponded with him when the professor moved on to other active projects. The last letter he got from the professor only deepened the ambient dread Zag felt since that day he woke wrapped in burlap on a ship's deck. In that last letter, the professor suggested that just because Zag didn't stay dead might not mean he actually came back to life...
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Gordanth Blackstone Overview Ancestry: Dwarf (Death Warden) Background: On the Payroll Class: Rogue (Ruffian) Archetype: Undead Slayer (planned) Sheet: https://www.myth-weavers.com/sheets/?id=2835050 Appearance Gordanth stands 4'10 and is a stocky 165, keeping a shaved head but a full, dirty blonde beard. He tends to wear dark colors in both clothing and armor as befits his profession but may occasionally wear grays or greens if the occasions calls for it. He wears his clan insignia as a amulet, tucked into his armor. Mechanics NG Dwarf (Death Warden) Ruffian Rogue 1 Abilities Str 18 | +4 Dex 12 | +1 Con 14 | +2 Int 12 | +1 Wis 14 | +2 Cha 8| -1 Saves Perception +7 Fort +5 Will +6 Ref +7 Skills Parry, Agile, Vers (B)+7 (Trained) Crafting +4 (Trained) Intimidation +2 (Trained) Lore (Ghosts) +4 (Trained) Lore (Tomb Keeper) +4 (Trained) Lore (Underground) +4 (Trained) Medicine +5 (Trained) Occultism +4 (Trained) Religion +5 (Trained) Stealth +4 (Trained) Survival +5 (Trained) Thievery +4 (Trained) Strikes and Actions Warhammer +7 (1d8+4 B) Shove Clan Dagger +7 (1d4+4 P) Parry, Agile, Versatile (B) Twin Feint Feats and Features Sneak Attack Surprise Attack Dwarven Weapon Familiarity (Ancestral Paragon) Dwarven Doughtiness Fleet Twin Feint Battle Medicine Background Gordanth (or Gord to his friends) is the youngest of three, his oldest sister serving as a priestess of Torag, his middle brother a blacksmith of some skill. While all of the siblings serve the clan's calling, only Gordanth was truly interested in becoming a tomb warden. While he appreciates a good adventure, he doesn't suffer from any sort of wanderlust, such as his sister does, so he is always happy to return home. He is generally friendly but quick to make a decision, often to the point of being terse. Those that know him understand this is a sort of learned efficacy rather than a desire to exert his will over others. Clan Blackstone Gordanth and his clan hail from the western reaches of the Amaans, with their hold being located within the foothills of the Hungry Mountains. The Blackstone Clan are Tomb Wardens, effectively armed gravekeepers that are trained to protect both the living and the dead. To outsiders, it would appear that most of their duties revolve around keeping grave robbers at bay but given their proximity to Ghorcha Pass, the truth of the matter is they just as often have to keep the dead from breaking out as they do the living breaking in. As a whole, the Blackstones worship the Dwarven pantheon, with a particular leaning toward Magrim. Gordanth has been know to pay respects Pharasma and often finds counsel in pharasman clergy. Clan Insignia A warhammer with an eye in carved into its head Clan Dagger The broad blade is inscribed with runes, a prayer to both Torag and Magrim. The dagger's handle is wrapped in black and red leather while onyx is set into the guard and pommel. The clan's insignia is carved in the stone set into the guard. Link to Lorrimor While he never explained exactly how, the good professor came to know of a tomb located somewhere in the foothills of the Hungry Mountains. Given the area's reputation, he sought to hire a guide (and bodyguard) which lead him to the Blackstone clan, known to be specialized in dealing with the undead. Typically, this kind of job, despite being a sort of academically funded graverobbing, is the exact thing the Blackstones defend against. Gordanth's father, Kadinth Blackstone, took the job after a somewhat heated negotiation on two conditions: The professor was to defer to Kadinth on all matters once they located the tomb. Kadinth 's youngest son, Gordanth, be brought along as part of his training as a Tomb Watcher. Lorrimor agreed to the terms and the expedition set out. Despite a few close calls (and one particularly nasty trap), the expedition was successful and the professor came to call on not only the Blackstones, but Gordanth in particular, in the years that followed.
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Ravi 'Stoke the flame of your hearts' "Hide in the shadows if they make you feel safe, my fire will illuminate your dwindling resolve." Level: 1 Class: Barbarian Archetype: None. Background: Bounty Hunter Alignment: Chaotic Good Height: 6'3" Weight: 225 lbs Eyes: Orange Skin: Coal Grey Hair: Fire Race: Human, Ifrit Gender: Male Age: 26 yrs Abilities Ability | Modifier STR: 18 | +4 DEX: 12 | +1 CON: 16 | +3 INT: 10 | +0 WIS: 12 | +1 CHA: 10 | +0 Hit Points: 24 Armor Class: 18 Size: Medium Speed: 30 ft Perception: +6 ◆◆ Fort Save: +8 ◆◆ Ref Save: +4 ◆ Will Save: +6 ◆◆ Abilities Ancestry HumanRarity: common Hit Points: 10 Size: Medium Speed: 30 ft. Ability Boosts: 2 free Racial Languages: Common, Ignan Heritage IfritYou descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat. Background On the PayrollWhether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Athletics skill and a Lore skill of your choice that you picked up during a job for Lorrimor. You gain the Fleet general feat. Ancestry Features Fire ResistanceYou gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). Class Features Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Athletics (◆), trained in a number of additional skills equal to 3 plus your Intelligence modifier. Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light Armor: Trained (◆), Medium Armor: Trained(◆), Unarmed Defense: Trained (◆) Class DC (Strength): Trained (◆) | RageYou gain the Rage action, which lets you fly into a frenzy. Rage [one-action] Barbarian Concentrate Emotion Mental Source Core Rulebook pg. 84 4.0 Requirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute. | Elemental InstinctThis instinct option for barbarians allows you to channel elemental forces, bonding with a single element and its associated plane. Perhaps your ancestors were elemental conjurers or blessed by an elemental lord. Select an element from the Elemental Instincts table to be your instinct's element. If your element offers multiple damage types, choose one of those type when you select your element. Element: Fire | Elemental RageWhile raging, you're cloaked in a vortex of elemental matter; you become concealed against ranged attacks. You can't use this concealment to Hide or Sneak. While raging, you increase the additional damage from Rage from 2 to 4 and change its damage type to the one you selected for your element. If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait. | AnathemaDisrespecting an elemental creature is anathema to your instinct; defending yourself against one is not. Purposefully despoiling the elemental plane associated with your element is anathema to your instinct, though this doesn't prevent you from responsibly altering that plane. Feats Skill Feats Class & Archetype Feats Ancestry & General Feats FleetYou move more quickly on foot. Your Speed increases by 5 feet. Sudden ChargeTwo Actions. With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. BrightsoulThe fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions. | General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time. | ToughnessYou can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +1 Arcana: +0 Athletics: +7 ◆ Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +3 ◆ Lore (Warfare): +3 ◆ Medicine: +4 ◆ Nature: +4 ◆ Occultism: +0 Performance: +0 Religion: +4 ◆ Society: +0 Stealth: +1 Survival: +4 ◆ Thievery: +1 Attacks MELEE RANGE Greatsword, Versatile P ◆, +7 1d12+4 S Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +7 1d4+4 B Javelin, Thrown ◆ +3 1d6+4 P Inventory Platinum Gold Silver Copper 0 2 0 0 Weapons & Armor Lattice Armor Javelin Greatsword Adventuring Gear Worn Stowed Backpack, Grappling Hook Bedroll, Flint and Steel, Rope, Torch (5), Chalk (10), Rations (2), Soap, Waterskin Current Bulk: 4.5 Encumbered: 9.0 Maximum: 14.0 Backstory Born in the quiet farmlands on the outskirts of Ravengro, Ravi's radiant presence was a phenomenon that set him apart from his fellow villagers. From his earliest days, he bore the Fiery lineage of a distant Peri ancestor, an inheritance marked by an ethereal radiance, his charcoal skin and hair of flames. In Ustalav, a nation known for its civilization and disdain for those who deviated from traditional values, Ravi's unique heritage made him an outcast. To most Ustalavs, "Kellid" and "barbarian" were synonymous, shrouding him in prejudice and suspicion. It was in this stigmatized land that Ravi's life was forever altered. A wandering warrior named Kaldric, himself a Kellid, recognized the untapped potential within the young Brightsoul Ifrit. Kaldric, who had journeyed from the wild and untamed lands to the north and east, became Ravi's mentor. Under Kaldric's guidance, Ravi learned the ways of combat, survival, and how to harness the fiery rage that burned within him. Kaldric instilled in him not only the skills of a warrior but also the values of discipline, resilience, and the importance of protecting those who couldn't defend themselves. As Ravi honed his abilities and roamed the lands with Kaldric, taking on bounties and confronting threats, their partnership defied the prevailing prejudices of their homeland. They became an inseparable duo, challenging the stereotype that equated "Kellid" with "barbarian." Ravi's radiant prowess in battle and Kaldric's wisdom created a bond that transcended societal bias. In his early twenties, Ravi and Kaldric parted ways, for the nomadic warrior sensed that his pupil had grown strong enough to continue his journey alone. Ravi's path eventually led him back to Ravengro, where fate would reintroduce him to a figure from his past, Professor Petros Lorrimor. The esteemed scholar, though a man of culture and academia, had defied the prejudices of his homeland by forming connections with individuals like Ravi. He recognized Ravi's potential and hired him multiple times throughout his career for various tasks from hired muscle, to overland guides. When news of Petros Lorrimor's untimely death reached Ravi, grief gripped his heart, and he vowed to uncover the truth behind it. He believed that someone or something might have played a part in Petros's death. With the light of his lineage and the fire of his fury, Ravi seeks to protect the innocent, uncover the truth, and pay homage to the man who changed his life forever.
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Keydas Amrath Concept: Intellectually gifted academic who sometimes goes too far in pursuit of knowledge. Ancestry: Human (Versatile Heritage) Background: Teacher's Pet Class: Mastermind Racket Rogue (Could switch to Investigator, Wizard, or Thaumaturge, as well) Free Archetype: Loremaster, Duelist, or Acrobat Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 10 AC: 18; HP: 17 Perception +7, Fort +4, Ref +8, Will +7 Trained Skills: Acrobatics +6, Arcana +6, Athletics +3, Crafting +6, Diplomacy +3, Intimidation +3, Academia Lore +6, Whispering Tyrant Lore +6, Medicine +5, Nature +5, Occultism +6, Performance +3, Religion +5, Society +6, Stealth +6, Thievery +6 Untrained Skills: Deception +0, Survival +2 Feats: Multilingual (from Versatile), Cooperative Nature (Ancestry 1), General Training (Ancestry 1), Hefty Hauler (from General Training), Additional Lore (Whispering Tyrant Lore), Battle Medicine, Nimble Dodge Strikes: Rapier +6 (1d6 P; Deadly d8, Disarm, Finesse) Dagger +6 (1d4 P; Agile, Finesse, Thrown 10 ft, Versatile S) Fist +6 (1d4 B; Agile, Finesse, Nonlethal, Unarmed)
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APPLICATION STATUS - Ready for Review “Those who believe that the secrets of the world are forever hidden live in mystery and fear. Superstition will drag them down. The rain will erode the deeds of their life. But those who set themselves the task of singling out the thread of order from the tapestry will, by the decision alone, have taken charge of the world. It is only by taking such charge that they will effect a way to dictate the terms of their own fate.” Details Name: Orien Varamel Gender: Male Ancestry: Ancient Elf/Dhampir Background: Occult Librarian Alignment: Lawful Neutral Deity: Path of the Enlightened Scholar Age: 176 Height & Weight: 6'1" & 137 lbs Eye & Hair Colour: Grey, White Class: Investigator (Empiricist) Archetype: Eldritch Researcher Theme Song: The Angry River Abilities Strength: 10(+0) Dexterity: 14(+2)+2(Elf Ability Boost)+2(Free Ability Boost) Constitution: 8(-1)-2(Elf Ability Flaw) Intelligence: 18(+4)+2(Elf Ability Boost)+2(Occult Librarian Ability Boost)+2(Investigator Ability Boost)+2(Free Ability Boost) Wisdom: 14(+2)+2(Occult Librarian Ability Boost)+2(Free Ability Boost) Charisma: 14(+2)+2(Elf Ability Boost)+2(Free Ability Boost) Traits/Heritage Mechanics Traits: Humanoid, Elf, Dhampir, Investigator Darkvision: A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. Negative Healing: A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead. Languages Common(Taldane), Elven, Draconic, Necril, Varisian, Skald General Mechanics Hit Points: 136(Elf HP)+8(Class HP)-1(Constitution Modifier) Speed: 30 Feet Class DC: 1710+3(Trained)+4(Intelligence Modifier) Armour Class: 15 Perception: +7/17+5(Expert)+2(Wisdom Modifier)/10+7(Perception DC) Hero Points: 1/3 Saving Throws Fortitude: +2+3(Trained)-1(Constitution Modifier) Reflex: +7+5(Expert)+2(Dexterity Modifier) Will: +7+5(Expert)+2(Wisdom Modifier) Proficiencies Trained: Simple & Martial Weapons, Unarmed Attack; Light Armour, Unarmoured Defense Skills Trained(+3): Arcana(Int), Deception(Cha), Diplomacy(Cha), Intimidation(Cha), Lore(Academia, Library, Vampire, Underworld)(Int), Medicine(Wis), Nature(Wis), Occultism(Int), Religion(Wis), Society(Int), Stealth(Dex), Survival(Wis), Thievery(Dex) Feats Ancestry: StraveikaYou descend from one of the truly ancient vampires, a Nosferatu cursed to eternal life but not eternal youth. People call you Straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviours. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you., Vampire LoreYou were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vampire Lore., Psychic Dedication(Acquired through Ancient Elf Heritage)) You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. Skill: Schooled in Secrets((Acquired through Occult Librarian Background)) You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. Class: That's Odd((Empiricism Methodology Feat)) When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do., Flexible StudiesYou've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. Class Mechanics - Pursue a LeadActivity Traits: Concentrate, Exploration, Investigator Frequency: once per 10 minutes You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. - Clue InReaction Traits: Concentrate, Investigator Trigger: Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. - Devise A StrategemSingle Action Traits: Concentrate, Fortune, Investigator Frequency: Once per Round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. - Expeditious InspectionFree Action Frequency: once per 10 minutes You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive. - Strategic Strike: When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels. Combat Mechanics Content Spellcasting Mechanics Spell Save DC: 1710+4(Intelligence Modifier)+3(Trained Proficiency) Spell Attack Roll: +7+4(Intelligence Modifier)+3(Trained Proficiency) Focus Pool: 1/1 - Psychic SpellcastingYou can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with simple intentions. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you're casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster. - Conscious Mind - The Infinite Eye: The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition. - Psi Cantrips: Detect MagicSingle Action 30-foot Emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Infinite Eye: You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical. Your detect magic also gains the following amp: Amp: Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them. Equipment Content
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Name: Dexter Kadath Origin Foci: Human (+1 Luck Mod) Background: Criminal Skills: Sneak - 1 Notice - 0 (Background *Learning*) Shoot - 0 (Background *Any Skill*) Edges: Killing Blow, On Target Focus: Assassin You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 37. Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target. Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path. HP 6/6 Edge 3/3 Armor Class: Ranged 17 Melee 15 Saves: Physical 15+ Evasion 14+ Mental 14+ Luck 15+ Strength Dexterity Constitution Intelligence Wisdom Charisma 9 16 13 12 14 11 +0 +1 +0 +0 +1 +0 **Swapping Wisdom to 14, +2 Physical from Growth (+2 CON) Starting Gear Heavy Pistol (1d8 dmg, Trauma 1d6/x3) ($200) 3 magazines and 24 cartridges ($54) Armored Clothing (AC 16/14, Damage Soak 5, +1 Trauma Target) ($1000) Knife (1d4 dmg, Shock 1 / AC 15, Trauma 1d6/x3) ($20) Smartphone, Basic ($50) Trauma Patch ($50) Lockpicks ($100) Grenade, Smoke ($25) Background: Dexter Kadath has lived his entire life in Seattle, having grown up on the streets. Always on the wrong side of the law, but just barely. He has been arrested and released more often than he cares to admit, but always on minor charges - shoplifting, joyriding in offgrid vehicles, trespassing - but never for more serious crimes. Not to say he didn't also commit those crimes, just that he didn't get caught. In those cases, he was always more careful, never leaving evidence. When he broke into buildings, he was always sure there were no witnesses (human or digital). As he grew more sophisticated, he grew a bit of a reputation. He was somehow able to acquire items others could not, or remove evidence of someone else's crime. Eventually, he was sought by the underground crime bosses to not only acquire items or information, but to remove certain loose ends - namely wetwork. He refused to shy away from any job - he would prove himself as a true professional, and he continues to live by that ideal today. In order to truly show his ability, and to make a better life for himself, he has now turned fully to the shadows, marketing his abilities to Mr. Johnson Contacts Adrian Betts Fence Always a good source of income for a budding thief, Dexter has supplied both goods and information to Adrian many times. Leon DeSantos Local Police Officer Bought by one of Dexter's employers to turn a blind eye to a getaway vehicle, and since has developed into a sort of working relation. Dexter's knowledge of Leon's activities could lead to his dismissal, but he is much more useful to keep on the force and collect information for him. Of course, Dexter would never tell him that, though.
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MOSS "The name's Moss. Got any questions? No? Thought so." STR: 14 (+2) CON: 12 (+1) DEX: 11 INT: 10 WIS: 9 (-1) CHA: 7 (-1) LCK: 4 Hit Points: 6 Race: Orc Background: Soldier Skills: Exert, Notice, Sneak, Shoot (L1) Edges: Ghost, Killing Blow Foci: Deadeye Contacts: Camille "N00ke" Hutchins, ork (5'3", 114 lbs., early 30s, brown eyes, short brown hair) hacker; Moss extracted her from a hot zone back in the UCAS days Frederick "Rick" Baker, human (6'1", 178 lbs., late 40s, blue eyes, beard, long black hair) fixer; Moss does small favors (talk to him; get this bag; take that car sort of things) for him in exchange for intel Gear: Gunslinger Enc. Heavy Pistol (1d8 dmg, Trauma 1d6/x3) 1 3 magazines and 24 cartridges 3 Armored Clothing 2 (AC 16/14, Damage Soak 5, +1 Trauma Target) Knife 1 (1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3) Smartphone, basic - Trauma Patch 1 Background: Moss, a.k.a Wilson Driscoll was born and raised in the bustling urban sprawl of Seattle, a city where the sharp divide between corporate opulence and urban decay was never lost on him. He grew up in the shadows, navigating the gritty streets with street smarts and resourcefulness. A sense of duty eventually led him to enlist in the UCAS military, where he honed his combat skills and developed a strong sense of camaraderie with his fellow soldiers. However, disillusionment with the corrupt system and the exploitation of the masses by megacorporations led Wilson to desert his post, leading to a dishonorable discharge. Now, he's chosen the treacherous life of a shadowrunner, hoping to use his combat experience and survival instincts to find his own luck in the underground world of corporate espionage and criminal intrigue. With a past full of secrets and a future filled with uncertainty, Wilson is determined to carve out his own destiny in the shadows of Seattle's neon-lit streets.
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Wesley "Doc" Valentine LVL 1 XP 0 Elf Low-light vision Background (Doctor): Attributes STR +0 (10) DEX +2 (14) CON +1 (14) INT +1 (16) WIS +0 (9) CHA +2 (18) LUCK +0 (9) Skills Administer Connect-1 Drive Exert Fix-1 Heal-1 Know Lead Notice-0 Perform Program Punch Shoot-1 Sneak Stab Talk-1 Trade Work Other HP AB PhS EvS MeS LuS DS AC R/M TT SS K 7/7 +0 14+ 13+ 13+ 15+ 2 16/16 7 5.75/13 3 Edges Gain Fix and Heal as bonus skills. You start play with a Cyberdoc kit and you can implant cyberware even if your Heal skill is 0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person. the delicacy of your adjustments decreases the total System Srtain cost of their implants by 1 point until their next maintenance period. Face: Gain Connect as a bonus skill. Once per game week, whenever is convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this contact after using this Edge again, but you can use this edge to connect with them again at a different time. You may also provide favors or payments sufficient to cement the relationship at the GM's discretion. Wired: You may begin play with up to $200,000 worth of new or secondhand cyber. You don't need to pay for installation and its maintenance is covered for the next 2 months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in in for a different one with GM approval. Foci Elf Cyberdoc Level 1 Gain Fix and Heal as bonus skills. You start play with a Cyberdoc kit and you can implant cyberware even if your Heal skill is 0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person. the delicacy of your adjustments decreases the total System Srtain cost of their implants by 1 point until their next maintenance period. Gear Item ENC Light Pistol 1 3 magazines, 45 rounds 3 Ordinary Clothing - Cyberdoc Kit 2 Smartphone, basic - 3 Trauma Patchs 3 6 Lurch - CYBERWEAR Item Cost SS Aesthetic Augmentation Suite $50K 2 Coordination Augment I $50K 2 Skillplug Jack II $25K .5 Dermal Armor I $40K 1 Omnihand $10K .25 +1 Shoot Skillplug $20K - Contacts Elizabeth Jimenez, Fence (Acquaintance) Despite initially finding ourselves on opposing sides of a job, they inexplicably took a liking to me, and our connection goes back a long time. They tend to associate with criminals, gangs, and other shady individuals, which just so happens to align with my circles. Our last encounter involved a mutual job that didn't quite go as planned, leading to complications for both of us. However, I managed to come through for them in a crucial way, and as a result, they have offered their assistance in smuggling either me or my goods in and out of various places. It's a complex relationship built on trust and reciprocity within a world of shadows and intrigue. John Cooper, Cyberdoc (Acquaintance) I've recently crossed paths with an intriguing acquaintance, a black market cyber doc. Their usual company consists of other skilled professionals, such as docs, techs, hackers, and individuals with specialized expertise. We met about a month ago during a job where I found myself on the opposite side of someone they happened to hate. I happened to kill the person they hated and we agreed to a cease-fire. Despite our initial encounter's adversarial nature, they seem to believe in my potential for success. As a gesture of goodwill or perhaps a strategic alliance, they've offered to provide me with their cyberdoc skills, ready to patch me up or assist with any cyberware-related work I may require. It's a unique and potentially beneficial connection within the underground world of cyber professionals. BACKGROUND In the neon-soaked, dystopian underbelly of Seattle, where cybernetic enhancements and corporate greed reign supreme, there exists a charismatic and resourceful individual known as Wesley "Doc" Valentine. Born into the slums of this cyberpunk sprawl, Wesley's early life was a constant struggle for survival, and it was here that he honed his street-smart wit and learned to navigate the treacherous alleyways of the shadowrun world. Wesley's life took a drastic turn when he decided to gamble on a different path. Fascinated by the world of cyberware enhancements and the allure of quick cash, he ventured into the underground world of illegal cybernetic surgery. Wesley had always been good with his hands, and it didn't take long for him to pick up the skills necessary to become a cyberdoc. With a gifted touch and an innate understanding of the human-machine interface, he quickly became sought after by those who needed their enhancements installed or repaired discreetly. However, the allure of cyberware came with a hefty price tag, and Wesley wasn't one to resist temptation. He soon found himself accumulating a massive debt, nearly $400,000 worth of it, as he upgraded his own body with the latest and greatest cybernetic enhancements. These enhancements, while enhancing his skills and abilities, also served as a constant reminder of the financial shackles that bound him. What set Wesley apart from the rest of the shadowrunners was his uncanny ability to talk his way out of danger. His charisma was his greatest weapon, and he used it to its fullest advantage. Whether it was negotiating with a desperate client, sweet-talking his way past corporate security, or charming his fellow runners into trusting him, Wesley always found a way to get what he wanted without resorting to violence. His silver tongue was his armor, and his quick wit was his sword. Sometimes it was more about who you know that matters. With every job he took on, Wesley's goal was clear: to amass enough wealth to pay off his crippling debt and finally break free from the shadowy world he found himself trapped in. He walked a fine line between the law and the lawless, using his unique skills to stay one step ahead of both. His network of contacts and informants ran deep, and he always had his ear to the ground for the next big score. Wesley "Doc" Valentine was a man on a mission, a charismatic hustler in a world of high-tech danger and intrigue. As he navigated the gritty streets of Seattle's slums, he knew that every job he took brought him one step closer to freedom and a chance at a life beyond the neon haze of the shadowrun world.
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"Harry" LVL 1 XP 0 Elf Low-light vision English Cityspeak Background (Corper): Raids, chases, cringy drama - P.I. Pinehurst had it all. The reality series was loved across demographics, from the lower class getting to see fools punked to the upper class getting to lambast lazy peons. The corpers, of course, loved the production cost / revenue ratio. "Tuf" handled physical security better than his liquor. "Vicki" kept the team geared up when she wasn't gambling. "Scratch" was in charge of transportation, often obtained through friends in low places. "Harry" was the face and brains of the bunch and a fan favorite. The show lasted for two and a half seasons, until a cut-n-paste job of an episode where Harry suddenly seemed to turn on the crew. It was revealed to be an attempted PR hitjob when Harry and Vicki made public bodycam footage showing an all-out brawl between Harry and the show's producer, Ricky Riff, over cast abuse and lousy working conditions. Riff got crucified on Matrix bulleting boards, Harry was hailed a 'hood hero, and the corpers pulled the plug on the show. Two months later and the show's most hardcore fans still follow Harry's vlogs documenting his gig work around Seattle, with occasional guest appearances by former P.I.P. crew. Goals Find out what's happened to Tuf. After P.I. Pinehurst was shut down the orc enforcer vanished. While not a particularly close friend, Tuf's still crew. Attributes STR +0 (8) DEX +0 (10) CON +0 (11) INTRolled 12, replaced with 14 +1 (14) WISRolled 16, +1 to attribute from background Growth roll +1 (17) CHA+1 to modifier from Elf and Pop Idol foci, each +2 (10) KAR +0 (8) Skills Administer Connect Drive Exert Fix Heal Know Lead Notice-0Free bonus skill Perform-0From Pop Idol focus Program Punch Shoot-0From On Target edge Sneak-0From Safe Haven focus Stab-0From background Learning roll Survive Talk-1Talk-0 from background Growth roll, Talk-1 from Elf focus Trade Work-0 (private investigator)Free from background Other HP AB PhS EvS MeS LuS DS AC R/M TT SS K 6/6 +1 15+ 14+ 13+ 15+ 2 13/10 6 0/11 3 Edges On Target Gain a combat skill as a bonus skill (Shoot-0). Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down. Voice of the People You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art. Foci Elf Gain a +1 to either your Dex or Cha modifier to a maximum of +2. Gain either Notice or Talk. Gain low-light vision. Pop Idol Whether a street musician, graffiti artist, underground journalist, cam girl, folk singer, Robin Hood-esque thief, or a former reality trideo star you have a devoted following of enthusiasts who are willing to help you when you need them. Level 1 Gain Perform as a bonus skill. Once per game week, with an hour or so of messaging, you can mobilize about a hundred of your fans to perform some act of your choice, provided it’s no more than mildly criminal or slightly dangerous. Flash mobs, getaway drivers, scouting reports, tailing people, or instant parties might all qualify as services. Your fans don’t have any special skills, but they’ll do anything ordinary workers or civilians could do. If you mobilize them for donations or merch purchases, you get $1,000 per character level, doubled at fifth level and quadrupled at tenth. You can’t mobilize them to buy your content more than once per month. Level 2 You can mobilize up to a hundred fans per character level, though major mobs are likely to draw a law enforcement response. You’ve cultivated fan leaders who can pass along your wishes deniably, concealing your involvement in the crowd. Your donation and merch earning amounts double. Your Charisma modifier increases by +1, to a maximum of +2. Safe Haven You have the contacts and expertise to find safehouses and bolt holes that no one else would think to find. You know how to persuade landlords into helping you for nebulous future advantages. Level 1 Gain Sneak as a bonus skill. If you spend a week in a particular neighborhood, you can find or arrange a secure safe house and the on-call assistance of a local cyberdoc or medic willing to perform emergency care for no more than you can afford to pay. This safe house will always go unnoticed unless you are at Heat 8+ or specifically compromise it; even in that case, it will remain undiscovered for at least 24 hours if you can get to it without being followed. If a safe house is burnt, you can find a new one with another week’s work. A PC can’t have more safe houses active at once than their character level. Gear Enc Rdy Item 1 Y Light Pistol (+1 att, 1d6 dmg, 10/80 rng, 15 mag, Trauma 1d8/x2) 1~ Y ╰ 1 magazine with 15 cartridges 2 Y 2 magazines with 30 cartridges combined 1 Y Knife (+1 att, 1d4 dmg, 10/20 rng, Shock 1/AC 15, Trauma 1d6/x3) 0 Y Reinforced Clothing (AC 13/10, Damage Soak 2) * Y Smartphone, basic 1~ Y Clothing, fashionable 1~ Omnipack (backpack/crossbody hybrid) ~ No Encumbrance while worn / loaded (see here) * No Encumbrance for a reasonable amount Expenses Cost Intrv Expense ¥ 1k 1M Lifestyle, middle-class ¥ 10 1M Smartphone service plan Cash: ¥ 90 Contacts "Scratch" Acquaintance Human Driver English Cityspeak A motor vehicle enthusiast and former co-star from P.I. Pinehurst, but knows Harry from long before the series. Is tight with badland smugglers and sometimes leans on Harry's people skills when dealing with them. Last time he was on Harry's vlog they had a spicy but friendly argument about what's best in life. Tong Min-Woo Acquaintance Human Bureaucrat Korean English A childhood friend, Harry's age but looks older on account of history with drugs so prevalent in his social circles of entertainers and artists. Several months back Harry helped him clean his act, though not entirely selflessly; Min-woo can provide him with permits and city gov info through his dayjob. Last significant interaction since then was a minor job gone wrong for both. "Vicki" Friend Elf Tech English Cityspeak Acquainted when they were young, Vicki and Harry hit it off and were romantically involved before being cast in P.I. Pinehurst. The show (and the producer) was especially hard on her, to the point that she put the relationship on hold after the show crashed and burned. They're still friendly and she still maintains and fixes Harry's gear, not the least because he covered up a major mistake she made during the series' shooting. She has mercenary contacts through her brother. Last significant interaction was a minor ideals argument about how work stuff should be handled if they were to get back together some day. Ties PC #1 PC #2 Chargen log Rolled attributes: Str 8, Dex 10, Con 11, Int 12, Wis 16, Cha 10, Kar 8 (rolled as "Luck stat") Replaced attribute: Int 12 -> 14 Modified attributes (including later changes): Str 8 (+0), Dex 10 (+0), Con 11 (+0), Int 14 (+1), Wis 17 (+1), Cha 10 (+2), Kar 8 (+0) Background roll 6: Corper Free skill: Work-0 Growth roll 5: Any Skill (rolled 17: Talk-0) Learning roll 8: Any Skill (rolled 15: Stab-0) Growth roll 2: +1 Any Stat (picked Wis) Contact 1 roll: 17, 5, 1, 6, 5, 3 (Scratch) Contact 2 roll: 19, 3, 9, 3, 4, 4 (Min-woo) Origin roll (%): 12 (elf, level 2 focus used) +1 Cha modifier, Talk-1, low-light vision, base Karma points 3 Focus roll 18: Safe Haven Sneak-0 Edge roll 13: Voice of the People Pop Idol focus (level 1 + 2) + Friend Focus: Pop Idol Perform-0, +1 to Cha modifier Contact 3 roll: 16, 7, 4, 6, 3, 4 (Vicki) Edge roll 9: On Target Picked Shoot-0 HP roll: 6 Picked gear package: Face (¥ 125 cash) Purchased backpack (-¥ 25), smartphone service plan (-¥ 10) Picked free bonus skill: Notice-0 Picked starting languages: English, Cityspeak
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He'll be either a mage or a "Face". Or both 🤪
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Luayy yn Malak el Behlshahn yi Almraivenhttps://www.myth-weavers.com/sheets/?id=2829206 Character Concept: An ambitious young wizard with a thirst for prestige and knowledge Race, Background, Subclass Class: Human Sage Diviner Wizard Description: A handsome young man with the sun-kissed skin of the Calimshanites, Luayy yn Malak el Behlshahn yi Almraiven is a man who, despite his preference for arcane knowledge has never entirely abandoned the ostentatious displays of wealth of his homeland. With an aquiline nose and piercing cyan eyes, Luayy tends to stand out in the North, but he's not one to let being out of place distract himself from his goals. While he may not have many different outfits as a noble, the cantrips a wizard can learn at least means that he is always spotless and well groomed, his dark hair decorated with a circlet of jangling charms and chains. His clothing is similarly rich and well decorated despite the lack of variety, his preference being to maintain one set of rich clothing through magic than to wear many changes of lesser clothing. Origin: Luayy yn Malak el Behlshahn yi Almraiven was born in the Calamshanite city of Almraiven on the Sea of Stars. Upon completing his formal arcane schooling, he promptly departed for Waterdeep under the logic that he'd either find a skilled mage to teach him, or would be forced to fend for himself to the point that he would suceed. Your Character’s Plothook: Luayy is a young mage with a burning desire to learn everything that he can. It would take very little in the way of promises to tempt him into trying something drastic. So far this has lead him to work in a small magic shop as he could get it, but he's got a good relationship with the proprietor of the Yawning Portal, enough to hope for more in the future. Past is Prologue: Luayy yn Malak el Behlshahn yi Almraiven is aspires to be a diviner in the mold of his god Savras, though his service always had a certain nominal quality to it. Luayy is one who could never let something be from even an early age, never content to just accept orthodoxy or common sense. Instead he would rather see for himself why something 'is the way it is'. Never one to spend all his days shuttered from the world and sun in one place, upon completion of his education in Almraiven, Luayy elected to strike the road instead of embracing the cloistered existence of many wizards. A single library, a single circle of mages, a single city or even a single culture was too narrow a perspective to study such a vast and multifaceted thing as magic. Constraining himself to one place would be no less a crippling injury to his scholarship than putting out his left eye. While mostly a follower of Savras and putting a strong value on the importance of divining and prophecy, Luayy is the first to admit that only a god could perfectly interpret a prophesy, and that lesser mortals must rely on knowledge and instinct. His first instinct is to talk things out and seek a non-violent solution to problems, and he endeavours to maintain a calm and even demeanor. Unlike the typical Calimshan preoccupation with wealth and the display of status, Luayy has always been more interested in arcane knowledge. That's not to say that he doesn't play into the steriotypes of his homeland from time to time. After all, if acquiring some tome or scroll requires some underhanded maneuvering then that's just another price to pay. Ultimately, while a mage can learn an infinite number of ways to dodge around a problem, a time will come when they need to simply disintegrate a problem. But the mage that first pulls the trigger on their world altering spells is one that has abandoned the full spread of creativity before them. His first port of call from Almraiven was Waterdeep, the inarguable center of the world in his mind. Regardless of his ability to attract another tutor, Waterdeep was one of the great crossroads of the world. Even if his gifts as a wizard should unaccountably avoid the attention of the Blackstaffs, anywhere worth studying would at least touch upon the City of Splendors. He would be better suited to find a mentor that would truly teach him the worthy things of the world there than clinging mindlessly to the orthodoxy of his home. And perhaps, in the way of the world, the opportunity to learn things first hand would present itself in the fullness of time. Luayy has had limited success on the front of either tutelage or adventure, but has at least been able to survive as a clerk for a minor magic shop in Waterdeep since arriving. His relationship with his employer is indifferent at best, but being able to share some tales from abroad with Durnan at the Yawning Portal has earned him a few free drinks in his time. In spite of his less than ideal position, he hasn't let his lack of immediate success distract him from his goal of greatness. Truths, Rumors, and Lies: Luayy is a calm and reasonable diviner. Luayy fled Almraiven as a failed student too willful to listen to instruction. Luayy would leave his own parents to burn for the sake of a sufficiently powerful source of magic. Music: 1: General Character Theme: https://www.youtube.com/watch?v=dLe40q0g3Vw 2: Combat/Stress Music: https://www.youtube.com/watch?v=3Rs5zqLUnf4
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Mervyn Tumblelock "Blimey! Well, wotcher cock an' welcome ter Hawker's Row! The Full Monty yew lookin' for, an' everythin' yew ain't is right 'ere at yaaahr fingertips. Nuff said, yeah?" Gender: Male Race: Halfling (Lightfoot) Alignment: Chaotic Good Class: Rogue 1 Background: Criminal Passive Perception/Investigation: 13/14 Passive Insight: 13 HP: 10 Hit Dice: 1d8 AC: 15 Initiative: +4 Size: Small Speed: 25 feet Abilities & Skills Proficiency Bonus: +2 STR 12 (+1) DEX 19 (+4) CON 15 (+2) INT 14 (+2) WIS 13 (+1) CHA 7 (-2) +1 Saves +6 Saves +2 Saves +4 Saves +1 Saves +1 Saves +3 Athletics +6 Acrobatics +6 Sleight of Hand +8 Stealth (Expert) +4 Arcana +2 History +4 Investigation +2 Nature +2 Religion +1 Animal Handling +3 Insight +1 Medicine +3 Perception +1 Survival +0 Deception -2 Intimidation -2 Performance -2 Persuasion Proficiencies Languages Class Feats Race & Feats Light Armour Simple Weapons Crossbow, Hand Longsword Rapier Shortsword Forgery Kit Playing Card Set Thieves' Tools (*Expert) Common Halfling Thieves' Cant Expertise (Thieves' Tools)Double proficiency bonus with selected skill. Sneak Attack (1d6)Finesse or ranged weapon deal extra dam when you have advantage or an adjacent ally. Thieves' CantSecretly pass messages in conversation, read thieves' signs and symbols. Criminal ContactYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Halfling NimblenessYou can move through the space of any creature that is at least one size larger than you. LuckyReroll when you roll a 1 on attacks, saves, or ability checks. Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. SkilledYou gain proficiency in any combination of three skills or tools of your choice. Attacks Weapon To Hit Damage Type/(Range) (2) Shortsword (2) Dagger Shortbow Unarmed Strike +6 +6 +6 +3 1d6 +4 1d4 +4 1d6 +4 (1) 1 +1 Piercing Piercing (20/60) Piercing (80/320) Bludgeoning Money Copper: 0 Silver: 0 Gold: 15 Platinum: 0 (15 Coins * .02 lbs. = 0.30 lbs. Total Weight) Encumbrance Weight: 76.8 lbs. / 180 lbs. max. Status: Unencumbered Penalty: None Equipment Readied Equipped Items: (27 lbs.) Armor (13 lbs.) Weapons (9 lbs.) Readied Items (5 lbs.) Leather Armor (10 lbs.) Dark Common Clothes (3 lbs.) Including a hood. 2 x Shortsword (4 lbs.) 2 x Daggers (2 lbs.) Shortbow (2 lbs.) 20 x Arrows, Quiver (1 lb.) Pouch: (1 lb.) - Money (see above) - 10 Ft. of String (0 lbs.) - Ball Bearings (Bag of 1,000) (2 lbs.) - Bell (0 lbs.) - 5 x Candles (0 lbs.) - Signal Whistle (0 lbs.) - Thieves' Tools (1 lb.) - Tinderbox (1 lb.) Equipment Stored Stored Items: (49.5 lbs.) In Backpack (30.5 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (19 lbs.) Crowbar (5 lbs.) Forgery Kit (5 lbs.) Hammer (3 lbs.) 10 x Pitons (2.5 lbs.) 5 x Rations (10 lbs.) Hooded Lantern (2 lbs.) Rope, Hempen (50 feet) (10 lbs.) 4 x Sack (empty) (2 lbs.) Waterskin (5 lbs.) Magic Items Magic Items: (0.0 lbs.) Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.) Character Overview Born into a life of bondage in the home of a minor Thay Noble family, much of Mervyn’s early childhood is martyred with the death of his parents to an obscure diabolistic ritual and years of abuse at the hands of sadistic masters. Granted, Mervyn made the best of his situation. Defiant by nature, the young Halfling frequently shirk his responsibilities and kept his eyes on food and trinkets that were clearly not meant for him. His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes. Having little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Thay, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by the Shadowmasters of Telflamm into the Nation of Thesk. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under the Gnome Shadowmaster, Bilskromminet Yakanderosstenfal. The 'thieves guild' conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Bilskromminet instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day: Mervyn's Basic Code of Thievery Do not kill or hurt anyone if you can help it. You’re the thief in their home. Unless they had it coming. Do not let your eyes get bigger than your satchels. Do not take that which will be sorely missed. Especially if the owner is a very powerful person and will come looking for it. Stealing from those that have nothing is both the mark of a terrible thief and a terrible person. Mervyn had a fairly profitable life within Thesk for some time. You would not know this by looking at him, as Mervyn had a marked propensity to aid urchins like himself monetarily and by training them in “the art.” Mervyn was also more than happy to tithe to churches that were in the habit of taking in orphans and escaped slaves like himself. But his reputation for ill-gotten gains left him tithing in the night many times where the priests would not question from where the money came. Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Thesk and crossed the Inner Sea and worked his way to the Sword Coast in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Thesk sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Waterdeep. Mervyn took to the City of Splendors all too well, finding many ripe targets and few authorities in significant number to enforce the cities laws among such a large populace. Mervyn has fallen in with a local thieves guild called the Lord's Defiance, helping out other, less fortunate halflings in the city where he can and gathering what information he can on “the job” when opportunity presents itself. Mervyn is a burglar by trade and often holds out for assignments and work that take advantage of his ability to stealth and pick locks, preferring assignments where the 'mark' isn't home as to allow him a comfortable time to work. He hates bloodshed and only will result in the drawing of it, if it absolutely becomes necessary or on the off chance that the victim deserves it. Mervyn speaks with a Cockney accent due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief. Personality Quirks: Chronic Smoker (Imagine him frequently lighting up during rest or when he is nervous, especially before disarming a trap) Hates Wizards (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit) Dick with a heart of gold (hard to pull off) Over-eater (Oh he will) Suspicious (but not necessarily hostile about it) Background PHB: Criminal Personality Traits: Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take. Ideal: Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret. Bond: Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for. Flaw: Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future. Specialty: Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.
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Name: Diana Delilah Character Concept: Burglar Rogue who's failed job cost her love, family and future jobs due to Occupational hazard Race, Background, Subclass Class: Half Elf, Criminal; Burglar, Soul knife Rogue Description: As in the Picture Diana Stands slightly above average in height for her Race. Slight dark red hair usually shoulder length unless on a job witch is either braided in a ponytail hidden under her dark Studded leather hood Brown Right eye and glossed over light green eye. Selnder body and her "Hips" Are none your buisness! Your Character’s Plothook: While the job is being investigated and being able to return to her Uncle for assistance is pointless. Considering losing her coin she resorts to going to the Yawning Portal Inn to not only hide in plain sight creating an alliby but hearing new work of a more interesting job offer rumored around the Inn Past is Prologue: Diana had a reasonable lively hood with her Parents Travis (Human Male) and Brittany (High Elf Female) Delilah being partners of small Caravan trade till their last trip ended with an ambush that ended both their lives. She was taken in by her Uncle Daniel (Male Human) Delilah who works under enough enough noble's as an administrator and book keeping on shrude dealings. When Diana was old enough to discover her Uncle's dealings He used his connections to have fellow "Streetwise folks train her to be a criminal. Its not till she met her could have been boyfriend Rafael Dimiscus (Human Male) Where the two took on jobs of thievery. One night they were given a job to steal from a local jewelry store whom did not pay her Uncle and his employers their protection. On that job Rafael Accidentally triggered an alarm (Failing his Thieves tool check) That caused the Guards to come. Diana tried to get him to follow her out. However she was forced to stealthly escape as the guards kick the door down. Rafael threw daggers at the guards and ended up taking enough crossbow bolts to be considered dead. A diversion that gave her the escape she needed. Now wondering the Streets of Waterdeep, eventually making it to the famous inn Truths, Rumors, and Lies: "So let me get this straight instead of making sure they stay dead you prefer to leave your victims bond and gagged? Don't you think that is just risking to much?" "Well I only do so when it's someone who is not an immediate threat or self defense yes. Plus If they are blindfolded as well you don't have to kill em. Besides, I am a thief not a killer, unless I am forced to have to fight, then its your own fault for putting yourself in that situation" "Rumor has it that you had a hand in trying to impress some of the guilds to try to get in with them and despite your talents you didn't even get into one of them?" "To be fair once I got to understand how they worked I just rather take the chances on the streets. Dealing with a organization is like joining religion, your ethier all in or no thanks" 3. "SO ... How did your Uncle always get you out of having any type of arrest record. They say he is some boss that can get to people" "He always comes up in this but lets just say he is no way in hell a boss. If he was he already have to many people who want his position. As far as I know he knows people who knows people and well tada! nothing. Like winning 3 dragon ante!" Include at least two of the following in your application: Loyalties. Is Might Right? "Well your asking the wrong person that question. It usually situational. Its like asking a barbarian if he can toss a hill giant. Personally depends if we were talking physically.... Strength is an empty threat without strategy like the mind telling a muscle to move. If were talking Authoritative power .... Even the best intent paladin with enough stress, time, and dealing with people to much even they fall victim to corruption. No one really knows when and where power or might can be used properly and at best should be left undisturbed like the dead." Deity: "Not exactly religious myself, sad to say is that its nice if you follow one but lets just say I don't follow any of them. They have not made an impact on my life to say weather or not I follow any of them" Music. Impressions. Images. Connections. * Uncle Daniel Delilah (Human Male: age roughly mid 50's). Took me in when my parents were slain. "They should have retied and live with him" He always said. Well who knows what the relationship is like after the spectacular screw up that went. * Franky "Hippy Hop" Nimblefoot (Halfling Bard (Criminal Connection feature) ) Was my trainer and he has a very comedic atmosphere bout him that makes him reliable. He has gotten me work and done his best to keep the authority off my back. He helps you as long as you help him * Rachale "Raven" Devos (Half Elf Fighter enforcer criminal) She is somewhat friend and foe alike trying to see who gets more coin off the streets. Friendly competition, but has been known to be a pain in my A** at the worst times! I swear she wants to ride my A** or something. https://www.myth-weavers.com/sheets/?id=2827349 Character Sheet complete!
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Pen Calder - Half-elf Inheritor Battle Master Fighter Name: Pen Calder Character Concept: A young, naive male half-elf raised by his elven mother and not knowing his human father. Leaves home at adulthood to pursue dream of becoming Griffon Cavalry. Race, Background, Subclass Class: Half-elf, Inheritor, Battle Master Description: Pen Calder stands at 5'7" and is a fairly well-built 160lbs. While he looks rather like a typical wood elf at first glance with his short red-brown hair, light green eyes, copper-tinged pale skin, and (of course) pointed ears, his coarser, more rugged facial features give away his human ancestry. He wears obviously second-hand armor, though it is nevertheless good quality, and knee-high leather boots. His other equipment reflects the fair quality yet secondhand nature of his armor and includes a short sword and small crossbow on his person and a glaive in his hand. Pen is quite young and rather naive, having only recently set out into the world on his own, but if you were to catch him staring off into the distance (perhaps mindlessly spinning his glaive around him), with even a casual glance you surely couldn't fail to see a fiery determination behind his green eyes, even if the actual goal of that determination is somewhat vague and aimless. If you were to meet him, you would find him friendly, open, trusting, and kind (an easy mark, really). Spend enough time with him and you would notice how he is always trying to help everyone else around him, even to the point of occasionally being annoying or getting in the way. If you were a keen observer of people, you might also notice that he can be rather competitive and even defensive in certain, more prickly encounters, but he also tends to be somewhat lacking in self-confidence, despite having impressive natural athleticism. Origin: Pen grew up on a farm outside of Daggerford, south of Waterdeep. Having lived a quiet, uneventful childhood, he sets out from home upon reaching adulthood to achieve his dream of joining the Griffin Cavalry of Waterdeep. Your Character’s Plot Hook: He's just a kid, really. But he has talent, he has potential, and he has a dream. But what would he do if he suddenly didn't have that third one anymore? Past is Prologue: If you were to ask Pen, he would say he had a boring childhood. He was raised on a farm by his wood elf mother, having never known his human father. Sure there was some adversity–he and his mother were sometimes hassled by the other residents of Daggerford for being some of the only elves there, and little Pen certainly faced more than his fair share of bullies, but the bigger he got the less this sort of thing tended to happen. And it wasn't as though they were completely socially isolated. Pen was not without friends in the town, and his mother would sometimes take him back to her homeland in the Misty Forest to spend time with her people there. And while he never felt truly welcome among the elves (especially because of his very human name), he did have several cousins and one very fun uncle that he could enjoy spending time with. The only major thing missing in his life that he could point to was a father. When he tried to imagine anything about his father, his mind was blank. The only thing Pen had of his father's was a trinket [inheritance], a fluffy feather his father had brought home for him to play with one day. He didn't like asking about his father because his mother tended to get a little sad whenever he did, and what little details about him she did share tended to get lost or mixed up in his child brain. Now, as a man, the only thing he could be sure of was that his father was a member of the City Guard in Waterdeep and that he had died on duty when Pen was just a baby. It was perhaps that this was in the back of his mind when he first saw them on a rare visit to Waterdeep as a small boy, but whether this was the seed or not, once young Pen laid eyes on the Griffin Cavalry soaring overhead, he was hopeless. The Griffin Cavalry. That was what he was going to be when he grew up, no matter what stood in his way. And so he threw all his will into making this dream come true. He would henceforth be only rarely ever seen without his "lance" (a sharpened stick, more often than not), and whatever successes in sports Pen had growing up was more due to the "training" he did to achieve this dream than any desire for glory (although he certainly didn't mind winning). Now, finally, Pen is old enough to leave home with all the gear he has accumulated over the years and all his savings and head to Waterdeep. Truths, Rumors, and Lies: [True Rumor] Pen once caused a not insignificant food shortage for the entire town of Daggerford one winter. He had been tasked by a neighbor to take care of a flock of goats when he noticed a kid goat was being swept down a stream full from summer rains. He managed to rescue the kid goat, but in doing so he accidentally let the rest of the flock loose. By the time he managed to gather them all back again, they had decimated the town's crops. [False Rumor] Pen's mother, Fhaorn is a witch who steals children and boils their bones to keep her farm one of the most productive in the region and Pen is not her son but a monster she created with magic. [True or False Rumor] Unbeknown to Pen, there is a rumor that Pen's father Nol Calder, a member of the City Guard, was somehow involved in a failed attack on a major noble of Waterdeep, and this was the event in which Nol lost his life. Deity: Chauntea. While his mother was not a devout worshiper, she did teach Pen to respect nature and the gods and their farm always seemed to be productive even if their neighbors were struggling. Around him, almost all of his acquaintances, being farmers, worshiped the god of agriculture and clerics of Chauntea were a regular sight. Pen followed suit as it was the normal thing to do when growing up on a farm. Is Might Right? Pen does not agree that might is right, and feels that quite often it is those in the wrong that resort to violence the easiest. That said, Pen is highly protective of the weak and innocent and will often step into a fight for the sake of someone else. Connections: Mother: Fhaorn, a farmer outside of Daggerford. Father: Nol Calder, once a member of the City Guard, died on duty. Mother's kin: a clan of wood elves in the Misty Forest. Pen's relationship with them is somewhat thin. Best friend: Vallan Wood, a human male from a farm down the way in Daggerford.
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Ganth "Third Eye" Survivor, Self-Proclaimed Hero of Ardeep Name: Ganth "Third Eye" Character Concept: Ambitious young warrior with nothing to lose and everything to prove . Race, Background, Subclass Class: Custom Lineage, Mercenary Veteran, Battle Master Fighter Description: Gruff. Rough-around-the-edges. Immature. Far from what one would typically envision when the word "Elven" — or even "Half-Elven" — is evoked, this one, Ganth, paints an image far more savage and disconcerting than the prototypically droll ilk that make up the rest of his kith and kin; like a mangy dog or some such other wild animal might, he exudes a sharp and bristly aura that is antithetical to his outward persona: that of a charming brute and braggart. Clad in utilitarian garb, of leather and chain, of blade and cudgel, the fair-haired warrior boasts a clan gambeson and undershirt, a single silver earring, as well an unfortunate bit of circular scarring between both brows. Suffice it to say, there is precious little grace or beauty to be found in him, at least beyond any superficiality that he might project, and wading but ankle-deep in conversation will make one certain of this without any room for doubt. Indeed, Ganth is naught more than a young upstart. Origin: The runt of a small clan nestled in Ardeep, Ganth's people have long since been scattered to the four winds, either by way way of the sword, pilgrimage, or some such other dire strait. His personal departure was the product of an all-consuming ambition, his sole motivation: to make war, to conquer, to prove the superiority of his blade, of his technique, above all others, be they friend or foe; and, to bring glory to his name, thereby keeping the memory of his clan alive in the legends sure to come. Your Character’s Plothook: Yagra Stonefist is about the only one who didn't flinch at Ganth's posturing, and immediately put him to the test. After berating one another for an hour, and nearly coming to blows, the two forged a unique friendship; the likes of which only two rough-and-tumble knuckleheads could. The young lout stops by to bicker with her from time to time. Past is Prologue: For all Ganth knows, he is the last surviving member of an old and isolationist clan. As previously mentioned, they had dissolved some many years ago, long after he had struck out on his own in search of glory and conquest. Life since then has been a constant uphill battle, one fraught with strife and struggle, with mortal combat and conflicts a-plenty — just how he likes it. Ganth has built his life around struggle and strife. Each day is a challenge, a way to prove himself a cut above the rest, so all of drive is pointed in the direction of bigger and better things — and that usually means bigger, deadlier things... — bigger bounties, bigger monsters, etcetera, etcetera, so on and so forth! Yet, as of late, there haven't been too many jobs promising a suitable enough challenge for a man with a purported deathwish. But the Yawning Portal does sure have a reputation for both. Worth a shot? Truths, Rumors, and Lies: Despite his insistence, Ganth's clan was easily the most warmongering of all those in Ardeep. What little peace they had negotiated came at great expense to the neighboring tribes, and was only then begrudgingly accepted in order to amass a host large enough to combat invading bugbear, lizardmen, and goblin hordes. Rumors — reports, more likely — have circulated about a scruffy-looking elven man who has, on more than one occasion, been the suspect of a murder most foul in and around Waterdeep. While these "reports" don't necessarily detail Ganth in specific, the general description fits him perfectly. How, exactly, he has managed to evade questioning for so long is anyone's guess. Regardless, its a serious accusation to levy, with grim implications if true. That scar, Ganth's third eye, looks awfully suspicious. In fact, it looks like someone put a crossbow bolt right between his eyes! But that couldn't be the case or there's no way he'd be alive, much less up and about sneering at everyone — right? There's more than meets the eye(s) with this one... Include at least two of the following in your application: Is Might Right? One would certainly think so. By all accounts, in a perfect world, there would be not need to exert one's might — but this is not a perfect world. It is by his own might that Ganth might etch his name in legend. Images: Assorted Items Impressions: [placeholder until party is settled, or closer to the deadline] Connections: Music: Witcher III - Ard Skellig
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Rurik Eversharp - Gold (Hill) Dwarf Sage Knowledge Cleric of Dugmaren Brightmantle Name: Rurik Eversharp Character Concept: Fussy dwarven scholar seeking out his master, who disappeared in Waterdeep while searching for the legacy of Clan Melairkyn. Race, Background, Subclass Class: Hill Dwarf, Sage, Knowledge Cleric Description: Rurik looks pretty much as what you'd expect if you'd stuffed a scholar into armor - the thick reading glasses and finely combed (and faintly bluish) hair and beard cut a sharp contrast to the mail worn over his vestments. Thankfully, a combination of dwarven heartiness and careful grooming lets him (mostly) look refined rather than dorkish. ...which is a good thing, because those first impressions go right out the window the moment he opens his mouth. Anything beyond a basic conversation tends to dissolve into jargon or awkward stammering if Rurik isn't careful. It's been something he's been trying (and failing) to fix for years. Origin: Eartheart, in the Deep Rift of Southern Faerun. Your Character’s Plothook: Rurik has contacted Obaya Uday, Chultan priestess of Waukeen, regarding possible expeditions into Undermountain. Past is Prologue Rurik Eversharp was born in Eartheart, the city founded in the Deep Rift after the gold dwarves lost their original capital of Underhome to the Spellplague. Having lost his parents at a young age to a mining accident, Rurik was taken in by Baeridd Goldfinder, a senior priest of Dugmaren Brightmantle. Being raised by a devotee of the Wandering Tinkerer encouraged Rurik's own inquisitive nature to shine - it was little surprise to anyone that he would follow in his mentor's footsteps and join the clergy. Clerics of Dugmaren Brightmantle are both scholar and acolyte, with a mania for gathering various forms of knowledge for use in bettering the lives of the Stout Folk. Baeridd's own specialty was history (a field which Rurik also shared), and the elder priest would often spend weeks away on expeditions to old ruins and esoteric libraries like Candlekeep once Rurik was old enough to take care of himself. Baeridd never returned from his last expedition, however. He'd sent his last letter from distant Waterdeep months ago, and had not been heard from since. Rurik had never been allowed to follow his mentor on his previous trips due to his age and ongoing studies, but now as a freshly ordained (if junior) member of the priesthood, he could depart on his own research trips (within reasonable means) if he so chose. Having learnt of a new expedition to Undermountain being sponsored by one of the Merchant Princes of Chult, Rurik made plans to travel to Port Nyanzaru and then onwards to Waterdeep, in order to find Baeridd and learn what he'd discovered... Truths, Rumors, and Lies: Rurik once bored a colleague to death while presenting his latest research. "T-that is complete slander. It's not my fault that he choked on his mead while I was defending my thesis on the fall of Underhome. What self-respecting dwarf can't handle their drink in the lecture room, anyway?” (when asked if said colleague did drown on his drink) "...we ended up paying for the Searching Sage to revivify him." Verdict - Technically correct (the best kind of correct). Rurik once single-handedly shored up a collapsing tunnel with nothing but a few pitons and rope. "An exaggeration. I was merely explaining to the Lantanese delegation in detail on the upkeep of our tunnels. Not every mine has Gondsmiths on hand to build and maintain nimblewrights, and the miners will complain if we don't provide them with easily scaleable solutions. If Master Goldfinder hadn't pulled me away, I would have filled their ears for another hour..." Verdict - False. Rurik is rumored to have gnomish ancestry in his family tree. "I believe that you are discriminating against me for my mode of speech, which is not uncommon amongst xothor - devotees of the Gleam in the Eye like myself. Or for my hair color, which can be a mark of magical energies from the Underchasm. I will not speak further on this." Verdict - Uncertain. Deity: Rurik is a Questing Wanderer, one of the junior priests of Dugmaren Brightmantle, the dwarven deity of learning, innovation, and discovery. Factions: As a priest of a goodly deity of knowledge, Rurik may well catch the eye of the Harpers, depending on his actions. Is Might Right? Might is but one means to an end, but wisdom is knowing when it is needed over a finer touch. Starting Bonus Feat Skilled
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Rudi Name: Rudibert Rumthorn "Rudi" Character Concept: New addition to Harpers looking to use his skills to help stop evil from establishing a foothold itself or to remove it if it already has. Race, Background, Subclass Class: Lightfoot Halfling, Faction Agent of the Harpers, Thief Description: Rudi stands at 3'1” tall and weighs in at 42 pounds. His skin tone is a typical flesh color with no tanning. Probably because he spends most his time inside during the day and most of his work at night. His hair is a curly dirty brown color kept cut short. And his eyes are a matching brown. He wears standard traveler's clothes, a bit worn, but well maintained. His shirt is a faded light green and his vest and pants are a worn brown color. His boots are a typical leather, worn and dusty from use. He wears a string necklace that consists of small wooden beads with one larger bead hanging in the front that has the shape of a footprint in it. He also wears an eye patch around his neck. Nothing special just a lucky charm he received a long time ago as part of a joke. When not working, he likes to have his pipe out. He rarely smokes it, just likes to have it in his mouth or hand as he relaxes. Rudi is generally an easy-going guy with a ready smile on his face. He is pleasant to everyone unless they prove to be hostile or just not wanting to interact with him. Then he prefers to walk away and find someone more pleasant to hang out with. He will rarely be seen sitting off in a corner by himself as he prefers to have company. When on the job he is all business. He still generally has a smile on his face, but he does not talk unless it is necessary. If committing burglary, he prefers to get in and out without being noticed and without leaving any bodies behind. He understands the need to work as a team and that each member must be able to trust the others to have their backs. He learned that the hard way. If combat is necessary or can't be avoided, then he will do his part and prefers to try to move around and attack people when they are concentrating on someone else. He knows toe to toe fighting is not his strong suit so tries to avoid it if he can. Origin: Caught trying to rob the Ulbrinter Villa. Instead of being turned over to the authorities, his ability and how he reacted impressed the owners who took him in and continued his education. Your Character’s Plothook: New addition to Harpers looking to use his skills to help stop evil from establishing a foothold itself or to remove it if it already has. Knows Durnan and Bonnie as he frequents The Yawning Portal. Past is Prologue: Rudi grew up in Waterdeep. His family works at the Snobeedle Orchard and Meadery. His mother is a druid working for the Emerald Enclave and he father is one of the brewers working at the Meadery. Despite all their efforts he did not have the same interest in nature that they seemed to have and so he wandered off to do his own thing. Which ended up being thievery. He tried to keep his shenanigans to the richer people. Those who could afford to lose a little bit. He would keep a small amount of his loot for himself and then give the rest to people who were struggling and could use the help. His actions caught the notice of two different groups. One was the Harpers, the other was a group of thieves that could use his talents of getting into places he was not supposed to be. The thieves were led by Maxim aka Max, a half-elf and consisted of a male dwarven thug named Ernan and a female gnome pickpocket named Jortix. They tricked him into believing they felt the same as he did and after feeding him some lies and thus tricked him into helping them break into several places, claiming the targets were bad people and stealing from others. The last target was Ulbrinter Villa, which turned out to be the home of Remallia Haventree. Turns out that she was already aware of the group and their antics and had had some people watching them. They were impressed with Rudi's skills and his insistence that they don't harm anyone while pulling a job. Of course, the last job was a setup to see how the group reacted to being caught. Well, Max, Ernan and Jortix all took off and left Rudi behind to take the fall. Not only did they leave him, when cornered they all pulled weapons and tried to fight their way out. Max was able to escape leaving Ernan and Jortix behind. They were caught and dealt with. Rudi has no idea how since he was never brought up on charges. When the others fled Rudi had merely put his hands up and started laughing a little. Rudi was taken to a small room where he was questioned and where after two hours, he was offered a job working for the Harpers. Well, he is not a full-fledged Harper yet, he is on probation and his full membership depends on how he performs from now on. Through them he has received extra training to hone his skills and even taught a few new ones. For him the story begins with him going to The Yawning Portal, a place he frequented often just to check out the variety of adventurers that came in and out of the place. He is on personal business and is looking for his friend Dasher. They grew up together and Dasher has gone missing. He is the son of Blossom Snobeedle, and has been missing for a few months. He knows Dasher like the Portal too so figured he would see if he could learn anything new there. Truths, Rumors, and Lies: [True Rumor] Rudi was part of a group of thieves that robbed several rich merchants. One or more are still looking for the thieves. [False Rumor] Rudi betrayed a group of thieves he worked with and got them all killed or caught. [True or False Rumor] He has a souvenir that he took from the body of one of the victims he robbed and killed. The only true part of this is someone was killed, but Rudi does not know that and he does not have anything from any of his robberies. Max is the one who both killed the person and kept the item, but is spreading the rumor about Rudi as she thinks he betrayed them. Deity: Brandobaris. He loved the stories of Brandobaris, that he was raised on, and his daring and trickery and like many young halflings he wants to live life to the fullest, as Brandobaris does. Is Might Right? Rudi does not believe that might makes right. He believes those in power have the responsibility to take care of those under them. As well as those in need. Loyalties: Rudi is loyal to the Harpers. He is a new initiate and basically on probation, but has access to them through his mentor, Phraan, an elf who works for Remi. Connections: Mother - Rhoda - druid working at the Snobeedle Orchard Father - Hugo - works at the Meadery Older Sister - Shanna, works at the Snobeedle Orchard with her mom. Learning to be a druid. Phraan Yinvariss - His mentor from the Harpers Maxim (Max) - ex partner who believes that Rudi betrayed them on their last mission. She managed to escape and although currently in hiding, she wants payback. Music: When on a job it would be the Mission Impossible theme. Just walking along would be Happy by Pharrel Williams.
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Austine Rosznar - Variant Human Shadow Origin Sorceress Name Austine Rosznar Character Concept A noble from the Amnian branch of the Rosznars, Austine cannot return home due to the awakening of her arcane powers, among other things. Race, Background, Subclass Class Variant Human Waterdhavian Noble Shadow Origin Sorceress Character Sheet https://www.myth-weavers.com/sheets/?id=2502784 Description The way one presents themselves contributes greatly to their treatment in the wider society around them. Austine Rosznar tends to liken herself to a social chameleon. Her colors, her "look," isn't tied to any one thing. Like the lizard she shifts her fashion to gain the greatest advantage she can. For instance, that's the reason she's adopted the heavy fabrics of black, blue, and gold her Waterdhavian cousins prefer, rather than the silks and wraps of her homeland. Far less mutable are her narcissan green eyes, waves of chestnut hair, and a radiant complexion. Striking from up close or a distance. Her face is her best feature and it is usually the thing that sabotages her efforts to blend in. When this setback does arise, she doesn't cower or retreat, she leans back on years of rigorous education in the art of owning a room and its occupants. At this point it comes naturally to her, just as naturally as she calls baleful red eyes to the shadows when her anger is roused... Your Character’s Plothook Obaya Uday - One of the first friendly faces Austine met in the city. Picking the brain of a resident faithful of Waukeen is always worth the time. It didn't take long for their professional relationship to deepen into an honest friendship. Past is Prologue Austine Rosznar fell in love. Honestly, that statement is strange enough on its own. As someone who was focused on her future, potential, success she never had time for any suitors that happened her way. She'd seen the results of marriages of convenience and wanted nothing to do with it. By the same token, love wasn't worth the cost. Then she met Rustarian Cole. He swept into her life as a refreshing breeze. He had the right words, the right thoughts, and the right intentions. Austine was smitten; he complimented her perfectly. Despite lacking noble blood, Rustarian quickly endeared himself to her family and friends and was very open about his intentions. While it distracted her, somewhat, from her ventures, Austine began to plan out a life for the two of them. Rustarian's proposal was a forgone conclusion and when he came to her with a plan to expand out into Waterdeep with her investments, she trusted him completely. That would be the last she saw of Rustarian Cole. The days built themselves into weeks and months. Rustarian would write letters about the trials he faced as a new Waterdhavian; the expenses he hadn't foreseen. Austine trusted him and sent the funds requested. The letters dwindled and the costs rose. Eventually there was no word from him other than the bills he sent. By this time Austine knew their love was just a scam. The damage had been done. She lacked the funds to keep her enterprises afloat and the need for some type of restitution burned within her. She made her second foolish mistake and sought out the Shadow Thieves for their aid in tracking Rustarian down. The Shadow Thieves were very accommodating, but they made it clear that she was indebted to them. Since her funds were too low to be useful, and her reputation as a businesswoman was besmirched, they proposed an alternate contract. A shadow was summoned, one that would bind her to the Thieves and kill her if she opposed them. Only after the ritual was complete did she realize just how bad a deal she had brokered. The information was hardly worth the price. Worse, the shadow engendered a strong connection to the arcane. The Cowled Wizards, if they discovered it, would no doubt shackle her to their cause by Art or chain. She had to leave. She travelled to Waterdeep under the guise of visiting family. As she traveled, she pressed an Emerald Cabalist named Padida Arshad, who was also fleeing the city, for training in her newfound powers. As she navigates her new home, Austine has three goals guiding her. To find Rustarian Cole and take her revenge for what he's done to her life. To discover a way out of the Shadow Thieves' contract, or a way to amend it. To avoid a return trip home back to the Cowled Wizards' clutches by proving herself useful to her cousins in the city. Truths, Rumors, and Lies "Another noble with more gall than sense. Been walking around like she owns the place down by the docks, not a guard nearby. She's gonna end up knifed in an alley. I guarantee it." "That new Rosznar girl, Augustine I think... She's been lurking around Lhestyn's Court. She might be up to the family's old tricks, so I'd steer clear of her if I was you." "It's Austine, not Augustine. And she's been courting the Zhents. I figure she pissed off a big name back in Amn." Include at least two of the following in your application: Deity: Waukeen The Merchant's Friend has many lessons to teach about empowering oneself to act in their own interests. Money may be transitory, but its flow governs the whole of the civilized world. Austine has been an able student and plans to navigate this breathtaking river to success, whatever form it may take. Is Might Right? There will always be situations where might is the only correct choice. Alternatively, might can bring any venture to an unfortunate end. There's only temporary safety in denying its employ. The mastery of their strength is the burden of the mighty, and to master might it must be used.
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Roy'Eax • DRAGONFLY ABILITIES DEFENSES Strength 3 Dodge 12 Stamina 2 Parry 11 Agility 5 Fortitude 10 Dexterity 4 Toughness 6/2 Fighting 10 Will 8 Intellect 0 Awareness 4 Presence 0 POWERS Parousian Speed (21pp Multiple Effects) - Natural ... Super-Speed 7 (250 MPH) Parousian Parkour (2pp) - Training ... Movement 2 (Safe Fall, Wall-Crawling) - (Flaw: Acrobatics/Speed) ADVANTAGES Accurate Attack Agile Feint All-out Attack Assessment Chokehold Defensive Attack Defensive Roll 4 Evasion Improved Critical (Unarmed) Improved Defense Improved Disarm Improved Grab Improved Smash Improved Trip Move-by Action Power Attack Precise Attack (Close, Concealment) Prone Fighting Redirect Skill Mastery (Acrobatics) Takedown Trance Uncanny Dodge Weapon Break SKILLS SKILL RANKS BONUS Acrobatics 10 +15 Athletics 10 +13 Close Combat: Unarmed 3 +14 Expertise: Religion 5 +5 Insight 8 +12 Perception 8 +12 Stealth 6 +11 OFFENSES Initiative +12 Unarmed +3 +15 vs Parry; DC18 vs Toughness, Crit 19-20 Melee +3* +10 vs Parry; DC18* vs Toughness Abilities 56pp / Powers 23pp / Advantages 27pp / Skills 25pp / Defenses 19pp Complications Doing Good - Motivation • Roy'Eax was such a gentle soul before the Medeans came for his world, and he's put a lot of work into trying to get that back. In the end, he simply believes that the Universe is what you make it - so make it Good. Responsibility - Motivation • Thanks to meditative techniques Roy'Eax practices, he is one of the few Parousians who can socially interact with humans without use of cognition-altering drugs. He has a responsibility to use this for the betterment of his downtrodden people and often has to act as a de Factor ambassador between Humans and Parousians. Enemy - The Medean Empire • His world conquered by a militaristic race of aliens that have previously attacked Earth called the Medean Empire, a Free Parousian is tolerated even less than a Human. Inhuman Appearence • While Parousian physiology has many of the same general ideas and composition notes as humans there are some dramatic differences such as available skin shades and some anatomical quirks. Roy'Eax has purple skin, horns, and orange eyes for example, features considered not particularly strange for his people. Prejudice • The Parousians are a species of alien refugees that live on an artificial island off the coast of Cape City, and are frequently discriminated against and considered of lower legal status then humans in most countries. The natural speed abilities of the species coupled by having more advanced technology that they refuse to share makes the relationship complicated. PTSD • A former resistance fighter against the Medeans, he's come a long way to heal from the trauma - but not as far as he thinks he has. Quirk • Despite their refugee status and precarious living situation, Parousians are a highly principled people who among other things absolutely refuse to share their technology with species they consider less developed on ethical grounds even when it's too their own downfall. Parousian Technology in Human hands is considered a grave situation that must be corrected. Responsibilities • Roy'Eax has duties as a Monk of the Ephemeral Perfection, duties for his culture that frequently include interacting with other religious entities. Description While Roy'Eax's basic bodily composition is roughly the same as a young adult humans male there are some rather dramatic differences. His skin is a dramatic purple, his eyes an almost glowing orange, and he has horns growing out of his hairline. These are actually considered rather normal for males of his species if as part of a wider variety, some combinations being able to pass as a normal human. He is however considered very fit for a member of his species, and has the physique of someone who engages in extensive physical excercise on a regular basis including martial arts training. A Religious Monk by profession and training, his usual clothing consists of purple and green robes of culturally significant designs alone with some culturally significant articles of jewelry. None of this items are of particular financial value in themselves though their status as cultural items to the Parousians might cause interest. When active in a more physical role he has underclothing that's more formfitting if it keeps the color scheme. His callsign "Dragonfly" comes from a noted similarity of the color scheme with a local species of Green Darner Dragonflies. Personality Have you ever experienced a Perfect Moment? A moment that it seemed like everything was serene and you could live forever in it? A Monk of the Ephemeral Perfection, Roy'Eax is dedicated to finding these moments and trying to show them to others. A near impossible task, but a far better life then he used to have. Formerly a resistance fighter against the Medean Empire, he watched his world die and his people mostly wiped out and most of the survivors enslaved. He was traumatized deeply and only on Earth has he been afforded a chance to heal. Surprisingly patient, the meditative techniques of his order do mean that he's one of the few Parousians who can interact with humans socially without extensive use of drugs. A Seeker of Perfect Moments, he trains his body in part to protect against the Medeans and in part to embrace the perfection when he can. He was born a gentle soul and while the Medeans did their best to destroy that part of him he's trying to take it back. Powers & Abilities *Technically* None. By Parousian standards Roy'Eax is a very well trained Acrobat and Martial Artist, possibly one of the best alive, but he isn't doing anything that can't be accounted for by just the combination of natural talent and intense training. Though it does have to be mentioned that the natural Parousian baselines for Agility, Reflexes, and Speed are all recorded at being significantly higher then Human baselines. Most dramatically, it's not unusual for a healthy Parousian adult to have a top running speed of at least 300 kilometers per hour (~180 mph). History Refuge From the point of view of Humans, it all started in when the Medean Empire invaded Earth. It was only by a band of superheroes coming together to fight back did Earth manage to remain free, this allience of superheroes known as the Centurions. That's how the story starts from a Human point of view, but that's not the only one. The Medean Empire Warships first appeared in the skies of Shining Parousia in the year 461 of the 5th Age. The Parousians were a planet of Artists and Scientists, no superpowered Parousians to speak of by their own standards and there was little in the way of actual Warriors - but they learned Fast. Of course they did. Thanks to a quirk in their evolution the Parousian perception of Time is several times that of the galactic average. The Medeans expected an easy conquest of Shining Parousia - they got a bitter conflict of battles, occupations, and seiges that lasted for decades. Unfortunately, the Medeans had a whole galactic empire at their command were able to grind away the Parousian defense by sheer attrition. Shining Parousia burned, most of the Parousian Fleets burned, and the vast majority of it's population reduced to ash and most of the survivors now slaves of the Medean Empire. The Free Parousian "Armada" limped through space in quiet running, mostly just looking for a new planet to hopefully settle while avoiding Medean Hunter-Ships. It was almost a sick joke, just 5 ships and only two of them had weapons systems worth a damn. The Sol System was detected by Astronomers on Shining Parousia long ago, that there were Planets wasn't a surprise. The system was relatively close, the limping last ships headed that direction with a glimmer of hope. When the Coba's sensors determined that the third planet was not only habitable but inhabited the Parousians considered turning around, just on the off-chance that the Medeans could detect them and it would lead back to this infant world. Maybe the Parousians were done for, but they weren't going to take another culture with them. If you give up on your Principles just because things are getting hard, what's the point in having them? Then they realized it was a moot point. The Medeans had already found this tiny, defenseless and young world. The attack was beginning, a relatively small fleet but that's all the Medeans would need. The Parousian plan was to hide, maybe help any survivors if there were any or see if they cound find something of another culture murdered by the Medean Butchers. That was the idea. They thought they by chance were witnessing a Murder, the least they could do was watch it through to the end and pick up some pieces in rememberance. But then the Humans actually managed to bring down a Medean Cruiser. It was like witnessing a miracle - Ants were fighting Gods and managing to fight them to a Draw. It was incredible to see, these primitive Humans actually had a chance. So the Parousians did something not even they expected. The Waeca opened fire with Orbital Bombardments against Medean Beachfronts on the surface, the Esai loosed her Gravatic Lances. The Coba and the Craidex with support, the Vrussi with medical aid - what's the point of having Principles if you don't keep them when things get hard? There isn't much 5 ships can do against a Medean Vangaurd, even a small one, but they can help. It was enough to neutralize the Space advantage of the Medean attack and in the end the Humans got to keep their world. That was a year ago. The Parousian ships now are all semi-permenatly docked together into an artificial island. Relations aren't perfect between Humans and Parousians, in no small part thanks to Human Prejudice and the Parousian policy of never outright sharing their technology. But the defense against the Medeans provided a strong base and even when some small parties of both sides tried to start Wars cooler heads always outnumber and prevail. Roy'Eax is often one of the first Parousian faces many humans see. Roy'Eax started his time on Earth as obviously suffering from PTSD and who was a rank-and-file soldier among the crew of the Esai but after the Invasion Roy'Eax has gone through healing and Monk training. Included in his monk training has been meditative techniques he has excelled at and which has meant he is one of the few Parousians who can have a conversation with a human without taking a heavy cocktail of cognition-slowing drugs or using technological aids. A handy skill that's made him a De Factor Ambassador between the species. Since then he's frequently shuttled between "Little Parousia" and Cape City, especially on interactions between the respective religious communities or with the new Parousian Embassy near Cape City General Hospital. The Parousians might ban outright sharing their technology but they will use it to save lives and when not tending to his duties he is finding the little Serene places. This has helped Roy'Eax's head tremendously, and in a temple garden a Green Darner Dragonfly landed at just the right moment - a Perfect Moment. Believing that he's healed from much of the trauma of the Medean destruction of his homeworld and starting to embrace his role as a De Facto Ambassader of his species, he has humbly begun to divide his time between the Embassy, the Cape City General, the Vrussi, and just keeping his search for Perfect Moments - but between his Speed and his Training he might have a more active role then he thought.
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Ouránia Airgetlám - Fey Wanderer Ranger Name: Ouránia 'Rani' Airgetlám Character Concept: On the surface it's your typical 'Runaway Elf Nobility out for a Grand Adventure and hoping no one tries to drag her home' sort of situation. In reality it's an escape from a cold home whose only care for her revolves around how to best use her as a bargaining chip. Race, Background, Subclass Class: High Elf, Noble, Fey Wanderer (possibly druid dip later) Description: Lean and pretty, with bright violet eyes, dark skin and starlit white hair she keeps in a high ponytail or a long braid, her most notable features are the small, glowing marks under each of her eyes. Rani is poised and polite, even when she's not entirely trying to be, and prone to effusive enthusiasm about (to most people) mundane things. Such a demeanor is very much at odds with the persona of a somewhat down on her luck wandering ranger that she tends to try to project. It doesn't help that her clothes are too new and well-kept to really help sell it. One might think that the life she lived kept Rani too sheltered to understand suffering- but it hasn't; it's only made her more sympathetic. Because if she, who was born into so much, can still be used and abused as she has been, then how much worse must it be for those who have less? Those who have to shoulder their suffering along with the weight of never quite having enough? This is, in large part, a sort of rebellion against her parents as well though, who are the sort of people to say that circumstances are always malleable, if you simply have the will to make them so- or, in other words, implying that those who have less do so because of their own failings. It's a loathsome way to think, in her opinion, especially given how much of what they have was inherited from previous generations of family. But she knows well enough that even now, on her own, without most of her prior resources, she's still had the benefit and knowledge of her upbringing to give her a leg up on others. It keeps her relatively humble, especially since she knows she has much to learn from people who have been in the 'real' world longer than she has. And who knows- maybe if she's lucky, she'll find the kind of connection she's been woefully deprived of out in the great, wide somewhere. Your Character’s Plothook: Rani's parents very much want their bargaining chip daughter back and have tasked their most loyal knight to track her down and bring her home. Problem is, said knight is the one who helped her escape to begin with. On top of that, the first small group of 'adventurers' Rani fell in with upon making it out of her cloistered life turned out to be little more than extortionists- who didn't take kindly to Rani returning their extorted gold to their victims and running away in the middle of the night. Past is Prologue: Born late into her parent's lives, Rani grew up feeling less like a daughter and more like a show dog. Her interactions with her parents were few and far between as far back as she could remember. Meals were served in her rooms because her parents were 'too busy' to eat with her regularly, and her tutoring lessons were seldom looked into past a certain age. In fact, the most Rani ever saw of her parents was at social gatherings; parties and feasts where she was expected to play the role of the perfect daughter, devoted and doting on two people who might as well be strangers to her. As she grew older, so too did her parents grow more restrictive. Free time she'd used to speak with and learn from the knights that served her family dwindled, and those who had seen fit to teach her the bow and the blade assigned shifts when they would seldom see her. Time outside of her room was well-monitored, and any and all attempts to sneak away from her watchers (though tolerated more by some than others) would eventually be quashed by those who feared her parents more than they cared to let her wander as she pleased. All the while, she was still dragged from her chambers to be paraded in front of potential 'connections'- people with children that her parents thought essentially selling her off to would benefit them. And though she couldn't hate them for it, the more it happened, the more she resented them for treating her like that. Speaking up only earned her mother's cold ire and her father's colder fury, as well as the understanding that to them, she was little more than another asset- like their money, like their status. She tried running away on four separate occasions over the years before finally succeeding- but only with the help of her family's knight-captain. Having known her since she was a child, and being one of the few members of the retinue allowed to speak to her more than occasionally, he'd become tired of seeing the girl he'd grown to consider a second daughter so constantly stifled. And so constantly miserable. Helping her escape in the lull between shifts, he sent her off to his real daughter a good ways away, knowing she'd need time to prepare herself to keep on the run. Grabbing only a couple of changes of clothes and valuables she could sell, Rani ran and did not stop. And for a while, she thought she might have gotten away; that her parents would give up after a few months of searching. How wrong she was. Having stumbled upon one of the trinkets she'd sold at a shop, a 'friend' of the family reported said finding to her parents. Meanwhile, Rani's decision-making had led her to making enemies of a small group of mercenaries whose extorted money she'd returned to the small town they had threatened it out of. With the gold out of their hands, they've decided she's going to pay them back herself, and are now similarly on her trail. Truths, Rumors, and Lies: Rani isn't just any elf nobility- she's one of the few Star Elves who have trickled out of Sildëyuir in the last few decades or so. The person who helped her leave her old life behind wanted to ransom her back to her parents but she escaped. The people searching for Rani aren't just her parents, but also a jilted groom. Include at least two of the following in your application: Deity: Corellon & Angharradh - like all Ruar'Tel'Quessir, she has a great appreciation for Corellon, but being of the fiercely protective sort herself, she considers Angharradh's arising in order to help heal Corellon & protect the elves aspirational, even if she doesn't go about it in quite the same way. Is Might Right? Rani believes that those with power and influence should use those to help those who have none, and thus cannot do for themselves. She is more than well aware, however, that simply because she believes it doesn't make it true- and it certainly doesn't mean others in similar positions will share her ideals. And she knows they are just that- ideals, that is- but they're ones she'll uphold, so long as she's actually capable of helping people. Music Head- And We Run - and love is a word you've never heard ; your heart ain't cold 'cause it burns, a desire to leave the mire In The Blood - home is not where you live but who cares when you're gone Constellations - 'Cause like constellations a million years away, every good intention, every good intention is interpolation Heart- Nightfire - Lately love's on the run, so let's race until we've found it Sunlight - Betray the moon as acolyte on first and fierce affirming sight of sunlight Southern Star - Salute the battlefields where our broken hearts were born Hands- Woodland - We're all just searching for something bigger than we're all able to find Running With The Wolves - There is nowhere for you to hide, the hunter's moon is shining Child of the Stars - Take the world by storm, muster all your strength Images Show this Connections Nemhsyne Athranas- Rani's mother; a woman whose idea of diplomacy stems from what other people can do for her. Very careful with her words and promises, so that even when she breaks them, she will usually not be faulted for it. Ourános Athranas- Rani's father; a man who presents himself as a careful and considerate manager of fortunes, while also using the assets of those who trust him to further his own wealth. Though he always repays investments, he won't hesitate to 'borrow' what he might need only to return it once he is no longer in need of it. Eltheyn Airgetlám- Knight-captain of her family's guard, and the man who helped her escape. Rani uses his surname rather than her parents' when introducing herself, as she has yet to choose a new one for herself. Kind and good-natured but nearly implacably stern with his knights. Gwynne Airgetlám- Daughter of Knight-captain Airgetlám, and the only person around her age Rani knew from anywhere outside of the parties she was always dragged to. Almost like an older sister, Gwynne took her in for a few weeks, as she'd moved far from home once she'd married. The only reason Rani isn't still living with her is that once her parents' search started in earnest, she knew Gwynne's home would soon be on their list. Impressions Thoughs Thus Far Jezda Maar- Her beliefs are strong, and I do think she's not a bad person. However, her temperament could do with some reining in. Reacting so swiftly and so severely simply to an answer one doesn't like is a good way to find oneself surrounded by those who disagree far more vehemently. Badmaw- A terribly interesting person, truly. I've never met a person who enjoys food and drink so earnestly that wasn't also generally a pleasure. He's terribly sly though, that one- not that that's a bad thing, but I believe he'd eat most of us out of our coin if we aren't careful. He's funny though; if I ever have to drop in again I'll have to look in and see how he's doing. Elsie Thornhilt- Though she seems sweet enough, I'm not sure if she's actually as frail as she seems or if she's playing it up for sympathy. Goodness knows the tactic is working if she is. If she's not pretending though, I don't think she's as cut out for treasure-hunting as she thinks, no matter how desperate her situation may be. Krog Brokengulf- I don't think he has bad intentions, but I also don't think he realizes just how condescending he can come off. He thinks it goodwill and kindness, and I don't doubt that it is- however there's too much of a Nobleman's politicking in his words; he should be more honest, people might trust him more. Haldeyr G'elde- Beautiful men who know it are the more often than not the most dangerous kind, and I'm fairly certain he thinks me a dull and easy mark, which is a bit disappointing. I don't believe for a second he was only offering Elsie work as a bouncer, nor that his scruples are wholly unassailable. We'll see though, I suppose. Ganth- Had I a coin for every bullheaded man who thinks his strength means he can act as he pleases, I'd be awash in gold. He is loud, full of himself, generally unpleasant and worse still, doesn't seem to care for being told so. He would be a terror to try and cooperate with, frankly, and I'll be full glad when he drinks himself unconscious. Tropes (this one's just for me) Pretty Princess Powerhouse/Lady of War Gilded Cage/Lonely Rich Kid Star Power Older than they Look Archer Archetype/Bow and Sword in Accord Pink Heroine
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Tecendi Dockson, Malconvoker Picture. If you want something done right, do it yourself. Name. Tecendi Dockson, Fire Guard of the Watchful Order of Magists and Protectors, Self-Appointed Advocate of Literacy of the Docks Ward, Warlock of the Unspecified Patron, and while he'd never admit it, Malconvoker. Character Concept. Tecendi found a way to steal power from the Abyss and is trying to get as much good out of the find as he can before it blows up in his face. Lineage, Background, Planned-Subclass Class. Non-Variant Human, Charlatan, Fiend Pact of the Tome Warlock Description. Black hair branches out wildly from Tecendi's head, providing a modicum of shade and cover to eyes obscured by goggles secured tightly enough to protect the eyes from smoke. A bright orange scarf covers his mouth and nose, and a burgundy leather long coat trails down to his ankles, with boiled leather armor and a sash that matches the scarf visible through the open front. While he wears a glove on each hand, the left glove is fingerless. What skin is visible through his attire is lightly tanned. When eating, he removes the goggles and scarf, revealing bright brown eyes, light stubble, and an easygoing smile. Due to the extent to which Tecendi's appearance is usually obscured by his attire, he tends toward expressing himself through exaggerated body language and speaking in a bombastic manner. He's an enthusiastic conversationalist and a renown liar, although he enjoys a certain freedom in being brazen with his lies. After all, a lie that everyone is in on can be entertaining, and some of the best stories in Waterdeep are lies, are they not? Your Character's Plothook. Jalester Silvermane knows a fair bit about what goes on in Waterdeep, and one of his numerous sources of conversation is everyday conversation. Tecendi considers himself an excellent conversation partner, and has boundless patience for Silvermane's curiosity. For his part, Jalester considers the games Tecendi plays with the truth an endearing intellectual exercise. Past is Prologue. One must begin by understanding that while this is the truth, it is also the one version of events Tecendi will never tell. As best he knows, he was left at a Dock Ward orphanage as an infant by a barmaid who'd been ill-prepared for motherhood. While he was never adopted, he had a home in the orphanage, and spent his childhood one step (or misstep) above being a street urchin as a result. After moving out of the orphanage, he struggled to get by with a combination of conning travelers out of their coin with card games and running errands for various gangs, all the while teaching himself how to read in the hopes that that might provide better opportunities. One such opportunity presented itself when he was tasked with delivering a package to a client and found the doddering arcanist murdered in his home. In checking to see that the old man wasn't just sleeping, Tecendi gave him a jostle, and in so doing jostled the material that the mage had been researching, which had been slathered with his warm blood. Erratic magical energies were unleashed, and Tecendi quickly found himself imbued with eldritch power and fluency with the demonic tongue. While his sudden empowerment caused him to be suspected in the murder, the investigating officer ultimately decided that the teenager couldn't have managed it on his lonesome, and Tecendi went on to join the Watchful Order of Magists and Protectors. While it seemed a matter of legal necessity, his interest was in figuring out what had happened to him. After learning he was basically stealing power from a layer of the Abyss to fuel his magic, and that the particular layer he was robbing was disputed territory among demons, he decided to do what good he could with what he had. Truths, Rumors, and Lies. The true rumor about Tecendi is that, when he has time or coin to spare, it goes toward supporting the orphanage that he grew up in, with lessons in Common literacy being his most prized "donation" to the children. The false rumor is that he actually had killed the old mage but got away with it because it was in retaliation for being experimented on. The other false rumor is that his friendly manner is a cover for serving the dark agenda of his fiendish patron. Include at least two of the following in your application: Is Might Right? Power is wielded not by those who are right, but by those who are left. If you want to know the nature of a man, look at what he does with strength in excess of his needs. Does he hurt others, to advance his position? Squander his potential by sitting content with his bounty? Or does he lend his strength to those less fortunate? If you have doubts, the safe bet is usually the one who uses his strength to make the world stronger. Deity. Mystra became Tecendi's deity of choice shortly after his empowerment, and he'll be quick to thank her when decisive spellcraft yields satisfactory results, or when he narrowly avoids disaster. His magic situation is sufficiently novel that he has particular reason to be concerned about her feeling unappreciated, after all. Music. The lyrics aren't perfect fits, but the vibes are. Everybody Loves Me by OneRepublic You're Gonna Go Far, Kid by The Offspring My Evil Plan to Save the World by Five Iron Frenzy
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Note: This is a recycled character. If that's a problem, just let me know and I'll make a new one. But y'know that one character you always want to play, but you can never find the right game? This is that character for me. Spotty "I come in peace!" Name: Spotty Character Concept: A kobold who was adopted by adventurers. Has a touch of Stockholm syndrome. Race, Background, Subclass Class: Kobold, Sage, Inquisitive Rogue Bonus Feat: Skilled Origin: Originally from the Clawfoot clan, somewhere in the High Moor Description: Standing at three feet and some odd inches tall, it's clear to see why he was given his name - his light grey scales are dappled with darker grey spots. He seems quite friendly and casual with most everyone he meets, though he's also quite analytical and sometimes does little annoying things or makes pointed jokes as a means of evaluating people. He often cracks wise in combat, too. He wears leather armor and carries a sword and a crossbow, most often fighting with the latter. Most kobolds slink about to play up how small and scrawny they are, or puff up to make themselves look bigger. Spotty does neither. His posture is neutral, if a bit guarded. That guardedness also shows in his tendency to wear a hooded cloak, making it hard to tell his race from a distance - there are some folks, after all, who immediately think "enemy" when they see a kobold, but Spotty has found that they can often be placated if he can just get his foot in the door by initiating conversation first. Your Character’s Plothook: His adoptive parents (an elf and a dwarf) frequently visited the tavern, and the little kobold was often with them. Meloon Wardragon seems quite fond of him. Past is Prologue [Backstory] "That's the last of 'em" said Brahm, wiping the blood off his spear. "These kobolds won't be bothering anyone anymore. Let's go claim our reward." "Wait," said Elara. "Do you hear something?" "Huh?" Brahm listened carefully. "...Yeah. Sounds like a baby crying. Weird. None of the villagers said anything about any children being kidnapped, did they?" "No, they did not." Elara began to walk around while turning her head this way and that, trying to discern exactly where the sound was coming from. Brahm shrugged and followed his elven companion's lead. Eventually they found it: a little kobold, barely old enough to walk, was crying over the body of what they could only assume had been its father or mother. Brahm grunted out a Dwarven curse. "It's a child... a child whose family we just killed. Some bloody heroes we are." "They poisoned the village granary and then killed the cleric of Eldath who'd been sent to negotiate with them," Elara reminded him. "They clearly weren't interested in coexistence." "Feh. And what do we do with this one? Put it out of its misery, since it's like to die anyway?" Brahm stared at the kobold child. "Gah, of all the things I've done..." Elara took a long look at the little kobold, then did something Brahm had only rarely seen her do — she smiled. "It's adorable." "...Are you drunk?" "No, but I've always wanted a child. I suppose I just never told you because you and I are incapable of—" "I get the idea." Brahm chuckled. "...Alright. We'll be its 'parents', then, and take it with us on our travels. Every adventurin' party needs a mascot, after all." ― And so it was, and they named him "Spotty" for his mottled hide. At first, they treated him less like an intelligent being and more like a stray cat. But over time, they grew to respect him as a person and love him as their son. They quickly found that he was good at picking locks, squeezing into tight spaces, and disarming traps, so they eventually began grooming him to become an adventurer himself — with the occasional help of a roguish human bard. Now with some experience under his belt, he's ready to strike out on his own ... at least he thinks so. Rumors: True- the Clawfoot clan served a black dragon who is not yet aware of their fate. Eventually the dragon might come calling for its last living "servant"... False- Elara taught him magic. (He wishes this were true. He tried to learn magic, but he simply couldn't wrap his head around it.) True- Since adopting him, Brahm and Elara have taken pains to avoid contact with other kobolds, so he has never met another of his own kind. False- Like most kobolds, he worships dragons. (He respects metallic dragons, but he insists that is all.) Bit of both- His spotted hide is due to a semi-common skin condition which is known to cause quite a bit of pain. (In truth, he does have that skin condition... but he has a painless variant of it.) Connections Friends: Brahm and Elara, his adoptive parents. Brahm is a dwarven fighter/druid, Elara is an elven wizard. They live in Neverwinter, not too far from Waterdeep. They're still active adventurers, though, so they're often away from home. Enemy: a halfling bounty hunter named Darius has a bone to pick with Spotty because he saw him stealing an artifact. What he doesn't know (or perhaps doesn't care) is that the artifact was needed elsewhere to cure an illness, saving dozens of lives. Bonus: Personality Profiles Elara often seems a bit aloof, in the stereotypical elven way - she's often far more interested in ideas and theories than in what's happening right in front of her. She can focus on the here and now, of course, but it's difficult for her, even with Brahm and Spotty helping to ground her. In truth, she had a very regimented upbringing and she's still trying to unlearn some of the toxic 'lessons' she learned. She taught Spotty archery, swordplay, and a wealth of academic knowledge. Brahm seems gruff, but he's actually the more soft-hearted of the two. Estranged from his clan, he had to make friends anywhere he could find them. He insists the estrangement was his choice, but no one knows the real story. He taught Spotty the rules of adventuring and the ways of the natural world. Darius was once the sole survivor of a party that was betrayed by their "benefactor". Since then, he has been absolutely committed to his work, cutting everything else out of his life. To him, Spotty is just another bounty to collect, and it would be quite difficult to convince him otherwise. Impressions of other characters He would give Garoth a wide berth as he knows what an angry orc is capable of. That being said, he also knows that having an angry orc on his side would be a very good thing. Amberlyn- They could probably be friends. I strangely can't think of anything more specific to say. He would always be watching the Savant, respectful of his magic power but concerned about his mental instability. All things considered though, their backgrounds are rather similar, so they could probably strike up a friendship. Besmara- Pirates are cool, but they often aren't good people. He'd probably ask her to share some stories and sea shanties, but he wouldn't trust her with much more than that. He probably wouldn't be able to get a read on Elsie and would see her as just an average adventurer whose approach to combat and social situations is similar to his own. He might find Britari's personality a bit abrasive, but at the end of the day, he and she are not too different. He'd probably find Elegia a bit offputting. Not dangerous, but spooky. Haldeyr would likely not be trusted, but he would be respected as a fellow thief and a fellow associate of Mr. Wardragon. He would probably try to befriend Badmaw, if only because they're both scaly folk. Spotty is also fond of cooking and would gladly share his own knowledge with the lizardman. He would likely agree with some of Jezda's beliefs, but she's far too intense and spiteful for him to fully side with her. Krog- He would think "noble bugbear" is a hilarious contradiction. This might expose some of Spotty's more troublesome thoughts (which also extend to himself) but once the ice is broken, I think the two would get along pretty well. Vant- he just like me fr (WIP) Spotty would have no idea what to think of Reynwynn. He would find Tecendi's mannerisms entertaining, but he might become worried if he learns the origin of Tecendi's powers. Ourania- much like Amberlyn, I think they could be friends, but I can't think of anything specific to say here. Ash- I like turtles (WIP) Bonus: My Goals for this character (and his goals for himself) What does it mean to be a good adventurer? Any adventurer can kill baddies, but can they solve problems without creating new ones? Can they get over the mentality of "smite first, ask questions later" when it's sometimes the only way to survive? That's what I want to answer. In answering these questions, will Spotty burn out and give in to cynicism? Or will he find a way to keep his ideals, even if he can't perfectly uphold them? Or perhaps he'll find some third option. This character could develop in an unexpected direction, and I love that. What he wants is to prove himself as a person and as an adventurer... and at some point, he also wants to have a very long talk with his adoptive parents. He remembers the less-than-stellar way they used to treat him and some of the condescending things they've said about him, and he's never truly taken them to task for that. But he also knows that they've been trying, gods bless them, and they deserve some credit for that.