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  1. Aizella "Zela" Varochean (vuh-ROCK-ee-ehn) "I wasn't meant to exist, but I'll do everything in my power with the gifts I've been given." Theme: Elf • Shadow Elf • Cultist • Slayer • Bruiser Adept 1 Medium • Neutral Good Backstory The day Zela was born was quite peculiar - unlike any way a person is usually born. One day, she opened her eyes and she just… was. She awoke in a bed, in a body that was already fully grown, and with thoughts and memories that both were hers, and were not hers. She knew she was Aizella; that was for certain. "Aizella Varochean": a name from a line of noble elves. She knew her body like it was muscle memory: the pain of every scar and every muscle, etched into her by her master to shape her into a weapon. She had a master? She supposed she did. She went off in search of this master for answers, and for a long time, her journey was fraught with only more questions. Why was everyone so gloomy all the time? Why were all the colors so dim and drab, on the outside as well as on the inside of people's hearts? Who was this "Gullog", and why was his the shadiest heart of all? They called her their "champion". Said she had trained for this her whole life. But the ritual had been interrupted. Her body had been preserved by dark sorcery at the peak of her mortal potential, yes, but who knows what the side effects were of Gullog's attempt to salvage such an important spell? Eventually, Zela figured it out: Aizella had died her true death. Someone else inhabited her body now, and that someone was her. With time and perspective, Zela was finally in a position to make a choice. She ran away - from Gullog, from her mentor, from the gothic souls and the overcast skies - and made her way to the Freelands. She would become an adventurer. Contact the Winter Elves. If anyone could help her put an end to Gullog's plan and save Bás from herself, it would be them. Abilities & Proficiency Bonus Strength 16 (+3) • Dexterity 10 (+0) • Constitution 12 (+1) • Intelligence 10 (+0) • Wisdom 14 (+2) • Charisma 12 (+1) Point Buy & Boosts Str 15 • 9pts • +1 from Background Dex 10 • 2pts Con 12 • 4pts Int 9 • 1pts • +1 from Background Wis 14 • 7pts Cha 12 • 4pts Proficiency Bonus +2 Adventuring & Combat HP 9 / 9 • HD 1 / 1 (d8) AC 15 (12 + Str Mod) Initiative +2 • Dex 0 • Extra 2 Saves Str (+5), Dex (+2) Perception +4 • Proficiency 2 • Wis 2 • Item 0 • Senses Darkvision 120' Speed 30' Class DC 13 • Proficiency 2 • Base 8 • Str 3 • Item 0 Weapons & Attacks Partizan(Modified spear) +5 • Proficiency 2 • Str 3 • Item 0 • Damage 1d6 + 3 Slashing / 1d8 + 3 Slashing (Versatile) • Defensive Piercing (Heavy), Simple, Thrown (20/60) Spear +5 • Proficiency 2 • Str 3 • Item 0 • Damage 1d6 + 3 Piercing / 1d8 + 3 Piercing (Versatile) • Defensive Piercing (Heavy), Simple, Thrown (20/60) Skills Acrobatics +2 • Proficiency 2 • Dex 0 • Item 0 Animal Handling +2 • Proficiency 0 • Wis 2 • Item 0 Arcana +0 • Proficiency 0 • Int 0 • Item 0 Athletics +3 • Proficiency 0 • Str 3 • Item 0 Culture +0 • Proficiency 0 • Int 0 • Item 0 Deception +3 • Proficiency 2 • Cha 1 • Item 0 Engineering +0 • Proficiency 0 • Int 0 • Item 0 History +0 • Proficiency 0 • Int 0 • Item 0 Insight +4 • Proficiency 2 • Wis 2 • Item 0 Intimidation +1 • Proficiency 0 • Cha 1 • Item 0 Investigation +0 • Proficiency 0 • Int 0 • Item 0 Medicine +2 • Proficiency 0 • Wis 2 • Item 0 Nature +2 • Proficiency 0 • Wis 2 • Item 0 Perception +4 • Proficiency 2 • Wis 2 • Item 0 Performance +1 • Proficiency 0 • Cha 1 • Item 0 Persuasion +1 • Proficiency 0 • Cha 1 • Item 0 Religion +4 • Proficiency 2 • Wis 2 • Item 0 Sleight of Hand +0 • Proficiency 0 • Dex 0 • Item 0 Stealth +0 • Proficiency 0 • Dex 0 • Item 0 Survival +2 • Proficiency 0 • Wis 2 • Item 0 Proficiencies Weapons Simple Weapons, Hand Crossbows, Punching Daggers, Rapiers, Shortswords, Throwing Daggers Armor Light Armor Tools Lute Skills Acrobatics, Deception, Insight, Perception, Religion Expertise Insight • Detecting Lies • d4 Insight • Sensing Motives • d4 Languages: Common, Elvish, Undercommon, Kemet Class Features Brutal Defense You are proficient with light armor. While wearing light armor, replace Dexterity for Strength in AC calculation. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor. Martial Arts Gain the following benefits while unarmed or wielding only adept weapons (quarterstaves, punching daggers, shortswords, and any simple melee weapons that aren't heavy or two-handed) and you aren't wielding a shield: You may use Dexterity instead of Strength for the attack and damage of unarmed strikes and adept weapons. You may use your Martial Arts Die instead of the normal damage die of unarmed attacks and adept weapons (d4). When you Attack with an unarmed strike or an adept weapon, you can make one unarmed strike as a bonus action. Other Features Heritage Darkvision • 60' range. Dim light becomes bright light, darkness becomes dim. Can't see color in darkness. Fey Ancestry • Expertise on saves v.s. Charmed, and magic can't put you to sleep Trance • Spend 4 hours in trance instead of 6 hours of sleep, during which you have no penalty to perception Keen Senses • Proficiency with Perception Prophetic Instincts • Your ability to detect danger is nearly unparalleled. +(Wis Mod) to Initiative rolls, and you can't be surprised while conscious (even in Trance). Culture Umbral Acclimation • Your darkvision is 120'. Shadow Elf Weapon Training • Proficiency with rapiers and hand crossbows. Shadow Lore • You know the (Minor Illusion) cantrip. At 3rd level, you can cast Faerie Fire once per long rest. At 5th level, you can cast Darkness once per long rest. You don't need material components for these spells, and their spellcasting ability is (Wisdom). Languages • You know Common, Elvish, and Undercommon. Background Skill Proficiencies • Proficient with Religion and (Deception). Languages • Proficient with Kemet. Forbidden Lore • When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek - finding the book or paying the being's price is another matter. Destiny War of Attrition • You gain Inspiration whenever you strike a blow against an especially powerful creature related to your destiny (but not necessarily your specific destined foe). Force the enemy's retreat, obtain an item important to their defeat, gain a significant insight into their location or intentions, defeat one of their trusted lieutenants. Slayer's Gift • Fighting the creatures of darkness hones both your mental and physical prowess. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your Inspiration to add a +5 bonus to that roll. Feats - Spells & Powers Spell Attack +0 • Proficiency 0 • Abi 0 Spell DC 0 • Proficiency 0 • Base 8 • Abi 0 Spell Slots: 1st Lvl • 0 / 0 Prepared Spells Cantrips Minor Illusion 1st Lvl - Inventory Money: 0 CP • 4 SP • 0 GP • 0 PP Weight 62 lbs • Enc 225 lbs (Str x 15) • Push/Drag/Lift 450 lbs (Str x 30) • Bulk 0 / 4 (1 + Str Mod) • Supplies 5 / 15 (Str) Equipped Padded Leather Armor • 8 lbs Partizan(Modified spear) • 3 lbs Backpack • 5 lbs Carried Spear • Sheathed • 3 lbs Tent • Strapped to Backpack • 10 lbs Rope (50') • Strapped to Backpack • 10 lbs Grappling Hook • Attached to Rope • 4 lbs Crowbar • Strapped to Backpack • 5 lbs Pouch (Sand) • Belt • 2 lbs (1 lbs pouch + 1 lbs of sand) Waterskin • Belt • 5 lbs Stowed Mess Kit • 1 lbs Tinderbox • 1 lbs Torches (x2) • 2 lbs (1/unit) Clothes, Common • 3 lbs Connections Your former mentor who now hunts you for your desertion of the cult. Mementos A talisman which is said to open a gateway to the realm of a forgotten god. Motivation Guardian: You embrace your destiny to protect as many people as possible.
  2. Basic Information Name: Marle’Tok Age: 21 years Race: Half-Orc Class: Ranger Background: Folk Hero Culture: Villager Alignment: NG Level: 1 Personality Traits: Thinking is for other people. I prefer action. I get bored easily. When am I going to get on with my destiny? Ideals: Respect. Everyone deserves to be treated with dignity and respect. (Good) Destiny. Nothing and no one can steer me away from my higher calling. (Any) Bond: I work the land, I love the land, and I will protect the land. Flaws: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. I have a weakness for the vices of the city, especially hard drink. Languages Common Orcish Description Backstory
  3. Name: Race: Human Gender: Female Class: Sorceress 2 (Arcane Bloodline) Alignment: Neutral Good Stats STR: 11 DEX: 18 (16+2) CON: 16 INT: 13 WIS: 13 CHA: 20 (18+2) Description With her delicate features, slender build, and fluid, ethereal gait that gives the appearance of sailing over the ground rather than walking, Alexandra is an unearthly beauty. She has fascinating golden eyes and black hair that flows loose down her back.. She has a preference for expensive, delicate garments that do justice to her features and graceful silhouette - especially black and golden robes. Personality Curious and genuinely interested in others, Alexandra has always found it easy to draw people to her. She may have become slightly manipulative because of this, influencing - and at times using - people to reach her objectives, although she would never admit to doing it. In her interactions with others, Alexandra tends to trust people, instinctively giving them "the benefit of the doubt" - until of course she is proven wrong. She may come across as somewhat capricious and whimsical. This can be seen in the fact that, although she understands the value of planning, she can at times decide to throw the agreed upon plan out of the window for reasons known to her alone. She also believes that her planning skills are excellent, when they are average at best. Alexandra values creative expression and personal freedom, but can also accept rule. She is determined upon her goals, but cautious in setting a course. Background The third daughter of Gerrhald Fyrkhrag, a rich armorer and weapons merchant who had set up shop after a first career in adventuring as a wizard of some repute, Alexandra quickly developed a fascination for the Arcane arts. Seeing her tastes develop in what he thought were the traits of one who could follow in his footsteps in the study of the Arcane – and who could manage people and distant operations, Gerrhald hired two tutors to teach her magic and accounting. Indeed, he had hoped to groom Alexandra as his associate and - hopefully - his successor. But Alexandra's personality did not evolve as his father had expected. For all her respect of books, rigorous studies and the very notion of order, her approach to magic turned out to be much more intuitive and chaotic than Gerrhald had hoped. To her mentors, trying to teach a short-witted, capricious sorceress the subtle secrets and delicate beauties of the Arcane was like casting pearls before swine; besides, Alexandra's interest in (and patience for) accounting was very limited. After three years trying to teach the young girl, her mentors explained to Gerrhald that she could neither learn how to run a business nor become a wizard. Alexandra, who was now seventeen, began spending more time in taverns and gambling halls than she did studying. Seeing that he was unable to groom Alexandra as he wished, Gerrhald decided to give her in marriage to some worthy husband of his choice - just as he had done with her two elder sisters. That is when she decided to flee her home. She might not have mentors to guide her, but she could still seek knowledge alone and learn more about her own untapped magical powers; and as to earning a living, she could always count on her newfound skills as a gambler. Her father's initial attempts to find her proved futile; eventually, having managed to locate her, he decided to leave his daughter alone. At first, Alexandra won quite a few golden coins gambling. But then one night she lost everything to the last copper in a high stakes card game. She was forced to embrace a new career as an adventurer, offering her gift for magic in exchange for coin; that is how she recently joined a party of adventurers.
  4. Tiluriel Blacksong Fey Knight and Hell Dancer Basics Name Tiluriel Blacksong | Class Swashbuckler | Specialisation Battledancer | Background Barmaid, Guardian & Showgirl | Patron Deity Cayden Cailean | Last Residence Twilight Inn, later called Blacksong Inn - An infamous tavern in the middle of the forest, located on the intersection between First World and Golarion. Tiluriel worked there for more than 60 years. Lineage Elf | Heritage Chelish Tiefling | Age 114 | Height 5' 11" | Weight 122 lbs. Synopsis As daughter of a Hell Knight and a priestess of Calistria, Tiluriel vowed to live a life of pure hedonism, but stepped into the trap of responsibility, and grew up, right when the Ironfang Invasion was commencing. Background Story Tiluriel Blacksong was born 114 years ago in Cheliax. Her mother Kirwen was a slave and secretly a priestess of Calistria of a tradition from Kyonin. Tiluriel’s father Termon was one of the few half-elven hell-knights. The two fell in love and sought a life at the fringes of the Clesish Empire in the Fangwood Forest. Tiluriel came mostly after her mother, but, when her father died, she began emulating him by wearing black armour and picking up sword-fighting skills. At the age of fifty-five she decided to devote herself to a lazy life without any arduous work.She found a job as a barmaid, sword-dancer in the Twilight Keep, an infamous inn at the edge of the forest, which served as meeting ground between the peoples of the forest, and a place for wealthy people to wind out at the fringes of civilisation. Unbeknownst to most, it is at an intersection with the First World and always is always lead by a duo of propietors, one from either world, respectively. Only one year later, Nirmathas declared its independence, with the Twilight Inn directly in the contested border regions. While Tiluriel sympathised with Nirmathas, she remained devoted only to pleasure. The inn changed hands numerous times, and with it, its exact function, name, and allegiance. Tiluriel help defend it against common thieves when she felt like it but didn’t have the slightest issue with surrendering and changing sides when it was opportune. She only engaged in espionage when she was in the mood. She had affairs and joined military units from either side, but even so, she always returned to the Twilight Inn. The place had long been renowned as Blacksong Inn when eighteen years ago, her hedonistic lifestyle came back to haunt Tiluriel. She was engaged in a passionate relationship with the proprietor when he died from a heart attack and left the place to Tiluriel; the last thing she ever wanted was any kind of serious responsibility. Since then, she began to change: She would still yield to overwhelming force, but she stood up for the other folks of the inn, tried her best to maintain the integrity of the place, and began increasingly often in serious combat to put things right. Three years ago, she broke her most sacred oath when she declared herself adult; she had sworn never to do that, but she had to confront the reality that she had changed. When a new army invaded the land, she found herself caring. This time, she didn’t want to toy with the commanders, she wanted them gone. She signed over the Blacksong Inn to a friend and left to look for a way to oppose this Ironfang Invasion.
  5. Basic info Name: Branak Ironborn (WIP) Race: Dwarf Gender: Male Age: 110 Ht :4'1 Wt: 155 Class(es): Rogue (Trapsmith) 1 | Kineticist (Aether) 4 Traits: Campaign Trait: Industrial Scapegoat Elephant Feat Tax fix Used Appearance Personality . Background
  6. Gender: Male Race: Aasimar (Protector) Alignment: Neutral Good Class: Fighter (Eldritch Knight) Background: Soldier Passive Perception: 12 Passive Investigation: 13 Passive Insight: 12 Hit Points: 54 Hit Dice: 5d10 AC: 19 Initiative: +3 Size: Medium Speed: 30 feet "I can do this whole day!"
  7. Little Spring of the Calm Water Clan Tabaxi Guild Artisan Rune Knight Fighter Name: Little Spring of the Calm Water Clan (but his actual name is نافورة صغيرة لقبيلة المياه الهادئةNafurat Saghirat Liqabilat al Miah al Hadia) Character Concept: A guild-artisan by day and pit-fighter by night, Little Spring bet his fortunes on himself and lost—lost it all. Back to square one, he decides to set out in search of adventure, new wealth, and new techniques to help him win in the pits this time. Race, Background, Subclass Class: Tabaxi (Tiger) Guild Artisan Rune Knight Fighter Description: Standing at 6′–6″ (198 cm), Little Spring appears to be—well, everyone just assumes that he is—a shifter who never unshifts. Powerfully built, his tiger stripes of black, white, and gold give him a striking appearance. Intimidating as he might look, he is calm and collected. He loses himself in his art and even in a fight he appears serene. Those that can get over their initial wariness of the huge cat man find the peace in his presence. However, woe betide those who would seek to incur his wrath, for the tiger within is most certainly not dormant. Your Character’s Plothook: Oakhurst is a bustling, turn-of-the-century town located in what is otherwise an ancient, war-torn, and undoubtedly haunted frontier realm, the Mournlands. There is opportunity, riches, and adventure abound for those brave enough to risk life and limb. Past is Prologue: Little Spring had awoken in the ruins of the city—well, that’s not exactly right . . . He awoke . . . he became aware that he was . . . not a tiger . . . and he was standing on two legs, like the keepers had. He and the other . . . awakened . . . The fences that kept them in were ruined, too. The strange clouds with the faces of his keepers . . . they’d passed. And here he and the other awakened were: Awake. And they left. And the years went by . . . “Hey Little Spring, you got that cinquefoil done?” the foreman asked, looking over Little Spring’s shoulder. “That’s not even a window! What’ve you been wasting your time on?!” “The khams ‘awraq—your sink-fuyul—is over there,” Little Spring’s rumbling purr answered without taking his eyes off the stela he was carving. “I finished it hours ago. Now asimat!—shut your mouth—and let me concentrate. I’ve carved too many of these letters into this lawha for you to cause me to slip and have to restart! I’ll use your teeth to do the carving!” “Hey! Hey! No worries! You should have said something, ya floof!” the foreman backed off holding his hands placatingly, but it only earned him a growl. And that’s when they both noticed it. Maybe trick of the afternoon light, or some dust? Maybe a shadow from somewhere else. Whatever it was, it was like magic had flashed briefly through the letters being carved. “Asimat! I said shut your mouth, now the mourning flow through my chisel! I have to sand the burn marks out the letters now. Ansarafa! Scram!” “No need to tell me twice . . .” That evening . . . “Hey, Little Spring,” the foreman said, sitting down next to the enormous cat man next to him, “Let me get you a drink—sorry for making you mess up your work today, is all.” “Offer appreciated, but you can’t afford what I imbibe,” was the purred answer. “You can’t afford what I eat, either. You can pay me back by taking me off the simple jobs. Sink-fuyul, try-fuyul, kwa-tra-fuyul, is all boring work.” “Fine, fine, I’ll talk to Tommleson,” the foreman acquiesced before pausing, “Hey, how can you afford all this stuff? You’re dressed to the nines, you drink that weird stuff that costs more than I make in a month . . . where you get this money?” “You come with me after dinner,” Little Spring said. “I show you.” Later that evening . . . “Ladies and gentlemen, place your bets! Tonight in the red corner, we have Forty-six-fifty-one! 4651 is a battle bruiser pumped out of one of Eston’s warforged factories in the last war! In the blue corner, we have our very own LITTLE SPRING! Will he take 4651’s title!?” Just before he entered the ring, now shirtless with only his shorts on, Little Spring leaned down to his boss. “You put this month’s salary on me. I win. You win. You don’t talk to Tommleson, you fire him and you put me in his place. Good?” “There’s no effin’ way you’re beating that thing!” the foreman protested. “I got rent to pay!” “You put this month’s salary down. It’s 15 to 1 odds. I win. You win. We good.” “You’re effin’ crazy, Little Spring!” “No, not crazy. Little Spring just good. Like khams ‘awraq. Already done hours ago,” Little Spring answered. And then he proceeded to tear the war-forged limb from limb and win his boss 15 months’ salary. What he didn’t tell the foreman was that he wagered about 50 times that on himself. A few years later . . . “I . . . lost?!” he said . . . after waking up. And he’d bet so much on himself . . . “Crap!” he spat, realizing that he had about fifteen gold left to his name. Well, it was time to start looking for some real work—something to get him by while he built up his fortunes again. Gods that was stupid of him. All that money . . . gone . . . due to his overconfidence . . . his arrogance. “Can’t even afford a lighting rail ticket!” he cursed as he looked at the price placards in the station in Oakhurst . . . wait, was that train coming through . . . heavily armored? Deity: Onatar. Onatar is the Sovereign of Fire and Forge. He guides both mundane smiths and artificers, inspiring anyone who performs an act of creation. — Although Little Spring is a stone mason/sculptor and a carpenter/woodcarver/joiner, he is also learning the ways of the forge as well. Even if he wasn’t learning smithing, too, Onatar inspires anyone who creates. Is Might Right? When asked this, Little Spring likes to recount a tale he heard of a knight captain and a farmer. The knight captain demanded the farmer let him cross the field. The farmer refused. The knight captain flashed his badge of office claiming the right to cross in the name of the king, so the farmer shrugged and let the knight captain cross the field. Soon after, the farmer’s bull was chasing the knight captain back across the field. In a shrill scream, the knight captain demanded the farmer get the bull to stop chasing him. The farmer yelled back, “Show it your badge!”
  8. Name: Race: Half-Elf Gender: Male Class: Sorcerer (Divine Soul) Alignment: Chaotic Good Age: 23 Stats STR: 12 DEX: 18 (17+1) CON: 16 (15+1) INT: 14 WIS: 13 CHA: 20 (17+2+Fey-Touched feat) Personality and Description An aura of mystery emanates from this handsome half-elf, and one would be hard-pressed to tell what hides behind his fascinating grey eyes and charming conversation; a rich and deep mind for some, a tortured soul for others. Sikhandyn is genuinely interested in others; a true extrovert, he is energized by being around other people. Exceptionally charismatic, Sikhandyn likes to lead, influence others, charm them... Their admiration - and indeed love - fuels his desire to grow personally. The half-elf has always found it easy to win friends; keeping them, however, has proven more difficult. While usually an extremely pleasant fellow, Sikhandyn can be a real pain in the neck when an effort is required - especially a long one. The young man will typically try to use his gut feelings, charisma and humor in order to avoid meticulous planning or long, detailed work on an issue. The half-elf likes to wear dark clothes - to his supporters, a sign of his deep respect for the Arcane arts; to his detractors, yet another proof of his malevolent duplicity. Background Sikhandyn had always been a let-down. He was a let-down when, at the age of ten, he witnessed the murder of his mother and younger brother at the hands of bandits, petrified with fright, unable to call for help, let alone try a desperate attack to rescue his family. He was a let-down four years later, when his father asked him to find a job to make a living, as his business as an innkeeper was declining and would soon become insufficient to support them both. But nothing interested Sikhandyn. His contempt for peasants, blacksmiths, and any occupation involving physical effort made it difficult for him to find an employer. His father had made an effort to provide him with a decent education. He therefore tried to work as a clerk, but could not focus on the routine of the job; he was more interested in spending his father's last coins with other teenagers, drinking, gambling - and sometimes even on girls. Upon discovering his daily activities, his father kicked Sikhandyn out of the family house. The boy left his native village and wandered from city to city. He was a let-down a few months later, when he tried to rob the old man, Melk, who had accepted to offer him some food and a bed for the night. Melk woke up in the middle of the night, and found Sikhandyn pocketing a few silver pieces he had found in a cupboard... Yet instead of reacting with hostility, Melk took pity of the young boy, and decided to help him. Melk, as it turns out, knew many things. Melk could grow flowers - and he taught the boy. And Sikhandyn liked growing flowers, because they were colorful and radiated beauty. He became less reckless and more patient. Melk could craft multicolored lanterns - and he taught the boy. And Sikhandyn liked crafting lanterns, because the designs were different every time, yet always rich and joyful. The boy's creativity and ingenuity grew, as he struggled to give each lamp unique, sophisticated features. He also became more focused and attentive, because mastering his art required the guidance of Melk, and he knew it. The old man was sick, and had come to consider Sikhandyn as his own son. He perfected the boy's reading and writing skills. Seeing the progress of Sikhandyn, Melk decided to trust the boy with his most important secret. Melk could cast spells - and he taught the boy. And Sikhandyn discovered a new universe, with its own languages and laws. He worked day and night to learn more, eagerly asking questions to his master. And the old man was delighted by Sikhandyn's passion and enthusiasm. He spent entire days sharing those secrets with his apprentice. After two years studying the mysteries of the Arcana, Sikhandyn demonstrated an unexpected inborn magical aptitude, much to his master's surprise - the young man would be trained as a sorcerer, and not as a wizard. Melk taught the young man everything he could in the time he had. Yet he did not have much time. Teaching the boy had brought joy to Melk, a deep feeling of satisfaction he had not felt in decades. Yet the sickness was taking away his vital strengths. And then one morning, Melk did not wake up. The old man's death proved devastating for Sikhandyn. But he acted as Melk would have expected him to. He informed the old man's few friends, arranged the funerals, and took care of Melk's affairs. The old man had left him all his belongings, but the thought of staying alone in the empty old house scared Sikhandyn. The young man gathered some clothes, provisions, and books, and locked the heavy door behind him. The world was calling. A new chapter of his life had begun. A quest for adventure. A quest for knowledge and mastery. A quest for friends he would not let down.
  9. Let's roll! 2024-05-16: I'll be withdrawing. I might be stretching myself too thin for my availability.
  10. Negari the Yannahsur 14.10.12.9.18.14 female kalashtar cleric (order) 2 hp: 15 (8,5+2) [2d8+2] ac: 16/18s (chain, shield) pp: 16 slots: 000 Kalashtar: Dual Mind (wis save adv), Mental Disc (psychic resist), Mink Link (20ft, action respond 1 hr), Severed from Dreams Order Cleric: Heavy armor, Persuasion, Channel Divinity (1/rest), Voice of Authority(cast spell on ally, ally gets reaction attack) Languages: Common, Quori, Halfling Background: Far Traveler Proficiencies: wis, cha, Persuasion, Insight, Medicine, Perception, Survival, herbalism, land vehicles Feat: Telekinetic Spells: Save DC 14, Attack +6 0th: (Mage Hand), Light, Guidance, Sacred Flame 1st: (Command), (Heroism), Shield of Faith, Cure Wounds, Healing Word, Bless, Guiding Bolt, Detect Magic Equipment: mace, chain mail, handaxe, shield, explorer's, holy symbol, traveler's clothes, map of home, jewelry from home, 5gp One Sentence Pitch: Observer's Description: Plothook: Traveling from Sharn to Oakhurst because: the Mournlands are a dangerous and unpredictable place. The Lightning Rail that travels to and fro within is specially equipped and boasts a significant security presence. Past is Prologue: Deity: The Path of Light, banish the current age of nightmare and bring forth il-Yannah. Music: (editing)
  11. Character Asmund son of Edmund Experience 5 Attributes Edge 2 Heart 1 Iron 1 Shadow 2 Wits 3 Momentum Track +2 Max 10 Reset +2 Tracks Health +5 Spirit +5 Supply +5 Bonds Vows Vow1 (Rating) Vow2 (Rating) Vow3 (Rating) Vow4 (Rating) Vow5 (Rating) Debilities Conditions 🔲 Wounded 🔲 Unprepared 🔲 Shaken 🔲 Encumbered Banes 🔲 Maimed 🔲 Corrupted Burdens 🔲 Cursed 🔲 Tormented Assets Wayfinder When you Undertake a Journey, take+1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset Hawk Name: Orion Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1. Archer When you Secure an Advantage by taking a moment to aim, choose your approach and add +1. Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. Line up your shot: Roll +edge, and take +1 momentum on a hit
  12. Ability score generation goes here Ability Scores
  13. Standard ability array: 15, 14, 13, 12, 10, and 8.
  14. Deidre O'Ceallaigh Ex-fey captive, apprentice of Ulric Zagorov from Bemmea, Owner of the ''Etherforge Enchantments'' workshop "Ah, you see, the transdimensional resonance of these arcane conduits synergizes perfectly with the quantum flux oscillations generated by the hyperflux capacitors! It's like weaving lightning sparks through the very fabric of reality, intertwining magic and technology to power the locomotion of this device. Truly facinating!" Artificer 5 Medium humanoid female (Human), Chaotic Good Armor Class 18 (20 with shield) Hit Points 43/43 Speed 30' ft. Senses passive perception 13 Languages common, dwarvish, elvish, Vos’ghaen Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 12 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +7 | Investigation +7 | Nature +4 | Religion +4 Wisdom 10 (+0) Save +0 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3 | Survival +0 Charisma 9 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 * (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Thieve's tools, Thinker's tools, Alchemist's supplies, Smith's tools Instruments: None Weapons: Simple Armors: Light, Medium, Heavy, Shields Languages: Common, Dwarvish, Elvish, Vos’ghaen ARTIFICER FEATURES Magical Tinkering, Spellcasting (artificer), Infuse Item, Artificer specialty (Armorer),Tools of the trade, Armorer spells, Arcane armor, Armor model, ASI, Extra attack RACIAL TRAITS Bonus skill proficiency (History), Bonus feat (Fey touched), + 1 con, +1 int FEATS Feytouched (Misty step, Hex), +2 Intelligence ASI INFUSIONS Enhance Defense, Replicate magic item: bag of holding, Duplicate magic item (alchemy jug), Mind sharpener ACTIVE INFUSIONS: Enhanced Defense (Splintmail), Bag of holding WEAPONS WEAPONS Dagger Light hammer Light crossbow Thunder gauntlet EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (99.5 lbs.) Weight: 99.5 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.5 lbs.) Copper: 8 | Silver: 1 | Gold: 57 | Obsidian: 0 | Platinum: 0 (0 Coins x .02 lbs. = 0 lbs. Total Weight) EQUIPEMENT READIED (83 lbs.) Armor Splintmail, fine clothes (66 lbs.) Weapons Dagger, light hammer, Light crossbow (9 lbs.) Readied Items (8 lbs.) Belt pouch, 20 crossbow bolts, thieves’ tools, shield EQUIPMENT STORED ( lbs.) Stored items can be retrieved with an action. In Backpack (bag of holding) (15 lbs.) (Content weight: 180.5 lbs/500) A book of lore (Magic items theorem) 15 sheets of parchment a quill and inkwell Crowbar Tinderbox 30 days rations 34 Waterskin 50 feet rope 20 vials Jug bedroll Tent Strapped to Backpack EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Artificer - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 6 CANTRIPS (Artificer) Booming blade, Mage hand FIRST LEVEL (Artificer) Magic missile, Thunderwave, Hex, Tasha's caustic brew, Faerie Fire, Cure wound, Feather fall SECOND LEVEL (Artificer) Mirror image, Thunderwave, Misty Step, Invisibility, Enlarge MAGIC ITEMS NON-ATTUNED Prothetic limb (left arm) ATTUNED (1/3) All-Purpose Tool APPEARANCE Age 23 | Height 4'10 | Weight 90 lbs | Hair Ginger | Eyes Light green | Complexion Pale with freckles Small in stature and delicately built at 4'10" and 90 lbs, she possesses long, curly ginger hair that cascades freely, often untouched by a brush. Her complexion is fair, adorned with a sprinkle of freckles across her cheeks, and her light green eyes sparkle with intelligence. While she may not fit traditional standards of beauty, her unique features possess a captivating charm all their own. A clockwork prosthetic adorns her right arm, seamlessly integrated into her being. Whether in scholarly pursuits or adventurous endeavors, she can often be found clad in practical attire, complete with magnifying goggles, ready to delve into the intricacies of her craft. Ever prepared, she keeps a set of tools close at hand, a testament to her unwavering dedication to her work. Though her mind is sharp and inquisitive, in social settings where her interests aren't engaged, she may display signs of distraction, unable to fully conceal her boredom. BACKGROUND Bemmean Scholar Midgard Heroes Handbook page 100 Personality Traits: ''I am feisty and doesn't tolerate when people undermine or belittle me.'' ''I know my strength, but I also know my limits. Staying humble may make the difference between life and death.'' ''I can be seen as someone a little bit odd and intense. I can switch from one subject to another with little coherence. I talks fast when I'm passionate about a subject, and listens overly attentively when someone is talking about something that interest me, in a very odd way.'' Ideals: Free Information. ''Secrets are destructive; knowledge is the birthright of all.'' (Chaotic) Bond: ' ''I owe everything to my mentor, a hard but generous and fair man that showed me kindness and made me the person I am today.'' Flaws: ''I'm usually unkempt and look messy, and awkward in social situation, with no social grace.'' ''My curiosity quashes my fear. One day that’ll be the death of me..'' Background Feature: Esoteric education When you encounter an example of your focus, you automatically recall some useful fact about it. Even subtle phenomena or hidden creatures don’t escape your notice for long. If you spend 8 hours in the vicinity of your focus of study, you pick up on telltale clues and signs that reveal its general presence. This doesn’t pierce disguises or reveal its exact location, and you must investigate by normal or magical means to pinpoint it. BACKSTORY Deidre was born near the forest of Arbonesse. Her father is a soldier sworn to protect the borders of the Magocracy of Allain, and her mother is a retired adventurer who occasionally takes on jobs to support the effort of guarding the frontier between the Elven territory and their own country. During her childhood, she was often watched over and overly protected by her mother, who gave her a pendant as a charm to ward off evil. But one day, Deidre forgot her amulet, evaded her mother's vigilance, and ventured beyond her family's land. She became lost and was discovered by strange faeries who promised to guide her home. However, they ensnared her with a charm and led her into the forbidden Arbonesse forest, where they ushered her into a secret passage to their plane of existence, the Feywild. There, she was imprisoned by their mistress, the Archfey BloomSeason, who kept her as a pet for her own amusement. After enduring a day of captivity, pestered by curious and mischievous creatures, Bloomseason offered Deidre freedom back to her world in exchange for her right arm, promising a painless removal. Deidre agreed, but the Archfey deceived her, causing excruciating pain with her magic before returning her to the cage, laughing at her suffering. Weeks passed with Deidre kept at the court, intermittently released by Bloomseason, who found amusement in her audacity. Despite the harassment, Deidre grew mischievous herself, pranking others except the Archfey, who tolerated her antics to a point. One day, feeling sick and dizzy, Deidre was quarantined in her cage for fear of spreading this "human disease." Desperate to escape and return to her family, she channeled her emotions into a chant, transporting herself outside the Archfey's court. Evading encounters, she found the portal tree and returned to her world, where she was encountered by wary Elves. After explaining her ordeal, they healed her mysterious disease and escorted her out of their land. Returning home, Deidre found her parents older and with a new brother. Despite their trauma upon hearing her stories, they welcomed her back. However, her mother was avoiding her and distant. Eventually, she revealed that she knew Deidre was now tainted by the Feywild during her captivity. She asked Deirdre to leave the family to seek tutelage in Bemmea to learn how to control this power. For the sake of protecting the family, this would be a one-way trip, asking her to leave the family for good and never look back. This was cruel after all the ordeal she endured, to be chased from the place she called home and the family she loved. But she understood that her condition wasn't understood, and her mother only wanted to protect her new brother. To her, Deidre was dead since long... She made her way to Bemmea, where some officials tested her for her magical potential before letting her in. After some magic probing and extensive notes taken by a warden, she was judged magically worthy to enter the city. It took her a week to meet someone interested in taking her under apprenticeship, and it was Ulric Zagorov—an old master artificer who seemed severe and odd. He was quite interested in her story and the origins of her magic potential. However, he was particularly concerned about the impact of her tragic stay in the Feywild, feeling that the emotional scars weren't all healed, and that someone less virtuous than him could exploit her wounds for nefarious purposes. Bemmea had quite a good number of those people. He decided to take the responsibility of her magical education, and more... During the first year, he wasn't easy on her, quite harsh actually. He constantly challenged her to tasks almost impossible without two arms, forcing her to gain the same dexterity without her left arm as she had with others. He barely taught her any magic theories, which frustrated the young girl. He even criticized her small size or her slow progress in learning the most basic cantrips because of her lack of two hands. At some point during the second year, she almost despised the man and was on the verge of quitting her tutelage with Ulric. However, as she was about to abandon her studies, during her sleep, she was constantly insulted and belittled by the Feys in her dreams, the same ones that deceived her a year ago. This made her even more determined to continue. She made it her mission to prove her master—and them—wrong about her worth and potential. She thrived, became more focused, but also quite feisty. She used that energy to master her second arm and become ambidextrous, working even harder for every menial task and becoming creative to find solutions to tasks that would normally require two hands. She became able to cast cantrips with only one hand after some more months of practice. The third year was more relaxed. Ulric became more lenient with her and began to teach her about magic in a broader and more practical way. She assisted him in building wonders, conducted research for him in books and was taught the proper ways to cast artificer spells and control her innate Fey magic. She absorbed the theories like a sponge, and for the first time, her master nodded approvingly at every success, only correcting her respectfully when she made mistakes. By the fifth year, she was able to cast minor spells without errors and with barely any effort. Her master was finally satisfied with her progress and judged that she had completed her apprenticeship under his tutelage. As a gesture to commemorate her success, surprising talent and perseverance, he made her a wonderful gift: a prosthetic arm made of bronze, which was magically animated. She was speechless—she understood that her master had only treated her harshly to help her overcome her traumas and handicap, to make her stronger despite her difficulties. A few days later, she departed from Bemmea to see her parents. When she arrived, her father and brother told her that her mother had died from a strange magical disease during the years of her apprenticeship at Bemmea. Despite all their efforts to decorate her tomb, flowers and plants were rotting, as if under some kind of curse, and nobody knew what was happening or how to dispel the strange malediction. She stayed for some days to mourn, but the situation at home was depressing, almost unbearable. Her brother was very busy working the land because her father had become bitter and was drinking his soldier pension. The homestead was a mess, and nobody was talking to each other. Despite the love she had for her father, Deidre decided that she had to leave again, but on her own will this time. Years later, Dierdre became a resourceful and solid adventurer, were she tackled challenges with many different companions and fellowships. She now have her own workshop in Bemmea, which she do her researches and trials to develop her magic and contribute to the legacy of the great magical capital. Recently, she took interests in the archeology, and heard about some of the wonders laying in the Wastelands at the East. She knew about the dangers of the place, but the attractions of some of the technological marvels were stronger than any fear this place would invoke into her. All she needed was steadfast companions, her wits and her magical aptitude to survive the challenges. Once again, she packed her equipment, and walked the dangerous road of the adventurer, full of dreams.
  15. Using this as a placeholder while I ponder ideas and decide if I have capacity...I'd love to join one of your games, but do I have the time?!?! Feel free to “clone” this post to get the format. How to Apply The Application (Initial Post) To apply, please create your own character thread in the Applications folder. Please title it “Name LastName (if there is one) - Planned Lineage Background Subclass Class”. E. g.: “John Pullnerson - Half Orc Urchin Circle of the Moon Druid” or “Sir Benedict Fortstrider - Variant Human Noble Battlemaster Fighter”, etc.. Do not hide any text. CHARACTERS have secrets. PLAYERS do not. Picture. Please include an image of your character, no wider than 512 px. I’ll be happy—if your character is accepted into the game—to make a token for you using the image you’ve provided. However, you can make one yourself using the free software, Token-Tool, . Name. Your character’s name, titles, and family name, whatever they may be. Examples: “Grug”, “Benet Hombee”, “Lady Virginia Fairchilde”, etc. Character Concept. Pitch your character in one sentence. Lineage, Background, Planned-Subclass Class. You’re level 1, so very very few of you are going to have your subclass already. Description. Provide a written sketch of your character. What do they look like? Feel like? Act like? Seem like? More is not necessarily more, nor is brevity best. Definitely include skin, hair, and eye color; any distinguishing features (scars, signature clothing pieces) and mannerisms; typical costume. How do they come across? How is their demeanor? Their bearing? If I walked in and saw them from across the room, what would my impression of them be? Would they look gregarious and friendly? Inviting? Or would they look suspect? Scary? Aloof or stand-offish? Bored? Unamused? What sorts of facial expressions do they typically effect? Resting b***h face? An easy smile? Serene calm? If I saw them talking to someone else, would they be standing right up in their grill, leaning into them? Or would they be leaning back? Trying to escape the conversation? Just relaxing? Your Character’s Plothook. You will be traveling to Nightstone from Daggerford one or more of the following reasons: You have heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat. Nightstone is a popular retreat for wealthy nobles who wish to