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  1. Theren, The Wandering Bard "Whoever said that 'words can never hurt me', never met anyone with a wit as sharp, or fast, as mine" Male CG Half Elf Bard; LVL 12 Init: 5 | HP: 73/73 | AC: 15 | Speed: 30 Str: 8 (-1) | Dex: 16 (3) | Con: 12 (1) | Wis: 14 (2) | Int: 19 (4) | Cha: 20 (5) Features Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 4/4 Jack of All Trades Song of Rest: d10 Bard College: Lore Expertise: Perception/Performance/History -Insight Cutting Words: Pulls from Bardic Inspiration Bonus Proficiencies: Insight/Arcana/Deception Font of Inspiration Countercharm Magical Secrets: -Counterspell -Slow ASI/Feats: -lvl4: +2 Charisma -lvl8: Lucky -lvl12: +2 Charisma Spells Known LVL 0: Minor Illusion, Vicious Mockery, Prestidigitation, Mending LVL 1: Cure Wounds, Dissonant Whispers, Bane, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Counterspell, Slow, Aura of Viality, Major Image, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion Appearance Theren stands a bit under six foot, tall enough to not be short but not really tall. Most who seem him usually see an elf, except for other elves of course. He walks with a grace that matches theirs and his ears definitely show his elven ancestry. But those who know where to look can also see his mother's side. And those that get to know him see it even more in his actions. Like most elves he is skinny but graceful with it, though he is also filled with an energy that sometimes boarders on the uncontrolled. He typically wears greens and browns, and prefers simple leather over anything heavy. He almost always has a sly smile. Personality Living life on the road, Theren is naturally nice to those around him and develops a sense of family to those who stay close. He almost always has a smile on his face, usually with a bad joke or a good story right behind it. While he rarely stays in one place long enough to worry about the finer points of following the rules, his good hearted nature usually keeps him out of trouble. Failing that, he usually finds a way to talk himself out of it. Above all, however, he is curious. To him, traveling was always just a way to earn a few coins while learning something new. To him, nothing is as good as swapping stories with someone new. Background Theren grew up among a travelling caravan. They would travel the lands, far and wide, in order to sell goods. While their numbers varied, their numbers usually held around two dozen or so. He grew up learning stories told from many people, many from his fellow trades but just as many told in taverns, inns, and other public places in any number of various towns and cities that he had visited growing up. Theren's upbringing made a formal education all but impossible, but his natural curiosity, and a habit of getting into and out of trouble, taught him enough to get by. Even at a young age, his talent for music and stories quickly became apparent, often making more at night than his share of the caravan's profits. Recently, however, the caravan changed ownership and the roads became more dangerous. The new owners stopped going to some of the far, exotic places that Theren loved to visit. Shortly after, he meet up with the Harpers. With the promise of adventure and a new purpose, Theren jumped at the chance to work for them. Story Awards Friend of Kraddokk. You talked with the storm giant Kraddokk and did not desecrate the shrine of Annam. He tells his friends about your interaction with him. This friendship might bear fruit at a later date. Friend on the Black Road. You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free. Defenders of Parnast. You have repelled the enemies of Parnast and instilled confidence in the people. You'll never sleep in a barn again while in Parnast. Everyone opens their doors to you. A giant Challenge. You have earned the respect of Prince Thornacious. He challenges you to befriend a giant, as he has done with you, (Huge sized humanoid), without using charm effects. If you do, (DMs judgement), you may spend five downtime days to return to Thornacious, who uses Heart Sight to tell if you are true of heart. He bestows upon you the title: Adoness (Peacekeeper). This title grants you advantage on Charisma ability checks with good aligned fey. Seer's Delivery Service: You successfully delivered the rune tablet into the hands of the Lord’s Alliance for study, much to their gratitude. You gain advantage on ability checks that involve interacting with NPC members of the Lord’s Alliance. Additionally, you gain disadvantage on ability checks that involve interacting with NPCs that specifically oppose the Lord's Alliance. Heroes of Citadel Adbar: Your brave rescue of the Frostbite Platoon has earned you fame and favor within the dwarven citadel. While the citadel normally shuts out visitors, you are granted access to the citadel's upper reaches. You gain advantage on ability checks that involve interacting with dwarves from Citadel Adbar, regardless of where you travel. Frontier Friend. If the characters free Burleigh by convincing Scarn Mikel to let him go peacefully, the Blood Riders gain a new respect for the Frontier Scouts. As a result, the riders stop bullying the scouts and they stay out of one another’s way. As long as you possess this story award, you have advantage on Charisma (Intimidation) and (Persuasion) checks made to influence any member of the Frontier Scouts. Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. -Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -Fire’s Friend. You have resistance to cold damage. -Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. -Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. Gratitude of Hartkiller. In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award. HP: 73/73 HD: 12d8/12d8 AC: 15 Speed: 30ft Proficiency: +4 Saving Throws: Str -1, Dex +7, Con +1, Int +4, Wis +2, Cha +9 Theren said stuff Actions/OOC Standard: Move Action: Concentration: Conditions: Statblock Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 20 (5) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 12/12d8 HP: 73/73; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 5/5 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 3/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 7/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 4/4 LVL 2: 3/3 LVL 3: 3/3 LVL 4: 3/3 LVL 5: 2/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion
  2. Just need to find or attempt to make a picture. I'd love to flesh out the personality a bit more, but that may have to wait until I've played him a bit. Name: Neskas Weengoditin Class: Cavalier 1 Race: Gnome (Bleachling) Gender: Male Alignment: Neutral Good Campaign Trait: Caravan Guard Stats STR: 14 DEX: 12 CON: 14 INT: 12 WIS: 12 CHA: 14 Description Neskas is a short, slight, wiry gnome who is somewhat deceptively strong. His appearance is very monochromatic, with pale skin, white hair and grey eyes. He appears to be roughly middle age due to the effects of 'the bleaching'. He generally doesn't bother compensating with his clothing. His armor is unadorned and his clothing is usually drab. Personality Like most gnomes who have survived the bleaching, Neskas is calm, placid, and very slow to anger. He is also oddly focused and excitable when things catch his interest, though it seems more like he is impatient to get whatever caught his interest over with so he can go back to whatever internal thoughts occupy him normally. This is kind of the bare bones I have right now. I'll flesh this out more as I think of things. Note: I am using for reference on bleaching Backstory As a young man, Neskas joined the city militia in Magnimar and was trained as a rider. The highly regimented life didn't end up suiting him and he quit to join Sandru's caravan as a guard. Unfortunately, traveling and seeing new sights didn't end up being enough of a new and exciting experience to stave off the bleaching that had begun when he was in the city militia. He somehow survived.
  3. You pick an Ancestry: 1. Harpy: A harpy mixing hawk animal features and humans. Got talons as natural weapons. 2. Janni: Magical people from the four kingdoms, humans with white hair, can change their affinity to the elements gaining different ability whenever they want. 3. Daeva: Essentially an ancient civilization tried to become immortal and didn't succeed now people can find those crystals and embed them in their foreheads. This allows them to summon the luminous being inside. Professions: Rolled 2 D20: Equipment: set of normal clothes. Dagger a backpack, waterskin, provisions, 5 torches, a tinderbox. Leather armor, Shortbow with a quiver of 20 arrows PERSONAL EFFECTS: You have whatever personal effects that make sense for your character. Examples include a pair of gloves, a comb, or an extra pair of underclothes, or a memento. Such items have little to no game effect. Novice Path: Choice: Priest of Choice 2 d20 2 d6 Each path gives you quick starting attribute scores just roll 1d6 to pick one of them. Also path serves as all encompassing for your skills, like all rogues know how to sneak around/break into vaults, etc... You can also roll another 1d6 to represent your training, if you want some quick ideas to get you started or just come up with your own reason/story for the training Strength: 9 (-1) Agility: 11 (+1) Intellect: 11 Will: 12 (+1) (-1) You can increase a score 1 and reduce a different score by 1, you can do that twice. 12 11 10 10 finishing touch like a backstory for your character and why you decided to become an adventurer is pretty much all that is needed.
  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. Mistress Black Widow | Consort of Evil | Unholy Saviour Sometimes, all it takes to change your life is a little push. Basics Name Mistress | Aliases Loreley, Morgana, Persephone, Lilith | Tradition Occultism | Class Incanter 1 | Spheres Fate, Alteration, Telekinesis | Background Courtier Alignment Chaotic Neutral | Origin Hordland Plains | Religion Believes the "Great Dragon", the world spirit | Size Medium | Proficiency Bonus +2 | Hit Dice 1d6 | Hit Points 8 | Armor Class 12 | Speed 30 | Languages Common, Infernal, Draconic Abilities Strength 10 (0) Save 0 Athletics 0 Dexterity 14 (+2) Save +4 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 Intelligence 16 (+3) Save +5 Arcana +5 | History +3 | Investigation +5 | Nature +3 | Religion +3 Wisdom 10 (0) Save 0 Animal Handling 0 | Insight +2 | Medicine 0 | Perception 0 | Survival 0 Charisma 12 (+1) Save +1 Deception +1 | Intimidation +1 | Performance +1 | Persuasion +3 Appearance Race Human | Sex Female | Age 28 | Height 5' 8" | Weight 114 lbs. | Hair Black | Eyes Brown | Complexion Tanned Mistress raw femineity is, besides her wits, the reason she survived growing up amongst brutal savages. Her bronze skin isn't perfect, but the minor scars only intensify her lush beauty. Every morning starts with at least an hour of personal rituals, involving hygiene, exercise, alchemy, and arcane invocations. Her long black hair is rarely washed or brushed, but she treats every day with alchemy and removes the worst knots by hand. She likes to dress in long black robes of fine cloth. They have become an important status symbol to her. She emerged from the mass of savages, to be taught witchcraft, wear the robes; she was the one who achieved the favour of the Master, and whatever untarnished silk and velvet existed in the Hordelands were hers to wear. The amulet around her neck is a piece of "dragon bone" which Mistress got from her mother - it's her arcane focus. The two little hearts attached to it symbolise her two sons. She only ever introduces herself as "Mistress". When she has to give a name she uses the names of women from myth that she finds inspiring. In order of precendence: Morgana, Loreley, Persephone, Lilith. Proficiencies and Abilities Weapons: Simple Weapons Tools: Cook's Utensils Tradition Occultist Features Drawbacks: Focus CastingYour magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback. Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback.Somatic Casting (2)You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained.You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained., Verbal CastingYou must speak in a loud, clear voice to cast spells. Using magic alerts all hearing creatures within 60 feet to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly, and if you are deafened you have disadvantage on spell attack rolls and other targets have advantage on saving throws against your magic. Boons Easy FocusYou have advantage on saving throws made to maintain concentration., Empowered AbilitiesYour magic grows in strength the more you use it. If your current number of spell points is 0, you treat your proficiency bonus as 1 higher for the purpose of casting your sphere effects. Class Incanter Features SpherecastingYou can combine spheres and talents to create magical effects. You gain a spell pool and magic talents., Magical PotencyYou gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum 1). You gain additional spell points equal to your incanter level. This pool replenishes after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.) Background Courtier (Dark Lord's Consort) Court FunctionaryYour knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. Human (Default) Features - Spherecasting Key Ability Intelligence | Spell Attack +5 | Spell DC 13 | Spell Pool ☐☐☐☐ Nature Sphere GeomancyCasting Time: 1 action Range: 30 feet Duration: Instantaneous or concentration; up to 1 minute Target: Special, see talents Cost: 0 sp You can create or manipulate the elements and forces of nature around you. Choose one geomancy ability that you possess. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action., SpiritCasting Time: 1 action Range: self Duration: Concentration, up to 10 minutes. Target: one creature Cost: 0 sp You can draw power from nature’s spirits, harnessing their residual energy to imbue yourself with power. Choose and gain one spirit ability that you possess. (Spirit) talents grant you additional spirit abilities. Augment 1 sp: The casting time is reduced to 1 bonus action. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. Fire Package (Affect FireTarget: one fire (concentration; requires fire) You can increase or decrease the size of a fire within range. The maximum size fire you can affect is a 5-foot cube, which increases when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube). You can increase the size up to your maximum or decrease it as small as desired, even extinguishing it entirely if you so choose., Move FireTarget: one fire (concentration; requires fire) You can take a fire and move it to another location within range. The fire moved can be no larger than a 5-foot cube. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal) and dies as soon as the duration ends if not moved to a new fuel source. If you augmented Move Fire to maintain the effect without concentration, you can move fires as a bonus action. When moving fire to a space occupied by a creature, that creature must make a Dexterity saving throw or take 1d8 fire damage. If a creature enters or begins its turn in a space where the fire occupies, it must make an additional saving throw or take the fire damage again. The fire damage and maximum size of fires you can move increase when you reach 5th level (2d8, 10-foot cube), 11th level (3d8, 15-foot cube), and 17th level (4d8, 20-foot cube)., Quick LightCasting Time: 1 bonus action Target: one flammable object (instantaneous) You can ignite a nearby campfire, candle, lamp, lantern, torch, or another Small or Tiny object designed to be lit. This sphere effect will light objects even if they are dowsed or wet. If targeting an attended object, the attending creature can choose to make a Dexterity saving throw to negate the effect. A creature can choose to extinguish the lit object by interacting with it.) Alteration Sphere ShapeshiftCasting Time: 1 action Range: Touch Duration: Concentration, up to 10 minutes Target: One willing creature Saving Throw: Constitution Cost: 0 sp You change the shape of yourself or a willing creature into a completely new form. When you shapeshift a target, you choose a form granted by a (genotype) talent you possess, as well as a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural weapons, creature size, special abilities, etc.). The target’s current physical makeup changes completely into that of the new form, its appearance changes into something of your choice that matches its new shape (although your control is not fine enough to mimic a specific individual creature), and it loses any special abilities, natural weapons, speaking ability, or movement types that were dependent on the old form, gaining new ones in their place. Unless their new form prevents the target from supplying the necessary components of their magic, such as hands for Somatic Casting or speech for Verbal Casting, shapeshifted targets do not lose their ability to use magic sphere talents or abilities unless stated otherwise. In addition to the benefits listed in the (genotype) talent, you can grant the target 1 trait, plus an additional trait at 5th level (two traits), 11th level (three traits), and 17th level (four traits). You cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. Augment 1 sp: You can target unwilling creatures; they are allowed a Constitution saving throw to negate the effect. At the end of each of its turns, an affected creature can make a new Constitution saving throw. On a success, the effect ends for that creature. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a spellcasting ability check against the spell save DC or sphere DC of the caster of the existing effect. If he succeeds, the second shapeshift is successfully placed on the target, suppressing the first (which continues to expend its duration even while suppressed). The Transformation feat, the wild shape ability of the druid class, spells like alter self, animal shapes, polymorph, and shapechange, and other similar powers all count as a shapeshift for this purpose, although alternate sources of specific physical traits (for example, a class feature that lets you grow claws) still function. The target chooses whether it’s equipment falls to the ground in it’s space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s form and size. The equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the shapeshift ends. If a talent or trait has a listed AC, this AC does not stack with any worn armor unless noted; use the higher value. Shields may be applied normally, though not all forms have the limbs required to wield them. Natural Weapons: Some traits grant natural weapons, such as bites, claws, spines, talons, etc. These abilities alter the target’s unarmed strike, letting them change the damage die and damage type. Some might also grant special abilities that further augment their use. Some natural weapons require the target to have a particular set of limbs; a creature without the required limb cannot gain the natural weapons, and cannot put two natural weapons on the same limb (for example, if you have one head, you could only gain one bite weapon). Genotypes: SerpentineYou can grant the form of a serpent with your shapeshift. Limbs: 1 head Speed: 40-foot land speed, 20-foot climb Natural weapons: bite [natural weapon] (1d6 piercing) AC: AC 13 + Dexterity Special: The target counts as being of either the beast or monstrosity type (your choice) in addition to its normal type. In addition, the target gains one of the following packages depending on which serpent is being mimicked: • Constrictor: The target gains the Constrict trait (see below) for its bite [natural weapon]. • Venomous: When the target deals damage with a successful attack with its bite [natural weapon], it may attempt to poison the damaged creature. A damaged creature must succeed on a Constitution save or be poisoned for 1 minute, taking 3 (1d6) poison damage at the start of each of its turns for as long as it is poisoned. Creatures are permitted a new saving throw at the end of each of their turns to end the poisoned condition. Serpentine (genotype) offers the following traits, which you can apply to any form: • Constrict: Choose a [natural weapon] that the target possesses; the target may grapple using this [natural weapon] even without a free hand. When succeeding on an attack with that weapon, the target may attempt to grapple the attacked creature as a bonus action. Creatures grappled by the target are restrained until they escape the grapple. The target may only use this ability on a single creature at a time. • Death Roll: When the target has a creature grappled, it may attempt to shove the creature prone as a bonus action. It has advantage on this check. • Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components. • Swallow Whole: The target may attempt a swallow attack against a creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects originating from outside the shapeshifted target, and it takes 1d6 acid damage at the start of each of the shapeshifted creature’s turns. The shapeshifted target may swallow targets up to one size smaller than themselves, and can have only one target swallowed at a time. The acid damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). The target may choose to harmlessly release a swallowed creature into the nearest available space as a bonus action. If a shapeshift ends while it still has a creature swallowed, the swallowed creature is released harmlessly. If the shapeshifted target dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Telekinesis Sphere AnnotationsYou can lift and move objects through magic. When you first gain the Telekinesis sphere, you gain the catch, levitate, and projectile sphere abilities. Some telekinesis abilities target a creature or object up to your telekinesis size. Your telekinesis size is a Tiny-sized target, with the maximum size of the target increasing by 1 step at 5th level (Small), 11th level (Medium), and 17th level (Large). Every sphere ability in the Telekinesis sphere gains the following Augment: Augment 1 sp: Your telekinesis size increases by 2 sizes. If you are lifting an object into the air, a creature up to your maximum size can hang from the floating object, and must use an Action to make a Strength (Athletics) check against your sphere DC to move it up to 10 feet against your will. Creatures larger than your maximum size can move objects with no issue. If you use telekinesis to lift something into the air and drop on a target, utilize the rules found in the Creation sphere. Generally, one-handed weapons or pieces of ammunition are two sizes smaller than the creature it was designed for, while armor, shields, and two-handed weapons are one size smaller. If you gain the ability to affect multiple targets at once, two creatures or objects of a similar size count as one size larger (2 small objects equals a medium, 2 mediums equal a large, etc.), CatchCasting Time: 1 action Range: 30 feet Duration: instantaneous Target: 1 projectile or thrown object that you can see Cost: 0 sp You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit. Make a ranged spell attack contested by the attacker’s attack roll; if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate. Augment 1 sp: You can reduce the casting time to 1 reaction., LevitateCasting Time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet). The target remains suspended in that location until you decide to move it again or until the effect ends. Augment 1 sp: You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it. A creature may suffer falling damage if they successfully save while floating high in the air. Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall., ProjectileCasting Time: 1 action Range: 30 feet Duration: Instantaneous Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below: Tiny ⇒ 1d4 Small ⇒ 1d6 Medium ⇒ 1d8 Large ⇒ 1d10 Huge ⇒ 2d6 Gargantuan ⇒ 2d8 If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking. If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling. Augment 1 sp: You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect. Inventory Item (Amount) Value Weight Quarterstaff 2 sp 4 lbs. Explorer's Pack • Backpack 2 gp 5 lbs. • Bedroll 1 gp 7 lbs. • Mess Kit 2 sp 1 lb. • Tinderbox 5 sp 1 lb. • Torches (10) 1 sp 10 lbs. • Rations (10 days of) 5 gp 2 lbs. • Waterskin 2 sp 5 lbs. • Hempen Rope (50 feet) 1 gp 10 lbs. Dagger 2 gp 1 lb. Fine Clothes 15 gp 6 lbs. Pouch 5 sp 1 lb. Money 5 gp Personal Characteristics Background Courtier (Dark Lord's Consort & Assistant) Since her early childhood, Mistress was the servant of Zoltran evil wizard tyrant, who ruled over his own little kingdom of savages in the Hordelands. With sixteen she became his personal consort, disciple of his arcane art and favourite. Her life depended on her ability to defend this position, and she did a lot of dark things that she doesn't want to think about anymore. Curiously, the underlying principles of how a "legitimate" bureaucracy works is surprisingly similar and they are just as deadly; they are simply better at hiding their brutality. Mistress has a knack for identifying people she really wants on her side, how to appease them, and how to get things done. Personality I am cool, calculating, and watchful; I only strike when I know I will win. Ideals (Freedom, Aspiration) I am my own mistress. I shall refine my physique and my control over the arcane art according to my own wishes, like everybody should. (Chaotic) Bonds a) I would do anything for my two cambion sons. b) I seek to uncover the arcane secret of eternal youth, yet without succumbing to evil like my master did. c) I want to make up for the evil things that I've done. Flaws (internal) I don't trust others, I take advantage of them before they inevitably do the same to me. (external) It is possible that I am identified as a former Dark Mistress and second in command of a cruel tyrannic lord of the Hordelands. Background Story Tonight was the night, all the spells and rituals prepared. Nothing was left to chance. Mistress, the tyrant's willing consort, followed Zoltran onto the balcony overlooking his dominion: The blasted plains of the Hordelands. Below, his minions had gathered: Orcs trolls, savage human tribes, gnolls, goblins, all kinds of creatures. Left and right of them stood the cambion guards. Mistress didn't remember her real name, but she knew she once had risen from the masses below. Offered to Zoltran as a sacrifice when she was merely six years old, Mistress' mother had struggled free from her husband's cruel grasp and passionately offered herself as sacrifice in Mistress' stead, much to the amusement of everybody around. The mother's wish was granted. Gifted in the ways of both magic and deception, Mistress made the best of her situation. With sixteen, she managed to slip into Zoltran's private bedroom. Since then, she spent every night there, except for a handful of occasions when she was involved in lengthy rituals. The two cambion guards had been the rehearsal; fully matured at only 8 and 9, but ageless, powerful half-devils, unconditionally loyal to Zoltran. They were Mistress' sons. She would do anything to protect them. Zoltan started his rousing speech. Reinforced by magic, the old man's voice blasted over the plain: He would become immortal, reborn in a shape beyond time, destined to become a god. Only a moon before he was born as a golden demon, only five years and a few hundred annual sacrifices until he was fully matured. Mistress, the most devout of slaves, was thus to become the mother of a god and empress in his absence. At that announcement, he motioned her to step forward, and took of the magical silver chain from her neck, for the cheering masses below to see. At that, she gave him a little push and he fell off the tower. Her sons immediately grabbed her, but they were too late to stop the fall. On any other day, he would have had magic to stop the fall, but tonight, nothing was left to coincidence and every bit of energy dedicated to the ritual. The cambions grasp relaxed when a wet smacking sound indicated that their master's skull had hit the hard rock below. The horde below fell silent, and then started chanting for her. 'Mistress, Mistress...' She wasn't stupid though. "You're free," she whispered to her sons. "Kill me, if you feel so inclined, join me travel the world, or stay to rule them if you think you can. But be warned: It wasn't this barren plain that sustained them, it was Zoltran's magic, fueled by sacrifices. I am neither able nor willing to help them... and I already know what choice they are going to make." She turned around to look at her sons. They seemed amused and just as ready to leave as she was. Her smile indicated how proud she was. The trio disappeared within the hour. Since then, an each has found their own way. Mistress is devoted to achieving a deeper understanding of pure magic without all the sinister rituals. Magic Tradition / Religion Mistress was schooled by her wizard-tyrant master in an old an arcane tradition, which has more in common with spirit worship than the arcane magic of cultural centres. Her magic comes from a unified spirit of the land, which she refers to as 'the Dragon', who must be charmed or coerced to do the spellcaster's bidding. Every spell is a battle of wits, invokes mythological events and entities, to produce the desired response of the Dragon, but the Dragon is slippery and tries to evade such charms. Since she earned her freedom, Mistress calls herself a witch, and relationship to the Dragon became more relaxed. She thinks of it as an ally and friend rather than something to be dominated, and she adopted some druidic ideas of balance. Her focus shifted to understanding a deeper relationship to the Dragon and the myth of creation, that she also acquires power in this way is a convenient side effect. Wizards of the large schools and renown circles consider Mistress magic crude, ripe with superstition and superfluous elements that distract from the core of magic, but Mistress persists quite comfortably on the verge between Druidic traditions and modern analytic magic. Spheres of Power Build Tradition Occultist (Variant of Traditional Spellcaster) Bonus Spell Points None Key Ability Intelligence Bonus Magic Talents Any two, see section "Talents" below Variants None Drawbacks Focus CastingYour magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using sphere talents or abilities without your focus requires you to make a key ability check with a DC of 10 + twice the number of spell points used to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, you must create a new focus by securing the necessary item. If you are polymorphed and your focus is absorbed into your body, you instead function as having the Centre of Power drawback. You cannot have both this and the Centre of Power drawback. Somatic Casting (2)You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. If you possess Focus Casting, holding a focus in your hand does not count as that hand being ‘unoccupied’. You may select this drawback twice. If taken a second time, you use your entire body to cast your magic. You cannot cast while wearing any armour, using any shield, or while grappled or restrained. Verbal CastingYou must speak in a loud, clear voice to cast spells. Using magic alerts all hearing creatures within 60 feet to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly, and if you are deafened you have disadvantage on spell attack rolls and other targets have advantage on saving throws against your magic. Boons Easy FocusYou have advantage on saving throws made to maintain concentration. Empowered AbilitiesYour magic grows in strength the more you use it. If your current number of spell points is 0, you treat your proficiency bonus as 1 higher for the purpose of casting your sphere effects. Class Incanter Hit Dice d6 Armor None Weapons Simple Weapons Tools Alchemist's Supplies Saving Throws Intelligence, Dexterity Equipment Quarterstaff, explorer's pack, dagger SpherecastingYou can combine spheres and talents to create magical effects. You gain a spell pool and magic talents. Spell Pool - 4You gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum 1). You gain additional spell points equal to your incanter level. This pool replenishes after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.) Magical TalentsYou gain a magic talent every level, according to Table: Incanter. Magical Potency - 3At 1st level you have learned to regain some of your magical energy through meditation, study, or some other fashion that reflects your style of magic. Once per day when you finish a short rest, you can regain spell points. You can recover a total number of spell points equal to 2 + half your incanter level (rounded up). Talents Nature GeomancyCasting Time: 1 action Range: 30 feet Duration: Instantaneous or concentration; up to 1 minute Target: Special, see talents Cost: 0 sp You can create or manipulate the elements and forces of nature around you. Choose one geomancy ability that you possess. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. SpiritCasting Time: 1 action Range: self Duration: Concentration, up to 10 minutes. Target: one creature Cost: 0 sp You can draw power from nature’s spirits, harnessing their residual energy to imbue yourself with power. Choose and gain one spirit ability that you possess. (Spirit) talents grant you additional spirit abilities. Augment 1 sp: The casting time is reduced to 1 bonus action. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. Fire Affect FireTarget: one fire (concentration; requires fire) You can increase or decrease the size of a fire within range. The maximum size fire you can affect is a 5-foot cube, which increases when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube). You can increase the size up to your maximum or decrease it as small as desired, even extinguishing it entirely if you so choose. Move FireTarget: one fire (concentration; requires fire) You can take a fire and move it to another location within range. The fire moved can be no larger than a 5-foot cube. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal) and dies as soon as the duration ends if not moved to a new fuel source. If you augmented Move Fire to maintain the effect without concentration, you can move fires as a bonus action. When moving fire to a space occupied by a creature, that creature must make a Dexterity saving throw or take 1d8 fire damage. If a creature enters or begins its turn in a space where the fire occupies, it must make an additional saving throw or take the fire damage again. The fire damage and maximum size of fires you can move increase when you reach 5th level (2d8, 10-foot cube), 11th level (3d8, 15-foot cube), and 17th level (4d8, 20-foot cube). Quick LightCasting Time: 1 bonus action Target: one flammable object (instantaneous) You can ignite a nearby campfire, candle, lamp, lantern, torch, or another Small or Tiny object designed to be lit. This sphere effect will light objects even if they are dowsed or wet. If targeting an attended object, the attending creature can choose to make a Dexterity saving throw to negate the effect. A creature can choose to extinguish the lit object by interacting with it. Alteration Ability: ShapeshiftCasting Time: 1 action Range: Touch Duration: Concentration, up to 10 minutes Target: One willing creature Saving Throw: Constitution Cost: 0 sp You change the shape of yourself or a willing creature into a completely new form. When you shapeshift a target, you choose a form granted by a (genotype) talent you possess, as well as a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural weapons, creature size, special abilities, etc.). The target’s current physical makeup changes completely into that of the new form, its appearance changes into something of your choice that matches its new shape (although your control is not fine enough to mimic a specific individual creature), and it loses any special abilities, natural weapons, speaking ability, or movement types that were dependent on the old form, gaining new ones in their place. Unless their new form prevents the target from supplying the necessary components of their magic, such as hands for Somatic Casting or speech for Verbal Casting, shapeshifted targets do not lose their ability to use magic sphere talents or abilities unless stated otherwise. In addition to the benefits listed in the (genotype) talent, you can grant the target 1 trait, plus an additional trait at 5th level (two traits), 11th level (three traits), and 17th level (four traits). You cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. Augment 1 sp: You can target unwilling creatures; they are allowed a Constitution saving throw to negate the effect. At the end of each of its turns, an affected creature can make a new Constitution saving throw. On a success, the effect ends for that creature. Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a spellcasting ability check against the spell save DC or sphere DC of the caster of the existing effect. If he succeeds, the second shapeshift is successfully placed on the target, suppressing the first (which continues to expend its duration even while suppressed). The Transformation feat, the wild shape ability of the druid class, spells like alter self, animal shapes, polymorph, and shapechange, and other similar powers all count as a shapeshift for this purpose, although alternate sources of specific physical traits (for example, a class feature that lets you grow claws) still function. The target chooses whether it’s equipment falls to the ground in it’s space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s form and size. The equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the shapeshift ends. If a talent or trait has a listed AC, this AC does not stack with any worn armor unless noted; use the higher value. Shields may be applied normally, though not all forms have the limbs required to wield them. Natural Weapons: Some traits grant natural weapons, such as bites, claws, spines, talons, etc. These abilities alter the target’s unarmed strike, letting them change the damage die and damage type. Some might also grant special abilities that further augment their use. Some natural weapons require the target to have a particular set of limbs; a creature without the required limb cannot gain the natural weapons, and cannot put two natural weapons on the same limb (for example, if you have one head, you could only gain one bite weapon). Genotype: SerpentineYou can grant the form of a serpent with your shapeshift. Limbs: 1 head Speed: 40-foot land speed, 20-foot climb Natural weapons: bite [natural weapon] (1d6 piercing) AC: AC 13 + Dexterity Special: The target counts as being of either the beast or monstrosity type (your choice) in addition to its normal type. In addition, the target gains one of the following packages depending on which serpent is being mimicked: • Constrictor: The target gains the Constrict trait (see below) for its bite [natural weapon]. • Venomous: When the target deals damage with a successful attack with its bite [natural weapon], it may attempt to poison the damaged creature. A damaged creature must succeed on a Constitution save or be poisoned for 1 minute, taking 3 (1d6) poison damage at the start of each of its turns for as long as it is poisoned. Creatures are permitted a new saving throw at the end of each of their turns to end the poisoned condition. Serpentine (genotype) offers the following traits, which you can apply to any form: • Constrict: Choose a [natural weapon] that the target possesses; the target may grapple using this [natural weapon] even without a free hand. When succeeding on an attack with that weapon, the target may attempt to grapple the attacked creature as a bonus action. Creatures grappled by the target are restrained until they escape the grapple. The target may only use this ability on a single creature at a time. • Death Roll: When the target has a creature grappled, it may attempt to shove the creature prone as a bonus action. It has advantage on this check. • Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components. • Swallow Whole: The target may attempt a swallow attack against a creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects originating from outside the shapeshifted target, and it takes 1d6 acid damage at the start of each of the shapeshifted creature’s turns. The shapeshifted target may swallow targets up to one size smaller than themselves, and can have only one target swallowed at a time. The acid damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). The target may choose to harmlessly release a swallowed creature into the nearest available space as a bonus action. If a shapeshift ends while it still has a creature swallowed, the swallowed creature is released harmlessly. If the shapeshifted target dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. TelekinesisYou can lift and move objects through magic. When you first gain the Telekinesis sphere, you gain the catch, levitate, and projectile sphere abilities. Some telekinesis abilities target a creature or object up to your telekinesis size. Your telekinesis size is a Tiny-sized target, with the maximum size of the target increasing by 1 step at 5th level (Small), 11th level (Medium), and 17th level (Large). Every sphere ability in the Telekinesis sphere gains the following Augment: Augment 1 sp: Your telekinesis size increases by 2 sizes. If you are lifting an object into the air, a creature up to your maximum size can hang from the floating object, and must use an Action to make a Strength (Athletics) check against your sphere DC to move it up to 10 feet against your will. Creatures larger than your maximum size can move objects with no issue. If you use telekinesis to lift something into the air and drop on a target, utilize the rules found in the Creation sphere. Generally, one-handed weapons or pieces of ammunition are two sizes smaller than the creature it was designed for, while armor, shields, and two-handed weapons are one size smaller. If you gain the ability to affect multiple targets at once, two creatures or objects of a similar size count as one size larger (2 small objects equals a medium, 2 mediums equal a large, etc.) Ability: CatchCasting Time: 1 action Range: 30 feet Duration: instantaneous Target: 1 projectile or thrown object that you can see Cost: 0 sp You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit. Make a ranged spell attack contested by the attacker’s attack roll; if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate. Augment 1 sp: You can reduce the casting time to 1 reaction. Ability: LevitateCasting Time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet). The target remains suspended in that location until you decide to move it again or until the effect ends. Augment 1 sp: You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it. A creature may suffer falling damage if they successfully save while floating high in the air. Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall. Ability: ProjectileCasting Time: 1 action Range: 30 feet Duration: Instantaneous Target: 1 creature or object that you can see Cost: 0 sp You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below: Tiny ⇒ 1d4 Small ⇒ 1d6 Medium ⇒ 1d8 Large ⇒ 1d10 Huge ⇒ 2d6 Gargantuan ⇒ 2d8 If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking. If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling. Augment 1 sp: You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect.
  6. Name | HAEZEL BLAZIUS Class | Spellblade Refresh | 2 High Concept | - A Restless Flame Trouble | - Ash In My Wake Aspect III | - You Will Only Wrong Me Once Aspect IV | - I Won't Let You Down Aspect V | - My Passion Burns Bright! Backstory The fires burned high into the sky the night that she left. Volcanic ash and smoke choked the air and the immense heat of lava flows invigorated the Rakasa as she made her way through the gouged terrain of her homeland. Curiosity had always been a major struggle for Haezel, and she kept wandering farther and farther from home as the horizon tempted her ever further. So on the advice of just about everyone she knew in Azari, she eventually left altogether. Eyes open and eager, she sought a new beginning, or at least something other than the smoke and soot of a dead land. And thus she headed out, on her own, plunging forward into an unknown, uncaring world. Through the winding ways of Terra Aeterna and across the many, weird, and deadly pools of the Mirror Lakes she trekked, avoiding danger where possible, yet all-too-often meeting it head-on with a grin as her intense curiosity dragged her into all kinds of mischief. She was skilled in blade and spell, and so her prowess won her both safe passage in spite of her excessively long nose. By the time she reached the rolling sand dunes of Lamesh, Haezel Blazius was well worth the coin of merchants and other travelers for her protective services, even if they came with the additional hassle of a near-endless tirade of questions. And so it was as a traveling guard that she finally made her way to the bustling town of Imlash, nestled between two craggy hillocks protruding from the dunes. Imlash was a busy place of commerce, greed, and blood. The amount of coin that changed hands often spawned a high amount of crime, which in turn often meant the executioner's dock was wet with fresh blood by the end of each day. Haezel had no blood to give, and her fire only barely rivaled that of the sun in this land, so no one cared too much about her presence in their town. Ral was the one exception. He took a shine to the new flame when he first met her. She caught him trying to lift a purse off of her client and nearly lost a hand for his troubles. Yet her quick eye and curious nature, not to mention the fact that she was the first Rakasa he'd ever met, had him coming back to watch her at work time and again. A habit Haezel eventually noticed. Their next few meetings were tense, filled with suspicion and doubt, but as time went on Ral proved to be not only a stimulating source of interest through brief skirmishes, witty banter, and quick wit, but a comforting influence to Haezel. His devil-may-care demeanor, open mind, and long list of random trivia formed a nigh-perfect counterbalance to her more stoic, focused, and wildly inquisitive mentality. She came to admire him. Especially when she realized that he often played the part of a "noble robber" instead of a mere gormless brigand. He was prone to taking portions of money and treasure from the local officials, who grew fat off of the taxes and trade in their town, only to end up "losing" most of it near the slums and alleyways. Always "by accident," of course, yet he never seemed too upset by these distressingly frequent mishaps. He avoided harming directly as well. In spite of his line of work and the land in which he lived, Ral was surprisingly gentle and sensitive towards life. He would rather miss a mark than make a choice that would result in someone's injury or death and this extended to wealthy and poor alike. It was a fascinating dichotomy to Haezel, who'd only ever known the ever-present rule of "kill or be killed" in her homeland and journeys whenever hardship intervened. He'd teach her things too. Tricks of his own self-made trade. How to hide, even something as obvious as a living torch. How to misdirect and influence people to achieve the outcome most desired. How to have light hands and lighter feet, to blend with shadows and walls and doors, and how to manage the myriad chance interactions of busy marketplaces and bustling streets. And when those lessons wore thin, he'd open up to her the mysteries of the desert and its cultures. Ral became the backbone of Haezel's understanding of "normal" humans and of Lamesh itself. Without even realizing it, the Rakasa found herself in the town of Imlash for many months longer than she'd originally anticipated. A fact that, to her own surprise, she didn't even mind. It's hard to say if it was ever a case of "love," for fire and flesh do not mix well. Haezel's besetting downfall had always been her excessive, catlike curiosity and Ral had fully captivated her attention with his unique insights on daily life in Lamesh and the world at large. For Ral's part, perhaps he was simply enticed by the prospect of a neutral entity who not only took interest in his activities, but showed great aptitude with them herself. Whatever the reason, they eventually formed a partnership and Ral proposed that they should "take this show on the road," forsaking Imlash and heading for the Grand Rail. Eager to be rid of the town at last, Haezel readily agreed to head out with him to meet their next adventure out in the wider world. What the impressionable Rakasa didn't know was that Ral had more than one reason to leave town. In spite of his precautions, Haezel's presence had finally drawn too much attention to his actions and the local officials had finally decided he needed to be dealt with. The pair were barely a day out of Imlash before they were tracked down and assaulted at night by hired thugs. Ordinarily Haezel could have handled them all by herself, but a clever ambush and a rare water sorceress crippled her before she could react and forced her on the defensive. Ral, to his credit, tried to fight with her instead of running, but it was a pointless struggle. The thugs took him captive and the sorceress doused Haezel, leaving her smoldering suit by the roadside in the belief that the Rakasa had perished. Fortunately, Haezel's flames had clung to life inside the suit and she managed to keep just enough heat going for her immense mana reserves to slowly rebuild her form. But it was a process that took hours and by the time she "came to," a new sun was rising over the dunes. With dread in her soul, the Rakasa hurriedly began retracing her steps, looking for signs of her companion. She finally found him when she reached Imlash: high on a pole, bloodless, baking on a cruel skewer, with a sign marking him as an example to all would-be criminals. Haezel would soon discover that she no longer struggled with being overly curious after this. For ever since then, her Rakasan curse had a more interesting negative trait over which to obsess. The fires burned high into the sky the night that she left. White ash and smoke choked the air. Dying screams wreathed in fire invigorated the Rakasa as she made her way through the blazing streets of the town that had robbed her. Heart aching and raging, she sought a new beginning; something other than the smoke and soot of a dead town. And thus she headed out, on her own once more, plunging forward into a ruthless, uncaring world. Great (+4) | {Arcane} {Smite} Good (+3) | {Swift} {Unity} Fair (+2) | {Phantom} {Wit} Average (+1) | {Body} {Culture} {Discord} {Reflex} Stress | [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] [O] [O] [O] Mild Consequence (5) | - Moderate Consequence (9) | - Severe Consequence (15) | - Stunts Blazing Blade Once per Conflict as a free action, roll Arcane to Create the Blazing Blade Advantage. When struck at melee range, you may spend a free invocation (or Invoke with a Fate Point) to deal a 1-shift hit to the attacker. Each time you cast a spell, Blazing Blade gains 1 free invocation (max. 3 free invocations at once). Recast a lost Blazing Blade by spending a Mana Point. Gift X / (Geb) You possess a suite of simple cantrips taught to beginners. Additionally, you may use Arcane to provide Teamwork to yourself or another character outside of combat, or to Create an Advantage in combat. You may do so from up to 3 Zones away. Firestorm You may use Arcane as Volley to strike a target up to 3 zones away. As an action, spend a Mana Point to trap a target in an Inferno Dome Block with a difficulty equal to your Arcane rating and a Weapon Rating equal to half of that. Spend 2 Mana to target an entire Zone with this ability. Skyburn This powerful spell sets fire to the sky, destroying everything in its wake. Spend 1 Mana to make an AoE Arcane attack on an entire Zone, 2 Mana Points to target 3 Zones, or 3 Mana Points to raze the entire battlefield. Choose 1 target to receive the attack at giant scale, doubling your damage potential against them To avoid friendly fire, roll Arcane v.s. the number of friendlies in the target area; exclude friendlies equal to the shifts you get on the roll Once per Arc, you may spend 1 Fate Point instead of spending Mana on this spell. Inventory Fireproof dress Mana Blade - Arcane Focus Metal necklace with charm Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here. Extras Relationships -Ral - Deceased Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  7. I am not here to save anybody, but to be true in the moment: Handmaiden, witch of the blade, Sister in arms. Basics Name Shariel Blackthorne | Type medium humanoid (half-elf) | Class Warlock | Specialisation Hexblade | Background Courtier (Handmaiden) | Patron Deity Raven Queen | Alignment True Neutral | Theme Song Story Stats Shariel: Linneage Half-Elf (High-Elf Mother, Human Father) | Sex Female | Age 42 | Height 5' 11" | Weight 128 lbs. | Hair Black | Eyes Brown Blackthorne: Linneage Fey (Magical Symbiont) | Sex Male | Age 6384 | Shape/Weight On his own a perfect black sphere with 1 ft diamater and a mass of 5 lbs. As a symbiont his weight and shape are highly variable. While Shariel sleeps, Blackthorne can (and usually does) appear in her dreams to her as a male half-elf with jet-black skin. Note that Blackthorne is a strong willed, impulsive creature he doesn't have a Shariel's level of intellect. Thus, when he speaks to Shariel in her dreams, it's her mind interpreting his impulses. In a civilian setting Blackthorne remains hidden, covering a portion of Shariel's back, but he can expand to fully envelope her. (game stats are on the character sheet) Description Appearance: Shariel is a slender young woman with long black hair. Her look invokes the fairytale maiden image, twisted into a dark threat: Snow white skin, ebony hair, and lips as red as blood. And yet, it is also apparent that she's married to something dark and old. Her look may be friendly, but distant, like she knew when and where the beheld party was going to die, but too polite to say it. Similarly, her words are well measured, acutely shaped and infused with latent playfulness, they invite the listener to enjoy themselves, despite their utter futility. Her clothes vary according to her mood and the situation, but she prefers to wear no clothes at all, but to cover herself only in her bond mate, an ancient symbiotic weapon. Personality: I am shrouded by an aura of serene attention and melancholia, even in adverse situations. Most people either find her presence eerie or extremely pleasant. She is attentive, a skilled conversationalist, beautiful, unobtrusive, yet she also puts reality itself into question. Whenever she's wearing her organic armour, it first becomes a feeling and then apparent that she willingly surrendered to an intimate union with a creature of darkness. Shariel would settle down and expand family life, the true lust for adventure comes from Blackthorne, but also the opportunity that their union provides. Her decisions are in fact informed by both their impulses equally and she is capable of deeds of remarkable heartlessness. Ideals: I am driven by an insatiable curiosity for all experiences. Nothing ever last, good and evil are shorthand for our biases, all l we can do is cherish the moment, friendship, beauty, mystery, and the thrill of battle. There is rarely any true reason for alarm. Fate has a habit of rectifying any situation, one way or another, and while we do have influence on our fate, that influence is smaller than most like to believe. Most paths are already set, most decisions already made, we just don't realise it yet. Furthermore, the meaning of any event stems from the framework of memories which we use to interpret it. Change a tiny facet of a person's memory and the hero becomes the villain. Change it back and suddenly there are no heroes and villains anymore, only victims of the divine comedy called fate. Things do not have meaning outside of their context, but they can be felt inside the moment. It's pointless to try and be good and evil, to rule or to serve. What one can do is to be true to oneself, true to one's loved ones and mortal enemies right now, exactly because their roles can easily swap. Shariel is a remarkably loyal friend for somebody who doesn't believe in a persistent reality. Bonds: There is one thing that does last forever: My love for my children. The one thing that Shariel and Blackthorne feel equally passionate about their children. They will fight, kill and die for them without a moment of hesitation. Both sides of me seek to intensify their union until they are truly the same. The greatest mystery of all is the nature of Shariel's and Blackthorne's union. Their bodies are symbiotically linked, but still distinguishable and they remain too souls. There is a drive in them to change that and truly meld into one; Shariel will die eventually if they don't and then Blackthorne will have to find a new host and look to merge with her all over again. Flaws: I am so convinced of the transient nature of reality that I take unnecessary risks for simple thrills and mysteries. It's not just that morale has little meaning to Shariel, it's also life and death; it's all a matter of perspective. She only ever wants to be absolute in what feels "true" or "beautiful" right now. The drive to survive is obviously 'true', but it may not be the only thing at play. It's not that either Blackthorne or Shariel were so reckless, it is an emergent property that comes out of their union, constantly daring each other. Synopsis 23 years ago, a serene half-elf maiden emerged from the mists of the bog to approach the gates of Halgrove. The mysterious young maiden was clad in a tight organic armour, but she carried nothing else. She introduced herself as Shariel Blackthorne, but claimed to have no memory of her past. Regarded with suspicion at first, Talera, a fellow half-maiden from adventurer-aristocracy, took notice of Shariel and, in act of defiance against her parents, invited the mysterious stranger to become her handmaiden. For fifteen years, the two of them were inseparable, with a clear ranking between them, but unlimited trust. Shariel followed Talera into a new household when the lady married, and they even became pregnant around the same time; Talera kept the secret of the father of Shariel's child, even though her silence provoked false rumours regarding the loyalty of her husband. A theft in Talera's parents' mansion was their call to adventure. For years they hunted the thieves, stumbling from one small adventure to the next in the process. They managed to bring the stolen items back, but never disclosed what they learned. This time, Shariel was keeping Talera's secret. What they learned changed their relationship, though, and went on to live separate lives, focused on raising their own respective children. A month ago, Shariel's youngest moved out. Being a half-elf, Shariel hasn't visibly aged yet and the lust for adventure within Shariel burns so bright that it doesn't matter whence this lust originates. Shariel's and Talera's Adventure The thieves were cunning, tracking them took years, but somehow, whenever everything seemed lost, another clue and another small adventure turned up. For months they journeyed through the swamp, uncovered an unrelated drow plot to raid Halgrove and thwarted it; their achievement was still overshadowed by those of Talera’s parents, but they became respected adventurers. “This has got to be a trap…” Talera mused but continued to follow the alchemist. Supposedly, the thieves had left something behind, specifically for their chasers. “I am not so sure, milady,” Shariel pressed out. A strange pain was hammering behind her temples. “I have the strangest of feelings. If you would stay behind me, please?” It wasn’t a trap. The door to the backroom opened, and behind some crates and boxes was ‘gift’ from the thieves. A vanity, made of maple. It was small, the kind that young teenage girl might have. “Was that yours?” Shariel wondered. The hammering behind her temples became more intense. “Never seen it before,” Talera returned. The aristocrat removed a handkerchief, uncovering a high-quality mirror in perfect condition. In the meantime, Shariel had reached for a hidden compartment between the second and third drawer and produced a girl’s diary. “How did you know about the hiding place?” Talera wondered. When Shariel didn’t reply but remained stunned, Talera took the book out of her hand and flapped it opened. “It doesn’t state a name, but the handwriting looks oddly…” The aristocrat looked up and reached for her friend’s shoulder. “This is yours!” Shariel claimed that she had nothing to do with the thieves. Talera was believed Shariel in so far as that the handmaiden didn’t remember, but it was she who insisted on continuing to recover her friend’s forgotten past. From there on the thieves didn’t bother to hide that they were creating challenges and forcing the girls to prove their skill, prowess and integrity for clues to the stolen items. Bit by bit they uncovered the truth: Shariel came from a family of heroes and adventurers, like Talera, only that Shariel wasn’t a half-elf of the second generation, but the daughter of a moon-elf wizardess and a Chondatan human father. Everybody in the family had quickly risen to greatness, except for Shariel, who was diligent, hardworking, but not quite good enough to make it as adventurer. She was smart, but not like her mother, she had charm, confidence, and air of mystery, but it didn’t enable her to speak spells, she was graceful, but not as lithe and quick with her hands as her father, she never gave up on training, but she simply didn’t have the body mass to be good at swinging swords. Thus, Shariel had persisted as barmaid in the adventurer scene of her hometown as the pretty one who didn’t quite make the cut, but was handed around between boyfriends, who were at best amused about Shariel’s efforts to develop, while they went on adventures with younger lasses, who were either quick with the rapier or fast to sling spells. To get the final piece of the puzzle, the two of them had to sit through a theatrical play in a small theatre with surprisingly skilled actors. It told the story of an adventurer couple, whose identity and achievements were stolen by a couple of servants. The servants fled with the claim to heroism and enough riches and magical items to back up their claims and settled in remote village in the swamp. The play didn’t take sides: The original couple was arrogant, nouveau riche snobs, the servants were envious and opportunistic thieves. It wasn’t a story about good or evil, it was a story about changing perspectives and changing tides. Then they discovered a thesis of a renowned wizard, who openly speculated, based on his findings, on how Shariel had lost her memories: She heard about a Blackthorne, a magical weapon, hidden in a forgotten temple in the swamp, but the search became an obsession. While the temple itself had sunk into the swamp, it hadn’t flooded and was still traversable via a tiny entrance a tower. To get to it, Shariel needed to pass the tests that followers had set up centuries ago. She was presented with riddles, tests of physical prowess, always dosed so that she could barely handle it. And after every test, when she was most exhausted, she had to make a little sacrifice. First, she had to surrender items she carried to swamp pits, and once she had nothing to give that wasn’t part of her, little memories. The final memory she had to sacrifice to get to Blackthorne was that of her parents and she made it – even though there was no telling whether Blackthorne would accept her at the time. The implication was clear: The wealth and reputation of Talera’s parents was stolen by Shariel parents, who had now stolen some of their own memorabilia back. The theatrical play presented the truth, while there was no evidence, the clues were all over the place and it just fit better than any truth they heard before. That the two daughters ended up in the relationship that they did was a ploy of the Raven Queen. They didn’t speak much when they left the theatre. When they did, Shariel called Talera by her name for the first time, rather than milady. She didn’t seem to realise. Still, the two of them went to finally confront the ‘thieves’ Shalira’s parents. The reunion was brief. Shariel reclaimed the ‘stolen’ items, for her loyalty belonged with Talera, promised to reconnect, and introduce her parents to their grandchildren, and then left. Shariel was dazed as she took the first steps on the journey back, out of the vast mansion that was her birth house. From the side, Talera asked with a trembling tone: “This doesn’t change between us, does it?” Shariel blinked away a tear. “I am afraid that it does. I wish it didn’t. I wish I could just wash your clothes, brush your hair, defend your honour with my sword and attend you just as did before. But knowing the truth, I just can’t be your servant anymore, knowing that it’s all a lie. Our memories define us; taking something away can be just as destructive as giving it back. The Raven Queen likes to remind us of that.” “So, what do we do now?” Talera asked carefully. “Ask Sybill. She’ll make a wonderful handmaiden.” “You know bloody well that’s not what I meant!” “I… what we should have done all along. Be there for our children. And… I would very much like befriend you again. Your parents get ‘their’ stuff back. This… little adventure stays between us and, well, your parents and mine.”
  8. This AP is written assuming that characters will advance one level per dungeon level. I am tracking xp here as something of a mental exercise. My thoughts are that sometimes I will follow the campaign advancement guidelines, and sometimes I will advance when the 1000 xp threshold is met. I know this sounds arbitrary, but I will try to make it feel as natural as possible. This XP tracker is open if you are curious; otherwise, feel free to ignore this thread.
  9. Name: Mareen Ulicci, also known as the vigilante "Red Dancer" Sheet: BRC: Entertainer, Human, Bard [College of Swords] 3 Adventure Log: Adapted From: Faction: Harpers Description: Red Dancer: Despite her identity being revealed, Mareen continues to don her Red Dancer costume in action, consisting of tight leather armor that provides minimal protection but allows for maximum agility. Her hair is styled into a braid. The armor shields only her torso, complemented by protective sleeves, thigh-high boots with steel accents, and a shoulder guard. An opaque silk veil masks the lower half of her face. She applies makeup to enhance her eyes with a feline look and uses hair dye to further obscure her face. Mareen: Mareen possesses a round and gentle face, complemented by warm eyes. Her appearance is so distinctly feminine and curved that it's difficult to imagine she was once the leading prima ballerina of Waterdeep just five years prior. She wears her hair down, favoring simple, long dresses in gold, light blue, and deep green; she seldom wears the same outfit twice. The cut of her clothes reveals the strength of her thighs, while deep necklines accentuate her femininity and draw attention away from her robust upper arms. Past is Prologue: Newspaper Article Scandal Ballerina Exposed as Cloaked Vigilante Mareen Ulicci, the illustrious former prima ballerina of the Waterdeep Ensemble, was uncovered as a secret vigilante last night. She was wounded in a rapier duel, delaying a people trafficking ring until the city guard arrived. Waterdeep. Mareen Ulicci, 23, has been a hot topic of the gossip columns for five years now. The daughter of the late crime lord Rodano Ulicci used to be the prima ballerina of the Waterdeep Ensemble. The height of her career was stellar, but brief. Her descent, when physical maturity limited her juvenile flexibility, lead to public confrontations between Miss Ulicci and the Ensemble's lead choreographer. In the wider public she is known for her scandalous appearances in the company of much elder men, which are above her constitution. When the announcement of her betrothal with Sir Fedoran Lysst, 47, was expected, she was observed in a compromising display of affection with a former rival ballerina. As soon as her secret was discovered, Ulicci aggressively promoted her own story, detailing her lesbian secret life. Ulicci described her public appearances in Lysst's company as a front, as was confirmed by Lysst. Last night Ulicci was found on ship in Waterdeep's Docks district during a city guard raid. She was unconscious, severely wounded and had don an armoured disguise which is widely associated with the vigilante "Red Dancer". Several missing youths of various races were found in incarcerated in the ship's cargo hold and bound to be sold into slavery. Ulicci had uncovered the criminal activities via her own investigation and informed the city guard, but then acted as the ship was about to set sails. To prevent the departure, she challenged the captain of the vessel to a duel. While her fencing skills proved no match for the more seasoned captain, it is thanks to delay she caused that the city guard was able to arrive in time. She was later healed by means of magic and a full recovery is expected, but she was unavailable for an interview for the time being. Sources within the city guard indicate that Ulicci may also have been essential in facilitating the downfall of her family's crime syndicate three years ago but remained incognito using her Red Dancer guise. Posting Parameters: Downtime: Entertainer Work Where Do We Go From Here? Intrigue, romance, the full soap opera program. Mareen is a city character. Costumes: Winter Coat:
  10. Map Token Character Generation Ability Scores: 20 point buy Strength: 13 Dexterity: 12 (+2 Racial) = 14 Constitution: 13 Intelligence: 12 Wisdom: 10 (-2 Racial) = 8 Charisma: 16 (+2 Racial) = 18 Race: Alternate Racial Traits: Subtle Manipulator Gender: Female Age: 26 Height: 5'11" Weight: 107 lb Class: () Favored Class: Bard Favored Class Bonus: SP × 1 Traits: ; Campaign Trait: . Skill Ranks: 6 + Int mod+1 + Favored Class Bonus+1 = 8 Skills Trained: Knowledge (History) [1 Rank], Knowledge (Local) [1 Rank], Knowledge (Planes) [1 Rank], Knowledge (Religion) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank], Use Magic Device [1 Rank], Perform (Strings) [1 Rank] Background Skill Ranks: 2 Skills Trained: Perform (Oratory) [1 Rank], Linguistics [1 Rank]. Feats: Languages: Common (Taldane), Aklo, Abyssal, Necril Hit Points: Max (d8) + Con mod+1 = 9 Starting Wealth: Attempt 2 for Starting Wealth = 60 Equipment Starting Items Cost 8 gp Armor Cost