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Found 25 results

  1. Name: Race: Feral Neanderthal Size: Medium Gender: Female Age: 18 Alignment: Chaotic Neutral Class: Druid (Shapeshifter) Personality Tooka remembers little. Tooka like tasty foods, don't like ugly men for mates. Bonk things that make Tooka hurt, bonks things that Tooka likes. Tooka easy to please, likes big blankets, funny drinks that makes feel warm inside. Tooka prays to animal spirits for guidance when lost. Description Tooka is often covered in what appears to be tribal paints, often mixed with flowers and ash she finds in the wild. Standing about 5'1", the cavewoman has broad shoulders and strong muscular features. Wide brow, and long matted brown hair with a bit of red highlights. Tooka learned early on to make her own weapons and preferred to be unclothed, but forced to wear clothing due to poor weather conditions, Tooka would wear the warm animal pelts from her hunts. She has a bear tooth necklace she crafted and had blessed from a black bear she tracked down and hunted one season, and carries a simple spear with a flint carved tip. Background It had been quite a cold season, Tooka found herself huddled up in a cave using the diminishing fire for warmth. She had not collected enough dried wood and feared that this would be her last night. As she drifted off to sleep, her dreams were vivid. She remembered flashbacks of her childhood, when she once had family. Her people were nomadic, they hunted the big elk and sometimes all the able bodied men and women would form a large group to hunt down even the mighty mammoth. She was only a child then, but she recalls that after the others left off, she and several other children remained behind with the elderly, and a wise spirit woman who told them stories of their people and survival of the fittest. She would often draw with a stick on the ground, and occasionally paint figured and animals on the inside of ther tents, when not in the safety of a cave. That night, while the others were gone, those who remained prepared to sleep for the night, but something dark.. Something evil came in the night. It was a monstrous white wolf, but this wolf was different, it gave off a chill, and it's eyes seemed to glow an almost blue color. The elder tried to converse with it, but the beast simply barreled down upon her. It's cold icy breath seemed to turn her upraised hands into icicles and then followed through with a vicious bite. All the children, including herself ran in different directions, the monstrous wolf began leaping from child to child, woman to woman, old and young alike, but Tooka was fast, she was the fastest among her people and she kept running. As she ran, she found a small opening in a cliff wall. She pressed hard and squeezed through, and she kept thinking.. the wolf is waiting. The wolf will eat her. Several days passed and Tooka was starving, she had learned a bit of magic from the elder, but she wasn't very good about it. The constant flashback of the wolf and the magic she tried to touch upon, she became her greatest fear. As she began to advance her skills in survival, she befriended an injured wolf, upon healing it, the wolf kept tugging and pulling for her to follow. For a time, she found a home. She found a new family, it numbered twelve in all, she was a part of a new pack. Time had passed, and many of the wolves have aged and and others found their own packs, but eventually due to the interference of orcs and goblinoids,
  2. Name: Glib Race/Class: Draconic Goblin Psion Description: A short stout ugly looking thing. His ears as pointy as his nose and a chin you almost want to punch it's so square. He has those all knowing squinty eyes the color of gold and a smile that makes you wonder what he is thinking. With a leather coat too long and a set of boots that makes you wonder where the horses went to, he'd still give them up for his pride - his hat. Handmade leather with only a few trinkets so it has enough weight. A wide-brimmed hat that wouldn't be out of place in certain other genres just sits quite comfortably on top of his head. His green skin seems a little scaly and his eyes, if you were lucky enough to get close enough to looks more like a dragons than a goblins, but if you were that close to a goblin, it might not bode well for your luck or life. Personality: A smooth talking goblin that knows things he probably shouldn't and can blow things up with his mind. He is just as likely to help as he is to not. Also, very much a coward just like most goblins are. He's not quite sure if he wants to take over and start a goblin kingdom or just go around causing chaos, but either way, it should be interesting, provided he lives long enough to accomplish either goal. Background: Glib was born a little special. Somehow, some where someone in his family picked up some dragon blood and he some how got it better than others. He was stronger, faster and smarter than the others in his village. His differences only got stronger the day his manifestations started to sprout. It didn't start slow like many do. Nope, he went all-in one night. Nearly took out a few huts also. After that, it became even more apparent of his differences. The weaker ones started to worship him and the stronger ones started to fear him thinking that he was after their position. The worship was nice if annoying, but the not-so-subtle hints against his life made his decision for him. It was time to leave. It wasn't much better in more "civilized" areas either. His ability to help heal did help some. There was a few places he found safe, but the neighbors usually weren't as accommodating as the people he helped were. He couldn't help the prejudices and he knew it, he just rolled with it as best as he could. Helped some folk and taught others a hard lesson where needed. Just to show he wasn't like his kin, he avoided killing as much as he could, but sometimes circumstances forced his hand. They got what they earned. Outside his usual slurs and names, he picked up a few titles, like cowboy doctor, renegade mage, the little green scholar and the green calamity. That last one happened during a particularly nasty fight with some rather unsavory individuals and almost half the town was nearly destroyed. It wasn't his fault that they stockpiled barrels of explosives, he just made sure they were to never use it again and kind of miscalculated the explosion that resulted. He never did find out the result of that, but all he knows is that he is alive. The how and where is still unknown, but he is. Wishlist: Handy Haversack, Shortspear +1, Light Crossbow +1, Masterwork Dagger, Cognizance Crystal, Detect Psionics Dorje, Cure Light Wounds Potions, Alchemist's Fire, Healer's Kit, Silk Rope. Reroll 1 Dice Reroll HP HP reroll (again) Character Generation Details: Now, details about Character Creation: Level 5. Ability Scores to be generated with a 40 point buy. HD to be rolled, rerolling anything less than half. Then set your Current HP to half of your total, rounding down. Books: PHB, PHB2, Monster Manuals, Savage Species, Expanded Psionics Handbook, Complete series, Races series (except Faerun and Eberron), Frostburn, Sandstorm, Stormwrack. Magic Item Compendium and Spell Compendium. That's it. Do not ask for other sources, and please cite sources for any feats, items or spells. Oh, right. I'm going to be very generous with this next thing. 1 feat per HD instead of the standard 1 every 3 HD. You must still qualify for the feat at the time you take it. Also, add +1 for your skill points per level (including the x4 for first level; that's a total of 8 extra skill points). You may also ignore the first Level Adjustment (so if you choose a race with LA +1, you still have 5 HD). As each application is accepted (and I will accept them on a case by case basis, so stay on your toes), each accepted PC will get a minor useful benefit. Glib [URL=http://www.myth-weavers.com/sheet.html#id=2913015][B][SIZE=+1]Glib[/SIZE][/B][/URL] Male TN Goblin (Draconic,Humanoid Psion (Egoist), [B]Level[/B] 5, [B]Init[/B] 3, [B]HP[/B] 13/27, [B]Speed[/B] 30 [B]AC[/B] 15, [B]Touch[/B] 14, [B]Flat-footed[/B] 12, [B]Fort[/B] 5, [B]Ref[/B] 4, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 2, [B]Power Points[/B] 37/37 [B] Claw [/B] 4 (1d2, x2) (+3 Dex, +1 Size, +1 Natural) [B]Abilities[/B] Str 12, Dex 16, Con 14, Int 19, Wis 14, Cha 12 [B]Condition[/B] None
  3. Level 5. Ability Scores to be generated with a 40 point buy. HD to be rolled, rerolling anything less than half. Then set your Current HP to half of your total, rounding down. Books: PHB, PHB2, Expanded Psionics Handbook, Complete series, Races series (except Faerun and Eberron), Frostburn, Sandstorm, Stormwrack. Magic Item Compendium and Spell Compendium. That's it. Do not ask for other sources, and please cite sources for any feats, items or spells. Oh, right. I'm going to be very generous with this next thing. 1 feat per HD instead of the standard 1 every 3 HD. You must still qualify for the feat at the time you take it. Also, add +1 for your skill points per level (including the x4 for first level; that's a total of 8 extra skill points). You may also ignore the first Level Adjustment (so if you choose a race with LA +1, you still have 5 HD). As each application is accepted (and I will accept them on a case by case basis, so stay on your toes), each accepted PC will get a minor useful benefit.
  4. Name | Xakrishi Veldun Class | Wizard Refresh | 2 High Concept | Wandering Wizard in Search of Redemption Trouble | The Dark Whispers So Sweetly Aspect III | Knowledge is Power, But So is Power Aspect IV | When You Cannot See Anything, Nothing Can Hide Aspect V | Can a Man Defy A God? Let's Find Out Backstory There is a special kind of arrogance that makes a man think he can bargain with eldritch beings from beyond and come out on top, or at least break even. It was this arrogance that bade Xakrishi turn to Baogea. Even in the desperation that forced his hand, he felt he could twist the Un-god’s power to his advantage. After all, if you’re going to invoke unnatural power you may as well get all you can from it. As it turns out, you cannot. At least, in Xakrishi’s mind, you cannot if you’re unprepared, as he clearly was. He achieved his goal in the end; his wife is not dying, but nor is she living. She remains suspended in time, a perfect stasis. She is indeed no longer dying from the mysterious illness that ailed her, but…that was not Xakrishi’s hope. His previously substantial wealth and money made from his adventuring now funds his wife’s care, as well as the discretion of those who manage his home in his absence. Xakrishi is very guarded about his past for this reason. He knows his mistake, he knows the lure of the power he was granted and he damn well is not going to open up the floor to questioning his motivations and judgment to any random passerby. His Dark Mana use is manageable, and he can convince himself that until he is rid of Baogea, he may as well make use of the gift that was thrust upon him. Great (+4) | {Arcane} {Lore} Good (+3) | {Occult} {Phantom} Fair (+2) | {Reflex} {Swift} {Alchemy} Average (+1) | {Wit} {Survival} {Body} Stress | [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] [O] [O] [O] Mild Consequence (6) | - Moderate Consequence (10) | - Severe Consequence (16) | - Stunts Gift ᚷ (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. Examples of the Gift Spell: The caster finds themself stuck in a pit so deep and dark that they can't even see their fingers; they summon a Mote of Light to follow them through the dungeon A party of adventurers is in pursuit of a quick, slippery target; the caster tags their swiftest friend with a Speed Buff An ally must climb a Steep, Rocky Incline in order to reach a high-priority target; the caster transmutes the incline into a Set of Stone Stairs Bolt ᚱ (Reið) Dark, inky bolts form from nearby wisps of shadow and rocket towards the target; with this cantrip, you may use Arcane as if it were Volley. You may spend a mana point to double the range of any ranged spell attack. Ruination ᚬ (Az) When you cast a spell, you may spend a mana point to invoke the rune of Odin and flash with godlike power! Your Arcane, Divine or Occult skill is treated as giant-scale, doubling its ability to inflict damage, prevent damage, or Create lasting Advantages. Baogean Gaol Suspend animation, preserving food and corpses and locking objects in space. Paralyze victims. Cast rituals to grant curses like immortality and indomitability. Spend a Dark Mana to create undead as if you were a Chainmaster, or create a major undead NPC companion. Inventory ? ? ? 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 His wife, Elturel Veldun, currently frozen in time and unresponsive. Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  5. Name | Luxiyn Crowel Class | "Soulblade" Refresh | 2 High Concept | Gifted, but Young, Alfaharian Soulblade with a Talent for Magitech. Trouble | Something to Prove. Aspect III | I can fix it, make it go even faster! Aspect IV | Initiate of the Blades of Hiero. Aspect V | I Fight for my People, and my Queen. Backstory Being a child of Alfaharia was not easy. Luxiyn spent his time in dreary schools, and working in his parents bakery. He always had dreams of being a hero, of somehow reversing the curses that his land fell under. Or, frankly, of moving; everyone seemed to talk of moving to Skaggar, or, if enough money could be saved for the train trip, all the way to golden Pallaedia, but Luxiyn's family wasn't so luck, or they were just optimistic enough to believe that better times were coming. Either way. They didn't immigrate. Luxiyn's dream was to some day study in Aurora, City of Mages, and learn all the new technology that Sorcell Stones promised to bring. But that did not happen, either. Instead, he studied, and he took apart and put back together what technology his family could afford. He broke more toasters and gizmos than was proper, but he learned a lot about how it all worked. And he dreamed. Then, Hieronymus Sault returned, and the country went to war. Although too young to really be part of the fighting, Luxiyn joined in with the Blades of Hiero, mostly learning combat magics in basements and back rooms, until he was finally old enough and skilled enough to become an Initiate; by that time, the war was mostly over, and he was only involved in a few skirmishes, mostly cleaning up the undead cities and trying to bring back civilization. At this point, the Blades of Hiero work as guards and defenders for Queen Kosma, not technically a part of her army, but sworn to her defense. Luxiyn stands ready to fight for her, but doesn't have the seniority to be a full member, and as such spends his time traveling, trying to learn more, get stronger, and hopefully eventually earn his place as one of her bodyguards. Someday. Great (+4) | {Arcane} {Artifice} Good (+3) | {Engine} {Culture} Fair (+2) | {Swift} {Sail} {Unity} Average (+1) | {Phantom} {Lore} {Glamour} Stress | [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] [O] [O] [O] Mild Consequence (5) | - Moderate Consequence (9) | - Severe Consequence (15) | - Stunts Gift ᚷ (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. For Luxiyn, most of his uses of Geb are telekinetic in nature, although he has learned other 'spells' as well. Mana Blade ᛗ (Mannaz) Luxiyn can manifest a blade of light from his hands, in the form of a long straight sword; with this cantrip, you may use Arcane as if it were Smite. When you succeed with style on a melee spell attack, you may spend a Mana Point to upgrade your Boost to a full Aspect with 2 free invocations. Shield ᛦ (Yr) You may use Arcane to defend against both melee and ranged attacks. You may spend a Mana Point to re-roll the effects of an Arcane Defense, with +2 Armor Rating. For Luxiyn, this is a combination of telekinetically moving objects to just miss him, and intercepting them with his mana blade, or even pushing himself out of the way. Bolt ᚱ (Reið) Using a telekinetic grip, Luxiyn can pick up and throw objects around with deadly accuracy; with this cantrip, you may use Arcane as if it were Volley. You may spend a Mana Point to double the range of any ranged spell attack. Inventory ? ? ? 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 - 1d Positive relationship with "The Archmage," - Hieronymus Sault - 1d Positive relationship with "The Elf Queen," - Queen Kosma Dawn - 1d Negative relationship with "The Lich King," - Ultán Sault Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  6. Name | Darius Khavari Race | Human (Lameshian) Class | Ranger Refresh | 3 High Concept | - Lameshian Hunter & Veteran Survivalist Trouble | - Too Old for This Aspect III | - Amar, My Blood-Bounded Desert Falcon Aspect IV | - Fleet of Limb, Fleet of Mind Aspect V | - "It Worked, Didn't It?" Backstory There is a saying among the Lameshian desert-dwellers: "Eighty under the sun is a myth." While most of the blood-worshipping survivalists live long enough to see their forties or even fifties, their mortality rate quickly rises with every decade thereafter, with only a handful across the entire continent making it to their seventieth birthday and there are no known recordings of anyone living to see their eightieth. At seventy-two years of age, Darius Khavari isn't willing to press his good fortune so far by being the first, and so he seeks to use the skills he's honed in desert to amass a small fortune, settle down in a more hospitable part of the world, and retire for the rest of his days. Great (+4) | Volley, Reflex Good (+3) | Shepard, Divine Fair (+2) | Body, Survival, Swift Average (+1) | Lore, Occult, Wit Stress | [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] [O] [O] [O] Mild Consequence (7) | - Moderate Consequence (11) | - Severe Consequence (17) | - Stunts Shared Blood, Shared Life You and your animal companion's lives are magically connected through a Divine bonding ritual. Once per scene, when you would take a hit, you may spend a mana point to reduce the hit by 3. Blood Healing You may use Divine to perform Recovery Actions. Additionally, you may spend an action and a combination of three mana or stress to touch a creature and clear up to 6 Stress Boxes on a target other than yourself, or to reduce the severity of 1 Consequence they have by one step (Severe to Moderate, Moderate to Mild, or Mild to nothing). Point-Blank Shot Thanks to your quick reaction time and fast dexterity, you may use Volley to Attack in Melee. Inventory God of Blood Fetish Short Bow and Fletched Arrows Carved from Bone Leather Quiver Hunting Knife that has also been used in Blood God Rituals Extras Relationships - Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  7. I like digging holes and hiding things inside them When I grow old, I hope I won't forget to find them - RACE: Catfolk AGE: 21 years GENDER: Male Class Scout (CA) / Ranger (PHB)Arcane Hunter [CM] - 1st Favored Enemy = Arcanists (Arcane/Psionic casters) Champion of the Wild [CC] - No casting, +4 Bonus Feats. Distracting Attack [PHBII] - No Animal Companion, on hit enemy counts as Flanked for 1 attack. PRIMARY ROLE Lancer (Spring Attack) Scout (Hide/Move Silently) Trapfinding / Lockpicking SECONDARY ROLE Early Warning (Listen/Spot) Ranged Attack (Skirmish) “It is better to go forward without a goal, than to have a goal and stay in one place, and it is certainly better than to stay in one place without a goal.” - Vampire Regis, 'The Tower of the Swallow' Appearance Height: 5 ft. 8 in. Weight: 120 lb. Fur Color: Black Eye Color: Amber Dressed in linens and leathers with a green hooded tunic that goes from head to thigh over top, Masaaki wouldn’t stand out terribly if he were the type to conceal his race. Tall as a typical human male, before accounting for his ears, and unabashedly covered in dark gray fur he stands out from Elves and Humans by the nature of his downy coat and furred ears. Thin, with what could be called a swimmers build on a human, Masaaki possess a lithe grace beyond most humans. Atop his furry head sit two tufted ears which swivel in response to sounds, and to the front his amber eyes sit above a muzzle like mouth. Personality Like many Catfolk Masaaki appears to show little emotion with mercurial moods that appear out of nowhere and disappear just as quickly. These mysterious moods are frequently the result of some underlying cause building up under his placid surface and are quick to burn themselves down below the surface again. As a baseline Masaaki is very curious though, often poking his nose into things best left undisturbed. His explorations frequently lead him down strange meandering paths, sometimes testing unlocked doors or through open windows just for the experience of knowing what's on the other side. That curiosity sometimes peters out randomly, leaving things half disassembled, or rooms opened but unentered until the mood strikes him again. Backstory Masaaki grew up on a farm the son of an independent farmer his life was not one of luxury, but neither did he grow up in extreme poverty. As a youth he felt no desire to follow in his father's footsteps on the farm, instead he took to hunting in the old ways, stalking prey and taking them down with his hands, or rather a blade in hand. Hunting for the family provided some additional income for them, but his lack of focus caused a rift with his family that widened each year. Eventually falling out with his family he left home for good, taking only a few things with him. Seeking new and unexplored things he became an adventurer, learning to hunt larger and more dangerous creatures by himself or with a group while picking up new uses for shims and levers. Sources Catfolk (RotW) +4 Dex, +2 Cha, +1 NA Medium, 40 ft. Low-Light Vision +2 Listen, Move Silently Scout 4 (CA) 1) Skirmish [+2d6 / +1 AC] (+X Damage / AC when moving > 10 ft. per round) 1) Trapfinding (Can find magical traps) 2) Battle Fortitude +1 (+X Competence to Fort saves and Initiative Checks) 2) Uncanny Dodge (Able to use Dexterity while flat-footed and while attacked by invisible) 3) Fast Movement +10 ft. (Enhancement bonus to Land Speed) 3) Trackless Step (Cannot be tracked in natural settings) 5) Bonus Feat [Improved Skirmish] (Move 20+ ft, Skirmish gets +2d6 / +2 AC) Ranger 1 (PHB) 4) Wild Empathy (1d20 + Ranger + Cha +2 to use Diplomacy with Animals, -4 to use Diplomacy with Monstrous Animals) 4) Favored Enemy [Arcanists +4] (+X to Damage, Bluff, Listen, Sense Motive, Spot, and Survival ) [CM] 4) Second Favored Enemy [Undead+2] Arcane Hunter [CM] (1st favored enemy is Arcanists, AKA all Arcane casters) Champion of the Wild [CC] (No spells, 1 Bonus Feat from a list at each level that would have given a new spell level) Distracting Attack [PHBII] (No Animal Companion, after hit enemy counts as Flanked for 1st ally to hit) Feats 1) Weapon Finesse (Use Light weapons with Dexterity) 2) Expeditious Dodge ([Dex 13] Move 40+ ft for +2 Dodge to AC) [RotW] 3) Mobility (+4 AC vs. AoO) [PHB] 4) Swift Hunter (Stack Ranger and Scout for Favored Enemy and Skirmish. Skirmish can affect favored enemies normally immune to Sneak Attack) [CS] 5B) Improved Skirmish (Move 20+ ft, Skirmish gets +2d6 / +2 AC) [CW] 5) Spring Attack (Move >5 ft. before and after making a melee attack) [PHB] Gear Wishlist Gear (8770/9000) MW Composite [+2] Longbow [600 GP] + 100 Arrows [5 GP] (PHB) +1 Shortsword [2310 GP] (PHB) + Least Crystal of Return [300 GP] (MIC) +1 Mithral Chain Shirt [2,100 GP] (PHB) +1 Buckler [1,155 GP, 5 lb.] (PHB) Anklet of Translocation [1,400 GP] (MIC) Vest of Resistance +1 [1,000 GP] (MIC substitution) MW Thieves Tools [100 GP] (PHB) Fluff / Bonus items Everburning Ioun Stone [135 GP] (Custom PHB) Backpack containing (PHB) [Survival equipment / fluff] Food (several days worth) Waterskin / canteen Bedroll / Blanket Silk Rope, 50 ft. (10 GP) Archival (Hastios) "That's what I do. I drink, and I know things." - Tyrion Lannister RACE: Dragonborn Goliath AGE: 34 years GENDER: Male Class Duskblade (PHB II) PRIMARY ROLE Melee Combat Gish (melee mage) SECONDARY ROLE Knowing all the things Tank Appearance Height: 8 ft. 6 in. Weight: 340 lb. Skin Color: Blue Eye Color: Black Covered from horned head to clawed foot in blue scales, Hastios is tall. Fortified by the Rite of Rebirth he towers over even other Goliaths. His face is almost bull like with a draconic muzzle containing a carnivore's sharp teeth and topped with a pair of crown like horns. In combat he wears a set of brass colored steel full plate fitted to his size and carries a massive two handed Falchion, which he swings with uncommon ease. Outside of his armor he wears loose fitting clothes, preferring outfits which drape rather than drag over his scales. What he does wear is mostly colored in dark reds and purples to coordinate with his blue scales. Personality Hastios is best described in two words: Confident and Restrained. He knows what he knows, and he knows what he is and is not capable of. Having studied both the blade and arcane magic, he knows he is not the master of either, but his advantage lies in combining the two. At the same time, he also knows that he is both larger and stronger than most in a world built for humans who typically don't come up to his shoulders. Backstory Even before his rebirth, and subsequent renaming, Hastios stood out from other Goliaths. Larger than most of the already large race, he was also more withdrawn from the very sociable Goliaths. Dedicated to the arcane arts in a way that is uncommon for most of the hearty goliath people he voluntarily left his people on pilgrimage to learn more about the world. Sources Dragonborn (RotD) Goliath (RoS) +4 Str, -4 Dex, +4 Con Powerful Build +2 Dodge to Armor Class vs. Dragons Immunity to Frightful Presence of Dragons Draconic Aspect [Heart] Duskblade 5 (PHBII) 1) Arcane Attunement 1) Armored Mage [Light] 2) Combat Casting [Feat] 3) Arcane Channeling 4) Armored Mage [Medium] 5) Quick Cast 1/day Feats 1) Power Attack (PHB) 2) Knowledge Devotion (CD) 2B) Combat Casting (PHB) 3) Improved Buckler Defense (CW) 4) Battle Caster (CA) 5) Battle Casting (RotW) Gear Wishlist Gear (8840/9000) MW Large Falchion [450 GP, 16 lb.] (PHB) +1 Buckler [1,155 GP, 5 lb.] (PHB) +1 Full-Plate* [2,650 GP, 50 lb.] (PHB) + Restful Crystal* [500 GP] (MIC) Vest of Resistance +1 [1,000 GP] (MIC substitution) Belt of Healing [750 GP] (MIC) Ring of Protection +1* [2,000 GP] (PHB) Everburning Ioun Stone [135 GP] (Custom PHB) Might change up the Restful Crystal and Ring of Protection +1 for "Called" armor (2000 GP, MIC), which lets me take off the armor and it's -4 ACP, but it also means that I can Call the armor as soon as I wake up if it's on the same plane. Fluff / Bonus items Spell Component Pouch [5 GP] (PHB) [only a few spells need it] Large Javelins (x5) [10 GP, 20 lb.] [Mundane ranged option] Backpack containing (PHB) [Survival equipment / fluff] Food (several days worth) Waterskin / canteen Bedroll / Blanket Silk Rope, 50 ft. (10 GP) Noble's Outfit (75 GP) + Jewelry (100 GP)
  8. Name | Waldz Quarson Class | Barbarian Refresh | 2 High Concept | Curious Metal Man who Desires to Fly Trouble | Believes in Achieving the Impossible Aspect III | Fascinated with Other Cultures Aspect IV | An Inferno Emotion Sealed by Temperence Aspect V | Idealizes and Envies Famed Adventurers Backstory Waldz took more than he gave. Born among the fiery mountains of Azarai, Waldz was a Galvan who lived for hunts. His town always scavenged for supplies from the lonely place it existed, so he learned to hunt and mine at a young age. Azarai's fire, ash, and stone quickly became familiar as he recognized every tiny rock and landmark scattered throughout the jagged earth. Even the beasts and mines he searched became predictable. Days bled into each other as he scavenged what he could for his people. He heard about the Continent's other nations and their adventurers away from his prison of flames. He longed to leave; he longed to explore. But he couldn't afford to when he was one of the town's few hunters. He took from the land to give to his people, but he couldn't take from his people and keep it for himself. And so, an opportunity came to him. A group of adventurers graced his town as they sought action and fortune. And to Waldz's surprise, they found places he hadn't even known: mines hidden in the depths, dungeons submerged under a field of fire, bestial nests through smoke and ash. These adventurers had an uncanny nature, or luck, to find what Waldz could not. Within each were new homes, mining groups, and gathering places for creatures; they found new hunting grounds for the town, giving the settlement more food and resources than ever. And before the adventurers left, one of them named Kin-Ztal, a beautiful Zephyr with a troubled look behind her smile, gave Waldz a sunset-colored Couatl feather as a symbol of the good she did. She gave him something. How was he to repay for her kindness? And more importantly, as she did so, he saw her *fly*. She flew off the ground as if gravity meant nothing, soaring upward where she could see much of the world. What was that experience like, to see and fly over the world with no borders? It sounded like everything he wanted. And so, he had a new goal: to fly one day. Years followed. Waldz's town flourished thanks to these uncovered places to scavenge. The adventurers went their ways, and the Zephyr gained the favor of a Couatl and became one of Bezoryn's leaders. Then, one day, a dark storm covered the land, raining water, thunder, and fire from above. And though it eventually cleared, the Zephyr's floating land disappeared with it. Not a single soul knew where it went. The news reached Waldz like a crushing blow. What happened to her, the one he remembered the most? His mind called for an answer, and with his town doing better, he finally could begin adventuring. And so, he set out to give back for what he took from her, and to take his dreams of flight for himself. Great (+4) | {Body} {Smite} Good (+3) | {Unity} {Culture} Fair (+2) | {Lore} {Swift} {Survival} Average (+1) | {Artifice} {Arcane} {Wit} Stress | [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] Mana | [O] [O] Mild Consequence (8) | - Moderate Consequence (12) | - Severe Consequence (18) | - Stunts Body of Steel, Mind of Grit You may use Body instead of Swift to defend against attacks. Vulcan Axe Your blacksteel axe contains a magical lava container that erupts upon heavy impact and momentum. Once per Scene or by spending a Mana Point, when attacking, you may include an additional nearby enemy as a target without having to split your dice. Barbarian Rage Spend a Mana Point to enter Barbarian Rage. Once per turn, when you describe how you use your incredible might to wreak havoc, you gain a "Rage Point". Spend Rage (max. 2 per roll) to gain +2 Weapon Rating or +2 Armor Rating on a roll. Raging Athlete Physical obstacles can't hold back your fury. While raging, you may move an additional Zone before attacking. Once per turn, Spend Rage to ignore rolls against difficult terrain through furious agility and strength. Inventory A sunset-colored feather gifted from a Bezoryn adventurer. An obsidian necklace as his one gift from his home. A blacksteel battleaxe and magical lava container forged from the molten depths of Azarai. Hides and fur clothing gathered from hunting Azarai's beasts. 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 The Champion, Conflicted (3) Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  9. Adelaide Liniel Blueford Name: Adelaide Liniel Blueford. Sometimes nicknamed Adele or Linie by her mother. Character Concept: Wandering Cyran Swordmaster to be, fighting for the memory of a place that no longer exists. Lineage, Background, Planned-Subclass Class: Wood Elf Noble Monk Kensei Description: Adelaide is a relatively young Cyran noble lady... of complicated identity. Based on her mix of heritages she'd technically be a Khoravar yet she does not identify culturally with that ancestry and biologically she took so strongly to her mother that she's for all intents and purposes a full blooded elf. However, she identifies most strongly with her noble Cyran human house and its culture. She possesses long brown hair, usually kept loose in the Cyran fashion, yet during business she ties it up out of practicality. Her skin is fair, though not much is ever exposed. Her brown eyes are resolute where once they were warm, though diligence and pride has always sparked within them. Though once she could afford greater indulgences, in modern times Adele is dresses and carries herself with minimalist, practical elegance. She makes sure her possessions only include what she can carry on her back and what she does carry with herself she tries to keep in good condition, with signs of regular upkeep seen from her boots to her blade. Her hands are perpetually covered in gloves as is Cyran fashion and she favors darker colors in keeping with mourning. The one exception is her dueling cape dark blue on the outer side and green on the inner, with a Cyran emblem in a brooch and her family crest a white bird over a stone bridge embroidered on the back. Adele after the last few years is a bit more serious and melancholic in her temperament, her expressions a bit more guarded than they once were. However, she remains a cordial enough lady of good upbringing, making sure to act with proper manners and some measure of decorum. Physically, to the trained eye it is quite evident her martial upbringing... as there is a certain poise and elegance to her every move. Not only is her body technically trained and her motions smooth and practiced but she is equally perceptive and aware of her environments, allowing her to better maneuver herself either socially or physically around her obstacles. On the flipside, however, while a polite lady she's not a charismatic one. If there is something that will make an impression it will be her action rather than her words as she doesn't have the charm nor interest to be a great orator. Likewise, though she has studied a lot her intellect leaves something to be desired... it cannot be said that every result she got academically was not wrought out of great effort. However, at the core of her character lies a great love for her birthplace of Blueford in Cyre and pride to belong to the noble house of said name. Her father's side of the family earned their noble title over five generations ago with their mastery of the blade and those chivalric tales, the natural beauty of her home county and the Cyran culture given to admire of the arts naturally inspired a strong sense of pride and love for her legacy. The thought of their loss and moreso, them just vanishing completely from the map have left a void and trauma in the young elf as she has lost her legacy, her base of support, the people she has loved... all seemingly vanishing in an even greater tragedy that threatens to make it as if they had never existed in the first place. And so, much of what Adele does, her more bold actions are to rebel against oblivion, to keep her family and homeland alive through her actions and as living embodiment of their ideals. She's a young woman and even younger elf suddenly very alone in the world and carrying an intense grief. Your Character’s Plothook: Naturally, Adelaide has a keen interest in Oakhurst as the most successful incursion into the Mournlands... or rather, into what remains of Cyre. She once tried to make her way to her homeland, only to find her path home lost to the changes in geography... however, with the development of Oakhurst and the explorations taking place there could she possibly make it back to anything she can recognize as Blueford? Can she help other Cyran refugees reclaim their land from this magic calamity? Can she discover the reason for the Day of Mourning and resolve the mystery of who is to blame for such an atrocity? There are myriad and more reasons why this noble fencer would seek to hone her blade there. Past is Prologue: Adelaide was born sole daughter and heiress to the Blueford family, rulers of a small but but fruitful county in the country of Cyre overlooking a natural ford in a great river. The human family first obtained their noble titles and peerage due to the heroics six generations ago of Liam Blueford, a master swordsman served the Duke of Tronish first as a soldier and later in life as his personal bodyguard. Ever since then, the Blueford family maintained their alliance with the Tronish noble family, serving at times as aides or bodyguards, specially once the Last War begun in full swing. Adelaide's father, Lucas Blueford, the last Count of Blueford followed the mold of his family in all things except his selection of a wife as during his time in the field he seemed to become smitten with a Tairnadal elven woman named Liandra who he took as bride. Liandra would end up being a very private woman, whenever that is due to her nature as a long lived elf or her personality, even her own daughter never got to the heart of what her mother's true thoughts were... however, until the day of the Mourning she served dutifully as Lady Blueford in her adopted house, despite there being rumors of her being a spy from the House Phiarlam. Nonetheless, Adelaide was born heiress to Lucas as his sole daughter and besides receiving some education Liandra left most of her upbringing to the humans of house Blueford. To little Adelaide, the distance of her mother was a small bother as she received plenty of affirmation and attention from her extended family of the Blueford family and doted upon by her heroic father whose exploits in duels and tales of his ancestors and their way with the blade soon dominated her heart and imagination. While she could have received a more traditional education for a Count's daughter, almost as soon as she could walk did Adelaide seek to embody the pride of the Bluefords. Thus, did the tomboy heiress begin her lessons in the blade originally as a side activity but her gift for it and sheer dedication would mean that more and more the idea of turning her into a swordswoman became more and more a feasible project. As the daughter of a noble, while she loved her country, Adelaide had the privilege of traveling within her country with her father and cousins, specially to Tronish where his liege resided but she also got to know Metrol. However, as the war intensified in Cyre during her middle teens eventually her father Lucas decided to send Adelaide to study abroad as insurance but also to expand her horizons. A distant relative was serving as aide to a lady assisting an academy in Aundair, which Lucas believed would be a great environment for Adelaide to polish some of education by becoming a bodyguard for said lady. Indeed, it would prove to be a fruitful time for her as the very day she arrived she found herself in her first duel, as expected of Aundair. Melindra, the lady she went on to serve as a guard and aide for her time in the academy was a very prideful thing whose short temper and earnest disposition meant that Adelaide had no shortage of blades to cross hers with. She won a lot, lost a few and in general had a dashing time of it, her horizons expanded... that is, until the day her world fell apart. The day of Morning would come, bringing confusion, fear, dread and finally devastation. Weeks of anxiety as the news came, months of dread as the news of the carnage made their way around the world, until it was imparted upon everyone the reality that Cyre was no more and that most likely everyone within the nation had ceased to be. In a flash of light, Adelaide was to accept that all she held dear was snuffed out of history... while the material reality was that she was cut out of her funding as she studied abroad, made effectively stateless as the remaining nations carved the rest of the world for themselves and declared peace after near a hundred years of bloodshed out of their petty ambitions. Her funds account at the school was soon run dry by the administration and then Aundair's state itself quickly turned on the remaining Cyrans within their borders. While Melindra was sympathetic to her duelist' plight she couldn't offer noble employment to one without a state to back her... but with her help she managed to arrange travel back to her nation... or what remained of it. Only desolation and horror awaited her there. Scattered remnants of her people and a blasted landscape covered in mists. She was lucky not to lose her life as she threw herself into the mists, intending to do the trip to her home to the Blueford of her memories... to find what became of her family... however, she was turned back not a full day into her expedition as the river she intended to follow back home... was not there. It's not that there was no water, even the riverbed, the signs of there ever being a river were gone. The landscape was shifted and transformed in such a way that she could not navigate to Blueford... and if she did... what would she find there? An existential dread settled in her heart, making her retreat from her endeavor at full speed. Since then, Adelaide has been a soul adrift. She has been getting by selling her blade skills and her jewelry bit by bit to survive. In her grief she has come to the resolution not to let Blueford and their history, the memories in her heart and the name of her house fade into oblivion, be choked away from consciousness... not to let it all vanish with herself. Putting the emblem on her house on her coat, she talks of House Blueford where she goes. She recently was in Sharn due to hearing of a Tronish family member living there and spent a couple months working for her, Lady Igraine Tronish as she made a bid to solidify her standing in Breland and ensure her safety. However, with their plot secure Adelaide has drawn too much attention to herself fighting on the lady's regard... and with news of Oakhurst, Igraine assisted Adelaide in getting passage there to see how the project develops and whenever there is any hope for Cyrans there. Thus, she boards a Lightning Rail... Loyalties: Adelaide is first and foremost, loyal to a noble house which effectively no longer exists. She's technically Countess of Blueford given her father's disappearance and almost certain demise... yet, Cyre no longer exists as a state and Blueford almost as surely is a ruin at best. Regardless, she remains loyal to her birth nation, with more specific ties to the Tronish family or what remains of it. She feels she's too low in ranking to even offer her services to the Cyran royal family in New Cyre but if they were to call on to her, she'd be sure to answer. She retains some loyalty and friendship with Lady Melindra in Aundair even if she's more than a bit enraged with her state for how thoroughly they turned their back on Cyre. Is Might Right? Might is definitely not right, but tragically, it is reality. While men and women of all ancestries let themselves use power to drive their personal interests the world remains a hell worthy of most fell demons in our imagination. While she was a sheltered lady, she did manage to see what war torn Cyre looked like on occasion and has seen the terrors the Mournland hold even if briefly. It is not right and with a strong sense of noblesse oblige, Adelaide feels that it is the responsibility of the strong to uphold the weak and make peace and prosperity for others. Deity: Adelaide is a follower of the Sovereign Host. While she was slightly more pious than the standard Cyran (which is not say much), she has found herself clinging and denouncing her faith in cycles since the terror of the Day of Mourning. How could the Gods let that happen? Yet, it may be the Dark Six grew too powerful by the sheer ambition and bloodshed of the nations of the world. She doesn't know... she may curse the gods when her grief is greatest, but she also seeks their succor as comfort. She did receive a little bit of instruction in Ancestor worship from her elven mother, which she integrates into her prayers to her lost family. Music: Unfortunately, I'm terrible when it comes to music, so I don't really have a good knowledge to pick any songs to the benefit of Adelaide. Or at least, none come to mind. She IS a viol or violin player of some technical skill even if she may lack a bit of soul to her performance. She can't properly express her feelings, yet she does try with her viol to express her sadness and at times to liven up her memories of the good times in Cyre. For her in general, somewhat mournful classical tones are quite appropriate as she is caught in a past lost and ripped away from her by such a tragedy. She remembers something beautiful and warm and she is cut from it by an event she wasn't even there to witness. The lack of closure keeps her caught in a limbo of sorrow for what was lost and rage for what mystery is at fault for causing it. The frustration of lacking even the identity of who to blame and lash out to. In battle, however, her theme is a bit different. She has always been proud of the skills of her family and their way of swordsmanship that earned them their knighthood and peerage. She was an elegant terror at the Aundair academy, sharp as ice and fast as lightning. She found joy in the exhilaration of a duel, in moving faster, more gracefully, of being one with the flash of steel. Something high tempo and bold still with a dash of elegance works well for her there.
  10. of the RedClaw Clan, bugbear, Beastmaster Ranger Name: Chitiin Spur Character Concept: Thirdborn male of RedClaw clan's chief embarking on a noble odyssey Race, Background, Subclass Class: Bugbear, noble (retainer), beastmaster ranger Description: Chitiin is tall as most bugbear, 6' 6", and heavy-set. Yellow eyes are constantly scanning his surroundings. The black fur that escape his finely tailored gear end in silver tuffs. His armor is gear is etched with intricate geometrical patterns. He has a serious expression that can be difficult to read and that can explode into a growl or sharp bark where his prominent canines are exposed. He is self-assured though prone to acts of violence by slamming his hand down or moving furniture with force. Your Character’s Plothook: heading to Oakhurst to seek the fate of his elder brother Vanii Past is Prologue: Chitiin Spur is the third son of Chief Tariic of the RedClaw clan in the Seawall Mountains, a typical Margull clan. His older brother Vanii went missing in the Morning while leading a raiding party on the borders of Cyre. The second eldest brother Dagii, as heir apparent has been unable to leave to search for Vanii. As Chitiin has gained his majority he has been given permission to seek news of Vanii. Though son of the chief Chitiin was not pampers, he was has expected to the task and rites of a youngling at a high level. He was provided tutor's and could draw on the experiences of this family but was alone when it was time to demonstrate his proficiency, be it with bow, sword, stealth and such. To demonstrate his readiness to embark on the odyssey to find Vanii he had to lead a raiding party on a nearby clan to count coup. He is accompanied on his quest by his tutor Senen, an elderly, half-blind aunt and her daughter Rekseen who is close in age to Chitiin and her young son Kallaad. Deity: The Mockery Loyalties: Redclaw clan Music: Heroic John Williams Overture
  11. “Whatever your hand finds to do, do it with all your might, for in the realm of the dead, where you are going, there is neither working nor planning nor knowledge nor wisdom.” Class: Paladin (Ancients or Conquest, unsure) Race: Elf (Mark of Shadow) Deity: Undying Court Alignment: Lawful Neutral Height: 5' 10” Weight: 130 lbs. Favorite Music: Originally, Classical; now, he would prefer Blues. Goal: To become the greatest swordsman in the world, and one day join the Undying Court. Plot Hook: 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. Loyalties Vesstan has loyalties to two main groups: House Quiladorn in Aerenal and to House Thuranni who hires him out for odd jobs here and there. Is Might Right? “Context is the most important part of this idea. Might is an important part of raising an army, but it’s not necessarily an important part of raising children. You want your enemies and neighbors to think you’re strong so you aren’t invaded, but your children need to know that you are vulnerable enough to have a real conversation with, otherwise, you’ve raised field grunts and subordinates, not children. Sometimes might is right, sometimes might is wrong, and sometimes being the quiet one in the corner who doesn’t stand out has all the power in the room.” Personality Vesstan is not the most verbose person. In fact, he prefers to be quiet and observe more than to speak. He believes that being a great swordsman requires one to pay attention to their surroundings and weighing each decision before making any sudden decisions. He has no problem fighting and eliminating an enemy, but the true test of a warrior is their ability to solve problems without resorting to violence. He is witty, but since the death of his friends, has been unable to find someone to share his mannerisms and thoughts with. Currently, he remains quiet and chooses to distance himself from others to avoid any potential relationships that may contaminate his bleak worldview. He will fight to the death to defend allies, and has no problem weaving in and out of battle to protect a fallen comrade. Appearance Vesstan stands just under six feet tall and is lithe but muscular. His eyes are silver-grey, his hair is stark white—almost luminous—and he has a scar over his right eye. He is pale like most elves. His dragonmark is easily hidden from others on his chest, but takes up the majority of space; were he ever to be stripped in public, his dragonmrk tying him to the Houses of Shadow would be visible for all to see. He keeps simple belongings, a pack of explorer’s tools, light armor of fine elven creation, a longbow, some arrows, a double-scimitar, and a knife in his boot. On his neck he wears a holy symbol, proclaiming his devotion to his ancestors of the Undying Court. He could very easily blend into the background of any adventure, but can clearly hold himself in a fight. Background Vesstan was born to a powerful trade house entrenched in the economy of Aereni. He grew up learning among the richest families in Shae Cairdal. He was raised on fine foods & arts, was trained by the best of tutors, and studied beside the greatest minds of Aerenal. There was little he could not do; in fact, he displayed an aptitude for pretty much tradition and study, but he excelled at athletic pursuits. So, his family decided to push him toward his strengths: in his late adolescent years, he trained as a warrior, with the heavy influence of divine studies on his training. Vesstan was surprised when he developed the mark of Shadow on his chest, and his family cast him out from among them. They believed that bearing the dragonmark of Shadow was a curse on the bloodline, and that anyone who bore the mark would live a life of deceit and thievery. After being cast out by his family, Vesstan made Pylas Talaear his home. The influence of the Undying Court made Vesstan think of the future. He dreamed of becoming such a famous and strong warrior that he would be welcomed with open arms into the ranks of the divine counsel, despite his expulsion from his noble family. With these thoughts plaguing his mind, he began to travel with a group of elven adventurers across the world. Eventually, they made their way into Khorvaire. A few years later, while adventuring on the border of Cyre, Vesstan’s party was caught by what he would later know as the Mourning. All his party members were transformed into hideous beasts, but he somehow escaped unscathed. He made his way to Sharn, and has been working as an agent of the Houses of Shadow ever since, taking odd jobs to made money to live. Currently, though, he finds himself in between jobs in the town of Oakhurst.
  12. Nhoririn d'Thras - Aberrant Marked Dhampir Hexblade Name: Nhoririn Thras the Dreadwolf Character Concept: A hexblade dhampir with an Aberrant Dragonmark and a history with the Blood of Vol. I had this idea that his patron is actually his Dragonmark. Race, Background, Subclass Class: Dhampir Soldier Hexblade Warlock, may want to multiclass into Shadow Sorceror later down the line. Description: When using the disguise magic of his dragonmark, Nhor appears as an elven man of the modest age of 100 with dark black hair and green eyes. When he feels like being honest, he shows his true features with darkness piercing grey eyes and white hair tied. Normally, he uses disguise self to hide his vampiric heritage and aberrant mark that covers his dominant left hand. As an individual, Nhoririn is polite, charming, and approachable. Those who would travel with him however would note that his laugh in the tavern is the same as on battlefield. In combat, his eyes take on a hungry glint...almost as though he were possessed by something. Your Character’s Plothook: The mark whispered to him that he would find both truth and power in the Mournlands. Thus he goes to Oakhurst. Past is Prologue: Rumors abound of the Dreadwolf's past. The truth remains unknown possibly to Nhor himself and all who dare speaks about him in hushed whispers are too wise to approach him directly. There is a common thread to the tale summed up in the following tied to the Thras Scandal: In the days before the Shadow Schism, there was the Thras bloodline of House Phiarlan. The heiress, Celvice Thras d'Phiarlan, was engaged to secure the family's future within the dragonmarked house. The night before her wedding, she had encountered a beguiling stranger who spent the night in her bed. The details of the tryst are shrouded by its mystery. Some say it was an act of rebellion by the marked elf against being used a brood sow and a marriage token. Some say the stranger enchanted or forced himself upon her. The more romantically minded espouse that they taken with each other in a passionate yet ultimately doom frenzy. The true nature of her lover and the affair itself was only disclosed by Nhoririn's true nature, when his Aberrant Mark manifested and his dhampir traits asserted themselves, Celvice's infidelity was discovered. He was the bastard son of a vampire. The implications of this disaster were reason enough for the brutal repercussions: the excoriation and brutal slaughter of all of Thras. How the child survived the destruction of his family is itself another mystery. Some believe that Celvice smuggled him away herself in the night. Another source claims that a member of the Blood of Vol had infiltrated the Thrasian household and kidnapped the child just as the purge took place. A third more outlandish theory claims his father saved him in the midst of the inferno that destroyed his home. What is known is that he survived and grew to adulthood, wielding an unnatural power tied to his equally unnatural brand. Of course it is entirely possible that this entire story was fabricated to sell Dreadwolf's mystique as a sword-for-hire. Deity: Nonsense - He generally disdains a relationship with an outer power that is anything other than transactional. In his opinion, if a being of unfathomable power is after your faith, you should instead try to kill it. This iconoclasm does not extend to the mortal followers of most religions, he accepts them as agents who made their own choice for better or worse...however he absolutely hates the Blood of Vol in all of its iterations for reasons he does not care to share. He even dislikes the Dragon Prophecies and the marks themselves, believing them to in fact be the fetters of a malicious being. Is Might Right? Of course might is right, how else does the world work? Do you see the feeble rabble building cities, leading armies, or slaying monsters?
  13. Name: Leaf Character Concept. Leaf is an ex-Phiarlan Warforged, trained in ninjitsu, who became an independent mercenary after fleeing the conflict between House Phiarlan and House Thuranni, unable to choose a side. Lineage, Background, Planned-Subclass Class. Warforged spy, Battlemaster (future) Description. Appearance Leaf is a Warforged of distinct design, standing at a slightly shorter and leaner stature compared to typical Warforged. His body is crafted from a combination of darkweave, darkwood, mithril, and adamantium, giving him a dark, metallic sheen that is both light and incredibly sturdy. His chassis is adorned with elegant golden trimmings of traditional elven design, adding an air of sophistication to his otherwise utilitarian form. Leaf's face is featureless except for a slightly glowing slit where his eyes are, providing a haunting, almost spectral quality to his appearance. Demeanor and Bearing From across the room, Leaf appears composed and contemplative, with a calm and measured demeanor. His movements are deliberate and precise, reflecting his disciplined training. While he does not come across as overtly gregarious or inviting, neither does he seem hostile or unapproachable. Instead, he exudes a quiet confidence and a sense of watchful awareness. His bearing suggests a warrior at rest, alert but not aggressive. Facial Expressions and Mannerisms Leaf's lack of traditional facial features limits his range of expressions, but his body language communicates much. When at ease, he maintains a posture of serene calm, his glowing eye slit softly pulsating. In conversation, he inclines his head slightly toward the speaker, indicating attentiveness and respect. His voice, a raspy metallic sound, is slow and deliberate, adding to his composed and thoughtful demeanor. Interaction Style When speaking with others, Leaf maintains a respectful distance, leaning in slightly to show engagement but never invading personal space. He is not one to dominate conversations, preferring to listen intently and respond with measured, thoughtful remarks. His manner is polite and considerate, making those he interacts with feel heard and respected. Overall Impression Overall, Leaf comes across as a figure of calm and quiet strength. He does not seek to draw attention to himself but naturally commands a certain level of respect through his composed demeanor and disciplined bearing. His presence is reassuring to those who know him and intriguingly enigmatic to strangers. In social settings, he blends in rather than stands out, but his unique appearance and the quiet confidence he exudes ensure he is not easily forgotten. Your Character’s Plothook. ''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. Backstory Leaf was created by House Cannith as a special order from House Phiarlan, who sought Warforged enforcers to support their elite agents during the war. His model was outfitted with the finest materials available, awakened, and then sent into the sewers of Sharn to be trained in secret by goblin shinobi subcontractors. Over the years, Leaf mastered ninjutsu and taijutsu, adopting the goblins' ruthlessness and clever tactics. Impressed by the Warforged's quick learning, the goblins were rewarded with one of the Warforged as part of their payment. After their underground training, Leaf and his fellow Warforged were assigned to Phiarlan shadow hunter teams, tasked with recovering documents, kidnapping government officials, assassinating targets, and conducting other black ops. Leaf thrived in this work, appreciating the tactical challenges and the house agents' fair treatment. However, the Shadow Schism—the split of House Phiarlan—shattered his sense of purpose. While most Warforged chose sides, Leaf felt loyal to individuals rather than the house itself, which led him to flee, boarding a random airship to escape the conflict. After weeks of travel, the airship crashed near the village of Mistmarch. The villagers who came to help found everyone dead except Leaf, whom they repaired. He truthfully claimed not to remember the cause of the accident but falsely asserted he had little memory of his past. Welcoming him into their community, the villagers made Leaf a member of the Mistmarch guard. After some time living at the village, despite every one appreciating him and caring, he decided to depart to find adventures, his soul craving for the excitement and adventure like when he was working for the Dragonmark House. He settled course to Sharn in hope to find employment into something that would dust of his old skills during the war. Include at least two of the following in your application: Loyalties. Leaf is mostly loyal to himself and those close to him, but seeing old friends and people he knew from the house Pharlian/Turrani may awaken sympathy from him. Is Might Right? Yes absolutely. The victory and the spoil is to the ones alive and winning. He believe that the end justify the means. Deity. Dol Arrah. Leaf's sense of loyalty, honor, and protectiveness toward those who treat him well align with Dol Arrah's virtues. Additionally, his willingness to defend the villagers of Mistmarch and his honorable conduct in tactical situations reflect the values upheld by Dol Arrah. This deity's emphasis on justice and protecting others would resonate with Leaf's journey from a ruthless enforcer to a dedicated guardian. Music.
  14. Atslah 'Rogue' Zsusunel Yuan-Ti Pureblood | Noble | Lawful Evil Divine Soul Sorcerer 2 Scorned Yuan-ti princess in search of the lost crown that will restore her family to the throne of her homeland that they have been exiled from for centuries Personality Sanctimonious | There is only one family with the god given right to the throne of her homeland, and it is the Zsusunel line of which Atslah is a member of. The divine right to rule has been ingrained in her since birth, and that right is something she oft displays in order to get her way. No one can stop a princess from doing what she must. Supercilious | The divine right to rule means one must occasionally shoulder the burden of interacting with the commonfolk, more-so now than ever given the regrettable fallen status of her royal heritage. While exiled from her home, her family still maintains the wealth expected of royalty, and she has lived lavishly from birth. The sight of the unwashed masses displeases her, but she is a member of a royal bloodline, and her presence must uplift those around her. Manipulative | While the thought that she is above all is ingrained in her, she understands that without others, there would be no one for her to rule over. This means fighting her base urge to disparage and berate the smallfolk. Instead, she uses her keen insight to cast doubt, form friendships, earn followers, and leave a staggering impression. Truth and lies are no less dangerous than spells, and whatever words or actions are required will be utilized to navigate the circumstances in her favour. Her title as an exiled princess does not serve her outside of her home, and as much as it pains her, casting it aside has become a requirement. Thorough | Dangerously intelligent, well trained, and fiercely determined to the detriment of those who do not lack the will to persevere, Atslah throws herself into every action with a passion unexpected of the cold-blooded Yuan-Ti. There is no piece of information that can not be used in some way or another, and anything that can be used in order to achieve her goals and place her on her families rightful throne will be exploited to its full potential. Perfectionist | Growing up as the rightful heir to the throne, raised by bitter parents who had given up their own dreams of attaining their rightful status, the expectations placed upon her from birth were greater than any could hope of achieving. This has instilled in her a burning anger that is focused solely on getting what she wants, no matter the cost. There are always improvements that can be made in one way or another, being satisfied with something just because it works is the attitude of the weak willed. Strong-Willed | There is no other option than to succeed or to die. Even as a child she held firm on the belief that to step back meant death. Pain is nothing in the face of failure. The acrimonious expectations of her entire family weighing down upon her must be shouldered, and to continue onward without breaking beneath them require her to be un-bending in all facets of her life. Dedicated | Once she has decided upon a goal, the entirety of her being will be dedicated to achieving it. Gaining her crown is the singular goal at the end, but every day brings new challenges, and these challenges are faced with no less determination, as though overcoming this new challenge would be the one to return her family once more to the royal status they so craved. Eloquent | Education has been a significant part of her life, from birth she has been tutored in the arts and sciences, and most importantly, how to lead. Her words are weapons as much as her magic, and she chooses them wisely. Atslah uses complicated words and phrases, and speaks with propriety, refusing to use contractions or slang in a show of superiority and refusal to be associated with any class less than royalty. Though she does not use curses or crass words and phrases, she is adept at insulting and dressing down others and in fact, prides herself in this skill. While she abhors speaking with improper function, she is a chameleon in her mannerisms, adapting whenever necessary. Enthralling | Atslah is a captivating woman in both looks and personality, and whether or not people can abide by her sharpness, pride and sometimes viciousness, they cannot deny the shining charisma that she embodies. Whether it is her beauty or fierce determination that draws people to her is irrelevant to her as long as people listen and obey. The cult of personality that has formed around her and the legend of her families banishment in the new homeland of her family has only further cemented the belief within her that she is the rightful heir to her families throne, and that when she has grown strong enough to bring upon the challenge to the counterfeit court that now rules their kingdom, the people will celebrate her return and her inevitable ascension to the throne. Grateful | The isolation of her upbringing and the shameful failures of her forebears have forced Atslah to become an independent woman who expects nothing from those around her, and given her abilities and will, there are very few who are willing or able to meet her nigh-impossible expectations that she places upon herself and others. Those that she deems worthy are rarely able to glimpse at the broken woman beneath the iron facade that has been tempered by incalculable pressure. Calling someone a friend may be the only challenge even she is unable to face. Appearance Pure-Blood | The Yuan-Ti are often portrayed as snakelike monsters full of scales and venom, and while Atslah could technically fall into that same category, thanks to her Pureblood genetics, she appears to be much closer to Human than many would ever expect. Looking closely at her, one would recognize the hairlessness and lack of pores, and instead see the faint diamond outlines of her scales pattern her pale skin. Her back, which she generally keeps covered, is more obviously scaled, with the emerald and pearlescent flesh of her royal lineage being much more recognizable as evidence of her bloodline. Elegant | Standing at six feet three inches, she stands quite tall, and with proper posture and an eye for detail in her appearance, she cuts a dramatic figure of elegance and beauty. Her dark hair and features echo a beauty of an foreign land, and her sharp eyes and fierce expressions demand authority. Her elegance is an extension of her confidence, and with such charisma emanating from her at all times, her dazzling appearance and presence can draw all eyes in a room. Fashionable | A princess means to maintain her composure at all times, it is a requirement of someone of her standing. Her fashion is forward thinking and without genre. Though she is no longer at home among her endless supplies of clothing and accessories, she is a capable seamstress and has learned to be a remarkably thrifty shopper. Her innate sense of color and texture in matching garments is enviable, and her ability to perfect the ensemble with matching accoutrement is second to none. All things considered, she finds these skills to be part of her royal regiment. Athletic | Though her focus is primarily on studies and spellcasting, she has not let her physical training falter. Though she is not physically powerful, her stamina is considerable and she is very quick on her feet. Part of growing up as a displaced noble, was learning how to defend herself from the most animalistic of attacks, when magic suffers and help cannot be found. The abuse disguised as self-defense tutoring was harsh and painful, but it did as promised, giving Atslah the foundation needed to fight tooth and nail against the endless enemies her family warned her against. Confident | Back unbowed, chin high and shoulders back, Atslah walks through life as though she owns the world around her. Her body language speaks to the unwavering resolve behind her actions, holding herself as the queen she is destined to become. Her actions are forthright, and she is quick to action, believing in her divine favournof the gods that any act she makes is the truest. Graceful | Royalty demands respect in and of itself, but distinguishing oneself only through title alone is ignoble. Her confidence and elegance are aspects of her physicality that come from her blessed Bloodline, but her gracefulness? Her artful form and dialectical body language? All practiced and perfected talents, all of which focused solely on probing herself above all others. Mercurial | The demands she places upon herself are rigorous, and it is through that rigor that Atslah has managed to develop a degree of cunning that is unrivaled. Her ability to shape herself into whatever form is needed to fit the circumstances required are unparalleled. While she prefers the elegance and beauty of her royal line, if she must fit in the with the baser classes in order to get what she wants, then she will do so, her pride demands it. An actor who is willing to do whatever is necessary to be the perfect piece for the puzzle. History Claiming to be direct descendants of the Great Wyrm Jörmungandr , the Zsusunel clan use this alleged ancestry to decry their lost status as Yuan-Ti royalty. Though the past generations of the clan since their banishment have been weak and pathetic, when Atslah was born with cold blood of sorcery in her veins, she was seen as the progenitor of the next generation of the kingdom, the one who would reclaim their rightful place upon the scaled throne. Her father, a weak man, claimed his piousness was the answer to their betrayal, though he received no answers to his prayers, and the Great Snake never once granted him an iota of power. Outwardly he preached and lorded his status over all the remaining followers of his clan, but inwardly, he had lost faith long before Atslah was born. Thankfully, the princess was raised by her mother, whom, though lacking in power, made up for it in guile. The woman was far more snakelike than her pureblood form would ever let on. In her earliest memories, Atslah can recall her mothers vicious cruelty and unattainable standards. There was no excuse for anything but perfection in any task set in front of her. All of her education was under the supervision of her mother, who had more than a few tutors executed for dissatisfactory handling. Any caretaker that showed anything other than cold efficacy regarding her was put to death before her eyes to ensure that by the time she was a teenager, life and death were meaningless in the face of the damage done to their reputation Her magical abilities were prodigious, but under the tutelage of her mother, she became a fierce diplomat, whose chosen weapons were words. The only freedoms allotted to her, were in her dreams. One of which repeated. The Great Wyrm ascending, and coiling around her head and neck, draping itself over her, declaring her the rightful queen of her people, before her, the entire country would bow, the throne behind her built out of the bodies of her forebears. If her mother was not still a useful tool, she would have perhaps began the throne with her. Instead, she focused on learning and acquiring power, but though her lessons were full of intrigue and knowledge, none of her family could properly educate her on her powers beyond the most meagre of magical spells. Their weakness was reason enough for her to leave in order to acquire power. Of course they attempted to stop her, but even with her limited repertoire of spells, the Great Wyrm had gifted her when all others had been forsaken. Leaving the Demon Wastes behind her, she began her adventure east to discover what the rest of the world had in store for her, and what she could take from it in order to restore her pathetic fallen nation back to the legendary status it once held. Sharn was the obvious destination. The largest city in Khovaire, full of the most powerful spellcasters and aristocracy, the perfect place for her to test her skills. It was not difficult to seduce her way into high society, nor was it difficult to acquire names and details of people who could help her, but she was disappointed to discover that those who were necessary to reach the next stage of her development were on board an airship named the Gigantic, which had very recently found itself in quite the predicament. Plothook: A powerful sorcerer and historian was aboard the Gigantic when it went down, Atslah has reason to believe that this man could help her harness her abilities and may be in possession of hidden knowledge of the Demon Wastes that could lead her to the Crown of Jörmungandr that will unite her people beneath her. Loyalties: To herself and her kingdom, she would sacrifice anyone who would stand in her way of the crown. Is Might Right?: Absolutely, a fact the gods themselves recognize when granting power to their chosen. Divine Right to Rule is only given to those powerful enough to take it. Deity: The Sovereign Host and the Dark Six, even the Progenitor Dragons, all of them are meaningless before Jörmungandr, though going back far enough in the kingdoms history would reveal that Jörmungandr is in fact the Progenitor Dragon Khyber, unbeknownst to Atslah and her family. Music: Atslah is and at times, when her viciousness or indifference are on full display, but when her elegance and charisma on full display people pray upon the of . The domineering aspect of her personality is throughout. Statistics StrengthModifier: -1 Save: -1 Athletics: -1 8 | DexterityModifier: +2 Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2 14 | ConstitutionModifier: +1 Save: +3 12 | IntelligenceModifier: +3 Save: +3 Arcana: +3 History: +5 Investigation: +3 Nature: +3 Religion: +3 17 | WisdomModifier: +2 Save: +2 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 15 | CharismaModifier: +5 Save: +7 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 20 Racial Features Innate Spellcasting You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Magic Resistance You have advantage on saving throws against spells and other magical effects. Poison Immunity You are immune to poison damage and the poisoned condition. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Class / Background Features Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Divine Magic Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. Inflict Wounds Favoured by the Gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. Sorcery Points At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Sorcery Points You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. A 1st level Spell Slot cost 2 Sorcery Points A 2nd level Spell Slot cost 3 Sorcery Points A 3rd level Spell Slot cost 5 Sorcery Points A 4th level Spell Slot cost 6 Sorcery Points A 5th level Spell Slot cost 7 Sorcery Points Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Feats Fey Touched Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Spells Cantrips Fire BoltEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Mind SliverEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Minor IllusionEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Poison SprayEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). PrestidigitationEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Level 1 Absorb ElementsEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Animal FriendshipEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). CommandEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). [Fey Touched] ShieldEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Silvery BarbsEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Inflict woundsEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Level 2 Misty StepEvocation cantrip Casting Time:1 action Range:120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). [Fey Touched] Level 3 Level 3 Level 4 Level 4 Level 5 Level 5 Level 6 Level 6 Level 7 Level 7 Level 8 Level 8 Level 9 Level 9 Equipment Scholar's Pack Thieves' Tools Bedroll
  15. Image generated by AI, because the best I can do is a stick figure. Gromm Race: Warforged Gender: Male Age: 1 Class: Barbarian, Wild Magic Alignment: Neutral Good Character concept: a recently created Warforged, freed from a cruel creator, exploring the world, trying to find himself a purpose. Appearance Gromm is a 6'8", 310lbs mass of wood and steel of a monotone greyish-brown color, looking like a heavily armored hulk. His entire body is covered in dwarvish runes, except for a smooth faceplate. His face, locked in a menacing appearance, prevents him from displaying emotions, and conveys the appearance of someone how's going to bulldoze through anything. He always carries a shield, and his weapon of choice is a warhammer, enhancing his brute appearance. In reality, Gromm makes every attempt to avoid damaging things. He is curious, but his limited intellect prevents him from understanding anything but the most basic of things. He does not talk a lot, but his lack of intelligence is obvious by the way he speaks: simple words and phrases, refers to himself at the 3rd person, and he speaks in monotonous tone. Plothook Being a Warforged, Gromm has received the signal from the Sunless Citadel. He doesn't understand it, but finds himself compelled to go there. Background An old dwarven artificer named Oritik Ashaxe, living in hiding in his caves underneath Hoarfrost Mountains, thought he could create a Warforged better that those created in the Last War. He intended this Warforged to be his servant, but also his bodyguard. However, his ego was matched only by his beard, and his experiment, although not a failure, did not live up to his expectation. As much as his creation attempted to fulfill his duties, it was never good enough for the old Dwarf, and he did not miss an opportunity to punish the Warforged with pain whenever he could. This went on for almost a year, until the Warforged built-up frustration and anger could no longer be contained; he rebelled, and attacked the Dwarf. In the confrontation, the artificer casted a spell that accidentally ignited explosive substances in his laboratory. Unknown to the Dwarf, a water vein passed near the far wall, damaged by the explosion. The weakened wall could no longer hold back the pressure behind it, and water began leaking. The artificer understood what was happening, and ran away from the laboratory. Within minutes, the leak had expanded, and water was rushing in faster and faster, flooding the caves. The Warforged, not understanding what was going on, stayed there as the cave was getting flooded. After a few hours submerged, he realized he could leave though that new opening. Since this was his first venture outside of the cave, he thought that the world was simply filled with water. So he walked. And walked. And walked. Eventually, he crossed the lake, ending up on the other side. Amazed by what he was seeing, he kept walking. Eventually, he was ambushed by a band of goblins. While he defended himself, the goblins had the advantage of the numbers. Fortunately for Gromm, a group of adventurers happened to pass nearby, and helped the Warforged, who learned that good people exists. After the battle, the adventurers asked for the Warforged name. Having never spoken before, he attempted to say something, but the only sound that came out was a growl, so they named him the same as it sounded like: Gromm. Gromm traveled with the group for a while, but recently felt an urge that led him to Oakhurst. Other Loyalties. After escaping, Gromm found that there are people that can be trusted. He's loyal to those fighting with him Is Might Right? No. Big. Fat. No. Gromm was "born" to serve someone more powerful, and he rebelled. Equipment From background (custom): Mason's tools 10 gp From class: Warhammer 2 handaxes 4 javelins Explorer's pack Transactions: Sold bedroll for 5sp Sold mess kit for 1sp Sold 10 days of ration for 25sp Sold waterskin for 1sp Purchased shield for 10gp
  16. Viviana "Red" Nackle-Mane, Goblin Artillerist Artificer Name: Viviana "Red" Nackle-Mane Character Concept: The most unlucky woman in the world seeks to start a new life. Race, Background, Subclass Class: Goblin, Ruined, Artillerist Artificer Description: A firey headed three foot tall half-goblin. Her simple leather travelling clothes already brim with gadgets and doodads that were made from scraps found along the way. Your Character’s Plothook: Red is looking to set down roots. She is at the moment a leaf on the wind, set about into a time so diffrent that she may as well be on a diffrent planet. She is resourceful though, and regardless of what she finds in this growing town on a frightening frontier. She has nothing to lose in investing her entire mind and skillset to build it up and make it into a home. She has no qualms exploring and making the surroundings safe. Past is Prologue: Three. Vivian 'Red' Nackle-Mane always hated the number three. She had everything as the young genius that made a name for herself with her weapons of war and of convience. In a moment of resting, thinking that nothing could go wrong, a stranger offered her the one thing she couldn't resist, a high-stakes game of chance. Oddly she can't remember what he offered her should she succeed, but it was something she wished deeply to possess. The actual game to be played was simple, pick a number and pull cards from a deck he kept on his person. She hatted the number three and as such she always picked it, keep your enemies close and all. Vivians only weakness, up to that point, was gambling. It is common for those with everything to believe they can handle any loss that fate deals out. A pit formed in her stomach as she drew a card and it was not marked with symbols and numbers but instead held a depressing picture of ruins. She felt the world spin around her as all that she had worked for was... gone. As she tried to understand what happen, her hand was compelled toward the deck once more. A card with birds talons, the effects of which rippled over her person. She felt the lack of her magic items, all of them. Yet again her hand drew a card, cursed number three and with it she felt... nothing. With a gasp she was awoken by a stanger, who had found her in some random place. With them leading her back to society she eventually found her way home. Except it was home +500 years. Left with nothing, and no one to call family, she decided to leave. She would not wallow in the memories of the past, she would start again. Build up what she once had and further still. Perhaps, one-day, she might even find a way to get... revenge. Music: Rock and roll with meaningful lyrics, things that can help push someone through some rough moments with liberal applications of headbanings. , , , , , Is Might Right? The line of "Fire the cannon" and "Dont fire the cannon" is one of what might get hit if we miss. We dont want to blow up something expensive now do we?
  17. Name. Lucille d'Cannith Character Concept. Libertarian artists from Cyre, who's frustrated with her House's apathy and taking responsibility for its sins. Lineage, Background, Planned-Subclass Class. Mark of Making, House Agent, Transmuter Description. Lucille is a young artist, who is her own subject and creation, Lucille is meticulously styled, pushing the boundaries of societal norm. Her blazing red hair is magically shaped to resemble a flowing river, dramatic pale make-up with cherry red lipstick and dark blue eyes are contrasted symbols darkened symbols of the of the Silver Flame in variations and colorations that remind of Blood of Vol symbolism. That also includes her spellcasting focus, an onyx rosary. Lucille is no longer a follower of the Silver Flame, but she will forever honour her parents, who were true believers. Aside from the Least Mark of Making on her left shoulder, she promotes extensive magical tattoos on her right shoulder, ankles and, in intimate situations, lower belly. A simple black vinyl dress complements her. Given her aggressive self-display and her reserved attitude, she can seem arrogant, which couldn't be further from the truth. She cares deeply about others, particularly warforged. Her self-display is as much expression of her critical views of the privileged class (including herself) as it is the forward defense of a very vulnerable person. Your Character’s Plothook. You will be traveling to Oakhurst from Sharn for one or more of the following reasons: A cryptic signal has been projected from somewhere deep within the mountains whereupon lies the Sunless Citadel. Warforged, artificers, and the technologically-inclined seemed to have been singled out for the transmission. If I may add personal motivations, which the DM may or may not pick up on: Lucille is from Cyre. She hopes to find and bury the bodies of her parents and make sure their spirits rest. She also suspects her house behind that weapon that destroyed Cyre and seeks do undo its continued effect (which may well be necessary to give the spirits of her parents rest). Past is Prologue. An Interview in "The Sharn Inquisitive" The Sharn Inquisitive Miss d'Cannith, thank you for granting us the opportunity for this interview. Would you describe for our readers in brief the events in the Silver Flame's Boarding School and the discoveries you made? Lucille d'Cannith I was sent to the school when the war approached Relmin, and it was deemed to be unsafe to remain with my parents. They were artisans, creating warforged, yet also faithful followers of the Church of the Silver Flame, and critical with the way house Cannith mass manufactured warforged. I was sent to the Silver Flame’s Boarding School for Girls near Thaliost in Thrane. When I arrived at the school, I was merely twelve years old and scared of being separated by my parents and the constant threat of the war. I acclimated easily at first. Familiar religious rituals and a strict routine gave me something to hold on to. I made friends, particular with Miss Klarena d'Medani, who is the same age as me. The air of compassion in the secluded little enclave gave me comfort, but that changed over the following months. I was forbidden from exercising