Jump to content

Lira Proietti, Half-Elf Thaumaturge and Harrower


Keante

Recommended Posts

Lira Proietti (Esmeranda / Kalissreavil)
Human/Half-Elf (Versatile) • Fortune Teller • Thaumaturge 1
Medium • Half-Elf • Cosmic Caravan

link to Pathbuilder sheet

Lira_500px.jpg.cc838e3180268ff89f83a6c40e2d924a.jpg

"Even in the light of day, shadows hold their secrets; it is our courage to seek them out that illumines great mysteries."


Edicts
• cast light in places of darkness
• strive to understand ancient prophecies
• provide aid and counsel without judgment to those who seek help

Anathema
• exploit the Harrow for selfish gain
• abandon a creature in darkness
• portray the night as a time of evil


Abilities
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 18 (+4)

Boosts
Ancestry: Cha, Dex
Background: Cha, Dex
Class: Cha
Free: Dex, Con, Wis, Cha


Adventuring & Combat
HP 17/17
Perception +6 • Trained +5 • Wis +1 • Item 0 • Senses Low-Light Vision
Speed 25ft.
Class DC 17 • Trained +3 • Base 10 • Cha +4 • Item 0


Armor and Shields
AC 17 • Trained +3 • Base 10 • Dex +3 • Item +1
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws
Fortitude +6 • Expert +5 • Con +1 • Item 0
Reflex +6 • Trained +3 • Dex +3 • Item 0
Will +6 • Expert +5 • Wis +1 • Item 0

Weapon & Armour Proficiencies
Trained: Simple Weapons, Martial Weapons, Unarmed Attacks

Starknife +6 • Trained 3 • Dex 3 • Item 0 • Damage 1d4+2 P • Agile, Deadly d6, Finesse, Thrown 20ft., Versatile S


Skills
Acrobatics +3 • Untrained +0 • Dex +3 • Item 0
Arcana +3 • Trained +3 • Int +0 • Item 0
Athletics +0 • Untrained +0 • Str +0 • Item 0 • Armor -0
Crafting +0 • Untrained +0 • Int +0 • Item 0
Deception +7 • Trained +3 • Cha +4 • Item 0
Diplomacy +7 • Trained +3 • Cha +4 • Item 0
Intimidation +4 • Untrained +0 • Cha +4 • Item 0
Lore: Esoteric +7 • Trained +3 • Cha +4 • Item 0
Lore: Fortune-Telling +3 • Trained +3 • Int +0 • Item 0
Medicine +1 • Untrained +0 • Wis +1 • Item 0
Nature +4 • Trained +3 • Wis +1 • Item 0
Occultism +3 • Trained +3 • Int +0 • Item 0
Performance +7 • Trained +3 • Cha +4 • Item 0
Religion +4 • Trained +3 • Wis +1 • Item 0
Society +3 • Trained +3 • Int +0 • Item 0
Stealth +6 • Trained +3 • Dex +3 • Item 0 • Armor -0
Survival +1 • Untrained +0 • Wis +1 • Item 0
Thievery +3 • Untrained +0 • Dex +3 • Item 0

Languages: Common (Taldane), Varisian


Actions and Powers

Exploit Vulnerability Reveal an enemy's weakness.

Implement's Empowerment Trace mystic patterns with held implement to add 2 extra damage per weapon damage die on a Strike. (not an action, just part of the Strike)

 


Feats
Ancestry 0 • Sociable
Skill 0 • Hobnobber (granted by Sociable), Oddity Identification (granted by Fortune Teller background)
Class 1 • Diverse Lore
Skill 1 • Dubious Knowledge (granted by Thaumaturge Esoteric Lore)

Inventory
Money: 0 GP 4 SP 5 CP
Bulk 0/10 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)

Backpack • Bulk —
Rope • Bulk L (— while in backpack)
Waterskin • Bulk L (— while in backpack)
Harrow Deck (Fine) • Bulk L (— while in backpack)
Lantern (Hooded) • Bulk L

Arms and Armor
Padded Armor • Bulk L • Notes
Starknife • Bulk L • Notes


Lira is a woman of resilience and determination. Born to the Mierani elf ambassador, Perishial Kalissreavil, and a human mother, Brinnia Petri, she was one of the many unacknowledged children of the Mierani embassy staff in Korvosa.

Lira's mother, a woman of modest means, did her best to provide for her daughter. However, the absence of her father and the struggles of single parenthood left a mark on Lira. She grew up with a strong sense of independence and a stubborn streak, traits she attributes to her mother's influence and her own challenging upbringing.

Despite not knowing her father, Lira was aware of her elf heritage. She often found herself drawn to the stories of the Mierani and the tales of their homeland. However, it was the Varisian sub-culture of Korvosa that truly resonated with her.

When Lira was still a young girl, her mother found support in a compassionate group of Varisians, the ethnic group to which she herself belongs. They became a substitute family for Lira, providing her with a sense of belonging and community. Zellara Esmeranda, one of the members of this group, is the one who introduced Lira to the art of Harrow reading, a form of fortune-telling that quickly became a passion for her.

Lira's ability to perform Harrow readings has made her something of a sought-after figure in Korvosa, though only among the common folk. She uses her skills not only to tell fortunes but also to help those in need, often providing guidance to those facing difficult decisions. This has earned her a reputation as a wise and compassionate individual.

Lira's life hasn't been without its challenges. As a half-elf, she has often felt the sting of prejudice, particularly from the Chelish majority in Korvosa. (It is because of Chelish tradition that her legal surname is Proietti, which means "cast out" and is the typical name used for illegitimate children. Lira goes by only her given name whenever possible, desiring not to draw attention to her status, and neither having any wish) This has only strengthened her resolve to stand up for those who are marginalized or oppressed.


In the heart of Korvosa's Midland district, nestled among the bustling streets and vibrant marketplaces, was the humble abode of Zellara Esmeranda, a renowned Varisian fortune-teller. It was here that young Lira first encountered the art of Harrow reading.

Zellara, with her long dark hair, colorful clothing, and sharp eyes, was a figure of intrigue and wisdom. Recognizing Lira's curiosity and potential, she took the young half-elf under her wing, introducing her to the way of the Harrow. Zellara's teaching style was patient and thorough, ensuring Lira understood not just the mechanics of Harrow reading, but also the deeper spiritual and cultural significance it held within Varisian society.

One memorable lesson took place on a cool evening, under the soft glow of lantern light. Zellara carefully spread out her Harrow deck, the cards still vibrant, though worn from years of use. She explained to Lira the symbolism of each card, the intricate relationships between them, and how to interpret their meanings in a reading.

"Remember, Lira," Zellara said, her voice soft yet firm, "The Harrow is more than just a tool for divination. It's a mirror reflecting the complexities of life, a guide to understanding the unseen forces that shape our destinies."

Lira, captivated, listened intently, her eyes wide with fascination. She practiced under Zellara's watchful eye, slowly gaining confidence and proficiency. Over time, the Harrow deck became an extension of Lira's intuition, a conduit for her to tap into the mystical energies of the world.

These lessons with Zellara were more than just an education in Harrow reading; they were a rite of passage, a deepening of Lira's connection to her Varisian heritage. They shaped Lira into the Thaumaturge she would become, instilling in her a profound respect for the mystical and a desire to understand the unseen forces shaping her world.


TRAGEDY: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.

 

Edited by Keante (see edit history)
Link to comment
Share on other sites

 

The Vision

The VisionThis is the chaotic neutral card of intelligence. It represents esoteric and arcane knowledge, or madness.

The Vision symbolizes Lira's ability to see beyond the immediate present and into the deeper truths of the world around her. It reflects her insight, her connection to the mystical, and her desire to understand the mysteries that lie at the edge of perception.

The Common Thread

TRAGEDY: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.


The murdered loved one is Lira's mother, Zellara Esmeranda. When Lira held the ring for a little while in that merchant's shop, she was surprised with a flurry of emotional resonance. The free skill feat chosen is Read Psychometric Resonance. However, this is not yet available at start. I will leave Lira's free skill feat empty in anticipation of gaining this later.

 

Edited by Keante (see edit history)
Link to comment
Share on other sites

Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 9/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions: Frightened 1


Her heart still racing, Lira looks at the last enemy standing in the room and feels around in a pouch for the right object to bring out against him. She moves into the room where she has a clear line to throw her starknife at Tarth, and then she does just that, sending the blades whirling toward him.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Exploit Vulnerability (Esoteric Lore check).

Action 2: Stride.

Action 3: Strike Tarth by throwing her starknife.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die) (the +2 damage is from Implement's Empowerment)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

Edited by Keante (see edit history)
Link to comment
Share on other sites

Lira Proietti (Kalissreavil)Thaumaturge 1


Medium Human Half-Elf Humanoid
Perception +6; Low-Light Vision
Languages Common, Varisian
Skills Acrobatics +3, Arcana +3, Athletics +0, Deception +7, Diplomacy +7, Lore: Esoteric +7, Lore: Fortune-Telling +3, Nature +4, Occultism +3, Performance +7, Religion +4, Society +3, Stealth +6
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Items Padded Armor, Backpack, Rope, Waterskin, Harrow Deck (Fine), Lantern (Hooded)
AC 17; Fort +6, Ref +6, Will +6
HP 17

Speed 25 feet
Melee Starknife +6 Agile Deadly d6 Finesse Thrown 20 ft. Versatile S Damage 1d4 P +2 physical

Exploit VulnerabilityExploit Vulnerability action_single_black.png (Esoterica, Manipulate, Thaumaturge)
Frequency once per round
Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.


Additional Feats Diverse Lore, Dubious Knowledge, Hobnobber, Oddity Identification, Sociable
Additional Specials Esoteric LoreYour experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.



At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.
, First Implement and Esoterica (Lantern)Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.

While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.

Lantern implements shine the light of revelation to part shadows and expose truth. You might use a common glass lantern, torch, paper lantern, or other similar light source. Lantern implements are associated with the harrow suit of stars and the astrological signs of the lantern bearer and the archer.
, Implement's EmpowermentThe power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit., Lantern Initiate BenefitWhile you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).



The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

 

 


Notes:

 

Edited by Keante (see edit history)
Link to comment
Share on other sites

For my planned archetype, I'd be interested in taking the Harrower archetype, which appears to be from another adventure path called Stolen Fate. I don't actually know anything about that adventure path, I'm just very interested in the Harrow stuff.

Link to comment
Share on other sites

  • 2 weeks later...

Alright, first off, I owe you an apology Keante. I saw this question, but my work week got away from me and I never ended coming back around to it. I did, however, review the Archetype, and there doesn't seem to be any issue with incorporating it into the character, so I am going to go ahead and give this a tentative thumbs up. If we run into issues later, we can work through the mechanics while keeping the flavor.

Now, on to my review. I enjoy the effort of the backstory, the varisian culture, the connection to Zellara ... it works well for the narrative. A couple questions though, the prejudices that Lira encountered, how has she coped with them? Does she actively challenge this misconceptions, or does she flee from them? Also, besides helping those in need, what motivates Lira to continue practicing Harrow readings? Is there a personal quest or unanswered question that drives her to delve deeper into the mystical forces she seeks to understand?

Link to comment
Share on other sites

In a potentially violent or otherwise highly confrontational situation, Lira is much more likely to try to deflect a prejudiced antagonist than to engage them head-on, if an escalation can be avoided. She fights prejudice in a more gradual and subtle way--anyone who comes to her for a Harrow reading is influenced by her to some degree, and by these small degrees Lira slowly makes a mark on her world here in Korvosa.

This is simply an effect of Lira providing guidance, however--she does not view the Harrow as an avenue for her to wield influence and enact her own will through others.

Lira's half-elf heritage, especially with the elven father totally absent, has always left her feeling confused about who she is and what her purpose might be. Her mother and the other Varisians she grew up among taught her well how to live in the moment, so she is not frequently melancholy, but the desire for answers about identity and purpose still persist. Lira believes that every Harrow reading she performs, even though they may be for others, could reveal some new bit of truth to her, and this makes her always eager to perform a reading for anyone who asks.

Link to comment
Share on other sites

Pending a little background re-write--the NPC Zellara Esmeranda is going to be Lira's mother, rather than the woman I made up with a name and nothing else.

Link to comment
Share on other sites

×
×
  • Create New...