Starhawk Posted March 24 Clone Share Posted March 24 (edited) Tanith Camarilla Asmodean Cult escapee. At war with herself. Desperate and determined to escape her enemies by pleasing her allies. Prophecy bound. Arc.. To get to a place where she feels safe enough to relax. "I'll never go back. I'd rather die." Life is sometimes stranger than fiction. What do I mean by that? I mean that I race to oppose the demons in order to escape my church... the demons are better company, even if they do want to kill me, and I have to kill them. This is made even stranger given that I have to undo the mental and emotional indoctrination I was subject to over the years. I love Asmodeus. I hate Asmodeus. I yearn for freedom. I long to be brought back into the fold. The Priests of Asmodeus know how to isolate the weak and defenceless, reduce their ego to nothing and make them emotionally dependent. Demons mean to kill me, the Asmodeans would reduce me to nothing and send me to hell, where my life would continue as normal. Orphaned as a child and left to the tender mercies of the Church of Asmodeus elicits no tears, so common a tale it is. You would think the Iomedans would not stand for this brand of mercy. However, the Iomedeans will look the other way to procure the swords of the Asmodean Hellknights. I do not look to right, or a higher power for my salvation, but only to my own machinations. On the cusp of adulthood, I am to be confirmed into the faith, and so am watched. Now the spark of rebellion lights thoughts of escape in my mind, even as my traitorous heart's blood seeks to reel me in. Alone I won't last a week. Asmodeans mean to have me, no-one will risk their ire on my behalf. This fuels desperation in my heart to find a faction, a company, that will protect me. I met with the Elf called Astibar the Oracle today, or rather she fatefully met by chance. I saw someone in the street I did not wish to meet and ducked into an alley, where she stood waiting for me, calling me by name, though we've never met and I am of no import. It is said the Priestesses of Magdh weave the strands of fate to ends even they themselves do not know. "Tanith, sweet child, dark has been your weave, but golden it may yet become. Let fate light your steps to the building yonder on the morrow if you would take the fateful leap to that hopeful strand." Having pointed at the Honeyed Blackmoor Cafe, she essayed a smile. Then, anticipating my question of 'for what?', she continued with "Oh, you'll know, you'll know." I would have asked her what the price was for her sight, but just then my 'minder' caught up with me, paused to glance sharply at the mad priestess, before hustling me out of the alley, adding a cuff to the back of my head for good measure... "Don't do that again." Now I sit across from Appearance Passingly attractive, Tanith is unfailingly courteous and polite, with a tendency to speak with eyes lowered. She is well spoken, even erudite, in her speech, the consequence of hours of beatings and elocution lessons to eradicate a stutter. She has the look of someone who stands behind the big guy with a sword, doing the big guy's math. Her attire is not showy, understandably puritan in the 'buttons are sign of pride' manner. She is accompanied by a thrush... 'Imp'. In her case it's difficult to determine whether it's a comfort animal or a familiar. The current betting is on it being both. Her spellcasting is recognizably Asmodean as is the cadence of her Taldane. That Asmodeans are known to be the great decievers does her no favors. Personality Tanith is a survivor, possessed of an ironclad determination. She is, for the moment, something of a closed book emotionally speaking; 'opening up' in an Asmodean school for orphans is tantamount to suicide, thus she comes across as strictly professional, pragmatic and logical to a fault. She 'appears' to have little time for anything she does not deem to be advancing her cause, securing her position. She seeks to hide her motivation for this.. pure fear, at any cost. This is her drive both individually and on behalf of the company. She is purpose stripped down to grim need. Thankfully, that grim need incorporates into itself a tendency towards black, even fatalistic, humor.. dispensed in order to curry favor. Tanith has, as yet, little experience or understanding of frivolity, though understandably she possesses a fine grasp of the absurd. She keeps her guard up, while trying not to look like she's keeping her guard up. Whether she is actually like this, or her true personality or whether her true personality is repressed beneath scar tissue is anyone's guess. Role Tanith is all support, advance payment for a rainy day. She assists the fighters in the a fight, her spells being of the sort that tips the balance for them as opposed to killing things herself. She takes the view that her magic should first and foremost address those problems which only magic can solve. She assists the fighters prior to combat as well. 'Imp', her spylike thrush familiar helping to ensure the company sees them before they see the company. However, her outstanding ability is her encyclopaedic knowledge on a great many subjects. This is just as well given that her magic has all the stamina of a consumption victim. Character Generation Ability Scores: 20 point buy Strength: 8 Dexterity: 14 (+2 Racial) =16 Constitution: 14 (-2 Racial) = 12 Intelligence: 16 (+ Racial) = 18 Wisdom: 12 Charisma: 10 Race: Elf Alternate Racial Traits: Fey Thoughts (lose weapon familiarity) (gain perception and UMD as class skills) Darkvision (lose low light vision) (gain light sensitivity) Illustrious Urbanite (lose keen senses) (gain Spell Focus Conjuration) Gender: Female Age: 140 Height: 5'10 Weight: 110lbs Class: Wizard Conjuration School (Necromancy and Enchantment opposed) Favored Class: Wizard Favored Class Bonus: HP × 1 Traits: Pragmatic Activator; Warrior of Old Drawback: Entomophobe Campaign Trait: Child of the Crusades Skill Ranks: 2 + Int mod + = 6 Skills Trained: Perception 1, Stealth 1, Knowledge Planes 1, Knowledge Religion 1, Use Magic Device 1, Spellcraft 1. Background Skill Ranks: 2 Skills Trained: Linguistics 1 (Abyssal), Knowledge (History) 1 Feats: Breadth of Experience Bonus Languages: Celestial, Draconic, Sylvan, Goblin, Hit Points: Max (d6) + Con mod + Favoured Class Bonus = 8 Starting Wealth: 3d6 × 10gp = 80gp Map Token Show/Hide Posting Template Tanith Camarilla Insert post here Statistics Block Tanith Camarilla Elven Wizard (Conjurer) 1 Init +5; Senses Perception +5 (+7 with familiar close) AC 13, Touch 13, Flat-footed 10 (Dex +3) HP 8 / 8 Fort +1, Ref +3, Will +3 Offense Speed 30 ft. Melee Dagger +4 (2d6+3; 19-20/×2)🪓🪄 Ranged Light Crossbow +3 (1d8; ×2)🪄 Special Attacks Acid Splash Statistics Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10 BAB +0; CMB -1; CMD 12 Traits: Child of the Crusades, Pragmatic Activator, Warrior of Old, Entomophobia (drawback) Feats Breadth of Experience, Arcane Duelist, Arcane Bond (Familiar), Cantrips Skills: Knowledge (Planes) +10, Knowledge (Religion) +10, Knowledge (History) +10, All other knowledges +6 (can make checks untrained), Use Magic Device +8, Spellcraft +8, Linguistics +8, Perception +5 (7 familiar), Stealth +4 Languages Common, Elven, Celestial, Draconic, Sylvan, Goblin, Abyssal SQ: Shift - Conjuration School (Teleportation) (5' Teleport Swift) 7/day Arcane Duelist 4/day Conditions None Familiar "Imp" (Air Elemental Familiar Archetype) Thrush N Diminutive (+6 to fly/+8 to stealth) animal Init +2; Senses low-light vision; Perception +9 [1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3)] Fly +16 [1 rank (1) Dex (2) Class (3) Size (6) [Good (+4) from archetype)] Stealth +14 [1 rank (1) Dex (2) Class (3) Size (8)] AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0, Ref +4, Will +4 Speed 10 ft Fly 50 ft. (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int [6] Wis 15 Cha 6 BAB+0 CMB –2 CMD 13 Feats Skill Focus (Perception) Skills: Fly (Good) +16 Perception +9 Stealth +14 Familiar Feats: Alertness, Elemental Manifestation (+4 to fly skill (average to good), 10' faster fly speed), share spells, empathic link Edited April 3 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted March 24 Author Clone Share Posted March 24 (edited) Roll for starting wealth.. 80gp Edited March 24 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2d6x10 Starting Wealth 8 2d6 5,3 Link to comment Share on other sites More sharing options...
Starhawk Posted March 29 Author Clone Share Posted March 29 (edited) Tanith Camarilla- Elf Wizard 1 HP: 8/8 | AC: 13/17 (Mage Armor) | Speed: 30ft | Hero: 1/3 | Spells: 0Acid Splash (memorised) Arcane Mark Detect Magic (memorised) Breeze Dancing Lights (memorised) Detect Fiendish Presence Detect Magic Detect Poison Flare Ghost Sound Grasp Haunted Fey Aspect Jolt Light Mage Hand Mending Message Oath of Anonymity Open/Close Penumbra Prestidigitation Ray of Frost Read Magic Resistance Spark Touch of Fatigue / 1stColour Spray (1) Ears of the City Feather Fall Grease (1) Mage Armour (1) Magic Weapon Protection from Evil Initiative: +5 | Perception: +5 (+7 Alertness) | Fort: +1 | Ref: +3 | Will: +3 Shift 7/7Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. | Arcane Duelist: 4/4Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the up per hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell’s DC by +1, add +2 to the level check to ove come spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action ConsumablesGeneral: -5x Trail Rations Ammunition: -20 Crossbow Bolts Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsWizard 1 Colour Spray Ears of the City Feather Fall Grease Mage Armour Magic Weapon Protection from Evil | AbilitiesClass Abilities: Arcane Duelist Cantrips Familiar Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep and Ghoul Paralysis) Darkvision 60' (but dazzled in bright light) Languages: Common, Elven Fey Thoughts (UMD and Perception as class) Illustrious Urbanite (Spell Focus Conjuration) Elven Magic: (+2 to defeat SR, +2 to spellcraft to identity magic items) Traits: Child of Crusades Pragmatic Activator (Use Int for UMD) Warrior of Old [Elf] (+2 to initiative) Drawback: Entomophobia Other Feats: Breadth of Experience (+2 to all knowledge skills, can roll untrained, | SkillsSkill: Rank/Modifier Acrobatics: 0/+3 *Appraise: 0/+4 Bluff: 0/+0 Climb: 0/-1 Craft: 0/+4 Diplomacy: 0/+3 Disable Device: 0/+3 Disguise: 0/0 Escape Artist: 0/+3 *Fly: 0/+3 Handle Animal: 0/+0 Heal: 0/+1 Intimidate: 0/0 *Knowledge (Arcana) 0/+6 - can roll untrained *Knowledge (Dungeoneering) 0/+6 - can roll untrained *Knowledge (Engineering) 0/+6 - can roll untrained *Knowledge (Geography) 0/+6 - can roll untrained *Knowledge (History) 1/+10 *Knowledge (Local) 0/+6 - can roll untrained *Knowledge (Nature) 0/+6 - can roll untrained *Knowledge (Nobility) 0/+6 - can roll untrained *Knowledge (Planes): 1/+10 *Knowledge (Religion): 1/+10 Linguistics: 1/+5 *Perception: 1/+6 (+8 with familiar Alertness) Ride: 0/+3 Sense Motive: 0/+1 Sleight of Hand: 0/+3 *Spellcraft: 1/+8 Stealth: 1/+4 Survival: 0/+1 Swim: 0/+2 *Use Magic Device: 1/+8 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: None "Imp" Thrush Familiar (+3 to Diplomacy, Starts with one spoken language (Taldane) HP 4/4 AC 17 Speed 50' Initiative +2 Perception +9 Fly (Good) +16 Stealth +14 Fort +0 Ref +4 Will +4 Melee Bite -1 (1d2-5) Feats Skill Focus (Perception), Alertness, Elemental Manifestation, Share Spells, Empathic Link. Tanith smiles shyly at the thanks, then murmurs "Some day I'll need to call in this favor." OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Right Hand: Dagger Left Hand: Notes - Gear - WIP Worn -Spell Components Belt - Spring Loaded Wrist Sheath - Spring Loaded Wrist Sheath Belt Pouch Weapons -Dagger -Light Crossbow Containers Backpack -Bedroll -Waterskin -Trail Rations (2) - - Belt Pouch -Flint and Steel - - xgp Edited March 29 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted April 3 Clone Share Posted April 3 Not sure what is causing your sheet to show CMD as Not a Number. Please check to see relevant fields are properly filled in Trait selections on this thread do not match character sheet Other than that, mechanics look good. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 3 Author Clone Share Posted April 3 Thanks.. CMD entered manually. Traits now match. Cheers. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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