GreekFire Posted February 2, 2023 Clone Share Posted February 2, 2023 Background 'I am but a shadow that rests on a home; I’ve heard pleading objections, to my heart of stone. I once knew of love, of light, and of hope. Then found the place where all good things go to die.' Born in a small hamlet on the edge of Cheliax, Silvaina might have lived a rather mundane existence had fate not intervened. The child of two poor farmers- equally surprised and shocked at the miraculous birth of their angelic blooded daughter- Silvaina knew a humble life for most of her early childhood well into the age of 8. Silvaina was even blessed with two more siblings not long after her birth. It was not easy for the small family, but it was a living, with Silvaina's parents taking pains to hide her seeming celestial blood from their neighbor's. No easy task in Cheliax, but misfortune would eventually rear its ugly head. For some years, the weary hamlet had held a dark secret. At its heart, certain members of the village secretly aided (and were apart of) a sect of fanatical Zon-Kuthon cultists who had the settlement firmly in their grasp for years. So it was only a matter of time before they learned of Silvaina and her angelic blood. Thus on one cloud-shrouded night, the Ioniah household was assailed by dark-cloaked figures. Silvaina's father lost his life during the struggle trying to defend his family, but alas, he failed, and all were taken. Dolen Ioniah, for better or worse, would be spared the fate of his wife and children. The Zon-Kuthon cultist, would subject the family to strange rituals and horrific torture. Silvaina in particular would spend her days separated from her brothers and mother in a damp, dark hole in the ground in a desolate cave that housed the cult's lair. The nights brought only pain and suffering at the hands of the Zon-Kuthon cultist, who sought something in the young aasimar's blood. Two weeks would pass, and on each of those days, the followers of the midnight god found new and inventive ways to install terror and pain. Each day Silvaina begged the gods to save her, even calling on Sarenrae, the patron goddess of her mother. 'The death of innocence is but necessity; If you abhor the thought, then you’re welcome to your fantasy. If those beside you bear witness to the darkness of life, Then for the greater good, stand beside them; when called to die.' One day Silvaina's prayers would finally be answered, but not by the gods or avenging paladins or heroes. In a lightning raid that nearly wiped out the sect to a man, a unit of hell knights of the Order of the Pyre who had been tracking this particular group for some time. During this assault, Silvaina was eventually freed, though rescuing any captives was not the hell knight's objective - Silvaina still saw these black iron-clad warriors as avenging saviors. Ultimately, Silvaina soon discovered she was the only survivor of her household, leading the hell knights to eventually arrange to send her to an orphanage in Misarias. 'Who wouldn’t gladly die for the sake of their kin? It takes a pure soul to cling tight to conviction as they die, But to kill for them… is something only the strong abide.' The horrors of her experience and rescue would forever haunt and shape the young girl for the rest of her life. This inspired her to eventually join the storied Order of the Pyre, and some 15 years later, she joined the local city watch and finally caught the eye of the local chapter house of Hell Knights. Years of practical training and first-hand experience finally granted Silvaina the coveted rank of armiger as the order's newest initiate. In just three weeks, she would be subjected to The Test. But before that day could come, however, the news would reach Silvaina that the only surviving Zon-Kuthon cultist of that night had been spotted in the River Kingdoms. Horric Nimblemoon- the second in command of the sect responsible for kidnapping Silvaina's family. 'And that’s something no child should have be put through- I cross the line for your sake; so you don’t have to. But if that child shall ever even think to stray from the path, They’ll know no mercy- they’ll be purged with unhesitant wrath.' It was the chapter houses Paralictor (Savra Belabranta) who deemed it a suitable ordeal to send the young initiate to hunt this long-time insurgent and criminal. The Paralictor knew an entire squad of Hell knights would attract far too much attention. However, a single armiger of no renown would be a fitting scalpel to this problem where a hammer would prove ill-suited. And so Silvaina has commenced her hunt, one that is more than personal for the woman, which was no doubt taken into consideration by the Paralictor. The search has gone on for two months and finally brought Silvaina to Brevoy, who sees this as a golden opportunity to have free reign to search for her target, who has (for one reason or another) fled into the Stolen Lands. And perhaps lay the foundation to further extend the influence of the hell knights into the too-long lawless uncivilized Stolen Lands... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GreekFire Posted February 3, 2023 Author Clone Share Posted February 3, 2023 (edited) Silvaina Ioniah “"All men lift themselves up upon the backs of others.” Link Basic Information Race: Aasimar (Fallen) | Sex: F Age: 23 | Height: '6'2" | Weight: 195 lb Alignment: LE | Background: Faction Agent (Hell Knight initiate) Class: Paladin (1) | Subclass: - Personality "A lack of strong conviction is the sign of a weak mind." Silvaina is a strict and pragmatic individual. She has little patience for things or people she considers superfluous, weak, or untrustworthy. She respects the professional commitment of others and those who respect authority. Ever since being rescued- Silvaina has dedicated her life to crushing the forces of chaos wherever they can be found. In her eyes, the ends justify the means and anything that can bring about the greater good quickly and efficiently is worth it in the end. Silvaina takes great pains to be cordial and polite when dealing with others outside her organization. Though her succinct and matter-of-fact way of speaking causes her to come off as cold to those who do not know her well. Silvaina's heartfelt goal to eradicate lawlessness and evil wherever it may be found in part stems from her own self-loathing. As well as her deep-ingrained fear that the rituals of Zon-Kuthon cultists tainted her soul. Ideals "Often times even civilized folks require a firm hand to guide them. I do what I must and obey just authority. (Lawful) The ends justify the means, those who refuse to obey civilized laws are to be put down like the animals they are. (Evil) Bonds "I will bring order." As a vanguard to her order, and to accomplish a long-time goal of her faction- Silvaina seeks to bring order to the lawless Stolen Lands. In so doing she hopes to catch a vile criminal on the run and gain favour with her hell knight chapter house. Flaws "There is nothing a fool can learn from a fool." Imbittered throughout much of her life, Silvaina has a hidden temper that can sometimes master her. In turn, her path toward perfection as a martial combatant makes her something of a perfectionist in everything she does. Her pride thus that she dislikes asking for aid even in the smallest of things. Her fear of failing to uphold her ideals also pushes her to prove herself, at times risking self-destruction in pursuit of her ideals. Proficiency Bonus +2 | AC: 18| Max HP: 12 | Speed: 30ft | PP: 10 | Init: +0 | Darkvision: 60ft STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA 15 (+2) 10 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) +2 STR Save +0 DEX Save +2 CON Save +2 WIS Save +0 INT Save +5 CHA Save +4 Athletics +0 Acrobatics +0 Sleight +0 Stealth +0 Animal Handling +2 Insight +0 Medicine +0 Perception +0 Survival +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +3 Deception +5 Intimidation +3 Perform. +5 Persuasion Description Tall and imposing, Silvaina stands at an impressive 6 foot 2. Her build is towering and deceptively slight. Yet, she is seldom seen without her iconic full-face metal mask from which the slits peer brilliant gold eyes. Aside from her bronze mask, Silvaina wears a wig with dark navy blue locks that end just at shoulder height. Her outward ensemble is complemented by a white sash that folds across her modest chest, culminating with bronze-coloured claw-tipped gauntlets. Her shoulder pads are of a similar dark bronze and are connected with a holster which secures her iconic banner imprinted with the heraldry of her infamous black sun. Beneath Silvaina's armour and mask, she hides a tragically disfigured appearance. Her skin is an opaque sickly grey colour, with patches of bruised flesh focused around her joints and lower back. Her body possesses no body hair, leaving her bald and without even lashes or eyebrows. Her visage is not dissimilar to someone suffering from a malaise like leprosy, but anyone who is learned in medicine can until her condition is far more severe. Despite appearances, her body is not weighed down by this unknown sickness and so far it has had no effect on her faculties. Though her constitution is hardly affected, her deadened nerves have cursed her with sluggish reflexes. Actions Attacks Flail (Melee) +4 to hit, 1d8/1d10+2 slashing Javelin (Melee/Thrown 30/120) +4 to hit 1d6 piercing Bonus Actions N/A Spell Casting | CHA | DC 13 | Mod+3 | Spell Slots: N/A Spells N/A Features Class Features Divine Sense The presence of strong evil registers on your senses like a noxious odour, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. (25 currently) As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. Tools N/A Languages Common, Goblin, Celestial, Draconic Weapons & Armors Simple, Martial weapons, All armour, Shields, Feats & Others N/A Racial & Background Features Celestial Resistance. You have resistance to necrotic damage and radiant damage. 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 discern colours in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. Equipment WEIGHT: 142 lb / 225 lb Max Weapons 12 lb Flail 2lb /+4/1d8+2 Bludgeoning Javelin x5 10lb /+4/1d6+2 Piercing Armor 66 lb. Chain Mail 55 lb. Shield 6 lb. Magic Items None Other Equipment 43 lb Badge (The Order of the Pyre. Sigil) Common clothes 3 lb Strapped to backpack: Bedroll 2 lb Tent - 2 person 20 lb Banner 2 lb Backpack 5lb: Censer - Manacles 6 lb Pouch 1 lb Signal Whistle - Book (Sacred text and tenets of the Hell Knights.) x5 Candle - Whetstone - Rations x2 4 lb Treasure Gold Pieces 13gp Silver Pieces 0sp Copper Pieces 0cp Template by - DM_Atlas ~ Artist credit - Charlie Bowater Edited February 4, 2023 by GreekFire (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GreekFire Posted February 3, 2023 Author Clone Share Posted February 3, 2023 This Page is reserved for Silvaina's rival. Critical character for her story. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GreekFire Posted February 4, 2023 Author Clone Share Posted February 4, 2023 (edited) Silvaina Ioniah - The Black Sun Aasimar - Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | 1st, Slots: 0/0 | Imbued Items: 0/3 | Darkvision: 60ft | Speed: 30ft Actions. Speak. Think. Mechanics Main Hand: Flail Off Hand: Shield (Divine Focus) Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Silvaina Ioniah Aasimar (Fallen) STATS STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA 15 (+2) 10 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) +2 STR +0 DEX +2 CON +2 WIS +0 INT +5 CHA HP 12/12 HD 1/1d10 AC 18 (Chain Mail) Speed 30 ft. Passive Perception 10 Initiative 0 DM Inspiration No Languages Common, Celestial, Draconic, Goblin Background Faction Agent Feature Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. Attacks Flail (Melee) +4 to hit, 1d8/1d10+2 slashing Javelin (Melee/Thrown 30/120) +4 to hit 1d6 piercing Bonus Actions N/A Spell Casting | CHA | DC 13 | Mod+3 | Spell Slots: N/A PROFICIENCIES Proficiency +2 Saving Throws Wisdom+2, Charisma +5 Skills Athletics+4, Insight+2, Intimidation+5, Persuasion+5, Tools Weapons Simple weapons, martial weapons Armor All armour, shields FEATS RACIAL FEATURES. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. CLASS FEATURES Divine Sense The presence of strong evil registers on your senses like a noxious odour, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. (25 currently) As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. Equipment General Inventory (43.00 lbs.) Badge (The Order of the Pyre. Sigil) Common clothes 3 lb Strapped to backpack: Bedroll 2 lb Tent - 2 person 20 lb Banner 2 lb Backpack 5lb: Censer - Manacles 6 lb Pouch 1 lb Signal Whistle - Book (Sacred text and tenets of the Hell Knights.) x5 Candle - Whetstone - Rations x2 4 lb Coin Purse (0.22 Pounds lbs.) Platinum: 0 Gold: 11 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 225 lbs. (15 x STR) Current Weight: 142 lb Spells N/A Edited February 4, 2023 by GreekFire (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted February 4, 2023 Clone Share Posted February 4, 2023 Marked as completed, good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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