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Alyx d'Medani, Half-Elf Deserter and Allisera, (deceased) Dark Lantern


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Alyx d'Medani, Man in Distress


"Something crazy and drunk and unhinged"


Level: 1
Class: Summoner
Eidolon: Devotion Phantom
Background: House Orphan
Deity: Spirits of the Past

Height: 5'10"
Weight: 157 lbs
Eyes: x
Skin: x
Hair: x

Ancestry: Half-Elf
Gender: Male
Age: 37 yrs
 

Abilities
Ability | Modifier
STR: 10 | +0
DEX: 16 | +3
CON: 14 | +2
INT: 10 | +0
WIS: 12 | +1
CHA: 18 | +4

Hit Points: 18
Armor Class: 18
Size: Medium
Speed: 25 ft

Perception: +4 ◆
Fort Save: +5 ◆◆
Ref Save: +7 ◆
Will Save: +6 ◆◆

 

 


Abilities


Ancestry

HumanRarity: Common
Hit Points: 8
Size: Medium
Speed: 25 ft
Ability Boosts: Two Free (Dex, Cha)
Languages: Common, Additional languages equal to 1 plus your Intelligence modifier. Choose from the list of common languages and any other languages prevalent in your region.
.

Heritage

Mark of DetectionAt least one of your parents is a half-elf descendant of a mark of detection bloodline, whether or not they manifested a mark. You have slightly pointed ears and other telltale signs of half-elf heritage. You gain the elf trait, the half-elf trait, the dragonmarked heritage trait, mark of detection trait, and low-light vision. In addition, you can pick elf, half-elf, human, dragonmarked heritage, and mark of detection feats whenever you gain an ancestry feat.

Background

House Orphan (Medani)Many dragonmarked heirs have chosen to give up their birthright to be freed from the edicts.

Choose two ability boosts. One must be to Wisdom, Charisma, or Intelligence; and one is a free ability boost.

You've trained the skill related to your house (table 4-1), and the Lore of Dragonmarked Houses. You gain the associated skill feat related to your house.

Ancestry Features

Low-light visionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Class Features

Class ProficienciesPerception: Trained (◆)
Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆)
Skills: Medicine: Trained (◆), Occultism: Trained (◆)
Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆)
Defenses: Unarmed Defense: Trained (◆)
Class DC (Dexterity): Trained (◆)
Spells: Trained in Occult Spell Attack (◆), Trained in Occult Spell DC (◆)
 | Eidolon (Devotion Phantom)Allisera
Devotion Phantom Eidolon

Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion.

Tradition Occult
Home Plane Ethereal Plane
Size Medium
Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon
Stalwart Guardian Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap)
Swift Protector Str 14, Dex 18, Con 16, Int 10, Wis 10, Cha 10; +1 AC (+4 Dex cap)

Skills Medicine, Occultism
Senses darkvision
Languages Elvish
Speed 25 feet

Eidolon Abilities Initial dutiful retaliation; Symbiosis steadfast devotion; Transcendence devotion aura
 | Occult SpellsYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, Lay on Hands, and you are trained in Divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
| Dutiful RetaliationDUTIFUL RETALIATION (Reaction)

TRIGGER An enemy within 15 feet of you hits you with a Strike and deals damage to you.

REQUIREMENTS Your eidolon is within 15 feet of you.

ACTION Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.
 | Link SpellsYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits.

Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining.

You learn the boost eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power.
| Tenets of GoodYou follow a code of conduct, beginning with tenets shared by all champions of Cause, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.

If you violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.

Tenets of Good

You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

 


Feats


Skill Feats Class & Archetype Feats Ancestry & General Feats

Steady BalanceTRAITS: General, Skill
PREREQUISITES: Trained in Acrobatics

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

 

Ranged ReprisalRANGED REPRISAL
TRAITS: Champion
PREQUISITE: Paladin Cause

You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.


 

Least MarkTRAITS: Uncommon, Dragonmarked Heritage

You gain or increase your Focus Pool by 1 and select a new Dragonmark Focus Spell.

When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (Mark of Storm). The spell you select may be up to half your level rounded up, but no more than 3rd level.

You become trained in Dragonmark attack rolls and DCs, and your spellcasting ability modifier for Dragonmark Spells is Charisma. You gain the Dragonmark trait.
| Lyrandar CaptainYou were trained in the navigation and piloting of Lyrandar ships. You become trained in Sailing lore. At 3rd, 6th, and 13th levels, you gain an additional skill increase to Sailing lore. Additionally, if you have a Mark of Storm you may sail elemental ships using Lyrandar focus items.

Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +3
Arcana: +0 
Athletics: +5

Crafting: +0
Deception: +7

Diplomacy: +4
Intimidation: +4 
Lore (Dragonmark Houses): +3

Lore (Sailing): +3

Medicine: +4
Nature: +1
Occultism: +0

Performance: +3
Religion: +4

Society: +3
Stealth: +4 
Survival: +1 
Thievery: +4

 


Attacks


MELEE RANGE

Longspear, Reach ◆◆, +9 1d8+4 P

SpearThrown 20 ft ◆◆, +9 1d6+4 P

DaggerAgile, Finesse, Thrown 10 ft, Versatile S ◆◆, +9 1d4+4 P 

Fist, Agile, Finesse, Nonlethal, Unarmed ◆◆, +9 1d4+4 B

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +7, 1d4+4 P

Sling, Propulsive ◆◆, +7, 1d6+2 B

Spear, Thrown 20 ft ◆◆, +7 1d6+4 P

 



Inventory

Platinum Gold   Silver Copper
0 1   0 9

Weapons & Armor


Hide Armor

Buckler

 

Longspear

Spear

Dagger

Sling


Adventuring Gear


Worn Stowed

Backpack, Flint & Steel, Healer's Tools, Sling Bullets (10), Waterskin

 

Bedroll, Chalk (10), Climbing Kit, Clothing (Explorer's), Clothing (Fine), Rations (2 Weeks), Soap, Torch (5), Writing Set

Current Bulk: 6.6 Encumbered: 9.0 Maximum:  14.0

 


CHARACTER CREATION


 

APPEARANCE

 

PERSONALITY

Working in intelligence, you need a certain affinity for rumors and secrets. Some imagine this to be a sign of great mental strength and resiliency, but they are wrong. It's a nagging ache in the back of your skull, persistent and unrelenting. It's there while you sleep, prodding you awake at all hours of the night. You drown yourself in work, but the ache only gets stronger like a hot poker in your eye; drown yourself in alcohol and its still there, knocking out your brains; Courage, Dreamlily, and other drugs help stem the pain enough to focus but is temporary at best, like drinking water through a cloth sack. The only people who can work in intelligence, are superhuman or dead. Everyone else, sooner or later, falls short--falls out--like me.

Not at all, Alyx could hear Alli say. Alyx only beats himself up over this issue because he's responsible. Every one of the agents you've worked with knew they had the best escape plan possible because of your work. You did your duty, and you did it well. There's no need to beat yourself up over every failure, especially something as out-of-place as the Mourning. But of course, you never listen to me.

Of course not. Alli was dead and her voice he hears constantly now is just his survivor-guilt-ridden superego doing its best to keep him afloat and functioning in society. Proof again, of how much the Last War destroyed his life.

Moral Intentions

 

BACKGROUND

The Last War

House Medani has the dubious distinction of being too political within higher society. When the other dragonmarked houses did their best to remain neutral during the Last War, House Medani invested itself heavily in its support of Breland. Even now, members of House Medani constitute a sizable number of positions in Brelish intelligence and police agencies. Alyx d'Medani, owes his present position as a detective with the Sharn Watch to this backdoor and cronyism, despite now being closer to a public nuisance and liability.

He was not always this way. During the Last War, he worked with distinction with the Dark Lanterns and Brelish intelligence in the Cyran Theatre. He provided logistical support to spies ferreting out troop movements, House Cannith technologies, and even political assassinations. Unfortunately, he lost many friends, including his lover and would-be-fiance, Allisera d'Cannith, on the Day of Mourning. His friends will tell others with a sad and bitter expression that the event completely changed Alyx's life trajectory.

The Thousand Yard Stare

TLDR: At the end of the war, Alyx was recruited by Channara d'Medani to join her first expedition into the Mournland. Cyran survivors and the kin of those who died on that day joined together to investigate. They returned with a haunted gaze, and many swore never to return. Among those, Alyx d'Medani was one who made such an oath.

End of the Line

Returning from the Mournland, Alyx d'Medani fell into a life of hard drinking and psychotic drugs. He tried to forget what he had seen, and what had become of Allisera. However, he could always hear her somewhere in the back of her mind; could hear her whispering clues and urgent warnings when he wandered the streets. It was maddening, but also perhaps, a way forward.

Edited by basshero (see edit history)
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