Amongst the Flames — OOC

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Namelessjake
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Amongst the Flames — OOC

Post by Namelessjake »

Character Creation Rules
System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human, orc, elven or dwarven (Most of the party should be human).
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Take your choice of one armor and one weapon or implement that you are proficient in for free, and then 50 starting gold to spend on other things.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven). Everyone should know Serran, and then as many other languages from the list of their choice equal to the number of additional languages they would normally be granted. Basically, for this campaign Serran is akin to Common, as in this time setting Common has yet to emerge and Serran is the common language of Voreld due to the Kingdom's reach in the past years.

Languages
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Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom.

Serran – The primary language spoken by the many small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs. Serran is akin to common in this game due to the kingdom's influence over the world in this time setting. The present day common language evolved from Serran after the kingdom's influence deteriorated.

Imardanian – The national language of the Imardin Thalassocracy. It is a very diverse nation, but humans still make up the majority.

Forellian – The native language of the people who inhabit the Forellian Archipelago, a cluster of islands consisting of many city-states located in the Forelle Sea. Primarily human.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.
Map
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Image

Setting

It is the 275th year of the Second Era. After disastrous wars early in the era, The Serran Kingdom, now reduced to its traditional borders, began to experience desertification of the plains and savannah that made up its realm. Some regions were hit worse than others and began to struggle to feed their people. Much of The Serran Kingdom is now desert and life is harder everywhere. The process has been ongoing for almost a quarter of a century and the people have adapted but the Kingdom is still struggling to feed its people and unrest is everywhere.

Rakhul Ierra Unbalik, the monarch of the Serran Kingdom, is a weak and old ruler. One month ago the general in command of the Serran Legions in Azkahir, a major military city, declared independance and styled himself Rakh Kel'ic Jurhas of Azkahir and seized control of Bravais.

For reasons known only to yourself, you were part of a large group of refugees fleeing south from Azkahir towards Nhai. The group came under attack and after a short battle you were left for dead. You awake in a sparsely furnished room. As your eyes adjust to the light and you look around the room, you see people on beds much like the one you have woken up in. Some of them you recognise from the road earlier, although not from more than a glimpse of a face in the crowd. As your senses return to you, you notice some of the others rousing too.

Locations and Lore
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Serran

Crescent Bluff- The capital of the Serran Kingdom. As the nation's largest trade port, it is the ruling seat of the Rakhul and also houses the temples of Sek-bas and Sera-nua.

Azkahir- Home to a large detachment of the Serran Legions, due to its central position. It is home to a large arena and is the capital of the newly formed Kingdom of Azkahir.

Eagle Cliff- Home to the main temple of El-unod, Eagle Cliff consists of little more than the giant ziggurat temple that juts out over the ocean, and a small town which mostly serves to house the priests and pilgrims.

The Great Library- The library is the main headquarters of the Tenants. It is colossal in size, containing almost every known scripture. Most tenants will study there for a time before returning to one of the other libraries spread out across the region.

Zurakhul-

Nhai- Nhai is where most of the trade inland from Crescent Bluff passes through, making it a bustling trade city, famed for its water gardens which take water from the lakes to the south of the city.

Kessar-

Bancur-

Shivan- The main slave port in Serran due to it's proximity to Kurnheulde. Slave ships from the north often frequent it, auctioning off their cargo before heading back north. It also houses the main temple to Asa-hari.

Bravais-

Thesus-

Nisos-

Kruos-

Torusi-

Ariol-

Tektite-

Merenn-
Important Figures
[SHOW]
Sarab El'kidd - The merchant from Nhai who rescued the party and sent them on a journey to deliver a scroll to one of his contacts in Thesus.

Fred the Freed - The leader of the group of slaves the party freed on the road to Thesus.

Kanan - A strange old man who turned out to be a member of the legendary Golden Spears.
Series of Events
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Day 1 - After being attacked and wounded, the party awakes in the warehouse of Sarab El'kidd, in Nhai. In exchange for saving their lives, he gives the party a scroll to be delivered to an associate in Thesus. They set off for Thesus, eager to be done with their task as soon as possible. As the day comes to a close the party chooses to spend the night at a small inn by the side of the road.

Day 2 - Waking early, the group prepares to continue on their journey, however outside they are greeting by a small scouting party belonging to the bandits who attacked them before. They dispatch their attackers, capturing one alive, however in the process they set fire to the inn which has to be saved before they continue. Later in the day they come across a slaver who offers to buy their captive, however Shira'stasa tricks the slavers out of their slaves, who she then releases.

As the party makes its way past a canon they are attacked by Hyenas, which are fought off, but at the cost of the lives of two of the freed slaves. One of the remaining Slaves introduces himself as Fred and the group makes camp for the night.

Day 3 - The group continues making its way to Thesus, however at noon a sandstorm reveals the entrance to a temple, long forgotten beneath the sands. The slaves wait outside with the prisoner while the rest of the party investigate. Inside they find evidence of a battle between a legendary mercenary group, known as the Golden Spears, and some other foe. Descending into a library they battle swarms of scarab beetles, however they discover the library's books have all been destroyed. Further into the temple they find a large red gemstone, which releases a strange red and black mist like entity, when Shira'stasa touches it. This entity begins to possess statues in the room and it is only eventually defeated after Cleo collapses the ceiling on top of it, using a shuriken.

Back outside, they find a man examining the bodies of the ex-slaves and their prisoner, although Fred is mysteriously missing. With the element of surprise the group is able to capture the man and interrogate him. He reveals himself to be Kanan, a member of the Golden Spears, he tells them of the entity they encountered, Vor-kaleth, and the danger it poses. However the group chooses not to reveal what happened in the temple. The party accompanies him to his nearby home where they spend the night.

Day 4 - Kanan joins the party and they reach Thesus by midday. He goes to find a boat to the capital, wanting to tell his comrades in Ariol of the temple, while the group delivers Sarab's scroll. After searching the market, they find a man called Tor'ac who takes the scroll and pays them. Shira'stasa and Cleo go to visit the city's temples while the others shop in the market. At a temple to El-unod they discover signs of corruption linked to the ex-malachite blades who attacked them days before. Geral and Eoli eventually make their way to the temple too, and the group decides to stay and investigate, apart from Cameryn who decides to stay with Kanan and travel to Ariol.

Cleo is invited back to the temple later that evening by a priest named Jandar. Her and Shira'stasa, decide to search for evidence of the corruption, under the guise of meeting with him, while the others stand ready to help in the temple's courtyard. While on a tour of the temple, Cleo slips away and discovers a stockpile of valuables in the High Priest's chambers. She then finds a room occupied by who she assumes are the bandits. She sets fire to the door and rejoins Shira'stasa and Jandar, who then takes the tour back out into the courtyard, where Eoli and Geral had met the Imardanian Juliette. Fleeing from the fire, the bandits break a window and drop down into the courtyard coming face to face with the party. Their leader kills Jandar, who is reanimated by Shira'stasa, and a fight ensues. The party is victorious however the fire in the temple has spread and Cleo rushes back inside She finds the High Priest dead so instead she rescues his cat.

The group discusses what to do, however their talks are cut short when the temple is destroyed by siege weapons as Rakh Kel'ic Jurhas attacks the city, after consolidating power in Azkahir and Bravais for a month. The party flees to the harbour joining other civilians leaving the city. They find themselves on a boat bound for the capital, after capturing one of the bandits who ran from the temple.

Day 9 - The party arrives in Crescent Bluff on the river barge they fled Thesus on. Cleo, Shira'stasa and Juliette head to the temple of Sek-bas, whilst Geral and Eoli take their prisoner to a Malachite Blade camp outside the city.

Geral and Eoli hand over the prisoner and Geral is given a mandate by the Pommel of the Blades to lead an attack against the rogue mercenaries who attacked the party before.

Meanwhile Cleo talks her way into a room at the temple so she can stay and study before snooping around in cat form. Shira'stasa and Juliette follow some guards after they arrest a priest for speaking out against the Rakhul. Seeing the guards beat the priest, Shira'stasa intervenes and a fight breaks out. Geral and Eoli come across the fight on their way to the temple to search for the others, and join in.

After dispatching the guards they head back to the temple where Cleo spots them from a rooftop and rejoins the group. The party then spends the night at the Malachite Blades' camp.

Day 10 - The group wakes up to find Eoli absent, having left the camp in the night. They decide to leave without him and spend the day on horseback travelling. After passing Nhai they soon pass the site of where they were ambushed before.

Further up the road they come across another group of travellers who demand the party's valuables. They refuse and are attacked by the travellers and hidden archers. After defeating the attackers, it is discovered they were members of the group the party is hunting down.

That night the bandits attack the party's camp although they are defeated once more.

Day 11 - The party arrives in Azkahir in the early afternoon. They are refused entry to the city by guards by Shira'stasa uses magic to convince the guards to let them pass. Once inside the city Shira'stasa and Cleo go to visit Shira's mother while the rest of the party go to stock up on supplies. After restocking the party leaves the city and heads for the bandit camp.

Day 12 - The party arrives at the party camp and plans their assault, before attacking and quickly abandoning the plan. Juliette and two of the Blades are killed but the party is ultimately victorious.

They free two treasure hunters held captive by the bandits, Amir and Ghaliya, who join the party sharing details of the treasure they currently seek. The horses are loaded up with what remains of the bandits' loot and the group heads back towards Azkahir.

Day 13 - On the road to Azkahir....
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Namelessjake
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Re: Amongst the Flames OOC

Post by Namelessjake »

Ten-Minute Background

Shamelessly stolen from here.

You know the deal.

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.
Example
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1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

2) Early Life - Karth's father settled in the Harbor City section of Mithril and began taking whatever odd jobs he could find. As Karth got older he would sometimes help, but he usually caused more harm than good and was sent away. It was these times that he first began following the other boys around town, participating in various acts of thievery and creating bonds of friendship.

3) Later Life - As he got older, Karth began to grow bored with petty thievery. After all, it was his destiny to become king of Bridged City and he wasn't going to do that by pickpocketing the various merchants who came to Harbor City. He wanted more, but he didn't exactly know how to get it. Lucky for him his old friend Faust was an ambitious one, and when he stole a ship from the harbor he invited Karth and the other thieves who grew up together to join as his crew. Karth saw this as an opportunity, not only to relieve his boredom but also to gain more riches than he'd ever be able to scrounge alone.

4) The Magnificent Manslayer - As is custom among the Conspicuous Oils, Karth has a nickname that he goes by. When thinking up the names with the others he initially came up with such ideas as "Karth the Glorious", "The Radiant Ruffian", and "The Most Gorgeous Pirate Known to Man." These were all quickly shot down by the others, who said the point of the nicknames were to strike fear. Faust suggested he go by "The Manslayer" since he was always a ruthless fighter when the need arose, and reluctantly Karth accepted. However, it quickly came to everyone's attention that he was reffering to himself as "Karth the Magnificent" outside of their presence. They tried to get him to follow the captain's suggestion, only to be told that "the title simply does not express my greatness as well as it should." After some discussion they finally all came to a compromise, and Karth's nickname was officially made to be "The Magnificent Manslayer."

5) Appearance - Karth is somewhat tall, standing 6'3", with a fairly slender build. He has long, silver hair due to his elven heritage and he is very protective of it - many men have scars (or worse) to show as a result of touching Karth's hair. His manner of dress is never very fancy as he has always been of the lower class, but whatever the clothing he always wears it in a way that gives off an air of nobility. Even while at sea he makes a point to look his best, and can often be found tending to his precious hair. On his belt hangs a mirror that, while useful for some raids, spends most of its time reflecting Karth's face back at him.

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Example
[SHOW]
1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.
Example
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1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Example
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1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

2) Captain Faust is an old friend and Karth has a great deal of respect for the quirky man. He is one of the few people Karth views as an equal.

3) Queen Gwatra, Karth's mother, has a somewhat neutral opinion of him. As her own child she cannot hate him, but she was not sad when he was banished from Bridge City with his father. She wants to avoid a succession dispute just as much as the other royals who know of his existence, but would be torn somewhat if that were ever to happen.

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Example
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1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

2) He has a very fuzzy memory of the palace interior from the time he was born. Occasionally it is the setting of his dreams, where he is revered by the citizens of Bridge City as a great leader.

3) He absolutely hates for anyone to touch his hair unless they are a very close friend, and even then he is not completely comfortable with it. Touching Karth's hair is one of the few ways to anger him (and the quickest), and has occasionally resulted in the injury or death of the unfortante offender.
Background - Family/Class/Profession/Institutions

Who raised you and how did they shape your life? What social class do you belong to, and how did that change your opportunities and your outlook? What do you do for a living, and have you changed careers in the past? What social institutions (religions, governments, civil society, businesses) are you a part of or interact with? Do you have a spouse? Children? Did you at one time?

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.
Example
[SHOW]
Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

Class - On his mother's side he is a member of the Bridged City royalty, on his father's side he is a common peasant. He was raised by his father in Mithril as a simple commoner, but his royal blood cannot be denied.

Profession - Karth is a pirate and he is good at it. He has been First Mate of the Quina Vjeta for a long time under Captain Faust, and not without reason. He was one of the few to survive the fateful encounter with the guarded merchant ship, and one of the even fewer to survive who was also a companion of Faust in his youth.

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.
Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.
Example
[SHOW]
Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

Secondary - His years as a pirate have also fostered in him a desire for wealth. He has incorporated this lesser desire into his ultimate goal of becoming King of Bridged city by deciding that he will not yet return to the city-state until he has first amassed considerable wealth. This amassing of wealth will surely make it easier for him to obtain the influence he needs gain the throne, but he also wants it for the luxury as well.

Tertiary - Karth is always looking to make new friends, having grown up with very few. His personality tends to hinder him in his pursuit for companions, so one could say it is a never-ending search for those patient and accepting enough to handle his presence on a regular basis.
Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.
Example
[SHOW]
Short Term - Meet and befriend the new crewmembers. More friends are always nice.

Medium Term - Continue earning coin with Faust, until Karth as enough to return to Bridged City in style and live there comfortably.

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.
Allegiance

Which of the Rakhii would your character find themselves supporting the most. Not all of them are apparent yet so this will not be too important early on. Your character could support any number of the 6 Rakhii; The Rakhul, the original ruler of the Kingdom of Serran, The Commander of the armies of Azkahir, The High Priest of the temple of Eagle Cliff, Philosopher King of The Northern Tenants, The Merchant Families of Crescent Bluff or The Rakh of The Silver Winds. Alternatively your character may be indifferent to who is in power and where.
Example
[SHOW]
Karth supports none of the Rakhii as he does not exist in the same universe as any of the Rakhii, the Serran Desert or even the world of Ganoltir itself.
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Fialova
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Re: Amongst the Flames OOC

Post by Fialova »

Tenant Cleo, Scholar of Sek-bas
Image
Background
[SHOW]
Cleonamus Amkhara, Cleo to everyone, was born in Nisos to a fairly well-off family. Her father was a self-made merchant, primarily selling locally-caught fish to Bravais using a special preservative of his own devising. Her mother came from a wealthy family that was down on its luck at the time of the marriage, hoping the match with Cleo's father would pick them back off their feet - it did not.

While her mother's family struggled, Cleo's own family thrived. By the time she was came into the world, her father had already managed to afford a nice chunk of prime real estate near the river and had begun construction on a lovely estate of his own. By the time she was 4 the place was finally finished. However, she would not get to spend much time in it because by the time she turned 7 she was ready to be sent off to the local Tenant academy.

Cleo had always been a bright girl growing up, if a bit hot-headed. Her parents knew early on that she was drawn to the scholarly lifestyle, and that one day their little girl would be a Tenant. Her father kept a special chunk of money set aside to pay for her education and living expense down the line, so that her life would be much easier than his own had been.

To say she was sent away is a bit inaccurate since the academy was only a couple of miles away, in the heart of the city. Her parents would visit her regularly and her mother often had treats sent over, so apart from sleeping in large room with other students instead of her own bed it was as if she never really left. At least until she reached age 14.

The first 7 years of schooling seemed to go by too fast in hindsight, because it seemed like she had barely done anything when it was finally time to move from the local academy up north, to the Grand Library. This time was a real separation, one that Cleo had not felt before, and she threw a fit that lasted for days before finally accepting that she would be away from her family for real this time. She was taken in a caravan with the other children who passed all of the examinations (it was not a very large group) and they treked through the desert until they finally reached the center of all knowledge in the world.

Cleo was completely dumbfounded the first time she saw the Library. To call it a library, even, does not do it justice: the place is a city of knowledge. Many buildings - more than she had ever seen in one place - made up the large complex that was the headquarters of all the Tenants in Serran, and their most prestigious school. Soon she would be learning from the most knowledgeable people in the world, and she was both excited and terrified at the prospect.

Unlike her old school, Cleo's new living quarters were quite nice. She a had a room (albeit a small one) all to herself, with a bed and a small desk and a free supply of quill and parchment. She had unlimited access to many sections of the library's various branches, and daily lectures from Tenants on various subjects ranging from the history of Serran to proper cooking techniques to military strategy to sacrificial rites. She soaked everything in, becoming particularly engrossed by all things pertaining to the Serran pantheon, and after another 7 years' time, at the age of 21, she was taking and passing yet another set of exams, culminating in her graduation as a Tenant. Her mother and father came for the ceremony, as the Elder Tenants draped her in the ceremonial multi-colored robes that symbolized the multitude of subjects she had to master to earn it. It was by far the happiest moment of her life, and it quickly passed.

After the initial awe and euphoria of graduation, the reality set in that to be a Tenant, Cleo would now have to study even harder than before and also, eventually, begin to teach as well. She already knew what she wanted to focus on, that being the goddess Sek-bas, the sun goddess. The pantheon had always fascinated her, but Cleo felt a particular affinity with Sek-bas that she could never quite explain. She would often find herself reading stuff that wasn't assigned to her simply because she was almost obsessed with learning all she could about the goddess, and so she made up her mind - she needed to visit her temple.

It took some time for her to convince her superiors to approve the vacation, and to scrape together the cash, but after a few months and another birthday Cleo was on her way south. However, as luck would have it she ended up in Azkahir only shortly before the legion commander of the city declared himself Rakh and revolted against the wise Rakhul. Not wanting to get caught in the middle of a rebellion, Cleo fled the city with the other refugees....
Appearance
[SHOW]
In Battle
[SHOW]
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Cat
[SHOW]
Image
Robes (Ignore the woman wearing them)
[SHOW]
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Casual Clothing
[SHOW]
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Cleo is short and slight, standing not even 5' tall. She has yellowish hazel eyes and black hair. Her mouth is seemingly always distorted into a somewhat devious-looking smirk

She is typically found wearing standard Tenant robes while out in public, though in private she prefers to not be so confined. Her robes are black and yellow, though she also possesses some of other colors.
Personality
[SHOW]
Cleo is playful, but short-tempered. Her moods often swing rapidly from laid-back and pleasant to angry and sometimes even violent. She does not like to be touched without permission, which is most often the thing that sets her off. When in a good mood, though, she tends to be talkative and cheerful, eager to share her own knowledge and learn from others.

When alone, she likes to study anything and everything related to the Serran pantheon, its history and practices primarily. She finds herself drawn to Sek-bas most of all, and has devoted most of her research and study so far into the various tales about the goddess and the ways different sects pay their respects. She sometimes attempts some of the rituals herself, in her free time, but rarely with any real success.

Cleo's favorite time of day is the morning, when the sun is out yet it is still fairly cool. She loves the sun, and hates the rain. Being wet at all, outside of bathing at least, is not her thing. When it is not too hot she likes to lay outside or on a roof and soak in the sun's warm rays on her bare back, despite knowing that she doesn't tan very well.

Lastly, she loves to sleep and is often difficult to wake up. On a slow day she will regularly nap, sometimes outdoors if the weather permits. Disturbing her sleep is one of the other easy ways to set off her temper, so her colleagues tend to just let her continue unless her attention is absolutely urgent.
Ten-Minute Background
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Background and Concept Elements
[SHOW]
Birth: Cleo was born in Nisos to a self-made merchant and a noblewoman. She grew up during the construction of her family's estate, so she doesn't have too many memories of the place. She also only lived there until age 7, so apart from her parents living there it little sentimental value.

Early schooling: Ate age 7 she was sent to the Nisos local Tenant academy, where she lived and studied with many other children her age. She was always one of the brighter students, but her short temper also got her into trouble on a regular basis. Often she was stuck doing extra assignments as punishment for her violent behavior, though in the end this just served to make her an even better student.

Great Library: At the end of her schooling in Nisos, Cleo was one of the top scorers on the Tenant examinations, thus being allowed to continue study towards her Tenancy at the Great Library to the north. This new schooling was wondrous to her, as the library was much larger than anything she had ever seen and possessed more knowledge than she had ever dreamed of. Though not always successful, she made an effort to keep her temper at bay in this place; she was much more concerned with having the respect of her peers and mentors here than she had been back home.

Sek-bas: Not long into her study at the Great Library, Cleo realized her affinity for the gods, particularly the sun goddess Sek-bas. She felt a strange draw towards her and actively sought out any and all knowledge she could find about this goddess, who many feared was sending the nation into despair with her harsh rays. By the time she graduated, she was among well on her way to becoming an expert on the subject.

Graduation: Cleo's graduation has so far been the proudest and happiest moment of her life. She still has her multi-colored ceremonial robes, and takes them everywhere she goes. Being a Tenant has inspired her to better herself, and she has been making even more of an effort to calm her temper than she had as a student.
Goals
[SHOW]
Cleo's Goal: Cleo would like to reach Crescent Bluff finally, so that she can visit the temple of Sek-bas and learn all she can from the priests and priestesses there.

My Goal: I'd like for Cleo to eventually realize her connection to Sek-bas in some form or another.
Secrets
[SHOW]
1) Something Cleo has never told anyone is that she has the seemingly-inherent ability to take the form of a cat, as well as understand all feline creatures and, as a cat, communicate with them. She has used this many times to sneak into closed buildings or private libraries to study when people are asleep.

2) Unbeknownst to Cleo, her ability to turn into a cat is in fact due to the fact that she is a champion of Sek-bas, or rather the fire and fauna gods that Sek-bas worshipers are praying to. Her fiery temper, affinity for fire and the goddess Sek-bas, and her cat-like reflexes and transformation are all a result of this.
People Tied to Cleo
[SHOW]
1) Manos Amkhara, Cleo's father. Originally a local merchant in Nisos, he invented a preservation technique that allowed him to transport fish somewhat inland and thus became a wealthy man trading local catches to other nearby cities and towns.

2) Naila Amkhara (née Bakir), Cleo's mother. Her father inherited a decent fortune, as the Bakir family was once a fairly prominent noble family in Serran, but his poor management skills and gullibility cause him to quickly exhaust the fortune. Naila was married off to Manos as a result, and though this did not aid the Bakir family was her father hoped it did result in a happy marriage and a comfortable life.

3) Tenant Marakom, a scholar of pyromancy. Cleo has always had a fondness for fire in all its forms, so she made fast friends with Marakom shortly after arriving in the Great Library. He was 2 years her senior and a teacher of hers in her last couple years as Tenant-in-training, and ever since they first met they have been very close. He suffers an unrequited love for Cleo, who is entirely oblivious to this fact.

4) Master Jin, a martial arts master who is an honorary Tenant and instructor at the Great Library. He comes from an island in the Forelle Sea, and has travelled to various locations spreading his art. Cleo found it fascinating and terrifying at first, so she had to learn. Now she is quite skilled in the style, though it holds little practical use for one in the academic life style.

5) Tenant Malia, another scholar of the gods whose focus is on Sera-nua. The two girls met as children and instantly disliked one another, something that has not changed at all with the years. Malia always resented Cleo for consistently doing better than her, and so she made it a point to pick on Cleo and make her life worse when possible. Cleo's anger issues made her lash out in response on many occasions, so no reconciliation has ever occurred, nor is it likely. It is a great relief for Cleo to be able to travel and be away from Malia for an extended period of time, and she hopes that on her return to the Great Library her rival will be on a trip of her own somewhere.
Memories, Mannerisms, and Quirks
[SHOW]
1) Cleo will always remember the time she first discovered her transformation ability. She had been playing after classes at her hometown school, and there were many cats around. They all seemed interested in her, like she was special somehow. They meowed every so often, and somehow (strangely, she thought - she must be crazy) she could understand the meaning behind the meows. Not guess at them like most people do, but actually understand the cats' intents. She set down near them and meowed back, with no interesting results, and as she focused on trying to be meaningful to them in return she found that she had somehow become a cat. It was very dream-like, and in fact she thought it was a dream at first, but later attempts would prove that this was a skill she not only possessed, but could control. What a wondrous thing, to become an animal. But she knew not to tell a soul, for there was no telling what people would do to her or think of her if she claimed such a skill.

2) Cleo seems to have a perpetual smirk, though it is not intentional - her face just does that. She tends to walk fairly swiftly, a habit she picked up out of necessity trying to keep up with taller people (which accounts for most of the world's non-dwarf population) for so many years. She often moves her arms while she talks, to emphasize points that she is making, and when she is bored she tends to show openly show it. In recent years she has taken to doing basic muscle exercises in any situation where she would otherwise just be standing, as when waiting or something; this tends to look strange to passers-by, though she doesn't really care or even notice their odd looks.

3) Perhaps her most noticeable quirk, or at least the most alarming, is that Cleo has a love for fire. She always perks up at the sight of it, and practices various techniques of starting one in case there is ever situation where she wants or needs to and materials are limited. She often watches in amazement as her good friend Marakom practices his pyromancy, and has even picked up a small bit of it herself over the years. Sometimes she wishes she had focused on pyromancy instead, but she is perfectly happy with her studies of Sek-bas.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Amkhara, a well-off and young noble branch of Nisos that began with her father earning his way up the social ladder through hard work and ingenuity. Apart from her mother and father Cleo also has many younger siblings, though most are quite a bit younger and she does not know any of them very well due to her extensive time living away.

Class: Though technically a young noblewoman from a new noble family, Cleo herself has ascended to a much more prestigious class: that of Tenant. The Tenants are Serran's foremost scholars, who are responsible for maintaining the Great Library as well as many other libraries and academies across the nation. Every important scientific, magical, or cultural advancement in recorded history can be traced in some way or another back to the Tenants.

Profession: Somewhat oddly, and unique amongst the class system in Serran, Cleo's class and profession are one and the same. She is a Tenant, a scholar by trade. Her primary focus is in studying the sun goddess Sek-bas, though she has interest in many other fields and dabbles a bit in pyromancy and the martial arts as well.

Institutions: Cleo recently graduated as a Tenant from the Great Library, and thus is affiliated with it as both an eternal student and researcher/teacher about the goddess Sek-bas and the Serran pantheon in general. She has connections in the academy at Nisos, where she did her preliminary education when she was still a child.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Learning new things is Cleo's main driving force in life, and she will go out of her way to make it possible. Her current trip is evidence of this.

Secondary: Anger is, regrettably, also fairly important in Cleo's decision-making process. She is quick to anger and often quick to react based on that anger, which has led to many confrontations and much disciplinary action in the past. If she were not such a bright girl, it would have been a wonder she ever made to the Library to begin with.

Tertiary: Set things on fire. Cleo's greatest hobby is also often a motivator for her to do things, usually stupid things. She once burned down a very old and gorgeous tree in one of the parks at her first school because one of the other children was convinced its bark was fireproof. It was not.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Figure out what happened, where she is, and why she was ambushed.

Medium-Term: Reach Crescent Bluff, so she can visit the temple of Sek-bas and some of the others as well.

Long-Term: Become an Elder Tenant, and the fore-most expert on Sek-bas in all the land.

Long-Term: Find out, if possible, what is causing her to be able to transform into, and understand, cats and other felines.
Preferred Allegiance
[SHOW]
As a Tenant herself, Cleo is most likely to side with the Northern Tenants when they finally break away. She would also be quite partial Eagle Cliff, as she has a great respect for the Serran priesthood.
Character Sheet
[SHOW]
Tn. Cleo, level 3
Hengeyokai, Monk
Monastic Tradition: Desert Wind
Select Animal Form: Cat (Acrobatics)
Background: Birth - Prophecy (+2 to Religion)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
Str 10, Con 12, Dex 20, Int 8, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 18, Int 8, Wis 10, Cha 15.


AC: 20 Fort: 13 Reflex: 17 Will: 15
HP: 34 Surges: 8 Surge Value: 8

TRAINED SKILLS
Stealth +11, Religion +7, Bluff +11, Acrobatics +13

UNTRAINED SKILLS
Arcana, Diplomacy +4, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Intimidate +4, Nature +1, Perception +1, Streetwise +4, Thievery +6, Athletics +1

FEATS
Feat User Choice: Ki Focus Expertise
Level 1: Unarmored Agility
Level 2: Internalize the Basic Kata

POWERS
Monk at-will 1: Blistering Flourish
Monk at-will 1: Five Storms
Monk encounter 1: Light the Fire
Monk daily 1: Masterful Spiral
Monk utility 2: Agile Recovery
Monk encounter 3: Burning Brand

ITEMS
Monk Unarmed Strike,
Black and Gold Tenant Robes (Desert Clothing),
Ki Focus,
Shuriken (6),
Dagger,
Longsword

Coinpurse (190 gp)
Backpack (holding the following items),
Bedroll,
Waterskin (3),
Trail Rations (10),
Filter mask,
Identification Papers with Portrait,
The Sun Goddess, Sek-Bas (Doctrinal book),
Et-namn, the Freedom Fighter (Doctrinal book),
Justice Soars, a Primer on El-unod (Doctrinal book),
The Heathen Uprising,
Oil (1 pint) (5),
Flint and Steel,
Multi-colored Ceremonial Tenant Robes (Cloth Armor [Basic Clothing]),
Comfortable, private clothes (Cloth Armor [Basic Clothing])
Golden Spears spearhead (4)
Combat Block
[SHOW]
Tn. Cleo

Female Hengeyokai Monk 3
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [_]
Sarifal's Blessing [_]
Light the Fire [_]
Burning Brand [_]
__________________________________

Masterful Spiral [_]

Consumables:

None
Important Features:
[SHOW]
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4074
Registered for: 11 years 10 months

Re: Amongst the Flames OOC

Post by Scratcherclaw »

Cameryn, Escaped Slave Fugitive
Image
For safe keeping
[SHOW]
Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1.) Appearance: Cameryn stands roughly 5'7" tall, with a slender body. He has platinum blond hair, although in the harsh desert sun, it appears almost white. His pointed Elven ears protrude beyond his hair, making his race easily visible to all. He has murky green eyes with which he views his world of oppression and sand.

2.) Personality: As a former slave, he has faced much cruelty and resentment for his master, and this has created a slight bitterness within him. He distrusts those who support slavery as well as Tenants. Despite his outward abrasiveness, inside he is vulnerable. With compassion and kindness, others will be able to bring out the better, kinder side to him.

3.) Early Life: Cameryn was born within a settlement of elf immigrants on the shores on Kurnhuelde, as many elves before him had been. Despite hardships, his community cared for all within it, making sure every man, woman, and child had food each day. But that all changed when the orc tribes attacked. Armed with weapons and shackles alike, the orc captured the elves they could find and killed those that resisted. Some ran and others hid, but it was a massacre. At the tender age of 7, the night was beyond terrifying for Cameryn. Horrified by the screams he was hearing, he hid beneath his bed, attempting to stay quiet. His family was nowhere to be found, either dead or hidden. He froze in fear as his door crashed open. Suddenly, callused hands grabs his ankles, dragging him from safety. His ankles were shackled immediately, the cold iron stinging his skin and stripping him of his freedom. The following morning, he awoke on a boat headed for the Serran slave port of Shivan.

4.) Sold into Slavery: The ports of Shivan echoed with the rattling of chains as Cameryn stepped from the boat, his own feet still bonded by metal. Looking around, he saw children his own age along with those incredibly aged, with every age between represented. The clatter of chains sang beneath them all. He heard a harsh orc bark at them to follow a human man, obviously a native to Serran. He and the other captured Elves followed the man through the winding streets of the port city until they came upon an area with a large platform. After being led onto the platform, others gathered around, and an auction promptly began. One by one, the Elves were sold into slavery. A peculiar man, who looks like a scholarly sort, stepped up, shouting that he'd pay top dollar for Cameryn and two other children. The slaver gladly accepted the offer, sending the children with the man. As they trudged away, the scholar turned and, speaking in clear Common, said rigidly, "I am Tenant Akbal Al'rakut, but you will address me as Master. Is that clear?" The three nodded, wide-eyed in fear, and shuffled along behind the man.

5.) Chains & Shackles: After a long journey, the group arrived at a large house in close proximity to the Great Library, where Akbal and his family lived. The children met an Elven woman of her 30s—a fellow slave named Vianna—as they were shown to their small, dusty quarters. Vianna cared for the children when they were not working, and she protected them from the furious anger that Akbal often possessed. The children did various jobs around the home and if they weren't done 100% right, Akbal would beat them or do worse. This happened quite often, and they were miserable as a result. Akbal's wife, showing pity toward the three, helped them out in every way she could, and she even taught them Serran. As the years passed, Akbal took extreme interest in Asa-Hari, the God of Hyenas, Power, and Dominance. He began devoutly worshiping the god and forced his belief system upon Cameryn and the other slaves, as well as showing excessive dominance towards them with an increase in beatings and other violent behavior. As more years went by, Cameryn and the others were forced to take combat training, as there was increasing tension within the Serran. Cameryn showed great potential, and he was rewarded for his skill... with a beating. He had resented Akbal for years, but being punished for doing well filled Cameryn with anger, so he planned an escape attempt.

6.) A Daring Escape: Akbal and Nalah were visiting Azkahir to see the temple to Asa-Hari, and Cameryn came along to protect the two. The desert had gotten more dangerous, so a bodyguard had become necessary for the pair. As the group walked through a crowded street, Nallah stopped to talk to Akbal. She gestured at Cameryn with her eyes and he took off running into the crowd, quickly getting obscured in the sea of bodies. He slowed down as he entered a large group that appeared to be heading south. He didn't care where exactly they were headed. He just wanted to be free.
Goals
[SHOW]
1.) Cameryn would like to help other Elven slaves, especially those he was sold with and grew up with, escape from their masters.

2.) Cameryn would like to discover if his family still lives, and if they do, reconnect with them.

3.) I would like Cameryn to get revenge of some sort on Akbal for being such a cruel master.
Secrets
[SHOW]
1.) Nalah aided him in escaping while they were traveling through the streets of Azkahir.

2.) Akbal showed his dominance in more ways than beatings; he also sexually abused Cameryn.

2.) His former master has hired a bounty hunter to track him down and return him with any means necessary.
People Tied to Cameryn
[SHOW]
1.) Vianna has been a motherly figure for Cameryn since he first arrived at the Tenant's home. She comforted him after his nightmares and protected him in his early youth. As he grew older, Vianna treated the wounds he received from Akbal's beatings and cared for him. She is the closest person to Cameryn and she loves him as if he were her own son.

2.) Nalah Al'rakut, Akbal's wife, has been far more compassionate toward Cameryn than her husband. She has convinced her husband not to hurt Cameryn at times and has even helped him learn Serran, during secret nightly meetings. If Akbal restricts a meal from the slave, Nalah has been there to sneak some food to the slaves. She also aided Cameryn in his escape, although her husband knows nothing of it.

3.) Cameryn's former master Akbal Al'rakut is especially cruel towards Cameryn and they both resent each other. Cameryn often challenged his authority, or attempted an escape, and would receive a harsher punishment than the others for doing the same. Not only does Al'rakut want Cameryn back for the work he does, but the Tenant also is looking forward to the punishment he can give.
Memories, Mannerisms, and Quirks
[SHOW]
1.) Cameryn remembers the night that he was taken by the orc slavers. The memories of this night still haunt him to this day, and he suffers from frequent nightmares due to this. He also remembers the journey on the stuffy, cramped boat headed for Shivan. The wails of the others often still ring in his ears.

2.) Cameryn remembers being taught to speak, read, and write in Serran by his master's wife, Nalah. She would often sneak to his quarters late in the night to teach him and the other children, as she pitied them. Unfortunately, Akbal began to suspect something and caught his wife during a lesson. He forbade her from more teachings and punished the slaves by taking their meals. Nalah, though, still compassionate, sneaked food and continued the lessons, albeit later at night.

3.) Due to the cruelty he received from his master—a Tenant—Cameryn has a distrust and even hatred towards other Tenants, as he believes all are like his master.

4.) Cameryn enjoys the consumption of spirits, especially wine. He has often stolen bottles from his master's cellar and enjoyed them in the late hours of the night when his master is asleep.

5.) When he gets angry while speaking, he reverts to his native tongue Elven without notice.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Cameryn only spent 7 years of his life with his true family, but he was raised well by them. He had 2 brothers and a sister, in addition to his parents. As the community was so close-knit, the other families helped with raising him as well. When he was taken to Serran as a slave, Vianna took care of him and the other two children.

Class: For most of his life, Cameryn has been a slave, so he is one of the lowest possible classes. He has spent his life serving his master and being cruelly abused, in more ways than one. He was treated as dirt, and despite running away, this has not improved.

Profession: Cameryn was a slave and as such did whatever his master requested of him. He often cleaned his master's home and cooked for the Tenant's family. In addition, due to his skills with a sword as he grew older, he has served as a bodyguard to Al'rakut. He is now a fugitive, though, and works to keep himself from being captured again.

Institutions: Cameryn was a slave to Tenant Akbal Al'rakut of the Northern Tenants and served his family.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Slavery is Cameryn's main driving force. Because it exists and forces so many into a submissive life of serving, it pushes him toward the actions his makes. Helping those who are suffering from slavery influences Cameryn's decisions more than anything.

Secondary: Cameryn's lack of trust in those who support slavery as well as Tenants greatly affects how he makes decisions. He will avoid doing things that will benefit those two groups, unless of course it would also benefit Elven slaves. The likelihood of a situation like that is slim, though.

Tertiary: Although not as influential as other factors, getting revenge of some sort on his abusive master pushes him to do what he does. Years of pain and punishment don't go away with simply escaping from his master, and he'd like to get back at him for the agony and tormenting. Because of this, Cameryn makes decisions based on how much closer it will get him to his moment of revenge.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Cameryn wants to meet and befriend people who stand against slavery so he has aid and protection with his other goals.

Medium-Term: He would like to free as many Elven slaves as possible, especially those that he grew up with, from the oppression and cruelty that they face.

Long-Term: Cameryn wants to find or settle a place of freedom for himself and the other Elven slaves that have been forced into servitude in this land.
Allegiance
[SHOW]
Cameryn does not support any of the Rakhii as they all allow slavery and oppression to happen. Due to his master's cruelty, though, he is against the Northern Tenants, unless someone can convince him otherwise.
Character Sheet
[SHOW]
Cameryn, level 2
Elf, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Unity
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Lost Kin (+2 to Perception)

FINAL ABILITY SCORES
Str 12, Con 12, Dex 18, Int 13, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 13, Wis 16, Cha 8.


AC: 21 Fort: 13 Reflex: 16 Will: 16
HP: 32 Surges: 8 Surge Value: 8

TRAINED SKILLS
Bluff +5, Religion +7, Stealth +10, Acrobatics +10, Perception +14

UNTRAINED SKILLS
Arcana +2, Diplomacy, Dungeoneering +5, Endurance +2, Heal +5, History +2, Insight +5, Intimidate, Nature +7, Streetwise, Thievery +5, Athletics +2

FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Unarmored Agility
Level 2: Improved Armor of Faith

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Leading Strike (retrained to Bond of Censure at Level 2)
Avenger encounter 1: Raging Tempest
Avenger daily 1: Thunder and Echo
Avenger utility 2: Holy Blessing

ITEMS
Cloth Armor (Basic Clothing), Greatsword, Bottle of Wine (2), Desert Clothing, Journeybread, Trail Rations (10), Waterskin, Bedroll, Backpack (empty), Filter mask, Oil (1 pint) (5), Pitcher of Ale (2), Coinpurse of 20 Gold
Combat Block
[SHOW]
Cameryn

Male Elf Avenger 2
Languages: Elven, Serran
Age: 24
Height: 5'7"
Weight: 125 lbs.

Speed: 7
Initiative: +5
Passive Perception: 24
Passive Insight: 15
Senses: Low-light vision

AC: 21
Fort: 13
Ref: 16
Will: 16
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 8/8
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Bond of Censure
Overwhelming Strike

__________________________________

Second Wind [_]
Hidden Strike [_]
Raging Tempest [_]

Abjure Undead [_] *
Divine Guidance [_] *
Oath of Enmity [_] **
__________________________________

Thunder and Echo [_]

* Can only use one per encounter
** Regain at end of encounter or if target drops to 0 HP

Consumables:

None
Important Features
[SHOW]
Heavy Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.

Wild Step: You ignore difficult terrain when you shift.

Censure of Unity: You gain a +1 bonus to damage rolls against your oath of enmity target for each ally adjacent to that target. The bonus increases to +2 at 11th level and +3 at 21st level.

Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.

Wood Elf Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.

Armor of Faith: While you are wearing cloth armor or no armor and aren't using a shield, you gain a bonus +3 to AC.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to your creature origin.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth or no armor.

Improved Armor of Faith: While you are wearing cloth armor or no armor and aren't using a shield, you gain a +1 bonus to AC.
Last edited by Scratcherclaw on Sat Nov 08, 2014 1:51 pm, edited 18 times in total.
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ratwizard
A Wan Smile
Posts: 5989
Registered for: 11 years 10 months
Location: Hellworld

Re: Amongst the Flames OOC

Post by ratwizard »

Tenant Shira'stasa, Scholar of the Defiled
Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1. Shira'stasa Mavruna was born in Azkahir, to parents who were trained warriors but never married under the Serran Gods. Upon news of the woman's pregnancy, Shira's father abandoned her. Her mother prayed to Sek-bas, her love turned sour, asking for her to smite the man in his next battle. Either by coincidence or divine action, he was killed by a lucky arrow that pierced his heart.

2. Shira's birth took quite a toll on her mother, and she was unable to return to being a warrior once the girl was able to walk. Fearful of the military's punishment and indifference to her plight, Shira's mother began seeking out oddjobs to help keep food on the table.

3. A traveling Tenant happened past Shira begging on the street one afternoon in the market. She was intrigued by his strange appearance and many books and tomes he carried on his pack-animal, and he explained to her his occupation as a scholar of ancient history and literature. She had never heard of things so mysterious and interesting during the Age of Myth, and her curiosity was rewarded with the man granting her one of his easier to read books.

4. Shira sought out more and more knowledge as she grew older, and her mother's health was worsening with each year. Despite wanting to stay and care for the ill woman, her mother urged her to visit the Great Northern Library she had only read about in books and tomes. Shira'stasa saved enough silver, copper, and even a few pieces of gold to trek to the Library when she was 19. She was able to meet with the traveling Tenant she had met a decade prior, to find out that he had become an Elder Tenant.

5. Despite being poor and relatively untrained, Shira's attitude promised mountains of potential that the Elder Tenant saw. He used funds from his own coffers anonymously to pay for her initial recruitment, daring not to make exceptions and risk problems down the line for her.

6. As a studying scholar at the Library, Shira thrived in an environment where the only limits were her own motivation. She read many hours each day, taking every chance to diligently attend teachings from established Tenants. She sought out monthly guidance from the Elder Tenant she had been mentored by. Now in her mid-twenties, she had not only caught up to, but surpassed the intelligence and knowledge of her peers.

7. Shira had many interests, from the ancient history of Serran, to the development of new technology, to studying the four Gods of Serran religion. However, one aspect of knowledge glossed over by many and studied by very few was the study of illusion, death, and even necromancy. Despite being a stark follower of El-unod, Shira was one of the leading scholars in developing new lines of study on Am-ines, something that shook many of the Elder Tenants. However, she made it clear that her study was not to worship, but simply to understand and possibly combat the God's deceptive and disrespectful manner.

8. Shira'stasa, now in her early-thirties, is vying for a potential opportunity to become an Elder Tenant down the line. From her research on Am-ines and her worship of El-unod, the latter has given her divine wisdom on how to access the power of the former. While it is common for many of the scholars to have arcane and divine powers and abilities, she is unrivaled in her uncanny strengths of illusion, conjuration, and even necromancy. Recently, she traveled southeast to visit her mother Azkahir as she does every few years, to check up on the woman's health. However, the revolt has changed her priorities...
Goals
[SHOW]
1.) Shira'stasa would like to eventually take the place of her mentor when he passes as one of the Elder Tenants.

2.) I want Shira'stasa to get closure on what actually happened to her father.
Secrets
[SHOW]
1.) Shira'stasa has dabbled in necromancy with success.

2.) Shira'stasa's father was not actually slain in battle by a divine or lucky arrow.
NPCS
[SHOW]
1. Her Mother: Caring, fierce, and prone to die soon, Shira'stasa's mother has been there for her from her birth. She is proud of her only daughter, and continually awaits her visits.

2. Elder Tenant Gru'id: Sagacious, clever, and quite old, this Elder Tenant feels responsible for Shira'stasa and her success now that he has mentored her.

3. Tenant Grado Tenatha: Shira's rival at the Library. He is around her age, and has an attitude problem toward Shira. He is jealous of her findings, her successes, and eager to point out her flaws. Now that she is training to one day become an Elder Tenant, Grado has been on her case to try and misconstrue her studies of Am-ines. He hopes to incite disgust at the Elders of her unique studies.
Memories, Mannerisms, and Quirks
[SHOW]
1.) Shira strives to learn more and more about the world around her, whatever it be: schools of the arcane, histories, technology. Her curiosity can sometimes leads her to strange situations.

2.) Shira is slow to make friends, but the ones close to her she holds very dear. As a tenant and a person who values a good moral compass, her opinion of a person is strongly influenced by their morality by actions she observes. Because of this, Shira is very perceptive of people, and studies their actions and speech, perhaps even over-analyzing them.

3.) Shira carries a codex with her wherever she goes. It contains notes, journal entries, tables, charts, and arcane teachings in it. The codex is the conduit for her arcane skills, but she is very frequently seen making notes in it with a quill at hand.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Mavruna: Her parents never married so she takes her mother's maiden surname. Her father is MIA, her mother ailing from a chronic sickness.

Class: Born into the life of a pauper, she has since become a tenant is well-off financially.

Profession: Tenant/Scholar. She studies histories, necromancy, and the Gods at the Great Northern Library, often taking trips to places across Voreld to do field studies.

Institutions: The Great Northern Library. She is a Tenant there, on track to become an Elder Tenant eventually.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Shira'stasa strives for knowledge, and not only for herself. She would like literacy and knowledge to spread to all parts of the world, and she devotes herself to learning more about the world around her.

Secondary: Shira'stasa strives to make her mother proud and be the best she can be, both morally and academically.

Tertiary: Shira strives to make a name for herself after coming up from living a poor life.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Shira would like to make sure her mother is safe from harm.

Medium-Term: Shira would like peace to return to Serran, as war is destructive and might leave her life in ruins.

Long-Term: Shira would like to become an Elder Tenant after her mentor.
Allegiance
[SHOW]
Shira'stasa is allied with the Great Northern Library, so naturally she would side with them were Serran's unity to dissolve into fragments of the original kingdom.
Character Sheet
[SHOW]
Languages: Serran, Tulrissian, Imardanian, Kurnish

Shira'stasa, level 2
Deva, Wizard
Arcane Implement Mastery: Tome of Readiness
Background: Deva - Brink of Enlightenment (+2 to Arcana)

FINAL ABILITY SCORES
Str 8, Con 13, Dex 11, Int 20, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 11, Int 18, Wis 14, Cha 10.


AC: 18 Fort: 12 Reflex: 16 Will: 16
HP: 27 Surges: 7 Surge Value: 6

TRAINED SKILLS
Arcana +13, Insight +9, Religion +13, History +13

UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, Heal +4, Intimidate +1, Nature +4, Perception +4, Stealth +1, Streetwise +1, Thievery +1, Athletics

FEATS
Wizard: Ritual Caster
Feat User Choice: Tome Expertise
Level 1: Battle Intuition
Level 2: Unarmored Agility

POWERS
Arcanist Cantrips: Light
Arcanist Cantrips: Mage Hand
Arcanist Cantrips: Suggestion
Arcanist Cantrips: Prestidigitation
Tome of Readiness: Orbmaster's Incendiary Detonation
Wizard at-will 1: Winged Horde
Wizard at-will 1: Beguiling Strands
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Phantom Chasm
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Arcane Mutterings

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Tome Implement, Backpack (empty), Bedroll, Common Meal (5), Desert Clothing, Waterskin, Writing case, Travel Papers, Sunrod (2), Hempen Rope (50 ft.), Belt Pouch (empty), Residuum (Any) (15), 9 gp and 7 sp.
RITUALS
Unseen Servant, Tenser's Floating Disk, Dowsing Rod
Combat Block
[SHOW]
Shira'stasa Mavruna

Female Deva Wizard 1
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action points: 1

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_]
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [_]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day

Consumables:

None
Important Features
[SHOW]
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 4 months
Location: *Calculating...*

Re: Amongst the Flames OOC

Post by PureZaros »

Eoli An'Audun
Image
Ten minute background
[SHOW]
background and concept elements
[SHOW]
Appearance: Eoli stands just under six and a half feet tall, generally towering over those he comes in contact with. He doesn't have much hair on top of his head, but what he does have is pulled into a braided mohawk that continues down his back for almost a foot. It is a dark brown, almost black, color tinged with streaks of grey and white, partially due to the desert sun. He is normally seen wearing a hood, as his darker orcish skin can bring on heat stroke quicker.

Personality: Eoli carries himself with a lot of gravity. He is almost always serious, and hardly ever cracks jokes outright. He has developed a thick shell obscuring his emotions and keeps the average person from reading his face. Of course, Eoli also has a more tender side, and can often be found helping injured animals or people.

Birth and Early Life: Born in Shivan to an Orc slaver and one of his slaves, Eoli spent the first year of his life cradled in the arms of a woman daily abused. One day, the opportunity for escape came, and Eoli's mother bundled him in cloths, running for the desert. She successfully evaded her master's guards and after wandering for a few days came across another group of escapees, which she joined up with. The group traveled through the desert for a couple years, eventually arriving at the city of Nhai.

Growing Up: After arriving in Nhai, the group of travellers settled down integrating themselves as a small farming community attempting to grow a living in the increasingly arid soil. Life was peaceful, and Eoli's mother raised him until she became weak and had to stay in bed, a side effect of her imprisonment. Eoli, for his part, grew to like the solitude of the fields and surrounding land as other children excluded him and the adults shunned him due to his appearance. He regularly treated his mother with various herbs that he found while working, and gained a rudimentary knowledge of medicine as a result. After nearly twenty years of relative peace, the slavers found them.

A Reason to Live: Eoli had been in the fields when they came. As he watched from a distance, he could see the flashing of drawn weapons, hear the faint, tinny screams as the slavers rounded up the villagers, slaying those that resisted. He saw as they torched one house, then another, and more still. He longed to run to them, help the only family he knew, but Eoli's heart told him that he would only die if he tried to intervene. Then, they left, taking their captives and leaving his home and his life in ruins. He ran back to where he knew his house had been, finding only a softly burning husk. Frantically dowsing the flames, Eoli searched the remains of his home. Near the bed lay a body, charred beyond all recognition, clinging tightly to an amulet of surprising quality. Even as he wept over what could only be the remains of his mother, he pried the amulet from its still warm grasp, feeling something odd emanating from the metal. Standing, he vowed to find the destroyer of his peace, placing the amulet around his neck. A small voice in the back of his head wondered how the metal of the amulet was still cool to the touch after being surrounded by fire, but he dismissed it in his grief.

Wanderer: After gathering what he could from the ashes, Eoli made an effort to respect the fallen and built small cairns around them. When finished, he took one last look around the ruined buildings before turning his back to them, slowly walking into the desert. For several years he traveled the desert, going from city to city, occasionally joining with another traveling group. In one band of travelers, Eoli met a tenant that told him what his amulet was, and inadvertently started him down a path to be a man of the wilds, a man so connected with nature it would manifest itself in response to his will. With amulet around his neck, secure with the knowledge that it was a focus for this power, Eoli began his journey with a new purpose.

Epic Montage: As he traveled, Eoli began teaching himself the arts of his craft. As he got further along, the land began teaching him as well. As much as he learned from introspection and reflection, he learned more from observing the land and its patterns. He began identifying himself as a follower of Gan-holtra, though he sympathized with Et-namn. Eventually he was able to manifest a spirit of the land, and deemed himself well learned enough to survive and rebuild his world.
goals
[SHOW]
1.) Eoli just wants to return to a quiet life. How his peace is returned to him is not of his concern, and he will work towards whichever seems the fastest path.

2.) I would like to see Eoli confront the slavers that razed his childhood community. Maybe even try to free some of the recaptured slaves.
secrets
[SHOW]
1.) Even though he is dedicated to Gah-holtra and Et-namn, Eoli bears a morbid fascination with the tenets of Asa-hari, god of opression.

2.) His father's slave corporation doesn't particularly care about him anymore.
people tied to Eoli
[SHOW]
1.) Hokar Gent'uur, Eoli's father. A slaver based in Shivan, he has trade connections ranging through several of the cities of Serran. Eoli doesn't share his name because he took his mother's. He is the one that ordered the raid on Eoli's community and although Eoli doesn't know this for certain, he suspects.

2.) Ayanna El'rhomain, a childhood acquaintance of Eoli's. He was harboring affections for her before the slavers arrived. When burying the dead, he did not see her body among them, so she is alive, but her location is unknown to him. She was sold to an official in Bravais, and has lived as a kitchen slave for nearly 30 years.

3.) Tenant Esamir, a sholar of the gods whose focus is Ka-chet. He was the catalyst that started Eoli on his path to strength, and is an excellent study of magical items and their uses. Eoli only met the man once, but he left a lasting impression on the orc's life. Esamir, for one, has heard occasionally from travelers of a hooded mountain of a man, wandering the desert and demonstrating a unique connection with nature.

4.) Cera An'Audun, Eoli's mother. She raised him for the first few years of his life, at which point she became bedridden and Eoli began to take care of her. She was quick to laugh, and even quicker to forgive her child when he did something wrong. Her smile could light up a room, and she was always ready to tell or listen to a story. She loved wildflowers and would have a bundle sitting next to her on her bed whenever possible.

5.)Ilthan, the apprentice. Eoli ended up taking one of the slaves he reascued under his wing, teaching the man how to commune with the land as he does. When Eoli is not present, Ilthan acts as the leader in the small village that the duo have managed to establish. In times of great need, he sends for Eoli to return.
memories, mannerisms, and quirks
[SHOW]
1.) The one memory that will always burn bright in Eoli's mind is the razing and sacking of his home. That one event stole everything from him, and he relives the sight of the burning houses and feels the charred flesh of the body by the bed almost every night in his dreams. He is still haunted by the fact that he could do nothing to stop the nightmare, and as such, is still unable to.

2.) Eoli's fondest memory relates to one of the times he came to his mother's house to treat her. He had picked some of the hardier wildflowers from the edges of the field, and the bouquet of color brought a beautiful smile to the face of the weary woman.

3.) Eoli is a very serious person, hardly ever being idle or joking around. When he does display humor it's of a dark, dry type heavily influenced by the trauma of his past and the solitude of his life after.

4.) Eoli displays an aversion to fire caused by his past experiences of it, but will work with it if required to. He carries a shovel originally from his home to remind him of what he is doing and why. He keeps his hood up as much as possible, partially to avoid direct sunlight and partially to obscure his features from any potential contact of his father's. He reacts badly to images of mass slaughter, often sending him into inane mumbling.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Eoli hardly knew his father, and even then only by the beatings that were given to his mother. He shared a much closer relationship with her. Past biological family, the community of escaped slaves served as a secondary family, though not a very good one. Many of the people avoided or outright mocked him for being part orc, and as such he never had many friends among the others.

Class: For the most part, Eoli would be considered a low-class peasant. Were he to accept his heritage and father, he would probably be equal to a merchant in or a low official in the cities. Eoli personally considers himself outside of the class system, though, as he feels no need to have a rank.

Profession: For the first twenty years of his life, Eoli was raised as a farmer. Since beginning his wanderings, he has become something more of a survivalist, living off of the land. Most people just call him a vagrant, though.

Institutions: The community Eoli was a part of provided a percentage of the food for the city of Nhai.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Eoli has a burning desire to build a little community like he had on the outskirts of Nhai, and as such this is the main driving force behind his actions. Anything that may further this goal, as long as it doesn't hurt too many people, will be pursued.

Secondary: Revenge drives Eoli to find and confront those slavers that destroyed his life. He desires to find information on who the perpetrator was and to bring them to justice, be it by violence or a court of law.

Tertiary: Slavery is a minor influence on Eoli's goals. While he doesn't particularly like the trade due to the state it reduced his mother to, he recognizes that other things need to change first. He will help slaves and attempt to free them where possible, but only if the opportunity presents itself.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Eoli wants to find and bring the catalyst of his grief to justice.

Medium-Term: Eoli wants to find members of his community and attempt to free those that can be saved.

Long-Term: Eoli wants to rebuild his old life and return to the fields.
Allegiance
[SHOW]
While Eoli does not directly support any of the Rakhii, he does not outright dislike any of them. If presented with the proper information, his opinion may be swayed.
CHARACTER SHEET
[SHOW]
Eoli An'Audun, Level 2
Deva, Shaman
Companion Spirit: Elemental Spirit
Background: Feywild Trails - Lived on the Trail (+2 to Nature)
Theme: Primordial Adept

FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 18, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 12, Int 16, Wis 16, Cha 8.


AC: 17 Fort: 13 Reflex: 15 Will: 16
HP: 30 Surges: 8 Surge Value: 7

TRAINED SKILLS
Nature +12, Perception +10, Arcana +10, Heal +10

UNTRAINED SKILLS
Acrobatics +2, Bluff, Diplomacy, Dungeoneering +5, Endurance +2, History +7, Insight +5, Intimidate, Religion +7, Stealth +2, Streetwise, Thievery +2, Athletics +2

FEATS
Feat User Choice: Totem Expertise
Level 1: Battle Intuition
Level 2: Spirit of Vigor

POWERS
Primordial Adept Starting Feature: Vezzuvu's Eruption
Shaman at-will 1: Stalker's Strike
Shaman encounter 1: Scorching Sands
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Spirit's Sacrifice

ITEMS
Totem, Leather Armor, Backpack (empty), Bedroll, Flint and Steel, Belt Pouch (empty), Sunrod (2), Trail Ration (10), Hempen Rope (50 ft), Waterskin, Tent, Desert Clothing, Filter mask, Shovel, Writing case, Journeybread
2 GP
COMBAT BLOCK
[SHOW]
Eoli An'Audun

Male Deva Animist Shaman 2
Languages: Serran, Kurnish, Elven, Dwarven
Age: 47
Height: 6'5"
Weight: 250 lbs.

Speed: 6
Initiative: +7
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 17
Fort: 13
Reflex: 15
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

Resistances:
6 necrotic
6 radiant

Vulnerabilities: None

Active Effects:
+1 to all defenses against bloodied enemies

Powers:

Spirit's Wrath
Spirit Infusion
Stalker's Strike
Call Spirit Companion
__________________________________

[_] [_] Healing Spirit
[_] Memory of a Thousand Lifetimes
[_] Scorching Sands
[_] Second Wind
[_] Speak With Spirits
[_] Spirit's Sacrifice
[_] Vezzuvu's Eruption
__________________________________

[_] Spirit of the Healing Flood

Consumables:

None
Important Features:
[SHOW]
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions.
Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature.
Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

Totem Expertise: +1 feat bonus to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem.
Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative.
Spirit of Vigor: When you use Call Spirit Companion as a minor action, one ally adjacent to your SC when it appears gains temporary hit points equal to your INT modifier (+4).
Last edited by PureZaros on Sun Sep 20, 2015 12:55 pm, edited 32 times in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Amongst the Flames OOC

Post by kalis5 »

Geral, The Malachite Blade

Image

Image under the Hood
[SHOW]
Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1) Job - Geral is a mercenary, plain and simple. In Serran, there's plenty of work to be had, if you know where to look and know how to be discrete about things. Geral is a good example of this, known in the seedier underground and amongst the military higher ups for his quick blade and footwork, seemingly vanishing from one target to the next at times, his attacks leaving slight illusions as he channels magic through his blades, tricking those that see him into believing that he can move like the wind. Few have actually gotten a good look at the man, for he keeps his face shrouded in a cloak, which makes him perfect for the job of working to spread Rakh Kel'ic Jurhas of Azkahir's influence. That's the job, and posing as a refugee is a good cover for him. He even managed to get a few side jobs on the way over to pay for room and boarding by protecting a few of the other refugee caravans, saying that he was given orders before he left by Rakh Kel'ic Jurhas of Azkahir to help protect refugee caravans from robbers. Something along the lines of "Rakh Kel'ic Jurhas of Azkahir has said that he wishes no innocents harmed by this sudden turn of events in Serran, and wishes for nothing more than to bring this to a swift end so we may all return to our normal lives." The usual political talk.

2) Experience - Geral's a very special kind of mage, which means that he shares a bond with any sword he picks up and spends time with, able to use the weapon as if it were a wand or staff, casting spells through it. Unfortunately, the backlash of killing a target causes the blades to resonate with the death of others, and most become blood thirsty blades, haunted by dead souls. He's heard plenty of blades whisper in his ear over the years he's spent alive, 29 to be exact, a good age for a mercenary, shows they've lived long enough, and he's got plenty of scars to prove it. He's done a lot, from fighting in wars, to simple guerrilla attacks on merchants to raise prices on certain products and create a black market for said objects. Plenty of lucrative jobs, plenty of simple jobs. Whatever pays. He gets it done and gets his cash, that's it, that's all, try and mess with that order, and he may just cut you out of the deal and take the money himself.

3) Personality - At times ruthless, at others pensive, Geral's intelligent and thoughtful. His thoughts are his own though, at least that's what he keeps telling himself. The killing doesn't bother him, and to be honest, wealth isn't really a thing for him. He just wants to keep his blade busy so it shuts up instead of whispering in his ear every five seconds, that's all he really wants, and if spreading Rakh Kel'ic Jurhas of Azkahir's influence means shedding the blood of his foes, then so be it.

4) Social Status - He doesn't really have one. For the most part, having money has led to some people trying to get close, either by seduction or trying to manufacture a situation where he'll owe them, but let's be honest here. Those aren't really going to work on him that well. They've been thankfully rare due to his lifestyle. He's not much of a big spender, and a lot of money he puts towards his weapons rather than himself. He hates feeling like he deserves the wealth more than others, especially given his selfish reasons for earning the money in the first place.

5) Family - He doesn't really know if he has family. For the most part, he can't really remember them. He's been wounded in combat many times over, and he's not even certain if he will ever remember them given his lifestyle. One of the hazards of the job. All he knows is he's a swordmage, and that he's a mercenary, and a good one at that. The rest is just muscle memory and reflex. And he's got those in spades.
Goals
[SHOW]
1) Complete the job. That's always his goal. In order to do so, he's left his stockpile of wealth behind to better fit in with the refugee job. Doesn't make sense if he's got cash to spare right?

2) Learn more about himself: This is a good chance to learn more about who he is, and what he's done in the past. Once the job's done, there'll surely be other chances to do so. And if he doesn't... So what? He's him, that's all he needs to know.

3) Time to learn who we're really fighting for: For me, as the person that made Geral, I rather want him to understand that what he's fighting for isn't what he wants, and that the bits and pieces of his mind that he may regain over time reflect who he wants to be again.
Secrets
[SHOW]
1) Who am I?...: A while back a crossbow bolt slammed into the back of Geral's head, concussing him before he could vanish his way out of there. Due to the wound, he doesn't fully remember who he is after having passed out on the way back from the job. Just bits and pieces are left in his head.

2) So, where's my money?: The problem with any job involving a recent Coup? Accountability. Unfortunately for Geral, the job comes with one string. He dies at the end of it. Exmalachite Blades looking to ruin Rakh Kel'ic Jurhas of Azkahir's reputation by posing as true members are attempting to kill refugees, and at times succeeding, alongside raiding supply lines Rakh Kel'ic Jurhas of Azkahir sets up for said refugees. It's partially known both amongst the foreign powers and the refugees that the Malachite Blades are working for Rakh Kel'ic Jurhas of Azkahir, so it leads to a bit of confusion as to what his main goal is.
People tied to Geral
[SHOW]
1. The Memory: Geral has one memory that he ponders the most of them all. A memory of a young girl, cringing before him, as he holds his sword, he can feel it urging him to kill her. Before he can move, the memory ends, leaving him uncertain of whether his actions were cruel or merciful towards her. This, above all, haunts him, and he hopes that this memory the most of all will help him remember just who he is. Until then, he catches glimpses of her in the crowd, or people that look like her. He wonders if his blade isn't playing tricks on him, trying to drive him insane until he relents into a murderous spree. Time will tell.

2. The Malachite Blades: A mythical ore used to make incredible swords of legend, these men and women belong to a mercenary guild that Geral's belonged to for some time. Though his memory doesn't give him much at the moment, he knows that these friends will stay by his side, and the tattoo on his left shoulder of a blue blade proves it. These men and women are strong, but light on their feet like the mythical blades they take their namesake from, known for strong and swift attacks on targets, much like Geral himself.

3. Acenath: Part of the mercenary group that was sent to attack Geral and the refugees, Acenath is part of a group of exMalachite Blades, each having scarred their tattoos over, giving the symbols a likeness to a shattered blade. Most were kicked out for being too ruthless or dishonoring the group, and as such wish revenge on anyone that remains a Blade. Geral especially, as he was there when she was dishonored. Bringing to bear a full company of assassins and mercenaries, she'll do whatever she believes is a necessary action to take down Geral.
Memories, Mannerisms, and Quirks
[SHOW]
1.) When his blade isn't right at his side, Geral's arm twitches slightly, his fingers float freely at the spot where his blade should be, as if toying with the memory of the weapon. It's a pretty big tell for him, but he's rarely without his blade, so it's not that obvious.

2.) Shortly after combat, Geral talks in halting sentences. The magic feedback from killing through his blade causes the latent deaths in the blade to become clearer temporarily, invigorated by the kills, and interrupting him with requests for more blood and souls. Can be rather distracting for him.

3.)
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Unknown. Memory loss has left bits and pieces of what could be a family, but it's uncertain at this point.

Class: Upper-Middle Class. His wealth as a mercenary gives him quite a bit of coin to spend, though more often than not it sits waiting for him to use it.

Profession: Mercenary. Part of the Malachite Blades, his jobs usually come through them, giving him a pretty good stream of work and pay.

Institutions: Malachite Blades. Geral is a member of the Malachite Blades, and a high ranking one at that. The Blades refer to their rank as different parts of a regular sword, starting at the point, a recruit, and working down towards the pommel, the Clan Master. Geral is called a Fuller, the center of a blade, and as such can lead a small group into combat if necessary.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: To recover his memory, through magical or physical means.

Secondary: To find the person that attacked those refugees and himself and ensure they can never do something like that again.

Tertiary: Money for Weapons
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Get some money. Low money and low supplies is a bad thing.

Medium-Term: Look for clues as to what's going on in Serran, and why someone would attack a group of refugees for no reason. No one messes with Geral's jobs.

Long-Term: Regain memory and decide if he wants to continue being the old him, or move on as a completely new person. Either way, there will be money involved, and plenty of death along the way most likely.
Allegiance
[SHOW]
At the moment, Geral is alligned with the recently established Azkahir group. Rakh Kel'ic Jurhas of Azkahir as he paid for Geral's services, and armies of Azkahir, meaning that engaging forces from this group is a no no unless he has a good reason like they are attacking him.
Rankings in the Malachite Blades
[SHOW]
For the rankings, each part of the blade, the scabbard, hilt, and blade itself are all branches of the all encompassing "Malachite Blades". The highest ranks for each section are the Fuller for the Blade, the Pommel for the Hilt, of which there can only be one, and although the scabbard only has two parts for ranks, the Locket handles administrative duties for the Hilt, handling resource allocation and distribution along with contract negotiation, while the Chape handles internal affairs of deciding punishment for blades that would cause harm to the Blades as a whole.

http://www.themiddleages.net/images/sword_parts.png
Character Sheet
[SHOW]
Geral Tesharan, level 1
Geral Tesharan, level 1
Genasi, Swordmage
Swordmage Aegis: Aegis of Assault
Elemental Manifestation: Firesoul
Firepulse: Firepulse Constitution
Background: Birth - On Another Plane (+2 to Arcana)

FINAL ABILITY SCORES
Str 14, Con 16, Dex 10, Int 20, Wis 10, Cha 9.

STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 18, Wis 10, Cha 9.


AC: 20 Fort: 13 Reflex: 16 Will: 12
HP: 31 Surges: 11 Surge Value: 7

TRAINED SKILLS
Arcana +12, Athletics +7, Insight +5, History +10

UNTRAINED SKILLS
Acrobatics, Bluff -1, Diplomacy -1, Dungeoneering, Endurance +7, Heal, Intimidate -1, Nature +2, Perception, Religion +5, Stealth, Streetwise -1, Thievery

FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Rose King's Shield
Level 2: White Lotus Riposte

POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Booming Blade
Swordmage encounter 1: Flame Cyclone
Swordmage daily 1: Vanishing Blade
Swordmage Utility 2: Arcane Mutterings

ITEMS
Adventurer's Kit, Leather Armor, Longsword, Everburning Torch, Sunrods (4), Trail Rations (40)
1GP
Combat Block
[SHOW]
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:37/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [ ]
Vanishing Blade [ ]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [ ]
Firepulse [ ]

Conditions: None
Important Features
[SHOW]
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.
Last edited by kalis5 on Wed Mar 30, 2016 4:49 pm, edited 5 times in total.
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ratwizard
A Wan Smile
Posts: 5989
Registered for: 11 years 10 months
Location: Hellworld

Re: Amongst the Flames OOC

Post by ratwizard »

First Watch RP
[SHOW]
The first to be awoken for the night-watch shift, Shira'stasa stretches and itches her groggy eyes with the back of her hand. Prodding her fellow Tenant, she wakes her up. "We're up, Cleo," she says gently. With an almost silent effort, her terrible hand appears, before going to work scooping a bit of sand into a small mound to sit comfortably on for the both of them.

Cleo wakes up reluctantly and rubs her eyes, before immediately realizing the error of her ways. She cries out a bit as the sand irritates her still half-closed eyes, before eventually sitting up. She notices Shira sitting on a lump of sand.

Slowly, drowsily the young tenant forces herself to get up. She wipes the sand from her body, and shakes our her bedroll and bag. There is much more sand than it looks like at first glance. "Hi..." she says, the voice of someone clearly not a morning person.

In an exhaustion-induced sense of a humor, Shira'stasa waves at her friend with her apparition. "Morning, Cleo. Look sharp, we've quite a bit of time to cover." She takes out her tome again, opening it up to make a few idle notes in some of the later pages.

Cleo is startled by the hand, but quickly realizes it is Shira's and laughs a little. She walks over to sit on the odd lump off sand, but quickly decides to fall back in the sand and look up at the still-dark sky. "Sand is the worst."

"We're in the wrong part of the realm for you to be revolted by sand, Cleo," Shira'stasa says quietly, half-joking, half-scolding. "I personally think that sand is fascinating... below the vast dunes lie ancient bones of our predecessors, ones that leave behind traces of an earlier life." She thinks back to her studies and wonders what she'd be doing had not the war began. (Perhaps I'll find something worth studying along the trails with my new friend,) she thinks to herself.

"Yeah, but why does it have to be sand? Why can't they buried under something that doesn't get all over the place? Ugh." Cleo flails for a moment before sitting back up on the makeshift sand bench. She looks around at the rest of the group, sleeping peacefully in the waking hours of the day.

"That elf didn't even do a watch, huh? We should cover him in sand. Maybe next time he will be more helpful."

"He's quite an abrasive individual. However, he has a tortured heart, and he is quick to lash out at others to hide his own pain and hurt. I feel sorry for him, really." she says, solemnly. "Although a prank or two would be forgivable." She laughs and uses her ghastly hand to scoop a small heap of sand very slowly around him.

Cleo smiles at the sight of the hand covering the elf in sand. (Maybe that will teach him to be more of a team player.) "I can't wait to get this job over with. I just want to go see Crescent Bluff. I heard it is so beautiful, with no sand in sight."

"Together, we will see it. As soon as we finish our current task, that is. Being in debt to someone else is an unadvisable situation, especially in the lawless areas with the outbreak of this war," she explains. "I wish the petty politics would fizzle so we could return to our studies safely."

"I just hope the war leaves me alone. I don't care who wins, it seems stupid to me." Cleo had never been much of one for politics. She would not even be able to name the Rakhul if you asked her without first thinking for awhile. The gods were her only real interest, and history somewhat as well.

"Maybe all the angry people will kill each other fast and the war will end with no one left who cares."

"You should care, however, Cleo. We can only hope that a caring and just ruler lands the throne and not a vicious, military ruler," she warns, before looking out into the night sky, silent. "

"Hm. Well, I suppose that is true. But as long as they keep the temples and libraries intact, I don't think I am going to pay much attention to it. Their war seems dumb. In the end you are just ruling over a bunch of sand anyway, the kingdom is already falling apart to begin with. We already lost the north and west provinces however long ago that was now."

"Serran may be falling apart, but we must do what we can to stay safe. The leaders will sit on their thrones and fight their wars while their denizens will die for nothing but the change of borders." With that, she claps her tome closed. "We should rouse the others," she quietly says, pointing at the gleaming edge of the sun rising just above the horizon of sand dunes.

"Yeah, I guess. More heat, more walking, yay..." the girl stands up and starts to walk around to the others, nudging them with her feet impersonally. As they begin to stir, she packs up all of her belongings and shakes off the sand, then stands back next to Shira once more. "Let's go, the faster we move the faster we can get this dumb job over with."
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PureZaros
The Enigma
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Re: Amongst the Flames OOC

Post by PureZaros »

First Watch RP: First Shift
[SHOW]
Geral drops his pack behind him and sits down on it, pulling out a whetstone and sliding it across the sharp edge of his blade, working on the spots that had stuck when the cut into the hyenas and the bandits. Beyond that he keeps quiet, eyes focused on the dunes ahead of him.


Eoli sits nearby, crossin his legs and settling into a stance of meditation. He listens to the sound of stone on metal for a time, watching the horizon. Soon, the sounds of Geral sharpening his blade get annoying, as they are distracting Eoli from his meditations. "How much longer will you be at that?" he growls quietly.


Geral glances down at the blade, flipping it over and working on the other side. "Until it's done. I don't know. I thought repitition would be good for meditation. Or do you have trouble keeping focused on your own mind?" Geral would understand that, considering how he feels when his blade shouts in his own head.


"It is difficult to hear the voice of the earth with that rasping sound," Eoli grunts. "My mind is a different matter altogether."


Geral just chuckles at Eoli, giving his blade a few more scrapes before holding his blade up to the moonlight, swinging it a few times before sheathing it. "And how is metal not one of the voices of the earth I wonder... But I'm done sharpening. So you can listen to your hearts content."


"Since when did a construct of man speak with the voice of the land?" Eoli retorts. "That metal is no more part of the earth than your cloak."
Falling back to silence, Eoli listens to the sounds of the night, taking in the light breathing of the sleeping figures behind him, as well as the play of the wind across the sands.


Geral looks over at the half-orc, grabbing the hilt of his sheathed sword and detaching it from his hip, reaching over and poking the half-orc in the ear. "But aren't men also of the earth? Do you think that we simply came to be? What created the land created us as well. Do not act as if you are above those you do not know."


"Perhaps men were once of the land, but they have done their best to separate themselves from it," Eoli says wearily, swatting the sheathed sword away. "It causes much strife, and to reaquaint yourself with the voice of the earth takes more time and patience than most are willing to give."
Leaning back on his palms, Eoli scans the horizon again. "I never professed myself above anyone, just more patient at times."


Geral shrugs. "You act like it at times. I don't think you mean to, but you come off that way when you speak of things like the earth or your skill as a survivalist. I will admit, I have tried to outdo you out of habit. But at the same time, I really shouldn't... But that is besides the point I suppose." He holds his hand out and focuses on it for a few moments, breathing in and then breathing out, a tiny fire dancing on the tips of his fingers as he focuses.


"If I come across that way it is due to age. I am sorry." Eoli says. "There has been much avoidable death in my life, and I try my hardest to prevent more. It never seems to amount to anything, though."


The fire in Geral's hand flickers a bit before growing slightly brighter. "You're talking to the wrong man for that. I'm a mercenary, remember? My life is based on killing. There won't be any stopping it so long as men are hired. And there won't be any stopping it so long as there are those that see to gain from death."


"This is true."
Eoli slips back to his meditations, gazing out across the sands. The night has been peaceful so far,a heartening thought. Perhaps I can convince these freed slaves to come to my village, when I have one.


Geral continues to pratice with his fires, focusing the fire into a small ball in the air, flicking his wrist and making it jump for a moment before landing back down. A simple trick, but the light helps keep the beasts at bay for the most part. They dislike fire after all.


"You might want to extinguish that soon. The light can attract predators, even if most stay out of its sphere of influence," Eoli sighs. "We do not need to give the next watch those worries. Plus it ruins your night vision."


Geral simply sighs and closes his fist, extinguishing the flame. "Perhaps you're right. The hyenas did not seem to be that afraid of us. Perhaps it has to do with the recent war... Maybe they were desperate for food. Hard to say."


"Regardless. I'd not like to wake to more screaming."
Eoli looks up at the moon, judging distances. "Might be about time to wake the next two," he yawns. "Just in time too. I'm about ready to turn in."


Geral nods and stretches. "Could go for some sleep. Gonna miss that bed we had last night though. Chances are I'm going to find the one rock in this sand pile..."


"Hm."
Eoli slowly stands from his seated position, moving towards the next two to take a stand against the night. Poking at them with his foot, he makes sure each is awake before moving to lay down on a slighly flatter portion of sand, folding his arms in front of him.


Geral simply chuckles at the man using his foot to wake the others before going to his spot, moving a rock out of the way before wrapping his sword in some cloth and laying it under his head to rest, hoping tomorrow will involve less violence.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 10 months

Re: Amongst the Flames OOC

Post by Scratcherclaw »

Juliette LeMaire, Revenge-seeking Widow

Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1.) Appearance: Juliette is 5'6" tall and slender. She has a fair skin tone as well as jet-black, flowing hair, as well as light green eyes. As a sign of her wealth, she often wears makeup, most noticeably ruby-red lipstick

2.) Personality: Prior to being widowed, Juliette's personality had some sheer differences than it does now, but much of it has remained the same. She is quite concerned with appearance and beauty, and is at times arrogant about her appearance and heritage. Her husband and son's death have filled her with bitterness, rage, and sorrow toward others, but some are able to get beneath this layer and see the true Juliette. She has the capacity to be sweet, but it may take some work.

3.) Life in Imardin: Juliette was born into a wealthy family in Imardin and enjoyed the lap of luxury. This continued on further in life as her wealth and prestige grew, marrying another nobleman and tying two powerful families together. With a large manor and a handsome husband, Juliette seemed to have it all. After a few years of marriage, a bundle of joy joined the family, and Juliette was as happy as she could be, although she felt as though something may have been missing.

4.) Victim of the Blades: Wanting to escape the everyday humdrum in Imardin, Juliette had the desire to travel somewhere. Although she would have preferred visiting the islands of Forelle, her husband wished to see the world power of Serran. She hesitantly agreed, but ended up enjoying the first half of the trip, touring Crescent Bluffs and the water gardens of Nhai. While returning to Crescent Bluffs for the trip back home, the family came under attack from bandits. In the assault, her husband and son were brutally slaughtered and most of their money stolen. In a survival attempt, Juliette feigned death, and successfully escape alive. She encountered a caravan train headed towards the Crescent Bluffs area and decided to tag along, hoping to return home for help. Unfortunately, a crooked gypsy woman named Aishe conned Juliette out of her remaining gold and stole her identification papers, preventing the Imardanian from returning home. Furious with the gypsy and unaware of the theft, Juliette left the caravan and returned to Crescent Bluffs alone.

5.) The Vengeful Widow: Arriving at Crescent Bluffs in tears, realizing her travel papers were missing and she was totally alone in a foreign place, Juliette wandered the city until she was discovered by Azim Darzi, the son of a wealthy merchant in the city. He took her in and consoled the grieving woman. With her minor injuries from the bandit attack mended, Juliette swore revenge on the men. Realizing that sometimes, revenge was the only answer, Azim gave her some gold coins to buy supplies to hunt for the thugs. Departing the city, Juliette picked up a sharpened sickle from a farm and walked towards her vengeance.
Goals
[SHOW]
1.) Juliette wants to get revenge for the deaths of her husband and child.

2.) I want Juliette to be able to return home to Imardin with the knowledge of avenging her family.
Secrets
[SHOW]
1.) Although she was expected to live a quiet, drab life at home, she wants adventure in the great, wide somewhere. She wants it more than she can tell.

2.) The LeMaires weren't just random victims. They were targeted to be killed. By who is up to you. Maybe another Imardanian who wants them out of the picture to usurp power.
People Tied to Juliette
[SHOW]
1.) Florian was Juliette's husband before he was killed by the ex-Malachite Blades. Despite being an arranged marriage, the couple was madly in love. Due to the passionate romance, Juliette was absolutely devastated by her husband's death and has vowed revenge on those that wronged her and her family.
Appearance
[SHOW]
Image
2.) The first person to genuinely help Juliette as she trekked Serran alone, Azim Darzi is the son of a wealthy merchant from Crescent Bluffs. Out of money and with no proper identification to return home, Juliette had mostly lost hope. But on her second arrival to Crescent Bluffs, Azim found her alone, wandering the bazaar, and offered her a place to stay for the night. The two became friends quickly, and Azim helped comfort the grieving woman, still quite shaken from the tragic events.
Appearance
[SHOW]
Image
3.) Aishe was a woman on a gypsy caravan that Juliette encountered when attempting to find a city for help after the bandit attack. Rather than help, Aishe instead decided to take advantage of the Imardanian woman, scamming away much of her remaining funds as well as stealing Juliette's identification papers in the night. Even prior to the theft, there was bad blood for an unknown reason other than clashing personalities. Heated arguments and vicious cat-fights were commonplace until Juliette finally left the caravan train and encountered Azim.
Appearance
[SHOW]
Image
Memories, Mannerisms, and Quirks
[SHOW]
1.) She once ate some spoiled food and had hallucinations that included talking and singing household objects.

2.) Although not devout, she worships Elys, the only true god.

3.) Juliette believes to a degree that Imardin is the greatest nation in the world and may talk down on those not from Imardin.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Juliette comes from a line of wealthy merchants who elevated to nobility decades ago. She married into the blue-blood family, the LeMaires, and thus elevated her status further. Prior to their deaths, she was married to Florian LeMaire and had an infant son named Claude.

Class: Juliette comes from nobility and is used to the power and wealth that come from it.

Profession: With the money and the name, Juliette does not need to work at all.

Institutions: She is a member of a handful of social clubs within Imardin.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Revenge: Ultimately, Juliette wants to get revenge for the deaths of her husband and child, and this motivates her.

Secondary: Money: With little money available to her in Serran, she'll do whatever she can to get money.

Tertiary: Herself: She is somewhat selfish and will often think of herself in decisions before others.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Juliette wants to get revenge on the men that killed her husband and son, preferably by killing them in return.

Medium-Term: She wants to return to her homeland of Imardin where she'll have the fortune (and new freedom) to do what she wants.

Long-Term: Juliette wants to travel the world and see all the major cities and landmarks, but without getting attacked by bandits this time.
Allegiance
[SHOW]
Juliette is from Imardin and does not care for the petty quarreling of the local leaders, so she supports none of them.
Character Sheet
[SHOW]
Juliette LeMaire, level 2
Human, Berserker
Heartland: Arid Desert
Human Power Selection: Bonus At-Will Power
Background: Parentage - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 18, Con 12, Dex 16, Int 8, Wis 10, Cha 14.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 8, Wis 10, Cha 14.


AC: 20 Fort: 18 Reflex: 17 Will: 14
HP: 33 Surges: 9 Surge Value: 8

TRAINED SKILLS
Bluff +8, Intimidate +8, Perception +6, Diplomacy +10, Streetwise +8

UNTRAINED SKILLS
Acrobatics +4, Arcana, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Nature +1, Religion, Stealth +4, Thievery +4, Athletics +5

FEATS
Human: World Serpent's Grasp
Level 1: Unarmored Agility
Feat User Choice: Flail Expertise
Level 2: Weapon Proficiency (Kusari-gama)

POWERS
Berserker at-will 1: Jarring Smash
Berserker at-will 1: Run Down
Bonus At-Will Power: Savage Reach
Berserker encounter 1: Savage Cut
Berserker daily 1: Life-Ending Strike
Berserker utility 2: Shrug It Off

ITEMS
Kusari-gama, Cloth Armor (Basic Clothing), Trail Rations (10), Waterskin, Mirror, Filter mask, Backpack (empty), Bedroll, Writing case, Desert Clothing, Coinpurse of 15 gold coins and 9 silver pieces
Combat Block
[SHOW]
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 9/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [_]
Disrupting Advance [_]
Savage Cut [_]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None
Important Features
[SHOW]
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 10 months

Re: Amongst the Flames OOC

Post by Scratcherclaw »

Amir Riaz, Raider of the Dunes

Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1.) Appearance: Amir is a young man with short ebony hair, and the sun-kissed skin of the Serran Desert. He has a fairly toned body, the result of intensive labor and too much free time. He is about 5'10", so he's not horribly tall, but not at all short. He typically wears ordinary, comfortable desert garb, and often forgoes a full shirt for a simple, open vest.

2.) Personality: Despite the enslavement in his life, Amir has remained a very happy person, not allowing any suffering to turn him into a bitter old sod. He is mostly cheerful and tries not to take himself, or life, too seriously. He has the spirit on an adventurer and loves new experiences.

3.) Birth & Early Life: Amir was born to Malik and Alina Riaz in the riverside town of Nisos. His father came from a reasonably wealthy family, allowing for the Riaz's to live a more-than-comfortable life in a beautiful home nearing the shores of Sapphire Lake. His childhood was fairly usual for someone of his class, with him attending school in town or playing on his home's grounds with his siblings. There was one time when he watched his classmate burn down an old tree, but that's another story.

4.) A Grief-Stricken Family: When Amir was just the still-young age of 13, a mysterious illness befell his mother. Despite his father hiring all sorts of priests and doctors, the illness could not be identified, and all attempted treatments failed. The boy's mother quickly succumbed to the disease and she was dead within two weeks. Although all of the family mourned, the death hit Amir's father much harder than anyone anticipated. The death plunged Malik into a manic depression, and unhealthy habits followed. It originally just began with chronic alcoholism, which lasted all of two years. Afterwards, he took to gambling. For three years, he was on a winning streak, though all of this gain did nothing to end the grief, even though the grief had since faded from his children. Unfortunately, things went sour one night when Malik made the bet of a lifetime, betting away nearly his entire fortune. Malik wasn't so lucky, though, that night and he lost it all. The grief very quickly turned to panic and greed. Not wanting to abandon his life of luxury, he decided to sell away his children to slavers to pay his debts. With one death, the loving father had turned into a greedy bastard.

4.) The Sandy Cheeks Brothel: Although his siblings were sold away to legitimate slavers, awaiting heavy labor and harsh punishments, Amir was sold to a bitter woman named Uzma, who ran a brothel in Kessar. She took a liking to his appearance, or more accurately, to the amount of money he could bring in with his appearance. At the young age of 18, Amir became a star attraction at the brothel, attracting both men and women who wanted a piece of eye candy. He learned quickly that he preferred the company of the men, but he wasn't allowed to reject the women, as Uzma would not allow for such a profit loss. While at the brothel, Amir met Abena, a fellow sex slave, and an impoverished woman from Zurakhul. Seeking a friend in his time of trouble, he gained her acquaintance and the days became a little less sex. The days went on with the usual number of clients, and Uzma gained a small fortune from her exploitation of the boy.

5.) Free from the Cheeks: After a lengthy two years of service at Sandy Cheeks, Amir's luck changed when a handsome, young nobleman named Ali entered the brothel, looking to spend coin to be a little less lonely for the evening. Much to Amir's surprise, he was chosen to entertain the man. Though Amir didn't mind, as he always enjoyed it more if the client was at least attractive. After the session, the two chatted for a while, realizing they had a strong connection to one another. For the next two months, Ali would return, looking to make more conversation (he was a lonely individual, by himself in a new city). Eventually, Ali desired more than an hour a day for a handsome chunk of gold. Speaking to Uzma after a session, he made her an offer she wouldn't refuse and bought Amir's ownership. Ali then bestows that Amir was a free man. Seeking to escape the memories of Sandy Cheeks, Amir suggested that they relocate to Nhai. And with that, they moved, leaving the sex slavery of Kessar behind.

6.) A Desire for More: Upon moving to Nhai, Ali realized that his coffers were running low, despite being the heir of a wealthy merchant. He soon discovered his uncle claiming the fortune for himself. Not powerful enough to take on his uncle, he shrugged and accepted his new, more modest life. But at least he had a loving partner to spend his time with. Knowing fully well that money was needed to do just about anything, Amir began looking for any sort of employment, but soon found himself out of luck. Wishing to relieve the stress of financial burdens, he and Ali decided to take a relaxing walk on a particularly breezy day. As the wind blew, something caught Amir's eye: a structure jutting out of the sands. Upon investigating it further, he discovered it was the ruins of some sort of ancient tomb. With his curiosity piqued, he dug further into the sand until he could enter the remains. Lighting a torch, he was fascinated by what he had uncovered: history lost to the world, and full of precious artifacts too. With this, Amir knew what he wanted to do to support both himself and Ali.

7.) The Dune Raider: With the gold earned from the initial discovered artifacts, Amir purchased more supplies to prepare himself for any situation in the dark and mysterious depths. With a map ready, he and Ali traveled the roads and marked down any ruin they discovered, intent on exploring all they could before anyone else could get to it. And they were wildly successful at it. They discovered troves of treasure, though were often met with shrewd merchants when looking to sell their loot. Amir grew competent in disabling many of the traps that plagued ruins, and also learned the ways of stealth, not wishing to disturb any creatures or supernatural forces that still lived in the ruins. With agility, he moved through the tombs with ease. And on a few occasions, he and Ali retreated to an ancient bedroom to "relive history." On the bright side, Amir hasn't awakened any unthinkable evil that threatens to destroy the world, so he's got that going for him. For the three years since his freedom, he has been exploring and delving into the unknown, and still feels the same thrill as the first time.

8.) In Recent Times: Much more recently, Amir has found himself in peril again, and this time without Ali to come save him. While traveling on the lonely road through the ever-famous unforgiving dunes, he was kidnapped by bandits, who believed he knew about some grand treasure that could grant them eternal life or something. Amir wasn't really paying attention to the yammering of his captors, but as he hasn't talked, they still keep him caged. He's currently biding his time until either someone saves him or he has a chance of his own to escape, whichever comes first.
Goals
[SHOW]
1.) Amir wants to explore the region and its ruins, and uncover great wealth within said ruins.

2.) I'd like for Amir to be a character that's fun and fitting enough that I don't have to swap characters anymore.
Secrets
[SHOW]
1.) Amir doesn't let anyone know how he was enslaved in a brothel, as he'd rather not relive it or deal with the embarrassment of telling others.

2.) Uzma seeks to find and recapture Amir, and is using Abena to draw him near enough to do so.
People Tied to Amir
[SHOW]
1.) Ali Zaman is Amir's handsome lover. The disputed heir of a wealthy merchant in Crescent Bluffs, Ali has, well, had quite a bit of money, before his greedy uncle pocketed it instead. The two had met while Amir was still enslaved at a brothel in Kessar. Originally just a lonely man seeking a single night of fun, he discovered a real connection to Amir, and returned often, mostly to talk rather than romp in the sand. Eventually, Ali struck a deal with the brothel owner, offering to buy Amir's "contract" for a large sum. Not about to pass up a chance at quick cash, the brothel owner agreed, and relinquished ownership of Amir to Ali. Ali, of course, granted Amir his freedom shortly after, and the two have been with each other since.
Appearance
[SHOW]
Image
2.) Abena Afia is a woman who Amir met and befriended at Uzma's brothel. A fellow victim of slavery, she originally came to the brothel with Uzma's promise of a better life and a way to escape her current poverty. Unfortunately, she became another victim of exploitation within no time. In their "off time," Amir and Abena would sit and chat about all that they'd do once they escaped this life, and all in all, helped keep each other sane. Sadly, she still remains in "shackles," though Amir seeks to free her somehow.
Appearance
[SHOW]
Image
3.) Uzma Karim is the owner of the brothel in which Amir was enslaved in Kessar. When Amir's father sold his children away to slavers, Uzma found the boy at an auction. She took a liking to him, and couldn't stop thinking about all the money he could bring in with his young body and handsome face. She purchased him in a heartbeat and took him back to her business, where he worked for several years until Ali came along. Amir strongly dislikes her, as she has a poor attitude and greedy nature, caring for herself more than her "employees." Uzma dislikes Amir as well, as he frequently would defy her wishes. After Amir left, she quickly spent the profit she had made on such pleasantries as clothing and expensive food. Now strapped for cash, she currently wants to recapture Amir, against his will of course, and exploit him for more monetary gain.
Appearance
[SHOW]
Image
Memories, Mannerisms, and Quirks
[SHOW]
1.) Despite outwardly only exploring ancient ruins for the thrill and loot, Amir does have an interest in some of the history surrounding said ruins.

2.) Amir remembers when he was a child back in Nisos, and was convinced a certain tree was fireproof, as his father had told him so. Proving him wrong, a little girl set the tree ablaze, and it quickly became smoldering ash. Ever since then, Amir has learned that unexpected things will happen all the time.

3.) If he finds a particularly unique trinket or artifact in a bazaar, but lacks the funds to acquire it, he may find a way to swipe it for himself.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Amir comes from the reasonably wealthy Riaz family of Nisos. He has two brothers and three sisters, giving his parents the handful of six children to raise. Unfortunately, when Amir was just 13, his mother fell ill and died shortly after. This plunged his father into manic depression, which years later led to his father selling him and his siblings to slavers. Amir and his father aren't exactly on good terms.

Class: Prior to enslavement, he was a nobleman, but he fell from grace due to his father's actions. He then became a slave, but is now free and more of a commoner. Although his lover is a nobleman, the two aren't particularly well-off.

Profession: Amir calls himself many things: a treasure hunter, a grave robber, an explorer, an adventurer. He explores the ancient ruins of the Age of Myth in hopes of finding valuable treasure, which he then sells for whatever profit he can make.

Institutions: Amir used to work at a brothel in Kessar. He doesn't remember what it was called, as he couldn't really spend much time outside. In reality, it's called Sandy Cheeks, located in scenic downtown Kessar.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Adventure: Amir loves new experiences, and is always wanting to see and do more, and this drives him towards whatever he does.

Secondary: Wealth: Making money is usually the main objective of his explorations, and more money pushes him to take risks he may not normally take.

Tertiary: Friendship: Spending such a long time in one building, Amir wasn't able to make new friends often, so now he'd like to make up for that and meet new people.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: He wants to be free from his bandit captors and go back to what he was doing before.

Medium-Term: Amir wants to explore the region, uncovering more ruins with more treasures and reap his fortune.

Long-Term: Amir wants to settle down on a lovely river shore or coast with Ali and live in happiness and wealth.
Allegiance
[SHOW]
Amir is fairly neutral on the whole issue, but if he had to pick, he'd align with the merchant families of Crescent Bluff, as Ali's family comes from there.
Character Sheet
[SHOW]
Amir Riaz, level 2
Drow, Thief
Darkfire: Darkfire Charisma
Background: Recent Life - Explorer of the Ancient (+2 to Thievery)
Theme: Sohei

FINAL ABILITY SCORES
Str 12, Con 12, Dex 20, Int 8, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 18, Int 8, Wis 10, Cha 14.


AC: 18 Fort: 12 Reflex: 18 Will: 14
HP: 29 Surges: 7 Surge Value: 7

TRAINED SKILLS
Stealth +13, Thievery +13, Intimidate +11, Athletics +7, Bluff +9, Acrobatics +11, Streetwise +9

UNTRAINED SKILLS
Arcana, Diplomacy +4, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Nature +1, Perception +1, Religion

FEATS
Level 1: Weapon Proficiency (Rapier)
Feat User Choice: Light Blade Expertise
Level 2: Backstabber

POWERS
Lolthtouched: Darkfire
Thief utility 1: Unbalancing Trick
Thief utility 1: Tactical Trick
Thief utility 2: Sneak in the Attack

ITEMS
Equipped Items
[SHOW]

Code: Select all

Main Hand: Rapier
Offhand:   ---
Body:      Leather Armor/Desert Clothing

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Backpack
[SHOW]
* Bedroll
* Footpads
* Hempen Rope (50 ft.)
* Trail Rations (10)
* Filter Mask
* Thieves' Tools
* Torch (3)
* Writing case
* Map case
* Tent
* Shovel
* Crowbar
* Climber's Kit
Belt Pouch
[SHOW]
* Waterskin
* Identification Papers with Portrait
* Bell and whistle
* Coinpurse of 111 gold and 6 silver
All Items
[SHOW]
Leather Armor, Desert Clothing, Footpads, Bedroll, Backpack (empty), Waterskin, Identification Papers with Portrait, Hempen Rope (50 ft.), Trail Rations (10), Filter mask, Thieves' Tools, Torch (3), Writing case, Map case, Rapier, Belt Pouch (empty), Bell and whistle, Tent, Shovel, Crowbar, Climber's Kit, Coinpurse of 111 gold and 6 silver
Combat Block
[SHOW]
Amir Riaz

Male Drow Thief 2
Languages: Serran, Imardanian
Age: 21
Height: 5'10"
Weight: 148 lbs.

Speed: 6
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Darkvision

AC: 18
Fort: 12
Ref: 18
Will: 14
HP: 29/29
Bloodied: 14
Surge Value: 7
Surges left: 7/7
Action points: 1

MBA: +11 vs AC, 1d8+7 damage (+1 to damage with CA; +2d8 to damage once per turn with Sneak Attack)
RBA: +6 vs AC, 1d4+5 damage

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Unbalacing Trick
Tactical Trick

__________________________________

Second Wind [_]
Sohei Flurry [_]
Darkfire [_]
Backstab [_]
Sneak in the Attack [_]

__________________________________

None

Consumables:

None
Important Features
[SHOW]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.

Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.

Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.

Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.

Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits others gain from taking 6-hour extended rests. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.
Last edited by Scratcherclaw on Tue Sep 20, 2016 11:14 pm, edited 3 times in total.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 4 months
Location: *Calculating...*

Re: Amongst the Flames OOC

Post by PureZaros »

Something Something
Image
TEN-MINUTE BACKGROUND
[SHOW]
BACKGROUND AND CONCEPT ELEMENTS
[SHOW]
Personality:
Appearance:
GOALS
[SHOW]
1.)
2.)
SECRETS
[SHOW]
1.)
2.)
etc
PEOPLE TIED TO NAME
[SHOW]
1.)
2.)
3.)
etc
MEMORIES, MANNERISMS, AND QUIRKS
[SHOW]
1.)
2.)
3.)
etc
BACKGROUND - FAMILY/CLASS/PROFESSION/INSTITUTIONS
[SHOW]
Family:
Class:
Profession:
Institutions:
DRIVES - PRIMARY/SECONDARY/TTERTIARY
[SHOW]
Primary:
Secondary:
Tertiary:
GOALS - SHORT-TERM/MEDIUM-TERM/LONG-TERM
[SHOW]
Short-Term:
Medium-Term:
Long-Term:
CHARACTER SHEET
[SHOW]
SOMETHING SOMETHING, level 2
Changeling, Assassin|Bard
Hybrid Bard: Hybrid Bard Reflex
Hybrid Assassin: Hybrid Assassin Fortitude
Unseelie Agent Starting Feature: Unseelie Agent Starting Feature (Glaive)
Hybrid Talent: Shadow Step
Background: Birth - Cursed (+2 to Bluff)
Theme: Unseelie Agent

FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 14, Wis 8, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 14, Wis 8, Cha 16.


AC: 17 Fort: 13 Reflex: 16 Will: 16
HP: 27 Surges: 7 Surge Value: 6

TRAINED SKILLS
Stealth +10, Bluff +14, Perception +5, Streetwise +10, Thievery +10

UNTRAINED SKILLS
Acrobatics +6, Arcana +4, Diplomacy +6, Dungeoneering +1, Endurance +3, Heal +1, History +4, Insight +3, Intimidate +6, Nature +1, Religion +4, Athletics +2

FEATS
Feat User Choice: Ki Focus Expertise
Level 1: Hybrid Talent
Level 2: Cruel Shroud

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Inescapable Blade
Hybrid encounter 1: Fast Friends
Hybrid daily 1: Grave Spike
Hybrid utility 2: Fast Hands

ITEMS
Glaive (placeholder), Longsword, Leather Armor, Hand Crossbow, Ki Focus
COMBAT BLOCK
[SHOW]
[color=#]Name[/color]

Male Human Assassin|Bard 2
Languages: Serran, Common
Age:
Height: 5'8"
Weight: 160 lbs

Speed: 6
Initiative: +5
Passive Perception: 15
Passive Insight: 13
Senses: Normal

AC: 17
Fort: 13
Reflex: 16
Will: 16
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action Points: 1

Resistances: None
Vulnerabilities: None
Active Effects: None

Powers:


At-Will Item
__________________________________

[_]
Encounter Item [_]
__________________________________

[_]
Daily Item [_]

Important Features:
[SHOW]
Feature: Info
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4459
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames OOC

Post by Namelessjake »

Ghaliya, Sorceress Swordswoman

Image

Character Sheet
[SHOW]

Ghaliya, level 3
Githzerai, Artificer
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Orb)
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 10, Con 10, Dex 10, Int 20, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 10, Int 18, Wis 16, Cha 8.

AC: 18 Fort: 12 Reflex: 16 Will: 16
HP: 42 Surges: 6 Surge Value: 10

TRAINED SKILLS
Arcana +11, Acrobatics +8, Insight +10, History +11, Perception +10

UNTRAINED SKILLS
Bluff, Diplomacy, Dungeoneering +5, Endurance +1, Heal +5, Intimidate, Nature +5, Religion +6, Stealth +1, Streetwise, Thievery +1, Athletics +3

FEATS
Artificer: Ritual Caster
Level 1: Weapon Proficiency (Rapier)
Level 2: White Lotus Dueling Expertise
Feat User Choice: Light Blade Expertise

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Punishing Eye
Artificer utility 2: Swift Mender
Artificer encounter 3: Phantasmal Henchman

ITEMS
Ritual Book, Rapier, Orb Implement, Backpack (empty), Bedroll, Belt Pouch (empty), Desert Clothing, Torch (2), Trail Rations (10), Waterskin, Leather Armor, Coinpurse of 100gp.

RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole

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