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Myrza Frosteye's page

8 posts. Alias of DarkLightHitomi.


About Myrza Frosteye

Attributes, Str, Dex, Con, Int, Wis, Cha
12,14,10,14,13,16=25 pb, add 4th lvl point to wis, add dwarf
Final = 12, 14, 12, 14, 16, 14

Totally cool way to visualize and get a pic of characters,
https://www.heroforge.com/
My pics of Myrza,
http://tinypic.com/view.php?pic=szfkpg&s=9

Choices,:

-Final AB scores = 12, 14, 12, 14, 16, 14
-Dwarf
--Alt trait, Mountaineering replaces Stability
--Alt trait, Wyrmscourged
---replaces Hatred, Stonecunning, and Defensive Training
-Hunter
--Feral hunter archetype [acg]
--4 levels
--teamwork feat: Timely Coordination
-Bard
--Arcane duelist archetype
--3 levels

-Game Traits
--Blood of Dragons, +2 vs sleep and paralysis [ult campaign] {race}
--natural born leader [ult campaign] {social}

-Feats, 1,3,5,7
--endurance
--diehard
--craft wondrous item
--additional traits [apg]
---Armor Expert [ult campaign] {combat}
---magical knack (hunter) [ult campaign] {magic}
--bonus: Leadership [core]
--bonus: story,-------------------------------------------empty
-skillpoints, (6+2)*7 = 56 skill points
-HP, 7d8+(1*7), avg+1 after first, 51 hp,

-alignment, neutral with leanings towards law and good.
--She doesn't believe in everything wrapped up in TWO's lawful definition. She is dedicated and disciplined, but while she follows a sense of morality, laws are something she doesn't have any particular care for, nor does she believe in more rigid social structures. In fact, she believes that a rather flexible and fluid social structure built on a core of rigid devotion to a set of group values. So not quite TWO's lawful, but definitely leans towards law a little bit.

-Skill point allocation
Note, dots designate class skills
5 .Acrobatics
.Appraise
.Bluff
3 .Climb
2 .Craft(Leather)
2 .Craft(Carpentry)
3 .Diplomacy
Disable Device
.Disguise
2 .Escape Artist
Fly
2 .Handle Animal
3 .Heal
3 .Intimidate
1 .Knowledge(Nature)
1 .Knowledge(Engineering)
1 .Knowledge(Geography)
1 .Knowledge(Arcana)
.Linguistics
5 .Perception
2 .Perform
3 .Profession(soldier/guard)
.Ride
1 .Sense Motive
2 .Sleight of Hand
3 .Spellcraft
5 .Stealth
5 .Survival
1 .Swim
.Use Magic Device

Hunter spell/words choice
===0
-Beacon
-Decipher
-Flame Jet
-Sense Magic
-Soothing Touch
-Meta: Lengthy

===1
-Lesser Cure
-Fog Bank
-Fleet
-Nature's Calm

===2
-Enhance Form
-Suppress

===Extras Granted
Boost
Normal Spell: Summon Nature's Ally from Spellcasting class feature

===Target words (with reference notes)
3 Barrier close, 10*10*1, b20'*20'*1 +1
1 Burst close, 10'r b20'med +2sl, b40'long +4sl
0 Cone 10' b20'+2 b40'+4
1 Line 20' b60'+1 b120'+2
0 Personal
0 Selected close, b tgt per cl med +3

Bard Spell List
===0
-Haunted Fey Aspect
-Light
-Know Direction
-Mage Hand
-Mending
-Prestidigitation
===1
-Alarm
-Silent Image
-Vanish
-Solid Note

Nyx choices:
===================
Inspiration for Nyx
http://img01.deviantart.net/ac46/i/2009/231/1/8/fantasycraft___mage_by_inkt hinker.jpg

ab scores= # pts each, 2dex, 2int, 10cha, 5wis, 1str
4th lvl=str
final=12,14,10,14,14,14
race =tiefling,
alt race trait= soul seer
Class=2 lvls rogue
talent= shadow duplicate
Class=3 lvls hunter
archetype=feral hunter
teamwork feat=Timely coordination

feat 1,3,5
dodge, weapon finesse, craft wondrous item
skills, ((8+2)*2)+((6+2)*3)=44


working list:

Hunter effects
-d8, ggp, 6+
-spd -, 3, 1
-sk 6, 4, 2
-magic
/animal companion
*animal focus
-Nature training
-wild empathy
*precise companion
-track
/hunter tactics
-teamwork feat
/improved empathic link
-ARCHTYPE feral hunter
--solitary: no animal companion
--feral focus: replace hnter tactics/speak with master, alter animal focus
--precise summoned animal: alter precise companion
--wild shape: replace improved empathic link and several animal companion things
-wordcaster

Bard effects
-d8, pgg, 6+
-spd -, 3
-sk 6, 4
-magic
-bardic performance
/-countersong
--distraction
--fascinate
--inspire courage
--inspire competence
/versatile performance
/well-versed
/bardic knowledge
-ARCHETYPE arcane duelist
--arcane strike: replace bardic knowledge
--rallying cry: replace countersong
--bonus feat combat casting: replace versatile performance and well versed

Leadership:

Score = 13
( 7lvl + 2cha + 3gm +1trait)

Cohort, Nyx, 5th lvl (9th score cap)

Followers, one 2nd lvl, ten 1st lvl
2nd lvl, bard, my steward
3 pc classed, lvl 1, hunter wordcasters
7 npc classed,
- 1 expert, my lawyer/accountant
- 6 warriors


BG info:

There was an old woman, Therona, who lived mostly on her own in the woods in the River Kingdoms. She had once been an adventurous sort in her youth and so knew many from many places.

One of these was a dwarven merchant, Daggeth Blunderbelt, who travelled between a small band of dwarves in the Branthlend mountains and the dwarves in the Golushkin mountains.

On one of these trips Daggeth was taking a widow, Vishkenya Frosteye, and her child, my character Myrza Frosteye, to live with relatives in the Golushkin mountains. Therona traveled with them to the river where they were attacked. Both Daggeth and Vishkenya were overwhelmed and Therona knew she couldn't win so she grabbed the child and ran.

Therona thus raised the child as best she could.

Myrza thus grew up with almost no knowledge of dwarven culture and only a few memories of other dwarves. She learned how to survive, fight, use magic, and craft from Therona, and in Therona's archaic, tarot-centric lifestyle.

Myrza is thus a very odd dwarf as her mannerisms and style of dress (including rather short hair) are most unlike the standard dwarven styles.

Therona eventually died fighting off some bandits while making one of their infrequent trips to a larger settlement.

Myrza at that point decided she wanted to defend travellers from pirates, bandits, and all others who kill to take what they want, having now twice lost everything for no reason other than greed. Not only is this her reason for becoming a guard for hire, but also why she decided to answer the king's call [for this adventure].

Myrza thus made a name for herself as a hired guard. Mostly her distinctiveness as a very unusual dwarf is mostly what made folks talk about her, but given her dedication to doing the job right, it got her plenty of work.

Myrza eventually noticed that the haphazard way of having some random folks thrown together for each job was a rather weak way of guarding, so she recruited a few others to train together as a team to more effectivly handle any problems. Finding it hard to get any experienced folks, she thought she'd never accomplish it until she one day had a run in with an orphan girl, Nyx. She took the girl in (seeing how her own life could've easily been that way). While teaching Nyx, Myrza had the bright idea of taking on novices, training them from the ground up to work together. They became quite an effective company of guards and made a name for themselves, locally at least, as Myrza's Crew.

One day, a group passing through heading for Brevoy, had a lot of bad luck and were looking for additional guards to hire for the rest of their trip. Through a bit of luck and a recommendation, Myrza's Crew got the job.

Myrza and her crew escorted the group safely to Brevoy, through a few more attacks (which, to Myrza, seemed suspiciously like they were specifically targeted attacks rather than random bandits/pirates.). (I'll leave who this group was in the hands of the gm. A potential handle for tying into the story.)

Myrza found the city they arrived at fascinating. She also found a school for teaching a style of magic she had never learned. So Myrza decided to hang around, taking mostly local jobs while studying at the school in between. (Always improve yourself was a lesson she hammered into her crew, so her crew understood the desire to learn a new style, not to mention that she shared what she learned by incorporating it into the style they trained with.)

Nyx (Myrza's cohort) has been with Myrza the longest and is basically the second in command as well as the quartermaster of sorts given her knack for making and fixing all their equipment and being even almost as good as Myrza in making making magical items, such as the healing sticks (potions) they use. Nyx also tends to do all the buying and selling as she has a knack for haggling and diplomacy.

Myrza's magic, and thus the magic she has taught her crew, is the rather unusual wordcasting, making her crew's magic fairly flexible. As Myrza made a name in Brevoy, she gained several followers seeking to learn this style of magic and combat. Myrza mostly accepted the young and alone, though she took others on occasion, including, Wilhelm, a wealthy merchant's son after he decided he didn't want to follow the family business and ran away from home, a falling out Myrza hopes to guide him into rectifying someday.

Myrza has shown a knack for magic of multiple styles, running a successful company of hired guards, and though she doesn't go out of way to find those in need, she is helpful and generous to those she encounters that are in need as well as clearly attempting to be polite even if her social graces are gruff (though clearly improving quickly as noted by anyone who has known her for a while).

Myrza and her crew have helped on occasion for greater issues, such as during a large fire started by a carelessly thrown fireball (adventurers, never considering collateral damage :).

The Frosty Eyes of a Dragon:

The Frosteye clan is named after their distinctive bluish silver eyes like fresh frost. This is actually from their silver dragon ancestry.