Shoanti Tribeswoman

Nymeria Tárkony's page

201 posts. Alias of T-Ron.


Full Name

Nymeria Tárkony

Race

Half-Elf

Classes/Levels

Sorcerer 4 Bard 0

Gender

Female

Size

M: 5'9", 110lbs

Age

21

Special Abilities

Low-light vision, Claws, Immune to sleep effects

Alignment

NG

Deity

Sarenrae

Location

Absalom

Languages

Common, Elven, Sylvan, Draconic, Terran

Occupation

Seamstress, Singer

Strength 10
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 15
Charisma 19

About Nymeria Tárkony

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Nymeria
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Slender and fair, Nymeria walks with grace and determination. She is well-dressed in simple but elegant clothes, and is constantly looking about, absorbing her environment. Her clever eyes have a golden hue to them and she gives off an almost tangible brightness and warmth. She is not boisterous, but her voice is rich and strong, with tones of different languages and something else that is not quite identifiable. She ties her hair back and it hangs over a quiver of arrows and a bow on her back.
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Offense:
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+3 Initiative +3 BAB
+3 CMB (+3 BAB, +0 Str)
+16 CMD (+3 BAB, +0 Str, +3 Dex, +10)
+2 Melee Weapons
+6 Ranged Weapons

Longbow damage:(1d8+3)(Crit. 19-20x3)

Dagger damage:(1d4+0/+3)(Crit. 19-20x2)(10')
Claws damage:(1d4+0)(Crit.x2S/x3P)7/7

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Defense:
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Current hp: 17
Max hp: 17 (+12, +1 Con, +1 Fav(1), +3 Toughness)
AC 14 (+3 Dex, +1 Natural Armor +10 )
DR 5 Fire

+2 Fort (+1 base, +1 Con)
+4 Ref (+1 base, +3 Dex)
+5 Will (+3 base, +2 Wis)+2 against enchantment, Immune to sleep

Skills:

Armor Check Penalties: N/A(ac)

+3 Acrobatics (+3 Dex) ac
+7 Appraise (+3 Int, +1 Rank, +3 Class)
+8 Bluff (+4 Cha, +1 Rank, +3 Class)
-1 Climb (Str -1) ac
+3 Craft, Clothing (Int +3, Class)
+5 Diplomacy (+4 Cha, +1 Rank)
+3 Disable Device (+3 Dex) ac
+4 Disguise (+4 Cha)
+3 Escape Artist (+3 Dex) ac
+10 Fly (+3 Dex, +4 Rank, +3 Class) ac
+4 Handle Animal (+4 Cha)
+2 Heal (Wis +2)
+4 Intimidate (+4 Cha, Class)
+10 Knowledge Arcana (+3 Int, +4 Rank, +3 Class)
+3 Knowledge Dungeoneering (+3 Int)
+4 Knowledge Local (+3 Int, +1 Rank)(+2 for art/music)
+3 Linguistics (+3 Int)
+9 Perception (+2 Wis, +2 Rank, +2 Racial, +3 Class)
+9 Perform, Sing (+4 Cha, +1 Trait, +1 Rank, +3 Skill Focus)
+2 Profession, Seamstress (+2 Wis, Class)
+3 Ride (+3 Dex) ac
+2 Sense Motive (+2 Wis)
+3 Sleight of Hand (+3 Dex) ac
+8 Spellcraft (+3 Int, +2 Rank, +3 Class)
+3 Stealth (+3 Dex) ac
+2 Survival (+2 Wis)
-1 Swim (-1 Str) ac
+10 Use Magic Device (+4 Cha, +3 Rank, +3 Class)

Languages: Common, Elven, Sylvan, Draconic, Terran

Half-Elf:

Normal Speed: Half-Elves have a base speed of 30 feet.
Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).

Traits:

Focused Mind: +2 on concentration checks
Ear for Music: +1 Perform, +2 Knowledge (local) for art or music scene

Feats:

Toughness: +3 hp (+1/lvl@4th) (Lvl 1)
Skill Focus: Perform, Sing (Half-Elf)
Eschew Materials: No materials needed for spells (Sorcerer)
Combat Casting: +4 on concentration checks while defensively casting/grappled (Lvl 2)

Lvl 1: +1 hp

Bloodline: Draconic:

Gold Dragon
Class Skill: Perception
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers:
Claws: Free action to grow, full attack with two. 3 +4 Cha = 7 rounds/day
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Spells:
Magic
Spells
Advanced Spells
Ultimate Spells

Saving Throws = 10 + Spell Level +4 Cha
Lvl 0: n/n
Message
Detect Magic
Mage Hand
Acid Splash
Ray of Frost
Lvl 1: 5/5
Burning Hands
Gravity Bow
Color Spray
Mage Armor
Lvl 2: 0/1
Lvl 3: 0/1

Equipment:
Arms, Armor, and Clothing
Dagger 1lb
Longbow 2lbs
Arrows 19 1.9lbs

Explorer's Outfit 8lbs

Backpack: 2lbs
Bedroll 1lb
Rations (10) 5lbs
Ink
Inkpen
Parchment
Sealing Wax
Sewing Kit

Scrolls:
Unseen Servant
Charm Person
Mage Armor x2
Alarm
Grease
Mount
Gravity Bow x2
Enlarge Person
Bull's Strength

Belt Pouch
775 gp

Carrying Capacity

Current Weight: 14+9 = 23 lbs

Light Load: x < 30 lbs
Medium Load: 31 < x < 60 lbs
Heavy Load: 61 < x < 90 lbs

Background:
Nymeria was born to a seamstress, the product of a short-lived relationship between her mother and an Elven soldier. Her mother never talked much about her father, but Nymeria learned that they had met as the Elven army was staying in Forestcross, her village in northern Taldor, on their way to the Even-Tongued Conflict. They were only together for a week, and then the army moved on and she never saw him again. Later, she heard rumors that he had been killed in the war. As a result, she faced a lot of prejudice from her fellow villagers and it was not easy for her to ply her trade. They were never wealthy, and often had to go to the church of Pharasma for hand-outs of food. Her mother supplemented their diet by growing vegetables in a small plot and gathering fruit and nuts from the woods.

As a child, Nymeria was often teased about her strange history and looks. The other children resented her beauty and grace, and they made this known by tormenting her and chasing her with sticks and stones. She would often come home bleeding and bruised, but unperturbed. She was always strangely aloof and unaffected by the outside world, though she found it extremely interesting. Without any real friends, she would often wander and explore the forests and hills near her village. Here she sang to the birds and the trees.

Her mother raised Nymeria as best she could, teaching her her trade and how to provide for herself through making and selling clothing. They would often sing together as they worked, and some of Nymeria's favorite childhood memories are of her and her mother simply sitting around the hearth in the evening, singing and stitching. Noticing her affinity for nature and in the interest of her heritage, her mother saved her money and bought Nymeria a bow. She took to archery eagerly and skillfully, hunting and bringing back game for her and her mother regularly.

As she grew older, strange things began happening when she became emotional. Her tears would freeze on her cheeks and shatter on the ground. When she laughed, she would sometimes seem to float off of the ground. Once when she was angry, a stitch she was working on burst into flames and she had to stomp on the fabric to put it out. When she would sing to the birds, sometimes they would sing back, or sit transfixed by her song. Her mother noticed these strange occurrences, and grew worried, but told Nymeria to simply wait it out.

Around her fifteenth name-day, she was walking back from one of her walks in the woods, happily humming and lost in her thoughts. A group of boys and girls accosted her and began insulting her, calling her an abomination and a freak, and insulting her mother as well. She fled, but they chased her and cornered her. They threw her down, kicking and punching the her. In a fit of anger, she rolled away and stood up, then jumped on the back of a boy, trying to choke him. He threw her off easily as she was very thin, and she fell to the ground again. A girl came up to her and spat on her, saying "You freak! Why don't you and your whore mother get out of this town?"

In a rage, Nymeria sprang up and punched the girl in the face, and she spun away, screaming in pain. Nymeria rejoiced and stood proudly for a moment until everyone backed away from her quickly, gasping and crying. The girl turned back to her and lowered her hands from her face to reveal three deep gashes spurting blood. She fled and the others backed further away. Looking down at her hands in horror, Nymeria saw that three long, sharp claws had sprouted from between her knuckles. As she looked at them, they retracted back into her arm and the skin of her knuckles was smooth again. She let out a short gasp and fled for home.

The next day, she and her mother were asked what was going on by the town guards, and they played it off as a freak accident. However, Nymeria's mother knew that there was something extraordinary about her daughter, but that she could no longer stay in Forestcross, or in Taldor. She brought her to the river and sent her on her way to Absalom to learn of herself and he powers. She had heard that there were universities for children of extraordinary talents there, and she hoped Nymeria would find her way there.

Nymeria traveled down the river and bought passage to the Isle of Kortos on a merchant ship, working as a cook's helper in the galley. When she got there finally, she sought out the schools of magic and applied. Because of her innate talent and her enthusiasm, she was accepted at the Absalom Arcane Academy and began studying under Master Ardolan Kindiri. He taught her many things, and much of the arcane arts. She practiced and honed her skills, eventually learning to control her powers.

Master Ardolan Kindiri was a good teacher and they became good friends. He once told her of a trial that he had served as a juror on. The Mord Murders, they were called. When pressed, all he said was "They...It was...awful..." Having plenty of her own secrets and understanding his reluctance, she let it be. She was always curious though.

She never quite understood the incident with the girl and her claws, but she was also afraid to speak of it with anyone. She kept it a secret lest she be tagged as some sort of demon and expelled, and she searched in the books of the library, but found nothing. She eventually gained control of her claws until she could extend and retract them at will, but it always hurt her and she never did it in public. This remains a mystery and source of shame for Nymeria.

She grew to adulthood in the university and honed her skills. Now after five long years, she is finished with her studies and feels the need to move on again, though she is not sure where to start. She still has a lot to figure out about herself.

Dreams:

Light glinting on the blade of an axe. Body parts scattered all over the floor. Long dark hair caked with blood and a severed small boy's hand grabbing a toy. The floor coated with blood and boots that wade through this ocean of life fluid. Regret and hate mix up and soon become horror and fear of being caught and found guilty. The axe clatters to the floor and quick footsteps can be heard that hasten away. Boots clacking in the distance...

NPC Dirt:

You don't know anything of Halgrak, but since you know the city quite well, you guess he's a very ordinary citizen.

Ebin has a record of performances that went very bad. He lost several teeth since no one found his jokes funny. People whisper that hatred has taken grip of his heart.

Patrissa is known for her good looks, besides that she is a lady of society and often visits theatres, museums and galleries. Some people think she got some arcane talents.

You haven't heard of Killian before.

Malgrim is known criminal and leader of a dangerous gang. A bounty of several hundred gold coins is offered for his head.

You don't know anything about Sir Rekkart.