Zirnakaynin: Blood and Darkness: The Gladiatrix Saga (Inactive)

Game Master Dragoncat

A campaign set in the drow city of Zirnakaynin, following a band of gladiators as they fight their way to gold, glory and the promise of freedom.

Performance Combat Rules
Maps!

CROWD ATTITUDES!
Anabel: Indifferent
Brevka: Helpful
Kaxatja: Friendly
Lilamma: Friendly
Lyra'an: Helpful

VICTORY POINTS: 2

Current Date: Starday, 7th of Sarenith, 4705 AR


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Updated list of submissions!
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Anabel Imvara - Female Elf Shaman
Artemis Roen - Male Catfolk Bard
Brarg - The Dog - Male Gnoll Fighter
Brevka (Backstory & Art Reference) - Female Half-Orc Bloodrager
Cassandra - Female Human Monk
Durra - Female Orc Druid
Dyrtebble the ill - Male Kobold Druid
Esseli the Gifted - Female Human Summoner
Evedro Androx - Male Drow Cavalier
Hskaja - Male Nagaji Brawler
Kaxatja - Female Drider
Lilist - Female Orc Brawler
Linus Volso (Backstory) - Male Human Fighter
Mama Cookie - Female Human Barbarian
Mambo - Female Goblin Cleric
Serisa - Female Oread Warpriest
Torsten Runeforger (Backstory) - Male Duergar Kineticist
Xyveth Onadae - Male Elf Arcanist


GM, could I give my spirit animal the protector archetype?


Variant tiefling ability, Blood of fiends, p16-18: 1d100 ⇒ 33

33:You gain DR 2/silver.

if that seems too powerful for you, I'm willing to switch for 32 or 34, which are really in character :

32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you are reduced to –5 hit points.

as for my Kyton heritage (p22):

Kyton-Spawn(Shackleborn)
Shackleborn are fascinated by mutilation and torture. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity.
Kyton-Spawn
Ancestry Kyton
Typical Alignment LE
Ability Modifiers +2 Con, +2 Cha, –2 Wis
Alternate Skill Modifiers +2 to Escape Artist, Intimidate
Alternate Spell-Like Ability Shackleborn gain web as a spell-like
ability.

Lilamma Malphé
Tiefling (Kiton Born)
Skald 1
FC +1 Skill

STR 14
Dex 15
Con 12+2=14
Int 11
Wis 10-2=8
Cha 16=18

Bab +0
Fort +2
Ref +0
Will +2

HP 8+2 CON=10

Skills (4+1 Fc=5)
Acrobatics +6
Know Planes +4
Intimidate +8 (+10)
Perception+3
Perform sing +8

Will continue later


@Anabel: Sure.


Awww. Look at all the dearies getting all geared up for a big fight! I'm going to have to double my batch of cookies today!

If you think that I'm not using that free gold from my trait to smuggle in a bunch of baking supplies and an oven then I have new for you. :)


@Mama Cookie: I'd be rather surprised if you did otherwise. :)

(Incidentally, Lolth doesn't exist in Pathfinder.)


Dragoncat wrote:
(Incidentally, Lolth doesn't exist in Pathfinder.)

Speaking of which, does House Volatexia have a patron demon lord? I was researching earlier, and the question came to mind.


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@Andostre: That's a good question. :)

After some thought, I've decided that the demon lord Nurgal would have been the best fit. House Volatexia has quite a crop of surfacer slaves, and gladiatorial combat is perhaps one of the better examples of senseless warfare in history.

House Volatexia is responsible for the training of Zirnakaynin's best warriors, whether they're soldiers for the nobles' private armies or gladiators for the city's entertainment. Their raiding parties have their light blindness weakness trained out of them, at the cost of either their inherent resistance to magic or their darkness-attuned vision.


That is really cool. Curse you GM for making me doubt (finally) playing (hopefully) a Deurgar!


Yeah, that works well.


Dragoncat wrote:

@Mama Cookie: I'd be rather surprised if you did otherwise. :)

(Incidentally, Lolth doesn't exist in Pathfinder.)

Don't you talk back to be, boy! I'll feed your cookie to the dog, and just you watch me!

I'll fix it. :)


When does recruitment end?


Recruitment ends August 5th, 2019.


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*Casting serious side eye at the cookies*


Hmm, let me see if I can whip something up when I’m home and not restricted to my phone.


Ok i have a concept for a female Ganzis Kineticist Zasskin I don't know what best a vanilla Kineticist or a Kinetic Knight for this campaign.


I forgot to roll for a Ganzi Expanded Oddities

Ganzi Oddity: 1d20 ⇒ 12 Spell-Like Ability cool i think scorching ray will go well with the fire element ok i just need to write
her up and I'm starting to be leaning towards Kinetic Knight.


despite Performance Combat being relevant, I went for a low CHA build. I hope this won't hinder the character too much?


@Durra: It'll probably be fine.


<laughs in Cha6>


Backstory:

Rotkutz didn't have a tribe or clan. He was a slave from birth and narrowly avoided a cruel and undeserved
death several times at the hands of some of the other slaves though he was a dutiful slave, knowing nothing
else but his service to a minor drow family. He was unnoticed by those higher up but gained some favour when
he discovered a poisoning attempt on his master. The other slaves were jealous and tried to kill him. His
natural quickness and sneakiness let him avoid most of their ambushes but eventually they caught him. A fight
ensued and Rotkutz managed to evaid their blades and killed two of them before they fled. He knew this was
probably the end for him as they would all turn on him and blame him for the slave deaths but he felt some
pride that he hadn't gone down without giving better than he got.

The slavemaster looked down at Rotkutz' prone form, face in the dirt. "You have been found guilty of
killing subjects of your Lord. The punishment for this is death."
Rotkutz stayed in the dirt, knowing
there was nothing he could do to save himself now. He was hauled away and thrown in a hole. He knew they would
make an example of him to the other slaves to say that this behaviour would not be tolerated. Little did he
know that the Slavemaster saw a personal opportunity for himself in Rotkutz. Instead of an execution he was
taken to the gladiator arena, to fight. The Slavemaster expected him to die and thus the punishment would be
served, but he also hoped to win a little money on behalf of the little goblin first.

Here is a backstory for the sneaky rogue Rotkutz. Hopefully he will survive more than 1 round in the gladiator's arena.


Here's my crunch for Jazroc, hobgoblin war drummer skald. I'll work on getting his background written down over the next day or so.

RPG Superstar 2009 Top 16

I'll whip something up in the next day or two. Maybe either Brawler or Barbarian

4d6 ⇒ (1, 6, 4, 1) = 12 11
4d6 ⇒ (3, 5, 1, 3) = 12 11
4d6 ⇒ (5, 2, 4, 2) = 13 11
4d6 ⇒ (3, 6, 2, 2) = 13 11
4d6 ⇒ (5, 3, 5, 6) = 19 16
4d6 ⇒ (4, 2, 4, 4) = 14 12

Wow....that's the most Average character I've ever rolled.


Brarg 'The Dog' wrote:
*Casting serious side eye at the cookies*

Mama hesitates, then smiles and tosses a cookie over.


Hey there, Dragoncat. Caster4life here. I have a character concept and I whipped up a little photoshop art for it. I figured I should run this by you since it's a pretty odd one.

I want to play a vine leshy barbarian (mad dog archetype) who rides its dire bat animal companion in combat.

Mechanically, Spikey would make a great party tank and a pretty good striker.

Thematically, I really like the idea of a dire bat flying into the arena with what looks like a bit of lichen growing on its back. Then the lichen forms into the vine leshy, who raises its wooden lance and charges the enemy.

Very short backstory summary: Spikey was created by a druid who marveled at the great fungal forests of the Darklands. He created Spikey to wander the Darklands and help protect the fungi from those who would underestimate its value and destroy it. While wandering, Spikey encountered Sable, the dire bat. Sable was small and starving so Spikey fed the bat some of the berries that grow on it as well as some nutritious mushrooms. Afterward, Spikey and Sable traveled together. When some drow scouts trampled through a fungal patch, Spikey and Sable attacked them viciously together. They were out-matched but the Drow found them an exotic and reasonably effective pair so they brought them back to Zirnakaynin to be gladiator slaves. There, Spikey has learned a lot about humanoids and dislikes them for the most part, especially Drow. But Spikey won't stop protecting Sable and fighting to keep them both alive.

I have a lot more to say than that regarding Spikey's likelihood to develop loyalty to other characters, goals in life, etc. But I'm just looking to get a probationary ok on playing such an offbeat race before delving in much farther. I'm always open to suggestions for alterations that would make it make more sense to you. Thanks!


@Spikey: That sounds like a cool character concept. I'll allow it. :)

gosh make it harder for me to pick why don't you


the problem all gm's face i'm afraid, especially with good concepts for campaigns


Here's the crunch for my Drow Slayer. I might tweak it a bit and still need to finish my background.

Tyzyth :

Tyzyth
Male Drow Slayer 1
CE M
Init +6; Senses darkvision (120’), light blindness; Perception +7

--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 studded leather, +4 Dex, +0 natural)
hp 14 (1d10 + 3 con + 1 fcb)
Fort +4, Ref +6, Will +1
Resist Immune to sleep, +2 racial bonus on saving throws against enchantment spells and effects,
Spell Resistance 7

--------------------
Offense
--------------------
Speed 30 ft.
Ranged Dagger +5 (1d4+3/19x2)(R 10’)
Melee Gladius +4 (1d6+3/19x2)
Melee (off-hand) Gladius +4 (1d6+1/19x2)

Spell-Like Abilities dancing lights, darkness, faerie fire (1X/day)

--------------------
Statistics
--------------------
Str 17, Dex 19, Con 15, Int 13, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 18
Feats: Two weapon fighting
Traits: Reactionary, Auctoratus, Diamachaerus
Adventuring Skills: Acrobatics +8, Bluff +5, Knowledge (local) +5, Perception +7, Sense Motive +5, Stealth +8, Survival +5
Background Skills: Knowledge (geography) +5, Lore (gladiators) +5
Languages Elven, Undercommon, Common
Other Gear None

0 GP, 0 SP, 0 CP

--------------------
Special Abilities
--------------------
Poison Use Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.


Thanks, GM! I'll go ahead and complete the submission then.


Ability Score 1: 4d6 ⇒ (5, 3, 6, 2) = 16=14
Ability Score 2: 4d6 ⇒ (1, 1, 5, 3) = 10=9
Ability Score 3: 4d6 ⇒ (4, 1, 3, 6) = 14=13
Ability Score 4: 4d6 ⇒ (3, 2, 5, 3) = 13=11
Ability Score 5: 4d6 ⇒ (3, 1, 1, 4) = 9=8
Ability Score 6: 4d6 ⇒ (3, 5, 6, 3) = 17=14
Looks like 25 pt buy it is

RPG Superstar 2009 Top 16

Would Fetchling Knifemaster (rogue) work for Peregrinus?


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@Mark Thomas 66: Certainly!

RPG Superstar 2009 Top 16

Cool, just thought up a Fetchling knife fighter, either refugee/stranded in the Darklands, survived a few years on her own until she ended up crossing the wrong person.

Also, guess I'll go with 25 pt buy since 16 is sub-par for a gladiator

The Exchange

He's Zasskin I went for Ranger(Sword-Devil) in the end here's her background

Background:
Zasskin ka-shar was Born a slave after her elven mother was found wondering the darklands driven crazy when she stumbled upon a crack in reality where the Maelstrom puored out transforming her unborn child. Zasskins master was a drow named Valas Tanor'Thal a cruel man who found the child Zasskin's appearance an amusing novelty and use her to serve food and entertain his guests with juggling and acrobatics as Zasskin got older and more beautiful he got her to dance. Zasskin was always escaping but never getting to far and no matter how many times she was whipped she would always just smile and laugh at Valas which angered him very much but she was a eunique jewel that made his house and his parties the talk of all noble house's. But at one such party Zasskin was dancing for the gusts when and drow nobleman grabbed her arm and pulled her towards him he then grabs her other arm but before he could anything else Zasskin takes a bite of the man's nose Tearing it from his face spitting it out on to the floor laughing. The nobleman damned Zasskin's head but not wanting to kill his favorite jewel Valas compromised that Zasskin will be sent to the pit to fight blindfolded.


Sorry for the delay on Anabel's backstory, keep running out of time to focus on it. I'll try to have it done tomorrow or Friday at the latest!


Vine leshy's don't have racial weapon traits. What weapons would be associated with the Darklands? He'd like a lance but I have a feeling that's not very common in the Darklands and he'll have to use something else until he can buy or loot a lance.


@Spikey: Drow weapons would be my first choice of Darklands-associated weapons, as well as the rhoka sword.

Otherwise, I might recommend picking the hoplomachus style for its spear until you can get a lance.


In terms of weapons, I statted up Jazrok as a war drummer skald, which are proficient with simple weapons and a get abilities that function around clubs. He's a hobgoblin, and in terms of peregrinus styles I would typically think of hobgoblins wielding martial weapons rather than clubs, lacking racial Weapon Familiarity. So I can see a few options for arming him:

1: A more mocking style of peregrinus where the proud hobgoblin warrior has been dressed up in a little drummer boy fashion.
2: Hoplomachus where he's snapped the spear in half and uses the blunt end as a club, and possibly the shield as an improvised drum..
3: Hoplomachus and he gets by with a spear until he can get a proper cudgel and drum

Do any of those work, or there there other alternate solutions?


@Jazrok: Option 1 would work quite well, I feel.


Dragoncat wrote:
@Jazrok: Option 1 would work quite well, I feel.

Perfect. That helps to inform his backstory as well. Thanks!


Ok hoplomachus is a good flavor fit. That'll work.

Got my backstory mostly together but not sharing it quite yet. I love the 20 questions for deep character creation. Make me really think.

Mechanical question:
Would you allow any of the following?
1. Mounted fury barbarian to take boon companion before level 5.
2. Mounted fury barbarian to take a dire bat as an animal companion?
3. Mad dog barbarian to re-spec to mounted fury at level 5? Flavor-wise they're pretty much the same, imo.

1 and 2 would be my first choice but 2 and 3 or even 2 by itself are all interesting to me. It's just rough giving up so many of my rage powers. But my character concept will work with either archetype so I'm not too hung up on it.


@Spikey: In your case, I'd allow a Mounted Fury barbarian to have a dire bat as an animal companion.


Great, thanks! But not taking boon companion at level 1 to get the animal companion right away instead of getting it at level 5? That's totally fine with me since I know I'm asking for something outside the rules. Just checking. I can either encounter the dire bat later in my adventuring career or maybe he's just a baby that I'm taking care of who doesn't have any mechanical abilities yet.


Here's Jazrok's background, also posted to this profile.

Background:
Jazrok

Jazrok had a great life as a young hobgoblin soldier in the Spine Thresher tribe. Until he didn't. The Chitterwood Caverns provided protection and ample opportunity to raid surrounding villages, and Jazrok excelled at getting many of his peers and dozens of goblins to follow his lead. As his drum roared, rage would well up within the members of his training squad and drive them on to greater violence. His first raids brought back food and scalps, and Jazrok reaped the rewards. There was nothing that he couldn't do, especially after his mastery of the mystical arts began to manifest in spellcasting. His spells kept him fighting on his feet in battle and improved his position among the tribe, until Grazbite the shaman came to praise the young officer and witnessed his magic firsthand. The arcane arts are anathema amongst the hobgoblin legions, and that was that. Jazrok's comfortable life was over, and he was cast deep into the caverns that the hordes called home.

Jazrok enjoyed a comfortable life as an entertainer owned by House Rasivrein. Until he didn't. Wandering deep under the Chitterwood Carverns, Jazrok would soon enter the drow-patrolled territories surrounding Zirnakaynin. A House Rasivrein slave caravan picked him up on the way into the city and threw him in with the blood stock for the gladiator pits, but the resourceful young hobgoblin distinguished himself with the wild stories he would weave. Iliakoth, the youngest daughter of the caravan boss, took a liking to his tales. Jazrok found himself bound for the Rasivrein palace rather than the blood pits he had been promised to. In the palace he was a curiosity. The drow mocked him as an ugly, pitiful caricature of their own perfection. His tales, however, kept his matron and the rest of the family entertained. He recited coarse verses on the fanged heroes of the goblinblood wars and wove them into epic narratives. As that material wore thin, he began to adapt other stories of ancient battles into an ongoing story of a mythical hobgoblin general. As he was Iliakoth's favorite, he was fed and clothed well and slept as comfortably as any slave in Zirnakaynin, especially on the rare evenings that a more curious member of the household would call upon him. At times he would be forced to act out the deeds that he recited against other enslaved. Eventually, his stories grew tired and the drow grew bored. The mockery of the drow grew more fierce as they became bored, and Jazrok's gratefulness at avoiding the gladiator pits cooled off and congealed into resentment, shattered pride, and cold hatred. The mythical hobgoblin general of his stories soon began to rout implausible armies of dark elves against impossible odds. Iliakoth's patience with the hobgoblin's defiance was shortlived and he soon found himself made a gift to House Volatexia's arena. To complete his shame, he arrived at the pits in an ill-fitting Isgeri drummer boy uniform with a crude general's crest fashioned to the helm. The gladiator pits had claimed him at last.


Momoka Gozen:

Female Agathian Blooded Aasimar
Divine Herbalist Oracle (Life Mystery)
NG Medium humanoid  
Init +2
-------------------- 
Defense 
-------------------- 
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
hp 13  (1d8+1+4) 
Fort +4, Ref +2, Will +0(+4 against charm/compulsion)
-------------------- 
Offense 
-------------------- 
Speed 30 ft, swim speed 20
Melee Katana +1 (1d8+1) 
Melee Dagger +1 (1d4+1) 
Melee Touch +4 (per spell) 
Ranged Touch +4 (per spell) 
Special Attacks 
Oracle Spells Prepared (CL 1st, concentration +4) 
1st Cure Light Wounds (Will DC 14, half), Bless, obscuring mist, Command
0 (at will) - Stabilize, Mending, Purifying food and drink, Guidance, Create Water 
-------------------- 
Statistics 
-------------------- 
Str 12, Dex 14, Con 18, Int 12, Wis 7, Cha 18
Base Atk +1; CMB 1; CMD 13 Performance+4,
Feats Fey Foundling , Oracle: Simple Weapons, Light Armor, Medium Armor, Shields
Traits:Peregrinus, Furtive Faithful , Blessed Touch, Irrepressible, Enlightened Warrior(Agathian Blood), Speech of the Wilds(Agathion Blood)
Skills Bluff +6, Diplomacy (1) +8, Handle Animal +4, Perception Religion (1) +5, Swim (1) +5, Survival ( 1) +2, Sense Motive 0
Background Skills  Knowledge(Nature) +5, Perform (Sing) (1) +8, Profession Herbalist (1) +9, Linguistics (1) +7
Languages Aquan, Tien/Common, Celestial
Oracle Curse: Song-Bound

Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak.

You can perform the countersong bardic performance (using Perform [sing] only) for a number of rounds per day equal to your oracle level. If you gain the bardic performance class feature, these rounds are in addition to any other bardic performance rounds you gain, but they can be used only for the countersongbardic performance. At 5th level, add command and suggestion to your list of spells known. At 10th level, add 1 to the difficulty class of saving throws against language-dependent spells you cast. At 15th level, add greater command and mass suggestion to your list of spells known.

Alternate Racial Trait:
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidatechecks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

 Alternate Spell-like Abilities: #32 You can caste Shield Other once per day as a spell-like ability.
#12 You have a natural swim speed of 20ft.
Alternate Physical features: #4 Azure Scaled Forearms
#49 scalled shins.
#80 Clothing Billows even without Wind

Divine Herbalist:

Divine herbalists practice an obscure alchemical art which involves medicinal and restorative techniques that transcend ordinary alchemy, allowing them to blur the line between alchemical medicine and divine miracles.

Like other masters of the art, divine herbalists can use the Profession(herbalist) skill in place of Craft(alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents.

Master Herbalist

A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession(herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charismamodifier in place of her Wisdommodifier when attempting Profession(herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magicusing Profession(herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oraclegains from her mystery.

Healer’s Way

A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charismamodifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit pointsfor every 2 oraclelevels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healingpurposes. Unlike lay on hands, this ability cannot be used to harm undead.

Master Healing Technique

At 7th level, whenever a divine herbalist heals a living creature with her healer’s way ability, as a free action she can attempt a Profession(herbalist) check to remove a condition from the target, with each condition having an accompanying Profession(herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another divine herbalist (though the practitioner need not be an oracle). Failure by 5 or more causes the target to become sickened for 1 round (if the divine herbalist is attempting to remove the sickenedcondition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseatedcondition extended by 1 round. A creature that cannot be sickened or nauseatedcannot have conditions removed by this ability.

Minor Conditions (DC 20): Fatigued, shaken, and sickened.

Major Conditions (DC 25): Dazed and staggered.

Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.

Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.

This ability replaces the revelation gained at 7th level.

Fluff:

Items:Lamellar Armor.
Dagger-
Katana-
Religious symbol of Nurgal
Assorted Alchemical balms(smuggled/scrounged)

Elevator character pitch: Disney Princess born into a loving happy world by missionary parents pressured into becoming a cultural hero becomes an adventurer instead to escape the pressure and embrace the destiny she misguidedly thinks is hers. Now she serves as an injury battery for gladiator training, a slave to senseless combat.

Backstory:

Born midvoyage on a merchant vessel from her missionary parents who migrated from Tian Xia after their first born revealed they had TianJing(aasimar)blood in their family. Her father was more concerned with the missionary work were part of a Cult Ylmincha in Magnimar. After years of worship, her father began to lose interest in his business and focus more on spreading the faith. It become his obsession, but they lived well for how nicely his Herbalist business had done in Tian Xia. Their mother made many sacrifices to keep her children from seeing their debt and their fathers irrationality. Their mother managed to use their daughters aasimar background to bring in more customers who wanted blessings. Momoka grew up in a de facto fairy tale, were she was revered for her Tianjing heritage and in particular her closeness to Agathian blood, by both the cult, her family, and the hudled paying masses. This adulation only increased when her divine abilities manifested, alongside her curse of being songbound.

Events were hosted at festivals where she blessed others for coin and created "miracles" as others preached. Her voice was amoung the most beloved features and she learned a few songs in different languages which she explores more later on. She grew to love her religion and invest a large portion of her identity in it and doing good for others. Her ability to "soak" injuries from her fellow man gave her a somewhat selfless inclination. She took to her parents craft as well, learning about various medicinal properties pertaining to flora and fauna.
Only her sister ever showed any stress over constantly hearing her sister CONSTANTLY songspeak. Her father would also dismiss any complaints with a dressing down, believing Momokas voice to be a gift by Ylimancha herself.
The cult after decades finally push out the Gozen family for their percieved avarice and their fathers overlyzealous efforts. Their father then rejected the church but believed them to be heretics and Momoka experienced one of the first true hardships of her life. The family moved to the more salacious Riddleport, where she encountered the slow disolving of her family, her older sister fell to working at a gambling facilities, her mother fell ill, and her father would proselytize outside their store to customers. People were harder and less forgiving so she did some quick growing up after socializing with enough cynics, still largely optimistic, but more tempered. Momoka left her home, packing food, alchemical supplies, all in the hopes of finding a miracle she had been read and heard about in many a sermon.
Instead, the Drow found her...

It was not long before her captors found that she not only possessed annoying cloying sing song speech(which they occasionally gagged her unless they wanted to be entertained. But recently her first masters discovered her ability to take on the wounds of others while she aided the beleagures slaves near her, and after testing it in training, they recognized her as an asset for gladiators to train without as much damage.

Description:

Long Ebon locks tied up in a loose top bun with a white fabric. Pale skin broken up by elaborate Irezumi tattoos featuring koi and fishermen fighting monsters of the depths. Her forearms and lower legs are covered in blood orange, white and black scales tipped by webbed digits. Short with a somewhat plump build(much less since she was taken prisoner), wide waisted and short legged.
She occasionally has a halo resembling a lotus, black irises, and a big gap toothed smile.

While in the gladitorial ring, she fights in the Peregrinus style, forced to learn use of some other families armor and weapons, leaving her a parody of her people. She wears a Kabuto helm, white painted geisha-like face makeup and traditonal samurai armor mismatched with gladitorial pieces. While her holy symbol of Ylimincha was taken from her, she has fashioned an impromptu one out of the one "offered" by her masters. The symbol of Nurgle has a subtle thin carving on the back she often traces her finger over it when nervous.
She weilds a katana which she's just getting used to the weight.


Okay, here's Anabel's background:

Background:
Anaru Imvara had a difficult childhood. Born among the Ekujae elves of the Mwangi Expanse, he was extremely short for an elf, standing barely five feet tall. He was among the more spry and nimble members of his tribe, but his muscles never developed past pubescence, leaving him physically frail. He found it difficult to keep up with other elves his age or contribute much on hunts, making him the subject of ridicule and cruel pranks.

After enduring several decades of bullying, Anaru fled into the depths of the jungle, praying for an end to his misery--in whatever form that might manifest. Instead of finding death in the jaws of some predator, though, he happened upon a strange mongoose with tribal markings on his face and body. The mongoose lead Anaru through hidden paths in the jungle, transporting him to a wondrous and dangerous world of spirits--the First World.

Anaru spent many years there, learning the secrets of spiritual magic. His time there transformed not just his mind but his body as well, and it was not Anaru but Anabel that emerged back into the real world, forever changed.

Anabel returned to her former tribe, bringing gifts of healing and bounty to the Ekujae elves. She had a kind spirit and a good heart, but a part of her yearned to use her magic to effect even greater change in the world. So when a fellow Ekujae elf named Kwava arrived to recruit for an organization known as the Lantern Bearers, or Shin'Rakorath, Anabel chose to leave her tribe behind and seek her destiny in the wider world.

The Lantern Bearers were devoted to combating the machinations of the drow, the dark elves who dwell far underground. But in recent years, they had shifted their focus from meeting the threat of violence with violence to diplomacy and redemption. Still young and perhaps naive, Anabel believed that she would be the one to turn the tide among the drow. Defying the orders of her superiors, decided she would venture to the drow city of Zirnakaynin to spread her message of peace and change.

Of course, she didn't even make it to the gates of the city before the drow captured her and threw her in chains. She was sentenced to life as a gladiator, but Anabel simply smiled and willingly accepted her punishment. For what better way to affect change than in the heart of the system? And what better way to be seen and heard than in an arena in front of thousands onlookers?

Despite her optimism, it's likely Anabel will soon have quite the rude awakening...

Owner - Gator Games & Hobby

I was curious how the different styles were shaking out, so I did a thing:

Andabata
Mama Cookie - Female Human Barbarian
Torsten Runeforger - Male Duergar Kineticist
Zasskin - Female Ganzis Ranger

Cestus
Cassandra - Female Human Monk
Lilist - Female Orc Brawler
Serisa - Female Oread Warpriest

Diamachaerus
Esseli the Gifted - Female Human Summoner

Hoplomachus
Dyrtebble the ill - Male Kobold Druid
Spikey Berry Piercer - Male Vine Leshy Barbarian

Murmillo
Hskaja - Male Nagaji Brawler

Peregrinus
Brarg the Dog - Male Gnoll Fighter
Brevka - Female Half-Orc Bloodrager
Durra - Female Orc Druid
Jazroc - Male hobgoblin war drummer skald
Linus Volso - Male Human Fighter
Mambo - Female Goblin Cleric
Momoka Gozen - Female Aasimar Oracle

Retiarius
Evedro Androx - Male Drow Cavalier
Kaxatja - Female Drider

Sagitarrius
Anabel Imvara - Female Elf Shaman
Artemis Roen - Male Catfolk Bard
Xyveth Onadae - Male Elf Arcanist

Provocator, Scizore, Thraex still have no representatives if someone's looking to stand out ;-)


Thanks very much, Cwethan!


@Dragoncat: Did you see my question on taking boon companion at level 1 as a mounted fury? Definitely not RAW so I wanted to ask. I'm not counting on it but would love to have my bat with me from the start. He's not going to be much of a combatant but a well-loved mount indeed.

Was trying to catch you real quick if you were still online. :)


@Spikey: I don't think I'll allow the Boon Companion feat until your bat is fully-grown and trained.

You can have your dire bat--it'll just take time to grow up.

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