
Eben TheQuiet |

Eben TheQuiet wrote:Not bad.Here's my submission (in Axolotl's style), a sketch of Huc, a young Longstride shifter Sharn street rat.
** spoiler omitted **...
Thanks! I'm just getting back into the hobby. Let me know if you have any questions about Huc, and I look forward to hearing your choices. :)

Today is a good day to... halp |

EltonJ wrote:Sounds good to me. Downloading the PF1e Community Content will help Herolab users.Where would one find that?
Checking back on HeroLab (Classic version- mind you, never used the Online version at all myself), it's listed under the Find Updates list as Pathfinder Pack but it's description mentions it being the PF community content pack.
That being said, in the past, whenever the PF ruleset gets updated in HeroLab Classic, the community content pack is usually automatically included.
The way to check if it already is on there is that you go to the Configure Hero part/section/menu button on the HeroLab Classic menu; once the Configure Hero window opens up, scroll down on the options list. If you see a listing for Dreamscarred Press stuff like Path of War and Psionics, then it's already in your HeroLab Classic. Just enable the psionics parts and you should be fine. Be sure to unclick any strictly "PFS-only" settings stuff as PFS disallows most third-party things as a matter of routine.
Incidentally, if you keep scrolling down, there's 3.5 Eberron stuff listed too but the listings will not entirely match the info from the PF Eberron website.
Now if none of the above can be found in your Configure Hero window, then you have to download the Pathfinder Pack; easiest way is to restart HeroLab Classic, then press the Find Updates button on the middle right-ish side. Click that, then scroll thru the menu window listings until you find the PF pack, click on it to automatically download and install.
This all presumes that you've already purchased and activated your PF1e ruleset for HeroLab Classic. Hope this helps. ;)

Eben TheQuiet |

I had some time, and this game was on my mind. So here's a tentative build for Huc should he get picked. :)
Huc: Lower Sharn orphan, street-rat, thief, thug, survivor, and adrenaline junky.
Rogue 1 (Swashbuckler)
Favored Class: Rogue (+1 skill rank)
Senses: Low-Light Vision
Initiative: +5
STR 16 DEX 16 CON 14
INT 12 WIS 15 CHA 8
HP: 10 (8 rog, +2 Con)
AC: 16 (+3 dex, +3 studded leather)
CMD: 16 (+0 BAB, +3 Str, +3 Dex)
Fort +2 Ref +5 Will +2
BAB +0; CMB +3 (+0 bab + 3 str)
Melee +3
— Longtooth (falchion) +3 (2d4+4; 18/x2; S)
— cold iron Morningstar +3 (1d8+3; x2; B and P)
— daggers +3 (1d4+3; 19/x2; S or P)
Ranged +3
— daggers +3 (1d4+3; 19/x2; 10ft; S or P)
— shortbow +3 (1d6; x3; 60ft; P)
SKILLS 10 Total Ranks (8 rog + 1 int + 1 FC)
Acro +9 (1 rks; +3 class, +3 dex, +2 shifter)
—> +18 to jump when shifting
Climb +9 (1 rks; +3 class, +3 str, +2 shifter)
Disable Device +7 (1 rks; +3 class, +3 dex)
Escape Artist +7 (1 rks; +3 class, +3 dex)
Know: Local +5 (1 rks; +3 class, +1 int)
Perception +6 (1 rks; +3 class, +2 wis)
Sleight of Hand +7 (1 rks; +3 class, +3 dex)
Sense Motive +6 (1 rks; +3 class, +2 wis)
Stealth +7 (1 rks; +3 class, +3 dex)
Survival +9 (1 rks; +3 class, +2 wis, +2 shifter, +1 trait)
Swim +3 (0 rks; +3 str)
Languages: Galifar, Dakhaani (goblin)
Feats: Longstride Elite (1)
Traits: Reactionary, Poverty-Stricken
Drawback: Loner
SHIFTER ABILITIES
Child of the Wild: +2 racial bonus to Acrobatics, Climb and Survival.
Low-Light Vision: Shifters can see twice as far as humans in dim light
Shifting (Su): Free action; 1/day; 4 rds: +2 Dex, +20 speed, jump as if running start.
A shifter can tap into her lycanthropic heritage to gain short bursts of power. At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Many shifter traits give a single natural attack. These follow the normal rules for natural attacks. The benefits while shifting (natural attacks, movement rates, etc) qualify for prerequisites, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.
Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump while shifted, and a +10' racial bonus to your land speed.
To gain the the benefit of this shifter trait, it must be activated through shifting, during which the shifter is visibly more feral and animalistic. Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to twice the shifter's character level before she must revert back to her normal form. It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies. This is technically a limited polymorph ability and thus subject to effects that would target such an ability.
Monstrous Heritage: Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters. For each Monster Feat taken by the shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
Shifters must still qualify for these feats normally.
CLASS ABILITIES
Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies (Falchion). In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.
GEAR:Street clothes, studded leather armor, Longtooth (falchion), cold iron morningstar, 5 daggers, shortbow, 20 arrows, belt pouch (whetstone, flint & steel, odds and ends, a few coppers, (hidden) beltpouch (thieves tools, monies), backpack (blanket, waterskin)
Planned Progression (Shifter focus)
1) Rogue 1 — Longstride Elite [ 4 rds shifting ]
2) Rogue 2 — RT: Combat Training (Power Attack) [ 6 rds shifting ]
3) Rogue 3 — Incremental Shifting [ 10 rds shifting ]
4) Rogue 4 — +1 WIS; RT: Offensive Defense (?) [ 12 rds shifting ]
5) Fighter 1 — Weapon Finesse; Bonus Combat Feat: EWP (elven curved blade) [ 14 rds shifting ]
6) Weretouched master 1 — were touched connection: werewolf [ 16 rds shifting ]
7) Weretouched Master 2 — Healing Factor; Bonus Shifter Feat: Shifter Ferocity [ 22 rds shifting ]
Wanted Feats:
Power Attack
Fighter Level (@ odd level): Exotic Weapon Prof (elven curved blade) + Weapon Finesse
Longstride Elite
Incremental Shifting - 1 other shifter feat
Shifter Ferocity - none
Healing Factor - none
Extended Shifting - 1 other shifter feat
Shifter Acrobatics - 5 rks Acrobatics

EltonJ |

I had some time, and this game was on my mind. So here's a tentative build for Huc should he get picked. :)
Huc: Lower Sharn orphan, street-rat, thief, thug, survivor, and adrenaline junky.
** spoiler omitted **...
You can present an alternative creation using the Swashbuckler class. Otherwise, this is nice.

Today is a good day to... halp |

Have been mulling over playing a Kalashtar Cryptic (from Ult.Psionics) but also am considering playing an Omdur/Omdura, if that base class is permitted. ;)

EltonJ |

No no, that's great. I'm thinking an Aegis (Aberrant). A warforged who's constantly tinkering with and altering his own form. Speaking of, what's starting gold? (and can warforged wear armor in this version? IIRC they kind of went back and forth on that point.)
I haven't answered your question.
Starting gold would be the average. And Warforged can't wear armor.

Today is a good day to... halp |

No, it's not. A Kalashtar Cryptic could be in Eberron. I'll just have to re-read it from Ultimate Psionics. Omdur/Omdura seems a bit wonky.
No worries, EltonJ, Kalashtar Cryptic it is. :)
Just out of curiosity, in terms of available archetypes, should I keep it to just Ultimate Psionics or are using other further sources okay?

Today is a good day to... halp |

Just keep it to Ultimate Psionics.
In that case, I'll go with the combined archetypes of the Brutal Disruptor and Distorter for the Cryptic which, among other things, trades out the trapfinding & trapmaking parts- that way, there's no overlaping with other character's class features. :)

Kel'Tephea |

Managed to come up with the build for my Kalashtar Cryptic [Brutal Disruptor, Distorter]; just in time for the holidays. ;)
Alignment: Lawful Neutral
Gender/Race: Female Kalashtar (Medium Sized Humanoid Subtype)
Level/Class: 1st Level Cryptic [Brutal Disruptor, Distorter]
Movement: 30' Base Speed
Languages: Common and Quori. Bonus Languages: Draconic, Gnome, and Riedran
Age: 53 yrs. [Adulthood; Middle Age: 75 / Old: 113 / Venerable: 150]
Height: 5' 3" (female)
Weight: 127 lbs (female)
Str: 15 +2 [minor metamorphosis +2=17[+3] if activated]
Dex: 15 +2 [minor metamorphosis +2=17[+3] if activated]
Con: 13 +1 [minor metamorphosis +2=15[+2] if activated]
Int: 16 +3 [14 Base; +2 Int]
Wis: 13 +1
Cha: 10 -
AC: 15 [13 FFooted, 12 Touch]; +4 shield with Force Screen active [19]; +1 dodge[touch] with deflect; +1 Dex AC with minor metamorphosis on Dex [17]
Init: +2 [+3 when focused]; +1 Init with minor metamorphosis on Dex [17]
HP: 9; +1 HP with minor metamorphosis on Con [15]
Base Attack Bonus: +0
CmD: +2
CmB: 14
Disrupt Pattern [Humanoids]: +2 hit; 1d6+3/x2 [1/2 dmg. others]; 30' range touch; +1 minor metamorphosis/Dex
Melee/Ranged attacks: +2 hit [+2 dmg=Str only]; +1 hit extra with retaliate; +1 minor metamorphosis/Str or Dex
Fort Save: +1; +2 Fort with minor metamorphosis on Con [15]
Refl Save: +4; +5 Refl with minor metamorphosis on Dex [17]
Will Save: +3
Power Points/Day: 7
Powers Known: 1 [Maximum Level Known= 1st]
Focused: Active
Favored Class Option: 1 additional power point/level [instead of a hit point or skill point.]
Racial Abilities=
Ability Score Racial Traits: +2 to Int, chosen at character creation.
Soul of Taratai: Some kalashtar are more connected to the original source of Dal Quor, for good or for ill. They get the Unlocked Talent feat as a bonus feat. This racial trait replaces dream native.
Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social.
Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink. The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute.
Bonus Feat: All Kalashtar gain the Wild Talent feat as a bonus feat. If they ever take a level in a class that gives them a manifester level, that bonus feat is replaced with the Psionic Talent feat instead.
Traits=
Perceptive Talent [Psionic]: You gain a +1 trait bonus on Initiative and on Sense Motive checks while you are psionically focused.
Destined For Greatness (Sharn) [Regional]: You start with a kit worth no more than 300 gp, and the expendable contents of the kit are automatically restored to their original capacity at no cost to you whenever you enter a settlement with a population of at least 2,500; Melee Contingency Kit [This kit contains a cold iron morningstar, a silver sickle, two flasks of acid, two flasks of alchemist’s fire, and two flasks of holy water.]; Weight 14 lbs., Price [150]=0 gp
Cold [Drawback]: You have lost all feeling, all compassion. You are a tool, a weapon and nothing more. Any morale bonus you would get is reduced by -1 to a minimum of +0.
Feats=
Unlocked Talent (Psionic):-
Psionic Talent (Psionic):-
Improved Metamorphosis (Psionic): You gain more versatility when changing your form. Prerequisite: Ability to manifest minor metamorphosis/metamorphosis/greater metamorphosis/true metamorphosis. Benefit: Any time you manifest minor metamorphosis, metamorphosis, greater metamorphosis,or true metamorphosis, you gain one additional menu option from either the Ability Menu or Enhancement Menu of the relevant power.
Powers Points/Day: A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on The Cryptic Table. In addition, she receives bonus power points per day if she has a high Intelligence score. Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power. Choose the powers known from the cryptic power list (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes). A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a cryptic can manifest in a day is limited only by her daily power points. A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
Maximum Power Level Known: A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.
Powers=
Minor Metamorphosis, Mindlink [Racial], Force Screen [Racial; Unlocked Talent]. The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier [14].
Talents=
Ectoplasmic Trinkets, Minor Repair. The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier [13].
Starting Wealth: 105 gp (average)
CarryCap [16 str]: 76/153/230
Equipment=66 lbs. total
Melee Contingency Kit [a cold iron morningstar, a silver sickle, two flasks of acid, two flasks of alchemist’s fire, and two flasks of holy water]; 0 gp/14 lbs.
Cold Iron Morningstar [1d8 B or P/x2]
Silver Sickle [1d6-1 S/x2; Trip]
Flasks of Acid [1d6 Acid Splash(1;5')/x2; 10 range touch]
Flasks of Alchemist’s Fire [1d6 Fire Splash(1;5')/x2; 10 range touch; extra 1d6 Fire next round/DC15 reflex save]
Flasks of Holy Water [2d4 Splash(1;5') vs. evil outsiders and undead/x2; 10 range touch]
MW Backpack [as 16 Str in Carrying Capacity]; 50 gp/4 lbs.
[Real] Identification Papers; 2 gp/.5 lbs
Wooden Armor [+3 Armor AC/+3 Dex max/-1 ACP/-0 Swim-ACP]; 20 gp/25 lbs.
Explorers Outfit [worth 10 gp or less]; 0 gp/8 lbs.
Shortbow [1d6 P/x3; No Str Dmg added; 60' range]; 30 gp/2 lbs
20 Arrows in Quiver; 1 gp/3 lbs
Waterskin; 1 gp/4 lbs
Waterproof Bag; 5 sp/.5 lbs
Bedroll; 1 sp/5 lbs
Travel Papers; 2sp/-lbs
Coins: 2 sp
Class Skills: The cryptic’s class skills are Acrobatics (Dex=2), Appraise (Int=3), Autohypnosis (Wis=1), Climb (Str=2), Craft (Int=3), Disguise (Cha=0+10), Escape Artist (Dex=2), Knowledge [all] (Int=3), Linguistics (Int=3), Perception (Wis=1+2), Perform (Cha=0), Profession (Wis=1), Sense Motive (Wis=1+2+1), Sleight of Hand (Dex=2), Spellcraft (Int=3), Stealth (Dex=2+2), Swim (Str=2), and Use Magic Device(Cha=0), Intimidate (Cha=0+1), K:Psionics (Int=3).
Skill Ranks per Level: 7
Trained Skills: +7 Kn:Psionics (Int=3+1+3), +7 Perception (Wis=3+1+3), +7[+8 focused] Sense Motive (Wis=3/4+1+3), +7 Stealth (Dex=4+1+3-1), +5 Intimidate (Cha=1+1+3), +5 Climb (Str=2+1+3-1), +5 Autohypnosis (Wis=1+1+3)
Untrained Skills: +1 Acrobatics (Dex=2-1), +3 Appraise (Int=3), +0[+10 altered] Disguise (Cha=0/+10), +1 Escape Artist (Dex=2-1), +0 Perform (Cha=0), +2 Swim (Str=2-0), +0 Bluff (Cha=0), +3 Craft (Int=3), +0 Diplomacy (Cha=0), +1 Fly (Dex=2-1), +1 Heal (Wis=1), +1 Ride (Dex=2-1), +1 Survival (Wis=1)
Weapon Proficiencies: All Simple plus the Rapier and Short-bow.
Armor Proficiencies: Light armor only, No shields [Armor does not interfere with the cryptic’s class features].
Class Abilities=
Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level [10/12]. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear. When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Altered Defense (Su): A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier3 [7 rounds]. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action. Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to her AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit her since her last turn.
Disrupt Pattern (Su): All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier=3. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it. [Set vs Humanoids]
Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.
Intimidating Pattern: A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target. This ability replaces trapfinding.
Unnerving Disruption: Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent. This ability replaces trapmaker.
Altered Appearance (Su): A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action. This ability replaces the Scribe Tattoo feat normally gained at 1st level.
Her background would be as one Kalashtar out a group, hailing from distant Adar, that is currently staying at Khorvaire- mainly to keep an eye out for possible Riedran influences in the 5 Nations. She wouldn't have been an active participant in the Last War but that doesn't mean she wouldn't be interested in the latest developments coming out from Thronehold.

EltonJ |
2 people marked this as a favorite. |

Alright, it's after Christmas, I hope everyone had a safe holiday. This thread is now a recruitment thread.
The following are being considered:
* Hal the Bodyguard (House Deneith)
* Mellandra Vown (House Cannith)
* Daelkyr Half-Blood Artificer
* Veylan d'Lyrandar (House Lyrandar)
* Huc
* Kel'Tephea
Looks like Dragonmarked should be considered for three of the player characters.

Axolotl |

ok, here's Thuurvi, a half-orc spirit guide oracle of the Shadow Marches.
Thuurvi Muth-la-Zash
Female half-orc (Shadow Marches) oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human, orc)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +3
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4+1/19-20) or
. . scorpion whip +1 (1d4+1)
Ranged sling +2 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bane (DC 15), bless, cure light wounds
. . 0 (at will)—create water, detect magic, ghost sound (DC 14), light, mage hand, spark[APG] (DC 14)
. . Mystery Outer rifts
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 19
Base Atk +0; CMB +1; CMD 13
Feats Extra Revelation[APG]
Traits jungle diplomat, planar savant
Skills Diplomacy +9, Heal +6, Intimidate +6, Knowledge (nature) +5, Knowledge (planes) +8, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ oracle's curse (haunted), orc blood, revelations (planar haze, unearthly terrain), smog sight[HA]
Combat Gear healer's kit, sharpstone bullet (10), smoke pellet[APG] (2); Other Gear studded leather, cestus[APG], scorpion whip[UC], sling, sling bullets (10), 43 gp, 9 sp
--------------------
Special Abilities
--------------------
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Planar Haze (Obscuring Mist, 1/day) (Su) As a swift action, fill an area with obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell’s area.
Sacred Tattoo +1 to all saves.
Smog Sight Double sight range in dense fog and smoke, ignore conceal if foe in 5 ft.
Unearthly Terrain (1 rd, 7/day) (Su) As a standard action, turn one 20-foot square into difficult terrain for 1 rounds.
--------------------
Description and Personality
”You’ve got a planar pocket in your back room, and that’s how you’re hiding your profits from your partner,” says a voice like rich honey over scorched grains.
Tuurvi towers over the Khoravar fine goods merchant, a striking, greyskinned beauty. Her hair is a knot of red flame, and tattoos of…something—burning marshes? other realms?—cover her forearms, down into a ritual blackness like that of Mabar. ”Don’t bother stammering out excuses. GIA will be down in a moment. You’d be wise not to run, but if you do…” She shrugs, as wisps of extraplanar haunt-stuff rise off of her frame.
b]Background[/b]
”Take heart in knowing that your sacrifice brings Mabar, Kythri, Xoriat closer to the Marches,” hissed the cultist to the chained girl. Thuurvi’s head spun with the foul elixir she had been forced to drink, but she struggled nonetheless. Hooded figures chanted to the Dragon Below beneath shadowed rings of Siberys, surrounding a twisted obelisk. Inexorably, Shuuri could feel the influences of the demons of Shavarath and Mabar creeping into her marrow, and began to see some of their plan--Shavarath bursting into Kythri, and a demonic taint infecting the creation forges of warring nations--Breland, and Cyre. Forcing her mouth to work, she croaked out a warning, her eyes suddenly blazing orange. ”Khyber will betray you,” she prophesied, already lost to other planes. ”Lies,” returned the cultist near her, stroking her face as she raised her bound arms in a futile attempt to block him. ”We know the girl-child of guileless Muth-la-Zash Gatekeepers cannot bluff us. Even now we---”
And then the ritual disappeared in a blast of blinding light. Thuurvi awoke to the stench of burnt flesh. The cultists lay dead, save for their head, laying in the mud near her, moaning. She used his dagger to saw off her bindings and slide off the chains, then stood over him with his knife. ”Khyber will betray you,” she said again, this time in the demon’s language of Shavarath.
She looked up at the tears of the Dragon Above. They were no longer a bright slash, and the darkness was no longer the purple gray of the Jhorguun’taal. The blast or the ritual had changed her night vision forever, but she could see through the smoke of the burnt cultists. Her being felt superimposed on several dimensions, and as she staggered back toward the huts of her clan, she felt the shifting landscape of other planes beneath her feet. Hissing spirits wended their way around her, distracting her, but she grimaced and seized power from them with the force of pure will.
The changes affecting Thuurvi made clan life difficult for her, and her parents moved their family to Zarash’ak. Some months later, she learned that the destruction of Cyre coincided with the failure of the ritual of the Dragon Below. In the bustle of the Baaldrans, multiple clans, and the comings and goings of traders in the stilt city. Thuurvi decided to not follow the Gatekeeper way of her druid forebears, opting to study her own connection to the planes, and work for hire with House Tharashk. Upon coming of age, she accepted a position with the Globe Information Agency and made her way to Sharn.

Kel'Tephea |

Looks like I may hafta do some slight adjustments to Kel'Tephea's stats- ended up catching a mistake made in oversight; instead of Wis 13 and Cha 10, both will be changed to Wis 12 and Cha 11. :)
Also managed to spend that extra 75 gp to getting the following equipment:
Poncho; 5sp/2 lb
Bandolier; 5sp/-
1 Targath Durable Arrow; 4gp/-
5 Targath Shurikens; 16gp/.5 lb
Feather-fall Token; 50gp/-
Saw; 4cp/2 lb
Earplugs; 3cp/-
Whetstone; 2cp/1 lb
1 Wandermeal; 1cp/.5 lb
Weapon-cord; 1sp/-
Flint&steel; 1gp/-
2 days of Trail rations; 1gp/2 lb
2 gp left/74 lb total weight
In terms of background skills, Kel'Tephea will take:
Sleight of Hand
Lore: Kalashtars of Adar
That should be it for any updates or changes. ;)

Me'mori |

'No matter how inane the request', she thought with a roll of her eyes for the umpteenth time.
This particular order was for a lower noble, who had made her an offer after hearing about her work through word of mouth. A lavender-scented glue was not that useful, as ointment and salves in her opinion were more valuable, but what they were paying meant money for research. Managing a craft was something that she was confident she could do, but materials were not cheap. Even if she could source some of it herself.
Information cost even more, and access to the library in the city of Sharn was worth whatever price they set.
Her intended purpose was never in doubt— though as far as she was concerned, the Daelkyr of Xoriat could go hang– the only factors that she wanted to consider for the near future was the requirements for the works she would create in the near future. They had instilled within her such wonderful designs, though the aesthetics dearly needed work. Tools and armor of flesh and bone were not to the taste of many. Crafted works of art had more draw, living works of art, even more—
– A particularly ornery 'plorp' from the overheating concoction drew her attention back to the glue that would be coming along nicely if she did not woolgather again and ruin it. A small adjustment in placement accounted for the heat, and she started to grind the flowers, preparing them for the next step.
Dream later, work now. But why did the glue have to be purple??
N Female Daelkyr Half-Blood
Artificer 1
11,13,15,17,14,12
+0 +2/+1/+2
Traits: Callous, Unbalanced Insight
Drawback: Haunted
RT: Human-Looking, Symbiont Mastery, Symbiont Fleshgrafter, Personal Symbiont, Unbalanced Mind, Symbiosis
SQ: Infusions, Cantrips, Artificer Knowledge, Artisan Bonus, Brew Potion, Ingenuity, Scribe Scroll, Trapfinding
Languages: Common, Daelkyr, Draconic, Orc, Aklo
Feats: Ego Mastery(b), Craft Symbiont(b), Harvest Parts
Infusions: - / 1
Favored Class: Artificer
Personal Symbiont: Breed Leech, "Notho"
Skills ~6/lvl~ (+1FC) X= A + R + C
• A
D. Device +5 =1+1+3
K.(Arcana) +7 =3+1+3
K.(Religion) +7 =3+1+3
K.(Psionics) +7 =3+1+3
K.(Planes) +7 =3+1+3
Survival +6 =2+1+3
Spellcraft +7 =3+1+3
• B
Craft (Alchemy) +7 =3+1+3
K.(Engineering) +7 =3+1+3
Equipment
Traveler's Outfit x2
Leather Armor
Dagger
Sickle
Club
Light Crossbow
- 10 Bolts
Standard Equipment Pack, Light (45lbs)
Alchemy Crafting Kit (5lbs)
70g