Eclipsed Faith

Game Master bigrig107

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Scarab Sages

GM of the Moon wrote:
@Rdknight: ah, that reminds me. Gunslinger and any gun/tech archetypes aren’t allowed. There aren’t many guns outside of certain out of the way places in Faerûn, and they fit the feel of the fantasy game I want to run.

The particular Gunslinger archetype I mentioned using, Bolt Ace, is a crossbow user, no gunpowder involved. But that's alright, it's probably better to say no to the class than to have to split hairs over every little thing for everyone.

I do have a setting question if you don't mind since I've started looking at Ranger as a possible class choice. Do you expect there to be a lot of traveling throughout the adventure, or will it be more located in a single place without much travel?


What domains would a follower of Eilistraee have access to?

Are we using the elephant in the room feat tax rules?


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Likewise what domains would Waukeen grant?


Ohh, I've always had a soft spot for the realms. When I was a kid I had the 2e boxset map on my wall and read most of the 80s and 90's novels. Naturally I've played BG1 & 2 many times and I'm half way through BG3 now :)

GM a question about the feel of the game, are you aiming for a lighter or a darker tone? I.e. would the tone of the game better suit a happy go lucky adventurer or a grim crusader? There's a few character concepts I'm interested to explore in either direction.

Grand Lodge

Ok I am working on an exiled Waterhaven noble sent to Baldurs Gate to keep them out of the city. They are still working for the Wands family but is bad at magic


@GM of the Moon

Just have a couple questions for ya.

1. Finally landed on playing a Drow for my Cleric and wondered if lowering their racial spell resistance will still require a standard action? Having to deal with SR blocking even friendly buffs/spells would be annoying but I suppose I could always swap spell resistance for another trait.

2. What starting languages would a surface Drow have in Faerûn? I looked up what common languages they might know (Common, Deep Drow, Drow Sign Language, Elven, Undercommon) but having them all seemed a bit much.

3. Since we won’t be on Golarion will we be still be able to use Golarion-flavored Religion and Region traits?


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for those looking for a FR map,

and a source for Background Info.


Heh that map is somewhat different from the old 2e one, what happened to Anauroch I wonder?


Silas Hawkwinter wrote:
Heh that map is somewhat different from the old 2e one, what happened to Anauroch I wonder?

Got renamed to Netheril, from what I can tell.


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Apologies for the slow replies, late day at work. Let's get on with it!

@Slowdrifter: Unchained classes are absolutely on the table! I'd almost prefer the unchained version of the summoner. Your CN rogue idea sounds like it could work with the correct setup, I'll send a PM to get some more in depth details!

@rdknight: Ah, I don't have much gunslinger experience and didn't know it was crossbow only. Regardless, I agree, better to keep it off the list. As to your traveling question, without going into too many spoilers I will say there are plans for a significant amount of traveling but not that much towards the beginning of the adventure arc. If you're looking for favored terrain suggestions for the forseeable future, the three most prominent will be plains, forest, and urban.

@Veegees: Delightful mentioned this earlier, and I settled on Chaos, Charm, Darkness, Good, and Travel. Any appropriate subdomains will work, if there's a problem I see we'll work with it.

Also, again thanks for reminding me. We will be using the Elephant in the Room: Feat Tax Rules.

@The Lobster: I think, from what I read, that Community, Knowledge, Protection, and Travel are the best fits for her.

@Silas Hawkstrider: I don't think either will be 100% of the theme of the game. There will be serious events with serious consequences, but I don't intend on running a super grimdark survival campaign either. Try to aim for a balance of being able to crack jokes and also knowing when to be serious with things.

@Delightful: 1. I won't be changing the rules for drow, lowering your spell resistance for friendly spells is a downside to having it. Drow themselves are strong, so I don't see the need to buff them anymore. Not that I have an issue with you playing them, just giving my viewpoint!

2. Starting languages would be Common and Drow for surface Drow, or Undercommon and Drow for underdark drow. Treat the rest as being able to be selected as bonus languages per point of Intelligence bonus as normal.

3. You can use Golarion-flavored traits if you can give me a short write up as to what region it applies to in Faerûn and how it applies to your character's upbringing. (e.g. for Aballonian Resilience, the first trait in the Region category, just pick a city/region in the North and have your character be from there)


Would we be allowed to use the Variant Multiclass rules? If you're unfamiliar with it, it basically allows you to trade away half your feats for some limited class features from a second class.

I was thinking of making a cleric of Eilistraee with some bard flavouring.


Veegees wrote:

Would we be allowed to use the Variant Multiclass rules? If you're unfamiliar with it, it basically allows you to trade away half your feats for some limited class features from a second class.

I was thinking of making a cleric of Eilistraee with some bard flavouring.

That sounds good to me, I don’t see any reason not to allow it.

Scarab Sages

GM of the Moon wrote:

@rdknight: As to your traveling question, without going into too many spoilers I will say there are plans for a significant amount of traveling but not that much towards the beginning of the adventure arc. If you're looking for favored terrain suggestions for the forseeable future, the three most prominent will be plains, forest, and urban.

Yeah, the question was favored terrain related, but what I have in mind is the Transporter archetype that replaces favored terrain and alters Hunter's Bond so they're integrated to work together:

Plot Course & Smuggler's Bond:

Plot Course (Ex): At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.
At 8th level, if the transporter’s Knowledge (geography) check exceeds the DC by 10, the bonuses increase to +4. At 13th level, if his Knowledge (geography) check exceeds the DC by 20, the bonuses increase to +6, and at 18th level, if the transporter’s check exceeds the DC by 30, the bonuses increase to +8.
A transporter can gain the benefits of only a single plotted course at any given time. If the transporter ever strays from the course or attempts to plot a new course for any reason, he loses the benefits of his current course immediately. A transporter can retry his Knowledge (geography) check to plot a course as long as he spends 1d4 hours each time.
This ability replaces favored terrain.

Smuggler’s Bond (Ex): At 4th level, a transporter must choose his allies as his hunter’s bond, not an animal companion. Instead of granting the transporter’s favored enemy bonus to his allies as a move action, he instead grants his plot course bonus to his allies constantly.
This ability alters hunter’s bond.

I'm thinking about a guide type of character who's good at getting people where they need to go safely and on the down low.

Of course the abilities work as long as the party is going from A to B in some capacity, but it's much cooler and more flavorful for journeys and exploration.

Does it seem like a good fit for what you have in mind with the campaign?


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GM of the Moon wrote:
Also, again thanks for reminding me. We will be using the Elephant in the Room: Feat Tax Rules.

My Sober Thoughts on this announcement and EiTR Feat Taxes...


rdknight wrote:
GM of the Moon wrote:

@rdknight: As to your traveling question, without going into too many spoilers I will say there are plans for a significant amount of traveling but not that much towards the beginning of the adventure arc. If you're looking for favored terrain suggestions for the forseeable future, the three most prominent will be plains, forest, and urban.

Yeah, the question was favored terrain related, but what I have in mind is the Transporter archetype that replaces favored terrain and alters Hunter's Bond so they're integrated to work together:

** spoiler omitted **...

Those abilities and that archtype seem to fit very well into the general plan I have for the story, yeah. It might not always be flavored as smuggling neccesarrily, but getting to and from places will be important.


Would you be willing to adjust the oread (earth genasi) so it either has a normal speed of 30 or it has the dwarf racial ability Slow and Sturdy (speed never modified by armor nor encumberence)? Oread only has 8 RP but is otherwise very flavorful and I love the idea of being made of solid gold and being a living arbiter of the god of wealth and commerce (and smuggling).


I'm also curious if you would allow the Stick-Fighting Style chain of feats to be used with Waukeen's favored weapon (inexplicably, the nunchaku), as it is both a set of sticks and, statistically, almost identical to the tonfa

Scarab Sages

GM of the Moon wrote:
Those abilities and that archtype seem to fit very well into the general plan I have for the story, yeah. It might not always be flavored as smuggling necessarily, but getting to and from places will be important.

Sounds good, thanks! I'll probably go Ranger with Transporter and archery style.

I'm less interested in smuggling specifically (though never say never) than the guide or scout or sherpa aspect. I'm still trying to figure out the setting before I settle into any particular backstory. It's not as easy to get a handle on the Faerun or Forgotten Realms stuff as Golarion using online resources it seems. The online sources aren't as granular in the settling descriptions and history.

Scarab Sages

@The Lobster: It looks like our characters might have some overlap in their interests. Would you be interested in making them some sort of business partners if we both got selected? You bring the protection; I bring the navigation?

Scarab Sages

I found another map that seems to match the campaign description fairly well. At least I was able to find the Wood of Sharp Teeth in relation to Baldur's Gate readily.

Faerun Map


@The Lobster: I’m curious as to how you’d explain the pure gold part, and also a bit worried about how playing a person made completely of gold will work in terms of interactions with NPCs, but I’m willing to hear it out. Feel free to send me a PM with some of your more exact details on the backstory, and we’ll see what we can work out. I’ll have to look into the Stick-Fighting Style, I’m not sure how allowing it would affect anything yet, so give me a bit and I’ll get back to you.

@rdknight: yeah, unfortunately it seems as if the setting of the Realms and Faerun are much more fluid and ever-changing than Golarion is outside of Pathfinder AP’s. I imagine that’s the result of having so many different writers for their adventures and books, along with all the edition changes coming with huge world-changing lore events. The idea is you use what lore you like and ignore what you don’t, I guess. If you have any questions on how my interpretation of Faerun works, feel free to ask!


Not literal gold, but, as the Plane Hopping Handbook puts it

Quote:
Ironsouls wear their elemental heritage on their skin, with most having some amount of metallic sheen. Their skin tone varies, with colors ranging from gold and silver to copper-green and dull, oxide gray
and to quote their debut in the ARG
Quote:
While all oreads appear vaguely earthy, a few bear more pronounced signs of their elemental heritage—skin that shines like polished onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline spikes.
To use a 5e source, the earth genasi's 5e debut in the Elemental Evil Player's Companion reads
Quote:
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines

I would still love an answer to my question about an oread's speed before I commit to the idea of playing one, much as I love the concept

And rdknight, yes I had the same thought :)


Okay, that makes much more sense. I was just imagining this chunk of gold walking around, and everyone looking at it like “I want a piece of that”.

I forgot to put it in there, but I’m okay with giving oread the Slow and Steady trait, seems fine to me. They’ve always felt like one of the worst elemental races to me.

RPG Superstar 2015 Top 8

Hmm, I am intrigued--but I expect like some others, I've not really paid much attention to what's gone on in FR since around 3rd edition, and it's changed dramatically (I do have the 3rd Ed source books with deity domains, if it is helpful to look those up for anyone). And I don't have a device that will adequately run Baldur's Gate 3 (I am very, very familiar with Baldur's Gate 1 and 2, which were made using 2nd ed rules, but as far as I know the connections between the first two and the third game are quite minimal). I can see there are massive events that occurred like, oh, say, Abeir and Toril got split apart, which is pretty frikkin huge. I've read previous replies here about some world specifics but would still like to ask if there are any major, setting specific things we should know/read up on in the Wiki in particular that are relevant to the game? And more specifically, I vaguely remember reading (but can't find) that Sehanine Moonbow (the elven moon goddess) is now considered an aspect of Selune? Is this the case? In general is the major pantheon used rather than racial pantheons?

I'm thinking of either a classic adventuring bard (perhaps with ambitions to join the Harpers, if such a thing would be allowed) or a rogue who is by profession a merchant (perhaps with a bit of smuggling on the side).


From what I know, the Second Sundering is the event that has the most relevance to the order of the gods in 5th edition, and the current ‘canon’ of Faerun I’ll be using. Sehanine Moonbow was an aspect of Selune, but with the Second Sundering, she is her own separate deity again.

That site (the forgotten realms fandom) is what I’ve been using for the majority of my research, of course checking the source material they quote to make sure it’s correct.

No one needs to worry about playing or being spoiled on the third Baldur’s Gate game, I’ll be using inspiration from the game but won’t touch on any of the major storylines or players in the game except in maybe small cameos of sorts.


@ GM of the Moon Since Selune and Sune are allies, would you allow a Brother of the Ruby Rose paladin?


@GM of the Moon

And here's that Drow Cleric of Eilistraee I've been going on about. Well, her mechanics anyway. I'll get her fluff and character stuff done as quickly as possible after I've done some more research on Faerûn's Drow and Eilistraee's church. There's a lot of backstory there with Drizzt being so popular but for now the very basic outline is that she's a surface Drow from Waterdeep who's lived most her life in the Eilistraee temple there and is eager for a chance to explore and travel.

Mechanically, Marith is kitted out to be a decent frontliner who can whip out buff spells to make her more capable and accurate with her bastard sword while her Travel Domain helps make her more mobile. She'll need to take a level of Bard to really be good at it but her Diplomacy skill is decent so Face stuff is in her portfolio as well. I also decided to actually swap out Spell Resistance for Daylight Adaptation which means I get to keep Darkvision but also lose Light Blindless, which is a nice trade I think.

Anyways if anything is off about her mechanics just tell me so I can fix it. Hope to show her backstory soon.


I'd like to submit Jack Eberheart for consideration. I'll work on backstory and fluff over the next few days, but the crunch is done. I think he'll be kind of a cross between John Constantine and Van Helsing.


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@GM of the Moon Thank you, will be in touch. May also need to rejig things slightly as it turns out from a bit of reading that Leira is no longer dead (or never died depending on retconning), but it doesn't change the fundamentals.

@DeathQuaker I know exactly where you're coming from. I'm very much a 2E/3E FR player too but I think that will still set you in good stead. In very broad terms, the 5E Second Sundering undid a lot of things that the 4E Spellplague did (and a few things that were developed in 3E too, such as the Silver Marches collapsed and the Shades and refounded Cormanthyr essentially destroyed each other). Obviously not everything as is exactly as it was, most notably the hundred-year time jump so many NPCs are no longer around, though plenty of notable ones still are, mind. Given WotC's policy of not really focusing on lore any more, many places in the Realms, especially those outside of the Sword Coast, haven't really had an update so there's not necessarily a lot to catch up on.

Specifically to your point, I believe the pantheon was cut down fairly radically for 4E FR but is basically back up to where it used to be for the 5E Realms. The racial pantheons are all there, including Sehanine.

RPG Superstar 2015 Top 8

Thanks, Slowdrifter. Checking because I happened to have a partial background written up for someone raised by priests of Sehanine Moonbow, and wanted to see if she'd be considered the same as or an ally of Selune. Not that it matters tremendously to the build, but I like to get my fluff right. :)

GM of the Moon wrote:

Also, again thanks for reminding me. We will be using the Elephant in the Room: Feat Tax Rules.

Double checking: does this mean a monk or brawler should take Unarmed Combatant as a bonus feat instead of Unarmed Strike? Thanks.


@TheWaskally: I have read Sune and I like the Ruby Rose, but you'll have to put together a backstory that would fit with wanting to at the very least take the mission to help investigate the Glade. I'll look at anything you write up and give you some feedback on it!

@Marith Looks great build wise, from what I can see. I look forward to seeing your backstory finished!

@Slowdrifter: Let me know when you have something finished you want me to look at!

@Deathquaker: I'm not sure what that is, it's not popping up on any search. Could you link it to me? Edit: oh, I see, it's in the Elephant document. Let me read before I answer that.


Yeah, just use the Monk section of Appendix 2 (Page 34 of the 3rd printing of EitR) for the Unarmed Combatant stuff, including the changes to the bonus feats Monk gets.


@Jack Eberheart: Sorry for missing you, but I saw your submission too! In a few days when I have a handful of submissions completed I'll make a list (or get someone else to write it for me cause someone always volunteers to do so) and get it together so we can all see what spread we have in terms of races and classes.


Alright, here's rdknight's character sketch for the Transporter Ranger. I have a draft of all the mechanical aspects worked out, but there might be a little editing to do yet. I went with Moon Elf for race.

I'm still kicking around ideas as far as background and the character questions go. It's convenient that Sehanine Moonbow is in the elven pantheon as the patron of moon elves. Lisyil is a natural fit as a worshipper of Sehanine Moonbow, which I'd think would make her quite cosy with the Selunite church. It would establish some motive for her to help out.

For her background, I think I'll try to keep things as simple as I can. Lisyil is young and on a walkabout for a few years before settling down into something more permanent with greater responsibilities. Working as a guide for travelers is less an occupation than a gig that lets her earn a bit of money now and then to fund her travels. It's also a good way to meet people, and stay up on the latest news far and wide.

If The Lobster and I were in the game together, it might be more of an actual business enterpriseTM, but still her motive is more about meeting people and helping them out some than profit.

A couple of questions:

1. Any hints or suggestions for favored enemies?

2. Is Elturgard a place as described in the wiki in this campaign? It could be a good place for Lisyil to be from and want to leave.


List of Characters (Ideas or submissions)
trawets71 - Trawets Aarock Wizard(Evoker)
AdamWarnock - Making this list because he's not sure if his original plan is the best idea any more.
stormraven - Shaggar Gnoll Ranger
Mightpion - Verena or Askold Verena Human Oracle of the Shadows - Askold Abyssal Bloodrager
Xyndar Illambra (cool name, btw) - Jack Eberheart Human Unchained Summoner
Delightful - Marith Z'endi Female Drow Cleric of Eilistraee
Critzible - Bat Weretouched Shifter unsure if this is the same as the Waterdhavian Nobleman who's bad at magic.
CucumberTree - Mystery-flavored Druid
The Lobster - Warpriest of Waukeen
Ogre_Watts64 - Halfling Charlatan, Human Monk, or Half-orc Inquisitor(Sanctified Slayer)
Slowdrifter - Tiefling Unchained Rogue
Simeon - Rashemaar Magus
Veegees - Cleric of Eilistraee with Bard VMC
rdknight - Lisyil Nihmedu Female Moon Elf Ranger(Transporter)
DeathQuaker - Bard
The Waskally - Brother of the Rose Paladin

Okay, so it looks like we have:

Arcane: 3
Wizard - 1
Magus - 1
Summoner - 1

Divine: 4, possibly 6
Cleric - 2
Druid - 1
Inquisitor - 1?
Oracle - 1?
Warpriest - 1

Martial: 3, possibly 5
Bloodrager - 1?
Monk - 1?
Paladin - 1
Ranger - 2

Skilled: 2, possibly 3
Bard - 1
Rogue - 2?

Huh, and I thought that the niche I was going for was getting crowded.

Okay, I guess I'll carry on with my idea, then. Going for a slayer switch-hitter that's a party-face and infiltrator to be the rogue's or bard's backup when we inevitably have to pull a heist. Aiming for a good mix of skill, melee, and range down the road. Definitely not a knowledge monkey.

Grand Lodge

@Adam Warlock yes same character. Failed Spellcaster od the distinguished Wands Noble Family, Forced to live a live in Baldurs gate helping at one of the family workshops as a supposed "underscribe" et ala basically to get the cursed child outta Waterdeep High society and into a lesser city to live however they wish with some paltry job


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@Critzible: Much obliged! Thank you for clearing that up.

List of Characters (Ideas or submissions)
trawets71 - Trawets Aarock Wizard(Evoker)
AdamWarnock - Kiley Sherrow Female Tiefling(Rakshasa-blooded) Slayer
stormraven - Shaggar Gnoll Ranger
Mightpion - Verena or Askold Verena Human Oracle of the Shadows - Askold Abyssal Bloodrager
Xyndar Illambra (cool name, btw) - Jack Eberheart Human Unchained Summoner
Delightful - Marith Z'endi Female Drow Cleric of Eilistraee
Critzible - Waterdhavian Nobleman who's bad at magic and a Bat Weretouched Shifter
CucumberTree - Mystery-flavored Druid
The Lobster - Warpriest of Waukeen
Ogre_Watts64 - Halfling Charlatan, Human Monk, or Half-orc Inquisitor(Sanctified Slayer)
Slowdrifter - Tiefling Unchained Rogue
Simeon - Rashemaar Magus
Veegees - Cleric of Eilistraee with Bard VMC
rdknight - Lisyil Nihmedu Female Moon Elf Ranger(Transporter)
DeathQuaker - Bard
The Waskally - Brother of the Rose Paladin

Arcane: 3
Wizard - 1
Magus - 1
Summoner - 1

Divine: 4, possibly 6
Cleric - 2
Druid - 1
Inquisitor - 1?
Oracle - 1?
Warpriest - 1

Martial: 5, possibly 7
Bloodrager - 1?
Monk - 1?
Paladin - 1
Ranger - 2
Shifter - 1
Slayer - 1

Skilled: 2, possibly 3
Bard - 1
Rogue - 2?


20 questions:

1. What is your character’s name? Jack Eberheart
2. How old is your character? 22
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Jack stands at 5’ 9” and clocks in around 146 lbs. He is often seen wearing black cleric vestments. He keeps his brown hair short and face shaven, he hides his pale blue eyes behind smoked glasses. The only weapon that he seems ever to carry is a light crossbow over his back.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who? Unknown but found in Baldur’s Gate 5 years ago.
6. Who are your parents? Are they alive? What do they do for a living? Jack doesn’t know who his parents are, he was found barely alive on the steps of the temple of Tyr in Baldur’s Gate 5 years ago.
7. Do you have any other family or friends? Blood-related unknown, a few of the clerics that helped him he thinks of as family though.
8. What is your character’s marital status? Kids? Unmarried, no kids that he knows of…
9. What is your character’s alignment? CG
10. What is your character’s moral code? He helps those who can’t help themselves.
11. Does your character have goals? He’s trying to regain his memories.
12. Is your character religious? Jack knows the gods are real, but he doesn’t follow them, he does however work for them, and they have promised to help get his memories back.
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Jack is a little smug with a sprinkling of pessimism.
15. Why does your character adventure? Why did your character accept the job? He doesn’t know what else to do and the church helped him get back on his feet and has promised they’ll help him regain his memories if he helps them.
16. How does your character view his/her role as an adventurer? He’s good at it but doesn’t understand why… but he admits that he likes helping people and fighting the corrupt.
17. Does your character have any distinguishing marks (birthmarks, scars, deformities)? Jack has a scar on his chest right over his heart in the shape of the symbol of Tyr and a tattoo on his back of an unknown magic circle that has lines of runes coming off it that go down his legs, arms, and up his neck and to the crown of his head. This magic circle and runes glow faintly every time he casts a spell.
18. How does your character get along with others? For the most part, Jack gets along well with people he meets, those in power who don’t help out those in need however he is brash.
19. Is there anything that your character hates? When people are mistreated.
20. Is there anything that your character fears? That he’ll never get his memories back and failing those he’s helping.


Its wild how much stuff changed in forgotten realms since I last checked the lore.


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@Lisyil Nihmedu: 1. For the first part of the campaign, (humanoid: human) and (animal) are both good choices. You will face other foes of course, but those are good generic choices. 2. Elturgard does exist as the wiki says, and Elturel has been returned from its brief stint after being sucked into Hell for a bit. "Descent into Avernus" explains how the original events of Elturgard's capital falling happened, but I don't plan on having you go there (in the beginning at least) or dealing with any of the storyline in Descent.

@AdamWarnock: Thanks! I knew someone would step in and start a list for me.

@Jack Eberheart: Looks good! Excited to see the finalized backstory (and maybe some hints as to what that magic rune circle is!)


Going to throw my hat in the ring, I rarely play casters although I've had the itch to try an illusionist for some time.

Twenty questions:

1. What is your character’s name?
Call me Vi. N'tel'quess find it hard to correctly pronounce Viridiana Tal'voth Shalar, my elvish name. In case you where wondering that means she who stands between the candle and the star.

2. How old is your character?
One never asks a lady, lets just say I'm old enough to have studied at the Incanistaeum in Myth Drannor. No I'm not that old, towards the end when it became obvious the orcs would win, the masters forced the junior class through portals to escape. Affected by wild magic some of the portals acted strangely, and in my case I was catapulted a thousand miles and hundreds of years into the future. I awoke among strangers to learn everyone I knew was long dead which as you might imagine came as something of a shock!

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

They'd see a tall elfin thin figure wrapped in a midnight blue cloak with a deep hood with, wearing a well made leather pack, out of which if they looked closely they might notice the bulge of a crossbow. If I was to take my hood off, they'd notice my plaited auburn hair and the curve of my ears. If I allowed them to get any closer they might notice the emerald green of my eyes and the freckles of my skin. Apparently I have dimples too.

If the one observing me was really patient they might see Compy my pet Compsognathus sticking her head out of my pocket. I got her in a market in Waterdeep, the merchant told me she came from the jungles of Chult although I'm not entirely sure I believe that.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

They'd probably mistake me for being standoffish, in truth I'm shy and slow to trust. A lot of bad things can happen to a lone female elf abroad in the realms and not everyone you meet has honourable intentions... I've been told my voice is musical although I've never had any real talent.

5. Where was your character born? Where were you raised? By who?
I was bourn and raised by my parents in Myth Drannor, called among other things by the bards as The City of Love and The Towers of Song.

6. Who are your parents? Are they alive? What do they do for a living?
My parents were the battle mage Raphiel'ian N'traise' Lorack-un and his wife Angelisa'aria Vorrak a member of the watch. It is assumed they fell during the final sack of the city, I miss them terribly.

7. Do you have any other family or friends?
I befriended an unlikely group of humans known as The Band of the Unicorn. The portal I used to escape Myth Drannor left me dazed and confused in a dank stone complex, in the upper part of what I now know is undermountain. I was very lucky, I ended up close to the entrance to the Yearning Portal Inn. I owe them my life. Sadly they're all very old now, firmly retired and I have scarcely aged a day. An Eleven lifespan is both a blessing and a curse.

8. What is your character’s marital status? Kids?
I've yet to meet the right man... It's an open question whether I ever will.

9. What is your character’s alignment?
I appreciate law abiding areas although I've never loved the law like some do or worse hide behind. Having witnessed evil despoiling my home first hand I will always work towards a brighter future, aiming to do the least harm. Neutral Good.

10. What is your character’s moral code?
I generally believe it's right live and let live, and that most of us are good at heart. I believe in paying my way, as long as the prices are fair and that others should do so too. Still I know there are those who would see my beliefs as weakness and would take what they want without care of who gets hurt. Those people are dangerous and should be shunned.

11. Does your character have goals?
Magic is in my blood, there is so much to explore, the weave is the single greatest gift of the gods! I also enjoy traveling, and there's a great deal of places I've read of that I want to visit. If I'm lucky enough to send some orcs to their graves I'll count that as a bonus.

12. Is your character religious?
As a spell caster, naturally I worship Mystra. My mother was a follower of Selune, she loved moonlight and starry nights, I guess a bit of that rubbed off on me too.

13. What are your character’s personal beliefs?
I believe that magic and the wave is the most profound force in the world, and it's exploration is something I've dedicated my life to. Many mages say that magic for its own sake is all that matters, but I've come to believe that those with power have a responsibility to look out for others.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
I'm a bit quiet, especially in a crowd. I'm the sort who can never think of the right words in the moment and deep down I'm scared of rejection.

15. Why does your character adventure? Why did your character accept the job?
To be honest I hadn't really thought of myself as an adventurer, still I find I can't stand idly by. I fear something bad has befallen the Selunites and if I don't help then who will?

16. How does your character view his/her role as an adventurer?
I suppose it feels natural after spending a many nights listening to the exploits of The Band of the Unicorn. I also think back to the stories of high adventure my father told me...

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Well I have a tattoo of a blue white star, The Symbol of Mystra on my back it extends up to my shoulders. This was part of the initiation at the Incanistaeum, it itched like crazy and I didn't sleep properly for a week.

18. How does your character get along with others?
I have been accused of preferring books to people. That's not true although I am slow to make friends and I find myself uncomfortable in social situations unless I've known everyone for a long time.

19. Is there anything that your character hates?
The only thing worse than an Orc is a horde of Orcs. They killed my city, my friends and my parents and stole my future.

20. Is there anything that your character fears?
Orcs, and being powerless to help those I care for. Oh and making a complete ass of myself if there's a guy I like...

Build:
Viridiana Tal'voth'shalar
Elf diviner (foresight[APG]) 1 (Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +1 (1d8/19-20)
Diviner Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 17), enlarge person (DC 15), heightened awareness[ACG]
. . 0 (at will)—detect magic, light, prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Greater Spell Focus (illusion), Scribe Scroll, Spell Focus (illusion)
Traits seeker, warrior of old
Skills Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +7, Sense Motive +2, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc
SQ arcane bond (Compy, compsognatus), arcane focus[ARG], elven magic, forewarned, illustrious urbanite, prescience (7/day)
Other Gear light crossbow, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

--------------------

Compy      CR –
Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 4 (1d8+2)
Fort +4, Ref +4, Will +2
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3-1 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Acrobatics +2 (+6 to jump), Perception +4, Spellcraft -1, Swim +10
SQ empathic link
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 12) (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (20 feet) You have a Swim speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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List of Characters (Ideas or submissions)
trawets71 - Trawets Aarock Wizard(Evoker)
AdamWarnock - Kiley Sherrow Female Tiefling(Rakshasa-blooded) Slayer
stormraven - Shaggar Gnoll Ranger
Mightpion - Verena or Askold Verena Human Oracle of the Shadows - Askold Abyssal Bloodrager
Xyndar Illambra (cool name, btw) - Jack Eberheart Human Unchained Summoner
Delightful - Marith Z'endi Female Drow Cleric of Eilistraee
Critzible - Waterdhavian Nobleman who's bad at magic and a Bat Weretouched Shifter
CucumberTree - Mystery-flavored Druid
The Lobster - Warpriest of Waukeen
Ogre_Watts64 - Halfling Charlatan, Human Monk, or Half-orc Inquisitor(Sanctified Slayer)
Slowdrifter - Tiefling Unchained Rogue
Simeon - Rashemaar Magus
Veegees - Cleric of Eilistraee with Bard VMC
rdknight - Lisyil Nihmedu Female Moon Elf Ranger(Transporter)
DeathQuaker - Bard
The Waskally - Brother of the Rose Paladin
Silas Hawkwinter - Viridiana Tal'voth'shalar Female Elf Wizard(Diviner)

Arcane: 4
Wizard - 2
Magus - 1
Summoner - 1

Divine: 4, possibly 6
Cleric - 2
Druid - 1
Inquisitor - 1?
Oracle - 1?
Warpriest - 1

Martial: 5, possibly 7
Bloodrager - 1?
Monk - 1?
Paladin - 1
Ranger - 2
Shifter - 1
Slayer - 1

Skilled: 2, possibly 3
Bard - 1
Rogue - 2?


I just realized I'm building a major aspect of Kiley around something that I might need to get a better feel on.

Am I correct in assuming that the Zhentarim are a bunch of smugglers, slavers, and traffickers that are pretty much scum?


AdamWarnock wrote:

I just realized I'm building a major aspect of Kiley around something that I might need to get a better feel on.

Am I correct in assuming that the Zhentarim are a bunch of smugglers, slavers, and traffickers that are pretty much scum?

Basically, yeah. =) There's not much in the general 'evil deeds' bracket that they've not turned their hand to over the years.

As mentioned by the GM and a couple of other people, the Forgotten Realms wiki is a very useful source. It can be a little weird reading it though because it's all written in the past tense, whether referring to something contemporary and alive and well or something thousands of years in the past.


AdamWarnock wrote:

I just realized I'm building a major aspect of Kiley around something that I might need to get a better feel on.

Am I correct in assuming that the Zhentarim are a bunch of smugglers, slavers, and traffickers that are pretty much scum?

They started out as a criminal organization attached to Bane, one of the more evil deities of Faerun, but have since sort of grown beyond that. Some of their organization elsewhere are still more devoted to the religious aspect, but a lot of the depictions of the Zhentarim around Baldur’s Gate and the area I’ll be using is that of a smuggler/thief ring with a bit of slavery on the side as opposed to evil religious fanatics. Still evil, yes, and likely not very well liked.

If you’re looking for a more ‘wholesome’ criminal organization, The Guild is probably closer to what you want. They are criminals and thieves, yes, but not as wholly evil as the Zhentarim.

Hope this helped!


Slowdrifter wrote:

Basically, yeah. =) There's not much in the general 'evil deeds' bracket that they've not turned their hand to over the years.

As mentioned by the GM and a couple of other people, the Forgotten Realms wiki is a very useful source. It can be a little weird reading it though because it's all written in the past tense, whether referring to something contemporary and alive and well or something thousands of years in the past.

Thanks, Slowdrifter, for verifying that. And yeah, I should read that article, shouldn't I? :P


Shaggar is complete with 20 questions, etc. Barring some sort of change based on the era in which the game is set (i.e. is Anauroch still named Anauroch?), he is done.


GM of the Moon wrote:
AdamWarnock wrote:

I just realized I'm building a major aspect of Kiley around something that I might need to get a better feel on.

Am I correct in assuming that the Zhentarim are a bunch of smugglers, slavers, and traffickers that are pretty much scum?

They started out as a criminal organization attached to Bane, one of the more evil deities of Faerun, but have since sort of grown beyond that. Some of their organization elsewhere are still more devoted to the religious aspect, but a lot of the depictions of the Zhentarim around Baldur’s Gate and the area I’ll be using is that of a smuggler/thief ring with a bit of slavery on the side as opposed to evil religious fanatics. Still evil, yes, and likely not very well liked.

If you’re looking for a more ‘wholesome’ criminal organization, The Guild is probably closer to what you want. They are criminals and thieves, yes, but not as wholly evil as the Zhentarim.

Hope this helped!

Sorry, I didn't realize I missed this until a little bit ago. I'm good with the Zhentarim. I think they fit better with what I have in mind anyway.

RPG Superstar 2015 Top 8

Here is my submission: "Silver" aka Aela Silverbrand

(Linking to alias rather than posting with it so if I don't get in, I can delete it.)

Went with my smuggler/merchant option, not the bard. She is at 1st level a snakebite striker brawler but I plan to multiclass into rogue, so she will largely be skillmonkey with decent melee capability who will work well as someone's flanking buddy.

Answers to the questions are in the statblock under background.


First pass at background and questions. I'm sure I'll come up with all too many characters eventually.

Stats:

Kiley Sherrow
Female rakshasa-spawn tiefling slayer 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3 (+1 when further than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . dagger +4 (1d4+3/19-20) or
. . gladius +4 (1d6+3/19-20) or
. . greatsword +4 (2d6+4/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—detect thoughts (DC 14)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 11, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 17
Feats Combat Expertise, Deadly Aim, Power Attack, Precise Shot
Traits honeyed tongue, reactionary, talented
Skills Acrobatics +5 (+3 when further than 10 feet from a fallen ally), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +2 (+0 when further than 10 feet from a fallen ally), Climb +5 (+3 when further than 10 feet from a fallen ally), Craft (painting) +5 (+3 when further than 10 feet from a fallen ally), Diplomacy +7 (+5 when further than 10 feet from a fallen ally), Disguise +8 (+6 when further than 10 feet from a fallen ally), Escape Artist +1 (-1 when further than 10 feet from a fallen ally), Fly +1 (-1 when further than 10 feet from a fallen ally), Heal -1 (-3 when further than 10 feet from a fallen ally), Intimidate +2 (+0 when further than 10 feet from a fallen ally), Perception +3 (+1 when further than 10 feet from a fallen ally), Perform (dance) +7 (+5 when further than 10 feet from a fallen ally), Perform (percussion instruments) +2 (+0 when further than 10 feet from a fallen ally), Perform (sing) +6 (+4 when further than 10 feet from a fallen ally), Perform (string instruments) +2 (+0 when further than 10 feet from a fallen ally), Perform (wind instruments) +2 (+0 when further than 10 feet from a fallen ally), Ride +1 (-1 when further than 10 feet from a fallen ally), Sense Motive +5 (+3 when further than 10 feet from a fallen ally), Stealth +5 (+3 when further than 10 feet from a fallen ally), Survival -1 (-3 when further than 10 feet from a fallen ally), Swim +1 (-1 when further than 10 feet from a fallen ally); Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Elven
SQ finesse weapon attack attribute, overprotective, prehensile tail[ARG], track +1
Other Gear chain shirt, arrows (40), dagger, dagger, gladius[UC], greatsword, longbow, artisan's outfit (2), backpack, bedroll, blanket[APG], cutting board, wooden (2 lb), flint and steel, journal[UE], knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], painting tools, pot, scarf[UE], scarf[UE], scarf[UE], scarf[UE], scarf[UE], scarf[UE], seasonings, local (0.5 lb), silver holy symbol of Selune, skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), trail rations (5), tripod, iron (3 lb), waterskin (2), 5 sp, 9 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

20 Background Questions:

1. What is your character's name?
Kiley Sherrow.

2. How old is your character?
Twenty-four or there abouts.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Kiley's short, about 4 feet 9 inches tall, and petite at a little over 100 lbs. She has long auburn hair that's often braided and done up to keep out of the way; fair skin with freckles dusting the bridge of her nose, cheeks, and shoulders; and sapphire-like blue eyes that hold something strange yet alluring in their depths. She appears human. She wears a scarf around her head and covering her ears and another around her waist. Most of her clothing is big on her, but she manages with a combination of rolled sleeves, belts, cuffs, and tucks. She always has a blade on her, even when in town, carrying a shortsword and a dagger at the least. Around her neck is a silver holy symbol of Selune, a momento from her mother and father. She prefers clothing that has a little flash and flow to it so it'll compliment her dancing.

Some who are particularly keen of eye can tell that she isn't quite human. Her scarves hide her cat-like ears and tail, something she takes time to do every day when getting ready. (In otherwords, she takes 10 on her disguise checks to appear human.)

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Kiley's an animated speaking, using her hands and, more often than not, her arms while talking. She's a bright young woman with a silly sense of humor and a love of wordplay. She can be a little ditzy, though, often getting distracted and changing subjects as she notices things or has a thought pop into her head.

5. Where was your character born? Where were you raised? By who?
Kiley has no idea where she was born. Her first memories were being in service to the Zhentarim slavers that her mother and father rescued her from when she was about twelve or thirteen. They were a pair of adventurers that married and settled in Waterdeep. Her mother was a wizard named Analee Sherrow and her father was a priest of Selune named Fionn Sherrow who'd served as a mercenary in his younger years. Her mother taught her to about dancing and music and her father taught her about Selune and how to defend herself when her heritage became apparent. It was a happy time, but sadly not to last.

6. Who are your parents? Are they alive? What do they do for a living?
The man and woman who conceived and gave birth to Kiley? Who knows? Analee and Fionn Sherrow, the ones who raised Kiley? Sadly they were killed when the Zhentarim took revenge for their meddling and raided their home. Many of the thugs died, but they still killed Kiley's parents and took her as a slave again when they realized how valuable she could be in a few years.

7. Do you have any other family or friends?
Well, there's Shaggar, if we both get in. I'll have to think about others though.

8. What is your character's marital status? Kids?
Kiley is single and as far as kids go, well, she hasn't even done step one to having children.

9. What is your character's alignment?
Chaotic Good.

10. What is your character's moral code?
- Help those in need.
- Do the right thing, laws be damned.
- Never judge a person on their appearance. It's what they do that matters.
- Enjoy life when and while you can.
- The only good Zhentarim agent is a dead Zhentarim agent.

11. Does your character have goals?
Mostly find a place to call home again. This may also change if I think of some friends and family from before the Zhentarim raid on her home.

12. Is your character religious?
Yes, she's a follower of Selune, but she mostly worships in private due to what happens when she's exposed to moonlight.

13. What are your character's personal beliefs?
- Every good deed helps, no matter how small.
- Laws that protect the wicked from justice are inherently unjust and not worth following.
- Life's too short not to enjoy the finer things when you can.
- Anyone that willingly works for the Zhentarim is an evil, rat bastard.
- The stars are the souls of those who watch over the loved ones they left behind.
- Anyone who finds out what I really am will want to either kill me or use me.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Oh you bet! She avoids moonlight when she thinks others are around or watching. She doesn't like to be touched unless she knows you really well and trusts you. She always likes to try new foods and drinks. She buys the most comfortable and well made clothing and gear she can afford. She rents the best room at the inn. She doesn't like to share her room and is incredibly protective of her privacy. If both she and Shaggar get in the game, she'll be singing his praises wherever they go as well as helping him adjust to the less harsh and wild places in Faerun.

15. Why does your character adventure? Why did your character accept the job?
Mostly because she has no home to return to nor any skills to offer besides singing, dancing, and playing music (whenever she can get back into practice,) none of which are likely to make any coin in Anauroch. She may like napping in warm, sunny places, but she's no fan of the desert.

As for why she accepted this job in particular, she wants to honor her father's and mother's memory. Both were worshippers of Selune, and she feels that this is the best memorial she can give them for now. She's also hoping that by helping out, she'll stop getting suspicious glares from every Selunite who finds out she avoids moonlight when they are around.

16. How does your character view his/her role as an adventurer?
As far as her role in the party is concerned, Kiley sees herself as an infiltrator and skirmisher. She's relatively stealthy, though her chain shirt makes her slightly less so. She's skilled with both blade and bow, and despite her easily distracted nature, she has keen eyes. Outside of combat, her musical talents can help earn some coin at taverns and inns along the way and she's a fairly savvy diplomat when needed.

If we're talking about how she views being an adventurer, she thinks it's a good way to meet new people, see new places, and try new things. Making sure the occasional Zhentarim agent is properly dealt with is just a bonus.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Besides the auburn-furred cat-ears and tail that she keeps hidden? Well, her hair and fur does turn white and glowing white markings cover her face, back, sides, arms, and legs when under moonlight.

Well, there's also the freckles.

18. How does your character get along with others?
Pretty well, as long as they aren't part of the Zhentarim. She's friendly, but slow to trust.

19. Is there anything that your character hates?
The Zhentarim and the corrupt people that help them get away with their many crimes. Slavers and assassins of any bent, however, will draw her ire.

20. Is there anything that your character fears?
Several things. She fears being in cages or chains. She fears people finding out what she really is. She fears failing to free those in bondage that she runs across. She fears anyone tied to her demonic ancestor learning of her. Most of all, she is terrified of the undead.


Background:

Kiley spent the first dozen years of her life with no name, bound in chains, and watching the world through bars. Her first memories were of that caravan of Zhentarim smugglers and slavers running the routes from the Dalelands and the Moonsea to Waterdeep and Baldur's Gate on the Sword Coast. How she wound up being a slave to the Zhentarim and what became of her parents were things she never learned, though if the slavemaster was to be believed, her parents had sold her to them to pay off their debts. How she survived those years, half-starved and constantly battered and bruised, she doesn't know. Divine providence is her only guess.

One night, near Waterdeep, the caravan was attacked. The attackers were no bandits nor orcs, but Harpers and their allies. They slew the Zhentarim and freed their captives, including Kiley. A couple in their middle years, their children already grown, took her in. They adopted her and named her Kiley when they learned that she had no name. It took a long time for the couple to gain Kiley's trust, but as they showed her love and compassion, Kiley began to love them and trust them.

The couple, Analee and Fionn Sherrow, were successful adventurers in their younger years, and lived on a small estate in one of Waterdeep's more well-to-do districts. As Kiley opened up to them, they taught her how to speak, read, and write both the common trading tongue used in the northern reaches of Toril and the elven tongue when Kiley expressed an interest in it after seeing some elven writing on Analee's desk. They taught her kindness, compassion, and selflessness. As she grew older, she told them of her desire to learn of their faith in Selune, and her father began teaching her the tenets of the faith. Her mother taught her to sing, to dance, and to play music. When Kiley met the artist they hired to paint her portrait, she became so enamored with the process that she asked if he could teach her, so she learned to draw and paint as well. Knowledge and love were the gifts her parents gave her, and Kiley did her best to return their love and take their lessons to heart.

But not all of the lessons were pleasant ones. At the midnight hour on Kiley's fifteenth birthday, she woke in the middle of the night, screaming in terror. She babbled in a tongue she didn't know, but somehow understood. Pain wracked her body as it changed. She grew a long tail covered in auburn and black fur. Her ears became pointed and furred, like those of a cat. her canines grew into sharp, if still small, fangs. Red markings glowed on her skin. When her parents burst into her room, she begged them for help, begged them to stop the pain, begged them to not hate her.

She sobbed as her parents held her once the ordeal was over. The markings were no longer visible, so long as she didn't step into the moonlight where they glowed white. While they did not know what had happened to Kiley, it had become clear to her parents that she wasn't human. Analee, Kiley's mother, was a wizard, and she studied tome after tome and consulted with her colleagues skilled in divination and contacting beings from other planes until she found the answers they sought. Meanwhile, Fionn, Kiley's father, knew that her appearance would cause others to judge her and possibly attack her to either capture her or kill her. The next day, he began to teach her all he knew about fighting so she could defend herself. Months passed and Kiley learned how to use a blade and bow well under her father's tutelage. One night, after they had supper, her mother and father sat her down to tell her what her mother had learned.

In the past, someone from her birth mother's or father's line dallied with or made a deal with a powerful succubus, Chaan'ke Khoonalhe, The Bloodied Fangs of the Moon. That act tainted the line with her essence, and now it manifested strongly in Kiley. Depictions of Chaan'ke Khoonalhe often portrayed her with the ears and tail of a cat and markings similar to the ones that appeared on Kiley's skin when under moonlight. Kiley wasn't human, but a tiefling. The revelation rocked Kiley, but her parents loved her no less, though they were more cautious about who knew of Kiley and had a friend from their adventuring days, a half-elf known as Pandora McGee, or Aunt Dora as Kiley called her, come in and teach Kiley how to hide her ears and tail. As a year passed, then two, Kiley became more easy going and relaxed.

Sadly, the Zhentarim had not forgotten the black-eye they'd received the night Kiley had been freed. Ten years after she'd been adopted, they were finally able to learn a few of the names of the people who raided their caravan. One was out of their reach, a powerful sorcerer that had gone on to claim his family's titles, but Analee and Fionn Sherrow were much easier prey. They came in night armed to the teeth and seeking blood to repay blood. They slew some of the servants and guards hired to help protect the house and a vile necromancer raised them as foul undead monsters. Kiley woke to screams of fear and pain as flesh was torn and bones were cracked. Her mother and father fought valiantly to protect their household and their adopted daughter, but valor would not be enough this night.

One by one the Zhentarim hunted down the servants and the Sherrows. Kiley watched in horror as a pack of zombies overwhelmed her mother and tore her to pieces. Her father followed moments later, a trio of spears in his belly. He fell under tooth and claw, screaming for her to run. She ran, looking for a way out, but she was the last survivor, and the Zhentarim had her cornered. She saw her doom closing in as she stood on the landing overlooking the entrance hall to the only home she'd known in her life. It seemed she would die there when the clouds parted and bathed the house in moonlight, and revealed Kiley for something other than human. The leader of the raid called off the others, telling them not to kill this one. This one would sell well.

The next two years were a nightmare manifest for Kiley. Memories of before she had been adopted came flooding back, and she never seemed to stop shaking when in a cage or bound. Worse, the necromancer was always there, tormenting her with his undead toys. He would have them bash themselves against the bars of her cell or snap and snarl as he lead her past whenever he was bored or in a foul mood. He would wax poetic about how he'd turned everyone else in the household and set them on her parents. He gloated and boasted and taunted.

It was a shame that Kiley didn't get to see him wet himself when the Zhentarim were transporting her to a client on the coast of the Moonsea and they were attacked by Bedine raiders and a gnoll named Shaggar. The wagon holding her broke open when panicked horses toppled it, and Kiley was able to squeeze out. Half out of her mind, she grabbed a sword from a fallen Zhentarim caravaneer and started tearing through any of the Zhentarim she found. Fate did smile on her, though, she got to see the necromancer's look of utter terror as she launched herself at him with the tip of a longsword leading. He died screaming on the sands as she drove the point home again and again until Shaggar pulled her off the corpse.

It took weeks for Kiley to trust the the Bedine and Shaggar, though freeing the other slaves and not turning her out for how she looked did a lot to help. Slowly, she became more like herself from when her parents were still alive. She found herself curious about the Bedine, Elah, their goddess, who seemed a lot like Selune, but especially about Shaggar. What she knew of gnolls did not paint a flattering picture, and Shaggar fit almost none of it. He was polite, well-spoken, and thoughtful, if a bit blunt. Despite her skepticism, she found herself liking him and slowly opened up to him about what had happened, how she was nameless for the first dozen years of her life, her adoption, the happy times with her parents, and when the nightmares started, the two years of hell she endured. She tired to get him to open up as well, but Shaggar proved to be a tougher nut to crack than that.

Some months ago, the shaman of the tribe told of something dark growing in the west. Others of the faith were in trouble, and Shaggar volunteered to help. Kiley wasn't about to let him go out there alone and told the others she'd go too, to be Shaggar's guide in the western lands and the Sword Coast. The matter settled, the two of them set off the next day, heading to the horizon where the sun sets.

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