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Aela Silverbrand's page

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About Aela Silverbrand

SILVER (Aela Silverbrand)
CG Half-Elf Snakebite Striker Brawler 1

Init +3; Senses Low-light vision, Perception +2

==DEFENSE AND OTHER DEFENSIVE ABILITIES==

Spoiler:

AC 15 FF 11 T 14 (Armor +1 Dex +3 Dodge +1) | CMD 16 (18 vs grapple)
hp 11 (1d10+1)
Fort +3 (Base 2 + Con 1), Ref +5 (Base 2 + Dex 3), Will +0 (Base 0 + Wis 0) (+2 versus enchantment effects and spells)
Immune Magic sleep

===COMBAT AND OTHER ADVENTURING ABILITIES===

Combat Statblocks:
BAB +1, CMB +3 (+5 to grapple checks)
Since we are using EITR rules, which allows Weapon Finesse as a combat option without a feat, presume she will use Weapon Finesse when possible. Melee attacks hence use Dex as to-hit stat.
Melee
Unarmed Strike +4 (1d6+2/20x2 B)
Waveblade +4 (1d6+2/18–20x2 P or S)

Ranged
Longbow +4 (1d8/20x3 P; 100 ft.)

Special Attacks and Adventuring Abilities:

Sneak Attack (+1d6): A sneak 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with total concealment. The snakebite striker gains sneak attack +1d6 at first level; this replaces a brawler’s martial flexibility. This stacks with sneak attack from other classes.

Unarmed Combatant (Unarmed Strike 1d6 damage): At 1st level, a brawler gains Unarmed Combatant (EITR, instead of Improved Unarmed Strike) as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

==STATISTICS AND OTHER ABILITIES==
STR 14 / DEX 16 / CON 12 / INT 12 / WIS 11 / CHA 14
(20 point buy, Race +2 to Dexterity); BAB +1

==FEATS, TRAITS, AND PROFICIENCIES==

Feats and Feat Related Stuff:

Unarmed Combatant (Brawler Bonus, EITR): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are Medium-sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Dodge (Lvl 1) (EITR version): You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

FEAT-RELATED STUFF
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Proficiencies:

Weapon and Armor Proficiencies: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group (dwarven heavy axe-gauntlet, dwarven light axe-gauntlet, bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, tri-bladed katar, klar, light shield, madu (leather/steel), mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, Spiked heavy shield, Spiked light shield , tekko-kagi, tonfa, unarmed strike, dwarven war-shield, waveblade, wooden stake, wushu dart). She is proficient with light armor and shields (except tower shields).

Ancestral Arms: (Longbow) Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Traits:

Merchant (Social): You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Vagabond Child (Region) (Disable Device): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

==SKILLS AND SKILL-RELATED ABILITIES==

Skills:

(4+Int/level +1 favored class=6 pts; * = background skill (2 pts))
[i[Skills listed with no bonus are trained-only skills that are class skills)[/i]
Acrobatics +2 (+3 Dex -1 ACP)
Appraise* +6 (1 rank +2 Cha + 3 class)
Bluff +6 (1 rank + 2 Cha + 3 class)
Climb +1 (+2 Str -1 ACP)
Craft (woodworking) +5 (1 rank + 1 Int + 3 class)
Disable Device +4 (1 rank + 3 Dex + 3 class -1 ACP)
Escape Artist +2 (3 Dex -1 ACP)
Handle Animal (Cha) —
Knowledge (dungeoneering) (Int) —
Knowledge (local) +4 (1 rank + 1 Int + 3 class)
Perception +2 (0 Wis + 2 race)
Profession (Wis) —
Ride (Dex) +2 (+3 Dex -1 ACP)
Sense Motive +4 (1 rank + 0 Wis + 3 class) (+1 trait when bargaining)
Sleight of Hand* +3 (1 rank + 3 Dex -1 ACP)
Stealth +6 (1 rank + 3 Dex + 3 class -1 ACP)
Swim +1 (+2 Str -1ACP)

Languages and Skill Related Abilities:

Languages: Common, Chondathan, Elven

Keen Senses Half-elves receive +2 racial bonus to Perception checks.

Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes (Brawler and Rogue).

Snakebite Striker Skills Snakebite strikers receive Bluff and Stealth as class skills, but not Intimidate.

==EQUIPMENT==

Gear Carried:
(Starting wealth: 180 gp)

=Worn/Equipped=
Padded Armor (5 gp, 10 lbs) (+1 armor, max Dex +8, 0 ACP)
Merchant’s Outfit (free)
Mwk Backpack (50, gp 4 lbs)
Belt pouch (1 gp 1/2 lb)
Quiver of Arrows (20) (1 gp, 3 lbs)

=Slung over back=
Longbow (75 gp, 3 lbs) (1d8/x3 P, 100 ft.)

=Sheathed inside coat=
Waveblade (5 gp, 2 lbs) (You gain a +2 bonus to your CMD against disarm attempts made to disarm you of a waveblade. 1d6/18–20x2 P or S, monk)

=Contents of Backpack=
Artisan’s Tools (Woodworking) (5 gp, 5 lbs)
Bedroll (1 sp 5 lbs)
Blanket (5 sp, 3 lbs)
Gear maintenance kit (5 gp 2 lbs)
Grooming kit (1 gp 2 lbs)
Mess kit (2 sp 1 lb)
Wandermeal (2 days) (2 cp, 1 lb)
Waterskin (1 gp 4 lbs)

=Contents of Belt Pouch=
Thieves’ tools (common) (30 gp, 1 lb)
Coins

Cash: 1 sp, 8 cp
Total weight: 46.5 lbs (Max light load: with backpack, 66 lbs; without: 58 lbs)

==DESCRIPTION==

Background Questions:

Note the narrative background further down should also answer most of these questions, but here are the explicit answers.
1. What is your character’s name? Silver for short, Aela Silverbrand for long
2. How old is your character? 24
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? A silver-haired half-elven woman of medium height, slender and wiry, in a padded coat with a bow. She has a silvery crescent shaped mark/scar above her eye. See also description below.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She has an accent that’s hard to distinguish, having lived in the Dales among elves but also traveled extensively through Chondathan speaking areas. She is polite and friendly, but tends to not to reveal too much about herself until she knows people better.
5. Where was your character born? Where were you raised? By who? Bristar in Deepingdale until she was 14, then on a caravan that traveled widely throughout the Dales and the Sword Coast.
6. Who are your parents? Are they alive? What do they do for a living? Her elven mother Mirriel is still alive and is a priestess of Sehanine Moonbow in Bristar. Her human father Galen was a merchant and woodwright, and he was killed by raiders about a year ago.
7. Do you have any other family or friends? She has a half-sister who is an elf and an elven uncle. They blame her for her half-brother’s death so she does not keep in touch with them.
8. What is your character’s marital status? Kids? A quite young woman, she is single and childless and has no interest whatsoever in seeking a sexual or romantic partner at this time.
9. What is your character’s alignment? Chaotic Good
10. What is your character’s moral code? She believes helping the needy is worth taking risks, and while she doesn’t seek to break laws for breaking laws’ sake, she will do so—such as to trespass or fake a document—if it is what it takes to help people. She little tolerance for bullies. Still feeling guilty about her brother’s death 10 years ago, even though it was an accident, she tries to be very careful about when she resorts to violence, and tends to hold back save in dire circumstances.
11. Does your character have goals? She wants to rebuild a caravan like her father’s, that serves not just as a merchant caravan but helps smuggle goods to the needy where they can’t get them openly and smuggle good people who need help to safety. She has almost no money so she’s far from attaining her goal right now. Another goal is to learn of the nature of her odd scar on her face—is it, as her family insisted, a curse from Sehanine Moonbow, or as a priestess of Selune suggests, a blessing? Or is it just a weird scar? (Chat with me if you recruit me and you want to do anything really over the top with this—I have this as a bit of a hook, but at the same time it does not have to mean anything and don’t want it to be anything particularly wild.)
12. Is your character religious? She has sort of a generalized faith in both the larger Faerunian pantheon and the elven pantheon. Having been raised in the faith of Sehanine Moonbow, she is drawn to that goddess’s oversight of illumination and mystery, but she thinks Sehanine might hate her because of her brother’s death so she’s not quite sure how best to express her faith (note: my intention is Sehanine does not actually hold any grudge against her). She knows of Selune and is also drawn toward her for the similar connections to illumination and discovery, but also wants to learn more.
13. What are your character’s personal beliefs? She believes most people are interesting and amazing, but bound to do awful things when they are mistreated or kept from fulfilling their potential. She values curiosity and creativity. See also question 10.
14. Does your character have any personality quirks (i.e., anti-social, arrogant, optimistic, paranoid)? While she tries to temper it, she can be very impatient.
15. Why does your character adventure? Why did your character accept the job? Overall she wants to get the resources to be able to help others in wartorn regions or regions where innocent people risk capture or enslavement. Specific to this, a priestess of Selune noticed the moon-shaped mark on her face and told her she thinks the Goddess may want her to help on this mission. Intrigued—and always ready to help people—Silver agreed.
16. How does your character view his/her role as an adventurer? She sees her role as a mix of providing physical protection through fist-fighting as well as using her skills to the advantage of herself and those she is trying to help and protect.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? The aforementioned silver moon scar over her eye.
18. How does your character get along with others? She is friendly and does her best not to annoy people, although if someone is pushy she will push back at them very quickly. She can be standoffish at first in part because she wants to be sure she can trust someone to do the right thing, and in part because she doesn’t want to get too close to someone she might lose later.
19. Is there anything that your character hates? Bullies, raiders, slavers, and salted mackerel.
20. Is there anything that your character fears? Losing people close to her, as it has already happened with her father, and losing control such that she might hurt someone, as happened with her brother (even if technically, he hurt himself, she partly blames herself).

Background:

Aela Silverbrand is the daughter of a human merchant from Tasseldale named Galen, who while traveling for business fell had a brief, but passionate encounter with an elven priestess from Bristar in Deepingdale named Mirriel. By the time Aela was born, Galen had traveled on in his business, not aware of Mirriel’s circumstances. Mirriel’s family all served as priests or protectors of a shrine to Sehanine Moonbow and so Aela too was raised in that faith and expected to serve the shrine. Her mother and family were very overprotective of her, especially as she grew faster and became interested in the wider world much sooner than a full elven child. They tried to temper her impatience and natural curiosity by teaching her rituals to help run the shrine and fighting methods to protect it, including training her in the longbow but also teaching her to fight in close quarters to fend off shrine thieves.

She was better at picking up the fighting more than the complex rituals, and learned quickly to contend with her much older and experienced half-siblings through cleverly exploiting weak spots they did not expect her to identify. This gift had unintended and tragic consequences. She was training with her half-brother Eredar, a century older than she, and was tiring as he lectured her endlessly on form. She tried to leave, and he blocked her way. They ended up in a scuffle going beyond the bounds of their usual sparring space. Eredar struck her in the face, and as she jabbed him in the ribs where he left himself open, he stumbled backwards and impaled his head on a moon-shaped finial on a short railing in the room. Meanwhile, the silver ring with which Eredar punched her left a crescent-shaped mark on her face. This mark later never seemed to heal properly and always had an unnatural, silvery sheen to it.

Her family was horrified by what happened, and although they understood everything was an accident, they blamed Aela both for her impatience and because they interpreted the mark on her face as a sign of Sehanine’s disapproval. As they debated what to do about it, Galen’s caravan returned to the region, as it had done every few years—although until this point, no one had told Galen about Aela. Mirriel decided to tell him, however, and asked him if he would take his daughter with him, thinking she would fare better and be able to find an outlet for her curiosity and restlessness through travel. Galen, shocked and bewildered by all Mirriel told him, nonetheless acknowledged that Aela must be his child and, after a few days’ consideration, agreed to take her with him. Much of Aela’s elven family seemed eager to see her go, though Mirriel gave her as a parting gift a weapon that has been in her family for generations: a waveblade with a knuckleguard fashioned like a crescent moon.

From then on, the adolescent insisted upon going by “Silverbrand” rather than her given, Elvish name. It was a name those in Bristar had started calling her derisively, but she wanted to both acknowledge her history and her guilt while also owning what she had become. The caravan dwellers quickly shortened that to “Silver.” Silverbrand with her father—now caravan master—from the Dales to the Sword Coast. While the caravan largely dealt in ordinary goods to be traded between regions, Galen and his team took risks to deliver much-needed supplies to more war-torn and monster-savaged regions. He was a skilled cartwright and often built hidden compartments into the carts to help smuggle goods or people in and out of trouble. They were cautious and good at what they did, but they nonetheless attracted bandits and raiders who would take advantage of the few merchant caravans that went through such places. One such band of raiders, strong in numbers and skill, attacked the caravan and killed Galen and many of the caravan’s guards. Wounded by arrowshot early in the fight, Silver hid in one of the smuggling compartments and she remained unfound, the wagon she was hiding in abandoned.

She fled to a nearby settlement to seek help and healing (using goods hidden in the compartment with her) and decided not to let her experience daunt her. The raiders are the reason her father took risks to go where he did—because no one else would come to trade or assist others. That help should still be provided. So, she wants to build a new caravan to carry on his legacy. But she has to start from scratch and has joined other caravans to offer the services of the skills her father taught her (including not only his woodworking skills but also messing with locks and mechanisms that help protect the goods).

She has spent most of her resources to get to Baldur’s Gate to seek more lucrative and fulfilling work when she was approached by a priestess of Selune. This priestess saw the mark on Silver’s face not as a deity’s curse, but as something auspicious from her own goddess, and asked her if she would be willing to help bring help to, and possibly solve a mystery in, Silvermoon Glade. Silver agreed eagerly.

Appearance:

HeroForge Mini
Silver has a prominent, crescent-shaped scar above her eye that is silvery to the point of nearly reflective. In addition to the pointed ears, Silver’s silvery hair and eyes broadcast her moon elven heritage, though her complexion is a rosier hue than her elven mother’s. She is tall and lanky, with long slender fingers always brushing at the edges of objects around her. While traveling, she tries to give the impression in clothing and bearing that she is merely a harmless merchant, and currently simply wears reinforced clothing. Her only obvious weapon is her bow, but she has trained to be sure that even when unarmed, she cannot be easily taken advantage of.