Priestess of Nethys

Alassa Vaenar's page

51 posts. Alias of Darkfire142.


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Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa will go and investigate the noise with all haste, wondering if her friends are in danger. She uses her round to move to the fight.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa says to Matsudaria, "Unfortunately no such information was found in the papers. Even if there were, the papers were ruined."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa finding nothing of interest gives a curious look to the flying objects, suspecting more magical trickery rather than actual ghosts. She then leaves the office and says, "There is nothing of interest in that desk. We will have to look elsewhere it seems."

When hearing of the trapdoor, Alassa says, "We should investigate the trap door as if one exists it may lead to the lower levels we saw through the grate."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa says, "There is a desk in this room. It might be worth a search for clues or something of use."

Alassa goes over to the desk to search it. She looks for traps first

Trap Check: 1d20 + 2 ⇒ (13) + 2 = 15

If she sees no traps she does a through search of the desk to see if anything is on or inside of it, opening drawers and such.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa goes to the closest the left and checks it for traps.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

If there is no traps to be found she says, "I will check this door out in case there is something on the other side."

She then opens the door.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa sees perfectly with her Darkvision but ceases to comment at the weakness of the spell as to not upset Viviana.

Alassa looks around to the other doors and the area in general and says to the party, "Perhaps there is another way to get down into that grate. Unless everyone using that passage is a master locksmith, there must either be a key to the grate or an alternate route down somewhere. Let us go and try one of these doors for starters."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa says to Malph, "I am a caster of Arcane Magic, healing magic and skills unfortunately are not my forte."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Alassa hears the laughter and looks in its direction for a moment, but then concentrates on the grate. She tests the lock with a tug and finding it pretty strongly locked looks to Malph and says, "It appears there might be some passageway under this grate. It is currently locked though and I know no spells that can open locks. Could you pick the lock to this grate?"

She points it out to Malph and the rest of the party.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa looks to the door and then says, "Well it seems that this place might be haunted to begin with. The rumors look to have some truth to it. Nonetheless, it seems that whatever power is active her has closed the path behind us. This leaves us one choice, to go forward and see what is ahead."

With that Alassa with her darkvision goes to investigate the other things in the room, in hopes of finding any secret doors or other hidden secrets that may be of use.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa looks around quickly to see if there is any more hidden threats.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Alassa then moves to a position where she has a clear shot on one of the dogs without being blocked by a PC's body and channels electrical energy through her hands. It crackles and then she unleashes a ray of energy into one of the dogs that is still up.

Electrical Ray: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 VS Touch

If that is a hit the dog is shocked for 1d6 ⇒ 5 electrical damage.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Could we have some idea on positioning so that Alassa can have some idea of where to attack or if its save to throw a color spray


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

On the other side of the door Alassa looks around seeing where the exits in this room are and if there is anything unusual to spot in this area. She casts Detect Magic to see if there is any magical auras in the room.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

I have Darkvision 60 feet so I can see in the place even without the light of the Sunrod


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa squeezes through fairly easily, her light agile frame quite adept at slipping into small gaps and goes to the other side after Gilean.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa looks to Malph and says, "You look to have skills with those picks friend. Using them to open that lock is the most silent way to do without attracting attention."

She looks to the others and says, "We should leave as little evidence of our passing as possible. If this is indeed a place we can use, we should not draw attention to it."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

She looks to Rexus and says, "Your aid to us is most appreciated Rexus. You are a true citizen of Kintargo and once we get ourselves established we would welcome future assistance from you in the future. Even if you wish not to wield a blade, your charisma and connections could be a good asset to our cause. For now though lay low and avoid the attention of the Dotari. We do not know if you are still being hunted by the authorities of this city. Be well my friend."

Alassa Vaenar then says to the others, "Let us head to the Stables without delay. We do not know when the Dotari will invoke another crackdown on the city so time is of an essence"

She heads toward the stables with the rest of the party when they depart and observes the location from the outside for any dangers that might be present.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa takes the bracers and says to Malph, "I have no problem taking risk for the cause friend. If our group needs a leader then the Maiden of Thunder is willing to take up the burden."

She takes the bracers and puts them over her arms to make use of their properties.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

"This does sound like a substantial lead Rexus. It is worthy of investigation in case indeed it holds further clues to the past operations of the Silver Ravens. I fear no rumors of ghosts or superstition and will gladly investigate the stables location to see what secrets lie there. If you do not mind, I would like to take those bracers of armor. I as a channeler of Arcane magic an not the sort to wear bulky armor for it interferes with my abilities. Your aid is appreciated Rexus and hopefully with our efforts we can put good use of the discoveries of your dear mother Porcia."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa says, "I have heard of the Silver Ravens, they fought the civil war against the Asmodians but lost the conflict. Still if we can get our hands on some of their old holdings, we can have something to built from. We could use the popularity of the Silver Ravens to gather support for a new rebellion in the city."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa Vaenar says, "Indeed good sir. I am sure there are certainly many in this city who share our sentiment for the Thrune. We need to unite them for to defeat those who control this city, we will need strength in numbers and those willing to make a stand for a righteous cause. I am willing to work slow to undermine the control of the Asmodians or strike quickly if time becomes of an essence."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Aiassa nods to the Rexus and says, "I spoke with purpose to those who gathered outside the Opera House. I wished them to stand up to the corruption this city has fallen under. Still I also recognized that fighting in a direct manor would be a Slaughter thus I planted the seed and then told them to disperse so that those willing to fight could join me later and strike from the shadows. Speaking of which, one thing we will need if a rebellion is to flourish is a place of gathering that can be used as a base of operations. I have a small residence in the city but it is far the sort to use as a hideout."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa Vaenar says, "I could not agree more mister Rexus Victocora. The Thrune and his agents has gone too far with their brutal actions upon the people of Kintargo. We must make a stand lest we all become no better than slaves under the boot of oppression. I will do all that I can to save this city from the Devil's machinations. The rebellion begins here and today my friend."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

I didn't think monks could be Chaotic, considering they are very lawful. In fact alignment says "Any Lawful".

Anyway someone made a web page on the 9 different alignments. Here is the link:

http://easydamus.com/alignment.html


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

The Ten Chaotic Good Commandments are:

1. You shall lie in the pursuit of goodness.
2. You shall not harm the innocent.
3. You shall not murder.
4. You shall help the needy.
5. You shall honor those who promote freedom and goodness.
6. You shall break the law in pursuit of goodness.
7. You shall not betray others.
8. You shall avenge the acts of evil-doers and enemies of freedom.
9. You shall not place duty above personal desire to do good.
10. You shall seek unlimited good for others and freedom in society.

By killing these thugs Alassa Vaenar is obeying a good deal of these commandments. The only one she might be breaking is the Murder for killing the helpless thugs. However its justifiable to her considering:

A. They would continue to attack them if allowed to wake up, better to deal with them quickly while on the ground rather than have them attack the party.

B. They are members of the Cheliax Citizens group who she knows are guilty of a number of horrific atrocities during the purges and would continue to do so.

C. If left alive they will inform the Dotari about their identities and tighten a noose around all their necks.

D. Their crimes would never be punished by the current regime. And its not like they have any Jail Cells available to shove them in or have the luxury of time for proper trials. Swift justice is the only path of retribution in her eyes.

Most of all, the definition of Chaotic Good is "Rebel". And that's exactly what she's doing.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Once all the thugs are dead she searches them for their coin pouches, considering they'll need the money for the rebellion. Better in her coffers than that of the Thrune. She then says, "To the alleys friends, let us take this injured person and see to his recovery."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa says, "Finish these fiends off quickly before they awaken it will be but seconds before they return to consciousness. We must not leave any of them alive to tell their keepers of our identities, for certainly they will inform the Dotari and the Thune. Once they are delt with we should take this injured man to safety."

Alassa will Coup-de-grace another person by Zapping them in the heart with a bolt of electricty. If the one she shot before survived she will zap him again. If not she'll hit some other thug.

Electrical Ray CTG: 2d6 ⇒ (4, 5) = 9


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

They are evil bastards who work for the Thune. We don't kill em now, they will harass us later as well as attack more innocents and hamper the rebellion. They won't get justice for their crimes unless we dish it out ourselves. In the end it is Chaotic Good because my character is putting the Greater Good (Killing these bastards) rather than the corrupt society we live in where they would be praised for their actions.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Once thug 2 is incapacitated on her next turn she 5 foot steps and fires an electrical bolt into the heart of the closest thug on the on the ground and unconscious while holding the crossbow in one hand. This does a Coup-de-grace action so does double damage and has to make a Fortitude save or die.

Electrical Damage: 2d6 ⇒ (3, 3) = 6

So DC 16 to avoid getting their heart fried by Lightning Ray and dying instantly


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Yea we could coup-de-gras at least 2 of them each before they can even act. Even if we don't kill them in 2 rounds they're blinded, stunned and prone so they'll be so easy to hit that they its an easy kill.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

The thug that is still up of course so Thug 2 gets a crossbow bolt, probably missing


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa seeing two of the thugs are still up but with her allies engaged decides to not try another blast of color spray. The immediate threat is the two thugs still standing and not knowing how many more of those bastards they might encounter she decides to conserve her magical energies and use her crossbow.

She steps 5 foot back, whips out her crossbow and tries to shoot the closest thug with a bolt.

Crossbow Attack: 1d20 + 3 ⇒ (7) + 3 = 10

The bolt unfortunately wizzes by the thug.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

So which thugs are not unconscious? If there is a thug up she is going to attack it.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Thug 3 also failed as the difficulty 15 save for me and he rolled a 14. I count has having a +4 in Charisma for purposes of spell-casting from a racial featrure and its a level 1 spell. He rolled a 14 so he's KO'ed

Four of the thugs fall unconsious from the burst of colors.

Alassa says to the others, "Slay these bastards quickly. While they are unconscious for now it will not be for long."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Well in that case, all of them hit have to make a DC 15 will save or be:

Unconscious, blinded, and stunned for 2d4 ⇒ (1, 2) = 3 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, and then stunned for 1 round.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Alassa on her initiative intends is going to move up and Color Spray the group of them while they are distracted with a 15 foot cone, catching as many as she can by surprise as these bastards deserve no words only a swift defeat.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alyassa says, "Let us investigate the disturbance. There may be civilians being brutalized by the guard for all we know. They may need our assistance."

She heads in the direction of the fighting to investigate the situation.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

She looks to the person in danger, she shows some regret but the attacker should have chosen a better escape route rather than running directly into the building. It means the lives of one or many it is a sacrifice that must be made for she was not looking to get captured this day. Alassa says, "We must go now! We do not stand a chance in a straight up fight with this many Dotari. Better we survive to carry out the cause than all of us end up locked up and tortured in the Dotari prison."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

She moved with the crowd to escape but turned back to look when I heard the commotion. If the civilians are safe she will emerge to get the renaming PC's to follow her.

Seeing the remaining PC's remain she calls out signaling them to follow, "If you are looking to help the city, follow me out of here! It is not safe to remain with so many guards about."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa looks back to see what happened. She had hoped to say her peace and then continue the fight, win support and continue the fight from the shadows but events have forced her hand. She watches from the crowd looking for a chance to make a move to aid those she can to escape the counter-attack from the the Dotari and the Loyalists. If she was going to be a leader of these people she would have to prove that she is willing to fight and save whatever lives she can.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa gives a glance to Viviana, nods and then looks back to the crowd and intones, "Yes citizens! The Thrune has nothing else to say but his forces are too strong here on his doorstep do defeat! The fight for freedom will continue but not here where he hides cowardly behind his band of cronies but in the shadows where we shall strike unseen and with purpose! For I will continue the fight for freedom! For those with the strength to fight, join me and we shall not stop until this city is a place of freedom once again!"

With that she attempts to duck away into the crowd for cover knowing that eventually the Dotari and other traitors will make their more to apprehend her.

Stealth to get away: 1d20 + 3 ⇒ (16) + 3 = 19


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Just for clarification, she didn't drop a lot of grain, just a enough to fit in a belt pouch so probably enough to make maybe one loaf of breads worth. Despite her protest, she's not going to dispose of an entire sack of grain to make a point.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Knowledge Local: 1d20 + 4 ⇒ (6) + 4 = 10 For Squasation

Alassa then fumes at this bastard once again putting more of his insane laws on the people although that is not completely unexpected. Although she does not know what Squasation is, it is probably something that will further bring suffering to the people of the city. She whips out the portrait of the queen from the sack holding it up with one hand in the direction of Barzillai.

"Barzillai Thrune! This is what I have to say in response to your your insane laws upon the city of Kintargo!"

With her other hand she channels a bolt of lighting (Electrical Ray) through the painting from behind. With crackle of thunder a bolt of electrical energy rips through the painting, the heat causing the paper to explode into fire. She then drops the painting into the ground and lets it burn. She does aim the bolt so it does not hit anyone though and it dissipates in the air after 30 feet.

She then pulls out the pouch of grain and sprinkles its contents into the air and yells, "If grain is your life then you eat it off the ground!"

She then yells to the crowd, "I am the Maiden of Thunder, the voice of the people who suffer in this city. DOWN WITH THE THRUNE! Freedom for Kintargo!"

Diplomacy Check: 1d20 + 8 ⇒ (18) + 8 = 26 to win support.

Or if this is more intimidation to egg them on then it is a 21


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

She is a little taken aback by his forwardness but adjusts her posture, "I fear that a riot will happen no matter what my words considering the rage bellowing here. Still it would be a shame to not hear the next proclamation from the serpent's mouth. I would like to see the despot personally for I got a little demonstration for him to show him just how much I disapprove of his unjust laws."

She smirks under her mask and pats the wooden frame of the cloth wrapped portrait of the queen.

She looks back to the others of the crowd and says, "Hold your actions of violence for now citizens of Kintargo. Let the despot show his face first we may hear his venomous words and then toss our displeasure of them back in his face."

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa "Yes, back away you boot lickers with your tails between your legs! Let the true citizens of this land have their voices soar and be heard!"

She then gets interrupted by the Monk and turns to look at him as he interrupts her.

"Sir, why do you think we are out here today? We are here to protest the injustice that this foul reagme has put upon us. It was bad enough that the Night of Ashes destroyed much in this city that was good, proper and beautiful through horrid acts of butchery and looting. Now the Despot steals the very center of culture of our people, the Opera House you see before us a place respected not only by the citizens of this city but the lady of love Shelyn as well. Even you must understand these Laws that these Seven Laws are among the most pathetic and insane ever invented. If we stand by and let the Thrune walk all over us with these so called laws and regulations what freedom will we have to look forward to? These laws are only the start and I am certain more insane edicts are to come from that despot of a devil-bound villain. The protest must continue, we must make the regime know we of Kintargo will not bow to this tyranny."


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Oh she is going to escalate the situation.

Seeing those with the markings of the Chelish loyalists she approaches close to them and calls them out saying at them,

"Look here among us! There are treacherous diabloists in our midst. These are not true citizens of Kintargo. Those who lick the boots of the Thrune and sell their souls to devils for brief mortal rewards are not deserving of what they gain. Tell us you foolish diabloists, what reward do you think the Devil God will give you in the afterlife for your so called "Loyal" service? There is no paradise for those that bend heel to the dammed! The Loyal and the Sinful all burn the same in the fires of the Nine Hells."

Intimidate check: 1d20 + 3 ⇒ (18) + 3 = 21

Basically doing a Silence Undesirable Elements on the Chelish Loyalists and turn the crowd against them.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

With her hood up and the porcelain mask upon her face Alassa goes around riling up the crowd into a frenzy through inspirational words and rabble rouse the crowd.

"People of Kintargo, this city that we have built on the ideals free-thinking, artistry and tolerance has spent too long under the heel of House Thrune and the dammed souls who lick the heels of the Devil God. While laws are important for society they must be just laws! Barzillai Thrune is a despot who rules only because of his infernal pacts and diabloistic ideals. His so-called laws are not laws at all but a pitiful set of foolish delusions of a madman and one whose soul is already dammed to the lowest pits of hell! If we wish our freedom and not become slaves, we must oppose this tyranny! Freedom for Kintargo!"

Diplomacy Check: 1d20 + 8 ⇒ (16) + 8 = 24

She does her best to rile the crowd and moves through it in-sighting groups along the way and further inspiring those there to see the wrongs that this regime has done.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Alassa fumed within herself at the barbaric and wicked acts of Paracount Barzillai Thrune upon her new home city of Kintargo. It was bad enough that the Night of Ashes caused so much suffering. Now the ridiculous laws put forth seek to further breed anguish to the citzens of the city. Having heard distant word of the Glorious Reclamation and its opposition to the tyranny and diabloism of House Thrune and the Asmodian Church she felt the time was right to take a stand. Kintargo needs to be freed from this oppression or more will fall under the yoke of slavery.

Hearing about a protest in the city to the Thrune, she decided that it was good a place as any to find fellow rebels as well as size up the opposition that they faced. Still she was also willing to spit in the face of oppression so before going, gathers some grain into a belt pouch and purchases herself one of those portraits of Majestrix Queen Abrogail II, wrapping it in a cloth bag to hide it from sight. She also purchases herself a hooded cloak and a white porclin face-mask and puts on a pair of leather gloves to hide her identity. If she can mock the laws of the Thrune in front of the inquisitor himself it would be a chance to further provoke rebellion among the population.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

My Profile should be updated. Did change a few things around on my sheet as well such as my feat, racial ability and spells. I Should be ready to go.


Female Sylph Sorcerer (Elemental Air) 1, AC: 14, HP: 9/9, Per: +1, Init: +3,Fort: +0, Ref: +3, Will: +3

Greetings, my character is Alassa Vaena but my handle is Darkfire142. I am an experienced player/GM of RPG's and currently running a Dragonlance game on the Paizo boards. I am very experienced with the Pathfinder system and should be a good addition to your group.

As for my character, she uses the name Alassa Vaenar although that is a name that she uses as she never really had a name in her youth. She was born in the city of Corentyn in Cheliax, the daughter of a Chelaxian escort. Her mother got paid by a client, pleasured him, got pregnant and later gave birth to a Sylph child as the client was a disguised djinn.

Seeing Alassa as a freak, her mother was more than willing to sell her Sylph child off to slavery. An infernal wizard named Ratarion bought her only because her planar blood was useful for various magical rituals. So Alassa was raised as a house slave for years, cared for by other slaves but occasionally bloodletted by Ratharion in order to fuel a number of esotatic conjuration rituals. Alassa being a Sylph aged slowly and was subject to the cruel treatment of slavery in the Chelaxian empire. One would think she would remain in such lot of life forever but fate would intervene.

Ratharion's reach exceeded his grasp and in order to gain his position in society had made a pact with a Contract Devil. His Contract Devil "Arranged" for one of his rivals to facilitate his assassination in order to claim his soul for hell. The assassination of course broke many of the wards on the household allowing many slaves to escape, Alassa was one who got away.

Alassa would flee from Corentyn and spend years eating scraps and living in alleyways, a scared and scarred child. However she found compassion when she encountered a priestess of the church of Sheylin who took the child under their wing. With the healing power of the Goddess, Alassa was healed of her scars and wounds and given care and love that she had never known. In time she was able to recover from the scars of her past and eventually when she became an adult she decided that she needed to make her own way in the world. Thus her journey led her to Kintargo, a progressive city where she could make a new life for herself. Having manifested some magical powers of her heritage she made her way as an armature entertainer for a while but now things in the city have become more difficult with the coming of the inquisitor. Not wanting to be a slave again she was willing to make a stand against the corruption that has come to the city.

Alassa although was not born in Kintargo she has been there for 15 years (She has a long lifespan after all being a Sylph) and has set up roots there, considering the city her new home. The crackdown of the Thune threatens once again to bring her if not others under the yoke of slavery. After finally making a life for herself in this town she has decided she is through running and will finally do her part to protest the new regime.

Some of the player characters may know my character but I'll have to figure out what people are playing to decide who might actually know Alassa considering shes worked a number of odd jobs.

As for Alassa Valnar, she is a woman of fair skin, with 1/2 white and 1/2 black hair and strange silvery coloured eyes that hint of a more outwardly heritage. She stands at a height of 5"10 and has an air of charisma and alluring attractiveness about her. She dresses in either conservative work clothes or entertainment clothes depending what role she wants to play.

He outward personalty is friendly. She is a charitable person who is willing to lay some time to help the poor, oppressed and downtrodden of the city. She dislikes authority though and despises the diabolism and lawful tyranny of the Chelaxian rule. Still her experiences with the system made her decided to stay in these lands rather than leave, for there was others that were being oppressed and thus decided to dedicate her life to helping others.

While the physical scars were healed by her time with the Sheylin church, the mental scars still run deep. In her fifteen years in Kintargo she had thought she had found peace with her past but with the Thune steeping on the rights of its people, she fears that she once again will be enslaved. This is a fate she never wants to happen again and if she can save others from this, she shall.

As for her talents, she depends much on her magical skills. In her adolescence she found she could channel arcane magical naturally and it being her niche has embraced it whole heartably.


Sounds good to me! looking forward to playing!

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