Kazim

Amy Eir's page

222 posts. Alias of Tithaetarason Shadespyre.


Full Name

Amy Eir

Race

Cleric 2 (6/9 XP)

Gender

HP 15/20 | Armor 0 | Damage 1d6

Alignment

Good

Deity

Sarenrae

Strength 8
Dexterity 14
Constitution 12
Intelligence 9
Wisdom 16
Charisma 15

About Amy Eir

STR 8 (-1) Dex 14 (1) Con 12 (0) Int 9 (0) Wis 16 (2) Cha 15 (1) HP 23 Armor 0 Current load: 10

HP: 20, Armor: 0, Base Damage: 1d6

Deity
You serve and worship Sarenrae. Sarenrae’s domain: Healing and Restoration

Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.

One precept of your religion: important sacrificial rites, add Petition: Offering,
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Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
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Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.
✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee.
*Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
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Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
* Lose any spells already granted to you.
*Are granted new spells of your choice whose total levels don’t exceed your own level+1,
and none of which is a higher level than your own level.
* Prepare all of your rotes, which never count against your limit.
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Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
✴On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
-After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note that maintaining spells with ongoing effects sometimes cause a penalty to your roll to cast a spell.

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Gear (load:10): Max:10
Adventuring gear 4 (19 uses) (4 Weight )
Darkwood Staff (close, two-handed) with attached Sarenrae’s symbol of the divine (0 Weight)
Bandages x9 (1 Weight )
Dungeon Rations x 3 (13 uses) (3 weight)
Map of the common shipping lanes to Eledar
Captain's log
knife
Smoked Dungeon Rations x 2 uses (8 uses) weight 2
Leather vial holder belt, with holy water vials weight 1
Bag of offering papers.
BURST jars

Lean to:
Smoked Dungeon Rations x 17 rations (82 uses (5 each) )

Island Items:

Ornate key and shackles
Small wooden model of the Jenevive inside a glass bottle
Crates of Preserved Meat (Dungeon Rations x5) 15 Weight
Four shovels 1 Weight each

Bonds:

"Roman is good and helpful person; I trust him implicitly."
"Silvio's is in constant danger by courageous acts, I will keep him safe."
"I am working on converting Hank to my faith and show his that faith has a place in the world of science."

Offering:
Amy pulls out a small bag that is full of red and yellow papers with Sarenrae's symbol all over them. On one conner is a small sliver of flint and steel. Amy starts to chant as she folds the paper, "Yellow to represent the sun, red for the live blood of healing" As she folds, the paper becomes a flower with the flint and steel at the bottom of the stem. Amy performs the act of folding like one who has done it a million times. "A flower to represent the Dawnflower." Amy then clicks the flint and steel together and causes the flower to burn. Fire to purify the sickness, fire for the flames of the sun, fire for the Dawnflower." As the fire burns the ash is picked up a breeze and taken upward. I a followers of the Dawnflower summits herself before Sarenrae and ask for an answer to my questions.

Responses:
1) Which Wizard spell have you chosen? How did you learn it?

Telepathy Level 1 Divination Ongoing: You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time.

When traveling to Everlight Oasis in Zelshabbar, I traveled with a wizard that was mute. This was the only way that he communicated besides writing or signing. Over the months we traveled together, I learned to do the spell on my own, and not just wait for him.

2) Have you ever returned to Falcon's Hollow? Is your family still living?

I have never returned to Falcon’s Hollow. To my knowledge Laurel, my aunt is still living and running a health/drug store in Falcon’s Hollow. It has been so long since I have been there that I don’t know if any other family lives.

3) Tell me a little about Rhovanor. How'd you meet him?

Rhovanor is a friend of mine that is the best ranger that I know. The last I heard he was dealing with goblins with his faithful hawk. We meet on when I was traveling to Everlight Oasis in Zelshabbar. It turned out we were traveling the same way for a little while and worked the same jobs to pay for passage.

4) Why are you on The Jenevive? What's your reason for traveling to Sargava?

I am the Jenevieve because it was the passage I was able to find for Sargava. I am heading to Sargava because I have another one of my feels that Sarenrae leading me somewhere. This has happened several times over the years and each time something interesting has happened and I am able to spread the calling of Sarenrae to those who I meet.

5) What would you consider to be your greatest strength? Greatest weakness? Deepest fear? Proudest accomplishment?

Greatest Strength: Compassion and peace

Greatest Weakness: Swordplay, I am skilled in practice but don’t have a lot of hands on experience with real people since most of the time I do Sarenrae’s will and heal people.

Deepest Fear: To let others suffer more then they have to. Heal them or if they stand against Sarenrae then kill them quick to end the suffering.

Proudest Accomplishment: Sarenrae accepted my as one of her cleric.

Back Story:

Appearance. Just replace the green and blue with red and the yellow with bright gold. The staff in the hand would have Sarenrae’s symbol on top. I have kind eyes, with strange white hair that stands out with my darker skin, with flowing robes covering my thin body. Though I am born of two Garudians, I for some reason was born with lighter skin then my parents. The toss of the DNA dice resulted in me having some ancient recessive skin color.

My name is Amy Eir. I am a Garudi that was born in to the family of Laurel in the town of Falcon’s Hollow. My family was renown for their healing and helpful traits. I received my training from my family and got first hand experience healing the local lumberjacks. From the age of 5, I sit at my family's feet and learned the art of healing. By by late teens I was the second best healer in Falcon's Hollow after Laurel. As I became 19, I left Falcon’s Hollow because I was tired of the Lumber Consortium and their monopoly of the area.

I headed for Everlight Oasis in Zelshabbar due to a calling that I felt, where I heard about the Goddess Sarenae. It took me over a year and a half to travel from my hometown to Everlight. I traved by merchant groups, mercenary groups, healer for nobles. I went by horse, cart, ship, foot, and many other ways.

It was during this time that learned the practice of waking with the dawn and giving thanks and praise to the rising sun. I also learned about the important sacrificial rites, and offering.

To receive my powers for the day, I must heal a stranger or put on a red/yellow bandana and look for the sun.

My faith and my healing training has made me very quick to save others even to put myself in danger to do so. I am patient with others who hold different ideals so long as their hearts are in the right place. By helping others, I guide them into the light and help justify your own existence.

My priest had taught me these sayings:

“If you are a true devotee of the Saranrae, you have strong diplomatic skills and a gentle nature, having tempered your steel in the calm fires of the Dawnflower – yet when required, your sword still strikes true.”

“Redemption is rarely a swift process, and your faith demands the patience to hold your temper and help others to walk the righteous path. Only the followers of Rovagug are denied a chance at salvation, for to entertain the Rough Beast is to display a total rejection of righteousness.”

“Unless someone has shown himself to be irretrievably evil, your faith demands that you treat him with the kindness you would show to anyone who had lost his way.

“Her clerics often train with her favored scimitar, whirling and dancing with their blades in the sunlight.”

I became a follower of Saranrae at the age of 21 and now 15 years have passed since then. I have become of of the most devotee followers of Saranrae and my skill with healing has improved multiple time over. I have raised the next generations of followers in Saranrae's teaching. I have joined many different groups over the years to spread the teaching of Saranrae. Some of my favorite times on the trail have been with my friend, Rhovanor Shadespyre.

prepared spells:
Rotes
Light Rote
An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy the affected substance is purified of any mundane spoilage.

Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

Cure Light Wounds Rote
At your touch wounds scab and bones cease to ache. Heal an ally of 1d8 damage.

Magic Weapon Level 1 Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Cause Fear Level 1 Ongoing
Choose an intelligent target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, panic, fight. While this spell is ongoing you take -1 to Cast a Spell.

Bless Level 1 Ongoing
You deity smiles on the target in combat. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to Cast a Spell.

Advance moves taken:

-First Aid:Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

Cleric Spells.

Wizard Spells.