Aiveria

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Oh, and from the same campaign as above, the investigtor almost single handedly disarmed a string of gnoll archers. When the battle began, he started crafting a gnoll disguise. Everyone else was in battle and he was in the back sewing or something. One of the archers crit failed on a shot and broke his bow string. But once the investigator finishes, he runs up to the first archer, greets them in gnoll, and says that he's a reinforcement. He's persuasive enough that they don't question it. Then he says that he needs a weapon, he was in a hurry to reach the fight. So the gnoll gives him the bow. Then he proceeds down the line with the same excuse. Even though the save is higher because they overhear the previous exchange and see him putting the last guy's bow into his bag of holding, the investigator keeps beating the rolls and makes it to the end of the line. He made it through six of these guys on pure shenanigans....


This was an entire party win. My sylph shaman, a half-elf warpriest, a human investigator, and a ratfolk swashbuckler reach a tower in a city of the dead. There's a mound of bodies being used as a wall around the tower. While climbing over it, the warpriest, just for good measure, channels energy through it. Nothing happens. So we continue on. After reaching the top of the tower, we meet the centipede necromancer who is currently residing in the city. We are supposed to retrieve a relic that is a family heiroom for our King.

We start by speaking with the necromancer, he's really not that bad of a guy. He doesn't know what chalice we're talking about and wants us to just leave. (He was waiting to be found by bigger and badder parties than our group because of all the loot he's acquired.) So the ratfolk keeps him talking and our investigator slips off to, you guessed it..., investigate. He goes invisible and slinks to the door at the back of the necromancer's study. It's locked, so he pickpockets the necromancer and gets inside.

He finds the chalice tossed to the side on a pile. But he finds so much more. And he proceeds to loot all of it. All the while our rascally ratfolk is running the necromancer around in circles in pointless conversation. He's getting really frustrated with us and kicks us out just as our investigator finishes up. We run down the stairs because the necromancer is going to notice his missing stuff soon.

We hear him yell from up above and we happen to be next to windows on the staircase. We see that pile of bodies from earlier start to form into a ginormous human centipede thing. The investigator drops focused bombs on it and does massive damage to it. But the kicker is, the thing just barely dies because of the channel energy that our warpriest did through it earlier.

The necromancer jumps from the window to meet us at the bottom, but my sylph casts feather fall on him. As he slowly floats to the ground, the ratfolk, who has a wingsuit, flies at him landing a crit on a bullrush. The investigator throws another bomb, and then my familiar, which is a bird, flies over to land an inflict critical wounds. Th ratfolk has landed by this point and she is standing under the slowly falling necromancer, rapier pointed to the sky, with the intention of skewering him. But she crits, so he ends up sliced in two on either side of the now bloody little ratfolk.

Poor guy was robbed and then dead before he hit the ground. Our DM was flabbergasted at the entire encounter. It was great.


Breanne is a sociopathic NE Aasimar pestilence sorceress with the healing tears racial ability who reveres the destructive power of disease.

While she could never truly understand humans, she cultivated a strong understanding of disease and its effect on humans. She found comfort in disease’s ability to cross the lines of status and race and root out those who were weak.

It started the day of her birth. Many in her village were effected by an eldritch disease, including her pregnant mother. The stress of labor finally ended her life and Breanne was brought into the world from an already dead mother. Due to her yet unknown heritage, Breanne was born perfectly healthy. In fact, her tears helped to heal the few ill who were still alive in the village. Everyone was in awe of young Breanne, her ability to heal was unlike anything anyone had ever seen. The pressure to solve everyone’s problems made the girl begin to lash out. She found that she had the ability to cause sickness, not just heal it. This revelation led Breanne to run away from home at a young age. She hated to leave her sister, Galena. Her sister often got sick and Breanne had always been there to help her get better. But she knew she would cause more harm than good eventually. She knew that these simple townsfolk would not understand her fascination with disease. She found it to be so very elegant, much more so than the needy and fragile creatures it plagued. And she needed to be away from the masses to master her art.

But Breanne needed to make a living to survive. After a few months in the wild, the clever girl found ways to discreetly cause illness and then provide her services as a healer to help people, for a meager price of course. While Breanne was not particularly fond of humans and the like, she was pretty good at befriending people and she was also quite adept at figuring out if they harbored ill will towards her. She was quite likeable, so few ever suspected her. But if someone did start to get suspicious, that person would come down with an illness that would cause them to no longer spread such rumors. In a town plagued with sickness, no one thought twice about one more person getting sick.

Whether she originally believed it or has since talked herself into it, Breanne does not believe that she is evil. She is just a conduit for Mother Nature and disease. She is just a part of the natural order and as such, she must not have much empathy for those that she must bestow sickness upon. Deep down, she knows that she is toeing the line. She finds that she somewhat enjoys causing the weak and pitiful to be uncomfortable and inconvenienced with sickness. She also knows that it is a little wrong to take money for ending people’s pain and suffering, but she knows that she too must survive in order to continue healing others who are truly ill and deserve to be healed. She also fears that if she did not charge for her services, she would have a repeat of her childhood, which was the last thing that she wanted. Though she had the ability to help, she did not owe these people anything. In fact, they owe her. Without her and her abilities, the sick would be left to rot.


I'm currently playing a NE aasimar sorceress with the pestilence bloodline. GM allowed the healing tears racial trait for flavor because she goes around secretly causing sickness just to later charge townfolk as a traveling healer.