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About BluebottleResources:
Spellbook:
All cantrips.
1st level – Personality/Appearance:
Appearance
Bluebottle dresses plainly, but fashionably, usually in a palerel gray wool sweater and several skirts over leggings (she thinks it's way too cold up north). She has a sharp jaw, long curly black hair, and large, startling red eyes. Her skin is a deep, dark umber. Aside from her eyes, she actually tends to avoid dressing in a lot of color—the color only spills out when she opens her satchel and reveals the paints and inks stored within. When casting, Bluebottle tends to get quite messy, with paint all over her clothes, face, and hands. She prestidigitates this away as soon as possibly, obviously. Personality
Once Bluebonnet is used to someone, on the other hand, it's a different story. Bluebonnet just finds prolonged social encounters mentally taxing, and she's used to getting picked on or made fun of. Once she's sure someone isn't going to mock her, she can be very pleasant to spend time around. Just don't expect her to admit it. Bluebonnet is very, very bad at emotional intimacy, retreating behind her joking and grumbling at the first sign of actual sincerity. She won't say she likes spending time with someone; she'll just come up with thin excuses to be around them. Backstory:
Nzi wasn't exactly popular as a child. Her parents both perished when she was quite young, and growing up alone taught Nzi to never admit weakness to potential enemies. This led to her becoming known primarily for her loud mouth, brash threats, and constant refusal to admit when she was wrong. Her knack for magic made her useful to the Bandu, but it also set her further apart—and she refused to act like she was on her peers' level the second she had something they didn't. When she declared that she was actually a girl at the age of 12, she was renamed Nzikitah: Loosely translated, Housefly. "Nzi" was also the word meaning, "I know that." It became a cruel nickname.
All this meant that when her relentless and reckless experimentation went awry, killing her mentor, cursing her body, and releasing a terrible fiend upon the Mwangi, staying in the tribe wasn't an option. Waiting for a fair exile with the traditional pouch of food and walking stick wasn't an option. And because of how hated the Bandu were among the Mwangi Expanse, fleeing to a neighboring tribe was not an option. In fact, because the Bandu were the sworn enemies of the invading ex-colony Sargava, even Eleder was not an option. At least, all of this is what was going through Nzi's head as she looked down at the body of her mentor. That the Bandu truly would have been so harsh with a 15-year old is, perhaps, unlikely. But Nzi didn't think so. She ransacked the wizard's home, stole all the food she could carry, took her master's own walking stick and fled into the night. After a long and arduous journey, Nzi ultimately made it to an Osiriani port and took a ship to Magnimar. From there, she wandered, practicing her magic and using what she knew to survive the savage wilds of Avistan, until she encountered a friendly native: A man named Sandru who could tell, despite her brusque insistednces, that she was desperately lost. Sandru persuaded Nzi to "let him travel with her a ways" as his caravan took her to the peaceful village of Sandpoint, and Nzi has basically inhabited the Rusty Dragon common room ever since. Since her arrival, Nzi has become quite the homebody, rarely venturing out except to seek materials for her "peculiar" magical techniques. To many visitors, she appears as much a fixture of the Rusty Dragon as the furniture. People call her "Bluebottle", both because of the true meaning of her name and the many colorful glass bottles she carries with her. She doesn't have a lot of friends, and claims to need no help, but as her curse continues to worsen, her studies only accelerate. She's getting worried. Scared, really. But Nzi would sooner admit to killing Abadar himself than admit that she thinks she's in trouble. Relationships:
Sandru
Nzi is intensely grateful to Sandru for getting her to Sandpoint, even though she hates feeling indebted. He checks in on her from time to time to make sure she's doing okay, a habit which she hates even more. She banters a lot with him, but enjoys his company, and trusts him absolutely. Ameiko
Since Ameiko's return, and purchase of the bar, Nzi has spent more time around Ameiko than just about anyone. They don't talk much, but Nzi likes hearing Ameiko play—the bardic music seems to help a little, sometimes, with Nzi's colorlessness, and Nzi often asks Ameiko for her thoughts on the pigments and paintings she's working on. Koya
Shalelu
Nzi hates the great outdoors. She always has. She was delighted at the offer. But Bluebottle was caught off-guard when a couple weeks later, in addition to the goblin woad, Shalelu brought back some pretty blue flowers. "Cornflowers," Shalelu explained, were also called "bluebottles", and she thought it was a funny thing that "bluebottle", in the Taldane tongue, referred both to such lovely flowers and common houseflies. She thought Nzi would think it was funny. Nzi was taken deeply off her footing. However, she was ready with another request—this time for for midgeroot. And then it was brinethistle, and then an obscure species of katydid. It was no trouble for Shalelu, and Shalelu thought the paints Nzi was creating were intriguing. To Nzi, though, these exchanges began to take on a much more... intricate meaning. Over the course of their meetings, Nzi has fallen hopelessly, head-over-heels in love with Shalelu. She's started making up plants she scarcely even needs, plants that she can easily find in town. Any excuse to ask Shalelu for something. As pathetically obvious as Nzi's crush is to everyone else, Shalelu so far seems to have no idea. It's hard to say. Nzi, on the other hand, definitely has no idea. The Rusty Dragon
(I scrubbed the "other PCs" bit for now—honestly, I was starting to get the sense it was annoying people, and it was really only for my own creative prompting, anyways.)
Extra Flavor Notes:
Curse Visible Effects
Bluebottle bears a strange tattoo-like mark on her hand—some sort of symbol or brand. It is pitch black, but turns white when she casts spells, and it manifested after the incident. Under certain conditions, it begins to "flow", oozing and dripping and even traveling along her body as if the ink is running. She isn't sure what it signifies, and her studies have been inconclusive, but her current theory is that some manner of fiend has taken an interest in her. Bluebottle's eyes are a vivid bloodred, and are getting more and more like those of a housefly all the time, the irises growing to encompass the pupils whenever she does magic (or, indeed, even thinks very hard about magicl theory). She pretends this doesn't scare her, but she's increasingly incapable of seeing any colors at all. Alignment (Chaotic Neutral)
Heirloom Weapon/Greatclub
Ability Scores
Dex/Con 14 - It's easy to underestimate Bluebottle, but the homebody can be quite quick when she needs to be, and she's hardier than she looks. Int 19/Wis 7 - Bluebottle is brilliant, which makes her arrogance all the more frustrating. However, she's a terrible read on people and situations, and can be terribly reckless and brash at the worst possible times. Cha 14 - Despite her brusqueness, Bluebottle has a nimble personality and a quick wit. She just doesn't apply them towards making friends. Morning Routine
Spellbook
Nzi's Paints
Feat (Endurance)
Extra Build Notes:
Feat Wishlist: Diehard, Extra Arcanist Exploit, Combat Casting, Improved Counterspell, Brew Potion, Scribe Scroll, Metamagic Feats, Improved Initiative, Spell Focus (illusion)
Traits: Childhood Crush (Shalelu), Desperate Resolve/Heirloom Weapon Drawbacks
Skill Point Management
Hit Point Management
Skill Bonus Calculation
Statblock:
Nzi
Female human arcanist 1 CN Medium humanoid (human) Init +; Senses Perception -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (1d6+2+1) Fort +2, Ref +2, Will +0 Defensive Abilities -------------------- Offense -------------------- Speed 30 ft. Melee Greatclub +0 (1d10, 20/x2) Ranged Special Attacks Arcanist Spells Prepared Cantrips (DC 14)—Detect Magic, 1st Level (DC 15)—Color Spray; #/# -------------------- Statistics -------------------- Str 9, Dex 14, Con 14, Int 19, Wis 7, Cha 15 Base Atk +0; CMB -1; [b]CMD 11 Feats Endurance, Extra Arcanist Exploit/Scribe Scroll Traits Childhood Crush (Shalelu), Heirloom Weapon (greatclub); Drawbacks Color Blindness Skills ; Conditional Languages Polyglot, Taldane, Varisian, Abyssal, SQ Other Gear -------------------- Special Abilities -------------------- |