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25 posts. Alias of Tarren Dei (RPG Superstar 2009 Top 8).


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Tarren Dei wrote:
Of course, some Pathfinder fans may appreciate the great writing and chilling concepts that went into those 4E monsters. I mean, the Horahk lays eggs in your eyeballs. That's edition neutral good fun.

-1

Stop the hate!

GEUAH (Giant Eyeballs United Against Horahks)

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Benchak the Nightstalker wrote:

I for one have never heard of a Runcible Spoon, but I like the item quite a bit. It's got a tight thematic focus, works in a cool way, and has some really fun crafting requirements.

Well done!

* looks at Benchak with surprise *

"Hey, has anyone ever told you that you have nice irides?"

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Jason Nelson wrote:
runcible spoon:spork::irides:irises

* glares malevolently at Jason *


And us.


Christopher Van Horn wrote:
I expect them to function similarly to the advanced drow alchemy in the second darkness campaign, it seems to be a starting point for the new and transmogritive type of alchemy they are going for, probably those types of elixirs and potions plus partial spell casting ability and extra effects on normal alchemy items.

I'm all a-quiver with anticipation.


Any minute now.


Turin the Mad wrote:
Tarren Dei wrote:
Turin the Mad wrote:
Tarren Dei wrote:
Craft (jewelry) so you can make things out of the ears of favoured enemies.
Craft (taxidermy) I thought for such ears and other trophies?
Craft (taxidermy) to preserve them, but craft (jewelry) to turn them into a lovely tiara.
Ah, yes, excellent point. Cannot make an elf-ear tiara with the pointy bits drooping to the ground, can we... :)

Exactly!

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Trevor's daughter has her own version of the birthday song. Allow me to sing it for you.


Happy birthday to you,
Happy birthday to you,
Happy shoes,
Happy hat,
Happy birthday to youuuuuuu!

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Gulga Cench wrote:
taig wrote:
Bracht Darkhouse wrote:
I think you have to stick two stoppers in his eyes. Once the molten metal starts flowing inward, he kind of just broils himself.
Technically, I said person, and, technically, Bracht is a person. So, I'm switching my vote to Bracht.
"Oh, come now. He's got a thousand grafts of second-hand body parts on him. Technically, that makes him an entire 'people' not a 'person'..." ;-D

So he should vote for me twice. (And, by 'me', I mean 'Trevor').

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

"Front row seats! I got front row seats here! 10 gp a ticket!!"

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

I think you have to stick two stoppers in his eyes. Once the molten metal starts flowing inward, he kind of just broils himself.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Gulga Cench wrote:
Bracht Darkhouse wrote:
"Shortly after you bathe...in something other than excrement."

"Bathe?! Pssshhh..."

::casts prestidigitation::

"You humans. Always taking the long road. There! Zestfully clean..."

::grumble, rumble::

"So...what's for dinner? Think we can order a mushroom and anchovie pizza to go with the beer?"

"Ooooh! Pickled eyeballs?! Awesome!" :-D

*hands over jar of pickled eyeballs*

"I had a deformed rooster somewhere but I don't know what I did with it..."

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Gulga Cench wrote:

"So...when's the sleepover?"

;-D

"Shortly after you bathe ... in something other than excrement."

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Montalve wrote:


congratulations Kevin

Trevor... they made a real monster of your villain :D

"'Trevor's villain'? Forget Trevor, I'm Kevin's villain now!"

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

* plops self down on couch ... pops open a beer *

"Say, pass me that jar of pickled eyeballs if you don't mind."

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Epic Meepo wrote:

I may be out of the competition, but I’m no less inspired by the Top 8 villains than anyone else. So, to pay homage to one of my several favorites, I’ve designed a lair for Bract Darkhouse using the Round 4 rules.

I don’t have any photo-sharing accounts set up, so I’ve just built a quick Geocities page for my lair map.

The Dark House on Lantern Street
Identified by its distinctive coloration, the “Dark House” on Lantern Street is a three-story residence. The building is the namesake of the Darkhouse family that has owned it for generations. The house’s current owner, Bract Darkhouse, is the last of his line.

A decade ago, Bract closed the butcher shop that his forefathers ran out of the first floor of the Dark House and replaced it with a parlor he uses to entertain visiting aristocrats. Bract's neighbors don't know what he does to earn the favor of these noble guests; all they can say for sure is that Bract is the first in a long line of Darkhouses who isn't a butcher.
...

It's me mum and dad's place! ... I .. I don't know what to say.

...

I've got something in me eye.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Trevor? Trevor!!??

Where are you, Trevor?

You promised to design me a lair!

Anybody? ... Anybody here?

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Tarren Dei wrote:
Charles Evans 25 wrote:

With regard to any perceived underspend on Bracht's gear, I imagine that flesh-warping laboratories (where Bracht is most likely to be encountered I suspect) don't come cheap.

Bracht would like to respond but will wait until after the voting period is finished.

You understand my pain, Charles.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Tarren Dei wrote:
Tarren Dei wrote:
Charles Evans 25 wrote:

The stats given already have a bull's strength figured into them, except in the 'base stats' line.

With an elite array of 15, 14, 13, 12, 10, 8, the human +2 to a stat of choice, and two ability increases of +1 for 4th and 8th HD, I can reach the totals currently given for Bracht, although I'm not sure why he spent one point raising strength from eight to nine, unless it was for the purpose of being able to lift/manhandle heavier lab gear or experimental subjects....
Thanks for your attention to detail, Charles!
You got this exactly right, even the thinking on the strength bonuses.

My soul, Charles! My very soul.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Charles Evans 25 wrote:

Wolfgang:

I imagine that using permenancy in conjunction with Craft Construct and Craft Wondrous item is important to Bracht's deranged vision featuring black tentacles EVERYWHERE. The permanency actually makes a deranged kind of sense, even if Bracht is only at the experimental stage of trying to mix artifice with permanency. I can imagine his excitement at the thought that all he needed to do to fulfill his goal was to make lots of permenant black tentacles everywhere, then the horrible disappointment and the frantic hours of research ever since he first mastered permanency and discovered that that didn't quite work to try to find a way to 'fix' that problem....

Dear Charles,

It's like you can read my soul.

Yours,
Bracht.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Clark Peterson wrote:

My question for you last round was:

"I wish I knew a bit more how he does the things you say he does—fting limbs, etc., and regaining the abilities of the original owner of the limb—e a level 7 sorcerer and level 2 expert by themselves certainly don’t have access to the ability to do such things. So where do these powers come from? I don’t expect that to be detailed in this 500-word submission.

I'm still not seeing the part where I said that Bracht could attach limbs onto living creatures. I said he could make moaning walls of flesh but reattaching limbs to living creatures is something he can't do yet. He'd like to. He'd really, really like to. Now he's all excited because he thinks you know a way to do this. I don't.

I've given him a feat that allows him to reattach small organs, namely mouths, eyes, etc. I've given them very little function except when activated to cast a spell.

Dear Mr. Orcus,

I am writing to you--a colleague I believe--to hear more about your experiments involving the grafting of limbs. I would be greatly indebted if you would share your research on this matter. If you take souls as payment, I would be glad to sell you Trevor's. He's not using it.

Bracht Darkhouse, Flesh-artist

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Wolfgang Baur wrote:
And then there's the core new rule element: fleshcrafting. I'm afraid that shoehorning this concept into a feat probably does a disservice to what could be an entire magic subsystem with much more detail.

I find your ideas intriguing and would like to subscribe to your newsletter.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Charles Evans 25 wrote:

Tactics Review:

Oh dear. Minions are mentioned, but no specifics of the aforementioned minions are given. That they are 'bizarre' creations and are probably constructs can be surmised, but without their having been detailed or even vaguely inked in, I am left with an impression that Bracht currently knows more than Trevor about what they and their capabilities are.
The first significant weak-point to this entry.

Trevor would like to respond but will wait until after the voting period is finished.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

As a matter of fact, these were the legs of a 27 year old sorceress.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Flesh, beautiful, flesh!
Covering all of Katapesh.
Could you use an extra eye?
Don’t ask ‘how?’.
Don’t ask ‘why?’.
I’ve just got in a new supply …
don’t they smell fresssssh!?!

Flesh, beautiful, flesh!
Covering all of Katapesh.
Lend me your ears,
your mouths, your arms,
so I can make my little charms,
wards, spell-cans, and alarms,
from your flesssshh!
Beautiful flesh!

Full Name

Kira Namfoodle

Race

Gnome

Classes/Levels

Oracle 5 | HP 39/39 | AC: 18 (T: 14, FF: 15)| Saves (+3 vs illusions, +2 vs fear/despair, +5 vs charm/compulsion): F:+3, R:+3, W:+4 | BAB: +3, CMB: +5, CMD: +14, | Init: +2 | Low-Light vision | Perc. +11, SM +8 | Spells: (1st) 7/8, (2nd) 3/5

Gender

Female

Size

Small (3' 1", 33lbs)

Age

48

Deity

Desna

Languages

Common, Celestial, Draconic, Elven, Gnome, Infernal, Sylvan

Occupation

Student

Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 20

About Kira Namfoodle

Statistics:

Kira Namfoodle
Female Gnome Oracle 5
CG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +11
--------------------
Defense
--------------------
AC (CoMS) 18, touch 14, flat-footed 15 (+4 armor, +1 dodge, +2 Dex.,+1 Size)
AC 14, touch 14, flat-footed 11 (+1 dodge, +2 Dex.,+1 Size)
HP 39 (5d8)
Fort +3, Ref +3, Will +4
Save Modifiers:
+2 racial bonus on saving throws against fear and despair effects
+2 racial bonus on saving throws against illusion spells or effects
+1 trait bonus on all saving throws against illusion effects.
+5 trait bonus to Will saving throws against charm and compulsion effects.
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Crossbow +6 (1d6+0, 19-20/x2)
Melee Light Mace +6 (1d4-1, x2)
Melee MWK Silver Dagger +7 (1d3-1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +5; CMD 14

Special Abilities:

Feats:
Granted via Feat Taxes:
Martial Mastery: Combat feats can be applied to all weapons in the same group.
Weapons Finesse: Use Dex instead of Str on attack rolls with light weapons
Agile Maneuvers: Use your Dex bonus when calculating your CMB
Combat Expertise: Trade attack bonus for AC bonus
Power Attack: Trade melee attack bonus for damage
Point-Blank Shot: Considered to have as a prerequisite for other feats
Deadly Aim: Trade ranged attack bonus for damage

Chosen Feats
Spell Focus (Illusion): +1 bonus on save DCs for one school
Greater Spell Focus (Illusion): +1 bonus on save DCs for one school
Dodge/Mobility: You gain a +1 dodge bonus to your AC. This bonus increases to +4 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.

Traits
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Pattern Seeker (Campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Skills:
8 skill ranks per level (4 class, 2 int., +2 background) + 5 FCB. Background skills are italicized.

Appraise [1]: +3 (+2 INT, +1 Rank)
Bluff [5]: +13 (+3 Class Skill, +5 CHA, +5 Rank)
Diplomacy [5]: +13 (+3 Class Skill, +5 CHA, +5 Rank)
Handle Animal [2]: +7 (+5 CHA, +2 Rank)
Knowledge Arcana [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Engineering [1]: +3 (+2 INT, +1 Rank)
Knowledge Geography [5]: +9 (+2 Racial, +2 INT, +5 Rank)
Knowledge History [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Local [1]: +3 (+2 INT, +1 Rank)
Knowledge Nature [1]: +3 (+2 INT, +1 Rank)
Knowledge Planes [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Religion [2]: +7 (+3 Class Skill, +2 INT, +2 Rank)
Perception [5]: +11 (+3 Class Skill, +2 Racial, +1 Trait, +5 Rank)
Sense Motive [5]: +8 (+3 Class Skill, +5 Rank)
Stealth [4]: +10 (+4 size, +2 DEX, +4 Rank)
Use Magic Device [5]: +13 (+3 Class Skill, +5 CHA, +5 Rank)

Languages
Celestial, Common, Draconic, Elven, Gnome, Infernal, Sylvan

Favored Class Bonus (Oracle)
Level 1-5: +1 skill point

Spells Known (CL5):

Spell-Like Abilities:
Dancing Lights (1/day): Create torches or other lights
Ghost Sound (DC18) (1/day): Figment sounds. (+1 DC feat, +1 DC racial)
Prestidigitation (1/day): Perform minor tricks
Speak with Animals (1/day): You can communicate with animals

Orisons (Default DC15):
Create Water: Create 2 gallons/level of pure water.
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.

Level 1 (8/day) (Default DC16):
Bless: Allies gain +1 on attack rolls and saves against fear.
Color Spray (DC20): Knocks unconscious, blinds, and/or stuns weak creatures. (HD for this spell is calculated at -5)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Sanctuary: Opponents can't attack you, and you can't attack.

Level 2 (8/day) (Default DC17):
Ashen Path: Allow one or more creautres to ignore airborne effects and see through magical smoke and fog.
Boneshaker: Momentarily control a living or undead creature's skeleton.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Hypnotic Pattern (DC21): Fascinates (2d4 + level) HD of creatures.

Class Features:

Oracle:

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Heavens):
Bonus Class Skills: Fly, Knowledge (arcana), Perception, and Survival

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Selected Revelations:

Awesome Display: Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Coat of Many Stars: You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Curse (Tongues):
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. (Combat Languages: Infernal, Celestial)

Racial Traits:
Gnome
[b]+2 Constitution, +2 Charisma, –2 Strength:
Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Academician (Alternate Racial Trait): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (Chosen Knowledge skill: Geography)
Eternal Hope (Alternate Racial Trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Thoughts (Alternate Racial Trait): The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. (Chosen Skills: Bluff, Use Magic Device)

Equipment:

Combat Gear:
Light Crossbow: 35gp, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Crossbow Bolts, Cold Iron (20): 4gp, 1lb
Light Mace: 5gp, 2lbs
Masterwork Silver Dagger: 322gp, 0.5lbs
Dagger: 2gp, 0.5lbs
Studded Leather Armor: 25gp, 10lbs

Other Gear:
Backpack (Masterwork): 50gp, 1lb
Belt Pouch: 1gp, 0.125lbs
Chalk: 1cp, -
Explorers Outfit: 10gp, 2lbs
Flint and Steel: 1gp, -
Ink: 8gp, -
Inkpen: 1sp, -
Journal: 10gp, 1lb
Obsession Log: 25gp, 1lb
Scarf: 1gp, 0.125lbs
Signal Whistle: 8sp, -
Silk Rope: 10gp, 5lbs
Spell Component Pouch: 5gp, 0.5lbs
Waterproof Bag: 5sp, 0.5lbs
Waterskin: 1gp, 1lb

Gold: 72gp, 2sp, 8cp

Total Weight: 30.25 pounds (Light Load)

Not Carried:
Bedroll: 1sp, 1.25lbs
Mess Kit: 2sp, 1lb
Soap: 1cp, 0.5lbs
Traveler's Outfit (x3): 3gp, 3.75lbs

Character Backstory:

Kira’s parents are both professors at the famous Alabaster Academy. Her mother Lille focuses on botany, while her father Aethilwald teaches several history courses. Both of them enjoy learning about the many wonders of this world, but Kira was always more interested in the stars. Astronomy isn’t one of the primary areas of study at the Academy, but there are a few esoteric professors who have been happy to indulge her curiosity.

With the takeover of the city by Lord-Mayor Thrune, Kira worries about the effect his strange proclamations and recent institution of martial law will have on Kintargo. She joins the protest in Aria Park hoping to show Thrune that the city of Kintargo will not be so easily cowed.

10 Minute Background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

1. Kira is a scholar at heart. While her primary focus is astronomy, she enjoys learning about any subject.

2. Kira has spent her entire life in Kintargo and loves the city. However, this doesn’t actually translate to knowing much about it. Her interests have always been academic in nature, so she’s spent very little time exploring.

3. As a gnome she’s innately drawn to the tricks and possibilities available from the magic school of illusion, while her academic mind seeks the patterns present everywhere in nature. She has little talent for arcane spell casting, but this has led her to sneak into some of the arcane magic classes at the Academy in hopes of figuring out new spells.

4. Kira worships Desna, but with the tightening of Chelaxian influence on the city is unable to fully express her faith. She does have a small butterfly pendant which she wears under her clothes at all times, and takes comfort in the fact that no matter how dark the times, the Starsong will always brighten her path.

5. Kira is gregarious, charming, and wants to believe the best of people. However her father has always impressed upon her the importance of being able to keep secrets, particularly once she learned about his membership in the Sacred Order of Archivists. As such she’s careful never to reveal too much to people she doesn’t trust.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Kira would like to see Lord-Mayor Thrune removed from power, and the reinstatement of the former mayor, Jilia Bainilus. She believes Thrune’s random whims are a danger to the city she loves, and with her father’s recent disappearance he’s evidently become a danger to her family as well.

2. Kira is working towards becoming a professor of astronomy at the Alabaster Academy. She hopes that her efforts will encourage the Academy to focus on astronomy as well as botany, medicine, and zoology.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. (Character knows.) Aethilwald Namfoodle is a member of the Sacred Order of Archivists and has been missing ever since martial law was declared. Neither Kira nor Lille have been able to find out anything about what may have happened to him, or where he might be now.

2. (Character does not know.) Kira’s bitterest academic rival, Lucia Corvus, caught a glimpse of the butterfly pendant Kira always wears and deduced, (correctly), that Kira is a Desna worshipper. As a devout Asmodean and a member of the Chelish Citizen’s Group, she’s outraged by what she sees as a blatant defiance of the law. This has devolved what started as mere rivalry into hatred, and if she had the chance Lucia would gladly see Kira thrown into prison...or worse.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. Kira is very close to her mother Lille. They share a fascination for the natural world, even though that fascination manifests itself in different ways.

2. Danio Salvus is one of the few astronomy professors at the Academy. Kira has attended almost all of his classes and considers him to be a mentor. Other than her parents, he is the only person she’s confided in about the strange new powers she’s begun manifesting.

3. Kira once won an academic award which Lucia Corvus, another student, believed rightfully should have gone to her. Since then Lucia has repeatedly and loudly insisted that Kira was only allowed into the Academy due to nepotism. What trouble she’s caused so far has been limited to little more than schoolyard pranks, but Kira worries that she may eventually escalate.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Kira’s fascination with the stars began early. When she was 10 her mother took her out of the city to gather some botanical specimens, and they camped out for the night. She’d never seen the stars like that. So close it seemed like you could reach out and touch them. Fascinated, she spent the whole night just watching the sky, (with her indulgent albeit very tired mother at her side).

2. One day while coming home from class she was accosted by a couple thugs. Frightened, she backed up into a fog bank that hadn’t been there before. Praising Desna for her rescue, she ran home as fast as she could. When she got there though, her panic only increased as she couldn’t understand a word her parents were saying...nor could they understand her. A little research revealed that she had been speaking Infernal, a language she’d never learned and yet somehow understood perfectly. Ever since she’s suffered from a nagging fear. Did that fog bank, (and the other powers she has since manifested), truly come from Desna, or did they come from a more sinister origin?

3. Shortly before Thrune instituted martial law and Aethilwald went missing, Kira woke up to her parents arguing. Lille was insisting that they needed to leave the city; it was getting too dangerous. Aethilwald countered that this was all the more reason to stay; they couldn’t just abandon the city to Thrune’s madness. Kira had never heard her normally mild-mannered father sound so passionate, and was struck by his clear devotion to Kintargo. The memory of that night is largely behind Kira’s decision to join the protests despite the possible danger. Her father refused to abandon Kintargo, and neither will she.

Bot Me:

I should be able to post every day, but if I'm ever holding up the action please bot me. I've given some basic tactics here, but feel free to deviate from them if the situation calls for it.

Basic Combat Tactics:
Kira will focus on aiding her allies whenever possible. If an ally goes unconscious, she will make healing them her top priority. Otherwise she will try to hang back, casting support spells and taking shots with her crossbow. The mace/dagger will only come out if something rushes up to her and she can't get away.

Spellcasting Tactics:
Bless: She doesn't start out with enough spells per day to cast Bless every fight. She'll mostly save it for big fights, (aka where it looks like the party is outnumbered and/or outgunned), in which case she'll cast it as early in the combat as possible.
Cure Light Wounds: Use CLW outside of combat, unless a party member goes down.
Obscuring Mist: The "get out of jail free" card. Cast OM if the party is trying to run away from something.

Cut and Paste:
[dice=Light Crossbow, 19-20/x2]1d20 +3[/dice] [dice=P. Damage]1d6+0[/dice]
[dice=Light Mace]1d20 +3[/dice] [dice=B. Damage]1d4-1[/dice]
[dice=Dagger, 19-20/x2]1d20 +3[/dice] [dice=P./S. Damage]1d3 -1[/dice]