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Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix changes her mind, as she is wont to do, and jerks into action quickly. She scurries right into center field of the brawl. She looks around shiftily for a moment ... and then darkness seems to seep from every pore of her, snaking out of the tiny woman (how did it all fit?) and throwing the lower hold and the area around her into an inky darkness, illuminated by the square of light that is the door up onto deck that seems quite far away now. And then she scampers to duck past combatants and others to get out into the light and away from the fighting. Not sure what stealth bonus I get for that. XD ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix appears bored with this display of 'Ship Law', and picks at her nails while she watches. Her eyes follow to Lorin, perhaps wondering if he get the hint. Bluff, bored: 1d20 + 5 ⇒ (18) + 5 = 23 Sense motive 23: Bratix is upset that this is justice, and probably afraid to intervene. ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() "Well ... they're raging cocks, no doubt, but really? We're gonna need friends before anything else. So ... before we start plotting our heroic tricorn-wearin' and spy-glass twirling, how's about we make sure its possible. Dunno about you, but I ain't gonna survive a tussel with someone like Scourge, let alone the captain." Bratix's gold eyes glitter with something like amusement, and she winks at Nico for some reason. "Plus, right now we're a g$&+&+n conspiracy, whispering in dark corners." The tiefling flips her wings a bit which seems the equivalent of a shrug, "So for now as far as I'm concerned, you keep your revenge in your way, and I'll keep mine in mine, and try to avoid cavorting with ya fools till we have something more ta go on. We can revisit this when we actually have cause or ... y'know ... any chace of livin'." ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix is content to peel away, chattering or quiet, eyes out for more goodies. She makes a note to check the book under the table leg later, and then scoots out on deck with the others once bidden. The small blue creature is certainly chipper as she meanders to the mast, fiddling with her twine again. "How's it goin'?" Inquires the small Tiefling of her once captive companions as she approaches. ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Perceptin': 1d20 + 2 ⇒ (20) + 2 = 22
Bratix sees all kind of stuff, but squints, trying to understand Fishguts. She doesn't get a whole lot of that, instead marching right up to him to offer her small hand, having pocketed both the twine and the ink. "I'm Bratix." She says, "And I'm at your service..." For now. Her daytime action will be to influence Fishguts. Diplomacize: 1d20 + 2 ⇒ (15) + 2 = 17 "I'm happy t'be down in the kitchen with ya," She drawls, getting right onto the 'taters without needing much prompting. Still, she moves and looks around as she peels, leaving peelings in trails on the floor. "T'be honest tinkering and cooking things is more my specialty than hanging on ropes and hammerin' stuff." ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix swings wildly on the rigging under the lashes of the whip, squealing (or maybe laughing? Its hard to tell). She starts to climb again, flapping her wings unhelpfully ... she's too small to make much headway. And she scrambles back down as quickly as she can once he's picked Grunt. When asked about cooking, she widens her odd, yellow eyes to girlish innocence. I'm totally a cook!: 1d20 + 5 ⇒ (20) + 5 = 25 (26 if he thinks small blue creatures are shmexy) "Oh yeah. I'm an expert at that stuff. Great at cookin' up things and makin' delicious stuff!" That's not ... entirely a lie, but Bratix is innocence itself. ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix is slow getting started, fiddling with her twine a bit, and only scuttling to start climbing when it looks like she might get smacked for not moving. She scrambles a few feet up the ropes and then... I'm totally stuck, sir!: 1d20 + 5 ⇒ (8) + 5 = 13 She looks like she's trapped in the rigging, fluttering her unequal wings haplessly and making pitiful squirming noises. Sense motive 13: Bratix is faking, a little smirk on her face as she cries and wriggles. ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix seems genuinely non-plussed by most of the commotion. She fiddles with her little bottle of ink between her fingertips, and fluffs the feathers on her wings which seems to be a gesture indicating thought or interest. She yawns again, mostly ignoring the lashes, and just waiting for someone to address her. Being on a ship doesn't concern her much, though she is a bit upset about her stuff. ![]()
Female Tiefling (Gnomish) Alchemist (Grenadier) 1
![]() Bratix is not used to feeling hangovers. So she had wobbled up onto deck in a daze, fishing in her pockets in an at first lazy motion that becomes more frantic as she realizes none of her ingredients are on her. She scowls, coming up with a bottle of ink and a piece of twine and nothing else - the twine doesn't help right now and drinking the ink will just make her teeth black ... The light stabs at her eyes on deck, and the small, odd looking blue creature stretches her lopsided wings out with a sleepy, impassive blink at Scourge and Plugg and the Captain. ![]()
![]() Alright. Here's Pari. It got long, but at least its broken up? :D Pari's Concept:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1. Pari is a tall woman, standing at about 5'11". Her pointed ears are quite visible past the sandy, dishwatery blond of her perfectly straight hair, and she has uninspiring grey eyes. There is a scar that looks pretty fierce along the whole of her right cheek. Despite being tall and half-elven, Pari's presence is truly underwhelming; she's not pretty, she's quiet more often than not, and her whole demeanor speaks of someone who is used to going it alone. 2. Pari carries a big burden. From a large family of half-elves that live in the South of Brevoy, she is second generation half-elf - not directly related to any elves and somewhat distant from that part of her heritage. She is the oldest of her siblings (of which there are 7) at 22. The rest range from 20 on down to the latest (4). Her parents own farmland there, though they speak of the vague time that their forebears lived down farther in the wildness of the stolen lands. Whether those are human or elf forebears has never been clear to Pari - but then, she's never had time to wonder. Too busy being the oldest, and taking care of the rest as best she can. 3. Pari is a survivor. With a family of 10, there are a lot of mouths to feed. Pari has been trying to help feed them since she was old enough to carry a bucket and would bring water out to her mother to water their garden. She's worked the land some, as her brothers do, but quickly found her calling in the hunt. Good at bringing home meat, she quickly became the provider for her family in that sense. As time has gone on, she has gotten better and better in the ways of the wilds. Still, times are hard and a living for 10 is always difficult to achieve. She's ranged down, almost into the Stolen Lands themselves sometimes, and knows quite a bit about the terrain and denizens therein as a result. 4. Pari is an old soul. Perhaps because she has been forced into the role of a provider by circumstances, Pari is ... old. A pragmatist in the extreme, she views the world with a brutal efficiency based around what it can do for her and her current situation. Luxuries like friendship and frivolity are all fine and dandy, but she simply doesn't have time for them. 5. One of Pari's brothers, Timi, has always been sick. About 10 now, he is weak and can barely walk. Common medicine as is available to those on the frontier as they are doesn't seem to help him, and the family has spent quite a bit of their meagre savings in order to consult the best doctors as could be found, most of which were no more helpful than quacks. The situation is getting dire, and beyond Pari's ability to provide for them. Work, riches, a chance to delve into and maybe gain some of the land she hears might have once been her family's ... maybe they can move there one day ... The charter is just the thing her worrying family needs. In exchange for her knowledge of the Stolen Lands and her ability to navigate the wilderness, maybe she'll find a way to help her brother and the others. Pari's Goals:
2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Pari wants to eventually find a place that her family can prosper. Part of her reason for journeying to the Stolen lands is an innate curiosity about things she's heard stories of, but the inner pragmatist tells her she must think of her brother before she thinks of these grander ideals. Her main goal is money at the start. 2. I'd like to work on Pari's connection to the wild and have her become a Shapeshifting Ranger - taking the form of animals she bonds with, and getting to know the land and creatures better. To become a true expert. Of course going in at level 1, she'll be somewhat in over her head, and it should be fun to impress that upon her. Pari's Secrets:
Step 3: List at least 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. Pari is secretly enamored of stories and tales of the Pathfinders. Of course, she would never pursue such a career as an actual goal (its not a practical ideal), but part of her reason for delving into the Stolen Lands is a little nagging voice that tells her it might be the only chance her needs and ambitions might be in line to allow her to do anything like it. She'll deny any personal interest down to the core, though! 2. Sort of fitting under goals, I think it'd be interesting to have Timi die - his condition is much worse than anyone told Pari, because he was her favorite - so she'll be forced to come up with other reasons, and personally invest in exploring for other causes. Pari's People:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Timi - Pari's younger brother, suffering from some sort of disease that withers his muscles. He's a bright, inquisitive kid, and Pari loves him to death. She loves all her siblings, of course, but Timi is her favorite, maybe because he's heard all the stories from his time sitting around with the old folks that don't work. 2. Magna - Pari's mother, who tried to convince her oldest daughter not to come to the Stolen Lands. "At least you know the dangers here, daughter. We'll make do somehow. We always do." But of course Pari would hear none of it. 3. Ger - Pari's father - working hard in the fields and suffering the constant drain of such a large family, Ger has taken to drinking. It isn't that he's a bad guy, perse ... its just that pushing the boulder up the hill for the umteenth time just to keep his family alive has taken its toll. Pari and he often butt heads, particularly about his drinking. Pari has washed her hands of him since becoming an adult, considering him a useless wastrel who could be helping, but isn't. Pari's Quirks:
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Pari sleeps in a tree, generally. She has a bed, technically, but needs to share it with a sister or two, so has learned to sleep out in the trees. Helps when she's stuck out hunting at night. 2. Pari remembers the first time she shot a bow. It stung her fingers and left a red welt on the inside of her arm, but the thunk of the arrow hitting a nearby tree left a funny little familiar quiver in her heart. She likes to think of her affinity for the bow as her distant Elven heritage. 3. Pari is a cat person. Their farm has lots of barn cats, and she used to rescue them before her father could find and drown the kittens. Comments and questions welcome! I know she's a tad more 'vanilla' for her reasons to follow the Charter, but I like the idea of a semi-reluctant, slightly grumpy wilderness guide. ![]()
![]() Here's Pari's crunch - I'm going for a sort of wild ranger maybe delving into druid later (maybe), who's considered the 'expert' on the land and stuff in the stolen lands from delving therein. I might need to juggle some knowledge points around for that. Took the pioneer trait, flavoring it as having heard stories of 'home' in the stolen lands, needing food to eat and money for a big hungry family back home, so taking what work she could get to get it. And maybe get a little piece of home back. Sort of a 'well, she might help them all not die on the first night anyway'. :) Writing more of a concrete backstory. |