Name: Elwynd the Silverstar
Description: Elwynd the Silverstar is a gaunt human man in his late 20's. His pale skin is scarred in many places, mainly on his face. The Oracle's hair is shaggy and flaxen in color, hanging just at his shoulders. The Gur has the beginnings of a beard, which gives him even more of a wild look. He seems to have particularly sharp looking canine teeth too, along with some thick and pointed finger and toenails which seem more like claws than nail. Elwynd also has a prominent tattoo of a wolf paw across his chest over his heart. By no means does he look like a warrior, though he does dress the part. Elwynd wears a blackened set of studded leather armor, a heavy wooden shield with the holy symbol of Selûne painted on the face, and at his hips he carries two unusual looking knives. The Gur carries a small bag of personal effects and camping supply over his shoulder. Background: Elwynd grew up in a travelling clan of Gur, a nomadic ethnic group of Humans who crossed the Western Heartlands. From a young age Elwynd felt a deep connection to their cultural patron, Selûne the Moonmaiden. So much of his early life was devoted to learning the tenants of the faith that when he came of age to strike out on his own, he vowed to become a Silverstar. Silverstars were a specialty priesthood who of Selûne who were guided in their mission by visions from their maiden. His rovings took him east to the coast of the Sea of Fallen Stars, where trade was harried by pirates, slavers and more. For a few years, Elwynd offered his services to anti-piracy workings, empowered by his divine magic gifted to him by Selûne. His latest job found himself crewing a ship heading for the exotic shore of Mulhorand, where there he would find divine direction for his next step on their shores. Or so he hoped, but the machinations of the Moonmaiden were still a great mystery to him. Character details: Approximation of character build, give or take. Making the best of the mediocre stat rolls to play the saddest SAD that ever sadded. Strength: 7
Trait 1: Gur Tattoo (Race Trait) [IE: Varisian Tattoo]: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and star knives. Trait 2: Enemy of Slavers (Social Trait): If you follow this code, you are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift. You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will. Trait 3: Omen (Faith Trait): You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Drawback- Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility). Feat 1: Divine Fighting Technique - Desna's Shooting Star (IE: Selûne's Shooting Stars): You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score). Feat 2 (Human Bonus): Steadfast Personality: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier. Revelation- Prophetic Armor: You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead. Curse- Lycanthropy: You suffer from a minor form of lycanthropy. The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.
So I have a character idea that may be rejected, but think it's a neat chance to try a unique archetype! Basically it's a member of the Lantern Bearers, but in my opinion the idea of a "good order" whose goal is a genocide of a race is very icky. Instead, they have pivoted them towards having a goal of redeeming Drow. That's the direction I'd like to take with this particular idea, if that's cool. Name: Minué Myrett (Real name:Naniro Zhas)
Appearance: As her true form, Naniro Zhas appears as much like her Kyonin brothers and sisters. Her skin is smooth and sunkissed, marked across the bridge of her nose with a field of freckles. The Elve's hair is a shade of red, and it hangs smooth and straight, cropped just above her shoulders. Naniro's green eyes are soft and kind, highlighted by her expressive red brows. Having spent decades training her body, she posses a physique befitting an agent with sleek muscles and graceful steps. She dress modestly, and her clothing and equipment all serve their function and purpose. When she undergoes her Dark Identity transformation, becoming Minué Myrett, generally her facial features and body stay the same, with a few differences of course. Most obviously, her skin darkens to a smoky blue shade, still retaining her freckles, albeit now shades of dark black stars in the smoky sea of her skin. So too does her hair change from the vibrant red to a shade of blue-black. Lastly are her eyes, which shift from their verdant green to a darker brown. Along with the more obvious physical changes, Minué makes a purposeful change to the way she holds herself, going as far as to even change their gait while walking. On all levels of observation, physical and magical, she truly IS a Drow after her transformation. Personality: Trained to be like a mirror, Minué is able to put on the airs of the matriarchal cruelness of the Drows to those around her when the need arises. In truth however, inside her heart, Naniro is a kind hearted soul who wishes to see everyone rise above their stations, and live in a freely chosen life. Mercy and fairplay lend heavily to her views of the world, given her entire mission is to free and redeem as many of the Drow denizens of the Darklands as she can. Though, it's all an uphill battle, and given the hostile environment she finds herself in, and the fact that she's been in deep cover for so long, it's easy for her to forget herself at times. This can lead her to dwell in bouts of loneliness. It's in her loneliness that she also finds solace, as she is a follower of Ashava, who calls her to find other lonely people and be the guiding light for them. Background: Naniro Zhas was born and raised on the surface, in the Kingdom of Kyonin. For 100 years, her upbringing was deemed normal by typical Elven means, pursuing passions of theirs and training in their interests. It was when she was then approached by a secretive individual wearing a mask made of brown leaves that her life changed direction. The man offered an alias to her, calling himself Swallowtail and spoke to her of a mission of grand importance. A mission for the very souls of her people. This is how she first learned of the Drow, and of their fall and corruption due to their proximity to Rovagug. It was through this secretive order that Naniro would cast aside her true name and form, and instead undergo an excruciating ritual to change her very nature. Given the power to change from Elf to Drow, and trained in nominally underhanded skills of deception and subterfuge, the newly named Minué was given the broad and lifelong mission of infiltrating the Darklands and Drow society, and trying to turn as many of her forlorn brothers and sisters to the Light once again. So it came to pass that Minuè descended into the Darklands, into the layer of Sekamina, and eventually found passage on the Dying Sea. Whilst on this ship, Minuè met a couple of Drow nobles also making the transit who went by the names of Verik and Larissa Vanderboren. They seemed kind enough, and all together rather interesting conversationalists to boot. However, much like everywhere in the Darklands, nowhere is safe for long. Their ship came under attack by passing corsairs and some even were so bold as to board the ship. Minuè jumped to action and dispatched a pair of pirates making for the Vanderboren's, saving their lives. The two of them were overcome with gratitude and offered to help her establish herself in the city of Telderist as a thanks. Having spoken at length with the Vanderboren's on the transit, Minuè was able to land a job and lodging helping at the Twilight Orphanage in the Midnight District, all thanks to the noble couple's connections. It was a fine base of operations in the city, and she actually got to help be a positive influence in the orphaned children in her care. 50 years passed, and Minuè had established herself in the city, and all the while she worked to help soothe the lost souls of the Darklands. The morning the letter came to her informing her of the deaths of the Vanderboren's, she was overcome with a sadness. The pair of them were the first kind hearts to help her, and were the ones to give her the fighting chance she needed to pursue her mission. The news of the nature of the Vanderboren's death also set to mind a target for her, and she was keen to find the ones responsible for burning them alive.
Well some of the coolest wild west stories involve First Nations/Native Americans, so I thought I'd play a very vaguely Comanche styled theme build. She wouldn't be using firearms at all, trying to stay traditional, very much at odds with the changing ways. Seems fun :) Name: Fehni Del
Appearance: Fehni is strong young woman with olive skin with deep caramel undertones. Her almond shaped eyes are a deep brown and they glint with the years of a tactician experience she has earned. The tauric warrior's hair is a deep black and it is clear that it has never been cut, reaching absurd lengths. Mostly Fehni keeps her hair braided into several plaits, utilitarian in nature, or she lets it blow wild in the wind as she charges into battle. This is where the typical features end, as past her belly-button down she has the full grown body of a mare. Her bottom half is a tawny brown, and her tail is the same deep black as the hair on her head. Her hooves are worn and battle hardened, undoubtedly breaking a few ribs with a kick or two. Personality: The cavalier has a dry wit, and often sees things as "my way" and "the wrong way". Having grown up in a very secluded, traditionalist, warrior culture Fehni has had to learn to take everything rather seriously as if she didn't, there would have been dire consequences. Naturally however, those who are able to pierce this proverbial armor of dourness will find a surprisingly loyal, caring friend. Background: The Decataur woman grew up the daughter of Centaur father and a Elven mother. The two cultures would meld her into the woman she is today, but it was not without adversity. Naturally, she was never entirely accepted by either side of the extended family, not really. It wasn't that she was shunned or excluded, but there was a quiet unspoken resentment bubbling beneath the surface. Even so, Fehni developed her skills in combat mostly with her father's tutelage, and she learned her sense of honor and tactical knowledge from her mother. She spent many years patrolling the Mierani forest and outlying lands, battling Drow, hostile animal monsters, and even the encroaching Varisians from Riddleport a time or two. It was when <INSERT FELLOW PLAYER> met them things changed <AS TO BE DETERMINED IF ANYONE WANTS TO TAKE "CLOSE ALLIES" WITH ME>
Would the Vampire Hunter class be at all appropriate? It's pseudo 1st party. And hey it also has up to 4th level casting built it, fancy that! Now since this would primarily be in Feywilds it sounds, I don't know how much utility a guy built around undead might be. But I still think their kit has some other fun things, and I could build a pretty good gun-using character off that chassis.
Name" Irem Uzan
Traits:
Feats:
(I mean to build into a Lion Blade hence the weird thing with skill focus acting.) Physical Appearance:
Personality:
Rock Bottom:
Reluctantly, Irem turned over her stolen goods to the Lion Blade and left with her life. And it seems an invitation to something called a Shadow School. Trial of the Coin:
Irem purchased a bulk order of boxed lunches and deigned to make something work. Having lived in the city long enough, the Courtesan noticed that foreign ship captains frequented the Canal District, and naturally were more than a little interested in... her type of business. So she offered the premise of acting as a paid guide to the city, picnicked with the men having them buy the lunch as a part of the 'tour' and attempted to fleece whatever she could of the men. The lunch rations were of course the up front cost, but the lonesome sailors knew what she was really selling. Before long, Irem had more than out-earned her initial investment... And she was more than eager to find this Financer and stop this business, for the smell of salt was beginning to grow stale in her nose.
Hiya! I've not played a gestalt character in a long time, and not been in an 'evil' campaign even longer! How about a Kineticist/Unchained Monk (Elemental Monk)?! Sure why not, let's be a firebender!
Background Questions:
1. What is your character’s name? Her name is Endelea Mwatabu, a traditional Mwangi name. Endelea meaning "Do not stop, do not give up." And her surname of Mwatabu means "Born during a time of sorrow". 2. How old is your character? She's 27 years old. 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Endelea is tall, standing at the height of six feet, and often towers over her male counterparts. Her skin is dark and smooth, and if one pays close enough attention, they'll notice that in the sun (at the right angle) her skin is lustrous like polished bronze. On her right shoulder she has an intricate tattoo of a water buffalo skull, which is a reminder of her people's tribe. Another trait that betrays her Archon-blood is that her eyes are a shimmering amber, which shift from hues of yellow to deep reds depending on her mood. Endelea wears her hair naturally, and has allowed it to grow into luxuriant cloud of curly brown hair. The Pyrokineticist wears a pair of goggles as a makeshift headband, keeping her hair up and out of her face, though she does allow two strands of curls to hang on either side of her face. Her clothing is made of thin material that is breathable and also allows for a lot of freedom of movement to account for her acrobatic use of martial arts. Endelea wears no armor to speak of, and there is no sign of a weapon either. 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Endelea speaks with a polyglot accent, and uses a lot of turn of phrases that perhaps natives of Avistan have not heard before.
5. Where was your character born? Where were you raised? By who? Endelea was born in the town of Kibwe on the eastern edge of the Mwangi jungle. Though there was complications during her birth and sadly Endelea's mother passed away. It was up to her father Kito to raise her on his own, and he certainly did everything he could for her. Though Kito felt that with the death of Endelea's mother he could no longer bear to stay in Kibwe without her, and so traveled eastwards out to the coast, and then to the Island nation of Jalmeray. It was in Kingdom of the Impossible that Endelea cut her teeth, and it was that place that shaped her adulthood. 6. Who are your parents? Are they alive? What do they do for a living? Kito is a Mwangi man who lead a secret life hidden from his family. He originally was sent to Kibwe as an Agent of the Aspis Consortium, but it was there in the town where he met his future wife Zahiri. Though while he was there to keep an eye on the gold mining operations, he spent more of his time courting his wife. In fact, during his stay he received more than a few orders (which he carried out) to assassinate rivals in the mining business. Of of which was kept in the shadows and out of Zahiri's eyes. However when the birth of his daughter (Endelea) and the tragic death of his wife, Kito requested a transfer back to the regional office on Jalmeray. This request was granted and the family pair moved to the Island. When Endelea was old enough, he decided to hide things no longer, and spilled the truth about his profession. He expected his daughter to be shocked, but instead she was curious and even asked if she could be involved! And so, he continued to work as a Bronze Agent and mentored Endelea as a freelancer. He's still working to this day. 7. Do you have any other family or friends? Endelea's life as a freelancer has her traveling all about the Inner Seas and beyond, and such has grown her network of 'friends'. Most of her acquaintances are the shady types (like fences, fixers, etc) but there was person who she found herself most drawn to again and again. It was a young half-elven fence in the City of Absalom by the name of Trien that she was more than a little infatuated. Their first meeting was on a standard business exchange, but Endelea found more excuses to go back and speak with her crush. Trien was just as keen and the two of them would begin their on-again-off-again relationship, where they would have a few intense days of contact then were again separated for months at a time. Naturally of course, the Consortium would not like this if they found out, but so far they haven't. 8. What is your character’s marital status? Kids? Endelea's not married, and she cringes at the thought of having children. She is however in an 'unlabeled' relationship with a handsome half-elf in Absalom who is nothing more than a fun distraction in between business calls. 9. What is your character’s alignment? The Pyrokineticist is True Neutral. Her time with the Consortium has seen her interacting with the whole breadth and width of personality types. "Good" and "Evil" never really jived with her. She believes that she's looking out for herself, and she won't go out of the way to screw someone over if it doesn't inherently advance her own position in life. 10. What is your character’s moral code? Endelea's modus operandi is simple: "Does this benefit me? Do I have to do something I'll regret? No? Sign me up." She's open minded to helping out whoever's side sounds most beneficial to her at the time. Again, she isn't about to torture people for the JOY of it, but... if the task is paying her well enough and she knows it won't come back to bite her, sure sign her up. Likewise, she's just as likely to help a group of Paladins of Iomadae if they're paying her to help out. She won't take jobs that demean her or are below her own image of herself. 11. Does your character have goals? Her goal is to become skilled enough in both the martial arts, but also as an Agent of the Consortium to find herself gainfully employed her whole life. At the moment, she's only a freelancer but she has her eyes set on becoming a fully fledge Agent like her father. 12. Is your character religious? She doesn't put much stock on Gods intervening on her behalf, so she makes it a point to do things herself. She has respect for the god of Irori, but she doesn't pray to him. 13. What are your character’s personal beliefs? Everyone deserves to be heard, but likewise no one is safe from a kick in the face. 14. Does your character have any personality quirks (i.e. anti-social,
Endelea has a yearning to be better at almost everything she does, and as such is a little competitive. She's competitive at thing that don't really matter, like finishing her plate of food before her neighbor or packing up camp first. 15. Why does your character adventure? She travels on contracts as a Freelance Agent of the Aspis Consortium, doing whatever contract work they have assigned her. Her most recent contract has her going to the city of Kenabres to find a tome on Demonology. 16. How does your character view his/her role as an adventurer? Endelea knows that she's the hired help. She takes pride in doing the best at the task that been offered her, and if she takes a contract you bet she'll finish it. Unless... a better one replaces the current one. 17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? As mentioned, her skin has a metallic shine in the right light, like brushed bronze. Likewise her eyes shift with a firey hue depending on her temperament. Lastly she has the prominent tattoo on her right shoulder of a water buffalo skull, as a reminder of her Mwangi roots. 18. How does your character get along with others? This fiery young woman gives anybody the benefit of the doubt, and the chance to prove that they're decent enough to hang around. If they give her respect, you bet she'll be respectful back. However, if the other person is being nothing but condescending and nasty, Endelea will stand up for herself and try to curtail whatever sass is being sent her way. Her golden rule is "Don't be a dick." 19. Is there anything that your character hates? There isn't much that she hates, but in a sense she hates certainty. People that are certain that they're right. People that are certain that you aren't worth the same as them. If people don't give others the benefit of the doubt, why even bother? 20. Is there anything that your character fears? Endelea has this deep fear of being unwanted. It started when her mother died in childbirth, and the irrational idea is because she was unwanted. She wants to be accepted by her father Kito by following his footsteps by becoming an Agent like him. She wants to be useful so that she -continues- to be hired and sent out on missions. She fears that her casual and fun romps in Absalom with Trien the half-elf will end, and he'll move on. The list goes on, but Endelea fears most that in the end, she'll be unwanted, discarded and alone.
How were you imprisoned? Endelea was sent by the Consortium far to the north into Kenabres on a task to collect an expensive and rare tome on Demonology, and she wasn't one to really question the why. All she knew was she had a long journey, and a dangerous one. Once she got into the city proper, she used her contacts to find her informant. Her contact told her that due to the fact that she "knew how to speak Abyssal" you will say a code word to
She entered several booksellers and slipped a few phrases of Abyssal into her chit-chat. Needless to say, it wasn't long before Hulrun Shappok was notified of some Mwangi woman "speaking demontalk" to merchants. And just like that she was imprisoned and was to be questioned. TL;DR: True Neutral Archon-Blooded Aasimar(Human passing) freelancing mercenary for the Aspis Consortium sent to Kenabres on a job gone wrong.
Actually they're not from Aerenal, but on the mainland, like everyone else. It's not exactly that far away either. https://eberronmap.johnarcadian.com/ ^^^^^^^
Name: Zylbella Irohel
Feats: Level 1- Enforcer(Combat), Level 1 Bonus-Dervish Dance(Combat) Description: Zylbella is a young woman in her prime. She stands 5'10" and has a lithe physique and the toned form that of a dancer. Zyl's dark wavy hair billows down to the middle of her back, but more often than not she ties it into a high-ponytail. The Dervish's eyes are a soft amber and twinkle with the naivety of youth. In total, she moves with the grace of one who has spent decades of training to be gentle... yet firm. Her attire is made of fine silks and golden threads, and she wears adornments similar to those who reside in the Blade Desert. On top of these silken garb, she wears a set of finely maintained studded leather which is dyed in a rich green color and highlighted by more adornments of gold. Tied about her waist is a flowing white silken sash, in which she tucks the scabbard to an immaculate looking masterwork Scimitar. Personality: Zylbella is an idealist to a fault. She believes that no one is irredeemable, and even the most deadly and "evil" foe has a chance to change. This has caused quite a number of squabbles with family and friends, where when they wished to see an end of a life, Zyl did the best she could to save lives. This does not mean she is without the ability to render violence, in fact quite the contrary. Zylbella is one of the most fearsome battlers of her generation, utilizing Tairnadal blade-dancing. There is more than one way to end a fight, in her view. Background: Zylbella Irohel was born in Taer Valior, home of the clan of Kel Valior, along the western border of Valenar. The harsh desert of the Blade was her backyard, and the Zaeltairn her teachers. From a young age, she was taught the art of blade-dancing, in accordance with her ancestors. In fact she excelled at the art and was considered to be a rare talent. Though a feeling of disquiet soon began to grow in Zyl's heart as she was being forged into a weapon against an unknown foe. As she matured into a young adult, this doubt in the beliefs in following their ancestors grew only deeper. She decided that staying in the desert to train and patrol was not all there was to her life, and in secret she planned her escape. Luckily, Taer Valior was an important fortress in Valenar and had frequent airships running in and out of it. And so she smuggled herself away on a passage out of the Taer on a House Lyrandar airship. Some days later, Zyl found herself in the grand city of Fairhaven, the Capital of Aundair. Zylbella was now in a new world, and everything was fresh and exciting. Her time in Fairhaven was the most invigorating experience she had had yet, where she met a fair many new people and experienced new facets of life she had not seen. One facet that clung deeply on her heart was the faith of Dol Arrah, the Sovereign of Sunlight and Sacrifice. Her time within the Temple helped guide her to the next part of her life, and would be a guiding light now until death. Zylbella saw her part in the world was not to fight the enemies of the Tairnadal... No, she saw her lot in life as a person who must fight the unending fight against injustice, wherever that might be. It just so happened that in her wandering took her westward into the frontier town of Windshire.
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