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About HokeyName: Hokey
Strength: 10
Perception: 13
Size: 1
Damage: 0
Spoken Languages: Common, Elvish, Dwarfish, High Archaic Reading and Written Languages: Common, Dwarfish, High Archaic Professions:
Academic (Geography)
Wilderness (Refugee) Academic (Magic) Academic (Folklore) Academic (Fey) Academic (Medicine) Academic (Etiquette & Customs) Ancestry Traits and Abilities:
Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
Shadowsight: You see in areas obscured by shadows as if those areas were lit.
Quirks and Marks of Darkness:
Revelation: You make all Will Challenge Rolls to resist gaining Insanity with 1 boon.
Night Terrors: Every rest, roll 1d6. On a 1, make a Will Challenge Roll or Gain 1 Insanity. Whenever you become frightened, you lose all strength in your hands, rendering you incapable of holding onto or picking up anything, for 1d3 rounds. Truesight gained as a reward at the end of 4th level adventure. Marked by Major Darkness: Your spine gives birth to a fleshy hairless tail that ends in a knob.
Paths and Path Abilities:
Novice Path: Spell Guardian
Spell Guardian Defense: As an action, you can expend the casting of a spell with a boon to the casting roll Lvl 4 Adventure Reward to create a magical barrier on one creature within short range for 1 round. This barrier provides a number of banes on attack rolls made against the target or boons to challenge rolls made to resist an attack equal to the rank of the spell expended (minimum 1). On your turn, you can use a triggered action to extend the duration of the barrier for 1 round. Weapon Training: When you attack with a weapon, you make the attack roll with one boon. Battle Recovery: You can use an action to heal damage equal to your healing rate (1/4) and regain 1 Spell Guardian Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or move an active barrier to a creature within medium range. Expert Path: Lorekeeper Learned: Make Int Challenge Rolls with 1 boon and gain 2 more boons when applying Profession(s). Esoteric Discovery: Lore of Tongues: Whenever you hear a language spoken that you do not know how to speak, you can add that language to the list of languages you can speak. Master Path: Equipment:
Equipped:
Clothing, Soft Leather (Def = Agi + 1) (4,4 | P) Small Shield (Defensive 1) Dragon Scale Necklace Fire-proof gloves Belt:
Adventurer's Backpack:
Spellcasting:
Available Traditions:
Air, Arcana, Celestial, Life Tradition: Arcana
Arcane Sight: (Lost) Utility 1 Duration: 1 minute
Arcane Shield: (lost) Utility 1 Duration: 1 minute
Stabilize Magic (lost) Utility 1 Duration: 1 minute
Explosive Darts (lost) Attack 2 Target: Up to 3 creatures or objects in long-range
Destroy Magic (lost) Utility 3 Target: A cube, 5 yards on a side, originating from a point within medium range.
Tradition: Celestial
Tradition: Life
Seed of Life Utility 2 Target: Up to 3 creatures you can reach. Duration: 1 hr; see effect
Questionnaire:
1) How do others make you feel?
2) Name one thing you value most. Then name one thing you could lose.
3) What do you fear? What do you hate?
4) What do you desire? What do you love?
5) You have (at least) one secret. What is it?
Two months later, you saw him again. You had just escaped the circus the day before, making your way through the wilderness. You heard a scream. Then you heard something tearing through the brush. You hid behind a tree. She came running past, not even seeing you. The same woman you saw at the circus - the one with the nice red hair. The orc with the oddly shaped mouth was not far behind. He was covered in blood, but it wasn't his. You ran. You stumbled over something - a body. The body of a young man perhaps in his early 20s. You slipped and skidded in the grass. The blood-soaked into your pants. You didn't care, you just kept running. You heard a woman's scream behind you and you looked back to see a blonde woman running up to the man, screaming in hysterics. She didn't see you. You got away. 6) Have you done something Notable? What was it?
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
8) Do you follow through on your promises and obligations? Or do you delay or avoid it? Do you feel guilty when you don't uphold them?
9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
My Story:
Hokey was abducted by elves as a child, around 4. She was transformed by the elves on a whim, and was left behind by them when they disappeared when she was around 7. Bereft of the only home she ever knew, she wandered around for about a year or so, until a wandering circus troupe picked her up and put her to work. She was taken under the wing of a human, Mel, in her mid-thirties who was incredibly skilled with needlework, but actually does the trapeze stuff. Mel was the type to be the mother figure in the circus, and was especially keen on taking the downtrodden children under her wing. Hokey also had a close condfidant in a faun, Doe, in her early twenties. Doe understood Hokey well, thanks to her similar experiences. Doe was as quick with her mind as she was on her feet. She took care of me whenever she could and we usually cuddled together to sleep. Around the age of 12, the ringmaster started getting requests for some private entertainment with Hokey from guests and rented her out to one of them. The experience left Hokey broken and it took weeks from her to recover to the point where she wasn't a useless sobbing mess. A year or so later, Hokey was rented out to another guest, which is when Mel and Doe stepped in and helped her escape, Mel by distracting the people that mattered and Doe by actually escorting Hokey away. Ever since, Hokey has been wandering the wilderness, searching for any traces of the Elves. She wants to ask them where she came from and who she is, although her hope has been waning since she hasn't found any trace of them in the several years she's looked around. Hokey usually stays in the wilderness to search for any clues to the Elves and takes care of her needs herself. She will work as a guide, contracted through the merchant's guild, when she needs money for supplies.
Random Rolls:
Ancestry: 1d8 ⇒ 7 Build: 3d6 ⇒ (5, 3, 6) = 14 Appearance: 3d6 ⇒ (2, 5, 3) = 10 Background: 1d20 ⇒ 14 Personality: 3d6 ⇒ (5, 1, 1) = 7 Profession 1: 1d6 ⇒ 11d20 ⇒ 6 Profession 2: 1d6 ⇒ 61d20 ⇒ 15 Wealth: 3d6 ⇒ (5, 4, 3) = 12 Interesting Things: 1d6 ⇒ 11d20 ⇒ 18 Personality Pos: 2d20 ⇒ (8, 19) = 27 Personality Neg: 2d20 ⇒ (20, 1) = 21 |