Sosiel Vaenic

Julril Zummish's page

304 posts. Alias of djdust.


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Congrats! Thanks for all the fish!


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Just don't drop my game.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Can I keep my smoking longsword and wand?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Hey Tann, are you keeping your Sorcerer archetype? I see there's also a Dragon Disciple!


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |
Dorian 'Grey' wrote:

There is some thought that since there are only 3 Modes of Game Play (Encounter, Exploration, Downtime) and that there is no Exploration mode Carry Weapons, along with the Rangers Quick Draw Feat being rendered obsolete, that one must burn an Action in Combat to Draw Weapon(s).

I have done some rudimentary research into this idea, but I have yet seen anything to actually support it.

Ranger!

This became a discussion in the 2e game I'm running. It makes no sense to me and there's no explicit rule about it.

In other news, still playing with either Fighter or Bastion archetype for Julril.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Holy crap I was looking at Oracle and what a horribly complicated class!

If I keep Julril I'll probably take a fighter archetype to make him more combat viable as I imagined he would be.

But if everyone else is making a new PC I will too.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I'd like to continue playing Julril, but if we want to start at 1st, I can roll up someone new.

'Tis my answer for everything, "I'd prefer this, but I'm also perfectly happy to do the other" ;)


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Waiting for the "But wait, there's more!"

Time for Dorian to run Abomination Vaults


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

If Tannakin wishes to take the rat, Julril suggests Airi take the belt, "Since the two of you keep rushing heedlessly into danger."


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril goes around and patches everyone up as a good medic should.
Treat Wounds: Assurance Medicine=17 vs DC 15, Sansaare
Heal: 2d8 ⇒ (8, 6) = 14

Treat Wounds: Assurance Medicine=17 vs DC 15, Tannakin
Heal: 2d8 ⇒ (4, 6) = 10

Treat Wounds: Assurance Medicine=17 vs DC 15, Julril
Heal: 2d8 ⇒ (6, 5) = 11

I believe I'm down 2hp. How's everyone else look? I can cast a Heal, but there's probably a mummy or ghoul or vampire or worse in that sarcophagus.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril frowns, "Might I highly suggest we not? I'm not entirely certain, but all evidence seems to point to this tomb being Desnan in origin, and I'd hate to disturb it. I think we may have eliminated what evil has taken hold here..." He frowns further in doubt, "But I guess there's only one way to be sure."


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril falls back against the wall after the undead go down. "Another close one. Everyone alright?"

"What were we doing down here anyways? Looking for mushrooms?"


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril raises his shield, points his sword at the shadow girl and a beam of pure positivity shoots forth.
"I really need you to die, again!"
Disrupt Undead: 3d6 ⇒ (2, 4, 5) = 11


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

What else are clerics good for?
Julril grabs hold of his holy symbol of Iomedae and channels forth a healing burst.
Three action Heal, says it targets ALL living and undead creatures.
Positive Energy: 2d8 ⇒ (1, 4) = 5


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I thought these were zombies? Do they have three attacks?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril continues to assault the shadow the most effective way he can.
Again with the Disrupt Undead! DC 18 Basic Fort, Enfeebled 1 for 1 rd on crit fail, not an expert caster yet!
Vitality dmg: 3d6 ⇒ (2, 4, 6) = 12

He then raises his shield!


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril has used 2 prepared Heal spells, and the wand. He's used Treat Wounds on Sansaárë. Unless he's now a remastered Cleric, he's out of Heal spells, and can't use Treat Wounds on Airi for another hour.

Spell DC=10+3 Wis+5 prof(t)


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril stiffens as the icy claw rips through his soul. He ◆steps back away from the shadow girl and lashes out with the power of vitality!
◆◆Disrupt Undead: DC 18 Basic Fort. Enfeebled 1 for 1 round on Crit Fail.
Vitality dmg: 3d6 ⇒ (5, 5, 5) = 15

it's been a while. I need to go back and see how much healing was wasted in the previous room.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"I'm really glad that's over. Let's go kill whatever terrible undead is in the next room."


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Yeah I'm in the planning stages for a new campaign in August


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

That's what I use. It is very helpful.


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

It's a PF2 AP

Well I'm down to join in.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I wanna play Gatewalkers! How far into it are you?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

As I understand it, the Remaster is in response to the whole OGL debacle over at WoTC, and Paizo wanting to distance itself from D&D, so they had to go in and change the names of things (Magic Missile is now Force Barrage) and remove things (Drow and Owlbears, etc) and futz with the mechanics a bit to make a product that is more wholly theirs and not so much a derivative of D&D.

Personally I'm still learning 2e, and I'm enjoying it. I do feel 1e got waaaaay too much bloated and unwieldy in its late stage, and I appreciate 2e's return to basics (although it's expanded quite rapidly, and now the Remaster is going to reset everything again, and all new content will be based on the Remaster, which is all hard to keep up with for us more casual gamers).

In my exploring options for new games to run I found the 2e store to be already overwhelming and I don't know how people keep up with all this content.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I'd go with 2e, although I think they might be pretty compatible.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Remastered I guess is PF2.5e. The cleric actually seems better, as the Healing Font ability is no longer weirdly tied to your Cha score. I'm not totally familiar with all the other changes, other than no more Drow and no more Alignments.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Damn it."


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Seeing only one trap left, Julril channels another healing spell.
◆◆◆Heal, 30ft emanation: 2d8 ⇒ (8, 4) = 12


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

So why don't we just leave this room?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril casts Guidance on Sansaárë.


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I always forget how that works


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril sees that Airi has foolishly remained in the trapped room of death in order to disarm the traps. He grimaces as she eats three more magical flying stars. He turns back and grants her a reprieve from her pain.
◆Battle Medicine: Assurance Medicine: Treat Wounds DC 20: 2d8 + 10 ⇒ (8, 1) + 10 = 19

"Do try and stay alive. I believe there's a mummy in the next room over."


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Only one other exit!
Julril darts through the columns towards the door on the eastern wall.
That's a triple move action.

"Hurry up with that light! it's dark in here!"


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Should we just run through the room?"


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Those pillars are magic! Watch out! Julril shouts out the obvious.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril stops before entering and scans the room for magic.
Detect Magic exploration mode.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I'd love to play in AV, if someone's willing to run it.


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NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Ha! Dorian is the bard in my 2e game. They just ended a good little combat that got a little hairy, but that;s every 2e combat if you ask me.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I concur. Our RA krewe vould approve of the takticz being deployed.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"They are the absolute worst," Julril replies to Leo.

Julril channels a healing spell at full power.
◆◆◆Heightened Heal: 2d8 ⇒ (3, 3) = 6

"How's that?"

Julril replays the fight in his head and realizes he got the worst of it, Still down 18, he pulls out the wand and patches himself up.
◆◆Heal from Wand: 1d8 + 8 ⇒ (4) + 8 = 12

I'm at 35/41, hows everyone else?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril points his sword at the skeleton and a beam of white light shoots forth!
Disrupt Undead: Spell Attack+Bless: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Holy dmg: 1d6 + 3 ⇒ (2) + 3 = 5


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril wonders why the other skeletons went down so easily...


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril steps up to the last remaining skeleton and swings!
Strike: Smoking Longsword+Bless: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
S dmg: 1d8 + 2 ⇒ (3) + 2 = 5
And again for good measure!
Strike: Smoking Longsword+Bless: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
S dmg: 1d8 + 2 ⇒ (4) + 2 = 6


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Airi you have two more actions!


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril concentrates again on expanding Iomedae's blessing, then moves into the chamber so that all his friends may benefit. he steps up to one of the skeletons and swings.
Strike: Smoking Longsword+Bless+Flank: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
It isn't that hot.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Right on Leo!"


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril suddenly remembers how his shield does work!
5 pts blocked, 9dmg to Julril and the Shield. Shield is at 11HP, one point away from being broken.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

uhh, the left one. Leo, it's unlikely they have an AoO, so dart in there!

Oh yeah, can I use my Shield Block reaction on that first crit?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Ouch. Damn, not a crit with a 28?

"Leo, help me out with these!"


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril wonders why his shield isn't working. He concentrates on his prayer to Iomedae and her blessing spreads further.

He then swings his sword at a skeleton.
Strike: Smoking Longsword+Bless: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
S dmg+fire: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Crit S dmg+fire: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Then raises his maybe defective shield.

Full Name

Eowithe Mournegrym

Race

Human

Classes/Levels

Inquisitor (Sin-Eater) 1 HP 12/12 | AC 18 | T 11 | FF 17 | CMB +3 | F +2 | R +1 | W +4| Init +1 | Per +6

About Eowithe Mournegrym

Eowithe Mournegrym
Female Inquisitor(Sin-Eater) 1
Chaotic Good Medium Human
Init +1; Perception +6
-------
DEFENSE
-------
AC 18, touch 11, flat-footed 17 (+1 Dex, +6 Breastplate, + 1 Shield)
hp 12 (max 1d8 , +1 favoured clas, +3 Toughness)
Fort +2, Ref +1, Will +4
-------
OFFENSE
-------
Speed 30 ft.
Melee
Morning Star +1 (1d6/1d8/19-20x2) 4 lbs S
StarKnife (3) +1 (1d3/1d4/x2) 4 lbs B and P

Ranged
heavy crossbow +1 (1d8/1d10/19-20x2) 120 ft. 8 lbs. P
Starknife (3) +1 (1d3/1d4/19-20x2) 20 ft 9 lbs P

----------
STATISTICS
----------
Str 13, Dex 13, Con 11, Int 10, Wis 15, Cha 14
Base Atk +1; CMB +1; CMD +2
Feats: Toughness, Skill Focus( Sense Motive )

Skills:

Acrobatics + 1 ( +1 Dex)
Appraise +0
Bluff +6 (+2 Cha, +1 Rank, +3 Class)
Climb +1 (+1 Str)
Diplomacy +6 (+2 Cha, +1 Rank, +3 Class)
Disguise +2 (+2 Cha)
Escape artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Heal +2 (+2 Wis)
Intimidate +7 (+2 Cha, +1 Rank, +3 Class, +1 SA)
Perception +6 (+2 Wis, +1 Rank, +3 Class)
Ride +1 ( +1 Dex)
Sens motive +10 (+2 Wis, +1 Rank, +3 Class, +3 untyped from skill focus)
Spellcraft
Stealth + 5 (+1 Dex, +1 Rank, + 3 Class, )
Swim +1 ( +1 Str)
Survival +2 (+2 Wis)

Languages : Common

Possessions:

Worn

breastplate 25 lbs
shield, light steel (quick draw) 7
morningstar 6
heavy crossbow 8
10 quarrels 10
starknife (3) 9

Explorer's outfit 10
Holy symbol

Total 75

Adventurer's sash
flint and steel -
alchemist fire (2) 1
sunrod (5) 1
bloodblock (5)
potion of cure light Wounds (5) 5
Total 7

Backpack (masterwork) 4
bedroll 1

trail rations (3 days) 3
rope, silk 50ft 5
lantern, bullseye, waterproof 3
grappling hook 4
blanket 1
waterskin 4
mess kit 1
soap

total 28.5

49 gold pieces
5 silver

Traits:

Rich Parents 900gp starting wealth
Monument Scholar (campaign)

SPECIAL ABILITIES :

Eat Sin - heal 1d8 + 1 from enemy just killed
Monster Lore - +3 From wisdom on checks for creature abilities and weaknesses
Stern Gaze +1 morale bonus to Intimidate and Sense Motive
Detect Alignment at will, detect chaos, evil, good, law; one at any given time
Judgement 1/day (pick from list)
Destruction +1 sacred bonus to damage
Healing gain fast healing 1
Justice +1 sacred bonus to attack
Piercing +1 sacred bonus to concentration check and spell resistance checks
Protection +1 sacred bonus to AC
Purity +1 sacred bonus to saves
Resiliency DR 1/magic
Resistance 2 point resistance to acid,cold,electric,fire or sonic
Smiting weapons count as magic to damage reduction

Background:

Born into an offshoot of one of the minor noble houses, the Mourngryms were a merchant family. Though
her parents often went on trading trips abroad, Eowithe was restricted to Magnimar when growing up.
Occupying her time with walks with her tutor through out the city , she became quite conversant with the
history of Varisia and Magnimar. When the histories proved insufficient to dull the boredom of childhood,
Eowithe ventured far within her dreams. So much so, that she caught the attention of a servant of Desna.
While dreaming, Eowithe became aware of a presense "watching" her imaginative creations, a presense that
was always on the periphery of her awareness, a cloud of butterflies. Over the years, the presense slowly revealed
itself within her dreams, introducing Eowithe to the intentions of Desna to maintain the dreamland's peace and the
sanctity of the void of stars. Finding much to appreciate about this philosophy, Eowithe began taking excursions to
the temple of Desna to speak with the priests there. Her concern over what her family may think of her new religious
interest was made irrelevant with word that her parent's caravan to the Linnorn Lands had been attacked by brigands;
all were dead. A trust was revealed to been prepared for her; to be given to her on her 18th birthday. Saddened by her
loss, Eowithe prevailed upon the priests of Desna to allow her to study with them, to fulfill her desire to serve
Desna. The priests agreed, having divined Desna's interest in the girl. Four years of study followed, often in
directions that dismayed her priestly tutors. In her time with the Priestesses of Desna, Eowithe became enamoured
with the properites of the Void and the stars that lay withi. Countless hours were spent in the temple's modest
hilltop observatory, tracking the motions of celestial objects and using lenses from faroff lands to peer at the stars
revealed. Eventually, other studies called and through them Eowith took on the mantle of Inquistor of Desna, sin-eater, though
in practice what she "eats" will be the slain's nightmares, to allow them an eternity of dream-like peace.

Throughtout her time with the priests of Desna, Eowithe had occasion to meet members of the Pathfinders, attending the
priests of Desna for advise on matters of dream, luck and travel. Their devotion to the history of the land and their
obvious openness to the possiblity of dreams made their association quite appealing to Eowithe. Seeing a possiblity to
further the ends of her own goddess, Eowithe has presented herself at the Lodge in Magnimar for induction as an Initiate.

Notables :
Barnabas Notte - tutor
When her parents were slain, Barnabas continued teaching Eowithe, her trust saw to his stipend. He is still a stalwart friend,
and mentor, someone Eowithe will turn to without question for help or advice.

Telerin Sonoh - Priestess of Desna
Her primary instructor and discipliarian while Eowithe learnt her trade. Stern and authoritaian in the classroom or practice yard,
in private she revealed to Eowithe a compassionate ear and an irreverant sense of humor. Another mentor to whom Eowithe would turn
to in need.

Brakstrom Neel - ne'er-do-well
A short romance that ended with some tears, he still has a place in Eowithe's heart, despite his lack of ambition and general minor
criminal tendencies.

Sniid Demtron - former major domo
her family's former major domo, Sniid took her parent's death quite badly, disappearing from the family estate and embarking on a many
year bender in the seedier parts of Magnimar. Eowithe discovered him, insensate, in a slavers den and brought him back to Desna's temple
for recovery. He drifts in and out of Eowithe's life now, descending into debauchery and the slowly pulling himself back to a mere
shadow of his former ,proper self.

Appearance:

Dark haired and intense, Eowithe stands tall with the certainty of her faith. Typically Varisian, she possesses a grace
that belies her obvious martial nature. Her shield is emblazoned with a stylized pastiche that resoves in to a blue and gold
butterlfy when seen from a distance.

Personality:

Eowithe shares a quick smile and sometimes surprising sunny personality with those she knows and trusts. Her curious
nature, coupled with her intense Inquistor skills can be off-putting to some when first introduced, but most come to find
her warm and compationate. However, when presented with crimes against her mores ( slavery, pestilence, mayhem) her beauty becomes
fierce with her fervor, her gaze uncomforatble in it's directness.