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![]() GM Beastmaster wrote: Just a reminder here, Character submissions end at midnight est on july 4th. Be sure to get everything finished by then, especially background and secrets. All in the GM section of the background. 2 Small changes to the character: with the 5th level spell swap I will change cure light wounds with Mage armor and I will buy a darkwood bucker.![]()
![]() Here is Diego Rossi submission: Kelly Duncan. 25 points build, dual talented trait. Why she is in the transportation mission? A simple reply: money. Her tuition fees at the University are coming up and that will leave a large hole in her founds.
She know, at least by face, the other students and teachers of the University that joined the trip and is acquainted with the mercenaries hired by the University from previous jobs. Background for the GM:
Kelly Fitzoy (known as Kelly Duncan) is the second daughter of a upper class banker, director of a provincial branch of one of the major firms. In her family plans she was meant to marry a second cousin (another banker) and be a good house lady. She was taught the proper skills for a lady: learning how to dress (Extremely Fashionable trait), how to cook, how to behave in society, the fine arts (dance, poetry, how to play an harpsichord). They gave her a good general to education, but didn’t thought she would ever have to work outside of the home to live.
She wasn’t happy with her prospective future prospect but was resigned to it. Her family was all made by strict Adabarian followers, a faith that Kelly respected but never felt as hers. She is an avid reader and has read everything she could find from a early age (Avid reader trait). She was taught to be meek with authoritarian figures, respect her father authority and never talk back. That ingrained in her a defensive reflex (Reactionary trait). All changed when she was sixteen and, while rummaging in a chests in the attic in preparation for her wedding, that was meant to be held after her seventeen birthday, she found an old Desnan holy symbol. In her mind she saw the tale of the holy symbol, how it was worn by the ancient alchemist Khalid ibn Yazid and how she could use it to do some of the magic she used. That opened to her a world of possibilities that were previously negated and spurned her into searching for more items capable of unlocking her powers and an interest into occult researches. Her family was appalled by her unseemly interests, her newfound willfulness and the new habit of carrying a Desnan holy symbol. They tried to discipline her and took away the holy symbol. Behind closed doors they even spoke of sending her to an asylum. She was able to overhear that and was terrified by the prospect. Instead of returning to her previous meek posture she decided to act. She stole a commoner dress from the servant quarters, her holy symbol and some money from the family safe and fled. She renounced her Adabaran faith and embraced Desna as her patron deity, seeing her as the one that granted her her freedom. While that was her conscious decision, she is still the same girl, and deep down she feel that she has betrayed her family and faith and when she fail in something she see that as a punishment for her wickedness and start to doubt herself (the Doubt drawback). After fleeing from her home Kelly started working odd jobs and doing even a bit of larceny to live while studying in whatever library she was able to access and visiting curio shops trying to find more objects of power. In time she was able to make some money resolving a poltergeist problem thanks to her ability to read an object history that allowed her to put the spirit to rest. That allowed her move to …. and enroll in the Kaliax University, where she has found a part time job as an interpreter thanks to her extensive knowledge of languages (I have left open one of the starting language slots, to add another human language. She know Dathalan (her native language), Karthen elf and dwarf as starting languages and learned Aklo with a point in linguistic . Can you suggest another language?) Secrets: Kelly real name is Kelly Fitzroy, but she use the name Kelly Duncan. She know that using her first name isn’t a good idea, but she is attacked to it and don’t want to change it. She is a runaway in a society that see women as inferiors, and her family said she was abducted for ransom. The police and maybe some private investigator hired by the family are still searching for her. If she was found and captured she would probably be sent to an asylum or a nunnery to quell the scandal. To reduce the chance of being discovered she routinely disguise herself (take 10 every morning), applying makeup and dressing as a lower middle class male student, a dress code very far away from her original style. The more effective part of that disguise is that she has acquired a deep tan, something that a upper class lady will never acquire. The muscles that she has acquired in her new life, together with gaining almost 5 inches in height help that disguise too. She has picked some pocket and stolen some item in her first year on the run. While she was never caught there is some description of her and in some provincial town there are police officers that could recognize her face. The most egregious theft was that of the crystal that she use as her illusion implement. The shop owner where he shoplifted it pursed her for several streets and has seen her fairly well. It happened a bit less than 4 years ago. Plot hooks
Life synopsis
Personality
Appearance:
At 5’ 7” Kelly is relatively high for a woman, with black hairs, blue eyes and a tanned face. She is well built and very quick, generally she wear a sturdy west and an armored coat during expeditions, and some good looking but not very expensive combination of coat and trousers. Generally she has a rapier at her right side. When doing her interpreter work she wear garments appropriated to the mores of the people with which she has to work and she has shown to be able to dress well when needed. Know background for the players:
Kelly Duncan is a student enrolled at the Kaliax University Faculty of Arcane Sciences, one of the few commoners that study there without a sponsorship from some rich family.
While not a great beauty, her black hairs, blue eyes, tanned skin and well build frame make her pleasant to look at. Her habit of dressing like a male put a lot of people off. While she speak perfect Dathalan without any accent, there are voices that she came from one of the foreign isles, maybe even from the Karthen Alliance. She is rarely seen without a rapier at her right side (she is left handed). Her reputation isn’t so good. While capable to achieve good results in her studies, she is far from one of the top students, she has a rowdy reputation and she was involved in several brawls. She had three know duels in the three years she was here, all to first blood so no serious injury was ever done. After losing the first she rapidly did become a better fighter and won the other two. She live in a boarding house near the campus, apparently with no male relative taking care of her and work as a part time interpreter for the faculty. There are rumors she do more illicit jobs on the side to pay for the University fees. For sure she has been absent from the lessons for teens of days at a time in several occasions. One of her saving graces is that she has participated to several field trips organized by the Faculty and she has been extremely helpful every time there has been trouble. She is a spellcaster capable to cure wounds and cancel hostile magic, she is not a weak combatant and, if she is given the time to talk, she often is capable do defuse tense situations (well, at least if she isn’t the one that has started them). She is a familiar face for most of the student and teachers at the University. She is known by several mercenaries that work for the University, either for her interpreter work or for some guard job she did. Condensed statblock:
Kelly Duncan Female human occultist 5 CG Medium humanoid (human) Init +5; Senses aura sight; Perception +9 ————— Defense ————— AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural) hp 38 (5d8+10) Fort +8, Ref +6, Will +7 ————— Offense ————— Speed 30 ft. (20 ft. in armor) Melee dagger +6 (1d4+1/19-20) or mwk cold iron rapier +8 (1d6+3/18-20) or silver kukri +6 (1d4/18-20) Ranged coat pistol +6 (1d4/×3) or
Implement Schools
Conjuration (Compass, 3 points) Resonant—casting focus; Focus—flesh mend, servitor Illusion (Crystal, 2 points) Resonant—distortion 10%; Focus—minor figment Occultist Spells Known (CL 5th; concentration +9)
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Languages Aklo, Dathalan , Dwarven, Elven, Karthen +1 SQ doubt, implements 3, magic item skill, mental focus (9/day), object reading, shift focus Combat Gear: armored coatAPG, mwk chain shirt, arrows (20), coat pistol UC, composite longbow (+1 Str), dagger, mwk cold iron rapier, paper cartridge UC, salt shot cartridgeUC (2), silver kukri, amulet of natural armor +1 , handy haversack , ring of protection +1 , versatile vest Other Gear: calistria's kindness (5), healer's kit, bedroll, belt pouch, chalk (8), chalk (2), chewing stick, comb (0.2 lb), courtier's outfit, explorer's outfit, fashionable accessories, flint and steel, hairbrush (0.3 lb), ink, inkpen, jewelry UE, journal UE, masterwork thieves' tools, mirror, nail file (0.1 lb), occultist's implement OA, occultist's implement OA, peasant's outfit, pot, scholar's outfit, scissors (0.3 lb), soap, sponge, tooth powder (0.1 lb), torch (10), trail rations (5), traveler'soutfit, waterskin,
Tracked Resources
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Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability. Aura Sight (Su) Read the aura of creatures around you, as aura sight. Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell. Conjuration (Compass) Implements used in conjuration allow the occultist to perform magic that
Distortion 10% (max 15%) (Su) As standard action, gain miss chance until your next attack. Doubt -4 for an hour on any skill or ability check after you fail that type of check Fencing Grace Use Dexterity on rapier damage rolls Flesh Mend 1d8+5 (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is Illusion (Crystal) Illusion implements allow the occultist to distort the senses and cloak creatures from sight. Implements: Crystal, hat, mask, prism, ring. Implements (Su) Gain a series of items which grant access to schools and powers. Magic Item Skill Add half level as bonus to Use Magical Device. Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers. Mind Barrier (-10 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm. Minor Figment (5 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image. Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user. Servitor (Summon Monster II) (Sp) Standard action and 1 focus to summon a single creature, as
Shift Focus (Abjuration [Desna hoy symbol], 8 focus) (Su) Shift focus from one implement to another, but lose 1 point. Unraveling (Sp) 1 focus: unravel adjacent magical effect, as targeted dispel magic.
For now I have added only the basic information in the character page.
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