Eviana Nirgassan

Lady Beatrix von Mark's page

112 posts. Alias of Ellipsis.


About Lady Beatrix von Mark

Full Name: Beatrix von Mark
Race: Half-Elven
Class: Bard (Sandwoman) 3
Gender: Female
Size: Medium
Age: 17
Alignment: Neutral Good
Location: Barony of Redwyrm, Taldor
Languages: Taldane, Elven
Occupation: Lady in Waiting

Ability Scores
Strength - 10 (+0)
Dexterity - 14 (+2)
Constitution - 10 (+0)
Intelligence - 12 (+1)
Wisdom - 10 (+0)
Charisma - 17 (+3)

Defense
HP: 17 (8 + 0 + 4.5 + 0 + 4.5 + 0)
Gown
AC: 12 (10 + 0 + 2)
Touch AC: 12 (10 + 2)
Flat-Footed AC: 10 (10 + 0)
Riding Leathers
AC: 14 (10 + 2 + 2)
Touch AC: 12 (10 + 2)
Flat-Footed AC: 12 (10 + 2)
Fortitude: +1 (1 + 0)
Reflex: +5 (3 + 2)
Will: +3 (3 + 0) (+2 vs. Enchantments)
Combat Maneuver Defense: 12 (10 + 0 + 2)

Offense
Initiative: +4 (2 + 2*) *Elven Reflexes
Base Attack Bonus: +2
Melee Attack Bonus: +2 (2 + 0)
Ranged Attack Bonus: +4 (2 + 2)
Combat Maneuver Bonus: +2 (2 + 0)
Melee Attacks
Rapier +4* (1d6/19-20) *Weapon Finesse
Longsword +2 (1d8/19-20)
Dagger +4* (1d4/19-20) *Weapon Finesse
Ranged Attacks
Shortbow +4 (1d6/x3)
Dagger +4 (1d4/19-20)

Racial Abilities
Low Light Vision
Adaptability
Elf Blood
Elven Immunities
Keen Senses
Multitalented

Class Abilities
Master of Deception
Bardic Performance - 9 rounds (4 + 3 + 2)
- Countersong
- Distraction
- Fascinate
- Stealspell
Cantrips
Sneakspell
Well Versed
Trap Sense (+1)

Spells
Spells per Day
{ 1 } 3 (2 + 1)
Spells Known
{ 0 } 6 (Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Lullaby)
{ 1 } 4 (Charm Person, Vanish, Cure Light Wounds, Timely Inspiration)

Traits
Lady in Waiting
Elven Reflexes

Favored Class: Bard
{ 1 } 1 Skill Point
{ 2 } 1 Skill Point
{ 3 } 1 Skill Point

Feats
{Bonus} Skill Focus (Perform - Sing)
{ 1 } Weapon Finesse
{ 3 } Spell Focus (Enchantment)

Skills
+ Acrobatics: 2 (0 + 2 + 0)
+ Appraise: 1 (0 + 1 + 0)
+ Bluff: 11 (3 + 3 + 3 + 2*) *Master of Deception
+ Climb: 0 (0 + 0 + 0)
+ Craft ( ): X
+ Diplomacy: 7 (1 + 3 + 3)
- Disable Device: 3 (1 + 2 + 0)
+ Disguise: 3 (0 + 3 + 0)
+ Escape Artist: 2 (0 + 2 + 0)
- Fly: 2 (0 + 2 + X)
- Handle Animal: X
- Heal: 0 (0 + 0 + X)
+ Intimidate: 3 (0 + 3 + 0)
+ Knowledge (Nobility & Royalty): 7 (3 + 1 + 3)
+ Knowledge (Local: Redwyrm): 5 (1 + 1 + 3)
+ Knowledge ( ): X
+ Linguistics: X
+ Perception: 6 (1 + 0 + 3 + 2*) *Keen Senses
+ Perform (Sing): 12 (3 + 3 + 3 + 3*) *Skill Focus
+ Perform (Dance): 9 (3 + 3 + 3)
+ Profession ( ): X
- Ride: 2 (0 + 2 + X)
+ Sense Motive: 4 (1 + 0 + 3)
+ Sleight of Hand: 8 (1 + 2 + 3 + 2*) *Master of Deception
+ Spellcraft: 8 (3 + 2 + 3)
+ Stealth: 4 (0 + 2 + 0 + 2*) *Master of Deception
- Survival: 0 (0 + 0 + 0)
- Swim: 0 (0 + 0 + 0)
+ Use Magic Device: 9 (3 + 3 + 3)

Monies
Gold - 20
Silver - 20
Copper - 20

Equipment
Courtier's Outfit
Signet Ring
45 gp of jewelry
Patchwork Armor (as Studded Leather - 25 gp)
Longsword (15 gp)
Dagger (2 gp)
Spell Component Pouch (5 gp)
Signal Whistle (8 sp)

Coat of Arms:
The von Mark family crest is a lion on a field bendy of three argent and gules.
(Lion on an field of six red and white diagonal stripes)

Appearance:

A slightly built young woman, Beatrix has the understated beauty and flowing red hair of her mother. She is fair skinned, with brilliant green eyes that add just the right touch of color. Her voice is soft and musical, drawing in even the casual listener, it seams to have an almost magical quality.

Background:

Beatrix is the only daughter of the late Sir Edeard von Mark, head of the Baron's Guard for both Baron Otto and his father. The von Marks, though possessed of some of the Barony's least prosperous lands, have long thrived as skilled warriors at the Baron's right hand, maintaining their estates through the grateful largess of the Redwyrm dynasty. Unfortunately for Beatrix though, this legacy has lapsed with the death of her father in an unfortunate hunting accident three years ago; her older brother Fritz is a political animal, not a warrior, and has struggled to maintain the families manner in the years since the elder von Mark passed. In these years, Beatrix has grown into a fine young woman of 17 and joined the Baron's household as a Lady in Waiting to the Baron's daughter. Being of prime marriageable age, she is well aware that her brother is desperately trying to find an advantageous political match for her and though she loves him so, she cannot help but view this prospect with trepidation.

Spindly and graceful, Beatrix has inherited the figure of her elven mother and the willfulness of her heroic father. Growing up on her family's largely undeveloped estates, she has had plenty of time to cultivate a number of unladylike skills and interests. Though still somewhat of a tomboy, she takes care to appear the perfect lady the rest of the court. A close family relation of the Baron's late wife, she is absolutely dedicated to Otto and Rebbecca, but remains standoffish around Baroness Hilda, who she considers too much of an outsider. She is looking forward to the tournament for the exciting sport of it all, though she would be lying to herself is she wasn't also interested in all the strapping young lads. She is not about to ruin her brother's plans by doing something stupid, but a girl can dream.

House Rules
Notes on Classes: Cavalier’s are ideal for knights in this game, Order of the Lion or Order of the Sword being most appropriate. Fighters (particularly the Roughrider variant) and Paladins (particular the Shining Knight variant) are also good choices. Good choices for ‘Lady in Waiting’ characters are any classes which don’t tend to rely on armor (since they’re usually dressed in finery, not for brawling) – like Sorcerers, Wizards, and Witches; Bards (Court Bard and Detective being good variants), or Rogues (Investigator, Poisoner, Rake, Spy, and Swashbuckler all being pretty good variant choices). Bards or Rogues of the acrobatic, comical, and sneaky type make good jesters. Alchemists, Bards (particularly Archivist and Magician variants), Summoners, Sorcerers and Wizards suggest themselves for the Magus role; whereas Clerics, Druids, and Oracles are the obvious choices for the Chaplain role. Barbarians, Druids, and Rangers all have the skills to play the Forester role.

Campaign Background:
Baron Otto is the current ruler of the Barony of Redwyrm in Taldor. The family name and coat of arms - a red dragon salient (leaping) on a field of gold – comes from the Baron’s famous ancestor ‘Gustav of Many Quests’ who is said to have slain a mighty red dragon who was laying waste to the area in the early days of Taldorian history. The family sword ‘Peace-bringer’ is the ancient enchanted bastard sword said to have been used by Gustav to strike the killing blow, and its sheath is said to be made from the hide of that dragon.

The Redwyrm family have, for generations, been considered one of the more stable influences of the Empire – generally supporting the Crown Prince, but more concerned with maintaining the stability of their own lands than in expanding their power. Baron Otto is no exception to this trend, but has suffered greatly in recent years with the deaths of his wife Helena, eldest son and heir Hans, and infant son Peter in what is believed to have been a random attack by brigands whilst they were traveling to visit one of Helena’s cousins. Conspiracy theories, naturally, abound about the incident, and for many months Baron Otto was inconsolable, even by his one surviving child, his fifteen year old daughter, the Lady Rebecca. However, just over a year ago, the Baron re-married, this time to the current Baroness, Hilda. Despite being more than twenty years the Baron’s junior (he’s in his mid-forties, she in her early twenties) most agreed that Hilda was an excellent choice for the new Baroness being, as she is, the daughter of one of the Baron’s most trusted allies (Earl Steven of Stonebridge). The whole Barony now awaits the day when a new male heir will bless the Redwyrm family. In the mean time, Lady Rebecca is the subject to a great deal of courtship from young nobles all over the Empire, each hopeful that, if the unthinkable happens and the Baron dies before producing any more sons, any husband of Lady Rebecca will inherit the Barony. For her part Lady Rebecca, never one to show much interest in the games of court, seems content to do her best to ignore the fuss, even as she prays daily for a little brother to take any such burdens of responsibility from her.

Still, it behooves the Baron to pander, at least a little, to the whims and fancies of the Imperial court, which is why he’s arranged a great tournament in honor of his daughter’s upcoming sixteenth birthday. The tournament looks set to be the event of the season, and the whole Barony’s been consumed with nothing else for weeks, as feasts have to be arranged, hordes of noble guests and their retinues accommodated, entertainments organized, and prizes commissioned. The Baron’s household in particular has been hard-pressed to keep all the visiting V.I.P.s both happy... and restrained... as some of the young knights visiting the realm appear to be taking the opportunity to enjoy themselves a little too much with wine, food, music... and harassing the local girls.

Campaign Races:
Noble Taldorian characters have to be at least half-human; that is to say human, half-elf, or half-orc. Non-noble characters can be of any of the usual PC races.

Heraldry:
Noble characters will bear the coat-of-arms of their family, with an appropriate mark of cadency (a small personal mark placed at the center top of the coat of arms) to denote exactly who they are within that family. Half-breed characters (as well as illegitimate full-blooded humans) will also bear the bend sinister (a diagonal line across the coat of arms from top right to bottom left as you look at it). The human parent of half-breed characters will be a Taldorian noble - if this is the character’s mother, then he or she will bear the coat of arms of his or her maternal grandfather (his mother’s father), rather than his mother’s husband (but will include the bend sinister mark in any case). Male characters bear their coat of arms in the classic shield shape, females in a diamond or ‘lozenge’ shape. This personal coat of arms will be on the character’s signet ring (used to place wax seals on letters and documents, a little like a signature or PIN is used in modern times), as well as on the livery of any retainers they may have, their shield, clothes, their horse’s trapper, their own tabard (worn over armor), etc..

When designing the family coat of arms for your character keep in mind a couple of basic ideas: there are five main colors used in heraldry (red, blue, black, green, and purple) and two metals (gold, depicted as yellow, and silver, depicted as white). The general rule is that you should never place a color on a color, or a metal on a metal – this is to do with practical visibility in battlefield conditions (a yellow design on white, or a purple design on black, for example, would be hard to see at a distance and at a glance, due to lack of contrast). For the same reason designs shouldn’t be overly complicated (you need to be able to tell at a glance who the other guy is). Since Taldor follows strict laws of primogeniture (that is to say, the eldest male heir inherits everything) impalement and quartering of arms (the combining of the coats of arms of two families) is exceedingly rare – since heiresses are exceedingly rare in the first place, and even then are often married off to non-inheriting noble sons who then take on the whole of the heiress’s coat of arms as their own; only if an heiress marries an heir are the arms impaled or quartered. Crests (a figure on top of the coat of arms) and supporters (figures either side of the coat of arms) are sometimes awarded by the crown in acknowledgment of some great deed or service to the nation, but no character will start will such prestigious augmentations to their coat of arms. In general a family coat of arms should be related to that family, such as a family rich from timber having a tree on their coat of arms, or a family with a legendary dragon-slayer in its history having a dragon. It’s possible for a character to eventually be awarded land and titles of their own, along with the crown’s permission to create new arms of their own... but such things are for later in the campaign.

Campaign Traits
Unlike published Adventure Paths which necessarily have to appeal to the widest choice of characters possible, this campaign’s choice of characters is more restricted in keeping with the overall setting, theme, and plot. As such the Campaign Traits listen below have more than the usual restrictions placed on them:

Knight:

(requires a human-blooded male character with the Armour Proficiency (heavy) Feat and at least one rank in the Ride Skill): As a younger son of a noble family, destined to inherit nothing when your father passes, you’ve sworn feudal service to Baron Otto Redwyrm in order to make your way in the world. Your ultimate hope is that by your service and deeds you’ll eventually be granted estates of your own from the Baron’s hand, but in the meantime as a member of the Baron’s retinue you can at least live well, attempt to improve your standing at court, and perhaps even catch the eye of a noble lady who’d make a good future wife. To aid in your ambitions, your family have provided you with the trappings of a knight, necessary for such service. You start play with a hand-me-down suit of full plate armor (recently adjusted to fit you) with a tabard bearing your coat of arms; a fine charger (a combat-trained heavy horse) with military saddle, bit, bridle, and trapper bearing your coat of arms; a large steel shield (bearing your coat of arms); a lance; a courtier’s outfit (including a signet ring with your coat of arms, and 45gp worth of additional jewelery to complete it); and an additional 40gp with which to purchase extra weapons and equipment. This is instead of your usual starting cash. (Cavalier characters, who already start play with a horse, don’t get an additional horse, but instead get barding for their mount equivalent to chain shirt armor).

Lady in Waiting:

(requires a human-blooded female character): The daughter of a noble family who have sworn fealty to Baron Otto Redwyrm, you are serving the Baroness Hilda (the Baron’s young second wife, recently married) as a lady-in-waiting. This affords you the opportunity to sample courtly life as you try to catch the eye of a prospective noble husband. As an unmarried young lady of the court you’re the object of the chivalrous attentions of many of the young knights who try their best to prove themselves worthy of your love. You have the ability to show your favor towards one such worthy by presenting him with some token (usually a scarf or handkerchief) which he can then wear when he undergoes trials and challenges. As long are you’re observing the recipient of your favor, or he can be certain you’ll hear about his deeds, and he openly displays your token he gains a +1 bonus to all d20 rolls made to overcome challenges and trials in your name (such as competing in a joust or melee, or slaying some fearsome beast). You can withdraw your favor at any time by showing obvious disdain and contempt for your former champion, after which you can bestow your favor on another, if you so wish – withdrawing your favor whilst your champion is in the midst of a challenge or trial imposes a -1 penalty on all his d20 rolls until that challenge is over. Both the bonus and penalty associated with your favor are morale-based. In addition to your usual starting cash you have a courtier’s outfit, a signet ring bearing your coat of arms, and an additional 45gp worth of jewelery, as befits your standing at court.

Jester:

(requires a small-sized character): a member of the time-honored tradition of the jesting profession, you serve Baron Redwyrm as combination entertainer, confidant, spy, and some would even say friend. By tradition as a ‘fool’ you’re allowed to say things which would get most people executed, and to escape with only a beating – thus it falls to you to point out when the Baron is acting like a complete ass, and to level insults at his noble rivals when etiquette prevents him from doing so himself. You sleep outside the Baron’s quarters, and are expected to be available to serve him twenty-four / seven, which means you’re in possession of more of his personal secrets than anyone else, and are perhaps the most trusted member of his household. It’s far from unusual for the Baron to send you on missions of a delicate nature, and other members of the household, from time to time, ask similar things of you. You gain a +1 bonus to the Perform (comedy) skill and it’s a class skill for you. In addition, you gain a +1 bonus on Saves and opposed Skill checks to keep from revealing secrets which have been entrusted to you. You start play with a fine motley jester’s outfit (an entertainers outfit), complete with bells (although, when you wish, you take no penalties to Stealth checks for wearing this outfit), in addition to your usual starting cash.

Magus:

(requires an arcane spellcaster): You serve Baron Redwyrm as his official magus, advising him on matters pertaining to the arcane and supernatural, as well as other scholarly subjects, and casting spells for him and his household. Holding one of the highest and most valued positions in the household you command a certain amount of respect, and many come to you for advice and mystical aid. Serving a noble like the Baron offers you a lifestyle envied by many spellcasters, as well as access to both the social setting of the court, and certain of the Baron’s funds – you manage a small budget with which to purchase supplies of a mystical and scholarly nature for the household. Although not a noble, you start the game with a signet ring bearing your own unique symbol (which matches your Arcane Mark if you can cast that cantrip), as well as a fine scholar’s outfit. You also have a budget of 1,000gp to spend on scholarly, alchemical and magical items (such as scrolls, potions, and minor wondrous items) for the use of the household (these ultimately belong to the Baron, although in general you regulate their use). Your own starting funds are unchanged.

Chaplain:

(requires a divine spellcaster): You serve Baron Redwyrm and his household as an adviser and guardian in religious and spiritual matters. Often called upon to counsel the Baron and other members of the household on personal matters you hold a position of great trust and respect. Not only do you officiate at regular services at the Baronial castle’s chapel, but you join the Baron and his retinue when he travels, and even when he goes to war. You conducted weddings, funerals, and baptisms, bless new constructions and freshly planted crops, and also provide healing and medical services for those in need. You begin play with a fine set of cleric’s vestments, as well as a signet ring bearing the symbol of your faith, in addition to your normal starting funds. Your connection to your particular flock is a strong one: whenever you use a form of divine healing (whether as a divine spell or through the use of a class ability) on a member of the Baron’s household you heal an additional point of damage; your status as a religious authority within the household also grants you a +1 bonus to either Intimidate or Diplomacy (your choice at chargen) when used against members of the household.

Forester:

(requires at least 1 rank in Survival, Knowledge (nature), and Handle Animal): You serve Baron Redwyrm as his forester, keeping poachers, bandits, and dangerous creatures from his lands, maintaining the stocks for hunting, and raising birds for falconry and dogs for hunting. Outdoor pursuits are a mainstay of the noble lifestyle, and you’re privy to many of the nobles’ more relaxed moments whilst you act as their guide, as well as having an intimate knowledge of the Baron’s lands, and the creatures and people who dwell within them. You gain a +1 bonus to Knowledge (nature), Knowledge (local), Survival, and Stealth rolls within the Baron’s estates, and are always able to find your way within these lands without resorting to any skill checks. In addition you can be accompanied by a pair of trained hunting dogs (as per ‘Dog, Riding’ p.87 of the Bestiary) from the Baron’s kennels and / or a trained hawk (p.131 of the Bestiary) from the Baron’s mews whenever you wish, even when traveling with the Baron beyond his lands, and you have a +1 bonus to Handle Animal checks when dealing with these animals.