![]() About Lissala the ThrushSaved profiles:
Background:
Cinna Had a happy childhood, if not normal growing up in a camp of bandits. Her parents were respected by the other bandits and she was fairly likable child. While there weren't many other children to play with the forest and the adults taught her fun things like hunting and fighting.
Things started to change when her mother died giving birth to her sister Sophie when Cinna was 7. Cinna was left to look to look after Sophie most of time as her father starting to regularly get drunk. That was alright and she knew life wasn't fair, they stole from those who couldn't stop them after all but she missed her mother and even her father. (I don't feel up to respectfully writing any details into this part so will leave it out. Put simply I am thinking pg13 level unwanted attention at puberty she runs away). She was found by Mary-Rose a itinerant druid or priest Old Deadeye. Mary-Rose comforted the child and brought her back to a holy place of Erastil and stuck around for a while to make sure she was alright. It took a long time before Cinna trusted anyone else and really only after she found out that if she cut her hair short and strapped her chest flat people tended to treat her like one of the boys. Cinna never felt like she fitted, her faith was as strong as any of the other acolytes there but she felt called to learn a little from the different groups. When the elders declared her a journeyman of the faith the powers Old Deadeye had given different from the other acolytes. Cinna has spent the last year crisscrossing the wilderness, protecting pilgrims, merchants, families or other in need of her services. Her last convoy finished at the edge of the river kingdoms in the free city of Rostov where they are looking for people to deal with some bandit. While Cinna isn't particularly familiar with this part of the River Kingdoms she volunteers to help. Appearance:
Cinna has done her best to make her self unattractive, her hair has been shaved away and her chest strapped close to her body, her body is covered in formless brown and green clothes and armour. Yet somehow she has failed, maybe it is her piecing dark eyes or her smile but is something about her that attracts and commands the attention those around her.
Around her neck is a leather cord, attached to it is a small wooden bow and arrow, the holy symbol of Erastil. Goals and motivations:
Cinna is driven by a desire to protect those that can't protect themselves, particularly the young. She doesn't believe mortal beings can be inherently evil, only that they can do evil acts. She firmly believes that anyone can change and should be given the chance to do so, and as many times as they need. The law is important it gives us line we shouldn't cross and should stop others crossing but we are made imperfect so have/will do wrong and we have to understand that when we judge others and thus everyone deserves forgiveness. She will never kill an intelligent being deliberately and the only thing that would stop her saving a fallen friend or foe on the battlefield is a threat to other people. After that threat is past she would use any healing she can on friend and foe alike. Cinna has no interest in leadership and doesn't believe she is morally or mentally good enough to lead. In fact her opinion of herself is very low. Notes on gender:
I am male, and generally avoid playing female characters out of respect and the fact most males play females as asexual or sexual fantasies. Part of the tension within Cinna is balance between her being a teenager and sworn to chastity. I will do my best to handle this respectfully but let me know if I slip up. If there are any females in the group firstly I apologize and secondly I would appreciate any advice (or criticisms) on how I am playing her. Cinna Blackthorn Female Human Paladin (Holy Guide) 1
Init +0 • Defence
• Offence
• Statistics
Favoured class: Paladin +1 Hp per level • Racial Traits
• Skills (2+1+1 ranks/level=4 ranks) (Armour check penality = -4 (-6 if using shield)
*Armour check penality not applied • Languages
• Traits
Pioneer (Survival):
You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.
Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Devotee of the Green(Knowledge: Nature):
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. • Feats
• Special abilities
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. • Equipment
Carried on Bargriv
Dregan
Background:
Dregan has always thought of himself as his mother said a down to earth lad, practical, hard-working and good natured. Others would disagree, most recently his wife, Mary, calling him a pig headed idiot.
To a certain extent it was true, he’d been called an idiot by the other students and his brother when the traveling teacher came through. He’d never been good at book learning and remembering facts and really it didn’t interest him. He could read, if given enough time, but they only owned two books one his father kept and said was too important for Dregan to get his hand on, and the other ‘The Parables of Erastil’ wasn’t very interesting. But he didn’t feel entirely stupid, he knew a lot of the land within a few days ride and animal’s habits and how to stalk them. To be sure there were plenty that knew more than him but plenty that knew less too. Calling him pig headed was a little unfair given he didn’t have anything like a pig nose. When he said this she sighed and explained it meant he was being stubborn. Which he though was also a little unfair. He knew right from wrong and letting the bandits and robbers taking your winter supply of food isn't right. Particularly now Mary and he was married and she pregnant. His parents might be cowards, and a dishonour to their ancestors but Dregan wasn't about to let his child starve in his… or her first winter. He'd gone to the local priest of Erastil for help and had received some food, while there he learnt that agents of Brevoy were putting together groups of heroes to drive the bandit and recapture the stolen lands again. It was this news that had caused Mary to get so angry or more correctly the news that Dregan was going to join them. Dregan new on his way to Restov to join that group regretted that conversation but when he become a hero for his son and wife to look up to all would be forgiven. His dad had always rambled about how their family were important, had noble blood, hundreds of years ago their ancestor had lead an expedition and claimed the stolen lands for some emperor or another. So if the stolen lands were stolen they had been stolen from his family so we should help reclaim them. His farther had claimed that something had gone wrong and they had been slowly pushed out of their lands until they were on the small shack on the edge of Brevoy. Always sounded odd to him, he didn't feel like he had noble blood, but dad did have one of those fancy rings, with the head of a stag on it, that nobles used to write letters, so maybe there is some truth in it, maybe his father’s book had some evidence. Either way his father was a coward letting the himself be pushed around, he wouldn’t make the same mistakes. Close friend: Mary – He has always been friends with Mary; she was the only girl for him, quite literally for much of his life. The Daughter of Oleg and Svetlana Leveton (proprietors of the trading post a few hours ride away) and the day she agreed to marry him was the best day of his life. Right now however he is hurting because the last words she said to him as he left was ”You're a pig head idiot, you're going to go get yourself killed and then who will your son learn to be a man from?.” Friend: Mum (or Bethany) – His mother has been the only person never to insult or belittle him. She told him not to go, but not out of concern for his well-being but because killing the bandits would be wrong, and she was afraid that he might cross paths with his brother, Ulric. She had heart for everyone and everything, she was a city girl but loved nature and wilderness, Dregan guessed that was why she was with his father. It is her faith in Erastil and knowledge of right and wrong that she taught to Dregan and he now holds close to his heart. Acquaintance: Puck – Puck is gnome or something. He likes to have a good laugh at other expense, including Dregan's and his father’s. He is another hunter, and lays traps rather than using a bow and he is very good at it. Sometimes those traps are aimed at amusing Puck more than catching prey. Dregan’s favourite was when his dad stepped on some sort of trigger a wet fish on a branch swung out and hit him in the face. Puck was laughing so hard that Dad almost caught him. Rival: Ulric – He had always fought with his older brother, but it became serious when it was about Mary. While smart Ulric was also a violent, arrogant, jerk and she could see that and didn’t want anything to do with him, but he couldn’t accept that. Ulric used to fight with their father too, on one occasion Dregan remembers him shouting”What would our ancestor’s think knowing you are a slave to bandits!”. If it was Dregan's engagement to Mary or Ulric’s pride that drove him away Dregan isn't sure, but he has heard rumours that Ulric is now a bandit himself. Enemy: The Stag Lord – Rumour has it that he is leader of these bandits, and he'll have to go die if the stolen lands are going to be resettled. Alignment and personality:
Dregan believes in doing the right thing no matter the cost. He is a naïve and proud young man, while he'll claim not to believe he is descended from greatness, he wants it to be true and to make his family great again. He really wants to be a hero that people will talk about for generations to come, unlike his brother who has been gone a two years and no one talks about anymore, it's like he never existed. He is practical man, using whatever is at hand and not wasting anything. While he knows little of Bravoy’s laws, he has a respect it them, in most cases the law tells you to do what is right. When what is right contradicts the law Dregan believes in doing what is right. For example stealing food to feed your family if they are going to starve, as long as doing won’t cause others to stave. Additionally, practicality sometimes trumps the law, for example if the Judge is going to hung the bandit, why bother taking him all the way to the Judge you might as well kill him now, better for him and you. Appearance:
Dregan seems at ease as he rides down the road on the back of horse. His horse has been heavily loaded for a long trip by someone used to being away from civilisation for extended periods of time. In comparison he is carries little, a bow, some arrows and a knife. He wears simple but well made tunic and breaches which reveal a simple wooden pendant around his neck. Dregan is shorter than average and wiry but has the muscles of a man that works hard for his living. His movements are very controlled and quick when needed. His hair has been cut neatly recently but poorly kept since then and while he smiles at has companions those smiles often look forced. Goals:
Short: Deal with the Bandits, Survive, Restore pride to his father and rest of his family. Medium: Be a Hero. Be a great father and husband. Long: Make the Stolen lands a place to proud to grow up in. Sample Roleplaying:
As the group neared the trading outpost Dregan starts to fall behind and pulls his hood forwards to cover his face. He knew he couldn’t avoid the outpost but maybe he wouldn’t be noticed or at least not until after his new companions had made friends with Oleg and Svetlana. They were going to need their help in this unforgiving land and by now Mary would have visited or at least got word to them about him leaving to fight the bandits. Then a worse thought hit him. What if she had stayed, without him at the cabin what was keeping her? He had always pictured her going to his parents for help but she might well have come back to stay with her own parents, in fact with the baby coming, it was likely she would want her mum’s help. Dregan pulled up Bargriv frozen in on the road. There was so much he wanted to say, sorry, I’m doing this for you but nothing more important than that he loved her but if he saw here again would he have the determination to do what was right. It was a bit before one of his companions noticed he’d stops and called out to see if anything was worng. ”Don’t worry about me, I’ll camp outside. There won’t be enough beds inside and I’m used to being out doors.” Dregan called back. If Mary was there did he trust his companions with her? You would have to be in a fairly desperate come on a mission like this, the kind of desperate men who should not be near Mary alone, or even Sventlana. Forgetting his earlier concerns he spurs Bargriv into a canter, as he catches up he simply says ”Changed my mind.” Male Human Ranger (Guide) 1
Init +4 • Defence
• Offence
• Statistics
• Feats
• Skills (6 -1 from Integence +1 from being human = 6 ranks per level +1 from favoured class)
• Languages Common • Racial Traits
• Traits
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves. • Special abilities
• Equipment
Carried on Bargriv
XENO
Background (House Aquila):
House Aquila was a major house of Westcrown in old Cheliax under the God Aroden with many of it's leading lights served as generals. House Aquila's fortune was linked to Aroden and his death meant the slow death of the house. That was until Elenora's father Lucius Aquila. Lucius come to power over the suspicious death of his father Marcus, a proud man who head of house with a great name but no power or finance, who kept faith with a long dead God.When Lucius came to power he lost no time, forging deals with not only with the church of Asmodeus but also with one of Asmodeus's more ambitious devils. As a result of coupling House Aquila to this fiendish path Lucius has acquired at least some the house's old power and wealth but also a daughter born of devil mother, Elenora. Background (The black widow):
The rumour: The black widow has been operating for at least a year, although some rumours suggest longer. Her victims are recognisable by her 'bite' or 'kiss', an 'X' carved into the skin. Rumour says she coats her rapier in poison and the if you lucky enough to survive the bite never disappears. She introduces herself as Xeno and is also known by that name, particularly in the poorer parts of the city. Her motives are question when ever her name come up, as one day her mark is found on a dead 'innocent' man the next she saves a girl who is being raped. People say she wears the veil for her husband who wronged her and was then her first victim and so hates all men.
The truth: The black widow was born from a plot of revenge against her father. Like any good Chalix noble when her father sold her best friend she didn't get mad, at least not externally, instead she plotted her revenge. Throwing herself into any studies that would equip her, magic, fencing and knowledge of nobility would be her weapons. So Xeno was born, and the christened the black widow by the witnesses her first rescue. Opinions: The authorities of Westcrown: The authorities believe her to be a dangerous rebel, the majority of the victims the authorities become aware of are respected supervisors and managers of legitimate (if immoral) businesses. Those in lesser positions she leaves alive but marked as a warning, but they tend never admit to being marked. The working class of Westcrown: The working class fear her, not just because their bosses hate her but also because in Westcrown to get by sometime you have to do the wrong thing. The poor of Westcrown: The are the only ones that like and support her as a group. They have nothing left fear and she has been known to free those enslaved or give a purse of money to beggar. Her Father: Unknown to her, Lucius is proud aware of her nightly doings and is proud. Capturing and selling her best friend had the desired result, she now has a drive she never had previously, he is confident she will use her abilities and make house Aquila famous again. Now and why so far from Westcrownon the Jenivere:
As an 18th birthday present her father Lucius has bought given a 6 month trip around the content and colonies. In truth things were getting hot in Westcrown and he couldn't keep the authorities away from her much longer, then not only would he lose his devil daughter but undoubtedly much of his less legitimate business.
Xeno knows how dangerous things were getting and she was also aware how little effect she was having on her father and his businesses. She has agreed to go dutifully as a daughter but in truth plans to learn new skills and spells that may help her destroy her father and his business while the things cool down. Appearance as Xeno:
Xeno wears simple tight black tunic and breeches along gloves, boots and a veil. Altogether the only part of her physical body that is visible is an occasional lock of red hair poking out from under the veil. On her belt is the slender blade of a rapier and pouch. If given the chance to observe close up the material used in all her clothing is of a very high quality. Appearance as Elenora Aquila:
Elenora wears elaborate dress, delicately embroidered over its entirety in red and gold, with the occasional touch of black and white for highlights. As if the house colours were not enough prominently embroidered over her chest is the gold eagle of house Aquila. The dress is long and voluminous from the waist down and on the sleeves but tight around the chest and stomach and her neck and shoulder are bare to show off her jewellery.
Draped across her neck and shoulders are a number and gold chains of and a gold chocker containing a large red stone, one assumes a ruby. Her hair is fire red is interlaced with more gold in many small plats and gathered together by a hair net of gold studded with many small rubies. Around her waist and almost lost in the fabric of her dress are a rapier and two purses attached to a belt Inspiration for dress. Goals and motivations:
Destroy her father's businesses and wealth leaving him a beggar or similar. Defend the defenseless (particularly females) and punish the immoral. She will give people a chance to surrender and if they do let them off a warning. Anyone who has had a warning get no more chances or warnings. Notes on gender:
I am male, and generally avoid playing female characters out of respect and the fact most males play females as asexual or sexual fantasies. I will try to play Xeno somewhere down in the middle (and PG), at least a dialed down from the portail of Zorro in film. If there are any females in the group firstly I apologize and secondly I would appreciate any advice (or criticisms) on how I am playing her. Elenora Aquila AKA Xeno AKA The black widow Female Tiefling magus 1
Init +4 • Defence
• Offence
• Statistics
Favoured class: Tiefling +1/4 per lv to arcane pool. (Current = 0) • Racial Traits
• Skills (2+3 ranks/level=5 ranks)
Concentration = +7 (+1 Caster lv, +4 Int and +2 Trait) • Languages
• Traits
Focused Mind:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Boarded in Cheliax:
While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels. You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle • Feats
Weapon finesse:
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. • Special abilities
Arcane Pool (Su) 4 points/day:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. • Magus spell casting
• Equipment
In cabin:
In top of chest:
In false bottom:
When dressed as Elenora:
Carried/worn by Elenora Noble's outfit Jewellery Rapier Spell component pouch Pouch, Belt containing 3gp, 24sp, 48cp Everything else is in the chest with anything associated with Xeno being in the false bottom
Ark
Background:
Dot point summary will expand soon.
• • • • • • • • • • Appearance:
Ark looks like the gnoll equivalent of flee infested mangy stray dog that hangs around the rubbish bins. To be completed Goals:
Short: Acquire a pack and protect the pack medium: Become the pack leader (strongly suspect this will never going to happen) and grow the pack long: beat the Gnoll tribes' leaders and add their members to my own pack Note on low charisma:
Looking forward to playing this. It is going to come out in several ways, first he doesn't understand human culture and will act as if it were a dog pack. Secondly, he is very weak willed a timid from being slave from birth and will voice opinions as if he will be whipped for doing so. Thirdly he smells truly horrible, he eats any dead and rotting meat, doesn't understand a bath and if he did would be opposed to the very concept. I'm sure more ways will come up in play as well. Character progression:
This character is designed to be a tank with enough damage potential to keep focus on him. He will focus on spell that make him have more hit points (false life and vampiric touch) or make it harder to hit him (shield and blink) or assist everyone (haste, circle of protection) with a few damaging spells for those times you really need them. Most buff spells cast will be of long durations as without the magus cast and fight ability I'll have about one round of buffs while entering combat. I know this isn't an ordinary gish build but I believe more effective than most I've seen. Lv1 Fighter
Feats: (might change as I get a feel for the character)
Stat increases: 4th level Str and all other go into Con, (Int, con and str boosted by items) Male Gnoll Fighter 1
Init +1 • Defence
• Offence
• Statistics
• Feats
1st level: Furious Focus:
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Fighter 1st:Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Racial: Carrion Feeder:
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself) • Skills
• Languages Common, Giant, Gnoll, Kelish • Racial Traits Link
• Traits
Magical Knack (Wizard):
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Earning Your Freedom (Reflex):
You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship. Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type. • Equipment
Equipment:
Greatsword 50gp
weapon cord 0.1gp Chain Shirt 100gp Backpack 2gp
Belt pouch 1gp
|