Seasonally, I will be busy during a day or morning. But for the most part, I will be available 8am-10pm Mon-Thu, Friday I roleplay from 6-?, and will be available almost every weekend from 10-10, give or take. These follow U.S. Central Time Zones
Feats:
• Bludgeoner [ Free ] - Deal Nonlethal Damage at will with a Bludgeoning weapon.
• Docker [ Theme ] - You and four allies may spend a swift action once per combat to grant another ally (or yourself) a +1 to hit or AC for one round.
• Martial Weapon Proficiency [ Class ] - You are proficient with a Longbow.
• Throw Anything [ Class ] - +1 to hit with splash weapons. Take no penalties for weilding an improvised ranged weapon.
• Catch Off-guard - Take no penalties for weilding an improvised melee weapon. Treat unarmed opponents as flatfooted against such weapons.
Languages: Languages: Common, Elven, Infernal, Dwarven, Primordial, and Sign
Special Abilities:
• Alchemy [ Class ]: Gain a bonus equal to your level on Alchemy checks, use Alchemy to identify potions, and create extracts from your extract book.
• Bombs [ Class ]: Create bombs and throw them as a standard action, dealing damage based on your level with splash damage affecting adjacent enemies.
• Mutagen [ Class ]: Create a Mutagen that enhances physical attributes at the detriment of mental ones, and grants natural armor.
• Throw Anything [ Class ]: Add your Int bonus to damage dealt by splash weapons.
• Fiendish Resistance [ Racial ]: You have resistance 5 to cold, electricity, and fire.
• Darkvision [ Racial ]: A Tiefling may see 60 feet in the dark.
• Skilled [ Racial ] : +2 to Stealth and Bluff checks.
• Soul Seer [ Racial ] : A Tiefling may cast Deathwatch at will.
Background:
There are some positive aspects to being a Tiefling. A lot, if you're from a higher class, really. But when Lynn awoke on a cold morning in a steel box near an overturned steam train, it was her innate resistance to cold that helped. That small sliver of light guiding and beckoning her outside may have been unapproachable otherwise. It's not as though she wasn't clothed. She was actually wearing something akin to a prison uniform, only different. There weren't any symbols to show where she was from or where she was going. Only three little characters: L4N. As she dragged herself out of the box and into the open air, she could already hear sounds everywhere, which only confused her. She wasn't sure what was happening. So she ran.
It was strange having that as a first memory. Being fully grown, and having nothing before a point to look back upon and well... remember. Everyone Lynn met was positive that memories were important. They told you who you were. That didn't really mean much to Lynn though. She knew who she was, and didn't really need a past to help with that. As to what she was good at... she was a quick learner. That was always a positive. She spotted things quickly, and wasn't bad at slipping away. Nor was she bad at mechanical ventures. In the end, what she was good at was chemistry. It was simple, it followed logical rules, and there weren't really twists or turns involved. She spent a bit of time in Danor, learning all about alchemy as an apprentice to a man who didn't overly mind the fact that she was quiet. It meant she disturbed him less. But that was before the people showed up looking for her. Her master had said that she was out and would be back soon... and then told her to leave, giving her one-way ticket to Risur.
Once she arrived in Risur, she discovered that she was a little... different. Moreso, the population informed her that she was different. And, realistically, there wasn't much that she could do about it. Who was she going to tell? How was she going to tell? A Tiefling in Risur was a rarity, and while some would give her grudging respect, many would not. Not until someone stood up for her. A man named Reis Weir (despite the spelling, the two did not Rhyme) took her under his wing, teaching her a great deal about philosophy and life. And moreso, getting messages across. He was also the person who taught her how to fight, and the person who first discovered her real knack. Sure, she made herself useful to the Dockers by acting as a nurse; she wasn't really fit or qualified to do anything else, but her real aptitude was in alchemy. And not just the kind that made flaming flasks, the kind that knitted wounds and grew fins. It was miraculous the things that she could do. At least to her. Sadly, her skills didn't extend beyond herself, or maybe she could have done something.
Things went badly one day while the dockers were performing. Apparently, they got a little too close to some big wig and the person's guards opened fire. Lynn had been at the periphery, but still took a hit. She was able to heal herself, but her poor skills weren't quite enough to save anyone else. Not even Reis. The worst part was how little anyone of importance cared. The little folk respected her more now... but the people on top didn't. She had to find a way to fix the system, but depression took over the young girl's life for a time, leaving her drifting.
Drifting until she met Isabel anyway. Another person who cared about the little people. That wanted to help the downtrodden... and more importantly, like Reis... had a plan. Step one was to join the RHP and help fix the country from the inside.
Description:
Lynn Minerva is a Tiefling who stands approximately five foot, seven inches tall. She has black hair, and purple eyes. She is lithe and springy, on the buff side of average. Her skin is laced with black tattoos, covering portions of her arms, body, and face, which are unusually pale otherwise.
Outwardly, Lynn often wears a black leather trenchcoat with a pair of bandoliers sewn in for extra pockets. Beneath the thick and heavy trenchcoat, Lynn wears a white tank top and black leather pants, held in place by ten-too-many belts... most of which along one leg. She wears military-style boots and sports a leather glove on one hand.
Height: 5'7"
Weight: 155 lbs.
Age: 19
Description
Lynn is outgoing and friendly. If not for that whole mute thing... people might actually like her a bit more. Then again, she's also a Tiefling, so it's possible that that would make them like her less as well. She's exceedingly quiet, attempting to bring as little notice her way as possible, when not around friends and allies, which may lead others to believe that she is simply shy. She's also a bit of a magpie, collecting virtually anything that she can think of a conceivable use for on the fly, whether paperclips, twine, or a single card from a deck.
Likes: People, being useful, taking care of others.
Dislikes: Making Noise
Fears: Being Alone, Mildly Claustrophobic
Family:
None to her knowledge
Friends:
Isabel Flynn: The two met by chance and discovered that despite their differences... they were quite a lot alike. They share the same goal of making Risur (and to a lesser extent, Flint) into a better place for everyone.
Reis Weir: An old friend who passed away, leading her to question her place in life.
Thomas Coalput: A tiefling alchemist and surgeon living in Danor who is responsible for Lynn being in Flint, as well as much of her alchemist training.
Rivals:
Dog-faced Hector: A Technologist who happened to be the first person Lynn tried to work for when she arrived in flint; given her technical skills, her life could have gone very differently... but Hector couldn't see past her appearance to give her a chance.
She also dislikes human traffickers and anyone in general who takes advantage of the weak.
Ambitions & Goals:
Lynn is actually afraid of learning about her past. There's a sort of comfort in not knowing. Her main goals, unironically, are to help people. That's realistically why she's here. That being said, she very much would prefer to free the people that are being forced to work for incredibly low wages, and worse. She cares very deeply for those near her, and more than anything else, seeks to give them a better life.
Modifications:
Mutagen Duration: 10 minutes
• +2 Natural Armor, +4 to Physical score, -2 to mental score.
Strength: +2 to damage with thrown weapons, +2 to hit and damage with melee weapons; +3 to damage with two-handed weapons. Strength Modifier becomes +2. -1 to bomb damage and bomb Ref DC. -1 to Linguistics and Alchemy.
Dexterity: +2 to hit with Ranged Weapons. +2 to AC, Ref Saves. Dexterity modifier becomes +5, 5 acrobatics, 7 stealth, 8 disable device. -1 will saves, Perception 4, Heal 0.
Constitution: +2 HP, +2 Fort saves. -1 Likability.