Lady Martella Lotheed

Myrtis of Emporia's page

61 posts. Alias of rdknight.


Full Name

Myrtis of Emporia

Race

Half Elf

Classes/Levels

Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Gender

Female

Size

Medium

Age

24

Alignment

NG

Deity

Athena

Location

Atlantis

Languages

Greek, Atlantean, Elven, Celtic

Occupation

Myrtis: Combat Panoply

Homepage URL

Myrtis Portrait

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 17

About Myrtis of Emporia

Statistics:
Female Half Elf Oracle (Spirit Guide) 2
NG Medium Humanoid

Init +2; Senses Perception +4
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DEFENSE
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AC 17, touch 12, flat-footed 17 (+6 Armor, +2 Dex, +1 Shield)
hp 22
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.

Melee +4

Ranged +3
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STATISTICS
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Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +4; CMD +16
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Traits

Merchant:
Merchant: Exchanging goods is your game. Not only do you get a chance to be a small percentage partner in this affair but you may be able to setup your own side business as well. This is a chance of a lifetime. Luckily, you have an eye for quality and a silver tongue to talk others out of it.
You get a +1 to diplomacy and you increase the base trade in percentage of goods by 5% and reduce costs by 10%. Diplomacy is always a class skill for you.

Fate's Favored (Faith):
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats

Extra Revelation (War Sight):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Skills
(14 points; 8 class, 2 INT, 4 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +1 = INT 1+0+0
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Bluff +3 = CHA 3+0+0
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Climb* +3 = STR 3+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +8 = CHA 3+1+3+1
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Disable Device*† +2 = DEX 3+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal +4 = WIS 0+1+3
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +5 = INT 1+1+3
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +5 = INT 1+1+3 (+1 Background)
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K (History)† +5 = INT 1+1+3 (+1 Background)
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +5 = INT 1+1+3
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +5 = INT 1+1+3
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Linguistics† +2 = INT 1+1+0 (+1 Background)
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Perception +4 = WIS 0+1+3
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Perform +3 = CHA 3+0+0
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Profession (Merchant)† +4 = WIS 0+1+3 (+1 Background)
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Ride +2 = DEX 3+0+0
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Sense Motive +5 = WIS 0+2+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +2 = DEX 2+0+0
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Survival +0 = WIS 0+0+0
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Swim* +3 = STR 3+0+0
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Use Magic Device† +3 = CHA 3+0+0
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ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses

+1 Diplomacy (Campaign Trait)

Languages Greek, Atlantean, Elven, Celtic

Special Abilities:

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SPECIAL ABILITIES
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HALF ELF:

Kindred Raised:
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

ORACLE:

Mystery (Battle):

Class Skills:
A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonus Spells:
Enlarge Person (2nd), Fog Cloud (4th), Magic Vestment (6th), Wall of Fire (8th), Righteous Might (10th), Mass Bull's Strength (12th), Control Weather (14th), Earthquake (16th), Storm of Vengeance (18th).

Curse (Legalistic):
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Revelations:

Skill at Arms (Ex):
You gain proficiency in all martial weapons and heavy armor.

War Sight (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Spells:

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Spells
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0th (5 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic

1st (4+1 / Day)

Bless
Cure Light Wounds
Divine Favor
Enlarge Person

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:

Alchemists Fire x2
Tanglefoot Bag
Antiplague x2
Torches x5
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Doru
Falcata (CI)
Dagger x2
Light Hammer (AS)
Kunai x4
Sling & 20 Bullets
Breastplate
Small Wooden Shield (Quick Draw)
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Hammer
Candles x5
Iron Pot
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
Silver Prayer Amulet
Silver Ring
Dress
Cold Weather Outfit
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 53 GP 7 SP 4 CP

Background:

Myrtis has deep family roots in the city of Emporia, where she was born. Her Ionian forbearers left Phocaea 200 years ago to come to its trading colony on the northeastern coast of Iberia, about 100 years too late to be among the colony’s founding families, who still comprise the city’s ruling Oligarchy. But still, Myrtis’s family has prospered over the generations.

Like many of the old families, Myrtis is not by blood fully Greek anymore. In the earlier times when the forests were even greater and deeper, and the coasts were not completely and always Emporia’s, there was mixing with the local Iberians and the elves of the upland forests. Some elven blood is a mark of distinction now, showing longevity of residence. For their part the elves have diminished and withdrawn, away from the Greek city and influx of Iberians its rich trade has drawn.

Myrtis inherited eleven blood from both sides of her family. Though it is not abundantly apparent in her appearance, some of its signature traits have remerged in her; good eyesight beyond that of humans, a bit of extra height in her more slender than usual frame, and lighter skin.

When Myrtis was 3, an illness took her mother Anactoria. Her father Leander grieved long and deeply, too much so many would say. Myrtis bore a great resemblance to her mother, and Leander doted on her to the detriment of fatherly discipline. He could not bear to deny her the things she wanted, and so Myrtis ran the household according to her whims and wishes.

Starting at fourteen, that meant accompanying her father on his journeys into the interior of Iberia. Leander is a merchant who deals in ores and refined metals, a rich resource in Iberia. He buys silver, tin, copper, and iron wherever he can find it, going so far as to prospect and encourage its mining under contract by local Iberians. While his travels with Myrtis were not exceptionally dangerous, bandits could be a threat, and of course wild animals could be a problem. Leander typically took along a couple of hired guards in case of trouble. When he began bringing Myrtis, he doubled their number.

Myrtis was fascinated by the mercenaries, especially their panoplies. She spent most of her time watching them, especially their sparring. After she demanded a kit of her own Leander had it made for her. When she demanded she practice and learn from the mercenaries, he gave his permission. Myrtis turned out to be a very fast learner, preternaturally talented as a combatant and imminently comfortable in armor. In her later teens, when Myrtis demanded a role as an actual guard, Leander agreed to it. Finally, when Myrtis demanded she take the role of captain to the mercenaries, Leander complied, turning over security to her.

Myrtis was eccentric in other ways as well. From a young age she had claimed there were other, unseen, presences in her house and around the city. Others saw nothing and she wasn’t believed, but Myrtis was insistent about being able to feel them and “almost” catching glimpses of them sometimes. She felt the presences most strongly outside Emporia though, as if the forests and mountains were more thickly inhabited by them. It was out on the trips with her father when this sense of presence began to creep into her dreams. Her dreams became the first real conduit between Myrtis and what she felt. She learned “it” was actually “they”, many different beings. They talked to her because she was special, there were very few who could ever hear their voices. As time made communication easier, They taught Myrtis things. First came knowledge and how to use her second sight to sometimes know what would soon happen, then came magic, what is was and how to use it.

Not at all the type to keep such exciting, if strange, experiences to herself, Myrtis kept her father informed of these developments as they occurred. Leander went through the typical stages of a parent who’s child makes extraordinary claims without proof. First he assumed an active imagination, or schemes to get attention, was the cause. Later he had Myrtis examined by physicians who found nothing wrong and generally prescribed stricter discipline. When the magic came though, Myrtis finally had her proof.

This proof is what enabled Myrtis’s journey to Atlantis. In the last couple of years a place unfamiliar to Myrtis has become increasingly prominent in her dreams. It is beautiful, fantastical, magical city. The only known place it could be is Atlantis, for the wonders she sees are beyond anything even Athenai, Karchedon, or the great old cities of Aegyptos could boast. Myrtis knew she was meant to go there. She felt it in her bones. Besides, she and her father had exhausted every resource in Emporia trying to understand her particular gifts without reaching an explanation. They had eliminated the possibility she was a sorcerer, her need meditate in accord with the external presences indicated she was not herself the font of magic.

Myrtis began to press her father about a journey to Atlantis as she became frustrated with the lack of answers. She felt the greater knowledge in that city would provide them. Leander was not easily sold, but he was growing older, and his travels in Iberia would not last but a few more years. Obviously Myrtis would continue them on her own afterward whether he wished it or not. Despite her talents, he judged travel by ship to Atlantis the safer project for his daughter to take up. Besides, she promised to work diligently to connect him to merchants in Atlantis while there. Such an arrangement could allow Leander to transition to the import of exotic goods, and extend his career as his body grows tired.


Appearance and Personality:

Height: 5'8" | Weight: 130 | Hair: Dark Auburn Brown | Eyes: Light Brown

Appearance

Myrtis stands out both for her beauty and her somewhat exotic appearance for an Ionian Greek. Her hair is dark brown, but carries a notable reddish hue, more a dark auburn. Her eyes are light brown instead of the much more typical dark brown. Her complexion is bronze, but several shades lighter than most other Greeks in Emporia. If she were walking the streets of Athens, Myrtis could well be mistaken for a Macedonian or a Greek from Thessaly. Myrtis has lightly freckled cheeks.

The effects of her elven blood on Myrtis’s appearance are subtle. Aside from her lighter coloration, she is comparatively tall and gracile, with fine features. Her ears only hint at a point, but are almost always covered by her long hair in any case.

Myrtis has spent her life in comfort, though she doesn’t demand it if an interest or project of hers requires doing without for a while. Her clothing is always of the highest quality. Although she inserted herself into her father’s travels beyond the zone of sophisticated Greek city life, she has a taste for it. She knows how to dress appropriately for different situations and certainly does so.

Personality

- Myrtis is used to getting her way with things; this does not necessarily make her a difficult person though. Her toolkit is extensive, including assertiveness, charm, persistence, and bargaining. She’s adept at mixing and matching tactics as needed for different people and contexts.

- Myrtis also learned the ins and outs of trade while traveling with her father. Leander ingrained the importance of family name and honor into her. She follows his maxim ‘bargain hard, but honestly’, and will never try to cheat others, go back on a deal, or make false promises. Her word is her bond.

- Once Myrtis decides something, she can be inflexible and stiff-necked about changing course or altering her goals. On the other hand she can be quite flexible about exactly how those goals are reached. She’s unlikely to give up on a battle, but has a good head for tactics and when it is time to try something new.

- Myrtis is not a grim dour person. She’s excellent company, and a good conversationalist. She has a fine sense of humor, though she perhaps leans into sarcasm a bit too much. She is an optimist who expects success, and who is not afraid to put in the work to achieve it.

- Myrtis holds herself and her abilities in high regard. She doe not lack for confidence, and may overestimate herself sometimes.

-There are two things Myrtis obsesses about: the idea of combat, and perfection within it, and finding an explanation for the source of her magic.