Answers to recruitment questions:
1. Appearance See APPEARANCE & PERSONALITY
2. Background See ONCE UPON A TIME, THE MASSACRE, and PURSUIT
3. Personality See APPEARANCE & PERSONALITY
4. Goals/Motives Oneidros has three goals: He now is obsessed with finding Jaelandra, vengeance against Belem, and reclaiming the Sapphire Root. He’s slowly regaining his playfulness and sense of wonder but for now one of the few places where he can still experience unmitigated joy is in the heat of battle.
On a more personal level, he is anxious to understand the effect of the umbral taint upon him. It has given him great new power--a power that he has no qualms about using to accomplish the above goals...but he also feels a nagging fear that he has become something that couldn’t ever fit in again in the Blooming Grove, and is worried that his usage of Umbral power could have unintended consequences on himself or the world.
5. Home World, along with a description of it The Blooming Grove, a fey land that is remarkable for the great intensity of Eidolon and Umbra there...which was kept in balance only through Jaelandra’s wise use of the Sapphire Root. See ONCE UPON A TIME and THE MASSACRE
6. World you are attuned to, along with a description of it His primary attachment is still to the Blooming Grove, but he’s spent a good deal of time with Hilgas in Dayowon. Dayowon is a sprawling realm filled with dwarves, gnomes, and naga. The corner of it that Hilgas’ library is in is on the edge of an old and corrupt naga empire. With his own goals out of reach so far, he’s thrown his hand in with the Sultanate of Beggars, a loose dwarven resistance organization that welcomed Oneidros...and which served as a satisfying outlet to fight against oppression. For the moment the naga empire has been pushed back and Oneidros is starting to look more actively for an avenue to pursue Belem.
7. How your character became a Gossamer Lord (Think of how Planeswalker Sparks work in Magic the Gathering) As surely as Belem’s umbral attack had destroyed the Blooming Grove, it profoundly changed (and tainted) Oneidros. He found he had new powers available to him--powers to manipulate shadow and gossimer, as though he had suddenly discovered that the world which felt so real was just a hall of distorted mirrors reflecting upon each other, endlessly. Seeing the reflections for what they were, he found he was able to strike from multiple directions at once, and to step fifty feet in an instant without crossing the intervening space...and most importantly, to see and access the Doors upon the Stair.
8. Notable NPCs in your characters background (At least two, but more are preferred,)
Mastery Path Master of the Umbra (Gaining the power of chaos and being able to warp reality in destructive ways)
Background, Appearance, and Personality:
APPEARANCE & PERSONALITY
Oneidros appears to be a somewhat anthropomorphic jackrabbit, floating inside an orc-sized “body” made of swirling branches and boulders.
For centuries he was merrily content--relishing in mischief, his telekinetic play, his role as a guardian of the Blooming Grove, and of course the splendid romp of battle with the giants and orcs that would occasionally threaten his domain. Since the Massacre his depth of merriment is matched with an equally deep sorrow and loss, leaving him swinging between extremes.
He now is obsessed with finding Jaelandra, vengeance against Belem, and reclaiming the Sapphire Root. He’s slowly regaining his playfulness and sense of wonder but for now one of the few places where he can still experience unmitigated joy is in the heat of battle.
He has a dark blight about him now that wars with his Good nature--inky, clinging shadows and odd reflections of reflections--the mark that the destruction of the Blooming Grove and the loss of Jaelandra has left upon him.
ONCE UPON A TIME
Since before remembering, the heart of the Blooming Grove was the Spring of Fresh Life, and the Queen of the Grove was Jaelandra, a nereid of great psionic powers. The Spring overflowed with Eidolon and Umbra, and Jaelandra used the a mighty artifact known as the Sapphire Root to keep the twin forces in fecund creative balance.
Her guardians were a warren of tiny hare-like telekinetic fey who surround themselves in great bodies of flying wood and stone. The captain of that guard was Oneidros, a merry hare full of joy and mischief. He defended the Blooming Grove with gusto when the occasional band of orcs or ogres would attack.
This chaotic harmony lasted for millennia...until a previously unknown Door opened on the outskirts of the Blooming Grove, and calamity walked in.
Jaelandra sensed him, but his mind was a blank to her. It was only later that Oneidros learned who and what he was: Belem, one of the Dwimmerlaik.
With a practiced ruthlessness, they started to tear apart the grove. It became quickly apparent that they had--somehow--discovered the existence of the Sapphire Root and were attempting to capture it. Oneidros yelled for Jaelandra to flee and then led his band of Battle Hares into battle, but they were horribly outclassed. Cold Iron bullets and bonecrushers shattered his comrades left and right. Oneidros charged straight at Belem but found his blow (which seemed ready to smash the invader’s helmed head) somehow to strike nothing but icy air. Then with a gesture from Belem, Oneidros was frozen in place by some foul magic. He watched helplessly as the Grove was destroyed and the Sapphire Root stolen.
Bloodied and exhausted from his defeat, Oneidros realized he had only one option: to do his best to pursue their assailants and recover the Root. He followed the wide swath of destruction and blight that they had carved through the grove, and saw that it ended by an unremarkable shattered tree trunk.
On careful investigation he found a glimmering “Door”—barely more visible than the warp of looking through intense heat. Taking a deep breath he flew into it, and it wrinkled open onto a grand Stair that seemed to go on endlessly above and below him.
Still sobbing, Oneidros searched fruitlessly for his pursuers. Instead he encountered a dwaven woman in a scholar’s robes. She bid him stop, introduced herself to him, and persuaded him to accept her care. She led him down a side passage and past a half dozen doors before opening one into a vast, dusty hall filled with books rising from floor to vaulted ceiling. She introduced herself as Hilgas, the librarian of Almazaar.
Over the next few weeks she healed Oneidros as best she could...but taint of the attack had changed him as surely as it had destroyed the Blooming Grove. He found he had new powers available to him--powers to manipulate shadow and gossimer, as though he had suddenly discovered that the world which felt so real was just a hall of distorted mirrors reflecting upon each other, endlessly. Seeing the reflections for what they were, he found he was able to strike from multiple directions at once, and to step fifty feet in an instant without crossing the intervening space.
Based on his description of the attack, Hilgas taught him about the Dwimmerlaik and informed him that he was most likely dealing with an incredibly powerful entity named Belem. She invited him to read while he recovered and he did--tearing through book after book after book (often three at a time, floating in front of him telekinetically, pages fluttering by).
He has returned just once to what was formerly the Blooming Grove, searching again for Jaelandra. Some fey have returned and are tending to the troubled Grove...but none have seen or heard from their Fairy Queen. For now he has no idea if she escaped--and if so to where--or if she was captured or worse by Belem and his troops.
Having learned as many hints and scraps about Belem and the Gossimer Stair as he was able in the library of Amazaar, he has thanked Hilgas for her generosity and has set off to avenge the Blooming Grove, recover the Sapphire Root, and--if she lives--find Jaelandra.
1 - Battle Imp | Harbinger 1;
2 - Battle Imp | Harbinger 2;
3 - Battle Imp | Harbinger 3;
4 - Battle Imp | Harbinger 4;
5 - Battle Imp | Harbinger 5;
6 - Battle Imp | Harbinger 6; harbinger feat: discipline focus
7 - Battle Imp | Harbinger 7;
8 - Battle Imp | Harbinger 8;
9 - Battle Imp | Harbinger 9;
10 - Battle Imp | Harbinger 10;
11 - Battle Imp | Harbinger 11;
12 - Brawler 1 | Harbinger 12;
13 - Brawler 2 | Harbinger 13 | Champion 1;
Oneidros, the Avenging Hare
Drawback Sentimental Oneidros is still overcome by grief at his failure to protect Jaelandra, the Sapphire Root, and the Grove itself from Belem’s assault. You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.
Skills (489 Points - [432 battle imp 18*(6+16+2)] + [44 harbinger 2*(4+16+2)] +13 FCB):
Languages Aquan, Auran, Common, Druidic, Elven, Giant, Sylvan, Terran [+19 more TBD]
Armor Master (Ex) [Mythic] You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you.
Black Omen (Su) The harbinger may move up to 1⁄2 her speed as an immediate action once per encounter.
Combat Expertise [Mythic] Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your armor class. You can expend one use of mythic power to negate the penalties on melee attack rolls and combat maneuver checks caused by using Combat Expertise for 1 minute.
Combat Patrol (+20') Full-round action: increase your threatened area by +20' until your next turn.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dark Focus (Broken Blade, Shattered Mirror) +4 competence to DCs & to hit with strikes and counters, DCs. (Gain a +1 competence bonus to attack rolls when initiating strikes and counters from her Dark Focus (this increases by 1 at 5th level and again every four levels thereafter) and gains a +1 competence bonus to the save DCs of her Dark Focus’ maneuvers.)
Discipline Focus (Shattered Mirror) +2 bonus to saving throw DCs when using maneuvers of the selected discipline. You also inflict an additional +2 points of damage when wielding associated weapons of the chosen discipline.
Elusive Shadow (Ex) +2 dodge bonus to armor class and Reflex saves during any round in which she has moved at least 10 feet.
Fleet Charge (Ex) As a swift action, use 1 MP to move speed & attack (+1 bonus, bypass all DR).
Grim News [2/encounter] (Su) Move up to your speed as a swift action.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Ill Intentions (Su) Whenever the harbinger and one or more of her allies flank a creature, that creature suffers a -2 penalty to saving throws and skill checks.
Ill Tidings (Ex) +20’ add +20’ competence bonus to movement speeds
Martial Tradition (Sultanate of Beggars):
Trades access to Primal Fury for access to access to Broken Blade.
Oath “I join a brotherhood ennobled not by wealth, but by strength. I shall aid the destitute against those who prey on them and shelter them from prisons of both debt and slavery. I shall not abide those who desire to own their fellow sapients, nor fail to give aid and succor to those escaping the chains of enslavement. On my honor, let it be.”
Benefit Sultans of the Sultanate of Beggars do not suffer the attack penalties associated with using improvised weaponry, may treat improvised weapons as monk weapons for the purposes of class features and feats that interact with monk weapons, and enjoy a +4 anarchic bonus to CMD against bull rush attempts and grapples.
Massacre [2/encounter] (Su) When you reduce an opponent to < 1 HP, you may initiate one of your readied strikes (targeting an adjacent creature) as an immediate action. Strikes initiated with this ability must have an initiation action of one standard action.
Mastery Path Master of the Umbra (Gaining the power of chaos and being able to warp reality in destructive ways)
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.
Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.
Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.
Omenwalk (Su) Teleport up to your speed as a move action. The harbinger does not need line of effect or line of sight to her destination, though she still provokes attacks of opportunity for leaving a threatened square in this fashion.
Sorcerous Deception (Su) You may use magic aura as a spell-like ability at will. You may only target items and objects you are attending, carrying, wearing, or wielding.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tenebrous Reach [1/encounter for 16 rounds, 55’] (Su) As a swift action, for a number of rounds equal to her Intelligence modifier, you may treat close range (25 feet + 5 feet per two levels) as your melee reach for the purpose of initiating strikes (this does not increase the area the harbinger threatens).
Dark Claim (55’, 6 rounds, max claimed: 16) (Su) + Grasp of Darkness + Bleak Prophecy: As a swift action, Claim [up to three] enemies that you can see (including with special senses such as blindsense or tremorsense) within close range (25 feet plus 5 ft. per 2 levels) for a number of rounds equal to 1⁄2 her class level (minimum 1). Additionally, Claimed creatures using the withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her. The harbinger may only have a number of Claimed creatures equal to or less than her Intelligence modifier at any given time. The harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see has total concealment (50% miss chance) against her, and the harbinger still has the normal miss chance when attacking foes that have concealment. The harbinger is still denied her Dexterity bonus to Armor Class against attacks from Claimed creatures she cannot see. Creatures Claimed by the harbinger are also shaken while the Claim persists.
Discipline: Broken Blade Weapon groups: close, monk, and natural. Skill: Acrobatics. Maneuvers from this discipline require the initiator to be using discipline weapons or be unarmed. Use of discipline-specific weapons with Broken Blade inflict an additional 2 points of damage.
Discipline: Shattered Mirror Weapon groups: Heavy blades, light blades, close; Skill: Craft (painting).
Stance: [Shattered Mirror 1] Doppelganger’s Dance (Su) While you maintain this stance, whenever an adjacent opponent takes a 5-foot step to leave one of your threatened squares, you may immediately take a 5-foot step towards that opponent.
Maneuvers (14 known, 8 readied)
Maneuver: [Broken Blade 1] Shards of Iron Strike (Ex) Strike, Standard: The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.
Maneuver: [Shattered Mirror 2] Mimic’s Gambit(Ex) Strike, Standard: If you hit, it deals weapon damage as normal, and you may select a spell or power affecting the struck creature. You gain the effects of the spell or power, just as if it had been cast or manifested on you except that its duration is equal to your initiation modifier in rounds.
Maneuver: [Shattered Mirror 2] Obsidian Sidestep (Su) Counter, Immediate: You may initiate this counter whenever you would make a saving throw. Make a Craft check instead of that saving throw and use the result of that check to determine the save’s success.
Maneuver: [Shattered Mirror 3] Reflected Blade Style (Su) 55’ Boost, Swift: The next strike you initiate which targets one creature also affects an additional opponent within close range, even if they’re not in the strike’s range (use the same attack roll against both targets).
Maneuver: [Shattered Mirror 3] Shattered Glass Smite (Su) 30’ cone Strike, Standard: When you initiate this strike, make a melee attack. If you hit, you deal weapon damage as normal plus an additional 3d6 magical slashing damage to the struck creature and create a 30’ cone of shattered glass originating from the struck creature’s square and aimed in the direction of your choice; this cone of glass deals 3d6 points of magical slashing damage to creatures caught within it.
Maneuver: [Shattered Mirror 4] Blazing Mirror Strike (Su) DC 36 Strike, Standard: When you initiate this maneuver, make a melee touch attack with your weapon. If you hit, the attack deals weapon damage as normal, and the creature struck must succeed at a Fortitude save (DC 14 + your initiation modifier) or be struck blind for 1 round per level.
Maneuver: [Broken Blade 4] Iron Axe Kick (Su) DC 34 Strike, Standard: The initiator delivers a potent kick (as an unarmed strike) that inflicts an additional 6d6 points of damage. The target must make a Fortitude save (DC 14 + primary initiation modifier) or be dazed for 1d4 rounds.
Maneuver: [Shattered Mirror 5] Curse of the Smoking Mirror (Su) DC 37 Strike, Standard: When you initiate this maneuver, make a melee attack. If you hit, your attack deals normal weapon damage and the creature struck must succeed at a Will save (DC 15 + your initiation modifier) or become the victim of a reflective curse. The creature struck becomes cursed for a number of rounds equal to your initiation modifier, and whenever it deals damage (by any means) during this time it is dealt equal damage of the same type(s).
Maneuver: [Shattered Mirror 5] Gleaming Imprisonment (Su) DC 37 Strike, Standard: When you initiate this maneuver, make a melee attack. If you hit, it deals normal weapon damage plus an additional 4d6 damage, and the struck creature must succeed at a Reflex save (DC 15 + your initiation modifier) or be trapped within a sphere of two-sided mirrors that forms around them for a number of rounds equal to your initiation modifier. While the sphere of mirrors exists, a trapped creature cannot move or be moved from its space by any means (including teleportation), target or be targeted by any other creature or object (except for objects it is attending, carrying, or using), and is immune to area-of-effect attacks and effects that originate from outside its space. Such effects originating from the trapped creature affect only its own space.
Maneuver: [Shattered Mirror 6] Plagiarism (Su) Counter, Immediate: You may activate this counter whenever you are targeted with a power, psi-like ability, spell, spell-like ability or supernatural ability. The creature targeting you becomes unable to use that ability for a number of rounds equal to your initiation modifier (the ability they targeted you with still occurs and is resolved as normal) and you gain the use of that ability for a number of rounds equal to your initiation modifier. If the ability is a spell, you may use it once as a spell-like ability. If the ability is a psionic power, you may manifest it once as a psi-like ability. Otherwise, you may use the ability as often as is detailed in the ability description. Calculate the save DCs for the ability based on your initiation modifier and treat your initiator level as your caster or manifester level for the ability if appropriate.
Maneuver: [Broken Blade 7] Spinning Flurry Rush (Ex) Strike, Standard: The initiator makes two attacks at full base attack bonus per opponent within his reach, and each attack inflicts an additional 4d6 points of damage.
Maneuver: [Broken Blade 7] Adamantine Knuckles (Ex) Boost, Swift: Once initiated, for the rest of the initiator's turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target's damage reduction or an object's hardness.
Maneuver: [Shattered Mirror 7] Double Team (Su) Strike, Standard: You create a semi-real copy of yourself to flank an opponent, striking them high and low. When you initiate this maneuver, make a melee attack and a Craft check. If you hit, it deals normal weapon damage plus additional damage equal to twice the result of the Craft check, and the struck creature is knocked prone.