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About Rigel QuicklingfayBACKGROUND:
Rigel’s family bloodline has a reputation for being dreamers rather than doers; even among the half-elven nobles of Talingarde, they are regarded as ‘fey-touched’ (hence the family name, given long past). Her grandfather, Bartimeo, certainly lived up to that: by the time Rigel’s father Antiphas inherited the (relatively minor) estate, the manor house was almost a ruin and the grounds were over-run. Antiphas was nothing like his father, and had the sense to marry well: his wife Serryna was from a family of wealthy human merchants, and full of good sense. Between them they managed to restore the manor house and bring the surrounding farmlands (some of the most fertile in Talingarde) back into production. They also drilled a Mitran sense of duty into their two oldest children, Lirran (now a lieutenant in the army) and Ysriel (working her way up the priesthood of Mitra). Rigel, born well over a decade after her siblings, was something of an afterthought – a celebration of the family’s restored prosperity. As such, she was lavishly spoiled. Blessed with good looks and a knack for making friends easily, she eased her way into adulthood without ever really having to grow up. It was perhaps only natural that she would end up in Matharyn, capital city and the refuge for every bored scion of the nobility. It was here that Rigel found her true calling, one night after a particularly wild party where a number of her friends were arrested. Although she had never had a particular quick mind (as elves measure intelligence), still waters run deep, as the saying goes; and she had a knack for spotting connections, thinking things through, and – it turned out – structuring arguments. Combined with her insights into what motivated people, she had the makings of an excellent barrister. The process of learning the law and reading all the jurisprudence is a slightly dusty affair, but Rigel had found her calling and she learned the necessary discipline. She also learned something else: the old legal texts, the ones that nobody really read any more, had a different tone. After some effort, she realised that there were coded messages hidden in among the legal arguments – or rather, that the arguments were the code, pointing to a different purpose, and an altogether different deity. The law, Rigel came to understand, is not about ‘justice’ (for after all, who can point to what that is exactly?). Rather, its true purpose is to defend and maintain privilege against those below you in the ladder, while seeking advantage against those above. This is strictly against Mitran teachings, and Rigel was extremely careful to avoid any appearance of heresy as she advocated her position; one which made her popular in one circle of the aristocracy, led by a particularly decadent pair of half-elf twins: Lucrezzio and Jocaste. Stories of 'Lu & Jo' (as she came to call them) are everywhere, and their parties were the stuff of legend. The pair's servants were discreet and well paid, ensuring that any rumours of drug-fuelled orgiastic excess were easy to dismiss as jealous gossip from people who hadn't been invited. Rigel's parents however were deeply disturbed by what they heard, and demanded that she return home - an intervention as well-meaning as it was too late. Rigel had few expenses (her new friends were generous and wealthy) and she earned enough as a barrister not to need the allowance her parents now cut off. It was not her growing allegiance to Asmodeus that was her downfall (at least, not directly). There are other powers in the world beyond those of Heaven and Hell, and Jo & Lu's excesses had drawn attention. Rigel was invited to stay at their estate just outside Ghastenhall; she awoke one morning in the woods, barely alive, covered in blood (not all of which was hers) and little else. Jocaste and Lucrezzio were sprawled next to her, dead; the rest of the group had simply vanished. Stumbling in search of help, she encountered a Knight of the Alerion - after giving Rigel his cloak, for modesty's sake, and tending her wounds, he arrested her. Good is not dumb, and the authorities proceeded carefully. Rigel was confident of beating any murder charges (the injuries to the dead - and Rigel herself - were... unsettling, but not obviously caused by a weapon). To her dismay, she was instead charged with Blasphemy: the facts of what had taken place in the woods were unknown, but it was alleged that the group had gone far beyond their usual debauchery and had willingly - gleefully - stepped entirely outside the protection of Mitra's light. It was purely circumstantial, but the wounds on the bodies, the fact that they had been found in what was euphemistically called 'a state of advanced undress' and the testimony of the (now unemployed) servants about what had happened at the parties in town made a powerful case. The discovery of an Asmodean symbol among the remnants of tattered and discarded clothing was the prosecutor's final, dramatic flourish (it could not be proven to belong to Rigel, but by that stage it really didn't matter; the grim irony of this is not lost on her). Against this, Rigel could only assert - truthfully - that she had no memory of what had happened. It took the jury all of ten minutes to convict her. And so she languishes in a cell at Branderscar, condemned to death and awaiting sentence; has the saga of Rigel Quicklingfay, good-time girl, advocate to the rich and pampered, and servant of Asmodeus, come to its untimely end? APPEARANCE & PERSONALITY:
Rigel has inherited both human and elven features: neither too short nor too tall, she cultivates an artless attractiveness that both men and women have found desirable. Her long, deep-red hair is worn carelessly loose in a manner that takes a long time to arrange, and her large dark eyes are friendly but impenetrable. She has on occasion been aware that a juror or judge is susceptible and has used that to her advantage, allowing her to prevail where her legal skills alone might not. Having never done a day's work in her life (and going so far as to wear gloves when reading and writing, to avoid calluses forming from quill pen or book spine) it would be easy to mistake her as soft, but a childhood spent fighting her much older brother and sister has left a legacy that means she doesn't step back from a physical confrontation. Rigel is from the Heartland of Talingarde, where speech is slow and Old-World courtesy and manners are still valued. Her conversation is patterned in that fashion, measured and polite, never visibly angry; her reaction to being found guilty and sentenced to death by burning at the stake was "Well, gosh." Beneath this friendly exterior is an adamantine veil, masking her ruthless and entirely self serving ambition: her warm gaze is useful to put people at ease, allowing her to assess their desires and motivations. If they make the mistake that she cares about them, well, that's their mistake. Apart from her current plight, the only thing that has shattered her poise and self confidence is the fact that she still has no memories of that fateful night. (It has also left her with a fever and chills that she cannot seem to shake, but she reasons that right now, that's the least of her problems.) NPCs:
Antiphas Quicklingfay (male half-elf) – Aware that he has deeply failed his youngest child, Antiphas is overcome with guilt (for spoiling her when she was younger) and shame (that Rigel turned out to be quite so bad). He has withdrawn from life and is now leaving the day-to-day management of the estate in the hands of his wife. He didn’t attend the trial. He doesn't leave the house these days. Serryna Quicklingfay (female human) – Serryna’s primary emotion is anger: cold, towering, furious rage. Directed primarily at Rigel, it is also aimed at herself (for failing to prevent this) and at her husband (for spoiling Rigel rotten as a girl, and also for withdrawing now and leaving Serryna to pick up the pieces). She attended the trial and sentencing, but didn’t speak to her daughter once. After the verdict was passed, she sent Rigel a note via her lawyer: Mitra may forgive you. I never shall. Lirran Quicklingfay (male human) – the half-elf line has not bred true in Antiphas’ oldest son, but he is nevertheless a credit to his family. Dutiful, stern, proud, perhaps not the sharpest of wits but enough sense to spot that Rigel was heading into trouble. Tried to tell his parents when he was last in on leave; it provoked a long argument. He is now stationed on the Watch Wall, far from the Heartland, and hopes to be so for long enough for the whole thing to die down. Did not seek leave of absence to attend the trial. Tries to pretend he isn't related. Ysriel Quicklingfay (female half-elf) – Rigel’s mirror image, Ysriel is dark-haired, quiet, studious and pale. She is also unequivocally the nicest person Rigel has ever known. Ysriel forced herself to sit through Rigel’s trial just so she could try and understand what had happened to her baby sister; by the end of it, she was in tears (Rigel herself remained dry-eyed throughout). If the prison permits visitors, Ysriel will make the journey from her current position in Ghastenhall Cathedral (she’s risen up the ranks of the church quickly and is chaplain to one of the bishops). Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin LE Medium humanoid (elf, human) Init +2; Senses Perception +12, Low light vision, Darkvision 30 ft Favored Class: Cleric (+1 hit point) Languages: Common, Elven, Infernal --------------------
AC 12, touch 12, flat-footed 10 (+2 dex) HP 8 (1d8; +1 Favoured Class; -1 Con) Fort +1 (+2 vs non-Asmodean divine), Ref +2 (+3 vs non-Asmodean divine), Will +6 (+8 vs enchantment, +7 vs non-Asmodean divine, +9 vs non-Asmodean divine enchantment) --------------------
Speed 30 ft. Melee Unarmed Strike +2 (d3+2) Ranged Space 5 ft., Reach 5 ft. --------------------
Pact-Bound (Ex): An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric. This ability alters domains. Trickery Domain: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability. Devil in the Details (Ex): At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Channel Energy (Su): An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Spontaneous Casting: An evil cleric can convert prepare spells to inflict spells (an inflict spell is one with “inflict” in its name). The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any such spell of the same spell level or lower. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. --------------------
Str 14, Dex 14, Con 8, Int 10, Wis 18, Cha 14 Base Atk +0; CMB +2; CMD 14 Traits: Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Hidden Faith: You were raised in a religion forbidden by your government, and draw strength from your hidden faith. You gain a +1 trait bonus on saving throws against the divine spells of creatures that worship a god other than your own. Blasphemy: Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
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ORISONS Detect Magic
LEVEL 1 (2/day)
DOMAIN (1/day)
Feats: Lvl 1 Feat: The Bitten - You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. You gain darkvision 30 ft. and the Alertness feat, however, your Constitution score is lowered by two permanently. Bonus Feat: Skill Focus (Profession: barrister) - You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Bonus Feat: Alertness - You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Skills (4 points/level) Bluff 13 (12 Barrister, 1 Trait) Diplomacy 13 (12 Barrister, 1 Trait) Knowledge: religion 6 (1 skill point, Class skill, 0 Int, 2 Trait) Perception 12 (1 skill point, Class skill, 4 Wis, 2 Racial, 2 Feat) Sense Motive 10 (1 skill point, Class skill, 4 Wis, 2 Feat) Use Magic Device 6 (1 skill point, Class skill, 2 Cha) Background Skills Linguistics 4 (1 rank, Class skill, 0 Int) +1 for forgeries Profession: barrister 12 (1 rank, Class skill, 4 Wis, 1 Class, 3 Feat) --------------------
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