Hellknight

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540 posts (4,799 including aliases). No reviews. No lists. 1 wishlist. 51 aliases.


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Male Human (Varisian)
Quick Stats:
Init +6,Perc +2,AC23,T14,FF 21, HP 44/52, F +6, R +3, W +1, +1 trait bonus on saving throws made to resist diseases DR 2/-;Imm. Vorel's Phage & Blood Veil; Base Atk[/b] +5; CMB +8; CMD 20
Fighter (Armor Master)
Quick Skills:
Climb +9, Handle Animal +4, Intimidate +5, Knowledge (Dungeoneering) +9, Knowledge (History) +4, Knowledge (Local) +4, Linguistics(Vudrani) +2, Perception +2, Sense Motive +1, Survival +5,

Not sure if that's good or bad, but thank y'all for the birthday wishes!

I'll try and have a post up this evening once I'm off work, probably somewhere around 6:30ish pm est.


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Male Human (Varisian)
Quick Stats:
Init +6,Perc +2,AC23,T14,FF 21, HP 44/52, F +6, R +3, W +1, +1 trait bonus on saving throws made to resist diseases DR 2/-;Imm. Vorel's Phage & Blood Veil; Base Atk[/b] +5; CMB +8; CMD 20
Fighter (Armor Master)
Quick Skills:
Climb +9, Handle Animal +4, Intimidate +5, Knowledge (Dungeoneering) +9, Knowledge (History) +4, Knowledge (Local) +4, Linguistics(Vudrani) +2, Perception +2, Sense Motive +1, Survival +5,

Sorry y'all. I was dealing with some stuff at work.

Sword attack: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

Sword attack damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

PHEW! That was a close one. Thank you Callie for the Inspire courage!

Riceak swung his sword at the evil doctor in front of him!

"Die you traitor to the healing arts!"

YES! That was the best insult I could come up with!


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Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Hissing in anger and annoyance, Josria yells out, "We should have taken shelter in the secrrret rrroom!"

Josria hurled a ray of fire at the big pugwampi, hoping to burn him to ashes!

Ray of Flame, ranged touch attack: 1d20 + 2 ⇒ (4) + 2 = 6

Ray of Flame: 1d6 + 0 ⇒ (1) + 0 = 1

But probably from the exhaustion of having depleted her magic, she misses, which results in a very colorful string of curses in Osiriani and Ignan!


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Male Human (Varisian)
Quick Stats:
Init +6,Perc +2,AC23,T14,FF 21, HP 44/52, F +6, R +3, W +1, +1 trait bonus on saving throws made to resist diseases DR 2/-;Imm. Vorel's Phage & Blood Veil; Base Atk[/b] +5; CMB +8; CMD 20
Fighter (Armor Master)
Quick Skills:
Climb +9, Handle Animal +4, Intimidate +5, Knowledge (Dungeoneering) +9, Knowledge (History) +4, Knowledge (Local) +4, Linguistics(Vudrani) +2, Perception +2, Sense Motive +1, Survival +5,

Riceak knew he had to modify his plan, but still he might be able to soften her up, before he sprung his plan into action.

"I got this!"

He quickly moved past Korriban and struck at the elven jester with his blade.

Sword attack: 1d20 + 10 ⇒ (18) + 10 = 28 Oh! So close to critical!

Sword damage: 1d8 + 4 ⇒ (7) + 4 = 11

"What's wrong? Ran out of good jokes? Oh wait, I don't even think you had any good jokes to begin with, you sorry excuse for a comedian!"

BURN!


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Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

Eh, we all have bad rolls now and then.

"Oh! This is...I can feel it," Josria said, doing her best to keep her voice down, despite her excitement. "Don't you feel it as well? I can feel...magic. Yes, it is trrruly magic I sense. The airrr itself has changed...become...cleanerrr. And the light! The way it shines upon the altarrrr! Almost as if inviting us to prrray..."

And pray was exactly what she did, "
Sarenrae, zatímco já tě uctívat, já se modlím, budete dívat na nás. Posílit své odhodlání a zapálit naši cestu, jak jsme šlapat na těchto kdysi posvátných důvodů. A mým vlastním bohům, Bastet a Cayden Cailean, žehnej Já a mí přátelé, jak budeme pokračovat v hledání tohoto jednou velkou klášter bohyně slunce."

Translation from Catfolk to Common:

"Sarenrae, while I do not worship you, I do pray that you watch over us. Strengthen our resolve and light our path as we tread on these once hallowed grounds. And to my own gods, Bastet and Cayden Cailean, bless I and my friends as we continue to search this once grand monastery to the sun goddess."

Afterwards, she followed the others. She was curious to see where the secret door went.

"Ah a garrrden once used by the monks of this temple, I suspect. It feels nice herrre. This should be a good place to rrrest and rrrecover. I exhausted my spells while fighting those Pugwampis. We should of courrrse close the doorrr to keep out any uninvited guests, if you know what I mean."


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Orannis wrote:
Derra Clawstrider wrote:
Ariarh Kane wrote:

You're welcome, Gird. :)

@ Derra: Now that's an image: a catfolk atop a tiger in battle!

GM, I've tidied up Taenweth's fluff on her char sheet and am happier for it. Thanks again for the consideration.

Or a mountain lion. And yeah that would be something to see! A catfolk astride a big cat charging at the enemy!
Two of the same class in one game is uncommon, but I would kill for the terrible "cats and dogs" puns our characters could trade back and forth!

Oh man that would be so fun to do!


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Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Diamondust wrote:
No that's fine. As long as there's a story behind it and not just trying to get another +1.

Cool. I just got power back up so hopefully my wifi won't be that slow.


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Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

I'm glad you're feeling better Tarnagius. :3


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I'm just loving the cover!


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Not being able to help himself from overhearing the female half-orc and the deeply tanned man speaking to each other, the swordsman looks up from his reading. Getting up from his table with his helm tucked under his left arm, he walked over. Unlike the half-orc and the man, Riceak has much paler skin.

"I must agree with him. We Varisians have a saying: 'A woman or man who cannot see a beautiful person because of the radiant beauty of that person's heart and soul, is truly the most blind creature in the world,'" the Varisian said greeting the two, "So he is right: in both of our eyes you are indeed quite attractive."

"My apologies for interrupting you two. I couldn't help but overhear your conversation and wonder if I may join you."

"I apologize once again. I've forgotten my manners. My name is Riceak Swordhand, swordsman-explorer."

Riceak smiled at the female half-orc.


1 person marked this as a favorite.
Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Im still unconscious so not much I can do.


1 person marked this as a favorite.
Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

It's cool Tarnagius. I knew you what you meant.

And gm thank you! Although that comment about hell is a bit ominous! Okay very ominous! I try to do my research when I develop a character regardless of setting or genre. And neat! Looking forward to seeing those activities in the adventure. Still while she doesn't want to admit it, she knows that not everyone wants to be redeemed and some people are just plain evil.

And lol! Oh they didn't! Well that's a relief. And neat! More treasure!


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Good luck everyone!

And thank you again GM for this wonderful opportunity!

Even if I'm not picked, I had a lot of fun creating this character!


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Thank you both! I'm glad you like it!

And I like that wonderful suggestion, Blackvial!


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Derric’s Journal

Entry 1

I was unable to write an entry yesterday due to Ameiko getting injured after being ambushed by goblins armed with fireworks (the little green varmints are like cockroaches!), so I will try to recall yesterday’s events along with today’s before I set out on my adventure. I am thankful that Shalelu was able to save her and bring her back to town. Gave me quite a fright when I saw how badly wounded my childhood friend was. I’m just glad that Lady Koya wasn’t angry at me for trying to beat down her door to get to Ameiko. I was able to use what healing skills I learned from the Order of the Shield to aid Lady Koya in tending to both Ameiko and Shalelu. Both of them are better now, although Ameiko still need rest in order to fully recover, but knowing her, she will refuse to stay lying down. I am glad once again that I decided to write all my journal entries in Sylvan least someone tries to take a look at it, especially someone who my heart sings for. Although, it seems that my attempts to keep my feelings for her a secret have been for naught, as it seems apparent that I do, especially since Shalelu pointed them out along with those who will be traveling with me to the Brinestump Marsh! I do hope Ameiko doesn’t suspect anything! Shelyn and Daikitsu, help me if she does! I’m not sure I’m ready to tell her how I feel just yet! We have been friends for many years, and I don’t want to ruin that friendship by making things awkward for us both. Although I do wonder what happened to her to make her give up adventuring and what she was doing the night she was attacked by the goblins, but I respect her too much to pry into matters that I shouldn’t stick my muzzle into. I will however be there for her if she ever wishes to tell me when she decides to.

Ahem…anyhow, Sheriff Hemlock has reestablished the goblin bounty due to the attacks. The reward is quite substantial to say the least, especially if one brings back the head of the goblin chieftain, but I’m more concerned with going after these goblins that are responsible for attacking not only Ameiko and Shalelu but also several travelers, merchants, and caravans. My blood boils as my mind recalls seeing my childhood friend’s bloodstained body. The only reward I seek is to spare others the memory of this sight. I can never remove that brand in my mind’s eye. Ameiko is dear to my heart so I can only hope that I can return to her. While goblins are weak and stupidity incarnate, they are dangerous in great numbers so I must be careful. However, there are other factors to take into account upon entering the Brinestump Marsh. I hope we do not meet the Sandpoint Devil! I shudder to even think of such an encounter.

When I say ‘we’, I’m referring to those who also want to put an end to this goblin threat and who I will be traveling with. Shalelu wishes to come. She has always hated goblins, or so I’ve been told. I’ll see the truth of this very soon I’m sure. The others that are joining us are:

• Caerwyn Callandriil. He has lived in Sandpoint for a long time, and I know that he has trained with Shalelu and that he’s a member of the town militia; not sure if he still is though. He is excellent scout from what I’ve heard, so I know that his skills will prove beneficial as we track down the Licktoad goblins.

• Leokian Trasandoral. I don’t know much about him I’m afraid. The elven…I think he’s a wizard since I saw that he had a spellbook with him, but I could be wrong…seems to know Shalelu. Maybe they are kin to each other as he called her cousin. Seems to be a bit…stuck up at times. Besides that, he seems friendly enough so he can’t be all bad right?

• Rhis Alberuti. A priestess of Desna, she has lived in Sandpoint long before my foster family moved there. I’ve heard that she’s a friend of Lady Koya and was even saved by Lady Koya’s mother, Nishka! Rhis seems human, but there’s something about her that’s not human. Of course, the same is true of me, so I can’t criticize her even though she is quite blunt. Okay, she’s often blunt, but having a healer is a good thing.

• Shaeda Stormborn. The Halfling priestess of Calistria is also joining us. It seems that my belief that anyone can become a heroic adventurer has been proven true. I know that she is friends with Lady Koya and was good friends with Lady Koya’s mother before Nishka passed away. She has a good heart, even if she does worship Calistria (I’m not going to judge her, even though I tend to stay away from the Pixie's Kitten). She does sometimes forget that I’m a kitsune, but I’m not going to fault her for that.

As a member of the Order of the Shield, it’ll be my duty to protect my companions and guard them from harm. While I’ve never been far from home before, I’ve always planned on becoming an adventurer one day. I guess you could say that my father’s tales of the honorable samurai of Tian Xia and the brave knights of the Inner Sea have always caused me to feel a bit of wanderlust, to seek my destiny.


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Here is my aasimar paladin of Anubis, Khere. If anything is out of place, let me know and I'll fix him ASAP!

All of the required info is in his profile, but I'll post a summary of it here.

Background: A native of Wati, Khere was saved by the power of Anubis, but was tasked to serve as a paladin as penance for trying to loot a shrine to the Guardian of Tombs in order to save his mother.

Personality: A kindhearted, although hardheaded, paladin of Anubis, Khere is curious about archaeology and hopes to learn more about how archaeologists fit into his faith.

Alignment: Lawful Good (Please note he is NOT Lawful Stupid!). He doesn't like tomb robbers, but he'll make an exception to archaeologists as they don't seem to be (for the most part) motivated by greed.

Deity: Anubis. He is grateful for the god to give him a second chance and for giving him a purpose in his life. He strives to follow the Code of Anubis's Holy Guardians:

*Death is as sacred as life, and is to be respected. Without death, there can be no life.
*I shall never desecrate the corpses of the fallen. The vessels of others are to be respected. The abominations of the Urgathoa and Set, however must be destroyed.
*The resting places of the departed must be respected. Those who defile these resting places must be punished, unless they have done all that they can to respect the dead.
*The schemes of Set must be halted at all costs, for he seeks to corrupt the souls of the dead.
*Protect the living from the wrath of the undead.
*I shall never raise the undead, I will never kill a child, I will never eat the blood, body, or bone of my fellow man for that is the path of damnation.

I hope this code is okay.


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Funny you mention that it would be interesting: I'm playing a kitsune samurai who has w crush on Ameiko!

And I meant prior to the jade regent AP, has a non human ruled Minaki?


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I want to see more celestials!


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Thinking of playing a red draconic sorceress who is well this person: http://paizo.com/people/NovenniaGalonnica

Still working on her background and all but she pretty much thinks dragons, specifically and especially red dragons, are the best thing to happen to Golarion since sliced bread...and fire magic...and tattoos...and scantily clad clothing...and red velvet cupcakes...you get the idea. She's basically an evil (and scatterbrained) version of Seoni who also happens to worship both Ymeri and Ardad Lili!


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It's good to see that they've decided to put in responses of how and what other nations are doing during a campaign. This adds realism and depth to the campaign world. So hooray!


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Merry Christmas James! And thank you for creating Pathfinder!


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James Jacobs wrote:
thenovalord wrote:

We played kingmaker with a mostly LE party and it was the best AP we have played

Most of the Shattered Star party were NE and what we did of it was fine
Playing emerald with an LE party and that works very well

It the CN players that are always the worst

It's an rpg , a social event, a game for all to enjoy. Anyone who says "but that's what my character would do", should think again

It really DOES vary from table to table, in my experience. For me, lawful good has been the alignment that has caused the most disruption at the game table and the most party conflict.

Actually lawful good to me seems to be least disruptive in my experience.

Evil aligned parties in my experience tend to fall apart.

That's probably because we don't want to play evil (well that's for me!)

I'm going to try and play an evil character when this comes out. Thinking of playing lawful evil draconic bloodline sorceress who thinks dragons are the best thing since sliced beard...and scantily clad clothing...and fire magic...and you get the idea.


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Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Kethaera was glad to be in some new clothes and had wished the tiefling tailor good day and many thanks. The diva wasn't happy about having to pay the toll again but nothing anyone could do about that.

Upon seeing that the Skritts were absent Kethaera sighed.

"I see that our friends are gone for the moment. Ah Rexus! We found some interesting documents and magical items that surely belong to the original Silver Ravens!"

Later that night before going to bed...

Journal of Kethaera Nightbreeze:

Well things have indeed taken a curious turn of events. Went to a protest to stay on top of current events as well as to protest the actions of our new Lord-Mayor Barzillai. Not to mention see if my idols Shensen and Strea Vestori were there. I had hoped to see Strea. She has done so much to help tieflings so it's no wonder I admire her. But the protest turned into riot (although I did manage to steer the crowd into the right direction by inspiring to stand up to discrimination and bigotry and the evil of House Thrune). Luckily I met some helpful and equally heroic new friends Jules, Pylos Thrune, and Tarnagius Vashnarstill. We were able to fight off numerous thugs and minions of the Lord Mayor. We also met some delightful ratfolk. Two of them caught my eye and heart: Kritki and Borr. Very lovely people. I have grown fond of them. While some people may find me hedonistic or someone wanting to create a harem I'm neither of those things. I just strongly believe in spreading my love to others. Besides the Eternal Rose Shelyn herself spreads her love to everyone.

After meeting Laria and Rexus we learned some interesting things about the Silver Ravens. Now it seems that it is up to us to restore the Silver Ravens and defeat the forces of Thrune! Well after a fight with some ravenous mutts we were set upon a bunch of strange blue creatures that vomitted on us! Ew! We also defeated two Lemures. I was able to discern that some strange symbols written on the walls opened up a portal to Hell. Very strange and disturbing. But we managed to pull through. We also got some new clothes from my favorite tailor at the Devil's Threads. I had hoped to give Kritki some earrings I found in the Livery. I think they would look good on her. Well that's it for now.


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Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Thats alright. Take your time. And the best way to defeat evil zombie kittens from outer space is to use miniature giant space hamsters! Trust me, works every time! Just ask my friends Minsk and Boo!


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While I may not have gotten picked, I wish all those who were a great and fun (and hopefully safe) adventure! I had a lot of fun meeting y'all!

And GM thank you for this opportunity!

Btw Avelina, I loved your character concept! I wish you and the others best of luck!


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Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Ugh. Seems things have gotten hectic...hmmm...I wonder?

The half-elf found a place to get high enough so that others could hear and see her. Clearing her voice, she calls for the people's attention, "People of Kintargo! Like you I love this city, for I was born here! My father while a Shoanti, loved this city as well. And his spirit loves it still. But he would be ashamed as I am ashamed of what we are allowing this city to become! Kintargo was once a beacon of the arts and tolerance! We opened our arms to others regardless of who they were be they tiefling, half-elf, Taldan, aasimar, Shoanti, or ratfolk! We embraced the arts and the world regarded our Kintargo as a shining light! But now we are allowing racism and intolerance to gain a foothold here! Don't you remember the Night of Ashes and how our new lord-mayor began purging the city of those who practiced faiths that he, his family, the Hellknights, and the Church of Asmodeus did not like!? He also came here and moved into the Opera House making it his home and stopping all performances! He is trying to stop our city and her citizens' love for the arts!!! Now he is trying to purge our city of ratfolk who have always lived in peace with us!! We cannot let this evil to continue! The Church of Asmodeus also mocks the faith of Shelyn! Shelyn's beauty is ridiculed by the Thrune family! The Eternal Rose has always believed in the beauty of the heart and soul, but does the Church of Asmodeus agree!? NO! They monitor our services and disrupt them trying to correct us and tell us how to worship Shelyn!!! Well I say enough is enough! The persecutions must stop! The disrespect to Shelyn must stop! The discrimination must stop! STOP THE RACISM! STOP THE DISCRIMINATION! RESTORE THE ARTS! TOLERANCE FOR ALL RELIGIONS EXCEPT THE ASMODEAN CHURCH FOR THEY DON'T UNDERSTAND TRUE LOVE AND EQUITY! THRUNE LEAVE SHELYN ALONE AND LEAVE OUR CITY ALONE! SHELYN'S LIGHT GUIDES US TOWARDS EQUALITY AND BEAUTY!"

Kethaera kept repeating those last phrases over and over again, hoping to get the people to listen and stop this madness. She was sick of the hatred and discrimination and Shelyn be with her she was going to do everything she could to stop it!
Diplomacy: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24


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Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Maybe Lirandra and Kethaera know each other due to their fascination with Strea Vestori. Not to mention Kethaera is always looking for people to act in her plays so she might have tried to get Liranda to be in it but the show was canceled as Kethaera refused to kick Liranda off the cast.

Just some ideas.

Also nice to meet everyone! I look forward to adventuring with y'all! And yes I'm from South Carolina!


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4d6 ⇒ (4, 4, 1, 6) = 15. 14
4d6 ⇒ (3, 6, 6, 5) = 20. 17
4d6 ⇒ (1, 5, 5, 5) = 16. 15
4d6 ⇒ (3, 1, 1, 6) = 11. 10
4d6 ⇒ (4, 5, 6, 5) = 20. 16
4d6 ⇒ (3, 6, 3, 4) = 16. 13

Does this look okay? Just wanted to make sure.


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Adriel sat at the Round Table of Chivalry, a table that had longed gathered dust before he found Avalon. Ah he remembered the day like it was yesterday...

Untold centuries ago...

Adriel looked upon the strange island, shrouded in mists.

Tell me, Sir Arno the Justful Fang, what is this strange isle, the Angelic Paladin asked the hound archon beside him.

I'm...not sure...we only know that it be a strange place. It's not unholy...I think.

I already know that by simply looking at it. Just then, a small boat appeared, cutting through the mists.

The boat soon stopped at the bank and then a celestial mermaid appeared and held up a sword, saluting Adriel.

Hark! Be ye the one who sprang forth from his holy mother's womb fully grown and dressed to do battle?

That would be me, yes, Adriel replied.

Then the four maidens in the boat sang a joyous heavenly tune.

It was foretold that a god would come to Heavenly Avalon and be its guardian and steward! Many gods have come forth but none were deemed worthy of such an honor! Yet ye Adriel, the Vigilant Knight has come forth! Come forward and be tested.

And what is this test?

That is for you to discover, the Lady of the Lake answered in reply. Behind him, the angels and archons began to argue what the test would be. Everything from vile monsters to paradoxical riddles was suggested, but Adriel, as he looked at Avalon, soon had the answer.

He unsheathed his sword and drove it into the ground. Then, after removing his helmet and resting it beside his sword, he then knelt down and took hold of the hilt of his sword. Then he spoke...

A knight is sworn to valor. His heart knows only virtue. His blade defends the helpless. His might upholds the weak. His word speaks only truth. His wrath undoes the wicked. For this is the Code...the Code of Chivalry.

Then the four Maidens of the Mists and the Lady of the Lake sang a chorus of joy.

Ye has past the test, Adriel, the Invincible Guardian! Rise and be recognized as the Lord of Chivalry!

Upon the completion of the Lady of the Lake's words, Adriel rose and turned to look at the archons and angels behind him. They knelt in awe in presence, before rising and saluting him and shouting.

All hail Adriel, the Angelic Paladin, God of Chivalry!

The present...well, present for a god at least...

Adriel rose from his chair. I think it best if I pay Atheos a visit.


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Alright here I am now! Decided to do a relationship thing like the rest of y'all. So here I go!

Scrapeknee: Ah the mad jester. Many a tale has been told of the chivalrous king who surrounded by naive or backstabbing advisers turns to the fool for aid for the jester knows when to speak his mind and brings joy to an otherwise boring royal court. I'll admit he's a tad annoying at times, but still, heroes bring great changes to the worlds they strive so hard to protect and save, so I can't dislike him too much now. He does bring luck to the heroes I watch over, and well, everyone needs luck on their side.

Tharros: *Groans* Ah yes, that...one. I try to stay clear of him. While death is necessary (no one wants a tyrant or blackhearted villain living forever), I'm not sure I'm too fond of his...view on decay. Still, he does possess fate in his portfolio, and evil eventually gets its just rewards in the end, if you know what I mean.

Zodaxus: I have nothing against him, and while we do argue often about the merits and downsides between democracies and feudalism, I do agree with him on the fight for freedom that many heroes and knights protect. Many evil villains and dictators have sought to crush the freedoms of the weak, and thus require a hero to stand up and raise the banner of rebellion in the name of the downtrodden, and there are many stories of knights rebelling against their wicked lords, so I can't say that I dislike Zodaxus. While we may disagree on how good should be carried out, I will be the first to admit that I have sent some of my paladins to aid his followers in times when freedom fighters need the strong arm of knighthood and chivalry to aid them.

Michazra: Ugh...Well...hm....I'm not sure. Being the Guide of Heroes, I have to say that we don't get along with one another. I do know that some necromancers have used the dark arts in the name of good, I would prefer not to associate with her. I will say that if my followers and other brave heroes slay a few of her...cultists...I'm not going to shed a tear.

Atheos: Ah yes, the lord of skepticism. There have been many times I can recall where we have engaged in the discussion of chivalry. He does shine his blessings on explorers and others who seek to discover new things, and many a hero has contributed to many amazing discoveries, so I can frown on his skeptical nature too much.

Babaki: Hmph. He's a wicked madman. If a brave champion cuts down an entire cult of his minions, the universe will be a much better place in my opinion.

First Mother Ishalla: The Green Maiden, as I like to call her due to her connection with the natural world. Oh I have nothing against her, and while she may represent the wild and untamed, she symbolizes an important part of the natural order of things (be a chaotic one though), so I try to encourage my worshipers to try to get along with her. I've been quite successful I should say. I may not understand her druid followers much, but there are many brave druids who have given their lives to protect the world, so my brave followers and I will do what we can to protect nature as well...in our own way of course.

Osoro: Hm....I do enjoy his company, although his stanch on creating families tends to be extremely steadfast, which isn't a bad thing mind you. He has tried to wed me with one of his daughters for several centuries now, and while I do admit she is beautiful, my duty to the code of chivalry and as Steward of Heavenly Avalon comes first. His Lion Knights do interest me, as although the idea of a knight mounted on a lion is indeed a bit unorthodox in my eyes, it does have merit and is quite unique. There are many times where our followers have married one another, and I have blessed these holy unions many times. He is a strong ally, and while we do argue at times, I wouldn't change a thing about him, and should his faithful come under attack, my followers will unsheathe their swords in defense of them.

Cil'dr: Egad! Survival at all costs!? Such a foul thought, as this can only lead to madness and sorrow. Although, I will admit that many heroes have struggled to survive against evil and wickedness, but still I try to keep him at arm's length. A very long arm's length.

Vortae: The Lord of Museums, a title I like to call him by when I visit him or he visits me. He is a puzzling one, but I do enjoy his company. He encourages adventurous natures in his followers, and from this, heroes may arise. I may not understand him sometimes, but his heart is in the right place.

Lathander: The Morninglord, he is the protector of hope and optimism. While he may not be as strongly supportive of order as I am, I do respect his beliefs of good and hope, as without hope there would be no heroes to give the world a better and brighter future.

Helm: The Watcher, he and I get along quite well. He does take his duty as guardian to extremes at times, but I understand that duty requires one to make sacrifices (I try to explain this to Osoro quite a bit). He is a protector and a guardian, and thus my faithful and his get along, although there are numerous theological debates between them.

Mystra: The Mistress of Magic is a goddess who concerns herself with the belief that magic should be used for good and not for selfish and evil purposes. I completely agree. Too often magic has been misused for the schemes of the wicked, and my knights and paladins have taken up the sword against them. I will stand with her if someone tries to wrestle the very essence of magic from her.

Shar: Shar....The Mistress of the Night...I don't like her, and neither do many of my followers. She has attempted many times to block out the sun or cause untold ruin on the innocent. I will watch her closely.

Cyric: *Spits* Never has a name been so closely associated to evil as his. The Black Sun is the lord of murder and lies. His followers cause strife wherever they go. But my followers will make sure that they are foiled as best as they can.

Lolth: By Avalon's Heavenly Mists! The Spider Queen is a blackhearted witch there's no denying that! She would see to it that the very sun itself be destroyed so the drow, the dark elves, could rule the surface world. Bah! I think not, if I have anything to say about it! She causes mayhem and suffering to even her own followers, keeping them fighting one another as much as they battle with other races so that she can keep the drow caught up in her web of lies and sin. There is no good in her at all. I am quite pleased to hear that a certain dark elf has rebelled against her and has upset many of her schemes. You can imagine my joy at the heroic irony of the situation.

Asmodeus: He is a vile one and tricky at that. He may say he supports order, but when order is upheld by evil, then only tyranny can rise. I will watch him closely.

Bane: ARGGHHH! The Lord and Master of Blackguards! He and I have traded strikes against one another and so have our followers. I will do all I can to foil and undo his wicked plans and my faithful will do the same. When he and his worshipers make a move, we will be ready.

Loviatar: The Maiden of Pain...I'll admit that there is a great deal of pain and suffering in the world, but that doesn't mean one should allow it to keep you down. Besides, she's a cold-hearted bully, and I despise bullies. What? Even a lawful god like myself can't stand bullies! And my followers will do all they can to make her mad: she despises those who help others apparently. And it warms my heart to know that my followers are helping those in need.

Made a reference to R.A. Salvatore. ;)


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I shared the same questions as just previously posted.

Also, here are the two remaining deities I'm submitting.

Wiwneas:
Lady of the Sky, Princess of the Winds, Warrior of Storms, Sky of All People, She Who Mounts the Clouds, and the Swift Beast Runner, Wiwneas is the goddess of the winds, the arts, and warfare. She is usually depicted as a cheetah-headed human, an elven women with the fur and markings of a cheetah, or as a catfolk cheetah. She often wears a suit of mithral chainmail and carrying her favored weapon, a short spear, in addition to a longsword and a lion’s shield. Her domains are Air, Good, Liberation, Protection, Travel, War, and Weather. Her symbol is a cheetah’s face with two lightning bolts forming the teardrop markings. Her worshippers are usually explorers, travelers, good-aligned barbarians and druids, and adventurous cavaliers and fighters. Artists and bards also worship her as well, praying to her for guidance and to gift them with artistic inspirations. Cavaliers who worship her tend to ride lions, tigers, and dire cheetahs. The Lady of the Sky has several paladins that worship her.

Many of her followers, except for her catfolk worshippers, will often tattoo their bodies with some sort of symbol representing the cheetah. Some will even go so far as to tattoo their entire bodies with the markings of a cheetah. Wiwneas teaches her followers to follow their desires and to experience the world. She does, however, have a temper, which is usually exhibited when she unleashes immense storms. While she usually resides in the Elemental Plane of Air, racing amongst the clouds of the plane, she can also be found on the Material Plane, although she rarely interferes with the affairs of mortals, unless necessary even then she doesn’t actively involve herself. It is said that her palace, the Land of the Sky Plains, a large area made up of floating jungles and savannahs, holds many artworks and sculptures where the spirits of deceased artists continue to craft wonders for their goddess. It is not known where she came from, although stories tell that she was born at the creation of the world, slowly forming herself from the first winds that blew across the lands.

Xijen:
Known as the Bringer of the Healing Arts, the Jungle Queen of Revelry, the Jaguar Queen, the Princess of the Obsidian Blade, the Thrill Seeking Goddess, Princess of Beauty and Charm, Lady Precious Green, and the Goddess in the Forest, Xijen is a goddess of athletics, healing, nature, and love. She is either depicted as a naked muscular beautiful female human with jaguar features, a tall jaguar catfolk, a jaguar-headed female jungle giant covered with tribal tattoos and wearing a feather headdress, or as a jaguar wearing a crown made of vines, bark, and leaves. Often worshipped by revelers, doctors, athletes, hedonists, healers, witches, sorcerers, druids, barbarians, rangers, elves (especially wild and wood elves), half-elves, half-orcs, and gnomes, she is known for tackling physical challenges of all sorts just for the sheer thrill of it. Her domains are Animal, Chaos, Charm, Glory, Good, Healing, and Plant, and her holy symbol is an obsidian jaguar paw print with green vines circling it, while her favored weapon is the battleaxe. Her worshippers strive to be both physically fit and beautiful at the same time. Her faithful often host athletic events where participants show off their athletic abilities and bodies (some cultures that worship her require the athletes to wear no clothes at all, while others allow the contestants to wear loincloths or tunics; she doesn’t really care, although there is a great deal of debate between priests and religious scholars on what is appropriate for these games).

Xijen is also a goddess of healing, and many of her clerics are skilled herbalists, midwives, and healers. Many bar patrons lift a cup or glass in her honor, while some of her temples also function as brothels. Ancient religious texts say that she was once a nature spirit who became curious about mortals and later became a goddess. Her teachings say that the strong, beautiful, and fit should lead the weaker, and bravery and charisma are the greatest qualities anyone can have, ruler and citizen alike. Everyone should scorn cowardice, Xijen teaches. Ugliness is temporary and beauty is always in the eye of the beholder. While her clerics value strength, they do not value domination. They go to great lengths to prove their physical abilities (they do realize the difference between difficult and suicidal challenges however). Her clerics tend to wear green and black attire. There are many tales of her dalliances with mortals, ranging from humans to half-orcs to elves to gnomes to catfolk to even giants, and there are just as many tales of great heroes born from such liaisons. She is often served by fey creatures, but she despises fey that plague or harm mortals, and several stories exist of her punting redcaps straight into the sun. Her dominion is often believed to be of the First World, and is known as the Jungle of Pyramids, since many step pyramids dot her jungle home along with arenas and coliseums. Nature is precious, and while she despises excessive logging, she understands that people need to cut down trees to make a living; she expects her followers to ensure that civilization and nature can coexist. This causes tension between her faith and those of other nature deities.


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Alrighty here we go! I got two of my deities written up. Just let me know if I forgot anything:

Thoral:
The Divine Smith of the Mountains, the Armorer, Patron of Smiths, the Fortifier, the Mountain Father, the Father of Forges, the Forgefather, and the First Smith, Thoral is the creator of the dwarves as well as the world, forging the dwarves from metal and gems. It was he who forged the world from mere cosmic energies and used the very sun to heat his forge, thus becoming the first smith. The sparks that flew from his hammer became the stars. When the Serpent of Oblivion and Ruin slithered from the darkest reaches of the void and attempted to devour numerous worlds at the dawn of creation, Thoral wrestled the monstrous entity and strangled it with his bare hands. Thoral is also known as a protector as those who defend hearth, home, and family gain his blessings and his support. The dwarves believe that Thoral takes the souls of the deceased and reforges them, giving them new life. This is why dwarves cremate their dead (although a few famous dwarves who have died have not been cremated and were buried in great stone coffins). Thoral appears as a mighty muscular dwarven warrior wielding a warhammer (his favored weapon) and wearing a suit of mithral and adamantine dwarven plate armor adored with every gem and precious stone (except pearls since dwarves don’t consider pearls to be gems) in existence. He has dark black hair and bread.

His holy symbol is a mountain with two crisscrossing warhammers inside of it and seven anvils circling the mountain (each anvil represents the first dwarven kingdoms). His domains are Artifice, Earth, Fire, Good, Law, Protection, and Rune. His dominion is the Eternal Mountain Forge, a massive mountain where he forges and stores many wonderful crafts. While he gets along with most deities (even those of the elves and humans), good-aligned dragon and giant deities are wary around him, since many ancient dwarven kingdoms were laid low by giants and dragons. The Armorer knows the difference between good and evil dragon and giant deities, but that doesn’t mean he likes the good ones. He merely tolerates them. Thoral tolerates no evil among the dwarves, having cast out the derro and gray dwarves countless years ago. He believes that the dwarven race shouldn’t isolate itself from the troubles of the world, but instead stand alongside humans, dwarves, elves, Halflings, and gnomes (and half-orcs, if they are goodhearted) in defense of all that is good in the world.

Adriel:
The Angelic Paladin, the Invincible Guardian, Guide of Heroes, Steward of Heavenly Avalon, the Vigilant Knight, and the Lord of Chivalry, Adriel is the patron of knights, paladins, and honorable heroes who take a stand against the endless armies of darkness and evil. He appears as a tall four winged human man wearing a suit of half-plate mail armor so excellently crafted that it moves with him as it if was made of cloth. Adriel has dusty blond hair, but shines like the morning sun, and his skin is like polished porcelain. A glowing golden halo floats above his head. Born the son of a celestial angelic spirit who had a tryst with an archon, Adriel sprang forth fully grown from his mother’s womb, wearing plate armor. Because of his mixed celestial nature, he is much more open-minded to other good-aligned beings, although he has a hard time understanding (not to mention getting along with) azatas and their masters. However, the Angelic Paladin is wise to know that noble heroes can arise with chaotic souls, although he acknowledges such a fact with begrudging reluctance. As the Steward of Heavenly Avalon, the Guide of Heroes watches over the final resting place of many noble and brave heroes who gave everything to combat the forces of villainy. He watches over them, ready to wake them from their eternal slumber for the day when they may be needed once more. He also guards several holy relics and artifacts, waiting to grant them to deserving mortals who maybe in need of them, especially when the fate of the world is in peril.

His holy symbol is a four-winged silver sword pointing downwards with a golden halo hovering about the sword. Adriel’s domains are Glory, Good, Law, Nobility, and War. The Lord of Chivalry expects his followers to uphold the virtues of chivalry with deeds, not just words, and to act honorably at all times. His favored weapon is the longsword. Adriel doesn’t discriminate based on race, gender, nationality, sexuality, etc., he allows all to come worship him, believing that the noble ideals of knighthood and chivalry can be upheld by all. While he values freedom, he tends to favor feudal societies more than republics and democracies as feudalism is easier for knights to function in. While many knights are nobles and despite his ability to grant spells from the Nobility domain, he actually cares not if a knight is from noble stock or comes from the ranks of the common folk. As long as they embrace the code of chivalry and desire to follow it to the best of their ability, the Angelic Paladin shall bless them. Nobility to him, must be earned (although if you're born into it, then you must work to keep it!).

I'll try and do the other one (along with one more deity that I came up with) tomorrow! Again thank you for this opportunity!


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Female
Quick Stats:
Init +1, HP 9/18 Senses darkvision (60 ft.); Per +3 aura of good, AC20, T 11, FF 18 F +5, R +1, W+4, +2 vs. poison, spells, DR1/adamantine CMB 5 CMD 16 (20 vs bullrush) (20 vs trip)
Dwarf Paladin (Stonelord, Warrior of the Holy Light) 2 of Bolka
Quick Skills:
Diplomacy +5, Heal +5, Knowledge (Religion) +5, Linguistics(Giant) +2, Perception +3, Perception (Notice unusual stonework) +5,

Aye tis be a godsend Roseline! Many thanks! Once I've wetted my whistle, I'll tell you the tale of how my ancestor Rodkar the Pikeheart killed a half-blue dragon basilisk with a black diamond pike.

She quickly went to the booth and in no time she had come back with a plate of steids for them and a glass of wine for Zeviel.

Here me be with a treasure to wet our mouths with. Did not forget ye, you pointy earred lass, the dwarf said to them although she added, And the red wine has a fruity bouquet to it I'm told.

One of the drinks was a pint of ale for Boram.

After handing out the drinks to everyone she took a swing of her mead then she smiled and began to tell the tale of her ancestor.

And Rodkar, knowing that a direct and frontal approach against the foul beast be a fatal folly, quickly surveyed his surroundings. Seeing a path up the backside of the monster's mountainous home, me ancestor quickly and quietly as a mountain rockclimber mouse, and trust me mountain rockclimber mice are well known for being swift and silent mountain climbers and that make splendid pets but back to the tale!...he discovered that he was right above the draconic spawn. Taking ahold of his black diamond pike that he had gained from aiding a kind hearted half-giant blacksmith by avenging the smith's family by slaying a fiendish drake with a heart made of pure darkness, and using the black diamond heart and the limb of a metallic steelwood tree that Rodkar had been gifted by a dyrad after me ancestor saved her and her tree from a lava snake to forge said pike, he took a deep breath, said a prayer to his ancestors and Torag, and made running jump off the cliff, diving downwards towards the draconic basilisk halfbreed, and thus he drove his weapon through the creature's head killing it instantly! And thus the day and the vale were saved! He later went forth on other adventures, including one in which he followed a faerie dragon into a magical lake into the world of the fey and rescued an elven princess who he later married, although that adventure is one my more conservative and traditionist minded kin don't like to tell...but I'm not them tis a good thing because I love that story!

@Everyone There are references to several classic games in this post. The half blue dragon basilisk was a monster you met in the Gold Box Dungeons and Dragons computer games specifically the two Savage Frontier games: Treasures of the Savage Frontier and Gateway to the Savage Frontier. The mentioning of the black diamond pike and using it to kill a basilisk refers to using the same weapon against a basilisk in the King's Quest VIII: Mask of Eternity game. In fact you actually use a black diamond heart taken from a slain wyrm (which looks like an eyeless two legged cross between a wingless drake and a worm. You had to use a metal shaft to make the pike as well. Also the game where you followed a fey creature through a body of water into another world refers to King's Quest VII: Princeless Bride, another classic adventure game. In fact the King's Quest games actually revolutionized the adventure video game genre starting back in 1984 with the first King's Quest game. And there is your trip down adventure game memory lane for the day! The reference of a dwarf falling in love with an elf is a nod to the Hobbit movies!


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Female
Quick Stats:
Init +1, HP 9/18 Senses darkvision (60 ft.); Per +3 aura of good, AC20, T 11, FF 18 F +5, R +1, W+4, +2 vs. poison, spells, DR1/adamantine CMB 5 CMD 16 (20 vs bullrush) (20 vs trip)
Dwarf Paladin (Stonelord, Warrior of the Holy Light) 2 of Bolka
Quick Skills:
Diplomacy +5, Heal +5, Knowledge (Religion) +5, Linguistics(Giant) +2, Perception +3, Perception (Notice unusual stonework) +5,

Knowledge (local): 1d20 + 1 ⇒ (16) + 1 = 17

Norasha. Mountainrunner was quite pleased by the results of the tug of war.

Aye, a mighty set of arms ye got there lass, the dwarf tells Ruby with a smile. And to celebrate such a fine victory, someone get their arse going and bust open a keg!

Norasha gives a hearty laugh. While the vast majority of dwarves, her included, found suicide as being just plain wrong, thanks to the worship of Torag, Norasha knew that these folk had a hard life what with a pack of wicked orcs sitting on their frontdoor steps! Anyone worth his coppers would tell you that dwarves value hardheadedness, and the people of Trunau were quite hardheaded to want to continue to live here. And maybe that was why she enjoyed being in their company, despite having just arrived in town a couple of days ago with a dwarven trade caravan. She hoped that the Trunauans would be happy to establish not only trade with Janeroff but also be open to the idea of the Ninth Battalion setting up shop nearby to coordinate defenses against the orc hordes but also maybe one day driving the orcs out of these lands and taking back the Sky Citadel that they had infested and overrun.

Where are those Grath Brothers!? I've got to talk their ears off something fierce here now!


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Female
Quick Stats:
Init +1, HP 9/18 Senses darkvision (60 ft.); Per +3 aura of good, AC20, T 11, FF 18 F +5, R +1, W+4, +2 vs. poison, spells, DR1/adamantine CMB 5 CMD 16 (20 vs bullrush) (20 vs trip)
Dwarf Paladin (Stonelord, Warrior of the Holy Light) 2 of Bolka
Quick Skills:
Diplomacy +5, Heal +5, Knowledge (Religion) +5, Linguistics(Giant) +2, Perception +3, Perception (Notice unusual stonework) +5,

Well here we go!

Holy Giantbane Corrosive Dwarven Waraxe
Mithral Full Plate of Comfort Spell Resistance (15) Energy Resistance (Electricity)
Gauntlets of the Weaponsmaster
Bracers of the Avenging Knight
Ring of Sacred Protection (adds sacred bonus to AC)
Dragonfoe Amulet
Ring of Regeneration
Phylatercy of Faithfulness
Cloak of Displacement
Lion's Cloak
Lion's Shield
Adamantine Dwarfbound Hammer
Belt of Physical Perfection
Helm of Insight (adds insight bonus to AC)
Boots of Earth
Dragonslayer's Shield
Bags of Holding

Yeah I probably went overboard with the items. But this is probably want I'm feel that Norasha would have at the end of the adventure path. Dwarfbound Hammer would prove useful as well as the gauntlets of the weaponsmaster as that would allow me to store any artifact weapons we come across.

Now both the helm of insight and ring of sacred protection are custom items but they are both legal as I've checked. I hope that's okay. I felt that since we're going against a storm giant warlord, it makes sense to have some energy resistance and spell resistance is always to good to have around.

Why bracers of the avenging knight you may ask? Because in every single AP I've read there's always undead, and well channelling lay on hands through a holy weapon will mean bad news for any undead foe we meet. Lion's shield I think will prove handy, and I added dragonslayer's shield as while Norasha may use the lion's shield someone else might benefit from it as well.


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Thinking of a musetouched aasimar paladin. Just curious here but would you prefer we roll for variant abilities or can we pick them from the variant ability list in the blood of angels sourcebook?


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2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10

Pretty good stats. I'll try and have something up by this weekend. Thank you for this opportunity!


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Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

So raise your hand if you were surprised when I revealed that Zaci was a vegetarian!


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Meresu was created mainly as a healing fighter type but also as a scholar and diplomat as she would be interested in learning more about her faith as well as bringing back the worship of the ancient Osirian gods. When I created her, I had always planned on making her a scholarly, adventurous warrior priestess. I wanted someone who had a fiery spirit and a love for both destruction and knowledge, two hugely different ideals.

I figured that with her being a librarian (and thus being sort of an expert on the subject of ancient texts and relics) she would know Ancient Osiriani having had to do a lot of cataloging books and scrolls. I picked Wati Native as I noticed that most people went with Blood of Pharaohs or Devotee of the Old Gods as those were more mechanically powerful than a few of the other campaign traits. I try to go with thematic than mechanics when it comes to character concepts.

Meresu was designed to be a native as I felt that the people of Osirion would want to have a hand in finding the lost treasures of their past. I felt that if anyone wanted to uncover the past it would be the Osirian themselves. While playing a foreign character is good, I wanted to try something different and play a native who wanted to learn more of her nation's past as well as trying to restore some of its wonder to awe the modern masses (well modern for the people of Golarion anyways). She's sort of the don't judge a book by its cover scholar as you wouldn't tell that she is a scholar from her warrior spirit and fiery personality.


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Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

I share your worries Hodoer. The extra papers will indeed be of great help to us. Joza and I will take care of the maps for you. And if we do come upon any relics, be they Azlanti or otherwise we shall bring it to you. Thank you Hodoer for your aid and knowledge.

He bowed to the sage, although he did have to admit that Strider, while a master at stealth, did need to stick with the group!

I wonder if he's the one the Hellknights are looking...nah! If he was, he would have been caught right? Of course, besides Strider is too good looking for prison.


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Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Thinking out Davlamin said, Ro caele beika sereg.

Translation from Elven:

He had too many cups of ale.

Literal Translation:

He drank countless cups of ale.

@Everyone Hooray! I found an elven phrase book! Not a translator but it has interesting phrases in it! I'll put both a translation so you'll know what I'm saying and the literal one for those interested. And Joza what translator are you using?


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Quick Stats:
Init+6, darkvision (60 ft.); Perception +5 AC 20, T12, FF 18 hp 59 F 2, R 7, W 6, +4 vs. Bardic Performance, sonic, and language-dependent effects R Cold 5 move 30 ft. Swim 40 ft.
Female Undine Bard (Songhealer, Watersinger) 7

While getting ready for work, I came up with some ideas for Sakaan and Ossik and their relationship with the Ocean's Passion.

Sakaan and Ossik:

Sirith would be quite comfortable dealing with the lizardfolk, and knowing his history of being a slave, might feel pity towards him. Because of their strong hatred towards slavery, the undine bard would offer Sakaan and Ossik and their followers as well as any workers of the Lizard's Pier a 25% discount on services provided by the Heart of the Ocean's Passion, which includes healing, magical item identification, etc, as well as more...intimate services. Prakar would see Sakaan as a kindred spirit as the two are former slaves who upon gaining their freedoms were able to forge new destinies for themselves. The half-orc would be most impressed that he would the lizardfolk a 50% discount on the above mentioned services! However, there's a catch: Prakar would only offer such a hefty discount to Sakaan only and him alone.

There is another benefit that could be useful towards them both: the freedom of slaves. Since some slaves would be worried if their former masters decided to reacquire their former 'servants', these slaves would want to get out of Absalom as quick as possible. Luckily, Sirith has some friends and contacts she adventured with who are members of the Eagle Knights and Gray Corsairs, one of whom is scheduled to arrive in port real soon. If Sirith and Saakan form a pact with the Gray Corsair, they could in fact establish a system to both legally help former slaves leave the island city and secretly smuggle runaway slaves out of Absalom as well! The Gray Corsairs would also be pleased if both the Lizard's Pier and the Ocean's Passion were to also pass on some information to slave ships leaving port as well. This would provide all three organizations a strong alliance as well as aid others.

Several notes though: both Sirith and Prakar are bisexual as well as the abbot, but intimate services includes not just having sex (like most temples of the Savored Sting, the Ocean's Passion is a brothel as well as a temple), but also includes performing music, baths, and massage. Yes massage. So yeah it's more than just a brothel.


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Quick Stats:
Init +5, darkvision (60 ft.); P+5, aura of chaos, AC 15, T13, FF 15 hp 63 F 10, R 3, W 6, +1 morale bonus on saving throws against fear when wearing no armor Defensive Abilities uncanny dodge, move 40 ft
Half-Orc Barbarian (Savage Barbarian) 3 / Cleric 2

I like that. Prakar would actually be more friendly to Dolgrin than he is to Amara as the dwarf forged his falchion blade, which would have the darker sheen your character is famous for. Although the dwarf, much like Sirith, would try in vain to convince the half orc to wear more clothes! He parades around almost completely naked save for a loincloth. But Dolgrin's skill would have impressed Prakar so much that he would tell clients about the dwarf's mastery as a smith, insuring that the dwarf gets a lot of business via word of mouth.

And for the legal roadblocks, Sirith would most likely blush. She did a few 'favors' for a couple of politicians and in addition, she was able to convince others that having a temple of Calistria on the docks would help to reduce crime as sailors would be able to take their frustrations out in a...healthier manner than getting into brawls. Whether or not this works only time will tell.


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Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Davlamin spun around to check to see if Joza was alright as she shrieked. Are you alright? He then realized that it could have simply be the work of Strider. Wow he is indeed good. I didn't even see him touch her. I wish I could have asked him to join us for we could such a scout.

The half elf listened to both the gnome and the undine talk. He nodded. While he could understand the gnome's enthusiasm, he also understood the undine's worry. Hoping to reassure Rahiv he said Don't worry my friend as whatever healing powers you possess will surely be helpful when we decide to explore the emerald spire. And we will have to be very careful. Rushing into things head on would be unwise.

He decided to let Joza ask the warrior who was drunk earlier to see if he wanted to join their quest. He also could not shake the dread that they needed to see if they needed some sort of license or registration form. The last thing he wanted was to visit the inside of a Hellknight dungeon. Lady Starcloak I was wondering if you knew if we need some sort of license to explore the Emerald spire. We are hoping to avoid any form of Hellknight entanglement or trouble.


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Here we go! Sorry for the wait. I combined the relationship between Sirith and Prakar (her cohort) together to save time.

Sirith's Stats:

Sirith
Female Undine bard 7 Archetypes Songhealer, Watersinger,
CG Medium outsider (native)
Init +6, Senses darkvision (60 ft.); Perception +5
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural, )
hp 59 ((7d8)+3)
Fort +2, Ref +7, Will +6, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances cold 5,
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OFFENSE
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Speed 30 ft. Swim 40 ft.
Melee rapier +1 (cold iron) +8 (1d6+3/18-20)
Melee masterwork whip of slashing (paper cut) +8 (1d3+1)
Special Attacks Distraction,
Innate Spell-Like Abilities hydraulic push (1/day),

Bard Spells Known (CL 7th; concentration +10)
3rd(2/day)-cure serious wounds(DC 16), summon monster iii, fluid form(DC ), ride the waves(DC 16)
2nd(4/day)-cure moderate wounds(DC 15), mirror image(DC ), piercing shriek(DC 15), pyrotechnics(DC 15), aqueous orb(DC 15), hydraulic torrent, water walk(DC 15)
1st(5/day)-chord of shards(DC 14), cure light wounds(DC 14), ear-piercing scream(DC 14), grease(DC 14), identify, hydraulic push, slipstream(DC 14)
0th(at will)-dancing lights, detect magic, mending(DC 13), read magic(DC ), resistance(DC 13), scrivener's chant(DC 13), create water

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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 10, Int 14, Wis 13, Cha 16,
Base Atk +5; CMB +7; CMD 19
Feats Aquatic Ancestry, Improved Initiative, Leadership, Spellsong
Skills Acrobatics +6, Diplomacy +10, Knowledge (Arcana) +13, Knowledge (History) +13, Knowledge (Local) +10, Knowledge (Nobility) +10, Knowledge (Religion) +14, Linguistics(Orc) +6, Perception +5, Perform (Dance) +14, Perform (String Instruments) +14, Profession (Courtesan) +10, Sense Motive +6, Spellcraft +9, Swim +12, Use Magic Device +9,
Traits Calistrian Prostitute (Calistria) (Diplomacy), Lucky Organization
Languages Aquan, Common, Elven, Kelish, Orc
SQ amphibious, armored casting, bardic knowledge, bardic performance, bardic performance, cantrips, countersong, darkvision, energy resistance, enhance healing, inspire courage, lifewater, spell-like ability, water affinity, watersinger spells, watersong, waterstrike, well-versed,
Combat Gear Wand of Cure Light Wounds (50 charges), potion of cure moderate wounds (2), potion of mage armor,
Other Gear amulet of natural armor +1, rapier +1 (cold iron), masterwork whip of slashing (paper cut), bracers of armor +1, belt of giant strength +2, elven chain +1, vestments (cleric's), daredevil boots, bag of holding (type i), elven trail rations (5), potion sponge (2), waterskin (filled), bedroll, musical instrument (harp/masterwork), 238.9 gp
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SPECIAL ABILITIES
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Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 19 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Calistrian Prostitute (Calistria) (Diplomacy) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Energy Resistance (Ex) Undines have cold resistance 5.

Enhance Healing (Su) 3 times per day, you can cause any healing effect from a spell completion or spell trigger item to function at caster level 7.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Lifewater (Su) The watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using 8 as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

Lucky Organization Once every three Event phases in the Downtime rules, if you don't like one roll for the random event the GM presents for your organization, you can ask for a reroll. You must take the result of the second roll, even if you like it less.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Spell-Like Ability (Ex) Hydraulic Push 1/day.

Swim Undines can move in water at 30' speed

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Watersinger Spells A watersinger adds certain waterthemed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

Watersong (Su) A watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control 12 5-foot-cubes of water (these cubes must be adjacent to each other). The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 2 and 3 hit points per inch of thickness. The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Waterstrike (Su) The watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Background:

Born in Absalom, Sirith knew she was different, even as a small child, growing up as a ward of the temple of Calistria, for she was an undine, a being touched by the elemental forces of water, most likely the result of a dalliance between a genie of water, a marid, and a human mother. She remembers almost nothing about her mother, only that she was taken in by the priests of the Favored Sting. Growing up, Sirith was well-liked and loved, even by those who were a bit wary of her and her planetouched blood. Sirith was skilled in the music and dance. During her training in the temple, she would play music on a harp while dancing, putting the clients and priests at ease. But the thing that separated her from other bards and priests of Calistria was her ability to use her music to heal. Although she used her healing music to aid those in need, asking nothing in return, the priesthood frowned upon this and were troubled as they feared that such beliefs would taint the other initiates and newly ordained clerics. However, there was one other thing that made her different: she could use music to control water itself. By playing the harp and dancing a rhythm with her feet, she could manipulate water to do her bidding.

After several years, she left home, overtaken by wanderlust, traveling the world. Exploring many far flung lands such as Andoran, Taldor, and even the Shackles, she grew in strength and devotion to Calistria, believing that the Favored Sting had gifted her with her healing songs and water music. To the young undine, Calistria was both the wrath and serenity of the oceans themselves, and while Calistria was not goddess of water, Sirith saw that Calistria could grant power through these just as easily as her usual domains. Sirith also came to believe that Calistria was opposed to slavery as well, believing that the goddess saw that slavery was an affront to free-spirited people and to herself. While some priests were accepting of slavery, it is true that others were abolitionists as well, so it was no surprise that the undine bard joined the ranks of the latter. It was during one of her travels that she encountered a half-orc savage named Prakar from the jungles of Mwangi, who was being auctioned at the markets in Qadira. She was charmed by this orcish noble savage, but try as she may, she could not persuade the slaver or the new owner of Prakar to sell him to her. Angered, she unleashed watery wrath upon the two of them. As they lay unconscious, she freed the half-orc of his chains and the two successfully ran away far from Qadira. The half-orc Prakar was moved by her actions, and followed her, wooed by her strange beauty and unusual powers. The two eventually fell in love, and even though Sirith could not persuade him to wear a bit more clothing, the unusual couple of half-orc savage and undine watersinger were happy with one another. It was when they returned to her homeland, that Sirith decided to accomplish something…something grand that would cause even Calistria herself to be overjoyed with: the creation of a beautiful and magnificent cathedral dedicated to the Favored Sting. Calling it the Heart of the Ocean’s Passion, Sirith bought a small stone chapel near the docks, renovating it to better suit her plans. She also enlisted the aid of an old friend and fellow ward, an elven priestess of Calistria named Ilana Silvershadow to work as abbot of the newly created temple. Sirith smiled as she began to envision and dream of her bold plans to honor her goddess…

Description and personality:

A slender and curvy female undine wearing bejeweled earrings in both ears including one that has a chain on her left ear, Sirith has blue-green skin, eyes the color of a stormy sea, and hair the color of a blue crystal clear lake. She also has pointed ears and webbed hands and feet. She tends to clad herself in scanty clothes and vestments, colored in the sacred colors of Calistria, Sirith also tends to wear a suit of magical Elven chainmail, and carries with her a golden excellently crafted harp, as well as a whip that she acquired during her travels. The whip is able to cause intense bleeding, and she has been known to use it on those who harm her temple, her friends, her lover, and her faith, not to mention she has been known to lash it out at those who suggest she caused many of the scars that Prakar’s body bears.
Sirith is friendly and quick with her wit as she is with her rapier and whip. She makes friends easily, but she can be easily angered just as well. She is known for her generosity and kindhearted nature, which makes her attractive to those seeking guidance. She despises slavery, seeing it as an abomination and affront to Calistria, and she has made it known that any slave who sets foot in her temple, she will gladly buys that slave’s freedom. Sirith’s music and powers have drawn several hopeful followers to her cause.

Prakar's Stats:

Prakar
Male Half-Orc (Mwangi (Kalabuta)) barbarian 3 / cleric 2 Archetypes Savage Barbarian,
CG Medium humanoid (orc, human)
Init +5, Senses darkvision (60 ft.); Perception +5
Aura aura of chaos,
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DEFENSE
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AC 15, touch 13, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +2 natural, )
hp 63 ((3d12)+(2d8)+11)
Fort +10, Ref +3, Will +6, +1 morale bonus on saving throws against fear when wearing no armor
Defensive Abilities uncanny dodge,
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OFFENSE
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Speed 40 ft., Fast Movement
Melee corrosive falchion +1 +7 (2d4+4/18-20)
Special Attacks Animal Fury, Channel Positive Energy (1d6, DC 12, 4/day), Dazing Touch (4/day),

Prepared Spells
Cleric (CL 2nd; concentration +3)
1st-bless, cure light wounds(2)(DC 12), *protection from evil(DC 12)
0th-light, read magic(DC ), resistance(DC 11), vigor(DC 11)
*:Domain spell.
Deity Calistria; Domains Azata Subdomain (Good), Lust Subdomain,
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TACTICS
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STATISTICS
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Str 14, Dex 12, Con 15, Int 12, Wis 13, Cha 12,
Base Atk +4; CMB +6; CMD 19
Feats Eclectic, Improved Initiative, Prodigy (Perform (Wind Instruments), Profession (Courtesan))
Skills Acrobatics +8, Heal +7, Intimidate +7, Knowledge (Nature) +6, Knowledge (Religion) +7, Perception +5, Perform (Wind Instruments) +8, Profession (Courtesan) +7, Sense Motive +6, Survival +5, Swim +6,
Traits Calistrian Prostitute (Calistria) (Sense Motive), Resilient,
Languages Common, Kelish, Orc, Polyglot
SQ aura, aura of chaos, bonus barbarian rage rounds, bonus cleric domain power use (2x), darkvision, elysium's call, fast movement, intimidating, naked courage, orc blood, orc ferocity, orisons, rage, rage, spontaneous casting, variant channeling - battle/wrath, weapon familiarity, ,
Combat Gear potion of bull's strength, scroll (cure moderate wounds (mass)),
Other Gear amulet of natural armor +2, corrosive falchion +1, ring of protection +1, cloak of resistance +1, vestments (cleric's), bag of holding (type i), bedroll, elven trail rations, orc trail rations, waterskin (filled), whetstone, holy symbol (iron), musical instrument (pan pipes/masterwork), 310.88 gp
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SPECIAL ABILITIES
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Animal Fury (Ex) While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d4+1 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus.

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).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Barbarian ~ Uncanny Dodge Tracker

Bonus Barbarian Rage Rounds Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

Bonus Cleric Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.

Calistrian Prostitute (Calistria) (Sense Motive) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 4 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more thatn 2 Hit Dice are unaffected. You can use this ability 4 times per day.

Domains

Elysium's Call (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for 1 rounds, although the saving throw reroll only applies when the creature is touched. You can use this ability 4 of rounds per day.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Naked Courage (Ex) At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 10 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 10 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 10 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 10 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Variant Channeling - Battle/Wrath Heal - Creatures gain a + channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm - Creatures take a - channel penalty on weapon damage and critical hit confirmation rolls until the end of your next turn.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

[b][/b]

Prakar'sBackground:

Prakar is certainly an oddity. Born in the jungles of Mwangi in the tribes of the Kalabuta, Prakar was a skilled warrior, battling both foolhardy and greedy treasure hunters and wicked minions of the Gorilla King himself, the half-orc was feared by both his tribe and enemies. However, he was one day captured by slavers and taken to a faraway land known as Qadira where he was to be sold as a pit fighter. Then, a strange woman with skin, eyes, and hair the colors of the sea and waters came and helped him to escape his fate as a slave. Curious and taken in by her beauty, he followed her, learning the ways and teachings of the undine’s goddess. He saw that Calistria must have pitied him and sent this bard named Sirith to rescue him from his soon-to-be masters. Prakar and Sirith soon fell in love with one another. He journeyed with her to her home in Absalom, where she began to talk about the raising of a cathedral dedicated to Calistria, a plan that he doubted but he trusted both his love and the Favored Sting and vowed to see that such a cathedral be built successfully.

Description and Personality:

Prakar is an extremely tall muscular half-orc with a height of 6’3”, his body is covered with tribal tattoos and scars. He is naked save for a simple loincloth, decorated with the holy symbol of the Favored Sting and colored in her sacred colors as well. He goes barefoot as well. He carries a mighty falchion that drips with acid when drawn for battle. His eyes are the color of violet and his hair is the color of fire. His tusks are razor sharp and he has been known to use them in battle. He also carries with him a pair of pan pipes, which surprises many visitors, especially when they hear him skillfully play them, accompanied by Sirith’s dances and strings.

The half-orc savage is bit hot-tempered, but he is also honorable and trustworthy friend, especially in the heat of battle. He cares deeply for Sirith and her temple, and will risk his life for both. He also takes his duties as a priest of Calistria seriously as well. He favors her as a deity of warlike vengeance, but also as a goddess of passion, especially in terms of his romance with the undine bard. He is slightly overprotective of her, but he means well, and knows that she can handle herself quite well, although he does coddle her from time to time.

Relationship between the two:

Prakar and Sirith get along quite well, although Prakar tends to be a bit overprotective of her at times, but he’s willing to give her space, knowing she can handle herself. He is also protective of her plans and would defend the Heart of the Ocean’s Passion to the death if need be. Sirith loves the half-orc with all her heart and would gladly give her life for him especially if her goddess asked her to. Prakar is also in love with the undine bard as well, having learned much about Calistria from her and even going so far as to become a cleric of the Favored Sting herself. Sirith tends to get a bit jealous when one of the temple’s clients takes a fancy after her half-orc lover, she knows he’s only doing his priestly duties, but she is quick to remind anyone who tries to steal her Prakar from her that she will feel more than just her wrath’s sting! Illana knows this, and would never dream of stealing Prakar from her friend. While they have been known to argue with one another, especially over Prakar’s insistence on wearing nothing save a loincloth, the bond between the two is strong as adamantine and as beautiful and mighty as the seas of the world.

Heart of the Ocean’s Passion:

The newly created temple of Calistria, the Heart of the Ocean’s Passion, is located near the docks of Absalom. It has many of the usual features that one would associate with a temple dedicated to the Favored Sting, except it also has features dedicated to water and oceans, such as designs of seahorses and dolphins, in addition to several stained glass windows depicting the goddess herself, one of which, the largest one in fact, shows her as a nude aquatic elf surrounded by seahorses and bees. The temple has one bedroom, where Prakar and Sirith sleep. Illana sleeps in the common room until additional bedrooms can be constructed. The temple has a magnificent statue of Calistria that shows the Favored Sting as a scanty clad sea elf holding a barbed whip and a harp.

Ilana Silvershadow, a female aquatic elf cleric, is a good and trustworthy friend of Sirith and devout follower of Calistria. She was brought on to handle running the Heart of the OCean's Passion while Sirith and Prakar take care of other matters.

Leadership score: 13 (10 base score +2 (has headquarters) +1 (fairness and generosity))
Followers: Sirith has eleven followers, a 2nd level female half-elf adept and 10 level 1 (5 are commoners, 3 are experts, and two are warriors) followers made up of elves, undines, half-orcs, half-elves, and humans.

Captial Purchases:
Temple: 28 Goods, 2 Influence, 29 Labor, 2 Magic=60 CP

Rooms 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage

Abbot (Ilana Silvershadow) 15 CP

Total: 75 CP

CP leftover: 5


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You've mentioned before that adventuring in the upper planes would be boring for a party of good aligned characters. But what about roleplaying chances. Will you be going into much more detail on the upper planes in future books?

Will there be chances of a return of the relationship rules?

Keillor there be a chance of the main story of the group of the iconic characters returns?


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If the fall (where the world wound conquers most of avistan) would Taldor and Qadria join forces? Would the other nations (ie Osirion) aid in the new crusade?

Would Baba Yaga have been powerful enough to protect irrisen from the worldwound? And if the demons killed her descendants would she be in serious trouble?

If superman suddenly appeared on golarion what do you think would happen?

What's your favorite anime? And why?

If the powers that be told you (and they gave you no say in the matter) that there had gotten the rights to do both a sword art online rpg and a lodoss rpg? What would be your reaction? And if they told you to pick one which one would you pick?

I saw on other messageboards that you don't like record of lodoss. Any reason why, and please be specific ;) ?


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Sorry this took me so long to post.
Beware the walls of text! I haven't put in the Noble Scion features or the estate yet. I'm also still messing around with her inventory, but other than those things, I'm almost finished!

Stats:

Ruatria Nyvannalis
Female Elf bard 12 Archetypes Arcane Duelist,
NG Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +3
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DEFENSE
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AC 25, touch 16, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +2 insight, +1 natural, )
hp 108 ((12d8)+12)
Fort +9, Ref +12, Will +11, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee longsword +2 (adamantine) +14/+9 (1d8+5/19-20)
Special Attacks Dirge of Doom, Distraction, Fascinate,

Bard Spells Known (CL 12th; concentration +16)
4th(4/day)-cure critical wounds(DC 18), dance of a hundred cuts(DC ), legend lore(DC ), virtuoso performance(DC )
3rd(5/day)-cure serious wounds(DC 17), daylight, displacement(DC 17), haste(DC 17)
2nd(6/day)-cure moderate wounds(DC 16), eagle's splendor(DC 16), honeyed tongue(DC ), mirror image(DC ), pyrotechnics(DC 16)
1st(6/day)-adoration(DC 15), chord of shards(DC 15), cure light wounds(DC 15), identify, tap inner beauty(DC ), unseen servant
0th(at will)-dancing lights, detect magic, mage hand, read magic(DC ), resistance(DC 14), scrivener's chant(DC 14)

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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 18,
Base Atk +9; CMB +12; CMD 28 (30 vs disarm) (30 vs sunder)
Feats Arcane Strike, Armor Proficiency, Medium, Combat Casting, Disruptive, Eschew Materials, Great Fortitude, Improved Initiative, Magical Aptitude, Skill Focus (Craft (Paintings), Diplomacy), Spellbreaker
Skills Acrobatics +5, Appraise +15, Bluff +17, Craft (Calligraphy) +10, Craft (Paintings) +23, Diplomacy +24, Intimidate +10, Knowledge (Arcana) +14, Knowledge (History) +17, Knowledge (Local) +11, Knowledge (Nobility) +13, Knowledge (Religion) +7, Linguistics(Ancient Osiriani) +7, Perform (Dance) +18, Perform (Sing) +15, Profession (Merchant) +8, Sense Motive +10, Spellcraft +13, Use Magic Device +12,
Traits Inner Beauty,
Languages Ancient Osiriani, Azlanti, Celestial, Common, Elven, Sylvan
SQ arcane armor, arcane bond, arcane strike, armored casting, bardic performance, bladethirst, bonded object, bonus cmd (disarm & sunder) (2x), bonus feats, cantrips, elven immunities, elven magic, inspire competence, inspire courage, inspire greatness, keen senses, low-light vision, rallying cry, soothing performance, weapon familiarity, ,
Combat Gear
Other Gear amulet of natural armor +1, headband of inspired wisdom +2, helmet ( ac bonus (insight) (+2)/ armor bonus (enhancement) (+1)), longsword +2 (adamantine), ring of protection +2, ring (con +2, cha +2), duelist's vambraces, belt of giant strength +2, breastplate +2 (comfort/mithral), cloak of resistance +2, explorer's outfit, bag of holding (type ii), 68035.0 gp
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SPECIAL ABILITIES
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Arcane Armor (Ex) At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.

Arcane Bond (Ex) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 30 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bladethirst (Su) An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +3 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor's Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fascinate (Su) You can use your performance to cause up to 4 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 20) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inner Beauty Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +4 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Greatness (Su) You can use your performance to inspire greatness in yourself or up to 2 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Soothing Performance (Su) You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 12). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

[b][/b]

Background:

Ruatria Nyvannalis was born near the Verduran Forest in Taldor. The Nyvannalis Family had grown quite wealthy as a merchant family through the years via both textiles and patronizing the arts. Her parents had created many business connections, expanding the family’s income by taking up trade of antiquities. But while Ruatria was being groomed to aid the family in all of its businesses and even aid it in becoming part of Taldan nobility, the young elf listened intently to her grandfather’s tales of the battles against the invaders of Qadira many years ago long before she was born. Her grandfather and his father had served in that war and his stories included not just those, but also of the days of brave knights and mighty wizards, caught the fascination of Ruatria. She began to become interested in the history of her homeland. The glories of Taldor’s past excited her! When she played with her friends or by herself, she would always play a knight, exploring lost and ancient lands and rescuing handsome princes and beautiful maidens from dragons, giants, orcs, and efreeti (the genies of fire always scared her). But as she got older, she realized the harsh reality: Taldor’s great past was all in the past. Taldor had fallen, and it was like she had stepped into a whole new land, completely foreign from what she had read in her books. Instead of the courageous knights ready for grand quests, bitter and unchivalrous knights filled with bickering stood in their place; where powerful and wise wizards had once been, now there were only petty and greedy wizards.

Others might accept such truths, but the elf girl was not like the rest! No, she wanted the Taldor from her fantasies, not the decrepit and debauched Taldor of reality! She decided that the best way to change everything was to change the people and remind of how great and wonderful Taldor once was, and what better way to do that than through the arts! Having been extremely talented in the arts since she was a little girl, she painted pictures and portraits glorifying the legacies of Taldor and performed famous dances from the glory days of the Taldan Empire. She went so far as to convince her family to patronize artists, playwrights, actors, and others who shared her goals. Ruatria made sure to patronize people from all walks of life and from all races. She knew that if Taldor was to be restored, everyone had to have a hand in it. The young elf even wrote two plays herself: The Fall of the Whisperer, an opera that tells the story of how Taldor’s knights aided in the downfall of the Whispering Tyrant, and Legacy of Coren, a play describing the exploits of General Coren of the Third Army of Exploration. She never had them produced as while they are very well-written, Ruatria is a bit embarrassed that she is a terrible actor. While these accomplishments and deeds did stir some nobles to take notice but also antagonizing others, her resolve to save her homeland was strengthened because of what she was doing. But also, her childhood dreams and fantasies of becoming a knight were rekindled. She began to take lessons in warfare and swordsmanship as well as the usage of bardic magic, hoping to become a bard-knight like her grandfather was.

However, fate has a way of dealing one an unlucky hand. A series of bad business ventures and decisions was the first sign of trouble. Rivals were able to beat the Nyannalis family to lucrative opportunities. Bandits were able to waylay shipments. It seemed that Ruatria’s family was cursed, and rumors began to spread. Creditors and business partners became wary of doing business with the Elven merchant family. While Ruatria was puzzled by this, especially given the fact that these misfortunes were also affecting her attempts to restore glory to Taldor, she had no idea of the tragedy that was about to occur. While out riding with several friends and servants, they noticed smoke rising from her family estate: it was on fire. Deeply concerned for the safety of her family, she raced to the horror of roaring inferno starting to engulf her home. Rushing into the blaze, she saw an even greater horror: her parents, her grandfather, her older sister, and two of her aunts and uncles brutally murdered. She then saw her older brother, blood covering the side of his face, being led out by her younger sister and first cousin. She helped them escape the fire, but when she went back to check for other survivors, part of the ceiling collapsed, slashing her on the back. As she struggled through the burning mansion, fading in and out of consciousness from blood loss due to the gash on her back, she made her way to the family’s shrine to Shelyn the Eternal Rose. As she struggled to stay alive, she prayed to the goddess of beauty, love, and the arts to aid her and her family. As if answering her prayers, a sudden rainstorm appeared, putting out the fires. In addition, druids of the Wildwood Lodge and members of the Taldan Phalanx (one of her friends had sent a message to a nearby Phalanx) also assisted in putting out the fires. Much of her home had been saved, but a good portion was damaged and would require many repairs. After the fire, it seemed that misfortunes of the Nyvannalis family seemed to disappear. However, while Ruatria’s body healed from the wound on her back, although it left a massive scar, she decided to travel abroad, hoping that wanderlust would help her with the pain in her heart. She left control of the estate and family businesses in the hands of the remaining members of her family as she left Taldor, planning to return when she felt ready. It seemed that the Taldor’s decline had also taken much from her as well. But somehow, her dreams of becoming a knight of Taldor had not declined, except she would also spread the legacies of Taldor to others as well.

For many years, Ruatria adventured throughout much of the Inner Sea, earning a name in the process. She teamed up with an Andoren merchant in foiling an assassination plot by slavers from Katapesh! The elven arcane duelist travelled next to Kyonin, encountering a distant cousin, and saving him and his family from a group of murderous faceless stalkers. Her cousin then began making preparations to assist in restoring his distant kin’s fortunes as she later journeyed to Osirion and aided a druid in exploring a lost temple of Sekhmet, learning Ancient Osiriani in the process and uncovering several artifacts that she sent back to Taldor to her family estate. In Varisia, she travelled with a caravan, picking up new dances, stories, and songs before departing. The elven bard-knight still regrets not learning Varisian while travelling with the caravan, although she did enjoy their company and hopes one day to meet them again or their descendents. She battled giants, dragons, orcs, and even a deranged oread monk spy from Qadira (she was glad it wasn’t an efreeti as they still frighten her, but not as much as they did when she was a little girl), rescuing merchants, scholars, and fellow adventurers. Near the Five Kings Mountains, she assisted a dwarven paladin and several other adventurers in cleansing an ancient temple of Torag of ghouls and their graveknight master. She took great joy destroying the graveknight’s armor, as she mourned the loss of two of her comrades who perished during the battle. Near Galt, she saved the life of one of the nation’s few remaining nobles and humiliated a high-ranking Gray Gardener. Throughout her adventures, she made both friends and enemies. And while some of them died of old age, a few still lived. Eventually, Ruatria grew homesick and decided to return home to Taldor. As she finished up an adventure in Osirion, she picked up an aasimar cohort named Terim, an agathion-blooded armor master and talented blacksmith, not realizing that the idyllkin was beginning to fall in love with her.

Upon returning home, she learned that stories of her adventures had reached the ears of her fellow Taldans, who welcomed her return calling her the Knight of the Arts. During her adventures, she had established relations with several merchants and trade guilds in other lands, helping to restore the fortunes of her family. When she returned to her family estate, Ruatria decided to upgrade the manor in order to further her ambitions. She was able to expand the estate by adding a bardic college, museum to display treasures she had gathered in her travels, dance hall, temple dedicated to Shelyn, as well as adding features like a reservoir, a sewing room, smithy, several fruit orchards, a vegetable garden, a grotto, several artisan’s workshops, and even augmented the manor with arboreal features, similar to how homes were designed in Kyonin. She was soon summoned before Grand Prince Stavian III himself. He had heard of exploits, but most of all he had enjoyed her plays, news that shocked her. Apparently, while she was away, her brother and sister had discovered the two plays she had written and had shown them to a local theater group. Both plays were splendid hits and the Grand Prince himself had demanded an encore during the first performances of both operas. The Grand Prince explained that she had done much for Taldor, both at home and in foreign lands, and that such bravery should not go unrewarded. He had been advised by several nobles, as well as his own daughter, who realized that Ruatria held many of the same beliefs and ideals as she did, and Lady Gloriana Morilla who recognized the arcane duelist’s achievements in establishing ties with members of other nations, in granting her a title of nobility as well as a villa in Oppara. She had proven that hard work and dedication to Taldor could raise anyone, even a non-human, to the ranks of the bearded. Although, another reason for the Grand Prince bestowing nobility on the elven bard-knight was to keep an eye on her, as her charisma and influence could prove useful, but also at the same time, she could pose a threat for those same reasons, especially if she developed an overinflated ego. At long last, she had raised her family to nobility! However, this was only the beginning as she saw this as one part of her plan to restore Taldor to its former glory and honor!

Description:

Ruatria Nyvannalis is a tall, lean built female elf with short hair the color of a lion’s fur. This earned her the nickname, the Elven Lioness. Her sparkling green eyes are said to be enchanting, although telling her that would result in her blushing. Unlike other Taldan women, Ruatria disdains wearing wigs, seeing them as pointless and distasteful. She dresses in exquisite dresses, but is just as comfortable wearing a noble’s outfit as she is a suit of armor. She has a large scar on her back that she received during a fire that nearly destroyed her family’s estate prior to her going on many adventures. She is also left handed.

Personality:

Ruatria is a kind-hearted and compassionate elf who loves the arts as much as she loves stories of chivalrous knights going on brave quests. While she is a skilled warrior and magic-user, she relies on her silver tongue and diplomatic skills to resolve any trouble. When those fail, she is not afraid to wield sword and spell, especially against those she believes are threatening her friends, family, and nation (doesn’t matter the order. Just threatening any of them is enough to get on her bad side quickly). She knows that it will take many years for Taldor to be restored, but that doesn’t stop her resolve to get things moving in the right direction.

Good relations:

Lady Gloriana Morilla: The Taldan Pathfinder has been kept informed of the exploits of the Knight of the Arts for some time. She sees the elven arcane duelist as aiding her in both restoring Taldor to the days of old as well as aiding the Sovereign Court in establishing ties with the nobilities of other nations. While she doesn’t believe Ruatria is right for the Sovereign Court, she knows that at least the elf is dedicated in helping Taldor and her people. Ruatria enjoys the company of the noblewoman and is most thankful for her support and sponsorship in becoming a noble herself. Ruatria is most interested in establishing ties with the Pathfinder Lodge in Oppara as she wishes to see the wonders that Taldan Pathfinders have recovered.

Sir Araon Sumal: The half-elven nobleman is a huge fan of Ruatria’s artworks and upon learning of the bard-knight’s opening of a private bardic college, sent an application for his son, Korae, to attend. He knows that his heir is in good hands as he has heard that Ruatria has a zero tolerance for hazing, having lost a cousin due to a hazing incident gone fatally wrong, and a couple of students were expelled when they were caught attempting a hazing. He was quite vocal in his support of the Nyvannalis heiress becoming a noble, although some believe that he was vocal in the hopes that it will speed up the approval process for his son’s attending her bardic college.

Lord Iacobus II: A former member of the Lion Blades, Lord Iacobus II was skeptical at first (and he still is) when the sponsorship of Ruatria Nyvannalis came up. While he admits that she has done some amazing deeds while she was away from home, he is a bit concerned as she became friends with people who had dangerous philosophies and beliefs (in his opinion that is). Still, he knows that the Grand Prince made Ruatria a noble to keep an eye on her. If she does nothing but good things for Taldor, that is great. However, if she becomes a problem, well, it’s a shame that someone so promising and talented should be snuffed out. He supported her, but still keeps his eyes on her just to be sure.

Princess Eutropia: The princess and Ruatria met after the arcane duelist had returned home from her adventures during an art gallery. They began talking about what they thought about the current state of affairs in Taldor and what needed to be done to restore it to Old Taldor’s glory. The two women discovered they shared similar ideals and beliefs and became good friends. Princess Eutropia actually supported and sponsored the elf to be granted a title of nobility. Whether or not Ruatria is being used so she will become a supporter for the princess’s bid for the throne upon the Grand Prince’s death, only the princess can answer that question. And in fact, Ruatria has indeed become a strong supporter of the Grand Prince’s daughter.

Sour Relations:

Lady Adula: Lady Adula’s dislike is due to two reasons. One, the elf spurred her advances, and second, her aasimar friend had the gall to threaten her when the Taldan noble continued her advances. She opposed Ruatria’s sponsorship due to the aasimar’s barbaric threats (which caused one of her handmaidens to faint). She believes that anyone who associates with nobility or even serves a noble should be civilized and sophisticated. Lady Adula is basically a pompous flirt who likes to hear herself talk.

Lord Menas: If one word could describe Lord Menas, it wouldn’t be enough to describe him. How he became a nobleman is everyone’s guess, although some say that he can trace his family back to the days of Old Taldor, but what is shocking is Lord Menas himself. Unlike other Taldan nobles, he is deeply out of touch with the latest fashions, is skeptic and wary of magic, and dislikes swords (or any weapon for that matter; he’s squeamish when it comes to blood). He also doesn’t like elves. However, he is a true Taldan patriot, and he would be quite horrified that his champion jouster and most loyal bodyguard was actually a Cheliaxan spy!

Arron: Arron is the champion jouster and bodyguard of Lord Menas. However, this is just an act. Arron is actually Cain Crispin, a Chelaxian spy and a Hellknight of the Order of the Rack! Cain is spying on Taldor, searching for an ancient book that dates back to the days when the Azlanti refugees first settled here. His order sees this book as forbidden knowledge and deems that it must be destroyed. He also sees the elven bard-knight Ruatria Nyvannalis as dangerous as well for two reasons: 1) she has collected several books of the elves prior to Earthfall and he believes these books to be dangerous, and 2) five years ago, she killed his brother Manius Crispin when she and several adventurers saved an archaeologist from being executed for trying to smuggle illegal knowledge (ancient books dating back to the time of the Empire of Azlant) across the border into Andoran. He holds a grudge against her for this, although he will admit that he does enjoy her artwork and performances. He will surely miss her contributions to the arts, but ah well, such is life.

Etun the (Former) Gray Gardener: A Halfling Gray Gardener from Galt, Etun was assigned to find a family of nobles hiding in the Verduran Forest under the protection of a pair of dryads and a unicorn. Etun came close to capturing the son after killing both the mother and father, but an elven arcane duelist named Ruatria Nyvannalis and several adventurers rescued the boy and successfully and safely placed him in the care of the Wildwood Lodge. Etun was arrested and she knew that she would be the next victim of a final blade. However, her superiors, because of her past successes hunting down nobles and enemies of the state, gave her one last chance: find Ruatria and chop her head off! She was told that if she failed, well, she better not fail was all that she was told. She doubted that she would fail, but she knew there was a chance the elf b%&*~ would win. But even if she did fail and was killed by the elf, she would see to it that she would carry out her own personal mission, one that her superiors didn’t know about, but would be pleased nonetheless: start a revolution in Taldor!

Umar al-Rida: A middle-aged ifrit merchant and spy of Qadira, Umar al-Rida hates Taldor as much as anyone else from the satrap. Posing as a merchant from Katapesh, he has gathered information about Taldor for several years. However, he also searched for the Elven family that had destroyed his father, uncle, and older brother during the Grand Conquest of Taldor. When he learned of them, he set in motion a series of events leading up to the family’s destruction. He assisted the family’s rivals in beating them to business deals. He aided bandits in waylaying shipments. Finally, with the aid of a group of Qadiran assassins and his oread monk lover, he infiltrated deep into Taldor and killed many of the family members, and set their estate on fire before quickly retreating. But, then heiress of the family Ruatria, ruined everything! She went off and became an adventurer. Knowing that she would be trouble, he sent his lover, Beeruz, to spy on her. However, Beeruz attacked her during one of her adventures and got himself killed. Enraged and heartbroken, Umar swore to burn the flesh from the elf’s bones as she watched her family be reduced to ashes! But he was patient. He could wait…and watch. He wasn’t a skilled spy for nothing now. He hopes it’s soon though. He isn’t getting any younger waiting to strike.


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Here we go! Sorry I'm late posting this. Beware the walls of text!

Stats:

Lyrev
Female Half-Orc (Ulfen) sorcerer 1
NG Medium humanoid (orc, human)
Deity: Arshea
Height: 6'8"
Weight: 199 lbs
Init +2, Senses darkvision (60 ft.); Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 10 ((1d6)+4)
Fort +1, Ref +2, Will +4

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OFFENSE
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Speed 30 ft.
Melee shortspear +1 (1d6+1)
Ranged shortspear (thrown) +2 (1d6+1)
Melee greataxe +1 (1d12+1/x3)

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-icicle dagger, magic missile
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC ), resistance(DC 13)

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TACTICS
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STATISTICS
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Str 13, Dex 14, Con 12, Int 13, Wis 15, Cha 16,
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Toughness
Skills Diplomacy +4, Knowledge (Arcana) +6, Spellcraft +5,
Traits Failed Winter Witch Apprentice (Spellcraft), Winter's Soul, Arcane Temper
Languages Common, Draconic, Hallit, Orc, Skald
SQ bloodline arcana, bloodline powers, bonus sorcerer spell, boreal bloodline, cantrips, cold steel, darkvision, intimidating, orc blood, orc ferocity, weapon familiarity,
Combat Gear rations (trail/per day) (3), cheese (hunk) (2),
Other Gear shortspear, greataxe, cold-weather outfit, backpack, common, bedroll, blanket (winter), orc trail rations, survival kit (common), waterskin (filled), holy symbol (wooden), spell component pouch, 31.7 gp
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SPECIAL ABILITIES
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Arcane TemperYou have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bloodline Arcana Whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1.

Bloodline Powers Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Boreal Bloodline Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter's night.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Cold Steel (Sp) At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 rounds. You can use this ability 6 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eschew Materials

Failed Winter Witch Apprentice (Spellcraft) As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen's White Witches, or you had an altercation with one of your teachers, or maybe you were just ill suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Sorcerer Spell Level 0

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Winter's Soul The eternal winter of Irrisen is as much a part of you as it is the land. You may cast Ray of Frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Background:

Lyrev was born in the mountains of Irrisen, the daughter of an Ulfen father and a half-orc mother. At a young age, Lyrev was different. She would play in the snow even on the coldest of days, while other children huddled for warmth in their homes. To her, ice and snow were beautiful. Her father would sometimes call her his ‘Winter Strider.’ Her family and the beauty of winter were Lyrev’s entire world. But sadly, that world would be forever shattered by a harsh one…

The Winter Witch, Nazhena Vassilliovna, great-great-granddaughter of Queen Elvanna, passed through Lyrev’s village, searching for someone she had heard had a strange affinity with the cold. Nazhena wanted to mold this gifted person into another winter witch or even a cold sister. She was a bit surprised to see that the person she sought was a half-orc village girl. Lyrev’s father went into a rage when the winter witch demanded that his daughter come with her. His family had already suffered a great deal, having been brought low during the Winter War, and he refused to let the damned children of Baba Yaga take his only child. Nazhena struck down the brave Ulfen warrior with shards of deadly ice right before Lyrev’s eyes. The witch then ordered that the rest of the villagers be slain. As the witch’s guards began to unsheathe their weapons, Lyrev begged Nazhena to spare her people and that she would gladly come with the winter witch. The witch agreed, and she and her entourage left with the half-orc, but before leaving, Nazhena had the right ear of all of the villagers cut off, to serve as a reminder that she and the rest of the Winter Witches of Irrisen were not to be trifled with. Lyrev had learned that winter was not always beautiful.

For several years, she studied under Nazhena, but as time went on, the half-orc eventually learned that her powers were different from most other winter witches: hers came from within herself as if her very blood was infused with the powers of ice, snow, and winter. This didn’t help much with her training. Lyrev saw firsthand at how evil the rulers of Irrisen were. It disgusted the half-orc as her winter witch mentor tried to sculpt the young sorceress into a true winter witch. However, this was, thankfully, not to be. One day, Lyrev was sent to command a few frost trolls. When she saw the frost trolls torturing a young man who had been accused of being a spy, the half-orc had had enough. She demanded that they stop or else. The trolls merely laughed. Young Lyrev unleashed the full fury of winter’s wrath on the trolls, horrifying them that they should have resisted her magic as she killed them. Her actions were enough to give the prisoner a peaceful death, thanking her with his final breath. Nazhena was enraged. Lyrev told her exactly how she felt and thought about the winter witches. Stunned and even angrier than to start with, the winter witch told the half-orc that she was weak like her dead Ulfen father. And that was when Lyrev did something that no one had ever done before, thus shocking everyone present: the half-orc punched the Queen’s great-great-granddaughter in the face, knocking out several teeth in the process. Then, someone struck her in the back of the head and darkness overtook her. When she came to, she was bound in chains with a very angry Nazhena standing over her. The winter witch informed her failure of an apprentice that she had thought about killing her, but decided on something else. Using magics inherited from Baba Yaga, she cast a curse on Lyrev, turning the female half-orc into a hermaphrodite. The half-orc was then tossed into cold night as her former mentor laughed and told her that her village was no more, having been destroyed by a white dragon. Now, Lyrev, alone, cursed, and afraid, left her homeland of Irrisen.

She traveled to other lands, hoping to find some way to either remove the curse or avenge her family and village, but she could not find what she was looking for. As she passed through Varisia, she was at her lowest. The depression and sorrow were going to kill her, and then as luck would have it, or the will of fate steeped in to deliver her, a group of mystery cultists of Arshea passed by. Seeing the half-orc in such distress, the empyreal lord’s followers took pity on Lyrev and nursed her back to health, physically, emotionally, and spiritually. After hearing her tale, the mystery cultists were able to help her to cope and even accept her new hermaphroditic state and not view it as a curse. Lyrev even remembered that sometimes the villagers had said that her mother must have been a male orc in a past life because of her strength. Now strengthened by both the teachings of the Host of Delectation and the strength inherited from her mother and father, Lyrev recovered quickly and vowed that she would be strong enough to take down Nazhena and avenge her family. Thanking the mystery cultists, Lyrev left to complete her mission, her confidence and spirit stronger than ever, but before setting off, the mystery cultists gave her a holy symbol to aid her in her darkest moments and to remind her that the Spirit of Abandon would always be watching over her. Lyrev smiled as she looked forward to settling things the winter witches, especially her former, yet still vile mentor.

Description:

Lyrev Winter Strider is a tall, curvy, slightly muscular half-orc with grayish-green skin and black hair that she keeps in braided clumped tangles. Her right eye is icy blue, while her left eye is amber. While Lyrev appears to be female, she is exactly a hermaphrodite, having been cursed by her former mentor, the winter witch Nazhena. She dresses in blue, gray, purple, and white robes that show off her cleavage a good bit yet her clothes are trimmed with wolf and bear furs. She carries a greataxe with her, which makes many (especially bandits) to incorrectly assume she’s a barbarian or fighter. When she starts casting magic, they realize their mistake.

Personality:

Lyrev is a kindhearted and passionate half-orc sorceress who defends her friends and total strangers to the best of her abilities. The curse placed on her nearly destroyed her, but with the teachings of Arshea, she has fully accepted her new hermaphroditic status, although she longs to fall in love with one who will see past her physical body and know the warmth in her heart and soul. Winter witches and those who harm children quickly suffer her ire like no other. While strong and fierce in battle, she is friendly and easy to get along with.


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Given the fact that geniekin are commonly found in Qadria, how are they viewed in Taldor? Do they suffer any form of discrimination?

Besides elves, half elves, half orcs, humans, and tieflings what other races worship calistria?

Would Taldor and qadria work together if they learned that someone had tried to make them go to war?

If you had to pick the next ruler of Taldor who would it be and why?

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