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Sees-Death's page

495 posts. Alias of BastianQuinn.


Full Name

Sees-Death the Dragontongue, Gorglaug's Dirge, Herald of the All-Path

Race

Kobold

Classes/Levels

Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Gender

F

Size

2' 3"

Age

11

Special Abilities

Likely resistant to disease

Alignment

Evil - Use your art to take advantage of someone.

Deity

Gorlaug (Aspect of Bahamut)

Location

Moontower Mountain

Languages

A plethora of Undercommon, Draconic, and Goblin dialects

Occupation

Dragon Wetnurse

Strength 8
Dexterity 14
Constitution 16
Intelligence 9
Wisdom 16
Charisma 16

About Sees-Death

Temporary Effects:
+4d4 Damage: mob, Greas, Smoog
+2d4 Damage: Oadir, Thunk, Greas, Sees
+2 When Aided: Thunk, Greas

Discerned Realities (+1 Forward)
Time temple will be dangerous
keep from being spotted in Estr
It's a trap

Look:
Glassy eyes, small body, red-streaked black scales, stubby tail

Gear:
Load 8/8
Viceroy's Vest-ment (1 Armor)
Gorlaug's Woe (instrument)
Gorlaug's Wrath (instrument)
• Field Knife (Precise, Intimidating)
•• Harpoon Gun (Near)
• Harpoons (3 ammo)
• Orcish Rations(3 uses, 1 weight)
• Orcish Rations(5 uses, 1 weight)
• Bag of Books (5 uses)
• Earthly Belongings (1 use, mended)
--Vanity Box
--Aged Map (updated via temple)
--Mending kit
--Rockfall-Blind Tarp
--
Acorn Figurine
PanKey (Druid's home?)
Copper Wired Book (Do Not Open)
Vial of Scents (Flowers, Swamp Gas, Cinnamon Buns, Rotten Meat)
Music Box #2 (sleep/death)
Scrying Orb (covered)
Collapsible Cane
Wedding Ring
43 Gold (heaped in temple in Estir)

Kobonds:
+3 Am I just replacing Hegh with Thunk, or am I returning to a simpler relationship?
+3 Smoog and I are growing distant. I hope I have time to make things right.
+1 I don't deserve Greas' pity. He doesn't know the half of what happened that night.
+1 Oadir is just another lost soul like the rest of us. I need to make things right with him.
+1 What would Retzack even feel like... I'm as intrigued as I am horrified.
-------
+1 Kibra and I have a past I'd rather not share.

Courting gifts:
Bowler (Hegh)
Acorn (Thunk)
Perfume (Hegh)
Dagger (Hegh)
Music Box (Hegh)
PipeKey (Thunk)
Music Box (Oadir)

Other Kobolds:
Dolph the sage (tutor)
Krispa the All-Eater's Immolator

Tanard:

Tanard - All-Path (Tomboy)
2 Ferocity, 2 Cunning, 0 Armor, 1 Instinct
• Hunt
• Fight Monsters
• Fight Humanoids
• Calm
• Intimidating
• Lame

Moves:
Race: Kobold - When you meet an intelligent monster, you can ask the GM for one fact about the history of that race.

Bardic Lore: Legends of Heroes Passed. When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Arcane art
When you weave a performance into a basic spell, choose an ally and an effect:
• Heal 1d8 damage
• +1d4 forward to damage
• Their mind is shaken clear of one enchantment
• The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+CHA. •On a 10+, the ally gets the selected effect. •On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Eldritch Tones
Your arcane art is strong, allowing you to choose two effects instead of one.

Vicious Cacophony
+2d4 instead of +1d4 when using Arcane Arts to boost damage.

Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
• Whom do you serve?
• What do you wish I would do?
• How can I get you to ______?
• What are you really feeling right now?
• What do you most desire?

A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

A Little Help From My Friends
When you successfully aid someone you take +1 forward as well.

Metal Hurlant
When you shout with great force or play a shattering note choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.

Through Death’s Eyes
When you go into battle, roll+WIS. ✴On a 10+, name someone who will live and someone who will die. ✴On a 7-9, name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible. ✴On a 6- you see your own death and consequently take -1 ongoing throughout the battle.

Acorn Figurine
Whenever you Make Camp, the owner of this figurine may choose one: Your party is healed by half max HP + 1d8 when you Make Camp and you are cured of your Debilities, OR the area you have encamped in is put under a Muffle spell for the duration of your camping, preventing any sound you all make from escaping the radius of your campsite.

Background:
Sees did not hold a place of great honor in the old tribe, despite whatever her betters may have told her. Shoveling Gorlaug's leavings was a chore passed down to only the most pitiful, scrawny, crossbred imbecile in the tribe. What the job did grant her was a name of honor, and not in any way she might have guessed.

Sees had been known as Scoops on the day Gorlaug was slain. It had been right in front of her. The sight of Gorlaug's severed horn clattering to the floor at her feet haunts the poor kobold's dreams still. Her friends in the high chamber had all been slain in protection of Gorlaug, but she ran. She had taken the horn to every kobold she met on her way out of the caves--evidence to add weight to her awful tale. By the time the dust had settled, Scoops had a new name and reputation as Sees-Death, Gorlaug's Dirge, and against reason everyone blames her for their God's death.

Sees still carries the horn, polished and carved into a horn of a different sort. The names and sins of heroes past and present are ascribed to the enamel of the horn. Now that she has found a group of kobolds that do not cringe at the sight of her mottled black scales, streaked with red-orange like seeping blood, she vows to keep a closer eye on these friends. Vows to alert them to danger even if she cannot turn it aside on her own.