Sabina Merrin

Sigra "Sigga" Darastrix's page

43 posts. Alias of Red Heat.


Full Name

Sigra Darastrix

Race

Human

Classes/Levels

Barbie 1 | HP 14/14 | AC 15/11/14 | CMB+4 CMD 15 | F+3 R+1 W+3 | Init +1 | Perc +0 | Rage 5/5

Gender

Female

Size

M

Age

20

Alignment

Chaotic Good

Location

The Stolen Lands

Languages

Common, Draconic

Strength 16
Dexterity 12
Constitution 12
Intelligence 8
Wisdom 11
Charisma 15

About Sigra "Sigga" Darastrix

Crunch:

Sigra Darastrix
Female Human Barbarian 1
20 Years of Age
CG Medium Humanoid [human]
Init +1; Senses Perception +0
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Defense
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AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
HP 14 (1d12 + 1 Con mod + 1 FC)
Fort +3, Ref +1, Will +3
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Offense
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Speed 30 ft.
Weapon: greatsword, +4 attack, 2d6+4 Damage, 19-20/x2 crit, slashing
Weapon: sling, +2 attack, 1d4+3 damage, 20/x2 crit, bludgeoning
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Statistics
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Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 8 (-1), Wis 11(+0), Cha 15 (+2)
Base Atk +1; CMB +4; CMD 15
Feats: Iron Will; Intimidating Prowess
Traits: Bastard (+1 Will, -2 Cha checks)
Skills - trained (4 per lv.; armor penalties included): Climb +4; Intimidate +9; Linguistics +0; Swim +4
Skills - untrained (whatever seems most relevant; armor penalties included): Stealth -2
Languages: Common, Draconic
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Wealth
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Adventuring Gear: hide armor (+4, +4, -3)
Coin: 111,67 GP
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Special Abilities
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Class: Fast Movement; Rage (5 rounds/day)
Racial: Bonus Feat; Skilled (extra skill point)

Appearance:

Whether it be because of her height, fitness or closely cropped hair, Sigra Darastrix is sometimes mistaken for a man. Standing 6'1'' she is certainly tall for a woman and her lanky frame is not particularly feminine, dominated as it is by lean, corded muscle. Said muscle stands out particularly well on her, frankly, malnourished body; it is plainly obvious that although she may be strong, Sigga does not lead a healthy lifestyle. Although this could easily be ascribed to her job as mercenary, the perpetually haunted look to the woman's dark eyes suggest something more serious still. Sigga can sometimes be heard speaking to herself, typically in whispers, and will twitch and turn her head at sounds no one else hears. Many suspect her to be mad.

A great shame because in conversation the young woman can come off as perfectly nice, if odd. She's even had a few admirers among those courteous or ruthless enough to look past her faults; despite everything, Sigga has a curious magnetism to her and no one would mistake her for a man looking her in the face. Her features, barring some recent scars, are entirely symmetrical and very attractive, helped further by the bloom of youth she still possesses, haggard state be damned.

Background:
Living life without friends and family may seem a lonely existence, but not so for Sigmar Darastrix. Sigmar can't remember ever feeling lonely, despite longing for such a state. After all, one's never alone when you hear voices in your head.
Sigmar grew up in New Stetven, capital of Brevoy and former seat of power for House Rogarvia and their dragon servitors. Or so he assumes. The young man is only twenty, yet has no recollection of roughly half his life. From what he can gather he was dropped off at the orphanage some ten years ago in an odd state. His caretakers described him as delirious and assumed him... 'simple'. By his pampered soft skin and round well-fed cheeks, they judged him some nobleman's bastard dumped at their doorstep to avoid any public embarrassment. Still, the boy was awfully old for that. Perhaps his mental imbalance had only just come to light and had proven too shameful for his parents?

Cerebral failings aside, Sigmar grew up well enough, reaching six feet before his sixteenth birthday. The orphanage could have made use of someone with his frame, but, frankly, the caretakers wanted him gone as soon as possible. The young man was clearly not right in the head. Not only did Sigmar talk to himself incessantly, he was prone to violence. Sigmar feels great shame thinking back to those days now, despite acknowledging that his boyhood self could hardly help himself. What was a boy to do against a foreign presence inside his head screaming at him to harm others? Booted from the orphanage, the teenage Sigmar tried to stay afloat via menial jobs; he had stopped talking to himself (or rather to the thing inside himself), and was older and more disciplined. He didn't want to listen to the voice telling him to hurt people. That was evil and he wasn't evil. He didn't want to be evil.

But the more he defied it, the louder the voice grew. There were days when he would wander about practically deaf, unable to hear anything other than the presence screaming for bloody murder. And the only way it abated was by giving in. Those were dark days. Days nearly ended by his own hand. Over the years Sigmar adopted a gruff demeanor, as might be expected for one so disturbed. He shunned others out of fear, fearing that someone might learn of his madness and being equally scared that he could someday hurt someone he truly cared for. Sigmar eventually found work as a mercenary. It was not a vocation he took any pleasure in, but he had the strength for it, and it allowed him plenty of opportunity to calm the voice. Thankfully, all it demanded was violence; it did not care who Sigmar mowed down with his sword. This at least allowed him to attempt to be a sort of ethical mercenary. A ludicrous idea, yes, but he tries to avoid any job pitting him against anyone who doesn't deserve a good thrashing.

Sigmar is a troubled man, and more worryingly still is that he's recently started giving in to the voice in combat, entering a sort of berserker rage at times. Now he finds himself on a bandit clearing mission to the Stolen Lands, secretly happy to be away from civilized lands where he could hurt someone innocent. Surrounding himself with brigands and monsters is, somewhat ironically, the far safer option.

Equipment not covered in crunch above:

Encumbrance: light - 73 out of 76 lbs.

Bedroll
Sling bullets (9)
Piece of chalk
Club
Dagger
Flint & steel
Grappling hook
Oil (1 pint flask)
Rations (4)
Silk rope (50 ft)
Torches (2)
Waterskin (full)