Hestrig Orlov

Siobhan Lehman's page

19 posts. Alias of Kubular.


Full Name

Siobhan Lehman (shi-VAUN Lee-MAN)

Race

Human Sorcerer 1 | HP 7 | AC 13 | Init +3| STR 9 (-1), DEX 16 (+3), CON 13 (+1), INT 12 (+1), WIS 13 (+1), CHA 17 (+3)

Classes/Levels

Saving Throws: Con +3, Cha +5 | Skills: Persuasion+5, Religion +3, Arcana +3, Insight +3 | Passive Perception 11

Gender

LG Female

Size

Medium

Age

21

Alignment

Lawful Good

Deity

Mystra

About Siobhan Lehman

Siobhan Lehman
Human Sorcerer 1 LG

AC 13 HP 7 Speed 30 ft.ft

Str 9 (-1) Dex 16 (3) Con 13 (1) Wis 13 (1) Int 12 (1) Cha 17 (3)

Attacks
Ray of Frost (Cold/60 ft.) +5 1d8
Dagger (Slashing/Melee) +5 1d4+3

10 Minute Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Devout follower of Mystra. Believes she is a Chosen of Mystra and aims to become Magister.

2. Carries an ancient scroll she keeps hidden. Enemies in the church of Mystra believe it to be heretical because it reinforces her claims to the title of Chosen.

3. Siobhan's magic is powerful and sometimes uncontrollable. She believes that this lack of control is Mystra's own presence working through her.

4. Very direct. Though not physically imposing, Siobhan has a strong force of personality and a good handle on the motivations of others.

5. She has no misgivings about the church hierarchy, despite having enemies among them. She believes that proving her claim is part of a spiritual trial on the path to becoming Magister.

6. She has been so used to life in the Temple, that she has never really learned to fend for herself, though she tries admirably. She has a blind trust of other followers of Mystra because of this.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Siobhan's ambition to become Magister first involves developing her magical skill and understanding. She will grab at any opportunity to accumulate magical power, for good or for ill.

2. I don't expect Siobhan to become Magister during the course of this adventure, though that would be cool.

What I want to aim for is to see her consider her gradually realize that not all power is good, even if used for the right reasons. I also expect she will slowly become a hardened veteran of battle, and her morals will become a little more grey by that point.

I would also like to see her scroll come up as a plot point for somethings else. As a McGuffin a bad guy might be after, perhaps.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. Despite her blind trust of others of her faith, Siobhan is careful whom she tells her scroll about. It holds immense personal value to her because of its important knowledge.

2. Not sure?

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. She carries a pair of dice made from the knucklebones of a charlatan. It seems they carry some residual power and she uses it as a focus for some of her spells. (Can I do this?)

2.

3.

Short Backstory:
Siobhan was raised as a temple girl in service to the Goddess Mystra. Unable to conceive conventional wizardry, her talents manifested miraculously when playing with an odd set of dice, short range telekinesis, however small, began to develop into more powerful, but oddly random spells. She knew she was destined for greatness from that moment on, and read sacred texts voraciously. After finding a text which some considered heretical she fled before they could find out. For in it, she found her own name prophesied to lead and to become Mystra's hand. She knew there was a following among Mystra's clergy that believed the Magister could only truly be a wizard and that all others must be stopped, for their lack of restraint could be a danger to all the realms.

After fleeing, she struggled to stay alive and find food. Deciphering the scroll's cryptic hints and prayer helped her to find a band of adventuring misfits, who would help her survive out in the wild. She received a clear call from her God depicting a green oak leaf. The symbol of Silvanus. She found an adventuring company wearing the Oak Leaf, and begged them to join. The rest is history.