Darkborn

Xilfæ-îr's page

27 posts. Alias of Xunal.


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Congrats, all.


Submission for Xilfæ-îr

Concept Points:

• Half-drow female adopted and raised in Knobs Mine 
• Abandoned there when she was pre-adolescent (10-14 years, maybe?) 
• She being the result of an well-meaning rescue sort of thing 
• Most locals are wary or hostile to her because of her heritage 
• A loner as a result; but mostly stable 
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Goals:

• To repay her adoptive family (Hulrica, Oonanda, and Hisurand) for their kindness and patience with her. Even if it means serving as a soldier defending Knobs Mine.
• Given half the chance, she wants to kill her natural mother, T'nnyl, although her expectations are not high about having the chance to do so.

Relationships:

T'nyll: Xilfæ-îr's mother; whom she loathes, since what little she can remember of T'nyll is horrifying
Hlotho: the human adventurer who rescued Xilfæ-îr and brought her to the surface. It's not know if he killed T'nyll or not.
Hulrica: Xilfæ-îr's adoptive father, a blacksmith with some fighting skill, as well as strength and endurance
Oonanda: Hulrica's wife, and an accomplished herbalist. While not obvious, she too is capable in a fight.
Hisurand: Hulrica and Oonanda's son. Even bigger and stronger than his father and fiercely loyal to Xilfæ-îr.
Brellos: a local drunk and bully who tormented Xilfæ-îr until finding out the hard way she isn't all that delicate.

Fears:

• A full, or nearly full, moon. She's been frightened of that ever since she first saw one leaving the underworld with Hlotho.
• Lights brighter than fires or lanterns. Mostly because sunlight is still downright painful for her.

Personality:

Xilfæ-îr is a loner by nature. She was born the lowest of low in the drow society she was rescued from.
While not inherently vicious, she does still have some rough edges because of drow torments as a toddler, and by one human bully in particular.

Early life of Xilfæ-îr:

Xilfæ-îr is an oddity anywhere she goes. In her late twenties, she is youthful,
for a half-elf, just having reached womanhood. While comely, as half-elven women
are, she cuts a strange figure. Her hair is silver, her skin is alabaster white
and the whites of her eyes are liquid blue. She has been living in the town of
Knobs mine ever since she was left there by a war-hardened veteran named Hlotho,
who got horseshoes for his warhorse made by Hulrica, a local blacksmith, and
Xilfæ-îr’s future father by adoption.

After staying in Knobs Mine long enough to get provisions and horseshoes, Hlotho
left Xilfæ-îr behind, in the care of Hlotho, and his wife, Oonanda, who is a
skilled herbalist. Unknown to most, Hlotho left a tidy sum of gold with Hulrica
and Oonanda to help raise Xilfæ-îr. It seems Hlotho was very fond of Xilfæ-îr,
but dynastic infighting in his family may well have gotten her killed.

Most villagers were horrified to discover that Xilfæ-îr was not just a half-elf.
She was a half-drow. The fact she was raised in appalling conditions as a
chattel slave abused by her mother, a minor drow noble named T'nnyl, and her
half-siblings, was irrelevant to the villagers. They are still convinced she is
loyal to the drow by association. The fact she has always found sunlight painful
only helped fuel the paranoia against her.

However, Hulrica and Oonanda made it clear that Xilfæ-îr was there to stay.
Since Hulrica is big and strong, and no stranger to fighting, and many relied on
Oonanda to cure many ailments, Xilfæ-îr stayed. Although this uproar left her
rather distrustful of most in Knobs Mine. Most grudgingly accept her because of
her formidable adoptive parents. In time, her step-brother, Hisurand, grew to be
even bigger and stronger than Hulrica and his fierce loyalty to Xilfæ-îr alone
is enough to keep most villagers from harming her.

Most villagers grudgingly came to accept Xilfæ-îr over time. She is adept at
helping Oonanda with herbal cures. Especially in identifying and poisons and
their cures. She also proved her worth finding anyone lost in the local mines,
as she can navigate easily in the dark without torches that would exhaust the
limited air in a mine.

One villager who has always been openly hostile to Xilfæ-îr is a bully and drunk
named Brellos who is Hisurand’s equal in size and strength. He would mercilessly
torment, even beat, Xilfæ-îr, regardless of the consequences. Until shortly
after Hisurand made Xilfæ-îr a set of brass knuckles in his father’s smithy. To
this day, you can still see the scars from Brellos’ once shattered left cheek
bone. Needless to say, this set of brass knuckles is one of Xilfæ-îr’s prized
possessions. Brellos has kept his distance ever since.

Xilfæ-îr figures she has decent life in Knobs Mine. Maybe not ideal, but still
far better than she could have hoped for in the household of T'nnyl. She’s
fiercely loyal to her adoptive parents and brother and also Knobs Mine, despite
her early difficulties there. She does keep herself to herself, though. She only
finds it comfortable to be out and about on overcast days or at night time as
her sensitivity to light has never lessened. The only nights Xilfæ-îr won’t come
out, if she can help it, are the nights of the full moon, or when the moon is
almost full. She’s always found that a frightful sight ever since Hlotho rescued
her.

Still, if Knobs Hill needs her to defend it, she will. More out of love for her
parents and brothers than louts like Brellos.

Stat Blocks, etcetera:

@ DarkWingD:
I haven't updated Xilfæ-îr's profile as yet.
But the following stat block is what I have in mind.

Xilfæ-îr draft
Female half-elf (Half Drow) fighter 1
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defence
--------------------
AC 16, touch 13, flat-footed 13 (+2 armour, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4 (+2 racial bonus to resist poison and diseases, mundane and magical), Ref +3, Will +1
Defensive Abilities dual minded[APG]
Weaknesses light blindness
--------------------
Offence
--------------------
Speed 30 ft.
Melee brass knuckles +4 (1d3+1) or
. . dagger +4 (1d4+1/19-20) or
. . handaxe +3 (1d6+1/×3) or
. . kukri +3 (1d4+1/18-20)
Ranged dagger +4 (1d4+1/19-20) or
. . sling +4 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Conscript (Custom Feat), Fast Learner[ARG], Weapon Finesse
Traits bastard, dangerously curious, reactionary
Skills Climb +4, Craft (bows) +3, Craft (poison) +5, Perception +1, Sense Motive +4, Survival +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Literacy
SQ elf blood, paranoid, poison use, thinblood resilience
Other Gear lamellar cuirass[UC], buckler, brass knuckles[APG], dagger, handaxe, kukri, sling, sling bullets (10), sling bullets (10), backpack, basic maps (major landmarks only), belt pouch, belt pouch, flint and steel, knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp, 8 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/10
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves

--------------------

Starting Stats:
High Fantasy (20 points): Half-Elf, Core Race
Str 12, Dex 17 (15), Con 14, Int 13, Wis 8, Cha 14

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Should have mine in sometime tomorrow...


@ DarkWingD: Ooops! Not enough coffee... :P

Replaced the Quick Draw with Conscript feat.


@DarkWingD:

I got the the easy part done (i.e. the number crunching, through Hero Labs).
That was easy!
Easy-Peasy!

All kitted up on the cheap too (50 gp).
With a bonus recruitment feat (either Fast Learner or Quick Draw)

Let me know if there's something I ought not have in there.
I included the Half-Drow bits from the Bastards of Golarian (BoG) supplement.
Namely Thinblood Resilience.
The BoG material re half-elves can be found here, since it's not on the main Paizo site.

number crunching bits:
Xilfæ-îr draft #1
Female half-elf (Half Drow) fighter 1
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +3, Will +1
Defensive Abilities dual minded[APG]
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +4 (1d3+1) or
. . dagger +4 (1d4+1/19-20) or
. . handaxe +3 (1d6+1/×3) or
. . kukri +3 (1d4+1/18-20)
Ranged dagger +4 (1d4+1/19-20) or
. . sling +4 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Fast Learner[ARG], Quick Draw, Weapon Finesse
Traits bastard, dangerously curious, reactionary
Skills Climb +4, Craft (bows) +3, Craft (poison) +5, Perception +1, Sense Motive +4, Survival +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Literacy
SQ elf blood, paranoid, poison use, thinblood resilience
Other Gear lamellar cuirass[UC], buckler, brass knuckles[APG], dagger, handaxe, kukri, sling, sling bullets (10), sling bullets (10), backpack, basic maps (major landmarks only), belt pouch, belt pouch, flint and steel, knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp, 8 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/10
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
--------------------
High Fantasy (20 points): Half-Elf, Core Race
Str 12, Dex 17 (15), Con 14, Int 13, Wis 8, Cha 14

Bare-Bones Backstory Outline
• Half-drow female adopted and raised in Knobs Mine 
• Abandoned there when she was pre-adolescent (10-14 years, maybe?) 
• She being the result of an well-meaning rescue sort of thing 
• Most locals are wary or hostile to her because of her heritage 
• A loner as a result; but mostly stable 
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I'll get my thinking cap on and work on a proper backstory (i.e. the hard part) in the next day or two...


dot-dot

--------------------------------------------------

@DarkWingD (re my Cunning Plan):

build framework:
• Half-drow female adopted and raised in Knobs Mine
• Abandoned there when she was pre-adolescent (10-14 years, maybe?)
• She being the result of an well-meaning rescue sort of thing
• Most locals are wary or hostile to her because of her heritage
• A loner as a result; but mostly stable
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Much more concrete details to follow...


Congratulations to the finalists.

--------------------

@ GM Darth Rancor:
You can put down Xilfæ-îr as an alternate as well.
Thanks again for the opportunity.


On the other hand, it's better than having too few players showing interest!


Woooooo!
The GM definitely has his work cut out for him!
That's one long list of applicants!


There's a queue forming to do in Gaedren Lamm!
Might have to take numbers to get at him!
:D


GM Darth Rancor wrote:

@Xilfae-ir: Everything looks good after a quick look over.

Thanks!

I'll let her stand as is, then.


@ GM Darth Rancor:

Got the revisions done for Xilfæ-îr.
Still an Eldritch Scion Magus, with the Arcane bloodline.

I've revised the back story. Still a bit long, but shorter than it was.

Let me know if you find anything that needs fixing.

Thanks!

Xilfæ-îr's revised back-story:

I.  Out of the Darkness

Xilfæ-îr is a hardened survivor.  Surviving childhood as maltreated and tortured slave in a drow household, she was pressed into guard duty to the surface. Captured on her first assignment, then sold to a Korvosan crime boss, whom she later tried to emasculate.  In a peculiar twist of fate, she was brought up from the depths of trying to survive from one day to the next.

II.  Pain in the Light

Being born a half-drow bastard in a drow household means a slave's life filled with suffering and torment.  Such was Xilfæ-îr's start in life.  She was was one of the few half-drow slaves to survive to adolescence.

Xilfæ-îr was trained in the ways of drow fighting, including how to make and use poisons.  She was put into a caravan of illicit luxury goods bound for the surface.  However, the caravan was ambushed  and quickly overcome by raiders. Xilfæ-îr was one of those captures.  The raiders went to Korvosa to sell their loot and prisoners.

Xilfæ-îr experienced a sunrise for the first time soon after.  Despite hearing of sunlight, Xilfæ-îr was ill-prepared, and howled with pain, surprise and, fear.

The raiders sold Xilfæ-îr to Gaedren Lamm, a shady orphanage owner as a joke. Xilfæ-îr, fresh from life as a drow slave, she saw Gaedren as a spineless milksop.  She only tolerated his antics to survive before moving on.  Gaedren was wary of her being a half-drow, but her darkvision made her useful for delivering Shiver at night.

Matters came to a head between Xilfæ-îr within weeks.  Gaedren berated her at his ‘orphanage’ for a shoddy Shiver delivery, to avoid paying her.  Xilfæ-îr would have none of that, and spat out a breathtakingly rude and vicious tirade of her own.  She drove her point home trying drive Gaedren's manhood into his lungs with her knee.  Clutching himself and writhing in agony, Gaedren ordered the Little Lamms to kill her.  She used her innate magic to cast the room in darkness and fled.

Xilfæ-îr’s dexterity and toughness saved her.  She stopped long enough to incapacitate any Little Lamm who caught up to her and then started running again.  They finally gave up the chase, but not before Xilfæ-îr had been badly hurt and exhausted. She finally hid and collapsed in a trash heap before sunrise.

III.  A Merciful Recovery

As the sun rose on her battered form, Xilfæ-îr groaned with pain.  A passerby, Baalla, heard Xilfæ-îr's pitiful sounds.  She ran home, returning with her husband, Jaagryn, to bring the battered and unconscious waif to their home.

They took Xilfæ-îr to their apothecary in the Midland district, and nursed her back to health.  Baalla and Jaagryn are native Varisians and former adventurers. She a sorceress, and he a bard.  Despite being a half-drow, Xilfæ-îr reminds them of their daughter, who had been murdered at about Xilfæ-îr's age.

Baalla and Jaagryn were the first people who showed Xilfæ-îr kindness. Initially wary of them, Baalla and Jaagryn soon became her parents.  In fact, if not in law. Xilfæ-îr also became fluent in the Varisian language thanks to Baalla and Jaagryn.

Baalla and Jaagryn later convinced a magus, Seiseu, to train Xilfæ-îr.  Hesitant to train a half drow, Seiseu relented when she saw Xilfæ-îr’s devotion to Baalla and Jaagryn.  Under Seiseu’s tutelage, Xilfæ-îr favours weapons made for agility over brute strength, such as the rapier, dagger, scimitar, and kukri.  Mindful of her urban environment, she routinely carries a sling and a sap.

Sunlight is still a problem for Xilfæ-îr.  She cannot bear the outdoors during the day except when heavily overcast.

The kindness of Baalla and Jaagryn taught Xilfæ-îr friendship, kindness, and loyalty for their own sake.  She is therefore fiercely loyal to anyone who befriends her. She also lacks the inherent casual cruelty of the drow.

Baalla and Jaagryn smoothed most of Xilfæ-îr’s rough edges. But she still has some from her drow upbringing.  Retribution comes naturally to her.  She is not squeamish about using poisons in combat.  She is prone to vanity, and is easily flustered if she does not get the better of a clash of personalities.

She still remembers Gaedren, and does not like what she remembers.  She wants to settle the score with Gaedren.  More importantly, though, Xilfæ-îr wants to transcend survival and make a name for herself.  The recent unrest in Korvosa makes the time right for her to do just that.


GM Darth Rancor:

Okay, like some of the others, my character was not selected for the
other Crimson Throne recruitment thread.

Mind you, there was a lot of stiff competition to be had.

Anyway, I think I'll stick to this character alias, Xilfæ-îr, from the other thread
I will need to tweak the stats (a lot), and the back story (not so much).

Anyway, here's her original back story, if you'd like to give a quick
read and let me know if there's anything I should alter in it.

I know it's a bit on the long side, so I will trim it down.

Xilfæ-îr's (old) back-story:

I. Who is Xilfæ-îr?
Xilfæ-îr is a hardened and lucky survivor. She survived a childhood as
maltreated and tortured slave in a drow household. She survived trying to
emasculate the Korvosan crime boss she had been sold to. Then, in a kinder twist
of fate, she was brought up from the depths of trying to survive from one day to
the next.

II. Pain in the Darkness, Pain in the Light
Being born a half-drow bastard in a drow household means a slave's life filled
with suffering and torment. Such was Xilfæ-îr's start in life. She was was one
of the few half-drow slaves to survive to adolescence. Her heinous upbringing
gives her a flinty mind, and a body that is agile and resilient.

Being a survivor, and showing martial promise, Xilfæ-îr was put into a caravan
bound for the surface world to sell ilicit luxury goods. However, the caravan
was ambushed by mercenaries intent on stamping out trading with the Underdark.

The caravan was quickly overcome. By some strange twist of fate, Xilfæ-îr was
knocked out early in the fighting and was taken prisoner. The mercenaries
immediately struck camp for Korvosa with their booty and prisoners.

This is when Xilfæ-îr experienced her first sunrise. She rarely encountered
anything as bright as a candle. Despite hearing of sunlight, Xilfæ-îr was
ill-prepared. She howled and shuddered in pain, surprise and, fear. He captors
had not paid her much mind to then, as she was loaded on a wagon with other
prisoners. Her reaction made clear her half-drow nature.

Too proud to kill any helpless prisoners, the mercenaries' leaders finally
decided to sell Xilfæ-îr off to the shady orphanage owned by Gaedren Lamm. They
were pleased with themselves, because they successfully hoodwinked a criminal.
Gaedren had not bought a delicate flower of a half-elf but a caustic thorn.

Gaedren soon realized he been swindled for a change. No amount of threats,
brow-beating, abuse, or starvation could faze Xilfæ-îr. She survived worse than
him as a matter of course. He only tolerated her, barely, because he was fearful
of the drow blood in her.

Matters came to a head between Xilfæ-îr within days. Gaedren berated her in
front of all his "Little Lamms" for shoddy work delivering Shiver, so he could
avoid paying her for a job she did to perfection. Xilfæ-îr would have none of
that. She unleashed a vicious tirade of her own, including colourful and
breathtakingly rude anecdotes about his fondness for children and animals.

Xilfæ-îr drove her point home by using her knee to drive Gaedren's manhood
towards his lungs. Clutching himself, writhing in agony, and incandescent with
rage, Gaedren ordered the Little Lamms to beat Xilfæ-îr to death for an extra
silver piece. EACH!

Gaedren himself was incapacitated and in no condition to check if Xilfæ-îr was
truly dead. He did not know his orphans had only put on a good show. They left
her near death's door. But none wanted to land the fatal blow after what she did
to their hated boss. They left her for dead on a trash heap as Gaedren demanded.
All secretly prayed she would survive to come back to haunt him anew.

As it turned out, their prayers were answered. Although who answered them
exactly, none can say.

III. A New Beginning
With the sun rising on her battered form, Xilfæ-îr started groaning in pain with
what little strength was left her. A passerby, Baalla, heard Xilfæ-îr's pitiful
sounds, went to to investigate, and brought Xilfæ-îr from the brink of death
with her healing skill. She ran home, returning with her husband, Jaagryn, to
bring the battered and unconscious waif home.

They took Xilfæ-îr to their apothecary in the Midland district, and nursed
Xilfæ-îr back to health. Baalla and Jaagryn are not simple folk. They are
retired adventurers of some skill. She is a sorceress, and he a bard. But they
are too kindly to refuse healing a half-drow when most in Korvosa would not.
Xilfæ-îr also reminds them of their daughter, who was murdered at about
Xilfæ-îr's age.

Baalla and Jaagryn were a puzzle to Xilfæ-îr at first. The first people she met
who were kind to her for the sake of being kind. Soon enough, Baalla and Jaagryn
became her parents, in truth, if not in law.

With difficulty, Baalla and Jaagryn convinced a magus they know, Seiseu, to
train Xilfæ-îr. Seiseu agreed when she saw for herself the boundless devotion
Xilfæ-îr has for Jaagryn Baalla and Jaagryn. She was also pleasantly surprised
with Xilfæ-îr's talents and dedication to training.

While training under Seiseu, Xilfæ-îr put much time and effort into learning how
to pass her self off as a human. She is proud of this. It is seldom that anyone
walking by her in the streets of Korvosa even suspects she is not fully human.

I want to revise this one paragraph a bit.

Sunlight is still a problem for Xilfæ-îr, though. She cannot bear the outdoors
during the day except when heavily overcast. On the other hand a few thieves in
the night have received painful … reprimands … from Xilfæ-îr for trying to prey
on the home of Baalla and Jaagryn.

The kindness of Baalla and Jaagryn taught Xilfæ-îr friendship and loyalty for
their own sake. She is therefore fiercely loyal to anyone who befriends her.
There are, however, still a few dark edges from her drow upbringing. She
intensely focuses on retribution against any who wrong Baalla, Jaagryn, her
friends or herself.

She still remembers Gaedren, of course. And does not like what she remembers.
She wants to settle the score with Gaedren. Sooner rather than later.

More importantly, Xilfæ-îr wants to transcend survival and make a name for
herself. The recent unrest in Korvosa makes the time right for her to do just that.

Thanks!


congrats, all!


… drum roll …


Dotting for interest like several others from another recruitment, should I not make it there.

@ GM Darth Rancor :
Is a drow-descended half-elf okay?
With the half drow heritage from BoG?


Glad they've got it figured out.


Nothing to do with the game, as such, but …

… is anyone else having trouble reaching the message board links?
The last couple of days I just get a blank screen when I click on that.


… complete with a prolonged drum-roll, and everything!


I picture Xilfæ'îr having a personality more like Lagertha from Vikings.
But with more of a temper and less patience! :o


I first played with AD&D 1 back in the stone age (not literally, of course, I'm not that old).

Although the biggest problem was finding a time agreeable for everyone to play.

Especially if players had those annoying "job" things! :o


Arcane casters with a few ranks of Use Magic Device also work a treat for healing people up with curing wands.


Yes, Good Luck, all.

Lots of cool submissions for the GM to look through.


Wow! Twenty-three applicants for sure, probably twenty-five.

The GM has a lot of work ahead, looking through that list!

Plenty of stiff competition too!


@ stormcrow27:

Okay, got it! This is Xilfæ-îr for your perusal.

Got all the number-crunchy bits done.
Including her gear and all that.

The back-story is a bit longer than I planned it to be.
But once I got an idea started, I just kept going.

Thanks!

Xilfæ-îr, back-story:

I. Who is Xilfæ-îr?
Xilfæ-îr is a hardened and lucky survivor. She survived a childhood as
maltreated and tortured slave in a drow household. She survived trying to
emasculate the Korvosan crime boss she had been sold to. Then, in a kinder twist
of fate, she was brought up from the depths of trying to survive from one day to
the next.

II. Pain in the Darkness, Pain in the Light
Being born a half-drow bastard in a drow household means a slave's life filled
with suffering and torment. Such was Xilfæ-îr's start in life. She was was one
of the few half-drow slaves to survive to adolescence. Her heinous upbringing
gives her a flinty mind, and a body that is agile and resilient.

Being a survivor, and showing martial promise, Xilfæ-îr was put into a caravan
bound for the surface world to sell ilicit luxury goods. However, the caravan
was ambushed by mercenaries intent on stamping out trading with the Underdark.

The caravan was quickly overcome. By some strange twist of fate, Xilfæ-îr was
knocked out early in the fighting and was taken prisoner. The mercenaries
immediately struck camp for Korvosa with their booty and prisoners.

This is when Xilfæ-îr experienced her first sunrise. She rarely encountered
anything as bright as a candle. Despite hearing of sunlight, Xilfæ-îr was
ill-prepared. She howled and shuddered in pain, surprise and, fear. He captors
had not paid her much mind to then, as she was loaded on a wagon with other
prisoners. Her reaction made clear her half-drow nature.

Too proud to kill any helpless prisoners, the mercenaries' leaders finally
decided to sell Xilfæ-îr off to the shady orphanage owned by Gaedren Lamm. They
were pleased with themselves, because they successfully hoodwinked a criminal.
Gaedren had not bought a delicate flower of a half-elf but a caustic thorn.

Gaedren soon realized he been swindled for a change. No amount of threats,
brow-beating, abuse, or starvation could faze Xilfæ-îr. She survived worse than
him as a matter of course. He only tolerated her, barely, because he was fearful
of the drow blood in her.

Matters came to a head between Xilfæ-îr within days. Gaedren berated her in
front of all his "Little Lamms" for shoddy work delivering Shiver, so he could
avoid paying her for a job she did to perfection. Xilfæ-îr would have none of
that. She unleashed a vicious tirade of her own, including colourful and
breathtakingly rude anecdotes about his fondness for children and animals.

Xilfæ-îr drove her point home by using her knee to drive Gaedren's manhood
towards his lungs. Clutching himself, writhing in agony, and incandescent with
rage, Gaedren ordered the Little Lamms to beat Xilfæ-îr to death for an extra
silver piece. EACH!

Gaedren himself was incapacitated and in no condition to check if Xilfæ-îr was
truly dead. He did not know his orphans had only put on a good show. They left
her near death's door. But none wanted to land the fatal blow after what she did
to their hated boss. They left her for dead on a trash heap as Gaedren demanded.
All secretly prayed she would survive to come back to haunt him anew.

As it turned out, their prayers were answered. Although who answered them
exactly, none can say.

III. A New Beginning
With the sun rising on her battered form, Xilfæ-îr started groaning in pain with
what little strength was left her. A passerby, Baalla, heard Xilfæ-îr's pitiful
sounds, went to to investigate, and brought Xilfæ-îr from the brink of death
with her healing skill. She ran home, returning with her husband, Jaagryn, to
bring the battered and unconscious waif home.

They took Xilfæ-îr to their apothecary in the Midland district, and nursed
Xilfæ-îr back to health. Baalla and Jaagryn are not simple folk. They are
retired adventurers of some skill. She is a sorceress, and he a bard. But they
are too kindly to refuse healing a half-drow when most in Korvosa would not.
Xilfæ-îr also reminds them of their daughter, who was murdered at about
Xilfæ-îr's age.

Baalla and Jaagryn were a puzzle to Xilfæ-îr at first. The first people she met
who were kind to her for the sake of being kind. Soon enough, Baalla and Jaagryn
became her parents, in truth, if not in law.

With difficulty, Baalla and Jaagryn convinced a magus they know, Seiseu, to
train Xilfæ-îr. Seiseu agreed when she saw for herself the boundless devotion
Xilfæ-îr has for Jaagryn Baalla and Jaagryn. She was also pleasantly surprised
with Xilfæ-îr's talents and dedication to training.

While training under Seiseu, Xilfæ-îr put much time and effort into learning how
to pass her self off as a human. She is proud of this. It is seldom that anyone
walking by her in the streets of Korvosa even suspects she is not fully human.

Sunlight is still a problem for Xilfæ-îr, though. She cannot bear the outdoors
during the day except when heavily overcast. On the other hand a few thieves in
the night have received painful … reprimands … from Xilfæ-îr for trying to prey
on the home of Baalla and Jaagryn.

The kindness of Baalla and Jaagryn taught Xilfæ-îr friendship and loyalty for
their own sake. She is therefore fiercely loyal to anyone who befriends her.
There are, however, still a few dark edges from her drow upbringing. She
intensely focuses on retribution against any who wrong Baalla, Jaagryn, her
friends or herself.

She still remembers Gaedren, of course. And does not like what she remembers.
She wants to settle the score with Gaedren. Sooner rather than later.

More importantly, Xilfæ-îr wants to transcend survival and make a name for
herself. The recent unrest in Korvosa makes the time right for her to do just that.


stormcrow27 wrote:
BoG isn't an issue at all. I had a drow fire sorcerer in a Kingmaker game who managed to convince the good racist elven ranger in the group that he was a surface elf for a while until he got killed by bandits.

Cool, thanks!

Been brainstorming on a back-story today.
Just need to make it a cohesive read.


@ stormcrow27:

It are I, Xunal again.
I have the number crunching bits for my submission, Xilfæ'îr.
I just need to do the hard bit (and the most fun part too): back-story.

Just let me know if I made any mistakes and/or include material you'd rather not have in your game.
The only not-quite so standard material I included was Bastards of Golaian (BoG).

I know a half-drow is a bit of a stretch in Korvosa.
Which is why I took the thematic Pass for Human feat.
I figured I had good enough stats to skip the class optimization business.

Before I forget: HP for level 2 (1d8):
Magus HP (1d8): 1d8 ⇒ 4

Thanks!

Stat Block:
Xilfæ'îr

Female half-elf (drow-descended) (Half Drow) magus (eldritch scion) 2 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 20 (2d8+8)
Fort +6 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +5, Will +4
Weaknesses light blindness
--------------------
Offence
--------------------
Speed 30 ft.
Melee carver (m.w. gladius) +5 (1d6+3/19-20) or
cutter (m.w. longsword) +5 (1d8+3/19-20)
Ranged long thorn (m.w. longbow, str +3) +6 (1d8+3/×3)
Special Attacks eldritch pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, darkness, faerie fire
Magus (Eldritch Scion) Spells Known (CL 2nd; concentration +5)
1st (3/day)—shield, shocking grasp, true strike
0 (at will)—acid splash, detect magic, disrupt undead, ray of frost, read magic
Bloodline Arcane
--------------------
Statistics
--------------------
Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 18
Feats Pass For Human[APG]
Traits armor expert, tortured
Skills Climb +7, Disguise +4 (+14 to disguise yourself as human (and ignore the penalty for different race while doing so)), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (planes) +5, Perception +5, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ bloodrager bloodline (arcane[ACG]), elf blood, poison use, thinblood resilience
Other Gear mwk chain shirt, carver (m.w. gladius)[UC], cutter (m.w. longsword), long thorn (m.w. longbow, str +3) (+3 Str), 390 gp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dancing Lights (1/day) - 0/1
Darkness (1/day) - 0/1
Eldritch Pool +1 (4/day) (Su) - 0/4
Faerie Fire (1/day) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Pool +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (only in mystic focus) (Su) Deliver touch spells as part of a melee attack.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
--------------------

========== Build Information =====

Stat array: 17, 16, 16, 16, 13, 12 
Point buy equivalent = 48
STR 16, DEX 19(17), CON 16, INT 13, WIS 12, CHA 16

Physical Description
26 years old, 5 ft.3 in. (160 cm), 105 lb. (48 kg)
Skin: Unusually fair
Build: Petite, but wiry
Hair: Platinum blonde
Eyes: Dark amber, almost brown
Special: Can pass off as a human with little effort

Traits:
• Armour Expert (combat) — armour AC penalties reduced by 1
• Tortured (campaign) — +1 reflex save

Racial Traits:
• Half-Drow — Half-Elf Heritage (BoG)
• ‥ Thinblood Resilience — +2 Fort vs disease & Poison, and Poison Use(BoG)
• ‥ Poison Use — cannot accidentally poison self applying poison to a weapon
• Drow Descended — racial archetype (ARG)
• Drow-Blooded — has darkvision and light blindness
• ‥ Darkvision — 60 feet
• ‥ Light Blindness — blinded and dazzled by bright light
• Drow Magic — can cast drow spells each 1/day
• ‥ Dancing Lights — can cast 1/day, CL is character level
• ‥ Darkness — can cast 1/day, CL is character level
• ‥ Faerie Fire — can cast 1/day, CL is character level
• +2 to one Ability Score — Dexterity
• Elf Blood — counts as both human and elf for racial effects
• Keen Senses — +2 to Perception

Additional:
• Her skin is very fair; almost alabaster-white
• Eyes are dark amber, and look light light brown at a distance
• She's a looker! Albeit it a bit on the dangerous side.

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