Faith in the Rain
Female Primitive Elf Unlettered Twilight Sage Arcanist 1
Chaotic Good Medium Humanoid (Elf)
Initiative; +2 Perception +7(9)
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Defense
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AC 15, touch 12, flat-footed 13
hp 7
Fort +13, Ref +7, Will +4
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Offence
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Speed 30 ft.
Melee
Ranged - Stonebow - +2 to hit - 1d6 damage - x2 Crit (50ft)
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Magic
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Cantrips - Spells Prepared 4 - Unlimited Casts per Day
Read Magic - Read and understand magical script.
Detect Magic - Sense and understand the nature of magical auras.
Prestidigitation - Create a variety of magical effects, such as spicing food or cleaning clothes.
Necromantic Slot - Touch of Fatigue - Touch attack causes Fatigue for 1 round per level.
Spells Known - All Arcanist Cantrips
1st Level Spells - Spells Prepared 4 - Spells per Day 3
Cure Light Wounds - Heals 1d8+level in damage, or inflicts damage to the undead.
Necromantic Slot - Chill Touch - One hit per level, inflicts 1d6+1 Negative Energy damage and on a failed Fortitude save drains 1 strength.
Spells Known - Cure Light Wounds, Chill Touch, Enlarge Person, Infernal Healing, Hermean Potential, Whispering Lore
Spell Like Abilities
Dream - 1 per Day - Send a message to another once they sleep, but leaves the body defenseless until they receive it.
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Statistics
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Str 9 Dex 14, Con 12, Int 18, Wis 10, Cha 16.
Base Atk +0; CMB -1; CMD 11
Feats
1st - Additional Traits - Gain two extra traits.
Bonus Feats
Familiar - Alertness - So long as the Ioun Wyrd Flicker remains in arms reach, Rain gains this feat. It grants a +2 to Perception and Sense Motive.
Traits
Grog’s Trapper - Gain Perception as a class skill, and a +1 bonus to it.
Extremely Fashionable - Adds a bonus to Diplomacy, Bluff and Intimidate as long as you are wearing at least 150gp of jewels and not otherwise soiled in appearance. Diplomacy becomes a class skill.
Two -World Magic - Adds Prestidigitation to cantrips.
Rich Parents - Increase starting funds to 900gp.
Racial Traits
Low Light Vision - See twice as far in low light as a human.
Artistic Devotion - +1 to all trained Artistry and Craft checks, and a +2 to one check in particular.
City Knowledge - +4 to Lore checks for one city district, and +2 to another.
Dreamspeaker - +1 to the DC of Divination and Sleep effects, and cast Dream once a day.
Focused Devotion - Replace a class skill with an additional +1 to Artistic Devotion.
Heightened Sensitivity - Gain a +2 to Perception and Sense Motive, but a -2 on saves against Enchantments.
Know Your Own - Gain a +2 to Diplomacy and Sense Motive with other Primitive Elves.
Skills
Diplomacy +8, Perception +7 (9), Knowledge (Arcana) +7, Knowledge (Religion) +7, Sense Motive +2(4), Spellcraft +8, Use Magic Device +7
Background Skills
Artistry (Choreography) +10, Perform (Dance) +5
Languages
Common, Elven, Celestial, Draconic, Infernal, Orc.
Combat Gear
Spell Component Pouch, Extremely Fancy Coat (Refluffed Silken Ceremonial Robes with armoured kilt), Stonebow, 20 Groaning Bullets, 40 Sling Bullets
Other Gear
Masterwork Backpack, 50ft silk rope, twine, everburning torch
150gp elaborate silver and blue sapphire jewelry, soap, mirror, Perfume Kit, Grooming Kit
3 x Courtier’s Outfits, Top hat, Filter Scarf
2 Chalk, 2 x Charcoal, Chalkboard, 20 x Paper, Sealing Wax, Signet Ring
2 x bottles absinthe, 1 x Sealord Wine, 1 x Dragon Punch Whiskey, 1lbs Chocolate.
Funds - 205gp - 7sp - 7cp
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Special Abilities
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Arcane Exploits - A series of strange and unusual powers unique to Arcanists.
- Twilight Barrier - Creates an Arcane Barrier similar to normal, and can be created as a swift action, holding temporary life points equal to the Arcanists charisma modifier plus level. When it is destroyed the same amount as the Barrier held is inflicted as Negative Energy damage to the attacker.
Arcane Reservoir - A pool of power totalling 3 plus half the Arcanist’s level (and, additionally, favoured class bonus) used to fuel Arcane Exploits or to cast a spell with +1 Caster level or DC.
Consume Life - When a creature with more than 2HD is rendered helpless and below 0hp the Arcanist can, as a full round action, drain the last of there life from them. If they have at least have as many HD as the Arcanist this regains 1 point to the arcane reservoir, or two if the HD is the same or greater.
Necromantic Focus - Must have at least one Necromantic Spell prepared at each level.
Female Primitive Elf Unlettered Twilight Sage Arcanist 1
Chaotic Good Medium Humanoid (Elf)
Initiative; +2 Perception +7(9)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13
hp 7
Fort +13, Ref +7, Will +4
--------------------
Offence
--------------------
Speed 30 ft.
Melee
Ranged - Stonebow - +2 to hit - 1d6 damage - x2 Crit (50ft)
--------------------
Magic
--------------------
Cantrips - Spells Prepared 4 - Unlimited Casts per Day
Read Magic - Read and understand magical script.
Detect Magic - Sense and understand the nature of magical auras.
Prestidigitation - Create a variety of magical effects, such as spicing food or cleaning clothes.
Necromantic Slot - Touch of Fatigue - Touch attack causes Fatigue for 1 round per level.
Spells Known - All Arcanist Cantrips
1st Level Spells - Spells Prepared 4 - Spells per Day 3
Cure Light Wounds - Heals 1d8+level in damage, or inflicts damage to the undead.
Necromantic Slot - Chill Touch - One hit per level, inflicts 1d6+1 Negative Energy damage and on a failed Fortitude save drains 1 strength.
Spells Known - Cure Light Wounds, Chill Touch, Enlarge Person, Infernal Healing, Hermean Potential, Whispering Lore
Spell Like Abilities
Dream - 1 per Day - Send a message to another once they sleep, but leaves the body defenseless until they receive it.
--------------------
Statistics
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Str 9 Dex 14, Con 12, Int 18, Wis 10, Cha 16.
Base Atk +0; CMB -1; CMD 11
Feats
1st - Additional Traits - Gain two extra traits.
Bonus Feats
Familiar - Alertness - So long as the Ioun Wyrd Flicker remains in arms reach, Rain gains this feat. It grants a +2 to Perception and Sense Motive.
Traits
Grog’s Trapper - Gain Perception as a class skill, and a +1 bonus to it.
Extremely Fashionable - Adds a bonus to Diplomacy, Bluff and Intimidate as long as you are wearing at least 150gp of jewels and not otherwise soiled in appearance. Diplomacy becomes a class skill.
Two -World Magic - Adds Prestidigitation to cantrips.
Rich Parents - Increase starting funds to 900gp.
Racial Traits
Low Light Vision - See twice as far in low light as a human.
Artistic Devotion - +1 to all trained Artistry and Craft checks, and a +2 to one check in particular.
City Knowledge - +4 to Lore checks for one city district, and +2 to another.
Dreamspeaker - +1 to the DC of Divination and Sleep effects, and cast Dream once a day.
Focused Devotion - Replace a class skill with an additional +1 to Artistic Devotion.
Heightened Sensitivity - Gain a +2 to Perception and Sense Motive, but a -2 on saves against Enchantments.
Know Your Own - Gain a +2 to Diplomacy and Sense Motive with other Primitive Elves.
Skills
Diplomacy +8, Perception +7 (9), Knowledge (Arcana) +7, Knowledge (Religion) +7, Sense Motive +2(4), Spellcraft +8, Use Magic Device +7
Background Skills
Artistry (Choreography) +10, Perform (Dance) +5
Languages
Common, Elven, Celestial, Draconic, Infernal, Orc.
Combat Gear
Spell Component Pouch, Extremely Fancy Coat (Refluffed Silken Ceremonial Robes with armoured kilt), Stonebow, 20 Groaning Bullets, 40 Sling Bullets
Other Gear
Masterwork Backpack, 50ft silk rope, twine, everburning torch
150gp elaborate silver and blue sapphire jewelry, soap, mirror, Perfume Kit, Grooming Kit
3 x Courtier’s Outfits, Top hat, Filter Scarf
2 Chalk, 2 x Charcoal, Chalkboard, 20 x Paper, Sealing Wax, Signet Ring
2 x bottles absinthe, 1 x Sealord Wine, 1 x Dragon Punch Whiskey, 1lbs Chocolate.
Funds - 205gp - 7sp - 7cp
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Special Abilities
--------------------
Arcane Exploits - A series of strange and unusual powers unique to Arcanists.
- Twilight Barrier - Creates an Arcane Barrier similar to normal, and can be created as a swift action, holding temporary life points equal to the Arcanists charisma modifier plus level. When it is destroyed the same amount as the Barrier held is inflicted as Negative Energy damage to the attacker.
Arcane Reservoir - A pool of power totalling 3 plus half the Arcanist’s level (and, additionally, favoured class bonus) used to fuel Arcane Exploits or to cast a spell with +1 Caster level or DC.
Consume Life - When a creature with more than 2HD is rendered helpless and below 0hp the Arcanist can, as a full round action, drain the last of there life from them. If they have at least have as many HD as the Arcanist this regains 1 point to the arcane reservoir, or two if the HD is the same or greater.
Necromantic Focus - Must have at least one Necromantic Spell prepared at each level.
Appearence
Unimportant things, appearances. Who’ll care what the bravest knight or most terrible knave looked like in 20 years? Deeds and words last, but appearance is fleeting - colours fade from cloth, skin wrinkles, flesh sags and crows cold. But to some, they say everything. Let us start with the skin, then - smooth, Elven pale, only a touch darker than the skin. No calluses on these hands, so soft, but on the feet skin like armour. The only thing lighter than the skin is the hair, pair white so pure that a single strand looks like light. Only together in long, flowing locks - such time spent combing to keep it pretty,all the way to the waist - does it become hair instead of light. And the only thing darker than the eyes is the night, the shadow where no lamp may go. Look into them as you pass. The calm that awaits. The clothes. Mother taught of pretty gowns that flowed like the sun, Father of the night black suit. Better the suit, in the Blight. Better to blend in with the shadows rather than stand out from them. But not too dark, no. Don’t want to be a shadow, after all. Buttons of brass, shining in the lamp’s light. Cravats of golden thread. A pocket watch, to count the seconds away before the next, hung on its chain. Gems of blue and silver on the fingers, around the neck, hanging the long, delicate ears. That will show them. Keep them clean. Magic. Magic will make them shimmer. One must have pride in the clothes, one remembers. One doesn’t understand, but one remembers. And of the finest materials. Satins and silks and velvets, so it feels like colours dancing on the skin. |
But not the shoes. The terrible pinchy shoes of the womenfolk. The stupid clunky boots of the men. Neither let you feel the city in your toes, the mud and the water of the gutters. How do you even know the city is there, with shoes.
A gentle voice, mezzo soprano, like raindrops on the stones. The smell of soap - mother never let you eat without a scrub, and being gone doesn’t change that
A gentle voice, mezzo soprano, like raindrops on the stones. The smell of soap - mother never let you eat without a scrub, and being gone doesn’t change that
Personality
It is madness, they say, to look beyond the Blight. To stare in what lays beyond Castorhage, and find out the truth behind the city. For the Elves, especially, it brings an new reality. One only part in this world, on this realm, and one part in...another. One of infinite shadows in infinite colours.
Faith-in-the-Rain straddles the two realms now, and knows that it is an inevitable slide from one the other. A trip that can be delayed, prolonged - maybe even for the length of an Elves life - but not one you can come back from. But she stares into that place, even know, because within she the colours, hears the tones and senses the movements of the city on her skin. And it tells her there is hope.
The stones, as ancient as they are, do shine with the colours a person does. The tainted air doesn’t contain the flavour of a mortal breath, sweet, oh so sweet. It is the people that make the Blight, the high and the low. It is the people that the city has forgotten how to serve. Now it eats them one by one, gobble, gobble, gobble. Like chocolates.
So Rain looks for that pattern, that past, the right dance at the right time to shift things. She helps the people. Not always persons - individuals don’t matter too much - but the people as a whole. Some would call her an anarchist. That is probably a truth. But she knows a city needs order. It doesn’t need this order, though.
And sometimes, for the good of the people...persons need to die. Sometimes, she gets to gobble one. Just like chocolate.
For the good.
But there more things than the little treats, yes. Loyalty. To those she can call friends, that she can trust. Dedication to a cause, and the people behind that cause. No need to take little sips from them, with honeyed words and a pretty face. Love. So much love, even for the bard ones that need to be taken away.
And long lessons, still remembered. ‘Be polite’, she knows. ‘Speak well’, and she can, in many tongues. The right words, to move people, like music. To make there will dance instead of there feet.
It is madness, they say, to look beyond the Blight. To stare in what lays beyond Castorhage, and find out the truth behind the city. For the Elves, especially, it brings an new reality. One only part in this world, on this realm, and one part in...another. One of infinite shadows in infinite colours.
Faith-in-the-Rain straddles the two realms now, and knows that it is an inevitable slide from one the other. A trip that can be delayed, prolonged - maybe even for the length of an Elves life - but not one you can come back from. But she stares into that place, even know, because within she the colours, hears the tones and senses the movements of the city on her skin. And it tells her there is hope.
The stones, as ancient as they are, do shine with the colours a person does. The tainted air doesn’t contain the flavour of a mortal breath, sweet, oh so sweet. It is the people that make the Blight, the high and the low. It is the people that the city has forgotten how to serve. Now it eats them one by one, gobble, gobble, gobble. Like chocolates.
So Rain looks for that pattern, that past, the right dance at the right time to shift things. She helps the people. Not always persons - individuals don’t matter too much - but the people as a whole. Some would call her an anarchist. That is probably a truth. But she knows a city needs order. It doesn’t need this order, though.
And sometimes, for the good of the people...persons need to die. Sometimes, she gets to gobble one. Just like chocolate.
For the good.
But there more things than the little treats, yes. Loyalty. To those she can call friends, that she can trust. Dedication to a cause, and the people behind that cause. No need to take little sips from them, with honeyed words and a pretty face. Love. So much love, even for the bard ones that need to be taken away.
And long lessons, still remembered. ‘Be polite’, she knows. ‘Speak well’, and she can, in many tongues. The right words, to move people, like music. To make there will dance instead of there feet.
Background
There was a dream, once, in green. Of sailing across the blue waters, to the Blight. To raising a family. To trade and take bright, shining gold like the sun and fine, gleaming silver like the moon. But you can’t see the sun or the moon in the Blight, and soon it was only the silver and the gold.
The Blight poisons what it enriches, and eventually those who dreamed understood. They couldn’t resist the money that was earned, but they knew they had to leave, for the little girl who stared into the sky. So they moved to the little village of Wicken, to keep an eye on all the shining gold in Castorhage but far away from the Blight’s taint. A safe place for a family. Warm, wrapped in orange sunrises.
The little girl danced in the village, and if her mind was a little too dark purple of bad dreams the people knew the Blight, and knew that it was just a red kiss, not the full bite. Maybe an eye was kept on her but, nothing too much. A lot of silver could flow to buy forgiveness for quirks and oddities, no matter the colour.
But a man took an interest, amused at a mind that worked sideways in a fine dress with mud coated feet, and Wild Grog taught some things. The girl didn’t learn what he taught, perhaps, but learned things. That some people were a green not jealousy, but the wilds - the green of leaves not eyes. That freedom was not in the rules, but what you chose. Choice. It was a rainbow of colours, white freedom.
So she chose a colour, and it was magic. It was in her blood, it seemed, ready to pour forth, but under tutelage it became a choice, shining white. As the little girl grew, and got stronger in her gifts, and learned of life and death. With magic it was easy to do both. To heal and to harm. She even created a shining life of sorts, a dream of fire she turned blue and tamed in crystal to help her. Someone to keep her magic safe, hidden. And buried the parents who’d brought her here, victims of disease before magic could quell it. They left a house, not a home anymore, and gold. Enough gold? Maybe.
That fascination with the similarity between life and death, how thin the change from living to dead, drove her studies. But in the bottom of her hearts, where red turned black, she remembered every time she closed her eyes just the briefest glimpse of something in the Blight. Something,...tantalizing, like the taste in the air of fresh cooking. When she reached her majority she left the little village, surrounded by safety and warmth. And she went in to the rain and dark of the city. She followed the drum beat of the falling water to that place she’d seen as a child, that place that had made her family run. That place where the dead had been. They were gone now, of course, but something was still...right.
And there...she saw. Behind. Between. Beyond.
Some had whispered that sanity had never been stable, even as an odd child, that she was flawed. Cracked, like a bad teacup. And staring into the Beyond was like dropping the spoon in, too - the final thing need for the sounds of shattering.
Her old name vanished, washed away in the rain. It flowed into the river, maybe? Perhaps someone else has it now. Instead, she took what she’d found there. That even with all the wrong that had made the Blight, there was a potential to be something better. Faith-in-the-Rain.
The new insight in the city inspired her. It was all a dance, you see - but the dance was broken. Too many of the dancers were tired, lamed, hurt. Too many others were flat, bloated corrupt. They couldn’t dance with each other, or at all. But if she could make the perfect dance - one that no one could but jump to there feet and dance to, no matter how tired, then maybe she could save it.
The dance found her a patron, Kell of the Libera Theatre in the Theatre District. He helped her. Watched her dance, saw her writings, and taught the dancers to dance. Sometimes, there was gold, but that wasn’t too important And it was good. Moving. It stirred.
..but not everyone.
And so she went somewhere quiet, to work. And to work she needed to help the city. So it could help her. And she could help it. A wheel that would turn until it all went right...or broke.
There was a dream, once, in green. Of sailing across the blue waters, to the Blight. To raising a family. To trade and take bright, shining gold like the sun and fine, gleaming silver like the moon. But you can’t see the sun or the moon in the Blight, and soon it was only the silver and the gold.
The Blight poisons what it enriches, and eventually those who dreamed understood. They couldn’t resist the money that was earned, but they knew they had to leave, for the little girl who stared into the sky. So they moved to the little village of Wicken, to keep an eye on all the shining gold in Castorhage but far away from the Blight’s taint. A safe place for a family. Warm, wrapped in orange sunrises.
The little girl danced in the village, and if her mind was a little too dark purple of bad dreams the people knew the Blight, and knew that it was just a red kiss, not the full bite. Maybe an eye was kept on her but, nothing too much. A lot of silver could flow to buy forgiveness for quirks and oddities, no matter the colour.
But a man took an interest, amused at a mind that worked sideways in a fine dress with mud coated feet, and Wild Grog taught some things. The girl didn’t learn what he taught, perhaps, but learned things. That some people were a green not jealousy, but the wilds - the green of leaves not eyes. That freedom was not in the rules, but what you chose. Choice. It was a rainbow of colours, white freedom.
So she chose a colour, and it was magic. It was in her blood, it seemed, ready to pour forth, but under tutelage it became a choice, shining white. As the little girl grew, and got stronger in her gifts, and learned of life and death. With magic it was easy to do both. To heal and to harm. She even created a shining life of sorts, a dream of fire she turned blue and tamed in crystal to help her. Someone to keep her magic safe, hidden. And buried the parents who’d brought her here, victims of disease before magic could quell it. They left a house, not a home anymore, and gold. Enough gold? Maybe.
That fascination with the similarity between life and death, how thin the change from living to dead, drove her studies. But in the bottom of her hearts, where red turned black, she remembered every time she closed her eyes just the briefest glimpse of something in the Blight. Something,...tantalizing, like the taste in the air of fresh cooking. When she reached her majority she left the little village, surrounded by safety and warmth. And she went in to the rain and dark of the city. She followed the drum beat of the falling water to that place she’d seen as a child, that place that had made her family run. That place where the dead had been. They were gone now, of course, but something was still...right.
And there...she saw. Behind. Between. Beyond.
Some had whispered that sanity had never been stable, even as an odd child, that she was flawed. Cracked, like a bad teacup. And staring into the Beyond was like dropping the spoon in, too - the final thing need for the sounds of shattering.
Her old name vanished, washed away in the rain. It flowed into the river, maybe? Perhaps someone else has it now. Instead, she took what she’d found there. That even with all the wrong that had made the Blight, there was a potential to be something better. Faith-in-the-Rain.
The new insight in the city inspired her. It was all a dance, you see - but the dance was broken. Too many of the dancers were tired, lamed, hurt. Too many others were flat, bloated corrupt. They couldn’t dance with each other, or at all. But if she could make the perfect dance - one that no one could but jump to there feet and dance to, no matter how tired, then maybe she could save it.
The dance found her a patron, Kell of the Libera Theatre in the Theatre District. He helped her. Watched her dance, saw her writings, and taught the dancers to dance. Sometimes, there was gold, but that wasn’t too important And it was good. Moving. It stirred.
..but not everyone.
And so she went somewhere quiet, to work. And to work she needed to help the city. So it could help her. And she could help it. A wheel that would turn until it all went right...or broke.
Flicker
Fire Elemental Ioun Wyrd Familiar Tiny Chaotic Good Ioun Wyrd (Fire Elemental, Construct) Initiative; +2 Perception +6 -------------------- Defense -------------------- AC 16 touch 12 flat-footed 14 hp 2 Fort +2, Ref +4, Will +2 -------------------- Offence -------------------- Speed 30 ft (fly). Melee Slam +0 - 1d4-3 damage. Ranged - Fire Blast - +2 - 1d4 damage. -------------------- Statistics -------------------- Str 4, Dex 15, Con -, Int 6, Wis 14, Cha, 5 Base Atk +0; CMB -4; CMD 10 Feats Dodge - Add 1 to AC. |
Racial Traits
Ioun Affinity - Absorb, and use, 1 plus there hit dice in Ioun Stones.
Ioun Sharing - Share the use of all absorbed Ioun Stones with their master.
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Special Abilities
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Alertness - Grant the familiar’s master the Alertness Feat when within arms length.
Elemental Manifestation - Throw a fire-based touch attack that does 1d4 damage, increasing by 1d4 every three levels of the master. Takes 1d4 rounds before it is usable again.
Empathic Bond - Share a general sense with its master within 1 mile.
Share Spells - A caster can cast spells with a range of You on there familiar.
Ioun Affinity - Absorb, and use, 1 plus there hit dice in Ioun Stones.
Ioun Sharing - Share the use of all absorbed Ioun Stones with their master.
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Special Abilities
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Alertness - Grant the familiar’s master the Alertness Feat when within arms length.
Elemental Manifestation - Throw a fire-based touch attack that does 1d4 damage, increasing by 1d4 every three levels of the master. Takes 1d4 rounds before it is usable again.
Empathic Bond - Share a general sense with its master within 1 mile.
Share Spells - A caster can cast spells with a range of You on there familiar.