Reckt
Female Dwarf Evoker Minstrel Bard 5 - Doomblade Mageknight 5 - Gestalt
Neutral Small Humanoid (Native Outsider)
Initiative; +2 Perception +5
--------------------
Resources:
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Bardic Performance - 18
Spell Points - 17
Stamina Pool - 7
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Defense
--------------------
AC 20 Touch 14 Flat-Footed 16
(Base +10 - Dex +4 - Shield Bonus +2, Armour +4)
hp 70
Fort +6 Ref +8, Will +5
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Offence
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Speed 30 ft.
Melee
Sonic Blast -+9 To Hit - 2d4+3 Damage - x2 Crit.
Destructive Blade - +10 to Hit - 3d6+3 damage - 20 x 2 Crit
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Magic
--------------------
Caster Level: 3
Spell DC: 14
Magic Skill Bonus: +5
Magic Skill Defence: 16
Spell Points: 17
Casting Tradition: Tactician of Song and Story
- Destructive Touch - Destruction Sphere abilities function only as touch attacks. Gain an additional Destruction Sphere.
- Squadron Elite - War Sphere Totems only work on a Squadron, and grants the Squadron Commander feat.
- Verbal Casting - Casting requires a short snatch of song.
Destruction Sphere - Use as a destructive force.
Destructive Blast - A bolt of Bludgeoning force, equal to half caster level. Spend a Spell Point to increase this to the same as caster level.
- Thunder Blast - Change damage to Sonic and force a fortitude save or be deafened.
- Focused Blast - Add 1 point of damage per die.
War Sphere - Enhance and organise an efficient fighting force.
Totems - Create a focused point, around which an effect continues.
Totem of War - Increase Weapon damage by 2, and a further 1 for every 5 caster levels.
- Blood Totem - When an ally is attacked, reduce damage by 1 per 5 caster levels and instead inflict that damage on the attacker.
Momentum - Special abilities all allies can use by spending from a combined points pool.
- Aggressive Momentum - Spend three points to make an additional attack.
- Resilient Momentum - Spend a point to reduce damage by caster modifier.
Life Sphere - Use magical forces to heal wounds and injuries.
Invigorate - Add caster level in temporary hit points for 1 hour. These cannot exceed maximum hit points.
Cure - Heal 1d8 + caster level in hit points.
Restore - Remove 1d4 temporary attribute damage and removes a number of conditions.
- Restore Soul - Increase Cure by 1d8, and add attribute and negative levels to the list of things that can be restored.
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 16, Wis 12, Cha 10,
Base Atk +5; CMB +4; CMD 19
Feats
1st - Weapon Finesse
3rd - Combat Stamina
5th - Tribal Rythm
Bonus Feats
Casting Tradition - Squadron Commander
Mageknight 4th - Martial Presence
Traits Alabaster Odalisque, Practised AIm, Glory of Old.
Drawback One Arm
Racial Traits Darkvision, Shadowplay, Stability, Slag Child, Rock Stepper
Skills Acrobatics +13, Bluff +5, Climb +4, Diplomacy +9, Perception +9, Perform (Wind) +11, Perform (Sing) +11, Sense Motive +9, Survival +11, Stealth +7, Swim +6
Bonus Skills Knowledge (Engineering) +9, Knowledge (Geography) +8, Knowledge (History), Knowledge (Nobility) +9, Linguistics +11, Sleight of Hand +12
Languages Common, Dwarf, Celestial, Draconic, Infernal, Demonic, Aquan, Auran, Ignan, Terran, Abyssal, Undercommon.
Combat Gear - Darkleaf Cloth Hide Armour, Darkwood Heavy Wood Shield
Other Gear Clockwork Arm
Money 10500gp - 2252gp
--------------------
Special Abilities
--------------------
Alabaster Odalisque - +1 to two Charisma-based skills, and once per day do a perception check through a wall or door.
Bardic Performance - Through song, dance or another performance cause supernatural effects.
- Countersong - When someone is affected by a magical sound based effect, they can use your perform skill instead of there usual save.
- Fascinate - Fascinate 1 creature for every three bard levels.
- Inspire Courage - All affected gain a +1 against Charm and Fear Effects, and a +1 to hit and damage. At 5th level, and every 6 levels beyond that, the bonus increases by 1.
- Fitting Scenery - Every creature, minus a number equal to Intelligence modifier, are affected by 1d6 Sonic damage (Reflex Negates). Any creature that can hear or has Tremor Sense gets a +2 to Reflex.
- Inspire Competence - Increase a skill’s use by two, and a further two at third level and every four after.
Combat Stamina - Gain a combat stamina pool equal to BAB plus Constitution Modifier.
Darkvision - Able to see 60ft in total darkness.
Deadly Targeting - Increase Destructive Blasts crit to 19-20 x 2.
Destructive Blade - Create a weapon based on the Destruction Sphere. It cannot be powered up with a spell point, nor can it take on any Blast Shape abilities, but it is treated as though the Mageknight’s level is it’s caster level for damage output.
Glory of Old - Add +1 to Hardy.
Hardy - Gain +2 against Poison and Magic.
Martial Presence - Use 5 points of Stamina to activate a specific War Sphere totem, which remains focused on the caster.
- Totem of Doom - As a move action, all enemies within the area are shaken.
Mindful Knowledge - Use Intelligence for Bardic Casting and Performance. Reduce skills per level by 2. They gain a bonus to Knowledge (Arcana), (Nature), (Planes), Spellcraft and Use Magic Device equal to half their level.
Mystic Combat - A number of unusual tricks and abilities a Mageknights can learn
- Resilience of Soul - As an immediate action, reroll a save at the cost of a spell point.
- Instinct for War - War Sphere talents function as though level is caster level, but only for effects.
Mystic Concert - When using Cantikinesis and Bardic Performance, add double any bonuses gained from Cantikinesis as damage to the blast. Additionally, Distraction is instead learned at level 6, and Fitting Scenery learned at level 1.
Mystic Defence - Gain the defence talent of the chosen element (sound). You can spend two minutes and two rounds of Bardic Performance to treat it as though you had spent one point of burn on it. In addition, when using Bardic Performance, it acts as though Burn was one higher.
Mystic Knowledge - Gain the Cantikinesis and Improved Cantikinesis talents, and allow the blast gained to work with Cantikinesis. Additionally, Intelligence is used to improve damage, but it functions as a Kintecist of half their level.
- Cantikinesis - Manifest an instrument of pure energy. While manifested, you can make a Perform check to improved a Kinetic Blast, but at the risk of the blast being weakened.
- Improved Cantikinesis - Choose a Simple Blast (Sound Blast) to use with Cantikinesis. Functions at half Bard level.
One Arm - -4 to Grapple, Climb Checks and cannot wield two-handed weapons. Disable Device takes twice as long.
Practised AIm -Gain +1 to hit with Destructive Blasts.
Shadow Play - Increase caster level of Light, Dark and Shadow spells by 1.
Slag Child - +2 to Stealth and Survival.
Stalwart - On a successful Will or Fortitude save that would normally reduce penalties, they are instead negated.
Squadron Commander - Form a Squadron. Each member gains an increased benefit from War Sphere talents.
Rock Stepper - Ignore difficult terrain for first five feet.
Tribal Rythm - When using a Bardic Performance that affects allies, add a Totem of the War Sphere.
Vainglory - Receive a -1 to Disguise, Stealth and Bluff.
Weapon Finesse - Use Dexterity in place of Strength when attacking in close combat.
Favoured Class Bonus - 5 Additional Rounds of Bardic Performance.
Female Dwarf Evoker Minstrel Bard 5 - Doomblade Mageknight 5 - Gestalt
Neutral Small Humanoid (Native Outsider)
Initiative; +2 Perception +5
--------------------
Resources:
--------------------
Bardic Performance - 18
Spell Points - 17
Stamina Pool - 7
--------------------
Defense
--------------------
AC 20 Touch 14 Flat-Footed 16
(Base +10 - Dex +4 - Shield Bonus +2, Armour +4)
hp 70
Fort +6 Ref +8, Will +5
--------------------
Offence
--------------------
Speed 30 ft.
Melee
Sonic Blast -+9 To Hit - 2d4+3 Damage - x2 Crit.
Destructive Blade - +10 to Hit - 3d6+3 damage - 20 x 2 Crit
--------------------
Magic
--------------------
Caster Level: 3
Spell DC: 14
Magic Skill Bonus: +5
Magic Skill Defence: 16
Spell Points: 17
Casting Tradition: Tactician of Song and Story
- Destructive Touch - Destruction Sphere abilities function only as touch attacks. Gain an additional Destruction Sphere.
- Squadron Elite - War Sphere Totems only work on a Squadron, and grants the Squadron Commander feat.
- Verbal Casting - Casting requires a short snatch of song.
Destruction Sphere - Use as a destructive force.
Destructive Blast - A bolt of Bludgeoning force, equal to half caster level. Spend a Spell Point to increase this to the same as caster level.
- Thunder Blast - Change damage to Sonic and force a fortitude save or be deafened.
- Focused Blast - Add 1 point of damage per die.
War Sphere - Enhance and organise an efficient fighting force.
Totems - Create a focused point, around which an effect continues.
Totem of War - Increase Weapon damage by 2, and a further 1 for every 5 caster levels.
- Blood Totem - When an ally is attacked, reduce damage by 1 per 5 caster levels and instead inflict that damage on the attacker.
Momentum - Special abilities all allies can use by spending from a combined points pool.
- Aggressive Momentum - Spend three points to make an additional attack.
- Resilient Momentum - Spend a point to reduce damage by caster modifier.
Life Sphere - Use magical forces to heal wounds and injuries.
Invigorate - Add caster level in temporary hit points for 1 hour. These cannot exceed maximum hit points.
Cure - Heal 1d8 + caster level in hit points.
Restore - Remove 1d4 temporary attribute damage and removes a number of conditions.
- Restore Soul - Increase Cure by 1d8, and add attribute and negative levels to the list of things that can be restored.
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 16, Wis 12, Cha 10,
Base Atk +5; CMB +4; CMD 19
Feats
1st - Weapon Finesse
3rd - Combat Stamina
5th - Tribal Rythm
Bonus Feats
Casting Tradition - Squadron Commander
Mageknight 4th - Martial Presence
Traits Alabaster Odalisque, Practised AIm, Glory of Old.
Drawback One Arm
Racial Traits Darkvision, Shadowplay, Stability, Slag Child, Rock Stepper
Skills Acrobatics +13, Bluff +5, Climb +4, Diplomacy +9, Perception +9, Perform (Wind) +11, Perform (Sing) +11, Sense Motive +9, Survival +11, Stealth +7, Swim +6
Bonus Skills Knowledge (Engineering) +9, Knowledge (Geography) +8, Knowledge (History), Knowledge (Nobility) +9, Linguistics +11, Sleight of Hand +12
Languages Common, Dwarf, Celestial, Draconic, Infernal, Demonic, Aquan, Auran, Ignan, Terran, Abyssal, Undercommon.
Combat Gear - Darkleaf Cloth Hide Armour, Darkwood Heavy Wood Shield
Other Gear Clockwork Arm
Money 10500gp - 2252gp
--------------------
Special Abilities
--------------------
Alabaster Odalisque - +1 to two Charisma-based skills, and once per day do a perception check through a wall or door.
Bardic Performance - Through song, dance or another performance cause supernatural effects.
- Countersong - When someone is affected by a magical sound based effect, they can use your perform skill instead of there usual save.
- Fascinate - Fascinate 1 creature for every three bard levels.
- Inspire Courage - All affected gain a +1 against Charm and Fear Effects, and a +1 to hit and damage. At 5th level, and every 6 levels beyond that, the bonus increases by 1.
- Fitting Scenery - Every creature, minus a number equal to Intelligence modifier, are affected by 1d6 Sonic damage (Reflex Negates). Any creature that can hear or has Tremor Sense gets a +2 to Reflex.
- Inspire Competence - Increase a skill’s use by two, and a further two at third level and every four after.
Combat Stamina - Gain a combat stamina pool equal to BAB plus Constitution Modifier.
Darkvision - Able to see 60ft in total darkness.
Deadly Targeting - Increase Destructive Blasts crit to 19-20 x 2.
Destructive Blade - Create a weapon based on the Destruction Sphere. It cannot be powered up with a spell point, nor can it take on any Blast Shape abilities, but it is treated as though the Mageknight’s level is it’s caster level for damage output.
Glory of Old - Add +1 to Hardy.
Hardy - Gain +2 against Poison and Magic.
Martial Presence - Use 5 points of Stamina to activate a specific War Sphere totem, which remains focused on the caster.
- Totem of Doom - As a move action, all enemies within the area are shaken.
Mindful Knowledge - Use Intelligence for Bardic Casting and Performance. Reduce skills per level by 2. They gain a bonus to Knowledge (Arcana), (Nature), (Planes), Spellcraft and Use Magic Device equal to half their level.
Mystic Combat - A number of unusual tricks and abilities a Mageknights can learn
- Resilience of Soul - As an immediate action, reroll a save at the cost of a spell point.
- Instinct for War - War Sphere talents function as though level is caster level, but only for effects.
Mystic Concert - When using Cantikinesis and Bardic Performance, add double any bonuses gained from Cantikinesis as damage to the blast. Additionally, Distraction is instead learned at level 6, and Fitting Scenery learned at level 1.
Mystic Defence - Gain the defence talent of the chosen element (sound). You can spend two minutes and two rounds of Bardic Performance to treat it as though you had spent one point of burn on it. In addition, when using Bardic Performance, it acts as though Burn was one higher.
Mystic Knowledge - Gain the Cantikinesis and Improved Cantikinesis talents, and allow the blast gained to work with Cantikinesis. Additionally, Intelligence is used to improve damage, but it functions as a Kintecist of half their level.
- Cantikinesis - Manifest an instrument of pure energy. While manifested, you can make a Perform check to improved a Kinetic Blast, but at the risk of the blast being weakened.
- Improved Cantikinesis - Choose a Simple Blast (Sound Blast) to use with Cantikinesis. Functions at half Bard level.
One Arm - -4 to Grapple, Climb Checks and cannot wield two-handed weapons. Disable Device takes twice as long.
Practised AIm -Gain +1 to hit with Destructive Blasts.
Shadow Play - Increase caster level of Light, Dark and Shadow spells by 1.
Slag Child - +2 to Stealth and Survival.
Stalwart - On a successful Will or Fortitude save that would normally reduce penalties, they are instead negated.
Squadron Commander - Form a Squadron. Each member gains an increased benefit from War Sphere talents.
Rock Stepper - Ignore difficult terrain for first five feet.
Tribal Rythm - When using a Bardic Performance that affects allies, add a Totem of the War Sphere.
Vainglory - Receive a -1 to Disguise, Stealth and Bluff.
Weapon Finesse - Use Dexterity in place of Strength when attacking in close combat.
Favoured Class Bonus - 5 Additional Rounds of Bardic Performance.
--------------------
Appearance
--------------------
Tall by the standard of Dwarf women, at nearly 4ft 5 inches, Reckt is narrow in the shoulders compared to any of her kin, giving away her heritage as what is commonly know as a ‘Street’ Dwarf. Physically weaker than most of her kind, she is also noticeably more lithe and agile, and her longer legs make her look a little like a short human rather than a tall Dwarf. Still, her heritage is proclaimed in various other ways, such as the intricate braid she wears her hair in that reaches the back of her knees.
In typical, day-to-day wear, Reckt has a tendency to wear the finely crafted Darkleaf Hide Armour she’s acquired, the black leather surface polished and oiled until it shines and covered in various chains and charms of bronze, gold and silver. The same is true of her left arm, which is typically covered in a Darkwood construct edged with bronze that functions as her shield. She doesn’t carry a weapon beyond a small belt knife, which is usually the first warning people get.
On occasions when protective clothing isn’t allowed or encouraged, she tends to try and wear them anyway. But if she has to, she has been known to wear gowns in dark metallic colours, black and violet silks woven with strips of darkened steel or bronze.
One thing that makes her stand out, for those that notice it, is the mechanical arm that has replaced her left arm from the elbow down. Finely crafted, woven with Dwarven rune work and smelling of grease and oil, the contraption looks like the gauntlet from a finely made suit of plate armour, but a thorough examination reveals it plugged onto the stump. She prefers to hide this, behind a shield or glove, depending on circumstances.
Reckt’s voice is a mezzo-soprano, giving her a robust vocal range but meaning she doesn’t do as well with very high or low notes. She prefers more neutral smelling soaps and tends to avoid perfumes unless she has to.
Appearance
--------------------
Tall by the standard of Dwarf women, at nearly 4ft 5 inches, Reckt is narrow in the shoulders compared to any of her kin, giving away her heritage as what is commonly know as a ‘Street’ Dwarf. Physically weaker than most of her kind, she is also noticeably more lithe and agile, and her longer legs make her look a little like a short human rather than a tall Dwarf. Still, her heritage is proclaimed in various other ways, such as the intricate braid she wears her hair in that reaches the back of her knees.
In typical, day-to-day wear, Reckt has a tendency to wear the finely crafted Darkleaf Hide Armour she’s acquired, the black leather surface polished and oiled until it shines and covered in various chains and charms of bronze, gold and silver. The same is true of her left arm, which is typically covered in a Darkwood construct edged with bronze that functions as her shield. She doesn’t carry a weapon beyond a small belt knife, which is usually the first warning people get.
On occasions when protective clothing isn’t allowed or encouraged, she tends to try and wear them anyway. But if she has to, she has been known to wear gowns in dark metallic colours, black and violet silks woven with strips of darkened steel or bronze.
One thing that makes her stand out, for those that notice it, is the mechanical arm that has replaced her left arm from the elbow down. Finely crafted, woven with Dwarven rune work and smelling of grease and oil, the contraption looks like the gauntlet from a finely made suit of plate armour, but a thorough examination reveals it plugged onto the stump. She prefers to hide this, behind a shield or glove, depending on circumstances.
Reckt’s voice is a mezzo-soprano, giving her a robust vocal range but meaning she doesn’t do as well with very high or low notes. She prefers more neutral smelling soaps and tends to avoid perfumes unless she has to.
--------------------
Personality
--------------------
Trained to indulge in subterfuge and spywork, one of the reasons Reckt failed was the fact that she is fairly honest. Lying doesn’t come naturally to her. Although this does mean she has a reputation for honesty, it’s more because she’s usually quite proud of whatever it is she’s doing and would quite like the credit.
Credit is an important thing for Reckt. She refuses to take it from others, and will never claim someone else’s work or accomplishment as her own, but will fiercely defend anything she considers hers. Occasionally it’s about the money, but more often it’s simply her personal pride or a refusal to hide her mistakes. Good or bad, no one will take her deeds away from her, and she will sing of them as she chooses.
Small and without the bulk Dwarf maids typically get, Reckt typically looks for ways to even the odds. She uses raw sound - a weapon that doesn’t care about size - as a weapon, and has learned to strike with short, sharp movements. She’s fast and agile for a Dwarf, and this often comes as a shock. And she’s smarter than most people give her credit for, something she uses.
Plus, no one usually assumes a small, apparently unarmed Dwarf bard is all that dangerous.
Personality
--------------------
Trained to indulge in subterfuge and spywork, one of the reasons Reckt failed was the fact that she is fairly honest. Lying doesn’t come naturally to her. Although this does mean she has a reputation for honesty, it’s more because she’s usually quite proud of whatever it is she’s doing and would quite like the credit.
Credit is an important thing for Reckt. She refuses to take it from others, and will never claim someone else’s work or accomplishment as her own, but will fiercely defend anything she considers hers. Occasionally it’s about the money, but more often it’s simply her personal pride or a refusal to hide her mistakes. Good or bad, no one will take her deeds away from her, and she will sing of them as she chooses.
Small and without the bulk Dwarf maids typically get, Reckt typically looks for ways to even the odds. She uses raw sound - a weapon that doesn’t care about size - as a weapon, and has learned to strike with short, sharp movements. She’s fast and agile for a Dwarf, and this often comes as a shock. And she’s smarter than most people give her credit for, something she uses.
Plus, no one usually assumes a small, apparently unarmed Dwarf bard is all that dangerous.
--------------------
History
--------------------
In any industry, in any business, there is waste. It’s unavoidable, really. Stock perishes on the journey, wagons are raided and attacked, a factor gets swindled - sometimes things just get lost. It’s an unfortunate reality. Of course, sometimes that business involves people…
It is possible Reckt once had a loving home, a caring family, knew the smell of fresh baked bread and what a warm bed tucked in with a mother’s loving embrace were like. She couldn’t tell you herself, having long since forgotten any shred of such memories. Her earliest memories are, in fact, of life on the streets.
Being a small girl in the streets is no picnic. Surviving at all means a certain amount of intelligence and toughness, and a willingness to treat the possessions of others as something of a renewable resource. Being smaller than most made life tough for Reckt, and she doesn’t talk much about the time she spent there.
However, she did manage to organize some of the younger, or smaller, children into what one might loosely term a gang. Size is an advantage, but it’s countered by numbers quite cheerfully, and more eyes and ears allowed certain activities - such as petty theft - to go more smoothly, with fewer losses to the law and less beatings all around.
Such activity rarely goes unnoticed, and Reckt was brought in and given a choice - serve the city or serve in prison. It didn’t take her long to make her decision.
Her patron’s plan was for Reckt and a number of other children to take up training in professions that would allow them to travel, while at the same time feeding information back home or doing other related side tasks - assassination, theft of vital documents and thing of that nature. Surprisingly for a Dwarf, Reckt proved to be rather capable in the Bardic Traditions, albeit not quite in the most traditional methods.
The problem came to the other side of her training. Reckt didn’t want to go about unnoticed, one more face in the crowd. She craved attention, recognition. The idea of a career that no one would ever know about didn’t appear to her. Even when she learned to summon a weapon of raw magic - and ability most useful to assassins - hers came with the fact it was a weapon of sound, and rang out with each blow.
Still, she showed enough promise in other areas that her patron was loathed to get rid of her. Perhaps that’s why she met with an accident.
Whether it was another pupil seeking approval by removing a problem or a tutor who saw no more benefit in wasting time on Reckt, someone arranged for a large block of masonry to come loose as the girl was passing by. Fast by nature, Reckt was able to get out of the way...mostly. Her arm didn’t. Crushed beyond all hope of treatment with anything less that powerful magic, and the rock in question weighing a significant amount, her arm was severed at the elbow to free her.
Even then, such could be repaired...but the cost was not small. Combined with her lack of ability in more underhanded methods, and how noticeable a missing arm would be for someone trying to go unnoticed, Reckt was dismissed.
Angry and bitter about the loss of a limb, Reckt did three things - she decided to leave the city behind for greener pastures, she need to find a smith able to build her something to replace her missing limb, and she decided that she wished to live a life before the crowds. Between the three Bard’s Gate was an obvious choice.
Arriving in her new home, Reckt quickly realized that she needed to drum up funds to join the Bard’s College. The flaw in this plan was that she couldn’t perform until she did join, and lacked the coin to join until she performed. Caught in this situation, she neatly sidestepped the issue altogether by using her second skill set, and joined an adventuring party.
It became quickly obvious that Reckt’s training not only made her dangerous on her own, but turned her into a force multiplier - any group she used her abilities with was significantly more lethal and efficient. It didn’t take long to earn enough coin to buy her way into the Bard’s College and then to buy her own small home.
Since then, Reckt has split her time, working with friends and associates either as an adventurer or spending her time composing and singing. Often she finds inspiration in the adventures she goes on, hence why she continues to do so, but always returns to her first love and her home in Bard’s Gate.
History
--------------------
In any industry, in any business, there is waste. It’s unavoidable, really. Stock perishes on the journey, wagons are raided and attacked, a factor gets swindled - sometimes things just get lost. It’s an unfortunate reality. Of course, sometimes that business involves people…
It is possible Reckt once had a loving home, a caring family, knew the smell of fresh baked bread and what a warm bed tucked in with a mother’s loving embrace were like. She couldn’t tell you herself, having long since forgotten any shred of such memories. Her earliest memories are, in fact, of life on the streets.
Being a small girl in the streets is no picnic. Surviving at all means a certain amount of intelligence and toughness, and a willingness to treat the possessions of others as something of a renewable resource. Being smaller than most made life tough for Reckt, and she doesn’t talk much about the time she spent there.
However, she did manage to organize some of the younger, or smaller, children into what one might loosely term a gang. Size is an advantage, but it’s countered by numbers quite cheerfully, and more eyes and ears allowed certain activities - such as petty theft - to go more smoothly, with fewer losses to the law and less beatings all around.
Such activity rarely goes unnoticed, and Reckt was brought in and given a choice - serve the city or serve in prison. It didn’t take her long to make her decision.
Her patron’s plan was for Reckt and a number of other children to take up training in professions that would allow them to travel, while at the same time feeding information back home or doing other related side tasks - assassination, theft of vital documents and thing of that nature. Surprisingly for a Dwarf, Reckt proved to be rather capable in the Bardic Traditions, albeit not quite in the most traditional methods.
The problem came to the other side of her training. Reckt didn’t want to go about unnoticed, one more face in the crowd. She craved attention, recognition. The idea of a career that no one would ever know about didn’t appear to her. Even when she learned to summon a weapon of raw magic - and ability most useful to assassins - hers came with the fact it was a weapon of sound, and rang out with each blow.
Still, she showed enough promise in other areas that her patron was loathed to get rid of her. Perhaps that’s why she met with an accident.
Whether it was another pupil seeking approval by removing a problem or a tutor who saw no more benefit in wasting time on Reckt, someone arranged for a large block of masonry to come loose as the girl was passing by. Fast by nature, Reckt was able to get out of the way...mostly. Her arm didn’t. Crushed beyond all hope of treatment with anything less that powerful magic, and the rock in question weighing a significant amount, her arm was severed at the elbow to free her.
Even then, such could be repaired...but the cost was not small. Combined with her lack of ability in more underhanded methods, and how noticeable a missing arm would be for someone trying to go unnoticed, Reckt was dismissed.
Angry and bitter about the loss of a limb, Reckt did three things - she decided to leave the city behind for greener pastures, she need to find a smith able to build her something to replace her missing limb, and she decided that she wished to live a life before the crowds. Between the three Bard’s Gate was an obvious choice.
Arriving in her new home, Reckt quickly realized that she needed to drum up funds to join the Bard’s College. The flaw in this plan was that she couldn’t perform until she did join, and lacked the coin to join until she performed. Caught in this situation, she neatly sidestepped the issue altogether by using her second skill set, and joined an adventuring party.
It became quickly obvious that Reckt’s training not only made her dangerous on her own, but turned her into a force multiplier - any group she used her abilities with was significantly more lethal and efficient. It didn’t take long to earn enough coin to buy her way into the Bard’s College and then to buy her own small home.
Since then, Reckt has split her time, working with friends and associates either as an adventurer or spending her time composing and singing. Often she finds inspiration in the adventures she goes on, hence why she continues to do so, but always returns to her first love and her home in Bard’s Gate.