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Pathfinder [Frontier Justice] Character Sheets

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Post your sheets here guys!

Follow the sites template, just be sure to add in the numerical values of stats, skills, and etc. Also include spells and all that jazz!

CHARACTER TEMPLATE

Name- Tala Farlan

World- Pathfinder [Frontier Justice]

Species- Human

Age- 21

Gender- Female

Sexuality- Bi

Appearance-
Igrene.jpg
Tala stands at a decent height of 5'6 and weighs around 127 lbs. Her hair is blonde a little longer than shoulder length, and her eyes are Jade green. Her tanned skin is generally covered by her armor and cloak and she almost always has her bow and arrows with her.

Personality- Tala is a typical fun loving drifter who wants to make enough coin to retire in luxury one day. She joined up with the Guild for the sake of convenience and relative safety. That doesn't mean she doesn't care for her teammates from the guild. She is a fairly kind woman, who often goes out of her ways to help others. She is also very competitive with the others often keeping a kill count.

Skills/Abilities- Ability Scores: Strength 14 Dexterity 21 Constitution 16 Wisdom 16 Intelligence 16 Charisma 16

Hp/Saves: HP: 56 Fortitude: +8 Reflex: +10 Will: +5

Initiative and Movement: 30ft +12 initiative and +14 in forests

Languages: Common, Elven, Sylvan, and Draconic.

Skills: Climb+9, Handle Animal+10, Heal+10, Knowledge Geography+10, Nature+10, Perception+10, Stealth+12, Survival+10, Swim+9, Craftt Trapmaking +10

Feats: Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Track, Endurance

Traits: Reactionary and Tactician

Class Abilities: Favored Enemy Magical Beast+2, Wild Empathy, Hunters bond -listed below-.

Bael: Roc Animal Companion Stats: Ability Scores Str 12, Dex 19, Con 12, Int 2, Wis 13, Cha 11
Hp:20 Fortitude+4 Reflex+7 Will+1
Skills/Feats: Weapon Focus Bite Skills: Fly+8, Perception+5
Move 20ft land 80ft Fly
Attacks: Bite +3 1d6+1 Talons-3 1d4
AC: 19


Notable Strengths- Tala is a skilled tracker, archer, and trapper. She is able to soften up enemies from afar for the rest of the group and track them down if they flee. She is a decent healer as well, but tends to leave healing for those with the spells to do so.

Notable Weaknesses- While Tala may be stronger than most women, that doesn't mean she is a great melee fighter. Her focus on ranged combat and stealth leaves her somewhat lacking in melee combat. Tala also has a fear of oozes because fact she was nearly eaten alive by one on a dungeon raid several years ago. If she had been alone she'd have been nothing but a pile of bones.

History- Tala was raised in a small frontier village that was fairly poor. To survive and aid her family she often hunted with her father, gaining the skills she uses today. Years went by and eventually the village grew in prosperity thanks to her and her father killing the threats that plagued the village. Finding that collecting pelts and taking care of problem monsters was better pay than becoming a farmers wife Tala left her family to join the guild. Along the way she found Bael abandoned at the base of a mountain and took him in gaining a strong ally in her quest for riches. Once she gets enough money to reture she plans on purchasing an estate and perhaps becoming a mayor or perhaps even a teacher at the guild to keep her from getting bored.

Equipment-
Weapons: Masterwork composite dragonbow long bow Attack +10 Damage 1d8+2 Range: 130ft Masterwork Longsword +7 1d8+2 x2 daggers, over a hundred normal arrows, 20 alchemist fire arrows and 20 alchemist frost arrows.
Armor:+1 Studded Leather, Heavy wooden Shield, +1 cloak of resistance
Gear: Adventurers kit, x4 bear traps, x3 potions of cure light wounds, x2 potions of hide from animals, mule ,named Berry, to carry parties gear. Camping set, trap making gear, x6 50ft of hempen rope, saddle bags, and etc. Food for three weeks.
Gp:1550gp


Goals (Optional)- Gain wealth and retire.

Miscellaneous-
 
Name- Alita Calendra

World- Frontier Justice Campaign

Species- Human

Age- 21

Gender- Female

Sexuality- Bisexual, leaning towards male

Appearance- Alita stands at 5'5" with green eyes, long black hair and olive skin. Alita has striking, beautiful features and an hourglass figure that draws the eye along its curves. She wears enchanted leather armor with an armored skirt.


Personality- Alita is a carefree soul who is in the adventuring business for fun and profit. Alita loves gambling and will often spend her free time wagering her spare cash (after purchasing rations and equipment) to increase her profits. Alita is proud and a bit impulsive, which can lead to her making decisions or taking bets that she shouldn't, but She does her best to get along with the rest of her party.


Skills/Abilities-
Abilities: STR 15, DEX 21, CON 15, INT 17, WIS 12, CHA 16

Skills:
  • Acrobatics 12
  • Bluff 10
  • Climb 9
  • Diplomacy 10
  • Disable Device 14 (+2 from Masterwork Thieve's Tools)
  • Escape Artist 12
  • Intimidate 10
  • Knowledge (Local) 10
  • Linguistics 10
  • Perception 8
  • Perform (Dance) 10
  • Profession (Gambler) 8
  • Sense Motive 8
  • Stealth 12




Notable Strengths- Alita is clever and quick, making her a dangerous opponent. She is a deadly opponent, especially when she has a weapon in each hand, though she specializes in one-on-one combat.


Notable Weaknesses- Alita is impulsive and prideful. She believes that she always knows best and sometimes makes snap decisions that aren't in her best interests.


History- Alita was once a specialized kind of mercenary in Lochmere, a bustling city situated in the middle of a lake to the east. Where other mercenaries sold their swords to armies or nobles, Alita fought duels for those not capable of fighting for themselves, either through lack of skill or physical injury. This could mean anything from a trial by combat to a street duel between rival merchant houses. She made a happy living in Lochmere, but didn't want to stay in the same place her whole life. So, in a snap decision, she joined the Adventurer's Guild to see what she could make of herself out in the world.

Equipment (Main loadout, see character sheet for full equipment) -
Rapier +1 (Primary hand)
Shortsword +1 (Offhand)
Leather Armor +1
Armored Kilt


Goals - Make money and live long enough to spend it


Miscellaneous- Full Character Sheet
 
Name- Markus Ornstein

World- Frontier Justice Campaign


Species- Human

Age- 22

Gender- Male

Sexuality- Straight

Appearance- Markus Ornstein towers at 6'3" with short, blonde hair and bronze eyes. He is well-muscled and strikes an imposing figure, especially when wearing his armor. He has an ornate tattoo of Sarenrae's holy symbol on his left shoulder.


Personality- Markus is an honorable man, having been trained as a knight. He does not strike an opponent who is not ready and will challenge his opponents to an honorable battle whenever possible. Off the battlefield, Markus is a reliable man who is surprisingly intelligent for someone of his profession. He can just as easily hold a conversation as he could hold his liquor, often doing both at the same time during his downtime.

Skills/Abilities-
Abilities: STR 20, DEX 18, CON 15, INT 16, WIS 12, CHA 14
Skills:
  • Acrobatics 11
  • Climb 12
  • Handle Animal 9
  • Intimidate 9
  • Perception 8
  • Ride 11
  • Survival 8
  • Swim 12


Notable Strengths- Besides being physically strong, Markus has a strong sense of loyalty and honor. He is a devout follower of the Sarenrae, goddess of sunlight and redemption, who was worshiped by the Theocracy of Londo where he received his training. Markus wants to be the best warrior he can be and refuses to compromise his code of honor.

Notable Weaknesses- Markus is stubborn. Very stubborn. Once he gets an idea into his head, it can be difficult to dissuade him from it. While he will eventually listen to reason, it can sometimes take him a while to see a different viewpoint.

History- When most people are born with dragon's blood in their veins, they become sorcerers. Markus never showed an interest in magic, though, but the latent power of his bronze dragon ancestor still lurked in his blood. So, when he began training as a squire in Londo and got his first taste of combat, his instructor was understandably surprised at the power he beheld. Markus continued to show an aptitude for the battlefield and excelled as a knight, but as rumors about him spread, no lord was willing to take him into their service. Still wanting to do some good, Markus joined the Adventurer's Guild, hoping to make a name for himself that way.

Equipment (Full list of equipment in the character sheet)-
Masterwork Greatspear (functions like a scythe)
Mithral Breastplate +1
Armored Kilt


Miscellaneous- Full Character Sheet
 
Collector of Rarities said:
Name- Markus Ornstein

World- Frontier Justice Campaign


Species- Human

Age- 22

Gender- Male

Sexuality- Straight

Appearance- Markus Ornstein towers at 6'3" with short, blonde hair and bronze eyes. He is well-muscled and strikes an imposing figure, especially when wearing his armor.


Personality- Markus is an honorable man, having been trained as a knight. He does not strike an opponent who is not ready and will challenge his opponents to an honorable battle whenever possible. Off the battlefield, Markus is a reliable man who is surprisingly intelligent for someone of his profession. He can just as easily hold a conversation as he could hold his liquor, often doing both at the same time during his downtime.

Skills/Abilities-
Abilities: STR 20, DEX 18, CON 15, INT 16, WIS 12, CHA 14
Skills:
  • Acrobatics 11
  • Climb 12
  • Handle Animal 9
  • Intimidate 9
  • Perception 8
  • Ride 11
  • Survival 8
  • Swim 12


Notable Strengths- Besides being physically strong, Markus has a strong sense of loyalty and honor. He is a devout follower of the god Iori, who preaches self-perfection. Markus wants to be the best warrior he can be and refuses to compromise his code of honor

Notable Weaknesses- Markus is stubborn. Very stubborn. Once he gets an idea into his head, it can be difficult to dissuade him from it. While he will eventually listen to reason, it can sometimes take him a while to see a different viewpoint.

History- When most people are born with dragon's blood in their veins, they become sorcerers. Markus never showed an interest in magic, though, but the latent power of his bronze dragon ancestor still lurked in his blood. So, when he began training as a squire in Londo and got his first taste of combat, his instructor was understandably surprised at the power he beheld. Markus continued to show an aptitude for the battlefield and excelled as a knight, but as rumors about him spread, no lord was willing to take him into their service. Still wanting to do some good, Markus joined the Adventurer's Guild, hoping to make a name for himself that way.

Equipment (Full list of equipment in the character sheet)-
Masterwork Greatspear (functions like a scythe)
Masterwork Mithral Breastplate +1
Armored Kilt


Miscellaneous- Full Character Sheet

Approved

Collector of Rarities said:
Name- Markus Ornstein

World- Frontier Justice Campaign


Species- Human

Age- 22

Gender- Male

Sexuality- Straight

Appearance- Markus Ornstein towers at 6'3" with short, blonde hair and bronze eyes. He is well-muscled and strikes an imposing figure, especially when wearing his armor.


Personality- Markus is an honorable man, having been trained as a knight. He does not strike an opponent who is not ready and will challenge his opponents to an honorable battle whenever possible. Off the battlefield, Markus is a reliable man who is surprisingly intelligent for someone of his profession. He can just as easily hold a conversation as he could hold his liquor, often doing both at the same time during his downtime.

Skills/Abilities-
Abilities: STR 20, DEX 18, CON 15, INT 16, WIS 12, CHA 14
Skills:
  • Acrobatics 11
  • Climb 12
  • Handle Animal 9
  • Intimidate 9
  • Perception 8
  • Ride 11
  • Survival 8
  • Swim 12


Notable Strengths- Besides being physically strong, Markus has a strong sense of loyalty and honor. He is a devout follower of the god Iori, who preaches self-perfection. Markus wants to be the best warrior he can be and refuses to compromise his code of honor

Notable Weaknesses- Markus is stubborn. Very stubborn. Once he gets an idea into his head, it can be difficult to dissuade him from it. While he will eventually listen to reason, it can sometimes take him a while to see a different viewpoint.

History- When most people are born with dragon's blood in their veins, they become sorcerers. Markus never showed an interest in magic, though, but the latent power of his bronze dragon ancestor still lurked in his blood. So, when he began training as a squire in Londo and got his first taste of combat, his instructor was understandably surprised at the power he beheld. Markus continued to show an aptitude for the battlefield and excelled as a knight, but as rumors about him spread, no lord was willing to take him into their service. Still wanting to do some good, Markus joined the Adventurer's Guild, hoping to make a name for himself that way.

Equipment (Full list of equipment in the character sheet)-
Masterwork Greatspear (functions like a scythe)
Masterwork Mithral Breastplate +1
Armored Kilt


Miscellaneous- Full Character Sheet

Approved
 
Collector of Rarities said:
Name- Alita Calendra

World- Frontier Justice Campaign

Species- Human

Age- 21

Gender- Female

Sexuality- Bisexual, leaning towards male

Appearance- Alita stands at 5'5" with green eyes, long black hair and olive skin. Alita has striking, beautiful features and an hourglass figure that draws the eye along its curves. She wears enchanted leather armor with a crow, the symbol of Velka (though many would not recognize what the crow represents), on her chest, the wings curling up to cup her breasts, and an armored skirt.

Personality- Alita is sworn to punish sin in this world (see history for more details), and as such has made it her mission to seek out criminals and evil creatures and punish them accordingly. Sometimes this means turning them over to the authorities, sometimes this means killing them. Besides meting out justice, Alita is fond of games of chance (provided they aren't too shady) and will gamble when given the chance, though she prefers to avoid large wagers.

To those she holds dear, Alita is a loyal friend and to those she finds guilty, she is a force of nature.

Skills/Abilities-
Abilities: STR 15, DEX 21, CON 15, INT 17, WIS 12, CHA 16

Skills:
  • Acrobatics 12
  • Bluff 10
  • Climb 9
  • Diplomacy 10
  • Disable Device 14 (+2 from Masterwork Thieve's Tools)
  • Escape Artist 12
  • Intimidate 10
  • Knowledge (Local) 10
  • Linguistics 10
  • Perception 8
  • Perform (Dance) 10
  • Profession (Gambler) 8
  • Sense Motive 8
  • Stealth 12




Notable Strengths- Alita has a strong sense of justice and a strong adherence to her moral code. She is fiercely loyal to those she calls her friends and restlessly pursues her targets. Since she has been given authority to set her own targets, she will usually investigate a person's crimes before marking them for punishment.


Notable Weaknesses- Alita's adherence to her moral code can be too strong at times; while she allows herself to reorder the priority of her targets, unless a target atones for their sins, she will not allow herself to let them go.


History- Alita grew up in the land of Ariamis to the north, where she was adopted by the church of Velka, goddess of sin and punishment. The church of Velka is a secretive organization that trains special warriors known as avengers. Other churches might use paladins to enforce their laws, but the church of Velka prefers to use subterfuge to mete out justice. Quite often, her Avengers are simply trained in the art of subterfuge without being given any sort of divine magic.

As Alita excelled in her training and proved loyal to the church, she was promoted from acolyte to Avenger and given permission to wander the land and set her own targets, a duty which she takes with the utmost gravity. She joined up with the Adventurer's Guild because she believes that working for them will allow her to purge the world of foul monsters and the occasional criminal.

Equipment (Main loadout, see character sheet for full equipment) -
Rapier +1 (Primary hand)
Shortsword +1 (Offhand)
Leather Armor +1
Armored Kilt

Miscellaneous- Full Character Sheet

approved lol sorry for approving the barbarian twice.
 
Name- Talon RoMayniah

World- Frontier Justice Campaign
Species- Human
Age- 24
Gender- Male
Sexuality- Hetero

Appearance- He is sulky and sullen but has a noble charm to him. Talon is nearly 6' tall, 175# and lean but fit. He wears impeccably tailored clothing and has the ability to look pulled together even when completely disheveled.

Personality- Talon is prideful and arrogant, but he is also fairly diplomatic. He tends to disregard those he does not respect. In his homeland women are considered second class citizens and expected to obey and serve the men who own them. An unowned woman is considered even lower in ranking because no one has deemed her worthy of ownership. Thus, women vie for the honor of being owned by powerful and respected men, for the higher the owner's status the greater the woman's worth.


Skills/Abilities-
Abilities: STR 14, DEX 17, CON 14, INT 20, WIS 15, CHA 13

Hp/Saves: HP - 36; FORT - 6; REF - 4; WILL - 6

Initiative and Movement: INIT - 3 Movement - 30 ft

Languages: Common, Elven, Sylvan, Dwarven, Ogre, & Draconian.

Skills: Acrobatics: 3; Appraise: 5; Bluff: 1; Climb: 9; Craft (Alchemy): 5; Diplomacy: 1; Disguise: 3; Escape Artist: 1; Fly: 3; Heal: 3; Intimidate: 8; Knowledge (Arcana): 12; Knowledge (Dungeonering): 12; Knowledge (planes): 5; Perception: 2; Preform: 1; Profession (--): 5; Ride: 10; Sense Motive: 2; Spellcraft: 11; Spellcraft: 12; Stealth: 3; Survival: 2; Swim: 9; Use magical device: 8

Feats: Weapons finesse, Improved unarmed strike, Improved grapple

Traits -

Class Abilities: Arcane Pool, cantrip, Spell combat, Spell strike, Magus arcana, Spell recall


Miscellaneous- Full Character Sheet
 
Name- Merised

World- Pathfinder [Frontier Justice]

Species- Elf

Age- 119 years old

Gender- Female

Sexuality- Bisexual

Appearance-
Elf-1-1-1.jpg

A fairly small young woman by elven standards, Merised stands just barely at 5'2, weighing about 96 lbs. She typically wears her long red hair in a series of intricate braids and twists, with a tattoo-like mark on her forehead that looks like a stylized flame. Her eyes are a bright green gold and have a strange flickering look to them in darkness.

Personality- A bit of a paradox, Merised is very wise in certain areas and very innocent in others. The idea of deception and self interest is very foreign to the young woman, a product of upbringing in a close knit elven community. She shows an uncommon aptitude for healing and the various rituals, laws and traditions of the elven people, and functions as an arbiter for the purpose of disputes between members of the community. Despite having been trained rigorously for such things, she has a gentle, vaguely dreamy disposition and enjoys music and dancing, collecting the ancient myths and legends of the elven people and tending gardens. She is rather uncertain and a little uncomfortable with her oracle talents and tends to be more quiet, listening to situations more than commenting on them and reserving judgement in many matters until she feels she has an adequate understanding of things. She is far more likely to refrain from passing judgement on something and prefers to ask questions and think things over carefully before offering an opinion.

Skills/Abilities- STR - 12 DEX - 18 CON - 10 INT - 18 WIS 16 CHA - 19

Hp/Saves: HP - 32 FORT - 1 REF - 5 WILL - 7

Initiative and Movement: INIT - 4 Movement - 30 ft

Languages
: Common, Celestial, Elven, Gnoll, Goblin, Orc, Sylvan

Skills: Acrobatics: 4; Appraise: 4; Bluff: 4; Climb: 1; Craft (Alchemy): 9; Diplomacy: 11; Disguise: 4; Escape Artist: 4; Fly: 4; Heal: 10; Intimidate: 4; Knowledge (History): 9; Knowledge (Religion): 10; Perception: 9; Profession (Herbalist): 8; Profession (Midwife): 7; Profession (Scribe): 8; Ride: 4; Sense Motive: 3; Spellcraft: 11; Spellcraft (Identify magic item): 13; Stealth: 4; Survival: 10; Swim: 1

Feats: Combat Casting, Extra Revelation, Armor Prof (Light and Medium) Shield Prof, Simple Weap Prof,

Traits - Magical Talent (Mage Hand), Sacred Touch

Class Abilities: Bonus Oracle Spell, Enhanced Cures, Life Mystery, Orisons, Safe Curing, Tongues (Celestial).

Notable Strengths- Calm during stress, good judge of character, knowledgeable in matters of healing and medicine beyond just magical cures, trained to function in a leadership capacity. Well versed in the laws and traditions of the elven people.

Notable Weaknesses- Claustrophobia, physically not very strong or hardy, not very well versed in cultures or traditions other than elven, tends to take people's comments and motivations at face value.

History- Even from a young age, Merised demonstrated a rare connection to the divine, and this did not go unnoticed in the elven village that she grew up in. When she was old enough to begin apprenticeship, she was chosen by Blodwyn, the village's caille caomhnóir or Vale Guardian, the keeper of traditions and lore and the village's primary magistrate and healer. For several decades, she studied under Blodwyn's tutelage, learning the intricacies of making herbal remedies and poultices, the rituals for healing and to ensure good harvests, for safe births and fair weather and prayers to the goddess Yuelral. She was an apt pupil, taking her studies very seriously and by the time she was ready for her rite of passage to take up the staff of the caille caomhnóir, she was widely regarded as a wise arbiter of disputes, a skilled healer and midwife, and knowledgeable of the histories and traditions of their people. As soon as she was considered an adult, she would become the next in a long line of honored and revered Vale Guardians.

So naturally waking up in a cold sweat, surrounded with golden fire and yet not being burned by it, screaming in an unknown language was not at all conducive to what she perceived as her path in life.

She managed to hide it for a long time, denying anything was wrong with her, that anything was different, even when her formerly dark brown hair gradually changed to a deep sunset red and her took on a faint golden ivory tone, even her eyes became a golden green. Even when her touch took on a warmth that had nothing to do with the normal living warmth of a person's hand, or was suddenly capable of healing even grievous wounds without the aid of potions and other homemade brews, she denied there was anything wrong. But she was not a fool. She knew that there was something was very wrong, and it was only a matter of time before everyone else noticed as well. That day came far sooner than she could have thought, scant weeks before she would have taken her rite of passage.

The attack came in the middle of the night, with no warning as gnolls and goblins descended on their village, cackling and howling battle cries and striking down any who came within their reach. The warriors of the village were skilled and strong, but there were far too many and they were quickly overrun. The houses were set to fire, the screams of the injured and dying echoed all around her as she tried to herd the children out of the village and into the woods for safety while Blodwyn stayed behind to cover their retreat with mystic fog. The gurgling, wet scream that came from behind her was far too close; they were right behind them...and then a child tripped and fell and the marauders were on top of them. There was nothing she could do except snatch up the little boy, close her eyes tight and wait for the blow that was about to come.

What happened next was never quite decided on by the various people that saw what happened. The way that Blodwyn described it afterwards was as if the whole world erupted in white-gold fire. The flames licked at the buildings but did not burn them, and where the flames burst to life, wounds were healed and life restored to the fallen elves. That same healing fire scorched the gnolls and goblins, consuming those too slow in their retreat as they disappeared into the night. There was nothing except the celestial fire, and in the center of the blazing maelstrom was Merised, arms outstretched, a living conduit for the power of something that was not elven in the least. She was Merised and yet not, the familiar face and voice changed, transformed into something beautiful and terrible, her words no longer those of the elven people but the high tongue of the Celestial Planes, a chorus of voices coming from her lips, of which her own was only one small tone amid the choir. There were those that swore that the flames took the shape of beautiful women wielding curved swords, lashing at the heels of the invaders until they were gone from sight. But the fires didn't just burn and consume; the fallen were restored to health, wounds healed as if they'd never existed. In the midst of all that blood and battle, not a single life was lost that day. No one knew how, but Merised was the salvation of the village.

However it could no longer be denied that something not elven had taken the young woman as it's chosen vessel and it took no great scholar of the divine realms to recognize the mark upon her brow, or the white gold of Sarenrae's flames pouring from her fingers like blazing waters that night. Her path, Blodwyn had explained, lay in a different direction, for one so favored by another goddess could not refuse such a destiny. Aside from the flame like mark upon her brow, the Dawnflower was silent to her newly christened oracle's pleas. Sarenrae was respected throughout the land, but the elves knew little of her; while she would always be welcomed in the elven lands, Blodwyn reminded her gently, to discover the purpose of the great power she was given, she would have to venture forth into the world, to seek out knowledge of her new patron. And so with little more than the clothes on her back, she did just that.

Equipment- Sickle; Mithral Shirt +1; Traveler's Outfit; Handy Haversack; Arrows (20); Bedroll; Blanket (Winter); Chalk (1 Piece); Everburning Torch; Flint and Steel; Healer's Kit; Mirror (Small/Steel); Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Rations (Trail/Per Day); Rope (Silk/50 ft.); Sewing Needle; Soap (per lb.); Tent; Holy Symbol (Wooden); Pouch (Belt); Waterskin (Filled); Dagger; Composite Shortbow

Goals (Optional)- Discover the reason she was chosen as an oracle and what purpose she's been called to serve, make a new home for herself, find friends and companions and increase her knowledge of healing, herbalism and medicine.

Miscellaneous- Character Sheet
 
NobodysAngel80 said:
Name- Merised

World- Pathfinder [Frontier Justice]

Species- Elf

Age- 119 years old

Gender- Female

Sexuality- Bisexual

Appearance-
Elf-1-1-1.jpg

A fairly small young woman by elven standards, Merised stands just barely at 5'2, weighing about 96 lbs. She typically wears her long red hair in a series of intricate braids and twists, with a tattoo-like mark on her forehead that looks like a stylized flame. Her eyes are a bright green gold and have a strange flickering look to them in darkness.

Personality- A bit of a paradox, Merised is very wise in certain areas and very innocent in others. The idea of deception and self interest is very foreign to the young woman, a product of upbringing in a close knit elven community. She shows an uncommon aptitude for healing and the various rituals, laws and traditions of the elven people, and functions as an arbiter for the purpose of disputes between members of the community. Despite having been trained rigorously for such things, she has a gentle, vaguely dreamy disposition and enjoys music and dancing, collecting the ancient myths and legends of the elven people and tending gardens. She is rather uncertain and a little uncomfortable with her oracle talents and tends to be more quiet, listening to situations more than commenting on them and reserving judgement in many matters until she feels she has an adequate understanding of things. She is far more likely to refrain from passing judgement on something and prefers to ask questions and think things over carefully before offering an opinion.

Skills/Abilities- STR - 12 DEX - 18 CON - 10 INT - 18 WIS 16 CHA - 19

Hp/Saves: HP - 32 FORT - 1 REF - 5 WILL - 7

Initiative and Movement: INIT - 4 Movement - 30 ft

Languages
: Common, Celestial, Elven, Gnoll, Goblin, Orc, Sylvan

Skills: Acrobatics: 4; Appraise: 4; Bluff: 4; Climb: 1; Craft (Alchemy): 9; Diplomacy: 11; Disguise: 4; Escape Artist: 4; Fly: 4; Heal: 10; Intimidate: 4; Knowledge (History): 9; Knowledge (Religion): 10; Perception: 9; Profession (Herbalist): 8; Profession (Midwife): 7; Profession (Scribe): 8; Ride: 4; Sense Motive: 3; Spellcraft: 11; Spellcraft (Identify magic item): 13; Stealth: 4; Survival: 10; Swim: 1

Feats: Combat Casting, Extra Revelation, Armor Prof (Light and Medium) Shield Prof, Simple Weap Prof,

Traits - Magical Talent (Mage Hand), Sacred Touch

Class Abilities: Bonus Oracle Spell, Enhanced Cures, Life Mystery, Orisons, Safe Curing, Tongues (Celestial).

Notable Strengths- Calm during stress, good judge of character, knowledgeable in matters of healing and medicine beyond just magical cures, trained to function in a leadership capacity. Well versed in the laws and traditions of the elven people.

Notable Weaknesses- Claustrophobia, physically not very strong or hardy, not very well versed in cultures or traditions other than elven, tends to take people's comments and motivations at face value.

History- Even from a young age, Merised demonstrated a rare connection to the divine, and this did not go unnoticed in the elven village that she grew up in. When she was old enough to begin apprenticeship, she was chosen by Blodwyn, the village's caille caomhnóir or Vale Guardian, the keeper of traditions and lore and the village's primary magistrate and healer. For several decades, she studied under Blodwyn's tutelage, learning the intricacies of making herbal remedies and poultices, the rituals for healing and to ensure good harvests, for safe births and fair weather and prayers to the goddess Yuelral. She was an apt pupil, taking her studies very seriously and by the time she was ready for her rite of passage to take up the staff of the caille caomhnóir, she was widely regarded as a wise arbiter of disputes, a skilled healer and midwife, and knowledgeable of the histories and traditions of their people. As soon as she was considered an adult, she would become the next in a long line of honored and revered Vale Guardians.

So naturally waking up in a cold sweat, surrounded with golden fire and yet not being burned by it, screaming in an unknown language was not at all conducive to what she perceived as her path in life.

She managed to hide it for a long time, denying anything was wrong with her, that anything was different, even when her formerly dark brown hair gradually changed to a deep sunset red and her took on a faint golden ivory tone, even her eyes became a golden green. Even when her touch took on a warmth that had nothing to do with the normal living warmth of a person's hand, or was suddenly capable of healing even grievous wounds without the aid of potions and other homemade brews, she denied there was anything wrong. But she was not a fool. She knew that there was something was very wrong, and it was only a matter of time before everyone else noticed as well. That day came far sooner than she could have thought, scant weeks before she would have taken her rite of passage.

The attack came in the middle of the night, with no warning as gnolls and goblins descended on their village, cackling and howling battle cries and striking down any who came within their reach. The warriors of the village were skilled and strong, but there were far too many and they were quickly overrun. The houses were set to fire, the screams of the injured and dying echoed all around her as she tried to herd the children out of the village and into the woods for safety while Blodwyn stayed behind to cover their retreat with mystic fog. The gurgling, wet scream that came from behind her was far too close; they were right behind them...and then a child tripped and fell and the marauders were on top of them. There was nothing she could do except snatch up the little boy, close her eyes tight and wait for the blow that was about to come.

What happened next was never quite decided on by the various people that saw what happened. The way that Blodwyn described it afterwards was as if the whole world erupted in white-gold fire. The flames licked at the buildings but did not burn them, and where the flames burst to life, wounds were healed and life restored to the fallen elves. That same healing fire scorched the gnolls and goblins, consuming those too slow in their retreat as they disappeared into the night. There was nothing except the celestial fire, and in the center of the blazing maelstrom was Merised, arms outstretched, a living conduit for the power of something that was not elven in the least. She was Merised and yet not, the familiar face and voice changed, transformed into something beautiful and terrible, her words no longer those of the elven people but the high tongue of the Celestial Planes, a chorus of voices coming from her lips, of which her own was only one small tone amid the choir. There were those that swore that the flames took the shape of beautiful women wielding curved swords, lashing at the heels of the invaders until they were gone from sight. But the fires didn't just burn and consume; the fallen were restored to health, wounds healed as if they'd never existed. In the midst of all that blood and battle, not a single life was lost that day. No one knew how, but Merised was the salvation of the village.

However it could no longer be denied that something not elven had taken the young woman as it's chosen vessel and it took no great scholar of the divine realms to recognize the mark upon her brow, or the white gold of Sarenrae's flames pouring from her fingers like blazing waters that night. Her path, Blodwyn had explained, lay in a different direction, for one so favored by another goddess could not refuse such a destiny. Aside from the flame like mark upon her brow, the Dawnflower was silent to her newly christened oracle's pleas. Sarenrae was respected throughout the land, but the elves knew little of her; while she would always be welcomed in the elven lands, Blodwyn reminded her gently, to discover the purpose of the great power she was given, she would have to venture forth into the world, to seek out knowledge of her new patron. And so with little more than the clothes on her back, she did just that.

Equipment- Sickle; Mithral Shirt +1; Traveler's Outfit; Handy Haversack; Arrows (20); Bedroll; Blanket (Winter); Chalk (1 Piece); Everburning Torch; Flint and Steel; Healer's Kit; Mirror (Small/Steel); Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Rations (Trail/Per Day); Rope (Silk/50 ft.); Sewing Needle; Soap (per lb.); Tent; Holy Symbol (Wooden); Pouch (Belt); Waterskin (Filled); Dagger; Composite Shortbow

Goals (Optional)- Discover the reason she was chosen as an oracle and what purpose she's been called to serve, make a new home for herself, find friends and companions and increase her knowledge of healing, herbalism and medicine.

Miscellaneous- Character Sheet

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