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Forgotten Realms Pathfinder Campaign

Rivine

Supernova
Joined
Jun 28, 2011
Hello everyone! This is where your character sheets can go. I ask that you use a character sheet that is fillable from a site like Myth-Weavers or a PDF. I'm really not that picky about it. However, there are some ground rules for characters.

1. All characters will be level 1.
2. Stats will be generated by rolling 4d6, dropping the lowest die, rolling 7 times in total, dropping the lowest score.
3. All characters will start with maximum hit points at level 1. All subsequent hit die shall be rolled.
4. Everyone will have 150 gp to start with, baring bonuses due feats and the like.
5. We will be using the background skills rules for this campaign.
 
Sune'lel (goes by Lel).
paladin1.jpg


Background
Born in the dalelands to a innkeeper and his wife, Sune'lel is named for the goddess Sune as her parents were overjoyed to have a child and noted her striking red hair as a sign of favour from the goddess. Her early life was spend playing and working within her families inn, a bright and bubbly child she took to singing and dancing at an early age.

Her parents however began to worry about her nature - noting oddities in her such as having no concerns regardless of how cold it got in winter, and no issues with darkness. They grew concerned that there child might be affected by something they know nothing about and consulted one of the adventurers that occassionally passed through the inn.

Examining the child and speaking to her parents the bard Elana determined that it was likely that her mother was decended from some celestial being and that some of the power was manifesting within the young girl - this revelation shocked the family and they began to imagine how she might be able to use her blessings to help others in the gods names.

Choosing to apprentice the child to Elana who was happy to take on a hireling to assist with performances, Lel learned her talants well and spend two years serving Elana - though she never adopted a level of cautious cynicism that her mentor thought appropriate for dealing with new people, where the bard believed in trust being earned the girl seemed to trust all she met - which caused her issues on occassion when people might ask for her help on things she should not help with.

If everything had played out normally the girl would likely have become a bard and dedicated herself to Sune as her parents imagined however her trusting nature lead her into a trap for her mentor.

Years before Elana had earned the ire of a being from the lower planes when she had distrupted its plan for a village within the Dales, seeing a method of striking back via targeting her protege the creature masked itself as an traveling merchant and befriended the young girl as she approached her teenage years, after speaking for a time and getting to know one another and the girls love of life the 'merchant' presented her with a ring to remember they were friends.

The ring sat on her finger as ornamentation for some time before but as she came of age a hidden power within it activated and bequeath some power onto the teenage. Elana having not taken note of the girls fashion before was shocked to note her student had now seemingly lost control of her hand which while not obviously malicious was certainly distracting to her occassionally seemingly engaged in harmless pranks against its owner, Elana sought out help from a friend of hers who she had adventured with years before a paladin of the Harmonious Order - Andras.

Whatever was occuring with the girl they were not able to undo - but her good nature did not seem compromised, and so after much discussion it was felt that given the nature of the enemy the carefree life of a bard might be detrimental to her development and so with a heavy heart Elana passed her training over to Andras while she sought to track down her old foe. The young woman who had only just came to puberty adopted something of a crush on the various people she met including her new mentor but these were warded them off as it was explaining that until they knew more about her affliction exploring her changing feelings might be problematic - this annoyed the young woman somewhat but she found solace in song and dance, occassionally using either as minor rebellions. But the Order was dedicated to a god of song after all so as outlets went it was an acceptable one.

Lel took to the training with difficulty - but she was also not as strong or tough as others and somewhat lacking in focus, she made up for these with raw force of personality and oddly enough her affected hand proved to be clear in protecting her guiding her training somewhat, it also helped that she could learn to notice powerful forces of evil when she was shown trials and the observation of justice. While she could still be manipulated she at least now could have some method of defending from the truely malicious. On the other hand her connection with whatever force was in her hand grew somewhat stronger as she did eventually offering advise on topic she knew little about.

Years past as she trained and before she took her oaths but shortly before she did so she had a visit from her old friend Elana who somewhat confirmed Andras warning her against relationships and sexual contact - something she had indicated that Lel may suffer if she gave into base needs. With Andras and Elana preaching to her for this she choose to include it in her paladin oaths to be sure she would stand by the warning.

Since than she has been traveling sometimes with a group and sometimes on her own to experience the world, enjoying music and dance where she can and always somewhat cautious about where she came from and what force might be within her - but without sensing poor intent from it she believes it may be able to be able to be a force for good.

Sexuality: Unexplored - she has been attracted to people based on them as people rather than specifically on appearance.
Sexual Experience: None.
Kinks: None known.

Specific Traits rules for ease of reference:
Intense Artist: Choose two Perform skills (Song, Dance); you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Weapon of Peace: When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 attack penalty instead of –4.
Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Possessed: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
Innocent: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

Specific Drawback rules for ease of reference:
Naive: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers
Lonely: You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
 
Tenshi said:
Piper_fawn_01.jpg

Talinda Embersong

History:
--Talyrand Embersong was driven from the kosuthian monestary where he resided as a young man over theological diferences with the leadership. Like any Fire Walker, Talyrand saw life as an endless crucible in which he would be tested and purified and argued the superiority of the element of fire.

Talyrand also preached that the power of fire to purify was not something reserved for the faithful, but a healing force that could be used for the betterment of Toril.

After some years as an iternerant adventuring preacher, he settled in Waterdeep. Here, rather than pursue the life of a smith, he used his savings and his skill at the spiritually edifying practice of brewing to open a tavern and resteraunt called Jubilee. Along with good drink, Jubilee serves fondue and a varity of flamign deserts. There is also a small shrine to kosuth in the back, and people can come here seeking minor miracles of healing--and the purchase of healing potions--from Talyrand and his children.

The youngest of these, is Talinda Embersong. For several years now, she has worked as a tavern maid at Jubilee and provided minor magcial intercessions for the faithful. Instructed by her father in a variety of combat styles, the young redhead aspires to put herself to the test in the crcuible of life, both for her own edification and to prove her father's teachings.
 
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Armine Thundercraft

Character sheet

A former slave who has recently 'won' her freedom by the most unusual means as she, in one of her usual moments of confusion, killed her previous master. She had been taught to obey in bed and in combat for so long that her mind has been severely broken already, making her sometimes submissive, sometimes aggressive and some others dangerously dominant even under extreme conditions as in the heat of a real combat or life or death situation.

Still used to her previous living style she wondered the wild wearing only the chains that kept her bound using them as arms and armor, the same chains she was instructed to forge to bound her, until she found Lyre and joined her in her quest.
 
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There are several ways to describe her, most focusing on the fact that she lacks a great deal of shame, modesty, or desire to conform to the majority of social rules. Or rather, she does not wish to conform to the social rules that she feels are born of ignorance and general stupidity. That this mostly has had her ignore many human customs regarding sexual conduct and nudity once she has left Evermeet says a great deal more.

Her habit, of wearing what amounts to be a silk loincloth and bra, almost absurdly transparent, and her jewelry with nothing else, instead relying on an Endure Elements spell, shows off her body. From sun kissed cream skin, burnished copper hair, and inset jade eyes, she leaves nothing to the imagination, her hips swaying with each step, a smirk and a lifting of an eyebrow, as her hand move inviting all that wish to look at her. However, she is choosy about who actually touches her.

At heart, while she is convinced that she is among the greatest beauties and intellects that grace the majority of other humanoids lives, though if asked she will raise her eyebrow and state that of course she does not include Chosen of Mystra or Elminster (as it goes without saying that they would outrank her), she considers herself a researcher of the arcane that happens to dabble in the arts, enjoys some creature comforts and is more then willing to teach and life those grubby little humans from their humdrum lives.
 
Char Sheet:
Kelman Milner

https://www.pinterest.com/pin/389420699013451246

A half-elf educated by the church and trained to hunt undead (finding a new picture).

Connections:
Worked with the Harmonious Order with Sune'lel, performing a task required of Oghma.
 
[img=500x500]https://66.media.tumblr.com/e29b708522629d92f8bc02472a12350d/tumblr_nerdu84ce91rxtdgbo1_r1_1280.jpg[/img]
Name: Beldar Fatecarver
Race: Shield dwarf
Sex: Male
Sexuality: Pansexual
Age: 66
Homeland: The Western Heartlands

Background
Beldar’s tale begins as the tale of every being begins, with his birth. He was born to Halen and Gearda Fatecarver, their third child, in 1306 DR. He was the second son born to them, the first being his identical twin brother Falden. The family were part of a group of shield dwarves known to others in their race as the Wanderers; the ancestors of shield dwarves who had long ago left their homelands of old to seek their fortunes in the wider world. The Fatecarvers had, for generations, been amongst the Wanderers. So Beldar was raised around other races, rather than in some secluded dwarven hold. His parents profession made this even more prominent, since they were business people. His father was a skilled gem cutter while his mother often sold baked goods. But being business folk did not mean that the family was rooted to one place. The Fatecarvers moved quite often, going from village, to small city to roadside inn, doing business where they could and trying to avoid trouble.

WIP
 
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https://www.myth-weavers.com/sheet.html#id=1093363

Aladron was supposed to be a great wizard like all his family he had the talent, the resources, and worst of all the desire to learn. Aladron devoured books on magic and magical theory he often delved into text that should be far too advanced for a child his age yet because he was able to grasp the concepts within many adults left him to his own devices... It was their complacency and Aladron's own overconfidence that allowed him to find it. A grimoire so old its name and history had been lost to time even in the elve's long memory.

The book had been waiting for someone like Aladron someone who would be compatible. It called to him to discover it in the depths of Evermeet's oldest archives. As the young boy grew closer it practically pulsed with power and anticipation. The youth opened the book and they found him the next morning asleep in the dungeons none of the prisoners have since been found. Aladron for his part knows nothing of what happened that night but he understands the effects quite well and they are a sore spot with him.

Aladron cannot channel power the way a wizard can his mind simply will not do it he cannot form bonds with an object but he can call a familiar. Aladron now channels magic the old way the way of the witch, not the wizard. His power is tied to the night and shadows though he feels uncomfortable in the dark as though he is being pulled back. His shadow is now living (for lack of a better word) it moves and acts as though it is aware of everything going on. Because of the strange goings-on about him, or perhaps because of some aura that no other can sense no animal will willingly approach him, save the scorpion which has been following him ever since he was a boy. While he understands he obviously has a patron as all witches have, Aladron has no idea who or what it might be, what's worse he does not know what was bargained for said power.
 
Horatio Lee

There is, in the harbour district of Waterdeep, a small selection of houses that look like they don't belong. From lands in the distant east, a few merchants have set up a trading enclave. Behind its formal palisade are ornate dragon-inscribed pillars, strangely angled roofs, and the sounds and smells of a distant land.

Horatio makes his home amongst this small community. He left his distant homeland when he was young, meaning he has only fleeting memories of a land of serene mists, cherry-blossoms, and temples. His knowledge culture and attitude is therefore mostly that of Waterdeep. He even speaks his native Kara-Tur with that accent.

Sexual History
He's open-minded, charming, and friendly. Not really a 'rock-star', more a storyteller, he's probably taken some of his audience to bed. He's naturally curious, but at the same time, he's curious about most things - sex hasn't been a priority in the same way it would be for human teenagers.

OOC bits
Despite taking an archetype that screams orientalism, I intend it to be 'reskinned' into something more Western / classic D&D:

Tea Ceremony is rather more like the British approach of: "I'll put the kettle on and we can have a nice cuppa and a biscuit". "We're about to go fight a dragon - that'll be Earl Grey. No. Wait. More like Russian Caravan"

Instruments are purely Western style, and probably a little tongue in cheek. See this for example. Although, as he's able to provide his own band, pyrotechnics, and light effects, I'm reasonably sure that he'll be able to improvise.
 
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