Goddess FallenAngel
Explorer
Shar Stormbreeze
Female Smoke Genasi
Alignment: Chaotic Good
Height: 5'5"
Weight: 125 lbs
Age: 17
HD: 1d8+3d6
HP: 25 (max @ first, ½ thereafter)
Classes/Levels: ECL1/Rogue3
Init: +4 [+4 Dex]
Speed: 30 ft.
Stats:
STR 12 (+1) [4 pts]
DEX 19 (+4) [10 pts +2 racial +1 level]
CON 14 (+2) [6 pts]
INT 12 (+1) [4 Pts +2 racial]
WIS 12 (+1) [4 Pts]
CHA 12 (+1) [6 Pts -2 racial]
[Total=32 points]
AC: 19
[10 base +4 Dex +5 armor]
Conditional:
~ Dodge: +1 to AC vs one opponent when declared
~ Uncanny Dodge (Dex to AC)
Saves:
Fort +2 [1 base +1 Con]
Ref +7 [3 base +4 Dex]
Will +2 [1 base +1 Wis]
Conditional:
~ Evasion (no damage with successful Ref save)
Attacks:
Base Attack: +2
Grapple: +3 [2 base +1 Str]
Starlight +7 [+2 base +4 Dex +1 Magic]
Critical 18-20/x2
Damage 1d6+2
This +1 rapier is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star.
Dagger +6 [+2 base +4 Dex]
Critical 19-20/x2
Damage: 1d4+1
Conditional:
~ Weapon Finesse
Skills:
Balance +6 [2 ranks +4 Dex]
Climb +3 [2 ranks +1 Str]
Disable Device +10 [7 ranks +1 Int +2 MW]
Gather Information +2 [1 ranks +1 Cha]
Hide +11/+13 shadows [7 ranks +4 Dex +2 racial in shadows/dark]
Listen +6 [5 ranks +1 Wis]
Move Silently +13 [7 ranks +4 Dex +2 racial]
Open Lock +13 [7 ranks +4 Dex +2 MW]
Perform (lute, sing, mandolin, storytelling, harp) +6/+8 lute [5 ranks +1 Cha /+2 MW]
Pick Pocket +8 [4 ranks +4 Dex]
Search +8 [7 ranks +1 Int]
Spot +6 [5 ranks +1 Wis]
Tumble +8 [4 ranks + 4 Dex]
Feats:
~ Weapon Finesse
~ Dodge
Racial Abilities:
Smoke Genasi:
~ Size: Medium
~ Speed: 30 ft.
~ 1d8 HD
~ +2 Dex, +2 Int, -2 Cha
~ Darkvision 60’
~ Smoke Sight (can see through smoke 120’)
~ +1 racial to saves vs. smoke and cloud-type effects. Bonus increases by +1 for every 5 character levels.
~ Do not have to breathe.
~ +2 to Hide checks when trying to hide in shadows or darkness
~ +2 to Move Silently checks
~ Smoke Cloud, 1/day. (20-foot radius cloud of smoke centered on herself. This cloud grants concealment, granting a 20% miss chance to any creature more than 5 ft. away from another within the cloud, and all creatures except the smoke para-genasi must make a Fortitude save (DC 10 + 1/2 level + Cha mod) or begin coughing uncontrollably. This coughing imposes a -2 penalty to attacks and skill checks and it lasts until the victim leaves the cloud. The dust cloud lasts for 5 minutes.)
~ Considered Native Outsider
~ Automatic Languages: Common, Ignan, Auran
~ Favored Class: Rogue
~ ECL: +1
Class Abilities:
Rogue
~ Sneak Attack +2d6
~ Evasion (no damage with successful Ref save)
~ Uncanny Dodge (Dex to AC)
Languages Spoken:
~ Common [racial]
~ Ignan [racial]
~ Auran [racial]
~ Elven [Int]
Equipment:
Steam, Light Warhorse, dapple grey (150 gp)
Bit and Bridle, dyed silver-grey (2 gp)
Military Saddle, dyed silver-grey (60 gp)
Saddlebags, dyed blue (4 gp)
Clothing, various outfits (150 gp)
Cloak, blue velvet and silver-grey silk, sewn with interior pockets (20 gp) (worn; 2 lb)
MW Thieves' Tools (100 gp) (carried about person; 2 lb)
Weighted dice, black (3 sp) (belt pouch; > lb)
Normal dice, black (3 cp) (belt pouch; > lb)
Deck of marked cards (3 sp) (cloak pocket; > lb)
Deck of unmarked cards (3 cp) (cloak pocket; > lb)
Bedroll (1 sp)
Caltrops x2 bags (2 gp)
Flint & Steel (1 gp) (belt pouch; > lb)
Grappling Hook, collapsible (3 gp)
Lantern, Hooded (7 gp)
Oil, 5 pints (5 sp)
Silver Tankard, inscribed with ornate "S" (1 gp)
Belt Pouch, black leather, x2 (2 gp) (worn; 1 lb )
Silk Rope, 50 ft (10 gp)
Tent, one person (5 gp)
Waterskin x2 (2 gp)
Whetstone (2 cp) (belt pouch; 1 lb)
Acid flask (10 gp)
Thunderstone x3 (90 gp) (belt pouch; 3 lb)
Wrist sheath, black leather x2 (40 gp) (worn; > lb)
Boot sheath x2, brown leather (40 gp) (worn; > lb)
Songbird, MW Lute (100 gp) Songbird is a finely made lute, with images of birds in flight carved in the honey-colored wood.(carried; 3 lb)
Mandolin, common (5 gp)
Small Harp, common (5 gp)
Moonlight Web, +1 Mithral Shirt (2,100 gp) This chain shirt as bright and as light as moonbeams. It is decorated at cuffs and collar with symbols of the moon’s various stages. (worn under clothes; 10 lb)
Starlight, +1 Rapier (2,320 gp) This weapon is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star. (worn; 2 lb)
Tymora’s Luck x2 (100 gp) As per Potions of Cure Light Wounds, these draughts contain the goddess’ favor. (1 is carried in cloak pocket)
Daggers, Steel x2 (6 gp) (worn; 3 lb)
Dagger, Cold Iron x2 (8 gp) (worn; 2 lb)
Cash:
GP: 7
SP: 7
CP: 2
Money sent back to family: 50 gp
Any EQ not listed as ‘worn’ is carried in saddlebags, which are generally left locked in her room.
Appearance:
Shar is a lean and athletic young woman with dusky skin and exotic almond-shaped eyes the color of a storm cloud. Her hair is very fine and a dusty grey color, and floats around her head much like a cloud of smoke. She keeps it cut short so that it does not interfere too much with her daily activities. She also trails a slight acrid burning odor that, more than anything else, gives away her ancestry. Until she reached maturity and came into her full powers, she looked to be a normal human girl save for her unusual coloring.
She tends to wear black and silver, although she will sometimes wear muted and dark colors to complement her dark coloring while performing. Her clothing tends to be somewhat form-fitting to allow her freer movement through crowds (without heavy skirts to get in her way), although she has the sleeves of her outfits flared and loose as is the fashion (and the better to hide items up). Her lute is often carried prominently, as well as her rapier and crossbow. She usually carries a dagger hidden strapped to her forearm under each sleeve (1 cold iron, 1 steel), and bootknives (1 cold iron, 1 steel) in each of the nearly knee-high brown leather boots she wears.
History:
The earliest place that Shar can remember is the city of Andeluvay. She was just a child, and her mother Shialla worked in a tavern there. Shar’s mother had little time for her child, as she worked from before the sun rose until long after it set. As a result, Shar was left on her own for a good portion of the time, and it wasn’t long before she created her own games. She found that she had a talent for hiding and sneaking – and she also noticed that when doing such, she could learn far more than she ever could normally.
Shar knew from a young age that she was neither like her mother nor most of the rest of the children on her block; it wasn’t until she was 12, when she fully came into her powers and appearance, that she learned why she was different. She had been drafted into working in the common room as well, now that she was old enough to do so; and one of the patrons that day asked her if she were a genasi. She gazed at him, blinking in surprise, before her mother rushed over and drew her away. “Go into the kitchen, now.” Shialla shoved her tray atop Shar’s empty one and pointed. Obedient, Shar went, looking back to see her mother talking quietly with the patron.
Later that day, Shialla quietly explained to Shar what a genasi was, and Shar’s own history. She was a smoke genasi, her father having been a half-smoke-elemental. Shialla was human, and hadn’t seen Shar’s father for long before she realized she was pregnant. Shar had always known that she was different from others, but never really realized how different. Shialla also told Shar how much it was important to her that Shar make something of herself, unlike Shialla. “Don’t be a tavern-wench for your whole life, dearheart. Make something of yourself.” Shar had a lot to think about that day.
That night, after the tavern closed, Shialla handed Shar an old lute and slowly began to teach her to play. The lessons continued every night for a while until Shar learned enough songs to make a night of playing in the tavern. From that time forth, she played instead of worked as a waitress. The addition of a minstrel, even if she was rather unskilled at first, to the common room was a welcome addition, and after a few months had passed the tavern-keeper (not a bad sort) gifted her with a newer, better-sounding lute.
Shar might still be in that inn playing and singing for the patrons were it not for a locksmith named Deaneth. He visited the tavern one night for dinner, and happened to notice Shar as she finished her set and left the stage. Noticing her innate grace and habit of nearly fading into the shadows, he noted her and watched her covertly for two weeks before approaching Shialla and offering to give her daughter an apprenticeship.
Shialla talked it over with Shar before agreeing. “I think that this is the best course for you to follow, dearheart. You’ll be learning a trade, and Master Deaneth has agreed to teach you swordwork – you’ll be able to defend yourself.”
Whether or not Shialla knew that Master Deaneth was more than just a locksmith is something Shar wondered often since her apprenticeship. For Master Deaneth was indeed more than that; he also was a thief, a fence, and a through rogue. However, he did indeed teach her a trade, a way to make a living, and how to defend herself – for which she would always be grateful. He also opened her eyes to the rest of the world. Shar’s mother had kept her remarkably sheltered, perhaps hoping to protect her from some unnamed threat.
Once her apprenticeship ended, Shar elected to travel and see the world, taking the name Stormbreeze to reflect her new attitude of travel. She enjoys playing the lute, but has increased her knowledge of different instruments and often acts as a minstrel to pay her way in inns and taverns. She also sends money back to her mother, always thinking of her family and trying to help support the woman who raised her.
Female Smoke Genasi
Alignment: Chaotic Good
Height: 5'5"
Weight: 125 lbs
Age: 17
HD: 1d8+3d6
HP: 25 (max @ first, ½ thereafter)
Classes/Levels: ECL1/Rogue3
Init: +4 [+4 Dex]
Speed: 30 ft.
Stats:
STR 12 (+1) [4 pts]
DEX 19 (+4) [10 pts +2 racial +1 level]
CON 14 (+2) [6 pts]
INT 12 (+1) [4 Pts +2 racial]
WIS 12 (+1) [4 Pts]
CHA 12 (+1) [6 Pts -2 racial]
[Total=32 points]
AC: 19
[10 base +4 Dex +5 armor]
Conditional:
~ Dodge: +1 to AC vs one opponent when declared
~ Uncanny Dodge (Dex to AC)
Saves:
Fort +2 [1 base +1 Con]
Ref +7 [3 base +4 Dex]
Will +2 [1 base +1 Wis]
Conditional:
~ Evasion (no damage with successful Ref save)
Attacks:
Base Attack: +2
Grapple: +3 [2 base +1 Str]
Starlight +7 [+2 base +4 Dex +1 Magic]
Critical 18-20/x2
Damage 1d6+2
This +1 rapier is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star.
Dagger +6 [+2 base +4 Dex]
Critical 19-20/x2
Damage: 1d4+1
Conditional:
~ Weapon Finesse
Skills:
Balance +6 [2 ranks +4 Dex]
Climb +3 [2 ranks +1 Str]
Disable Device +10 [7 ranks +1 Int +2 MW]
Gather Information +2 [1 ranks +1 Cha]
Hide +11/+13 shadows [7 ranks +4 Dex +2 racial in shadows/dark]
Listen +6 [5 ranks +1 Wis]
Move Silently +13 [7 ranks +4 Dex +2 racial]
Open Lock +13 [7 ranks +4 Dex +2 MW]
Perform (lute, sing, mandolin, storytelling, harp) +6/+8 lute [5 ranks +1 Cha /+2 MW]
Pick Pocket +8 [4 ranks +4 Dex]
Search +8 [7 ranks +1 Int]
Spot +6 [5 ranks +1 Wis]
Tumble +8 [4 ranks + 4 Dex]
Feats:
~ Weapon Finesse
~ Dodge
Racial Abilities:
Smoke Genasi:
~ Size: Medium
~ Speed: 30 ft.
~ 1d8 HD
~ +2 Dex, +2 Int, -2 Cha
~ Darkvision 60’
~ Smoke Sight (can see through smoke 120’)
~ +1 racial to saves vs. smoke and cloud-type effects. Bonus increases by +1 for every 5 character levels.
~ Do not have to breathe.
~ +2 to Hide checks when trying to hide in shadows or darkness
~ +2 to Move Silently checks
~ Smoke Cloud, 1/day. (20-foot radius cloud of smoke centered on herself. This cloud grants concealment, granting a 20% miss chance to any creature more than 5 ft. away from another within the cloud, and all creatures except the smoke para-genasi must make a Fortitude save (DC 10 + 1/2 level + Cha mod) or begin coughing uncontrollably. This coughing imposes a -2 penalty to attacks and skill checks and it lasts until the victim leaves the cloud. The dust cloud lasts for 5 minutes.)
~ Considered Native Outsider
~ Automatic Languages: Common, Ignan, Auran
~ Favored Class: Rogue
~ ECL: +1
Class Abilities:
Rogue
~ Sneak Attack +2d6
~ Evasion (no damage with successful Ref save)
~ Uncanny Dodge (Dex to AC)
Languages Spoken:
~ Common [racial]
~ Ignan [racial]
~ Auran [racial]
~ Elven [Int]
Equipment:
Steam, Light Warhorse, dapple grey (150 gp)
Bit and Bridle, dyed silver-grey (2 gp)
Military Saddle, dyed silver-grey (60 gp)
Saddlebags, dyed blue (4 gp)
Clothing, various outfits (150 gp)
Cloak, blue velvet and silver-grey silk, sewn with interior pockets (20 gp) (worn; 2 lb)
MW Thieves' Tools (100 gp) (carried about person; 2 lb)
Weighted dice, black (3 sp) (belt pouch; > lb)
Normal dice, black (3 cp) (belt pouch; > lb)
Deck of marked cards (3 sp) (cloak pocket; > lb)
Deck of unmarked cards (3 cp) (cloak pocket; > lb)
Bedroll (1 sp)
Caltrops x2 bags (2 gp)
Flint & Steel (1 gp) (belt pouch; > lb)
Grappling Hook, collapsible (3 gp)
Lantern, Hooded (7 gp)
Oil, 5 pints (5 sp)
Silver Tankard, inscribed with ornate "S" (1 gp)
Belt Pouch, black leather, x2 (2 gp) (worn; 1 lb )
Silk Rope, 50 ft (10 gp)
Tent, one person (5 gp)
Waterskin x2 (2 gp)
Whetstone (2 cp) (belt pouch; 1 lb)
Acid flask (10 gp)
Thunderstone x3 (90 gp) (belt pouch; 3 lb)
Wrist sheath, black leather x2 (40 gp) (worn; > lb)
Boot sheath x2, brown leather (40 gp) (worn; > lb)
Songbird, MW Lute (100 gp) Songbird is a finely made lute, with images of birds in flight carved in the honey-colored wood.(carried; 3 lb)
Mandolin, common (5 gp)
Small Harp, common (5 gp)
Moonlight Web, +1 Mithral Shirt (2,100 gp) This chain shirt as bright and as light as moonbeams. It is decorated at cuffs and collar with symbols of the moon’s various stages. (worn under clothes; 10 lb)
Starlight, +1 Rapier (2,320 gp) This weapon is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star. (worn; 2 lb)
Tymora’s Luck x2 (100 gp) As per Potions of Cure Light Wounds, these draughts contain the goddess’ favor. (1 is carried in cloak pocket)
Daggers, Steel x2 (6 gp) (worn; 3 lb)
Dagger, Cold Iron x2 (8 gp) (worn; 2 lb)
Cash:
GP: 7
SP: 7
CP: 2
Money sent back to family: 50 gp
Any EQ not listed as ‘worn’ is carried in saddlebags, which are generally left locked in her room.
Appearance:
Shar is a lean and athletic young woman with dusky skin and exotic almond-shaped eyes the color of a storm cloud. Her hair is very fine and a dusty grey color, and floats around her head much like a cloud of smoke. She keeps it cut short so that it does not interfere too much with her daily activities. She also trails a slight acrid burning odor that, more than anything else, gives away her ancestry. Until she reached maturity and came into her full powers, she looked to be a normal human girl save for her unusual coloring.
She tends to wear black and silver, although she will sometimes wear muted and dark colors to complement her dark coloring while performing. Her clothing tends to be somewhat form-fitting to allow her freer movement through crowds (without heavy skirts to get in her way), although she has the sleeves of her outfits flared and loose as is the fashion (and the better to hide items up). Her lute is often carried prominently, as well as her rapier and crossbow. She usually carries a dagger hidden strapped to her forearm under each sleeve (1 cold iron, 1 steel), and bootknives (1 cold iron, 1 steel) in each of the nearly knee-high brown leather boots she wears.
History:
The earliest place that Shar can remember is the city of Andeluvay. She was just a child, and her mother Shialla worked in a tavern there. Shar’s mother had little time for her child, as she worked from before the sun rose until long after it set. As a result, Shar was left on her own for a good portion of the time, and it wasn’t long before she created her own games. She found that she had a talent for hiding and sneaking – and she also noticed that when doing such, she could learn far more than she ever could normally.
Shar knew from a young age that she was neither like her mother nor most of the rest of the children on her block; it wasn’t until she was 12, when she fully came into her powers and appearance, that she learned why she was different. She had been drafted into working in the common room as well, now that she was old enough to do so; and one of the patrons that day asked her if she were a genasi. She gazed at him, blinking in surprise, before her mother rushed over and drew her away. “Go into the kitchen, now.” Shialla shoved her tray atop Shar’s empty one and pointed. Obedient, Shar went, looking back to see her mother talking quietly with the patron.
Later that day, Shialla quietly explained to Shar what a genasi was, and Shar’s own history. She was a smoke genasi, her father having been a half-smoke-elemental. Shialla was human, and hadn’t seen Shar’s father for long before she realized she was pregnant. Shar had always known that she was different from others, but never really realized how different. Shialla also told Shar how much it was important to her that Shar make something of herself, unlike Shialla. “Don’t be a tavern-wench for your whole life, dearheart. Make something of yourself.” Shar had a lot to think about that day.
That night, after the tavern closed, Shialla handed Shar an old lute and slowly began to teach her to play. The lessons continued every night for a while until Shar learned enough songs to make a night of playing in the tavern. From that time forth, she played instead of worked as a waitress. The addition of a minstrel, even if she was rather unskilled at first, to the common room was a welcome addition, and after a few months had passed the tavern-keeper (not a bad sort) gifted her with a newer, better-sounding lute.
Shar might still be in that inn playing and singing for the patrons were it not for a locksmith named Deaneth. He visited the tavern one night for dinner, and happened to notice Shar as she finished her set and left the stage. Noticing her innate grace and habit of nearly fading into the shadows, he noted her and watched her covertly for two weeks before approaching Shialla and offering to give her daughter an apprenticeship.
Shialla talked it over with Shar before agreeing. “I think that this is the best course for you to follow, dearheart. You’ll be learning a trade, and Master Deaneth has agreed to teach you swordwork – you’ll be able to defend yourself.”
Whether or not Shialla knew that Master Deaneth was more than just a locksmith is something Shar wondered often since her apprenticeship. For Master Deaneth was indeed more than that; he also was a thief, a fence, and a through rogue. However, he did indeed teach her a trade, a way to make a living, and how to defend herself – for which she would always be grateful. He also opened her eyes to the rest of the world. Shar’s mother had kept her remarkably sheltered, perhaps hoping to protect her from some unnamed threat.
Once her apprenticeship ended, Shar elected to travel and see the world, taking the name Stormbreeze to reflect her new attitude of travel. She enjoys playing the lute, but has increased her knowledge of different instruments and often acts as a minstrel to pay her way in inns and taverns. She also sends money back to her mother, always thinking of her family and trying to help support the woman who raised her.
Last edited: