Mercy in the Nine Hells - Characters


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Isida Kep'Tukari

Adventurer
Supporter
Terreron Keldare
Female Human BoEMII variant Bard 23

Alignment: Chaotic Good
Height: 5' 8''
Weight: 146lbs
Hair: Golden Blonde
Eyes: Emerald Green
Age: 33

Str: 8 (-1)
Dex: 17 (+3) [+4 gloves of Dexterity]
Con: 11 (+0)
Int: 12 (+1)
Wis: 11 (+0)
Cha: 22 (+6) [+4 earrings of Charisma]

Class and Racial Abilities: 1 bonus feat at first level, +4 skill points at first level and 1 extra skill point per level thereafter. Weave Note, Evasion, Weave Chords, Improved Evasion, Spellsongs, Bardic Knowledge +27.


Hit Dice: 23d6
HP: 91
AC: 22 (+3 Dex, +9 armor)
Init: +3 (+3 Dex)
Speed: 30ft
ACP: -1

Saves:
Fortitude +6 [+7 base, +0 Con, +3 from cloak, +1 Epic]
Reflex +8 [+13 base, +3 Dex, +3 from cloak, +1 Epic]
Will +12 [+13 base, +0 Wis, +3 from cloak, +1 Epic]

BAB: +18/+13/+8
Melee Atk: +18/+13/+8 (1d4+1d6 electricity+1d6 sonic/19-20/x2/P, Fa’rallan, +1 shocking, sonic dagger)
Ranged Atk: +25/+21/+16 (1d8+4/x3/60 ft./P, Fotuna, +4 harpbow)

Skills:
Appraise +10 [9 ranks, +1 Int]
Bluff +25 [15 ranks, +6 Cha, +4 Epic Reputation]
Diplomacy +20 [10 ranks, +6 Cha, +4 Epic Reputation]
Gather Information +23 [13 ranks, +6 Cha, +4 Epic Reputation]
Intimidate +10 [+6 Cha, +4 Epic Reputation]
Knowledge (arcana) +18 [17 ranks, +1 Int]
Knowledge (architecture and engineering) +2 [1 ranks, +1 Int]
Knowledge (geography) +2 [1 rank, +1 Int]
Knowledge (history) +2 [1 rank, +1 Int]
Knowledge (local) +2 [1 rank, +1 Int]
Knowledge (nature) +2 [1 rank, +1 Int]
Knowledge (nobility and royalty) +12 [11 ranks, +1 Int]
Knowledge (the planes) +9 [8 ranks, +1 Int]
Knowledge (religion) +2 [1 rank, +1 Int]
Listen +26 [26 ranks, +0 Wis]
Perform (harp) +38 [26 ranks, +6 Cha, +2 MW instrument, +4 Epic Reputation]
Sleight of Hand +11 [3 ranks, +3 Dex, +5 Filcher’s Friend ring]
Sense Motive +24 [24 ranks, +0 Wis]
Spot +12 [24 cc ranks, +0 Wis]

Feats:
Obscure Lore (1st level)
Accompaniment (human bonus 1st level)
Point Blank Shot (3rd level)
Intensify Song (6th level)
Vivify Song (9th level)
Amplify Song (12th level)
Sustain Song (15th level)
Mirror Sight (18th level)
Epic Reputation (21st level)
Epic Leadership (epic bard bonus 23rd level)

Languages: Common, Halfling

Spells

Spellnotes
17 spellnotes per day, DC 17

Balance
Burst of Speed
Cushion Fall
Deflect Blow
Influence
Inspire Courage
Minor Healing
Misdirected Sound
Momentary Disappearance
Momentary Protection
Personal Knowledge
Songstrike
Sonic Dart
Sonic Stab
Stun
True Language
Whisper

Spellchords
12 spellchords per day, DC 19

Channel Sound
Create Object
Disappear
Disguise
Heal Wound
Levitation Chord
Oathchord
Recall Tale
Sense Auras
Sense Lies
Silent Chord
Swift Song

Spellmelodies
7 spellmelodies per day, DC 20

Destroy Utterly With Sound
Disrupt Body
Disrupt Magic
Harmony of Flight
Remove Condition
Sonic Wall
Song of Vitrification

Equipment:

Wearing:
Courtier’s outfit (with 50 gp worth of jewelry), green and gold leathers and linen, with gold and emerald jewelry.
Earrings of Charisma +4 – as per cloak of Charisma +4, appears as tasteful emerald earrings.
Gloves of Dexterity +4
+5 glammored chain shirt
+3 cloak of resistance
Filcher’s Friend ring – from Arms and Equipment guide, adds +5 to Pick Pocket checks for metallic objects.
Ring of elemental resistance, major
Harper's Pin - as ring of mind shielding
Ring of wishes – spent
Slippers of spider climb
Fortuna – harpbow, a +4 shortbow in the form of a masterwork harp, wrapped with a faerie fire ribbon that illuminates targets hit with faerie fire.
20 arrows in a quiver
Belt pouch – contains 20 gp, 9 sp, 8 cp, a portable hole, and a small steel mirror
Two daggers in wrist sheaths
1 silver dagger in a boot sheath
Fa'rallan on belt sheath
Magical red rose that always smells sweet

On Sunshine (light palomino mare)
Bit and bridle
Riding saddle
Saddlebags

Tied to saddle
Waterskin
Wineskin full of rose wine
50 ft. hemp rope

Backpack (tent tied to outside of backpack)
In Backpack attached to back of Sunshine’s saddle
2 different entertainer’s outfits, one red, one yellow
Courtier’s outfit in blue with sapphire jewelry
Midnight blue gown, with emerald tiara, necklack, rings, and earrings, good enough to wear to a Countess’ ball
Tastefully cut adventurer’s clothes
1 sack full of 20pp, 6054gp. 19sp, 18cp
Bedroll
Potion of glibness
6 Potions of cure light wounds
Potion of delay poison
Potion of Charisma
4 alchemist's fire bullets

Right saddlebag
20 arrows in quiver
Personal grooming kit (brush, comb, soap, washcloth, nail file)
Horse grooming kit (currycomb, brush, hoofpick)
Rosewater Shampoo
Magnifying glass in protective pouch
4 sunrods

Left saddlebag
14 days worth of trail rations
3 sacks, one of which contains 800gp and 10pp.
Whetstone
Dried fruit
Mess kit (pot, bowl, plate, utensils, etc.)
Spices and seasonings (packets of salt, basil, sage, cinnamon, etc.)

Total Money: 20pp, 958gp, 9sp, 8cp


Appearance:
Tesseron is tall for a woman, well built with a generous figure. Her long golden hair is usually braided around her head, with allowances for current fashion trends. Her clothes are always of impeccable taste, with a fair amount of jewelry, and she usually carries her harp, Fortuna, at her side at all times.

When not adventuring she tends to wear a courtier’s outfit or an entertainer’s outfit, whichever is appropriate for the venue, always with a tasteful amount of jewelry. She prefers emeralds above all stones, as they match her eyes.

Personality:
Tesseron is a fairly cheerful person, always willing to share her music to whomever will hear it. A free spirit who has truly discovered the pleasures of the open road, she’s become more disdainful of authority, or more precisely oppressive authority, as time goes on.

She has a silver tongue and is rather good with people. She tends to talk to people in all walks of life easily, being able to fit in at many social levels. Tesseron adores dressing people up, and considers herself to be somewhat of an expert on fashion. She’s never happier than when she’s dressing for a party or helping someone else do so.

However, she’s hardly a frail court flower. Tesseron has spent some time on the road and isn’t afraid to fight back and even take someone’s life if they mean to kill her. She’s not particularly squeamish, as a bard must know a story in all of its gory detail, whether or not she finds it personally tasteful. In battle, she uses her spells or Fortuna, her harpbow, to attack. “Feel the sting of Fortuna’s song!” is a cry she’s often used in battle.


Background:

Born in the northern part of the Empire during a rare fine spring day, Tesseron was a joy to those around her from the first. A golden-haired child with a sunny disposition and a clever mind, Tesseron was well liked by those in her town. Though she was never strong enough to follow the full warrior tradition of her mother and brothers, she found she was fairly good at studying strange lore with her father, Jongar Keldare.

Her father’s leg had been crippled in battle, and he now kept the family books for their bodyguarding business. He also found he had a great deal of time to read, and so tempered Tesseron’s lessons with her mother with a great deal of book-learning. Tesseron’s mother, Kelsa Keldare, was a famed swordswoman, but also a good hand at archery. In hopes of making sure Tesseron could protect herself when she traveled, she taught her daughter the way of the bow. Between both sets of lessons, Tesseron would go to one of the local inns to hear the various traveling bards play, which became her secret pleasure.

She was fascinated by some of the bards she would hear play, as she recognized some of the tales in their ballads and songs from her history lessons. To hear them put to music was wonderful indeed. Taking her own carefully hoarded money, she went to one of the bards to beg for lessons. Her name was Melora, and she was a traveling harpist. Recognizing Tesseron’s clever fingers and good ear were well suited for her instrument, she taught her the way of the harp. What was even more impressive to Melora was the fact that Tesseron was knowledgeable in the ways of magic, and soon began drawing power out of her music that Melora had never dreamed of.

When Tesseron came of age, she was sent on her way with her parent’s blessings. They had been mightily impressed that she had the power of magic, though just nervous enough that they were perhaps just a tad too quick in agreeing it was time for her to travel and see the world.

Tesseron has been traveling for just over two years, seeing many new towns and different terrains. She’s picked up lots of interesting information and odd tidbits, picked up a couple tricks from other mage-bards on how to make her magic more potent, and been keeping up with her archery. She’s even managed to have a harpbow made, in order that she look like less of a threat while still retaining the ability to cause some surprise.

She’s also picked up a few tricks and pointers from those in less than savory professions, to help her out when times are lean. She can do a few small sleight-of-hand tricks, but she’s also not entirely a stranger to picking pockets. She always picks targets that look like they can afford to lose a gold or two to a hungry bard, never anyone that looks in need themselves. A few times she’s also used those talents to do a bit of “redistributing” of the wealth.

The ten years after the Great Demon War were interesting ones for Baroness Tesseron Keldare. Before the war, her greatest ambition was one of playing at the grand auditorium in Iskeldrun, joining the Imperial Music Academy, and making a name for herself with her music. However, after criss-crossing the country and the planes, destroying evil, suffering heartbreak, and setting right old wrongs, she began to have a change of heart.

While she did hold forth at the Imperial Auditorium for a while, as well as teaching a few classes at the Academy for the Arts, eventually she went to the Emperor and Empress and asked them for something to do. She ended up crossing the country, often with her brother at her side, after his fall from being the Count of Holstine. Sometimes she would take other promising young bards that she had awakened the powerful musical magic in, other times she would go with young priests, eager mercenaries, or others that attracted the eye of either herself or Their Imperial Majesties.

In her travels, she was targeted by more than one powerful devil for death, but her tolerance for such evil had degenerated to the point of nonexistence by that point. The devils that tried to kill her ended up uniformly dead or fled, and the attempts on her life began to diminish.

During her travels, Pelleron, an old friend now transcended into a solar, would find her and talk with her. While she was reluctant to throw herself headlong into romance as her friends had done, she would spend whatever time Pelleron could spare talking to him. She did like him a great deal, but was uncertain about entering into a relationship with a solar, a celestial, when her own background was tainted by rage and questionable acts. It took both of them several years of deep conversation and learning to understand and forgive each other, as well as to love, but six years ago Tess married Pelleron.

While Pelleron cannot be around all the time, due to his responsibilities, Tess understands. When she became pregnant with her first child, she eventually went to one of the celestial planes to give birth, so that there would be no worries about devils attempting to kill her during such a vulnerable time. Besides, about the time she married a solar, the attempts on her life took an abrupt plunge. She now has three half-celestial children, Amarine, who is five and seems to have inherited her mother’s musical talent, Siabracius, who is three and sticks close by his father when he practices the arts of war, and Elaynaun, a delightful two year old girl who already is showing signs of magical power.

Sometimes she has even joined her husband in the fight against the evils of the multiverse, while his celestial friends have watched their children. She visits the Imperial Court as often as she can, helping Siabrey and Lucius in any way she can.
 

Isida Kep'Tukari

Adventurer
Supporter
Roscoe Greenbottle
Male Halfling Rogue 7/Fighter 10

Alignment: Chaotic Good
Height: 2' 11''
Weight: 33lbs
Hair: Light Brown
Eyes: Gray
Age: 40

Str: 19 (+4)
Dex: 19 (+4)
Con: 13 (+1)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 12 (+1)

Class and Racial Abilities: +2 Dex, -2 Str, Small size (+1 bonus to AC and attack rolls, +4 to Hide checks), +2 racial bonus Climb, Jump, Move Silently, and Listen checks, +1 racial bonus on all saving throws, +2 moral bonus on saves vs. fear, +1 racial bonus on attack rolls with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. 6 bonus fighter feats.


Hit Dice: 7d6 + 10d10 + 17
HP:104
AC: 22 (+4 Dex, +7 armor, +1 size)
Init: +4 (+4 Dex)
Speed: 20ft
ACP: -1

Saves:
Fortitude +14 [+9 base, +1 Con, +3 from cloak, +1 racial]
Reflex +16 [+8 base, +4 Dex, +3 from cloak, +1 racial]
Will +12 [+5 base, +3 Wis, +3 from cloak, +1 racial]

BAB: +16/+9/+4
Melee Atk: +22/+17/+12 (1d6+6/1d6+6/19-20/x2/B,S, Devil Take Warning, +2 evil outsider-detecting, roguefriend gyrspike)
Ranged Atk: +22 (1d3+5/x2/50 ft./P, +1 sling)
Or
+22/+17/+12 (1d3+4/19-20/x2/10 ft./P, MW dagger)
+21/+16/+11 (1d3+4/19-20/x2/10 ft./P, dagger)

Skills:
Appraise +7 [5 ranks, +2 Int]
Bluff +11 [10 ranks, +1 Cha]
Climb +12 [6 ranks, +4 Str, +2 racial]
Diplomacy +6 [5 ranks, +1 Cha]
Disable Device +12 [10 ranks, +2 Int]
Gather Information +7 [6 ranks, +1 Cha]
Handle Animal +7 [6 ranks, +1 Cha]
Hide +12 [4 ranks, +4 Dex, +4 size]
Intimidate +21 [20 ranks, +1 Cha]
Jump +12 [6 ranks, +4 Str, +2 racial]
Knowledge (local) +6 [5 rank, +1 Int]
Listen +15 [10 ranks, +3 Wis, +2 racial]
Move Silently +16 [10 ranks, +4 Dex, +2 racial]
Open Lock +16 [10 ranks, +4 Dex, +2 MW tools]
Perform (reed instruments) +8 [5 ranks, +1 Cha, +2 MW instrument]
Ride +12 [6 ranks, +4 Dex, +2 military saddle]
Search +12 [10 ranks, +2 Int]
Sleight of Hand +6 [2 ranks, +4 Dex]
Sense Motive +5 [2 ranks, +3 Wis]
Spot +9 [6 ranks, +3 Wis]
Tumble +5 [1 rank, +4 Dex]

Feats:
Dodge (1st level)
Quick Draw (3rd level)
Mobility (6th level)
Exotic Weapon Proficiency (gyrspike) (1st level fighter bonus)
Combat Expertise (9th level)
Two-Weapon Fighting (2nd level fighter bonus)
Two-Weapon Defense (4th level fighter bonus)
Point Blank Shot (12th level)
Whirlwind Attack (6th level fighter bonus)
Precise Shot (15th level)
Weapon Focus (gyrspike) (8th level fighter bonus)
Weapon Specialization (gyrspike) (10th level fighter bonus)

Languages: Common, Halfling, Dwarven, Elven


Equipment:

Wearing:
Velvet Links - +3 climbing, comfort, hiding, moving silently chain shirt (25,250gp, properties from BoEMIII)
Devil Take Warning+2 evil outsider-detecting, roguefriend gyrspike (18,390gp, properties from BoEMIII)
+3 cloak of resistance (9,000gp)
ring of water walking (15,000gp)
ring of minor fire resistance (12,000gp)
boots of speed
2 alchemical silver daggers
2 cold iron daggers
1 mithral dagger
1 adamantine dagger
5 normal daggers
+1 sling
Masterwork harmonica
Masterwork thieves’ tools

Belt pouch – contains 20 gp, 15 sp, 9 cp,


On Hammerhoof (warpony)
Bit and bridle
Military saddle
Saddlebags

Tied to saddle
Waterskin
Wineskin full of rose wine
50 ft. hemp rope

Backpack (tent tied to outside of backpack)
In Backpack attached to back of Hammerhoof’s saddle
Bedroll
Entertainer’s outfit
Tent
Winter blanket
Flint and steel
Sack containing 277gp, 7sp, 6cp

Right saddlebag
Personal grooming kit (brush, comb, soap, washcloth, nail file)
Horse grooming kit (currycomb, brush, hoofpick)
4 sunrods
4 bags of sling bullets

Left saddlebag
14 days worth of trail rations
Whetstone
Dried fruit
Mess kit (pot, bowl, plate, utensils, etc.)
Spices and seasonings (packets of salt, basil, sage, cinnamon, etc.)


Appearance: Roscoe is a stylish, dapper-looking halfling who carries himself as if he were ten feet tall. He wears a red and purple velvet vest over his chain shirt, and likes to make sure Devil Take Warning, his gyrspike, is prominently displayed. His brown hair is cut short in spikes, and his eyes are silvery-gray. His skin is tanned, and he bears several scars on his arms that seem to be from claw marks.


Personality: Roscoe has a brilliant, sassy attitude, as Tesseron once described it. He has the soul of a barbarian king in a halfling’s frame, which sometimes erupts into displays of bravado, belligerence, rage, cracking wise, and unfettered harmonica playing.

He takes no guff from anyone, and the last person who cracked a short joke in his presence he tossed bodily into the street in front of the bar. His time with the Angels of Mercy have developed a low tolerance for the oppressive, and a fierce hate of devils and demons. That said, he’s incredibly fun when he’s drunk.

Background: Roscoe Greenbottle was born in the southern part of the empire, and was exposed to the more exotic side of life from the get-go. With his father being a sailor and his mother a dockside scamp, he learned the arts of “liberating” their needs from the more fortunate early. However, when his mother was thrown in jail after being caught, Roscoe decided to keep a much lower profile, and perhaps pick up a second trade, just in case.

He apprenticed himself to an old armsmaster called Doloman, bullying the old man out of his alcoholic haze, tending to his needs and keeping his house in exchange for lessons. The old sot might have had a reputation for being able to drink dwarves under the table, but there was nothing wrong with his skills. He taught Roscoe dozens of weapons, and even his own favorite, the bizarre gyrspike, a weapon so dangerous to the unfamiliar wielder that there were less than a dozen gyrspike fighters in the empire.

When Roscoe felt he was ready, he moved out into the empire at large, ready to test his skills against the world. Having an appreciation of the finer things in life, and enough confidence for ten men, he let nothing stop him as he forged ever onward. He detested seeing those weaker or smaller being tormented, and soon made a small name for himself as a champion of the downtrodden. This name is what attracted the attention of Tesseron Keldare, who soon made him an offer he didn’t want to refuse. Now he fights by her side, happy to combat evil and injustice wherever it may lie.
 
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Haman, the Blade of Song
Female Vbard6/Cleric/6/Knight of the Chord 5

Alignment: Chaotic Good
Height: 5’11''
Weight: 209 lbs
Hair: Midnight Black
Eyes: Green
Age: 32

Str: 20 [+4 from belt of giant’s strength](+5)
Dex: 16 (+3)
Con: 14 [+2 from Amulet of Health](+2)
Int: 10 (+0)
Wis: 16 (+3)
Cha: 15 (+2)

Class and Racial Abilities:
Turn Undead, Domains of Luck and Protection, Aura of Good and Chaos, Bardic Knowledge, Weave Notes, Spellnotes, Spellchords, Armor Song(medium), Imbue Vibration I, Imbue Vibration II, Battle Dance, Armor Song (heavy)

Hit Dice: 6d6+6d8+5d10+37
HP: 124
AC: 25 (+3 Dex, +8 +4 chainshirt, +3 +2 light steel shield +1 Ring of Protection +1)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +13 [+11 base, +2 Con]
Reflex +12 [+8 base, +4 Dex]
Will +12 [+11 base, +1 Wis]

BAB: +13/+8/+3
Melee Atk: +21/+16/+11 (+2 bane(outsider) bastard sword 1d10+7 19-20/x2)
Ranged Atk: +18/+13/+8 (+2 mighty composite longbow (18 Str) 1d8+6 x3 )

Skills: 90
Bluff +7 [4 ranks, +3 Cha]
Climb +9 [4 ranks, +5 Str]
Concentration +8 [6 ranks, +2 Con]
Diplomacy +5 [2 ranks, +3 Cha]
Heal +6 [6 ranks]
Jump +9 [4 ranks, +5 Str]
Knowledge (arcana) +4 [4 ranks, +0 Int]
Knowledge (the planes) +8 [8 ranks]
Listen +11 [8 ranks, +3 Wis]
Move Silently +5 [2 ranks, +3 Dex]
Perform +17 [12 ranks, +3 Cha, +2 MW instrument]
Sense Motive +9 [6 ranks, +3 Wis]
Speak Language [4 ranks]
Spellcraft +6 [6 ranks]
Spot +11 [8 ranks, +3 Wis]
Swim +7 [2 ranks, +5 Str]
Tumble +7 [4 ranks, +3 Dex]




Feats:
Toughness
Exotic Weapon Proficiency (bastard sword)
Weapon Focus (bastard sword)
Power Attack
Cleave
Great Cleave



Spellsongs 10 Spellnotes, 1 Spellchord per Day
Spellnotes:
Minor Healing
Burst of Speed
Deflect Blow
Inspire Courage


Spellchords:
Heal Wound


Spells: 6th level Cleric (8th level effective)
6/4+1/3+1/3+1/2+1


Spells Prepared

0th Level: Create Water, Detect Magic, Detect Poison, Guidance, Purify Food and Drink
1st Level: Bless, Divine Favor, Protection from Law, Remove Fear
2nd Level: Cure Moderate Wounds, Hold Person, Shatter
3rd Level: Prayer, Searing Light, Speak with Dead
4th Level: Death Ward, Divine Power



Domain Spells:
Luck: Entropic Shield, Aid, Protection from Energy, Freedom of Movement
Protection: Sanctuary, Shield Other, Protection from Energy, Spell Immunity


Languages: Common, Celestial, Elven, Santoric (priest language), Mercane


Equipment:

Wearing or carrying
Belt with gilt Jode holy symbol (Belt of Giant’s Strength +4) 16,000 gp
Holy Armor of Jode (+4 chainshirt) 16,100 gp
Gilt Light Steel Shield (+2 light steel shield) – 4,009 gp
Gilt Broach of crossed dragons (Amulet of Health +2) 4,000 gp
Iron Ballad +2 bane(outsider) bastard sword 18,035 gp
Whisperwind +2 mighty composite longbow (18 Str) 8,100 gp
Staff of Healing – 27,750
Ring of Protection +1 - 2000
2 potions Resist Energy (fire) 20 – 1,400
4 Cure Light Wounds – 200 gp
1 find diamond – 500 gp
1 Elixir of Truth – 500 gp
Traveler’s Outfits – 2 gp
Silver Holy Symbol of Jode – 25 gp
Spell Component Pouch – 5 gp
Everburning torch – 110 gp
Masterwork lute – 100 gp

Cash – 115 pp, 4 gp

Appearance:
Haman is unusually tall for a woman, even taller than Tesseron. She has long, jet black hair, which is usually tied up in a single braid for convenience in combat. She is not beautiful in the eyes of many... her face is rather square, and while she is not massively built, every available inch of her body has been honed to muscle from years of fighting.

Haman, like many clerics of Jode, prefers light, airy colors, even when she is clad and ready for battle. As one of the chief champions of the small religion within the Empire, Haman is clad with the best her church can offer. About her torso is a powerful, chain shirt that has a slightly bluish tint, and around her shoulders is a plain, white cloak with a small lining of furs along its edge. Its clasp is a magical broach depicting two dragons in combat.

On her left side usually hangs her small lute, a reminder of her life before she found the Church of Song (and an instrument she can still play quite well). On her right (for she is left handed) hangs her favorite blade, Iron Ballad, its steel length decorated with runes depicting musical reliefs.

On her back, under her cloak, hangs two other important items. Crosswise across her back (so that its top pokes from underneath her cloak) is a white ashen staff, perhaps 3 and a half feet long. It nominally does not belong to the Church of Song, but is on loan to her from the Church of Pelor, for assistance provided in the past.

Lying crosswise the opposite direction is her large bow, made of white ash and whalebone. Her arrows lie in a quiver behind her sword.On her left, just behind her lute, side hangs her small steel shield, its front decorated with a lightly gilded picture of a lyre. Holding all of this equipment up by her waist is a belt, decorated at its front with the Golden Lyre of Jode.





Personality:
Haman’s background before joining the Church has sapped what was once a light and joyful spirit whenever she is on mission. She manages to smile every now and then, but most of the time she is focused on whatever task is at hand. She feels she owes the Church a lifedebt... they saved her life, and she must repay them for that service.

When not on mission, she tends to be rather looser. It is easy to tell she once was a bard, as she can alternate between ancient ballads of chivalry to the latest dirty song about a Sune cleric gone bad. She laughs and cheers, and has a heavy tendency towards brandy and ‘elven spirits’ (she claims ale, dwarven ale, and wine are about as tasty as chamberpot contents).

She is a good planner, and tends to listen well, be she in charge or listening to someone higher than her. By this point, her experiences have given her good instincts on when to be bold, when to be cautious, when to talk, and when to let her blade speak for her.


Background:
Haman, originally Hamanila Broderman was born some 32 years before in Iskeldrun itself, the daughter of an impoverished defunct noble house. Her father was a man at arms to a minor knight, and her mother took odd work whenever possible.

Despite her family’s lack of fortune, she was the daughter of nobility, and thus entitled to an education. She chose the Imperial school of music, where her records indicate she did adequately. Unlike most of her classmates, who moved on to join private troupes belonging to their houses, more official jobs within their family holdings, or positions of honor within the art circles of the capital, Hamas found herself with nothing... save her training on a lute.

She originally started touring taverns at 15 to try and raise extra money for her parents. While she lagged behind the other students when it came to formal scales and practice chords, she came into her own when it came to playing in front of crowds. Within a year, she had made a small name for herself, and had amassed a good enough sum to fund her parents into a comfortable living arrangement.

However, noble families have many enemies, and House Broderman was no different. Despite its impoverished status, there were some nobles who still burned over slights their grandfathers recieved from Haman’s ancestors. The open and sometimes blunt statements by Cornelius Broderman, Haman’s father, did little to soothe sore tempers.

Angered by an accusation by Cornelius Broderman that he was a bastard child, the Baron of Harfleur eventually put a price on the loudmouth’s head. Haman returned to her parents home one night to find three assassins removing her father’s head, and horribly dishonoring her mother.

That was the first night the 16 year old had ever picked up a sword... her father’s longsword. Full of fury but without skill, she tried to attack and save her mother, only to find herself quickly disarmed, and shortly left outside her ruined parents home, devoid of everything, including her own honor.

It was then that she first heard of hte Church of Song. A fellow bard happened to be heading towards an inn further along and saw her lying on the side of the road, crying. He took her quickly to the local ‘Temple’ of Jode... the back of an inn, where the local bards and musicians took turns taking care of her.

Haman swore to properly punish those who had hurt her family, and as soon as she was able, she took to training. Friends found her a master to teach her swordplay, and rather soon she found herself named a guardian of the church. In time, her vengeance on House Harfleur was swift, and altogether fitting; she presented evidence in front of the Imperial Throne showing Lord Harfleur was indeed of improper ancestry, and had thus stolen his lands from their rightful owner. The Baron now spends his time in irons.

Haman’s training continued, and over the years, she has emerged as more than a mere bard. She recieved training in the rites of worshiping Jode, and eventually melded her bardic background and musical abilities to form a potent and powerful array of abilities she dedicated to her new love... her church, becoming the closest thing the Church of Jode has had to a paladin.

Haman is now the most experienced among the few warriors within the Jode fold; the Church of Song normally does not have been of strong blades, but in these difficult times, steel can become an asset. As the progress of another bard, named Tesseron Keldare, became more and more famous, the Church of Jode could see more and more that Jode’s blessing was on this woman.

As such, Haman was sent some two years ago to Baroness Keldare, to offer her services, as well as the services of the Church of Song. The Baroness has found her dedication absolute, and her respect for the Baroness and her work immense. Haman has found more and more of her role following Baroness Keldare as being a healer… as the Baroness’ own powers (or that little Halfling with his gyrspike) seem to dispatch foes before they come close to Haman’s blade…
 
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Aust Ironstone
Male Human Ranger2/Sorcerer8

Alignment: Chaotic Good
Height: 5’8''
Weight: 142lbs
Hair: Dirty Blonde
Eyes: Dark Brown
Age: 18

Str: 14 (+2)
Dex: 18 [+2 from gloves of dexterity] (+4)
Con: 10 (+0)
Int: 10 (+0)
Wis: 14(+2)
Cha: 18 (+4)

Class and Racial Abilities:
Favored Enemy: Undead, Track, Wild Empathy, Combat Style: Two-Weapon, No Familiar

Hit Dice: 2d8+8d4
HP: 42
AC: 14 (+4 Dex, )
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +5 [+5 base, +0 Con]
Reflex +7 [+5 base, +2 Dex]
Will +8 [+6 base, +2 Wis]

BAB: +6/+1
Melee Atk: +8/+8/+3 (off-hand) (+1/+1/ two handed sword 1d8+3/1d8+2 19-20/x2)
Ranged Atk: +11/+6 (1d8+1 +1 composite longbow)

Skills:
Bluff +6 [2 ranks, +4 Cha]
Concentration +8 [8 ranks, +0 Con]
Diplomacy +6 [2 ranks, +4 Cha]
Heal +2 [2 ranks]
Hide +20 [6 ranks, +4 Dex, +10 cloak of elvenkind]
Knowledge (arcana) +2 [2 ranks]
Listen +6 [4 ranks, +2 Wis]
Move Silently +18 [4 ranks, +4 Dex, +10 boots of elvenkind]
Search +2 [2 ranks]
Sense Motive +6 [4 ranks, +2 Wis]
Spot +8 [6 ranks, +2 Wis]
Survival +6 [4 ranks, +2 Wis]

Feats:
Two-Weapon Fighting
Exotic Weapon Proficiency (Two Bladed Sword)
Weapon Focus (Two-Bladed Sword)
Eschew Materials
Enlarge Spell

Spells:
6/7/7/6/4


0th level Detect Magic, Read Magic, Prestidigitation, Message, Open/Close, Dancing Lights, Flare, Light

1st Level Sleep, Feather Fall, Mage Armor, True Strike, Identify

2nd level Scorching Ray, Cat’s Grace, Mirror Image

3rd level Tongues, Fireball

4th level Globe of Invulnerability, Lesser

Languages: Common

Equipment:
Wearing or carrying
+1/+1 two bladed sword – 4,100 gp
+1 composite longbow – 2,100 gp
Cloak of Elvenkind – 2,500 gp
Boot’s of Elvenkind – 2,500 gp
Fine silk gloves (gloves of dexterity) – 4,000 gp
4 Cure Light Wounds – 200 gp
2 potions Mage Armor – 100 gp
Light Horse – 75 gp
Traveler’s Outfits – 2 gp
Wooden Holy Symbol of Pelor – 1 gp
Spell Component Pouch – 5 gp
2 bottles Fine Wine – 2 gp
Everburning torch – 110 gp

Cash – 305 gp

Appearance:
Aust does not appear threatening when first seen. He looks like a sunshining boy, young, and at times giggly. His hair is a dirty blonde, very rarely kept in good order, while his traveling clothes often appear dirty and mud-covered. His smile seems unusually brilliant, despite his often dirty, mud covered appearance. He is rather handsome, though his voice and manners (he looks and acts the part of the ‘bad boy’) seem to attract otherwise genteel ladies towards him.

Personality:
Aust is, first and foremost, a freedom loving person. Severely infected with wanderlust, he has moved far from his original home, far to the north, beyond the Empire’s northern borders and deep in the Northern Tundras. When asked why he has come this far south, he usually gives a mere shrug and will mutter, “I wanted to see what was here.” He hates anyone who oppresses or imposes on someone else, and before arriving in Iskeldrun had made a small reputation for himself in knocking over a few minor merchants who cheated villagers.

Order and rigidity are absolutely the opposite of what he likes and stands for. Despite having considerable magical power, he has had no study of magic, nor does he plan to. He views magic in some ways still as a ‘neat trick,’ despite his abilities to cast fire at others.

Because of this, he views the vast majority of the arcane magic users in the Empire (who tend to be wizards) with mixture of distrust and disdain. Many an arcane master, upon seeing his ability, has offered to train him at their own expense, only to have their offer tossed back in their face with a peal of laughter.

For his cheerful and youthful disposition, Aust also has a fearsome temper, as fully displayed at the Imperial tourney only a few weeks past. A wizard insulted the ‘mongrel’ facing him before finding himself leveled by a powerful spell, and the same ‘mongrel’ at his throat, blade drawn.

Background:
Aust’s background is not really known. It is known to those close to him that he came from the Northern Tundras, beyond the Empire’s northernmost borders. He speaks almost nothing of his mother, father, or any family, only mentioning the ‘fun things’ he has done since entering the Empire some two years prior.

Soon after crossing, he stopped at the village of Red Haven, only to find the innkeeper and most of the villagers being under the control of a corrupt magistrate in cahoots with a crooked group of jewel thieves. After he watched the innkeeper’s daughter be assaulted by the magistrate’s city watch, he turned into a ‘one man battering ram.’ The magistrate’s manor, the thieves den, as well as the barracks of the bribed members of the city watch were in flames by the end of the night. Tess knows for sure that this happened... her organization was about to break up the ring when this unknown stranger blasted through their targets.

His antics and adventures towards the south, if one listens to his commentary, vary from the righteous, to the comical, to the insane (he claims to have wrestled a bear, and the next day snuck up to the room of the daughter of the local lord, for example). It is almost impossible to imagine someone as young as him doing as many things as he claims, however.

What is known for sure is how young Aust attracted the attention of the Angels. On Midsummer’s Eve, the capital city of Iskeldrun hosted the annual Imperial Tourneys, challenges both of arms and of magical skills.

Few gave the ill-clad, poorly styled boy with the sharp Northern accent any chance against even the minor mages of the Imperial court, in their coifed finery and holding their gold leaf spellbooks.

The crowds were stunned, as one after another, every mage that went against him found themselves bested by his wild, seemingly random tactics. His speed was too fast for some mages, who suddenly found themselves facing a bladesman at close range. For others, his ability to simply block their weaker attacks as he marched forward was enough to cause them to kneel in surrender.

Aust seems more than capable of becoming something great. From what Tess has seen, he relies too much on his weapons, and not enough on his magic... but advice must be carefully given to him. His pride and youthful arrogance has caused more than one would be mentor to be rebuffed vigorously.
 
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