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Against the Crimson Tides
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<blockquote data-quote="Goddess FallenAngel" data-source="post: 1613912" data-attributes="member: 11434"><p><strong><u><span style="color: magenta">Domina ex'Zamia</span></u></strong></p><p>Female Human Fighter 15/Weapon Master 10</p><p>Alignment: Lawful Neutral</p><p>Height: 5'9"</p><p>Weight: 145 lbs</p><p>Age: 29</p><p>Eyes: Brown</p><p>Hair: Black</p><p>Skin: Tan</p><p>Patron Deity: God of Justice and Retribution</p><p> </p><p>HD: 25d10</p><p>HP: 317 (10+(5.5*24)+(7*25))</p><p> </p><p>Init: 11 [+7 Dex, +4 Improved Initiative]</p><p>Speed: 40/60 ft. [30 size -10 armor x2 boots]</p><p> </p><p>Stats:</p><p>STR 32 (+11) [13 Pts +4 level +5 book +6 belt]</p><p>DEX 24 (+7) [5 Pts +5 book +6 boots]</p><p>CON 24 (+7) [5 Pts +5 book +6 amulet]</p><p>INT 14 (+2) [6 Pts]</p><p>WIS 16 (+3) [0 Pts +2 level +6 headband]</p><p>CHA 18 (+4) [3 Pts +1 level +6 cloak]</p><p>[Total=32 points]</p><p> </p><p><span style="color: magenta"><strong><u>AC:</u></strong> 35</span></p><p>[10 base +7 Dex +13 armor +5 ring]</p><p> </p><p><em>Conditional:</em></p><p>~ Dodge: +1 bonus vs 1 enemy when declared</p><p>~ Mobility: +4 Dodge bonus to AoO when moving in threatened area</p><p>~ Combat Expertise: Take up to -5 on attack roll and add to AC</p><p>~ Evasion: On a Ref save, 1/2 damage if failed, no damage if made (from boots)</p><p>~ +4 to AC when unarmored (Monk's Belt)</p><p> </p><p><span style="color: magenta"><strong><u>Saves:</u></strong></span></p><p>Fort +25 [13 base +7 Con +5 ring]</p><p>Ref +25 [13 base +7 Dex +5 ring]</p><p>Will +14 [9 base +0 Wis +5 ring]</p><p> </p><p><em>Conditional:</em></p><p>~ Cold, Acid, Fire, Electricity, & Sonic Resistance 30 [armor]</p><p>~ SR 32 against enchantment effects when mounted</p><p> </p><p><span style="color: magenta"><strong><u>Attacks:</u></strong></span></p><p>Base Attack: +22/+17/+12/+7</p><p>Grapple: +33 [22 base +11 Str]</p><p> </p><p>Final Darkness +43 [+22 base +11 Str +5 Magical +1 Weapon Focus +2 Gtr Weapon Focus +2 Epic Weapon Focus]</p><p>Critical Range: 18-20/x4</p><p><em>Final Darkness is a +5 Shocking and Icy Burst Ghost Touch Scythe. The handle is a dark black color and the blade is made out of darkened steel.</em></p><p> </p><p>Unarmed +33 [+22 base +11 Str]</p><p>Critical Range: 20/x2</p><p><em>Attack granted by Monk's Belt.</em></p><p> </p><p><em>Conditional:</em></p><p>~ Power Attack: Subtract from attk, add to dam, up to base attk bonus</p><p>~ Dire Charge: Make full attk after charge in first round</p><p>~ Combat Reflexes: Make additional AoO equal to Dex bonus</p><p>~ Ghost Touch: 50% incorporial miss chance doesn't apply</p><p>~ Increased Multiplier 5/day (+1 to crit multiplier)</p><p> </p><p><span style="color: magenta"><strong><u>Damage:</u></strong></span></p><p>Final Darkness: 2d4+20 [+11 Str +5 magic +2 Weapon Spec. +2 Gtr Weapon Spec]</p><p> </p><p>Unarmed: 1d8+11 [+11 Str]</p><p><em>Attack granted by Monk's Belt.</em></p><p> </p><p><em>Conditional (not included above):</em></p><p>~ Shock: +1d6 electrical damage on successful hit (command word)</p><p>~ Shocking Burst: +3d10 electrical damage on crit</p><p>~ Frost: +1d6 electrical damage on successful hit (command word)</p><p>~ Icy Burst: +3d10 electrical damage on crit</p><p>~ <em>Ki</em> Damage 10/day (Inflict max damage w/o rolling)</p><p> </p><p><span style="color: magenta"><strong><u>Skills:</u></strong></span></p><p>Balance: +26 [0 ranks +7 Dex +20 boots -1 armor]</p><p>Bluff: +9/+13 [5 ranks +4 Cha +4 armor] <em>cc</em></p><p>Climb: +30 [0 ranks +11 Str +20 boots -1 armor]</p><p>Diplomacy: +16/+20 [8 ranks +4 Cha +2 bluff +2 sense motive +4 armor] <em>cc</em></p><p>Handle Animal: +14/+18 [10 ranks +4 Cha +4 armor]</p><p>Intimidate: +17/+21 [11 ranks +4 Cha +2 bluff +4 armor]</p><p>Jump: +30 [0 ranks +11 Str +20 boots -1 armor] (not limited by height)</p><p>Knowledge, Nature: +4 [0 ranks +2 Int +2 survival]</p><p>Listen: +18 [15 ranks +3 Wis]</p><p>Ride: +28 [12 ranks +4 Dex +2 handle animal +10 horseshoes]</p><p>Sense Motive: +23 [20 ranks +3 Wis]</p><p>Spot: +18 [15 ranks +3 Wis]</p><p>Survival: +11 [8 ranks +3 Wis] <em>cc</em></p><p>Tumble: +26 [0 ranks +7 Dex +20 boots -1 armor]</p><p> </p><p><em>Conditional:</em></p><p>~ +4 on all Cha-based skill checks when wearing my armor</p><p> </p><p><span style="color: magenta"><strong><u>Feats:</u></strong></span></p><p>~ Dodge (+1 to AC vs 1 enemy when declared)</p><p>~ Mobility (+4 Dodge bonus to AoO when moving in threatened area)</p><p>~ Wild Cohort (Gain a wild cohort)</p><p>~ Combat Reflexes (Make additional AoO equal to Dex bonus)</p><p>~ Combat Expertise (Take up to -5 on attack roll and add to AC)</p><p>~ Weapon Focus (scythe) (+1 to hit with the scythe)</p><p>~ Spring Attack (Move, attack, move)</p><p>~ Whirlwind Attack (Give up normal attacks to make 1 attack vs every foe within reach)</p><p>~ Cleave (Kill one foe, get 1 xtra attack vs another foe within reach)</p><p>~ Great Cleave (No limit to Cleave attempts per round)</p><p>~ Power Attack (subtract from attk, add to dam, up to base attack bonus)</p><p>~ Improved Critical (weapon threat range doubled)</p><p>~ Improved Initiative (+4 to Init checks)</p><p>~ Weapon Specialization (scythe) (+2 on all damage rolls with scythe)</p><p>~ Greater Weapon Specialization (scythe) (+2 on all damage rolls with scythe)</p><p>~ Quick Draw (Draw weapons as free action)</p><p>~ Greater Weapon Focus (scythe) (+1 to hit with scythe) [bonus from PRC]</p><p>~ Dire Charge (Full Attack after charge on 1st round of combat) [Epic]</p><p>~ Epic Weapon Focus [Epic] (+2 to hit with the scythe)</p><p>~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes]</p><p>~ Ride-By Attack (Move, attack, move) [horseshoes]</p><p>~ Spirited Charge (Deal double damage with melee weapon) [horseshoes]</p><p> </p><p><span style="font-size: 9px">Wish List: Epic Weapon Specialization</span></p><p><span style="font-size: 9px">Wish List: Power Attack</span></p><p><span style="font-size: 9px">Wish List: Overwhelming Critical</span></p><p><span style="font-size: 9px">Wish List: Devastating Critical</span></p><p> </p><p><span style="color: magenta"><strong><u>Racial Abilities:</u></strong></span></p><p><em>Human:</em></p><p>~ Size: Medium</p><p>~ Speed: 30 ft.</p><p>~ 1 extra feat at 1st level.</p><p>~ 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p>~ Automatic Language: Common.</p><p>~ Favored Class: Any.</p><p> </p><p><span style="color: magenta"><strong><u>Class Abilities:</u></strong></span></p><p><em>Fighter</em></p><p>~ Bonus Feats</p><p> </p><p><em>Weapon Master</em></p><p>~ <em>Ki</em> Damage 10/day (Inflict max damage w/o rolling)</p><p>~ Increased Multiplier 5/day (+1 to crit multiplier)</p><p>~ Greater Weapon Focus (scythe) (+1 to hit)</p><p>~ Superior Combat Reflexes (Dex + Wis = AoO/round)</p><p>~ <em>Ki</em> Critical (Increases crit by the same amount as Improved Crit)</p><p>~ <em>Ki</em> Whirlwind Attack (Standard action instead of full round)</p><p> </p><p><span style="color: magenta"><strong><u>Languages Spoken:</u></strong></span></p><p>~ Common</p><p>~ Orcish</p><p>~ Celestial</p><p> </p><p><span style="color: magenta"><strong><u>Equipment:</u></strong></span></p><p><strong>Domina's Items:</strong></p><p>Boots of Swiftness (256,000 gp) ELH SRD</p><p>Ring of Protection +5 (50,000 gp)</p><p>Rod of Enemy Detection (23,500 gp)</p><p>Amulet of Health +6 (36,000 gp)</p><p>Belt of Giant Strength +6 (36,000 gp)</p><p>Headband of Wis +6 (36,000 gp)</p><p>Belt, Monk's (merged with STR belt) (19,500 gp)</p><p>Cloak of Charisma +6 (36,000 gp)</p><p>Ring of Resistance +5 (25,000 gp)</p><p>Manual of Gainful Exercise +5 (read) (137,500 gp)</p><p>Manual of Bodily Health +5 (read) (137,500 gp)</p><p>Manual of Quickness in Action +5 (read) (137,500 gp)</p><p>Vial of Silversheen x2 (250 gp)</p><p>Potion of Haste x3 (2,250 gp)</p><p>Rod of Heal 3/day, 10th lvl (144,000 gp) Custom</p><p>Rod of Teleportation 5/day (84,000 gp) Custom</p><p>Saddlebags of holding (as bag of holding type III x2) (14,800 gp) Custom</p><p>Military Saddle, dyed black (20 gp)</p><p>Bit & Bride (2 gp)</p><p>Clothing, various outfits (150 gp)</p><p>Normal dice, black (3 cp)</p><p>Deck of cards (3 cp)</p><p>Bedroll (1 sp)</p><p>Caltrops x2 bags (2 gp)</p><p>Flint & Steel (1 gp)</p><p>Grappling Hook, collapsible (3 gp) A&E</p><p>Lantern, Hooded (7 gp)</p><p>Oil, 5 pints (5 sp)</p><p>Belt Pouch, black leather, x2 (2 gp)</p><p>Silk Rope, 50 ft (10 gp)</p><p>Tent, one person (5 gp) A&E</p><p>Waterskin x2 (2 gp)</p><p>Whetstone (2 cp)</p><p> </p><p><span style="color: magenta"><strong><u>Cash:</u></strong></span></p><p>PP: 2,600 (all PP carried in saddlebags)</p><p>GP: 78</p><p>SP: 38</p><p>CP: 20</p><p></p><p><strong>Armor</strong> Total Cost~~~ 424,350</p><p>MW Fullplate 1,650 DMG 216</p><p>Mithral 9,000 (max Dex+2, Armor check -3)</p><p>+5 Enhancement to AC (+5) DMG 216</p><p>Command (+2) A&E 93 (+4 Cha skills and reaction checks, +2 Will allies in 30')</p><p>Maneuvering (+1) BoEM2 (-2 armor check penalty)</p><p>Grace (+1) BoEM2 (no max dex)</p><p>Glamered 2,700 DMG 219</p><p>Greater Cold, Acid, Fire, Electricity, & Sonic Resistance 330,000 DMG 219</p><p> </p><p><strong>Weapon</strong> Total Cost~~~ 200,000</p><p>MW Scythe 318</p><p>+5 Enhancement (+5) </p><p>Ghost Touch (+1)</p><p>Shocking Burst (+2)</p><p>Icy Burst (+2)</p><p> </p><p><strong>Arshae's Items:</strong></p><p>~ Saddle of Weather Protection 5,400 A&E 136 ("Immune" from normal weather; cast <em>Protection from Elements</em> 1/day on rider and mount)</p><p>~ Horseshoes of the Peerless Steed 217,000 ELH SRD (See Below)</p><p>~ Horseshoes of the Zephyr (merged with P.S. shoes) 9,000 DMG 260 (travel without touching ground)</p><p> </p><p><strong>Barding</strong> Total Cost~~~ 42,150</p><p>Fullplate (x4 cost) 6,000</p><p>Masterwork 150</p><p>+5 Enhancement to AC (+5) DMG 216</p><p>Grace (+1) BoEM2</p><p> </p><p><strong>Descriptions/Notes:</strong></p><p><em>Boots of Swiftness:</em> These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds). </p><p>Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb. </p><p> </p><p><em>Horseshoes of the Peerless Steed:</em> These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the –5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles. </p><p>Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each. </p><p><em>These have had the Horseshoes of the Zephyr from the DMG merged with them.</em></p><p> </p><p><em>Rod of Heal:</em> Useable 3 times per day, Use activated, heal 110 HP of damage per use.</p><p>Caster Level: 10th; Prerequisites: Craft Rod, Heal; Market Price:</p><p>(spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit (6x10x2,000)/(5/3)x2 = 144,000 gp</p><p></p><p><em>Rod of Teleportation:</em> Useable 5 times per day, as per Greater Teleportation.</p><p>Caster Level: 13thl Prerequisites: Craft Rod, Greater Teleportation; Market Price:</p><p>(spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit</p><p>(7x13x2,000)/(5/5)x2 = 84,000 gp</p><p></p><p><strong>Key:</strong> A&E = Arms & Equipment Guide; ELH SRD = Epic Level Handbook SRD; BoEM2 = Book of Eldritch Might 2.</p><p>All items are named followed by price, source, and page number (if any).</p><p> </p><p><span style="color: magenta"><strong><u>Wild Cohort:</u></strong></span></p><p><span style="color: magenta">Arshae Laurus</span> (ancient victory)</p><p>Advanced Dire Horse Stallion</p><p><strong>Coloring:</strong> Bay (reddish-brown with black mane, tail, and legs)</p><p><strong>HD:</strong> 15d8</p><p><strong>HP: </strong>(8+(4.5*14)+(6*15))</p><p><strong>Initiative:</strong> +3 Dex</p><p><strong>Speed:</strong> 120/100 ft. (60 base -10 armor x2 horseshoes)</p><p><strong>AC:</strong> 38 (10 base -1 size, +3 Dex, +13 armor +13 natural[+6 race +7 cohort])</p><p> </p><p><strong>Base Attack/Grapple:</strong> +11/+23</p><p><strong>Attack:</strong> Hoof +20 melee</p><p><strong>Full Attack:</strong> 2 Hooves +20, Bite +15</p><p> </p><p><strong>Damage:</strong> Hoof 1d8+8, Bite 1d6+4</p><p> </p><p><strong>Face/Reach:</strong> 10 ft/5 ft</p><p> </p><p><strong>Special Qualities:</strong></p><p>~ Scent [Racial]</p><p>~ Low-light Vision [Racial]</p><p>~ Evasion [Wild Cohort] (1/2 dam on failed Ref save, no dam on successful)</p><p>~ Devotion [Wild Cohort] (</p><p> </p><p><strong>Saves:</strong></p><p>Fort +15 [9 base +6 Con]</p><p>Reflex +12 [9 base + 3 Dex]</p><p>Will +7/+11 vs. Enchantment [5 base +2 Wis +4 vs Enchantment [Wild Cohort]] </p><p> </p><p><strong>Ability Scores: </strong>[stats from MotW + Advanced HD + Wild Cohort]</p><p>STR 26 (+8)</p><p>DEX 16 (+3)</p><p>CON 22 (+6)</p><p>INT 2 (-4)</p><p>WIS 14 (+2)</p><p>CHA 10 (+0)</p><p> </p><p><strong>Skills: </strong>[18 skill points from HD]</p><p>Listen +11</p><p>Spot +11</p><p> </p><p><strong>Feats: </strong>[6 feats from HD]</p><p>~ Endurance</p><p>~ Run</p><p>~ Weapon Focus (hooves) (+1 to hit)</p><p>~ Weapon Focus (bite) (+1 to hit)</p><p>~ Improved Natural Attack (hooves) (increase damage die by 1 step)</p><p>~ Improved Natural Attack (bite) (increase damage die by 1 step)</p><p>~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes]</p><p>~ Ride-By Attack (Move, attack, move) [horseshoes]</p><p> </p><p><strong>Advancement:</strong> 16 (Large); 17-24HD (Huge)</p><p> </p><p><strong>Tricks Known:</strong></p><p>~ Combat Riding package [PHB]</p><p>~ Bullrush [Web]</p><p>~ Overrun [Web]</p><p>~ Pin [Web]</p><p>~ Track [PHB]</p><p>("Web" tricks are from <a href="http://www.wizards.com/default.asp?x=dnd/re/20031125a" target="_blank">http://www.wizards.com/default.asp?x=dnd/re/20031125a</a>)</p><p> </p><p><span style="color: magenta"><strong><u>History:</u></strong></span></p><p><span style="font-size: 10px">Domina's life is one filled with tragedy. For the first 14 years of her life, she was happy, except for the usual childish and then teenage woes. She was the daughter of a farming family, the second child of an young couple, her brother having been born but five years before. However, shortly after her 16th birthday, Domina's tranquil life was shattered when the constant border war between the lord whose land they farmed and the neighboring lord spilled over onto their little farm. The farm was razed, her family murdered, and she herself left for dead. Barely alive, Domina was able to draw herself from the house and into the woods before the fires of her ruined home consumed her as well.</span></p><p> </p><p><span style="font-size: 10px">She lived through the night, and in the following days recuperated physically from the soldier's abuse. The damage done to her psyche, however, did not heal so fast. Loss and sorrow filled her every thought and dream - along with a deeply abiding, slow-burning anger. She subsisted on roots and berries, and what wildlife she gleaned from the traps that her brother had set before his death. It was hardly enough to sustain her, but she survived. When she was strong enough, she traveled back to her homestead and took the only weapon she could find - an old scythe that had once been used to work the fields.</span></p><p> </p><p><span style="font-size: 10px">Dressed in her brother's old work clothes that had survived the fire in the barn, she set on the roads and traveled to the lord's keep with the intent of joining his army. Revenge was the driving force in her life.</span></p><p> </p><p><span style="font-size: 10px">She spent only a short time in the army, disguised as a boy (since it was doubtful she would have been accepted for the army as a female). During that time, she was highly commended on her zeal and valor - her commanding officers never realizing, or never caring, just why she worked so hard to master every weapon, every battle strategy, that she could. During that time, she shared a tent with a young man named Jaysen. She, in her disguise as Dominic (her deceased brother's name), and Jaysen grew to be great friends, and it was only through fortunate circumstance and the foibles of battle-readiness (oftentimes, they would have to sleep in their armor and would go for weeks unbathed while in the field) that Jaysen did not discover her true sex. He treated her as an equal, and had a mischievous streak that would often get both of them latrine duty - but she loved assisting him with his tricks. The two grew closer, and she even told Jaysen everything - about her family, her farm, her motivations for being in the army - everything but that she was female. Jaysen shared quite a bit with her, as well - his home life, his reasons for enlisting, his dreams and plans when he left the service. It wasn't long before she realized that she wanted to be that lucky girl he spoke of finding and marrying. But still she held her tongue, afraid of the consequences of revealing her secret. Still, her love made her feel alive again for the first time since her family had died.</span></p><p> </p><p><span style="font-size: 10px">After Domina had been enlisted for a year and a half, her squad was sent out on patrol. Her patrol was ambushed shortly into their shift - and once again, Domina was forced to watch as people she knew and trusted were cut down before her eyes. The tide of battle separated she and Jaysen, and she fought like a madman to get back to his side. They had been in enough engagements together that Domina knew that Jaysen was not as skilled with a blade as she, and she fought to protect him - to protect the man that she loved. Alas, she saw him fall before her eyes, as one of the enemy cut him down from behind with a blow that Jaysen never saw. Domina, with a primal scream, killed the last opponent between them and rushed to catch him as he fell. The battle was fading by then, and she just sat and held him, tears falling like rain on his face. It was his last words to her that scored her to the bone, however - his confession of love for his good friend Dominic, and how he so wished that Dominic were female so they could have a life together. The life faded from his eyes even as she attempted to tearfully tell him of her love. Her emotions froze, and she rose up, cold as ice, to join in the battle with the remainder of her squad.</span></p><p> </p><p><span style="font-size: 10px">She and three others were the sole survivors of that battle, having killed all of the attacking force; and all of them were given the option of continuing in a different squadron or leaving Lord Denethorn's service. Domina opted to leave, as she had lost the taste for fighting; and taking her severance pay, she left for the capital with just the clothes on her back. </span></p><p> </p><p><span style="font-size: 10px">It was a long, hard travel to the capital city, and before long she once again found the need for a weapon. She purchased her original weapon, a scythe, from a local farmer's market and carried it for protection. Still dressed as a boy and carrying a scythe, she was considered not a worthwhile target for all but the most down-on-their-luck bandits.</span></p><p> </p><p><span style="font-size: 10px">It was heading on toward winter, however, and she started stopping at farms, asking if she could sleep in the hayloft overnight if she helped the family during the day. Usually, her offer was taken up. One night, she stopped at a small, out-of-the-way farm with the same offer. It turned out to be inhabited by a lone, elderly man who gladly accepted. In fact, he requested that that she stay and help with the harvest of his small field. She agreed, for he reminded her of her grandfather, also dead these years. Working with him, she discovered that he had no family - he was an only child, and his wife had died in childbirth with their daughter 20 years ago. He had never remarried; instead, he struggled to operate the farm alone with his one draft horse. Touched, she offered to stay the winter, and he happily agreed, saying that he could use the help. That night, in the small bedroom that she had been using (the one that was to be his daughter's) she found laid out for her woman's clothing. When she went back out into the main room, he simply said that the man's clothes didn't suit her and she should dress accordingly.</span></p><p> </p><p><span style="font-size: 10px">She stayed the winter, helping with the animals and around the house. She grew to love old man Tarn as a father, and he confessed one day that she seemed the daughter that he never had. Domina was content, and winter began to stream into spring. Every day that passed cracked Domina's cool exterior as she began to feel, to live, again.</span></p><p> </p><p><span style="font-size: 10px">Tarn's elderly mare went into labor the last month of winter. Although Tarn owned no stallions, he was in the habit of tethering the mare where she could be 'serviced' by one of the wild stallions that lived in the mountain pastures and came down to the flatlands every spring. It was a hard labor, for the mare was old, and she didn't survive it. However, the young colt did; Tarn and Domina fed him cow's milk in a baby's bottle. The foal attached himself to Domina, apparently considering her his parent. He was an odd colt, being bigger than most, and feral-looking, with a blunt and primitive cast to his features - much like a rough stone carving - which Tarn and Domina ascribed to his wild stallion sire.</span></p><p> </p><p><span style="font-size: 10px">The time for Domina to leave came and went, as she stayed with Tarn all that spring and summer; however, tragedy once again struck in late summer. Tarn died peacefully in his sleep, just never awaking one day. With that discovery, Domina's cold emotional shell clanked back into place; it seemed that anyone she loved was taken from her. She buried the old man and said a simple prayer over his grave before departing. She had told Tarn's nearest neighbors, and they agreed to come out and take over the farm. She continued her journey towards the capital, accompanied by the foal who refused to be left behind - even to the extent of jumping the corral fence and following her. She named the him Arshae Laurus, ancient victory, because of his roughcut appearance and refusal to give up.</span></p><p> </p><p><span style="font-size: 10px">Once she reached the Capital, with little money left and little direction in her life, she searched for employment - this time as a female, leaving her boyish disguise behind. It was getting far too difficult and uncomfortable to disguise herself effectively as a boy as her body grew into maturity. By this time she was 16, and although strong from her time in the military and her farm life, there was little need for what skills she had in such a big city. Farm hands were in little demand, and few people showed any interest in hiring a lone female, without any family; who could trust her? She refused to sell her body, even causing bar brawls as she defended herself from unwanted advances. During this she discovered that Arshae was determined to protect her, regardless of her own wishes in the matter, as he trampled one man who had cornered her in the stables. She began attempting to train the foal, who was now nearly double the size of other colts his age, before he could harm anyone permanently. Finally, down on her luck and even the coldness of her emotional facade cracking slightly under the stress, she was offered a bodyguard job by a merchant who had witnessed one of the fights she had been involved in. He wanted a bodyguard and chaperone for his daughter, and for obvious reasons did not want to hire a male. Although Domina had wanted to avoid more fighting, she had no recourse but to accept the job. </span></p><p> </p><p><span style="font-size: 10px">She worked in like jobs freelance for four years before being approached by a mercenary company at the age of 20. Her service and skill with the scythe, her chosen weapon (she refused to use anything else) had impressed the Captain and he offered her a commission in his Company, named the Company of the Black Blade. She accepted the terms he offered, and began what would turn out to be a 9 year career.</span></p><p> </p><p><span style="font-size: 10px">Within a year, her cool demeanor in any situation and her sheer skill with the scythe caused her to be appointed Sergeant, then before another year was out promoted to be the Captain's right hand Lieutenant. The Captain retired at several years later, and she was elected Captain in his stead.</span></p><p> </p><p><span style="font-size: 10px">She was finally able to reform the Company as she saw fit, and thus did so - creating an elite unit that although small in comparison with many Companies, was unsurpassed in tactics. She appointed the best tacticians in the Company to special positions, expelled some of the trouble-makers, and was continuously on the lookout for quality warriors. Within a year, the Company was hardly recognizable as its old self, especially with its new morals of not harming noncombatants. Domina and the Company also had a new reputation as someone you didn't cross - all due to the very first commission Domina accepted for The Company of the Black Blade after her appointment as Captain. It was a fairly routine assignment, and at the completion Domina and her two Lieutenants attempted to collect their fee. The duke who had hired them refused to pay - after all, Domina was merely a female, what could she possibly do to him? Domina took his insults with a calm face, then turned and rode out of the keep with her Lieutenants. Entering the Black Blade's encampment, she very simply and coolly ordered the men to arms. Turning, she rode at the head of a very angry mercenary company back to the duke's keep, wherein they proceeded to lay waste to his home, all without ever harming a single person save his soldiers when he ordered them out. That was the first and last time an employer attempted to default on a agreement.</span></p><p> </p><p><span style="font-size: 10px">More recently, Domina has left the Company in the capable hands of the new Captain, personally appointed by her. She has lost the taste for being Captain and having so many under her command; she wants to get back to being only responsible for herself, and get away from the widespread reputation she has earned as Captain of the Company of the Black Blade. As well, she wishes to better focus on the growing connection she feels with her deity. For one whose whole life has been seemingly filled with nothing but the burning drive for revenge and the acts of warfare, she is beginning to wonder if perhaps she was not chosen by her God.</span></p></blockquote><p></p>
[QUOTE="Goddess FallenAngel, post: 1613912, member: 11434"] [b][u][color=magenta]Domina ex'Zamia[/color][/u][/b] Female Human Fighter 15/Weapon Master 10 Alignment: Lawful Neutral Height: 5'9" Weight: 145 lbs Age: 29 Eyes: Brown Hair: Black Skin: Tan Patron Deity: God of Justice and Retribution HD: 25d10 HP: 317 (10+(5.5*24)+(7*25)) Init: 11 [+7 Dex, +4 Improved Initiative] Speed: 40/60 ft. [30 size -10 armor x2 boots] Stats: STR 32 (+11) [13 Pts +4 level +5 book +6 belt] DEX 24 (+7) [5 Pts +5 book +6 boots] CON 24 (+7) [5 Pts +5 book +6 amulet] INT 14 (+2) [6 Pts] WIS 16 (+3) [0 Pts +2 level +6 headband] CHA 18 (+4) [3 Pts +1 level +6 cloak] [Total=32 points] [color=magenta][b][u]AC:[/u][/b] 35[/color] [10 base +7 Dex +13 armor +5 ring] [i]Conditional:[/i] ~ Dodge: +1 bonus vs 1 enemy when declared ~ Mobility: +4 Dodge bonus to AoO when moving in threatened area ~ Combat Expertise: Take up to -5 on attack roll and add to AC ~ Evasion: On a Ref save, 1/2 damage if failed, no damage if made (from boots) ~ +4 to AC when unarmored (Monk's Belt) [color=magenta][b][u]Saves:[/u][/b][/color] Fort +25 [13 base +7 Con +5 ring] Ref +25 [13 base +7 Dex +5 ring] Will +14 [9 base +0 Wis +5 ring] [i]Conditional:[/i] ~ Cold, Acid, Fire, Electricity, & Sonic Resistance 30 [armor] ~ SR 32 against enchantment effects when mounted [color=magenta][b][u]Attacks:[/u][/b][/color] Base Attack: +22/+17/+12/+7 Grapple: +33 [22 base +11 Str] Final Darkness +43 [+22 base +11 Str +5 Magical +1 Weapon Focus +2 Gtr Weapon Focus +2 Epic Weapon Focus] Critical Range: 18-20/x4 [i]Final Darkness is a +5 Shocking and Icy Burst Ghost Touch Scythe. The handle is a dark black color and the blade is made out of darkened steel.[/i] Unarmed +33 [+22 base +11 Str] Critical Range: 20/x2 [i]Attack granted by Monk's Belt.[/i] [i]Conditional:[/i] ~ Power Attack: Subtract from attk, add to dam, up to base attk bonus ~ Dire Charge: Make full attk after charge in first round ~ Combat Reflexes: Make additional AoO equal to Dex bonus ~ Ghost Touch: 50% incorporial miss chance doesn't apply ~ Increased Multiplier 5/day (+1 to crit multiplier) [color=magenta][b][u]Damage:[/u][/b][/color] Final Darkness: 2d4+20 [+11 Str +5 magic +2 Weapon Spec. +2 Gtr Weapon Spec] Unarmed: 1d8+11 [+11 Str] [i]Attack granted by Monk's Belt.[/i] [i]Conditional (not included above):[/i] ~ Shock: +1d6 electrical damage on successful hit (command word) ~ Shocking Burst: +3d10 electrical damage on crit ~ Frost: +1d6 electrical damage on successful hit (command word) ~ Icy Burst: +3d10 electrical damage on crit ~ [i]Ki[/i] Damage 10/day (Inflict max damage w/o rolling) [color=magenta][b][u]Skills:[/u][/b][/color] Balance: +26 [0 ranks +7 Dex +20 boots -1 armor] Bluff: +9/+13 [5 ranks +4 Cha +4 armor] [i]cc[/i] Climb: +30 [0 ranks +11 Str +20 boots -1 armor] Diplomacy: +16/+20 [8 ranks +4 Cha +2 bluff +2 sense motive +4 armor] [i]cc[/i] Handle Animal: +14/+18 [10 ranks +4 Cha +4 armor] Intimidate: +17/+21 [11 ranks +4 Cha +2 bluff +4 armor] Jump: +30 [0 ranks +11 Str +20 boots -1 armor] (not limited by height) Knowledge, Nature: +4 [0 ranks +2 Int +2 survival] Listen: +18 [15 ranks +3 Wis] Ride: +28 [12 ranks +4 Dex +2 handle animal +10 horseshoes] Sense Motive: +23 [20 ranks +3 Wis] Spot: +18 [15 ranks +3 Wis] Survival: +11 [8 ranks +3 Wis] [i]cc[/i] Tumble: +26 [0 ranks +7 Dex +20 boots -1 armor] [i]Conditional:[/i] ~ +4 on all Cha-based skill checks when wearing my armor [color=magenta][b][u]Feats:[/u][/b][/color] ~ Dodge (+1 to AC vs 1 enemy when declared) ~ Mobility (+4 Dodge bonus to AoO when moving in threatened area) ~ Wild Cohort (Gain a wild cohort) ~ Combat Reflexes (Make additional AoO equal to Dex bonus) ~ Combat Expertise (Take up to -5 on attack roll and add to AC) ~ Weapon Focus (scythe) (+1 to hit with the scythe) ~ Spring Attack (Move, attack, move) ~ Whirlwind Attack (Give up normal attacks to make 1 attack vs every foe within reach) ~ Cleave (Kill one foe, get 1 xtra attack vs another foe within reach) ~ Great Cleave (No limit to Cleave attempts per round) ~ Power Attack (subtract from attk, add to dam, up to base attack bonus) ~ Improved Critical (weapon threat range doubled) ~ Improved Initiative (+4 to Init checks) ~ Weapon Specialization (scythe) (+2 on all damage rolls with scythe) ~ Greater Weapon Specialization (scythe) (+2 on all damage rolls with scythe) ~ Quick Draw (Draw weapons as free action) ~ Greater Weapon Focus (scythe) (+1 to hit with scythe) [bonus from PRC] ~ Dire Charge (Full Attack after charge on 1st round of combat) [Epic] ~ Epic Weapon Focus [Epic] (+2 to hit with the scythe) ~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes] ~ Ride-By Attack (Move, attack, move) [horseshoes] ~ Spirited Charge (Deal double damage with melee weapon) [horseshoes] [size=1]Wish List: Epic Weapon Specialization[/size] [size=1]Wish List: Power Attack[/size] [size=1]Wish List: Overwhelming Critical[/size] [size=1]Wish List: Devastating Critical[/size] [color=magenta][b][u]Racial Abilities:[/u][/b][/color] [i]Human:[/i] ~ Size: Medium ~ Speed: 30 ft. ~ 1 extra feat at 1st level. ~ 4 extra skill points at 1st level and 1 extra skill point at each additional level. ~ Automatic Language: Common. ~ Favored Class: Any. [color=magenta][b][u]Class Abilities:[/u][/b][/color] [i]Fighter[/i] ~ Bonus Feats [i]Weapon Master[/i] ~ [i]Ki[/i] Damage 10/day (Inflict max damage w/o rolling) ~ Increased Multiplier 5/day (+1 to crit multiplier) ~ Greater Weapon Focus (scythe) (+1 to hit) ~ Superior Combat Reflexes (Dex + Wis = AoO/round) ~ [i]Ki[/i] Critical (Increases crit by the same amount as Improved Crit) ~ [i]Ki[/i] Whirlwind Attack (Standard action instead of full round) [color=magenta][b][u]Languages Spoken:[/u][/b][/color] ~ Common ~ Orcish ~ Celestial [color=magenta][b][u]Equipment:[/u][/b][/color] [b]Domina's Items:[/b] Boots of Swiftness (256,000 gp) ELH SRD Ring of Protection +5 (50,000 gp) Rod of Enemy Detection (23,500 gp) Amulet of Health +6 (36,000 gp) Belt of Giant Strength +6 (36,000 gp) Headband of Wis +6 (36,000 gp) Belt, Monk's (merged with STR belt) (19,500 gp) Cloak of Charisma +6 (36,000 gp) Ring of Resistance +5 (25,000 gp) Manual of Gainful Exercise +5 (read) (137,500 gp) Manual of Bodily Health +5 (read) (137,500 gp) Manual of Quickness in Action +5 (read) (137,500 gp) Vial of Silversheen x2 (250 gp) Potion of Haste x3 (2,250 gp) Rod of Heal 3/day, 10th lvl (144,000 gp) Custom Rod of Teleportation 5/day (84,000 gp) Custom Saddlebags of holding (as bag of holding type III x2) (14,800 gp) Custom Military Saddle, dyed black (20 gp) Bit & Bride (2 gp) Clothing, various outfits (150 gp) Normal dice, black (3 cp) Deck of cards (3 cp) Bedroll (1 sp) Caltrops x2 bags (2 gp) Flint & Steel (1 gp) Grappling Hook, collapsible (3 gp) A&E Lantern, Hooded (7 gp) Oil, 5 pints (5 sp) Belt Pouch, black leather, x2 (2 gp) Silk Rope, 50 ft (10 gp) Tent, one person (5 gp) A&E Waterskin x2 (2 gp) Whetstone (2 cp) [color=magenta][b][u]Cash:[/u][/b][/color] PP: 2,600 (all PP carried in saddlebags) GP: 78 SP: 38 CP: 20 [b]Armor[/b] Total Cost~~~ 424,350 MW Fullplate 1,650 DMG 216 Mithral 9,000 (max Dex+2, Armor check -3) +5 Enhancement to AC (+5) DMG 216 Command (+2) A&E 93 (+4 Cha skills and reaction checks, +2 Will allies in 30') Maneuvering (+1) BoEM2 (-2 armor check penalty) Grace (+1) BoEM2 (no max dex) Glamered 2,700 DMG 219 Greater Cold, Acid, Fire, Electricity, & Sonic Resistance 330,000 DMG 219 [b]Weapon[/b] Total Cost~~~ 200,000 MW Scythe 318 +5 Enhancement (+5) Ghost Touch (+1) Shocking Burst (+2) Icy Burst (+2) [b]Arshae's Items:[/b] ~ Saddle of Weather Protection 5,400 A&E 136 ("Immune" from normal weather; cast [i]Protection from Elements[/i] 1/day on rider and mount) ~ Horseshoes of the Peerless Steed 217,000 ELH SRD (See Below) ~ Horseshoes of the Zephyr (merged with P.S. shoes) 9,000 DMG 260 (travel without touching ground) [b]Barding[/b] Total Cost~~~ 42,150 Fullplate (x4 cost) 6,000 Masterwork 150 +5 Enhancement to AC (+5) DMG 216 Grace (+1) BoEM2 [b]Descriptions/Notes:[/b] [i]Boots of Swiftness:[/i] These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds). Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb. [i]Horseshoes of the Peerless Steed:[/i] These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the –5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each. [i]These have had the Horseshoes of the Zephyr from the DMG merged with them.[/i] [i]Rod of Heal:[/i] Useable 3 times per day, Use activated, heal 110 HP of damage per use. Caster Level: 10th; Prerequisites: Craft Rod, Heal; Market Price: (spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit (6x10x2,000)/(5/3)x2 = 144,000 gp [i]Rod of Teleportation:[/i] Useable 5 times per day, as per Greater Teleportation. Caster Level: 13thl Prerequisites: Craft Rod, Greater Teleportation; Market Price: (spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit (7x13x2,000)/(5/5)x2 = 84,000 gp [b]Key:[/b] A&E = Arms & Equipment Guide; ELH SRD = Epic Level Handbook SRD; BoEM2 = Book of Eldritch Might 2. All items are named followed by price, source, and page number (if any). [color=magenta][b][u]Wild Cohort:[/u][/b][/color] [color=magenta]Arshae Laurus[/color] (ancient victory) Advanced Dire Horse Stallion [b]Coloring:[/b] Bay (reddish-brown with black mane, tail, and legs) [b]HD:[/b] 15d8 [b]HP: [/b](8+(4.5*14)+(6*15)) [b]Initiative:[/b] +3 Dex [b]Speed:[/b] 120/100 ft. (60 base -10 armor x2 horseshoes) [b]AC:[/b] 38 (10 base -1 size, +3 Dex, +13 armor +13 natural[+6 race +7 cohort]) [b]Base Attack/Grapple:[/b] +11/+23 [b]Attack:[/b] Hoof +20 melee [b]Full Attack:[/b] 2 Hooves +20, Bite +15 [b]Damage:[/b] Hoof 1d8+8, Bite 1d6+4 [b]Face/Reach:[/b] 10 ft/5 ft [b]Special Qualities:[/b] ~ Scent [Racial] ~ Low-light Vision [Racial] ~ Evasion [Wild Cohort] (1/2 dam on failed Ref save, no dam on successful) ~ Devotion [Wild Cohort] ( [b]Saves:[/b] Fort +15 [9 base +6 Con] Reflex +12 [9 base + 3 Dex] Will +7/+11 vs. Enchantment [5 base +2 Wis +4 vs Enchantment [Wild Cohort]] [b]Ability Scores: [/b][stats from MotW + Advanced HD + Wild Cohort] STR 26 (+8) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 14 (+2) CHA 10 (+0) [b]Skills: [/b][18 skill points from HD] Listen +11 Spot +11 [b]Feats: [/b][6 feats from HD] ~ Endurance ~ Run ~ Weapon Focus (hooves) (+1 to hit) ~ Weapon Focus (bite) (+1 to hit) ~ Improved Natural Attack (hooves) (increase damage die by 1 step) ~ Improved Natural Attack (bite) (increase damage die by 1 step) ~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes] ~ Ride-By Attack (Move, attack, move) [horseshoes] [b]Advancement:[/b] 16 (Large); 17-24HD (Huge) [b]Tricks Known:[/b] ~ Combat Riding package [PHB] ~ Bullrush [Web] ~ Overrun [Web] ~ Pin [Web] ~ Track [PHB] ("Web" tricks are from [url="http://www.wizards.com/default.asp?x=dnd/re/20031125a"]http://www.wizards.com/default.asp?x=dnd/re/20031125a[/url]) [color=magenta][b][u]History:[/u][/b][/color] [size=2]Domina's life is one filled with tragedy. For the first 14 years of her life, she was happy, except for the usual childish and then teenage woes. She was the daughter of a farming family, the second child of an young couple, her brother having been born but five years before. However, shortly after her 16th birthday, Domina's tranquil life was shattered when the constant border war between the lord whose land they farmed and the neighboring lord spilled over onto their little farm. The farm was razed, her family murdered, and she herself left for dead. Barely alive, Domina was able to draw herself from the house and into the woods before the fires of her ruined home consumed her as well.[/size] [size=2]She lived through the night, and in the following days recuperated physically from the soldier's abuse. The damage done to her psyche, however, did not heal so fast. Loss and sorrow filled her every thought and dream - along with a deeply abiding, slow-burning anger. She subsisted on roots and berries, and what wildlife she gleaned from the traps that her brother had set before his death. It was hardly enough to sustain her, but she survived. When she was strong enough, she traveled back to her homestead and took the only weapon she could find - an old scythe that had once been used to work the fields.[/size] [size=2]Dressed in her brother's old work clothes that had survived the fire in the barn, she set on the roads and traveled to the lord's keep with the intent of joining his army. Revenge was the driving force in her life.[/size] [size=2]She spent only a short time in the army, disguised as a boy (since it was doubtful she would have been accepted for the army as a female). During that time, she was highly commended on her zeal and valor - her commanding officers never realizing, or never caring, just why she worked so hard to master every weapon, every battle strategy, that she could. During that time, she shared a tent with a young man named Jaysen. She, in her disguise as Dominic (her deceased brother's name), and Jaysen grew to be great friends, and it was only through fortunate circumstance and the foibles of battle-readiness (oftentimes, they would have to sleep in their armor and would go for weeks unbathed while in the field) that Jaysen did not discover her true sex. He treated her as an equal, and had a mischievous streak that would often get both of them latrine duty - but she loved assisting him with his tricks. The two grew closer, and she even told Jaysen everything - about her family, her farm, her motivations for being in the army - everything but that she was female. Jaysen shared quite a bit with her, as well - his home life, his reasons for enlisting, his dreams and plans when he left the service. It wasn't long before she realized that she wanted to be that lucky girl he spoke of finding and marrying. But still she held her tongue, afraid of the consequences of revealing her secret. Still, her love made her feel alive again for the first time since her family had died.[/size] [size=2]After Domina had been enlisted for a year and a half, her squad was sent out on patrol. Her patrol was ambushed shortly into their shift - and once again, Domina was forced to watch as people she knew and trusted were cut down before her eyes. The tide of battle separated she and Jaysen, and she fought like a madman to get back to his side. They had been in enough engagements together that Domina knew that Jaysen was not as skilled with a blade as she, and she fought to protect him - to protect the man that she loved. Alas, she saw him fall before her eyes, as one of the enemy cut him down from behind with a blow that Jaysen never saw. Domina, with a primal scream, killed the last opponent between them and rushed to catch him as he fell. The battle was fading by then, and she just sat and held him, tears falling like rain on his face. It was his last words to her that scored her to the bone, however - his confession of love for his good friend Dominic, and how he so wished that Dominic were female so they could have a life together. The life faded from his eyes even as she attempted to tearfully tell him of her love. Her emotions froze, and she rose up, cold as ice, to join in the battle with the remainder of her squad.[/size] [size=2]She and three others were the sole survivors of that battle, having killed all of the attacking force; and all of them were given the option of continuing in a different squadron or leaving Lord Denethorn's service. Domina opted to leave, as she had lost the taste for fighting; and taking her severance pay, she left for the capital with just the clothes on her back. [/size] [size=2]It was a long, hard travel to the capital city, and before long she once again found the need for a weapon. She purchased her original weapon, a scythe, from a local farmer's market and carried it for protection. Still dressed as a boy and carrying a scythe, she was considered not a worthwhile target for all but the most down-on-their-luck bandits.[/size] [size=2]It was heading on toward winter, however, and she started stopping at farms, asking if she could sleep in the hayloft overnight if she helped the family during the day. Usually, her offer was taken up. One night, she stopped at a small, out-of-the-way farm with the same offer. It turned out to be inhabited by a lone, elderly man who gladly accepted. In fact, he requested that that she stay and help with the harvest of his small field. She agreed, for he reminded her of her grandfather, also dead these years. Working with him, she discovered that he had no family - he was an only child, and his wife had died in childbirth with their daughter 20 years ago. He had never remarried; instead, he struggled to operate the farm alone with his one draft horse. Touched, she offered to stay the winter, and he happily agreed, saying that he could use the help. That night, in the small bedroom that she had been using (the one that was to be his daughter's) she found laid out for her woman's clothing. When she went back out into the main room, he simply said that the man's clothes didn't suit her and she should dress accordingly.[/size] [size=2]She stayed the winter, helping with the animals and around the house. She grew to love old man Tarn as a father, and he confessed one day that she seemed the daughter that he never had. Domina was content, and winter began to stream into spring. Every day that passed cracked Domina's cool exterior as she began to feel, to live, again.[/size] [size=2]Tarn's elderly mare went into labor the last month of winter. Although Tarn owned no stallions, he was in the habit of tethering the mare where she could be 'serviced' by one of the wild stallions that lived in the mountain pastures and came down to the flatlands every spring. It was a hard labor, for the mare was old, and she didn't survive it. However, the young colt did; Tarn and Domina fed him cow's milk in a baby's bottle. The foal attached himself to Domina, apparently considering her his parent. He was an odd colt, being bigger than most, and feral-looking, with a blunt and primitive cast to his features - much like a rough stone carving - which Tarn and Domina ascribed to his wild stallion sire.[/size] [size=2]The time for Domina to leave came and went, as she stayed with Tarn all that spring and summer; however, tragedy once again struck in late summer. Tarn died peacefully in his sleep, just never awaking one day. With that discovery, Domina's cold emotional shell clanked back into place; it seemed that anyone she loved was taken from her. She buried the old man and said a simple prayer over his grave before departing. She had told Tarn's nearest neighbors, and they agreed to come out and take over the farm. She continued her journey towards the capital, accompanied by the foal who refused to be left behind - even to the extent of jumping the corral fence and following her. She named the him Arshae Laurus, ancient victory, because of his roughcut appearance and refusal to give up.[/size] [size=2]Once she reached the Capital, with little money left and little direction in her life, she searched for employment - this time as a female, leaving her boyish disguise behind. It was getting far too difficult and uncomfortable to disguise herself effectively as a boy as her body grew into maturity. By this time she was 16, and although strong from her time in the military and her farm life, there was little need for what skills she had in such a big city. Farm hands were in little demand, and few people showed any interest in hiring a lone female, without any family; who could trust her? She refused to sell her body, even causing bar brawls as she defended herself from unwanted advances. During this she discovered that Arshae was determined to protect her, regardless of her own wishes in the matter, as he trampled one man who had cornered her in the stables. She began attempting to train the foal, who was now nearly double the size of other colts his age, before he could harm anyone permanently. Finally, down on her luck and even the coldness of her emotional facade cracking slightly under the stress, she was offered a bodyguard job by a merchant who had witnessed one of the fights she had been involved in. He wanted a bodyguard and chaperone for his daughter, and for obvious reasons did not want to hire a male. Although Domina had wanted to avoid more fighting, she had no recourse but to accept the job. [/size] [size=2]She worked in like jobs freelance for four years before being approached by a mercenary company at the age of 20. Her service and skill with the scythe, her chosen weapon (she refused to use anything else) had impressed the Captain and he offered her a commission in his Company, named the Company of the Black Blade. She accepted the terms he offered, and began what would turn out to be a 9 year career.[/size] [size=2]Within a year, her cool demeanor in any situation and her sheer skill with the scythe caused her to be appointed Sergeant, then before another year was out promoted to be the Captain's right hand Lieutenant. The Captain retired at several years later, and she was elected Captain in his stead.[/size] [size=2]She was finally able to reform the Company as she saw fit, and thus did so - creating an elite unit that although small in comparison with many Companies, was unsurpassed in tactics. She appointed the best tacticians in the Company to special positions, expelled some of the trouble-makers, and was continuously on the lookout for quality warriors. Within a year, the Company was hardly recognizable as its old self, especially with its new morals of not harming noncombatants. Domina and the Company also had a new reputation as someone you didn't cross - all due to the very first commission Domina accepted for The Company of the Black Blade after her appointment as Captain. It was a fairly routine assignment, and at the completion Domina and her two Lieutenants attempted to collect their fee. The duke who had hired them refused to pay - after all, Domina was merely a female, what could she possibly do to him? Domina took his insults with a calm face, then turned and rode out of the keep with her Lieutenants. Entering the Black Blade's encampment, she very simply and coolly ordered the men to arms. Turning, she rode at the head of a very angry mercenary company back to the duke's keep, wherein they proceeded to lay waste to his home, all without ever harming a single person save his soldiers when he ordered them out. That was the first and last time an employer attempted to default on a agreement.[/size] [size=2]More recently, Domina has left the Company in the capable hands of the new Captain, personally appointed by her. She has lost the taste for being Captain and having so many under her command; she wants to get back to being only responsible for herself, and get away from the widespread reputation she has earned as Captain of the Company of the Black Blade. As well, she wishes to better focus on the growing connection she feels with her deity. For one whose whole life has been seemingly filled with nothing but the burning drive for revenge and the acts of warfare, she is beginning to wonder if perhaps she was not chosen by her God.[/size] [/QUOTE]
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