Temporary RG for Anything But Normal

Ununisr
Male Grey Elf
Psion 5 / Mindbender 3
Medium Humanoid (elf)

Alignment: Lawful Neutral
Height: 5'4"
Weight: 113 lbs
Hair: Soft Golden
Eyes: Pale Violet
Age: 153

Str: 06 -2 (08 - 0 pts (-2 racial)
Dex: 13 +1 (11 - 3 pts (+2 racial)
Con: 12 +1 (14 - 6 pts (-2 racial)
Int: 22 +6 (17 - 13 pts (+2 racial +1 level (+2 enhancement)
Wis: 10 +0 (10 - 2 pts)
Cha: 16 +3 (15 - 8 pts (+1 level)

Class and Racial Abilities: +2 Dex +2 Int -2 Str -2 Con, Immune to sleep (magical or otherwise), +2 saves vs enchantment, Low-Light Vision, Weapon Proficiencies, +2 Listen, Spot & Search, Detect Hidden Doors; Bonus Feats (2), Discipline (Telepathy); 100ft Telepathy, Push the Weak Mind 1/day, Skill Boost, Mindread 2/day

Hit Dice: 8d4 + 8 +10
HP: 47
AC: 15
ACP: 0
Init: +1
Speed: 30ft
Power Points: 69

Saves:
Fortitude +5
Reflex +3
Will +7

BAB: +3
Melee Atk: +1
Ranged Atk: +4

Skills: (4+(5 int) 9 x4 +36 +21 = 93
+15 Bluff (11 ranks +3 cha +1 competence)
+15 Sense Motive (11 ranks +3 cha +1 competence)
+15 Diplomacy (11 ranks +3 cha +1 competence)
+12 Gather Information (11 ranks 0 wis +1 competence)
+17 Knowledge: Psionics (11 ranks +6 int)
+12 Concentration (11 ranks +1 con)
+17 Psicraft (11 ranks +6 int)
+8 Intimidate (cc) 10 ranks +3 cha)
Speak Language (6 ranks)

Feats:
Psionic Body
Overchannel
Talented
Power Penetration
Expanded Knowledge (2nd level power)


Languages: Elven, Common, Draconic, Abyssal, Infernal, Celestial, Dwarven, Gnome, Halfling, Orc


Equipment:
Psionatrix of Telepathy - 8,000 gp
10 Tattoos of Body Adjustment - 7,500 gp
+2 Leather Armor - 4,160 gp
Ring of Sustenance - 2,500 gp
Headband of Intellect +2 - 4,000 gp
Everburning Torch - 110 gp

Money
60 pp
130 gp


Psionics: DC 16 + power level (+1 DC to telepathy powers)
1 - Psionic Charm*, Telempathic Projection*, Mind Thrust*, Call to Mind*, Far Hand
2 - Read Thoughts*, Psionic Suggestion*, Ego Whip*, Concussion Blast, Biofeedback
3 - Crisis of Breath*, Hostile Empathic Transfer*, Body Adjustment, Energy Burst
4 - Schism*, Psionic Dominate*

* = Telepathy Power

~~~~~

Appearance:
Ununisr is tall, thin, and wiry, even for an elf. He has long pale golden hair tied in a ponytail that come down to the small of his back. His eyes are a brilliant shade of purple and almost seem to glimmer like amethyst, although he usually keeps his face hidden under his cloak. His skin in a pale grey. He is clad in elegant pale blue and silver clothing that seem to compliment him well.

Personality:
Ununisr is manipulative and if he can get someone else to do something for him, then he will. He prefers not to speak to people directly but to use his telepathy. Deep down he feels like he is truly alone and strives to have people that will like him for him, but he masks these emotions with ‘those who have given up their free will to him', his colorful choice of words for those that he has enthralled.

Background:
Ununisr was left on the doorstep of a human temple when he was very young. It could have been that he was unwanted or that he was just forgotten. Either way the priests of the temple took him in and was eventually adopted by a rich human family who was unable to bear children of their own. They were able to pay for Ununisr's training as an elf (in the arts of swordplay and etc) so that he didn't lose any of his elven heritage.

Ununisr was a very spoiled and manipulative child. If Ununisr wanted something, he got it, and he didn't care what happened to who. His adopted parents tried to teach him the basics of right and wrong, but he just scoffed at their attempts. As he grew he became more mature and found it increasingly easier to manipulate those around him. He eventually started to hone this ability and eventually was able to do more than just manipulate people.

One evening while Ununisr was out for a walk he came across an old beggar who was hounding Ununisr for spare money. Ununisr grew tired of him rather quickly and tried every trick he had to get him to leave, but the begger wouldn't stop harassing him. So finally he tried to use his new found abilities to make him leave Ununisr be but he found that it didn't work. The begger look up at Ununisr "So it is true ..." He said. After that he offered Ununisr a chance to truly become powerful, and Ununisr's selfish nature wouldn't let him refuse, so he went back home, took whatever items he thought he may need and left with the begger to become stronger.
 

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D20Dazza

Explorer
Tempest Wintersquall Male Half-Air Elemental Hadozee 'Winged Deck Ape' Spellthief 5

Tempest Wintersquall
Male Half-Air Elemental Hadozee 'Winged Deck Ape' Spellthief 5
[Race MoP188, SW41, Class CAdv 13]
Outsider (Air)
Alignment: Neutral
Height: 5'7" (Medium)
Weight: 87lbs (still has the same bulk as a Hadozee but his elemental heritage has made him much lighter)
Hair: White, long and tangled mane - always has a 'blown by the wind' appearance.
Eyes: Pale Blue
Age: 25
Exp: 30,000

Str: 14 (+2) [6 points]
Dex: 18 (+4) [6 points, +2 Racial, 2 Template]
Con: 15 (+2) [5 points, +2 Template]
Int: 12 (+1) [2 points, +2 Template]
Wis: 10 (+0) [0 points, +2 Template]
Cha: 18 (+4) [13 points, -2 Charisma, +2 Template, +1 4th]

Class and Racial Abilities:
Hadozee - Gliding (40'; negate damage from falls depending on distance); +4 racial bonus on Balance and Climb
Half Elemental - Deflection Bonus +1; Immune to Air, Cold and Disease effects; 1/day - Obscuring Mist, Wind Wall, Gaseous Form.
Spellthief - Proficient with simple weapons and light armour (no arcane spell failure chance when wearing light except when casting spells stolen from other casters); Sneak Attack+2d6; Steal Spell (0-2) - Forgo 1d6 sneak damage and instead steal a spell or a spell slot for 1 minute (standard action if the target is willing); can then cast the spell the following round, treat as if cast from the original spell owner (must have all components) or use the power of the spell to cast one of his own spells; either way the power must be used within 1 hour; can posses a maximum number of stolen spells equal to class level (5), 0 level treated as half a spell; can only use metamagic feats on stolen spells if the original spell owner had the spell prepared with a metamagic effect; doesn't work on psionics or spell like abilities; Trapfinding; Detct Magic - Use detect magic a number of times a day equal to Cha bonus, minimum once; caster level equal to class level; Spellgrace - +1 bonus to saves vs spells; Steal Spell Effect - Siphon an active spell effect from another creature; forgo 1d6 sneak damage and instead gani the effect of a single spellaffecting the target (standard action if the target is willing); gain effect for 1 minute per class level (5 mins) or until spells duration is reached; if the spell duration hasn't expired after the steal time has expired then the spell returns to th original spell owner; only steal effects that could have been cast on the spellthief (no personal for example), can still supress the effect on the target though for 1 minute per class level (5 mins); Steal Energy Resistance - Siphon off target's resistance to an energy type; forgo 1d6 sneak damage and instead gain resistance 10 to an energy type that the target his resistant to (standard action if target is willing0; reduces the target creatures resistance; lasts for 1 minute or, if the result of a spell, the duration of the spell; effects do not stack with multiple uses; Spells - 2x1st level known, cha bonus; Steal Spell-Like Ability - Temporarily steal a spell-like effect; forgo 1d6 sneak damage, instead gain one spell-like ability; can originate from class, race, template or any other source, any level but max 1/3 of caster level (2nd); can only use the spell-like ability once and the target must have it available to steal; cast as though being used by original spell-like abilit owner; must be used within 1 minute of stealing, can't be used by original spell-like ability owner until the effect is used or the minute is up.

Hit Dice: 5xd6
HP: 6+16+10=32
AC: 21 (+5 armor, +4 Dex, +1 natural, +1 deflection)
ACP:
Init: +4 (+4 Dex)
Speed: 30ft / Glide 40ft

Saves:
Fortitude +5 [+1 base, +2 Con, +2 Cloak]
Reflex +7 [+1 base, +4 Dex, +2 Cloak]
Will +6 [+4 base, +0 Wis, +2 Cloak]
+1 saves vs spells
Immune to Air, Cold and Disease effects

BAB: +3
Melee Atk: +1 Magebane Tigerskull Club +6 [1d8+3, X4, 8lb, Bludgeoning and Piercing] - +2 disarm and trip attacks; +3 attack vs arcane users and +2d6 damage
Ranged Atk:

Skills: 6+1x4=28 +6+1 x4 = 28 total 56

+4 racial bonus on Balance and Climb

Appraise (Int) 1 [0 ranks, +1 Int]
Bluff (Cha) 4 [0 ranks, +4 Cha]
Concentration (Con) 8 [6 ranks, +2 Con]
Craft (Int) 1 [0 ranks, +1 Int]
Decipher Script (Int) 1 [0 ranks, +1 Int]
Disable Device (Int) 6 [5 ranks, +1 Int]
Escape Artist (Dex) 4 [0 ranks, +4 Dex]
Gather Info (Cha) 7 [3 ranks, +4 Cha]
Hide (Dex) 9 [5 ranks, +4 Dex]
Jump (Str) 6 [4 ranks, +2 Str]
Know - Arcana (Int) 6 [5 ranks, +1 Int]
Know - Local (Int) 11 [0 ranks, +1 Int]
Listen (Wis) 0 [0 ranks, +0 Wis]
Move Silently (Dex) 9 [5 ranks, +4 Dex]
Open Lock (Dex) 9 [5 ranks, +4 Dex]
Search (Int) 6 [5 ranks, +1 Int]
Speak Language (Int)
Spellcraft (Int) 4 [3 ranks, +1 Int]
Spot (Wis) 0 [0 ranks, +0 Wis]
Swim (Str) 2 [0 ranks, +2 Str]
Tumble (Dex) 9 [5 ranks, +4 Dex]
Use Magic Device (Cha) 9 [5 ranks, +4 Cha]

Feats: Storm Magic (FrB 50 - when casting in a storm +1 caster level); Exotic Weapon Proficiency (Tigerskull club)

Languages: Common, Hadozee, Auran


Equipment:

Belt of Hidden Pouches (5,000gp) 1lb RoW 173 - Tempest purchased this belt when he was chasing down information regarding his father and the real reasons his mother had died. It was purchased in a bazaar on The Slab.
Chitin Plating +1 (4,000gp) ToM 216 (Silthilar Graft) - Tempest had lived with the Silthilar for a number of years. He had proven intelligent and keen to learn. He had watched the experiments of his strange adoptive parents with at first apprehension and then, as he grew to realise that the experiments actually improved the recipient, fascination. It wasn't until he was almost ready to leave home that he underwent his own enhancement. And he hopes to have many more.
Aram's Shirt+1 Mithril Chain Shirt (2,250gp) - One of the first people Tempest befriended upon leaving his commune was Aram, a roguish tiefling of questionable scruples. An outsider may have wondered whether Aram was truly a friend of Tempest or if he was really just a con artist taking a young, impressionable, newly arrived teen for a ride. But Tempest could see no wrong in him. Tempest came to worship the ground he walked on, putting up with the bullying and teasing (which grew worse the longer Tempest stayed with Aram) as a younger brother might accept his elder siblings teasings, in an effort to be accepted, loved and respected. Tempest was with Aram when he died, when he was ravaged by the wizard's spell. The only thing remaining of Aram was his chain shirt which Tempest scooped up, tucked under his arm and, with tears flowing from his eyes, fled with a curse and a promise of venbgeance spat over his shoulder at the spell caster.
Shank+1 Steel Magebane Tigerskull Club (8315gp) XXlb CArc 143; FrB 78 - masterwork; Shank is a solid club of steel that has been modelled on the primitive Tiger Club. The whole weapon is one solid piece of metal. The shaft is carved with runes that form a maze down the haft. Inside the groove of the rune maze flows a viscious red fluid. The fluid never leaves the channel it flows down and has never stopped flowing. Carved atop Shank, and still of the same piece of metal as the haft, rests the stylised fanged skull of a cat-like beast. magebane - against anyone/thing with arcane spell or spell like ability effective enhancement level is +3 and deals an extra 2d6 damage
Cloak of the Fire Bath (6200gp) 1lb MoF 156 - Cloak of resistance +2; withstand warm weather and fire damage as though unde the effect of an endure elements (fire) spell
Masterwork light crossbow (335gp) XXlb
NB: need to purchase ammunition
Earplugs (3sp) -lb (A&EG 22)
Grappling Hook, Collapsible (3gp) 3lb (A&EG 23)
Marbles (2sp) 2lb (A&EG 24)
Rope, elven 40' (100gp) 10lb (A&EG 24)
Hat, broad-brimmed (8gp) -lb (A&EG 29)
Spell components ??

Money
788gp, 5sp, cp

Spells - bonus spells 1/1/1/1
1st level (2 known)

~~~~~

Appearance: Tempest is rakish, no other word better suits him. He wears only a chain shirt, belts and harnesses for his pouches and weapons, and a hat and cloak (that constantly flutters behind him). Chitinous plates cover his body around which tufts of coarse, tangled, long hair sprout. Unusually, for a Hadozee, he has light blue eyes and very pale fur, which contrasts strongly with the pale purple blue chitin plates that are fused to his limbs.

Personality: Tempest loves to travel, life is all about exploring and getting into trouble. Life is a challenge, it is there to be grabbed with two hands and shaken violently. The unpredictable is what makes life worth living. And recognising this fact means that occasionally one must turn a blind eye, or maybe even step, ever so delicately and cautiously, across the boundary of what is normally considered good and right.

In general, Tempest is cheerful, friendly and inquisitive but, on the rare occasion when he gets riled, he is very hard to handle. When he sets his mind to a task he likes to see it through to its conclusion. Unfortunately, he is always ready to adopt a new challenge and so often has multiple irons in the fire at any one time. He’s recently realised he has a passion for ships and is enchanted by the land ship.

Tempest is looking for his father - he wants to exact retribution for his mother’s death. He has only recently discovered his father’s name and so searches for clues as to his whereabouts. Something nags at him and he is worried that the name he has learnt is a pet name or nickname and not his father’s real name. He has a strong feeling though that his father is alive somewhere.

He is also looking for the spell caster that killed his friend Aram.

The pale Hadozee collects spell components and loves to play with trinkets. He likes to meet new people and appreciates a good fruit and vegetable meal.

Background: Tempest crept quietly down one of the tunnels that wound through the base of the Slab Easy to see why they call these things the Riddle he thought bitterly as he stopped once again to try and get his bearings.

He’d learnt only hours ago that the Witch Herrenassa could, apparently, see into the past. That she could join with a client and take them back to see, with their own eyes, what had transpired in a previous time. It was said that she could even help a client revisit a past life. It was also said that she was the get of a Time Elemental. Tempest didn’t want to go that far back though, he only wanted to see his mother alive, he only wanted to see how she had died, and, more importantly, who his father was.

Of course, as Azeth’s luck would have it, the Witch was found deep within the Riddle. A dark dangerous district that wound through the bowels of the Slab. The tunnels of the Riddle harboured lunatics, cut–throats, thieves, and diabolists, and they were the more upstanding citizens of the district. The Riddle was a place that only the deranged, desperate, destitute, diseased or disposed of ventured to. It was a place of nightmares. And, a place that Tempest knew he could find an answer.

This knowledge, that an answer was but moments away, was the only thing that drove the pale Hadozee on. The knowledge, that, with luck, he would finally have an answer; an answer to one of the many mysteries that plagued his past.

Suddenly, the floor began to rock in great bounding heaves and Tempest had to grab at one of the many railings bolted at various heights along the wall to keep his feet. Damn turbulence he thought bitterly as his stomach heaved and bile rose in his throat Why’d they choose to build this place here? he thought, his anger rising ”On top of a huge bloody slab of rock dancing in the heat wave of the biggest friggin flame geyser known to exist in the Endless Falls. Are you people freakin’ crazy?” he hollered letting his anger get the better of him, his voice bouncing off the tunnel walls and echoing down the corridor.

He had been in The Slab now for two days, forty-eight hours of sleepless, street pounding, arse-kissing fun he thought venomously as he trudged warily through the shadows cast by the flickering flames that could be seen through the regular rents placed strategically in the outer walls two desperate days of trying to find out something of my past.

He had been confident he would find an answer here. After all, the Slab was one of the great trading cities. One of the key economic powerhouses of the world, a place where, not only were commodities used for trade but so to were the lives of the world’s people bought and sold and, more importantly for Tempest, so was information readily available. A place that, unfortunately for Tempest’s stomach at the moment, balanced precariously on the heat waves generated by the phoenix of the Bloodgeyser, a great pillar of flame that roared upwards hundreds of feet into the air, providing the energy that kept the cities foundries powered.

Hours after the heatquake, and after more than one almost deadly encounter with some of the nasty denizen’s of the Riddle, Tempest finally stumbled, bedraggled and sore, to the cave mouth that led to the lair of Herrenassa. It was there that Tempest learnt of his origins, learnt how he came to be what he was. It was in that dark, dank cave that the Witch Herrenassa unravelled his past. It was in that lightless, rank pit that the Witch held his hands in her vice-like grip and uttered those mystic, dark words of power. Those words that gripped Tempest's soul and drew it into the witch’s body. It was there where he saw…

- Time slipped backwards -

An attractive Hadozee with caramel fur, splashed with bands of black, soared gracefully on the air currents that danced gleefully between the masts of the carefully manicured airship. The golden sails that drove the vessel forward flapped fiercely in the buffeting winds. Their surface glistening with small beads of ice that had encrusted them because of the frigid, arctic winds. The name emblazoned on her side proclaimed her to be the WinterQueen.

His mother, for surely that was who she was, cavorted on the breezes that played so mischievously about the sails and masts. She danced with such gay abandon, such joy and exuberance, that tears spilled from the eyes of the empty shell that was his body, frozen in time back in the Witch’s lair.


-A quick jump forward -

The she-Hadozee again danced between the masts but this time more seductively, this time she coupled with an invisible partner, this time she was joined by a mate.

Over what seemed like hours Tempest watched the relationship between his mother and her mysterious lover develop. It was obvious that his mother had fallen in love, and, what became more obvious as the scenes played before him, had also fallen pregnant. Fallen pregnant to a capricious air elemental that must be his father, a spirit that, it proved, would led to the death of his mother.

The female Hadozee was hopelessly in love and would do anything that the evil spirit demanded of her. She was blind to its influence, lusted only for it, and drew breath only to live for it - but it felt nothing for her. She was but a pleasant diversion, something to be used and tossed away. And when she eventually was abandoned, she descended into madness. She threw herself, and the babe that was suckling at her teats, over the edge of the ship, plummeting them both hundreds of feet to their doom.

But somehow Tempest had survived, whether it was due to his fathers influence, his mothers last minute effort or just plain luck he had survived. He had fallen to earth, to a heavily secluded area in Winterdeep. Winterdeep with its deep, dark, secluded valleys, that were cut leagues wide and hundreds of miles deep into the earth. The deep valleys that were liberally covered with massive trees. Trees that were hundreds of feet round, that stretched joyously skyward, their limbs buzzing with a magical desire to reach the blazing warmth of the sun. The limbs that bore villages and hamlets and communities of various types. The limbs that were used as the byways of Winterdeep, for it was too dangerous to tread the floor of the valleys - that way led to only cetain death. The limbs where Tempest had found a home.

He was raised by the Hive, a swarm of Silthilar (LoM 168) that made their home deep in the mystical heart of Winterdeep. These ancient, intelligent beings nurtured Tempest as well as they could. It was them that taught him how to attack the very ability of a spell caster to cast, the essence of what drove their spells. They taught him how to use that power back against the caster. It was them that taught him his true nature, awoke the powers that were the only gift he valued from his father.

But as he grew older he realised that he didn't fit. Sure, he could speak with the awakened plants and animals that had agreed to allow the Silthilar to experiment, or become enhanced as he saw it. But they all had alien minds, the Silhilar were ancient beyond reckoning and had transcened the flesh and consequently the ability to cater to what was required of it. The animals and plants, awakened though they were, were still driven by their base, animalistic natures, their inate desires. And so, with a heavy heart Tempest tamed an Earthsky chariot* and, driving the elemental almost to death, managed to make it to the Saddle.

* Earthsky chariots – floating clumps of elemental earth that can be used to ride the thermals of the forest. They have a dim intelligence, and are impossible to domesticate for they die within a week of being captured, they also die if they are away from the magic of Winterdeep for more than a handful of days (depending on the Con of the Earthsky Chariot). No one knows the true name of the species and no one has ever communicated with one, although they are known to speak their own crude language.


Notes - To be continued...

Detail why he no longer travels with his mentor - what happened to him? Saw him sail into something and hasn't seen him since. Why was he not on the ship??

Detail relationships with current companions and how they have developed. Detail how they all came to be aboard the earth ship and what Tempest's motives for being aboard are.

Tempest served aboard the elemental sailing ship Stormdancer for a while where he befriended a darfalen named Fee’utikoo. Unfortunately, he was forced off the Stormdancer when he was setup and falsely arrested while the ship was trading in ??.

Garguel is the name of the demon wizard that killed Aram.

The Saddle is the closest trading port to the Cliffs of Vilanuue. The saddle has a reasonably large roost of raptoran's who are preparing to journey into the world at large. It is used as a nursery where wordly raptoran elders teach the younglings what to expect, and is also were the raptorans trade from. The Saddle is a port that is suspended between two huge mountains. Tempest met and befriended a raptoran in the Saddle named only Shriek. He stayed in Saddle for almost half a year, hanging around the docks and watching the elemental ships dock and load and unload their exotic cargoes. Having no money, and nowhere to stay, Tempest moved in with Shriek for awhile. He also attended some of the raptoran classes with Shriek. He got a job as a labourer on Flannigan's Dock and spent every moment he could questioning the sailors and merchants learning what he could of the elemental ships. After about 6 months of living at the Saddle, six of the best months of his life where he had many an eye openinig experience with Shriek, he managed to secure a berth on the elemental Sailing Ship Stormdancer.

Met, and became good friends with Alierin, Who Has Kissed the Storm, when sailing with the Harssaf (MM3/82) Pirate Lord Ember Surefire aboard the Blazinghawk. One day though she disappeared, and so did the Captain's prized spy glass. Surefire pursued the woman for all he was worth, his red hot anger driving him on. Tempest didn't have the heart for the chase and grew tired of the Captain's demanding ways. He abandoned ship a month after Alierin had departed, never to see her, or the Captain again. Until...

Describe previous service to Prince Taala.

Sources

FrB = FrostBurn
MoP = Manual of the Planes
Sw = Stormwrack
CAdv = Complete Adventurer
FrB = Frostburn
RoW = Races of the Wild
ToM - Tome of Madness
CArc = Complete Arcane
MoF = Magic of Faerun
 
Last edited:

Voadam

Legend
Maester Rodian Grubwort Work in Progress

Maester Rodian Grubwort
Male Grippli Erudite 8 [Race ToH, class Dragon 319]
Medium Humanoid (Amphibian)
Alignment: X
Height: X' X''
Weight: Xlbs
Hair: None
Eyes: Yellow
Age: X

Str: 10 (+0) [4 points -2 racial]
Dex: 16 (+3) [6 points, +2 racial]
Con: 16 (+3) [6 points +2 level]
Int: 18 (+4) [10 points, +2 racial]
Wis: 12 (+1) [2 points +2 racial]
Cha: 10 (+0) [4 points, -2 racial]

Class and Racial Abilities: Native outsider, -2 Str, +2 Dex, +2 Int, +2 Wis, -2 Cha, +X racial bonus on Hide checks in marshes, Marsh Movement, climb 20 ft. Automatic Languages: Grippli.

Hit Dice: 8d4+24
HP: 49
AC: X (+X armor, +3 Dex) T X, FF X
ACP: -
Init: +3 (+3 Dex)
Speed: 30ft Climb 20 ft.

Saves:
Fortitude +5 [+2 base, +3 Con]
Reflex +4 [+2 base, +2 Dex]
Will +6 [+5 base, +1 Wis]

BAB: +4
Melee Atk: +4 (1d3/19-20/x2/S, dagger)
Ranged Atk: +X (1d6/x2/60 ft./eldritch blast)

Skills:
Concentration +14 [11 ranks, +3 Con]
Knowledge (arcana) +5 [1 ranks, +4 Int]
Knowledge (dungeoneering) +5 [1 ranks, +4 Int]
Knowledge (geography) +5 [1 ranks, +4 Int]
Knowledge (planar) +5 [1 ranks, +4 Int]
Knowledge (psionics) +15 [11 ranks, +4 Int]
Knowledge (nature) +10 [6 ranks, +4 Int]
Knowledge (nobility) +5 [1 rank, +4 int]
Listen +1 [0 ranks, +1 Wis]
Psicraft +15 [11 ranks, +4 Int]
Sense Motive +22 [11 ranks, +1 Wis, +10 inquisitor]
Speak Language [11 skill points 5.5 languages]
Spot +1 [0 ranks, +1 Wis]


Feats:
Psicrystal Affinity (XPH) (B), Inquisitor (XPH) (B), Narrow Mind (XPH), Permanent Focus Inquisitor (HyperC), Permanent Focus Wounding Resonance (HyperC), Wounding Resonance (HyperC) (B),

Languages: Grippli, Common, Auran, Aquan, Ignan, Terran,

Psionics Known [XPH]
Save DC X
1
2
3
4

Equipment:
X, +X X – Xgp
X – Xgp

Money
Xgp, Xsp, Xcp

~~~~~

Appearance: Rodian is a small thin frogman with big blinking yellow eyes and dextrous but gangly looking limbs. His skin is mottled with patterns of varying greens that blend in well with marsh environments.

Personality: Rodian is a bookish scholar, interested in all manner of things. His mind is constantly alert evaluating things, unconsciously picking up on signals and warnings his conscious mind cannot always immediately understand. This psionically enhanced sense has served him well and even uncovered plots and saved his life, but it also shaped how he now views the world. He is no longer the grippli he once was.

Background: Rodian appeared at the Omnielemental's courts seeking a prophecy. He traded years of service as a tutor to the Prince's offspring in return for an audience with the dread water wierd. What she told Rodian he has never revealed to others and he avoids conversation on the subject entirely.

In his time at the court he has tutored a number of royal siblings, particularly those with a bent towards mind magery such as the sedate crysmal and wild psionic elementals. In return he has taken the opportunity to learn some of the innate elemental techniques his students bring to the classroom.

It was during a field trip with several students to the Burning Fields of Inspiration that Rodian discovered the efreeti plot to gain access to the wierds. The heat baking from the sands of the Fields were a source of inspiration for greatness. Intuitive leaps, mental breakthroughs, and flashes of genius resulted from their primal connection to the fire wierd. The genies had disguised themselves as ash mephits intent on gaining fire knowledge, supposedly on pilgrimage to the Fields. Rodian's field trip encountered them in the Fields and the resulting interaction set the grippli's eye membranes quivering. Some of the "ash mephits'" actions were off and subtly incongruous. Given the proximity of Burning Fields to the essence of the fire wierd Rodian reported his suspicions to agents of the Prince. The Prince saw the implications of a threat to the wierd and sent in several psionic elementals to interrogate the supposed mephits. A great confrontation occurred when the mephits refused to cooperate and the subterfuge was reveled. Efreeti wish magic vied against elemental mind powers. The psionic elementals would have been thrashed if the Prince had not also ordered some time elementals unleashed as backup. The incursion was thwarted but the Prince chose to keep the matter quiet. The psionic and time elementals grew resentful wanting more than just the Prince's statement that he was pleased with their work. They felt snubbed, taken for granted, and robbed of their rightful glory and recognition among their peers. In their brief time of unfettered freedom the time elementals took actions that would not come to fruition until much later, then returned to their ordained places in the kingdom.

When the Prince later rewarded Rodian among others for services rendered, it was too much. The wild psionic elementals would not let things stand, and the time elementals' previous actions manipulated events so the crisis occurred just at the right time to accomplish a coup, freeing them from their place of servitude.
 
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Kelleris

Explorer
Lupaz, the Hound of Ill Omen
Male Blink Dog Hexmaster 5
[race MM/Custom, class CW/Custom]
Medium Magical Beast
Alignment: True Neutral
Height: 2' 6'' at the withers
Weight: 84 lbs.
Fur: Russet Brown
Eyes: Blue
Age: 22

Str: 10 (+0) [2 points]
Dex: 22 (+6) [10 points, +6 racial]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 12 (+1) [2 points, +2 racial]
Cha: 18 (+4) [8 points, +1 levels, +2 enhancement]

Racial and Class Abilities: Magical Beast (1 HD), natural bite attack (1d6), +3 natural armor, +6 Dex, +2 Wis, Darkvision 60 ft., low-light vision, scent, dimension door at will as a free action (50% failure chance), blink activate/deactivate as a free action (50% failure chance), Automatic Languages: Common and Blink Dog.
Greater Hexblade's Curse 3/day (-5 on attacks, damage, saves, ability checks, and skill checks OR -8 on one saving throw OR -13 on two skills; Will DC 20 negates; duration 24 hours; range 60'), Arcane Resistance.

Hit Dice: 1d10+1 plus 5d6+5
HP: 41
AC: 20 (+1 armor, +3 natural armor, +6 Dex)
Init: +6 (+6 Dex)
Speed: 40 ft.

Saves:
Fortitude +4 [+3 base, +1 Con, +1 resistance, -1 luck]
Reflex +9 [+3 base, +6 Dex, +1 resistance, -1 luck]
Will +5 [+4 base, +1 Wis, +1 resistance, -1 luck]
- +4 on all saves vs. spells and spell-like abilities

BAB: +4
Melee Atk: +4 (1d6/20/x2/SBP, bite)

Skills:
Hide +13 [7 ranks, +6 Dex]
Intimidate +15 [9 ranks, +4 Cha, +2 charm bangle]
Knowledge (geography) +10 [8 ranks, +2 Int]
Knowledge (local) +10 [8 ranks, +2 Int]
Move Silently +13 [7 ranks, +6 Dex]
Spot +7 [6 ranks, +1 Wis]
Survival +12 [9 ranks, +1 Wis, +2 synergy]

Feats:
Ability Focus (curse) (flaw: No Combat Training) [MM p. 203]
Curse of Paranoia (flaw: Unlucky) [DR 339 p. 92]
Track (blink dog bonus feat) [PHB p. 101]
Daunting Presence (1st level) [LM p. 25]
Empower Curse (3rd level)
Curse of Ignorance (bonus Hexmaster) [DR 339 p. 92]
(6th level)

Languages: Common, Blink Dog, Dwarven, Elven

Spells Known (Per Day – 5/4/2; Caster Level 5th)
Save DC +4
2nd Level – Nightmare Lullaby, Phade’s Fearsome Aspect, Tongues
1st Level – Disguise Self, Disquietude, Magic Fang, Unseen Servant
Cantrips – Detect Magic, Ghost Sound, Horizikaul's Cough, Mage Hand, Open/Close, Shadowplay

Equipment:
Periapt of Baleful Influence - 9,750gp.
This small cold iron ball occasionally seems to rustle on its own, as though it contains some poisonous insect struggling to free itself. The periapt is a unique magical item granted to Lupaz by the elemental weirds after he joined their service, and greatly enhances his ability to inflict misfortune on others by controlling and channelling his own curse. As long as he wears the periapt, Lupaz gains access to his Hexmaster curses as though he were 3 levels higher than he actually is and his curses last for a full 24 hours instead of 1 hour.​
The periapt is a powerful item, but its nature means it also bears several drawbacks. First, the item radiates a palpable aura of menace when its wearer is interacted with, inflicting a -2 penalty on all Charisma-based skill checks made by the wearer (except Intimidate checks). In addition, the wearer relies on the item to contain its dark power - if the periapt of baleful influence is removed at any time after it has been worn for at least 24 hours, it permanently reduces the wearer's Charisma by 6 (as the third-level cleric spell bestow curse; Will save DC 20 negates). Finally, the benefits of the periapt of baleful influence do not apply to curses laid on citizens of the Kingdom of Knowledge, a restriction placed on the item to prevent Lupaz from opposing the Kingdom's rightful rulers. How this restriction will apply in the current time of civil war is as yet unknown.​

Shard of the Dark Paths – 4,725gp.
This shard of dark crystal, which Lupaz wears on his collar, was recovered from the person of a minor shadow sorcerer after he suffered a sudden fall while traveling. It links its bearer to a twisted parallel realm haunted by strange shadowy beasts, and allows him to call them forth as a standard action into any shadowed area within 30 feet other than the user's own shadow. A randomly selected creature rises up from the shadow and serves willingly for 10 minutes or until dismissed. Roll a percentile die - 1-30 means a brown bear is summoned, 31-60 indicates a lion, 61-80 an ape, 81-90 a tiger, and 91-100 a dire lion. Summoned creatures appear dark and malign, but use the base stats for a creature of their type. The shard of the dark paths can summon only 7 animals per week in this way, and only one at a time.​

Charm Bangle - 7,200gp.
This red iron bracelet is pitted and scarred, as though it had been exposed to a powerful acid. It focuses the wearer's sense of himself and force of personality, making them more sure of themselves than they would otherwise be, granting a +2 enhancement bonus to the wearer's Charisma. The wearer also becomes particularly adept at bullying others, gaining an additional +2 competence bonus on all Intimidate checks and extending the duration of any succesful demoralize actions to 2 rounds. Finally, any creature unable to speak normally (whether because of physical impediment or because the creature is within the area of a silence spell) gains the ability to communicate telepathically, in Common only, out to a range of 30'.​

Collar of Safety - 2,500gp.
This plain, weatherbeaten leather collar - standard issue for animal servants of the Kingdom of Knowledge - provides a measure of protection to Lupaz in his travels, granting him a +1 armor bonus to AC and a +1 resistance bonus to all savings throws.

Money
2,325gp, 0sp, 0cp

~~~~~

Appearance: Lupaz is a sleek, agile hound with dark russet fur and a strange pattern of dark fur markings on his face and shoulders. His unusually vulpine features make him appear more cunning and intelligent than a normal canine, and make his breed impossible to place for those familiar only with the ordinary breeds of dog. He wears a battered leather collar with an apparently cheap silver ornament and a strange shard of dark crystal dangling from it, as well as a silvery bracelet around his left forepaw. When he's excited and isn't bothering to hide his unusual intelligence, Lupaz's features bear a perpetual sly grin, but most of the time he assumes the demeanor of an older and somewhat world-weary dog, not inclined to react much to the attentions of others.

Personality: Lupaz's personality is an odd mix of fatalism and impulsiveness. He has not had a terribly happy life, and this background combined with his faith in the general transparency of the future to the wise gives him a certain fatalistic spirit; he does not react emotionally to any but the greatest affront, and has a strong belief in the inevitability of the vast majority of events. Something does remain of the passionate blink dog approach to life, however, and when he is roused by a particularly difficult problem or finds himself in a particularly chaotic situation Lupaz becomes alert and focused on the task he has set for himself - his long period of service to the weirds has shown him that while most things are inevitable, decisive action at crisis points can make all the difference in the world. His secret hope is that one day one of these crisis points, which he haunts the edges of in the pursuit of his duties, will reveal to him the mystery of his benighted fate. This hope, however, is deeply held, and even Lupaz is uncertain how he will react if confronted with the unknown agency that has pulled his destiny so far out of kilter.

Background: Everything started out well, but by the time Lupaz was growing out of his puphood and into a full-fledged member of the pack, things started to go wrong. He would lose the course of the invisible ethereal paths followed by all mature blink dogs, and get separated from the hunting pack, or fell a healthy-looking animal that would turn out to be diseased and render the whole pack sick for days, or guide a party of trusted adventurers past the dire bear that had just awakened from hibernation that very morning. Already the elders of the pack were wondering what was to be done when disaster truly struck, in the looming form of a nameless displacer beast packlord whose cruelty exceeded even the tolerance of his wicked kin. The Beast stalked the pack, striking them down one by one, and they stalked it in return, seeking the Beast's resting place and selling their lives dearly to wear it down, a deadly game of cat-and-hound that would finally be lost, and all due to Lupaz.

A twig snapped underfoot at just the wrong moment, bringing the Beast down in a sudden fury of rending claws, ethereal turbulence from an impossibly failed dimension door prevented a planned retreat, and finally, most horribly, a panicked flight in a driving storm led Lupaz directly to a litter of newborn pups. Three times Lupaz sought to fight alongside his brothers and sisters, three times the curse struck, and three times Lupaz was the only survivor of his hunting party, as though fate was mocking him by sparing him. After the third time, it became clear that the pack no longer had a chance to defeat their malignant foe - too many had fallen. The lives of most of the pack were lost in vain, though they had fought bravely and selflessly, and all because of him. He fled, to spare his packmates the pain of exiling him, and wandered alone in the shadowy reaches of the Tanglebloom Forest, wandering far and forgetting his home before stumbling through blind chance on Dorakell, an outpost of the Kingdom of Knowledge. Lupaz wonders to this day whether it was good luck or ill that thus set his life on its current path, but he nevertheless found purpose again in the raucous bazaars of the border city. Hearing tell of the weirds and of their knowledge of fate and destiny, he was able to rouse himself from the bleak purposelessness into which he had settled and set out for the court of Taala, prince of the Kingdom of Knowledge, excitedly making the journey in less than a day.

Arriving at the citadel, he sought entry but could not make himself understood. Finally, he resorted to resting at the gates of the palace in a last hope that someone familiar with his kind would come by and offer succor. But again, insidious fate struck. Visitors to the court of Taala began to find their luck turning sour as critical documents became inexplicably lost, messengers fell ill and brought the plague back to their native cities, and ambassadors found their own tongues twisting against them. As word spread of the strange misfortunes that struck those who sought the guidance of the weirds of late, the Kingdom of Knowledge’s reputation started to become shadowed. Angrily, Taala ordered his diviners to seek the cause and drag them before him and his counsel of weirds that the offender might be punished. And so Lupaz got the audience he sought, but not in the way in which he had hoped, as he was bound in chains of pure elemental earth and torn with cutting ethereal winds to prevent any escape and taken before the furious omnielemental prince.

All who saw Lupaz's humiliated entrance thought that this was the end of it, that this accursed mortal pestilence would be eradicated in but a moment of fire and ice, but Taala spared Lupaz for a reason that he never bothered to explain to his court; his weird councilors had detected a strange knotting in the blink dog's fate, as though he were destined to find himself at many crossroads and turning points of destiny as a bringer of ill omens. And so Taala ordered Lupaz released from his bonds and sent to the courts of his rivals as a curiosity and beast of burden. Sure enough, where Lupaz went, ill omens followed - a rival would find the elemental leylines of his land weakening on the eve of a key ritual or wild beasts would devour a messenger long enough for Taala's emissaries harden a king’s heart against their competitors. Powerful and unscrupulous elements of Taala's court, who had surmised on their own the truth of their lord's sudden change from wrath to mercy, began surreptitiously to train Lupaz and bind his accidental power with powerful geases. Eventually, the disasters stopped and Lupaz was allowed to stay in the palace for a day and have his audience with the weirds.

What they told him horrified him. They, the great weirds, repositories of the Kingdom of Knowledge's greatest secrets, could not discern why Lupaz's fate was such a strange entanglement, nor why his luck was so cruel. All they could do was offer him a deal: a year of service to their prince for a single question asked and answered. It was a slim thread of hope, but as the weirds spoke Lupaz could feel the years of dejected wandering opening below him like a dark abyss, and he quickly agreed. And so Lupaz came to be an observer at critical moments, following instructions whose source he has never discerned, instructions that lead him to ensure that the prophetic visions of the weirds come to pass. He served in this was for ten years. Receiving his orders via magical sending, Lupaz has no real contact with any members of Taala's court, except on the one day a year he is allowed to come to the palace and ask the weirds his lone question. At these times, the hound of ill omen finds himself the target of petty officials who hope to enlist him in the foolish squabbles of Taala's court. His refusal to engage in these power struggles alone ensured that he remained a despised outsider among the elemental aristocracy, but his usefulness still kept him in favor with those influential members of the court with the authority to call on his services.

Only recently has Lupaz left behind this steady and quiet work behind the scenes, as a result of his careful questioning of the weirds. It has taken him ten whole years, but he has finally narrowed down the location of someone who can provide him with the answers he seeks to the bustling port city of Bluegorge, a city situated on the cliffs on either side of the great Crystalline Falls and, not coincidentally, one of the Kingdom of Knowledge's most frequent and important trade partners. He is aware that the terms of the questions he has posed allow that the individual he seeks has since moved on, but he has nevertheless drawn on the goodwill of a decade of unstinting service to begin taking more and more assignments in this region and, under his own recognizance, gradually developing the contacts necessary to find the trail of his quarry. It was this rekindled hope that led Lupaz to do something he would never ordinarily do, something that would finally bring him once again to the attention of elemental royalty.

Bluegorge, it seemed, had somehow become a ripe prize in the eyes of the dangerous humanoid tribes living nearby - fire-aligned ogres from the adjoining cliffs, cunning water-aligned kobolds from deep within the Crystalline Falls itself, and, most terrifyingly, a vast horde of vicious gnolls from the nigh-endless Sea of Grass. The weirds' prophecies revealed the city's inevitable destruction – and the creation of another dead end, something the desperate blink dog found himself unable to tolerate after long-suppressed hope had been kindled in him once again. Certain that fate was acting against him just as he was nearing his goal, Lupaz went against his better judgment and abandoned his usual fatalism in favor of decisive action. As ogres sacked Bluegorge's outer defenses and kobolds sabotaged and murdered in the very streets of the city, he headed out into the trackless Sea of Grass in search of the gnoll horde the weirds had foreseen would deal the death blow to the ailing city. Eventually, pushing his network of contacts and his own tracking abilities to their limit, he located the horde of thousands of hate-crazed gnolls and their demonic leader, the glabrezu Narfellanax. Though divinations held Bluegorge's defeat to be inevitable, Lupaz had a plan.

Disguising himself as one of the numerous hyena watchdogs in the camp, Lupaz watched and listened as the horde prepared to march, learning the goals and powers of the leaders of the gnoll horde as he did so. Once the horde finally gathered and set out to raze Bluegorge, they began to be plagued by accidents and other problems. Gnoll hyena riders scouting ahead of the main force encountered dangerous monsters regularly, their normally peerless survival training failing them; powerful gnoll champions fell in routine internecine challenges against trivial opponents; and the horde's leaders grew increasingly paranoid day by day, their will eroded by the constant flow of mishaps and untoward signs. By the time an entire week had passed, fraught with the possibility of discovery, the rabid conglomeration of tribes was beginning to fracture under the stress, losing entire tribes to desertion and leaving only the most fanatical of the gnolls to carry out the destruction of Bluegorge. But the horde was now less than a day's march from Bluegorge's already battered and disorganized militia - and the reunification that the ensuing frenzy of battle and bloodlust would bring to the horde. Too many still remained for Bluegorge to survive, and so Lupaz put a plan into action he had hoped not to need.

The shaman Crookfang, spiritual advisor to the horde's leaders and consort to demons, was the perfect pawn. Lupaz had come to her at night in the form of a demonic hyena, terrifying her guardians into submission and delivering prophecies to her regarding the next misfortune to befall the horde, visiting her again and again throughout the weeks he spent in and around the gnoll camp. Although doing so increased the danger of his covert manipulations many times over, it gave Lupaz the ear of the horde's most powerful individual. By now enraged at her inability to stop the cursed fate of the horde despite advanced warning and terrified by her newfound patron’s increasingly dire premonitions of failure, Crookfang prostrated herself in fear and supplication before her perceived ally, listening to Lupaz's words as he told her just what to do to ensure the horde's victory the following day.

On the morning of the final day, the very eve of battle, Crookfang challenged the glabrezu Narfellanax, convinced by Lupaz's machinations that the demon was no true worshipper of Yeenoghu, that he was instead the cause of the horde's misfortunes. The arrogant demon accepted her challenge, and the two fought a pitched battle to the death before the assembled horde for the right to be war leader for the incipient battle. Though Crookfang was a powerful cleric and had been apprized of the demon's weaknesses by Lupaz, the demon's sheer power and hatred was insatiable - he would not be denied the blood of Bluegorge's citizens. After a long battle, Crookfang was on the verge of defeat when suddenly the watching horde fell silent. A huge hyena with sunken red eyes and scorched, blackened fur stalked into the camp, sending seasoned gnoll hunters fleeing with a glance. With a long howl, the hyena-demon sprang into the bloody circle and laid a dread curse on Narfellanax, inspiring a fanatic's rage in the almost defeated Crookfang. Striking from the ground, she cast a lethal spell, blackening the demon's flesh with a touch and casting it from this plane. As the victorious cleric rose to her feet and prepared to gather her horde, she heard an unexpected sound - vicious, mocking laughter from her prophetic ally and savior. With a blasphemous utterance taken from Crookfang's own holy texts, the high shaman and new war leader was stricken with madness, tearing her own flesh and hurling herself at the assembled horde, gibbering madly. Under the blades and fangs of her own horde, Crookfang died, leaving the strange hyena-demon the only voice of authority in the leaderless horde. And when the great hyena-demon vanished at the turning point of the battle, apparently slain, the gnolls were at last defeated in the Battle of Reeds, as that day came to be called. Deprived of three divine leaders in the course of one day, even their fanatical morale broke and they devoured one another in their desperate bid to escape.

Although he had risked death a hundred times to do it, Lupaz had managed to turn an impossible last stand into a desperate and hard-fought success for Bluegorge’s defenders, and won out when even the weirds had predicted certain failure. Though Lupaz never declared his involvement in the salvation of Bluegorge, there isn't much that can be hidden from Taala when he becomes curious. Such a reversal of the fortunes predicted by the weirds happens only once in a dozen years or more, and the feat, though it brought Lupaz's nerves - and his luck - right to the shattering point, also brought him to Taala's attention for the first time since his long-ago audience in chains. Pleased that Lupaz had done the seemingly impossible and saved a valuable ally of the Kingdom of Knowledge, Taala chose to grant Lupaz a place on his most recently completed island ship as a reward, he said, to the Kingdom's oft-forgotten mortal servants. The resources of the Kingdom were to be laid open to these mortals, their position secured, and Lupaz knew that finally this would be enough for him to find the answers he sought, if indeed anything would be enough.

Of course, this kind of good fortune can't last, and especially not for Lupaz. The insurrection of the time elementals strikes Lupaz as almost inevitable now that the giddiness of his victory and reward and the despair of his exile from the Kingdom have passed. Now he is unsure what to do, knowing that he has made powerful enemies in his lifetime, any of whom could be sent after him at the time lords' whim - the Beast of long ago, the banished glabrezu Narfellanax, even the gnoll shaman Crookfang, plucked from the very moment of Lupaz's betrayal - not to mention all the others whose life Lupaz has influenced, always for the worst. Lupaz has never known precisely what party or parties in Taala's court gave him his missions, and he is well aware that should one of those parties prove to be the time elementals themselves or one of their allies, a few words whispered in the right ears would be all it would take to earn the lasting enmity of dozens of powerful individuals and organizations. Still, he sees no other way but forward - he can only pray that fate is on his side. Or at least, that it is against his enemies...
 
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Bloodweaver1

First Post
Here is my stab. However, it does require a alternate view on the defination of 'flanking'.

halfing fighter 2 / rogue 3 / Invisible blade 1 / master thrower 2
Backstabing Knife thower
[sblock=Stat Block]WIP[/sblock]
[sblock=Description]WIP[/sblock]
[sblock=Background]Blasco and Lyly have grown stronger and closer ever since that day. Over the past couple of years they found that they had a real affinity for knifes and other small sharp objects. It wasn’t long before they started a small knife juggling and throwing act at Emporium. It didn’t attract a large crowd but it did bring in an extra silver or two. When a large caravan would come through the town they would sometimes even get some gold pieces. When they were not performing or practicing Blasco usually could find work as either as a Bar hand or table cleaning while Lyly worked as a beer wench most of the time. Both of them worked at many of the local pubs, taking odd jobs wherever they could. Though their honest work did bring them in some coin it was their uncanny talent in lightening the pouches of the fellow drunken patrons that brought in the real coin. Together on a busy night they would work the room and help themselves to as much as ten gold pieces sometimes. They didn’t do this all the time mind you; attracting too much attention to yourself can only lead to bad things. Nile at least taught them that much. However, every now and then the two of them would take advantage of those who lost count of how many tankards of ale they have had and would elevate them of their troublesome coin. He knew they where stealing but he didn’t care. To him and he imagined to his sister too it was payback for all the jokes and bullying they did to them. Plus he couldn’t help but feel that he was slowly filling in the black void that was created when Niles was murdered. [/sblock]
 

James Heard

Explorer
Moera Sky-Eyes

Moera Sky-Eyes, Knight of Eladril
Female Amphibious Ghaele 8
[Savage Species level progression p 172, template Stormwrack p136]
Medium Outsider (Aquatic, Chaotic, Eladrin, Good)
Alignment: Chaotic Good
Height: 4'11"
Weight: 108 lbs
Hair: Red
Eyes: Sky Blue Opalescence orbs without whites
Age: 422
[sblock][sblock=Stats]
Str: 16 (+3) [2 points, +2 enhancement, +4 Ghaele]
Dex: 10 (+0) [4 points, -2 Racial, +2 Ghaele]
Con: 14 (+2) [5 points + 1 Level]
Int: 14 (+2) [2 points, +4 Ghaele]
Wis: 22 (+6) [16 points, +2 enhancement, +2 Ghaele]
Cha: 16 (+3) [3 points + 1 Level, +2 Ghaele]

Class and Racial Abilities:
  • Amphibious: Moera can breathe air and water equally well.
  • Spells: Ghaeles cast spells as a cleric of its class level (maximum caster level 14th) and may also prepare spells from the Air, Animal, Chaos, Good, and Plant domains as if they were on the cleric spell list.
  • Tongues (Su): Moera can speak with any creature that has a language. This ability is always active unless she chooses to disable it as a free action. The effect can be dispelled, but Moera can create it again on her next turn as a free action.
  • Lesser Ghaele powers (Sp): A Ghaele can use the following spell-like abilities: (At Will, CL6, DC12 + Spell Level) Aid, Alter Self, Color Spray, Comprehend Languages, Continual Flame, Cure Light Wounds, Dancing Lights, Detect Evil, Detect Thoughts, and See Invisibility; (1/day, CL6, DC 12 + Spell Level) Chain Lightning, Charm Monster, Dispel Magic, Hold Monster, Improved Invisibility (self only), Major Image, and Wall of Force
  • Protective Aura (Su): (CL6) As a free action Moera can surround herself with a nimbus of light having a radius of 20 feet. This light acts as a Magic Circle against Evil (but providing +4 bonuses instead of +2 bonuses).
  • Alternate Form (Su): As a standard action Moera can assume the form of an incorporeal globe of color 5' in diameter. In globe form, she can fly at a speed of 150ft (perfect), fire light rays (see below), and use her spell-like abilities, but cannot make other physical attacks, use her gaze attack, or cast spells. Moera can remain in either form indefinitely. Dispel Magic and similar spells do not cause her to revert to another form. If killed, Moera does not revert to another form. A True Seeing spell used to view a Ghaele reveals both forms simultaneously.
  • Light Ray (Ex): A Ghaele in globe form can project two light rays per round with a range of 300ft., dealing 2d6 damage.
  • Gaze (Su): Moera possesses a gaze attack in humanoid form that can kill or cause fear. Evil creatures of 1HD must succeed on a Will Save (DC 16) or die instantly. Those that succeed are affected by a Fear spell for 2d10 rounds. Non-evil creatures of the indicated hit dice and evil creatures with more than the indicated hit dice must succeed on a Will save or suffer the Fear effect. The gaze attack has a range of 5 feet.
  • Resistances: Acid 5, Cold 5.
  • Immunities: Electricity, Petrification
  • Vision: Moera possesses both Darkvision 60ft and Low-Light Vision.
  • +4 racial bonus on saving throws versus poison.

Hit Dice: 6d8 Ghaele +16 Con
HP: 54
AC: 14 (+2 natural armor +2 armor), 14 flat-footed, 10 touch
SR: 16
Armor Check Penalty: None
Init: +0
Speed: 50ft, 45ft Swim, 150ft Fly alternate form only

Saves:

Fortitude +7 [+5 base, +2 Con]
Reflex +5 [+5 base, +0 Dex]
Will +11 [+6 base, +5 Wis]

BAB: +6/+1

Melee Atk: +9/+4 Lick (MW Silver Short Sword) 1d6+3, or +9/+4 Rend (MW Cold-Iron Dagger) 1d4+3
Ranged Atk: +13/+8 Wavefell (MW Short Bow, composite (+3)) 1d6+3

Skills: [32+50, Max Ranks 11/5]
Climb +4 [1 rank +3 Str]
Concentration +13 [11 ranks + 2 Con]
Craft (Ship making) +3 [1 rank +2 Int]
Diplomacy +10 [5 ranks +3 Cha +2 synergy]
Heal +7 [1 rank +6 Wis]
Intimidate +4 [1 rank + 3 Cha]
Knowledge (Architecture & Engineering) +3 [1 rank +2 Int]
Knowledge (Geography) +13 [11 ranks +2 Int]
Knowledge (Nobility & Royalty) +7 [5 ranks +2 Int]
Listen +8 [2 ranks +6 Wis]
Profession (Sailor) +17 [11 ranks +6 Wis]
Sense Motive +10 [4 ranks +6 Wis]
Spellcraft +6 [4 ranks +2 Int]
Spot +14 [8 ranks +6 Wis]
Survival +8 [2 ranks +6 Wis]
Swim +11 [0 ranks + 3 Str +8 racial]

Feats:

Simple & Martial Weapons, No Armor or Shields
1.[Ghaele] Rapid Swimming [General] [Stormwrack, p93]
3.[Ghaele] Zen Archery [General] [CW, p106]
6.[Ghaele] Armor Proficiency (Light) [General] [PHB, p89]​

Languages: Celestial, Infernal, Draconic

Spells

Spells Per Day:
[Save DC 16 + Spell Level] 6/6/5/4/3

0 – Create Water, Mending x2, Detect Magic x2, Detect Poison

1 - Entangle[PHB, p227] x2, Bless, Calm Animals, Entropic Shield, Sanctuary

2 - Cloud of Knives[PHBII, p107] x2, Zone of Truth[PHB, p303], Shield Other[PHB, p 278], Lesser Restoration [PHB, p272]

3 - Ring of Blades [ComArc, p121], Mark of Doom[PHBII, p119], Crown of Smiting[PHBII, p108], Wind Wall[PHB, p302]

4 - Sword of Conscience [BoED, p109], Wall of Water[Sandstorm, p 128], Energy Vortex[ComDiv, p164]
[/sblock]
[sblock=Equipment]Equipment:

Colos,
Gauntlets of Ogre Power - 4,000 gp.
These black fingerless gloves seem slightly ripped and tattered, yet they never quite fall apart. Dark reddish stains in the palms of the gloves hint at their darker past. While at a distance the gloves appear to be of some normal fabric, closer inspection reveals them to be woven from the hair of some humanoid. The name is embroidered in the inside of the gloves in Aquan, which Moera had to cast a spell to understand.

Moera took these gauntlets from a sahugin raider that boarded one of the vessels she was serving upon, because no one else on the ship wanted them. Moera, ever practical, decided that whatever their construction they'd likely come in handy.
Lick, Masterwork Alchemical Silver Short Sword - 330 gp.
Lick's slender profile does nothing to diminish it's elegant and deadly edge. Running along its classic leaf-shaped blade are tiny waves and sailing vessels rendered into the metal’s composition itself. The guard of the blade is a silvered pelican, while the pommel is worked into a brass-worked bee. The hilt is made of coral wrapped in treated sea-weed leather. The blade's scabbard is supple brown leather worked with Eladril's heraldry of a pelican over three golden bees.

Lick was commissioned by Moera in the famous city of Kital. Despite her inexperience with the blade she's inordinately proud of it as one of her first "grown up" purchases. Today it amounts to her security blanket, and she can hardly sleep without the blade somewhere close by.​

Rend, Masterwork Cold-Iron Dagger - 304 gp.
Rend is a magnificently deadly-looking hooked dagger with tight, deep fishing hooks wrought into the metal. Precisely along the hairs' edge of the blade the burnished dark metal suddenly gleams with menace. The guard, hilt, and pommel of the dagger are rendered into something resembling a fanged monstrous carp.

Moera bought Rend at the same time she bought Lick, but the wicked-looking blade does nothing to endear itself to her as its companion does. Unlike the short sword, Moera purchased Rend directly off the shelf from the weapon master who sold her the other. He tried to steer her away, but Moera saw the promise in the dark blade for forestalling confusion in the seedier taverns and bars known to sailors. Since then, the blade has given her the occasional nightmare but it has served her valiantly too.​

Periapt of the Silver Pelican, Periapt of Wisdom +2 - 4,000 gp.
Silver and mithral twist into intricate knottery that depicts an intricate pelican with tiny emeralds for eyes. Inside the silvery ropes of the periapt is a tiny spark of magic that radiates a soft blue mote of light when held up to a breeze, that grows brighter as the wind grows stronger.

Silver Pelican amulets are fairly common magical items in certain circles of spell casters in Eladril that are able to wear jewelry. Moera's isn't particularly remarkable, though it is substantially older than many others. Newer Silver Pelican amulets are somewhat larger and more ostentatious.​

Quiver of Elhonna - 1,800 gp.
The bluish, off-white worn fish leather of this quiver only barely reminds the observer of the hint of scales. Embroidered into the face and dyed a delicate pink are images of clams and dolphins. Another clam-shaped clasp worked from brass rounds out this quiver's supple leather cover, and more brass forms the coral-shaped buckles that allow the purse to slip over Moera's shoulder.​

Wavefell, Masterwork Short Bow, composite (+3) - 675 gp.
Wavefell is an elegantly manufactured masterwork short bow with small insets of mother of pearl and pink coral.

Wavefell was bought in a small port in Gethry, mostly because the tiny pink coral inlays amused Moera. Despite its expense, Moera isn't particularly attached to it, only having owned it for a few decades.​

Daern's Instant Tent [Heroes of Battle, p131] - 9,000 gp.
Moera normally uses this small, worn-looking kerchief to mop up sweat and more sundry fluids, but during some expeditions ashore she whispers the command word and it becomes a sturdy, grayish tent. Otherwise the most noteworthy thing about the item is that it's not constantly filthy. Inside the tent are faded heraldry upon some of the metalwork that indicate that the tent is of a dolphin crossed with tridents, indicating it's origin in a minor barony on the coast of the Vorgot sea.

Moera has served as a soldier and marine before, and this is just is one of the small items she retains from campaigns around the world. While the item is of obvious utility, Moera has retained it more for the comfort of her companions rather than herself - finding the small insides of a tent rather enclosed and confining.​

Goggles of Lifesight [Libris Mortis, p 78] - 2,000 gp.
These reddish-lensed goggles seem to be made of some sort of pebbly brass at first glance, but when peered at closely it becomes clear that they are covered in thousands of tiny brass skulls, meticulously worked into the metal. The straps are made of a cleverly articulated greenish fabric that cinches them tight to the face or forehead.

Taken from a rather paranoid necromancer, Moera's interest in the utility of the device can't compare with her interest in their exotic beauty.​

Everlasting Rations [Heroes of Battle, p131] - 350 gp.
Cord Armor [Stormwrack] - 15 gp.
Tricorne Hat [Stormwrack] - 15 gp.
50 Masterwork Arrows - 350 gp.
Traveler's Outfit - Free.
Backpack - 2 gp.
Bedroll - 1sp.
Signet Ring - 5 gp.
Moera's signet ring is intricately formed from plain steel and depicts the Eladril seal of a pelican over three bees. Tiny flecks of turquoise, mother of pearl and reflective pyrite in the ring give it its additional value.​

Money
4,153 gp, 9 sp, cp
[/sblock][/sblock]
~~~~~​
Appearance:
Moera is a tiny, but sturdy, elven-looking woman with simple but ageless features. Her eyes seem to continual twinkle with unspoken laughter and glint with the sheen of barely contained magical energies radiating a pleasant blue color. Unlike true elves or most of her kind, Moera has spent a lifetime at sea and a spattering of freckles dots her small frame even though her pale skin never truly seems to burn or tan. Despite her actual youth and Elvish features, Moera has tiny laugh lines creased into the corners of her mouth and eyes by the sea. If you look closely at her hands in her natural form Moera has slightly webbed hands which are almost the sum total of the indicators of her aquatic nature.

Her golden-red waves of hair have rarely been cut in her entire long existence, and normally are woven into a complex braid that stretches to the backs of her knees. However, with her Alter-Self at will power, Moera often appears with her hair in short bobs for entering the water, or various different colors and styles of hair when the mood takes her or she simply desires a change. She often wears her bright green tricorne with a slight tilt, to denote her experience and position aboard a ship.

No matter what else, Moera always smells of the sea. The sort of sea she smells like, however, is another thing entirely. Most of the time she smells like the warm waters of the ocean on a sunny day, but in a black mood she can quickly smell very much like a storm at sea or even the wet decay of sargasso shallows.

Given her lack of desire to be continually removing boots and waterlogged clothes, Moera wears as few garments as modesty allows. The simple brightly colored cords of her armor are form-fitting and require substantial usage of her Alter Self ability to even wiggle in and out of. Between her breasts, the silver pelican of her necklace hangs; while her magical quiver peeks from over her shoulder. At either hip are her two cherished masterwork blades and the incongruous, tattered fingerless-gloves called Colos garb her hands. When she deigns to carry her often forgotten backpack, she often slings it over her shoulder rakishly - ready to discard it at a moment's notice.

Moera rarely assumes her alternate form, preferring to forget that aspect of her nature entirely and immerse herself in the vast variations of the Material Plane. When she does appear in her alternate form, she appears as a pale blue orb of shifting eldritch flames that seems to roll as the tide from within hints of flame-like sea foam and greenish hints.​

Personality:
Moera has spent hundreds of years with sailors, and her tongue often reflects it without malice or consciousness. Still, essentially she's a caring person who goes out of her way to ease the pains and ills of her companions, even though her quick tongue and abrasive speech sometimes cause them. Even though she's become incredibly common over her years upon the sea though, with some effort she can still undergo a radical transformation into the elegant celestial princess that she actually is. Still, by celestial terms she's still young and uncertain of the loftier ideals inherent to her being.

Though she has endeavored to distance herself from the martial nature of other Ghaeles (to a somewhat gross extreme, some might say), she still has the potential to explode into a murderous temper given the right circumstances and has a certain seedy attraction to weapons that she can't quench. She'd love to be more peaceful, but there's just something about the curve of a wicked looking blade that speaks to her very nature, much to her own embarrassment.

Being who and what she is, she's distrustful of authority and the potential for abuse from power in the extreme. Her years on the sea have given her a keen appreciation of freedom and individuality of spirit, and she tries to see each and every person she meets with an eye toward understanding. She can be quite enraged with petty abuses of power, poorly administrated governments, and any sense whatsoever of coercion or false imprisonment. Still, when on shore leave she often does things like visit orphanages with sweets and gives largess to the homeless.

Moera is quietly religious, paying her respects to her extraplanar Queen of the Stars and the Eladrin court. While she's unlikely to pay attention to holy days, she's not above whispered exclamations such "By Morwel's hair!" or the occasional tithing when she actually finds a shrine dedicated to such beings. Occasionally she's recognized for what she is and asked to perform some service, which she is mostly willing to do if asked nicely. Spellcasters who chose to compel Moera's services, however, generally find themselves written mentally on a long list of grievances and slights, no matter how pleasant they are.

Moera is also a Knight of Eladril, which comes with certain obligations which she is still wrestling with in her mind. As a pureblood Ghaele of the Court of Eladril (no matter what her lineage), she is promised to sustain and protect the Court of Stars' ancient covenant with the elementals. However, now that the Kingdom of Knowledge is in civil war, where do those obligations truly lie? She feels an aching loss at the destruction wrought in Eladril, no matter how many years that have passed since she truly resided there; and an even greater ache of sorrow at the metaphysical wounds that have been made upon her people. Part of her is afraid that if she does not uphold the sustainment of Taala's rule that she is making war between the celestials and the elementals certain, and the other part of her is horrified at that rule having brought the kingdom to this in the first place.​

Background:
The Eladrin court the Kingdom of Knowledge too.

In ages past, when the kingdom of elementals came to be, alarmed Eladrin confronted those mighty beings in open warfare, worried that Taala's establishment of a kingdom outside his own planes would come to pass, and hence cause harm to those inhabitants whose natures were less than purely concerned with the composition of the planes. Ages passed, and the Elemental Lords realized that even they could be sorely abused by the might of the righteous outside their native lands. A pact was sealed, a covenant, discarding the conflict in favor of peace. With the peace came compromise and a clan of Ghaele knights was invited stand in stead as vassals to the Omnielementals and given spouses amongst some of the most prestigious elemental lord's children. Families were merged, and the noble elemental houses of the Eladrin grew. With such mighty magics in force, the relationships between parent and child are dim indeed, the nature of children are the result of influence and mood as much as the straightforward genetic strands of the common races. So, within the resulting noble family half-breeds of all sorts soon evidenced themselves, with true Eladrin becoming more and more uncommon.

And then, after millennia, there were none left. Yes, still the noble house was full of celestial bloodlines, but that blood was full of elementals, paraelementals, common racial blood, dragons, and even Slaadi corrupted over the ages and seduced into the family that once stood shoulder to shoulder with angels. The noble breed of Eladrin was nothing more than the sum of dalliances, led by fewer and fewer of the purely bred Eladrin from the outer planes, as more and more of those beings of aegis and generosity died or simply left the world to return to their kin in the Court of Stars.

Moera changed that.

Moera is the child of a half-celestial water elemental lord and a dashing jinni named Thunder-Over-Porema. By all the lore keepers of the elemental courts' accounts, there shouldn't have been any possibility of such a mating producing such a purebred Eladrin such as herself, but there was no denying her existence. Welcomed into the noble clan of Elemental Star Knights with grudging respect, she was accorded all manner of honors and accolades as a young child that did nothing to ease her mind or sustain her confidence. Fractures and politics existed in the clan that could not have existed in a family of pure Eladrin, and attitudes and inclinations which should have been a united front were instead occasionally shady and duplicitous.

Uncomfortable in the hallowed halls of Eladril, Moera found solace and comfort in the sea. There was simply a deep, resounding comfort under the green waters; and over it under the rustling sails of wooden ships and along the waves. The more her kinsmen pressed her, the more she retreated, until one year she simply left aboard a ship, determined to never return and make her life at sea. Such things a child promises to the air, before she sees the wisdom of the air in her breath.

She sought her life upon the sea and embraced the many variations of existence, never settling down or letting her feet touch solid ground for long. She became the consummate sea hand, sometimes going for decades without revealing her true nature at all. She plied the seas with elven merchantmen as one of their kind, and she journeyed to stern Kital to see that harsh jungle city. Unlike her more warlike kinsmen, Moera seemed to be content to wander through life simply experiencing the infinite multitudes and flavors of the world as best as she was able, utterly resisting the gentle reminders of who she was and what she represented.

"Whatever that is," Moera would think to herself sourly.

Before the coup began, Moera found herself at home.

"Home," she thought. "What is it that they say about home? Ah, where the heart is."

And it was clear that Moera's heart was breaking.

What had existed before had only escalated. Though the alabaster halls of Eladril still contained many familiar faces, more faces remained that were sullen and suspicious, even despicably and clearly evil in counter to every pledge carved in stone and tapestry within the fortress. The city outside had turned from a thriving metropolis to a murky urban jungle where even a vaunted Eladrin noble was unsafe from thugs and assassins.

Called away from her kin and worry, she was summoned by the Elemental Prince Taala himself.

"You are of sanguine mortality, child-of-the-elements. Are you not?" he stated with a booming voice, and Moera agreed though the years were most kind to her.

"Then you shall have a place upon my vessel unto the future; a ship as such as has never been seen before, and a great boon and honor. Accept." He commanded, and so she did.

"You shall sail my ship into a new age, I fear," he admitted, to the confusion of many in the throne room. As she exited the audience she was shaken, not from the power or authority - but from the audacity of that power and still the sadness. If a new age were to begin, then it would need someone to steer it away from the reefs of power and arrogance, she thought.

Later on, the coup began and Eladril burned, set afire by the same simmering resentment and pettiness that led to the larger conflict. At night, under the stars, she wept and whispered prayers to her Queen.

"Save us, save me, save us all," she pleaded.

If the night stars twinkled in return, Moera was too despondent in her care to notice.​
 
Last edited:

bluegodjanus

Explorer
Alierin, Who Has Kissed the Storm
Female Half-Ice Elemental Fey-Touched Swashbuckler 4
[Race MotP/FF, class CW]
Medium Outsider (Cold)
Alignment: Chaotic Neutral
Height: 5'
Weight: 101 lbs
Hair: Pale blue - almost transparent, like glacial ice
Eyes: Opalescent, constantly swirling and shifting
Age: 26

Str: 10 (+0) [0 points, +2 racial]
Dex: 20 (+4) [10 points, +2 racial, +2 enhancement]
Con: 14 (+2) [6 points]
Int: 17 (+3) [6 points, +2 racial, +1 level bump]
Wis: 14 (+2) [4 points, +2 racial]
Cha: 18 (+4) [6 points, +4 racial]

Class and Racial Abilities: Outsider, Cold subtype, +2 Str, +2 Dex, +2 Int, +2 Wis, +4 Cha, Darkvision 60 ft., Low-light vision, +2 racial bonus on Hide and Move Silently checks, charm person, lesser shivering touch, and frost weapon 1/day as spell-like abilities, Immune to mind-affecting affects and disease, +4 save vs. poison, Automatic Languages: Common. Bonus feat: Weapon Finesse, Grace +1, Insightful strike.

Hit Dice: 4d10+8
HP: 42
AC: 23 (+5 Dex, +6 armour, +1 natural, +1 deflection)
ACP: -1
Init: +5 (+5 Dex) (+1 on a ship)
Speed: 30 ft.

Saves:
Fortitude +8 [+4 base, +2 Con, +2 resistance]
Reflex +9 [+1 base, +5 Dex, +1 competence, +2 resistance]
Will +5 [+1 base, +2 Wis, +2 resistance]

BAB: +4
Melee Atk: +9 (2d6+4/19-20/x2/S, Xuemnir)*/
Ranged Atk: +9

Skills:
Balance +9 [5 ranks, +5 Dex, -1 armour] (+2 on a ship)
Climb +3 [4 ranks, -1 armour]
Gather Information +7 [3 ranks, +4 Cha]
Hide +6 [0 ranks, +5 Dex, +2 racial, -1 armour]
Jump +3 [4 ranks, -1 armour]
Knowledge (geography) +6 [3 ranks, +3 Int]
Listen +2 [0 ranks, +2 Wis]
Move Silently +6 [0 ranks, +5 Dex, +2 racial, -1 armour]
Profession (sailor) +6 [4 ranks, +2 Wis]
Spot +5 [3 ranks, +2 Wis]
Swim +8 [5 ranks, +5 competence, -2 armour]
Tumble +9 [5 ranks, +5 Dex, -1 armour] (+2 on a ship)
Use Rope +9 [4 ranks, +5 Dex]

Feats:
Weapon Finesse (1st level bonus) [PHB]
Sea Legs (1st level) [FB]
Eyes in the Back of Your Head (3rd level) [CW]

Languages: Aquan, Auran, Common, Sylvan

Equipment:
Xuemnir, Chill's Heart, +1 frost straightblade – 8,307 gp. This is a shard taken from the very centre of the great western glacier known as Chill's Heart. It appears to be crafted out of ice, but it never melts and is as hard as steel. Its hilt is wrapped in dark blue leather, and the inside of the sheath always appears wet.
Tian'lir, Heaven's Shroud, +2 leather coat - 4,350 gp. This is a slightly tattered-looking long leather coat, made of a patchwork of white and pale blue strips of material, reminiscent of a cloud-strewn sky at midday. Alierin claims that it is the sky wrapped around her for protection, a gift from one of her first lovers, Jiusodan, a rather tempestuous storm that swept through the northwestern sea about a decade ago.
Ouroboros, ring of swimming - 2,500 gp. Around the time she started a pirating life (shortly after leaving Jiusodan's company), Alierin found a small ring, carved in the shape of a great serpent devouring its own tail. In emulation of the world serpent lying deep in the sea, the ring allows her to move in water more comfortably. She wears it on her pinky, as even with her slight hands it only fits on that finger.
Ring of protection +1 - 2,000 gp. This ring is attached by three chains to a bracelet. The whole thing seems to be made of some crystalline material which glows faintly blue.
Anklets of Dexterity +2 - 4,000 gp. Alierin always wears these thin, silvery anklets. They're cold to the touch, as they were also retrieved from Chill's Heart, but Alierin has never noticed. (They can take up her boots slot or her gloves slot, I don't really care which.)
Vest of resistance +2 - 4,000 gp, CA.
Monk’s outfit (Free)
Backpack - 2 gp.
Spyglass - 1,000 gp. Alierin lifted this from the first pirate she worked under. In addition to being quite useful at times, it's a reminder of how well he taught her.
Jewellery - x gp. Alierin loves decorating herself, and so wears a multitude of silver adornments. They're described below.

Money
841 gp

~~~~~

Appearance: Alierin is a small female, built very similarly to a half-elf. Beyond her build, though, all similarities end. Her eyes are shimmeringly opalescent, constantly whirling and shifting. Her hair is pale blue and almost translucent, like glacial ice. She keeps it short, and it falls down around her face like frozen shards of a waterfall. Her skin is almost universally a light blue, paling to white on her fingers, toes, and pointed ears. She wears a vest and short pants, leaving her arms and most of her legs bare. Most of the time she's also wrapped in Tian'lir, Heaven's Shroud. Furthermore, she loves silver jewellery. A few pieces are enchanted, but not all of them. Most typically she wears a number of rings (generally 2-3 on each hand), one of which is attached by slim chains to a bracelet, and crystalline rather than silver; a jade bracelet on her left wrist; at least one anklet per ankle (often two or three); one to three toe rings; a small loop through her left eyebrow, and four or five earrings per ear (the number is never the same for each). Her skin is unnervingly cool to the touch, and she's quite expressive, making frequent use of a raised eyebrow or a quirk of the lips to convey an idea.

Personality: Alierin is in life to make things well for herself. She enjoys jewellery, and swimming, and sailing, and snow, and friendly companionship. She's not above stealing or a little bit of fighting to get most of those things, although she doesn't particularly enjoy unnecessary bloodshed. She's an irrepresible flirt, and doesn't seem to have any personal preferences when it comes to obtaining a companion. It's said that her first lover was a storm, and while she refuses to elaborate, most assume it was a liaison with an elemental.

Background: Alierin's story really begins when she was 16, and on a trip home from a nearby island. It was at this time that a tremendous and fierce storm, which she now refers to as Jiusodan, swept across the northwestern sea, easily capsizing the ship she was on. She was barely able to stay afloat as the wind and rain whipped around her, conspiring with the sea to grant her an early death. But through some strange combination of her fey and elemental heritage, Alierin turned the tables and seduced the storm. Rather than send her to the depths, it claimed her, and they travelled around the ocean for a little over a year. Alierin is somewhat capricious, though, and she grew bored of having a storm as her lover. They parted on reasonably good terms, and Jiusodan granted her Tian'lir, Heaven's Shroud. He said he would wrap the sky around her to protect her on her travels. There was an implication that she would return to him someday, but Alierin isn't sure if, or when, that day will come.

She enjoyed travelling the sea, though, and as crew of a pirate's ship seemed a great way to do that, as well as collect some wealth for herself. It was on this ship that she gained her Ouroboros ring, and learned the basis of the skills she possesses today. One night while the ship was in port, she took the captain's spyglass (it seemed a terribly useful thing to own, and expensive to acquire legitimately) and disappeared into the night. She had grown bored of that ship. She sailed with a couple other ships over the following months, but the time she stayed on each one kept growing shorter. It wasn't just that she was tiring of each ship, but there was something she needed to do. Something inside her growing more insistent. This something inside her drew her to the west, and the great glacier known as Chill's Heart.

Chill's Heart is the largest glacier in the world, a huge piece of ice the size of an island. Stories tell that great storms protect the waters around it, and anyone who manages to make land is quickly slain by formidable guardians forged from ice. None of these things bothered Alierin. She was family. She wandered the surface of the glacier for days, not sure what she sought, not finding anything of note. One day, though, she stumbled across one of the ice guardians, still and silent, pointing to a spot on the ground. As she stood on it, it sunk into a spiral staircase, leading to the interior of Chill's Heart. Inside the glacier, she didn't meet anyone, although she was sure she could feel elemental intelligences all around her. She walked through the corridors, finely carved into mirrors, transparent walls, opaque surfaces. The floor always had a light dusting of crushed ice, enough to provide traction for a half-mortal to walk. Deep, deep inside Chill's Heart, Alierin began to feel the cold. This worried her, at first - such a thing had never happened before. It was a curious new sensation, but one which she identified as unpleasant. This quickly gave way to panic, as she realised she was going to die of the cold, and the room had sealed at some point. She paced the room, struck the walls, and eventually resigned herself to her fate. It was some time after this that she began to truly understand cold, to know elemental ice in the very core of her being. As she accepted this, the cold leaked away. It was still deathly cold, colder than anywhere ought to be, but she no longer felt it. It no longer troubled her. It was her. Some time later, maybe an hour or maybe a day, the way opened up for her again. With a new understanding of her elemental nature, she pressed on. She found two things, one clearly more important to her than the other. The first, and most important, was treasure. A sword forged of ice, which she came to know as Xuemnir, Chill's Heart. In a way, it was the glacier, it was elemental ice, in a solid and vengeful form. A number of silvery chains and rings with which to decorate her bare feet and ankles. Two chains, magically linked together, proved to be enchanted. The rest of the jewellery was simply pretty. The second, and considerably less important thing she found was a so-called purpose - as though she needed more of a purpose than to enjoy life. The purpose was thus: now that she had a true connection with her elemental nature, she should realise such a nature required assistance. Ice was a lesser element in the world, simply by virtue of not being air, earth, fire, or water. Ice needed champions, people who cared about its well-being. Ice needed an equal standing in the world.

Alierin left Chill's Heart with new shiny stuff and a greater sense of inner peace. She tried very hard to leave the weight of destiny behind her, and went back to pirating and enjoying life. Whenever she has the chance she'll find a cold, snowy region and simply relish in being Ice, but she's stayed away from returning to Chill's Heart. The years passed, and it was easier to ignore what she ought to do in favour of what she wanted to do. But now she's found herself (and, sure, some other people too, I guess) with the destiny of the world dropped into her hands, and she's starting to wonder if maybe she should do something about it.
 

Rystil Arden

First Post
Ianissa, daughter of prophecy
Female Nereid Beguiler 2 [Race Stormwrack, class PHII]
Medium Fey (Aquatic, Extraplanar)
Alignment: Chaotic Good
Height: 5' 4''
Weight: 156lbs
Hair: Shimmering Aquamarine Tresses
Eyes: Deep Pools of Azure Blue
Age: 42

Str: 6 (-2) [0 points, -2 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 16 (+3) [6 points, +2 racial]
Int: 21 (+5) [10 points, +2 racial, +2 enhancement]
Wis: 12 (+1) [0 points, +2 racial]
Cha: 24 (+7) [10 points, +6 racial, +2 enhancement]

Class and Racial Abilities: Extraplanar Fey, -2 Str, +6 Dex, +2 Con, +2 Int, +2 Wis. +6 Cha, Low-light Vision., +8 to Swim checks and Hide checks underwater, Drown attack, Air Breathing at will, Control Currents 3/day, Control Water 1/day, Wall of Ice 1/day, Summon Water Elemental 1/day, Resistance to fire and cold 10, Deflection (Charisma to AC), Displacement (50% miss chance, Shawl (pin her and disarm it, then destroy it and she dies in one hour), Speak with Animals (Su), Automatic Languages: Common and Aquan.

Armoured Mage, Trapfinding, Cloaked Casting +1 DC, Surprise Casting

Hit Dice: 5d6+15
HP: 46
AC: 30 (+5 Armour, +2 Shield, +5 Dex, +7 Deflection, +1 Enhancement to Nat), 22 Touch, 25 Flat-Footed, (and 50% Miss Chance)
ACP: 0
Init: +5 (+5 Dex)
Speed: 30ft Land, 40ft Swim

Saves:
Fortitude +6 [+1 base, +3 Con, +2 Resistance]
Reflex +10 [+3 base, +5 Dex, +2 Resistance]
Will +9 [+6 base, +1 Wis, +2 Resistance]

BAB: +2
Melee Atk: +0 (1d4-2/19-20/x2/S, dagger), +0 touch (Drown DC 20)
Ranged Atk: +7 (spells)

Skills:
Appraise +5 [0 ranks, +5 Int]
Balance +5 [0 ranks, +5 Dex]
Bluff +18 [8 ranks, +7 Cha, +3 Competence]
Climb -1 [0 ranks, -1 Str]
Concentration +11 [8 ranks, +3 Con]
Craft +5 [0 ranks, +5 Int]
Diplomacy +22 [8 ranks, +7 Cha, +4 synergy, +3 Competence]
Disable Device +6 [1 rank, +5 Int]
Disguise +28 (+30) [8 ranks, +6 Cha, +2 synergy to remain in character, +3 Competence, +10 Circumstance]
Escape Artist +5 [0 ranks, +5 Dex]
Forgery +5 [0 ranks, +5 Int]
Gather Information +10 [0 ranks, +7 Cha, +3 Competence]
Heal +1 [0 ranks, +1 Wis]
Hide +13 (+21) [8 ranks, +5 Dex, +8 racial in water]
Intimidate +10 [0 ranks, +7 Cha, +3 Competence]
Jump -1 (+3) [0 ranks, -1 Str, +4 in water due to speed]
Knowledge (arcana) +6 [1 rank, +5 Int]
Knowledge (local) +8 [3 ranks, +5 Int]
Listen +3 [2 ranks, +1 Wis]
Move Silently +13 [8 ranks, +5 Dex]
Open Lock +6 [1 rank, +5 Dex]
Perform +10 [0 ranks, +7 Cha, +3 Competence]
Ride +5 [0 ranks, +5 Dex]
Search +5 [0 ranks, +5 Int]
Sense Motive +9 [8 ranks, +1 Wis]
Spellcraft +9 [4 ranks, +5 Int]
Spot +3 [2 ranks, +1 Wis]
Survival +1 [0 ranks, +1 Wis]
Swim +7 [0 ranks, -1 Str, +8 Racial](can always take 10 and run)
Tumble +13 [8 ranks, +5 Dex]
Use Rope +5 [0 ranks, +5 Dex]

Feats:
Ship's Mage [Stormwrack]
Breathing Link [Stormwrack]
Improved Feint [PH] (used for Beguiler class abilities)

Languages: Aquan, Auran, Common, Ignan, Sylvan, Terran

Spells Known [PHII]
Save DC +4
All the 1st level spells on the list

Equipment:
Protean Shawl—a wreath of swirling seafoam, Ianissa's shawl is an expression of her energy and life essence, just like that of any other Nereid. However, unlike most Nereids, Ianissa's shawl was infused with the essence of Proteus, shapeshifting fey lord of Change. As such, it allows her to shift shapes as a Hat of Disguise, except as a Transmutation rather than Illusion effect (like a Changeling). 1800 gold value

Anemone—Ianissa's hippocampus friend is her constant companion, and they love to play together amidst the waves. Anemone is loyal to Ianissa unto death, and he knows that she feels the same way about him. 2000 gold value (includes cost of training for riding and combat, so could be less)

Necklace of the Sirens—Ianissa received this beautiful pearl and sapphire necklace from Leucosia, a sirine who became one of Nissa's best friends during her reawakening with Proteus after escaping from Ananke. Leucosia imbued the necklace with her own essence and that of her sisters, hoping that it would help Ianissa open up more and become more assertive after years of abuse. It grants a +3 Competence bonus to all Charisma-based skill checks. 4500 gold value

Circlet of Understanding—Perhaps both the most hated and most dangerous piece of Ianissa's apparel, this circlet of pure solid platinum is etched with symbols representing the flow of time unto eternity. After convincing Nissa that she was worthless, terrible, and stupid, Ananke bestowed this circlet upon her charge, an item that undeniably made the little nereid even smarter and played a key role in learning her two divination spells. Despite Proteus's continual protestations against it, even today Nissa feels inadequate and stupid while not wearing the circlet, and she refuses to part with it despite the awful memories. After careful magical analysis, Proteus was able to determine that there is not a secret malefic enchantment on the circlet to let Ananke control Nissa or something worse, but he still covered the thing in wards immediately to prevent Ananke from using it as a focus for her divinations. Only time will tell if Proteus was successful, or if he was outmatched by the mistress of inevitability. The circlet grants Nissa a +2 bonus to Intelligence. 4000 gold value.

Bracelets of Fleeting Elsyium—The only connection Nissa has to the father she never knew, this pair of bracelets made of gold and water resistant mystical wyrwood, was sent to Clymene from Tithynos's realms. Although it is unclear whether it actually came from her father or was instead the gift of a well-wisher, Nissa would wear the bracelets often as a child, daydreaming about her father and how wonderful he must be, longing to meet him some day. Although she has still never met him, she considers her father to always be with her as long as she wears the bracelets, and she therefore treasures them second only to her cloak. For their part, the bracelets reinforce Nissa's already-strong fey heritage, granting her a +2 enhancement bonus to Charisma. 4000 gold value.

Mother's Loving Embrace—It may not be her most valuable item monetarily, but Nissa treasures this magical shifting cloak above all other material possessions, though she would never place even this most treasured of possessions above the life of a friend or her dear Anemone. Able to shift to fit her as she grows older and shimmer into many different colours, this cloak was originally used as a swaddling blanket when Nissa was just an infant. It was enchanted personally by Clymene to keep her dear daughter safe, and it has been successful to this day. Even when Ananke imprisoned her, Nissa never truly despaired while her mother's cloak was near, until the day that the cruel time elemental proclaimed it a crutch and took it away. Even the heartlessly impartial time elemental realised how much the cloak meant to Nissa, however, and despite being willing to stoop to physical torture, the girl's plaintive and frightened sobs and trauma after losing the cloak and being struckby her mother moved even Ananke's heart, at least a little. When Nissa finally mastered her first divination spell, Ananke returned the cloak, leading to one of Nissa's only happy days between her mother's fury and the day her godfather set her free. The cloak grants Nissa a +2 resistance bonus to all saving throws. 4000 gold value.

Miera, Protective Water Aeon—During Nissa's adventures with her fellow crewmates (before they were crewmates of course), they helped save Miera from a cruel and corrupt water elemental crime lord. Although she is unable to communicate on much more than an empathic level, Miera and Nissa became quick friends, and Nissa makes sure to spend time talking to Miera each day (although the little spirit can only talk back via empathy, so she sometimes looks funny doing so). As a water aeon, Miera can only effect the physical world as an extension of another being of water with whom she has bonded. Before, she had been forced by intimidation and brute strength into a bond with the elemental crime lord that left her feeling violated as she was used for evil. Now, she lives happily with Nissa, often curling up along Nissa's left arm, where she enjoys being pet and looking around at Nissa and her other friends from her perch. When Nissa is in danger, Miera springs to action, deflecting blows against her nereid friend with a shield of water.
Miera is mechanically equivalent to (though much cooler than) an intelligent +1 mithral buckler, granting a +2 Shield Bonus to AC, no ACP, and no spell failure, with the +1000 intelligent item enhancement. She has 10 Int and 12 Wis and Cha, 30 foot vision and hearing, and can communicate through empathy. Miera is Neutral Good. 3015 gold value.

Gift of the Deeps—This light sash is made of an unusual variety of seaweed that is extremely silklike. Skillfully embroidered with a beautiful pattern of schools of fishes swimming through the currents, the sash was a gift to Nissa from Kuralaq, the locathah shaman who taught her how to hide amongst the blendingfish. It is a symbol of acceptance amongst the locathah and other creatures of the deep earned through respect and training. It grants a +1 enhancement bonus to natural armour. 2000 gold value.

Dress of the Current's Eddy—This lovely dress is one of Nissa's favourites, particularly to wear into battle. Like the cloak, it can change size to fit her, and also like the cloak, she has had it since she was little. It was gifted to her by Krysthos, a powerful paralemental prince of mineral as part of a request for Clymene's aid in divination, for Krysthos was a noble paraelemental who sought aid from the seeress of Fame to find a way to show the 'greater' elementals the virtue of his people and his paraelemental brethren. When she puts on the dress, Nissa remembers how kind, chivalrous, and charming he was when she was just a little girl, and she prays that he has not fallen from his ideals to join with the murderers who staged the coup, since in the end, the coup came close to Krysthos's goals. Unfortunately, Proteus had no idea that the coup would happen or that Ananke and the time elementals would enlist the aid of the paraelementals, among others, so if Krysthos really has turned bad, he could use the dress's connection to perform divinations on Nissa fairly easily. The dress itself is a masterpiece that could only have been created by a being that is at one with the essence of the components that create it. Forged of a combination of a rare underwater mineral called shalyne, which is similar to mithral but shares a consistency with soft fabric, rather than metal, and elemental water, the dress is even coloured a pure azure blue that compliments Nissa's eyes perfectly. Minor enchantments were woven into the dress as well to protect the wearer above and beyond the protection granted by the shalyne foundation, a move that scored major brownie points for Krysthos with Clymene at the time. This dress functions identically to a +1 Mithral Chain Shirt, so it grants a +5 Armour Bonus to AC with no ACP or spell failure. 2100 gold value.

~~~~~

Appearance: Nissa is a beautiful woman whose fey heritage is never more apparent than when she is in the water. Although her godfather's gift grants her the power to change shapes, she is usually encountered in either her natural aquatic or terrestrial forms. When amidst the waves, Nissa's whole body swirls and shimmers, nearly transparent as it takes on the eddies of the water around it, making her incredibly difficult to see when she wishes to be unseen. On land, she appears as a delicate and pale elf with long flowing aquamarine tresses, deep azure pools of eyes, and a distinctive shawl of sea foam that surrounds her and represents her essence. On most occasions, she wears a lovely azure dress that compliments her eyes, a blue and red embroidered sash, a pearl and sapphire necklace, two bracelets of gold and wyrwood, a small fashionable cloak, and a solid platinum circlet covered with symbols. Perched on her arm is her constant companion, Miera, a playful water aeon that defends Nissa fiercely, deflecting attacks with swirling eddies of water.

Personality: Nissa was bubbly and gregarious as a child, and though she was spoiled beyond belief, it did not lead to arrogant petulance as it does for some. She always felt empathy for those less fortunate than she, and was quick to make friends with just about everybody. After her imprisonment for twelve years, she became shy, quiet, and reclusive, a shadow of her former self. Recently, thanks to her godfather Proteus, and all her new friends, she has been able to open up again, but she has still not completely shaken the pall of inferiority and despair that Ananke wove around her, sometimes closing up from the outside world to sort out her feelings. Nonetheless, she is at most times back to a semblance of her former self, and she loves meeting new people and talking with them. She feels incredible empathy for Miera and any others who have suffered, and she always seeks to help those in need. Still, she is mercurial and carefree in nature when she can shake off the numbing order forced upon her by Ananke, and so she flits from person to person and place to place with a joyful enthusiasm that might make her father proud. The idea of an isleship, in Nissa's opinion, has to be the most awesome thing ever, at least since Uncle Proteus took her to see the Leviathan of the Deep, and the idea of sailing across the Endless Falls, meeting new people and seeing new places, brings a shining smile to her face. If only the thoughts of the coup, Ananke, and her beloved mother did not bring tears to her eyes when she is in a secluded place, all alone...

Background:

Ianissa, or Nissa for short, had an auspicious birth. She was born to a mix of two noble cultures of the Endless Falls. Her mother, Clymene, was the water weird prophetess of Fame. A beautiful creature of elemental water, Clymene was in constant demand by high class visitors and adoring fans who fawned over her in their continued insistence to learn of their future fame or perhaps receive the knowledge that would fulfill their dreams.

Although she was once a fair and virtuous maiden who believed only in the ebb and flow of fame and knowledge together like the current, the attention and flattery changed Clymene over the years until she eventually became a vain hedonist, adoring the company of feckless flatterers and beings of superficial beauty and placing their council above that of some of her closest and oldest friends, including Proteus, fey lord and seer of Change. Pride for her power increased as well, as she eventually grew to consider those who lacked her Second Sight to be inferior, though still beings that should be aided by those greater than they to escape the dangers of their ignorance. As her excesses grew, however, so did her beauty, and her power of prophecy never diminished, fueled by her continued obsession. Eventually, she came to the attention of Taala and became a temporary consort, if not a bride. While in this position, she earned great wealth for herself and prestige for her family by increasing the wealth and fame of the Kingdom of Knowledge through her prophecies. Departing on amicable terms, she returned to her own substantially increased holdings, where she began to take fewer and fewer supplicants for her prophecy, no longer giving it out to all in need who requested it but instead requiring prostration and flattery before she would deign to meet with them.

It was perhaps fitting, then, that her next major dalliance came with Tithynos, the fey lord of Evanescence, keeper of the fleeting moments of beauty that remain within the heart forever. Outwardly possessed of handsome, if a bit effeminate, features and a dazzling smiles, Tithynos is a dual-faceted mystery, for none but the wisest sages of the mind can tell if he is a being of profound otherworldly wisdom or just the hedonistic purveyor of pleasures and beauty that he appears to be. Unlike with Taala, Tithynos's dalliance left Clymene with child, and it is thus that Ianissa was born, the child of both fey and elemental bloodlines, both noble and respected. But as was the 'blessing' of her father, Ianissa's auspicious birth would lead to a joy that was only short-lived.

On seeing the infant Ianissa, Clymene rejoiced at her daughter's beauty, proclaiming her immediately to be the next great seer of the family, some day to become a prophetess like her mother. From a young age, Clymene fawned over her daughter, giving Ianissa everything she could ever ask for and more and showering her with love, affection, and material things.

Clymene brought over all sorts of friends for Ianissa to talk to and play with, ranging from 'mommy's friends', like nobles, well-to-do merchants, and even children of Taala, to wondrous creatures of the Kingdom of Knowledge and beyond, including tojanidas, sea lions, nymphs, sylphs, sirines, tressym, and many others. Ianissa's favourite new friend was a young Hippocampus who she named Anemone. The two grew so close that the triton who owned Anemone's mother gifted him to Ianissa, partially to win the favour of Clymene, and they have been friends ever since, able to speak together via Ianissa's innate talent to speak with animals.

Also of note were two others of her mother's friends. Proteus was still somewhat distant from Clymene compared to their younger days, but his heart was warmed by Clymene's loving treatment of her daughter, and he graciously accepted the title of Ianissa's godfather. When Clymene was busy and couldn't take care of her daughter, Proteus would take Nissa on wondrous trips to visit strange and exciting places and creatures that Nissa had never seen, even in her mother's domain. Nissa was always very close with 'Uncle Proteus', and the childless fey lord of Change treated her like a daughter, unlike her true father, who had already moved on. On the day when Ianissa was first able to form her shawl of sea foam, Proteus gave her a kiss as he touched the shawl and infused it with some of his own power, allowing her to change shape, although not as well as her godfather himself.

Aside from Proteus, the other important figure was Ananke, Nissa's godmother and the time elemental lady of Inevitability. Ananke was stern and strict, and because of this, Nissa quickly came to vastly prefer time with 'Uncle Proteus' to that with 'Aunt Ananke'. It is possible that the clear lack of affection led the time elemental to grow bitter with the young nereid, as Ananke was not an evil being. Perhaps it might have been the way that Nissa lived in luxury despite not even being an elemental, while Ananke and all time elementals were second class citisens in the Kingdom of Knowledge. Whatever it was, Ananke grew to resent the young Nissa, and they became more and more distant, even as Clymene and Ananke became closer and closer, as the lady of inevitability whispered secrets for forestalling the inevitable and remaining beautiful forever into Clymene's ear.

As soon as young Ianissa learned to read, her mother immediately began training her in magic in an attempt to begin young Nissa's rise to seeress. Unfortunately, although Ianissa took to magic easily and showed incredible potential in Enchantments and Illusions, thanks to her fey roots, she could not progress in Divinations as fast as her mother desired.

Now, it is possible that no being in all of the Endless Falls could have met the expectations of the vain and somewhat-deluded Clymene, but this caused the water weird to begin to have doubts that she couldn't resolve, for she refused to accept that her teaching skills were not exceptional or that her daughter was not the most talented creature in the Endless Falls (aside from herself of course). Upset and in danger of having her vanity assaulted, Clymene turned to the person she always turned to when she wished to escape a dreaded inevitability, Ananke. Ananke told Clymene exactly what the seeress wanted to hear: that Clymene was perfect and wonderful, but it was only through Clymene's incredible quality as a mother without peer, and not through any fault of mother's prowess or daughter's potential, that young Nissa had been unable to learn divinations. Clymene had been too lenient on Nissa in her love, Ananke explained. Ananke herself would be honoured to become Ianissa's new instructor, and she promised to deliver.

And so it was that Ianissa was handed over away from the loving bosom of her mother and into the bower of the harsh no-nonsense time elemental lady of Inevitability. Despite the well-kept, if spartan, trappings of Ananke's home, this felt like a prison to Ianissa, and her heart was broken as she was separated from her mother, Uncle Proteus, and even Anemone (who went to stay with Proteus). At first, Ianissa worked her heart out and tried harder and harder, pushing herself nearly to the point of a mental breakdown to learn divinations, but she couldn't do it. And meanwhile, despite this, Ananke sent scathing reports back home to Clymene, praising the incredible talent that lay within the young nereid, from her mother's side of course, but indicting Ianissa for being lazy and disrespectful. Ananke asked for permission to use more drastic measures, but Clymene refused. Meanwhile, eventually Nissa just gave up and actually stopped trying, her willpower and self-esteem collapsing in the face of Ananke's continual litany of Nissa's inadequacies, of the superiority of time elementals and the strict emotionless rule of law and inevitability over the trivialities of the fey. She cried herself to sleep every night, dreaming of freedom, of her mother's love, her uncle's laugh, and Anemone's whinny, of the evanescent gleam of the twinkling starlight.

Once Nissa had well and truly stopped trying, Ananke continued her plan by inviting Clymene over to view Nissa's 'lazy and disrespectful' behaviour first hand. Through continual poison pen letters, Ananke had begun to almost convince Clymene that Nissa refused to try because she hated her mother and wanted to give the family a bad name, among other terrible things, but the water weird seeress still could not quite believe it. However, while Clymene surreptitiously watched without being seen, Nissa unwittingly played her part perfectly as a listless child who has surrendered the will to continue and is no longer trying. Clymene was outraged. She had trusted her daughter over her dearest new friend, and this is how the lazy, spoiled, unappreciative little bitch repaid her love? She stormed into the room and broke Nissa's heart again by verbally abusing her daughter and eventually slapping her and storming off as quickly and angrily as she had entered, while the young girl, in tears worked to form the first syllable of the phrase 'Mommy...I love you...I'm sorry', which went unheard in the silence of Ananke's halls.

After this, Ananke was able to get Clymene to approve drastic measures with ease, in her own words, with a girl as lazy and spoiled as Ianissa, it was inevitable that it would come to this (and everyone laughed at the almost-pun even though it wasn't funny), and it was thus that the time elemental began applying carefully-regimented torture to her lessons. Ianissa, broken and full of despair, was completely susceptible to Ananke's methods, and truth be told, the time elemental wanted this demonstration of her own power to succeed so much that she began using her best methods and spells and even researching those of others to teach the damn girl a divination—any divination! And after years of harsh treatment, she actually met with success. Nissa learned not one, but two divinations, albeit rather weak ones. Ear of the Changing Tides (Comprehend Languages) and Reveal the Secrets of the Depths (Detect Secret Doors).

Nonetheless, Ananke considered this a great success, and she paraded Ianissa back home to perform the spells in front of an audience that included Clymene, who was thoroughly convinced by this that she should believe Ananke on all things involving Ianissa and continue the training. It was at this first time that Ianissa was allowed to leave Ananke's domain, however, that Uncle Proteus realised just how terribly his little Nissa was being treated. He immediately begged Clymene to let Nissa roam the waters free and happy once more, but the water weird was completely convinced of Ananke's words, and she would not hear of it. Discussion became an argument, and eventually Clymene banished her longtime friend from her domain forever, never to return on threat of imprisonment for trespassing. Angered and upset, Proteus tried to locate Nissa but was completely unable to make it past Ananke's wards, let alone rescue the little nereid. Nonetheless, he bided his time, realising that even against Ananke, an opening would come some day. It was inevitable.

And although Proteus didn't know what it was at the time, Ananke's meeting with the other time elementals that began to foment the seeds of rebellion against Taala would be just the opportunity he was looking for. At great danger to himself, Proteus broke past Ananke's wards, battled her guardians, and found the place where Ianissa lay, despondently staring at the ceiling. Making a joke about saving the princess from the evil castle to cheer her up, he carried her off before Ananke could leave to check on her wards. Despite having good warning as the first wards were shattered, Ananke couldn't leave the meeting. It wasn't time yet. Besides, as time was on her side, her victory was inevitable.

Proteus brought Ianissa to a hidden place, not daring to bring her to his own realm lest a spy detect her there and cause him to become an international criminal. Since he had used an alternate form to rescue Nissa, he managed to pin the blame on a rival time elemental, for the moment. Proteus had brought Anemone, who was just as excited to see Nissa as she was to see him. Okay, maybe not quite as excited, but he hadn't been locked up with a time elemental who was torturing him for a decade. Nissa cried tears of joy as Proteus explained her predicament. And despie anything her godfather would say, she vehemently refused to believe even one bad word about her mother. Nissa loved her mother more than anyone else in the world. And she still does.

Proteus took Nissa to visit everything she had missed most for the last twelve years. Well, everything except Clymene's loving embrace, as that didn't seem too likely to happen any time soon. Proteus felt bad about that, though, and unable to disillusion his goddaughter, he often contemplated taking Clymene's form to console the poor nereid, but he eventually decided against it, lest it crush her heart more if she later learns the truth. Proteus was disheartened that the gregarious little girl who had become friends with everyone and charmed her mother's guests with her kindness and good nature had become shy, reserved, and sad. Under Proteus's loving tutelage, Ianissa was allowed to eschew divinations or any other study of spells except the ones she liked the most (though she will never forget those two divinations to her dying day), and she was able to focus on things she liked to do as she learned how to hide amongst the blendingfish that swim the seas in secret, dance with the nymphs, and sing with the sirines, although she could never do the latter two very well and so eventually just took to tumbling dance moves that require agility more than flashy charm, though her new friends always told her she could become great at either performing art if she could just open up. Eventually, Proteus was heartened to see that Ianissa had become at least a bit more of the person she once was, and as her soul strengthened and her wanderlust for evanescent encounters, inherited from her father, grew greater. So despite a bit of sadness to see her go and wariness for her safety, Proteus was mostly overjoyed when Ianissa asked to leave to go off on adventures, though he made her swear on the ancient waters of the gods that she would not go to visit her mother (he blamed Ananke for the lack of safety there and left Clymene out of it).

...

Later, after joining with her latest friends and adventuring together, Ianissa made the mistake of being thrust into the spotlight as the recipient of a great gift from Taala. This brought her whereabouts to Ananke's attention once more, and the time elemental was infuriated beyond measure that the 'spoiled princess' would receive such an honour. Thus, Ananke was among the leading backers of the coup, though she had been part of similar meetings with her time elemental brethren for years. They had time to wait for the perfect moment. They were masters of time. Gathering allies from among the lesser elementals and even from personal friends like Clymene herself, the coup exploited the gift to stage a coup that led to Taala's destruction—and now Nissa flees for her life before the wrath of the many enemies she and her friends have just made...and her teacher, the one old enemy she dreads most of all...
 
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Voidrazor

First Post
Oobobooboo

Description: Oobobooboo is a small bright pink ooze that typically takes a roughly humanoid form. A number of metallic objects can be seen floating within its mass, most notable is a gnome-sized suit of battered armor. Occasionally Oobobooboo withdraws most of its body within the suit, like a hermit crab, leaving only blob-like hands feet and face to betray its
nature.

The ooze-man's scent is sharply acrid. And while it can produce a sound recognizable as spoken language, its 'voice' is reminiscent of a continuous burp. Its gestures are lithe, almost hypnotic, but alien.

Personality: Having only recently having achieved sentience, everything is new to Oobobooboo. It takes childlike pleasure in any number of commonplace things, dashing about in innocent enthusiasm. In the short time since it arrived in the Kingdom of Knowledge it has gotten a reputation as a troublemaker. And while not malicious, those that try to reign in its
boisterous behavior find that it doesn't quite seem to grasp the concept of rules in general.

Background: Beneath the smog-choked skies of Technochitlan, a sprawling urban realm on a prime material plane 'next door' to that of Endless Falls, Oobobooboo was formed in a horrifying experiment. Xenovus, 4th circle adept of the Guild of Shrieking Stars was seeking to fuse a humanoid test subject with a living spell. The result, however, was disappointing. The spell, in this case a Mestyl’s Acid Breath, appeared to simply dissolve the fire elf it was supposed to merge with. Afterward the ooze collapsed backing into a pool and quivered. Disgusted Xenovus pulled the lever to have the creature dumped through the disposal gate, a mystical designed to get rid of dangerous experiments extra-dimensionally. Building the gate had required a tremendous amount of the guild’s resources, but had already paid for itself in terms of equipment and personnel not destroyed by improper disposal of potential dangers.

The quivering ooze landed in a grotto deep beneath the Kingdom of Knowledge, amidst the detritus of previous guild failures. One such, was a chaositech chainsword with a hilt that couldn’t be made to fit human hands. For years the ooze bathed in the mutative glow of the malevolent weapon mindlessly eating slime and fungus. In time the energies given off by the weapon awoke a latent sentience in the creature.

As the awakened ooze slowly gathered its faculties, the gate once again opened and an amalgamation of mouths claws and scales fell through. Immediately the thing attacked. The ooze sought shelter amidst the pile of equipment, occasionally lashing out with pseudopods. But the maddened newcomer seemed immune to the ooze’s acidic flesh. Just before it was about to be dug out of the relative safety of the junk pile, it latch onto the chainsword that had ushered in its awakening, and in a stroke of luck, activated the relic at the same time. A few slashes with the dangerous weapon drove the many-mouthed beast off. Not wanting a repeat of the episode, the ooze slithered off in search of a new home, dragging with it both the strange weapon and a makeshift ‘shell’, a suit of gnomish armor.

A strange and wonderful world awaited the ooze on the surface. Beings of all description rushed to and fro, most making complex vibrations that it could feel all along the surface of its body. Curious, it tried to imitate those it saw, following them while shaping itself into a crude copy of their forms. Many tried to avoid the inquisitive stranger, and more simply outpaced it. But a few stopped to make vibrations at it, which it tried to replicate by capturing air bubbles and pushing them back out to its surface. Apparently, early attempts sounded like “oobobooboo”. And the name stuck.

Oobobooboo soon became a figure of some amusement throughout the city, saying “Boo” from outhouse pits just as people when squatting down or driving shopkeepers to distraction by sliming their wares and then repeating everything they said. Within several weeks Oobobooboo became something of a jester to Taala’s court. While some, including Taala found his antics comical, others were merely annoyed. In particular, Taala’s earth elemental wife Gurunda vibrated violently whenever the sentient ooze came near, a behavior which only encouraged it to seek her out for play. Yet, when the omnimental king announced that the island ship was to be given to mortals and everyone started vibrating like crazy, Oobobooboo chose to stay with those Taala had gifted with the unique vessel, for among them were some of the first to befriend the strange talking ooze.
 
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Mad Hatter

First Post
Lex Starwhisper

Female Gray Elf Ninja 9 [Race UA p, Class ComAdv]
Small Humanoid (child -1 LA)
Alignment: Chaotic Neutral
Height: 4'1"
Weight: 57 lbs
Hair: Silver
Eyes: Amber
Age: 20

Str: 6 (-2) [2 points,-4 racial/child]
Dex: 10 (0) [2 points, +/-2 racial/child]
Con: 12 (+1) [6 points, -4 racial/child, +2 item]
Int: 14 (+2) [4 points, +2 racial]
Wis: 22 (+6) [16 points, +2 att +2 item]
Cha: 10 (0) [2 points]

Age: -2 to all physical stats, 20' movement, small

Racial Abilities: humanoid; +2 Dex, +2 Int, -2 Str, -2 Con; immunity to magical sleep; +2 racial bonus to listen, spot, and search; automatic search if Elf passes w/in 5' of a secret or concealed door; lowlight vision; +2 racial bonus to saves vs. enchantment

Class Abilities: ki power (10/day), daunting presence (save DC 20 will) [LM p25], augury, detect thoughts (save DC 18 will), River Eel Jutsu [Dragon 342 p85], Uncanny Knowledge +2 (know. history, local and planes), ki dodge, true strike, Shadow Puppet Jutsu (save DC 20 will) [Dragon 342 p85], Omniscient Whisper 1/wk [UA p94], sudden strike +5d6


Hit Dice: 9d6+9
HP: 55
AC: 19 (+6 class, +1 class bonus, deflection +1, +1 size); flat-footed 19; touch 18

Init: +4 (+0 Dex, +4 feat)
Speed: 20 ft

Saves:
Fortitude +5 [+3 base, +1 Con, +1 cloak of resistance]
Reflex +7 [+6 base, +0 Dex, +1 cloak of resistance]
Will +10 [+3 base, +6 Wis, +1 cloak of resistance] (+2 when ki pool isn't empty, +2 vs enchantment)

BAB: +6/+1
Melee Atk: +14/+9 [feat-intuitive strike] (1d3-1/19-20/x2/S, +1 dagger x2)


Skills:

Bluff +12 [12 ranks]
Knowledge (arcana) +9 [7 ranks, +2 Int]
Knowledge (history) +11 [7 ranks, +2 Int, +2 class]
Knowledge (local) +12 [8 ranks, +2 Int, +2 class]
Knowledge (nature) +9 [7 ranks, +2 Int]
Knowledge (planes) +11 [7 ranks, +2 Int, +2 class]
Listen +20 [12 ranks, +6 Wis, +2 racial]
Search +16 [12 ranks, +2 Int, +2 racial]
Sense Motive +18 [12 ranks, +6 Wis]
Spot +20 [12 ranks, +6 Wis, +2 racial]


Feats:
-Intuitive Strike (1st level) [BoED] *this is an exalted feat but there isn't a real reason to keep it so*
-Improved Initiative (3rd level)
-Expert Tactician (6th level) [Song and Silence p38]
-Chink in the armor (9th level) [Song and Silence p38]


Languages: Common, Elven, Auran, Terran

The teachers who handled the fighting aspect of her training associate themselves with a particular element and learn a fighstyle similar to their element. As such Lex identifies with the ponderous, slow moving earth elemental and the quick, sudden air elemental. Since these are her martial forms, she learned their language.


Equipment:

(2) +1 Daggers (4604 gp)- Lex's daggers look like any other dagger, if a bit nicer and shinier. These daggers were given to Lex by her teacher, San Rhong, who taught her the martial skills. As he handed her his gift he told her three things: "Your strength lies in your sudden attack, thus look not for the flashy weapon; your arrogance will more than likely get you killed one day, so make it a good death; and the most important piece of advice I can give you is to always have a spare, you never know when one will be eaten."

Ring of Wei Zhou (Ring of Protection +1- 2000 gp): This ring is blue and made to look like interwoven thread. The monastery suffered through a period of time when Lex was both reckless and rebellious. During this time, she ran to the forest. When she returned, she had in her possession the Ring of Wei Zhou which provided her with a measure of protection. When asked to explain how she knew where to look since no on else had any luck finding it, she replied: "It found me."

Amulet of Kun Ming (Amulet of Health +2- 4000 gp): This amulet is a dire boar's claw. Kun Ming regularly tested the mettle of his body by venturing into the forest and antagonizing a worthy animal until it attempted to kill him. He died in the process of killing a druid in the form of a dire bear.

Insight of Bo Ning (+2 Circlet of WIS- 4000 gp): The circlet is made of a delicate and thin filigree. Lex received this circlet after she attended the Festival of Renewal with her mentor Ping Zhu. This circlet contains a very small fraction of Bo Ning, who was a founding member of the suborder Way of Peace. Bo Ning was killed by treachery and to honor him, his pupils imbued items with portions of his essence.

Gift of Ping Zhu (Travel Cloak– 1200 gp (Magic of Faerun) and Cloak of Resistance +1-2000 gp shared body slot): To receive a gift from a teacher is a great honor. Lex received this impressive cloak when it became obvious to Ping Zhu that she would be leaving the monastery. It also conicided with the 15th anniversary of her joining the monastery. Knowing Lex's tendency to wear dark shades of blue, this cloak is midnight blue with silver trim that's slightly darker than normal. It has a hood and almost swallows her form.

Lex's Coin (Trick Coin- 350 gp): Lex's coin is silver with runes along the edge. Heads is a representation of Taala and tails has the image of the four classic elementals entwined around each other. Lex was sifting and chronicling the more tame of the monastery's inventory as a lesson in meticulous organization when she happened upon this coin. These items had been confiscated over time from troublesome travellers seeking sanctuary. She bugged the quartermaster until he finally relented and gave her the coin to stop her from causing "accidents" to happen around him. Her teachers didn't approve of her selfish desire of the coin, but they didn't reprimand her for using her talent since she utilized her lessons.

Bag of Holding (Type 1)- 2500 gp
Quall's Feather Token- Fan (2) 400 gp
Quall's Feather Token- Anchor (4) 200 gp
Sunrod (2) - 4 gp
Scroll case- 1 gp
Ink, vial (2)- 16 gp
Ink pen (2)- 2 sp
Blank parchment (10 sheets)- 2 gp
2 MW daggers– 604gp
Waterskin- 1 gp
Belt pouch- 1 gp
Flint and steel– 1gp
Tankard– 2cp
Traveler’s outfit (Free)
Mirror, small steel- 10 gp
Antitoxin (4)- 200 gp
Potions- (4) cure light, (3) cure mod, (1) cure serious- 1750 gp

3155 gp

~~~~~

Appearance: Lex is short and particularly waifish looking. She wears her silver hair spikey and short contrary to elven norms. When Lex is pulled into a vision of the future, her eyes silver over and it's almost like they glow. Her clothes are nondescript and tend to be in dark shades of blue with silver trim. Contrary to her childish appearance she is obsessively neat about her clothes and thus will almost never appear unkempt unless she can't help it. She has a tattoo of an open eye within a star on both of her wrists at the pulse point.


Personality: Lex knows how creepy she comes off to people and she capitalizes on that fact by speaking cryptically often once they know her; although she will initially attempt to play the part of the child to relax the guard of others. She exudes a quiet arrogance and sports a constant half smirk as if she knows something that you do not, which is often the case. She speaks as though it's a great sacrifice on her part; in short, she speaks to others as if they were the child and not she. Despite this, once you have earned her respect she is more willing to modulate her tones to reflect that you could in fact be of some use to her. She is patient to a fault because she realizes that if she does not get her way now, all she has to do is wait and eventually she'll have what she wants. She speaks seldom and chooses her words carefully, which can give the impression that she is slow. Lex is a manipulator and often time acts as an instigator to bring about the changes that she wants. She also, has a nervous habit of flipping her coin and calling it in the air, which remarkably lands as she predicted. She is still a child and will sometimes exhibit a child's natural inclination to be mercurial and petulant.

Background: Lex Starwhisper was born in a mountain citadel of a gray elf clan in the Ironguard mountain range. Her parents basked in the joy that is having a child for a week before she was spirited away in the dead of night. She didn't even keep the name that her parents gave her. She was given the name of Starwhisper in light of the star shower that heralded her birth. The only thing of her parents that she has is her features of her race. Lex is a child of prophcey, born during a star shower. It was from this spectacular display of the heavens that the Oracles read a prophecy. Half of the prophecy was fulfilled simply by her being one of the few gifted with the isle-ship.

A week after her birth, she was taken to a forested, treetop monastery to be trained in the use of her talent. From the monks, she learned history and about the world she lives in but isn't a part of. They also taugh her how to use her future sight to work in tandem with her body and thus become an effective fighter. She also learned from those Oracles that could be spared from their normal duties within the kingdom. They taught her how she could use her future sight to affect fate itself. Lex proved herself to be a most apt pupil. Since she could see the future, she found no loneliness in her existance and learned to embrace her gift. When she did lament her life of study and isolation from those her age, the monks were more than willing to be companions and offer the companionship that they could.

In an effort to acclimate Lex to the world that she would eventually rejoin, one of her favorite monks, Ping Zhu, took her to a festival a week's travel from the monastery. Even on this excursion, she was being taught how to be around many people and not become overwhelmed by the sheer possibilties that each person's decisions represented. It was here that she was thrust to the center of attention. While the Oracles knew her potential, it was here that her potential was manifest. This event led to other things which resulted in her being one of the people gifted with the an isle-ship.

The festival marked the arrival of spring so to reflect this a quartet of lesser elementals would bestow their blessing on both the land and people. Lex and her mentor, Ping Zhu, were browsing the marketplace when Lex brushed against a man that felt like death. It was in this brief contact that she saw that he planned to kill the elementals and those who attended them in an effort to spark tension in the region. Lex chose not to alert Ping Zhu. Instead, over the next four days before the arrival of the elementals, Lex used the principle of the butterfly effect to manipulate events so that the guards and others of power could be in positions to stop the assassination.

Through her subtle efforts, the attempt was thwarted with none being the wiser. She was merely an elven child that had attended that year's Festival of Renewal. Of course one person did notice. Ping Zhu acknowledged her deft skill with a raised eyebrow and a smirk of approval.

It was after the Festival of Renewal when the gaurdians sent by the oracles came for her. Lex's time at the monastery had ended and the Oracles wished to have a direct hand in her training. As such she was taken to a conclave much closer to the court. Lex wasn't particularly happy about having to leave the monastery, but the court posed new and fun possibilities. Her abilities grew tremendously under their grueling tutelage. While there were better seers, her youth gives her an advantage and it is apparent that this is only the beginning.

Tactics: Lex hangs back in a fight so that she can assess the battlefield. Her first inclination is not to directly engage the enemy first.

Detect thoughts is not her readin minds so much as it is her seeing the person's course of action in the next moment.

Daunting presence is the result of her eyes changing as well as her entire demeanor as she sees into the future. In that moment, she calmly tells her engaged enemy his fate, which is usually his/her death by the hand of an elven child. Used as a curse. Since it is a used as a ninja class ability the save DC is WIS based.

Omniscient whisper is when she must focus because an augury has implied something big is about to happen that she cannot see unless she focuses her entire being on that one outcome.

Her sudden strike is not so much a testament to her sneakiness and dexterity, but to the fact that she sees an enemy in the split second of vulnerability and acts a hair faster.

Shadow Puppet Jutsu is a reflection of her ability to see the future of a chosen person and move in such a way that confounds them.
 
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