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RillaTaj

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  1. Name: Luxandria Ree Devaldon Level: 5 Race: Human (Variant) Hit Points: xx Class: Rogue (Soulknife) Armor Class: xx Background: Noble Alignment: xx History WIP
  2. %5Bimg2%3D300%5Dhttps%3A%2F%2Fcdna.artstation.com%2Fp%2Fassets%2Fimages%2Fimages%2F036%2F476%2F916%2Flarge%2Fcarlos-de-la-vega-carlosdelavega-cdc-march2021.jpg%3F1617785158%5B%2Fimg2%5D Grove (Groveborn-at-midnight-among-the-lilies-with-a-westbound-wind) Underborne Fungril Guardian WIP
  3. Is it one app per player, or can we submit a few concepts?
  4. While the crowd inside was distracted by the wavering Inquisitioner, a figure in a well-worn brown cloak slipped in. The person in the cloak definitely looked a few degrees too shabby to patronize this establishment, but moved with the carriage and grace of a noble as they glanced about and made a beeline for a collection of masks styled after the Seraphs on the right side of the door. That apparently had been the easy part, for the figure proceeded to puck three -a lighter, a darker, and one in between- and stare at them as though the person's very life depended on a correct choice. Mask 1: %5Bimg2%3D200%5Dhttps%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F831013f8-d6e2-4422-910e-3176aa21ab26%2Fd5oipsd-9f7e1cab-bdc3-439e-85c0-b6dd4d03fc34.jpg%2Fv1%2Ffill%2Fw_991%2Ch_806%2Cq_70%2Cstrp%2Fil_tempo_vola_17_by_merimask_d5oipsd-pre.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9ODMzIiwicGF0aCI6IlwvZlwvODMxMDEzZjgtZDZlMi00NDIyLTkxMGUtMzE3NmFhMjFhYjI2XC9kNW9pcHNkLTlmN2UxY2FiLWJkYzMtNDM5ZS04NWMwLWI2ZGQ0ZDAzZmMzNC5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Qbj5zFms8AnzAhIsZwTR14DeSHV2wMBPvTq3y6OAmTE%5B%2Fimg2%5D Mask 2: %5Bimg2%3D200%5Dhttps%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F831013f8-d6e2-4422-910e-3176aa21ab26%2Fd5sg8zs-9eebbb79-f55c-4878-b3e7-7b27426b0774.jpg%2Fv1%2Ffill%2Fw_975%2Ch_819%2Cq_70%2Cstrp%2Fil_tempo_vola_mask__19_by_merimask_d5sg8zs-pre.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9ODYwIiwicGF0aCI6IlwvZlwvODMxMDEzZjgtZDZlMi00NDIyLTkxMGUtMzE3NmFhMjFhYjI2XC9kNXNnOHpzLTllZWJiYjc5LWY1NWMtNDg3OC1iM2U3LTdiMjc0MjZiMDc3NC5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Fh-_eVEH7_J5ff8IY8uVTTrZwiSumw2HLnu-RcltLqg%5B%2Fimg2%5D Mask 3: %5Bimg2%3D200%5Dhttps%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F831013f8-d6e2-4422-910e-3176aa21ab26%2Fd4y7pk0-b1d97676-e5ae-4e92-a68b-263aabe12305.jpg%2Fv1%2Ffill%2Fw_900%2Ch_704%2Cq_75%2Cstrp%2Fil_tempo_vola_v3_by_merimask_d4y7pk0-fullview.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzA0IiwicGF0aCI6IlwvZlwvODMxMDEzZjgtZDZlMi00NDIyLTkxMGUtMzE3NmFhMjFhYjI2XC9kNHk3cGswLWIxZDk3Njc2LWU1YWUtNGU5Mi1hNjhiLTI2M2FhYmUxMjMwNS5qcGciLCJ3aWR0aCI6Ijw9OTAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.r5S_DGyFghlyxwogGikh6BgMTzL0I0QqKi9kNtK_Bfk%5B%2Fimg2%5D
  5. So I was eyeing the Languages info and had a couple of questions: 1. For mechanical/ Language Choice purposes, are Celestial/Sylvan/Infernal/etc. still distinct or just one "Exotic Languages" choice? Because it does talk about 'this language', not 'these languages'. 2. You say no half-Feats, but could I do something like Linguist if I forwent the Int buff? 3. What's the deal for hp- max at 1st level and average for other two, or roll for it?
  6. NPCs Old Nan Old Nan is, perhaps as expected, is a woman of the elderly persuasion who is the primary reason Saru survived his first days in Altenheim at all. Most of his education on actual, healthy-ish mortal life comes from her. If she ever had a name it’s been long forgotten by the other beggars. Nan holds a bit of seniority and protection among the City of Joy’s downtrodden, so far as the most desperate can afford to respect anything. She occasionally takes a new arrival under her wing, choosing her mentees with seemingly little rhyme or reason. Woman In White Her clothing is more of a dingy gray, but since when did that title ever make it into a story? This woman is the one who recruited Saru to the Order of the Leaden Crown, taught him what he knows, and hooked him up with the Society of the Occult, but he still doesn’t know even so much about her as her name. That’s not their sort of relationship. He might be a useful recruit for the Leaden Crown, but Saru’s still waiting for the other shoe to drop on what this woman wants for her investment in him. Tobias Rathanstan the Third One of Saru’s buddies from his days of not exactly living as the Seraphs intended. Tobias is a noble, third and youngest son of someone-or-other and apple of his mother’s eye. He’s generally a good sort: too much money, too much time on his hands, maybe compensating for a few insecurities, but he doesn’t forget a friend. He’s not going to stick his neck out too far and risk his mother’s ire, but his resources and connections have eased Saru’s way a time or two. Plontius Hinkleby A Cardinal of the Hearthkeeper Church in Altenheim, Plontius is by way of a lesser cousin (or, as some of the nastier rumors have it, a bastard relative) of Pope Murrich. Publicly, he’s a bit stuck on himself but well known for preaching charity (to the church) and the spreading of joy as Aurelia intended (as dictated by the Hearthkeepers). More bureaucrat than warrior. His latest project is to locate those poor souls who have lost their divinity with Aurelia’s “slumber”, so that the Church might show charity and grace to those who once showed grace to them- but rumor on the street is that he has a decidedly less holy purpose for these Downcast once found, and connections to some decidedly unsavory individuals indeed.
  7. Saruthan Aurelian Downcast Monk 3 %5Bimg2%3D200%5Dhttps%3A%2F%2Fb2358178.smushcdn.com%2F2358178%2Fwp-content%2Fuploads%2F2022%2F03%2FDowncast_Grim_Hollow_1.png%3Flossy%3D1%26strip%3D1%26webp%3D1%5B%2Fimg2%5D AC: 16 HP: 22 Initiative: +3 Speed: 40 ft Passive Perception: 15| Passive Insight: 15 Languages: Celestial, Lower Burach, Sylvan Abilities Str: 10 (+0 mod, +2 save) Athletics +0 Dex: 16 (+3 mod, +5 save) Acrobatics +5 | Sleight of Hand +3 | Stealth +3 Con: 14 (+2 mod and save) Int: 8 (-1 mod and save) Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1 Wis: 16 (+3 mod and save) Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3 Cha: 14 (+2 mod and save) Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5 Carrying Capacity: 150 lbs Push, Drag, Lift: 300 lbs Feats: Blood Hound- -While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence. -Your attack rolls do not have disadvantage against invisible creatures that you are aware of. -You have advantage on Survival and Wisdom checks that rely on sound or smell. Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll. Weapons: Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand Equipment: A worn blanket (3 lbs), a set of ragged clothing (3 lbs), a sack (.5 lb), and 10 copper pieces. A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint. Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Quarterstaff (4 lbs) 10 darts (2.5 lbs) Horn of Silent Alarm- This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Flute (2 gp, lb), Lantern (hooded) (5 gp, 1 lb), Healer's Kit (5 gp, 3 lbs), 3 bags of Caltrops (20) (3 gp, 6 lbs total), Playing Card Set (5 sp) mirror, steel (5 gp,.5 lb), 5 flasks of Oil (5 sp, 5 lbs total), bag of ball bearings (1000, 1 gp, 2 lbs), 3 Vials of Anti-toxin (150 gp total), 3 Flasks of Alchemist's Fire (150 gp, 3 lbs), 7 Vials of Acid (175 gp, 7 lbs) Money: 3 gp, 10 cp Spells: 3 ki available at lvl 3, WIS casting ability Thaumaturgy (Downcast) Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Cure Wounds (Aurelian, 1/long rest) 1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Evil and Good (1 ki) 1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Protection From Evil and Good (1 ki) 1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. * - material component not required when casting from ki Hold Person (2 ki) 2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. * - material component not required when casting from ki Levitate (2 ki) 2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. * - material component not required when casting from ki Shatter (2 ki) 2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. * - material component not required when casting from ki Race Downcast ASI: Wis +2 Size: Medium Speed: 30 ft Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip. Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained. Lingering Divinity: Resistance to necrotic damage Languages: Celestial and one other (Sylvan) Subrace Aurelian ASI: Cha +1 Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell. Background Pauper Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). Languages: Choose one standard language. (Lower Burach) Tool Proficiency: Choose one gaming set (playing cards). Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces. Sub-background Beggar Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors. Skill Proficiency: Persuasion Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint. Feature: Friends in Low Places Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. Rank 1 - Street Beggar Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home. Holdings A spot in an alley that you have managed to stake out and must defend against newcomers. The name of a sympathetic merchant with space in a high-traffic area of the city. Progression Gain the friendship of a local business owner by performing odd jobs or doing some other service. Class Monk Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan's tools or one musical instrument (flute) Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight) Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple weapon (quarterstaff) an explorer's pack 10 darts Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3) Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3). If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. Way of the Leaden Crown Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead. Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way. Transformation Path: Fey The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.” An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air. The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. Becoming Fey Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become. A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind. Transformation Features A fey has the following transformation features: Prerequisites Ability Scores: Charisma 13 Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game. Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2) Level Milestones The following are examples of possible level milestones for the Fey: Striking a bargain with a greater fey Performing a great deed in the name of one of the faerie queens Establishing a new faerie ring or bridge to the fey realms Defeating a powerful agent from your rival court Earning a domain or title in the realm of faerie Transformation Level 1 Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw. Boon: Fey Form Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR. When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following: The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades. Boon: Twilight Step As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability. Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Flaw: Planar Binding Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control. If you are in the faerie realm responsible for your transformation, this flaw has no effect.
  8. (WIP, TW: mentions of suicide, nothing worse than in the Campaign/Player Guides) History: He was once Saruthan, child of Aurelia and lesser member of Her angelic host. He doesn’t have many specific memories from those days, whether through self-protective repression or the simple inability of a mortal form to hold onto divine perceptions but knows that it was an idyllic time for him. A time of glory, strength and belonging… at least until the gods went mad. Those memories are also dimmed, but still filled with a breathtaking whirl of anger, fear and confusion- until he opened his eyes to whole new and too-mortal world, lost and heart aching with the soul-deep knowledge that Aurelia was dead. He discovered as he wandered that he wasn’t alone in that. He met other Downcast, huddled desolately with the other lost and broken creatures of a world that had once honored them. Even the children of the briefly-sane Aurelia hadn’t been spared. For a time, each new discovery brought comfort. But they also served as reminders of a life lost… and became new losses themselves as friends disappeared. Mostly they succumbed to the pervasive despair of lost divinity, but rumors quietly traded among them spoke of beings that preyed upon the remnants of divinity in their blood and bone. Saru stopped identifying himself to those suspected of being Downcast to his experienced eye, as most did to him. It just wasn’t safe anymore, particularly for Aurelia’s children. One particularly chilling story told of even the gods’ own clerics succumbing to this practice in their desperation to fuel their powers, though Saru could never confirm himself. Things came to a head the night of yet another former friend’s death (Irin, they’d been in Aurelia’s host together) and Saru, as he now referred to himself, wandered out into the woods to lay down and die. If he was to die, he wanted to at least feed the gods’ creatures, not by mortal hands. And there, wrapped up in his pain and despair, he encountered a Lord and Lady of the Summer Court. They were leading a courtly dance amidst a host of glowing, other-worldly creatures, and it was in an instant so like the Angelic Host he wanted to weep. He stumbled toward them, entranced. And the Far knew buried power when they saw it, bidding him with lovely words to come to them. If he swore to their ruler, he could have this beauty back. Could have a home again. All the ugliness of mortal existence driven away with but a few well-chosen words. The Fae spoke to something in Saru that remembered kind words, warm smiles and lost Glory. He forgot that even then, those smiles had sometimes hidden blades and ruthlessness toward those deemed Enemy behind them. Or maybe he didn’t. Maybe that lurking danger beneath the shining veneer sang the familiar siren call of *home*, too hard to turn away from in his present state. For whatever reason, Saru took that offered hand, that promised shelter from the storms of the mortal world, and bent the knee for a new master. In time, he would come to, if not regret the decision, than at least the haste with which he made it. But right then finding a place to belong gave him enough stability to at least try to figure out this mortal life he’d been stuck with. He didn’t do a particularly good job, mind you. “All roads lead to Altenheim” turned out to be true for him as well and the City of Joy had many things to lead even the most virtuous beings astray. Saru dove headlong into every pleasure he could find, anything that made him feel good and helped him forget about mortality for a while. Saru’s Fey friends made no demands of him but to sing and dance and thwart any agents of the Winter Court he may find. And he loved the revels, at least at first. But then he slowly became aware of the children present and realized that his new friends didn’t simply make deals with lost and doomed souls like him, but actively lured and changed unknowing innocents. His protests became increasingly vocal until one night his Fey masters dropped their glamour to beat him bloody as a warning to let it go and be a good little servant. As he limped home, a woman fell into step with him. She was part of a monastic order that made it their business to teach people how to resist beings like the Fey, and they’d been watching him for a while. If he was willing to join their cause, they couldn’t reverse what had been done, but they could help him resist in the future- and save others. He accepted and his life changed again. He still lived among the broken and beggared, but now he had a purpose; a healthier Way to be. It was friends in that Order who put him on the scent of another: The Society of the Occult. It’s entirely possible they’re trying to kill two birds with one stone by setting a Fey agent against other supernatural tyrants, but Saru is fine with that. Personality: Saru has a hint of softness to him; that touch of Aurelia’s divinity that gives his kind a reputation for easy prey. Or perhaps it is simply the innocence of an angel new to mortal life and is being chipped away by learning fast and hard. He has certainly learned to be more watchful and guarded to compensate, occasionally dancing on the line of cruelty once coming under sway of the Fey. He cares passionately about things and gives his all to any effort- whether that be defense of a friend, learning a new skill, or trying to seek relief from his new existence in all the vices the City of Joy has to offer. Saruthan has a different perspective on the divine than most mortals, in that these beings were once coworkers of his. Maybe not equal, as *they* didn’t get tossed out for lack of power, but not all-powerful beings either. He’s seen them at their worst, sometimes outright mad and as fallible as any mortal. He’s seen the Arch-Seraphs lose *something* with the gods’ deaths, some indefinable spark or guiding star than has led them to stray from their true purpose and what they once were. He still approves of them more than not, but that margin is a lot thinner than it used to be. To Saru, the emergence of new seraphs (where once the Arch-Seraphs couldn’t maintain the hosts they’d inherited) is evidence that godhood is simply the accumulation of applied belief, and that that belief can be transferred- the divine is not simply something that is, ineffable and not meant to be understood by mortals, but something that can also be made, earned. That’s not to say he has any interest in it himself, on either side, now that the worst of the traumatic loss has passed. That’s just not him anymore. He’s been there, done that, and now it’s time to move on to something new. You can’t go home again and he feels that he’s already learned to dance different steps, grown too big for that particular box. But the realization has interesting implications for his now-fellow mortals. Also, perhaps, for any Eldritch Clerics wandering around Etharis- much more so than any poor soul accused of arcane heresy. Saru will take a dim view of these devoted doomsayers of destruction and seek to put them down whenever possible. It has nothing to do with religion in his mind; when you’re talking about beings that destroyed civilizations and *killed entire pantheons*, the last thing you want to do is give them even more power. He strongly dislikes seeing religion abused by Seraphs who have lost their way and over-ambitious or deluded mortals. Saru also despises the Hearthkeepers of Aurelia in particular- he knows that the party line of Aurelia being asleep and not dead is a lie, or he wouldn’t be here now. And it burns him to his core to see how they’ve twisted Aurelia’s teachings-he *knows* the City of Joy and its willful, debauched ignorance is not the hearth she would have wanted. He might have a passing envy of new Seraphs, but not because he wants to be one or thinks he has a right to it. He never earned his divinity, it was simply what he was- and now it’s not. It’s more a wistful sigh over what might have been had the gods not gone mad, and a hope that their story ends better than his has.
  9. So I have three potential character concepts. I suspect it might be good to have backups in case of Transformation Flaw consequences, but any opinions from the DM or potential party members on which would I should develop? Laneshi Requiem Bard, priest profession, mystic class, winter fae transformation. Is an anomaly for her kind in that she’s a living second-born twin. The first-born was sacrificed instead when he was discovered to have an imminently-fatal birth defect, with the presiding priest content that the sacrifice’s purpose (to create a creature that knew death) would still be fulfilled. Not all within her caste agreed and the more conservative members still arguing for her death made life uncomfortable enough that she sought her fortunes elsewhere. Downcast Drunken Master Monk, pit fighter profession, summer fae transformation. Hooked up with a summer fae when he gave in to the despair and wandered into the woods to die, finding purpose in swearing his life to them instead. Won’t realize until later that that might be a bad thing. Then sought to lose himself in the hedonistic pleasures of the City of Joy after Falling, cynical about the Seraphs in a way that a company veteran who has seen the intern-turned-CEO grow up would be, but still grudgingly supportive of them. Possible variant would be Way of the Leaden Crown and Preacher profession, trying to persuade humanity toward something more practical. Dragonborn paladin, Oath of the Ancients, Vagabond or Free Sword former Inquisitor (Lapsed Inquisitor if allowed a non-advanced background). Giant or Primordial Transformation. As the Dragonborn switched to the human gods after presuming their own dead, she has switched to worship of those entities still provably around- the primordials.
  10. Ah. Well, I've got an option to help with Cha if you'd rather not and help elsewhere. But I guess let's see how we stand in a couple of turns :)
  11. On a future note, if Basil is volunteering Mikel to take on the mercanaries on his turn, I wouldn't say no to that. Then we could have a respite tile between flanks.
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