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AurianaValoria1

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Alright, got one more of what will become a party of three that's kind of a paradox to my other three (Arland, Weyland, and Amendale)

 

Name: Sybille Grey

 

GENERAL INFORMATION:

Gender: Female

Race: Human

Age: 22

Class: Great-Weapon Fighter

Alignment: Chaotic Good

Deity: Sybille worships Chauntea, Lathander, and Kelemvor, while respecting Ilmater just as her elder brother does.

 

 

APPEARANCE:

 

Height: 6'3"

Weight: 180 pounds

Hair: Sybille's hair is a light brown, the lightest hair in her family.

Eyes: Her eyes are a bright sky blue, often wide-open and enthusiastic.

Skin: Her skin is fair and somewhat pale because most of it is usually covered up by steel plating and chain-mail.

Handedness: Right-handed

Scars/Tattoos: Her nose has very obviously been broken several times, as it is scarred and would be crooked if she hadn't straightened it out already.

General physical description: Standing at over six feet, Sybille towers over most people and everybody in their family except for their enormous scraggly giant of a father. She is also quite muscular, which coupled with her height makes her quite heavy compared to most, but also incredibly strong (by human standards.). She's no knockout, but she's not ugly either, straddling the middle line, as with the rest of the Grey family.

Voice: A bit deep, but nothing dramatic.

Clothing/armor: You'll most often catch Sybille wearing heavy, sturdy plate-mail armor that provides fantastic protection from blows from most weapons, but is rather restricting. Outside of armor she'll just wear a leather vest, plain shirt, brown pants, and leather boots.

 

Weapons: Sybille's weapon of choice is a large two-handed warhammer that takes tremendous (once again, by human standards) strength to use effectively. Fortunately, Sybille is strong enough to use it effectively and in her hands even blocking a blow will still very often break a limb outright. She also uses it to break down doors or through certain walls, an action that she finds incredibly entertaining. Like Arland, she also carries a crossbow and a few bolts, but she only uses it when necessary and is quite frankly a terrible shot with it. If caught without her weapon, she is no slouch in the art of hand-to-hand to combat, and while because of her not bieng very agile she can't go leaping off of fifteen walls to deliver a nerve strike, she hits hard enough to break ribs easily, especially with gauntlets, and knows how to block and time attacks to hit where she needs them to.

 

Other Magical Equipment: Her chest-plate is enchanted to increase her constitution to levels even higher than they already are, so she can take more punishment, while her gauntlets increase her strength by a decent amount, though she trains herself to make sure that she doesn't have to rely on said bonus.

 

PERSONALITY

 

General Personality Traits: Sybille is a bit of a free spirit and isn't a big fan of rules, but isn't exactly a ranger, either. She likes to have fun when she can and will often get into trouble (no real trouble, usually.). She also likes to poke fun at people as well, and occasionally beat on them (like throwing her miscreant brothers into the rafters) but in truth she's a warm, sweet person (Didn't sound quite right, but I don't care.) that makes plenty of friends and few enemies, even despite her job as a bounty hunter and mercenary. Of course, as would be expected of a Grey, she has an angrier side, but it is seldom seen unless she's being annoyed by her siblings, in which case the only one that'll keep her in line is her mother. Because of these character traits she is sometimes able to successfully act as a diplomat, but her skills are martial in nature as opposed to verbal, and sometimes her attempts are for naught. Despite this, having to set an example for her younger siblings has given her a sense of responsibility and leadership that lets her take charge of unexpected situations and inspire hope in others, though she is no hero-general and this has its limits.

Likes: Friends, making friends, adrenaline rushes, having fun, alcohol (like every Grey EVER) bacon (see previous bracketed message) training, large weapons, eating her vegetables, friendly competition, humor, life in general.

 

Dislikes: Making enemies, uptight individuals, people who try to force their way unto others.

Fears: Boredom, losing family or friends.

Attitudes towards friends/strangers: Friendly towards everybody, even the people she's fighting.

Opinion of the world: Plenty of entertainment to be had if you know where to look.

 

HISTORY

 

Birthplace: Westgate

Family/Relationships: Arland, Weyland, and the rest of the Greys (family)

Friends: Marie and Annette Ordain are her best friends and she often works together with them, but she also has several friends in the form of neighbours, farmers, merchants, and some mercenaries.

Enemies: There aren't many, and those enemies Sybille does have are mostly criminals she's arrested that hold a grudge.

 

Background: Sybille is the second-oldest child in family Grey, after Weyland. Because of Weyland's disappearance at a young age at Sana's doing, Sybille was the one the other two looked up to (and sometimes feared) through their teenaged years, and she set an example that they followed in some form or another, leading to the three remaining children of Dunsam and Annabelle Grey learning how to fight and make a living by fighting. During the tough times that fell upon them when the Ordain family began overtaxing them, Sybille didn't take any action against them or demonstrate any ill will, hoping that the other two wouldn't land them into trouble. Unfortunately, it failed, and Arland's murder of the Ordain family's figurehead led to him being exiled from the county with the law right behind him. Later, when the families were feuding, it was chiefly through Sybille's efforts and peacekeeping that the two embittered families gradually began to hate each other less, then eventually call a cease-fire, and then even get along. The parents were still terse with one another, but she inspired the Ordain children and the by-now two remaining Grey children to get along. As a result, she's become close friends with Marie and Annette Ordain, and the three of them often work together at bounty hunting and mercenary work, in which Sybille's physical prowess comes in quite handy, and combined with Marie's marksmanship and Annette's potions has resulted in them being quite successful.

 

OTHER INFORMATION

 

Languages spoken - Basic

Pets/Animal Companions: None

Edited by Flipout6
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Sixth and final character, I got a second Ordain that's kind of like Amendale but female and human. Yes, this was partially done on purpose. Like Sybille and Marie she'll come into play later on.

 

 

Name: Annette Ordain



GENERAL INFORMATION:

Gender: Female

Race: Human

Age: 18

Class: Sorcerer (closest definition would be Transmuter), and a skilled alchemist.

Alignment: Neutral Good

Deity: Azuth, Gond





APPEARANCE:



Height: 5'3"

Weight: 90 pounds

Hair: Annette's hair is a little wavy and shiny, black, and neck-length. She doesn't let it get too long but doesn't like it short, either.

Eyes: Like her sister's, Annette's eyes are a light hazel that seems almost golden in certain light conditions. They're a bit darker in colour and a bit bigger in comparison, however.

Skin: Like most Ordains, Annette's skin has an olive tint, but hers is much paler than that of anyone else in her family since she spends a lot of time brewing potions indoors.

Handedness: Left-handed.

Scars/Tattoos: A small scar on her thumb from when she was cutting ingredients.

General physical description: Even smaller and more lightly-built than her sister, Annette looks outright fragile. Because her reflexes aren't trained well, she isn't nearly as agile or lithe as Marie, nor is she even remotely strong. She walks silently and lightly, a talent lost on her since she's not a rogue or ranger. Her hands and fingers are surprisingly rough because she handles ingredients and potions all the time.


Voice: Softly-spoken, Annette's voice is a tad high-pitched if she ever speaks at a regular volume. Which is never.

Clothing/armor: Annette prefers simpler clothing than her noble mother, which occasionally puts them at odds. Marie persuades her to put on some light armor if they're about to go into a fight, but otherwise she usually wears a modestly-coloured dress and carries a satchel or two full of alchemical ingredients. If she expects trouble, it'll be full of useful potions kept in more durable containers as opposed to glass vials.



Weapons: Marie insists that Annette keep a dagger on her at all times, which she barely knows how to maintain, let alone use effectively. Most of her limited offensive power comes from the 'magic missiles' spell. She relies on increasing the effectiveness of her allies with Transmutation spells as opposed to directly dealing damage, unlike many sorcerers. Because of her lack of training, Annette's number of known spells is more limited than most spellcasters, although she sometimes makes up for this with her alchemical products, which produce useful effects as ell (though she focuses on improving restorative potions more than anything).



Other Magical Equipment: Sometimes she manages to infuse magical effects into a potion or poultice.



PERSONALITY



General Personality Traits: Annette is far more soft-spoken and forgiving than her sister, being the calmer, more peaceful out of the two. She will often go out of her way to aid those she thinks need help (Dragging a begrudging Marie along with her.) which occasionally manages to get her in a small spot of trouble, but besides that, she's about as close to innocent as any child of a murdered parent will get. This sometimes manifests itself as outright naivete, which is irritating to more cynical or experienced individuals, but (depending on the person witnessing) can also be endearing. Despite her frail appearance, she has a powerful, intelligent mind that has memorized numerous recipes and spells and can stand up to a surprising amount of pressure, allowing her to keep an almost perfectly-clear head even in life-threatening situations. This often comes as a surprise to those who witness it, but they rarely complain. Because of her worship of Gond, she keeps information recorded when possible regarding ingredients, recipes, and spells.

Likes: Helping where she can, kindness, knowledge, alchemy, silence, inconspicuousness, and dogs.

Dislikes: Sadism, cruelty, evil, selfishness, apathy, grief.

Fears: Pain, losing her composure at the wrong time.

Attitudes towards friends/strangers: She usually lets Marie or Sybille do the talking.

Opinion of the world: There are so many people that need help, she'll do what she can, but she knows she can't aid them all, and it pains her sometimes.



HISTORY



Birthplace: Westgate, Ordain house.

Family/Relationships: Marie Ordain (sister)

Friends: Sybille Grey, Dunsam and Annabelle Grey, whoever she gets the chance to help.

Enemies: None currently, though she doesn't get out much.


Background: Annette was born the second and final child of her noble parents. She grew up heavily under her mother's influence, and as a result grew fascinated with literature, and as she grew up, herbalism and alchemy. She began practicing just before her teen years, becoming a skilled alchemist in the space of seven years. Her talent for magic became apparent around the same time, though she very rarely used it. She practiced with it enough to keep it under control and eventually use it for constructive purposes as she got older, but still isn't very experienced with it. Before Arland attacked and killed her father, Annette was told to hide by Marie while she charged off to attack him, resulting in her sister's leg being shattered and her father murdered anyway. Devastated for weeks given her sheltered existence, Annette found herself with a new perspective on events and people around her: her family was very well-off even with the loss of much of their fortune and yet they too could experience this kind of pain, and Annette wondered just how much suffering happened at the hands of those less lucky. She tried helping around while her sister supported the family with bounty-hunting jobs, and when Sybille tried to repair the relationships between the Ordains and the Greys, Annette found herself looking up to Sybille and the two became good friends, which in turn led to Annette befriending the rest of family Grey. Through Annette, Marie also befriended Sybille, and the similar career paths between the two led to them working together frequently on missions. Marie, insisting that Annette learn how to handle a fight just in case she wasn't around to tell her what to do some day, began taking Annette on the less dangerous ones, where her empathy combined with Sybille's friendliness led to them often being able to come to a peaceful resolution in otherwise dangerous situations. For the dangerous ones, however, Annette creates potions to give to Sybille and Marie and practices her magical skills in her spare time, ensuring that she is some use in a fight and not completely vulnerable.



OTHER INFORMATION



Languages spoken - Common

Pets/Animal Companions: Irning the family dog.

Edited by Flipout6
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Edited my last post a little, so it doesn't exactly lock Rhaine into a permanent decision. There's a good chance she'll let Azuris stay, she's just extremely angry and feeling a bit backed into a corner right now. :P

 

Honestly, it has been extremely hard to RP through this situation. I have never really given thought to how she would react to something like this, as I never expected it to come up. So I suppose kudos need to go to Josh for making me rip out my hair in frustration. ;D

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Okay, then, I've finally got 'round to this. Here's a fully-updated list of all of my characters, plus one for Saris, our new sadist:

 

 

Kalin

 

Name: Lord Kalin Orus, a.k.a. The Burning Ronin; Kale

 

GENERAL INFORMATION:

Gender: Male

Race: Elan

Age: 30 (20 as a human, 10 as an elan; born 1349)

Class: Soulknife/Pyrokineticist

Alignment: Chaotic Good

Deity: Lathander

 

 

APPEARANCE:

 

Height: 6'0”

Weight: 170 lbs

Hair: long, smooth white hair, often held in a ponytail

Eyes: Violet

Skin: Pale

Handedness: ambidextrous

Scars/Tattoos: Kalin's chest bares large, ragged scars, old wounds caused by the demon that killed his fiance.

General physical description: Kalin is tall and has a slim figure that hides a wiry strength. Though not the absolute most handsome of men, he still stands out all the same, with high cheekbones and commanding eyes, which often become stormy when angered.

 

Voice: Kalin's voice is often quiet, smooth, and polite, and able to emulate a wide range of dialects, though his lordly upraising and education still manages to show through his speech. When angry, it becomes sharp and assertive; when contemplative, soft; when content; cheerful; his mood can often show through his voice when he isn't careful.

Clothing/armor: Kalin wears a master-crafted mithral chainshirt with a set of gauntlet-dastana, all of which have been heavily enchanted with protective magic. They also have a glamer enchantment which conceals them as though they are the very clothes he wears, and contain a calling spell allowing Kalin to summon them fully donned. Clothes-wise he wears plain-yet-well-made clothing, a green silk shirt with a brown vest and matching leather leggins, and a grey trenchcoat worn and partially dusty from traveling.

Weapons: Kalin's main weapon is his mindblade, psychic, crystalline blade that can be summoned at will and in several forms. To keep a normal appearance, he has a finely-crafted katana at his side, a symbol of his status in the far eastern lands

 

Other Magical Equipment: none

PERSONALITY

General Personality Traits: Kalin is capricious by nature, but is generally pleasant to be around. He is quick to laugh and enjoys talking to friends, rare though they are, and doesn't mind talking to strangers (though most people feel that he's a little off). Sometimes, though, he prefers to keep to himself, pacing around and thinking to himself. He is surprisingly hard to anger, but when he is mad, he tends to blow up (sometimes literally), and becomes particularly angry when innocent people are tread upon.

 

Likes: friends, fine wine, books, knowledge

 

Dislikes: rudeness, undead, arrogant nobility

Fears: Failure

Attitudes towards friends/strangers: Kalin is loyal to his friends and does what he can to help out. He is highly tolerant of differences in race, opinion, and occupation, and lends a hand to strangers he feels deserve the help.

Opinion of the world: I always wonder what in the Hells it will throw at me next.

 

HISTORY

 

Birthplace: Neverwinter

Family/Relationships: None

Friends: Rhaine Alcinea, Tannin, Tak'we, Xallistine, Weyland, Amendale, Ianthe, Nawen (pretty much everyone he travels with).

Enemies: Saris, Red Wizards of Thay, certain eastern lords

 

Background: Kalin is the last living descendant of a noble family of Neverwinter, murdered after a former friend, jealous of his engagement to a woman they both loved, summoned a horde of demons that destroyed everything that Kalin loved. A traveler found Kalin's dying body in the carnage the next morning and saved his life (or what was left of it), transforming him into an elan, a psychic creature.

After finding and killing the betrayer, Kalin joined a mercenary guild, becoming an accomplished weaponsmith and warrior. After fighting in a war in the far eastern lands, where his fiery abilities and combat skills earned him the title "The Burning Ronin" among the masses, Kalin left the guild and settled down in a village to relax and enjoy the wealth he'd earned (though he's still plagued by a nightmare of his family being killed).

He left the village a few years later after killing a trio of corrupt soldiers who killed his apprentice and the young man's fiance, and took up traveling again. He felt a calling by Lathandar and agreed to fight for the Morninglord, but Kalin still doesn't feel worthy of his god's gifts and decided instead to use his own abilities.

Kalin still questions why only he survived, and is trying to find out how everything happened the way they did. He was recently captured by Saris, an old adversary opposed to his creation as an elan, and has been held prisoner by her ever since.

 

OTHER INFORMATION

Skills:

Concentration (15), Craft Weapons (37), Craft Alchemy (7), Hide (28), Knowledge: Psionics (5), Listen (25), Move Silently (28), Tumble (25), Autohypnosis (22), Profession (Noble) (12),

 

Feats & Abilities:

Rapid Metabolism- Kalin heals more rapidly than normal and doesn't need to rest for wounds to heal

Improved Initiative- Kalin reacts very swiftly to his surroundings

Greater Two Weapon Fighting- Kalin is adept at dual-wielding weapons

Greater Weapon Focus +Specialization (Mindblade)- Kalin is a master of his mindblade

Weapon Finesse- Kalin utilizes his excellent dexterity with his weapons.

Fire Adaptation: Kalin is extremely resistant to fire

Speed of Thought- As long as he's psionically focused, Kalin gains a medium speed bonus

 

Languages spoken - Common, Elven, Dwarven, Orcish, Abyssal, Draconic, Celestial, Undercommon

Pets/Animal Companions: none

 

 

Dri

 

Name: Dri

 

GENERAL INFORMATION:

Gender: Female

Race: Changeling

Age: 18 (born 1361)

Class: Rogue

Alignment: Neutral Good

Deity: Tymora

 

 

TRUE APPEARANCE (Preferred Appearance):

 

Height: 5'6" (5'6")

Weight: 125 lbs (125 lbs)

Hair: shoulder-length gray-white hair (neck-length red hair, swept back)

Eyes: white, with barely discernible pupils that appear somewhat blurred (vibrant blue&green eyes)

Skin: gray (fair)

Handedness: Ambidextrous

Scars/Tattoos: Dri has a long, thick scar running along the entire front of her neck on her throat, which is always present regardless of what form she takes.

General physical description: Dri's natural features have human characteristics, but they appear somewhat unfinished, as if slightly blurred or erased. She is thin, but has a wiry strength and possesses a dancer's grace. Because of her doppelganger lineage, she is able to take a large variety of appearances. Her preferred appearance ( one she prefers much over her true form) is that of a young human woman who is has a lithe frame and is also graceful (and goes by the name Audri).

 

Voice: Due to a fanatical cultist who slit her throat when she was an infant (hence the scar), Dri has been rendered permanently mute. Is able to mouth words well enough to get by, however.

Clothing/armor: Dri, in her Audri guise, wears a form-fitting blue blouse and matching leather short skirt that is down to her knees, with a pair of leggings underneath. The boots she wears have special soles that soften her already-quiet footsteps. She wears a dark blue leather vest with protective enchantments on it, and also softens any noise the wearer makes, and wears a dark blue chood-and-cloak. If Dri is doing a particular 'activity' that requires her to take another form, she'll often wear just what would be needed. Regardless of what she wears, Dri always tries to cover her scar.

 

Weapons: A cold iron rapier named Lonesome.

 

Other Magical Equipment: Her foster-father's gloves (+4 DEX, +5 Deflection AC, stores up to three objects as a Bag of Holding).

PERSONALITY

General Personality Traits: Dri is a kind soul, always helping her fellow orphans and her close friends. She is somewhat shy, due to her self-conscious feelings about her muteness (and her strange true form), but anyone who knows her knows that Dri is extremely intelligent and has an adventurous streak. She has a very tenacious nature; once she's determined to pursue a goal, it's nearly impossible to dissuade her from it. She doesn't care too much about laws, but she doesn't go out of her way to break them either (at least, not very many laws, that is).

Likes: Friends, challenges, cooking, puzzles

 

Dislikes: Bullies, selfish, intolerant people,

Fears: Having her true form seen

Attitudes towards friends/strangers: Dri tends to keep people at arm's length; her disability and her personal fears making her seem shy and timid. With her friends, though, she is extremely loyal and caring, and her first instincts towards those in trouble are to help.

Opinion of the world: A place full of adventure and excitement

HISTORY

 

Birthplace: Unknown

Family/Relationships: None (orphan)

Friends: Orphans she helps take care of

Enemies: The Shadow Thieves of Amn

 

Background: When Dri was an infant, a psychopathic cultist of Rallaster, the Razor God, murdered her mother (her father had abandoned them when her mother became pregnant with her) and nearly killed her as well if not for an old friend of her mother's, a man named Sae'lethen. He managed to kill the cultist and save Dri, but not before the madman had slit her throat enough to permanently mute her.

 

Since both her parents were gone, and fearing she would be killed or ostracized in an orphanage due to her strange appearance, Sae'lethen decided to adopt her, and took her to the city, raising her hidden from society.

 

After 5 years, Sae'lethen was shocked one day when he came home and saw not Dri, but a young girl that looked almost exactly like his dead friend, save with mismatched eyes: one a stark blue like Dri's mother, the other like his own, vivid green. Dri had found an old picture of her mother and had actually changed herself to look like her, and said when asked about the green eye, she simply responded: “I wanted to be like you, father.” What they both did not know is that Dri's father was a doppelganger, which had given her her shape-shifting ability.

 

Disturbed by the event yet pleasantly surprised as well (for Audri, as Sae dubbed her after wards, would no longer be killed on sight, and by the looking upon as her father), he began to teach her many lessons and techniques in thievery, particularly how to disguise and hide herself soundlessly. She took to the lessons with enthusiasm, a keen intelligence shining through her disability, and a surprising knack for writing, particularly in caligraphy.

 

At the age of 15, however, old associates of Sae'lethen, Shadow Thieves of Amn in fact, had 'visited' Dri's home. Sae had once been a part of their organization, but fled after a falling-out, and now his past had finally caught up with him. They killed Sae'lethen, but Dri managed to escape by using her shape-shifting and the skills her foster-father had taught her, the few possessions that he had now hers. After learning who was responsible for the murder of her foster-father, she devoted herself to disrupting their plans in Sarshel.

 

Now, three years later, Dri has taken up an 'official' position as a scribe, doing the odd job for lower nobles and such and using the gold to live off of and help the orphanages. When she's not doing this, Dri keeps herself busy ruining the plans of gangs and Shadow thieves alike, her antics earning her a reputation known as the faceless Ghost.

OTHER INFORMATION

Skills: Balance (23), Bluff (15), Craft (Caligraphy) ( 8 ), Disable Device (15), Disguise (31), Escape Artist (21), Hide (25), Listen (20), Move Silently (30), Open Lock (18), Search (22), Sleight of Hand (24), Spot (20), Tumble (25)

 

Feats: Dodge, Mobility, Spring Attack, Weapon Finesse, Improved Critical (rapier),Improved initiative

 

Languages “spoken” - Common, Elven, Dwarven, Orcish, Sign

Pets/Animal Companions: None

 

 

 

 

Tak'we

 

 

 

Name: Tak'we
GENERAL INFORMATION:
Gender: Male
Race: Thri'Kreen
Age: 8
Class: Fighter/ Barbarian
Alignment: Chaotic Good
Deity: Selune
APPEARANCE:
Height: 7'3"
Weight: 215 lbs.
Hair: none
Eyes: golden, compound appearance
Skin: tan-gold chitin
Handedness: Ambidextrous; has four hands.
Scars/Tattoos: Missing antennae; countless scars scoring his exoskeleton
General physical description: Slim yet imposing and incredibly strong; Tak'we always seems to take in his surroundings at all times, his staring eyes seeming to reach deep into one's soul when met. A vicious yet remarkably clean set of mandibles adorn his face, and his four hands end in claws.
Voice: Strong but surprisingly timid-sounding at times, comparable to a lizard-folk's voice; often clicks, whistles, and snaps his mandibles when speaking; 'S' and 'EE' sounds are extremely pronounced or prolonged. Hisses and screeches when enraged. When speaking to someone he greatly respects or admires, Tak'we will sometimes switch to refering to himself as 'This one.'
Disabilities: Tak'we, due to his 'raising' as a slave and the fact his people have no written language, does not know how to read, and this combined with his extreme naivety of the known 'softskin' lands often causes him trouble or severe irritation sometimes.
Clothing/Armor: Often relies on his own chitin to help stop blows. After the defeat of the dracolich Valthanarax, Tak'we made a bone cuirass out of the remains and now wears that.
Weapons: True to his people, Tak'we wields a gyth'ka, a sort of polearm with heavy blades on either end native to thri'kreen. Besides this, he uses his own claws and his poisonous mandibles when needed.
PERSONALITY:
General personality traits: Tak'we, though he seems intimidating when calm and down-right terrifying when angered, actually possesses a kind soft-heartedness, especially for hatchlings or fellow escapees from slavery. Extremely loyal to his clutchmates, Tak'we would without hesitation rush to their defense. He possesses a natural curiosity for his surroundings and never ceases to be amazed by the things he constantly learns about the strange softskins he is around. HIs past as a slave in Calimsham has scarred his attitude toward softskins, however, and so he is quiet and wary of softskins (other than his clutchmates), and constantly watches for slavers wanting to capture him, and may very well attack them on sight.
Likes: Music, his clutchmates, hatchlings, Moondrop, nature
Dislikes: Slavers, betrayers, Undead,, being referred to as a bug, large softskin "stone villages"
Fears: Losing his clutch
Attitudes towards friends/strangers: Is devoted to his friends; Is extremely wary of strangers and ignores them if able.
Opinion of the world: Cold, wet, and full of softskins, not like the warm, dry sands of his homeland.
HISTORY:
Past: Tak'we, when he was 3 years old (a juvenile among thri'kreen) was captured and enslaved by Calishite slavers after they attacked his clutch's camp and killed his entire clutch. As a slave, he was forced to fight in gladiatorial arenas and suffered horribly at dark softskin hands. Showing a cunning for smithy-work, evident in his crafting of his own gyth'ka, his master started forcing Tak'we to forge armor and weapons that soon became popular demand. This caused his master to treat him with some leeway, but it still add to Tak'we's misery.
Over the years, having grown astonishingly large and honed by countless fighting, Tak'we escaped one night, killing his master and leaving his prison in shambles when he was 7 years old. He spent the next several months fleeing hunters and taking odd jobs to survive, trying to find a place where he'd be accepted.
Unfortunately, slavers managed to ambush him, wounding him terribly, and would have captured him and taken him back to Calimsham if a clutch of adventuring softskins did not intervene. Forever thankful to them, Tak'we has imprinted on them, accepting them as clutchmates and now travels and fights alongside them.
Birthplace: The Shaar
Family/Relationships: None (orphaned), His clutchmates, the winged pointy-ear Rhaine, the dark pointy-ear Nawen, the softskin hatchling Echo, the foolish brothers Grey, their more wise pointy-ear friend Amendale, the strange softskin Kalin, the hormone-shocked Tannin, the tentacled softskin Xallistine, the grim softskin Azuris, the motley clutch of Reona, Alphonse, Arva, Ianthe, and William, the otherworldly Othos, the wemic Kowolj, and the strange hatchling Hexol.
Friends: As previously mentioned above
Enemies: Azhad, slavers
OTHER INFORMATION:
Skills and feats: Craft Weapons and Armor (27), Jump (75), Balance (23), Listen (23)
Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical (Gyth'ka)- Tak'we is extremely proficient with his gyth'ka and is absolutely deadly with it.
Multiweapon Fighting, Improved Multiweapon Fighting Greater Multiweapon Fighting- Tak'we utilizes the two-bladed gyth'ka to its fullest potential, and is very capable of fighting with all of his limbs
Ambidexterity- Tak'we is well-handed with all of his limbs, each one just as strong and capable of wielding weapons without hindrance as the next.
Darkvision- Tak'we has very sharp vision, and can see in the dark out to 120 feet
Racial Immunities: Sleep effects, Charm and Dominate Humanoid effects; Resistant to desert climate conditions; Thri'kreen never sleep, so Tak'we is immune to such effects. Tak'we's mind is very alien compared to softskins and normal Charm effects have no effect. Thri'kreen live in the desert, and have adapted to survive in such conditions.
Languages spoken: Common, Thri'Kreen

 

Saris:

 

 

Name: Saris

 

GENERAL INFORMATION:

Gender: Female

Race: Elan

Age: 234 (born 1145)

Class: Wizard/Psion/Cerebremancer

Alignment: Neutral Evil

Deity: Her master

 

 

APPEARANCE:

 

Height: 5'10"

Weight: 130 lbs

Hair: Blonde-hair in a braid down between her shoulders

Eyes: Blue

Skin: Fair

Handedness: Right-handed

Scars/Tattoos: Saris sports numerous tattoos on her arms and face, all aesthetically pleasing yet also psionically charged

General physical description: Saris has a statuesque figure,not in the magnificently beautiful way buta striking none the less (which she uses to her advantage to its full effects).

 

Voice: Saris' voice is deceptively sweet and condescending, and cold and commanding when she's angry.

Clothing/armor: Saris wears an elegant robe that reveals her figure and has numerous protective enchantments in place.

Weapons: A crystalline staff that focuses her psionic power and contains a housing for her psicrystal familiar.

 

Other Magical Equipment: Command rod of unknown functionality

PERSONALITY

General Personality Traits: When Saris is cold and highly ambitious, more than willing to sacrifice a pawn or twenty if it means reaching her goals. Vindictive to the extreme, she always 'punishes' those who humiliate her or hinder her plans. Despite once being human herself, Saris has a surprising hatred of humans, and would sooner enslave them than hide among them

Likes: political power

 

Dislikes: humans, hindrances to her plans

Fears: death

Attitudes towards friends/strangers: Saris has no friends, only those she can manipulate, and strangers that cannot be used for her purposes are either ignored or destroyed outright

Opinion of the world: This realm shall be under my master's control, and I shall be at his side.

HISTORY

 

Birthplace: Neverwinter

Family/Relationships: an insignificant grandson

Friends: none

Enemies: Kalin

 

Background:

Saris, like all elan, was once human and was selected by the Cullers for transformation. She showed an extraordinary talent for both psionic and arcane power, and subtlety and political means as well, and thus quickly rose through the ranks of elan society, eventually gaining a place as a Culler herself. When Kalin was brought before the council, she was one of the most vocal in favor of destroying the ill-made. In a pique of rage, she had attacked Kalin in an impromptu duel, the results of which surprised many when Kalin was the victor, who decided to spare her life rather than kill her. Humiliated, Saris has since plotted to make sure Kalin suffers for the insult he made.

OTHER INFORMATION

Skills:Concentration (40), Psicraft(40), Spellcraft(40), Use Magic Device (40), Autohypnosis (34), Bluff (36), Diplomacy (36)

 

Feats:

Chain Power – Saris can cause her powers to chain onto multiple targets

Empower Power

Maximize Power

Empower Spell

Maximize Spell

Epic Expanded Knowledge

Violate Spell- Saris' spells can inflict wounds so corrupted that they prove resistant to normal healing

Sacrificial Mastery- Saris is horrifically skilled in sacrificial rituals

Thrall to Demon- Saris has a deep connection and bond to a demon

Dark Speech- Saris is able to speak in the Dark Speech, a language terrible enough that it kills those untrained in it

Psicrystal Affinity- Saris has a psicrystal familiar, which has a fragment of her personality

 

Languages spoken - Common, Elven, Dwarven, Orcish, Abyssal, Draconic

Pets/Animal Companions: Psicrystal, Imp

 

 

Edited by GrueMaster
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Hi, y'all. Got 2 things to put here.

 

1) I meant to ask this, but forgot earlier. I wanted to know if anyone felt particularly bothered by the torture scenes between Saris and Kalin I've been writing lately, because if so, I can put them into spoilers with a warning note (I know it's fictional, but it can still disturb some people). I don't want anyone to be disturbed, so I wanted to ask.

 

2) I made a very minor edit to Saris' character sheet I have posted. It's pretty much insignificant, just wanted to let y'all know (if anyone can find it, there are free cookies. :dance: )

 

That's all I've got for the moment.

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