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Started by Corwin, September 09, 2010, 05:53:11 PM

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Corwin

Aaeru [lvl2, gestalt]
LG Human [Humanoid]
Gender: Female, Height: 5'6'', Weight: 120lbs, Age: 22

Aaeru dresses in simple blue shirt and pants, with darker highlights at the extremities. Her hair is blonde, reaching midway down her back if loose, though Aaeru normally keeps it gathered in buns rolled up at the sides of her head. Her eyes are a merry green, and it is rare to see her without an open, cheerful grin on her face that does much to disarm her bossy, take-charge attitude. Aaeru likes to remain presentable at all times, even if it means the use of cantrips, valuing personal hygiene and believing in that old proverb that cleanliness is next to godliness.

Hit Dice 20hp
Init: +2
Speed: 30ft (land)
Armor Class: 12 touch, 16 normal. [-2 flat-footed, -0 without natural armor]
Base Attack/Grapple: +2/+8
Full Attack (Unarmed Strike): +5, 1d6+2 (lethal/nonlethal)
Full Attack (Unarmed Strike, flurry): +3/+3, 1d6+2/1d6+2
Space/Reach: 5ft/5ft
Special Attacks: Smite Evil (Su) 1/day, Flurry of Blows (Ex).
Special Qualities: Aura of Good (Ex), Detect Evil (Sp), Stalwart Sorcerer [CM p36], Weasel familiar.
Saves: Fort +5, Ref +6, Will +4
Abilities: STR 15 (2), DEX 15 (2), CON 13 (1), INT 09 (-1), WIS 11 (0), CHA 16 (3)
Languages: Common

Skills: Concentration (3) +3, Diplomacy (4) +7, Handle Animal (1) +4, Knowledge/Arcana (1) +0, Knowledge/Religion (4) +3, Sense Motive (3) +3, Spellcraft (4) +3, Spot (5) +5, Swim (1) +3, Tumble (1) +3
Feats: Sacred Vow [lvl1], Vow of Poverty [Human], Nymph's Kiss [B, VoP1], Eschew Materials [B, sorc1], Weapon Focus/Unarmed Strike [B, sorc1 acf], Initiative of Spirituality [B, VoP2], Improved Unarmed Strike [B, monk1], Improved Grapple [B, monk1]

Spells Known:
lvl0 [DC13]: 5
lvl1 [DC14]: 1 (2-1)

Spells Per Day:
lvl0 [Acid Splash, Detect Magic, Light, Mending, Prestidigitation]: 6
lvl1 [Enlarge Person]: 5 (4+1)

Various Bonuses/Notes:
Sacred Vow: You gain a +2 perfection bonus on Diplomacy checks.
Vow of Poverty: You must not own or use any material possessions. The exceptions are ordinary, neither magical nor masterwork, simple weapons; simple clothes with no magical properties; enough food to last a single day in a simple sack. You may not use any magic item of any sort, nor may you borrow them, or cast a spell from a scroll, wand or staff.
Nymph's Kiss: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks. You gain a +1 bonus on all saving throws against spells and spell-like abilities. You gain 1 extra skill point per level.
Stalwart Sorcerer: Sorcerer lvl1 alternate class feature. Reduce by one the number of sorcerer spells known for your highest spell level (to a minimum of one). You gain extra hit points equal to two times your sorcerer class level. You also gain the Martial Weapon Proficiency feat for a melee weapon of your choice, as well as Weapon Focus with that weapon.
Initiative of Spirituality: Once per day you can punish undead and evil outsiders. As a standard action you unleash a blast of holy energy around you. This has a radius of 10ft, dealing 3d6 holy damage. A fortitude save (DC 10 + 1/2 character level + charisma modifier) halves the damage.

Code of Conduct:
Spoiler: ShowHide

Show mercy and compassion when you can. Only resort to violence if no other option exists, but always follow through. Let no man, woman or child be chained and oppressed. Oppose the taint of undeath and the fiendish, for they are a plague upon mortalkind.


Background
Spoiler: ShowHide

Aaeru is one of two girls raised by their devout parents in the village of Erenholm. Meaning 'Divine Love' in Celestial, Aaeru was told ever since she was old enough to understand it that she was Mystra's gift to them. Living up to the highest form of love known to exist was often taxing, and Aaeru began denying things to herself. At first, it was the small pleasures in life, like offering her dessert up to her sister Amuria. Later, it gravitated to the material possessions. As they were both the same age, Aaeru began deferring to Amuria more and more whenever receiving a new trinket from the seasonal trading trip to Balmuria came up. Dolls, shiny if cheap accessories, even new clothing tailored in the city -- Aaeru distanced herself from such things, before removing herself from the competition altogether.

Such behavior was lauded throughout her childhood, her restraint doted on. It was only when she reached sixteen that any problems arose. Aaeru showed no inclination of being swayed by any courting; ignoring gifts and offers of riches by passing travelers was seen as normal enough, but showing no sign of wishing to own a home of her own to raise her family in or a farm to tend to quickly set her apart once her family and the community of Erenholm realized her wishes were genuine. The ability and desire to tend to a field or work on a farm to benefit her family were enough to have a place for her in the community, but it was clear to many from that point on that maintaining the lifestyle of an ascetic meant she would one day have to leave her home. She never felt truly alone, however; even as human contact became strained, Aaeru found meaning in caring for a wounded weasel and nursing it back to health. It healed well enough, and hasn't left her side since, acquiring a special bond with her for which Aaeru is sincerely grateful.

During the summer of 422 DK, upon her twentieth birthday, Aaeru finally said her goodbyes and headed for Balmuria. The city was merely a day's ride away, and even on foot it did not make for a lengthy journey. It was the arrival itself that served as a problem. Imposing upon someone felt unthinkable, and Aaeru neither had any gold with her nor wished to keep any. Sleeping in a public park or even in some alley would not have been much worse than spending the night on the side of the road, but she did not wish to trouble people by doing so. Thus, having reached Balmuria, Aaeru departed it as dusk settled in. She headed towards the Bay of Sparkling Stars, and then kept on walking away from civilization. There was no road to follow, but she had the water's surface to orient herself by for when she would return to Balmuria the next morning.

She woke up in the secluded cove she had come upon with the feeling that she was being observed, but paid it no heed and ventured into the city once more. Aaeru's forsaking of the material had also, regrettably, undercut much of her knowledge of the world. She knew a bit about the arcane, as might happen while growing up in a household worshipping the Mother of All Magic, and had a rudimentary understanding of religious dogma as well for the same reason. That, however, was the end of her book knowledge, and she found out that it was quite difficult for a country bumpkin to find a place for herself in a city of trade and magic. She had no true inclination to join the military, and her magical talents were nowhere strong enough to contribute to the local smiths and similar professionals. She lacked an easily-adaptable occupation as well. All these factors, put together, lead to Aaeru ending up in the poorest section of town.

It is there, however, that her fortunes changed. Unlike many who found themselves there along with her, Aaeru maintained her positive outlook and continued to try and contribute somehow. It was there that her drive finally found a purpose. Where there was food to be distributed, she could lend a helping hand. Where children needed looking after, she would see it as a blessing and not a chore. And when shady elements tried to threaten the needy for what little they had, Aaeru was strong enough to intervene.

It was not a temple, as such, but Aaeru fell in with a group of like-minded individuals before long. Devoted to Ilmater, they strove to lessen suffering, even if it meant taking it upon their own shoulders. In that ideology, Aaeru finally understood what it was that she had been meant for all along. There could be nothing more beautiful than working towards helping your fellow man and shouldering their burdens. She was strong enough to bear it for as long as they needed to find themselves and reach their own enlightenment. Walking between Balmuria and her cove was tiring on eventful days such as this, but Aaeru continued doing so, for she had something to look forward to at the end of each day.

It had taken a sleepless night she spent in meditation, quietly contemplating her life, but her feelings of being watched were finally confirmed as the result. It was a sirene, an unusually inquisitive and fearless one by the name of Neveril whose cove it was that Aaeru had inadvertently claimed for herself. She was in many ways an outcast amongst her people, feeling drawn to mortals and their righteous causes in a way even her family believed unhealthy. Such was not true for Aaeru, however, who relished a chance to just be herself. Whatever assurances she gave the needy, they just would not see her as one of them. Aaeru did not have the heart to tell them how much being placed on a high pedestal by her fellow men and women troubled her, but with Neveril she could share those worries and doubts and gain a bit of normalcy.


Build:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Sorceror/Paladin

Sorc1:
+0   +0   +0   +2
Pal1:
+1   +2   +0   +0

Lvl2: Sorceror/Monk

Sorc2:
+1   +0   +0   +1
Monk1:
+1   +2   +2   +2


Enlarge Person:
Spoiler: ShowHide

Armor Class: 10 touch, 14 normal. [-1 flat-footed, -0 without natural armor]
Base Attack/Grapple: +2/+13
Full Attack (Unarmed Strike): +5, 1d8+3 (lethal/nonlethal)
Full Attack (Unarmed Strike, flurry): +3/+3, 1d8+3/1d8+3
Space/Reach: 10ft/10ft
Special Attacks: Smite Evil (Su) 1/day, Flurry of Blows (Ex).
Special Qualities: Aura of Good (Ex), Detect Evil (Sp), Stalwart Sorcerer [CM p36], Weasel familiar.
Saves: Fort +5, Ref +5, Will +4
Abilities: STR 17 (3), DEX 13 (1), CON 13 (1), INT 09 (-1), WIS 11 (0), CHA 16 (3)

This spell causes instant growth of a humanoid  creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
<Steph> I might have made a terrible mistake

Ebiris

#1
Name: Janson
Class: Scout 2/Warlock 2
Deity: Jannath
Alignment: Chaotic Good
Race: Human
Gender: Male
Age: 20
Height: 6'0"
Weight: 176lb
Eyes: Brown
Hair: Ginger

Description
Spoiler: ShowHide

Janson is a tall and somewhat solidly built figure, having filled out only recently from his lanky teenage years, and possessing rather rounded and soft features that highlight his youthfulness. His skin is pale and freckled, often burning red from spending most of his time outdoors, an unfortunate byproduct of his rather bright ginger hair that falls in loose curls to form a rather shaggy and unkempt mane around his face, often adorned by a couple of day's worth of stubble.

In terms of clothing, he mostly favours wearing simple homespun - while intrigued by the more fancy fabrics and designs available in Balmuria, he's content to stick with the familiar, and frugal enough not to spend his savings on fancy clothing. Furthermore, he refuses to wear fur or leather clothing, preferring plant-based materials or wool where he can.

Having been raised in a matriarchal society, Janson instinctively defers to women in most social situations. While he's otherwise quite assertive, the conditioning of his youth still marks him, although by the same token he doesn't understand stereotypes of delicate and sheltered women, and gentlemanly conduct in that regard only leaves him mystified.

Religion doesn't play a very large part in his life at all, as only girls could truly be initiated into Jannath's mysteries. While he uses Jannath's name as an oath, and prays to her in stressful situations, he doesn't feel any sort of connection or piety towards the nature goddess, but is mostly ignorant of alternative faiths.

As someone who can talk to animals as easily as he can talk to humans, he is very protective towards them, although this did not always go over well in a village where the natural circle of life was celebrated, and hunting for meat was an important cultural institution. Despite this, he adheres to strict vegeterianism, and considers the welfare of an animal to be every bit as important as the welfare of a human.


Background
Spoiler: ShowHide

Janson was born in Aralla, an isolated village in the Barbarian Lands, to Ophelia, an initiate in the cult of Jannath. She never told him much about his father, apparently a wanderer she had a brief fling with - a similar fling produced his half sister, Holly two years later, and as he grew up he saw such brief relationships occur rather regularly as Ophelia took advantage of whatever opportunities she could while living in the female dominated village where men were outnumbered ten to one.

Not that young Janson particularly minded growing up with girls who didn't even know of the existence of typical lady-like stereotypes and were happy to play all the same games he did - especially the games they started playing as they grew older. With much of the Barbarian Lands under the control of Jannath's followers and numerous benevolent fey creatures, he and his friends could safely explore much of the wilds growing up. Thus he spent many an afternoon clambering through subterranean gnomish ruins, long since plundered of treasure and stripped of traps by adventurers of years ago but still containing hints and lore to interest a curious young mind, or simply play act the fabled battles of days gone by with his friends.

It was while growing up that Janson was discovered to possess a rare gift, being capable of freely talking with animals in a manner that was the preserve of druids and shamans of Jannath, and then only after devoted study and prayer. This made him something of a village celebrity, his talent thought to mark him as especially blessed by the goddess. Not being particularly devout, he was less sure of this explanation, and discovered an alternative explanation in a time-ravaged treatise on fiendish magic of all places. The tome had been written by a gnome thousands of years ago, and predominantly concerned itself with the sort of magic a supplicant could acquire through both bargains with the pit and certain bloodlines - however it mentioned in passing certain other sources of power, which included spirits of nature.

This reasonated with Janson, for family legend often spoke of this ancestor who was seduced by a satyr, or that ancestor who was beloved by a dryad. And by following the instructions he could decipher within the tome, he found himself capable of performing eldritch feats after many experiments of trial and error. While he kept the book secret, to avoid misunderstandings due to its primarily diabolical focus, his experiments did not go unnoticed. Despite never actually being censured, rumours spread and the elders clucked their tongues in disapproval of a young man acting out so.

Growing disenchanted with life in the village where women are lauded and held over everything while men are held back, he eventually decided to leave. Saying goodbye to his family and friends, he decided to head for the dominant city of the area, a place where he might be able to find his destiny on his own terms, and see more than the same two dozen faces every day - Balmuria!


Medium Humanoid (Human)
HP: 16
Initiative: +3
Speed: 30
AC: 16 (+2 dex, +4 armour) 12 touch, 14 flat footed
Base attack/Grapple: +1/+2
Attack: Eldritch Blast +3 (1d6)
Full attack:
Space/Reach: 5/5
Special Attacks: Skirmish (+1d6), Eldritch Blast (1d6), Invocations
Special Qualities: Trapfinding, Battle Fortitude (+1), Uncanny Dodge, Detect Magic
Saves: Fort: +2, Ref: +5, Will: +4 (+7 vs Enchantment)
Abilities: STR 12, DEX 15, CON 13, INT 14, WIS, 12, CHA 15
Skills: Disable Device +9, Escape Artist +5, Hide +7, Knowledge (Arcane) +9, Knowledge (Dungeoneering) +4, Knowledge (Nature) +11, Listen +6, Move Silently +7, Search +7, Sense Motive +6, Spellcraft +9, Spot +6, Survival +6, Tumble +7, Use Magic Device +7
Feats: Fey Heritage, Track

Languages: Common, Sylvan, Gnomish

Invocations
Spoiler: ShowHide

Least
Summon Swarm
Call of the Beast


Inventory
Spoiler: ShowHide

30.57gp

Masterwork Chain Shirt - 250gp

CL 3 Scroll of Web - 150gp

Treatise of Gnomish Blood Magic - 100gp (Counts as a Masterwork Tool for Knowledge (Arcana) and Knowledge (Planes) granting a +2 circumstance bonus to either when used)
Masterwork Thieves' Tools - 100gp

2x Acid Flask - 20gp
2x Antitoxin - 100gp
Tanglefoot Bag - 50gp
2x Thunderstone - 60gp

Backpack - 2gp
Bedroll - 0.1gp
10x Chalk - 0.1gp
Crowbar - 2gp
Fishhook - 0.1gp
Clay jug - 0.03gp
10x piton - 1gp
100ft silk rope - 20gp
Sack - 0.1gp
Shovel - 2gp
2x Vial - 2gp
Waterskin - 1gp

Cold Weather Outfit - 8gp
Traveler's Outfit - 1gp


Base Skills
Spoiler: ShowHide

65 points

Disable Device +5
Escape Artist +3
Hide +5
Knowledge (Arcane) +5, +2 synergy to Spellcraft
Knowledge (Dungeoneering) +2
Knowledge (Nature) +5, +2 synergy to Survival above ground
Listen +5
Move Silently +5
Search +5, +2 synergy to Survival when tracking
Sense Motive +5, +2 synergy to Diplomacy
Spellcraft +5, +2 synergy to Use Magic Device with scrolls
Spot +5
Survival +5, +2 synergy to Knowledge (Nature)
Tumble +5
Use Magic Device +5, +2 synergy to Spellcraft with scrolls

Yuthirin

#2
Character
Name: Wayland Revellia
Class: Fighter 2/Monk 2
Race: Air Genasi
Medium Native Outsider, Air Subtype (Humanoid)
Diety: Talos
Alignment: Lawful Neutral
Gender: Male
Age: 25
Height: 5' 9"
Weight: 179
Eyes: Icy Blue
Hair: Gray
Skin: Light Blue

Stats
HP: 21
Ability Scores: Str 12, Dex 18, Con 14, Int 11, Wis 15, Cha 11
Initiative: +4
Saves: Fort 5, Ref 7, Will 5 (Conditional modifier: +1 vs Air spells & effects)
AC: 17 (4 Dex, 1 Dodge, 2 Wis) Touch 17, Flat-footed 12
Speed: 30ft.
Languages: Common

Feats
Spoiler: ShowHide
Fighter Bonus Feats
-Dodge
-Weapon Focus (Unarmed)

Monk Bonus Feats
-Stunning Fist
-Deflect Arrows

Standard Feats
-Weapon Finesse


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision (60ft)
-Levitate
-Breathless
-Native Outsider

Class Abilities
-Flurry of Blows
-Improved Unarmed Strike
-Evasion


Skills
Spoiler: ShowHide
Balance:                   +6
Climb:                      +4
Diplomacy:               +3
Escape Artist:           +6
Gather Information:    +1
Hide:                       +4
Knowledge (Arcana):  +1
Knowledge (Religion): +1
Listen:                     +3
Move Silently:           +5
Ride:                       +6
Spot:                      +1
Swim:                      +2
Tumble:                   +6


Weapons & Gear
Spoiler: ShowHide
Weapons
-Masterwork Sling

Gear
-Belt Pouch
 -Bullets
-Monk's Outfit


Attacks
Full Attack: Unarmed, +7 (1d6+1 x2) or Sling, +6 (1d4+1 x2)

Special Attacks
Flurry of Blows: +1/+1
Stunning Fist: +7 (DC 13, target stunned for 1 round) 2/day

Background
Spoiler: ShowHide
He was found wrapped in thick wool cloth as an infant by an uncommonly accepting elvish couple. So recognizing him as an outsider to their lands, they named him Wayland and took him in. Wayland grew up in Rena, a farming village in the kingdom of Pallanth. Largely unaffected by the changes caused by the alliances with the United Baronies, his family lived off of the land, trading when they could and generally being modestly successful. Living and trading on the southernmost border of House Chillander's lands was harsh, but profitable.

Throughout his childhood, Wayland was plagued by misconceptions and social stigma, and it took him until his teen years to finally earn a modicum of acceptance from his adoptive people. However, while he understood that he was different from the elves around him, he did not understand why this was so. Lashing out at a world he felt he had no place in, he became a petty scofflaw in his early years, causing trouble for his parents and his village. His parents, rather confused by his chaotic behavior and trying to help, arranged for Wayland to be trained in the arts of combat in hopes of giving him direction and purpose. His mind often wandered, though, to what could have been if he had known his true parents.

As his innate abilities began to appear he came to the idea that, as others could not stay underwater indefinitely, nor could they levitate at will, nor even could they move with the same grace, he must be better than them. This arrogant streak, coupled with a burgeoning wanderlust, led him into trouble with the law of the village. After several altercations and censures, he could no longer resist his wanderlust and left the village at the age of twenty years, stealing a horse in the process.

For two years, Wayland wandered, his lack of direction and inner turmoil stifling his maturity. He sought answers as to why he was different, and perhaps who his true parents were. He committed crimes of various degrees against travelers and adventurers in his time, mostly food and supply theft, and saw little consequence in them. It was not until his wanderings guided him to the Southern Galkass Mountains did he find the Temple of the Divine Wind. It was with the men and women inside that temple that he truly found himself. The monks within immediately recognized him for what he was and welcomed him, giving him shelter and encouraging him to stay. After two weeks in their care, he realized that he felt more at home in the Temple than he ever had at home with his adoptive parents. He agreed to stay with the monks and learn all that he could from them.

He trained with the Order of the Divine wind for two and a half years, learning the physical and mental disciplines required of his new lifestyle. As he learned, he was educated on just what he was, an Air Genasi, a being whose ancestry contained, somewhere, an air elemental of some power. He came to understand that this was a burden that he would carry for the rest of his life, and that he would always struggle with the alien nature of his ancestry.  He also came to the realization that he had done wrong by those he had stolen from. When at last he was given Journeyman status within the Order, he was given a task. The task was to find and give aid or restitution to those he had wronged, until such a time as he could admit to his heart of hearts that his debt was truly paid and his spirit in balance and unburdened. Solemnly accepting this task, he so set forth from the temple.

Now he travels, searching for those he owes payment and hoping to find someone who can tell him of his true parents. Along the way, he has returned to Rena and repaid his debts, even paid for the horse he'd stolen five years previous. He has encountered various traders, paid small debts with coin or deed, and now his travels bring him to the United Baronies and Balmuria.


Description & Personality
Spoiler: ShowHide
Wayland is an obvious non-human. His skin is a light blue, and his hair is fine and downy, a light gray. His eyes are a shining light blue, like ice. Instead of hiding his differences, he revels in them, enjoying the fact that he is different than others. He tends to dress lightly in white and blue fabrics. Any sudden movements he makes are occasionally accompanied by the sound of gusting wind.

He can be snide and condescending to those of more native planar races when angered, but much of this attitude has been blunted by his strict martial training and discipline. While no longer outspokenly disdainful of others, he still holds himself above most other humanoids. He can and often does mask his condescending nature, as his current ethos does not allow for the garnering of more karmic debt than is strictly necessary.


Mount
Name: Swiftwind
Type: Light Horse
Template:
Spoiler: ShowHide
Size/Type:   Large Animal
Hit Dice:   3d8+6 (19 hp)
Initiative:   +1
Speed:   60 ft. (12 squares)
Armor Class:   13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:   +2/+8
Attack:   Hoof -2 melee (1d4+1*)
Full Attack:   2 hooves -2 melee (1d4+1*)
Space/Reach:   10 ft./5 ft.
Special Attacks:   —
Special Qualities:   Low-light vision, scent
Saves:   Fort +5, Ref +4, Will +2
Abilities:   Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:   Listen +4, Spot +4
Feats:   Endurance, Run
Environment:   Temperate plains
Organization:   Domesticated or herd (6-30)
Carrying capacity: 150lbs for Light Load, no encumbrance.

Swiftwind Carries:
Riding Saddle
Bit & Bridle
Saddle Bags
-Bedroll
-Tent
-Cold Weather Outfit
-Block & Tackle
-Fishhooks
-2 Days worth of Feed


What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Merc

#3
NOTE: Still missing description/background.

Character
Name: Andrea Redfall
Gender: Female
Type: Humanoid (Human)

Class: Bard 2 // Paladin 2
Alignment: Chaotic Good
Deity: Alicia Reynes

Languages: Common

About me!
Spoiler: ShowHide
General Description
Andrea is fairly young, 18 years old, and thus pretty idealistic (in the sense of how things -should- work, not necessarily on how they -do- work) and confident about taking on the evils of the world at large. She literally wants to save the world.

Appearance-wise, she is 5'7" tall, with short neck-length straight red hair and bangs that almost reach to her eyes (she usually leaves them alone, not finding them a bother at all, but may use a black hairband to pull her hair back on some rare occassions). Her eyes are a vibrant green color, always looking out at everything with awe and excitement, as if it was new and wonderful, and go cold at the sight of suffering and injustice, demanding that something be done to rectify the situation.

Her skin is lightly tanned, not quite dark, but not entirely fair either, having spent a decent amount of time training herself while outdoors and traveling, although her training was generally simple exercises to strengthen her body and ensuring a healthy constitution. She has a fading thin scar on her neck, usually hidden by clothing/armor, and most people's eyes would probably go to the silver necklace around her neck that displays Alicia's symbol, than the wound.

Andrea tries to live looking at things optimistically in general and seeing the best in people, even enemies, though she's always ready for the worst in them as well. She feels most comfortable wearing her armor, and actually feels almost naked without it, to the point that she worries about every shadow hiding some evildoer.

She also absolutely cannot tolerate hostage-taking as a tactic, and will be as absolutely brutal as she can be against someone who does so. Some people deserve mercy or a second chance. There are those that just don't.

Should an ally/friend ever suggest that as a tactic or act on it, she will probably be extremely horrified, and even if they forget about the idea, probably act coldly to them for a short while before forgiving them. God forbid they actually carry through with it though. If nothing else, she'll have no part with it, and it's the sort of thing that would take a lot to forgive.

Background
Andrea was born on November 22, 405 DK to a family of traders from Balmuria.

Her father, Daniel Redfall, was once a soldier, one of the original graduates from Salman Academy at that, though he certainly wasn't anything impressive by any stretch of the imagination, except for perhaps managing to persevere through Hellman's teachings.

Indeed, while he did alright for himself while in service, he never particularly distinguised himself in any form except in his ability to improve the mood of his comrades and getting along well with them, he had quite a few close shaves with death for that matter, certainly not material for the elite Crimson Guard. Shortly after marrying his old childhood friend, Farrah Dalwood, he decided those few close shaves were a few too many, and decided to retire and settle down, rather than risk leaving his wife an early widow.

As such, after two years in service, he went back to his family and settled down as a trader sometime in the year 400 DK.

Their business went fairly well, having many established contacts by his family, and he added to those with some of the contacts with friends from his time as a soldier. Five years later, Andrea was born. The first six years of her life were pretty typical for a trader's child. She did a lot of traveling, making new friends everywhere she went and living well off, though obviously not in luxury. Had things continued as such, she probably would have grown to be a merchant/trader, a fairly quiet life.

Her course in life veered off track on April 16th, 412 DK. As they were enroute back to Balmuria from a trading trip, their group of traders were taken by surprise by a gang of bandits. Many of the warriors accompanying the traders as security were quickly taken care of in the ambush, and the remainder was badly outnumbered. Daniel joined in to help, still having his old training to fall back on, even if he had not kept up with his streneous training from before and had put on weight in the years since. Andrea doesn't recall much of the fight, except feelings of fear and awe, mostly fear from when one of the bandits grabbed her and her father frightenedly reaching out to her. Pain and darkness quickly followed.

When she came to, she was in the care of a wandering cleric of Alicia's, named Sarina. Sarina did not know if she was the only survivor or left for dead, but at the very least her parents had died in the ambush. Andrea herself had been at death's door when Sarina found her.

Badly traumatized by the experience, she clung to Sarina as something familiar, not only as the only one she currently knew in some form, but she had somewhat heard of Alicia before. Her father liked to occassionally boast that he'd gone to school with former goddesses, including Alicia. Probably tall tales, but it was familiar, in either case.

The traumatized Andrea traveled with Sarina for a year as the woman tried to bring her spirits back up, regailing her with tales about Alicia and the Crimson Guard, and prodding her to help out where she could so she would have something to do, as well as giving her a few introductory lessons with the sword. By the following year, she was a bit more open and closer to the person she used to be, and as Sarina's travels directed them back to Balmuria, she came into the care of her 'Uncle' Cador, an old friend of her father's who had dropped out of the academy program. A tearful departure with Sarina followed, though not before she was introduced to a friend of the cleric, Olan Farres.

She spent much of her teenage years training with Olan, developing the talent that Sarina originally saw in her when she began to teach her the sword, and having a friendly rivalry with Olan's son Brent who was also studying under his father. The two students did recently try to date, and make something deeper of their existing relationship, but things didn't really work out that way between the two. They broke things off and went back to friends/rivals...though there's some underlying awkwardness between them now.

This is what finally pushed her into seeking something to do besides just train, to go into action, to put her skills and training to use, to right wrongs in the world, to be useful and matter! (...and hopefully clear her head and figure things out)

It should be noted that she hasn't left Balmuria's border since returning with Sarina at the age of eight, and given what happened the last time she did, she may have a few inner demons to face on such a trip when it eventually occurs.

Thoughts on gods:
Alicia - Her savior! Andrea is very devout, going as far as carrying a holy symbol as a silver necklace despite not being a cleric, and is rather happy about spreading Alicia's ideals, since those are what saved her, giving her something to focus on and something to do with her young shattered life. She dresses much like other typical followers and following her ideals, and working to improve herself as a defender of the people.

Mystra - While aware of the connection between her patron deity and Mystra, Andrea treats her as most any other god that she doesn't directly worship: Someone to be respectful of. To her, magic is not 'art', it is simply a tool with which to protect and serve others, same as any blade or armor, just different in it's own way.

Lathander - Though Alicia is her patron deity, Andrea finds she resonates well with Lathander's dogma, and so will on occassion give offerings to his church as a sign of respect. Andrea tends to get along rather well with those she's encountered of his church, and is happy to lend a helping hand to any of his followers.

Oghma - While Andrea doesn't fancy herself a scholar or anything of the sort, she does like to collect stories and songs, finding stories to be part of what saved her, and quite a few bards worship Oghma. As such, she at least tries to cultivate and maintain friendly relationships with Oghma's followers.

Milil - Much the same as Oghma.

Tymora - The gods will sort things and out, and justice always prevails! Of course, it never hurts to pad the hand of the goddess in charge of luck with a little bit of gold for a helping hand in exchange, right?

While she's been taught that a good plan is vital to success, Andrea's rebellious spark sometimes causes her to toss caution aside in the name of justice.

Waukeen - Her parents were followers of Waukeen, so she will give a small donation to her church during April if she can, praying to Waukeen to take care of her parents' souls.

Important Days
April 16 - A day of mourning/contemplation, when she lost her family. If it is possible to do so, she will give a donation to Waukeen on this day, or if not, as soon as she's able to.
August 7 - Alicia's holiday/day of ascension! It's also the day that she can usually count on Sarina being around town.
November 22 - Her birthday! Usually nothing exciting or amazing happens, but it's her birthday? And isn't that great?

NPCs
Brent Farres - a friend/rival, and former love interest, he knows how to push her buttons and easily sway her from one emotional extreme to the next. Things are a bit awkward between them as they try to find out how they want to classify their current relationship after a failed romance.

Olan Farres - 'Instructor Farres'. Brent's dad, an old paladin who helped teach Brent and Andrea most of what they know. Gruff and strict, but secretely caring type. He's not a follower of Alicia, but is a friend of Sarina's.

Sarina - Her 'aunt'. She's probably the most important living person in Andrea's life, and the two years she traveled with her are something that will always stay with Andrea. Sarina often travels and isn't often in Balmuria, though, as a result of her chosen profession. She's a bard/cleric.

Cador - Her 'uncle'. They're not very close, Cador is mostly just providing for her out of obligation to her parents and his friendship with them, but he doesn't know how to relate to the damaged child she came back as, and the woman she's blooming to be. He does try to keep abreast of what goes on in her life, but generally leaves her to do as she wishes. In his own way, that's how he cares for her.

Code of Conduct
Never relent in the face of injustice, or act complacently in peace. Support those around you and never abandon those under your care. Do not close your heart to any hand searching for help, for it can often come from unlikely sources.


Stats
HP: 17/17 HP
AC: 16 (+6 armor), touch 10, flat-footed 16
Speed: 30 ft (unarmored), 20 ft (in armor)
Init: +4

BAB/Grapple: +2/+6
Attack: Falchion+8 (2d4+6, 18-20/x2, slashing)
Full Attack: (currently the same)
Space/Reach: 5/5

Abilities: Str 18 (+4), Dex 11 (+0), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 17 (+3)
Saves: Fort+9, Ref+6, Will+8
Feats: (H) Weapon Focus[Falchion], (1) Improved Initiative

Special Qualities
Paladin - Aura of Good, Detect Evil, Divine Grace, Lay on Hands (6HP), Smite Evil (1/day).
Bard - Bardic Music (2/day), Healing Hymn, Inspire Courage+1, Loresong.

Skills
Social - Bluff 5 (+8), Diplomacy 5 (+12), Gather Information 5 (+6), Sense Motive 5 (+7)
Knowledge - Arcana 1 (+0), Religion 4 (+3), Planes 1 (+0)
Other - Concentration 4 (+7), Perform[oratory] 5 (+8), Use Magic Device 5 (+8)
Note - Armor Check Penalty -6
(40 skill points)

Spells
Bard
0 - (3/day) Cure Minor Wounds, Know Direction, Light, Prestidigitation, Songbird
1 - (1/day) Inspirational Boost, Cure Light Wounds

Paladin
(None yet)

Gear
Money - 135gp, 8sp, 8cp
Spoiler: ShowHide

Mst. Falchion 375gp
Mst. Splint mail 350gp

Holy Symbol, silver 25gp
Traveler's outfit, free
Backpack 2gp

Bedroll 1sp
Blanket 5sp
Pouch, belt 1gp
Soap, 1lb 5sp
Tent 10gp
Whetstone 2cp


Notes:
Spoiler: ShowHide
Class Variants:
Bard: Using Divine Bard variant. Spells are divine, gain a few spells to spell list, must have min Wis 10+spell level to cast spell.
Paladin: Using Paladin of Freedom variant. Trade a few spells in spell list, Aura of Courage->Aura of Resolve, alignment CG.

Hit Point Rolls: 1

Alternate Class Features:
-Loresong (trading Bardic Knowledge),approved.
-Healing Hymn (trading Fascinate), approved.
-Future Paladin 5, Charging Smite (trading Special Mount), awaiting approved
-Future Bard misc, Replacing some bardic music abilities with bardic music feats, tentative approval

Progression Thoughts:
-Paladin side will go to Pious Templar at some point (dunno if at 6 or later). If Knight of Sacred Seal can be adapted, I'll go there too.

-Bard side will go Human Paragon 3 (primarily to get Intimidate as a class skill, but I'll stick around for the feat and stat boost, sure!) then back to bard. Possibly 1-2 levels of Marshal somewhere in there, not sure if worth it though.

-May pick up Goad if HP picks up in later levels. Looking for worthwhile 'teamwork' feats and the like. Possible other future feats: Power Attack, Song of the Heart (Eberron feat, needs approval), some of the Divine feats (Might/Shield/Vigor), Combat Panache, Awesome Smite, Knowledge Devotion (maybe...feels a bit odd with dumped int, even if I can get some Knowledge skills), Protection Devotion.


<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.