Difference between revisions of "Ashes"

From Tenebrae
Jump to navigation Jump to search
m
(Updated Familiar, Ashes is lvl 6 now.)
Line 21: Line 21:
   
 
'''House Centipede'''
 
'''House Centipede'''
CR 1/8, XP 50, N Tiny vermin, at Witch 1
+
CR 1/8, XP 50, N Tiny vermin, at Witch 3
 
<br>Init +3; Senses darkvision 60 ft.; Perception +4
 
<br>Init +3; Senses darkvision 60 ft.; Perception +4
   
 
'''DEFENSE'''
 
'''DEFENSE'''
<br>AC 18, touch 16, flat-footed 15 (+3 Dex, +2 natural, +2 size, +1 familiar)
+
<br>AC 19, touch 17, flat-footed 16 (+3 Dex, +3 natural, +2 size, +1 familiar)
<br>hp 13 (1/2 Ashes, HD4)
+
<br>hp 18 (1/2 Ashes, HD6)
<br>Fort +3, Ref +5, Will +5
+
<br>Fort +4, Ref +6, Will +6
 
<br>Immune mind-affecting effects
 
<br>Immune mind-affecting effects
   
 
'''OFFENSE'''
 
'''OFFENSE'''
 
<br>Speed 40 ft., climb 40 ft.
 
<br>Speed 40 ft., climb 40 ft.
<br>Melee bite +6 (1d3–5 plus poison)
+
<br>Melee bite +8 (1d3–5 plus poison)
 
<br>Space 2-1/2 ft.; Reach 0 ft.
 
<br>Space 2-1/2 ft.; Reach 0 ft.
 
<br>Special Attacks poison
 
<br>Special Attacks poison
   
 
'''STATISTICS'''
 
'''STATISTICS'''
<br>Str 1, Dex 17, Con 10, Int 6, Wis 10, Cha 2
+
<br>Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2
<br>Base Atk +1; CMB +2; CMD 7 (can’t be tripped)
+
<br>Base Atk +3; CMB +4; CMD 9 (can’t be tripped)
 
<br>Feats Weapon Finesse
 
<br>Feats Weapon Finesse
 
<br>Skills Climb +11, Perception +4, Stealth +19; (Racial Modifiers +4 Perception, +8 Stealth)
 
<br>Skills Climb +11, Perception +4, Stealth +19; (Racial Modifiers +4 Perception, +8 Stealth)
Line 44: Line 44:
 
'''SPECIAL ABILITIES'''
 
'''SPECIAL ABILITIES'''
 
<br>''Familiar''
 
<br>''Familiar''
<br>Alertness, Improved Evasion, Share Spells, Empathic Link
+
<br>Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
 
<br>The master of a house centipede familiar gains a +3 bonus on Stealth checks.
 
<br>The master of a house centipede familiar gains a +3 bonus on Stealth checks.
 
<br>''Poison (Ex)''
 
<br>''Poison (Ex)''

Revision as of 20:33, 26 October 2020

Standard cp header.jpg

Ashlee 'Ashes' Ciaradh


About Ashes

Still-born
Ashlee was still-born. Her mother had been assisted by the kindly old local witch, who had an excellent reputation as a midwife. "Sometimes things are just in the hands of the gods. I can take her away for you, it's better, it helps the grieving. Might have been from the problems what with the family harvest that year, oh dear, you're barely keeping fed.." She helped the young mother and the following year she had a healthy child, so her first was forgotten. 'Only the gods' know how the still-born's heart restarted, although the gods also know that the ancient witch was not so kindy. That she wanted to rear a successor with a fit young body, properly attuned to her sorts of magic because she had cracked a way to cheat the reaper. A still-born baby was necessary, as her soul wouldn't be attached right.

Raised by a witch
Ashlee was raised by the witch in the woods, nursed by a goat, hidden from the nearby communities. She trained in the way of death magic, destined for a ritual when she came of age. However, the old witch didn't count on Ashlee being able see ghosts. That those ghosts would be friendly and protective. They instructed her on how to break the ritual and she did. The old witch died in the process. She lived on in the forest but was unable to for long. With the old witch gone, the community donations fell off. She was not respected as the successor, despite this being arranged with all, as she wasn't the old witch and didn't have her power.

Wandering Beggar
Eventually she became a wandering beggar, moving from town to town. She was thought to be insane, she would speak with people who weren't there (ghosts), but also would know things she shouldn't. Other teenagers and adults would shun her, she wasn't militarily focused the way Arvec Nar should be; she talked about forbidden things. She was seen as a young grifter. She managed to travel safely with the protection of her guardian ghosts, but was not allowed to stay in a place long. At one town she managed a year of schooling, catching up quickly, but was still an outcast.

Mourner of Vardama
It was a Cleric of Vardama that figured out she was not insane, but actually blessed in some way. That Ashlee was also very comfortable preparing dead bodies and helpful during resurrections. Inducted into the temple, she was given proper training to serve the Goddess who had noticed her. She was trained as a novice cleric, brought along as an assistant healer, the 'young priest' in exorcisms, as well as accompanying military units when the Temple provided such services. She received some basic equestrian and armour training, was present at some of the battles around Blar. At some point during this, she met a younger Merek and was impressed and they dated for a while but she broke it off after recieving some poor portents. She worked dutifully in the Temple of Vardama at Blar, and moves to Alexandria when the Goblin project to build an airship commences, and was present during the Rock the World event.

Familiar

House Centipede CR 1/8, XP 50, N Tiny vermin, at Witch 3
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +3 natural, +2 size, +1 familiar)
hp 18 (1/2 Ashes, HD6)
Fort +4, Ref +6, Will +6
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +8 (1d3–5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 9 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +4, Stealth +19; (Racial Modifiers +4 Perception, +8 Stealth)

SPECIAL ABILITIES
Familiar
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
The master of a house centipede familiar gains a +3 bonus on Stealth checks.
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.


Roleplay Hooks

  • Messenger for the Dead: Ghosts talk to her; a ghost from your past has a message for you
  • Fate Inquisition and Knowledge Domains - she knows things others don't
  • Fortune Telling / Tarot Reading
  • Served with her unit in the conflicts around Blar
  • Mother, younger brother, sister finds out about her


Arvek solo.png

Arvek Nar PC Badge
Family Heritage: Born in a village near Blar, raised in the woods
Military Role: Medic
Faith: Vardama
The Dawn: Generally indifferent, used the opportunity to move to Alexandria