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__________________ Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Most people are not just comfortable in their ignorance, but hostile to anyone who points it out.
Name: Duke Baltar Korador (The Shepherd) [Character Sheet] Race: Human Gender: M Class: Sorcerer Age: 23 Alignment: Lawful Evil Background Trait: Primary Crime: Slave Trading Other Crimes: Slavery, Murders
Party role: Face, Healing, and Businessman. Homeland: The Cambrian Ports Family: Alfred Korador (grandfather), Vordamir Korador (father) Master: Asmodeus
House Korador was born through greed and at the expense of others. It began ten generations ago, long before Baltar was born, in what was once a well off merchant house that plied their trade across the southern port and islands. Their ships sailed the waters collecting spices, silks, and various riches sold in the continent's greatest cities. For generations, trade was good; they even elevated themselves as a noble house and their land expanded to the point of becoming a duchy. However, little by little competing merchants combined with heightened pirate activity whittled down the assets and the decline of house Korador began. The head at the time, Duke Alfred Korador, Baltar's grandfather, began to resort to more unsavoury business methods in an attempt to save his house. What began as a little smuggling here and a bit of bribery there slowly began to escalate as profits began to return to the house. Alfred managed to create a massive smuggling network, most of the illegal goods such as drugs were touched by agents of the family. Power and wealth corrupted the businessman even further when Alfred associated himself secretly with the clergy of Asmodeus to take over the slaves trading on the continent. Leveraging Korador's smuggling routes, the clergy could now rely on a continuous flow of slaves into their illegal market, most of them located underground, on remote islands or in foreign lands. This organization became known as The Blight.
Alfred became more wealthy than the king at some point. His only failure was his son, Vordamir Korador. His heir was dump and a drunkard. It became quickly evident that he would lead the house to disaster after sinking his own sailing ship by manoeuvring foolishly in shallow water. The young heir spent most of his time in brothels and taverns instead of learning how to run the family affair properly. Blood been blood Alfred stubbornly hoped that his son would improve and become a worthy successor. A fatal mistake for the great house Korador. Vordamir has a lot of batards children, but only one worthy heir from a legitimate marriage. His name was Baltar Korador, and be became Alfred favourite very early on. The patriarch of the family had a long life, but in his last years he became sick. Vordamir saw this as an opportunity, and took over the house and The Blight by force. Alfred's life was spared at the condition that he retired from the family public and business affairs. Though the old fox still had one card to play to save his house by raising a worthy successor.
Vordamir slowly but surely guided the family to his doom, while Talingarde squashed The Blight and the clergy of Asmodeus one step at a time. Baltar was raised in wealth and tasted all-mighty power early on in his life. Ignored by his father most of the time, his grandfather Alfred took him discreetly under his wing and taught him everything he knew. He introduced Baltar to former associates that helped him learn real experience in several humble roles in The Blight. He participated in smuggling deals, sell slaves in foreign lands. He spent most of his youth travelling and became an exceptional businessman who knew very little of violence first hand as an army of thugs and murderers was dealing with nuisances for the family.
Baltar had a lot of freedom since his father didn't care about him. He led a hedonist life for most of his young adult life. Keeping for himself the most beautiful slaves, collecting them like objects of art. Enjoyed the purest drugs and the most exotic food. Accumulating exotics items from the four corners of the world. Life was good! Ohhh he enjoyed dominating others, in particular women. Not through violence and chain, but with cunning manipulations and words. Most of his slaves under his influence stayed willingly over time and served him without questions.
Ironically Alfred's father, Vordamir, died before his grandfather. A rival organization assassinated him. Alfred could do little about the family's disastrous affairs at this point, and Baltar ignored that his family was ruined all along. Desperate on his death bed, Alfred revealed his last secret to his grandchild Baltar. All along he was a dark cardinal of Asmodeus, since he put together The Blight. He explained to Baltar where to find other clergy members that are hiding or on the run. More importantly, he also told him the location of a secret shrine in the family castle dungeon. In there he should be able to find his most precious unholy possessions. Baltar was shocked, but quickly this all made sense. The slave market, The Blight, the alliance with Asmodeus minions. It all felt natural that his grandfather was one of them. Without realizing it, he as well followed Asmodeus' teaching by becoming a slaver.
Unfortunately for Baltar, he didn't have the time to investigate his unholy birthright. The king's knights were already at his castle doorstep and took the fall for his family crimes. He was captured. Tortured in the king dungeon for a while, but didn't sell out what he learned about Asmodeus faithful. He lost everything, his title, lands, castles, and worst, his lovely slaves who defended him were slaughtered in front of him. When they were done with interrogating him he was transferred to Branderscar Prison pending his execution for slave trading.
Lord Baltar was obviously upset, he barely had the time to digest his family downfall that he was about to die. Yet, he never lost hope and began to pray Asmodeus, waiting for a sign or an opportunity to get to work in his name like his grandfather did before. He didn't have an unoriginal idea like becoming king or dominate the land, his desire was to become the greatest slaver of all time... The greatest human collector! Not by accumulating a ridiculous number of slaves, but quality over quantity. A collection that would make the devil of hell, jealous.
__________________
Retired esteemed and venerable ToW scorekeeper
Pronouns: He/Him/His
Last edited by MoonZar; Jan 15th, 2022 at 12:35 AM.
a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round.
–2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks.
Cackle
At will
Move Action
30'
Creatures under the effects of an agony, charm, evil eye, fortune, or misfortune hex
1 round (added)
Has the duration of all eligible hexes extended by 1 round.
Misfortune
At will
1 Standard Action
30'
1 creature
1 round
Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.
Spells
Orisons (At Will) - DC15
Spell Name
Casting Time
Duration
Effect
Detect Magic
1 Standard Action
Concentration, up to 1 min per level
see speel descrition
Guidance
1 Standard Action
1 minute or until discharged
+1 competence bonus on a single attack roll, saving throw, or skill check.
Stabilize
1 Standard Action
instantaneous
Creature with –1 or fewer hit points is automatically stabilized and does not lose any further hit points.
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Level 1 Spells - DC16
Spell Name
Casting Time
Duration
Effect
Cure Light Wounds
1 Standard Action
Instantaneous
Cures 1d8 points of damage + 1 point per caster level (maximum +5).
Ear-piercing Scream
1 Standard Action
Instantaneous
The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Obscuring Mist
1 Standard Action
1 min./level
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
-----------------
Active Spells
-------
+
__________________
Gone for Good...Had to make a choice and Life won...Thanks for the many years of memories and adventures.
Last edited by Chrystrom; Feb 9th, 2021 at 05:56 PM.
__________________ PC: Curse of Strahd(5e), Eberron Escapades(5e), Masks(CoC), Odyssey of the Dragonlords(5e), Out of the Abyss, To the CallHill(5e), Way of the Wicked(PF1e), The Third Imperium (MgT2e) DM: Horror on the Orient Express, Under Otari (PF2e), To the StarHill:Dead Suns (SF)
Last edited by Bluejack; Feb 9th, 2021 at 09:23 AM.
Name: Davian Alder Race: Human Gender: Male Class: Fighter (Gloomblade) Alignment: Neutral Evil Background Trait: Bastard Crime: Piracy
The Journey So Far:
The... hero, so to speak, of our story -well, not the main story, but this here little tale at least- is a bastard. In more ways than one. Not that there is anything wrong with that per se, just something to get out of the way. And seeing as how Davian himself -the aforementioned hero (again... so to speak)- seems to care little about it, or so he says at least, we may as well move on, shall we?
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Even in Matharyn, the capital city of good and noble Talingarde, those with wealth and power have a tendency to play games, at least in a manner of speaking; games with or against each other, behind the scenes, in the shadows. They may say they do it in good fun, or they may attribute it to the boredom that usually comes with being in a position where they want for nothing. Some, if pressed enough (or drunk enough), will admit they do it for more power and influence, not what one might call a good and noble reason. But, whatever the motive, most, if not all, do it anyway. And it has been (and quite possibly will always be, for that matter) mostly ignored or tolerated by the powers-that-be as long as such dealings remain in the shadows. That is, unless the shadows are actually real and play the game themselves as well. For Asmodeus is hardly the only Power Talingarde should concern itself with.
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Lady Elsbeth (last name... not Alder) was one such player. However, the shadows she dabbled with, almost three decades before the so-called Forsaken escaped from Branderscar, were both imagined and real. And it is to one such shadow, or rather a shadow sorcerer who served the powers behind them, and the Lady's... tryst with him that (then not) Davian owes his existence. The man did not stay to raise his son -if he even knew he had one- and that responsibility fell on the shoulders of Elsbeth's husband, Marcus (again, not Alder).
Lord Marcus suspected that the boy was not his, even if he did not suspect what his wife's other darker "pastimes" involved. Despite that though, and quite surprisingly, he chose to raise the child as his own. He was a kind, if somewhat naive, man who loved his wife dearly, enough for that love to extend to her -their- son. But also enough to allow himself to be blinded by it. And that ultimately proved to be his undoing, for when Lady Elsbeth burnt at the stake for being a witch (not an unfounded accusation, mind you), Lord Marcus burnt right next to her as her (wrongly accused and wrongly convicted) accomplice.
Davian (as good a name as any for the purposes of this story) was quite a bit more fortunate, as one of his mother's loyal servants managed to spirit him away from Matharyn, saving his life even if that meant she had to divulge some (but not necessarily all) of Elsbeth's secrets, one of them regarding his parentage, during their time on the road together. What Davian, less of a boy and more of a young man by then, thought and felt about that revelation, he was in no hurry to divulge. And given how... interesting things would get for him in the coming years, it was not as if he would be given time enough to dwell on it too much, truth be told.
------------------------------------
Yes, the last decade or so has certainly been interesting. Colorful even with nary a dull moment. From a child of privilege to a street urchin, then to a tailor's apprentice in Daveryn. That lasted a couple of years or three, enough to make one think that that was to be the end of the young man's tale. However, being press-ganged into joining a pirate crew -a sap to the back of the head leaves little room for arguments or negotiations- changed that and eventually brought him to Aldencross. Of course, there are more than a few misadventures hiding in that "eventually", such as -but not necessarily limited to- an acquaintance and friendship with a fiery-haired girl who can turn into a fox, the poisoning attempt of the pirate captain and subsequent imprisonment by Talingarde-sanctioned pirate hunters (either wonderful or terrible timing those two events, it depends really), the escape before reaching Branderscar thanks to Tatyana (the fox-girl, do try to keep up) and their separation amidst the chaos of that escape. Then, there is that Asmodean Cardinal, Adrastus Thorn, and his plan, which, among other things, involved sending Davian to Aldencross as... well, a tailor (but not really... all very hush hush). And, of course, the sheer coincidence of Tatyana finding her way there as well and getting a job at the local tavern as a barmaid.
See? Colorful.
Davian Alder
Male Human Fighter (Gloomblade) 5
NE Medium Humanoid (Human)
Languages Common (Talingardian), Dwarven, Elven, Goblin, Infernal
Melee Dagger +8, 1d4+3 piercing or slashing, 19-20/x2
Melee Fist +8, 1d3+3 bludgeoning, 20/x2
Ranged+1 shadow weapon +10, damage by weapon
Ranged Dagger +8, 1d4+3 piercing or slashing, 19-20/x2, 10 ft.
Special Attacks Gloomstorm 5 rounds/day, Shadow Weapon +1
Statistics
Str 16 (+3) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 12 (+1) Cha 13 (+1)
Base Attack +5 CMB +8/+10 when using a shadow weapon CMD 23*/24* when defending against disarm and sunder attempts made against shadow weapons
TraitsCategory Basic (Social)
You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight.
Benefit You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.Bastard, Category Way of the Wicked (Crime)
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment Death by hanging
Benefit You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.Piracy, Category Way of the Wicked (Training)
Cardinal Thorn has taught you never to shirk or hesitate in a combat.
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special The Blind-Fight feat is of no use against a character who is the subject of a blink spell.Blind-Fight*, Category General
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.Cosmopolitan, Category General
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.Cunning, Category Combat
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisites Dex 13.
Benefit You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.Dodge*, Category Racial
You possess extra versatility.
Prerequisites Int 13, human.
Benefit When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.Fast Learner, Category Combat, Conduit
An inexhaustible arsenal lies in the Shadow Plane, waiting to be unleashed.
Prerequisites Knowledge (Planes) 4 ranks, Shadow Weapon class feature.
Benefit As a swift action, you can thin the barriers between yourself and the Shadow Plane, allowing you to create shadow weapons more easily. While this effect is active, you can create new shadow weapons as a free action. This does not increase the number of shadow weapons you can maintain at a single time.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (Planes). These rounds need not be consecutive.Gloomstorm*, Category Conduit
You can camouflage yourself in shadows and gloom.
Prerequisites Knowledge (Planes) 5 ranks.
Benefit As a swift action, you can shroud yourself in shifting, camouflaging shadow. While shrouded in this fashion, you can attempt Stealth checks as though you had concealment, even in areas of normal or bright light. Creatures that can see normally in supernatural darkness can still see you normally.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (Planes). These rounds need not be consecutive.
Special Unlike spells like shadow walk, which require you to be on a plane that is coterminous with the Shadow Plane, this feat functions even on planes that do not normally share a border with the Shadow Plane. Like all conduit feats, the effects are suppressed when planar travel is forbidden.Shadow's Shroud
Racial AbilitiesHumans select one extra feat at 1st level.Bonus Feat, Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.Skilled
Class Abilities
Fighter At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.Bonus Feats, Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.Bravery (Ex), A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).Shadow Weapon (Su), At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.
This alters weapon training.Shadow Weapon Training (Ex), A gloomblade gains Acrobatics, Knowledge (Planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills.
This alters the fighter’s class skills.Student of Darkness (Ex), Starting at 5th level, whenever a gloomblade attacks with a shadow weapon he created, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), the bonuses granted to his shadow weapons increase by +1 each.
A gloomblade also adds this bonus to any combat maneuver checks made with shadow weapons he creates. This bonus also applies to the gloomblade's Combat Maneuver Defense when defending against disarm and sunder attempts made against his shadow weapons.Weapon Training (Ex)
Equipment
Combat GearLocation Wrist sheathDagger, This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.mithral shirt, This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearmlength item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.
Magic ItemsThese soft-soled black boots provide a great deal of comfort and arch support. The boots' wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.Boots of the cat, Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).cloak of resistance +1, This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Location Pickpocket's outfitioun torch, This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.iron circlet, This mithral ring set with black onyx offers continual magical protection in the form of a deflection bonus of +1 to AC.ring of protection +1
Of Covers...: Standing six feet tall and athletically built, Erevan is without a doubt a handsome man, perhaps even beautiful, owed, in no small part, to his heritage. That is not to say he is not at least a little unusual. His pale almost ashen skin and white hair, contrasted with his usually dark-colored attire of choice, can certainly raise an eyebrow or two. But, much like his light amber eyes, eyes that seem to glow with a soft golden light when in darkness, he can easily explain them away as a form of albinism or some distant elven ancestry or whatever else he may find amusing depending on the occasion and his own mood. After all, he is not too bad at lying -he has had enough practice- and it is not like there is a halo over his head or feathery wings growing out of his back. Now those? Those would require quite the effort.
...and Books: Given how regulated and even stifling his childhood was, it is small wonder that Erevan is eager to enjoy himself and experience life and all it has to offer, be it things or people or challenges or even battles. Indeed, the man seems to approach and regard a good fight or other challenge of the sort with the same temperament as he would other experiences and luxuries, even though his usually charming smile does seem to take on a somewhat more... predatory quality. Still, he is far from merely flippant. There are occasions when his beautiful face turns serious or when his anger has been stirred, but even then he manages to maintain his composure, more often than not at least, and he may even joke or smile still, though there is little warmth behind the words and mannerism.
The Journey So Far:
Born to a pair of devout followers of Mitra almost two and a half decades ago, it did not take long for the boy's parents to realize that their son had more than just human blood running in his veins. After taking him to one of their god's temples, the priests there quickly determined that the child had at the very least a hint of the divine within him. Still, it was enough for the clergy to consider it a sign and thus it was decided that he would be raised within the ranks of the church, to be educated and trained to one day become a warrior priest of Mitra.
Things did not go quite as planned.
Never allowed to venture beyond the temple walls, the boy, having been named Erathiel, received the best education and training in matters of both religion and war, all the while being indoctrinated to the ways of Mitra. Having known little else before his time with the priesthood, it was expected that the boy would simply follow along and things would go smoothly enough. Not so however. For often enough a child longs to be just that, a child. Such a simple and natural thing really. And being denied that can breed discontent and resentment, fertile ground for fiendish whispers otherwise ignored to take root. And then even divine grace is not enough to prevent the fall.
It started with a dream here, a voice right at the edge of hearing there. Just enough to nurture Erathiel's growing displeasure with his way of life and all the things expected of him, to make him doubt Mitra and perhaps, just perhaps, consider other gods. It took years, not only because of the almost ever-present Mitran priests, but also because it had to feel natural to him. But eventually it bore fruit.
Erathiel, a boy no longer but a young man, became... difficult. Disillusioned, rebellious, defiant, he troubled the clerics, but they still gave him the benefit of the doubt, thanks in no small part to his heritage and his supposed "destiny". And he took advantage of that, of course, as it is considerably easier to bend the truth or outright lie when people want to believe you. And, at least for a time, it was for the same reason not particularly difficult to hide the fact that at some point his allegiance had shifted from Mitra to... someone else.
Still, even Mitrans cannot be deceived forever.
All the World's a Stage:
"I am flattered, do not get me wrong," the pale white-haired man said casually, not bothering to rise from his chair, a half-full -or half-empty, if one was a bit pessimistic- flagon of ale still in his hand. If nothing else, at least this tavern had some fine ale indeed.
"Still, I did not expect my would-be captors to be as... illustrious as you lot," he continued in the same conversational tone. He knew full well his luck had run out, but he would at least have some fun with his rather hopeless predicament. "Maybe a guard or two? Sure. Or someone from the local constabulary?" He paused as if thinking. "Does this place actually have a constabulary? I really am not sure," he mused with a smile and a shrug before taking another sip.
"It had a constable, yes," the man blocking the empty tavern's only entrance and exit said, his voice filled with barely contained anger. He was an inquisitor of the Church of Mitra and he was not alone. He was accompanied by two others, Knights of Alerion by the looks of them. And more were probably waiting right outside.
"Until you killed him!" The man almost roared the words as his eyes turned to look at the dead body between himself and his quarry. "In cold bl..."
"In self-defense," the pale man noted. "So, that is what he was? Well, he did attack first. I am sure there are witnesses you can ask?"
"We have. And what they witnessed was you goading him, mocking him," the inquisitor replied.
"So? Does hurting his feelings somehow make his attack justified?" Another sip. "Again, self-defense. Come now. Surely, even kind Mitra would defend himself if some other nasty god tried to bludgeon him over the head with a..." He paused as he too turned towards the dead man, trying to get a better look at the weapon still in his grip. "Morningstar? Mace, I think?"
"Enough! Silence, blasphemer," his accuser cut him off. "You know well why we are here... Erathiel."
"That," the still sitting man hissed, his eyes narrowing, as his mask of indifference slipped momentarily, "is not my name. It never was." Finally rising, he glanced at the still bloody sword by his chair, but he did not move to close his hand around its hilt. "It is what you and yours called me. Like most of my life, like all of my childhood, that too was a matter I had no say in."
His eyes again on his sword, this time he almost moved to pick it up, causing the three men to reach for their own weapons. But then he stopped.
"No."
The single word was spoken only to the one once called Erathiel. No one else heard it. And it is to the one who uttered it that he simply replied, "Very well."
As he turned to regard the three men who had come for him, he sighed and offered his wrists.
"By all means."
Erevan
Male Aasimar (Angel-Blooded) Antipaladin (Dread Vanguard, Tyrant) 2/Oracle 2 Spells or special abilities that reveal alignment return an inconclusive resultLE Medium Humanoid (Human) and Outsider (Native)
Languages Celestial, Common, Elven, Goblin, Infernal
Melee Dagger +6, 1d4+3 piercing or slashing, 19-20/x2
Melee Fist/gauntlet +6, 1d3+3 bludgeoning, 20/x2
Ranged Dagger +5, 1d4+3 piercing or slashing, 19-20/x2, 10 ft.
Special AttacksSwift action, target must be good, lasts until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability
+3 attack bonus vs. target, +2 damage bonus vs. target (additional +2 damage bonus on first attack if target is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin), bypasses any DR target possesses
+3 deflection bonus to AC vs. attacks made by the target of the smiteSmite Good 1/day, Touch attack +5, damage 1d6Touch of Corruption 4/day
Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 16 (+3)
Base Attack +3 CMB +6 CMD 18
TraitsCategory Way of the Wicked (Crime)
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: You gain a +2 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.Blasphemy, Category Basic (Magic)
Pick a class when you gain this trait - your caster level in that class gains a +2 trait bonus as long as this bonus does not raise your caster level above your current Hit Dice.Magical Knack (Oracle), Category Way of the Wicked (Training)
Cardinal Thorn has taught you never to shirk or hesitate in a combat.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.Fast Learner, Category Damnation
Your alignment is known to you and you alone.
Benefit: Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
One Damnation Feat: The spell or special ability returns an inconclusive result.
Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.
Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.
Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.Mask of Virtue, Category Combat
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.Weapon Focus (Bastard sword)
Racial AbilitiesAasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.Celestial Resistance, Aasimars can see in the dark up to 60 feet.Darkvision, Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.Scion of Humanity, Variant Aasimar Ability: Some aasimars are blessed or cursed with unusual abilities. Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds. This racial trait replaces the spell-like ability racial trait.Tainted Blood, There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces Skilled.Truespeaker
Class Abilities
Antipaladin The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.Aura of Evil (Ex), At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.Detect Good (Sp), Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day to a maximum of seven times per day at 19th level.Smite Good (Su), Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.Touch of Corruption (Su), At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.Unholy Resilience (Su)
Oracle
MysteryClass Skills: An oracle with the Battle Mystery adds Intimidate, Knowledge (Engineering), Perception, and Ride to her list of class skills.
Bonus Spells:enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull's strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).Battle
Oracle's Curse (Ex)Infernal influence grants you profane insight and weighs on your soul. You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. At 5th level, you gain a +4 bonus to all saving throws against charm effects. At 10th level, you gain immunity to fire. At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage reduction.Hellbound
RevelationSelect one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.Weapon Mastery (Ex)
Equipment
Combat Gear Bastard sword, dagger, chainmail, iron unholy symbol of Asmodeus
Magic ItemsThis circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.Iron circlet
+5 alchemical bonus on Fortitude saving throws against disease. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.Effect
Antitoxin
25
50gp
Self
1 Hour
--
Standard
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.Effect
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).Effect
Smelling Salts
20
25gp
1 Creature
--
--
Standard
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.Effect
Smoke Pellet
20
25gp
5' Square/Creature
10'
--
Standard
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.Effect
Smoke Pellet,Smog
25
40gp
5' Square/Creature
10'
--
Standard
The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.Effect
Smoke Stick
20
25gp
10'Cube
--
1 Minute
Standard
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.Effect
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.Effect
Thunderstone
25
30gp
AC5
20'
--
Standard
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.Effect
Abilities: Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword, Sword Cane.Weapon Proficiencies, Light ArmorArmor Proficiencies, Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extractsAlchemy, Lab +2, Class +2, Class Skill +4, Ranks +2, Int +4Craft Alchemy, An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.Inspiration, An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.Trapfinding, An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.Ceaseless Observation, At 3rd level, an investigator can attempt all Knowledge skill checks untrained.Keen Recollection, At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).Trap Sense +1, Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.Alchemist Discovery-Infusion, Shortbow: +1/+0Weapon Focus, +1/+1 if within 30' range.Point Blank Shot, Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.Precise Shot, “Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.Nessian Trait. Studied Combat, Studied Strike, Swift Alchemy.
Inventory: Rapier|Short Bow|Masterwork Chain Shirt|Hair Comb/Dagger|Arrows(40)|Notebook, Pen, Paper|+2Exceptional Alchemy Kit |Rope|This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Cloak of Resistance|Formulae Book, Thunderstones (2), tanglefoot Bags (2), Smoke Pellets (2), Flash Powder (1), Antitoxin (2), Smelling Salts (12/12), Body Balm (1), Sunrods (2), Smokesticks (2) Tanglefoot Bags (2)
__________________ PC: Curse of Strahd(5e), Eberron Escapades(5e), Masks(CoC), Odyssey of the Dragonlords(5e), Out of the Abyss, To the CallHill(5e), Way of the Wicked(PF1e), The Third Imperium (MgT2e) DM: Horror on the Orient Express, Under Otari (PF2e), To the StarHill:Dead Suns (SF)
Last edited by Bluejack; Dec 28th, 2022 at 02:45 PM.
Backstory: Once upon a time, there must have been a time when everything was good. At that time, which today seems to Tatyana only like the tales from an old fairy tale, she lived as a little girl together with her family and the other members of her tribe in a small village high in the north of Talingarde, where the winters are long, and the summers are short. It was also where the people of the southern nation of Talingarde had yet to infiltrate. The inhabitants of the poor but cheerful village enjoyed this seclusion, for no ordinary people lived there but a race of fox-people, and little Tatyana was one of them. Only through the mysterious ice elves who stopped by from time to time did the kitsune - as they called themselves in their own language - maintain contact with civilization.
All the village inhabitants had in common was that they could change from their natural, anthropomorphic animal form into an actual human form only by their own will. Only the bright blue eyes of the human shape were a hint of the true nature. The girl Tatyana, however, had an exceptional ability. This had last appeared in her family at the time of her great-grandmother. Not only could she transform like anyone else into a human girl but also a fox cub on four legs. While this ability brought worry lines to her parent's faces, Tatyana enjoyed the freedom that the animal form gave her and got up to all sorts of mischief. Who would have thought that a girl was hiding behind a small fox body?
Even though this story sounds like the beginning of a fairy tale, and a fairy tale always ends with everyone living happily ever after, Tatyana's fairy tale in her village did not end happily at all. It was on a dark November morning. She had slipped out of the house early in her animal form and run into the nearby forest. It had only recently snowed, and she loved how her paws left prints in the soft snow. In the middle of the forest was a small pond, which was now quite frozen. She wanted to skate there with her skates made by the village blacksmith. But, of course, her parents would never have allowed her to try that on her own. But if they don't know where I am, Tatyana thought, they can hardly object.
Something "clicked" under the feet of Tatyana, who had not yet taken her natural shape. A small metal cage hidden under the snow shot up in front and down over her body. Not a second later, she found herself in a simple but quite effective animal trap. She pressed her paws against the metal grate, even tried to bite it open with her tiny teeth, but she had no chance. She was trapped as a little vixen. With her kitsune hands, she could have tried to lever out the mechanism, but she feared the trap would crush her if she tried to transform back, for it was big enough for the body of a small fox but not for the body of a girl.
And so, hours later, Tatyana was still lying in the cage, shivering and hungry. The ice had formed the first crystals on the tips of her fur. Her hopes of being found by her family diminished as renewed snowfall covered all her tracks. Then, finally, a burabar - a bugbear - had come and taken the cage with him with a grunting laugh. Apparently, he had been poaching in these woods recently. He was quite taken with what he saw. The fur of the little fox he had caught was immaculate and shining in such a rich hue that it would make an excellent fur-bearing animal for breeding programs for any fur farm down the road. And Gratsch - for that was the bugbear's name - already knew to whom he would sell the fox along with his other catches. He had contact with a gang of pirates led by Albus Grey-Eye, who had a hidden harbor high in the north on the coast of Talingard's main island. After Markadian I had carried out an uncompromising crusade against piracy years ago, only a few bands of these pirates were still active. Albus' gang had yet to be targeted by the relentless power of the divine kingdom because he was smart enough that they were now more interested in the trade of forbidden goods than in the actual pirate business.
On the ship that finally brought them south, the only thing Tatyana, locked in with a zoo of exotic animals, could eat was moldy dog food. With longing, she thought of her homeland, from which she was moving away nautical mile after nautical mile. The pirate ship finally spat her out on the coast near the port city of Daveryn. There, along with some of her fellow sufferers, she changed hands and, within a short time, found herself on a fur farm. Under cover of night, she finally dared to take the form of a human girl. Her long red hair fluttered in the wind as she freed herself from the enclosure and ran into the damp cold darkness. Her breath came in gasps as Tatyana finally arrived at a farmhouse where she could still see a candle burning inside. She didn't know what else to do, so she knocked.
The peasant couple, Jack and Rosalinde, finally took in the supposed human child, not just for one night, but for longer. They did it, however, not out of love but because they got a free laborer - who later had to take care of them even in their old age. And already, after a few weeks, they made it quite clear to Tatyana that she would have to pay for the roof over her head and her meals. So, every day they gave her new tasks in the household and the fields; they did not give her parental love, recognition, and support.
Tatyana would never have had a chance to make her way hundreds of miles north across the Borderlands back to her home on her own. And so she stayed all these years in the household of Jack and Rosalinde as a better maid. Perhaps the lack of love was why something in Tatyana's heart withered away, or maybe the disposition for that had already been laid in her cradle. The girl could feel less and less pity for other creatures; she already had enough worries of her own; what should the feelings or pains of others bother her too? Even Jack, the old farmer, eventually noticed these downright outbursts of callousness in the girl, who had grown into a teenager. And he was unscrupulous enough to take advantage of this. From now on, Tatyana began to carry out tasks under his orders, which, even in the best light, were immoral and where it was better not to ask too many questions. And Tatyana did not ask any questions.
However, she did not intend to live her whole life on the farm either. And so, as a young woman, one day, she did not return from an assignment she was supposed to carry out in nearby Daveryn. Instead, she built a new life for herself in the port city. She got a job as a secretary for a local lawyer. She was not particularly interested in legal matters, though she found the many different clients she dealt with every day exciting. The fact that she was pretty indifferent to the fate of the people who sought the lawyer's help was helpful here and there for the job.
One day a youthful girl, who simply called herself Rimona, appeared as a new client. Tatyana didn't understand what the contract was all about at the end - it was some convoluted deal or plan. However, the blonde girl had revealed to her that she was a student of magic in Ghastenhall. Tatyana asked her to show her a magic trick and was mightily fascinated by it. So she tried to imitate this trick at home in her small chamber. It was an impossibility because no one could conquer arcane magic without years of study of books, but Tatyana still managed - purely intuitively - to conjure the desired magical effect. And so the kitsune learned that there was a magical talent lying dormant in her that she had not known about before. Every evening she practiced in silence - without any books, but simply driven by the will to improve - and finally, she had a whole repertoire of spells in her head, which she could cast at any time only by her innate magical talent.
And so, at some point, Tatyana felt strong enough to search for her home after all. As it happened, she learned that the natural harbor north of the city was still being visited irregularly by the pirates under Albus Grey-Eye. Tatyana, who, except for the color of her hair, bore no resemblance to the fox cub she had been at the time, managed to sign on to the pirate ship in her direct manner. Tatyana had two plans. The most important was to return to her northern home. But then she also wanted to take the opportunity to get revenge on Albus, who had gone bald during the last years.
Initially, it looked like none of their plans would bear fruit. The pirate ship sailed in all directions, but not to the north, where it was cold, where their home was. Besides, she still had no real plan for how to get revenge on Albus and his crew. In the coming months, the pirates gradually regarded Tatyana as a full crew member, even if she was still made to feel here and there that she was the youngster, while the others mainly had lived on the ship since childhood.
Tatyana began to make friends with one of the crew members if terms like friendship even existed among pirates. He called himself Davian and was a man in his thirties. Back when she had been kidnapped as a vixen, he had also been on the ship, but it had taken Tatyana a moment to recognize the smooth, delicate face of a teenage boy in his current, bearded pirate face. Eventually, Davian confided in her, and she learned that he had been forced into service on the pirate ship as a boy by Albus. Perhaps that had eventually saved his life. Because instead of Tatyana also wanting his life because he had been there when she was kidnapped, she had found a partner with similar plans as far as punishing Albus was concerned.
Finally, both of them managed to procure a small amount of poison during shore leave. It was enough to poison one of the two decanters of wine that would be served for the evening. She only hoped Albus's wine would be served from the poisoned one. Of course, there would be collateral damage, but that was life. Everything was fine as long as she knew which decanter to pour from.
Unfortunately, luck was not with her and Davian. Not only was Albus given wine from the other decanter, but a few hours later, the pirate ship was involved in a fight with a Talirean hunt boat, who had obviously taken up the fight against the pirates again. Usually, the pirates might have had a chance. However, things looked differently when a third of the crew was down for good due to a dangerous poison. The battle was short-lived and ended with the complete sinking of the pirate ship. Only a few planks soaked in alchemical fire and floating on the water, burning, still bore witness to the battle.
"Look here," one of the sailors from the hunting boat said to his colleague as he roughly kicked with the toe of his boot a completely soaked female body that had been laid out on the deck next to three others. "I think this one is still breathing. There will be an extra allowance for us; when was the last time justice got hold of a pirate?"
"I suppose we might as well throw the others overboard again, I'm afraid," the deep voice of the bearded colleague let itself be heard. "But you're right; the woman is a good catch beside the bearded one that we rescued from the drifting plank." He bent her down and lifted a strand of the dripping hair in which seaweed had become entangled. "Look, that unnatural red glows like fire. Indeed she's a witch turned pirate. If we hand her over to Sir Balin of Karfeld, we might get an additional medal."
Tatyana coughed, and a gush of salty water came from her lungs. Half-dead, she had heard the words of the two pirate hunters. Even if the kitsune could have, it would have done no good to counter them. No matter how she would try to talk her way out of it, to Talingarde's justice, she was already guilty. If she was honest with herself, in her case, it was not wrong either. The kitsune was also too weak to cast any spell that might still have helped her. And so she had no choice but to surrender to her fate. If only she could have seen the village of her childhood once more!
"By Mitra's holy ass! Jonathan, where are the prisoners?" Entirely beside himself and without explanation for what had happened, Colonel MacPherson stood in front of the empty prison wagon, which, harnessed to two draft animals, should have taken the red-haired pirate and the bearded pirate (who was no other than Davian) to Branderscar. Never, ever would a human being have fit between the bars of the mobile prison, and the door remained locked and intact. Had he known that the real question would have been whether a fox could have fit between the bars, he would not have been quite so perplexed. Nonetheless, MacPherson reacted quickly and dispatched his sergeant to initiate an at-large search.
After Tatyana had polymorphed into a fox and slipped out of the prison cage, she began to run away, but then stopped short and returned. She had to free Davian as well, for otherwise, he would possibly scream alarm. Back in her human disguise, she could open the cage door from the outside. "I'm sorry, I was in a panic," Tatyana had apologized to her pirate friend who had seen her for the first time polymorphing into a vixen. She and Davian were not able to exchange a lot of words; the commencing hunt soon separated the both of them.
At the end of this flight through the night - was this a constant of her life? - Tatyana did not encounter a farmhouse this time. Instead, this time she was picked up by a lady who introduced herself as Tiadora. Tatyana felt as if the lady's eyes were literally dissecting her inside. And maybe they did. Because if Tiadora had not recognized the potential of the red-haired girl, which in reality was not a human being, for the purposes of her cult, she probably would not have brought her before Cardinal Adrastus Thorn.
And so Tatyana got to know Thorn and the cult of Asmodeus. The Cardinal may not have been a good man in the sense that the ruling class of Talingarde divided good and evil, but to Tatyana, he was good and the best thing that could have happened to her. Finally, there was someone who understood her and for whom she could use her skills. And so, even without question, she signed all the documents she was handed. The kitsune was one of the most eager in the training that followed. Soon she was ready for her first task in the Heartlands; later, she was sent as a sleeper agent to Aldencross, a town in the Borderlands at the foot of the fortress of Balentyne. At the local tavern, Tatyana hired herself out as a barmaid. She had devised this cover identity herself because where else would the latest information converges if not in the local tavern? And the Asmodean agent wanted to gather as much information as possible for her cult, and Tatyana meticulously wrote everything down. And when she wasn't working or sleeping in her tiny garret that she had rented, she roamed the area as a fox, eavesdropping on people where they didn't suspect a listener.
Tatyana was amazed when she suddenly met Davian again in Aldencross. He had settled there as a tailor. "How are you? Solid ground under your feet is better than a swaying ship, isn't it?"
Welded together by a shared past, the two got along splendidly. The first people in town began to gossip that the two would not only meet during the day. Tatyana was fine with those rumors; they distracted the townsfolk from her real mission, a mission of such a secret cult that she couldn't even tell Davian about it.
If you had asked anyone in Aldencross who Tatyana was, everyone would have had nothing but the best to say about this young, fun-loving, helpful, and friendly woman in the town tavern. Her helpfulness and empathy for the guests' concerns at the pub were nothing short of proverbial.
Tatyana Lysytsya
Female kitsune sorcerer 5
NE Medium humanoid (kitsune, shapechanger) Init 8; Senses low-light vision; Perception +5
-------------------- Defense
-------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 35 (5d6+10) Fort 4, Ref 4, Will 5; +2 vs. fear
-------------------- Offense
-------------------- Speed 30 ft. Melee bite -4 (1d4-1 B & P & S) Ranged light crossbow +4 (1d8 P/19+) Spell-Like Abilities (CL 5th; concentration +11)
. . 3/day—dancing lights Bloodline Spell-Like Abilities (CL 5th; concentration +11)
. . 9/day—psychic strike (1d6+2) Sorcerer Spells Known (CL 5th; concentration +11)
. . 2nd (6/day)—glitterdust (DC 18), id insinuation I (DC 19), levitate
. . 1st (8/day)—charm person (DC 18), grease, mind thrust I (DC 17), silent image (DC 17), vanish (DC 17)
. . 0 (at will)—detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation, read magic
. . Bloodline Psychic
-------------------- Statistics
-------------------- Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 22 Base Atk +2; CMB 1; CMD 13 Feats Eschew Materials, Fox Shape, Improved Initiative, Realistic Likeness, Versatile Spontaneity Traits reactionary Skills Acrobatics +4, Bluff +16, Disguise +11 (+21 circumstance to fool others with impersonation), Perception +5, Sense Motive +8, Spellcraft +10, Use Magic Device +14; Racial Modifiers +2 Acrobatics Languages Celestial, Common, Elven, Sylvan SQ bloodline arcana (use thought and emotion components instead of verbal and somatic), change shape Other Gear light crossbow, cloak of resistance +1, crossbow bolts (10), headband of alluring charisma +2, backpack, belt pouch, flint and steel, mess kit, soap, 956 gp
-------------------- Special Abilities
-------------------- Blood Intensity +6 (Sorcerer Bloodline Power [3rd], 1/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell). Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S Change Shape (Su) Assume a single human form. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fox Shape You can take the form of a specific fox, as beast shape II. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Psychic Psychic Strike (1d6+2, 9/day, DC 18) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Versatile Spontaneity Cast a spell from your spell list you don't know at +1 slot level.