|Played by Videospirit|
- Abilities & Skills
- Feats & Class Abilities
- Previous Quests
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + 2 Dexterity + 15 Armour +2 shield +1 natural armour + 2 deflection = 32*|
- +1 against Dodge Target, +4 against movement based aoo
|Dex = +2|
|Skills||Ranks||Stat Bonus||Synergy||Armour Check||Magical Bonuses||Total|
|X||Craft(Armoursmithing, Weapon Smithing, Tattoo) (Int)||+12||+4||+0||+0||+2||+18|
|X||Decipher Script (Int)||+0||+4||+0||+0||+0||+4|
|C||Disable Device (Int)||+0||+4||+0||+0||+0||+4|
|C||Escape Artist (Dex)||+0||+2||+0||-6||+0||-4|
|C||Gather Information (Cha)||+0||+1||+0||+0||+0||+1|
|C||Handle Animal (Cha)||+0||+1||+0||+0||+0||+1|
|X||Knowledge (Dungeoneering, The Planes, Arcane, Nature) (Int)||+15||+4||+0||+0||+5*||+19|
|C||Move Silently (Dex)||+0||+2||+0||-6||+0||-4|
|C||Open Lock (Dex)||+0||+2||+0||+0||+0||+2|
|C||Perform(Wind instruments) (Cha)||+0||+1||+0||+0||+2||+3|
|X||Sense Motive (Wis)||+15||-1||+0||+0||+0||+14|
|C||Sleight of Hand (Dex)||+0||+2||+0||-6||+0||-4|
|C||Speak Language (n/a)||+0||+0||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+0||+1||+0||+0||+0||+1|
|C||Use Rope (Dex)||+0||+2||+0||+0||+0||+2|
Where C is Cross Class and X is a Class Skill
Languages: Common, Literacy, Sylvan, Draconic, Trade Tongue
Collector of Stories: +5 knowledge to determine information about Creatures.
Swift Concentration: Swift action to maintain concentration rather than standard
5 or more ranks in Knowledge(Arcana) grants +2 to spellcraft
5 or more ranks in Craft grants +2 to appraise for goods that could be made with said craft
5 or more ranks in Knowledge(The planes, Nature, and dungeoneering) grant +2 to survival in any environment
5 or more ranks in Sense Motive, +2 bonus on Diplomacy checks
Skill Point Total:105
1st 28 2nd-12th 77
Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Duskblade Spells list. Duskblades also get bonus spells for high spellcasting attribute as normal, see: Bonus Spells
Arcane Attunement: You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th Heavy shields.
Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
Spell Power: Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
* Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Peaches of Immortality: No longer ages. Will never expire from old age.
Mark of Justice: When ariel turns 323 marut will be alerted to her exact location if she hasn't died by than.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|+1 Morphing Greatsword(Lesser Crystal of Acid Assault)||+26/+21/+16||2d6+15 1d6||19-20/x2||Slashing|
|-2 Power Attack +1 Morphing Greatsword||+24/+19/+14||2d6+21 1d6||19-20/x2||Slashing|
|2nd Arcane Strike -4 Power Attack +1 Morphing Greatsword||+17/+12/+7||2d6+1d6+2d4+21||19-20/x2||Slashing|
|True Might Arcane Strike||+34||2d6+1d6+3d4+35||19-20/x2||Slashing|
|Cold Iron Greatsword||+23/+18/+13||2d6+12||19/20 x2||Slashing|
|Composite Longbow, Masterwork Mighty[+7]||+18/+13/+8||1d8+7||20 x3||Piercing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|+1 Mithril Double Plate(Restful Crystal)||+13||+2||-5||40%||20ft||50lb|
|+1 Buckler of Mind Armour||+2||-||-0||5%||-||5lb|
|Head||Drake Helm||3 Spell Crystal slots|
|Face||Item name goes here||Brief item description|
|Neck||Amulet of Natural Armour +1||+1 enhancement to natural armour|
|Shoulders||Phoenix cloak||Flight Speed equal to land speed with perfect maneuvrability|
|Torso||Vest of Resistance +5||+5 to saves|
|Arms||Mighty Armbands of Entangling Blast||+2 damage when using power attack at -2 or more, +2 to all str checks and str based skills 3/day entangling spell|
|Hands||Dextrous Rapid Casting Gloves of the Starry Sky||+2 Enhancement Bonus to Dexterity. Light at will. May cast magic missile 3/day. 3 charges, Quicken spell, use charges equal to spell level-1(minimum 1)|
|Right Ring||Ring of Protection +2||+2 deflection bonus to Armour Class|
|Left Ring||Ring of Arming||Can Store Weapons and Armour in the ring|
|Waist||Belt of Giant Strength +4||+4 enhancement to strength|
|Feet||Steadfast boots of Swift Passage||+4 against bull rush, over run, trip, free ready action to set blade against anyone who charges you that deals double damage when using a 2 handed weapon, 5/day move action to teleport 20|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Waterskin(Filled with holy Water), 4Ib
Rope, Silk(50ft) 5Ib
Healer's Kit[10/10] 1Ib
Traveler’s Outfit 5Ib
Flute, Masterwork 3Ib
4 days rations 2Ib
Flint and steel
Masterwork Artisan's Tools 5Ib
Climber's Tools 2gp 5Ib
Statistics of Items Here:
Potion, Cure Light wounds, Caster 1st 1d8+1
Sending Stone(Cordy has Partner stone) message 1/day to whoever has the partner stone
Clear Spindle Ioun Stone(Doesn't need food or water)
3 Vials of Antitoxin(+5 to saves against poison for 1 hour)
extra Ring of Protection +1
Drake Helm Crystals: 1 each of 1st, 2nd, 3rd level
Stick of Prestidigitation: Unlimited use
spare Healing belt. +2 heal skill, 3 charges/day, 1d8 + 1d8/charge healed on touch
Spells per Day:
Spells cast every morning:
Create Magic Tattoo: +1 Luck bonus to attack rolls
Create Magic Tattoo: +2 Competence Bonus to attack Rolls
Greater Magic Weapon: +3 enhancement bonus to morphing greatsword Duration 12 hours, cast last
Cantrips: acid splash, disrupt undead, ray of frost, touch of fatigue, Dancing Lights, Detect Magic
Level 1:Blade of Blood, Resist Energy, Shocking Grasp, True Strike, Chill Touch, Shield*
Level 2: Scorching Ray, Invisibility, swift, See Invisibility, Dimension Hop, Create Magic Tattoo*
Level 3: Magic Weapon Greater, Vampiric Touch, Regroup, Ray of Exhaustion, Haste*
- Drake Helm Spells
Character History:It's a calm day, as days often are around small towns. However, this day has the potential to get noisy real quick. A few riffraff have stopped by the tavern on their way through town. A large Half Orc sits in a drunken stupor while his two companions, a Human archer and an elven sorceress, poke fun at him. It seems like something they've done a thousand times before, and although the large fellow doesn't seem to mind, you can tell he's not exactly happy about it. Another traveler new to the area watches them as he sits in a corner of his own, providing the only entertainment the bar'd had since the last bard roamed through town in the form of a charm-less tune on a well made flute. He seemed to be playing more to amuse himself than anything else. However, his song soon came to a halt when more travelers entered the room. Two Huge orcs walk into the tavern at the worst possible moment, just in time to hear the archer make a wisecrack about his companions orcish heritage. There's a brief moment of silence and a tinge of anticipation as the situation dawns on everyone. Time stands still and suddenly lurches into fast forward as the archer finds his face smashed into a wall blood streaming across the ground as he drops to the ground limp. Seeing this, the half Orc throws the table he was sitting at foreword smashing into the Orc who didn't crush the archer’s skull as the half Orc cleaves the other Orc in twain with his giant axe.
Another moment passes as the corpses settle to the ground and the second Orc gets back on his feet and throws the table aside. The elf sorceress has gotten back on her feet by this point and is looking at the archer in disbelief. This moment passes as the Orc and Half Orc engage each other axe to axe, the bartender and barmaid having fled the room in the commotion. After a brief exchange the Orc stands triumphant over the half Orc and stares at the elf who finishes chanting an incantation as… nothing happens. A Broach on the orcs shoulder glowing and absorbing the magical energy. The Orc sneers and speaks in a lustful, uncaring voice, "You'll pay for your friend killing my brother." The elf makes a run out the door with the Orc right behind her, grabbing a hold of her and dragging her back towards the tavern. Neither of them notices the flute toting traveler in the corner stand up, grab a large object rapped in cloth and walk to the doorway.
The Orc glares at the human who is now in his way, points a battle scarred hand at her and shouts. "This elf is mine now, get out of the way."
The woman just smiles, as she unwraps the cloth covered object to reveal a large two handed sword, almost 2 meters in length. Heaving it over her shoulders into a position to strike, she replies, "I believe my Zweihander and I have something to say about that."
Apparently unphased by this massive sword, the Orc throws the elf to the ground forcefully and charges the woman with his axe. With a lightning quick move, the woman brings the sword down quickly and unexpectedly cleaving the Orc's axe in two before shifting the sword and bringing it back, goring into the Orc’s shoulder and cutting the fabric holding his broach clean off. Seeing his axe humbled, and than feeling the sword pierce his shoulder, the Orc flees as best as his legs can take him.
The woman reaches a hand down to the elf lying on the ground, and asks, "Are you alright?"
The elf grabs her hand and she quickly lifts her to her feet with impressive strength. The elf quickly nods and rushes in to check on her comrades. Pulling a tonic from her pouch and stuffing it down the archer’s throat. He lets out a mangled cough as it pours down his throat but manages to swallow it. Seeing this, the elf sighs in relief and looks down to her half Orc comrade who is breathing heavily but breathing nonetheless.
The woman sits down where she'd been playing the flute poorly before and rests her sword, once again wrapped up in cloth, against the wall. "Looks like they'll recover."
The elf looks over to the woman, calmed down somewhat now that she knows her friends are alive and thanks her, "How can I ever repay you?"
The woman shrugs and lays her head against the wall casually. "Don't worry about it. I owe you elves a lot for taking a wanderer like me in and It's not like that Orc was any match for me anyway. Although, in the future, you and your archer friend could cut your Orc friend some slack. All that teasing does is make him uncomfortable and cause situations like I just resolved."
The elf nods, looking down at the spilled remains of the drink she'd been enjoying before looking back at the man and saying, "I've certainly learned my lesson." And after pausing for a second adds "Why were you a wanderer, and how'd the elves take you in?"
The woman eases back in his chair and takes another swig of her mug, which was untouched in the chaos. She starts to speak as the elf helps her comrades into more comfortable positions for the moment. "Well, no reason really. My father was a wanderer before me, my mother was just a one night fling for him. Growing up I never really had anyone I idolized so I tried a bit of everything, even dabbled in the arcane arts. Never could make up my mind what I wanted to be. So I traveled around doing a little of this, a little of that."
The bartender comes back out and looks at the mess, sighing as he calls the serving girl out to help clean up. The elf finishes adjusting her friends and looks over. "So why exactly did you go to the elves?"
The woman chuckles, "I finally found a calling diverse enough to suit my tastes. Too bad I was a fool who didn't understand how difficult a path it really was. I'd always prided myself as being pretty good with a sword, and there was no one who questioned my strength. However, I've always felt that brute strength alone isn't enough to keep yourself alive in this harsh world. It's a shame that most of those who devote themselves to studies of the arcane end up rather… weak physically, no offense intended of course."
The sorceress gives her a wry look but smiles, "You aren't talking about a duskblade are you?"
The woman nods and raises her hand making a strange gesture with her fingers and says, "Bingo. Was sheer luck I ran into the man. Might even call it fate, but that's the way things go sometimes. I'd just finished getting as drunk as I'd ever gotten, and this guy seemed to be about as well off as I was. Neither of us could really communicate clearly, and one of us said something or other and the next thing we knew we had our blades drawn and were out in the street making fools of ourselves. After a little arcane swordplay, I was getting kind of curious about him, and than we both passed out. Woke up the next day in a jail cell. They'd dropped us off there to calm down and clear our heads a little. The guards were still sleeping, so we were there for a while. We got to talking and he told me all about how his elven friends had trained him to be a martial spellcaster. After a little more discussion, and a few gold pieces, He gave me the directions to his master and I was off, out to pick up the skills I'd been dreaming of."
The sorceress nods, following her word for word as the serving girl brings her another drink. "It couldn't have been easy to get accepted as an apprentice."
The woman laughs again and replies. "It wasn't, damn near died in the process. I was lucky though, the elf I approached to train me had a sick daughter and the nearest place with the key ingredient to the medicine she needed was inside a cave with a nasty Troll living in it. So I headed off to confront it and get the mushrooms he needed."
The sorceress looks surprised, "You took a troll on by yourself?"
The woman shakes her head and nods her finger. "Not quite. I faced a troll by myself sure, but I didn't defeat him. It was more of a mad dash for the mushrooms, and than a high speed chase through the wilderness with my life as the prize. I took a nasty blow to the shoulder, still have a scar, but I managed to escape the clutches of that brute."
The sorceress smiles again, "You're a very lucky woman. So, how long has it been since you finished your training?"
The woman shrugs, "A few months now, went back to wandering as soon as I finished and never really kept track of time. Which reminds me, I signed up to escort some merchants to the next town. I should be meeting them shortly."
The sorceress nods and sits back by herself, "I should probably have my colleagues moved to a more hospitable place myself. Before you leave, could you tell me your name?"
The woman shrugs. "I've never found it that important, but I was given the name Ariel at birth."
The sorceress says the name, letting the sound roll around in her head and than looks back up. "Ariel's a nice name. My name is-"
Ariel cuts her off, "No need to tell me. It'll make things more interesting if we ever meet again."
Some more Information:
Hometown: Cuttle, in the Empire of the Iron Throne
Father unknown, Mother: A baker living and working near the port
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Before you stands a rather strange figure, although only 5'2" in height she is decked out in a suit of sky blue mithril Double plate armour that completely consumes her figure. If her face was not exposed it would be all but impossible to determine her gender beneath all the mithril plates. What you can see, milky white skin, short silver hair with a braid on either side, and her bright blue eyes, mark her as a human of Iron Thrones Descent. Her age is harder to peg from just the face, but the lack of wrinkles and healthy skin seems to imply she is younger than middle aged at the very least. She carries a pack with a bow strapped to the back, and a greatsword strapped to either side, and has a buckler strapped to her left arm.
If you are fortunate enough to see her during a more casual moment without her armour you will behold a strong sleek attractive figure with no signs of fat or overbulked musculature. Her rather large breasts are held firm by a cloth wrapping which is further reinforced by her form fitting blue vest. The vest is cut in such a way as to show off her cleavage and is connected to a dragonscale choker around her neck. She also wears a pair of long black boots, a chain skirt held up by a leather belt studded with moonstones, and a pair of blue and black gloves.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Ariel has one particularly nasty scar on her left shoulder right below the blade, but she takes extra care to obtain magical healing to prevent herself from obtaining any other significant scars during her adventures.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behaviour?
Ariel will often rub her temples to relieve stress, and tends to shy away from crude ways of speaking or similar mannerisms. She's also a terrible cook.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Ariel was born in the city of Cuttle in the Empire of the Iron Thrones 22 years ago on the 19th of Corlar. There was a fire on that day that burned down one of the local grain mills.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Ariel's mother Seolla was a baker from the lower classes. Her bakery was popular with the sailors however, and she was considerably better off than many other lower class families.
She never knew her father, the only thing her mother told her about him was that he was a travelling bard who'd wandered into town, swept her off on a brief romantic tryst and than never come back.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Ariel's mother never married, and if her fathers sired any half siblings elsewhere(A very likely possibility) she's never met them.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Ariel's Grandfather was a soldier and passed away in a conflict with the savage residents of the God Scar long before she was born, and her grandmother was a baker like her mother who died of sickness at the age of 46 when Ariel was still a small child. She had no aunts or uncles, although she and the other children of the town thought of a travelling minstrel and story teller named Talibard as everyone's uncle and she still refers to him by that title when talking of him even now.
More recently she became very close with an elven Cleric by the name of Shalya whom she considers to be a sort of second mother.
5) How did you get along with your family?
Ariel was a very chaotic child, often getting into trouble with her mother growing up. Despite this she was always on good terms with her mother, whose biggest regret was Ariel's seemingly cursed relationship with kitchens and food preparation that destroyed all hope of Ariel ever inheriting the bakery. Ariel recently paid a visit to her home while recovering from a magical illness and spent a great deal of time with her mother catching up.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Ariel served under an elven duskblade by the name of Riven for 7 years to learn the secrets of the class.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Ariel picked up her armour-smithing knowledge as she travelled finding her armour filled with nicks and bumps far too often to head to an armor smith in town every time and learned some basic maintenance skills to help remedy the situation.
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Riven was an aging elf who favoured extremely light armours and was a bit too stoic for Ariel's tastes. Still, he trained her seriously and Ariel has always been on good terms with him, treating him as her superior even after finishing her apprenticeship and recently visited him to check up on him as part of her recent journey. Ariel was treated as a servant for the entire time she was apprenticed, often tasked with taking care of errands for Riven that had nothing to do with her training, but she did it gladly as it was a great privilege to be shown the secrets of the duskblade despite not being an elf herself. She picked up a fondness for elven culture during this time.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
While Ariel was a student there were no other apprentices at the same time as her, but she was directed to find him by a former apprentice of her master by the name of Talos, and met with a new elven apprentice briefly when she paid him a visit.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Ariel learned to read so that she could study arcane tomes for magical lore and that and knowledge on the creatures of the world and how to fight them are her primary concerns as far as reading is concerned. She sees things like poetry and bardic epics as something that can be allowed to be lost to the ides of time, although still entertaining for the time being.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Ariel occasionally makes some very minor coin playing her flute in inns and taverns, although she does it for the joy of it and isn't terribly gifted so it's not a big source of income. She does freelance as an armour-smith from time to time, specializing in repair-work rather than making suits from scratch although she has been known to make a few simpler things.
1) Who were your friends as a child? As an adolescent? As an adult?
As a Child Ariel played with all the neighbourhood children, but grew apart with them as she grew older. One boy in particular Max was a constant rival of Ariel's, the two going to great lengths to pull pranks on each other.
As an adolescent Ariel got a bit rebellious and developed a crush on "Uncle Talibard" whom she began following around trying to woo him into going out with her. She even asked him to teach her how to play the flute as an excuse to be close to him, but her attraction quickly faded as he began pointing out how hopeless she was at music. Around this time Max began to pay special attention to the way Ariel was developing and began pursuing her in Ernest. A complete lack of attraction to him was one of the factors that finally convinced her to start adventuring.
Later on she befriended Rinoa, the daughter of her Duskblade Master Riven, and became quite close with her.
2) How many of these people are still alive? How many are you still friends with?
Ariel is not aware of any of her childhood friends passing away, but is no longer friends or in contact with any of them. She is still friends with Rinoa however, and was glad to see her when she paid her a visit recently.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Max was Ariel's best friend growing up, and their most exciting hijinks was probably when they managed to swipe an entire tray full of pastries from a cake shop and shared it with all the neighbourhood kids who proceeded to help them escape when the patisserie came looking for them.
4) What do you look for in a friend?
Ariel wants a friend she can have fun with. If they aren't afraid to cause a little chaos or do something unusual every now and than to spice things up they'll get along great.
The other factor she looks for is a strong sense of compassion. If someone only thinks about themselves or even just a very close circle of friends she probably won't be able to stand associating with them terribly much.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
You could hardly call the small crush Ariel had on Talibard as a child love, and it certainly wasn't reciprocated. She has repressed the memories of the only other romantic relationship she has ever been in as a side effect of the breakup while she was still suffering from a magically induced insanity.
She is currently very confused about romance and is not actively looking for a significant other. She has an unusual attraction to elves, and tends to gloss over the details when she finds herself attracted to one but is too socially repressed to make a move normally. She does not have enough experience to know what kind of person a romantic partner should be.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Ariel is not fond of religion personally, feeling that the politics of religion makes it distasteful. She does respect the strength of will pious followers possess when working for their beliefs however. Ariel has spent some time researching the planes as well, which has left her unsure of how exactly life after death will be for her.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
They are not proper gods in any way, and are not something to be worshipped.
3) What gods, religions, or priesthoods will you have nothing to do with?
Ariel has a deep hatred for the Forbidden gods, especially after the dark invasion of Avalon she weathered not long ago. Grumsh is the only other particularly reviled God in her eyes.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behaviour about violence? Magic? Sex? Dealing with Evil Beings?
Ariel would prefer to take most non goblinoid non orc humanoids alive if they commit injustice but does not often trust her skills enough to hold back to ensure this happens. She has no mercy for the goblinoids, orcs, and giants that harass the citizens of her homeland however, and even here in Avalon far from the autumn lands she will not hesitant to spill a Goblin's innards if they get on the wrong side of her sword.
Ariel tries to refrain from lying as much as possible, even petty lies filling her with a sense of guilt from her lawful upbringing, and will never steal from an innocent unless someone else's life is at stake and there are no other options. If she plans on destroying an individual anyway, she has no qualms looting some of his possessions ahead of time though.
Ariel can be quick to resort to violence when out adventuring and sees nothing wrong with striking down dangerous creatures without even trying to placate them if they are not humanoids but will allow fellow adventurers to try their hand at diplomacy if they feel confidant in the approach.
Ariel does not hold any prejudice against evil creatures who are too cowardly to act on their vile impulses and will work with evil beings without qualms if they do not commit any atrocities while she is around. The only exception is Evil outsiders, whose very bodies are composed of evil made corporeal and cannot behave against their nature without divine assistance.
As far as sex goes, Ariel grew up in a very sexually repressed society with a mother who reinforced it doubly so to prevent her from following in her footsteps and is extremely skittish on the subject because of this. Having never been with a man in her life, she does not intend to change this until she has met someone she would like to share the rest of her life with. If something should happen to her on the course of one of her adventures to change this, her feelings on the matter may change however.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Ariel will continue the job until it is done no matter the challenge unless she discovers her employers were being dishonest when they hired her or left out an important detail that conflicts with her sense of justice. She may still complete the job despite this, but may abandon the task as well depending on the severity of the situation.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Ariel is driven by a desire to excel personally, and devotes a good portion of her life to training and studying to bring her martial and arcane skills to their absolute peak. She prefers to obtain such power through her own effort however, and will not use others to obtain her goal. She has no desire to hold a position of leadership or authority though, as she would not like the responsibility that comes with it.
She has no lofty goals and does not desire a fancy lifestyle so collecting wealth is a secondary goal, mostly applied to obtaining powerful magical items to further improve her abilities.
She is not completely without desire for fame, and is fond of the attention it brings, but is not obsessed with it to any degree and does not go out of the way to improve her fame.
Ariel does not have a solid concept of Honour, not fully understanding what would drive a man to fight over what she sees as petty reasons, and believes that there is no "Fair-play" when it comes to battle. She does not go out of her way to exploit weaker opponents however, getting a greater thrill from using her own skills to topple a foe than some particularly sly tactic.
Love and friends go hand it hand. Ariel desires companionship and allies she can confide in. She tends to hold herself back from becoming too close to those she meets however, since her wanderlust can strike at any time and farewells are always sad for her. She would even be willing to bend her principles however, for one who does earn her love or friendship.
Religion and her job are not particular factors in Ariel's life. She goes on adventures because she enjoys them, but is perfectly capable of living a more mundane life, and tends to go with the flow when times are tough, and she is not particularly pious. She does seak out knowledge however, hoping to better understand the world and apply it to make herself even stronger. Forbidden or dangerous knowledge has no special draw however, and she will not put herself in danger just for a bit of lore.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Ariel's dreams do not play a large roll in her life. She rarely remembers them, and when she does it is usually about some event from her past with little insight into what her future will hold. Occasionally a dream will remind her of a particularly sad time in her life, and she will be low on morale for a while because of it though.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Ariel's attitude towards magic is an insatiable curiosity. She desires to understand the unknown so that it is no longer unknown. She can be a bit reckless in her pursuits however, as she will not stop to contemplate a situation if she can learn by doing.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Ariel has trained her body diligently and focused entirely on eliminating wasteful muscle and fat so that all of the mass she builds is useful muscle. This had made her into an exceptionally strong individual, far exceeding the average man or woman in strength. It took her a lot of effort and discipline to master the way of the duskblade as well, and her mind has become extremely sharp because of it. She's also collected a lot of stories, being rather fond of storytellers, and knows quite a few of them now herself.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Ariel can be extremely reckless and is prone to making unwise decisions. She's also highly dangerous in a kitchen, lighting things on fire, using improper ingredients, somehow mistaking completely inedible material for something that can be cooked, she just shouldn't make anything more complicated than a sandwich.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Ariel has had her share of conflict with adventurers and employers in the past, but she tends to be pretty easy going and most of the conflicts are initiated by the other party.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Ariel loves Elven Culture, playing the flute, and adventuring. She's also quite fond of picking up a tome of magical lore and gleaning all she can from its pages.
2) What do you hate? How do you typically react to these hated things?
Ariel hates goblinoids orcs and giants, and more recently demons devils and the undead. She reacts hostilely towards everything but giants, of whom she tends to be frightened as a result of horror stories of the giants of Godscar.
3) What do you fear? What is your worst nightmare?
Ariel is afraid of Giants, and her worst nightmare is becoming some kind of monster.
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
When Ariel went to seek an apprenticeship with the Duskblade Revin, he refused to just take her as an apprentice. However, his daughter Rinoa was sick with a strange illness and a specific mushroom was needed to make the medicine for it. Ariel went alone into a troll's cave that was the only known source of the mushroom that could be reached in time. Ariel did not fight the troll, for it would have been suicide to do so. Instead she evaded it as best she could and ran away with the mushrooms. She did suffer one nasty blow to her left shoulder during the task, which still has a scar even today.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Ariel had been studying under Revin for an entire year before he finally allowed her to practice magic. After all the wait she found it somewhat anticlimactic how easily she took to the cantrips she'd studied the theory of for so many days and nights, but quickly came to enjoy the flow of arcane energies through her body.
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Ariel has a masterwork flute that was given to her by Talibard when he finally gave up on teaching Ariel how to play, thanks to this she managed to improve to the point where she is at least pleasant to listen to, if a bit lacking in emotion.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Ariel is the daughter of a baker and a travelling bard who left town as quickly as he came leaving Ariel's mother to raise her alone. Her mother hoped she would take over the bakery one day, but Ariel proved to be an absolute menace in the kitchen and she eventually gave up on teaching her. During this time Ariel was constantly trying new things trying to find something else she excelled at she could master instead of baking. She found plenty of things she had potential for, but nothing that really clicked with her. As she got older it became apparent that she had a strong sense of wanderlust much like her father and she left home seeking new experiences. One day after getting into a drunken brawl with a man in a bar who mixed magic and martial abilities. She woke up in a jail cell across from him and the two got to speaking about his abilities. After giving him some coin for his masters location, Ariel made her way to an isolated patch of the forests of Aelfheim and became his student. After 7 years of hard work and rigorous training she finished her apprenticeship and headed back out into the world to put her new skills to use.