Damien Redd | |
Aliases: | - |
Age: | 17 |
Hair: | Brown fur |
Eyes: | Reddish Brown |
Height: | 5'9 |
Weight: | 120 |
Race: | Beastfolk |
Class: | Rogue 4/ Swashbuckler 7/ Barbarian 1/ Swordsage 1 |
Alignment: | Chaotic/Neutral |
Level: | 13 |
Experience: | 56,959/90,000 |
Hit Points: | 140 |
Gold: | 75,809.28 |
Current Status: | Active |
Played by DarkMask |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Blade Magic
- Background & Questionnaire
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 14 | +2 | +0 | +0 |
Dexterity | 23 | +6 | +29 | +9 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 16 | +3 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity 9 + Deflection 1 + Size 1 + Armor 8 = 29 AC |
Flat-Footed | 14 |
Touch | 29 |
Saving Throws | Base | Bonus | Total |
Fortitude | +8 | +2 (+5) | +15 |
Reflex | +8 | +9 (+9) | +26 |
Will | +5 | +0 | +5 |
BAB | Mod | Total Range/Melee |
+11/+6/+1 | +2;+9 | +13/+8/+3;+20/+15/+10 |
Initiative |
+12 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +3 | +0 | +0 | +3 |
X | Balance (Dex) | +5 | +9 | +2 | +2 | +18 |
X | Bluff (Cha) | +5 | +0 | +0 | +0 | +5 |
X | Climb (Str) | +0 | +2 | +0 | +2 | +4 |
X | Concentration (Con) | +16 | +2 | +0 | +0 | +18 |
X | Craft (Int) | +0 | +3 | +0 | +0 | +3 |
X | Decipher Script (Int) | +0 | +3 | +0 | +0 | +3 |
X | Diplomacy (Cha) | +4 | +0 | +2 | +0 | +6 |
X | Disable Device (Int) | +15 | +3 | +0 | +0 | +18 |
X | Disguise (Cha) | +0 | +0 | +2 | +0 | +2 |
X | Escape Artist (Dex) | +0 | +9 | +0 | +2 | +11 |
X | Forgery (Int) | +0 | +3 | +0 | +0 | +3 |
X | Gather Information (Cha) | +0 | +0 | +0 | +2 | +2 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +0 | +0 | +2 | +2 |
X | Hide (Dex) | +9 | +9 | +0 | +17 | +35 |
X | Intimidate (Cha) | +0 | +0 | +2 | +2 | +4 |
X | Jump (Str) | +5 | +2 | +2 | +2 | +11 |
X | Knowledge (Local/The Planes) (Int) | +5 | +3 | +0 | +0 | +8 |
X | Listen (Wis) | +6 | +0 | +0 | +0 | +6 |
X | Move Silently (Dex) | +9 | +9 | +0 | +8 | +26 |
X | Open Lock (Dex) | +7 | +9 | +0 | +0 | +16 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +9 | +0 | +0 | +9 |
X | Search (Int) | +13 | +3 | +0 | +2 | +18 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +5 | +9 | +2 | +0 | +16 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +0 | +3 | +0 | +0 | +3 |
X | Spot (Wis) | +6 | +0 | +0 | +0 | +6 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +2 | +0 | +0 | +2 |
X | Tumble (Dex) | +12 | +9 | +0 | +2 | +23 |
X | Use Magic Device (Cha) | +12 | +0 | +0 | +0 | +12 |
X | Use Rope (Dex) | +0 | +9 | +0 | +0 | +9 |
Languages Known:
-Common
-Carnivon
-Literacy
-Trade Tongue
-Aquan
Skill Tricks:
-Twisted Charge
-Acrobatic Backstab
-Back on Your Feet
-Nimble Charge
Skill Point Total: 121 Skill Points
1st: 44 Skill Points
2nd: 7 Skill Points
3rd: 11 Skill Points
4th: 11 Skill Points
5th: 7 Skill Points
6th: 7 Skill Points
7th: 11 Skill Points
8th: 7 Skill Points
9th: 9 Skill Points
10th: 7 Skill Points
11th: 7 Skill Points
12th: 7 Skill Points
13th: 7 Skill Points
Feats:
-Prehensile Tail [Racial]
-Weapon Finesse (Swashbuckler Feat)
-Multi-Weapon Fighting
-Natural Attack: Bite [Racial] (REP Feat)
-Daring Outlaw
-Craven (REP Feat)
-Shadow Blade
-Darkstalker
Class Abilities:
-Sneak Attack +6d6 (+8d6 w/Bracers & Vest)
-Trapfinding
-Evasion
-Penetrating Strike
-Grace +2
-Insightful Strike
-Shield of Blades +3
-Uncanny Dodge
-Ferocity
-Spiritual Totem: Lion Totem (Pounce)
-Quick to Act +1
-Discipline Focus: Weapon Focus (Shadowhand)
-Acrobatic Charge
Racial Abilities:
-Intimidating Presence: Because these beastfolk know how to put blood in their eyes and their backs up against the wall, as well having a well deserved reputation for being desperate fighters, they get a +2 on all Intimidation checks.
-Cunning: These beastfolk gain a +2 on Escape Artist and Search checks.
-Cornered Desperation: Small carnivore beastfolk get a +2 on all Grapple checks.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Low-light Vision.
Special:
-Feyfriends: +1 to social rolls with Good and Neutral-aligned Fey, so long as nothing is done to violate the Fey's trust. Gained from the Alicorn quest.
-Timeless Body: Damien has magically stopped aging due to the effects of drinking the Peach Brandy from the Peaches of Immortality quest. He no longer takes penalties to his ability scores for aging and cannot be magically aged.
-Immortality to Aging: Due to drinking the Peach Brandy, made from the Peaches of Immortality from the Peaches of Immortality quest, Damien cannot die due to old age. He can still from effects and injuries, however.
Dark Template:
-Acquired template by effect of Continuous Collar of Umbral Metamorphosis
-+10 feet to all modes of movement
-Darkvision 60 ft.
-Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect)
-Resistance to cold 10
-Superior Low-Light Vision
-Hide +8 and Move Silently +6
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weapon Crystal |
Sword of Subtlety (M) | +22(+20/+15/+10) | 1d6+3 | 19/20 x2 | Piercing | Crystal of Return (Least) |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weapon Crystal |
Meteoric Knife (M) | +20 | 1d4+2 | 19/20 x2 | Piercing/Slashing | Crystal of Return (Least) |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weapon Crystal |
Orcknife +1 (M) | +20 | 1d4+2 | 19/20 x2 | Piercing/Slashing | Crystal of Return (Least) |
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Bite | +15 | 1d6+1 | x2 | Piercing/Slashing/Bludgeoning |
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Gore | +15 | 1d8+1 | x2 | Piercing |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Light Crossbow (M) | +20(+16) | 1d8 | 19/20 x2 | Piercing | 80 ft. |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Light Crossbow (M) | +16 | 1d8 | 19/20 x2 | Piercing | 80 ft. |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Light Crossbow (S) | +16 | 1d6 | 19/20 x2 | Piercing | 80 ft. |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Hand Crossbow (M) | +20(+18) | 1d4 | 19/20 x2 | Piercing | 30 ft. |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Hand Crossbow (M) | +18 | 1d4 | 19/20 x2 | Piercing | 30 ft. |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Hand Crossbow (S) | +18 | 1d3 | 19/20 x2 | Piercing | 30 ft. |
Ammunition | Damage Type |
Crossbow Bolt (30) | Piercing |
Armour | Armour Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight | Armor Crystal |
Deep Dark Silken Web +3 (Greater Stamina/Greater Agility) | +3 | +12 | - | - | 30ft | 10 lb | Greater Crystal of Lifekeeping |
Slot | Item | Description |
Head | Helm of Horns (+Hat of Disguise) | Charge of the Triceratops self 10 rounds total per day; Disguise Self at will |
Face | Blindfold of True Darkness | Blindsight out to 30 ft., immune to sight-based effects |
Neck | Continuous Collar of Umbral Metamorphosis | Adds the Dark Template as long as its worn |
Shoulders | Mantle of Armor +8 | +8 Enchantment bonus to AC |
Torso | Rogue's Vest | Various rogue-themed bonuses and effects |
Body | Ghost Shroud | +1 to AC; all your melee attacks affect incorporeal creatures |
Arms | Bracers of the Hunter (+Deathstrike Bracers) | +5 Hide, +2 Initiative, +1d6 Sneak Attack damage; 3/day use melee weapons to deal critical hits or sneak attacks to creatures immune to such attacks for 1 round |
Hands | Gloves of Dexterity +6 | Increases DEX score by +6 |
Right Ring | Ring of Protection +1 | Adds +1 Deflection bonus to AC |
Left Ring | Ring of the Darkhidden | Invisible to darkvision |
Waist | Belt of Battle (+Healing Belt) | +2 on initiative; 3 charges/day, perform extra actions (+2 Heal, heal damage with a touch, 3 charges/day) |
Feet | Boots of Dragonstriding | +2 on Climb and Jump; gain climb speed equal to land spell for 10 rounds, 1 charge/day |
Pack | Heward's Handy Haversack | Holds up to 120 lb., but only weighs 5 lb.; all objects stored are easily accessible |
List of Items Here:
-Masterwork Thieves’ Tools
-Backpack
-Bedroll
-Scrollcase
-Flint and Steel
-Beltpouch
-4 days trail rations
-50' silk rope
-Sack
-Sewing needle
-2 waterskins
-Whetstone
-Potion of Cure Light Wounds
-Scroll of Raise Dead
-Ruby (100 gp)
-Healing Belt
-Backpack
-Masterwork Sap
-Greater Crystal of Aquatic Action
-4 Cure Light Wounds potions
-2 Cure Moderate Wounds potions
-1 Cure Serious Wounds potions
-2 Psionic Tattoos of Chameleon
-1 Psionic Tattoo of Touchsight
-Hat of Disguise
-Vanisher Cloak
Statistics of Items Here:
Wealth | |
Platinum | 0 PP |
Gold | 56,959 GP |
Silver | 2 SP |
Copper | 8 CP |
Maneuvers Known: 6
Maneuvers Per Encounter: 4
Stances Known: 1
Maneuvers:
Distracting Ember
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.
This maneuver is a supernatural ability.
Burning Brand
Desert Wind (Boost) [Fire]
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.
When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a longsword that normally deals 1d8+4 points of slashing damage would instead deal 1d8+4 points of fire damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.
Flashing Sun
Desert Wind (Strike)
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.
Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty.
Cloak of Deception
Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the invisibility, greater spell. You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
Shadow Jaunt
Shadow Hand [Teleportation]
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
Moment Of Perfect Mind
Diamond mind (Counter)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your will-power. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt.
You can use this maneuver anytime you would be required to make a will save. Use a concentration check instead of the will save and use the result of that check to determine the save's success. You must use this maneuver before you attempt the Will save. A result of 1 on your concentration check is not an automatic failure.
Stances:
Assassin's Stance
Shadow Hand (Stance)
Level: Swordsage 3
Prerequisite: One Shadow Hand
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force. A shadow cast by a gap between two armored plates or a crease in a creature’s thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent.
While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature for a complete description of sneak attack.
A: Appearance
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?)
Damien is a male raccoonfolk, slender in build with light brown fur and dark brown marking and a long, furry tail that twitches when he gets excited or nervous. He has rusty red eyes that turn a brighter shade of red when he 'puts the blood into them', as raccoons are known to do while cornered. He does dress to emphasize his light build, wearing tight but flexible clothing, he enjoys being a tease now and again.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
The most distinguishing marks, beyond his standard raccoon markings, are his eyes, rusty red normally, and blood red when upset or angry.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Damien is a tease and loves to be playful and mischevious, he can be a little swishy sometimes and overly excitable, but deep down he's a good person … for the most part.
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?)
Damien was born in the early fall, just as the leaves were turning, and was born in a small farming community in the Shatterlands. The village was rather small and unremarkable, making most of their trades through farming and foraging.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
His parents are still alive, they were both farmers, having lived for themselves for most of their lives. He has not seen them since he left, since he ran away to avoid having to continue the same life they had been brought up for, for instead a life of thrills and adventure.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
He has one sister, Cassandra Redd, an older sibling who he got along with before she ran away a few years before he did. From what he's come to understand she's something of a pirate on the high seas, known as Red-Eye, but he has not seen her since in person.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
The village, being rather small and close-knit, were something of an extended family, but he never felt close to them, as he always had a bit of wanderlust which eventually led to his leaving.
5) How did you get along with your family?
Damien and his sister always got alone well, better than you'd expect for most siblings, he looked up to her and how daring she would be. He got along well enough with his parents, but he always felt seperated from them, since they were quite happy and satisfied with their simple life, and Damien always wanted more, like his sister.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Most of what Damien started with came from natural instinct for being a mischevious raccoon, however he has learned more about finding an enemy's weak points, magic, and even ferocity from living and questing in Avalon. He does not have an official mentor though, or a profession beyond adventurer and all around sneak.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Mostly self-taught and instinctual. He has, however, had a meeting with a spirit guide, a lion, who helped him realize the own ferocity in his nature.
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?
His sister was something of a mentor although she left before he could really learn much, he has also met with a spirit guide in the form of a lion totem.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Other than that, his parents of course taught him some of what he's learned, but nothing too notable.
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?
After his sister left, the only correspondence he had was by the rare letter he would receive from her, as such reading was much more important to him than it was to his parents, and he would treasure ever update and adventure his sister would share with him.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Not specifically, he is a self-made adventurer, always on the lookout for a thrill!
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
As a child his sister was his cloest friend, he had other friends in the villiage, but no one he was as close with as he was with his own sibling.
2) How many of these people are still alive? How many are you still friends with?
He has not heard from his sister in a year or so, so he cannot be sure. As for the others in the village, he has not visited in some time but he would assume so.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
As a child his elder sister was his best friend, and they would get in trouble now and again, always running off from chores, looking for adventure! The most memorable thing they did was happen upon a gnoll camp, where his sister convinced him to sneak up and steal one of the gnoll's pants while he slept! He almost got caught, running off into the woods back for home, some poor gnoll's pants flapping in the wind from his little paws!
4) What do you look for in a friend?
Now that he is older, he looks for someone adventurous but not judgemental. He enjoys being with people who are strong-willed, but accepting. Someone who knows how to have a little fun is also good!
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?
He had never looked for love in the village, his wanderlust always getting the better of him. When he first moved to Avalon however he met a foxkin and wolfen warrior, and grew quite smitten with the wolf. However, the wolf had a mate at the time, so his feelings were not then reciprocated. He is accracted to manliness, to masculinity and someone with a strong sense of self. he is not above someone who can make him feel protected.
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?
Damien certainly believes there are deities, hard not to with so much weirdness going on. He does not however worship anything in particular above anything else. He allows those to live and let live, and if a deity feels like they want to help him, well he's all for it!
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
He keeps an open mind, he does hope that in the afterlife he'll be able to continue adventuring, even as a spirit!
3) What gods, religions, or priesthoods will you have nothing to do with?
he doesn't know enough about particular deities to hold any grudges, although aforementioned wolfen warrior did have a bad run-in with the temple of Bahamut, so he is a bit wary of them.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Damien tries to remain open and light-hearted in all he does. He does not overtly go committing evil acts, but can be convinced to do something not particularly good if it sounds exciting enough. He lives for adventure, and that can sometimes come off as reckless and selfish in how he acts.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
He will not kill himself over a task, unless he felt very strongly about it, he certainly wants to help when he can and when challenged will try and see it through to the end. But if something turns out to be boring, or turn out to lead to nothing of interest, he is not above giving up as opposed to risking his neck for it.
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?
Adventure is really the msot important thing, doing exciting, thrilling things, as such Power, Wealth, and Fame tie into that, he does like to brag now and again, although not mean-spiritedly. Honor is important to those he has grown to care for, Family is important, but not as much since he moved away and has not been in contact with them. Those he considers close friends he will help strongly, and will do anything for them. He does enjoy the idea of Love and seeks it out. Knowledge is part of adventuring, so that's important too. Religion would probably be near the end of that list, though, he respects religion, but it certainly isn't a driving force in his life.
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?
He doesn't believe in prophetic dreams really, or at least doesn't have them himself. If he has a particularly awesome and adventurous dream, he may he excited about it, but that's about it.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
He thinks magic is impressive and is happy to have magic users assisting him, he's always willing to be the target of a good Haste spell! Recently he has come into some basic Blade Magic himself, and uses it quite openly. He loves the unknown though, that in itself is a grand adventure and draws him in.
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?
Damien is great as being a sneak, he is effective at finding an enemy's weak points and bringing them down as quickly as possible. He is very good at hiding, even better now that he can hide in any sort of darkness. He also thinks of himself as a great adventurer, in that he'll be doing thrilling things and discovering new treasures for a good, long while yet!
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Damien is a bit swishy and flighty. he can be easily distracted by something he thinks is exciting, and can also commit evil acts for the same reason, if he thinks it will be fun. Damien is also a bit sexually charged, being in his youth, and isn't above flirting or grabbing at another male he finds particularly attractive, this has gotten him in trouble once or twice …
3) Do you have any enemies? How much trouble do those conflicts cause you?
Actual enemies, not particularly, he will however take personal issue with the enemies of his friends. At core, though, Damien doesn't really hate anyone, unless they get on his bad side.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
As far as people go, Damien loves men who are masculine and adventurous, who compliment his own quest-lust well! He loves new places, especially those with places to explore. He enjoys masculine creatures, he likes beastfolk and gnolls, finding them attractive and fun to be around! Of course he loves adventuring, searching, exploring! Its his personal passion! Treasure hunting, dungeon crawling, expeditions! It's alll fun!
2) What do you hate? How do you typically react to these hated things?
He doesn't like people who takes things he considers small too seriously, or take offense with him when he feels he has not done anything to garner such negative attention. He hates people who threaten his friends, and will put distance between himself and them, if he is able to.
3) What do you fear? What is your worst nightmare?
Although a thrill-seeker, Damien isn't above fearing getting in over his head, or being hurt by someone or something, especially is that someone is special to him and he's put his trust into them.
H: Miscellaneous
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)
The aforementioned gnoll incident with his sister! Bonus points go for it also being the first time Damien found himself attracted to another male, in his silly youth, seeing the gnoll sleeping there completely in the nude! And although he got away, watching said naked gnoll wake up soon after and start chasing him was also quite a sexual thrill for the young racconfolk!
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Although not formal magic, Damien has learned this and that about Blade Magic. He was not a stranger to magic beforehand, having quested with Warblades before, and decided to learn a little for himself. He loves having the new magical abilities, and feels it will help him greatly in his sneaky endeavors!
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)
Beyond a very close friend who is a wolfen, and therefore a beastfolk, although one more attuned to his wild side, he does not have any animals. He has met his animal totem in the form of a spirit lion, which was an incredible expirience!
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
As of right now, he enjoys his collar of umbral metamorphisis the most, as it seems to have reborn him as a creature of darkness and shadow. He never removes it, since he can meld it with his body without losing the effect. His sword of subtlety is also special to him, a true weapon worthy of a mischevious rogue! The sword he got on an adventure, the collar he purchased himself.
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.
Damien was born to a poor family in the western lands, and although his family never had much, they always provided what was needed, his parents unremarkable but hard working. He had one sister, Cassandra, his elder by a few years, who he had looked up to as a mentor. She had a fiery personality that their parents had never approved of, and she could not settle for marrying locally to live the life her mother had, she wanted more. It was her that had inspired Damien as a kit to be the same, a rebellous spirit, eager for adventure, getting himself into trouble, much to his parent's chagrin.
When he was just 14 his sister told him in confidence that she would leave shortly for the eastern lands, to find adventure and her place in the world, however before she left, she would teach her brother to read and write, and send letters of her new excitements in life. After almost a year, Damien was as literate as his sister, a feat not even their parents had picked up, of course, literacy normally had little place among the working class. For years as he grew up he would receive the occasional letter from his sister, the mighty swashbuckler, the grand adventurer, even if the letters were few, he would read them several times, hopping around and playing, reliving the glory his elder sister wrote of.
At 16 Damien received the last letter he would from his sister, as she bragged of setting off to conquer the seas proper, maybe even as a pirate, known only as Fire-eyes, after the reddish tint to their eyes that had been a family trait. After a year of no correspondence, Damien decided he would need to disappoint his parents just as his sister had, he could not spend his life toiling his life away as his father had, and under the cover of darkness made his escape with his meager life savings, to possibly never return, until he had made a name for himself, at least. He would venture to the eastern lands, just as his sister had, to find adventure, romance, danger … everything he played out from his sister's letters, only this time, they would be his own tales and epics. It was time for the young Beastfolk to grow up and take on the world.