Kamarr | |
![]() |
|
Aliases: | Nikolai/Nikolette |
Age: | 23 (33/19) |
Hair: | Dark (Blond/Blond) |
Eyes: | Brown (Blue/Green) |
Height: | 5'11" (6'1"/5'8") |
Build: | Normal (Muscular/Slim) |
Race: | Changeling |
Class: | Shadowcaster 4 |
Alignment: | Chaotic Neutral |
Level: | 4 |
Experience: | 7870 |
Hit Points: | 28/28 |
Gold: | 4975gp 1sp |
Current Status: | Active |
Played by Therror |
Kamarr: Male, as plain and average as is inhumanly possible. In fact, if he looked more plain and average it would be suspicious. Kamarr is never used for encounters of any significance and rarely seen by anybody more than once or twice a year.
Nikolai: Male, heavy built and tall, medium length blonde hair and blue eyes. Looks somewhat like a ranger, possibly one that took a bath last week. Sarcastic and rude, doesn't really make many friends. His outfit is very plain and standard. Carries his daggers on a band across his chest.
Nikolette: Female, slim and average height, short blonde hair and green eyes. Her jawline has a hint of yellow scales under her skin. Into leather and metal, no hint of actual jewelry though. Unlike Nikolai she always wears her hood and gloves. For those who tend to judge, she's a shifty rogue-like character with a bright smile and positive attitude. Several daggers line her belt.
Nikolai&Nikolette: Both look slightly elvish, not half-elf but more like a quarter, with possibly some other blood as well. Both are usually well groomed and their clothes are relatively clean (barring the mandatory mud and dirt on their boots and bottom of their cloaks). Designed to be attractive to the "opposite" sex and envied by their "own".
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | -1 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 20* | +5 | +0 | +0 |
Wisdom | 14 | +2 | +0 | +0 |
Charisma | 19 | +4 | +0 | +0 |
- = Racial ability modifier (any one stat) +2
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |||
Base | Dexterity | Total | |
Full | 10 | +2 | 12 |
Flat-Footed | 10 | 10 | |
Touch | 10 | +2 | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +4 | +1 | +5 |
Reflex | +1 | +2 | +3 |
Will | +4 | +2 | +6 |
BAB | Mod | Total Range/Melee |
+2 | +2 Dex (+1 Feat)/-1 Str | +4 (+5)/+1 |
Initiative |
Dex = +2 |
C | U | Skills | Rank | Ability | Synergy | Magic Bonuses | Total |
- | U | Climb (Str) | + 0 | - 1 | + 0 | + 0 | - 1 |
- | U | Jump (Str) | + 0 | - 1 | + 0 | + 0 | - 1 |
- | U | Swim (Str) | + 0 | - 1 | + 0 | + 0 | - 1 |
- | U | Balance (Dex) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Escape Artist (Dex) | + 0 | + 2 | + 0 | + 0 | + 2 |
C | U | Hide (Dex) | + 5 | + 2 | + 0 | + 0 | + 7 |
C | U | Move Silently (Dex) | + 6 | + 2 | + 0 | + 0 | + 8 |
- | - | Open Lock (Dex) | + 1 | + 2 | + 0 | + 0 | + 3 |
- | U | Ride (Dex) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | - | Sleight of Hand (Dex) | + 1 | + 2 | + 0 | + 0 | + 3 |
- | - | Tumble (Dex) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Use Rope (Dex) | + 0 | + 2 | + 0 | + 0 | + 2 |
C | U | Concentration (Con) | + 5 | + 1 | + 0 | + 0 | + 6 |
- | U | Appraise (Int) | + 0 | + 5 | + 0 | + 0 | + 5 |
C | U | Craft (Int) | + 0 | + 5 | + 0 | + 0 | + 5 |
- | - | Decipher Script (Int) | + 1/2 | + 5 | + 0 | + 0 | + 5 1/2 |
- | - | Disable Device (Int) | + 1/2 | + 5 | + 0 | + 0 | + 5 1/2 |
- | U | Forgery (Int) | + 0 | + 5 | + 0 | + 0 | + 5 |
C | - | Knowledge (Arcana, The Planes) (Int) | + 2 | + 5 | + 0 | + 0 | + 7 |
- | U | Search (Int) | + 0 | + 5 | + 0 | + 0 | + 5 |
C | - | Spellcraft (Int) | + 6 | + 5 | + 0 | + 0 | + 11 |
- | U | Heal (Wis) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Listen (Wis) | + 0 | + 2 | + 0 | + 0 | + 2 |
C | - | Profession (Wis) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Sense Motive (Wis) | + 0 | + 4* | + 0 | + 0 | + 4 |
C | U | Spot (Wis) | + 5 | + 2 | + 0 | + 0 | + 7 |
- | U | Survival (Wis) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | U | Bluff (Cha) | + 0 | + 6* | + 0 | + 0 | + 6 |
- | U | Diplomacy (Cha) | + 0 | + 4 | + 0 | + 0 | + 4 |
- | U | Disguise (Cha) | + 1 | + 4 | + 0 | + 0 | + 5 |
- | U | Gather Information (Cha) | + 0 | + 4 | + 0 | + 0 | + 4 |
- | - | Handle Animal (Cha) | + 0 | + 4 | + 0 | + 0 | + 4 |
C | U | Intimidate (Cha) | + 6 | + 6* | + 0 | + 0 | + 12 |
- | U | Perform (Cha) | + 0 | + 4 | + 0 | + 0 | + 4 |
- | - | Use Magic Device (Cha) | + 3 | + 4 | + 2 | + 0 | + 9 |
C | - | Speak Language | + 0 |
U = usable untrained
C = class skill
- = Racial ability modifier +2
Skill Points | 35 |
Level 1 | 28 |
Level 2 | 7 |
Level 3 | 7 |
Level 4 | 7 |
Languages Known: Common+Literacy (Base), Draconic , Discordian, Terran, Trade Tongue, Undercommon
Skill Tricks:
Skill Tricks go here
Feats:
Basic Feats:
Point Blank Shot
Metashadow feats:
Enlarge Mystery
Class Abilities:
Weapon and Armor Proficiency:
You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.
Fundamentals of Shadow (Su):
As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three times per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 14th level, you can use your fundamentals an unlimited times per day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you can "relearn" an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + your Cha modifier.
Mysteries and Paths:
You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals).
Mysteries represent though patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (But they do not require material components, foci, or verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that your shadow is making different gestures from the ones you make when you cast the mystery.
At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any), your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.
When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities.
In order to cast a mystery, you must have an Intelligence score of at least 10 + mystery level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Even though as a shadowcaster you do not "cast spells" in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.
Umbral Sight (Su):
Level 3-10: Darkvision 30ft. If you already have darkvision, or gain it from some other source, the effective distance of that vision is extended by 30ft.
Level 11+: You become able to see perfectly in complete darkness, even magical darkness out to 60ft.
Racial Abilities:
Changelings are humanoids with the shapechanger subtype.
+2 racial bonus to any one stat (INT).
+2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
+2 racial bonus on Bluff, Intimidate and Sense Motive checks: Changelings are inherently skilled in deception and intimidation; though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.
Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Automatic Languages: Common.
Bonus Languages: Auran, Giant, Sylvan, Trade Tongue, Terran, and Undercommon.
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
MW Light Crossbow | +6 | 1d8+1 | 19/20 x2 | Piercing | 80 ft |
4x Dagger (+1x MW) | +1 (+2) | 1d4-1 | 19/20 x2 | Piercing/Slashing | - |
4x Thrown Dagger (+1x MW)) | +5 (+6) | 1d4+0 | 20 x2 | Piercing | 10 ft |
Ranged weapons get +1/+1 from Point Blank Shot (if in range of course, factored in)
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
- | +0 | +inf | - | - | 30ft | 0lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Amulet of Vermin (wasp) | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Explorer's Outfit x2 (male and female)
Backpack:
Crowbar
4 Trail Rations
Silk Rope
Soap (half pound)
Sack
Thieves' Tools
Spyglass (really a telescope he nicked)
Sunrod
Bedroll
Caltrops
Scroll Case:
10 sheets of Paper
1 scroll of Fireball
1 scroll of Speak with Dead
1 wand of Magic Missile (10 charges) (where else to I put it eh?)
Belt Pouch:
Flint and Steel
Ink (vial) and Pen
Small Steel Mirror
3 Sewing Needles (different sizes)
Signal Whistle
2 Smokesticks
Thunderstone
5 Tindertwigs
10 Crossbow Bolts
2 potions of Mage Armour
1 potion of Cure Light Wounds
Healing belt:
1 Charge: +2d8 HP
2 Charges: +3d8 HP
3 Charges: +4d8 HP
+2 Heal checks competence bonus (continuous)
Charges renewed daily
Amulet of Vermin:
1 min/day 1 giant wasp
Other Junk:
Ivory Mask with a Moon Stone in the forehead (100GP worth (from Goblins quest))
Mysteries per Day:
Fundamentals (levels 0-1): 3
Apprentice (levels 1-3): 1
Mystery DCs:
10+CHA(4)+Mystery Level=???
Mysteries Known:
Apprentice Mysteries: DC 15
Level 1:
Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.
Voice of Shadow: As the spell command, but also affecting intelligent undead and constructs.
Level 2: DC 16
Sight Eclipsed: Hide even when observed.
Congress of Shadows: Hold two-way conversation at a distance.
Fundamentals: DC 14
Level 0:
Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.
Level 1:
Arrow of Dusk: Ray deals 2d4 damage, x3 on critical hits.
Black Candle: As the spell darkness or light, decided at the time of casting.
Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.
Goblin Adventurers
In Pursuit of The Prince
Tunnel Toll
The Forgotten Town
Penny Stamp
Goblins and Spiders
Rescue on the Serewind Plains, or Escaping the Beetle
A: Appearance
To think I'm basically filling this part in in triplicate… damn shifters
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?)
Kamarr: His changeling self is almost completely white, as in the color white, lidless, pupilless eyes and a face that can barely even have an expression. His arms, hands and fingers are elongated out of proportion. This is the empty template. Also, nobody ever actually sees the guy. The human version is average in every respect, height, weight, eye and hair color, looks early twenty-something. Dressed in everyday clothes appropriate for the region he's currently in.
Nikolai: A taller, much better looking version of a human man. Slightly pointed ears hint at some elvish ancestry, blue eyes, blonde hair reaches below his shoulders or even halfway down his back, depending on how often he decides to "cut" it. Around thirty, not exactly a pleasant person to be around despite his good looks. Wears a cloak (usually w/o hood) and plain traveller/ranger style clothing.
Nikolette: A.K.A. The hot chick. Carefully shaped to look attractive, blonde shoulder length hair, green eyes, about twenty years of age. She also has slightly pointed ears. Always wears only black leather, tight fitting and well maintained. Almost artistically arranged set of short, steel accessory chains is also part of her image, the chains are rarely in the same places day-to-day and there is a sizeable collection of those to draw from. Most of the time she's hidden from sight under a hood-and-cloak getup, plus the mandatory black gloves.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Nikolette has scales on her chin, starting halfway along the bottom of her cheeks and expanding slightly towards the ears, then joining together at the back of her neck. They are gold/orange colored.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
None. Except maybe for that cloak and hood thing for the girl.
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?)
The town of Manton, near the Granite Mountains, Thardruin, Autumn Land.
D.O.B. sometime in winter :)
The coldest winter in that decade it was, many elderly and sick people didn't make it. Not *that* uncommon in the area though.
Point of note, the town has around 40% changeling population, pretending to be human to not spook out the other 60% human inhabitants.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Father: Darten, Owner of the town's salt mines. Changeling.
Mother: Mecna, No occupation. Changeling.
They were married and mother died giving birth to Kamarr. (That's the official version he grew up with at least)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
No siblings, grew up with numerous cousins, all were as close as brothers and sisters would be. Too many to give descriptions, all were changelings however.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
The aforementioned cousins and the aunts and uncles that come with such a setup. It was mostly the aunts and uncles who took care of his upbringing.
Also too many to describe. Also all changelings.
5) How did you get along with your family?
Very well. Father mostly did his mine owner thing, so not much time for his son, but the general family life is a happy one in Kamarrland.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
N/A
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Four years in a small academy of shadowcasters. Very private and expensive, lots of salt mine money went into securing the four years.
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?
Several teachers for different days/types of study. Two were (supposedly, according to father) changeling, the rest human. All were men in their fourties and fifties, some severely tainted by the Plain of Shadow, black was the school color and the only acceptable clothing were wizard-like plain robes. Deeply involved in the mysteries of shadow they were all pretty excentric or downright crazy, but respectful of all students and very knowledgeable at the same time.
The school laws included NO TRUE SEEING of any kind under the pain of eternal pain, probably instated by one of the changeling masters. Kamarr's youngest cousin also studies there now.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
At any one time there are thirty to fifty students in the academy, due to the dangers of studying this kind of magic they usually get along well and learn to depend on each other when things get out of control. There weren't any unfriendly types while Kamarr stayed at the school, many were good drinking buddies and friends.
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?
Literacy is the key to knowledge of advanced topics, which interest Kamarr greatly. In any shape or form it is hard for him to not jump on a subject that promises to reveal some mysteries about the world and it's inner workings. Books in his mind are the ones with magic and science in them, he doesn't read anything that can be classified as a novel. Writes often but only to study and expand his knowledge, letters to family are infrequent but pretty long once he sits down to recount the last several months.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
No, unless the occasional minor theft of random inexpensive items counts.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
As a child he was usually kept around the changeling part of the town young, many kids from other families could be considered friends at one time or another.
School buddies played a role in his accommodating to playing the role of human.
As an adult he usually stays at the level of acquaintances, friends are few and far between. The human version of Kamarr never really appears anywhere unless anonimity is desired. Of the two main personas it's usually Nikolette that tries to be friendly and Nikolai prefers the cold calculated exterior of a mercenary for hire.
2) How many of these people are still alive? How many are you still friends with?
Most if not all of them are still there somewhere, not many he keeps contact with. Only meets up with his school mates when visiting to get access to the extensive library at the academy.
Rarely returns home so not many really remember him there.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
A tight group in his experience range at school is probably that. The most memorable are all the silly student pranks they played on each other and the unsuspecting people of the nearby village. The best of those are the ones they got caught and punished for, of course.
4) What do you look for in a friend?
Fun, intelligence, blatant disrespect for the rules of society.
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?
Not much of what he did was every driven by real emotion. Read into this sentence as you see fit. :)
Romantic partner? Someone who could love an albino-white shapeshifter who does creepy stuff with shadows?
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?
Religions are a waste of time. He doesn't bother the gods and they don't bother him (haven't yet, at least).
If at all possible would prefer to never die, is working on it.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Nature is pretty to look at, it's spirits are not important. Elements are tools. Death and the dead… some of what he does with shadows is basically necromancy, so his perceptions are also slowly leaning towards "are tools".
3) What gods, religions, or priesthoods will you have nothing to do with?
All 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?
Moral code.. haha..
Riiight…
Will not do explicitly bad things, like murder innocents for the pleasure of it and similar stuff. Will kill anyone who opposes him, unless circumstances dictate otherwise, no problem with killing.
Steals for fun and because he likes the thrill, will gladly accept jobs for more expensive objects if given the opportunity.
Lies all the time, especially when being Nikolette, that's the whole point of being a shifter.
Violence is acceptable as a second step in gaining ground in whatever objective he's currently pursuing, will tend towards cunning stunts and intimidation as first choices most of the time.
Magic is everything.
Sex.. he's a changeling… tried literally everything with human partners. Nowdays it's just for those special few he fancies.
Define evil beings? Define dealing? Would be wary of the "everybody knows" types of things, like you get exactly what you asked for or the effect is the same but you get screwed over. Otherwise.. a gain is a gain, not matter where it comes from. Would look closely at the price though.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Not very committed. Mostly cares for his own, which can sometimes include others. The more dear and important something is to him the more persistent he becomes.
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?
Power: Very.
Wealth: Even More. Will lie, steal, kill and brutalize to get it.
Fame: Avoid at all cost.
Honor: Uh, huh, who gives a fuck?
Family: Important, would share wealth and power with them.
Friends: The few old buddies he has and any new friends he makes would be quite important but he would probably choose "his own" if came to that.
Love: Will come, maybe, looking for it and no idea what it really is.
Knowledge: See: Power.
Religion: N/A
Job: N/A
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?
Dreams twist and morph the more you deal with shadows. Doesn't care much about them, but many more are along the lines of nightmare than is comfortable.
You learn to live with an occasional terrified awakening in the middle of the night after seeing something extremely disturbing in his dream.
The more his path into shadows progresses the shorter his sleep time becomes and the more it contains the twisted imagery of darkness.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is everything. It shapes the world and is there to be discovered and mastered.
People who use magic are all basically the same. Innate abilities, God-given powers, long hours spent studying the arts, it all boils down to being able to invoke wondrous effects. His path strays from that of a standard wizard's and touches on the powers of sorcerers, then goes its separate third way. It is hard to master and time-consuming compared to the *ease* with which a wizard can do his stuff and a sorcerer can access his inner strength. Still, it is worth it and the special favours shadows grant him are going to make him powerful (if somewhat reclusive).
Monsters should mind their own business. Once they stray into the lands of the general population they must be dispatched quickly.
The unknown must be tamed and un-unknown at every opportunity.
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?
Not much… I can change shape at will, does that count? I also never do that in public.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Obsessions? Wealth.
Secrets? Well, there's the changeling thing.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Not yet.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Being free. Up to and including running on rooftops, breaking and entering just to see if I can, etc.
Shadowstuff and it's pleasant chilliness is also high on the list.
2) What do you hate? How do you typically react to these hated things?
Crowds, crowds and crowds. Hate them. Will avoid or navigate through with hood over his head.
3) What do you fear? What is your worst nightmare?
Fear of people I don't trust gaining too much knowledge of what I am. Worst nightmare… if everybody was even more of a liar than I am.
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)
That would be a wraith I thinks, had no way of even scratching the damned thing, stayed away.
In many places Kamarr himself would maybe be considered a monster if discovered.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
First experiences were controlled practical classes in the academy. Simple manipulation of this plane by invoking the power of the shadows. Not very exciting effects but the fact of finally being able to do it after months of preparation deserved a round of drinks that night.
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)
None yet.
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Not really.
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)
Kamarr comes from the small town of Manton near the Granite Mountains. He was born during a heavy winter. His mother died at birth and he is the only child. Both his parents are/were also changelings. The town has a sizeable changeling community, about 40% of the entire population. He doesn't know why such a concentration of shifters exists, never bothered to question it, having grown up in it. The local business is based on the growing and selling of spices and incense, and salt mined from the nearby mine, of which his father is the owner. Kamarr's childhood was uneventful, his father never bothered him much apart from teaching him to perfect his plain and unassuming main human persona. He was mostly raised by his aunts and uncles, played with his cousins and never got into too much trouble.
At age of seventeen his father sent him to a school of magic, and not just any magic but the dark and mysterious shadow magic as well. Even the sizeable family wealth could not buy a full membership though, and like many others Kamarr was a free-form student. The school years meant experimentation and maturity, not having his father's gaze upon him let Kamarr develop new and interesting personalities. He is still welcome to study the mysteries of shadow in the school's libraries by appointment, but his official training is considered over. He still keeps in touch with some of his school buddies, but mostly follows his own path in life, having almost abandoned the plain human his father taught him to be.