Rosalyn Aglaie | |
Age: | 18 |
Hair: | Light brown |
Eyes: | Brown |
Height: | 5'3 |
Weight: | 95 |
Race: | Human - Half-Fey |
Class: | Cleric of Tamara 6 - Radiant Servant of Tamara 1 |
Alignment: | Chaotic Good |
Level: | 7 |
Hit Points: | 63/63 |
Gold: | 6,396g |
Current Status: | Active |
Played by Jennibear |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | -1 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 23 | +6 | +0 | +0 |
Charisma | 22 | +6 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity 2 +6 armor +1 ring = 19 +4 against ranged attacks (23) |
Flat-Footed | 15 |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +7 | +1 | +8 |
Reflex | +2 | +2 | +4 |
Will | +5 | +6 | +11 |
BAB | Mod | Total Range/Melee |
+4 | +2Dex/-1Str | +6/+3 |
Initiative |
Dex = +2 |
C | U | Skills | Rank | Ability | Other | Total |
- | U | Climb (Str) | + 0 | - 1 | + 0 | + 0 |
- | U | Jump (Str) | + 0 | - 1 | + 0 | + 0 |
- | U | Swim (Str) | + 0 | - 1 | + 0 | + 0 |
- | U | Balance (Dex) | + 0 | + 2 | + 0 | + 0 |
- | U | Escape Artist (Dex) | + 0 | + 2 | + 0 | + 0 |
- | U | Hide (Dex) | + 0 | + 2 | + 0 | + 0 |
- | U | Move Silently (Dex) | + 0 | + 2 | + 0 | + 0 |
- | - | Open Lock (Dex) | + 0 | + 2 | + 0 | + 0 |
- | U | Ride (Dex) | + 0 | + 2 | + 0 | + 0 |
- | - | Sleight of Hand (Dex) | + 0 | + 2 | + 0 | + 0 |
- | - | Tumble (Dex) | + 0 | + 2 | + 0 | + 0 |
- | U | Use Rope (Dex) | + 0 | + 2 | + 0 | + 0 |
C | U | Concentration (Con) | + 10 | + 1 | + 0 | + 11 |
- | U | Appraise (Int) | + 0 | + 2 | + 0 | + 0 |
C | U | Craft (Int) | + 0 | + 2 | + 0 | + 0 |
- | - | Decipher Script (Int) | + 0 | + 2 | + 0 | + 0 |
- | - | Disable Device (Int) | + 0 | + 2 | + 0 | + 0 |
- | U | Forgery (Int) | + 0 | + 2 | + 0 | + 0 |
C | - | Knowledge (Int) | + 10 | + 1 | + 0 | + 11 |
- | U | Search (Int) | + 0 | + 2 | + 0 | + 0 |
C | - | Spellcraft (Int) | + 10 | + 1 | + 0 | + 11 |
C | U | Heal (Wis) | + 5 | + 6 | + 0 | + 11 |
- | U | Listen (Wis) | + 0 | + 6 | + 0 | + 0 |
C | - | Profession (Wis) | + 0 | + 6 | + 0 | + 0 |
- | U | Sense Motive (Wis) | + 0 | + 6 | + 0 | + 0 |
- | U | Spot (Wis) | + 0 | + 6 | + 0 | + 0 |
- | U | Survival (Wis) | + 0 | + 6 | + 0 | + 0 |
- | U | Bluff (Cha) | + 0 | + 6 | + 0 | + 0 |
C | U | Diplomacy (Cha) | + 6 | + 6 | + 0 | +12 |
- | U | Disguise (Cha) | + 0 | + 6 | + 0 | + 0 |
- | U | Gather Information (Cha) | + 0 | + 6 | + 0 | + 0 |
- | - | Handle Animal (Cha) | + 0 | + 6 | + 0 | + 0 |
- | U | Intimidate (Cha) | + 0 | + 6 | + 0 | + 0 |
- | U | Perform (Cha) | + 0 | + 6 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | + 0 | + 6 | + 0 | + 0 |
- | - | Speak Language | + 0 |
Languages Known: Common, Sylvan, Literacy,
Knowledges: nature, religion, planes
Skill Tricks:
Skill Tricks go here
Feats:
Augment Healing
Energize Spell
Sacred Healing
Sacred Purification
Extra Turning
Class Abilities:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric uses a spell via one of its domain spell slots, it must come from one of its domains (see Deity, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A cleric may cast any spell on the cleric spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Cleric casts spells spontaneously proper prayers are still required to recover spent spell slots.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Radiant Servant
Radiance: When a Radiant Servant casts any spell using the "light" descriptor, the radius of illumination is doubled, and the spell is treated as one level higher than it is for all purposes including if it can counter or dispel with the darkness descriptor. Thus, a daylight spell cast by a Radiant Servant sheds light in a 120ft radius and is treated as a 4th level spell, allowing it to counter or dispel any darkness spell 4th level or lower.
Extra Greater Turning: A Radiant Servant can perform a Greater Turning (the granted power of the Sun sphere) a number of times equal to 3+her charisma modifier.
Spells per day/Spells Known: When a Radiant Servant gains a level, the character gains new spells per day (and spells known, if applicable) as if she had gained a level in the spellcasting class before she added the prestige class. She does not, however, gain any other benefits of the class (Improved chance to turn/rebuke, wild shape and so on). This Essentially means that she adds the level of Radiant Servant to whatever other spellcasting class, then determines the spells per day and spells known accordingly. If the character has more than one spellcasting class in which she can cast divine spells before becoming a Radiant Servant, the player must decide which class to assign the level of the Radiant Servant to.
Turn Undead:
A Radiant Servant adds her levels of this class to her cleric levels when turning undead.
Racial Abilities:
Human
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).
Half Fae
+2 Dexterity, +2 Wisdom, +4 Charisma, and -2 Constitution.
Size: As base race.
Type: Changes to Fey.
Speed: Gains butterfly like wings that allow it to fly at twice the base race's land speed, with good maneuverability.
Special Attacks:
Spell-Like Abilities:
Charm Person @ Will
Hypnotism 1/day
Faerie Fire or Glitterdust 1/day
Detect Law 3/day
Sleep or Enthrall 1/day
Confusion 1/day
Special Qualities:
Low-Light Vision
Immunities — to enchantment spells and effects
Automatic Languages: Sylvan.
Level adjustment +2
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Rod of Defiance | +3 | 1d8 | x2 | B |
Light crossbow | +5 | 1d8 | 19-20/x2 | P |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell failure | Movement Speed | Weight |
Mithral breastplate +1 called | +5 | +5 | -1 | 15% | 30ft | 15lb |
Slot | Item | Description |
Head | Watch Lamp | A simple mithril band, unordamented |
Face | Item name goes here | Brief item description |
Neck | Tamara's Watchful Eye | A string of simple earth tone crematic beads and silver pearls featuring an exquisite silver holy symbol resting just over the heart |
Shoulders | Transposer cloak | A smooth gradient cloak starting white on the upper right and ending black on the lower left |
Torso | Ephod of Authority | silver and white |
Arms | Vambraces of Warding | heavy silver bracers etched with stars |
Hands | Gloves of the Starry Night | black velvet gloves with tiny twinkling stars |
Right Ring | Ring of protection +1 | plain silver band |
Left Ring | Ring of mystic healing | Plain silver band with a faint glimmer of golden radiance |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Haversack | Its a backpack, Jim |
List of Items Here:
1 Cure Light Wounds potion, bedroll, flint and steel, 50' silk rope, 2 waterskins, 4 days rations, Sling, Quarterstaff, explorer's outfit, 3x Sunrod, Light Crossbow, 20 crossbow Bolts, Chronocharm of the Horizon Walker, Whip Feather Token, handy haversack, wand of Cure light wounds (50 charges), Watch lamp (mic page 147), Everlasting Rations (mic page 160), Everfull Mug (MIC page 160), Tamara's Watchful Eye, Ring of protection +1, Ring of mystic healing (mic 126), Transposer cloak (Mic144), Ephod of Authority (mic 215), Vambraces of Warding (mic 144), Gloves of the Starry Sky (mic 204), +1 called mithral breastplate, magic bedroll, Rod of Defiance
Statistics of Items Here:
Chronocharm:This item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke attacks of opportunity. When determining the distance you can move, round down to the nearest 5-foot increment.
This ability functions once per day.
Watch Lamp: When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command. (Swift Command)
Everlasting Rations: Produces enough food for 1 medium creature every morning.
Everful Mug: 3/day fills with 12 oz water, weak wine or beer.
Tamara's Watchful Eye: Combined effect of Retributive Healing amulet (When you activate your amulet, the next effect you use before the end of your turn that heals another creature’s damage also heals you of an equal amount, as long as you could be healed by that same effect. If the effect heals multiple creatures, you only gain the retributive healing once per effect. ( Swift command)) and Reliquary holy Symbol (grants you one additional daily use of your turn or rebuke undead ability.
• At least 5 ranks in Knowledge (religion) • Improved Turning feat • At least one divine feat (CD 77))(2)
Ring of mystic healing: A ring of mystic healing provides a boost to your healing spells. When casting cure spells, you gain a +1 competence bonus to your caster level. This is a continuous effect and requires no activation. In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage healed by the next cure spell you cast before the end of your turn.
1 charge: +2d6 points of healing.
2 charges: +3d6 points of healing.
3 charges: +4d6 points of healing.
Transposer cloak: A transposer cloak allows you to switch positions with another creature. When you activate this cloak, you and any one creature within 30 feet swap positions. Both you and the target must occupy the same size of space on the battlefield (for instance, a human could swap places with a dwarf or a goblin, but not with an ogre or a cat). If the other creature is unwilling to trade positions, it is allowed a DC 13 Will save to negate the effect. Each creature can bring along objects weighing up to its maximum load, but additional creatures can’t be brought along.
This ability functions three times per day.
Ephod of Authority: While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning (but not rebuking or commanding) undead.
Vambraces of Warding: A good-aligned wearer gains a +2 sacred bonus to AC against ranged attacks.
Gloves of the Starry Sky: While wearing gloves of the starry sky, you emit a bright, silvery radiance equivalent to a light spell. You can douse or renew this light with a standard (mental) action.
In addition, three times per day you can activate these gloves and sacrifice a prepared spell or spell slot of 1st level or higher to use magic missile (as the spell), using your own caster level rather than that of the gloves. The missiles created by the gloves appear as a series of tiny falling stars.
Rod of Defiance: You can use a rod of defiance in combat as a +1 heavy mace. In addition, each undead creature within 30 feet of you while you hold the rod is treated as if it had 4 fewer Hit Dice (minimum 1 HD) for the purpose of turn or rebuke undead checks.
Spells per Day:
Level | Per day | DC(wis) |
Orisons | 4 | 16 |
Level 1 | 7+1 | 17 |
Level 2 | 4+1 | 18 |
Level 3 | 3+1 | 19 |
Level 4 | 2+1 | 20 |
Spells Known:
Cleric Spells
Good Domain:
Granted Power: You cast good spells at +1 caster level.
Domain Spells:
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX: Calls extraplanar creature to fight for you (Good only).
Healing Domain
Granted Power: You cast healing spells at +1 caster level.
Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
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?)
Rosalyn stands a petite 5'3 and looks almost perfectly human other than a certain ethereal beauty and a set of gossamer butterfly like wings sometimes hidden under her cloak. The wings are pink bronze, dark blue and purple and tracers of yellow near the bottom and leave a faint glistening sparkle over anything they come into contact with. Her hair is a soft sandy brown in loose waves that frame a delicate heart shaped face with large warm brown eyes and lush pink lips. A natural soft and healthy tan suffuses her skin visible on her face, and her shoulders in the gap between her backless white silk blouse, designed to have sleeves but not interfere with her wings, and the vest that connects around behind her neck rather than over her shoulders as normal, Again a step designed to keep her wings from being inconvenienced. A long skirt and sturdy boots finish a simple, almost plain outfit accented by numerous items about her person that show more expense. Black velvet gloves cover her small hands, each one of which has a ring pulled on over it, both of which are simple pure silver, wide silver bands decorate each wrist, each one etched with the seven pointed star of Tamara. Another of those stars rests over her heart on a fine chain of earth toned crematic beads and silvery pearls, an exquisitely turned holy symbol to the faith of the Merciful one. the last bit of jewelry on her person is a thin, almost decorative silver collar locked firmly about her neck, hanging from the center, just over the hollow of her throat is a six pointed star made of silver inlayed with pink bronze and a softly purple gemstone.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
While Rosalyn has no obvious scars her wings are rather distinctive.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Rosalyn usually speaks in an exceedingly polite manner, referring to people by titles suck as Miss or Ma‘am, sir or Mister depending on gender and age. She’s also soft spoken though has no issues with shyness.
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?)
Where Rosalyn was born is a bit of a mystery, one she never wants to really ask about. In the heart of the pixis forest sometime 18 or 19 years ago her mother gave birth to her and within a week had abandoned her on the doorstep of a human who owned an apple orchard.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Her mother is unknown to her really, she's only met the woman once around her 12th birthday when her fae heritage started to show itself in unignorable ways. Her mother's name is Mirabelle, who had a fling with a human with Rosalyn as the result.
Her father is similarly unknown and has since passed away, as is the way of adventurers.
Her Pappa however is well known to her and still alive and well in the small town of Pinedale running the Agliae orchards with the help of village males. He's not related to her by blood but is the man who she was left on the doorstep of, who thinks of her as a minor miracle. He'd lost his wife and his dreams of a child the year before Rosalyn arrived in his life and as far as he's concerned the family that abandoned her means nothing and she's his little girl.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
No.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
None known
5) How did you get along with your family?
Being that Rosie met her mother once she barely knows the woman, and thus cares little for her, She gets along wonderfully with her adoptive father and often flies home for a visit whenever she can.She's yet to take her lover to meet her father though its more a function of not wanting to inflict the boring town on Myr than worrying that Myr and her father won't get along.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
While Rosa had a teacher for a while she served no formal apprenticeship.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
The midwife and healer of the village trained her in how to mend the body, and temple clerics taught her the ways of Tamara but she never actually had an official teacher or master.
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?
Rebecca, the healer of her village, is an older woman, well into her 50s with steel grey hair, blue eyes and a round face and body, years haven't been kind to her nor have they removed the sparkle and energy she must have had as a younger woman. She remembers Rosa fondly, both as a scraped kneed child with a penchant for falling out of trees, off fences and anything else she climbed on and as a young woman with a studious but gentle spirit as she learned the ways of mending flesh with and without magic. Rebecca is very much alive and still working in the village where Rosa's father lives and Rosalyn always makes it a point to visit whenever she's back in town to share tea and stories. There aren't many people bright sweet Rosalyn is on bad terms with.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
No.
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?
Books value depends on the subject matter, while Rosa can both read and write she wouldn't go out of her way to protect literature simply for the sake of itself.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Rosalyn works as a healer priest in the temple of Tamara during the mornings and afternoons, and in the arena as a healer in the evenings when matches tend to be almost constant. These jobs take up her time from about 6 am to about 9 pm on any givin day.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Who wasn't Rosa's friend as a child. She has always been a precocious bright person, easily making friends with most people. As such most of the village children were counted among her friends, a trend that continued well into her adulthood, even though some may have wanted more of a relationship with her.
2) How many of these people are still alive? How many are you still friends with?
Most of them, and they alls till live in the village, as most people rarely travel in a lifetime.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
A boy named Daniel probably ranked as Rosalyn's best friend, A year older than the half fae with a bit of a crush on her that continues to this day despite Rosalyn never noticing his adoration. He'd do anything she asked of him and the two routinely got into a little bit of trouble. Nothing particularly stands out as the best moment together though they had many 'adventures' in the edges of the pixis forest.
Her best friend NOW is Myr, her lover, companion and all around inseparable mate, They have had many moments of amusement though Rosalyn's current favorite involves Myr being thrown off a balcony and her using a magic item to negate the damage and tease the hag responsible.
4) What do you look for in a friend?
A heartbeat? Rosalyn is friends with damn near everyone she meets and it doesn't take much to get into her good graces… and one would probably never know if they are in her very small bad book unless they REALLY did something stupid.
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?
Yes, she's quite deeply in love with Myr, a battle sorceress who seems to share the emotion. Rosalyn wears a silver collar with a star that is mirrored by a ring worn by Myr, a symbol both are well and truly off the market.
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?
Rosalyn is a devout cleric of Tamara and a very firm believer in religion, The afterlife is a place that a soul earns in its time on the material plane, good or bad she respects the ideals of the world beyond. The community of religion, not being alone in the world, is the main draw to religion for her though the ability to help people is also very important.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Nature is to be honored and protected, elemental are great as long as they aren't hurting people and the dead should be remembered, as long as they do everyone a favor and don't get up and wander around without a heartbeat.
3) What gods, religions, or priesthoods will you have nothing to do with?
Those of particular evil would draw Rosalyn's dislike for what they stand for.
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?
Kill: Only to protect herself and her dearest friends, she much prefers to solve situations peacefully.. or let Myr do the bloody part while she remains safe.
Steal: There is next to no time that Rosalyn will steal, the need would have to be great but she prefers to pay for what she needs in life.
Lie: Lies are a funny thing, To be diplomatic one must sometimes shade the truth a bit but in personal relationships Rosalyn prefers strict honesty or lies by omission rather than a direct dishonesty.
Violence: nearly entirely nonviolent unless it is int he defense of another or herself
Magic: is to be respected, divine in particular
Sex: is to be shared only with one person, she's extremely old fashioned in her views on relationships, though not closed minded about gender roles.
Evil beings: While they sometime shave to be dealt with she wont' knowingly work with an evil creature if its avoidable. If a person doesn't ACT evil and she has no reason to suspect them she won't actually treat them as evil.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
If it involves helping the sick she's tenacious beyond belief if its a job hunting someone down she's more likely to get distracted by… ooo that's sparkly.. It depends on the job and her feelings toward it. She is a fae they can be a little dis-tractable.
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 means little other than that it can bee used to help others, similarly wealth is mostly spent on aquiring things for other people, she likes to give gifts and treat people to meals. Fame holds little interest for her. Honor is more important than fame and she'd actually fight to protect her image from people, even if she doesn't care to be famous. Family Friends and Love are all exceedingly important and worth doing anything in her power to preserve. Knowledge is passingly valuable, but not something to hunt down and force into her head. Religion is deeply ingrained in her value system, as is her job as a healer and nurse, both of these things are similar to family, valued beyond measure for her.
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?
Rosalyn doesn't actually sleep enough to dream, between her natural energy level and a sustenance effect she catches about two hours of sleep a night. She's never really had nightmares other than after bad adventures and those are usually chased away quickly by waking int he arms of her lover, a woman she trusts beyond measure to always keep her safe.
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?
She's a good hand with a bandage, even without magic, a good listener in most situations.. she has no particular skills or knacks just a bright sweet personality and a giving nature.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
She does under it all possess a temper but its rare to see, she's possessive of the things she thinks of as hers, particularly Myr, though she doesn't have any terribly embarrassing secrets.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Not that she knows of.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Myr, Apples, sweet foods, Fuzzy small creatures, flying.
2) What do you hate? How do you typically react to these hated things?
Cruelty for the sake of fun, causing undue pain to others, overt evil, Carrots. Mostly by attempting to fix other peoples behavior or if necessary introducing them to Myr who is violent for fun's sake but not cruel.. other than carrots, those she just never orders.
3) What do you fear? What is your worst nightmare?
Losing things she loves, her family, her connection to her goddess. And Kythons, those things freak her right out.
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 secret of the Windswept wall and the burrowers there, before that she'd seen nonhumans but never really been treated to violence at their hands.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Her father fell from the loft and broke his leg hip and some other things, her fear that hew as dieing brought forth a flash of holy power that has been refined into the sacred purification she still uses, a holy form of raw magic.
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?
The charm at her throat is unusual in the extreme, it was a gift from her goddess, granted with a matched mate that was giving to Myr the two charms are connected by a fragment of Rosalyn's soul allowing magical effects between the two. The value of it is both sentimental and practical.
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. Born in a small human settlement on the edge of the Pixis forest, Rosalyn seemed a normal, happy child for most of her young life, usually seen with scraped knees and a smudge of dirt on one sun kissed cheek it wasn't until puberty that her fae heritage was reveled. It started with an itch across her shoulders that wouldn't go away, a tenderness of skin that wouldn't bear being touched by any clothing, and progressed to mystical powers appearing, her eyes glowing faintly in the dark, allowing her to see far better than her peers.. It was then that her father had to tell her the harsh truth. While he loved her dearly, he wasn't her father, she'd been left as a child of three on his doorstep with a note and a pouch of gold to see to her schooling and expenses. While the note went a bit toward explaining her budding gifts it didn't say how she'd ended up with her human daddy. Her love for the man who had selflessly taken in a foundling, raised her as his own, was deeper than that for the world explained in the letter so she set it, and the remaining gold aside, living a good happy life, she grew wings, grew to control her innate magic and helped her aging human father with his orchard.. until tragedy happened. Lifting bushels of apples into the loft for winter storage the man slipped, breaking several bones. Faced with grim choices the then 16 year old fae tended to her ailing father, discovering an innate talent for healing. When he had returned to health and after a long talk Rosalyn left her happy home, moving to live with a healer to expound on her natural gift for magic and her love of mending people. After two years and frequent trips home she moved on to Avalon, young, eager and ready to prove herself useful in the city of bridges. A year into her adventure she's found love and progressed as a cleric of Tamara having had many outings into the world and never yet lost a friend. a fact she's deeply thankful for.
Quest Name | Quest DM | Experiance | Gold/reward |
The Secret Of The Windswept Wall | Lisa | 750 | 900gp |
Contrary Contraband Part Three | Malcolm | 1080 | 1,000gp |
Abduction of the Aberrant | Darkmask | 1500 | 2,040gp Chronocharm: Horizon Walker, Feather Token: whip |
I Once had a Dream | Faithen | 2880 | 2760 gp |
Alicorn | Gid | 1280 | 1,350 + Ring of Protection 1 |
Ravidous House | Karrius | 1350 | 2,070 gp, 2 potions of Cure Serious Wounds |
Dealing with the Unknown | Darkmask | 2000 | 2,790 gp |
The undead reach the outlands | VS | 2640 | 3000 gp |
Crouching Tiger, Hidden dragon (yes i went there) | Faithen | 1800 | 3000 gp |
Aggressive Negotiations | Faithen | 1000 | 1,350 gp |
The Taint of the Miasmes des Mort | Darkmask | 1820 | 3330 Gold, Mithral breastplate with Crystal of Arrow Deflection Least(mic25), Magic Bedroll |
Original Klanth | Gid | 258 | 430 gp and a ring of protection +1 passed to Myr as a gift |
Mirror II rorriM | Karrius | 2590 | 5390gp |
Ghost War Avalon Strikes Back | VS | 1260 | 2050 gp |
Deep Green Part 1 | Gid | 2110 | 4,012 gp, Ring of Vengeance, Ring of sustenance (to be combined and shared with Myr) +2 wis Ioun Stone |