WERE: Dramatis Personae

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WERE: Dramatis Personae

Postby Narissa » Tue Jan 04, 2011 8:14 am

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Narissa, Assassin of Hextor

Appearance: Shoulder length light brown hair, pale skin and golden eyes that change to black. 5’ 8”, 125lbs (140lbs with wings). Black angel wings when materialized.

Personality: She doesn’t believe in hurting innocent children and feels this puts her above the unprincipled villains. She believes in scheming to expand her strength and power and is willing to exploit and kill people to meet those ends. She is selfish and vengeful. Not afraid to be devious or deceitful in her achieving her goals.

Background:
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Born in the lands of Varisia, Narissa was an adventurous sort, and as a result not a pious as a worshiper of her deity, Abadar the God of Law as was expected. She believed in the laws of the order, but just never felt at home. She just could not muster the passion for helping people or doing good works, often believing many of these people should take personal responsibility for their situation. As result, some thought her selfish or too cold-hearted. She trained hard and focused more on combat prowess rather than works of charity.

While observing her work on keeping law and order, an agent for an obscure God of Tyranny and War decided the girl had great potential and could be swayed away from her path to worship him instead. After all, the ideals of her order were not that far removed. The evil god, through his high priest, took personal interest as the girl had proven to be a remarkable warrior making her an even more desirable champion of his purposes. Slowly the priest, under false pretenses, began the process of tricking her and seducing her to the evil side of things. She continued her works combating forces of chaos and keeping order in the Hold of Belkzen and the lands of Ustalov, but more and more the companions around her were less concerned about the morals for protecting the innocent.

These new companions and agents of the evil priest sent Narissa on a quest to kill a supposedly blackguard champion who was capturing children and selling them into slavery. In a carefully orchestrated ruse, Narissa and her two cohorts raided the hideout and surprised the guards killing them all and releasing the children. Unfortunately the supposed guards were really knights on a rescue mission and had only just arrived. Both groups battled each other believing their foes to be the slavers. The real slavers, in the pay of the evil priest, had already vacated the premises knowing that this carefully orchestrated encounter’s purpose was to have Narissa kill those too self-righteous knights.

Her quest complete, Narissa was rewarded by her new god and was granted divine powers including her angel-like wings (only black) that could manifest at will whenever she wished. In a cruel twist, her new master revealed his true identity and showed her proof of that the men slain in the slavers’ hideout were in the service of the Goddess of Justice, Iomedae. And her gift was really an awakening of fiendish blood running through her veins

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With the dawning realization of what she had done and the person she had become, Narissa’s heart was torn asunder and she mourned her transformation alone in solitude. During her seclusion while contemplating uncertainty of her fate, her two loyal cohorts were discovered and executed by knights seeking vengeance. Even though they were guilty, she felt that her cohorts had also been tricked and did not deserve to die. A vengeful anger quickly replaced sorrow and self pity; and she systematically stalked and hunted those knights. When she found them each alone, she challenged and killed each one in mortal combat. The paladins of the order these knights belonged to never had proof of her part in their executions, but they harbored suspicions that she might be responsible. However they still wanted her head for her part in the slavers’ hideout slayings.

Her victories have proven her martial skill and she glories in the new power she could achieve. With these latest enemies’ deaths fresh, she vowed in their blood to continue along this new path of power and embraced her worship of Hextor. She continues her revenge on those too righteous worshipers of Iomedae and their arrogance of justice, if only they could see that the world is not black and white, but gray.

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With her worship of Hextor solidified in her heart she set about on a campaign of covert assassination, honing her skills and martial prowess to that end. She also has no qualms of killing other villains either if it is to her advantage. The temples of Iomedae know her as the “Dark Angel” and they are slowly becoming to realize that she is the one that killed Sir Percival and is suspected of leaving many other knights lying dead from individual combat challenges. Realizing that knights questing to defeat her have not brought the results they had hoped for; they have since dispatched bounty hunters with special skills in this sort of thing. She has been traveling around Ustalov, Numeria, and the River Kingdoms looking for new allies to aid in her quest for power and survival against the knights of Iomedae still pursuing her even now.

Combat Spoiler Block (Level 3):

spoiler: show
Free Action:
Move Action:
Standard Action:

Current AC: 19 (20 with Buckler, 21 with Heavy Shield)
Current HP: 30/30
Current Weapon in Hand: Ranseur
Conditions in effect: DR5/Magic & Spell Resistance 14; Combat Reflexes

Darkness: 3/3 remaining
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Re: WERE: Dramatis Personae

Postby Gweyn » Tue Jan 18, 2011 1:48 pm

Gweyn, werehound.

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The gypsies of Ustalov are clans of free-spirited roamers who make their living trading their wares and fleecing rubes in their carnivals. They were often looked upon with suspicion or disgust, and accused of mischief and witchery, but it mattered little. They simply moved on.

Yet the truth behind one the clans was even darker than most good folk suspected. They were lycanthropes, cursed by blood to change into the forms of animals. In this case, the members of the clan had the ability to change into hounds of all sorts, from ragged mutts to wolf-blooded curs. They had sworn a blood oath to fight the werewolves that were endemic to the land.

Gweyn’s mother was a young witch of the clan whose oath was more personal than most. Her younger brother had been killed by werewolves, and she had sworn revenge. Though the elders of the clan warned her against it, she hunted the wolves on her own, at times ranging far from the gypsy caravan.

It was one of these times that Gweyn’s mother came across a pitched battle, three werewolves against a young man in heavy armor. The witch leapt into the fray and saved the young knight’s life. He was shocked to see the young woman transform. She explained that she was a werehound, not an evil lycanthrope. The young knight, who had been sheltered and insulated from much of the world, had previously thought all shapeshifters were evil.

The young witch tended to the knight’s wounds for several days while they talked about their respective cultures. A true friendship began which eventually led to more. When the witch brought the newly-healed knight back to her caravan, the clan disapproved. They could not trust a follower of the Citadel of Light. They considered killing him so that he would not betray their secret. Eventually, they told Gweyn’s mother to send him away.

Rather than be parted, the young couple decided to elope.

The knight knew that the Citadel would not accept his lover due to her lycanthropic heritage. They decided to roam the lands and help others in need, doing good works throughout the land, as well as fighting werewolves. Their legend spread.

The knight was somewhat surprised to discover that he retained his paladin abilities even though he had left the church. This caused something of a crisis of faith for the knight, who eventually decided that Iomedae approved of his path, even though he no longer was part of the organized religion.

Soon the couple had a daughter, who they loved and cherished. What the happy family did not know was that the knight had been branded a traitor by the Citadel, and there were knights actively hunting him. Additionally, there was a bounty for the head of the witch who had corrupted him. In truth, the church simply could not accept the blasphemy of the good works that the knight was committing in Iomedae’s name without the permission of the church.

The family’s happy existence was shattered when knights caught up to them and tried to arrest the paladin and his family. He pleaded with his former friends to listen to reason, but they would have none of it. The knight sacrificed himself to let his wife and daughter escape.

Utterly devastated, Gweyn’s mother returned to her people. They accepted her back into their ranks, but not without a fair share of disapproval over what she had done.

Gweyn grew up to be a bitter young woman, her father’s dead forever seared in her mind. She felt like an outsider to the clan, both with her internal moral compass, and her appearance was well. Unlike the dusky-skinned, dark-haired gypsies, Gweyn had fair skin and auburn hair.

However, the clan was able to help Gwyen through her first lycanthropic transformation, and helped her master the art of changing her form.

She left the caravan when she was 16, declaring that she would make her fortune elsewhere. She had seemingly inherited the magical affinity of her mother, and her father’s fighting skill, though instead of doing “good works” like her parents had, she decided to become a mercenary.

For several years, Gweyn roamed the lands, eventually leaving Ustalov altogether and ranging further afield. She had a few encounters with members of the Citadel of Light, and found they were as narrow-minded and judgmental as she remembered. Secretly, Gweyn began to carry out vengeance against any knights she found, murdering them in cold blood.

Gweyn’s latest victim was a young paladin that she had knocked out and dragged away from the city to murder. As the young man came to, he was terrified, but instead of condemning and cursing her, as the others had, he asked her why. Gweyn hesitated, but the knight asked again, assuring her that he really wanted to know.

She ended up telling him her story, and in the end, he expressed sympathy. He told her she did not have to go to such measures, and that there was another way to find justice for the loss of her father. The knight was strangely fearless and compassionate, and it unnerved Gweyn more than anything else ever had. She ended up letting him go, unable to kill him in spite of his affiliation, because his ideals reminded her of her father’s.

Then she moved on. What Gweyn did not realize was that the paladin followed her, hunting her not to bring her to justice, but rather, to save her.

Gweyn encountered Sir Reynard several times after that, and each time, he pleaded with her to give up her vengeful quest, yet Gweyn could neither give up her mission of vengeance nor kill the paladin who would turn her from it. So he continues to chase her and intervenes in her murders as often as he can.

Description: Gweyn is tall and stately, with a strong, lithe build. Her straight hair is flaxen, and her eyes are grey. Her face is strong and angular, with a too-thick jaw, giving her an aggressive mien. As a hound, her coat is deep rusty red, with long silky ears and a gleaming coat.

Personality: Gweyn is distant and aloof, still wounded by her father’s murder so many years before. She does not make friends easily, but once she does, she is very loyal. She is capable of acts of kindness and mercy to all but her sworn foes, the paladins and clerics of the Citadel of Light.
Last edited by Gweyn on Sun Feb 06, 2011 8:18 pm, edited 1 time in total.
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Re: WERE: Dramatis Personae

Postby Visara » Tue Jan 18, 2011 7:01 pm

Visara

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Appearance: Visara stands a little over 6 foot tall. Her stature is that of a fairly muscular woman that denotes her Ulfen origins. Her skin is somewhat pale that makes her mane of fiery red hair stand out all the more. Along with piercing green eyes, Visara has somewhat of a wild look and exotic look. her garb is the typical fur lined cloths or leather typical of her Ulfren background. Visara's draconic heritage manifest itself in claws instead of finger nails, more pronounced canine teeth, and harden, almost scale like skin on extremities. As Visara has a ways to go in power, she keeps her her forearms covered with fur and hide like bracers/gloves, and boots that almost come up to her knees.

Personality: Visara's personality is straight forward and impulsive, with a touch of stubbornness and vindictiveness. Her barbarian originals have molded Visara into a somewhat of a wild woman, relying on her own strength rather than depend on others. In recent years, Visara's personality has taken a darker turn as she now enjoys the thrill of combat and slaughter. Visara has no qualms killing for the sake of her goals, and sometimes for mere convenience.

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Visara started life off as child in a tribe of Ulfen barbarians located in the Kodor Mountains. The tribe had a history of dragon blood, and half-dragons being borne, so it was not uncommon for children manifest some draconic heritage. Commonly, these children grew up to become great shamans revering the deity Erastil, using their powers for the betterment of the tribe. So it was no surprise that Visara at young age show evidence of such heritage. In fact, the dragon blood flowed thicker in Visara than had been seen in recent history. Because of this, it was expected that Visara would succeed the current shaman, and thus lead her to have a more privileged childhood then others in the tribe.

Growing up, Visara’s dragon blood began slowly manifesting in her personality, causing her to become intimidating, jealous, and otherwise a bullying girl. One day during Visara’s teenage years, a group of older boys in the tribe tiring of Visara’s antics, banded together to knock her down a notch or two. This group ambushed Visara as she was outside the tribal village on some chore, and proceeded to beat and rape her. Although outnumbered, and caught by surprise, Visara barely managed to get the upper hand on one of the boys, partly due to her dragon heritage. She then proceeded to viciously beat the boy to death with nearby rock with such ferocity that it shocked the others into inaction. Shortly after the boy breathed his last breath, some adults hearing the screams and shouts, arrived on the scene. The rest of the boys were quick to lay blame at Visara, saying that she went crazy and attack them first instead of the other way around. Numb from her recent rage, Visara did nothing to deny the accusations.

Imprisoned while the village elders debated on what happened and what to do with her, Visara had a chance to reflect on her actions. Although she had just killed a boy, she felt little remorse. During that haze, something had changed in her. It was almost as if she took joy in taking another's life. Like it was deserved and had a certain sense of right to it. Innocence had been lost that day in more ways than one.

Eventually circumstantial evidence and confession from one of the more timid boys, the elders decided that Visara was only defending herself. However, they deemed that taking a life in such a brutal manner violated tribal law as well as the basic tenets of Erastil. As punishment, she was to be expelled from the village. Surprisingly, Visara accepted the punishment with little fuss, and left without looking back.

The many months Visara spent wondering on her own, provided her with a chance to reflect on the incident and her life up until now. She kept replayed the moment of her vicious attack on the boy tried to rape her, reveling in the sight of his dying breath. Having grown up following the teachings of Erastil, these thoughts left Visara confused. A priest of Hextor ran across Visara while she was in this state, and saw an opportunity to recruit for the young religion. The priest convinced Visara that the Erastil’s teaching was a path of cowardice, and weakness due to moral restrictions and desire to avoid conflict. Free of such restrictions by becoming a follower of Hextor, the priest argued Visara could follow her desires by sowing destruction and conflict in young deities’ name. Although unsuccessful in convincing Visara to convert to his cause, the priest left with the satisfaction that a seed had been planted, and with luck would bear fruit.

Overtime, Visara eventually reached the conclusion overtime that she enjoyed the slaughter of battle, and what better way to fulfill her desires by becoming an instrument for a god of war and destruction. Unsatisfied that her current physical state and skills were not up to the task, Visara began to search for a way of increasing her power. Remembering the campfire stories told by the tribal shamans about previous heroes manifesting their draconic heritage, Visara was drawn to the idea of awakening her draconic heritage to accomplish this goal. She reasoned that her draconic heritage should be used as a tool for delivering death and destruction to others.

Visara spent the following months devoted to awakening her draconic heritage. At first nothing happened, but after a year or two of trial and error, and pure desperation, Visara finally began to awake the dragon blood. Overjoyed at finally having some success, Visara was eager to test out her new powers. She began to hire herself out as mercenary and hired killer, reveling in thrill of combat and slaughter. Her wanderings during this time lead Visara south out of the Kodor Mountains, into the country of Halt of Belkzen, and eventually into Nirmathas.

Either luck or divine intervention, Visara travels crossed paths with another priest of Hextor. Having seen a fellow priest’s work in Visara, this priest offered her a place in the ranks of Hextor’s followers. Visara readily accepted as it was the perfect opportunity to hone her skills, pledged her allegiance to her new deity, and swore to bring death and destruction to his enemies. Glad at having a new recruit and such an opportune time, the priest had an excellent first job for Visara to prove herself. Word had come that one of Hextor’s clerics had been captured and awaiting judgment from Paladin of Iomedae. The priest did not want such an instrument to fall into enemy hands, and so he sent Visara to effect a rescue attempt. And so Visara went off to rescue a Dark Angel.
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Re: WERE: Dramatis Personae

Postby Narissa » Sun Jun 05, 2011 6:44 am

Narissa Character Level 3 - +1CR
Added Ranger-2
+10 HP (1d10-2 +Con)
+1 BAB
+1 Fort, +1 Ref
+1 Spell Resistance
Feats: Improved Disarm, Power Attack (Ranger Combat Style)
Skill Points (+10): Bluff, Diplomacy, Disable Device, Escape Artist, Intimidate, Perception, Ride, Sense Motive, Stealth, Survival
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Re: WERE: Dramatis Personae

Postby Visara » Sun Jun 05, 2011 3:47 pm

Visara Character Level 2 + 2CR
Half-Dragon +2 ECL step
str+2->+4, con+2->+4,cha+2
+2 Hp due to increased con
Natural Armor +2->+4
Breath Weapon 1x/Day 1d6 per HD for damage; DC=10+1/2HD+Con Modifier
Immunity vs sleep, paralysis, energy type matching dragon breath
Wings (average) and Fly as class skill
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Re: WERE: Dramatis Personae

Postby Gweyn » Sat Jul 16, 2011 6:18 pm

Gweyn Character Level3 + 1CR:
Added Magus 3
+8 HP (1d8-2+CON bonus)
+1 Ref
+1 BAB
Feat: Extra Arcane Pool
+1 1st level spell/day
Magus Arcana: Pool Strike
+7 skill points (Intimidate, Knowledge: Arcana, Spellcraft, Stealth, Survival, Swim, Use Magic Device.)
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Re: WERE: Dramatis Personae

Postby Gweyn » Wed Aug 17, 2011 1:58 am

Level 4 Magus

+1 to WIS
+1 Fort, +1 Will
+1 BAB
+8 HP
+1 skill points to Intimidate, Knowledge: Arcana, Spellcraft, Stealth, Survival, Swim, Use Magic Device.
+1 to Arcane Pool
+1 to Concentration check
+2 second level spells/day
Add Frigid Touch and Web to spell list.
Add Spell Recall
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Re: WERE: Dramatis Personae

Postby Visara » Sun Jan 29, 2012 3:48 pm

Visara Character Level 3 + 2CR
Fighter (Two-hand fighter) Level 2
+1 BAB
+1 Fort Save
+12 HP (8 base + 4 con)
+ 5 Skill Points
+1 Perform(Dance), +1 Acrobatics, +1 Perception, +2 Fly
Class Features:
Shattering Strike
Feat
Mobility (3rd level), Combat Expertise (fighter bonus)
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Re: WERE: Dramatis Personae

Postby Narissa » Mon Jan 30, 2012 6:16 am

Narissa Character Level 4 - +1CR
Added Rogue-2
+1 Dexterity
+8 HP (1d8-2 +Con)
+1 BAB
+1 Ref
+1 Spell Resistance
Feats: Evasion, Bleeding Attack (Rogue Talent)
Skill Points (+12+1SP for Favored Class): Acrobatics, Appraise, Bluff, 2 x Disable Device, 2 x Escape Artist, Intimidate, Perception, Knowledge Local, Sense Motive, Stealth, Swim
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Re: WERE: Dramatis Personae

Postby Visara » Sun May 18, 2014 2:26 pm

Visara Character Level 4 + 1CR
Fighter (Two-hand fighter) Level 3
+1 Dex
+1 BAB
+1 Ref, Fort Save
+12 HP (8 base + 4 con)
+ 5 Skill Points
+1 Acrobatics, +1 Perception, +2 Fly, +1 initimidate
Class Features:
Overhand Chop (2 hand fighter class feature)
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