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[[ Landsoftheblacksea:Main_Page#Player_Characters | '''Return to the Main Page''']]
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|[[Landsoftheblacksea:Main_Page/races|'''Races''']] || [[Landsoftheblacksea:Main_Page/religion|'''Religions''']] || [[Landsoftheblacksea:Main_Page/realms|'''Realms''']] || [[Landsoftheblacksea:Main_Page/geography|'''Geography''']] || [[Landsoftheblacksea:Main_page/organizations|'''Organizations''']] || [[Landsoftheblacksea:Main_Page/languages|'''Languages''']]  || [[Landsoftheblacksea:Main_page/time_calendars|'''Time & Calendars''']]
 
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|}
 
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[[ Landsoftheblacksea:Main_Page#Player_Characters | '''<< Return to the Main Page''']]
 
 
 
[[File:Fariya.jpg |300 px | thumb | Picture from https://www.pinterest.com/pin/357051076719991734/]]
 
  
 
A Half-elf Fighter-Mage-Cleric from the distant land of Jhon
 
A Half-elf Fighter-Mage-Cleric from the distant land of Jhon
  
[https://docs.google.com/spreadsheets/d/15y76CwFHZK_bSn64lykSJTjRqa59ipTK/edit?usp=sharing&ouid=104111159945893972742&rtpof=true&sd=true '''Fariya's Character Sheet''']
 
 
<!--
 
 
== Basics ==
 
== Basics ==
 
{| class="wikitable" border="0" style="text-align:center"
 
{| class="wikitable" border="0" style="text-align:center"
 
! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !!  Needed for Next Level !! Hit Points
 
! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !!  Needed for Next Level !! Hit Points
 
|-  
 
|-  
| Fariya Mithra Camar || Darklin || F2 / M2 / C2 || LG || 10 (6 w/ Armor spell) || F-2650 / M-2765 / C-2765 || Next F-4000 / M-5000 / C-3000 || 12 (38 before split)
+
| Fariya Mithra Camar || Darklin || F2 / M2 / C2 || LG || 10 (6 w/ Armor spell) || F-2458 / M-2554 / C-2554 || Next F-4000 / M-5000 / C-3000 || 12 (38 before split)
 
|-  
 
|-  
 
|}
 
|}
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|''''' 0 '''''  
 
|''''' 0 '''''  
 
|'''''Worn '''''  
 
|'''''Worn '''''  
|-
 
|<span style="color: blue">''' Occulus Dei/Eye of God (1) ''' </span>
 
|''''' 0'''''
 
|'''''Backpack '''''
 
|-
 
|<span style="color: blue">'''Veneficus Pestis/Wizard’s Bane (1)''' </span>
 
|''''' 0 '''''
 
|''''' Backpack'''''
 
|-
 
|<span style="color: blue">''' Oris Mortuorum/Dead Man’s Mouth (1)''' </span>
 
|''''' 0 '''''
 
|''''' Backpack '''''
 
 
|-
 
|-
 
|''' Coin Purse with gold and Emeralds '''  
 
|''' Coin Purse with gold and Emeralds '''  
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|''''' 3 '''''  
 
|''''' 3 '''''  
 
|'''''Worn '''''  
 
|'''''Worn '''''  
|-
 
|''' Long Bow '''
 
|''''' 3 '''''
 
|'''''Worn'''''
 
 
|-
 
|-
 
|''' Dwarven Steel / Silvered Scimitar '''  
 
|''' Dwarven Steel / Silvered Scimitar '''  
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|'''''Back '''''  
 
|'''''Back '''''  
 
|-
 
|-
|''' Dwarven Steel Short Sword x 2'''  
+
|''' Dwarven Steel Short Sword '''  
|''''' 0 '''''  
+
|''''' 3 '''''  
|<span style="color: red">'''''Prisoners ''''' </span>
+
|'''''Back '''''
 +
|-
 +
|''' Long Bow '''
 +
|''''' 3 '''''
 +
|'''''Worn '''''  
 
|-
 
|-
 
|''' Quiver with 50 Sheaf Arrows '''  
 
|''' Quiver with 50 Sheaf Arrows '''  
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|'''''Pouch '''''  
 
|'''''Pouch '''''  
 
|-
 
|-
|''' 2 Days Iron Rations '''  
+
|''' 4 Days Iron Rations '''  
 
|''''' 2 '''''  
 
|''''' 2 '''''  
 
|'''''Sling Bag '''''  
 
|'''''Sling Bag '''''  
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|'''''Sling Bag '''''  
 
|'''''Sling Bag '''''  
 
|-
 
|-
|''' Hand Axe '''  
+
|''' Hand Axe through belt '''  
 
|''''' 5 '''''  
 
|''''' 5 '''''  
 
|'''''Sling Bag '''''  
 
|'''''Sling Bag '''''  
 
|-
 
|-
 
|''' Total w/ Sling Bag '''  
 
|''' Total w/ Sling Bag '''  
|''''' 40 '''''  
+
|''''' 46 '''''  
|<span style="color: blue">'''Unencumbered ''' </span>
+
|<span style="color: blue">'''Light ''' </span>
 
|-
 
|-
 
|''' Total w/out Sling Bag '''  
 
|''' Total w/out Sling Bag '''  
|''''' 28 '''''  
+
|''''' 34 '''''  
 
|<span style="color: blue">'''Unencumbered ''' </span>
 
|<span style="color: blue">'''Unencumbered ''' </span>
 
|-
 
|-
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<span style="color: blue">* '''Ring of Thought''': Base Power: All Mentalism Spells 125% (Range, AoE, Duration, # creatures affected, etc. etc.). All saves against Mentalism spells cast by wearer at -1; Wearer saves against Mentalism spells and spell-like effects @ +1. Single person cannot wear more than one of the Rings at a time. Here are the spells in the Mentalism List: Charm Person-1st, Hypnotism-1st, Spook-1st, ESP-2nd, Forget-2nd, Clairaudience-3rd, Clairvoyance-3rd, IRON MIND-3rd, Suggestion-3rd, Charm Monster-4th, Phantasmal Killer-4th, Psychic Protection-4th, Rary's Mnemonic Enhancer-4th, Domination-5th, Feeblemind-5th, Magic Jar-5th, Sending-5th, Eyebite-6th, Geas-6th, Mass Suggestion-6th, Tower of Mental Resistance-6th, Descent into Madness-7th, Demand-8th, Mind Blank-8th, Programmed Amnesia-9th.
 
<span style="color: blue">* '''Ring of Thought''': Base Power: All Mentalism Spells 125% (Range, AoE, Duration, # creatures affected, etc. etc.). All saves against Mentalism spells cast by wearer at -1; Wearer saves against Mentalism spells and spell-like effects @ +1. Single person cannot wear more than one of the Rings at a time. Here are the spells in the Mentalism List: Charm Person-1st, Hypnotism-1st, Spook-1st, ESP-2nd, Forget-2nd, Clairaudience-3rd, Clairvoyance-3rd, IRON MIND-3rd, Suggestion-3rd, Charm Monster-4th, Phantasmal Killer-4th, Psychic Protection-4th, Rary's Mnemonic Enhancer-4th, Domination-5th, Feeblemind-5th, Magic Jar-5th, Sending-5th, Eyebite-6th, Geas-6th, Mass Suggestion-6th, Tower of Mental Resistance-6th, Descent into Madness-7th, Demand-8th, Mind Blank-8th, Programmed Amnesia-9th.
 
<span style="color: blue"> '''Veneficus Pestis/Wizard’s Bane''': This large, blue, tall-stalked mushroom must be eaten fresh. When consumed, a save vs. poison must be made. If the save is successful, the consumer will have Magic Resistance (10 – 40%) for 1d10 rounds. Failure still provides the magic resistance, but the consumer also takes 1d10 poison damage. The mushroom will remain fresh for no more than seven days after it is harvested. </span>
 
 
<span style="color: blue"> '''Oris Mortuorum/Dead Man’s Mouth''': A pale white mushroom that sheds a phantom green glimmer in darkness. Said to grow where a man with unfinished business died, it’s often found in graveyards and ancient tombs. If properly dried for 24 hours, the mushroom can be then steeped in boiling water to make a tea that can be drunk. The consumer must then save vs. poison; if the save is successful, the consumer will be able to Speak with Dead as if cast by a 6th level Priest (dead < 1 week, 1 round duration, 2 questions). A failed save will result in hallucinations of the dead talking to them, but there will be no real connection to the dead person or creature in question. There will be no difference between these results from the point of view of the consumer – it is only a matter of whether the questions and answers are actually generated by the dead entity, or whether they are imagined by the mind of the consumer. </span>
 
 
<span style="color: blue"> '''Oculus Dei/Eye of God''': A small, light blue mushroom that grows in clumps. When the gills are dried and smoked it causes mild visual hallucinations that may or may not reveal the future. Game Effect – character smoking the dried mushrooms is incapacitated for 2 hours, in a dreamlike trance, unable to take any actions. 33% chance that character will see visions of the past, present, and future in chains of events that are linked in meaning; these will be vibrant scenes and images and even auditory components that the individual will remember after the effects have passed. Failure of this roll will still result in similar perceptions, but these either are random in nature and unrelated to the user’s stated interest, or the user will not remember the imagery in enough detail to be able to connect their focus and meaning. </span>
 
  
 
*'''Veniri Gladius Short Sword''' with silver inlaid guard featuring nautical designs and a squid pommel with the twined tentacles forming the grip.  Blade is a high gloss buffed steel flawless in every way. (50 gp value)
 
*'''Veniri Gladius Short Sword''' with silver inlaid guard featuring nautical designs and a squid pommel with the twined tentacles forming the grip.  Blade is a high gloss buffed steel flawless in every way. (50 gp value)
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|'''Pair of Matched Scimitars - Flames of A’Salam Ethos'''
 
|'''Pair of Matched Scimitars - Flames of A’Salam Ethos'''
 
|-
 
|-
|'''*Small Shield'''
+
|'''Small Shield'''
 
|-  
 
|-  
 
|'''Leather Cow Hide '''
 
|'''Leather Cow Hide '''
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|'''Lavender Soap'''
 
|'''Lavender Soap'''
 
|-
 
|-
|'''*Johonnian Scimitar'''
+
|'''Johonnian Scimitar'''
 
|-
 
|-
 
|'''Whetstone'''
 
|'''Whetstone'''
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|'''Vials of Ink x 2'''
 
|'''Vials of Ink x 2'''
 
|-
 
|-
|'''*Jambiya Dagger'''
+
|'''Jambiya Dagger'''
 
|-
 
|-
 
|'''Silk Rope 50 ft'''
 
|'''Silk Rope 50 ft'''
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|'''First Level'''
 
|'''First Level'''
 
|''''' 2 '''''
 
|''''' 2 '''''
|'''''1'''''
+
|'''''0'''''
 
|-
 
|-
 
|'''Second Level'''
 
|'''Second Level'''
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Spells wanted to Find & Learn: '''1st:''' Mount-PHB, Copy-WHB, Shocking Grasp-PHB, Mending-PHB, Feather fall-PHB, Write-WSC.  '''2nd:'''''Strength''-PHB, Cat's Grace-S&M, Blur-PHB, ''Stinking Cloud''-PHB, Continual Light-PHB, Deep-pockets-PHB, ESP-PHB, Invisibility-PHB, Knock-PHB, Melf's Acid Arrow-PHB, Filter-WHB, Web-PHB, Spectral Hand-PHB, Alter Self-PHB, Scare-PHB, Mirror Image-PHB, Glitterdust-PHB, Rope Trick-PHB. '''3rd:''' ''Haste''-PHB, Dispel Magic-PHB, Fireball-PHB, Fly-PHB, Lightning Bolt-PHB, Protection from Normal Missiles-PHB, Vamperic Touch-PHB, Water Breathing-PHB, Wraithform-PHB, Tongues-PHB, Monster Summoning 1-PHB, Melf's Minute Meteors-PHB, Flame Arrow-PHB, Clairvoyance-PHB, Lance of Disruption-S&M, Far Reaching 1-Tome, Gust of Wind-PHB, Invisibility 10'Radius-PHB.
+
Spells wanted to Find & Learn: '''1st:''' Mount-PHB, Copy-WHB, Charm Person-PHB, Mending-PHB, Feather fall-PHB, Write-WSC.  '''2nd:'''''Strength''-PHB, Cat's Grace-S&M, Blur-PHB, ''Stinking Cloud''-PHB, Continual Light-PHB, Deep-pockets-PHB, ESP-PHB, Invisibility-PHB, Knock-PHB, Melf's Acid Arrow-PHB, Filter-WHB, Web-PHB, Spectral Hand-PHB, Alter Self-PHB, Scare-PHB, Mirror Image-PHB, Glitterdust-PHB, Levitate-PHB. '''3rd:''' ''Haste''-PHB, Dispel Magic-PHB, Fireball-PHB, Fly-PHB, Lightning Bolt-PHB, Protection from Normal Missiles-PHB, Vamperic Touch-PHB, Water Breathing-PHB, Wraithform-PHB, Tongues-PHB, Monster Summoning 1-PHB, Melf's Minute Meteors-PHB, Flame Arrow-PHB, Augmentation 1-Tome, Lance of Disruption-S&M, Far Reaching 1-Tome, Gust of Wind-PHB, Invisibility 10'Radius-PHB.
  
 
== (Spell Book) ==
 
== (Spell Book) ==
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|}
 
|}
  
 +
== Motivation ==
  
==Leather Workshop/Apothecary/Alcquemiste (Future Plans)==
+
Fariya is driven to fulfill her obligation to her master and there by become her own woman.  Free from the confines of repayment of debt and favor.  She appreciates the training she was given and is willing to repay her obligations to her master, but is willing to learn all she can and set herself up for a good life after her debt is payed.
 +
 +
  * Motivated to purchase her own store and make her own way. 
 +
  * Learn everything and anything she can to better her life and improve her way of living.
 +
  * Continue to bring the ways of the Jhon to others and prove that A'Salam is the only faith.
 +
 
 +
==Leather Workshop/Apothecary (Future Plans)==
 
Fighter's Handbook. If he Intends to make any sort of all leather armor (hide armor, leather armor, and armored leather caps). The workshop is a leatherworker's shop. Including apparatus for leather soaking, scraping, tanning, boiling, boiling in wax, shaping, hole punching, sewing, and all the other processes by which leather is transformed Into armor. Such a workshop costs 25 gp plus the cost of the shelter where it is set up: An additional 25 gp for a large tent, an additional 75 gp for a well-crafted hut/workshop, or more as part of a larger dwelling (at whatever price scheme the DM prefers). (Included In the price of the leatherworker's shop is the cost of the tools necessary to make padded armor and armor linings and padding.)
 
Fighter's Handbook. If he Intends to make any sort of all leather armor (hide armor, leather armor, and armored leather caps). The workshop is a leatherworker's shop. Including apparatus for leather soaking, scraping, tanning, boiling, boiling in wax, shaping, hole punching, sewing, and all the other processes by which leather is transformed Into armor. Such a workshop costs 25 gp plus the cost of the shelter where it is set up: An additional 25 gp for a large tent, an additional 75 gp for a well-crafted hut/workshop, or more as part of a larger dwelling (at whatever price scheme the DM prefers). (Included In the price of the leatherworker's shop is the cost of the tools necessary to make padded armor and armor linings and padding.)
  
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'''Alcquemiste's Guild Member-PAID Enrollment + 1 Month''' Requirements to Join: proficiency/Class as Herbalist, Alchemist, Wizard; must be Nominated by an existing member of sufficient rank; enrollment dues: 100 gp (6-month probationary period, can be ejected for violations w/out recourse during this time) + monthly dues: 20 gp; cannot refuse any reasonable request from higher ranking guild members (typically will be assistance in experiments, requests to obtain materials or research, etc); rank w/in Guild will roughly track with class/proficiency level, but can also be raised by actions or service supporting the guild (e.g., donating books or equipment or magical items, completing tasks from higher-ranking members, etc.; must take an oath of complete secrecy regarding the arcane relationships within the guild - discussions about such topics, as well as magical research and/or experiments, must be held on guild property or other safe locations designated within the city, and may only involve other guild members. Violation of this results in immediate ejection and blacklisting from the guild. It is strongly implied that that will be the least of your worries should this occur, as you would earn the immediate enmity of the entire guild membership, having put their lives and livelihoods at risk. Benefits: allowed open an alcquemiste (chemistry) shoppe that trades in mundane, non-magical preparations only (e.g., solutions used in ornamentation, construction, entertainment, etc.); access to the guild library; free Evening-feast meals at Guild Hall on weekends, free admission to parties, balls, or galas held by the guild; membership benefits apply to allied guildhalls in other cities (will be city-dependent); ability to network and socialize with guild members (within constraints mentioned above)
 
'''Alcquemiste's Guild Member-PAID Enrollment + 1 Month''' Requirements to Join: proficiency/Class as Herbalist, Alchemist, Wizard; must be Nominated by an existing member of sufficient rank; enrollment dues: 100 gp (6-month probationary period, can be ejected for violations w/out recourse during this time) + monthly dues: 20 gp; cannot refuse any reasonable request from higher ranking guild members (typically will be assistance in experiments, requests to obtain materials or research, etc); rank w/in Guild will roughly track with class/proficiency level, but can also be raised by actions or service supporting the guild (e.g., donating books or equipment or magical items, completing tasks from higher-ranking members, etc.; must take an oath of complete secrecy regarding the arcane relationships within the guild - discussions about such topics, as well as magical research and/or experiments, must be held on guild property or other safe locations designated within the city, and may only involve other guild members. Violation of this results in immediate ejection and blacklisting from the guild. It is strongly implied that that will be the least of your worries should this occur, as you would earn the immediate enmity of the entire guild membership, having put their lives and livelihoods at risk. Benefits: allowed open an alcquemiste (chemistry) shoppe that trades in mundane, non-magical preparations only (e.g., solutions used in ornamentation, construction, entertainment, etc.); access to the guild library; free Evening-feast meals at Guild Hall on weekends, free admission to parties, balls, or galas held by the guild; membership benefits apply to allied guildhalls in other cities (will be city-dependent); ability to network and socialize with guild members (within constraints mentioned above)
  
==Herbalist Finds==
+
== Personality ==
 
+
Faryia is interested in all forms of Crafts. She enjoys weapon collecting of all sorts. Wishes she was of stronger build to be able to wear better armor when fighting but is happy with her magic and wishes to collect as many spells as she is able. Hopeing to one day have a large library of her own to read and learn from.
'''Hero's Heart Herbs x 3:''' She can dry them and make a tea; the tea can be drunk, and gives the imbiber a temporary boost in their stamina in combat.
 
 
 
'''Veneficus Pestis/Wizard’s Bane x1:''' This large, blue, tall-stalked mushroom must be eaten fresh. When consumed, a save vs. poison must be made. If the save is successful, the consumer will have Magic Resistance (10 – 40%) for 1d10 rounds. Failure still provides the magic resistance, but the consumer also takes 1d10 poison damage. The mushroom will remain fresh for no more than seven days after it is harvested.
 
 
 
'''Oris Mortuorum/Dead Man’s Mouth x1''': A pale white mushroom that sheds a phantom green glimmer in darkness. Said to grow where a man with unfinished business died, it’s often found in graveyards and ancient tombs. If properly dried for 24 hours, the mushroom can be then steeped in boiling water to make a tea that can be drunk. The consumer must then save vs. poison; if the save is successful, the consumer will be able to Speak with Dead as if cast by a 6th level Priest (dead < 1 week, 1 round duration, 2 questions). A failed save will result in hallucinations of the dead talking to them, but there will be no real connection to the dead person or creature in question. There will be no difference between these results from the point of view of the consumer – it is only a matter of whether the questions and answers are actually generated by the dead entity, or whether they are imagined by the mind of the consumer.
 
  
'''Oculus Dei/Eye of God x1:''' A small, light blue mushroom that grows in clumps. When the gills are dried and smoked it causes mild visual hallucinations that may or may not reveal the future. Game Effect – character smoking the dried mushrooms is incapacitated for 2 hours, in a dreamlike trance, unable to take any actions. 33% chance that character will see visions of the past, present, and future in chains of events that are linked in meaning; these will be vibrant scenes and images and even auditory components that the individual will remember after the effects have passed. Failure of this roll will still result in similar perceptions, but these either are random in nature and unrelated to the user’s stated interest, or the user will not remember the imagery in enough detail to be able to connect their focus and meaning.
+
  *Quiet and Soft when in the civilized areas and cities.
-->
+
  *Fights like a caged animal when out of the Law controlled areas.
 +
  *Soft spot for young orphans and infirmed
  
 
== Background ==
 
== Background ==
 
 
Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were.
 
Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were.
  
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She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her.
 
She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her.
  
=== Motivation ===
+
===============
Fariya is driven to fulfill her obligation to her master and there by become her own woman.  Free from the confines of repayment of debt and favor.  She appreciates the training she was given and is willing to repay her obligations to her master, but is willing to learn all she can and set herself up for a good life after her debt is payed.
+
 
+
It looks down at them, the tongue flickering out again; then it extends a hand, holding something out to Fariya.
  * Motivated to purchase her own store and make her own way.
+
 
  * Learn everything and anything she can to better her life and improve her way of living.
+
It is a bone disk – probably a shoulder blade of something large – which has been carved with many small symbols, none of which have any meaning to any of them – they neither look like glyphs or pictures, but possibly some strange combination of the two.
  * Continue to bring the ways of the Jhon to others and prove that A'Salam is the only faith.
+
 
 +
“Minethhhhhhhh. Acaozzashk. Takethhhhhhhhhh. To Red Ssssssssspinesssssssss. To Sssssssssshamanssssss. Sssssssssspeakssssss. Acaozzashk.
 +
 
 +
It makes Fariya repeat the syllables of “Acaozzashk” several times, making corrections, always with more ‘th’ or ‘ss’ to the pronunciation. Finally, it nods its head.
  
=== Personality ===
+
“Sssssssssssth. To Red Ssssspinessssss. To Ssssssssshamanssssssssss. No onessssss elssssssssse. I sssssssssend. Acaozzashk ssssssssssend. You help ssssssssssshaman. You help Red Ssssssssspinesssssssssss. Thhhhhhhhen Red Ssssssssspinesssssss helptthhhhhh youssssssssss.”
Faryia is interested in all forms of Crafts. She enjoys weapon collecting of all sorts. Wishes she was of stronger build to be able to wear better armor when fighting but is happy with her magic and wishes to collect as many spells as she is able. Hopeing to one day have a large library of her own to read and learn from.
 
  
* Quiet and Soft when in the civilized areas and cities.
+
In one swift movement, it turns and leaps away into the fog, and is gone.
* Fights like a caged animal when out of the Law controlled areas.
 
* Soft spot for young orphans and infirmed
 

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