Character Sheet Link
Player: Kajhera
Race: Magic-Blooded Halfling (Strongheart, Water)
Class: Sorcerer 1 / Binder 1 / Anima Mage 5
Alignment: Lawful Evil
Appearance: At a glance her skin seems silvery and gleaming; closer inspection shows her skin consists a layer of fishlike scales, thin and supple enough. Pulled back into a single braid, long silver hair hangs from her head. The irises of her eyes are a pale blue. Spreading or clinging to her back are a set of translucent, ridged wings bearing a strong resemblance to a fish's fins. She has a slender but healthy build.
She wears a pale blue spidersilk top with a V-shaped dip in the neckline at the back. Its sleeves are long, tight along her upper arm and flaring at her lower. The fabric is a touch thick and heavy as silk goes. A bit of padding protects her elbows and shoulders. Beneath her flared sleeves, fingerless gloves of similar material pull up to near her elbows. A set of three steel feathers is woven into the back of each glovehand, decorative in appearance but lending three sharp steel points to a punch. The edges of the central feather are flared upwards in a curve, which on testing provides a suitable holding place for a wand. Similar feathers decorate her arms and shoulders, running down her back and hinting at a wing design along the V baring her fins and shoulderblades. Largely symmetrical, a single feather placed perfectly between where the 'wings' meet ensures she is wearing an odd number, and a curve to it evinces that it can be used as a holder for a defensive wand.
A short tabard of heavier spidersilk guards her back and the fins on it, open sides allowing them mobility despite this, as well as reinforcing the protection to her chest. It is black with silver edging and an elegant depiction of a silver crane. It is tucked into her belt, a black leather belt with three moonstones, and does not extend below this. Usually, she wears a cloak with deep pockets, charcoal in hue, as well.
Below her belt a pale blue skirt guards her legs, long and loose, easily swirling about her legs and allowing most movement. Multiple layers of silk provide protection, padding and warmth without overly weighing down any particular section. Her boots are of tight-laced black leather, thick-soled and protective for walking in muck and such things. All of her clothing is unharmed by immersion in water and not weighed down greatly by soaking, made by the standards of her amphibious race.
Personality: Sidhe is usually cordial and courteous, but is a bit cautious about truly trusting others.
She has three main measures of happiness: the acquisition of wealth (broadly defined), the creation of enduring splendor, and the fulfillment of desire.
By the terms of Hell, she favors four sins and opposes three.
Favored by strongest: 1: Avarice, 2: Pride, 3: Lust, 4: Gluttony
Opposed by most opposed: 1: Sloth, 2: Wrath, 3: Envy
She has two harmonies with Mammon and one tension.
Harmonies: Greed, Lust
Tension: Betrayal
After learning of his existence she admires Naberius as the noblest once-powerful entity of Hell, for his patronage of the arts, and her loyalty is divided between him and Mammon.
Manifestation: Sidhe keeps a sharp eye out for chances to attain wealth, but typically does not begrudge others theirs. She seeks to leverage talent, hard work, and skill at manipulation to bring her the lifestyle she feels she deserves. Though practical and self-interested, she is not especially cold-hearted, and has no lust for blood - neither however does she lose much sleep over death or injury resulting from her actions. Possessed of an artistic vanity, Sidhe considers her crafts quite a noble pursuit, particularly the more enduring results of weaving. She is hedonistic and embraces her appetites.
The form of government she most favors is a materialistic totalitarianism, where the laws shape society to create the greatest opportunity for communal wealth and decadence, with the three prime civic virtues mirroring her own virtues (wealth, art, and hedonism).
She is patient about this goal, willing to pursue it incrementally, and careful to use terminology that appeals over multiple alignments to support it. Somewhat unusually for her alignment, she is cautious of authoritarianism. The closest literary example to the world she works for would be Huxley's 'Brave New World', with a religious capitalism, state-sponsored drug use, removal of physical inhibitions, and communal rather than personal raising of children with the rigorous indoctrination in the values of society and sufficient practical education. However, she has no wish to do away with art as Huxley's society did, nor prescribe societal roles from birth - the second more a practical matter in a wider and swiftly changing world.
Background:
Born in the Dragonport Swampside to a single mother, Sidhe shows strongly the influence of the wild region nearby. She has a certain fondness for both reptiles and vermin of the area. What religious influence she was exposed to by chance in her upbringing dissatisfied her; and when not weaving to aid her mother she looked further into the matter of belief. Her search brought her swiftly to Hell. In the principles, rewards and afterlife offered by Mammon she found what seemed to fit her far better than the gods cared to offer. Not easily satisfied, however, but easily captivated by romance, Sidhe read into the earlier days and founding of Hell, finding herself wishing that the devil lord now were so focused on forging splendor from squalor as he once was; and, eventually, drawn to fall in love with the enigmatic Naberius.
Her race, known disparagingly as 'fishlings', and somewhat more politely as 'swamp halflings', are one of the more established races of Swampside. Their ancestors from long ago were halflings with a mystic culture drawn to the swamp for a variety of reasons; rumors or divinations of wealth, part of their number being kidnapped by the serpentfolk who dwell within, or finding themselves there after fleeing a separate danger. Conjurers called minor spirits of water to guide them through the swamps, particularly mephits, of ooze and water. After a time, pregnancies began to be 'corrupted by' the common presence of the elemental natives, with children being born who showed aspects similar to the waterborn beings. With pressure from the clans, many of these young ones were abandoned at the most 'civilized' edges of the swamp, in theory left to die. Not all agreed to this however, and a few remained behind to help the hybrid generation survive.
None of those original clans remain in the swamp, to general knowledge. Fishling blood has largely stabilized; not possessed of the unusual luck of their halfling ancestors, but instead of a necessary grit, adaptability, resistance to disease, and skill at simply vanishing into the swamp away from those who would harass them. They have a sensual aesthetic, and are inclined to appreciate their experiences carefully and critically despite the seeming poverty of their location. Though adaptable, they are careful that thought accompanies action. Often they maintain an unusually friendly demeanor regardless of their inner thoughts, which combined with their logical approach may in situations make others suspect them of cowardice or duplicity.
Membership:
The Silver Cranes - Founding Member
Familiar:
Velnias
Former Familiar:
Lati, Sea Snake (Sea Krait)
Lati has black and silver stripes and a small tail fin. Adept at swimming, he is still able to maneuver without extreme difficulty on land. His species is highly venomous, but generally shy and reclusive. They are most often active at night.
Mount:
Mekila, Magebred Clawfoot
Character Log:
10
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Crafting Scratchpad
3 weeks of poisoncrafting, +8, +2 masterwork tools -> 900gp of poison (7.5 doses, sell for 420gp, costs 140gp)
2 weeks of crafting with 5 Unseen Crafters (ignoring the first week for start-up difficulties)
Masterwork Loom 1: 60 gold of silk
Masterwork Loom 2: 60 gold of silk
Loom 3: 54 gold of silk
Alchemy Lab: 60 gold of alchemy (cost 20, DC 20)
Nonmasterwork Alchemy (Aided by Mali): 84 gold of alchemy (cost 28, DC 20)
Weaving: Aided, masterwork portion (23 * 20 * 3 = 138), nonmasterwork on 3 masterwork looms (283.5), nonmasterwork on 2 nonmasterwork looms (171)
3 weeks of poisoncrafting, +11 -> 945gp of poison (6.3 doses, sell 6 for 450, costs 157.5gp)
1 masterwork loom producing armor with purposefully increased craft DC, aided by familiar (158.7gp progress)
3 masterwork looms producing mastercraft, unaided (378gp value produced, -30 Courtier's Outfit, rest sold for 174gp (-50 jewelry))
1 nonmasterwork loom producing other sections of armor without aid (74.1gp progress)
1 alchemy lab producing DC 20 things, unaided (126gp value, -42gp cost)
Unseen Crafter x 7, aid: familiar
Tools: 5 masterwork looms, 1 nonmasterwork loom, 1 masterwork alchemy lab, 1 nonmasterwork alchemy tools, 1 masterwork poisoncrafting tools
0. Mwk poisoncrafting tools, 21 * 15 * 3 gp, 945gp poison doses, cost 157.5gp, 6.3 doses (.6 doses!)
1. Aided, mwk loom, crafting dc +10 spidersilk armor. 23 * 23 * 3 sp, 158.7gp, 391.5/450gp
2. mwk2, luxury, 126gp
3. mwk3, luxury, 126gp
4. mwk4 luxury, 126gp
5. mwk5 luxury, 126gp
6. nmwk crafting, 19 * 13 * 3sp, 74.1gp, completed armor!
7. mwk alch, 21 * 15 * 3, 94.5gp dc 15
[Pay Materials cost of 189gp, Sell 378gp of spidersilk clothing for 189gp]
Sell 2 doses of poison for 150gp
Sell 6gp of spidersilk clothing for 3gp
Retain 94.5gp alchemy, 4 courtier's outfits, 4.6 doses of poison





