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Cyanmeri - Tiefling

Started by ladybug, Oct 14, 2024, 05:32 PM

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ladybug

Quote from: cyanmeri on Oct 11, 2024, 09:35 AMGame Login (Include all logins and forum profiles used on CD, not just the one you plan to use this character on): Cyanmeri, (discord, forum) Hazel Valmai (Shy Tiefling)
Discord Nickname: Cyanmeri
Other characters played on CD (from all logins): Aryalinde (Selunite Moon elf) Sylia (BlinksforGold)
Approximate time spent on server: 9 months



(Small note: This was planned to be a joint app with IronTyrant's proposed character app, Lyrica)


Name: Hazel Valmai
Race: Tiefling (Balor lineage)
Initial Alignment: Lawful Neutral
Description:
When covered up: wearing dark robes, she appears human, while a massive claymore hangs from her back.

When uncovered: At first glance, Hazel would seem to many as gothic in appearance. With pale white skin, black hair, lipstick, and various tattoos that portray warfaring symbolism, Hazel would certainly stand out in a crowd without her robes to cover her. Her two curled black horns that jut out of her head, shaped like a ram's are an obvious sign of her infernal blood, as is her spaded that tail that swings idly behind her. She is a woman of muscle, and it is clear that both genetics and discipline have played a part in her development. Yet despite her strength, she stands with an anxious disposition, especially when around people she is not familiar with, generally opting to hide behind objects like trees, or even other people. If she has nowhere else to hide, Hazel will set her claymore into the ground and hide behind it.

Deity (Note: Characters without a patron are subject to permadeath in DM events): Red Knight

Base Class & Proposed Development: Fighter/weaponmaster/knight errant

Background (500-1000 words): Growing up in Baldur's Gate, Hazel grew up with a large family of humans who loved her unconditionally, despite the surprise they were given from her birth. Born into a family of nine, Hazel is the youngest child, and due to the worries of how she could be treated in the City, as well as outside of it, She was homeschooled by her mother. She was taught about the laws of the land, the history of the Sword Coast as well as matters of war and tactics. Much like her family, Hazel choose to worship Red Knight, for their values and ideals closely align. It is because of this family upbringing that she is not more aggressive, chaotic, and off the rails, for her blood traces back to a Balor demon.

However, Hazel has a fascination for violence, an obsession with it. This made her upbringing difficult, as she often fought with siblings. Rather than curb her behavior though, her parents disciplined her to hone her eagerness, her lust for battle, and to channel it for the right scenarios and situations to learn when to fight, and when it is better to let things pass by.

At some point during her training under her family, a family heirloom was stolen by a conniving thief. A hairclip more than worth its weight in gold, but also an object of great sentimental value. Hazel volunteers to find and apprehend the thief and bring back what is stolen. Her family agrees that this will be a good test for her to finally put her desires for battle onto the field and let her finally unwind all of her pent-up energies. So she departs for Cormyr soon after making dozens of preparations, inspired by all the adventurers that come and go from Baldur's Gate, as well as what her parents prepare for her.

Her tracking leads her eastward and out of the familiar sights and climate of the Sword Coast, and towards the lush greenery of the Heartlands, where her trail ends dead in Eveningstar. Without much luck for her mission to both find and identify this thief, Hazel finds herself sulking and staying at the local tavern, where she meets a travelling bard called Lyrica that had been performing there. The songs and tales of adventure again sparked an interest, and despite her shy nature, she approached Lyrica one evening to speak of those tales and ask for more.

Lyrica obliged, happy to share her enthusiasm for the vocation, convincing Hazel quickly to pursue adventures while trying to find her family's heirloom. With more people known in her repertoire, the easier it could be to eventually find that thief, and the more glorious combat and adventures she can go on, once it is recovered! With that in mind, she sets off arm-in-arm with a stranger towards Arabel to sign themselves up to the nearest adventurer's guild to start their journey.


Personality Profile: Hazel is an overly shy and skittish individual who has a hard time interacting and connecting with people, and either tends to hide when overwhelmed, or stutter and trip over herself verbally. When she becomes more familiar with those around her, she is passionate, and more than eager to talk about her interests of dueling, conflict, war and tactics. In fact one might had a hard time changing the subject once she begins raving about them.

She adores duels, loves fighting, and for her, it's not the killing that satisfies her, it is the thrill of battle, of violence. If Hazel meets an adversary or enemy that she overcomes, yet finds that the battle itself is fulfilling, then she is more likely to spare them, offering them to chance to train, become stronger, and fight again later.



Goals: (Consider beyond the obvious - everyone wants to get stronger and make a name for themselves. What else does your character want out of life? Do they have any hobbies? Anyone they want to find or meet? A family mystery or secret they want to explore?)

Hazel's main goals are:

- To catch the thief and return the stolen heirloom. Maybe enact violence. Maybe a lot.

- To prove that even away from her family, that she can overcome and control her infernal urges. That what they have taught her, to deal with her lineage with all the lessons and discipline she has learned, will guide her way, or so she hopes.

- To go on adventures with Lyrica, and become a famous adventurer herself.

- She wants to meet her rolemodels, several renown heroes and warriors, people who have put everything on the line to save Baldur's Gate, Cormyr, and Faerun at large. She would want to eventually meet more Red Knight followers, and perhaps join a faction or organization consisting of them as well.

- To make her family proud, and give back to them after all the years they spend raising and teaching her, by finding and gathering new treasures, new things to pass on to later generations, new heirlooms.

- She wants to be able to come home to her family and tell grand and epic tales of her adventures, to share the romanticism of adventuring life.

- She wants to fight! the more the odds are stacked against her, the more enthusiastic she becomes. If she had the opportunity to hunt big beasties, she would relish the challenge.



Possible Plot-Hook Ideas and Misc Facts: All aforementioned in goals, but in addition to that, a light-hearted take on "the hero's journey" involving sword in the stone-esk shenanigans, but it's all memes, and Hazel stumbles her way through the story beats, -somehow.-

Meeting and making a Rival that she compares herself to and fights from time to time, as she grows stronger in her adventuring life. (This could be an ongoing thing.)

Perhaps later delving into her infernal origins, and seeing how far the rabbit hole goes down.
if that means meeting an infernal ancestor? who knows?


How does this race affects the character's roleplay? Playing a tiefling comes with its risks, and the general populace may not view Hazel favourably. She would have to be careful not to anger adventurers,  guards, or the commonfolk, and conceal her identity to all but those most trusted.

How does it affect the roleplay of others? I think for the adventuring side of things, Hazel might come off as cold or distant, though as she comes out of her shell, she may become well accustomed to other adventurers. It is then her interests could shine through and her overall appearance, cloaked or not, might potentially be overlooked for her personality. (Again, at least by adventurers.)
Does it maintain the integrity of the setting? I believe it does, yes.

How does the reaction level affect your PC and how will you mitigate any consequences of your character's reaction level? As a tiefling, Hazel would have a rough time interacting with a majority of society, and she will have to be careful who she trusts to speak and interact with, while also hiding her monsterous traits.

How will your character conceal or otherwise hide their unusual appearance to blend in with common or accepted races of the setting?
Hazel will wear concealing clothes, including a hood, though even then it would be difficult to hide her tail and horns completely. When she has access to such magic, be it via friends, or aquiring wands of alter self, she would use them instead.






Proposed Template:
Tiefling (BALOR Bloodline) - Custom

ECL: +1

Reaction Level (if known):
In Arabel - Level 2 (Tolerated)
Outside Arabel - Level 3 (Discriminated)

Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the predjudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minon of a Faerunian deity often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Type Change: Outsider
Subrace field: Tiefling

Alignment: Must be evil or neutral aligned (LE, NE, CE, LN, TN, CN).

Ability Changes: Str +2, Int +2, Wis -2*
Add 4 skill points*

On Skin:
+2 Bluff, Hide

Feats:
(228) Darkvision
(1309) Tiefling racial feat
(1315) Darkness
(427) Resist Energy: Cold
(430) Resist Energy: Electrical
(429) Resist Energy: Fire

Bonus Language: Infernal (Devil), Abyssal (Demon), Either (Yugoloth)



SDM Sto Helit

When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up. - C. S. Lewis