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Falish

"If you think you know everything, you probably know nothing."

A renegade Izzet arms dealer who lives and works on Tin Street. She was excommunicated from her guild but still has contacts within it, friends who assist in providing her items she needs for her research and experiments.

Falish was a researcher in the Izzet League, specifically working within a Laboratory of Pyrology inside Nivix itself. She was very interested in creating weapons, and on using them. Her energy and crazed mania were at first excellent traits that her peers admired, but after one too many incidents she was forced to become a guard, only being able to work on her experiments in secrecy as during the day she was to oversee the protection of the laboratory and nothing more. Eventually the judgement and mistreatment led her to leave the guild entirely, seeing no reason to remain if her true interests were not being fulfilled. Thus she took up work as an illegal arms dealer, conducting experiments in secrecy in a hidden workshop. Her knowledge of the Izzet League labs helped her sneak in and out to steal items and research, plus a few contacts still remained that she could gain assistance from. The arms business was lucrative, especially in the form of goblin gangs. A favored customer of hers was Krenko, he paid well and never seemed to shy from her more....experimental....designs. She has so far avoided any Azorius or Boros interference, though now that Krenko has been captured she worries what the goblin may spout under pressure.

Mental characteristics

Employment

Ex-Izzet Researcher, now an illicit arms dealer and rogue scientist.

Morality & Philosophy

Falish doesn't have much in the way of morals, as anything and everything goes in the name of research. She may feel guilty at harming an innocent bystander with a malfunctioning weapon but she isn't going to lose any sleep over it. What her weapons she sells are used for she doesn't have the slightest care, unless of course she is worried they can be traced back to her. Interference from those pompous guild law abiders is annoying at best.

Personality Characteristics

Motivation

Research and Improvement, as once fulfilled by membership of a guild. The ever constant search for answers and discovery keep Falish going day and night. Experiments with magic and elements, turning these energies into fusions to develop weapons utilizing the alloy known as Mizzium are her focus and specialty. She sells her weapons to fund more experiments, and often isn't dissuaded by law to get what she wants.

Vices & Personality flaws

She wouldn't hesitate to betray someone to help herself, it could be said she is addicted to her research

Personality Quirks

Constantly fidgets with things, occasionally displays some kleptomania.

Relationships

Wyroon

Aquaintance (Trivial)

Towards Falish

-1

Frank


Falish

Aquaintance (Trivial)

Towards Wyroon

1

Honest


History

Falish is a regular at the Millstone, and often rants about her research to an annoyed Wyroon.

Alignment
Chaotic Neutral
Species
Human
Year of Birth
10047 (29 years old)
Current Residence
Precinct Four
Biological Sex
Female
Eyes
Deep brown, small and thin
Hair
Frizzed curls pulled back with a red headband, black
Height
5'9"
Weight
142lbs
Known Languages
Falish knows Common and Goblin, since within the Izzet League she worked closely with many goblin attendants. This education helped her further in her arms dealing with the local street gangs.

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Falish

Medium Human Scorchbringer Guard , Chaotic Neutral

Armor Class 16(breastplate)
Hit Points 18 2d8+2
Speed 30ft

STR
13 +1
DEX
14 +2
CON
12 +1
INT
11 0
WIS
11 0
CHA
10 0

Skills Sleight of Hand +4, Investigation +5
Senses Passive Perception 14

Observent Feat Can read lips if the language is known.

Languages Common, Goblin
Challenge 1/2




Explosive Tank When scorchbringer dies or rolls a 1 on a recharge check, the tank on their back explodes in a 10ft radius sphere. Each creature in range must make a DC 12 Dexterity saving throw, takin 7 2d6 fire damage on fail, or half that damage on a success. The explosion ignites any flammable objects not being worn or carried, and the scorchbringer is destroyed.


Actions

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 20/60ft, one target. Hit: 4 1d4+2 bludgeoning damage.

Scorchbringer(Recharge 4-6) The guard's scorchbringer spouts a stream of flame in a line that is 30ft long and 5ft wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 2d6 fire damage on a failed save, half as much damage on a successful one.


 

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