Zea
Physical Description
Physical quirks
Mental characteristics
Personal history
When Zea’s father left, it was particularly hard on Zea. It was so bad during her adolescence that she considered suicide to escape the pain, but was touched with a divine vision from her grandmother, Shelyn. Shelyn called her to serve all that is good and beautiful in the world and to try to create a world with more beauty than pain.
Early on in her life, Zea fell in love with a human boy. She was utterly devoted to him and he treated her roughly, taking advantage of her belief that love was one of the most beautiful things in existence. When he finally tired of her and left, Zea hardened her heart against romantic encounters. She still believes in beauty, but the beauty of love is not for her.
Zea’s relationship with her sister is one of solidarity and a deep bond of sisterhood. They will do just about anything to protect one another. Zea is also Rae’s bastion of faith, encouraging her sister that their grandmother will not remove her favor and banish Rae back to a male body.
Employment
Mental Trauma
Wealth & Financial state
- everwake amulet – user does not need to sleep for 7 days (must “rest” for normal sleeping hours to regain spells and daily usage abilities). On 8th day, amulet does not work and user is exhausted. If amulet is removed, user is exhausted for 4 hours per night of sleep skipped. 8,000gp
- gravewatch pendant – Undead creatures take -2 on attacks vrs wearer. Incorporeal undead take -4. All undead gain + 4 circumstance bonus to Perception checks to detect the wearer. 8,000gp
- mind-sentinel medallion – wearer gains + 2 resistance bonus vrs mind-affecting spells, spell-like abilities, and supernatural abilities. If wearer fails a save to avoid being dominated, medallion grants an immediate second save. If second save is successful, medallion becomes simple jewelry. 3,500gp
- periapt of health – renders wearer immune to all diseases, including supernatural. 7,500gp
- periapt of proof against poison – renders wearer immune to poison. 27,000gp
- periapt of protection from curses – 3/day wearer may reroll saving throw attempts vrs a curse. Must take second roll, even if it’s worse. 12,000gp
- symbol of sanguine protection – 1/day, wearer make deal 1d6 damage to himself to collect divinely blessed blood which works as holy water. Any undead or evil creature which attempts to use blood drain vrs wearer takes 4d6 positive energy damage and are sicked for 1d4 rounds (DC 16 will save negates sickened condition). 17,500gp
- torc of lionheart fury – wearer gains + 2 morale bonus on saves vrs fear. 8,000gp
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