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Created
2 months, 25 days ago
Creator
funkyfreshalien
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Stats

Lv.12 Sorcerer

Prayer
~65
12/31
agender
they/them
5'11"
true neutral
aasimar

Death Soul

You exist on the borderline between life and death. The Necrotic energy that courses through you is both your weapon and your shackle.

Deathstalker's Eyes - You can see normally in darkness, both magical and non-magical, to a distance of 24m.

Dance of Death - Gain +2 to Armour Class when Threatened if you do not have Disadvantage on Stealth.

Deathstalker: Stalker Strike - Deal extra Necrotic damage with a melee attack (while wielding a Finesse weapon) or a spell to a foe you have Advantage against. Also works if you have an ally within 1.5m of the target and you don't have Disadvantage.

Deathstalker: Hide - Hide from enemies using a bonus action by succeeding Stealth checks.

Stalker Strike: Extra Attack - You can cast a Necrotic cantrip after a Stalker Strike.

Metamagic: Reaping Spell - Deal Necrotic damage with a spell to gain an additional bonus action. Can only be used once per turn.

Psychopomp - You must be Death itself. Your Necrotic damage ignores Resistance and Immunity. In addition, you cannot roll a 1 for Necrotic damage.

Psychopomp: Resistance - You are Resistant to Necrotic damage. The damage you take from your own Necrotic spells is halved.

Deathstalker: Shadow Step - Teleport from shadow to shadow using a bonus action and a Sorcery Point. Afterwards, you have Advantage on your next melee Attack Roll.

Last Breath - Once per Long Rest, if you reach 0 HP, you will regain 1 HP instead of becoming Downed.


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Fallen Aasimar - Descended from fallen angels or having fallen themselves, Fallen aasimars have damaged their ties to the divine and experience impulses to destroy good as much as protect it. Their divine abilities are twisted into something darker.

Mark of the Fallen - You may ward yourself or an ally with your inner darkness, forcing the next enemy who attacks them in melee to make a Charisma Saving Throw or become Fearful for 4d4 turns.

Embrace of the Fallen - Unleash the darkness inside. You gain flight, and at the end of each turn, other creatures within 10 meters of you that can see you must each succeed on a Charisma Saving Throw or become Fearful of you until the end of your next turn. Once per turn, deal an additional 4~16 Necrotic damage to one target when you deal damage to it with an attack or a spell.


About

For their entire life, Prayer has had a fascination with life and death, particularly the precipice between them. They enjoy watching life struggle to go on; they delight in the moments right before one's demise. They find joy in the pulse of another living creature, in warm sunlight, in needed rains. They’re fascinated by the pallor of a corpse, by decay and rot and fungi. Both life and death are their passion — but their mind is only concerned with one of those things, regardless of their true feelings.

Once upon a time, Prayer fell prey to the Urges they inherited from their Father wholly and completely. They shut out their heart entirely, becoming cold and disinterested in most things. Only death could make them feel alive — only blood and murder could get their heart racing, where it was once stirred by so much more. They dreamed of the day they would get to die themself. Ached for it. Their own promised murder drove them to do unspeakable atrocities, realizing their Father’s goals so that they might know the privilege of their own demise.

Now, with their memories gone, Prayer has a second chance to resist their Father's influence and become their own person. Will they be able to, especially as they begin to recover their past? Will their companions stick around for the struggle — does Prayer even want to struggle if they don’t?


Personality

Prayer has little interest in most things. Back when they were a very young child they were more lively, but after decades of being shaped by their Urge, there is very little that can make them feel alive or present. The only time they get riled up is when surrounded by blood and death. Unfortunately, that is too common an occurence for them.

After many years spent as the head of a cult, they are quite adept at managing others and have honed their charismatic aura, but they have very little interest in it all. Efficient brutality, brutal efficiency — that had been their long-time doctrine. Regardless of whether they want it or not, though, people are inevitably drawn to them. Their natural aura begets respect, awe, and fear, and using that to their own benefit is as natural as breathing for them, as much as they would rather be left alone by the world at large.

Prayer would rather observe the world than be a part of it, but it's not entirely possible with their impulses. Their perspective is somewhat god-like in its detachment and where their interests lie, but they don't quite have the power to show for it or the ambition to claim such a position. Power is but a means to an end for them — indeed, they would give it up entirely if it allowed them freedom from Bhaal and his murder. They would gladly accept being caged. However, they do not accept the prospect of being controlled by anyone or anything else. They refuse to be the puppet of any master now that they've had a taste of freedom.

Though it takes a long time for Prayer to become attached to anyone, once they do, it is lifelong and deeply important to them. There is nothing casual about the way Prayer cares about people. They do not take betrayals lightly.


Story

Early Life

The exact circumstances of Prayer's birth are unknown, but they were found as a newborn by a wood elf druid named Hosta. She recognized Prayer as someone special and perhaps dangerous and took them in, raising them as her own child, much to the displeasure of her secluded, secretive circle. The circle did not welcome most outsiders, and they knew Prayer to be born of something dark and tainted. But Hosta believed that with Silvanus' teachings, they could overcome their nature. More than that, she simply could not abandon the baby to the wilderness — her conscience would never allow her to.

Raised in nature, away from civilization, Prayer learned to see the natural order of the world and value it above all else. To combat their Dark Urge, Hosta guided them to appreciate both life and death in a passive way, not engaging with either too much. Life and death are two sides of the same coin: death feeds life, and all life will eventually perish. It is cyclical, and only requires intervention when outside forces seek to disrupt that cycle. For many years, this approach worked, and it shaped Prayer to be who they are. They knew the pure love of a mother, the pure love for nature, the pure love for the cycle of life. They had the tools available to them to resist the Urge, and the support, too. Though they had some mistakes (slip-ups of gruesomely killing an animal or taking too much pleasure in a hunt, destroying the corpse so that it could not easily be used for its resources), these were rare, and grew rarer as they got older and were able to exert more self-control. Had no outside forces intervened, they likely would have been able to keep the Urge in check for the rest of their life, tucked away in that corner of the world.

Bhaal, of course, did not accept this fate for his True Heir, his own flesh made manifest. He sent a butler to them to help guide them onto his intended path of murder and carnage. Prayer resisted; they fought what the butler had to say, what he promised, what he encouraged. They fought the growing Urge that grew hungrier and hungrier with each passing day. They warned their mother of what was happening, hoping to be saved or stopped. But Hosta could not defeat this evil for them, nor could she stop the butler from appearing before Prayer. And Prayer, after months of staunch resistance, finally broke to the Urge. In their sleep, they murdered their mother, ripping her to pieces.

This sparked their first suicide attempt. When they awoke to find their mother's mutilated corpse and the blood on their hands, they knew what they had done. Horrified, they turned their blade on themself. But Prayer could not die. When they fell to their own stabbing, they awoke again moments later. When they drank poisons, the same would happen. Their body would revive itself, no matter how broken apart they were, no matter what damage they had done to themself. A blessing of their aasimar nature, some might say, but to Prayer, it was a curse. They were not able to be a part of the natural cycle of life they so revered; they could not be punished adequately for what they had done; and, most importantly, they could not reunite with their mother and apologize to her. They were alone.

The other druids of the circle, of course, found out what had happened. Prayer made no attempts to hide it from them. They begged to be killed, and the druids tried. They had always known that this child was cursed, that they would bring death to the circle, and they had been proven right. They tried with blades, with poisons, with magic, to kill Prayer. But nothing worked. And Prayer, in horrific distress, unable to control themself, slaughtered them all.

The Rise of the Cult

Prayer was left a broken shell of who they once were. With no purpose or direction in life and nowhere, now, to call home, they were lost, and still unable to die. All they had left was their Urge. Bhaal. And He was delighted to have his true child back on his intended path.

Unable to resist, a mere husk, Prayer followed Bhaal's instructions: to reach Baldur's Gate and grow His cult anew. They followed Him blindly. Where once they would have bouts of murder when the Urge gripped them, now they only had bouts of resistance, futile attempts to kill or restrain themself. But they could not stop the inevitable.

It took next to no effort to grow Bhaal's cult when they reached Baldur's Gate. They did not have to seek out worshippers — worshippers sought out them. They would leave their gruesome corpses out in the open to be found, and whispers abounded that Bhaal had returned. Not only returned: that this was His true heir, His true flesh and blood, the truest Child of Bhaal there had ever been. The rumours were true. The curious, the reckless, and the faithful would descend into the crumbling Temple of Bhaal that Prayer had made their cold, dark home, look upon them, and fall — in worship, despair, or as the end of their life. Enough came that Prayer set up killing games as a requirement to enter. They were untouchable; unstoppable.

But Prayer enjoyed none of this. Yes, murder made their blood sing in ecstasy, but it did so in a sick manner. A high that was too high followed by an equal, exhausting low. It was addictive. It was maddening. They hated it. They craved it. Perhaps they would have resisted more, but Bhaal had made them a promise: if they executed His will and brought the entire world to slaughter, He would allow them to finally die. And more than anything — more than freedom, more than murder, more than anything — Prayer wanted to die. So they did His bidding. They grew the cult, they murdered, they bathed in blood. They accepted Orin into the fold as their second; took in the defeated dog Sarevok and refrained from killing him, saving him for his daughter, granddaughter. They worked with Gortash and Ketheric when approached. All for the chance to die.

The Beginning

Orin overthrowing them was not within their calculations. It was not even within Bhaal's calculations, though He did not stop her from doing so. Their invincibility made them pay little attention to threats; after all, no one could kill them, and if anyone ever did somehow manage it, then they would be grateful. But Orin did not kill them. She infected them. Took control from their Father and made them her own puppet. Left them to be experimented on and abused by necromancers in the pits of Moonrise. Prayer was made into a new thrall, a thing to be used by another power. All this time, they had been a slave to a greater being. And they raged against it. Raged against their enslavement, against the betrayal, against their fading memories, the only part of them, the real them, that remained. And the Urge raged, too, unwilling to be bent to another's whims, unwilling to serve this new power. It could be quieted, resisted, but it would not be used like this by anyone but Bhaal. Eventually, the Urge was all Prayer truly had left to them. Memories eaten by the worm, personality quelled by the brain. Their own will and the will of the Urge was all that kept them from becoming a full thrall, and they did not stop railing against that prospect for a moment. Only when they were finally freed from its influence aboard the nautiloid were they able to reassert control and regain who they were beyond the Urge, even with their memories lost. And for the first time in decades, with no memories of despair, no memories of Bhaal's promise, no cult and amongst normal people once more: they could finally try to free themself of Bhaal's influence once more. Resist the Urge.


Trivia

  • They have a particular fondness for fungi as a perfect symbiosis of life and death
  • They used to quite like the idea of Shar worship. The idea of loss was enticing to them. Now that they've lost their memories, they aren't so sure anymore, but they still have a retained fondness
  • They used to drink blood from their corpses while it was still hot, so some investigators thought their murders were the work of particularly gruesome vampires

The wings covering their eyes are symbolic; they do not wish to see their own atrocities and do not wish to be seen. They are hiding from the world. When they uncover their eyes, the little wings can spread wide, though their more natural position is to fold and droop. When they were a child, they would sometimes keep them laid flat against their head using a scarf as a headwrap or bandana. Their colouration is a bit different from in-game: more like actual wings & feathers with a pallid gray colour overall, some feathers having a blood-like red colour. They are still able to see past the wings, but their peropheral vision is noticeably affected. Their senses are honed enough and their vision excellent enough that it doesn't really matter, though. These wings cannot be de-manifested.

Their large back wings are something they can manifest at will — or rather, de-manifest, as having them is the more natural state for them. These have a very similar colouration to their head wings, but fewer feathers have the blood colour. They tend to keep them hidden more often than not, and usually release them when they want to intimidate someone. It's less of a hassle in public to have them hidden, so they feel more comfortable socially not having them.

Their hair is fairly haphazard, with some strands quite a bit longer than others. They care very little about their appearance overall and cut their own hair poorly. They tend to cut it short, then let it grow however it pleases for a few years until it annoys them, then cut it back again. They like having some of it a bit in their face, hiding behind it.

They're fairly tall, only a few inches shorter than Karlach, but quite scrawny. They're downright gaunt at the start of the game, but with some proper nutrition and exercise, they start getting close to what they used to be. Previously, they had very little fat and tight, sinewy muscles, not particularly attractive but certainly strong. Muscle was distributed quite evenly throughout their body, but they had a little more in their legs and shoulders/back. By the end of the game, they have a little more body fat than they used to, since they're eating better, and have less muscle; most of it is concentrated in their legs, with some in their core and shoulders/back. Very little in their arms. They have very very small breasts, almost non-existant.

They prefer clothing that is dark and easy to move in without being loose. They don't really like robes for this reason. They prefer cloth over leather, generally, since it's quieter.


Relationships

Lovers - When they first meet and their tadpoles connect, Prayer's mind is overwhelmed by the fires within Karlach. It burns away their bloodlust, the Urge, and fills them with a warmth they crave so very much. The warmth of life, of vitality, where they always feel so cold and empty and dead. They are enraptured by her because of this, actively desiring for her to live, a feeling that they have no recollection of having before. Karlach, on the other hand, doesn't quite have the same scale of wonderment; she finds the idea of Prayer being an aasimar, an angel, enticing, and she is very reciprocative of their attraction after being deprived for so long, but this is simple attraction and fascination, not quite love at first sight like it is for Prayer.
That attraction gets cut down fast when she wakes up to Alfira's mutilated body and Prayer covered in blood. Though it's very obvious that Prayer regrets what happened and they explain that they weren't conscious for it, Karlach cannot trust them and distances herself for a while. She's still physically attracted to them, but mentally she cannot manage or allow that.
Prayer's regret and attempts to make up for what they did, their horror at their own actions, softens her, though. Several days pass of this, weakening her resolve to keep herself distanced. Then, one night, she overhears Prayer desperately trying to kill themself; when she investigates, she finds them literally begging their god, their unknown parent, to let them die. Shocked and heartbroken, Karlach snaps them out of it and insists that they must stay alive, and, in her upset confesses that she does, still, like them, though gods' know why after all of this. Prayer is able to calm down and agree to not attempt this again.
Their relationship develops slowly from there, Karlach still cautious and wary of getting too close. She's uncertain for a while whether she genuinely desires them or only because they desire her; she also knows just how bad of an idea this is, to fall for someone like Prayer: someone deathless, someone with murder running through their veins, someone passive. Only when they finally get Karlach her second upgrade does she fully give in to her feelings, unable to resist any longer, even knowing the consequences. Prayer, on the other hand, is devoted from the beginning, incredibly certain about their feelings.
Their parallels of life and death (Prayer wanting to die and being forced to live, Karlach wanting to live and being forced to die) bring them much anguish, but not insurmountable amounts. Karlach is able to remind Prayer of the value of life and give them a reason to want to live; Prayer, meanwhile, clings to the feeling of wanting Karlach to live, and while they completely understand and respect her desire to go out on her own terms, in the end, they plead with her to stay alive, too. Neither is able to fully give up on their desire for death and life, but they do agree that when they go out, they want to go out together.

Friends - Shadowheart and Prayer become friends very quickly when she reveals herself to be a cleric of Shar. Though their memories are gone, Prayer still retains a certain fondness for Shar worship, as they used to crave the kind of loss she promised. Prayer is supportive of Shadowheart's goals and never becomes uncomfortable with her, providing seemingly unconditional acceptance, which she deeply appreciates. Even when Prayer starts to doubt Shar's doctrine, as they are now aware of what loss really entails due to their memories, they do not revoke their support of Shadowheart or her worship. It simply means that they continue to support her when she rebels against Shar and works to get back what was taken from her. They are very close friends indeed by the end, staunchly loyal to each other.

Traveling Companions - Much of Gale's wit is lost on Prayer, and they don't super appreciate his prying of their aasimar nature. They also fail to see the order of his own demise as a burden: in fact, they want to be with him when he detonates the orb, in case the sheer power of it can actually manage to kill them, too. To die with purpose seems, in Prayer's eyes, to be a good thing, so they do nothing to dissuade him from this terrible course of action. Until he outright states it, they fail to see that he does not truly want to die. Only at the very last second do they dissuade him from blowing them all up at Moonrise, their drive for answers about their past overriding, for once, their desire to die. Even after all that, though, they never become all that close.

Friends - Lae'zel and Prayer appreciate each other's efficiency and aren't bothered by each other's bloodlusts. Though they never become truly close, they are loyal to each other and support each other in their trials.

Lovers to Friends - Astarion flirts with them early on as a way of protecting himself, and though Prayer doesn't really reciprocate, they also aren't bothered by it. When he drinks from them for the first time, though, they find they quite enjoy it. Drinking from them escalates to sleeping together — Prayer gets the pleasure of being drunk from, Astarion gets to seduce them. From Prayer's perspective, this is a win-win. Plus, Astarion is the only one who isn't bothered by their murderous impulses. It's a lot less painful being around him than any of the other members of the party, and they appreciate that comfort. As they grow closer, they start genuinely caring for each other; then, when Prayer defends him from Araj Oblodra, he finally reveals his side of things and the sexual abuse he's suffered. What he really needs is a friend; Prayer gives that to him, and their sexual relationship is ended on happy terms.

Traveling Companions - They are quite distant from each other. When they first meet, Wyll is disappointed that this aasimar is not the hero the people need, the one he is trying to be, despite the fact that it should be much easier for them as a divine being. Later, when they unconsciously kill Alfira, he can no longer trust them. On Prayers end, Wyll is very much an active hero, and they desire passivity. They do not see the world through the lense of good and evil, not the way he does. They're overall very neutral on him.

Found Family - Initially, Prayer has a certain level of respect and partiality for Halsin as an Arch Druid. Though his teachings differ from the ones they grew up with (and the fact that they do not remember this past), it still biases their feelings. They end up looking to him for guidance, and he takes on more of a motherly role with them, trying to help guide them onto the right path, proving to himself that he is capable of doing so.

Found Family - Like Halsin, Prayer is partial to Jaheira as a druid. Her pragmatism is much more in line with how Prayer was raised, so after their initial rocky start, they find themself quite fond of her indeed. When they recover enough of their memories, they realize why: she reminds them quite a bit of their own mother, Hosta. Furthermore, her stories of previously working with a Bhaalspawn help comfort them that they are capable of resisting their Father and the Urge. They grow very attached to her.