Ember

Character Description

Human Soulknife rogue. Tall build; hair worn in a bun; sari draped in front. Mechanical left arm. Fights with psychic blades, a light crossbow, two daggers, and a grappling hook. Wears a cloak of protection won in the Durst Manor crypts. Carries a broken blade relic (compass-like when relics activate), Ezmerelda d'Avenir's loaned silver shortsword, and Shadowseeker, a bow gifted at Wizard of the Wines.

Character stats

Player-provided sheet · level 5 as of Session 22 - Summary.

Max HP 32 · AC 17
Str 9 · Dex 18 · Con 12 · Int 14 · Wis 16 · Cha 14

Proficient skills: Acrobatics, Arcana, Insight, Investigation (expertise), Perception (expertise), Persuasion, Stealth (expertise)

Prior to level 4 (level 3)

Party reached level 4 at Session 09 - Summary (Neyavr 4) with +1 Dex ASI. Ability scores before that increase:

Str 9 · Dex 17 · Con 12 · Int 14 · Wis 16 · Cha 14

Max HP and AC at level 3 are not recorded in the player sheet; only ability scores are extrapolated from the level-4 increase.

Party Relations

In the party: Core member of Sildir's pre-Barovia circle—freed from his trafficking boat with Mercurio and Saturno.

Ally Dynamic
Sildir Follows his lead in the field; less aligned with blunt violence, but loyal through Barovia's crises
Irredel Early kindness (hayloft socks) built lasting trust; works with her on road care and delicate tasks
Mercurio Easy partnership on distractions, cons, and raven care
Saturno Paired through Stella dream trance and windmill lockpick work
Sylalys Capable ally when paths cross; respects his independent scouting

Party role: Skirmisher, infiltrator, and secondary investigator—locks, scouts, and steals when the group needs leverage.

Personality

Cautious but not cowardly—readied her bow on Sylalys in the hayloft, then stood down. Speaks up for the helpless (ghost children at Durst Manor, wounded Bebito on the road). Comfortable with morally gray work (pickpocketing, journal theft) without boasting. Offers concrete help in crisis—offered to build Sildir a prosthetic arm after his amputation.

Character arc

Arrived in Barovia chasing relics with a haunted past (party believes she accidentally killed a prince heir). Survived Durst Manor, defended Barovia Village, and grew from lone operator into the party's go-to for locks, steals, and tight-space fights. Supernatural trance alongside Saturno on the road to Vallaki tied her to Stella Wachter's protective dreams—recognizing Stella at Wachterhaus made that thread personal. Session 17's thrall-lab discovery and windmill contract theft placed her at the center of the Court and hag crises. In Session 25 she received Shadowseeker and shared more of her mechanical arm's history, while continuing to serve as the party's hands-on problem-solver.

How we met

Traveling with Sildir, Irredel, Mercurio, and Saturno into Daggerford; sheltered in hayloft above Nightmare's Bridal Tavern (Session 1 @ 00:04:28).

Notable interactions

Open questions