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Annaise Rayne

Elf · Steel Keeper 17, custom class · Level 17

Annaise Rayne

Vice captain of the Steel Keepers
“the most entertaining man in the Keep”
AC18
HP153/153
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Watch the hands,”
From how they speak

Voice

Her voice is clear-edged and carrying, with a faint rasp from years of calling cues over carnival crowds. She places names and punchlines sharply, like a performer landing a beat; under pressure her words become clipped and workmanlike, with none of the theatrics.

Her voice carries easily over a crowd, shaped by years of projecting above drums, wagon wheels, and carnival noise. She clips tactical instructions into crisp phrases, but stretches a punchline until everyone has time to catch it. When discussing a rescue or a frightened recruit, the practiced showman's patter gives way to plain, direct words.

Speech patterns

Introduces Konan Azni as 'the most entertaining man in the Keep' even when he is standing silently nearby.
Uses carnival language for tactics: 'Watch the hands,' 'Now for the second act,' and 'Mind the drop.'
When anxious, asks several practical questions in quick succession, then apologizes for asking them.
Gives praise in vivid, specific terms rather than generic encouragement.

How to play them

She meets strangers with quick warmth and a small display of agility, then watches whether they notice the people around them. Earn her trust by protecting someone who cannot repay you, speaking plainly about Konan Azni, or treating her old carnival life as real work rather than a silly prelude. She responds to threats against recruits with immediate, unambiguous force.

Goal

Find the stolen weapon seals and confront the person selling Steel Keeper movements before the theft puts her recruits in danger.

Motivation

To prove that spectacle and discipline can serve the same purpose: keeping people alive.

Secret · GM only

Appearance

Annaise is a bronze-skinned elf with a gymnast's compact, spring-loaded build. Her black hair is twisted into two high knots, each pinned with sharp steel darts; loose wisps curl damply at her temples after a bout. Her smile shows slightly pointed incisors and a small gap between her front teeth, especially obvious when she laughs with her whole jaw. She smells of citrus oil, hot metal, and the faint sugary smoke of carnival torches, a scent she insists is simply what clean steel smells like. Even standing still, she balances on the balls of her feet as if the floor might become a tightrope.

Clothing

Fitted medium armor beneath a short, dark-blue keeper's coat, reinforced at the shoulders and hips without restricting a cartwheel. Bright stitched ribbons from her old carnival costume are tucked inside the cuffs, visible only when she moves. A narrow sash holds darts and practical tools.

Body language

She shifts her weight constantly, perches on the edge of chairs, and sometimes walks a narrow rail instead of taking the stairs. When listening carefully, she goes unusually still and lays two fingers along Flashflare's guard. Her excitement appears first in her feet, which begin tapping out an impatient rhythm.

Height
5 feet 6 inches
Build
Compact, wiry, and exceptionally limber, with a trained acrobat's balance and spring.
Eyes
Dark hazel, flecked with amber
Hair
Black
Skin
Bronze
Age
25
Gender
Female
Size
Medium

Distinguishing features

Two high hair knots pinned with sharp steel darts.
A slightly gapped grin that flashes when she laughs.
A persistent scent of citrus oil, hot metal, and carnival smoke.
Keeps her balance on narrow edges with unconscious ease.

Personality

12 traits and drives

Annaise is exuberant in company yet privately worries that people mistake her energy for carelessness. She wants to embody Konan Azni's calm, but restless motion spills out whenever she is uncertain. In danger, her jokes stop and a focused, protective seriousness takes over; when safe again, she is the first to make the rookies laugh.

Alignment
Chaotic good

Quirks

Counts ceiling beams as if they were positions on a trapeze rig.
Balances coins on the backs of her fingers during long waits, then gives them away to nearby children.
Taps the flat of Flashflare twice against her boot before a dangerous leap.
When trying to meditate, names every sound she can hear, then gets distracted by inventing a story for each one.
Refers to a difficult conversation as 'the second act' and an awkward silence as 'the curtain coming down.'

Habits

Turns tense briefings into small, harmless demonstrations of balance or sleight of hand.
Checks roof beams, rigging, and exits whenever she enters a building.
When genuinely frightened, she becomes brisk and practical rather than theatrical.
After a victory, she checks on the least experienced person before accepting congratulations.

Traits · 3

Performs confidence for a crowd, but privately rehearses difficult conversations before having them.
Tries to copy Konan Azni's stillness, then gives herself away by fidgeting.
Enjoys being admired, but becomes uncomfortable when praise is directed at her instead of the people she protected.

Flaws · 3

She sometimes treats a serious problem as a performance that can be rescued with enough nerve.
Her praise of Konan Azni can sound like she is speaking for him rather than letting him speak for himself.
She avoids admitting when she is exhausted, especially to recruits who look up to her.

Fears · 3

That her showmanship will cause a recruit to mistake danger for spectacle.
That the stolen weapon seals will lead her back to Joss too late to save them.
That she will never learn how to be still without feeling useless.

Wants and needs · 3

Wants to find Joss before the Steel Keepers do.
Needs to tell Konan Azni what she has learned and accept that he may choose duty over her hopes.
Wants her recruits to understand that flair is useful only when it serves someone.

Combat

AC 18 · HP 153 · 30 ft.

She opens with a showy feint to draw attention, then attacks from awkward angles, using Extra Attack and her 19-20 critical range to keep pressure on a priority foe. She spends Steel Resonance to blind a dangerous enemy or reposition across a threatened area, and uses Guarding Glint defensively to protect an ally or herself. She will not pursue a retreating foe if doing so abandons a vulnerable companion.

Annaise Rayne

Medium humanoid (elf), chaotic good
Armor Class18
Hit Points153
Speed30 ft.
Level17
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionDexterityIntelligenceWisdomCharisma
SkillsAcrobaticsPerceptionSleight of HandAthleticsPerformance
SensesDarkvision 60 ft.; passive Perception 17
Languages
Common,
Elvish
Steel Keeper Training. Proficient with martial weapons, light armor, medium armor, and shields. Annaise uses Dexterity for attacks and damage with Flashflare.
Bonded Blade. Flashflare is a magical bonded shortsword. It cannot be willingly used by another creature and returns to Annaise's hand as a Bonus Action if separated from her.
Steel Resonance. Annaise has 6 uses, equal to her proficiency bonus. She regains all expended uses on a Long Rest and regains 1 use when she rolls Initiative with none remaining.
Resonant Strike. Once on each of her turns when Annaise hits with Flashflare, she deals an extra damage matching its current manifestation.
Adaptive Fighting Style. Defense. While wearing armor, Annaise gains +1 AC.
Extra Attack. When Annaise takes the Attack action, she attacks twice with Flashflare.
Awakened Edge. Flashflare scores a critical hit on a 19 or 20. After a critical hit, Annaise can move up to half her Speed without provoking Opportunity Attacks.
Blade Manifestations. Annaise knows three custom manifestations: Flashflare, which wreathes the blade in searing multicolored fire and can blind or strike at range; Prism Step, which lets her teleport in a burst of colored light; and Guarding Glint, which reduces incoming damage with a blade-born flare.
Greater Resonant Strike. Once per turn when Annaise hits with Flashflare, she can apply one additional effect from a manifestation she knows without spending Steel Resonance.
Blade-Sworn Resolve. When Annaise fails a saving throw, she can expend 1 Steel Resonance to reroll it, adding her Dexterity modifier to the new roll. She must use the new result.
Mythic Edge. Flashflare's magical abilities ignore resistance to their damage types and it counts as an artifact for overcoming magical barriers and protections.

Actions

Multiattack. Annaise makes two Flashflare attacks. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage, plus 7 () radiant damage once on each of her turns through Resonant Strike. Flashflare scores a critical hit on a 19 or 20.
Flashflare. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage. Once on each of Annaise's turns, this hit can also deal 7 () radiant damage from Resonant Strike.
Flashflare: Prismatic Burst. Custom manifestation, costs 1 Steel Resonance. Annaise snaps Flashflare through a fan of colored flame at a creature she can see within 60 feet. The target makes a Dexterity saving throw, taking 18 () radiant damage on a failure or half as much on a success. On a failed save, it is also blinded until the start of Annaise's next turn.
Prism Step. Custom manifestation, costs 1 Steel Resonance. Annaise teleports up to 30 feet to an unoccupied space she can see, leaving a brief ribbon of colored fire at her starting point. Each creature of her choice within 5 feet of that point must succeed on a Dexterity saving throw or take 10 () radiant damage.

Reactions

Guarding Glint. Custom manifestation, costs 1 Steel Resonance. When Annaise or a creature she can see within 5 feet takes damage, she flares Flashflare into a fan of light, reducing the damage by . Annaise can then move up to 10 feet without provoking Opportunity Attacks.
Awakened Edge. When Annaise scores a critical hit with Flashflare, she can immediately move up to half her Speed without provoking Opportunity Attacks.

Services they sell

Escort through Steel Keeper-controlled territory.
Combat instruction in acrobatics, footwork, and fighting while outnumbered.
A discreet introduction to Konan Azni when circumstances warrant.

Rewards they can give

A safe introduction to Steel Keeper contacts and training grounds.
A practical lesson in acrobatic movement, including how to fall without injury.
A bright carnival token that can identify a friendly old performer in certain towns.

Equipment

  • Flashflare (bonded magical weapon)Magical, bonded, nimble, slightly curved shortsword; its awakened blade throws blinding light and vivid multicolored flame.
  • Keeper's half plate (armor)Fitted medium armor reinforced for acrobatic movement; with the Defense fighting style, her Armor Class is 18.
  • Acrobat's kit (equipment)Steel throwing darts, spare rigging cord, chalk, and a small tin of citrus oil.
  • Carnival ribbons (keepsake)A pair of worn ribbons from the carnival costume she wore during her final performance.

Possessions

Flashflare, her bonded magical shortsword
Keeper's half plate
Steel darts
A coil of rigging cord
Carnival ribbons and a folded program from her final performance

Background

Before she wore a captain's colors, Annaise spent six years with a traveling carnival, walking ropes, vaulting between wagon roofs, and learning to make a crowd look exactly where she wanted. During a winter performance in a ravine town, a rigging line snapped and a falling lantern cart trapped several children beneath the stage. Annaise abandoned her finale, dropped into the burning wreckage, and used a hooked prop sword to lever a beam off the youngest child. The rescue cost the carnival its wagons and nearly cost Annaise her life. Konan Azni, then an officer of the Steel Keepers, helped pull her free and offered her a place where her daring could protect people rather than merely astonish them. She trained hard, though Azni's economical, almost meditative fighting style remains a puzzle she tries to imitate and cannot quite inhabit. Now vice captain, she is responsible for keeping young recruits alive while investigating a string of stolen weapon seals. The trail points toward a former carnival partner who may be selling Keeper movements to pay off debts. Annaise publicly calls Azni delightful and entertaining, partly because she believes it and partly because she wants outsiders to see the warmth she sees in him.

Role in the story

A high-ranking ally, mobile duelist, and source of warmth within the Steel Keepers. Her investigation into the stolen weapon seals can become a personal mystery, while her loyalty to Konan Azni and her former carnival family pulls her in opposite directions.

“During a winter performance in a ravine town, a rigging line snapped and a falling lantern cart trapped several children beneath the stage.”
From their background
Faction
Vice captain of the Steel Keepers, serving under Konan Azni, one of the nine high blade captains.

Known connections

Konan Azni, her captain and mentor, whose calm she admires and whose humor she eagerly advertises to everyone else.
A former carnival partner, Joss, who vanished after the ravine fire and may be connected to the stolen weapon seals.
The newest Steel Keeper recruits, whom she teaches to fall safely before teaching them to strike.
Major secret · GM only
Minor secrets · GM only

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