Gloria e Flamae Solei

Bobitron

Explorer
Please post your completed characters with history here. Do not use a window for displaying the information, but post it in the normal manner.

Players:
Pious~ Elohim by Ferrix
Seneschal~ Lhulan Ceth by GreatLemur
Purifier~ Andeus Kilishar by tyrlaan
Purifier~ Ivan Kurgoth by LogicsFate
Purifier~ Dathen Trament by Verbatim
Purifier~ Agral Orte by Someone
 
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LogicsFate

First Post
Ivan Kurgoth

Human
Lawful Good
EP 37000


Classes by level
1-3 Rogue/Cleric
4-6 Rouge/Paladin
7-9 Rogue/Order of the Bow Initiate


Stats
Str 19 (1 character point) (2 magic)
Dex 16 (1 character point)
Con 10
Int 10
Wis 12
Cha 14



AC 20 (touch 13, flatfooted 18) armor+5, Dex+3, Natural armor+2
Speed 30ft
HP 60
Init 7
BAB 8


Saves base mod cha
+8 Fort 6 0 2
+11 Reflex 6 3 2
+9 Will 6 1 2


Attack conditionals
+5d6 sneak attack
+1 Attack within 30ft (ranged)
+2d8 Ranged Precision (ranged)
Smite +2 to attack +3 damage 1/day (melee)


Weapons


+1 holy MC. Longbow +11/+6/+11 or +13 1d8+5 20/x3
110ft Special +4strMighty +2d6vsEvil
40 arrows 20 silvered arrows 9lb


Armor
+1 Mithral Chain Shirt +6 +6 max dex No armor check penalty


Skills 88
+ 0 Apprise
+ 3 Balance
+15 Bluff 12+3
+ 4 Climb
+ 5 Craft (bow making) 5+0
+ 0 concentration
+ 2 Diplomacy
+ 2 Disguise
+ 3 Escape Artist
+ 0 Forgery
+ 2 Gather Info
+ 2 Handle animal (handle or push only)
+ 1 Heal
+15 Hide 12+3
+ 2 Intimidate
+ 4 Jump
+ 7 Knowledge (religion) 7+0
+13 Listen 12+1
+15 Move Silently 12+3
+ 2 Perform
+ 3 Ride
+15 Search 12+3
+13 Sense Motive 12+1
+13 Spot 12+1
+ 1 Survival
+ 4 Swim
+13 Tumble 12+3
+ 3 Use Rope


Feats
Human Improved Initiative
1st level Point Blank Shot
3rd level Precise Shot
4th level Weapon Focus (longbow)
6th level Rapid Shot
9th level Improved Feint


Abilities
Cleric
Turn undead 5/day
Law Domain +1 caster level of law spells
Protection Domain 1/Day gives one person plus 3 to their next saving throw. Last one hour


Paladin
Aura of Good
Detect Evil (at will)
Smite Evil
Divine Grace
Lay on Hands 6 points of healing/day
Aura of Courage (allies get +4 vs. Fear)
Immune to fear and dieses


Rogue
Sneak Attack
Trap Sense +3
Imp Uncanny Dodge (Retains Dex to AC except when immobilized, Can’t be sneak flanked)
Evasion


Order of the Bow Initiate
Ranged Precision
Close combat shot (Can shoot while in melee without attacks of opportunity)


Possessions
+2 STR gauntlets
(4000)
Longbow 3lb 35955
(18800)
Armor 20lb
(2250)
Extra weapons 9lb
(23) (Ammo included here)
Holy Symbol, silver 1lb
(25)
Clerics Vestments 6lb
(5)
x2Traveler's Outfit 10lb (one missing cloak)
(2)
+2 amulet of natural armor
(8000)
282 plat
5 gold
5 silver


Weight 70lb
Light 166lb
Med 233lb
Heavy 350lb



Spells Prepared
0-4 Create Water PHB 215, Detect Magic PHB 219, Light PHB 248, Mending PHB 253
1-2 Comprehend languages PHB 212, Magic Weapon PHB 251, (Pro Chaos) PHB 266
2-1 Cat’s Grace PHB 208, (Shield Other) PHB 278



Description


Short usually swept back blonde hair, blue eyes and a neatly trimmed goatee
He stands about 6ft even and about 190lb and his powerful form and broad shoulders hide his lithe and grace


Background


Rogan Kurgoth and Belle Anstalla were two adventurers who had gone there whole careers without getting killed. Facing death over and over together made them inseparable, despite there different views on the world. Now they have retired to live in luxury in a small town and to raise a child of their own, the one they would name Ivan.


As Ivan grew he learn two very separate lessons. People are sheep take them for what you can. People are weak so the strong must protect them. Whatever you want is there for the taking. Want little and you’ll always have enough. Kidnapping is a morally grey area if you do it right. There is nothing worse than harming another. It's the best way to get what you want. The church is always their if you need help. Yeah they are bigger sheep than the rest. Healing is the most cherished ability. Look, son, its easy sneak-stab-grab now you try.


Taking the viciousness, rogue skills, and uncaring demeanor from his father and the love for the church, clerical skills and the disapproval of evil from his mother, Ivan formed his own ideas conforming to his mildly twisted views on morality.


On his seventeenth birth day he left for the church, and was easily accepted due to his eagerness and previous knowledge. Not long thereafter found his true calling, paladinship and the art of conflict. It was upon training and learning the martial weapons that Ivan finally decided the weapon he would use to bring the light of the eternal flame to the shadows the weapon emboli zed on his holy symbol.


For some time after he did mission after mission for the church, dredging evil out of every corner and exposing it to the light. Spending all free time attempting to improve the mastery of the weapon he now holds dear. Going so far as to join the Order of the Bow Initiate. From their training he experienced little of the Zen they preach but took but rather pushed hard at the precision, and discipline aspects. Despite the time spent training with the order Ivan never lost his focus on the true goal.


http://krisinchico.brinkster.net/searchroll.asp?username=IvanKurgoth#148422
 
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GreatLemur

Explorer
Lhulan Ceth

Race: Human
Character Level: 9
Alignment: Lawful Good
Experience Points: 37,000

Classes by Level
1 - Rogue/Fighter
2 - Rogue/Fighter
3 - Rogue/Cleric
4 - Rogue/Cleric
5 - Rogue/Master Inquisitive
6 - Rogue/Master Inquisitive
7 - Rogue/Master Inquisitive
8 - Rogue/Master Inquisitive
9 - Rogue/Master Inquisitive

Abilities
STR: 10
DEX: 14
CON: 10
INT: 16
WIS: 16 (including +2 from character level)
CHA: 14

AC: 18 (Touch: 12, Flat-footed: 18)
Speed: 30 ft.
HP: 57

Save Bonuses
Fort: +5
Ref: +8 (including +2 from DEX)
Will: +7 (including +3 from WIS)

Skills
Appraise: +5 (+3 INT, +2 magnifying glass)
Balance: +2 (+2 DEX)
Bluff: +15 (+13 ranks, +2 CHA)
Climb: +0
Concentration: +3 (+3 WIS)
Craft: +3 (+3 INT)
Decipher Script: +13 (+10 ranks, +3 INT)
Diplomacy: +17 (+9 ranks, +2 CHA, +2 Bluff synergy, +2 Knowledge (nobility and royalty), +2 Sense Motive synergy)
Disguise: +11 (+7 ranks, +2 CHA, +2 disguise kit) (+2 Bluff synergy while acting)
Escape Artist: +2 (+2 DEX)
Forgery: +9 (+6 ranks, +3 INT)
Gather Information: +12 (+8 ranks, +2 CHA, +2 Knowledge (local))
Heal: +3 (+3 WIS)
Hide: +2 (+2 DEX)
Intimidate: +13 (+9 ranks, +2 CHA, +2 Bluff synergy)
Jump: +0
Knowledge (arcana): +8 (+5 ranks, +3 INT)
Knowledge (geography): +7 (+4 ranks, +3 INT)
Knowledge (history): +17 (+13 ranks, +3 INT, +1 from Education)
Knowledge (local): +8 (+5 ranks, +3 INT)
Knowledge (nobility and royalty): +8 (+5 ranks, +3 INT)
Knowledge (religion): +14 (+10 ranks, +3 INT, +1 from Education)
Knowledge (the planes): +8 (+5 ranks, +3 INT)
Listen: +8 (+5 ranks, +3 WIS)
Move Silently: +2 (+2 DEX)
Perform: +2 (+2 CHA)
Ride: +2 (+2 DEX)
Search: +16 (+13 ranks, +3 INT) (+4 inquisitive's kit to investigate)
Sense Motive: +14 (+11 ranks, +3 WIS)
Spot: +9 (+6 ranks, +3 WIS)
Survival: +3 (+3 WIS) (+2 Knowledge (the planes) synergy while on other planes) (+2 Search synergy to find or follow tracks)
Swim: +0
Use Rope: +2 (+2 DEX)

Feats
Combat Expertise (2nd level, Fighter bonus)
Education (+1 bonus to Knowledge (history) and Knowledge (religion)) (1st level, racial bonus)
Improved Feint (3rd level)
Improved Initiative (9th level)
Investigate (1st level)
Quick Draw (6th level)
Research (6th level, Master Inquisitive bonus)
Urban Tracking (8th level, Master Inquisitive bonus)
Weapon Finesse (1st level, Fighter bonus)

Languages: Common, Celestial, Draconic, Quori

Initiative: +6 (+2 DEX, +4 Improved Initiative)
Melee Attack Bonus: +7/2
Melee Attack Bonus, Finesse: +9/4
Ranged Attack Bonus: +9/4

Class Features
Sneak Attack +5d6 (Rogue)
Trapfinding (Rogue)
Evasion (Rogue)
Trap Sense +3 (Rogue)
Uncanny Dodge (Rogue)
Improved Uncanny Dodge (Rogue)
Turn Undead (Cleric)
Zone of Truth (Master Inquisitive)
Contact (3rd level) (Master Inquisitive)
Discern Lies (Master Inquisitive)
Contact (6th level) (Master Inquisitive)
True Seeing (Master Inquisitive)

Clerical Domains: Exorcism, Protection
Spell Save DC: 13 + spell level

Spells per Day
orisons - 4
- Detect Magic
- Guidance
- Light
- Read Magic
1st level - 3 (+1 Domain spell)
- Command
- Comprehend Languages
- Obscuring Mist
- Sanctuary (Protection domain)

Equipment
+2 glamered studded leather armor (4,000 + 175 + 2,700 = 6,875 gp)
merciful silver rapier (2,000 + 320 + 90 = 8,410 gp)
flaming light mace (2,000 + 305 = 2,305 gp)
bag of holding type II (5,000 gp)
ring of protection +1 (2,000 gp)
ring of the ram (50 charges) (8,600 gp)
potion of haste (750 gp)
potion of invisibility (300 gp)
potion of levitate (300 gp)
daggers (4) (2 x 4 = 8 gp)
longbow, masterwork (75 + 300 = 375 gp)
arrows (20) (1 gp)
rapier, masterwork (20 + 300 = 320 gp)
antitoxin (2 vials) (50 x 2 = 100 gp)
backpack (2 gp)
disguise kit (50 gp)
everburning torch (110 gp)
holy symbol, silver (25 gp)
holy water (2 flasks) (25 x 2 = 50 gp)
identification papers, with portrait (5 gp) (Eberron Campaign Setting, pg. 122)
inquisitive's kit (300 gp) (Eberron Campaign Setting, pg. 122)
magnifying glass (100 gp)
spyglass (1,000 gp)
spell component pouch (5 gp)
tanglefoot bags (2) (50 x 2 = 100 gp)
thunderstones (2) (30 x 2 = 60 gp)
traveling papers (2 sp)
artisan's outfit (1 gp)
cleric's vestments (5 gp)
courtier's outfit (30 gp)
scholar's outfit (5 gp)
4,638 gold pieces
3 silver pieces


Background
Lhulan Ceth was born the first son of an educated, upper-middle class family in Aundair. He was a bright and rather silver-tongued youth, but essentially aimless, wasting his free time with young women and book-learned swordplay. Eventually, as was expected of him, he attended the prestigious Crendorn University, where he discovered an interest in history and theology.

In the course of his studies, he journeyed to Thrane and eventually Flamekeep itself, researching the days of Tira Miron and the spread of her new faith across a land which once revered the Sovereign Host. Lhulan himself had been raised in casual observance of the older pantheon, and although he never felt any special connection to his gods, the rapid conversion of an entire nation away from the predominant faith of Khorvaire seemed almost unbelievable to him.

It was through his historical inquiries that Lhulan learned of the threats that the Church had been formed to combat, many of which were still as alive in his day as in those of Tira Miron. And the more he learned, the more he began to feel that the Silver Flame burned in him as it did in the people of Thrane. The world was a dark place full of ancient terrors, and the Flame was vital to light a place for frail, mortal humanity in it.

Lhulan Ceth, burning with the zeal of the converted, quit school and joined the Church of the Silver Flame. Though officially a friar, he was employed by the church not for missionary work, but for the same research that had brought him to Thrane: He became an expert on church history and relics, and they sent him all over the nation--and occasionally beyond--recovering knowledge and artifacts lost in the War.

At times, Brother Lhulan was unsettled by what he saw. In some parishes, the Church's representatives had become lax, permissive, even corrupt or heretical. He reported quietly and promptly to his immediate superiors on every infraction he found evidence of. Those superiors found this good. He was never officially made a Judge of the Flame, but he was increasingly assigned to areas of less historical significance, and more suspected malfeasance.

This practice nearly cost him his life. Eventually, Brother Lhulan discovered a deep infestation of one parish by agents of the the Lords of Dust . . . and they discovered him. He was ambushed by a squad of hired blades. They weren't true servants of the rakshasas, just gutter trash given knives and gold. But all the same, they got the drop on him, grievously wounding him before he knew what had happened. As attuned as he was to the sins of others, he never imagined that his assignments might put him directly into such danger.

Just as his attackers never imagined the bookish young friar was a skilled--if untested--fencer.

The fight was short and bloody, leaving the attackers dead and their target nearly so. Afterwards, Lhulan was given the chance to opt for safer duties in less corrupted territories. Instead, he asked that he be allowed to continue his current investigation. The Lords' servants were soon rooted out of the Church.

Brother Lhulan continued to throw himself into his work, and was given ever greater--but wholly covert--support from his superiors. Special equipment, privileged information, even squads of templars were put at his disposal, when necessary. From them on, when he was attacked by those he investigated, his victories were much more decisive.

The Lodge had been watching and aiding him for some time before they finally contacted him. He accepted their offer eagerly.


Appearance
Lhulan Ceth certainly doesn't look like much of a threat. He's of barely average height and much less than average build. His thin face could be called attractive, in a boyish way, but is most striking in its apparent openness and innocence. His hair is a weak sort of blond, cut just short short enough that one can tell it might be going thin early. His gray-blue eyes are just a tad weak, so he normally wears a pair of round, wire-rimmed spectacles.


Equipment Details
When expecting violence, Lhulan exchanges his usual glasses for a pair of lenses set into a leather strap like a simple, tight pair of goggles.

His armor, provided by the Church after his first ambush, is a layered mesh of black, steel-reinforced leather with the ability to take on a seeming of clothes appropriate to a travelling scholar. Except when masquerading as an adventurer of some sort, Lhulan tends to leave the suit's glamer activated.

His primary weapon is a flame-inscribed rapier treated with alchemical silver, supplied to him by the Church when he was investigating a suspected clan of wereboars. These days, the mainstream Church of the Silver Flame frowns upon enacting violence against lycanthropes without solid evidence of their villainy, so the blade was enchanted to be able to sting rather than cut.

Despite that weapon's broad utility, Lhulan carries with him a second rapier: The very same ornate, foppish blade that he trained with as a teenager. All sentimentality aside, he finds it quite necessary, as an semi-serious fencer, to have a non-magical weapon available. He could never propose--or even accept--a duel if he wielded a blade with an unfair advantage.

The most useful of his supplies is almost certainly his plain, black physician's bag, which is connected through arcane means to a large volume of extradimensional space. He carries almost all of his equipment within its murky depths.

His most recently-assigned magical devices are the pair of rings he wears, identical steel bands created by an archmage and Lodge-supporter named Nath Hanen. Hanen's Shield--the left hand ring--sheaths Lhulan's body in an imperceptible aura of protective force. Hanen's Fist--worn on the right--allows the wearer to project a massive bolt of bludgeoning power.


Dice roll log.
 
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Someone

Adventurer
Name: Agral Orte
Class: Cleric 6/shadowbane stalker 3; fighter 5/rogue 3/shadowbane stalker 1
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good.
Deity: Silver flame
Code:
Str: 14 +2 ( 4p.)     Level: 9         XP: 37000
Dex: 13 +2 ( 5p.)     BAB:  +8         HP: 73 (10+7.5x4+6x4 + 9) 
Con: 12 +1 ( 4p.)     Grapple: +10     Dmg Red: -/-
Int: 11 +0 ( 3p.)     Speed: 30'/20´   Spell Res: -
Wis: 20 +5 ( 10p.)    Init:  +1        Spell Save: -
Cha: 14 +2 ( 6p.)     ACP:   -5        Spell Fail: -
Code:
                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +10   +2     +1    0    +0    +0     23 (21 when shooting bow)
Touch: 11          Flatfooted: 22
Code:
         Base  Mod  Misc  Total
Fort:     6    +1    +2    +9
Ref:      6    +1    +2    +9
Will:     6    +5    +2    +13
Code:
Weapon                     Attack     Damage       Critical   Range
+1 flaming comp. longbow etc+15      1d8+5+1d6 fire 19-20x3    165 ft
                           +15/+10
                          +13/+13/+8
Dagger                    +10/+5 melee 1d4+2        19-20x2
                            +13 ranged                         20 ft
Ranged Touch Attack         +13
Masterwork longsword        +11        1d8+2        19-20x2
Languages: Common, Draconic.

Abilities:
-Extra feat at level 1
-Extra skill points
-Favored class: Any.
-Sneak attack + 3d6
-Trapfinding
-Evasion
-Trap sense +1
-Turn undead 5/day
-Detect evil
-Sacred stealth
-Discover subterfuge +2
-Sacred defense

Feats: (1 human extra feat, 4 feats for hit die, 3 fighter bonus feats)
Zen archery, Point blank shot, Rapid shot, Precise shot, Weapon Focus (longbow),
Weapon Specialization (longbow), Far shot, Improved critical (longbow)
Code:
Skill Points: 70 Max Ranks: 12/6
Skills              Ranks  Mod  Misc  Total
Knowledge: religion   7     0          +7
Concentration        12     2         +14
Search                9     0    +2   +11 
Diplomacy            12     2    +2   +16
Intimidate            6     2         +8
Gather Information   10     2         +12
Sense Motive         12     5    +2   +19
Untrained:
Appraise +0
Balance +1/-4 with armor
Bluff +2
Climb +2/-3 with armor
Disguise +2
Escape artist +1/-4 with armor
Forgery +0
Heal +5
Hide +1/-4 with armor
Jump +2/-3 with armor
All knowledges +0
Listen +5
Move silently +1/-3 with armor
Perform +2
Ride +1
Spot +5
Survival +5
Swim +2/-8 with armor
Use rope +1
Code:
Equipment:                            Cost    Weight
Masterwork longsword                   315      4
Dagger                                   2      1
Gauntlets of ogre power               4000      4
Periapt of wisdom +2                  4000      -
+2 full plate                         5500      50
+1 buckler                            1150      5
+2 cloak of resistance                4000      1
Efficient quiver                      1800      2
   30 regular arrows                     1,5
   10 adamantine arrows                600
   10 silver arrows                     20
   10 cold iron arrows                   2
   Bundle of 20 regular arrows           1   
   +1 flaming composite longbow(str14)8600

Wand of lesser vigor (C div)           750

Scrolls of: 
align weapon                           150
invisibility purgue                    375
darkness                               150
restoration                            800
neutralize poison                      700

potions of
fly                                    750
haste                                  750
Total Weight: 67 lb Money: 1583 gp 5sp 0cp

Lgt Med Hvy Lift Push
Max Weight: 58 116 175 175/350 875

Age: 30
Height: 6
Weight: 190 lb
Eyes: Black
Hair: Black
Skin: Tan

Spells: Save DC 15+ spell level. Domains: Exorcism and Law.
Spells per day: 6/6+1/5+1/4+1/3+1/2+1

orisons: light, detect magic x2, read magic, mending, guidance.

1st level: Divine favor x2, Obscuring mist, Grave strike (C Adv, page 150), Shield of faith, Bless. Domain: Protection from Evil

2nd level: Iron silence (C adv, page 153), Bear´s endurance, Silence, Divine insight (C Adv, page 147), Undetectable alingment. Domain: Magic Circle against evil

3rd level: Mass resist energy (C arc, page 129), Blessed sight (book of exalted deeds, page 92), Searing light, Dispel magic. Domain: Magic circle against chaos.

4th level: Recitation (C Div, page 176), Celestial brilliance (Book of exalted deeds, page 94), Air walk. Domain: Dismissal

5th level: Flame strike, Spell resistance. Domain: Dispel Evil

Son of a wealthy merchant stablished in Taliost near the end of the war, Agral soon rejected the ways of his family, turning instead to the fait of the Silver Flame. He spent most of his time listening to the teachings of a veteran of the Last War turned priest –an ex member of an archery company that also taught Aglar to use the longbow. Soon it was evident that the young boy was exceptionally devoted to his faith, and took the practice of his deity´s chosen weapon as a way to connect with the silver flame, each arrow a prayer to the truth.

He was eventually ordained, and left as a missionary, carrying the arrows of the church across all Khorvaire. The travels have hardened his spirit and resolution, being caught in several situations where he had to choose the lesser of two evils.

Once, he identified a demon possesing the leader of a small community. Moved by the pleas of the man´s daughter, he tried to exorcise the beast, but he failed and the fiend succeeded in corrupting the community. In the resulting conflict, many people died –including the leader´s young daughter. Since that, he promised himself to not hesitate again and always act decisively, even if that means doing a lesser evil.

Agar is a powerful priest, and an able fighter. Guided by his faith and intuition, his arrows have killed many evil creatures and wrongdoers. He´s direct, not so subtle when it comes to intrigue and sneakiness, but his intuitive mind, combat prowess and spells are a welcome addition.

Rolls here
 
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tyrlaan

Explorer
Name: Andeus Kilishar
Race: Human
Character Level: 9
Alignment: Lawful Good
Experience Points: 36,808

Classes by Level
1 - Monk/Cleric
2 - Monk/Rogue
3 - Monk/Rogue
4 - Monk/Rogue
5 - Monk/Rogue
6 - Monk/Shadowbane Stalker
7 - Monk/Shadowbane Stalker
8 - Monk/Kensai
9 - Monk/Kensai

Abilities
STR: 18 (including +4 from belt of giant strength)
DEX: 18 (including +2 from gloves of dexterity)
CON: 10
INT: 13
WIS: 16 (including +1 from character level)
CHA: 10 (including +1 from character level)

AC: 22 (Touch: 20, Flat-footed: 18)
Speed: 60 ft.
HP: 59

Save Bonuses
Fort: +8 (including +2 from cloak of resistance)
Ref: +12 (including +2 from cloak of resistance and +4 from DEX)
Will: +11 (including +2 from cloak of reistance and +3 from WIS)

Skills
Appraise - 1
Balance - 6
Bluff - 0
Climb - 4
Concentration - 17
Diplomacy - 7
Disguise - 0
Escape Artist - 4
Forgery - 1
Gather Information - 8
Heal - 3
Hide - 15
Intimidate - 0
Jump - 6
Knowledge (local) - 4
Knowledge (religion) - 6
Listen - 9
Move Silently - 15
Perform - 0
Ride - 9
Search - 8 (includes bonus from shadowbane stalker)
Sense Motive - 13 (includes bonus from shadowbane stalker)
Spellcraft - 5
Spot - 9
Survival - 3
Swim - 4
Tumble - 14
Use Rope - 4

Feats
Stunning Fist (1st level, monk bonus)
Improved Unarmed Strike (1st level, monk bonus)
Improved Initiative (1st level, racial bonus)
Combat Expertise (1st level)
Combat Reflexes (2nd level, monk bonus)
Weapon Focus: Unarmed (3rd level)
Practised Spellcaster (6th level)
Improved Trip (6th level, monk bonus)
Staggering Strike (9th level)

Languages: Common, Draconic

Initiative: +8
Melee Attack Bonus: +10/+5
Melee Attack Bonus, Unarmed: +13/+13/+8
Ranged Attack Bonus: +10/+5

Class Features
Flurry of Blows (Monk)
Improved Evasion (Monk)
Still Mind (Monk)
Ki Strike: Magic (Monk)
Slow Fall 40 ft. (Monk)
Purity of Body (Monk)
Wholeness of Body (Monk)
Sneak Attack +2d6 (Rogue)
Trapfinding (Rogue)
Trap Sense +1 (Rogue)
Uncanny Dodge (Rogue)
Turn Undead (Cleric)
Detect Evil at will (Shadowbane Stalker)
Sacred Stealth +4 (Shadowbane Stalker)
Discover Subterfuge +2 (Shadowbane Stalker)
Signature Weapon - Unarmed: +2 (Kensai)
Power Surge (Kensai)

Clerical Domains: Law, Good
Spell Save DC: 13 + spell level

Spells per Day (caster level 7)
orisons - 4
Create Water (p.215), Detect Magic (p.219), Mending (p.253), Read Magic (p.269)
1st level - 3 (+1 Domain spell)
Protection from Evil (Domain, p.266), Command (p.211), Doom (p.225), Doom (p.225)
2nd level - 2 (+1 Domain spell)
Aid (Domain, p.196), Hold Person (p.241), Silence (p.279)

Equipment
amulet of natural armor +1 (2,000 gp)
bracers of armor +2 (4,000 gp)
cloak of resistance +2 (4,000 gp)
ring of potection +1 (2,000 gp)
gloves of dexterity +2 (4,000 gp)
tunic of steady spellcasting (2,500 gp)
belt of giant strength +4 (16,000 gp)
heavy crossbow (50 gp)
20 masterwork bolts (6 x 20 + 2 = 122 gp)
backpack (2 gp)
bedroll (1 sp)
10 paper (4 sp x 10 = 4 gp)
10 trail rations (5 sp x 10 = 5 gp)
2 belt puches (1 x 2 = 2 gp)
2 scroll cases (1 x 2 = 2 gp)
vial of ink (8 gp)
inkpen (1 sp)
waterskin (1 gp)
everburning torch (110 gp)
monk's outfit (5 gp)
silver holy symbol (25 gp)
spell component pouch (5 gp)
light warhorse (150 gp)
military saddle (20 gp)
bit and bridle (2 gp)

817 gp 3 sp

Appearance: Andeus is a fairly large man, standing at exactly 6 feet. He has pale blue eyes and pale skin. When he was younger, Andeus sported a full head of dirty blonde hair, but he has since shaved his head bald. In place of his hair is an elaborate tattoo of the symbol of the silver flame, the point of the arrow almost reaching the top of his brow. Andeus is clearly physically fit and somewhat imposing in his stature. He seems to have nothing that approaches a relaxed stance. Andeus wears simple yet decorated clothing, typical of monks from the monastic order in Thrane.

Background: Andeus was born the son of criminals in the city of Thaliost. Both his mother, Rytesa, and father, Morigund, were petty thieves. Neither had any ties to the houses and chose to use thievery to get what they needed rather than try to find work (which granted would have been difficult). Once Andeus was 7 years old, his parents began to involve him in some of their schemes and break-ins. At first, Andeus enjoyed the thrill of thievery and was ecstatic to be such a critical part of his parents' lives. However, as his parents grew more skilled and successful at their craft, they began to expect more and more from Andeus. There was no doubt he had the talent to master the ways of the thief, but his heart was just not in it.

One day Andeus and his parents were in the middle of raiding the local common goods store when things went horribly awry. Rytesa and Morigund had scurried into the store to steal as much provisions as they could while Andeus was left to keep an eye out for any activity that could get in the way of the theft. Andeus must have been particularly complacent that evening because he failed to see the two armed soldiers walking down the main road in front of the store. By the time he spotted them, there was no way for him to alert his parents of their appearance - at least no way that would have been helpful. The soldiers were almost directly in front of the store's main entrance; there was nothing he could do. Mere moments passed before the soldiers noticed something amiss at the store. One went in to check out what was going on while the other stayed outside and watched the entrance. Andeus remained hidden across the street and watched helplessly. Not soon after the soldier entered, Andeus heard some shouting and the sound of drawn steel. The next sound he heard was his mother's bloody curdling scream. "Murderer!", she shouted. Andeus saw her form appear from the darkness of the store. She was racing to the exit, fleeing for her life. She reached the exit only to run into the other soldier. The soldier paused, waiting to see what Rytesa would do. Unfortunately for her, she drew the dagger at her side and lunged at the man. It was over before she even reached him. In one instantaneous and smooth motion, the soldier had unsheathed his blade and cut straight across her body. It was at that moment that the glow of the moon caught the edge of a silver symbol unfamiliar to Andeus. It was the symbol of the Silver Flame, which was boldly emblazoned on the back of the soldier's tunic.

The seconds it took for the soldiers to snuff out the lives of Andeus' parents was all the time it took for Andeus to realize the true nature of his being. He had been raised as nothing more than a common brigand. A lowly thief that deserved nothing more than the sharp end of a sword. His parents had met their end as punishment for their wrongdoing, but he had not. He had done many criminal things at the behest of his parents. He even enjoyed it for a while. But he did not want punishment for these acts, instead he sought to atone. As these thoughts swirled in his head, the image of the Silver Flame burned itself into his memory...

The next day, Andeus spent every waking hour learning what he could about this Silver Flame and what it meant. So many people were shocked that he was so ignorant. Apparently his parents had kept him more sheltered than he had thought. His discoveries were fascinating. He realized that this was what he needed. Devotion to the Silver Flame could bring to him the penance he so desparately needed.

Andeus gained passage on a boat cross-river so he could go to Flamekeep. It was the first thing he ever paid for in his life. Upon reaching the keep, he pledged himself to the Silver Flame and joined the monastic order based there. The monastery provided him the discipline he needed to control the impulses of his youth and stay upon his new path of righteousness. Over the years, his might grew within the order. His discipline was nearly unrivalled and his fanaticism fuelled him beyond the stamina of others. Andeus always exhibited a self-deprecating attitude toward himself, so it was no great task for others in the Church to realize he harbored some sort of inflated need for atonement. But this drive for penance seemed to be the force behind his ability to excell, and the Church could always use another warrior for their cause...

Die Rolls: Andeus' rolls
 
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Ferrix

Explorer
Elohim

Elohim
Lawful Good Human Cloistered Cleric-Wizard 3/Church Inquisitor-Wizard 6

Experience: 39,065/45,000

Age: 25
Gender: Male
Height: 5'7"
Weight: 130 lb.
Eyes: Dark Blue
Hair: Silver-Grey
Skin: Light Olive

STR: 10 [--] (2 points)
DEX: 12 [+1] (4 points)
CON: 14 [+2] (4 points, +2 enh)
INT: 22 [+6] (10 points, +2 lvl, +4 enh)
WIS: 20 [+5] (10 points, +4 enh)
CHA: 10 [--] (2 points)

Hit Dice: 3d6 + 6d8 + 18
HP: 69
Armor Class: 17 (10 base + 1 Dex + 5 Wisdom + 1 Monk)
Initiative: +1
BAB: +5
- Melee: +5
- Ranged: +6

Speed: 30'

FORT: +9 (5 Base + 2 Con + 2 Res)
REFL: +6 (3 Base + 1 Dex + 2 Res)
WILL: +13 (6 Base + 5 Wis + 2 Res)

Abilities:
- Knowledge, Good & Law Domains
- Turn Undead (3/day)
- Cast Spontaneous Healing Spells
- Aura of Law and Good
- Summon Familiar
- Scribe Scroll
- Bonus Metamagic or Item Creation Feats
- Detect Evil at will
- Inquisition domain
- Immune to Charms
- Pierce Illusion
- Pierce Disguise
- Immune to Compulsions
- Force Shapechange
- Invest Life Energy
- Invest Skill Ranks
- Invest Spell Slots


Feats:
1st Level
- Scribe Scroll
- Extraordinary Artisan
- Alertness (familiar & item familiar)

3rd Level
- Item Familiar
5th Level
- Craft Wondrous Item
6th Level
- Legendary Artisan
9th Level
- Skill Focus: Spellcraft


Skills: 102 skill points
Spellcraft +24 (6+6i ranks, +6 Int, +3 Feat, +3 IF)
Concentration +19 (6+6i ranks, +2 Con, +5 IF)
Knowledge (religion) +18 (6+6i ranks, +6 Int)
Knowledge (arcana) +18 (6+6i ranks, +6 Int)
Knowledge (the planes) +12 (6 ranks, +6 Int)
Knowledge (nature) +12 (6 ranks, +6 Int)
Knowledge (nobility) +12 (6 ranks, +6 Int)
Heal +11 (6 ranks, +5 Wis)
Diplomacy +16 (6+6i ranks, +0 Cha, +4 Syn)
Sense Motive +17 (3cc+6i ranks, +5 Wis, +3 IF)
Spot +20 (6+6i ranks, +5 Wis, +3 IF, +2 Feat) (+3 in shadows)
Search +12 (6 ranks, +6 Int)


Languages:
- Common, Draconic, Celestial, Syranian


Cleric Spells:
0th levelGuidance, Guidance, Read Magic, Detect Magic, Mending, Detect Poison
1st level – Shield of Faith, Sanctuary, Hide from Undead, Bane, Bless, Endure Elements, Detect Secret Doors (D)
2nd level – Zone of Truth, Silence, Lesser Restoration, Hold Person, Divine Insight (CA), Detect Thoughts (D)
3rd level – Dispel Magic, Vigor, Hammer of Righteousness (BoED), Wave of Grief (CD), Spikes (CD), Clairaudience/Clairvoyance (D)
4th level – Recitation (CD), Greater Luminous Armor, Freedom of Movement, Holy Smite (D)
5th level – Subvert Planar Essence (CD), Scrying, True Seeing (D)


Wizard Spells:
0th levelMage Hand, Prestidigitation, Detect Magic, Read Magic
1st level – Grease, Magic Weapon, Featherfall, Shield, Mage Armor, Lesser Orb of Sound
2nd level – Mirror Image, See Invisibility, Blur, Scorching Ray, Melf's Acid Arrow, Web
3rd level – Stony Grasp, Resonating Bolt, Fly, Dispel Magic, Fireball
4th level – Teleport, Polymorph, Evard's Black Tentacles
5th level – Vitriolic Sphere, Wall of Force


Wizard Spellbook: (7675gp)
0th levelAll
1st level (275gp)Magic Missile, Mage Armor, Mount, Unseen Servant, Magic Weapon, Featherfall, Shield, Alarm, Grease, Obscuring Mist, Comprehend Languages, Identify, Charm Person, Tenser's Floating Disk, Disguise Self, Ray of Enfeeblement, Enlarge Person, Lesser Orb of Sound
2nd level (950gp) Scorching Ray, Mirror Image, Web, See Invisiblity, Fireburst (CA), Arcane Lock, Protection from Arrows, Glitterdust, Melf's Acid Arrow, Locate Object, Blur, Hypnotic Pattern, False Life, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom, Fox's Cunning, Knock, Rope Trick
3rd level (1800gp) Fly, Fireball, Arcane Sight, Secret Page, Resonating Bolt (CA), Bands of Steel (CA), Sign of Sealing (CA), Stony Grasp (CA), Dispel Magic, Nondetection, Explosive Runes, Sepia Snake Sigil, Tongues, Deep Slumber, Heroism, Hold Person, Suggestion, Daylight, Lightning Bolt, Wind Wall, Displacement, Invisibility Sphere, Halt Undead, Gaseous Form, Greater Magic Weapon, Slow, Haste, Water Breathing
4th level (2200gp)Polymorph, Phantasmal Killer, Evard’s Black Tentacles, Dimensional Anchor, Mass Resist Energy (CA), Orb of Force (CA), Blast of Flame (CA), Assay Resistance (CA), Defenestrating Sphere (CA), Fire Trap, Lesser Globe of Invulnerability, Stoneskin, Dimension Door, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Ice Storm, Otiluke's Resilient Sphere, Shout, Wall of Fire, Greater Invisibility, Fear
5th level (2400gp) Summon Monster V, Cloudkill, Call Faithful Servants (BoED), Reciprocal Gyre (CA), Vitriolic Sphere (CA), Prismatic Ray (CA), Dismissal, Mordenkainen's Private Sanctum, Teleport, Contact Other Plane, Prying Eyes, Rary's Telepathic Bond, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Wall of Force, Baleful Polymorph, Passwall, Telekinesis, Permanency


Equipment:
Melee weapons
-Quarterstaff +5 (1d6, 20/x2) (0gp, 4lb)
-Dagger +5 (1d4, 19-20/x2) (2gp, 1lb)
-Unarmed +5 (1d8, 20/x2)

Ranged weapons
-Light Crossbow +6 (1d8, 19-20/x2, 80 ft.) (35gp, 4lb)

Armor
-Sash of the Silver Flame Monk's Belt This midnight blue sash is woven with fine silver threads. (4875gp, 390xp, lb)

Miscellaneous Magic Items
-Headband of Intellect +4 (6000gp, 480xp)
-Periapt of Wisdom +4 (6000gp, 480xp)
-Shirt of Health +2 (1500gp, 120xp)
-Cloak of Resistance +2 (1500gp, 120xp)
-Wand of Cure Light Wounds (750gp)
-Robe of Holding (heward's handy haversack) (750gp, 60xp, 5lb)

Sanctus VerbumGlimmering flametouched iron covers joined with mithril reinforced leather binding and edged with silver scrollwork. In the centre of the front cover are two rings of silver, one within the other, between which flow silver runes, within the circle upon a midnight blue lacquer raises the silver arrowhead of the church. A mithril locking clasp binds the opening edge of the tome, within pages of electrum foil are covered in midnight blue script. – Item Familiar (Boccob's Blessed Book), Int 12, Wis 10, Cha 10. Energy Resistance (All) 12, Levitating. See and Hear within 60 feet. Empathic Communication. (4687gp, 5sp, 375xp, 3lb), Sepia Snake Sigil Trap (first page) (500gp), Amazing Lock (150gp), Arcane Lock (25gp), Fire Trap on Lock (25gp)

Mundane equipment
-Adventurer’s Outfit (0gp, -lb)
-Bolts (40) (4gp, 4lb)
-Spell Component Pouch, 3 (15gp, 6lb)
-Everburning Lantern (110gp, 2lb)
-Waterskin (1gp, 4lb)
-Trail Rations -4 days (2gp, 4lb)
-Journal (15gp, 3lb)
-Ink 4oz (32gp, -lb)
-Inkpens, 10 (1gp, -lb)
-Divination Material Component (4) (100gp)
-Identification Papers, Standard (2gp)
-Traveling Papers (2sp)

Weight Carried: 14lb
Remain money: 131gp 3sp cp


Description
Standing just over five and a half feet, Elohim is neither imposing nor feeble looking, his narrow shoulders and meagerly slouched posture belie a slim but healthy frame under dark silver robes trimmed with blue embroidery kept snug with a dark sash which glints of silver threads. Silver-grey hair falls straight to his shoulders, a silk headband attempts to keep his bangs out of his midnight eyes but to no avail. A white ash staff is held lightly in his left hand, it's top crooked sideways, upon which balances a great horned owl.

Personality
Unfinished

Background
Elohim was born into the Church, in the sense that his youngest memory is of attending prayer. He is the orphan son of a devout priestess of the Silver Flame who died during childbirth. His father was never known, and in some ways that sullied the devotion of the priestess, but the truth which the mother did not even know was that Elohim was the result of a cunning plan by the Lodge to birth a child of celestial blood which they could control. Having since been raised as a child of the Church, he knows only reverence and devotion, his teachings guided behind the scenes by the Lodge for the cultivation of a true zealot.

Unfinished.

Rishi
Magebred owl; tiny animal; HD 9d8 (34hp); Init +5; Speed 10 ft, Fly 40 ft (good); AC 28 (+5 Dex, +11 Natural, +2 Size), flatfooted 23, touch 17; Bab +5, Grapple -4; Atk +10 melee (1d6-1, x2, claws); SA: Deliver Touch Spells; SQ: Alertness, Improved Evasion, Share Spells, Empathic Link, Speak with Master, Speak with animals of its own kind, Thick Skinned Breed, Excellent Learner, Low-Light Vision; SV Fort +6, Refl +8, Will +8; Str 9, Dex 20, Con 12, Int 10, Wis 14, Cha 4; Spot +6 (14), Listen +14, Move Silently +17, Masters Skills; Weapon Finesse, Flyby Attack, Improved Flight, Spell Hand, Improved Natural Attack (b).

Elohim's Rolls
 
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Verbatim

Explorer
Dathen Trament "The Masked Judge"

Race: Human
Character Level: 9
Alignment: Lawful Good
Experience Points: 37,000

Classes by Level
1 - Fighter/Cleric
2 - Fighter/Cleric
3 - Fighter/Cleric
4 - Fighter/Church Inquisitor
5 - Fighter/Church Inquisitor
6 - Fighter/Church Inquisitor
7 - Fighter/Church Inquisitor
8 - Fighter/Church Inquisitor
9 - Fighter/Church Inquisitor

Abilities
STR: 18 (+2 lvls, +2 Gauntlets)
DEX: 12
CON: 14
INT: 12
WIS: 18 (+2 from periapt)
CHA: 10

AC: 21 (Touch: 11, Flat-footed: 20)
Speed: 20 ft.
HP: 85

Save Bonuses
Fort: +9 (including +2 from CON & cloak)
Ref: +5 (including +1 from DEX & cloak)
Will: +10 (including +4 from WIS & cloak)

Skills
Intimidate - 11
Concentration - 8
Heal- 15
Knowledge (arcana) - 6
Knowledge (religion) - 8
Search - 5
Sense Motive - 10
Spot - 8 (+12 vs disguises)
Spellcraft - 7

Feats
Zen Archery (1st level)
Educated (+1 to Religion and Arcana Knowledge checks) (1st level, racial bonus)
Weapon Focus (Long Bow) (1st lvl Fighter Bonus Feat)
Weapon Focus (Quarterstaff) (2nd lvl Fighter Bonus Feat)
Spell Focus (Law) (3rd level)
Power Attack (4th lvl Fighter Bonus Feat)
Domain Focus (Inquisition) (6th level) (Casts Inquisition spells as 10th lvl Caster)
Weapon Spec (Quarterstaff) (6th lvl Bonus Fighter Feat)
Improved Critical (Quarterstaff) (8th lvl Bonus Fighter Feat)
Greater Weapon Focus (Quarterstaff) (9th level)

Languages: Common, Celestial, Dwarven

Initiative: +1
Melee Attack Bonus: +9/+4 (+13/+8 including Str bonus) (+17/+12 w/Bowstaff)
Ranged Attack Bonus: +9/+4 (+13/+8 including Wis Bonus) (+16/+11 w/Bowstaff)

Class Features
Turn Undead (Cleric)
Spontaneous Casting (Cleric)
Detect Evil (1st level) (Church Inquisitor)
Immune to Charms (2nd level) (Church Inquisitor)
Pierce Illusion (3rd level) (Church Inquisitor)
Pierce Disguise (4th level) (Church Inquisitor)
Immune to Compulsions (5th level) (Church Inquisitor)
Force Shapechange (6th level) (Church Inquisitor)

Clerical Domains: Wrath, Law, Inquisition
Spell Save DC: 14 + spell level (15 + spell level w/all Law spells)

Spells per Day
orisons - 6
1st level - 5 (+1 Domain spell)
2nd level - 5 (+1 Domain spell)
3rd level - 4 (+1 Domain spell)
4th level - 3 (+1 Domain spell)
5th level - 1 (+1 Domain spell)

Domain Powers
Law: Cast all Law Spells at +1 Caster level (10th lvl effective caster on Law spells)
Wrath: Once per day, you may subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 pts you subtract from your Wis, add 1 pt to your strength score. You suffer all the effects of reduced Wisdom including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom based skills. This trade between abilites lasts 1 round per cleric level and cannot be ended prematurely.
Inquisition:+4 bonus on all dispel checks

Items
+2 Full Plate armor (4,000 + 150 + 1,500 = 5,650 gp) (DMG & PHB prices)
Bowstaff (serves as +2 Quarterstaff & +2 Longbow - Arms & Equip pg 103) (10,975 gp)
Soul's Flame (Periapt of Wis +2) (4,000 gp) (DMG)
Gauntlets of the Holy Fire (Gauntlets of Ogre Power) (4,000 GP) (DMG)
Cloak of Resistance +1 (1,000 GP) (DMG)
Death Mask (Acts as Minor circlet of Blasting) (6,480 gp) (DMG)
2 MW silvered daggers (644 gp) (PHB & DMG)
MW Potion Belt (6 of 10 slots used) (60 gp) (PGtF)
--6 vials of Holy Water (125 gp) (PHB)
Soldier's Pack (Heward's Handy Haversack) (2,000 gp) (DMG)
--4 days rations (2gp) (PHB)
--Waterskin (1gp) (PHB)
--Silk Rope (50') (10 gp) (PHB)
--Everburning Torch (110 gp) (PHB)
--cleric's vestments (5 gp)
Silver holy symbol (25 gp) (PHB)
20 arrows (1 gp)

1,531 gold pieces in trade gems and letters

Description: While it has been almost five years since someone saw Dathen without his mask, those in the church who can recall his features speak of him being a plain looking man, with the exception of his pale blue eyes. His eyes were as cold as a glacier's peak and the times he does speak the coldness has drifted to his voice as well. If one was to catch Dathem without his skulled helm, the reasons for his keeping it on would become painfully obvious.

His face was heavily scarred while in the Mournlands and as he crossed the barren wasteland, the wounds began to fester and when he finally reached "safe" lands again, the Silver Flame's spells could rid him of his sickness and pain, but not the further scarring of his body.

Knowing that some would give him false pity if they say his condition, Dathem journeyed to the land of the Aereni elves and had them craft for him his enchanted helm. Fashioned in the likeness of a vengeful spirit, it fit Dathen's needs perfectly.

At the age of 35, Dathen is still in excellent physical condition, as there is not an ounce of fat on his nearly seven foot frame. Recently Dathen has began to see some of his "superiors" giving into the weakness of the time and while he will never admit to it, Dathen wonders how long it will be before the Lodge begins looking into replacing him, forcing him to begin his tenure as an "advisor" to the younger clergymen. It is not a day that Dathen is looking forward to and it is one of the primary reasons he continues to volunteer for every mission he can.

History:

Within the ranks of the Silver Flame there is a sect of clergymen whose mission is to keep the purity of the faith intact, even if it means using the blessings of the Silver Flame to strike down those who claim to follow its tenets and beliefs. Called the Judges of the Flame, these priests and priestesses often live a lonely and dangerous life, as when a Judge arrives, it is very rarely seen as a good thing.

Dathen Trament joined the ranks of the Silver Flame to escape from his past, as the young man was wanted for the murder of a merchant's son who had Dathen caught raping his sister. While it was clearly an act of defense on his part, Dathen knew that no magistrate would listen to the bastard offsprings of a tavern wench.

Dathen took to the martial training easily and when the church began sharpening his mind as well as his sword, Dathen felt truly at home for the first time in his life. For six years, Dathen travelled where the church sent him, often volunteering for assignments that many higher ranking priests considered too dangerous for him, but each time a bruised and bloodied Dathen would return and as soon as his body would allow it, sometimes just barely, Dathen would volunteer again.

Rising to the rank of Captain, Dathen was given a "resting" assignment aboard the mobile town of Argonth. After he arrived and checked aboard, Dathen tried to enjoy the duty for what it was, but downtime was not a concept Dathen understood well, but after three months Dathen's life changed. During a chance meeting when taking on stores, Dathen met a weaver woman and with a timidness he had not felt in all of his years, Dathen asked if he could write her from time to time, and when she said yes Dathen grinned like a young child.

Dathen continued to write and visit her over the course of the year that followed and soon their relationship became more than platonic. While the church did not restrict their followers from starting a family, Dathen knew that the timing was wrong but he could not stop how he felt and was married to Breanna the following year.

Asking to be transferred to New Cyre to help establish the church's presence there, Dathen's request was approved and he moved his wife, who was now with child, with him. It was a move that would change his life forever...

Shortly after arriving in New Cyre, Breanna gave birth to twins girls and for a moment, Dathen's life was everything he had dreamed it would be. However, his happiness was short lived as he began to notice that not all was right within New Cyre's walls. Investigating a series of brutal deaths, Dathen began to realize that the killers were members of his sect. Rushing home, Dathen discovered that his wife had been slain and his children taken from their crib, and in a rage rushed to the barracks of the church, and into the Mockery's waiting trap.

When the sun rose the next morning, the Silver Flame garrison was a grisly site. The once gleaming walls were covered in dark crimson streaks and the smell of death was heavy in the air. When the town militia did enter the building, they discovered Dathen, who was more dead than alive clutching his slain children close to him and speaking softly to them in his delerium. It would be the last time that Dathen would ever show emotion again...

When he regained his senses, Dathen was reaboard Argonth and while they could heal most of the damage to Dathen's body, his spirit was another matter. Dathen was recalled to Sharn and after giving a full report of the events which had transpired, the Church offered Dathen a position with the Judges of the Flame, as his desire for revenge still burned brightly.

Ten years later after accepting the position, Dathen has travelled to nearly every corner of the world in service to the church. He has killed men, women and children in his travels and his coldness has earned him both respect and fear by the church. He has taken to wearing an elvish death mask that he acquired on his travels, and although there are rumors as to where he got it, none have been brave enough to ask the deadly priest.
 

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