Valenar "Side Trek" (Elven Wedding)




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  1. #1

    Valenar "Side Trek" (Elven Wedding)

    Rogues Gallery

    This is the where you can post characters for the "Side Trek" I am running
    Last edited by MavrickWeirdo; Friday, 16th September, 2005 at 06:04 AM.
    The meek shall inherit the earth.
    Links to my NPC's

 

  • #2
    Supressive Overlord
    Acolyte (Lvl 2)

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    ø Ignore Bront

    Carver, Warforged Artifacer

    Code:
    Name: Carver "Banderelli"
    Class: Aritifacer
    Race: Warforged
    Size: Medium
    Gender: Male
    Alignment: NG
    Deity: 
    
    Str: 13 +1 (4p.)     Level: 5        XP: 10650/15000
    Dex: 10 +0 (2p.)     BAB: +3         HP: 25 (5d6+5)
    Con: 12 +1 (2p.)     Grapple: +4     Dmg Red: 2/Adamantine
    Int: 14 +2 (6p.)     Speed: 20'      Spell Res: XX
    Wis: 10 +0 (4p.)     Init: +0        Spell Save: +X
    Cha: 14 +2 (10p.)    ACP: -6         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +10    +2    +0    +0    +0    +0    22
    Touch: 10              Flatfooted: 22
    
                             Base   Mod  Misc  Total
    Fort:                      1    +1    +1    +3
    Ref:                       1    +0    +3    +4
    Will:                      4    +0    +1    +5
    (+2 Ref save from Weapon Familiar)
    
    Weapon                  Attack   Damage     Critical
    Mourningstar +1           +5      1d8+2       20x2
    Dagger (10')(MW)          +5(4)   1d4+1     19-20x2
    Light Crossbow (80')(MW)  +4       1d8      19-20x2
    
    Languages: Common, Gnome, Elven
    
    Abilities: 
    Warforged Racial Abilities
    Artisan Bonus (+2 to UMD with appropriate item creation feat)
    Disable Trap
    Item Creation
    Artifacer Knowledge (5+2=7)
    Infuse Self: Caster Level +1 when Infusing Self
    Tools of War:  Repairs dmg=Chr when infusing constructs, Living Constructs, Weapons, Armor, or shields.  XP spent to enchant these items count double.
    Craft Weapon Familiar
    
    Infusions: 
    1st: 4   2nd: 4   3rd: 2
    DC: 13   DC: 14   DC: 15
    
    Craft Pool: 10 XP
    
    Feats:
    1st: Adamantine Body (Enchanted +2)
    1st A: Scribe Scroll
    2nd A: Brew Potion
    3rd: Extrordinary Artison (25% less GP when crafting)
    3rd A: Craft Wonderous Item
    4th: +1 Str
    4th: A: Legendary Artisan
    5th: Craft Magical Arms & Armor
    
    Skill Points:  48       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Craft: Weaponsmith         7    +2    +2    +11
    Craft: Armorsmith          8    +2    +2    +12
    Craft: Alchemy             6    +2          +8
    Knowledge: Arcana          5    +2          +7
    Use Magic Device           8    +2  +5(+2)  +15(17)
    Spellcraft                 5    +2  +2(2)   +9(11)
    Search                     4    +2          +6
    Disable Device             4    +2          +6
    Craft: Woodworking         1    +2    +2    +5
    (when using scrolls)
    (+2 Craft due to MW Tools)
    (+3 UMD from Weapon Familiar)
    
    Equipment:                    Cost   Weight
    Mourningstar +1 Familiar*	1577	6
    Heavy Steal Shield, MW Crafted	42.5	15
    Cloak of Resistance +1		375	
    Warforged Repair Kit		50	1
    3 Cure Light Wounds Potions	57	
    Dagger, MW Crafted		75.5	1
    Light Crossbow, MW Crafted	83.75	4
    20 Bolts, MW Crafted		30.5	2
    Masterwork Artisan's Tools	55	5
    Backpack			2	2
    5 Sunrods			10	5
    Goggles of Minute Seeing	469	
    +2 Adamantine Body		1500	
    1 Screaming Bolt
    
    Scrolls		
    Longstrider(CL 1)		12.5	
    Darkvision(CL 1)		29	
    Bear's Endurance(CL 1)		29	
    Bull's Strength(CL 1)		29	
    Enlarge Person (CL 1)		12.5	
    3 Cure Light Wound (CL 1)	37.5	
    	
    Total Weight:41lb      Money: 23gp 7sp 5cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86    130   130   520
    
    Age: 1?
    Height: 6'0"
    Weight: 278lb
    Eyes: Green
    Skin: Grey
    Appearance:
    Carver may look like an average Warforged, but there always seems to be something different about him. He doesn’t carry himself as most Warforged do, but more like a curious child. Carver is small for a Warforged and doesn’t cast a very imposing figure despite his adamantium body. He wears a finely made cloak, and most of his gear has a fine quality to it.

    Background:
    Carver was never really sure how he got to Port Verge. Bimbleburg Banderelli told Carver that he’d washed up on the shore, but Carver’s first memory was waking up in Bim’s (That what Carver preferred to call him) workshop. Bim tried to ask him questions while he examined Carver, but Carver didn’t know anything before waking up. Once Bim was sure there was no damage to Carver, he told Carver to stay in the workshop while he went to talk to someone. Carver stayed behind, and eventually picked up a small knife and a few blocks of wood and started carving. Bim had returned to find several small wooden blocks carved in various geometric shapes. Bim said “You’re a Carver all right; I think that’s a good name for you for now.” Carver never did get another name.

    Bim was a local gnome artificer. He had worked for the nation of Cyre for a time, and had retired here in Port Verge well before the war had ended. Bim was familiar with Warforged, but found it strange that Carver seemed like a blank slate. Bim decided to try to “raise” him almost like a son. He opened the world to Carver, and showed him endless possibilities that he could do with his life, but Carver enjoyed crafting. He took amazingly well to weapons, armor, and alchemy, and would often carve figurines when he had idle time.

    Bim told carver about the Warforged, the Last War, and how many were trained to be soldiers. Carver didn’t quite understand, having never seen another one like him, and the concept that he had been created and not born seemed strange. Carver began to study Bim’s notes on the Warforged, and began to look into the creation of magical objects and items with a renewed passion. Seeking to understand himself, he looked inside to find out what made him Carver. Bim trained Carver as an artificer, and as Bim became ill, Carver continued to work and help support Bim. Bim continued to teach Carver all he could beyond being an artificer as well. “You’ve been given a gift that perhaps no other Warforged has Carver,” Bim told him, “You’ve been allowed to be raised instead of trained. Make the most of it son.”

    Carver was taken aback by being called son, but he had come to think of Bim as what he learned most of the godforged races (as Bim had described them to Carver) called a father. He felt honored to have this relationship with the gnome. Unfortunately, several days later, Bim died of his illness, or perhaps old age. Carver was not one to understand these things. However, he did find paperwork in Bim’s stuff showing that he had had a friend create a document stating that Carver had sailed to the port to work with him, and another document that stated the shop was Carvers if Bim fell ill. Bim had truly thought of Carver as a son.

    Carver spent some time morning Bim’s death. He threw himself into his work, and kept himself busy. Carver never understood the exact operation of a business, so while he continued to craft items for customers, he never seemed to be making much. Carver didn’t care, as long as he was able to maintain the shop. However, this life alone became tedious for Carver, so he eventually sold the shop and went out to explore the world, in hopes of “Making the most of it” for his father.

    In his travels, Carver has taken the Banderelli last name, much to the confusion of most people.

    *Dove, +1 Mourningstar Weapon Familiar
    HP: 44 (20 base, +10 for +1, +14 from Carver)
    Hardness: 11 (10 base, +1 for familiar)
    Int: 14 (+2)
    Wis: 14 (+2)
    Chr: 10 (0)
    Ego: 11
    Languages: Common, Gnome, Elven
    Alignment: NG
    Abilities:
    - Grants +3 to UMD, and +2 to Reflex Saves
    - Darkvision 60'
    - Telepathy when Held
    - Grants Alertness when held
    - Deliver Touch Infusions (Either by normal attack or melee touch attack)
    - Improved Evasion
    - Share Infusion

    Screaming Bolt: One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect

  • #3
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    ø Ignore reedu21

    Chen the Mask

    Code:
    Chen the Mask
    Male Changling Sor5
    
    Age:       21
    Height:    5'4"
    Weight:    127
    Eyes:      Grey
    Hair:      Silver
    Alignment: Chaotic Good
    Deity:     Sovereign Host
    Region:    Cyre
    
    Str: 10 [2pts]
    Dex: 14 [6pts]
    Con: 12 [4pts]
    Int: 14 [6pts]
    Wis: 10 [2pts]
    Cha: 16 [8pts, +1 at level 4]
    
    Fort: +2 (1 Base, 1 Con)
    Ref:  +3 (1 Base, 2 Dex)
    Will: +4 (4 Base)
    
    Initiative:    +2
    BAB/Grapple:   +2/+2
    Movement:      30'
    Armor Class:   13 (+2 Dex, +1 Deflection), Touch 13, Flat-footed 11
    Hit Dice:      5d4+8
    Hit Points:    22
    Action Points: 7 (1d6)
    
    Racial Abilities:
    +2 Save vs Sleep and Charm
    Natural Linguist (Ex) - Speak Language is always a class skill
    Minor Change Shape (Su)
    
    Class Abilities:
    Summon Familiar - Sol, the Toad
    Spells: DC 13+, 6/7/5
    Known:  0 - Dancing Lights, Detect Magic, Ghost Sound, Open/Close, Prestidigitation, Read Magic
            1 - Charm Person, Mage Armor, Magic Missile, (Tenser's) Floating Disk
            2 - Glitterdust, Spider Climb
    
    Feats:
    Persona Immersion: When successfully saving against Divination spells and powers of 3rd level or lower, Chen may cause the spell to report false results to the caster
    Extend Spell [Metamagic]: Doubles duration of spell cast at 1 spell level higher than normal as a Full-Round action
    
    Skills:
    Bluff +13 (8 ranks, 3 Cha, 2 racial)
    Concentration +8 (7 ranks, 1 Con)
    Diplomacy +5 (3 Cha, 2 synergy)
    Disguise +3 (3 Cha), +10 Minor Change Shape, +2 when acting (synergy), +2 when clothed (Vestment of Many Styles)
    Intimidate +4 (3 Cha, 2 synergy, 2 racial)
    Knowledge(Arcana) +7 (5 ranks, 2 Int)
    Listen +0, +2 within arm's reach of familiar
    Sense Motive +2 (2 racial)
    Sleight of Hand +4 (2 Dex, 2 synergy)
    Speak Language (4 ranks) - Common, Gnome, Elf, Dwarven, Halfling, Goblin, Draconic
    Spellcraft +12 (8 ranks, 2 Int, 2 synergy)
    Spot +0, +2 within arm's reach of familiar
    
    Attacks:
    Masterwork Rapier: -1 melee (1d6, 18-20/x2)
    Dagger: +2 melee or +4 ranged (1d4, 19-20/x2, 10' range increment, max 50')
    
    Equipment:
    Vestment of Many Styles - 500gp, RoE p 175
    Eternal Wand of Ray of Enfeeblement - 820gp, ECS p 265
    Ring of Protection +1 - 2000gp, DMG
    Potion of Cure Light Wounds (2) - 100gp, DMG
    Scroll of Identify - 125gp, DMG
    Scroll of Darkvision - 150gp, DMG
    Masterwork Rapier - 320gp, PHB
    Daggers (4) - 8gp, PHB
    Magebred Light Warhorse (Eyre Night) - 300gp, ECS, PHB - Swift-Breed, Dextrous, Alertness
    Military Saddle - 20gp, PHB
    Saddlebags - 4gp, PHB
    Bit & Bridle - 2gp, PHB
    Backpack - 2gp, PHB
    Bedroll - 1sp, PHB
    Beltpouch - 1gp, PHB
    Waterskin - 1gp, PHB
    Scrollcase - 1gp, PHB
    Paper (5) - 2gp, PHB
    Inkpen - 1sp, PHB
    Ink - 8gp, PHB
    Bottle of Fine Wine - 10gp, PHB
    
    125 Gold, 8 Silver
    Appearance
    Chen appearance changes often. In his true form he is short and slightly stocky. His silvery hair is clipped just above his shoulders. His pale grey eyes and small mouth make it extremely difficult to read his expression. His clothing changes as often as he does thanks to the Vestment of Many Styles that his mentor gave him. He prefers comfort and the good things in life, so he likes to appear wealthy whenever he can. Unfortunately, he has been forced to lay low for a bit and has taken on some less ostentatious roles of late. He carries a finely wrought Brelish rapier. The wire work of the basket hilt looks delicate, but is, in fact, quite sturdy and protective. He also carries several daggers secreted about his body.

    Background
    Chen was born in a small town in Cyre, 21 years ago. His parents were both Changlings who wished to live as themselves and rarely used their shape changing abilities. When he was still a young child, they moved to a larger city where they encountered the widespread prejudice against their race. Though his parents did their best to ignore it, Chen grew more and more frightened and angry as he aged.

    When his magical abilities began to manifest themselves at age 12, it was just one more thing that made him different. His parents tried to get him to hide this new aspect of himself as well, but he decided that he didn't want to hide any more, so he ran away from his home. Living on the streets he instinctively learned to change his shape to the most adventageous at any given time. He became adept at concocting stories to get people to help him and he slowly mastered some of his magical talents to perform minor tricks to aid him in this.

    One day, at the age of 15, he tried to charm a young woman out of some coin. She seemed to be falling for it, but at the last moment she suddenly changed into her true form and asked Chen to come with her. Her name was Rap and she took Chen as an apprentice, partner, and eventually lover. She was presently in Cyre, spying for Breland, but that contract soon ended. They traveled the five nations together during the war, hiring themselves out as spies.

    Chen's magical talents continued to develop and they proved quite useful on the job. Rap and Chen were highly successful and deeply in love and constantly spent their spoils on gifts for one another. In 996, they took a job that required Chen to be in Thrane and Rap to be on the Cyre, Karrnath border. Then the Mourning happened and Chen feared the worst. He immediately took off for Karrnath, hoping that Rap was still alive. He searched, but could not find her.

    Eventually he needed money and quickly accepted a job from a minor noble in Karrnath. He was unwise to not investigate his employer as he usually did before taking a job. It was a set up and he barely escaped with his life, spoiling the noble's plans in the process. Knowing that Karrnath was no longer safe for him, he fled on the horse stolen from his former employer and raced south, settling in Valenar.

    He still holds out hope that Rap is alive, but Karrnath is too dangerous for him right now. He is beginning to run low on gold again and will be looking for work once more. This time he will be more careful, perhaps seeking companions, for there is safety in numbers.

    Personalities
    Spoiler:
    His primary persona is a Human Cyran refugee named Jhonas Fastwind. Jhonas was a farmboy who joined the army of Cyre at sixteen. He was part of a unit raiding into Karrnath on the day of Mourning. He now appears to be a 30-something grizzled vet, who spends most of his time in bars in the human settlements of Valenar, looking for work.

    He also often plays Lady Megann Polar, a half-elven witch who travels around selling "divinations." These are just bluffs and parlor tricks that he sells to drunks and superstitious old wives. Lady Megann is very eccentric and just acts crazy if something goes awry. She is ignored as a harmless old woman by all the serious folks.

    He likes to have fun as Barrik d'Lyrander, a charming young scion of the Dragonmarked house. He uses this persona less often because of the risks involved, but he enjoys the attention it grants him.


    Familiar: Sol the Toad
    Spoiler:
    Diminutive Animal; Hit Dice: 5; Hit Points: 11; Initiative: +1; Speed: 5 ft. (1 square);
    Armor Class: 18 (+4 size, +1 Dex, +3 Natural), touch 15, flat-footed 17;
    BAB/Grapple: +2/–15; Attack: —; Full Attack: —; Space/Reach: 1 ft./0 ft.;
    Special Attacks: —; Special Qualities: Amphibious, low-light vision, improved evasion,
    share spells, empathic link, deliver touch spells, speak with master;
    Saves: Fort +2, Ref +3, Will +6; Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4;
    Skills: Bluff +5, Concentration +7, Hide +21, Knowledge (Arcana) +4, Listen +4,
    Spellcraft +7, Spot +4; Feats: Alertness
    Description: Sol is a small toad whose skin is a dark reddish brown on top and white on
    the bottom. He is often croaking at Chen who carries him everywhere he goes, always
    ensuring that his Vestment of Many Styles includes a pocket for Sol.


    Mount: Eyre Night, Magebred Light Warhorse
    Spoiler:
    Large Animal; Hit Dice: 3d8+12 (25 hp); Initiative: +3; Speed: 70 ft. (14 squares);
    Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15;
    Base Attack/Grapple: +2/+10 Attack: Hoof +5 melee (1d4+4);
    Full Attack: 2 hooves +5 melee (1d4+4) and bite +0 melee (1d3+2); Space/Reach: 10 ft./5 ft.;
    Special Attacks: —; Special Qualities: Low-light vision, scent, excellent learner;
    Saves: Fort +7, Ref +6, Will +2; Abilities: Str 18, Dex 17, Con 19, Int 2, Wis 13, Cha 6;
    Skills: Listen +6, Spot +6; Feats: Endurance, Run, Alertness
    Description: Eyre Night is a black horse with white socks and a bald face. She is
    exceptionally intelligent, alert, and swift, having been bred by House Vadalis. Chen
    "acquired" her in Karrnath during his escape from the double-cross.
    Last edited by reedu21; Friday, 17th June, 2005 at 04:41 PM. Reason: Added SBLOCKs

  • #4
    Code:
    Name: Shiva
    Class: Changeling Rogue Sub 1/Fighter 4
    Race: Changeling
    Size: Medium
    Gender: Female [though usual persona is male]
    Alignment: CN
    Deity: Nominally the Traveller, though is currently pays more attention to Valenar Ancestor worship
    
    Str: 14 +2 (6p)    Level: 5        XP: 10000/15000
    Dex: 17 +3 (10p)   BAB: +4         HP: 28 (1d6+4d10)
    Con: 10 +0 (2p)    Grapple: +6     Dmg Red: X
    Int: 12 +1 (4p)    Speed: 30'      Spell Res: XX
    Wis: 10 +0 (2p)    Init: +3        Spell Save: +X
    Cha: 12 +1 (4p)    ACP: -2         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      4    +0    +0    +4
    Ref:                       3    +3    +0    +6
    Will:                      1    +0    +0    +1
    
    
    Weapon                       Attack   Damage     Critical
    Scimitar                      +6      1d6+2        18-20/x2
    Comp. Shortbow +2 Str         +7      1d6+2        20/x3
    Silver Shortsword             +6      1d6+1        19-20/x2
    
    Languages: Common, Elven
    
    Abilities: 
    Shapechange Subtype, 
    +2 vs sleep/charm, 
    +2 Bluff, Intimidate, Sense Motive, 
    Speak Language always class skill, 
    Minor Change Shape (as disguise self),
    Sneak Attack +1d6, 
    Social Intuition (Gather Inf 1d4+1x10mins/Sense Motive as full rounda action/Take 10 on social skills in stressful situations), 
    bonus feats (marked with *).
    
    Feats:
    1st: Persona Immersion
    2nd Mounted Combat*
    3rd: Racial Emulation
    3rd Mounted Archery*
    5th: Point Blank Shot*
    
    Skill Points:  Rogue Sub 44pts/Fighter 12pts       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Bluff                      5     1    2      8
    Decipher Script            4     1    0      5
    Disguise                   4     1    (+10)  5 (15)
    Escape Artist              4     3    0      7
    Forgery                    4     1    0      5
    Gather Information         4     1    0      5
    Jump                       4     2    0      6
    Hide                       2     3    0      5
    Intimidate                 0     1    2      3
    Knowledge (Local)          4     1    0      5
    Listen                     4     0    0      4
    Move Silently              2     3    0      5
    Ride                       4     3    0      7
    Sense Motive               4     0    2      6
    Spot                       4     0    0      0
    Survival (cc)              1     0    0      1
    
    
    Age: 21
    Height: 5'8"
    Weight: 152lb
    Eyes: Milky
    Skin: Grey
    
    Equipment:
    Scimitar (15gp)
    MasterWork Chain Shirt (250gp)
    Alchemical Silver Shortsword (30gp) (-1 damage)
    Composite Shortbow (+2Str) (225gp)
    20 Arrows (1gp)
    20 Alchemical Silver Arrows (40gp) (-1 damage)
    20 Cold Iron Arrows (2gp)
    Valanar Riding Horse (500gp)
    Bit & Bridle (2gp)
    Military Saddle (20gp)
    Saddlebags (4gp)
    Bedroll (1sp)
    Flint & Steel (1gp)
    10 days feed (5sp)
    
    Magic Equipment:
    Ring of Sustenance (2500gp)
    Potion of Cure Light Wounds x5 (50x5=250gp)
    Oil of Magic Weapon x2 (50x2=100gp)
    
    Total: 4240gp, 6sp
    259gp, 4sp remaining.
    Appearance
    Shiva appears as a somewhat lithe changeling with shoulder length silvery heir, however she hasn't assumed her natural form for years. Her current form (Thail Erialua), is a slender male Valenar Warrior, with dark shoulder length hair and piercing eyes. His skin is dusky as per most Valenar and he holds himself with a lazy confidence (actually a well practiced deception as Shiva is of somewhat nervous disposition).

    Background
    Shiva is a city-girl born and bred hailing from a changeling community within Sharn, she never felt she fit in among her fellow Changelings, and quickly ended up on the wrong side of the Cabinet, taking some meagre possessions she fled the city and reasoning that the Cabinet prefered their cities, kept to less civilised regions.
    Her travells brought her to the Valenar lands, where she assumed the persona of an elf she found killed by Kaarnathi soldiers, with a stroke of luck the elf was a loner and not really known by many, so she made up enough to get by until she could learn the Valenar customs.
    After several years living among the Valenar she feels she enjoys the life they have, with so many freedoms and out under the open skies, but has been getting more and more paranoid that her cover will shortly be blown...
    Last edited by solkan_uk; Friday, 17th June, 2005 at 11:10 PM.

  • #5
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    ø Ignore D20Dazza

    Salina Talenta Halfling Rogue 5

    Code:
    Salina 
    Talenta Halfling Rogue 5 
    Small Humanoid 
    Alignment: Chaotic Neutral 
    Deity: Spiritualisitic worship of Balinor, Lord of the Beasts and the Hunt
    Region: Talenta Planes
    Sex: Female
    Height: 3'1" 
    Weight: 35 lbs 
    Skin:  Dark, freckled skin
    Hair: Blonde 
    Eyes: Blue 
    Age: 25
    Exp: 10,400 
    
    Action Points: 7 (1d6) 
      
    Str: 10 (+0) [4 points] 
    Dex: 19 (+4) [10 points] 
    Con: 12 (+1) [4 points]
    Int: 14 (+2) [6 points] 
    Wis: 10 (0) [2 points] 
    Cha: 10 (0) [2 points] 
      
    Class Abilities 
    Sneak Attack +3d6
    Trapfinding
    Evasion (successful Refles save against half damage results in no damage)
    Trap Sense +1
    Uncanny Dodge (retain Dex bonus to AC if caught flat footed or struck by invisible opponent but not if immobile)
      
    Hit Dice: d6 +1
    HP: 25
    AC: 19 (+4 Dex, +4 Mithril Chain Shirt, +1 Size) Touch – 14, Flat-footed – 14 (unless immobilised)
    ACP: 0
    Init:  +4 (+4 Dex) 
    Speed: 20ft 
      
    Saves: 
    Fortitude + 3 [+1 base, +1 Con, +1 Racial] 
    Reflex + 9 [+4 base, +4 Dex, +1 Racial] 
    Will +2 [+1 base, +0 Wis, +1 Racial] (+2 racial morale to fear saves)
      
    BAB/Grapple: +3/-1
    Melee Atk: +5 (+3 BaB, +1m/w, +1 racial) Masterwork Talenta Tangat (1d8;18-20/x2)
    Melee Atk: +5 Flaming Short Sword (+3 BaB, +1m/w, +1 racial) (1d6 (+1d6 flame);19-20/x2)
    Ranged Atk: Short Bow +7 (+3 BaB, +4 Dex) (1d6 x3; 60') 
    Ranged Atk: Talenta Boomerang +8 (+3 BaB, +4 Dex, +1 racial) (1d3 x2; 30')
    - +1 Thrown weapons (racial)
    
    Class Skills:
    Appraise 2 [+2 Int]
    Balance 8 [4 ranks, +4 Dex]
    Bluff 0 [+0 Cha]
    Climb 6 [4 ranks, +0 Str, +2 Racial]
    Craft 2 [+2 Int]
    Decipher Script 3 [1 rank, +2 Int]
    Diplomacy 0 [+ Cha]
    Disable Device 11 [7 ranks, +4 Dex]
    Disguise 0 [+0 Cha]
    Escape Artist 8 [4 ranks, +4 Dex]
    Forgery 2 [+2 Int]
    Gather Information 0 [+0 Ch]
    Hide 14 [6 ranks, +4 Dex, +4 Racial]
    Intimidate 0 [+0 Cha]
    Jump 9 [5 ranks, +0 Str, +2 Racial, +2 synergy]
    Knowledge (local) 2 [+2 Int]
    Listen 6 [4 ranks, +0 Wis, +2 Racial]
    Move Silently 14 [8 ranks, +4 Dex, +2 Racial]
    Open Lock 8 [6 ranks, +2 Int]
    Ride 6 [+4 Dex, +2 Military Saddle]
    Search 10 [8 ranks, +2 Int]
    Sense Motive 0 [+0 Wis]
    Sleight of Hand 6 [2 ranks, +4 Dex]
    Spot 8 [8 ranks, +0 Wis]
    Swim 0 [+0 Str]
    Tumble 11 [5 ranks, +4 Dex, +2 Synergy]
    Use Magic Device 8 [6 ranks, +2 int]
    Use Rope 6 [2 ranks, +4 Dex]
    
    Feats: 
    Martial Weapon Proficiency
    Talenta Warrior (sharrash, tangat and boomerang are treated as martial weapons; +1 damage when mounted; add action point result to damage and attack)
    (Next level = weapon finesse or focus)
    
    Languages: Common, Halfling, Elf, Goblin
      
    Equipment 
      
    Wearing or carrying at hand 
    Flaming Short Sword (+1 attack - m/w) – 2310 gp (1 lb) 
    Masterwork Taleta Tangat (+1 attack - m/w, +1d6 fire damage) - 340gp (8lb)
    Short Bow - 30gp (2lb)
    20 Arrows - 1gp - (3lb)
    Mithril Chain Shirt – 1100 gp (10 lbs) 
    Wand of Cure Light Wounds - 750gp
    Potion of Cats Grace - 300gp
    Potion Pass Without Trace - 50gp
    Arrow of Venom (like dagger of venom)
    
    
    In or on containers 
    Backpack - 2gp (2 lbs) 
    Waterskin – 1gp (4 lbs) 
    Flint and Steel – 1 gp (--)   
    Whetstone - 2cp (1lb)
    
    Total weight carried – 31 lbs, light load. (less 33)
    
    Clawfoot - 150gp (--)
    
    Carried by Clawfoot
    Military Saddle - 20gp (30lb)
    Tent - 10gp (20lb)
    Winter Blanket - 5sp (3lb)
    40 Arrows - 2gp (6lb)
    Saddle Bags - 4gp (8lb)
    5 Sun Rods - 10gp (5lb)
    Total 72lbs (light 86, medium 173, heavy 260)
    
    HP: 13; Init: +3; Spd: 40'; AC 16 (T13, FF 13); BAB/Grapple +1/+4; Attack +4 Talons (1d8+3); Full Attack +4 Talons (1d8+3), 2 Foreclaws -1 (1d3+1), Bite -1 (1d6+1); Space/Reach 5'/5'; SQ Low Light Vision, Scent;Saves F+5, R+6, W+1; Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Skills - Hide +12, Jump +20, Listen +10, Spot +10, Survival +10; Feats - Run.
    
      
    Money 
    13 gp 4 sp  8 cp
    ~~~~~

    Appearance: Salina is a small petite looking halfling with her blonde hair tied in two pony tails, twinkling blue eyes (the left one has a scar beneath it), and a smattering of freckles across her button-like nose finish off her features. She would be quite attractive if not for her sometimes (ok most times) abrasive manner and foul mouth. She refuses to wear anything that a woman wears, always dressing in the latest male fashions.

    Personality: Salina may be a slight girl, but she is tough, she can mix it with the best of them (and often does). She is always out to prove that just because she is a girl, and small to boot, she isn't helpless. She will go on the front foot when treated like a lady, insisting on being one of the boys - she has gotten into more than one fight because someone tried to be chivalrous to her. She treats Khorvaire halflings with disdain, believing they are soft and have lost their way.

    Background: Salina grew up on the Talenta Plains and loved the nomadic life style of her tribe, she showed a great aptitude for stealth and was soon accompanying the warriors of the tribe on hunting missions. Being even smaller than the average halfling she would use her natural stealth to great advantage, stalking her prey.

    Her tribe refused to acknowledge her nomination when she declared herself ready to join the ranks of the warriors. it was unheard of for this particular tribe to acknowledge that a woman could be the equivalent in the martial ways as a man, and only men were accepted into the ranks of the tribal warrios.

    Salina showed exactly what she was made of that day and bares the scar under her left eye as a badge of honour. Since leaving her tribe in disgust she has made her way in the world by hiring on as a caravan gaurd and accepting odd jobs that have thrown her together with a number of different characters, both Talenta born and foreigners.

    It is one of these recent hirings that has landed her in her current predicament. She was gaurding a caravan through Valentar (which carried the personal effects of Searliad Dailraes, an elven scholar. He had passed away and his heirs where having his things brought to Taer Valaestasto be appraised) when it was attacked by elves. Salina was knocked unconscious early in the fight and woke to find the caravan destroyed. She is slowly making her way back to the Planes, and looking for opportunities to take revenge on her employers killers.
    Last edited by D20Dazza; Monday, 25th July, 2005 at 12:16 PM.

  • #6
    Registered User
    Novice (Lvl 1)

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    ø Ignore Urko

    Kaelendor Boereastris

    Kaelendor Boereastris
    Male Elf Clr 2 (Undying Court)/Div 3
    Neutral Good

    Stats:
    Spoiler:

    Str 8 -- (0 pts)
    Dex 10 -- (0 pts, racial bonus)
    Con 10 -- (4 pts, racial penalty)
    Int 17 -- (13 pts)
    Wis 17 -- (10 pts, 4th level bonus)
    Cha 9 -- (1 pt.)

    Hit Points 20
    AC 10*, Touch 10, Flat 10* (*+4 w/mage armor)
    Init +0
    BAB +2, Grap +2
    Speed 20 – 30 w/o backpack (base 30, 26/53/80)
    Fort +4, Ref +2, Will +9

    +2 Melee, Longsword, 1d8 slashing, 19-20/x2
    +3 Ranged, Masterwork Longbow, 1d8 piercing, 20/x3, 100'r

    Medium, 5'8" tall, 115 lbs., 140 yrs old
    Black hair, Grey eyes, pale white skin

    Speaks Elven, Common, Draconic, Gnome, Goblin

    +5 Concentration (5)
    +8 Decipher Script (5)
    +3 Diplomacy (4)
    +7 Heal (4)
    +8 Knowledge: Arcana (5)
    +9 Knowledge: History (6)
    +9 Knowledge: Religion (6)
    +5* Listen (0, racial bonus)
    +5 Search (0, racial bonus)
    +10 Spellcraft (5, synergy)
    +5* Spot (0, racial bonus)
    * +2 when familiar is within arm’s reach

    Feats
    -Aberrant Dragonmark (chill touch, CL 2) 1st level
    -Improved Familiar 3rd level
    -Scribe Scroll 1st level Wizard bonus

    Racename Traits
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    -Low-Light Vision
    -Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    - +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    Cleric Abilities
    -Good Aura
    -Good Domain: cast Good spells at +1 CL
    -Protection Domain: Protective Ward (1x/day, +(Cleric Level) resistance bonus to next save, duration 1 hour)
    -Spontaneous Casting (cure spells)
    -Turn Undead (3 x/day, +2 to check, 2d6+(Cleric Level) turn damage)

    Wizard Abilities
    -Specialist School: Divination (Forbidden School: Necromancy)
    -Summon Familiar

    Cleric Spells Prepared 4|3+1
    0th- Guidance, Light, Purify Food and Drink, Resistance
    1st- Bless, Detect Evil, Remove Fear, Santuary (D)
    2nd- Spell1, Aid (D)

    Wizard Spells Prepared 4|3+1/2+1
    0th- Detect Magic, Light, Prestidigitation, Read Magic
    1st- Mage Armor, Magic Missile (x2), Comprehend Languages (S)
    2nd- Scorching Ray (x2), Locate Object(S)

    Spellbook
    0th- All cantrips
    1st- Alarm, Comprehend Languages, Feather Fall, Identify, Mage Armor, Magic Missile, Shield, Sleep
    2nd- Locate Object, Scorching Ray


    Background, Personality, Appearance:
    [sblock] Background:
    The Boereastris family name is a proud one, whose dedication to the elven community can be traced back through the millennia to before the founding of Aerenal. Throughout the ages, the Boereastris have been politicians, clergy, and scholars, with many of their number continuing to serve after death as councilors of the Undying Court. It was no surprise, therefore, that Kaelendor, a rare third child, entered the priesthood. He excelled in his studies, as was expected of him as a Boereastris, and showed every sign of continuing his family’s tradition of distinguished service to their people.

    All that changed on the day of his Commencement of the Path of Transition. Walking alongside the other initiates between the bone pillars of the Hall of Forebears, Kaelendor became aware of a peculiar burning sensation in his left side. A particularly dry member of a family noted for stoicism, Kaelendor at first ignored the feeling and carried on. The pain intensified to such a point that Kaelendor actually choked while drinking from the Pool of Eternity. Kaelendor was mortified by the whispers of shock that his breach of decorum caused to echo through the chamber, but he managed to finish the ceremony that made him a full priest of the Undying Court.

    As soon as he was alone, Kaelendor tore off his robes to examine the cause of his agony. His blood froze when he saw the angry red swirling symbol seared into his flesh – a dragonmark. Kaelendor knew little about the mysterious skin patterns and their study was not popular in Aerenal, but he was certain it was not one of the twelve recognized marks. The remaining possibilities terrified him, and Kaelendor resolved to keep his mark a secret until he could learn more. By day he was the model elf, coolly and dispassionately carrying out his duties in Shae Cairdal and Shae Mordai. By night, he pored over ancient tomes in a terror, desperately searching for some insight into what he came to think of as his curse.

    There was little to find. His ancestors had been quite thorough in their destruction of all records pertaining to House Vol and the Mark of Death; not so much as a single picture remained to help Kaelendor lay to rest his worst fear and he dared not consult with those among the Court who had personally seen it. He also found little information about aberrant marks and the marks appearing among the lesser races; good Aereni were simply not interested in such things. But he did find something worse. In an obscure legal tome was the account of a suit brought by his own great-great-great grandfather, Hoeldan Boereastris, against a colleague for slander. It seems the colleague was attempting to gain political advantage by claiming that Hoeldan was actually the bastard child of Tevren d’Vol, grandfather of the infamous Erandis. According to the account, the accusation was later publicly withdrawn, but Kaelendor was filled with yet more doubt.

    Kaelendor hid his fear and his shame while he considered what to do with his career. He caused more than a few eyebrows to be raised when he, a respectable member of a dignified family, volunteered to serve when a position as religious advisor to the diplomatic delegation in Taer Valaestas became available. Most Aereni, and especially Kaelendor’s own family, consider foreign service to be a distasteful, albeit necessary, duty. To put it bluntly, leaving Aerenal was considered tantamount to exile among the barbarians. That those barbarians were elves made it little better, as he had been raised to thing of the Tairnadal as savage rebels, barely cousins at all.

    Kaelendor considered joining the ambassador’s party as making the best of a bad situation. He had no greater desire to leave his home than most of his race and he was certain he would find the conditions distressingly primitive. On the other hand, his uncertainty over whether he was indeed a bearer of the taint of abomination made it increasingly difficult for him to endure the company of his peers and even more so of the Revered Ancestors. Moreover, Kaelendor believed that he might find more answers to his dilemma on Khorvaire, home of the dragonmarked houses.

    Although the facilities in Taer Valaestas were primitive indeed compared to those at home, Kaelendor made slow and steady progress in his researches into the history of the dragonmarks. He was able to concoct excuses to travel as far as Korranberg to consult the famous library there. These trips, while helpful, were always called distressingly short. In the process of his researches, Kaelendor made some discoveries about himself.

    Previously, he had always considered magic to be nothing more than a tool, albeit one that the Elves have superior knowledge of, of course. Even the clerical abilities granted by his devotion were a matter of indifference to him – a sign of his status and success and mildly useful, but little more. The more he studies, however, the more Kaelendor has come to realize the topic of magic engages his intellect on the deepest possible level. He would like to delve deeper into arcane studies, assuming he can balance it with his clerical duties and his dark secret.

    Working among humans, khorovar, gnomes, and others, he came to a second realization. The so-called “lesser races” are people too, in their own fashion. Kaelendor is surprised to find a respite from the terrible strain of his secret burden in a genuine sense of caring that he has begun to develop for the people he has lived and studied among for the past few years. His feelings are tempered with a certain amount of uneasiness with (and pity for) beings who must stumble through life without the comfort of the wisdom of the ages to draw upon.

    This caring has a downside. Not only are the other races extremely short-lived, but in Khorvaire, those brief lives are often violently cut even shorter. Just a few weeks ago, Dovem Bonadar, a gnome librarian whom Kaelendor had begun to trust and feel close to above all others, was killed under mysterious circumstances. Almost immediately thereafter the Ambassador released Kaelendor from active duty to “take time to reflect.” Kaelendor is unused to the intensity and rapid pace of politics, intrigue, and conspiracy that are an everyday fact of life in Khorvaire, but he is certain that there is a veiled message in his superior’s orders. For now, he is content to observe the world and its strange, violent inhabitants, and wait to see what adventures fate has in store for him.

    Personality and Appearance:
    Spoiler:
    At 5’8”, Kaelendor is rather tall for an elf, but he has an emaciated frame and clammy pallor that often made him the envy of his fellow seminary students. His personal manner is aloof and distant; his liking for the people of Khorvaire has yet to overcome decades of training. He almost never appears in public without the Vhul Mordaes Thal, the traditional face paint and shroud of the priestly class. His voice is powerful, but he only speaks when he has fully considered what he wishes to say and pauses often as if carefully choosing his words. Contemplative and imperturbable, few would realize the agonizing terror of himself that he wrestles with daily.


    Possessions:
    Spoiler:
    Cleric’s Vestments (worn, 6 lb.) 5 gp

    Longsword (belt left, 4 lb.) 15 gp
    Wand of Color Spray (belt right, --) 750 gp
    Wand of Cure Light Wounds (belt right, --) 750 gp
    Spell component Pouch (belt front, 2 lb.) 5 gp
    Belt Pouch (belt right, .5 lb) 2 gp

    Masterwork Longbow (left shoulder, 3 lb.) 375 gp
    Quiver w/20 arrows (right shoulder, 3 lb.) 1 gp
    Backpack (center back, 2 lb) 2 gp
    Bedroll (below backpack, 5 lb.) .1 gp

    Ring of Protection +1 (left index finger, --) 2000 gp

    Waterskin- water (backpack, 4 lb.) 1 gp
    Trail Rations- 3 days (backpack, 3 lb.) 1.5 gp
    Traveler’s Outfit (backpack, 5 lb.) 1 gp
    Traveling Spellbook - 31/100 pages used (backpack, 3 lb) 15 gp
    Journal (as spellbook) – 0/100 pages used (backpack, 3 lb) 15 gp
    Traveling Papers (backpack, --) .2 gp
    Scroll of Identify (x2) (backpack, --) 250 gp
    Scroll of Levitate (backpack, --) 150 gp

    Coins- 125 gp, 1 sp, (pouch, 2.5 lb.)
    Vials black ink (x2) (pouch, --) 16 gp
    Inkpen (pouch, --) .1 gp
    Identification Papers w/Portrait (pouch, --) 5 gp

    Backup Spellbook – 31/100 pages used (left at embassy, 3 lb.) 15 gp

    Total weight carried: 40 lb. (25 lb. in backpack)
    Total cost of gear: 4374 gp, 9 sp


    Familiar (baboon - Tystalol):
    Spoiler:
    Tystalol
    Baboon:
    CR--; medium animal; HD 3; hp 10; Init +2; Spd 40, climb 30; AC 15, touch 12, flatfooted 13; Base Atk +2; Grap +4; Atk Bite +4 melee, 1d6+3 piercing; Full Atk Bite +4 melee, 1d6+3 piercing; Space/Reach 5ft/5ft; SA; SQ Low-light vision, scent, grant Alertness feat to master, improved evasion, empathic link w/master, share spell effects w/master; AL N; SV Fort+3, Ref+4, Will+1; Str 15, Dex 14, Con 12, Int 7, Wis 12, Cha 4.
    Skills and Feats:Climb +10, Listen +5, Spot +5; Alertness

  • #7
    Registered User
    Novice (Lvl 1)



    Join Date
    Jul 2002
    Location
    San Francisco, California, United States
    Posts
    5,055

    ø Ignore Ferrix

    Thaean Kethir

    Code:
    Name: Thaean Kethir
    Class: Fighter
    Race: Valenar Elf
    Size: Medium
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Ancestors
    
    Str: 16 +3 (8p.)     Level: 5        XP: XXXX
    Dex: 16 +3 (6p.)     BAB: +5         HP: 37 (5d10+5)
    Con: 12 +1 (6p.)     Grapple: +8     Dmg Red: -/-
    Int: 10 +0 (2p.)     Speed: 30'      Spell Res: --
    Wis: 14 +2 (6p.)     Init: +7        Spell Save: --
    Cha:  8 -1 (0p.)     ACP: -3         Spell Fail: 25%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +2    +3    +0    +0    +0    21
    Touch: 13              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       1    +3          +4
    Will:                      1    +2    +2    +5
    
    Weapon                  Attack   Damage     Critical
    Scimitar                  +9     1d6+3      18-20x2
    Lance                     +8     1d8+5         20x3
    Comp. Longbow (+3)        +9     1d8+3         20x3
    Kukri                     +8     1d4+3      18-20x2
    
    Languages: Common, Elven
    
    Abilities: Immunity to magic sleep effects, +2 racial saving throw against
    enchantment spells and effects, low-light vision, racial weapon proficiency,
    +2 racial bonus on Listen, Search and Spot checks, automatic search
    check; fighter bonus feats
    
    Feats: Iron Will, Mounted Combat, Improved Initiative, Ride-by-Attack,
    Spirited Charge
    
    Skill Points: 16       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Ride                       8    +3    +4    +15
    Handle Animal              5    +2          +7
    Jump                       3    +3          +6
    
    Equipment:                 Cost  Weight
    +1 Breastplate           1350gp   30lb
    Darkwood Heavy Shield     257gp    5lb
    Shaama                   1000gp    -lb
    Masterwork Scimitar       315gp    4lb
    MW Comp. Longbow (+3)     700gp    3lb
    Lance                      10gp   10lb
    Kukri                       8gp    2lb
    Quiver & 40 Arrows          2gp    6lb
    Explorer’s Outfit           -gp    -lb
    Bedroll                     1sp    5lb
    Flint and Steel             1gp    -lb
    Belt Pouch                  1gp   .5lb
    Trail Rations (4 days)      2gp    4lb
    Signal Whistle              8sp    -lb
    Waterskin (2)               2gp    8lb
    Whetstone                   2cp    1lb
    Identification Papers       2gp    -lb
    Oil of Bless Weapon        50gp    -lb
    Incense of Bless           50gp    -lb
    Potion of Divine Favor, 2 100gp    -lb
    Oil of Magic Weapon, 2    100gp    -lb
    Potion of Cure Light, 4   200gp    -lb
    
    Total Weight:73lb      Money: 73gp 0sp 8cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                76   153   230   460   1150
    
    Age: 116
    Height: 4'7"
    Weight: 97lb
    Eyes: Light Golden Brown
    Hair: Dirty Blond
    Skin: Tanned
    Appearance: XXXX

    Background: Thaean Kethir, Vigilant Rider of the Dusk Wind, is a Valenar warrior who rides hard and strong alongside his clan. A strong proponent of Valenar honor and might, he comes off quite harsh and aggressive, as many Valenar do, although he maintains himself to a strong personal code that can be quite endearing to those who become close to this elf.

    Thaean Kethir was born as second son to the chief of the Kethir clan, free from the responsibility of leadership that a first son would bear, Thaean pursued the life of a warrior with the utmost rigor and intensity. Recognized for his tenacity, the ability to push himself past his limits when others faltered, has bestowed upon him great admiration from his clan despite his lesser years.

    Personal Code
    • Let no challenge go unanswered
    • Leave no enemy alive
    • Death before dishonour
    • Lay no hand upon an innocent
    • Your mount is your life
    • Let your blade never dull
    • Grant hospitality to all who ask
    • Honour your ancestors daily
    • Do not let others disgrace you, your horse, your race or your ancestors


    Shaama
    Valenar Warhorse, Large Animal; HD 3d8+9 (26hp); Init +2; Speed 80 feet; AC 18 (+2 Dex, -1 Size, +4 Natural, +3 Armor), flatfooted 16, touch 11; Bab +2, Grapple +8; Atk +5 melee (1d4+3, hoof); Full Atk: +5 melee (2 hooves 1d4+3 and bite –1 melee 1d3+1); SQ: Low-light vision, Scent; SV Fort +6, Refl +5, Will +3; Str 16, Dex 15, Con 17, Int 2, Wis 15, Cha 10.

    Skills and Feats: Jump +24, Listen +4, Spot +4; Endurance, Run.

    Tricks: Attack, Defend, Down, Heel, Stay, Come, Guard

    Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

    Possessions: military saddle (20gp, 30lb), masterwork studded leather barding (250gp, 40lb), bit and bridle (2gp, 1lb), saddlebags (4gp, 8lb).
    Last edited by Ferrix; Tuesday, 8th November, 2005 at 06:11 PM.
    Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth

    Quote Originally Posted by Wrahn
    You sir, have a talent for finding loopholes.
    The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
    -Eco

    When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
    - J. Krishnamurti


    http://www.enworld.org/ennies/images...ini_banner.gif

  • #8
    Tuul Draar (slow death)
    Stats
    Spoiler:

    Goblin, Druid 5; Small Humanoid (Goblinoid); Hit Dice: 5d8+5 (31 hp); Init: +2; Speed: 30 ft.;
    Armor Class: 15 (+1 size, +2 Dex, +2 leather armor), touch 13, flat-footed 13;
    Base Attack +3, Grapple: -2, Attack: melee +3 Sickle +1 (1d4-1), or ranged +6 Darts (1d3-2);
    SQ: Darkvision 60 ft., resist nature’s lure, trackless step, wild empathy, wild shape, woodland stride;
    SV: Fort +5, Ref +3, Will +7;
    Str 6, Dex 15, Con 12, Int 14, Wis 16, Cha 8.

    Skills: [Skill name: ranks (total score)]
    Concentration: 3 (+4), Diplomacy: 3 (+2), Handle Animal: 5 (+4), Heal: 3 (+6), Hide 2 (+8), Knowledge-Nature 5 (+9), Listen 4 (+7), Move Silently 2 (+8), Ride 5 (+15), Spellcraft 3 (+5), Spot 4 (+7), survival 5 (+12)

    Feats: Children of Winter, Vermin Companion
    Alignment: Lawful neutral

    Spells Per Day: 5/4/3/2
    Spontaneously cast: Summon Nature’s Ally
    Typically Prepared:
    L0: Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Purify Food and Drink
    L1: Charm Animal, Cure Light Wounds, Entangle, Longstrider
    L2: Chill Metal, Soften Earth and Stone, Summon Swarm
    L3: Plant Growth, Poison

    Darts (10)
    +1 Sickle
    Leather Armor

    Military Exotic Saddle
    Backpack, Waterskin, Flint and Steel, Whetstone
    Potions: Cats Grace, Hide from Animals, Cure Light Wounds x1



    GIANT WASP,
    Spoiler:
    Large Vermin Animal Companion; Hit Dice: 5d8+10 (32 hp); Init: +1; Speed: 20 ft., fly 60 ft. (good); AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Base Attack: +3, Grapple: +11; Attack: Sting +6 melee (1d3+6 plus poison); Full Attack: Sting +6 melee (1d3+6 plus poison); Space/Reach: 10 ft./5 ft.; SA: Poison; Special Qualities: Darkvision 60 ft., vermin traits; SV: Fort +6, Ref +2, Will +2
    Abilities: Str 18, Dex 12, Con 14, Int 1, Wis 13, Cha 11
    Skills: Spot +9, Survival +1*; Feats: —
    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
    Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.



    Preferred Wild Shape
    Spoiler:

    Snake, Small Viper, Small Animal (Druid 5), Hit Dice: 5d8 (26 hp); Init: +3, Speed: 20 ft., climb 20 ft., swim 20 ft.
    AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Attack +3; Grapple: –3; Attack: Bite +4 melee (1d2–2 plus poison); Full Attack: Bite +4 melee (1d2–2 plus poison); Space/Reach: 5 ft./5 ft.
    SA: Poison; SQ: Scent; Saves: Fort +4, Ref +4, Will +7
    Abilities: Str 6, Dex 17, Con 11, Int 14, Wis 16, Cha 8
    Skills: Balance +3, Climb -2, Handle Animal +4, Hide +9, Knowledge-Nature +9, Listen +7, Move Silently +9, Ride +10, Spot +7, Survival +12; Feats: Children of Winter, Vermin Companion
    Alignment: Lawful neutral

    Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is Fort DC 10.



    Background
    Spoiler:
    Tuul Draar (Slow Death) is a druid of the “Children of Winter” Order. They believe that Blight, Disease, and Cold are part of nature and that when the weak have been winnowed, the strong can achieve greatness.

    Tuul Draar is tracking a thieving elf, or rather a specific thieving elf, who stole the Khesh Shaarat'khesh (Blade of the Silent Blades/or/Blade of the Assassin Clan).

    Back in the time of the Dhakaani (Ancient Goblinoid Empire) when the goblins drove the elves out of Khorvaire, Lhesh Kallaad Shaarat'khesh’s (High Warlord Kallard of the Silent Blades’) weapon was stolen from him. {What actually happened was; the elf that discovered the blade sticking out of his chest did not return it before his warband recovered his body.}

    Recently a “Court Elf” approached the Darguun (current goblinoid nation) ambassador, informing him that some Dhakaani artifacts were on the way to Taer Valaestasto (The Capitol of Valenar), and asked if the ambassador would be interested in acquiring them. The ambassador was quite interested. The “Court Elf” then arranged for the caravan of artifacts to be robbed, however one of the rogues involved happened to take a liking to the most historically significant artifact in the collection, the Khesh Shaarat'khesh.

    So Tuul Draar now hunts the thieving elf, who stole from the thieving court elf, who stole it from a thieving elf clan, who stole it from Lhesh Kallaad Shaarat'khesh. He doesn’t know the elf’s name, but he does know what the thieving elf looks like.
    Last edited by MavrickWeirdo; Tuesday, 27th December, 2005 at 04:43 PM.
    The meek shall inherit the earth.
    Links to my NPC's

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