Dog Moon
Adventurer
Loreliana Grayeth
Loreliana Grayeth
High Elf Unicorn Ranger 1/Cleric 1/Harper Paragon 7 (CR: 13)
Large Monstrous Humanoid
HD: 7d8+7d10+84 ; hp 181
Init +3
Spd: 60 ft. (40 ft. in armor)
AC: 24 (-1 size, +3 Dex, +6 natural, +6 armor), touch 12, flat-footed 21
BA/Grapple: +11/+20
Attack: Horn +19 melee (1d8+8) and 2 hooves +11 melee (1d4+2)
S/R: 10ft/5ft
SA: Smite evil 3/day (+3 Atk, +7 damage)
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet, Favored Enemy (Undead), Detect Evil at Will (Sp), Harper Knowledge (+8), Favored Enemy (Evil), Celestial Spells, Exalted Companion, Favored Enemy (Zhentarim)
AL Chaotic Good
Fort 12, Ref 14, Will 12
Str 20, Dex 17, Con 22, Int 13, Wis 18, Cha 16
Skills: Diplomacy +13, Jump +6, Listen +11, Move Silently +4, Perform +8, Sense Motive +8, Spot +11, Survival +8
Languages: Sylvan, Common, Elf
Feats: Alertness, Track (Bonus), Sacred Vow, Vow of Obedience, Exalted Companion (Bonus), Extra Smite, Power Attack
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.
Note: The horn is considered as a +3 weapon.
Spells (As 8th level cleric) (5/4/4/3) Domains: Animal, Healing
1st-Bless, Comprehend Languages, Hide from Undead, Obscuring Mist, Shield of Faith, Calm Animal(D)
2nd-Bull's Strength, Align Weapon, Lesser Restoration, Resist Energy, Hold Animal(D)
3rd-Dispel Magic, Protection from energy, Searing Light (x2), Dominate Animal(D)
4th-Freedom of Movement, Summon Monster IV(x2), Summon Nature's Ally IV(D)
Harper Knowledge(Ex): Like Bard ability, except based on Harper Paragon levels + Int mod.
Celestial Spells(Ex): Can cast spells from Book of Exalted Deeds as if she were a celestial.
Favored Enemies: Undead +4 (+5 v. evil undead)
Evil +1
Zhentarim +2 (+3 v. evil Zhentarim)
Feats
Sacred Vow: +2 perfection bonus on Diplomacy checks.
Vow of Obedience: +4 perfection bonus on Will saving throws against compulsion spells and effects.
Equipment 15,200gp.
Bracelet of Friends [2 charms remaining; Fenworth, the other blank] 9500gp.
+1 Breastplate of Calling 4,950gp
Potion of Fly 750gp
Description
Loreliana appears to be a beautiful centaur with clean white hair, golden locks down to her shoulders, and bright emerald green eyes. Although she no longer has the head of a unicorn, the horn still remains on her head. An sense of awe surrounds her, an aura of goodness. She herself is pure and fights against that which attempts to ruin that same purity in others.
History
Loreliana was born from a union with a druid and her trusted companion, a Unicorn (Don't ask-it's suspected that a polymorph spell was used). When Loreliana was young, she witnessed her parents killed by a powerful undead wizard. She hunted undead for a short time before she was succumbed to the powers of several intelligent undead. However, she did not die in that battle. A man, Doran, a cleric of Mielikki, saved her from the undead. He cured her and while she was recovering, he taught her about his Goddess. Loreliana became a firm believer in the Goddess that sent Doran to save her.
The two of them traveled together for a short time, becoming friends. However, it wasn't long before an evil group called the Zhentarim attacked the pair of them. Though they managed to defeat the Zhentarim, Doran was mortally injured. Before he died, he gave her important information about the Zhentarim and told her to give it to a man named Fenworth. Loreliana buried her friend and left to find Fenworth. It wasn't too difficult to find the man. He was apparently well known. When Loreliana finally met him, she found out he was part of the organization called the Harpers, a group whose purpose is to fight evil. Loreliana gave him the information. Fenworth asked if she would like to continue what Doran was doing and with a 'yes' she joined the Harpers and helped them fight evil.
Loreliana's main goal is the total annihilation of the Zhentarim, though she knows it will not be easy. She attempts to convince herself that she is doing this for the good of all that is good, but in her heart, she knows that she is doing this only for vengeance. She hopes that maybe someday, she will be unable to find it in her heart to let this matter drop, but for now, she cannot.
Tactics
She has pretty much standard tactics. She is cautious, but not overly so. She tries to summon her creatures first and attack with her animal companion. She is not afraid to leave battle, even if she is fighting undead or the Zhentarim because she knows that if she lives, she can kill even more than she can kill if she fights them to the death.
Adventure Hooks
1. Hook: The PCs are hired to break into a 'den of evil' and make sure it no longer exists.
Background: The 'Den of Evil' is actually the Zhentarim. This group hates Loreliana and is attempting to eradicate her. They have sent several groups after her, but the first group she encountered she annihilated. She then spoke with Fenworth who suggested hiring adventurers to destroy the Zhentarim base while she worries about the groups after her. [Most of the background info can be found in Loreliana's background.]
Adventure: The PCs must enter the building and destroy the Zhentarim group, a simple adventure.
Continuing the Adventure: This adventure in and of itself will be finished when the base is destroyed and the groups killed. However, this can lead to more adventures as the PCs have just made themselves targets of the Zhentarim.
2. Hook: The PCs are hired by a group of lumberers to stop those who have been attacking and killing lumber workers.
Background: The Humans are continuously trying to gain further entrance into the forest, but the forest creatures are fighting back against them, trying to keep the Human lumberers away from their home. During one battle in which the Centaurs are losing, Loreliana appears and though she doesn't kill any of the Humans, she beats them back and they are forced to retreat. The problem is is that the Humans aren't evil, but they just don't understand the inhabitants of the forest. The Centaurs see one of their 'Angels' and decide that she must be there to save her and they spread the word to the other forest creatures. The Humans, on the other hand, are worried because of this great new threat, so they hire a group of adventurers to enter the forest and destroy their enemies.
Adventure: The PCs enter the forest with the intent of defeating the forest creatures, but they shortly find out that the forest dwellers are not truly evil and are just protecting the forest. The PCs then must figure out how to resolve this conflict with as little bloodshed as possible.
Options: The PCs agree to go into the forest. Everything happens as above.
OR
The PCs agree to go into the forest and they don't care about the forest dwellers. They kill many before the forest dwellers flee. The reputation of the PCs to Sylvan creatures has been ruined beyond repair, though the Humans praise them for their great deeds.
OR
The PCs decide not to go into the forest. They attack the Humans, which leads to the opposite situation as the previous option.
Continuing the Adventure: The first option is the best because hopefully, everyone will end up fairly happy in the end. This adventure can continue if the other two options occur, meaning that the PCs will probably be dragged into a miniature war between Humans and Sylvan creatures, their options deciding which side they fight on. If the first option occurs, this adventure ends, but likely the PCs will have made a few minor friends.
Cleric Class: Player's Handbook
Harper Paragon Class: Player's Guide to Faerun
High Elf: Player's Handbook
Ranger Class: Player's Handbook
Tauric Template: Savage Species
Unicorn: Monster Manual
Base Race: http://www.enworld.org/showpost.php?p=2839863&postcount=10
Loreliana Grayeth
High Elf Unicorn Ranger 1/Cleric 1/Harper Paragon 7 (CR: 13)
Large Monstrous Humanoid
HD: 7d8+7d10+84 ; hp 181
Init +3
Spd: 60 ft. (40 ft. in armor)
AC: 24 (-1 size, +3 Dex, +6 natural, +6 armor), touch 12, flat-footed 21
BA/Grapple: +11/+20
Attack: Horn +19 melee (1d8+8) and 2 hooves +11 melee (1d4+2)
S/R: 10ft/5ft
SA: Smite evil 3/day (+3 Atk, +7 damage)
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet, Favored Enemy (Undead), Detect Evil at Will (Sp), Harper Knowledge (+8), Favored Enemy (Evil), Celestial Spells, Exalted Companion, Favored Enemy (Zhentarim)
AL Chaotic Good
Fort 12, Ref 14, Will 12
Str 20, Dex 17, Con 22, Int 13, Wis 18, Cha 16
Skills: Diplomacy +13, Jump +6, Listen +11, Move Silently +4, Perform +8, Sense Motive +8, Spot +11, Survival +8
Languages: Sylvan, Common, Elf
Feats: Alertness, Track (Bonus), Sacred Vow, Vow of Obedience, Exalted Companion (Bonus), Extra Smite, Power Attack
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.
Note: The horn is considered as a +3 weapon.
Spells (As 8th level cleric) (5/4/4/3) Domains: Animal, Healing
1st-Bless, Comprehend Languages, Hide from Undead, Obscuring Mist, Shield of Faith, Calm Animal(D)
2nd-Bull's Strength, Align Weapon, Lesser Restoration, Resist Energy, Hold Animal(D)
3rd-Dispel Magic, Protection from energy, Searing Light (x2), Dominate Animal(D)
4th-Freedom of Movement, Summon Monster IV(x2), Summon Nature's Ally IV(D)
Harper Knowledge(Ex): Like Bard ability, except based on Harper Paragon levels + Int mod.
Celestial Spells(Ex): Can cast spells from Book of Exalted Deeds as if she were a celestial.
Favored Enemies: Undead +4 (+5 v. evil undead)
Evil +1
Zhentarim +2 (+3 v. evil Zhentarim)
Feats
Sacred Vow: +2 perfection bonus on Diplomacy checks.
Vow of Obedience: +4 perfection bonus on Will saving throws against compulsion spells and effects.
Equipment 15,200gp.
Bracelet of Friends [2 charms remaining; Fenworth, the other blank] 9500gp.
+1 Breastplate of Calling 4,950gp
Potion of Fly 750gp
Description
Loreliana appears to be a beautiful centaur with clean white hair, golden locks down to her shoulders, and bright emerald green eyes. Although she no longer has the head of a unicorn, the horn still remains on her head. An sense of awe surrounds her, an aura of goodness. She herself is pure and fights against that which attempts to ruin that same purity in others.
History
Loreliana was born from a union with a druid and her trusted companion, a Unicorn (Don't ask-it's suspected that a polymorph spell was used). When Loreliana was young, she witnessed her parents killed by a powerful undead wizard. She hunted undead for a short time before she was succumbed to the powers of several intelligent undead. However, she did not die in that battle. A man, Doran, a cleric of Mielikki, saved her from the undead. He cured her and while she was recovering, he taught her about his Goddess. Loreliana became a firm believer in the Goddess that sent Doran to save her.
The two of them traveled together for a short time, becoming friends. However, it wasn't long before an evil group called the Zhentarim attacked the pair of them. Though they managed to defeat the Zhentarim, Doran was mortally injured. Before he died, he gave her important information about the Zhentarim and told her to give it to a man named Fenworth. Loreliana buried her friend and left to find Fenworth. It wasn't too difficult to find the man. He was apparently well known. When Loreliana finally met him, she found out he was part of the organization called the Harpers, a group whose purpose is to fight evil. Loreliana gave him the information. Fenworth asked if she would like to continue what Doran was doing and with a 'yes' she joined the Harpers and helped them fight evil.
Loreliana's main goal is the total annihilation of the Zhentarim, though she knows it will not be easy. She attempts to convince herself that she is doing this for the good of all that is good, but in her heart, she knows that she is doing this only for vengeance. She hopes that maybe someday, she will be unable to find it in her heart to let this matter drop, but for now, she cannot.
Tactics
She has pretty much standard tactics. She is cautious, but not overly so. She tries to summon her creatures first and attack with her animal companion. She is not afraid to leave battle, even if she is fighting undead or the Zhentarim because she knows that if she lives, she can kill even more than she can kill if she fights them to the death.
Adventure Hooks
1. Hook: The PCs are hired to break into a 'den of evil' and make sure it no longer exists.
Background: The 'Den of Evil' is actually the Zhentarim. This group hates Loreliana and is attempting to eradicate her. They have sent several groups after her, but the first group she encountered she annihilated. She then spoke with Fenworth who suggested hiring adventurers to destroy the Zhentarim base while she worries about the groups after her. [Most of the background info can be found in Loreliana's background.]
Adventure: The PCs must enter the building and destroy the Zhentarim group, a simple adventure.
Continuing the Adventure: This adventure in and of itself will be finished when the base is destroyed and the groups killed. However, this can lead to more adventures as the PCs have just made themselves targets of the Zhentarim.
2. Hook: The PCs are hired by a group of lumberers to stop those who have been attacking and killing lumber workers.
Background: The Humans are continuously trying to gain further entrance into the forest, but the forest creatures are fighting back against them, trying to keep the Human lumberers away from their home. During one battle in which the Centaurs are losing, Loreliana appears and though she doesn't kill any of the Humans, she beats them back and they are forced to retreat. The problem is is that the Humans aren't evil, but they just don't understand the inhabitants of the forest. The Centaurs see one of their 'Angels' and decide that she must be there to save her and they spread the word to the other forest creatures. The Humans, on the other hand, are worried because of this great new threat, so they hire a group of adventurers to enter the forest and destroy their enemies.
Adventure: The PCs enter the forest with the intent of defeating the forest creatures, but they shortly find out that the forest dwellers are not truly evil and are just protecting the forest. The PCs then must figure out how to resolve this conflict with as little bloodshed as possible.
Options: The PCs agree to go into the forest. Everything happens as above.
OR
The PCs agree to go into the forest and they don't care about the forest dwellers. They kill many before the forest dwellers flee. The reputation of the PCs to Sylvan creatures has been ruined beyond repair, though the Humans praise them for their great deeds.
OR
The PCs decide not to go into the forest. They attack the Humans, which leads to the opposite situation as the previous option.
Continuing the Adventure: The first option is the best because hopefully, everyone will end up fairly happy in the end. This adventure can continue if the other two options occur, meaning that the PCs will probably be dragged into a miniature war between Humans and Sylvan creatures, their options deciding which side they fight on. If the first option occurs, this adventure ends, but likely the PCs will have made a few minor friends.
Cleric Class: Player's Handbook
Harper Paragon Class: Player's Guide to Faerun
High Elf: Player's Handbook
Ranger Class: Player's Handbook
Tauric Template: Savage Species
Unicorn: Monster Manual
Base Race: http://www.enworld.org/showpost.php?p=2839863&postcount=10
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