Khalia ir'Indari
Khalia ir'Indari
LG Human Female Archivist
Code:
[b]Character Name:[/b] Khalia ir'Indari
[b]Character Race:[/b] Human
[b]Character Classes:[/b] Archivist 6
[b]Deity:[/b] The Silver Flame
[b]Alignment:[/b] Lawful Good
[b]Age:[/b] 19
[b]Gender:[/b] F
[b]Height:[/b] 5' 10"
[b]Weight:[/b] 125 lbs.
[b]Eyes:[/b] Blue
[b]Hair:[/b] Dark Brown
[b]Skin:[/b] Fair
[b]Character Level:[/b] 6
[b]XP:[/b] 15,000
[b]Known Languages:[/b]
Common, Draconic, Daelkyr, Infernal
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[b]Strength:[/b] 8 +0 ( 0 pts)
[b]Dexterity:[/b] 14 +2 ( 6 pts)
[b]Constitution:[/b] 10 +0 ( 2 pts)
[b]Intelligence:[/b] 19 +4 (10 pts +1@L4 +2 headband)
[b]Wisdom:[/b] 14 +2 ( 6 pts)
[b]Charisma:[/b] 12 +1 ( 4 pts)
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[b]Hit Dice:[/b] 6d6
[b]Hit Points:[/b] 26
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[b]Save vs. Fortitude:[/b] +5 [+5 (Archivist 6) + 0 (Con)]
[b]Save vs. Reflex:[/b] +4 [+2 (Archivist 6) + 2 (Dex)]
[b]Save vs. Will:[/b] +7 [+5 (Archivist 4) + 2 (Wis)]
[b]Special Save Notes:[/b]
Still Mind -- +2 vs. enchantment spells/effects
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[b]Initiative Modifier:[/b] +2
[b]Base Attack Bonus:[/b] +3 [+3 (Archivist 6)]
[b]Melee Attack Bonus:[/b] +2 [BASE (3) + STR MOD (-1)]
[b]Ranged Attack Bonus:[/b] +5 [BASE (3) + DEX MOD (2)]
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[b]AC:[/b] 16 [ BASE (10) + Armor (4) + DEX (2)]
[b]Flatfooted AC:[/b] 14
[b]Touch AC:[/b] 12
[b]Notes:[/b]
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[b]Armor Worn:[/b] Mithral Shirt
[b]Armor Check Penalty: [/b] 0
[b]Maximum DEX bonus: [/b] +6
[b]Armor Type:[/b] Light
[b]Notes:[/b]
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[b]Weapons:[/b]
MW Lt Xbow
ATK +6, DMG d8, CRIT 19/x2, RANGE INC 80 ft
w/ magic arrows ATK +7
Dagger
ATK +3, DMG d4-1, CRIT 19/x2
Dagger (thrown)
ATK +5, DMG d4-1, CRIT 19/x2, RANGE INC 10 ft
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[b]Feats[/b]
Scribe Scroll (Bonus, Archivist 1)
Investigator (1st level feat)
Spontaneous Healer (human bonus feat, Complete Divine)
Draconic Archivist (3rd level feat)
Spontaneous Casting (ECS, 6th level feat)
Master of Knowledge
(campaign bonus feat 1; Heroes of Horror;
+1 to all Knowledge skills)
Research (campaign bonus feat 2, Eberron Campaign Setting)
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[b]Skills:[/b]
Name/Total Mod (Ability) ** # Ranks taken
ranks ability misc total
Concentration 2 0 0 2
Decipher Script 9 4 2 15
Gather Information 3 2 2 7
Knowledge (Arcana) 9 4 1 15
Knowledge (Dungeoneering) 9 4 1 15
Knowledge (History) 4 4 1 9
Knowledge (Reglion) 9 4 3 16
Knowledge (The Planes) 9 4 1 15
Spellcraft 9 4 2 15
Search 9 4 2 15
Spot 0 2 0 2
Listen 0 2 0 2
* Armor Check: 0
[CC] Cross Class Skill
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[b]Special Abilities[/b]
Dark Knowledge 5/day (lasts 1 min, 60' range, one type of creature)
- tactics (+1 bonus/attacks @ DC 15, +2 @ DC 25, +3 @ DC 35)
- puissance (+1 saves @ DC 15, +2 @ DC 25, +3 @ DC 35)
Lore Mastery (+2 to certain skills)
- L2, Decipher Script
- L2, Knowledge (religion)
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[b]Spells[/b]
Spells per day
Level 0 - 4
Level 1 - 5
Level 2 - 5
Level 3 - 3
Spells Known
Level 0
Create Water
Cure Minor Wounds*
Detect Magic*
Detect Poison
Guidance
Inflict Minor Wounds
Light*
Mending
Purify Food & Drink
Read Magic*
Resistance
Virtue
Level 1
-Bless*
-Bless Water
-Comprehend Languages*
-Cure Light Wounds*
-Detect Evil
-Magic Weapon (L2)
-Nimbus of Light (L2, CDiv)*
-Protection from Evil*
Level 2
-Find Traps *(L3)
-Lesser Restoration* (L3)
-consecrate (L4)
-silence* (L4)
-Cure Moderate Wounds*
-Hold Person*
-Resist Energy
-Remove Paralysis
Level 3
-Awaken Sin (Spell Compendium p. 21)*
Touched creature takes 1d6/level (max 10d6) nonlethal and is stunned for one round (will negates, target must be evil with int 3+); if target knocked unconious, target also takes 1d6 Wisdom damage
-Cure Serious Wounds (L5)
-Dispel Magic* (L5)
-Know Vulnerabilities (Spell Compendium P. 129)
-Prayer*
-Searing Light
* Usually prepared (if combat is not expected, she
prepares Comprehend Languages rather than Bless)
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[b]Equipment & Gear:[/b]
item cost weight
[carried]
Leather Armor 10 15
Dagger 2 1
MW Light Crossbow
335 4
- Bolts (40) 4 4
Signet ring N/A
Spell component pouch
5 2
Prayerbook 15 3
Scholar's outfit
N/A N/A
Wooden Holy Symbol
1
[on horse while traveling]
horse, light 75
riding saddle 10 15
saddlebags 4 8
Bedroll 0.1 5
flint & steel 1
Ink 8
Inkpen 0.1
parchment (5 sheets)
1
rations, 2 days trail
1 2
Rope, 50', hemp 1 10
Torch (10) 0.1 10
Tent 10 20
Waterskin 1 4
Scholar's outfit (spare)
N/A 6
Noble's outfit
N/A 6
Jewelry (100gp worth, non-sellable)
155 initial equipment less crossbow
2500 bag of holding
*** wand of CMW, 35 charges
600 wand of CLW, 25 charges
1100 mithral shirt
4000 circlet (headband) of intellect +2
335 MW light crossbow
*** Tome of Recall
[b]EQUIPMENT WEIGHT:[/b] 5
[b]ARMOR WEIGHT:[/b] 15
[b]WEAPON WEIGHT:[/b] 6
[b]TOTAL WEIGHT:[/b] 26
[b]Carrying Capacity[/b] 8 STR
[b]Light:[/b] 26 [b]Medium:[/b] 53 [b]Heavy:[/b] 80
Khalia keeps most of her gear in her bag of holding
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[b]Treasure:[/b]
remaining gold: 335 gp
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[b]Base Speed (Actual Movement):[/b] 30 ft
Appearance
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Tall, thin (food rarely holds her attention), and dark-haired, Khalia tends to simple and practical, yet elegant and well-made clothing (at least, when in cities or anywhere she's not expecting danger; in the field, she worries less about elegance). What she wears around town in Seawell is the equivalent of most people's festival-day best, and Khalia doesn't have the heart to tell people that she has far better stashed away in case she needs it (including a dress and accompanying jewelry that would be approriate for any royal court, or to see the Keeper of the Flame herself).
In the field, her dresses give way to slacks and blouses, and often a suit of leather armor. The custom work that's common to nearly all of her clothes and equipment still shows; the nearly perfect fit, and the subtle hints of the signs of the Silver Flame and of House ir'Indari made that obvious. She has taken to wearing a silver circlet on most occasions, even in the field.
OOC: She looks quite a bit like Amy Acker ('Fred' from Angel), actually.
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Personality
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Relentlessly inquisitive, deeply loyal to her father, Thrane, and the church, and more than a little ambitious, Khalia is never one to pass an opportunity to chase down a mystery. Despite the airs she gives off -- highborn, devoted to the Church of the Silver Flame, and academian -- most people who take the time to get to know her end up liking her, or at least respecting her. It is true, though, that most who try to get to know her based solely on her appearance (she can be quite attractive when she puts even a little effort into it) end up regretting the decision.
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Background
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Khalia ir'Indari is the only child of the Lord Reverened Alistair ir'Indari, a bishop (mechanically an aristocrat/archivist) from an old noble family in northern Thrane. As her father's apprentice, he asked her to investigate a set of ruins near Seawall, which held some ancient magical treasure, if Lord Alistair's information was correct.
And Khalia is sure there's
something there, at any rate. She knew she would find the remains of a temple not ten miles from the town. She didn't expect extensive draconic iconography, or clear signs that parts of the temple had long since been looted. Someone like Garrick or his lizardfolk friend -- that, she did expect. For amatuers, they possed certain skills she did not, and she's hired them more than once to help her investigations -- though she has always watched them very closely. Their like weren't far from most ruins on Eberron; real scholars weren't all that common, and there was always someone who guessed that ancient ruins meant treasue and therefore wealth.
What she certainly didn't expect to find were intact magical seals well beyond her power to break, or even divine much about. She has sent for some scrolls and other equipment from her father to help her complete her investigations, but the ship they were to arrive on is among the missing, leaving her more than a little vexed.
Khalia still rents a room at the Green Lilac, though it's been nearly a year since she first arrived. She attends services at the local shrine to the Silver Flame, though anyone who engages her in conversation will learn that she thinks the local priestess has fallen in too closely with the puritan Elder Nevillom of Wyrmwatch, who she, quoting her father, says is "a good man in his way if things get tough, but not one to consult on questions of theology". Moreover, she's getting very frustrated with Mother Kylin Tharavar; Khalia has to keep reminding the preistess that she is not under her authority (she's gone so far as to get a notarized letter from her father making that clear, and has contemplated schemes to get Kylin sent away for a few months -- or years), and trying to convince the woman that every pronouncement of the Voice of the Flame was not meant to be taken literally seemed to be an exercise in futility.
Anyone local who shows interest in or knowledge of the supernatural or ancient history has been a victim of Khalia's inquisitions; she is leaving no stone unturned in her research, and that includes the people of Seawell. Indeed, she would be talking to lizardfolk shamans if she could meet them, and has hired guides to take her to them before.
Her closest friend among the locals has been Zan, the changeling wizard who maintains a suprisingly extensive library in town. She knows some in the Church aren't any more friendly with changelings than they are with shifters -- some have spoken openly of inquisition against dopplegangers along lines of the one against lycanthopes, and changelings would surely be caught up in such an effort -- but she's seen no sign of anything dangerous in him. Moreover, he's one of the few trained academics in the town, and so one of the few she's truly comfortable around.
DM note:
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In
Shards of the Silver Flame, Lord Reverened Alistair ir'Indari (Archivist 7/Aristocrat 2) was a very high-level member of the Argentum (see the Thrane section of
Five Nations), as one of its foremost experts on divine artifacts. He had a fair number of adventurers working for him (most notably the PCs of the game, and his daughter Khalia), and extensive other contacts.
Khalia only became aware of her father's association with the Argentum (and confirmed that the Argentum really existed) as a result of the events that game, which haven't happened yet, so in this game she has no such knowledge.
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Khalia on the other PCs, prior to the first adventure
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Ari Osten, Human Hexblade
Khalia's had little contact with Ari, prefering Jina's company if she needs an extra sword and trusting in her own magical skills. She believes hunting down monsters is a worthy cause, but it should be done for the Flame, not for money.
Jina Silversun, Elf Swashbuckler
Khalia met Jina and her twin brother shortly after arriving in Seawell, and has seen a lot of them since, mostly because she has been living in their mother's inn. Jina reminds her of a friend of her father's -- a human swashbuckler, though she learned the thinblade from an elven master -- though Hariel didn't have a twin brother.
Khalia has become quite friendly with the twins, especially Jina, for all their disparate personalties; when Khalia's looking for "one of the girls" to spend time with, in Seawell, it has been Jina.
Jango Silversun, Elf Sorcerer
Though Khalia had been closer to his sister, she still considered the innkeeper's son a friend, and one of the few magically adept people in the village. She's talked shop with him a few times, though Zan's wizardry seems more logical to her than Jango's sorcery.
Zan, Changeling Wizard
Zan is probably Khalia's best friend among the denizens of Seawell, as one of the few whose interests coincide largely with hers. She's been through almost every volume of his library, and discussed half of its contents with him. And she hoped his undertanding of the divine had improved as much by association with her as her own understanding of the arcane had improved by association with him. That she might have any feelings for him beyond friendship was completely unreasonable -- he wasn't human, wasn't a member of the Church, and wasn't a citizen of Thrane, and she was the daughter of a nobleborn theocrat and a temple archivist in her own right.
Nelson Luttin, Human Bard
Khalia has, much to her dismay, picked Nelson out of the hordes of Luttins, most of who (including Nelson) seem to be the types of people she prefers to avoid. Even Father Martin Luttin, who runs a local shrine he calls the "Traveler's Church", isn't the most savory character; while they're friendly enough, from what she understands the sacremental wine flows freely there, Father Martin always strongly encourages giving generorously to the church (and thus managed a standard of living well beyond what a local friar in a small village without any support from higher ups could reasonably expect), and they do worship the least offensive of the Dark Six, as if there were really any degrees there.
As for Nelson himself ... the young man knew things about the town that few others did, but he was a singularly infuriating figure... he was smart, charming -- she could see what these peasant girls saw in him, though she fancied she also saw the flaws they were willing to overlook -- and talented ... and he seemed destined to waste the Flame's gifts on a life of petty crime.
Skarg, half-orc rogue
Much to the surprise of a lot of people, Khalia has developed a friendship with the watchman, whose scouting duties often crossed the paths of her digs.
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Combat and Tactics
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Khalia tries to avoid getting into melee, if at all possible. She opens a fight by using her Dark Knowledge abilities if possible (when fighting magical beasts, aberrations, undead, outsiders, and elementals), and then will cast support spells or use her crossbow.
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NPC log
Character's I've created for Khalia's background
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Lord Reverened Alistair ir'Indari, LG human male Archivist 7/Aristocrat 2. Khalia's father, theocrat of a district in northern Thrane about halfway between Silvercliff Castle and Thaliost.
Mother Kylin Tharavar, LN human female Expert 2. Priestess of the Silver Flame in Seawall. A member of the Puritan sect, she takes all pronouncements of the Voice of the Flame as the literal truth, refuses to admit the Church is ever wrong, and otherwise gets on Khalia's nerves. Her shrine is one of the handful of formal places of worship in the town.
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Resource log
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stuff from home 9/22/2006
- magic rod
pirate mundane treasure 9/21/2006
- 2 cases of 10 crossbow bolts
- a masterwork light crossbow
- two vials of alchemist's fire
pirate magic treasure 9/20/2006
- Wand of Cure Light Wounds (17 charges)
- Potion of Cure Light Wounds
- Potion of Jump
8/7/06 - Spent 12.5 gp, 1 XP to craft a scroll of CLW. Will adjust character sheet after treasure and XP is distributed.
treasue roundup from 11/9/06
masterwork light crossbow (335 gp)
crossbow bolts +1 flaming x30 (5010 gp)
wand of CLW x25 charges (375 gp)
potion of CLW x2 (100 gp)
potion of mage armor (50 gp)
bag of holding (2500 gp)
Gold: 1674gp
Total Value: (10044 gp)
5/22/07 - inter-adventure recap
- spare crossbow, magic crossbow bolts, alch fire,
potions (CLW X3, jump, mage armor) sold
- MW mithral shirt purchased
- scrolls purchased and scribed into prayerbook
* Cure Moderate Wounds
* Hold Person
* Resist Energy
* Remove Paralysis
* Searing Light
- wands consolidated
- "headband" of intellect +2 purchased
10/4/07 - post-battle recap
- used 5 charges on wand of CLW (40->35) for in-combat and post-combat healing
10/18/07 - post-battle recap
- used 10 charges on wand of CLW (35->25) for in-combat
- picked up wand of CMW from loot (35 charges)
12/6/07 - treasure room
- picked up Tome of Recall
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