Shards of the Silve Flame PBP Characters

drothgery

First Post
(This is for PCs and NPCs for my new Shards of the Silver Flame PBP game)

In additional to a mechanical writeup and your character's background, I'd like to have a general combat strategy (for when the player is unavailable, or when it's a below-CR challenge not really worth asking for PC actions every round), and a general idea on when your characters should use action points. I'll always have your character use one if they fail a save-or-die/save-or-be-incapacitated and could make it by using an action point, and I'll always have your character use an action point to stabilize at -9.

The OOC thread for this game is at
http://www.enworld.org/showthread.php?p=2625389

The in-character thread (for playing the game) is at
http://www.enworld.org/showthread.php?p=2658762

* * * * *

System: D&D 3.5

Starting XP: 21,500, which gives you 500 XP past level 7. The extra XP beyond 7th level is there for those with item creation feats to have something to work with.

Ability Scores: 32-point buy (plus your 4th-level ability bonus; please indicate which ability score you raised @ level 4). If you wish to make your character middle-aged (and you're not playing a warforged), with the bonuses to mental stats and penalties to physical stats, you can do so.

Hit points: Max + Con at level 1, 1/2 max + Con + 1/level at higher levels.
d4 = 3 HP/level; d6 = 4 HP/level; d8 = 5 HP/level; d10 = 6 HP/level; d12 = 7 HP/level

Equipment: PCs started with standard wealth for 7th-level characters (19,000 GP). Characters with item creation feats can make their own items at cost, but no single item should be worth more than 5,000 gp (whether purchased or manufactured).

Alignment: Characters must be Good-aligned or Lawful Neutral.

Background/Religion: This game will be based in Thrane, and your primary patrons will be theocrats and/or Thrane nobility, so following the Church of the Silver Flame is encouraged, though followers of the Sovreign Host, the Path of Light, and the Undying Court (as well as characters that aren't particularly religious) are also okay.

It's also possible the PCs will be working as agents of the Argentum (and may have done so already, whether knowingly or not).

The PCs should be an established group at the start of the game; you've known each other for some time (at least a year).

This game starts about two years after the end of the Last War, as per the standard Eberron timeline.

Classes: All core classes from the Player's Handbook, Eberron Campaign Setting, and Expanded Psionics Handbook are allowed, as well as the Swashbuckler from Complete Warrior, the Warmage from Complete Arcane, the Scout from Complete Adventurer, and the Favored Soul from Complete Divine. The Archivist from Heroes of Horror is tenatively allowed.

Prestige classes are allowed on a case by case basis. Any prestige class must be in a book I own or open content.

Races: All player charcter races described in the Player's Handbook and Eberron Campaign Setting are allowed.

* * * * *
 
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SelcSilverhand

First Post
Code:
[B]Name:[/B] Drue Culler
[B]Class:[/B] Bard
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Silver Flame

[B]Str:[/B] 12 +1 (06p.)     [B]Level:[/B] 7        [B]XP:[/B] 21,500
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +5         [B]HP:[/B] 44 (7d6+2)
[B]Con:[/B] 14 +2 (04p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] +-
[B]Cha:[/B] 18 +4 (08p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] --%
4th level +1 Cha bonus
Gnome: -2 Str / +2 Con
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +2    +2    +1    +0    +0    18
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2    +1    +5
[B]Ref:[/B]                       5    +2    +1    +8
[B]Will:[/B]                      5    +0    +1    +6
Will Save Vs Mind Affecting - +10
Will Save Vs Illusions +8

[B]Weapon                  Attack   Damage     Critical[/B]
Silver Longsword          +6     1d6       19-20x2
MW Sap                    +7     1d4+1        20x2
MW C. Longbow             +8     1d6+1        20x3


[B]Languages:[/B] 
Common, Gnomish, Draconic, Elven


[B]Abilities:[/B] 
Gnome: Low-Light Vision
Gnome: +2 Vs Illusions, +1 DC on Illusion Spells
Gnome: +4 Dodge vs Giants
Gnome: +2 Listen and Craft(Alchemy) Checks
Gnome: 1/day Speak with Burrowing Animals, Ghost Sound, Dancing Lights, Prestidigitation
Bard: Bardic Music 7/day
Bard: Bardic Knowledge, +9 Mod
Bard: Countersong DC14+d20, Fascinate DC15+d20
Bard: Suggestion DC17
Bard: Inspire Competance +3
Bard: Inspire Courage +2

[B]Feats:[/B] 
Song of the Heart - ECS - +1 Inspire Competance, Greatness, Courage. DC +1 Fascinate, Suggestion
Force of Personality - CAdv - Use Cha instead of Wis for Mind-Affecting will saves
Improved Initiative - PHB - +4 to Iniative

Spells Known
[B]0 Level / 3 per day[/B]
Detect Magic
Mage Hand
Message
Resistance
Mending
Open/Close

[B]1 Level / 4 per day[/B]
Alarm
Nystuls Magic Aura
Accelerated Movement (CAdv)
Distort Speech (CAdv)

[B]2 Level / 3 per day[/B]
Tongues
Mindless Rage (CAdv)
Invisibility
Whirling Blades (CAdv)

[B]3 Level / 1 per day[/B]
Major Image DC18
Sculpt Sound


[B]Skill Points:[/B] 80       [B]Max Ranks:[/B] 10/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    0    +2     +2   +4
Bluff                      5    +4          +9
Concentration              5    +2          +7
Diplomacy                  5    +4     +4   +13
Disguise                   5    +4     +2   +12
Gather Information        10    +4          +14
Hide                       5    +2          +7
Jump                       0    +1     +2   +3
Knowledge(Arcana)          5    +2          +7
Listen                     3    +0     +2   +5
Move Silently              0    +2          +2
Perform(Sing)             10    +4          +14
Sense Motive               7    +0          +7
Spellcraft                 5    +2     +2   +9
Tumble                     5    +2          +7
Use Magic Device          10    +4          +14


[B]Equipment:               Cost  Weight[/B]
Silver Longsword             105gp   1.5lb
MW Sap                       301gp     1lb
MW C. Longbow(1)             500gp   1.5lb
Arrows(20)                     1gp     3lb
Cloak of Cha +2            4,000gp     2lb
Slippers of Spider Climb   4,800gp    .5lb
Wand of Cure Light           750gp     1lb
Mithril Chain Shirt +1     2,250gp  12.5lb  
Hewards Handy Haversack    2,000gp     5lb
Darkwood Buckler+1         1,215gp   1.5lb 
Vest of Resistance +1      1,000gp     1lb
Hat of Disguise            1,800gp    1lb

In Haversack:
Arrows(20)                     1gp     3lb
Bedroll                        1sp  1.25lb
Silk Rope                     10gp     5lb
Tent                          10gp     5lb
Sunrod x3                      6gp     3lb
Grappling Hook                 1gp     4lb
Waterskin                      1gp     1lb
Trail Rations x4               2gp     2lb
[B]Total Weight:[/B]31.5lb      [B]Money:[/B] 246gp 9sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              32.25  33-64  65-97  194   485

[B]Age:[/B] 40
[B]Height:[/B] 3'5"
[B]Weight:[/B] 70lb
[B]Eyes:[/B] Yellow
[B]Hair:[/B] Brown
[B]Skin:[/B] Pale
Appearance:

Drue Culler is a tall, pale skinned gnome. His hair is dark brown falls down over is shoulders in wavy curls. His bright yellow eyes dart quickly about, never settling in one place for long. He keeps his armor polished and often wears it to social functions. On his hip is a silvery longsword and a leather sap. On his back, a backpack, quiver, and composite longbow.

Background:

In war there are always casualties. Regrettable Losses. Collateral Damage. War with the backing of a church is called a crusade and given noble titles to inflame zealotry in its members. 180 years ago The Purge began as the threat of Lycranthropy waxed. Knights of the church took up the cause to cleanse the land of any who bear the taint of the disease. It was during this crusade that the Shifters became targets of the knights. It was an easy mistake to make, the shifters bore a feral resemblance to their lycanthropic breathern. Many commanders found them far easier prey than the true targets of the crusade. A true lycanthrope might kill a dozen templars before being brought down. Wiping out whole Shifter communities, the leaders of the crusade where able to make bold announcements that they were making progress towards eradicating the lycanthrope menace. It wasn't until far into the crusade that Shifters were proven to be a seperate race, unable to spread the disease. The crusade had already taken its toll, resulting in the deaths of hundreds of Shifters.

Drue knows all too well the extent of the destruction the church wrought. His father served as a knight for the church and took part in several attacks on the Shifters before the announcement was made. Unable to bear the shame of killing innocents, his father retired to a small farm in Thrane. He never took up a weapon again. Drue, as his eldest son, learned all he could of church doctrine and history, especially facts relating to the Purge. He blames the Puritans and their fanatical, rigid interpretation of the words coming from the Silver Flame for the slaughter. He has long believed that if the church had been better informed when the Purge started that the deaths could have been avoided. To that end, he joined the church when he reached adulthood to serve as an Informant. He has journeyed throughout the realm investigating Lycanthrope sightings, heretics, and demonic plots. He believes that the church serves a good cause, and thus they have his loyalty, but he sometimes has his own opinion on church doctrine. He hopes that the information he gathers will help save lives and safeguard his nation.


Combat
If the first to act, Drue will try to open with a Fascinate and then begin suggesting that enemies disarm themselves to show that they are willing to talk peacefully.

If combat cannot be avoided, Drue will start with singing Inspire Courage for +2 AR/DR for the group. If the enemies are lined up right, he will use Whirling Blades to hurl his MW Sap at the enemy with a +10 to hit and 1d4+4 nonlethal damage. Normally he will fire his longbow at enemies, +8 1d6+1, trying to stay out of reach if possible. If forced in melee, he'll attack with his sap first, switching to longsword if nonlethal won't work (Undead, Constructs). If someone is hurting bad he'll break off attacking and try to get to them to heal with his wand of cure light wounds, 1d8+1.
 
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ShaggySpellsword

First Post
Oswin Flameheart
Code:
[SIZE=3][B]Oz					(21,500 xp)[/B][/SIZE]	
[b]Male changeling Rog2/Pal4/Shadowbane Inquisitor 1(Comp.Adv.p69)
LG Medium humanoid (shapechanger)
Aura[/b] 10 ft: +4 saves vs. fear,  Good
[b]Init[/b] +1; [b]Senses[/b] Detect Evil; Listen +1, Spot +1

[b]Action Points[/b] 8
[b]Languages[/b] Common
*********************************************************************
[b]AC[/b] 22, touch 11, flat-footed 21
[b]Hp[/b] 61 (7 HD)
[b]Immune[/b] Fear, all diseases
[b]Resistances[/b] +2 saves vs. sleep and charm; evasion*
[b]Fort[/b] +13, [b]Ref[/b] +9, [b]Will[/b] +6
*Not in heavy/medium armor or while medium/heavily encumbered
*********************************************************************
[b]Speed[/b] 20 Ft. (4 squares)
[b]Melee[/b] [i]+1 bastard sword[/i] +9/+4 (1d10+3/19-20) or
[b]Ranged[/b] light crossbow +7 (1d8/19-20/80 ft.) or 
[b]Ranged[/b] light crossbow w/ [i]+1 flaming silver bolt[/i] +8 
       (1d8+1d6 fire/19-20/80 ft.) or
[b]Melee[/b] +1 bastard sword 2 handed +9/+4 (1d10+4/19-20) 
[b]Space[/b] 5 Ft.; [b]Reach[/b] 5 ft.
[b]Base Atk[/b] +6/+1; [b]Grp[/b] +8
[b]Atk Options[/b] Sneak Attack +1d6, Smite Evil 1/day (+4 atk/dmg), 
            Turn Undead 7/day, Power Attack
*********************************************************************
[b]Abilities[/b] Str 15, Dex 12, Con [i]16[/i], Int 10, Wis 12, Cha [i]18[/i]
[b]Special Qualities[/b] Social Intuition (races of Eberron. p. 122), 
                  lay on hands (16 hp/day), absolute conviction, 
                  pierce shadows (25 ft.), natural linguist, 
                  minor change shape
[b]Feats[/b] Exotic Weapon Proficiency: Bastard Sword, 
      Persona Immersion (RoE. p. 110), Power Attack
[b]Skills[/b] Bluff +11, Climb +2, Diplomcay +17, 
       Disguise +18 (+20 acting in character), Gather Information +9, 
       Hide +3, Intimidate +13, Knowledge (Religion) +4, 
       Move Silently +3, Sense Motive +12. 
[b]Possessions[/b] explorer’s outfit, [i]+1 glamored banded mail[/i], 
            [i]+2 heavy steel shield[/i], [i]+1 bastard sword[/i], 
            [i]cloak of charisma +2[/i], [i]amulet of health +2[/i], light crossbow, 
            [i]+1 alchemical silver flaming bolts[/i] x2, wooden holy symbol, 
            belt pouch, waterskin, 10 bolts, 18 gp.  68 lbs.  
            Medium encumbrance

Skill Break-down:

Bluff: 5 ranks(Rog), +4 cha, +2 racial=+11
Climb: 5 ranks(Rog), +2 str, -5 acp=+2
Diplomacy: 9 ranks (5 Rog, 4 Pal), +4 synergy(Bluff/Sense Motive), +4 cha=+17
Disguise: 4 ranks(Rog), +4 cha, +10 circumsatnce(minor shapechange)=+18 (+20 acting in character(Bluff))
Gather Info: 5 ranks(Rog), +4 cha=+9
Hide(5 Rog, 2 SBI): 7 ranks, +1 dex, -5 ACP=+3
Intimidate(5 Rog): 5 ranks, +2 synergy(Bluff), +4 cha, +2 racial=+13
Know(Religion): 4 ranks (Rog), +0 Int=+4
Move Silently: 7 ranks(5 Rog, 2 SBI), +1 Dex, -5 ACP=+3
Sense Motive: 9 ranks(5 Rog, 4 Pal), +1 Wis, +2 racial=+12

Feat Breakdown: Persona Immersion(1st), Exotic Weapon Prof: Bastard Sword(3rd), Power Attack(6th)

+1 Cha at 4th.
 
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stonegod

Spawn of Khyber/LEB Judge
Saalin Corleius, Arcane Defender of the Faith

Saalin Corleius CR 7 (21245 XP)
Male elf wizard 5/cleric 1/silver pyromancer 1
LG Medium humanoid (elf)
Init +2; Senses low-light vision, Listen +7, Spot +7
Action Points 7
Languages Common, Draconic, Elven, Gnome, Sylvan
________________________________________________________
AC 16, touch 12, flat-footed 14
hp 25 (7 HD)
Immune Magical sleep
Resistances +2 save vs. enchantment effects
Fort +3, Ref +3, Will +11
________________________________________________________
Spd 30 ft.
Melee +1 flametouched iron rapier +5 (1d6/18-20) or
Melee mwk cold-iron dagger +5 (1d4-1/19-20) or
Ranged mwk shortbow +5 (1d6/19-20)
Base Atk +2; Grp +1
Attack Options Weapon Finesse, Spontaneous Casting
Special Abilities purge undead, spontaneous casting (heal spells), turn undead 4/day (+2, 2d6+2, 2nd)
Combat Gear wand of scorching ray (DC 17, CL 3, 50), wand of cure light wounds (49)
Wizard Prepared (CL 5th, DC 14+lvl, 15+lvl [Evocation]):
3rd-blessing of Bahamut, fireball (CL 7, DC 18)
2nd-false life, fireburst (CL 7, DC 17), scorching ray (CL 7, DC 17)
1st-burning hands (CL 7, DC 16), flamebound weapon, mage armor*, shield
0-daze, flare (DC 15), mage hand, message
* bonuses already applied
Cleric Prepared (CL 1st, DC 13+lvl):
1st-divine favor (2), sanctuary (D)
0-detect magic, guidance, light
(D): Domain Spell. Domains: Good, Protection
__
Abilities Str 8, Dex 14, Con 10, Int 18, Wis 16, Cha 12
SQ faint aura of good, familiar (raven), elf abilities
Feats Craft Wand, Martial Weapon Proficiency: Longsword, Martial Weapon Proficiency: Rapier, Martial Weapon Proficiency: Longbow, Martial Weapon Proficiency: Shortbow, Scribe Scroll, Spell Focus (Evocation), Spontaneous Casting, Weapon Finesse
Skills Concentration +10, Heal +8, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +7, Ride +5, Search +6, Spot +7, Spellcraft +16
Possessions amulet of health +2, belt pouches, chalk (10 pcs.), eternal lantern, +1 flametouched iron rapier, flametouched iron holy symbol, identity papers with portrait, masterwork cold-iron dagger, masterwork shortbow, 10 arrows, quiver, scroll of phantom steed, scroll of dispel magic, scroll of fly, scroll of protection from arrows, scrollcase, scholar's outfit, spell components, spellshards (3, 53/60 pages used), wand of cure light wounds (50), wand of scorching ray (CL 3, DC 17), waterskin, whetstone, 489 gp
Wizard Spells Known 0-all; 1st-arcane mark, bless weapon, burning hands (CL 7, DC 16), color spray, flamebound weapon, identify, mage armor, magic weapon, orb of fire (CL 7), protection from evil, shield, true strike; 2nd-blur, false life, force hammer (DC 17), fireburst (CL 7, DC 17), protection from arrows, scorching ray (CL 7, DC 17); 3rd-blessing of Bahamut, daylight, dispel magic, fireball (CL 7, DC 18), flame arrow (CL 7), fly, magic circle against evil, phantom steed
__
Purge Undead (Su) 30-ft radius, 7d6, Will DC 14 half.


[SBLOCK=Showing my Work]Attributes
Saalin is a middle-aged elf. His initial stats were Str 9 (1 pt), Dex 15 (5 pt, +2 for elf), Con 9 (3 pts, -2 for elf), Int 17 (13 pts), Wis 15 (8 pts), Chr 10 (2 pts). At fourth level he increased his Charisma. When he turned middle-aged (between 5th and 6th level), he lost 1 in each physical stat while gaining 1 in each metal. He wears an amulet of health +2 to bring is Constitution up.

Classes
Saalin took his classes in the order listed: Wizard 5, Cleric 1, Silver Pyromancer 1 (FN). From his class levels and original Con, Saalin has 18 hp. His amulet of health +2 brings his hp to 25.

Skills
As an arcane knight for Aundair, Saalin initially took ranks in Ride (levels 1-3) in addition to Concentration, Knowledge (arcane and religion), and Spellcraft. When he stayed behind in Thaloist, he started learning Heal to tend to those remaining (level 4 onwards). Note, since he gained an Int at level 6, he had one extra skill-point per level for levels 6 and 7.

Breakdown:
Concentration: 10 = 10 ranks​
Heal: 8 = 1 rank from Wiz 4--5, 2 ranks from Clr 1, 2 ranks from SilPyr 1, +3 Wis
Knowledge (arcana/religion): 14 = 10 ranks, +4 Int mod.
Ride: 5 = 3 ranks from Wiz 1--3, +2 from Dex mod.
Spot/Listen: 7 = 0 ranks, +3 Wis mod., +2 elf bonus, +2 Alertness (familiar)
Search: 6 = 0 ranks, +4 Int mod., +2 elf bonus
Spellcraft: 16 = 10 ranks, +4 Int mod., +2 synergy (arcana)[/Indent]

Feats
1: Weapon Finesse
1: Scribe Scroll (Bonus: Wizard)
1: Martial Weapon Profeciency (Longsword, Rapier, Longbow, Shortbow) (Bonus: Elf)
3: Spell Focus (Evocation)
5: Craft Wand (Bonus: Wizard)
6: Spontaneous Casting (ECS)​

Equipment
Wand of cure light: 375 gp and 30 xp
Wand of scorching ray: 2250 gp and 180 xp
1 2nd level arcane scroll: 124 gp and 10 xp
3 3rd level arcane scrolls: 187 * 3 (561) gp and 15 * 3 (45) xp
Flame-touched holy symbol (ECS): 750 gp
3 spellshards (ECS): 9 gp
Id w/ portrait (ECS): 5 gp
+1 flame-touched rapier: 3315 gp (+1000 for flame-touched (ECS), 2000 for +1, 315 for mwk rapier)
mwk cold-iron dagger: 304 gp (300 for mwk, 2*2 gp for cold-iron dagger)
everbright lantern (ECS): 212 gp
amulet of health +2: 4000 gp
Misc. other equipment: 6gp
Copying fees for 4 first level spells, 2 2nd level spells, and 6 3rd level spells (50 gp/level/spell): 1300 gp
Scribing fees for 5 0th, 12 1st, 6 2nd, and 8 3rd level spells (100 gp/level/spell): 5300 gp

Total equipment cost: 18511 gp and 265 xp

Spells
Non-core spells used are: flamebound weapon (Pal 1, FN), orb of fire (Wiz 1, CompArc), force hammer (Wiz 2, Sharn), Blessing of Bahamut (Pal 3, CompDiv). Recall that Silver Pyromancers add Paladin spells to their spell known list.

Sources
ECS: Eberron Campaign Setting
CompDiv: Complete Divine
CompArc: Complete Arcane
FN: Five Nations​
[/SBLOCK]

Concept

Saalin Corleis is an Khorvaire Elf Wizard 5/Cleric 1/Silver Pyromancer 1. Originally from Aundair (when Thaliost was part of that Nation), he feels no ties to it since it abandoned Thaliost. He has found faith in the teachings of the Flame, and is a devoted arcanist in its name.

Description

A middle-aged, simply dressed elf that carries his well-crafted, flametouched iron rapier like he has used it once before. A holy symbol on his robes shines brightly, identifying him as part of the Church, tough not apparently a knight or cleric. There is a knowledgable air about him, like he has seen most of this before somewhere. He is fairly tall for an elf (5' 5"), though on the frail side (109 lbs.). His eyes are a serene blue with a steely fire behind them; his blonde hair gathered tightly at his nape.

Background

Saalin Corleis was once a loyal son of Aundair. Raised in Thaliost, an accomplished student at Arcanix, he joined the ranks of the Knights Arcane in defense of his beloved city. But all that changed in 926 YK, the year Thrane seized beloved Thaliost.

Saalin loved Thaliost. He loved the people, the city. When Thrane initially seized control, they were not cruel. Yes, there was conflict, but it was war. Saalin, separated from his unit during the fighting, was drawn more to helping the remaining Thaliosts, not to fighting the war for Aundair. It was during this time he realized that he did not feel himself to be Aundarian; he was just a citizen of Thaliost.

It was during this time that Saalin first met the cleric of the Silver Flame, Lycia Neskdros. Attached to the Thrane military detachment, she found Saalin tending to the wounded as best as his he could. She saw this care as a sign from the Silver Flame as to Saalin's devotion. She took the fledgling mage under her wing and brought him into the fold. Aundair has abandoned him and Thaliost; the Flame gave him and the city what it needed. That was enough for Saalin.

Of course, things were not so simple in Thaliost during the rest of the war. There was significant unrest, atrocities committed by both sides. But Saalin came to view this as a weakness of sentient spirit, and tended to the Thaliost as best as he could. Some of his former neighbors called him traitor; they spit on him for abandoning the country that had abandoned them. But Saalin accepted them all, confident in his newfound faith.

For most 50 years, Thaliost worked with Lycia. While not nominally part of the Church hierarchy, he tended to the faithful and protected them from threats both Aundarian and Thranish. Eventually Lycia passed, but he maintained contact with the Church through her associates, such as Reverend ir'Indari. But Thaliost was turning ugly. The appointment of Solgar Dariznu as Archbishop and the continued unrest soured Saalin to the ongoing war. He started wondering if he was best serving his faith in this land separated from the heart of the Church. When the Treaty of Thronehold was signed, Saalin felt that it was a sign for him---a sign to move on a truly begin to serve the Flame.

Before passing, Lycia shared with him the knowledge of a group of fervent Flame followers who were also arcanists---Silver Pyromancers. Though not large, they were an elite group attached to the Order of the Pure. Saalin had seen corruption from all angles in Thaliost. He felt a calling to the Order to stop such defilement, and he followed.

Saalin moved quickly through the ranks of the Order, his knightly training serving him well. He is now an Adept in the Fourth Circle. Though he sees the zealotry that burns within many of his fellows, he sees the good they do as well. He is most comfortable defending the faith afield with those in need, and the Reverend ir'Indari has used his services several times in the past. Now it seems he is needed again.

Tactics
Generally, Saalin will keep to his wand of scorching ray or using his shortbow for initial confrontation, bringing the big guns of fireball and his CR 7 scorching ray to bear only with large numbers. If numbers seem to press, he tries to get so that he can utilize cover and the more combative of his peers; he'll switch to using shield with false life and divine favor---a flameburst is ideal for this situation if no allies are adjacent. For all the aforementioned spells, he will cast on the defensive if needed. In serious melee situations, he'll use blessing of Bahmut, flamebound weapon, and other protective spells if available (such as blur or protection from arrows); however, though he is trained in combat, he will normally stay behind. That is where he can focus using his ray spells and wands. He may have been an arcane knight, but he knows he is still an elf wizard and thus fragile. In addition, if he stays out of the immediate fray, he can utilize his wand of cure light wounds to assist the party.

Saalin's familiar tends to stay with Saalin, using him as cover when needed (using Saalin's Ride skill). Since the familiar is close, it benefits from Saalin's mage armor (usually pre-cast) and other protections such as shield.

Saalin would tend to use action points if he absolutely needs a spell that he knows but is not prepared (using his Spontaneous Casting feat) or to penetrate the SR of a very tough BBEG (though not every round). He would not tend to use them in melee unless he is dire straights (such as to confirm a critical when surrounded and out of spells).
 
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Anax

First Post
Hariel Talandro

hariel.png


Notable recent changes are marked in green.

2005-10-09: Added Heward’s handy haversack. Converted remaining cash into jewelry and gp. Added courtier’s outfit (worn, with some of the jewelry), and traveler’s outfit. Designated which items are in the haversack. Added the name of Lord Alistair’s daughter (Kahlia) to background details. Significantly revised skills to cover core rogue competencies, and added masterwork thieves’ tools.

Hariel Talandro CR 7 (21,500 XP)
Female human rogue 4/swashbuckler 3
LG Medium humanoid
Init +4; Senses Listen +7, Spot +7
Action Points 8
Languages Common, Dwarven, Elven, Draconic
------------------------------------------------------------------------
AC 21, touch 15, flat-footed 17; Combat Expertise, uncanny dodge
hp 50 (7 HD)
Resist evasion
Fort +8, Ref +13, Will +4
------------------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 flametouched iron elven thinblade +11/+6 (1d8+2/18-20) or
Melee sap +10/+5 (1d6+1 subdual) or
Ranged mwk hand crossbow +10 (1d4) with off-hand or
Ranged shortbow +10/+5 (1d6x3)
Base Atk +6; Grp +7
Atk Options Combat Expertise, Improved Disarm, insightful strike +3, sneak attack +2d6
------------------------------------------------------------------------
Abilities Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 10
SQ grace +1, trapfinding, trap sense +1
Feats Combat Expertise, Exotic Weapon Proficiency (Thinblade, Elven), Improved Disarm, Investigate, Weapon Finesse
Skills Balance +14, Climb +10, Diplomacy +7, Disable Device +15, Gather Information +2, Hide +10, Jump +12, Knowledge (local) +10, Listen +7, Move Silently +10, Open Lock +15, Search +13, Search (Investigate) +17, Spot +7, Tumble +14
Possessions +1 mithral shirt, mwk buckler, +1 flametouched iron elven thinblade, sap, ring of protection +1, gloves of dexterity +2, cloak of resistance +2, mwk hand crossbow with 10 bolts, shortbow with 20 arrows, identity papers with portrait, courtier’s outfit, 50gp of assorted jewelry (worn), Heward’s handy haversack, containing: inquisitive’s kit, mwk thieves’ tools, small steel mirror, additional 50gp worth of assorted jewelry, 3× 100gp silvery pearl, 55gp.

Regarding the thinblade {CW 158}:

During her time patrolling the streets, Hariel made the acquaintance of a crippled elven refugee who barely escaped the tragedy at Shadukar. He noted with some interest that she was a fencer, and offered to introduce her to an elven style of fencing which uses a slightly longer, heavier, and more flexible blade than the rapier. Hariel was much taken with the style, seeing that it would allow her to fight more easily against the heavy blades more common in Thrane—the flexibility, added reach, and greater weight of the weapon allowed it to strike powerfully for greater effect, with less worry for the weapon breaking.

When Hariel formally received her promotion to Inquisitive for the guard, she had a special blade commissioned: a thinblade made of flametouched iron, marked with the Silver Flame on one side of the hilt, and with the badge of the Flamekeep guard on the other. So far, it has served her well.

Hariel continues to be fond of the elf, and respects his training as much as that of any more commonplace Thrane weaponmaster she’s trained with. If she find the need to expand her repertoire of techniques, he’s the first person she’ll turn to.​

Regarding other equipment:

I’ve only listed major and specialized equipment here. Since Hariel’s used to city living, she sees no need to keep explorer-style gear around. Likewise, no need to carry iron rations, or a dark iron or silvered weapon. Hariel assumes that she’ll be able to fill in such supplies from her ready cash once she knows she needs them.

I am assuming that the assorted jewelry and pearls may be converted into full cash value in a sufficiently large town, unless they need to be liquidated in a hurry. The letter of credit (which I’ve used up, but may want to get another one of some day) should be convertible at any location that has a House Kundarak bank. While neither ECS nor 5N indicates the size of a settlement which would have a branch, I am assuming that any settlement with a lightning rail stop is likely to have one. (In Thrane, this includes Aruldusk, Flamekeep, Sigilstar, and Thaliost. Those are all small cities or larger.) I expect to use a good chunk of the listed wealth on items once I know what we’ll be doing.

Regarding tactics:

Hariel’s tactics vary significantly to suit the nature of her opponent, and the circumstances involved. Here are some tactics for specific circumstances:

When Hariel is sneaking around and expects lethal opposition, she will keep her hand crossbow in her off-hand, and her thinblade in her main hand (unless space is too tight to allow her to keep the thinblade unsheathed.) She will use the hand crossbow to make a sneak attack against surprised opponent, then prepare for melee.

When Hariel is sneaking around but does not expect lethal opposition, she is more likely to keep her sap ready to hand, so she can quickly neutralize opponents without killing them.

During a fight against enemies that use weapons, Hariel is very likely to attempt to attempt to disarm. She will also prefer tumbling past an opponent to strike from a flanking position to taking a full attack, unless the opponent’s defenses seem especially weak, or moving in such a way would cause her to be flanked by the enemy.

When surrounded by many enemies, Hariel will use total defense to gain a +6 dodge bonus to AC while she attempts to tumble out of the fray. She will attempt to get her back to a wall, or preferably to an ally. If the ally is in trouble, she will first focus on picking off enemies that flank her ally. If the ally is not in trouble, or she finds her way to a wall, she will apply Combat Expertise to improve her defense while she picks off enemies.

When fighting a single dangerous opponent, Hariel will always begin by testing her opponent’s strength (using full Combat Expertise.) If the opponent appears to be a powerful fighter, she will attempt to disarm the opponent as quickly as possible. If the opponent appears to be a skillful fighter, she may consider making an attempt to trip the opponent. In either case, she will try feinting if the combat lasts for more than a couple of rounds, and there is no opportunity to flank.

(Note: I will call out any special options that will provoke an attack of opportunity: like attempting to trip an opponent, or attempting to snatch an opponent’s items with disarm... Where I've mentioned these options above, it is more in the interest of having you be aware that they are options.)​

Regarding action points:

Hariel will generally only use action points in extremely tricky situations. Most of these situations are active uses, which I would have to call out after making a roll. For reactive situations, the main things I can think of are: a) Any situation where acrobatics could save her life—these should be pretty obvious (although sadly, the chances of Hariel catching herself while falling are pretty slim even with a high roll and an action point), b) any situation where Hariel rolls 12-15 (after all bonuses are applied) on a saving throw—this is high enough that an action point is likely to help.

I can only hope that these reactive situations won’t show up too too often without being able to make the roll explicitly... trying to decide what range is appropriate for using up an AP is pretty situational.

Hariel certainly won’t be using any AP in a fight against low-level threats... well, unless she decides to show off by leaping from a balcony, or something. ;>​

Regarding Hariel’s appearance (see also portrait above):

Hariel is an athletic young woman, apparently in her early-to-mid twenties. She carries herself gracefully, but with a hint of stiffness that suggests some form of military background. She has chin-length dark auburn hair and hazel eyes, and her expression tends towards a wry smile. On her left hip, Hariel carries a very long, thin sword in a scabbard. The blue and white of her clothing indicate that she has spent some time in service to the theocracy, and the marks on her leather boots and gloves—not to mention the fact that she wears a fine mithril vest over her blouse—make it obvious that it is or was an active service.​

Regarding Hariel’s background:

The short form: Hariel (Hari to her friends) grew up in a poor quarter of Flamekeep, but through a charity education program was given the chance to become a member of the city guard. After sniffing out corruption in the guard, she was decorated and promoted to Inquisitive, and served the guard for some time after that.

While acting as an inquisitive, she often worked with suggestions from Lord Alistair, and she became friends with Lord Alistair’s daughter, Kahlia. She also met several interesting people involved in her cases, including Oswin.

She has now taken a sabbatical from the guard to answer Lord Alistair’s request for help.​

[sblock=Detailed Background]Hariel (Hari to her friends) was born in the crowded dock district of Flamekeep, daughter to a a poor seamstress named Margil and her husband, a junior blacksmith named Egen Talandro. Before she was eight, her father was called away to fight as a foot soldier in the War, and died on the battlefield. Margil worked hard to support the small family, but without Egen’s income, life was hard. They found themselves moving deeper into the district, and Margil worked long hours with other seamstresses in a crowded warehouse.

This left Hariel alone from dawn until past dusk every day, and Hariel fell in with the other street kids in the area. They never got into any serious mischief, but it was mischief nonetheless. Margil despaired of what her daughter would become.

Luckily, it was around this time that a program to help educated poor children began in Thrane. While the program was especially targeted at war orphans, all children in the poor quarters were offered at least minimal schooling. Hariel attended a few times with her chums from the street, and while they were uninterested, Hariel was captivated. When they returned to the streets, Hari kept coming to the classes, and she proved an avid student.

This didn’t keep her off the streets entirely, but now she started to look at the run-down buildings, and the people in them, in a new light. She began to understand that all of the people there were people just like her—people whose friends and family had passed away
in the war, or whose fortunes had fallen—people who were just trying to make a living and survive. And she began to see the scavengers who preyed on this most desperate class of people. Her lessons had taught her that anyone could lead a noble life, if they only tried. Her observations showed her that while this was true, circumstances and the depredations of the wicked could make it very hard. She gave thanks nightly that she’d been given the chance to pursue such a life, herself.

When Hari turned thirteen, she was old enough to be apprenticed, and the education program had turned out merchants, tradesmen, and other people from all walks of life who were willing to take in a poor child or two and train them up. (Some out of the goodness of their hearts, others because they would be allowed lower taxes for their charity.) Some of the nobles and churchmen who had donated to the program were also in attendance.

To Hariel’s teacher’s surprise, she looked around and asked if there were any way she could join the city guard. The guard hadn't sent anyone to recruit from the youth, but the teacher suggested she go and ask them directly, and gave her a letter to take to them. (This is the first time Hariel caught Lord Alistair’s attention.) Hariel approached the guard, showing them her letter, and they were willing to employ her—first as a runner, then perhaps more.

Over the next few years, Hariel learned the laws of the city and the nation, and learned how those laws were enforced. She also took basic arms training in the style of the guard: mainly fighting with shortswords, daggers, and light armor. Working as a runner also
taught her to navigate the back ways of the city with speed, including some of the more unauthorized back ways, for when speed was an absolute necessity.

At sixteen, Hariel was formally accepted into the guard as a watchman. She would walk the streets of her old stomping ground, and maintain civil order. Some of her old street friends were now starting as tradesmen, as well. Some others had turned to darker paths.

After a year and a half of this duty, Hariel began to hear rumours of corruption in the guard. Some of the guard was apparently taking bribes from the city’s criminal element. Hariel found this hard to believe until she caught the same thief twice in as many days: he had
been released from jail without even a trial, and Hari knew that she had provided sound evidence when she turned him in.

Hariel brought her suspicions to the attention of her superiors in the guard, but found her suggestions brushed aside. This made her even more suspicious, and wary of even her superiors, she began paying closer attention in headquarters. One evening she overheard a
conversation that confirmed her fears, and infuriated her. Two of the guard lieutenants were talking about what she’d brought up, and belittling it—“after all”, they said “these criminals don’t hurt anyone but the poor, and those people deserve what they get.”

Hariel made one more attempt at the head of her station, and found herself in chains after a “tip” suggested that she herself was involved, and trying to divert the blame.

And it is at this point that Hariel’s name came to Lord Alistair’s attention a second time, in a routine report of crime in the city. Lord Alistair recalled the young girl who had so glowed with spirit when she asked if she might join the city guard, and could not reconcile this with the charges against her (of accepting bribes, and of petty theft.) From the shadows, he exerted some little effort to have her released, and to have word sent to her that she should be careful in her investigations, but that someone was indeed paying attention.

Hari made contact with her friends in the guard (who had been very troubled by the accusations against her) and with her friends from the street to get to the bottom of the situation, and after digging for several weeks, brought evidence of rampant corruption in the guard stations of the poor quarters to the very top of the guard in Flamekeep. With that evidence, Hariel’s name was more than cleared. She was given a decoration for her service to the law against all odds, a large reward, and a promotion to Inquisitive. This reward allowed Hariel to buy a few special items (including her fine thinblade), as well as set her mother up with a much nicer apartment, and the beginnings of a shop in the merchant quarter.

A few months later, Lord Alistair quietly contacted her and suggested that he might have some information she would be interested in.

Over the next few years, Hariel kept working for the city guard as an inquisitive, and made good use of Lord Alistair's suggestions, when he chose to give them. Some of her cases, of course, were not connected to Lord Alistair at all. Others touched on matters he had suggested were of interest to him. And a few were suggested to her by Lord Alistair himself. She found herself a frequent visitor to the Lord Reverend, and became a friend of his daughter, Kahlia.

This work took her more often out of the city, and gave her a wider view of the world. She met other people from wildly different backgrounds who were involved in investigating the same affairs, and while she occasionally got off on the wrong foot (she particularly spat sparks with a fellow named Oswin when they first met, though that soon faded while on the hunt), she found the people to all be interested in the service of good.

When Lord Alistair was sent from Flamekeep by his duties, Hariel was saddened. She couldn't understand why he had to leave... and found herself at a loss without the special work he had sometimes suggested to her.

When a messenger arrived from Lord Alistair suggesting that he might have some work that might interest her, Hariel went to the commander of the inquisitives with almost a sense of relief. She offered her resignation, saying she had things to do that might take
her away from the city for some time. The commander refused, instead suggesting that Hari take a sabbatical for as long as she needed. “You’ve done a great deal of good working here with us. We’ll always be happy to bring you back into the fold.”

And thus, Hariel began her trip north to Thaliost.[/sblock]

The fiddly little details (and page number references):

[sblock=Details]
Code:
All page numbers:
  Class: Swashbuckler— Complete Warrior, p. 11
  Weapon: Thinblade, Elven— Complete Warrior, p. 158
  Feat: Investigate— Eberron Campaign Setting, p. 55
  Item: identification papers, with portrait— Eberron Campaign Setting, p. 122
  Special material: flametouched iron— Eberron Campaign Setting, p. 127

Hariel Talandro: Female human Rogue 4, Swashbuckler 3 {CW 11}

Str 12 (+1) = 12  (4)
Dex 18 (+4) = 15  (8) + +1 level + +2 enhancement
Con 14 (+2) = 14  (6)
Int 16 (+3) = 16 (10)
Wis 10 (+0) = 10  (2)
Cha 10 (+0) = 10  (2)
                  (32)

Languages: Common, Dwarven, Elven, Draconic (3 bonus from Int +3)

HP: 50 = 1d6 (6) + 3d6 (3 * 4) + 3d10 (3 * 6) + 7 * 2

Init: +4 = +4 Dex

Speed: 30 ft.

Armor Class:
  Base:  21 = +4 Dex + +5 armor + +1 shield + +1 deflection
  Flat:  17 =          +5 armor + +1 shield + +1 deflection
  Touch: 15 = +4 Dex                        + +1 deflection

Armor:                      Bonus        Dex ACP ASF
  +1 mithral shirt          +5 armor      +6   0 10%
  masterwork buckler        +1 shield      -   0  5%
  ring of protection +1     +1 deflection

Base Attack:
  BAB: +6/+1 = +3 rogue + +3 swashbuckler
  Str: +7/+2 = +6 BAB + +1 Str
  Dex: +10/+5 = +6 BAB + +4 Dex

Attack:                                 Atk  Damage  Critical   Range  Type
  +1 flametouched iron elven thinblade  +11   1d8+2  18-20/x2          piercing
    (+10 Dex attack + +1 enhancement, strikes as magic and good)
    (+3 damage against creatures not immune to sneak attack)
  sap                                   +10   1d6+1     20/x2  subdual bludgeon
    (+10 Dex attack, +3 damage against creatures not immune to sneak attack)
  masterwork hand crossbow              +10   1d4    19-20/x2   30 ft. piercing
    (+10 Dex attack + -1 used in buckler hand + +1 enhancement)
  shortbow                              +10   1d6          x3   60 ft. piercing
    (+10 Dex attack)

Weapons:                                 Damage  Critical   Range  Type
  +1 flametouched iron elven thinblade    1d8+1  18-20/x2          piercing
  sap                                     1d6       20/x2 subdual bludgeoning
  masterwork hand crossbow                  1d4  19-20/x2  30 ft.  piercing
  shortbow                                  1d6        x3  60 ft.  piercing

Saving Throws:
  Fort:  +8 = +1 rogue + +3 swashbuckler + +2 Con + +2 resist
  Ref:  +11 = +4 rogue + +1 swashbuckler + +4 Dex + +2 resist + +1 competence
  Will:  +4 = +1 rogue + +1 swashbuckler + +0 Wis + +2 resist

Racial Modifiers:
  +4 skill points at level 1, +1 skill point at each additional level
  additional feat at level 1
  highest class favored

Class Abilities:
  Rogue (4):
    Sneak attack damage +2d6
    Trapfinding
    Evasion
    Trap sense (+1)
    Uncanny dodge
  Swashbuckler (3):
    Weapon Finesse bonus feat
    Grace +1 (+1 competence bonus to Reflex saves)
    Insightful Strike (add Int modifier to melee damage with finesse weapons,
      so long as the enemy is not immune to critical hits, and swashbuckler
      is wearing light or no armor and is no more than lightly encumbered.)

Feats:
  Human: Combat Expertise
  Lvl 1: Improved Disarm
  Lvl 3: Investigate {ECS 55}
  Lvl 6: Exotic Weapon Proficiency (Thinblade, Elven)  {CW 158}

[color=green]Skills: (84 rogue, 24 swashbuckler)
 Skill             modifier =   abil rog swb
!Balance                 14 = +3 Dex   3   6* +2 Tumble
!Climb                   10 = +1 Str   3   6*
 Diplomacy                7 = +0 Cha   7    *
 Disable Device          15 = +3 Int  10      (+2 mwk thieves’ tools)
 Gather Information       2 = +0 Cha          +2 Knowledge (local)
!Hide                    10 = +3 Dex   7
!Jump                    12 = +1 Str   3   6* +2 Tumble
 Knowledge (local)       10 = +3 Int   7
 Listen                   7 = +0 Wis   7
!Move Silently           10 = +3 Dex   7
 Open Lock               15 = +3 Dex  10      (+2 mwk thieves’ tools)
 Search                  13 = +3 Int  10      (Investigate: +4 Inq kit)
 Spot                     7 = +0 Wis   7
!Tumble                  14 = +3 Dex   3   6* +2 Jump
                                      84  24

Skill ranks at levels:
  Rogue 1: (48, max 4)
    balance 3 (3)
    climb 3 (3)
    diplomacy 4 (4)
    disable device 4 (4)
    hide 4 (4)
    jump 3 (3)
    knowledge (local) 4 (4)
    listen 4 (4)
    move silently 4 (4)
    open lock 4 (4)
    search 4 (4)
    spot 4 (4)
    tumble 3 (3)
  Swashbuckler 1: (8, max 5)
    balance 2 (5)
    climb 2 (5)
    jump 2 (5)
    tumble 2 (5)
  Rogue 2: (12, max 6)
    diplomacy 1 (5)
    disable device 2 (6)
    hide 1 (5)
    knowledge (local) 1 (5)
    listen 1 (5)
    move silently 1 (5)
    open lock 2 (6)
    search 2 (6)
    spot 1 (5)
  Swashbuckler 2: (8, max 7)
    balance 2 (7)
    climb 2 (7)
    jump 2 (7)
    tumble 2 (7)
  Rogue 3: (12, max 8)
    diplomacy 1 (6)
    disable device 2 (8)
    hide 1 (6)
    knowledge (local) 1 (6)
    listen 1 (6)
    move silently 1 (6)
    open lock 2 (8)
    search 2 (8)
    spot 1 (6)
  Swashbuckler 3: (8, max 9)
    balance 2 (9)
    climb 2 (9)
    jump 2 (9)
    tumble 2 (9)
  Rogue 4: (12, max 10)
    diplomacy 1 (7)
    disable device 2 (10)
    hide 1 (7)
    knowledge (local) 1 (7)
    listen 1 (7)
    move silently 1 (7)
    open lock 2 (10)
    search 2 (10)
    spot 1 (7)[/color]

Equipment: (19000gp, cap 5000gp)
 Price Weight Item
  2100  10.0  +1 mithral shirt (+5 armor, max dex +6, armor check 0)
   165   5.0  masterwork buckler (+1 shield, armor check 0)
  3400   3.0  +1 flametouched iron elven thinblade (1d8 18-20, +1 damage)
              {flametouched iron, ECS 127; thinblade, elven, CW 158}
     1   2.0    sap
  2000     —  ring of protection +1
  4000     —  gloves of dexterity +2
  4000     —  cloak of resistance +2
     5     —  identity papers, with portrait {ECS 122}
[color=green]    30     —  courtier’s outfit
    50   0.5  50gp of assorted jewelry (worn)

  2000   5.0  Heward's Handy Haversack
   300   4.0      inquisitive’s kit {ECS 122}
   100   1.0      masterwork thieves’ tools
    10   0.5      small steel mirror
    50   0.5      50gp of assorted jewelry (stowed)
   300     —      3x silvery pearl
     —   5.0      traveler’s outfit
    55   5.5      55gp

(Note: Of the mwk hand crossbow and the shortbow, at least one is stowed in
       the haversack at a time.)

   400   2.0  masterwork hand crossbow
     2   2.0    hand crossbow bolts  x20

    30   2.0  shortbow
     2   6.0    arrows  x40

 19000  30.0 (with shortbow and one quiver of arrows out, other sets
              of equipment are lighter.)
[/color]

  Carrying capacity: 43lb./86lb./130lb.
[/sblock]
 
Last edited:

wabinder

First Post
Brother Dain

I'll edit this to add combat strategy, action point strategy, etc. sometime a bit later on. I hadn't really started thinking about those types of things yet...

Name: Brother Dain
Race: Human
Gender: Male
Class: Monk
Alignment: Lawful Neutral

Level: 7
Experience: 21,500

Size: Medium
Height: 5' 8"
Weight: 180 lbs.
Age: 30
Eyes: green
Hair: brown

Strength: 15 (+2)
Dexterity: 16 (+3) (Gloves of Dexterity +2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3) (+1 at 4th level)
Charisma: 10 (+0)

HP: 52
AC: 18 (10 + 3 DEX + 3 WIS + 1 AC Bonus + 1 Ring of Protection)
Initiative: +3 (DEX)
Speed: 50' (30' Human Base Move + 20' Speed Bonus)

Fortitude: +8 (5 Base + 2 CON + 1 Cloak of Resistance)

Reflex: +9 (5 Base + 3 DEX + 1 Cloak of Resistance)
Evasion (0 Dmg Instead of 1/2 Dmg on Save)

Will: +9 (5 Base + 3 WIS + 1 Cloak of Resistance)
Still Mind (+11 Against Enchantment)

Melee Attack: +7 (5 Base + 2 STR)
Ranged Attack: +8 (5 Base + 3 DEX)
Flurry of Blows: +6/+6 (5 Base - 1 Penalty + 2 STR)

Skills (Rank + Attribute Mod + Additional Mod = Total Mod) (* = Class Skill):
Balance (4 + 3 DEX + 0 = +7) *
Climb (4 + 2 STR + 0 = +6) *
Concentration (0 + 2 CON + 0 = +2) *
Diplomacy (0 + 0 CHR + 0 = +0) *
Escape Artist (2 + 3 DEX + 0 = +5) *
Gather Information (2 + 0 CHR + 0 = +2)
Heal (2 + 3 WIS + 2 Self-Sufficient = +7)
Hide (0 + 3 DEX + 0 = +3) *
Jump (1 + 2 STR + 2 Acrobatic = +5) *
Knowledge Arcana (2 + 0 INT + 0 = +2) *
Knowledge History (4 + 0 INT + 0 = +4)
Knowledge Religeon (6 + 0 INT + 0 = +6) *
Listen (0 + 3 WIS + 0 = +3) *
Move Silently (0 + 3 DEX + 0 = +3) *
Sense Motive (2 + 3 WIS + 0 = +5) *
Spot (3 + 3 WIS + 0 = +6) *
Survival (2 + 3 WIS + 2 Self-Sufficient = +7)
Swim (0 + 2 STR + 0 = +2) *
Tumble (6 + 3 DEX + 2 Acrobatic = +11) *

Languages:
Common

Feats:
Acrobatic (Human Bonus Feat)
Endurance (Character Feat - 1st Level)
Improved Grapple (Monk Bonus Feat - 1st Level)
Deflect Arrows (Monk Bonus Feat - 2nd Level)
Self-Sufficient (Character Feat - 3rd Level)
Diehard (Character Feat - 6th Level)
Improved Disarm (Monk Bonus Feat - 6th Level)

Human Abilities:
Extra Feat at 1st Level
Four Extra Skill Points at 1st Level
One Extra Skill Point per Level (after 1st Level)
Favored Class: Any

Monk Class Features:
Weapon Proficiency:
club, crossbow (light or heavy), dagger, handaxe, javelin,
kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling

Armor Proficiency:
None (Lose AC Bonus, Fast Movement, and Flurry of Blows
when wearing armor, carrying shield, or carrying medium or
heavy load)

AC Bonus:
Add WIS Bonus to AC
Add +1 to AC at Level 5 (+1 for every 5 levels thereafter)
AC Bonus is +1 at Level 7

Flurry of Blows

Unarmed Strike:
Improved Unarmed Strike Feat as bonus at 1st Level
Deal More Damage When Unarmed (1d8 at Level 7)

Bonus Feats:
Improved Grapple or Stunning Fist at Level 1
Combat Reflexes or Deflect Arrows at Level 2
Improved Disarm or Improved Trip at Level 6

Evasion:
Reflex Save for no damage instead of half damage

Fast Movement:
+20 ft. at Level 7

Still Mind:
+2 Save Bonus against enchantments

Ki Strike:
Unarmed Strikes treated as magic weapons

Slow Fall:
Take damage as if fall were shorter than it really is
30' shorter at Level 7

Purity of Body:
Immune to all diseases except supernatural and magical diseases

Wholeness of Body:
Heal number of hit points equal to 2 x monk level each day
Spread healing out among several uses
Heal 14 hit points per day at Level 7

Equipment:
Armor: None

Shield: None

Weapons:
Dagger (2) (1d4; Crit 19-20/x2; 1 lb; Range 10 ft)
Quarterstaff +1 of Ki Focus (1d6/1d6; Crit x2; 4 lb)
Nunchaku (1d6; Crit x2; 2 lb)
Shuriken (5) (1d2; Crit x2; 1/2 lb; Range 10 ft)

Miscellaneous:
Heward's Handy Haversack (5 lb)
Bedroll (5 lb)
Scroll Case (2) (1/2 lb)
Fishing Net (5 lb)
Flint/Steel
Ink (1oz vial)
Inkpen
Common Lamp (1 lb)
Small Mirror (1/2 lb)
Clay Mug (1 lb)
Oil (1pt flask) (1 lb)
Paper (5)
Parchment (10)
Belt Pouch (1/2 lb)
Trail Rations (2) (1 lb)
Hemp Rope (10 lb)
Soap (1 lb)
Waterskin (4 lb)
Healer's Kit (1 lb)
Monk's Outfit (2 lb)
Peasant's Outfit (2 lb)
Cloak of Resistance +1 (1 lb)
Gloves of Dexterity +2
Ring of Protection +1
Ring of Feather Falling
Potion of Owl's Wisdom
Potion of Bull's Strength
Potion of Cat's Grace

Money:
500 gp (~10 lb)
Dain tithes ~10-15% of his gold to the Church of the Silver Flame.
Dain donates ~10-15% of his gold to his home monastery.

Encumbrance:
Light Load
(Most of Dain's belongings are contained inside of his Heward's Handy Haversack)

Description/Background:

Dain was born into a good, loving family. He had an older sister (Polla), and his parents were fairly successful lesser merchants. They were not rich by any means, but neither were they poor. The lived in a small town on the Thrane side of the much-contested Thrane-Karrnath border. It may not have been the safest place to live during the Last War, but life and business were good for the most part.

All of that changed during one particularly bad border contest where the town was overrun. The tides of battle turned too quickly, and the town could not be evacuated before enemy forces penetrated. Dain's parents hid him with his older sister in their home. When the front door was broken down, the parents fought to defend their home and to allow the children time to escape. Somehow Polla did manage to escape with Dain, but not before seeing their parents cut down where they stood.

Polla ran and ran and ran, all the while carrying the infant Dain in her arms. Against all odds, she managed to get ahead of the invading army and back onto well defended Thrane soil. When she could run no farther, she collapsed. As fortune had it, she collapsed within sight of a monastery. The monks found the two children and brought them inside. They did all they could for Polla, but the exhaustion and fear had taken too much out of her. She died shortly after relaying her story. Her last request was that the monks take care of her younger brother.

The monks did take Dain in and raise him. He spent the rest of his childhood and young adulthood studying with the monks at the monastery - a monastery associated with the Church of the Silver Flame. In time, his memories of his former life began to fade. The monks at the monastery were his family now. Like the other young monks his age, Dain spent his time alternating between meditating, studying, and bettering himself physically. He excelled, and he never missed a chance to compete against his fellow students.

When Dain turned 21 years old, he was made a full Brother. He was given free reign as to what he wanted to study and how he wanted to grow. Dain had spent a good deal of time studying both Religeon and History. Partially to honor his family and what had happened to them, he decided to spend what became some of the last years of the Last War documenting the Thrane-Karrnath border disputes and battles for the Official Histories. This meant travelling around a lot and spending a lot of time in and near some very fierce battles.

Dain attempted to be as objective as possible in his research, which meant travelling on both sides of the border and speaking with as many people as possible. On the Thrane side of the border, he spoke with peasants, nobles, and soldiers. When on the Karrnath side, he masked his identity and loyalties and pretended to be a peasant to fit in. Unfortunately, this severely limited who he was able to speak with, since peasants did not mingle with nobility and stayed as far away from soldiers as possible as a general rule.

Over the years of his research, Dain also received quite a bit of combat training. At times when the tides of battle turned too quickly, he was occasionally caught unwares. More than one time, he had to teach a small group of soldiers that an unarmed monk was still a very deadly and dangerous foe. Other times, Dain saw groups of innocents about to be overrun. Without thought, he would run to their defence and help to get them to safety. He did this even on the Karrnath side of the border. Despite his loyalties to Thrane and the Church of the Silver Flame, Dain still had no desire to see anyone innocent and unarmed cut down like his parents had been.

There were times that Dain felt the call of patriotism and duty, and he dropped his research for a time to help the Thrane army. Several times, he was made aware of monasteries and churches near the border that were under attack for their strategic positions. Each time, he set his research aside for a time and journeyed immediately to come to the aid of the soldiers, monks, and church officials defending these structures. Dain could pretend to be objective when it came to his research, but he could not tolerate a direct attack to sacred structures of his homeland and faith without joining in the fight.

Once the war finally ended, Dain returned to his home monastery, located near a remote border village. He has spent the past couple of years officially documenting his stories and research relating to the Thrane-Karrnath border disputes of the Last War for the Official Histories. He has attempted to remain as objective as possible. But since his Order is tied to the Church of the Silver Flame, Thrane is his homeland, the War claimed the lives of his family, and he actually fought for the side of Thrane in several large battles, his version of the histories are at least a little jaded in favor of Thrane. When not writing for the histories, Dain has been spending his time in rest, contemplation, and further studying in an attempt to attain true perfection of mind and body.

Notes on Money/Equipment:

Dain feels a very strong obligation to the monastery that took him in and raised him after his family was killed by The Last War. They fed him, clothed him, sheltered him, and educated him throughout his entire childhood and young adulthood. Even now, he still calls the monastery home, and they continue to feed, clothe, and shelter him when he is in residence. Also through his monastery, Dain feels a strong obligation to the Church of the Silver Flame. As a result, he tithes approximately 10-15% of his earnings from any adventuring to the monastery, and a further 10-15% of his earnings to the Church of the Silver Flame.

Despite his heavy tithing, Dain has still managed to aquire some belongings that he has grown attached to and put to great use during his adventuring. Many of these items he aquired as a direct result of his work near the Thrane/Karrnath border towards the end of the Last War. Some items were either purchased or commissioned. Other items were the gift of people grateful for Dain's aid and protection. Even in those cases, Dain always paid full market value for the items, in order to give families dessimated by the war something to start rebuilding with.
 
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