The Drow War - Character Thread


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Kyalia

Kyalia
Female Elf, 2nd-Level Cleric of Ehlonna (XP 1,025)
Medium Humanoid (Elf)

Hit Dice: 2d8-2 (12 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +3 armor, +1 shield, +1 deflection), touch 13, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: +1 Longsword +4 melee (1d8+3/19-20) or Shortbow +3 ranged (1d6/x3)
Full Attack: +1 Longsword +4 melee (1d8+3/19-20) or Shortbow +3 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Turn Undead
Special Qualities: Elf Traits, Aura of Good, Domain Powers, Starborn (The Unicorn), Sense Host, Signature Item, Starsoul
Saves: Fort +2, Ref +2, Will +6(+2 vs enchantments)
Abilities: Str 15, Dex 15, Con 9, Int 10, Wis 17, Cha 8
Skills: Diplomacy +0(1), Heal +5(2), Knowledge (nature) +3(3), Knowledge (religion) +3(3), Listen +5, Spellcraft +1(1), Spot +5
Feats: Spell Focus (Conjuration)
Alignment: Neutral Good

Kyalia stands 5 feet 6 inches tall and weighs 98 pounds. She is 107 years old. Her long, black hair is worn in a single braid, a few strands of hair framing the fine-featured face with emerald eyes. Her willowy figure is dressed in comfortable brown leathers with a grey-green cloak worn around the shoulders. On her back, along with the backpack, she wears a sheath holding her longsword and a quiver with arrows along with the bow, a buckler is strapped to the left arm and strapped to her right thigh she wears a smaller sheath containing a silvered dagger. Around her neck she wears the Holy Symbol of Ehlonna on a strong leather cord.

Kyalia speaks Common and Elven.

Spells: As 2nd-level cleric
Cleric Domains: Animal, Plant
Spells per Day (4/3+1; save DC 13 + spell level):
0 - Create Water, Detect Magic (2), Light;
1st - Divine Favor, Protection from Evil (2), Entangle (D).

Starborn (The Unicorn): The unicorn’s star-tipped horn, reminiscent of the icicles of winter, breaks the horizon as the snowdrops break the cold earth. It is as cold, bright and pure as the ice but brings the promise of renewed life.

People born under the unicorn are enthusiastic, keen and direct. They can become obsessive; when they want something, they stop at nothing to get it. They detest circumlocution and petty debate when there is action to be taken.

Unicorn Abilities (Su): +2 luck bonus to AC for one round or +10 feet to movement for 1d4 rounds. Each sign has two benefits that a Starborn born under the sign can draw upon. One (and only one) of these benefits can be invoked once per game session (day?) as a free action. As the benefit is a manifestation of fate, it takes the form of a luck bonus to the stated check or ability. A result of ‘automatic success’ gives the minimum result necessary to indicate success, no more, and the ability can only be used when the skill check DC is 20 or less. These benefits cannot be used when the character is within 150 feet of a member of the Host or a fragment of the Abyssal Altar, as the energies of the Dark prevent the auspicious currents of the stars from reaching their avatars.

Sense Host (Su): Starborn automatically sense any character with the Host template that comes within 300 feet. They do not know distance or direction, but the sensation of evil increases as they come closer. If they can visually see the Host character, then they are immediately aware of the nature of the character as a member of the Host.

Signature Item (Ex): Every Starborn is associated with a particular signature item. When within five miles of an unclaimed signature item, the Starborn experiences a faint and strange sensation of longing. There is, however, no indication of why they are feeling this sensation or what it means. If within 10 feet of an unclaimed signature weapon then the Starborn experiences a stronger sensation that something that is rightfully their property is close to hand, though they gain no specific details as to the distance or direction.

Starsoul (Ex): The Starborn can be returned to life, unlike normal mortals.

Equipment: +1 Longsword ‘Starkweather John's Blade’, Longsword, Silvered Dagger, Shortbow, 40 Cold-Iron Arrows, Studded Leather Armor, Buckler, Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Silk Rope (50 ft.), Sack, Soap, Waterskin, Spell Component Pouch, Wooden Holy Symbol of Ehlonna (2), Sunrod (4), Silver Ring of Protection +1 ‘Moonshield’; 2 gp, 5 sp, 6 cp.

Background: Kyalia has been born in late winter in a small elven community in the heart of the Deepwood with a birthsign displaying the star-tipped horn of a unicorn on her left shoulder. The elven villagers lived very close to nature; farmers, herbalists, woodsmen and also a few druids and rangers were among them. Kyalia also trained to become a ranger eventually, learning about the fauna and flora and training with the sword and bow. But there was always something missing in her heart. One day, the young elf found a wounded squirrel near a shrine of Ehlonna, the goddess of the woodlands, daughter of Brith, and one of the deities revered by the elves of Deepwood. She nursed the weakened animal back to full health and released it into freedom afterwards. The next night, Kyalia had a vision during her Reverie; she saw a beautiful unicorn on a clearing in the wood. Obsessed by the thought to find this clearing and with it the meaning of her birthsign, Kyalia set forth and wandered the Deepwood for several weeks. Eventually, she found it, and on the clearing she discovered a necklace made of grass and vines with a beautifully carved wooden likeness of the unicorn as a pendant. As she picked it up and walked back to the shrine, it became clear to her, that there was a different path set before her. And so she became a devout follower of Ehlonna.
 
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Name: Laurel
Race: Elf
Gender: Female
Class: Ranger level 2
Sign: Unicorn
Align: Neutral Good

Feats: Point Blank Shot, Rapid Shot, Track
Str 10
Dex 19
Con 6
Int 13
Wis 15
Chr 11
HP: 10
AC: 16, 12 flat-footed, 14 touch
level: 2
fort: +1, Reflex: +7, Will: +2
Favored Enemy: Humanoid (Elf including Drow) +2
Skills
Move Silently: +9
Hide: +9
Spot: +9
Listen: +9
Search: +6
Survival: +7
Handle Animal: +1
Ride: +5
Knowledge Geography: +3
Knowledge Nature: +3
Knowledge Dungeoneering: +3
Swim: +0
Bluff +0
Sense Motive: +2
Vs. Elves: +2 to Bluff, Listen, Spot, Sense Motive, & Survival
Languages: Common, Elven, Sylvan

Longbow To Hit: +6 or +4/+4 Damage 1-8
+1 to hit and damage within 30'
+2 to damage to Elves (including Drow)

Description: Long Blonde hair in a ponytail, tan skin appearently covered with black tattoos (actually ink that washes off), green eyes, 5'0", 100 lbs., 130 years old.

Background: ?

Equipment: Longbow, 40 arrows, Long Sword, Dagger, Leather Armor, ink, waterskin, 37 gp. Wearing explorer's outfit.
 
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Enthalus Moonwillow, male elven bard 2

Sign of the delver, interested in lore, exploring, and finding and figuring things out. An adventurous, inquisitive soul.

Str 8
Dex 17
Con 11
Int 10
Wis 11
Cha 17
alignment CG

hp 10
AC 17 (+3 armor, +1 shield, +3 dex)
Init +7
BAB +1
Grapple +1
melee +0 long sword d8-1 19-20
ranged +4 short bow d6x3 60' increment

F +0, R +6, W+3

Feats
Improved Initiative

Skills
Bluff +8 (5 ranks, +3 charisma)
Diplomacy +12 (5 ranks, +3 charisma +4 synergy)
Perform +8 (5 ranks, +3 dex)
Sense Motive +5 (5 ranks)
Tumble +6 (4 ranks, +3 dex, -1 armor check)
Knowledge history +5 (5 ranks)
speak language (1 rank)

Languages: elven, common, goblin

Spells

per day 0/3, 1/1

known
0/5 light, detect magic, mage hand, prestigitation, read magic
1/2 comprehend languages, cure light wounds

Descriptions
0[SBLOCK]
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
————————— Aura Power —————————
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.
[/SBLOCK]

1 [SBLOCK]
Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.

Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/SBLOCK]

5% arcane spell failure from light wooden shield.

Equip
Studded leather 25 gp
Light wooden shield
shortbow and 20 arrows 31gp
short sword 10gp
Longsword
backpack 2 gp
bedroll 1sp
rope silk 10 gp
10 days rations 5 gp
16 gp 9 sp

Elf Traits
[SBLOCK]
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.[/SBLOCK]

Bard Powers
Bardic knowledge +4
Bardic music 2/day
[SBLOCK]Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.[/SBLOCK]
 
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Dolan Finar
Elf
Rogue 1
Alignment CG
Sign: Firedrake

str 10
dex 19
con 6
int 15
wis 11
cha 13

Fort -2
Reflex 6
Will 0
BAB 0
HP 4
AC 16 (10+4+2 armor)

Feat: Nimble Fingers

Skills Ranks Mod Synergy Total

Balance 4 4 0 8
Disble Device 4 2 4 10
Hide 4 4 0 8
Listen 4 0 2 6
Move Silently 4 4 0 8
Open Lock 4 4 4 12
Search 4 2 2 8
Sense Motive 4 0 0 4
Sleight of Hand 4 4 0 8
Spot 3 0 2 5
Tumble 1 4 0 5


Possessions:
Peasant outfit; Backpack; Thieves’ Tools, Masterwork; silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom. 9 gp, 2 sp.

Leather Armor, Sap, dagger.

Languages: Common, Elven, Draconic
Class: Sneak attack +1d6, trapfinding

Starborn Abilities
Sense Host (Su): Starborn automatically sense any character with the Host template that comes within 300 feet. They do not know distance or direction, but the sensation of evil increases as they come closer. If they can visually see the Host character, then they are immediately aware of the nature of the character as a member of the Host.

Signature Item: Every Starborn is associated with a particular signature item. When within five miles of an unclaimed signature item, the Starborn experiences a faint and strange sensation of longing. There is, however, no indication of why they are feeling this sensation or what it means. If within 10 feet of an unclaimed signature weapon then the Starborn experiences a stronger sensation that something that is rightfully their property is close to hand, though they gain no specific details as to the distance or direction.

Starsoul: The Starborn can be returned to life, unlike normal mortals.

The Benefits Of The Signs
Each sign has two benefits that a Starborn born under the sign can draw upon. One (and only one) of the benefits of a given sign can be invoked once per game session. As the benefit is a manifestation of fate, it takes the form of a luck bonus to the stated check.

These benefits cannot be used when the character is within 150 feet of a member of the Host or a fragment of the Abyssal Altar, as the energies of the Dark prevent the auspicious currents of the stars from reaching their avatars.

Firedrake Abilities: +2 luck bonus to AC for one round or +1 luck bonus to AC for three rounds.

++++++++++++++++++++++++++++++++++++++++++++++
A very young elf barely 100 years old, with the mark of a dragon like being on his left calf, emerged. This mark however, was not his "sign". On his right hand the the mark of the Firedrake. This elf was very quick and seemed to be super nimble. Yet he looked as fragile as a tooth pick. His great grandfather had a power that could burst from his hands and he to felt that power yet nothing happened. His tribe was one who lived in the forest, unknown and isolated. The weather was not kind to there forest and food became scarce. He was malnourished and not very healthy. However, feeling wanderlust and a chance to escape his poverty, he left for the nearest city.

Appearance: Dressed in beggar’ rags and he was small. If you looked into the eyes, you saw they where bright and clear and cold. He seemed all limbs. His hair had turned white and you can see how scrawny he was. Little muscle covered his limbs; he looks like he is all skin and bones.
 
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Saxon Nusmaar 2nd-level Druid (Melmoth)
Medium Humanoid (Human) TN
Hit Dice: 2d8-2 (12/12 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 armour, +2 shield), touch 12, flat-footed 14
Base Attack/Grapple:+0/+0
Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)
Full Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: spellcasting
Special Qualities: human traits, wild empathy +2, nature sense, mark of the spinner, woodland stride
Saves: Fort +2, Ref +0, Will +6
Abilities: Str 10, Dex 11, Con 8, Int 15, Wis 17, Cha 13
Skills: Concentration (Con) +4/5, Diplomacy (Cha) +4/3, Handle Animal (Cha) +4/3, Heal (Wis) +8/5, Knowledge (nature) (Int) +9/5, Listen (Wis) +5/2, Spellcraft (Int) +7/5, Spot (Wis) +5/2, Survival (Wis) +10/5
Feats: Combat Casting, Eschew Materials
XP: 1025/3000
Weight: 160lb(char) + 48.5lb(gear) = 208.5lb(total)
Height: 5'10'
Languages: Common, Druidic, Elven, Sylvan

Spells/day:
0th: 4
1st: 2 + 1

Spells Memorised:
DC:13, 0th- Read Magic, Detect Magic, Flare, Cure Min. Wounds
DC:14, 1st- Entangle, Cure Lgt. Wounds x2

Equipment:
scimitar
leather armour
heavy wooden shield
sling
10 bullets
backpack
waterskin
bedroll
sack
flint & steel
holly & mistletoe
torches (3)
10 gold
6 silver
7 copper

Companion:
Mzarem (wolf/riding dog) Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:+1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+4 racial bonus when using scent)
Feats: Alertness, Track
Tricks: attack (2), come, defend, down, heel, track

Description:

[sblock]Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. He has a persistant dry cough, which was a result of his lifestyle before he became an adventurer. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. Saxon's backpack has his shield strapped to it in addition to many little trinket -like objects he has collected while travelling. His scimitar is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.

[img=http://img221.echo.cx/img221/201/saxonnusmaar5vx.th.jpg][/sblock]

History:

[sblock]Saxon was born in a cold climate to a teenage couple who had fled their home town on discovery of the pregnancy. The cold and weakness after childbirth claimed his mother, leaving his father to raise him. Once Saxon was old enough to take care of himself his father set out to adventure and make a fortune for them both to live happily ever after on, but was never seen again.

They had lived a short distance from a frontier town, so supplies were available when he could be bothered to find something worth trading. Apart from that, during his solitude he did not have frequent interaction with other people, so he grew closer to the land itself. In one particular instance he had earned the trust of a female wolf, and when she was carrying pups he helped her raise them. The runt of the litter, an albino by chance, was Mzarem. Saxon decided to raise him because if not he would have been claimed by the harsh elements. Little did Saxon know that Mzarem would grow into the mightiest of his litter, but lacked most of the skills he would have learned having been raised by a human. The pair were closely bonded, somehow brothers despite the gap of species, perhaps Mzarem would have been Saxon's brother had his mother lived longer.

Time passed and the two became somewhat of a story told to travellers and peddlers, the boy and his huge white wolf who mastered the frigid surrounds. But it was not quite as the story was told. Humans were never designed to survive long in such a harsh environs, and as the young boy seemed to gain wisdom in his solitude the climate wore at his health in a strange kind of exchange. It would have eventually killed him had his grandfather not found him, and took him to live in the actual frontier town. His health stabilised, but never truly recovered, leaving him with a persistant dry cough that some people found a little creepy. This didn't help when it came to building relations with non-animals.

His grandfather though, a paladin who had sought out his missing son after retirement, was able to befriend him. The two never really saw eye to eye, as Saxon seemed somewhat cold and uncaring toward human matters, but they were close nonetheless. It wasn't until a few months after they had been living together that Saxon's grandfather noticed Saxon's birthmark. About the size of a clenched fist on his upper right chest, and so accurate it could have been mistaken for a tattoo, was the sign of the spinner. The discovery daunted the old man at first, but he thought he should do something about it, and urged Saxon to join the local druids' grove he had heard rumour of.

Though hesitant at first, he came to feel at home amoung the druids, but as soon as he had actually become proficient old age took his grandfather. Having lost the last relative he knew of, he realised there was nothing tying him to that place, and with Mzarem in tow he started travelling simply to see where the road would take him. Undoubtedly, it would take him directly to where he was supposed to go.[/sblock]
 
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Name: Faelar the Seer (Faelar Amalith)
Race: Elf
Class: Diviner
Alignment: Neutral Good
Star Sign: Spectre

Strength: 8
Dexterity: 12
Constitution: 11
Intelligence: 17
Wisdom: 15
Charisma: 11

Hit Points: 4
Armor Class: 11
Initiative: +1

Fortitude: +0
Reflex: +1
Will: +4

Feats: Scribe Scroll, Spell Mastery (Charm Person, Silent Image, Disguise Self)
Skills: Spellcraft +7, Concentration +4, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Religion) +7
Gear: Spell Component Pouch, Spellbook, Scholar's Robes,
Spellbook: All 0th level spells, Silent Image, Disguise Self, Comprehend Languages, Sleep, Charm Person, Alarm.
Typical Spells Prepared: Message, Light, Ghost Sound, Comprehend Languages, Sleep, Charm Person.

Description: Faelar is an elf of a little over a hundred years, yet even the oldest elves of his hometown called him the "old man." He looks like a young elf of average build and appearance, with dark brown hair worn long, but his eyes and his expression tell a tale of a being much more aware and ancient. His eyes are always watching- peering about, never missing detail, cataloguing everything he sees to be processed into his assessment of the situation at hand. His childhood friends quickly found that even in his earliest years, nothing escaped Faelar's sight, and his teachers found that he displayed both a great talent for Divination magic as well as a tendency to *know* things, for even the most obscure lore to come to his mind unbidden, especially at times that he needs to know a particular something. These two things made him a natural Wizard from his first days, and he threw himself into his studies with abandon and singlemindedness not usually known among the elves. The community noticed that he *lacked* something of the elven nature, the love of song and dance, the zest for life, and frequenly held himself above and apart from his fellow students, but nobody dared to confront him about his strangeness, as his Wizardly power was quickly becoming an indisposable asset to the community. Eventually, he lost contact with his own generation completely, and met and spoke only to the community elders and his Wizardly superiors, who could not help but utilize his power in the defense of the community. This continued for many years, but one day, he approached his former master (by this time, all but Faelar viewed teacher and student as equals) and thanked him for teaching him, and apologized for his impending departure. When asked about the reason, he said only that had a dream telling him he was needed elsewhere, and that he was unable to find a way,at the moment, to put the community at ease about his strange outlook and mannerism. The Wizard repectfully allowed Faelar to leave, extracting from him first a promise to return when he was more able to help the community. Faelar agreed, and the next day, set out on his quest...

The birthmark for his star-sign appears on his palm. It has been said that the mark is there to symbolize that Faelar cannot take action (alter an event "by his hand") without being haunted by the ghost of past motivations and the spectre of future consequences. Indeed, his great awareness and wisdom are as much a curse as they are a blessing, for sometimes he sees too many sides of a situation and finds himself unable to act.
 




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