For the Greater Good Characters

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Dorcha Vasson
Male Human Fighter 6/Devoted Defender 3

Alignment: Lawful Neutral
Height: 5' 8''
Weight: 180lbs
Hair: Gray
Eyes: Gray
Age: 25

Str: 18 (+4) [6 points, +4 magical]
Dex: 15 (+2) [8 points]
Con: 10 (+0) [2 points]
Int: 16 (+3) [10 points]
Wis: 14 (+2) [4 points, +2 levels]
Cha: 10 (+0) [2 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, Harm's Way, Defensive Strike, Deflect Attack +1.

Hit Dice: 6d10 + 3d12
HP: 75
AC: 20 (+2 Dex, +5 Armor, +3 Shield, +2 to AC only when defending another)
Init: +6 [+4 Improved Initiative, +2 Dex)
Speed: 30ft (20ft in armor)
Armor Check Penalty: -3

Saves:
Fortitude +10 [+8 base, +0 Con, +2 from cloak]
Reflex +9 [+5 base, +2 Dex, +2 from cloak]
Will +7 [+3 base, +2 Wis, +2 from cloak]

BAB: +9/+4
Melee Atk: +16/+11 (1d8+8, x3, +2 warhammer)
Ranged Atk: +9/+3 (1d8+4, x3, 110ft. range, mighty composite longbow)

Skills:
Climb +7 [3 ranks, +4 Str]
Handle Animal +10 [8 ranks, +2 Cha]
Heal +3 [1 rank, +2 Wis]
Intimidate +4 [4 ranks]
Knowledge (religion) +7 [4 ranks, +3 Int]
Listen +7 [3 ranks, +2 Wis, +2 Alertness]
Profession (fisherman) +5 [3 ranks, +2 Wis]
Search +10 [7 ranks, +3 Int]
Sense Motive +9 [7 ranks, +2 Wis]
Spot +12 [7 ranks, +3 Int, +2 Alertness]
Swim +12 [8 ranks, +4 Str]

Feats:
Alertness (human)
Weapon Focus: warhammer (1st level)
Dodge (1st level fighter)
Weapon Focus: composite longbow (2nd level fighter)
Mobility (3rd level)
Spring Attack (4th level fighter)
Power Attack (6th level fighter)
Quick Draw (6th level)
Weapon Specialization: warhammer (9th level)

Languages
Common, Chondathan, Elven, Dwarven, Giant.

Equipment:
Belt of Giant Strength (+4) [16,000gp], +2 breastplate [4,350gp], +2 warhammer [8,312gp0, +2 cloak of resistance [4,000gp], +1 mithral large sheild [2,020gp], MW mighty composite longbow (+4) (30 arrows), potion of neutralize poison [750gp], 2 potions of cure light wounds [100gp], backpack, bedroll, 50ft. hemp rope, light war horse, bit and bridle, saddle, belt pouch, flint and steel, 3 sunrods, two flasks of alchemist's fire, iron holy symbol of Kelemvor, fishing net.

Appearance:
Dorcha is an evenly proportioned man that appears, at first glance, to be rather old. His hair is iron-gray and matches his eyes. His face is deeply lined, and it seems his face is set into an expression of sterness. He wears a simple, though well-crafted breastplate, a belt with iron studs, and a fine, silver-gray cloak. He carries a well-made mithral sheild that is emblazoned with Kelemvor's holy symbol, and a very sturdy-looking warhammer. His unstrong longbow is attached to his backpack.

Personality:
Dorcha is a somewhat deceptive man, though he himself rarely lies. He appears older than his years due to his prematurely gray hair and his deeply-lined face. Though he weilds a warhammer as his weapon of choice, typically a slow and ponderous weapon, he darts around the battlefield with the reflexes of a shark.

He has a deeply-ingrained sense of duty both to the dead and the living. He feels the dead should rest in peace, and the living should remain unharmed until their time comes. He also has a powerful love for the sea, and like the wizard he guards, can't bear to be away from it for long.

He tries to scare people off rather than confront them or fight them, and is a good judge of character. It's not advisable to try to pull something over on him, as he doesn't appreciate pranks. He's about a stone's throw away from being a stick-in-the-mud, and though he won't stop Halark from having some fun, he'll probably just try to blend into the background and sigh heavily.

Background:
Dorcha was a poor fisherman's son living in Waterdeep. He was always a very strong lad, but he was but one of five sons, and the youngest to boot. His father fostered him out to a childless uncle to earn his keep. However, his uncle didn't fish for fish, but rather fished for bodies. He was part of an auxiliary layman's order in the church of Kelemvor that was responsible for retreiving the bodies of drowning victims from the harbor of Waterdeep for proper burial. It was a surprisingly tough profession, as unscrupulous people would try to steal the bodies away for either their possessions or for some illegal activities. Dorcha learned early how to be swift and to present a strong enough face to drive off those jackels that fed (figuratively) upon the dead.

The church noticed his concern for the dead, as well as his strength and his clever hands. Though he did not have a vocation, he still had a strong sense of responsibility. The church took him in and trained him as a guard for the graveyards, in order to protect it from the bolder thieves and vandels that would try to exhume the dead or deface their monuments. However, his intelligence and utmost attention to duty convinced the head of the church guard to bring him in to guard the living rather than the dead.

He was tutored in the dogma of Kelemvor as well as in special defensive techniques to protect high-ranking officials of the church. His somewhat deceiving appearance and quick feet made him an ideal guard. While learning about the church structure, Dorcha came into contact with Halark Greywave, an intensely religious half sea elf wizard in the service of the Lord of the Dead. Dorcha was very impressed with Halark's command of such powerful magic in the service of his chosen god, as well as feeling a kind of kinship for another who understood the lure of the ocean. He attached himself to Halark, and has been his bodyguard now for nearly a full year.
 
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Halivar

First Post
Sebastion Andovar
Male Human Paladin 12 (BoHM variant)
Deity: Hoar
Alignment: Chaotic Good
Height: 6' 2"
Weight: 200lbs
Hair: Blonde, short
Eyes: Blue
Age: 30

Str: 22 (+6) [10 points, +4 Magic, +2 levels]
Dex: 12 (+1) [4 points]
Con: 16 (+3) [6 points, +2 Magic]
Int: 10 (+0) [2 points]
Wis: 15 (+2) [6 points, +1 level]
Cha: 12 (+1) [4 points]

Class and Racial Abilties:

- 1 feat at first level, 4 skill points at first level and 1 skill point at each additional level
- Detect Evil at will
- Divinge Grace
- Divine Health
- Remove Disease 4/week
- Shared Grace
- Smite Evil 2/day
- Special Mount
- Special Weapon
- Stand Against the Tide
- Regenerate 1 hp/hour (pearly white ioun stone)
- No need for food or water; need only 2 hours sleep/day (ring of sustenance)
- Bless 1/day (blessed necklace of prayer beads)

Hit Dice: 12d10 + 36
HP: 93/128 (10 + [11d10 max * 75% = 82] + 36)
AC: 24 [+1 Dex, +8 Armor, +6 Magic], additional +4 vs. multiple opponents
Init: +1 [+1 Dex]
Speed: 30ft (20ft in armor)
ACP: -6

Saves:
Fortitude . +11 [+8 base, +3 Con, +2 Magic]
Reflex ..... +7 [+4 base, +1 Dex, +2 Magic]
Will ...... +10 [+4 base, +2 Wis, +2 Iron Will, +2 Magic]

BAB: +12/+7/+2
Melee Atk: +20/+15/+10 (2d6+10, 17-20x2, +1 blessed greatsword)
Melee Atk: +19/+14/+9 (1d8+6, 19-20x2, masterwork longsword)
Greater Magic Weapon:
Melee Atk: +22/+17/+12 (2d6+12, 17-20x2, +3 blessed greatsword)
Melee Atk: +22/+17/+12 (1d8+9, 19-20x2, +3 longsword)


Skills: [3*4 + 3*11 = 45]
Diplomacy .... +18 [15 ranks, +1 Cha, +2 Synergy] . (15sp.)
Handle Animal . +6 [5 ranks, +1 Cha] .............. ( 5sp.)
Intimidate .... +4 [2.5 ranks, +2 Cha] ............ ( 5sp.)
Ride ......... +11 [8 ranks, +1 Dex, +2 Synergy] .. ( 8sp.)
Sense Motive .. +8 [6 ranks, +2 Wis] .............. (12sp.)

Feats:
Swear an Oath (freebie) [BoHM]
Weapon Focus (Greatsword) (human)
Mounted Combat (1st level)
Oath of Combat (3rd level) [BoHM]
-- Sebastian has already sworn an oath to find and destroy all surviving remnants of the Order of the Olive and its corrupted patron deity.
Power Attack (6th level)
Iron Will (9th level)
Improved Critical (Greatsword) (12th level)

Languages
Common.

Equipment
+1 Blessed Greatsword ...... [Special Weapon] Foesmiter
-- Though the churches of Hieroneous and Pelor may consider Sebastian lost to his vengeance, the Priestess Lissandra nevertheless could not refrain from helping Sebastian. Thus Sebastian was sent Foesmiter as a gift. This bright, silvery blade is etched all along its fuller in celestial script bearing prayers of intercession for the fight against evil.
Ioun Stone (Pearly White) ........ [20,000gp] Small Favor
-- Received as a gift from a blind sage, this small, seemingly insignificant stone didn't seem like much at the time. It was given with the advice, "Every little thing plays a part in the destiny of the world." This small rock has greatly helped Sebastian's fight against the corrupted brothers.

Belt of Giant Strength (+4) ...... [16,000gp] Belt of the Cloudwalker
-- The creator of this belt fashioned himself a (cloud) giant among men. Unfortunately for him, he was also wearing an olive branch signet when Sebastian found him.
Ring of Protection (+3) .......... [16,000gp] Shield of Jade
-- Taken from one of the higher-ranking former brothers after he lost his corrupted life, this ring still bears the olive branch symbol of Sebastian's old order, carved in dark green jade on a bronze band.

+2 Fullplate of Calling [DotF] ... [10,650gp] Harbinger of Wrath
-- Sebastian had this black platemail commissioned by dwarven smiths, who embued it with divine purpose.
Bag of Holding (Type II) .......... [5,000gp] Gulp
-- Bought from a gnome trader, this blue leather bag is sewn with a picture of an open clam shell. He told Sebastian it was once used to carry song pearls.

Amulet of Health (+2) ............. [4,000gp] Hopestone
-- Sebastian was given this mithril medallion with a large inset rose diamond by his wife, Miranda. He will not part with it for any reason.
Cloak of Resistance (+2) .......... [4,000gp] Shadowhood
-- This cloak, with its large, concealing hood was created for an assassin of Hoar, who recently dispatched to help Sebastian track down an especially elusive former brother. During the adventure, the assassin was saved from certain death by a selfless act from Sebastian. The assassin thereafter decided to retire to a farm, leaving Sebastian his favorite cloak as a token of gratitude.
Ring of Sustenance ................ [2,500gp] Bounty's Boon
-- Found around the finger of a long-dead man Sebastian discovered after back-tracking the trail of a band of slain lucrotta, this iron band, set with silver into symbols for food and drink, has allowed him to forgo the tedious business of eating while on his quest.

Necklace of Prayer Beads (Blessed) .. [500gp] Light's Blessing
-- Carved from goldenwood, this necklace of prayer beads was given to Sebastian by a grateful druid of Obad-Hai after he helped her rid her grove of a vicious band of imps.

Masterwork Longsword ................ [315gp]
3 potions of cure light wounds ...... [150gp]
Parchment (50 sheets) ............... [100sp]
Military Saddle ...................... [60gp]
Rations (7 days) ..................... [35sp] .. 7lb.
Rope, silk (50 ft.) .................. [10gp] .. 5lb.
Ink (1 oz. vial) ...................... [8gp]
Lantern, Hooded ....................... [7gp] .. 2lb.
Backpack .............................. [2gp] .. 2lb.
Bedroll ............................... [1sp] .. 5lb.
Inkpen ................................ [1sp]
78,848.70gp Total


Money
385pp
41gp
13sp

Spells Prepared
1st-Level (1/day + 1 bonus)
- Illuminated Weapon [BoHM]
- Divine Favor
2nd-Level (1/day + 1 bonus)
- Resist Elements
- Heartglow [BoHM]
3rd-Level (1/day)
- Greater Magic Weapon

Here's a good contrast to the goody-goody shiney-guy paladin we'll have with us:

Code of Conduct
- If at all possible, never let a friend die for you.
- If at all possible, never let a friend die before you.
- Never, ever turn away from a wrong that needs righted.
- When righting a wrong, use any and all means necessary.
- Let no law of the land constrain your conscience.
- Seek neither fame, nor fortune, nor personal comfort.
- When fame and fortune come, they are for divine purpose.
- Never boast, pontificate or rage before the contemptable. Righteous wrath is as silent as death.
- The welfare of the many may outweigh the lives of the few, but the lives of the innocent outweigh all.

Appearance
When he knows he's going into combat, Sebastian wears his pitch-black called fullplate, Harbinger of Wrath, which completely conceals his identity.

When not in combat, Sebastian is smartly-dressed an all black uniform. He wears black jackboots and black leather gloves, and his undershirt is black silk. His jacket goes goes to his thighs and has largle lapels and a stiff collar. In his left breast pocket he wears a black rose. When not preparing for combat, he wears a longsword at his hip instead of Foesmiter, which he keeps with Aerofax.

Sebastian himself has short blond hair, piercing blue eyes, and would be considered quite attractive if it weren't for his perpetually dour look.

Background
Sebastian Andovar began as a member of a holy order devoted to a minor LG demi-goddess of peace and tranquility. Andovar, as a member of the small but influential Order of the Olive, dedicated himself to thwarting violence and aggression through diplomacy and mediation. Even though he was trained and ready for war, Sebastian understood growing up under the Order's influence that violence, even for the best reasons of defense, was to be avoided. Military training in his life centered on protecting innocents and doing no harm; presenting a show of force without using it.

Sebastian married and bore children before he was twenty. The life of a husband and father suited him well, since the adventures of Brothers of the Order of the Olive had little to do with adventuring and danger.

Six years ago, Sebastian's world was taken from him. In a strange twisting of events in the Celestial realms, the patron demi-goddess of the Order of the Olive, Druvei, fell from grace, fleeing to the lower planes with a host of loyal celestials. Changing her name to Muarnain, she also took with her the loyalties of the Order of the Olive. Overnight, the Order was corrupted by the demi-goddess' evil influence. Somehow, Sebastian was spared. Seeking to recover the lost souls of his brethren, he urgently persuaded them to return to good. Instead, the Order presented him an ultimatum: join the fallen brothers, or lose everything. Sebastian persisted in his quest to recover his brothers. In retaliation, the Order brutally murdered Sebastian's wife and children.

That moment marked Sebastian's turning from his former LG code. He swore an oath of vengeance upon the Order and its patron demi-goddess. One by one, he hunted the members of the Order, and hunts them still. He has searched far and wide, and will continue to do so until he has exterminated all remnants of the corrupted Order.

Sebastian's involvement with Orshallan:
In a time long past, when Sebastian was still full of youth and optimism, he was asked by the church of Hieroneous to join their ranks as a paladin commander. Orshallan, however, was not so sure Sebastian's idealism was at all suited for a church requiring martial discipline and iron determination. It came as no surprise to Orshallan when Sebastian shunned the militarism of Hieroneous for the pacifist Order of the Olive and its patroness, the minor nature goddess Druvei (patronness of panthers and other large cats).

Later, as Sebastian became a famed mediator, he was called upon to arbitrate a dispute between noble houses in which Orshallan's interests were pitted against Lissandra's. The result of the dispute was not in Orshallan's favor, and so his opinion of Sebastian is not very high. He dismissed Sebastian as a wet-behind-the-ears idealist with no grounding in the reality of a fallen world that needs fixing.

Today, however, he knows of Sebastian's recent "change of heart." Though he would appreciate Sebastian's new-found willingness to take the battle to the enemy, he would most certainly disagree with his undisciplined and reckless methods. Still, Sebastian displays a convincing strength of character, and his dedication cannot be denied...

Personality
Once, Sebastian was the very personification of optimism and never-say-die spirit. He was the ultimate pacifist; there was no war that could not be averted; no wrong that could not be forgiven. Since the murder of his family, Sebastian has become a very different animal altogether. He is often cynical, but never to the point of demoralizing those around him. In battle, which he engages is without hesitation, he changes from a stoic pessimist to a killing machine fueled by grief and rage. Nothing can come between Sebastian and what he feels is his divine calling to exact vengeance upon those who have betrayed him; not even self-preservation (he is, however, very protective and will not allow group-mates to die before he does).

Sebastian is devotedly good. He helps any and all who are in need. However, given the choice between slaying an evil demon and saving a young child, he would probably choose the former, having reasoned in his head that the child is better off not living in a universe where such evil exists. His desire to thwart the plans of evil trump any other cause or former code of conduct he may have had.

That is not to say Sebastian is psychopathic. Sebastian will not kill creatures simply for being evil, but for doing evil deeds. If he witnesses an evil act or hears of it, however, he must be restrained from acting out on his vengeful nature.

Sebastian considers himself the champion of lost causes. Evil will prevail in the world, he thinks, and it is the duty of every good mortal to die fighting it. A spiteful death spitting in the face of implacable evil is the best and most glorious gesture one can aspire to. For this reason, he is often given to theatrical heroics.

Sebastian is moody and prefers black for mourning. His cloak of resistance has a large black hood which he prefers to keep up. His armor is lacquered black, and he often wears black roses in his coat pocket if he has access to buying them. In contrast, his sword is bright, silvery, and decorated with divine runes and celestial script. He calls it Foesmiter.

Sebastian, though he no longer feels bound to honor or any other idealistic nonsense, has still pledged himself to the LN deity Hoar. Sebastian feels he understands Hoar and his desire for revenge. Normally dark and dower, Sebastian nonetheless appreciates Hoar's bitter humor. Most of all, however, Sebastian sees himself as the champion of vengeance. No wronged person goes without recompense, so long as Sebastian is around. His mount, Aerofax, optimistically believes one day he will outgrow his devotion to Hoar and once again follow a good deity as he did before.

EDIT: I sort of make him look more chaotic than he really is. His +18 in diplomacy checks denotes the fact that he always tries the peaceful way first. Each time he meets a former Brother, he gives them the same deal: repent or die. He never uses force as a first resort. His byline is "My mercy is infinite... my patience is not."

Aerofax[font=Courier New, monospace]
Winged Half-Celestial Dire Mare: CR 6 [MM, MM2]
[/font]
[font=Courier New, monospace]Class: Sebastian's Paladin Mount
Alignment: Chaotic Good
Size: Large

Str: .. 29 (+9) [+4 HC, +3 PM]
Dex: .. 15 (+2) [+2 HC]
Con: .. 26 (+8) [+4 HC]
Int: ... 8 (-1) [PM]
Wis: .. 19 (+4) [+4 HC]
Cha: .. 15 (+2) [+4 HC]

[/font]Hit Dice: 16d8 + 64 [+6 PM, +2 HC]
HP: 143/160
AC: 26 [-1 size, +2 Dex, +15 natural]
Init: +2 [+2 Dex]
Speed: 60ft; fly 120ft (good maneuverability)
ACP: -0


[font=Courier New, monospace]Class and Racial Abilties:
- Scent [DH]
- Lowlight vision [DH, HC]
- Immune to acid, cold, disease and electricity [HC]
- Light at will [HC]
- Protection from Evil 3/day [HC]
- Bless 1/day [HC]
- Aid 1/day [HC]
- Detect Evil 1/day [HC]
- Cure Serious Wounds 1/day [HC]
- Neutralize Poison 1/day [HC]
- Holy Smite 1/day [HC]
- Remove Disease 1/day [HC]
- Dispel Evil 1/day [HC]
- Holy Word 1/day [HC]
- Holy Aura 3/day [HC]
- Hallow 1/day [HC][/font]

[font=Courier New, monospace]- Improved Evasion [PM]
- Share Spells (Sebastion) [PM]
- Empathic Link (Sebastian) [PM]
- Share Saving Throws (Sebastion) [PM][/font]

[font=Courier New, monospace]- Command creatures of its kind [PM]

[/font]Saves:
Fortitude . +17 [+12 base, +2 HC, +3 PM]; additional +4 vs. poison [HC]
Reflex .... +10 [+7 base, +1 HC, +2 PM]
Will ...... +12 [+8 base, +2 HC, +2 PM]

Melee Atk: +19/+19 (1d6+9, x2, Hoof); +14 (1d4+4, x2, Bite)

Skills: [(8*3)*8 + (8-2)*4 +(8-1)*2 = 40+24+14 = 78sp.]
Listen ........... +21 [17 ranks, +4 Wis] .......... (17sp.)

Spot ............. +21 [17 ranks, +4 Wis] .......... (17sp.)
Intimidate ....... +10 [8 ranks, +2 Cha] ........... (16sp.)
Intuit Direction . +12 [8 ranks, +4 Wis] ........... (16sp.)
Tumble ............ +8 [6 ranks, +2 Dex] ........... (12sp.)

Languages
None.

Background
Aerofax is Sebastian's only trusted friend on his hunt for the fallen Brothers of the Order of the Olive. Aerofax has no knowledge of her ancestry. Her earliest memory is being trained to take part in the Blood Wars as a great celestial warrior's mount. In her first battle, however, she and her mortally wounded rider were banished to the material plane. Wandering for years in the wild, she searched for a new master who would lead her into battle for good. It was some time befroe she finally happened upon Sebastian Andovar. Sebastian had been without a proper paladin's mount for several years. It was not long before Sebastian adopted Aerofax as his mount.

Aerofax is a large white mare with white feathery wings. As a dire animal, she is covered with thick, chitinous plates. These are silvery metallic in appearance, making Aerofax appear as if she were wearing plate barding.

Personality
Aerofax is the exact opposite of Sebastian in every way but alignment. Where Sebastian is dark and brooding, Aerofax is cheery and mirthful. While Sebastian has given up all hope for anything but a hopeless and futile yet glorious death, Aerofax believes that Sebastian can and will succeed in his quest. She takes every opportunity to buoy Sebastian's spirits in simple ways.

Though Aerofax sympathizes with Sebastian's view that pacifism is weakness, she is extremely perturbed by Sebastian's bloodthirstiness, especially with respect to his fallen Brethren. When Sebastian acts from vengeance, Aerofax becomes physically upset, to the point of bucking and whinnying to make her displeasure known. In combat, however, Aerofax is an unrelenting combatant and ally of Sebastian, and reserves her (albeit immense) compassion for when the fight is over.
 
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Absolute Zero

First Post

Name: Dalabrac D'Morlhan
Half-Celestial-Human[Outsider] Male Fighter Level 8
Diety: Kord
Alignment: Chaotic Good
Height: 7'2"
Weight: 268 lbs
Hair: Blonde
Eyes: Steel Blue
Age: 27

Str: 24 (+7) [6 points, +4 racial, +2 levels, +4 magical]
Dex: 18 (+3) [6 points, +2 racial, +2 Magical]
Con: 18 (+4) [6 points, +4 racial]
Int: 16 (+3) [6 points, +2 racial]
Wis: 14 (+2) [2 points, +4 racial]
Cha: 18 (+4) [6 points, +4 racial]

Class and Racial Abilties:
-1 feat at first level, 4 skill points at first level and 1 skill point at each additional level
-bonus feats [Fighter],
-+4 Str, +2 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha,
-+1 Natural Armor
-Fly 60ft good[Wings]
-+4d8 HD
-Special Attacks
-Protection from Evil 3/day
-Bless 1/day
-Aid 1/day
-Detect Evil 1/day
-Cure Serious Wounds 1/day
-Neutralize Poison 1/day
-Holy Smite 1/day
-Remove Disease 1/day

Hit Dice: 8d10 + 4d8
HP: 123
AC: 21 [+4 Dex, +5 Armor, +1 Natural, +1 Enchantment]
Init: +4 [+4 Dex]
Speed: 30ft, 60 ft fly[good]
Armor Check Penalty: 0

Saves:
Fortitude +15 [+6 base, +4 Con; additional +4 vs Poison(H-C), +5 Magical]
Reflex +11 [+2 base, +4 Dex, +5 Magical]
Will +9 [+2 base, +2 Wis, +5 Magical]

BAB: +8/+3
Melee Atk: +18/+13/+18 [2d6+10, 17-20/x4, +1 Keen Mercurial Greatsword]
Ranged Atk: +12/+7 [1d8+4, x3, 110ft. range, mighty composite longbow]

Skills: 68
-Climb +12 [5 Ranks, +7 Str]
-Diplomacy +9 [5 Ranks, +4 Cha]
-Hide +9 [5 Ranks, +4 Dex]
-Intimidate +9 [5 Ranks, +4 Cha]
-Jump +12 [5 Ranks, +7 Str]
-Listen +10 [8 Ranks, +2 Wis]
-Move Silently +9 [5 Ranks, +4 Dex]
-Search +9 [6 Ranks, +3 Int]
-Sense Motive +8 [6 Ranks, +2 Wis]
-Spot +9 [7 Ranks, +2 Wis]
-Swim +12 [5 Ranks, +7 Str]
-Tumble +9 [5 Ranks, +4 Dex]

Feats:
-Swear an Oath[Free]
-Oath of Combat[Human]
-Exotic Proficiency -- Mercurial Greatsword[1st Level]
-Expertise[1st Bonus Feat (1st Level Fighter)]
-Dodge[2nd Bonus Feat (2nd Level Fighter)]
-Mobility[3rd Level]
-Spring Attack[3rd Bonus Feat (4th Level Fighter)]
-Whirlwind[4th Bonus Feat (6th Level Fighter)]
-Improved Critical -- Full Blade (Huge)[6th Level]
-Flyby Attack[5th Bonus Feat (8th Level Fighter)]

Languages: Commom, Celestial, Draconic, Infernal, Abyssal

Money: 5437.98 gp

Equipment:
-Collar of Giant Strength - Inhuman Brawn - [+4][16000gp]
-Helm of Comprehending Languages and Reading Magic - Cypher Mind - [90%, 80%][2600gp]
-+1 Keen Mercurial Greatsword - Dalabrac's Eternal Force - [8900gp][23lbs]
-+1 Mithral Fortification[75%] Breastplate[20350gp][25lbs]
-Mighty[+4] Composite Longbow[500gp 3lbs]
-Arrows*40[2gp 6 lbs]
-Ring of Sustenance - Lively Complacency - [2500gp]
-Gloves of Dexterity - Black Jackal's Swiftness - [+2 Dex][4000gp]
-Backpack[2gp 2lbs]
--Bedroll[2gp 5lbs]
--Parchment*10 Sheets[1gp]
--Ink*2 viles[16gp]
--Ink Pen[1sp]
--Tent[10gp 20lbs]
--Tindertwings*12[12gp]
--Trail Rations*4 days[2gp 4lbs]
--Mug[4gp 1lbs]
-Cloak of resistance +5[25,000gp] - Tymora's Luck - Taken from the body of a fallen bandit king after Dalabrac stopped his murderous predations, this cloak seems to be woven of both darkness and silver, with a silver cloak clasp in the shape of an open palmed hand.
-Dagger of defiance[12,302]. - Fear No Mind - This dagger was given to Dalabrac after helping defend a group of clerics of Kelemvor that were being attacked by a young but vicious green dragon. The dagger's hilt is plated with silver, and the carved jet in the pommel shows a blindfolded dragon.
-Sacred scabbard[6,400gp] - Touch of the Invincible - Comissioned by Dalabrac from the church of Heironeous so that he would be better equipped to fight evil, this scabbard is trimmed in gold with a theme of wings.
-Potion of cure moderate wounds[300gp] - Bought from the same temple of Heironeous that made his scabbard, Dalabrac has been saving this potent healing potion for a rainy day. It is a golden potion the consistency of honey, in a crystal vial marked with a lightning bolt.

Appearance:
Dalabrac's an immensly large man with broad with long flowing golden blonde hair. D'Morlhan's eyes are steel blue in color, they seem to pierce through the conscience of those who they lay gaze upon and are framed by dark eyelashes and thick eyebrows. Dalabrac's demeanor is hansome and fairly strongly and sharply featured. His is face more often than not smiling brightly, but when he's not smiling as such he bares a blank expressionless and calm look, this goes for almost all other emtions D'Morlhan commonly has. Dalabrac's body is large and solid, his muscular build is heavy compact and well defined. He wears a brilliant mithral set of breastplate that shimmers silver and white, his magical helm is like a normal helm but a silvery-blue in color and covered in letters, symbols and words derived from numerous languages.

Personality:
Most people consider him to be the strong silent type, although, if others are to start a conversation on a topic he can relate to, he can be quite talkative. He is almost always reliable for putting in a good word of advice or adding an intelligable comment.

Dalabrac usually spends his spare time training his athletic abilities or practicing his sword techniques. In the sense of attitude, he tends to steer away from things he’s not good at whether they are games or just things he seems to lack knowledge of. When he finds that he is outdone in some atheletic or strength related event he will take his time to make sure he is not outdone again.

The Half-Celestial also tries to stay active and optimistic but can still admit to most pessimistic things, and he always likes expanding his knowledge of all things. He likes organization, people with a good sense of humor, energetic and active people, people he can relate to, and optimistic people. Tending to dislike unorganized people, arrogant people, ignorant people, stupid people, rude people, pessimistic people, lazy people, and people who lack common sense are just more reasons for Dalabrac feel he needs to help others become stronger or in any other sense better off in their lives. D'Morlhan is not as quick to anger as most and when he is angry he hardly shows it. He is though quicker to retaliate with violence than most of his race and nature, although all his fighting he does is only fought for reason he sees fit for words such as righteous, helpful or good.
 
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Velenne

Explorer
Saint Norin, "Dawnkeeper"
Male Human Saint / Monk 10
Outsider (Native)
Height: 6'1"
Weight: 175lbs
Hair: Copper-Red
Eyes: Blue
Age: 28
Alignment: Lawful Good
Homeland: ?
Patron Diety: Pistis Sophia - contemplative, mystic, and ascetic patron of those who follow similar paths.


Attributes
Str: 12 (+1)
Dex: 15 (+2) [+1@8th]
Con: 16 (+3) [+2 from Saint]
Int: 12 (+1) [+1@4th]
Wis: 20 (+5) [+2 from Ascetic, +2 from Saint]
Cha: 15 (0) [+4 from Saint]


Hit Dice: 10d8+2d8+30
HP: 104 [Max@1st+75%after]
AC: 33 [10 + 7 Exalted + 5 Wis + 2 Dex + 1 Natural + 1 Deflection (+4 vs. Evil w/in 20') + 2 Monk + 5 Insight]
Initiative: +6 [+2 Dex, +4 Feat]
BAB: +7/+2 Grapple: +8
Melee: +8 [+1 Strength]
Ranged: +9 [+2 Dex]
Speed: 60’

Saves
Fort: +11 [+7 base, +3 Con, +1 Res] [+4 vs. Poison]
Ref: +10 [+7 base, +2 Dex, +1 Res]
Will: +13 [+7 base, +5 Wis, +1 Res] [+2 vs. Enchantment]


Attacks-Weapons:
Unarmed Strike +14/+11/+8 melee [1d10+3 damage, 20, x2, 5', B]
---Flurry +12/+12/+9/+6
---Damage vs. Evil 1d10+3+3d6 + Golden Ice (Fort DC 16: 1d6 Dex...2d6 Dex)
---Damage vs. Evil Outsiders 1d10+3+2d6+1d8 + Golden Ice (Fort DC 16: 1d6 Dex...2d6 Dex)


Feats: (Bonus)Swear a Vow, (1)Improved Initiative, (H)Vow of Poverty, (Ascetic 2)Touch of Golden Ice, (3)Feign Weakness, (A4)Intuitive Attack, (6)Expert Tactician, (A6)Sanctify Ki Strike, (A8)Fist of the Heavens, (9)Pain Touch, (A10)Holy Ki Strike[size]

Skills: (Monk - 78)
Balance + [5 ranks, 2 synergy]
Diplomacy +9 [5 ranks, +2 feat]
Concentration +8 [5 ranks]
Swim +8 [7 ranks]
Climb +7 [6 ranks]
Spot +18 [13 ranks]
Listen +18 [13 ranks]
Knowledge(Religion) +13 [12 ranks]
Tumble +14 [12 ranks]


Languages - Common, Celestial

Racial Qualities: Bonus Feat, +4 skill points @ 1st, +1 skill point every level after 1st, Holy Power, Holy Touch, Spell-like Abilities (Guidence, Resistance, Virtue, Bless @Will), Damage Reduction 5/evil, Fast Healing 5, Immune to Cold/Acid/Electricity/Petrification, Keen Vision (Low-light, DV 60'), Protective Aura, Fire Resistance 10, +4 to Fort vs. poison, Tongues

Class Qualities:
Unarmed Strike, Stunning Attack (Fort DC 24), Evasion, Deflect Arrows, Still Mind, Slow Fall (50'), Purity of Body, Improved Trip, Wholeness of Body (20 hp's/day), Leap of the Clouds, Improved Evasion, Ki strike (+1)

Ascetic Qualities:
Bonus Exalted Feat x5, Exalted Strike +2 (good;magic), Damage reduction 5/magic, Exalted AC bonus +7, Natural Armor +1, Deflection +1, Mind Shielding, Resistance +1, Ability Score Enhancement (Wis +2), Sustenance, Endure Elements

Possessions:
Wearing/Carrying
Monk Outfit

In sack
Sack - 2lbs [2gp]
Food - 6lbs
Shroud of St. Felis** - ??

Coin: 0gp

Backstory:
High Lord Gareth Orbin was known to his people as "The Frozen", derisively named so because of his cold heart. Gareth the Frozen embodied the harsh life of the northlanders, like the crown prince of all the cruelties the tundra had to offer. His justed was meated out on a daily basis. His guards were a dirty lot, prone to bribery and corruption. It was even rumored that he dealt in the Black Arts with the church of Hextor.

Lord Gareth's firstborn son was named Norin, a squalling child born on the coldest winter day the inhabitants around Ice Lake could remember in generations. Even the High Lord himself was not present for fear of leaving his blankets and catching a chill. It was thus that a wet nurse was able to smuggle the infant out of the castle where a sled waited on the frozen moat. Courier and child slipped between the gate where the moat emptied into the river and travelled south to warmer climes.

The infant, who barely survived the journey, was hidden away at a monestary on an uncharted island in the Sea of Song. The Temple of Humility, truly little more than a tiny network of sea caves, raised him as one of their own. It was said the child's early trauma had effected his mind for he seemed to hear voices and would publicly speak with seemingly nonexistant friends.

In truth, the Equinal known as Xanthos had heard of young Norin's existance and been following his progress. The Guardianal would offer the child advice, counseling, and guidence in the martial arts. The monks at the temple were baffled by Norin's rapid progress. They taught him of the ascetic ways, of truth and self-perfection. All of this was tempered by Xanthos' wisdom.

Back at Ice Lake, Garth the Frozen had cemented his power by compacting with a coven of erinyes and thus putting a stop to a coup attempt. The situation was getting dire. Other High Lords began to loathe Gareth and indeed had aided the rebellion, but to no avail.

Twenty years after he was brought to the Temple of Humility, Xanthos appeared before Norin and told him of his heritage- his destiny. Armed with nothing but the clothes on his back and his unwavering faith, the young man boarded a small rowboat and made his way north.

Days, weeks, months, and years passed. Norin's reputation grew as he managed to single-handedly create a thorn in his father's side. He was known only as "The Monk" and his kindness and passion inspired others to rise up against the High Lord's oppression. Assassins, hit squads, search parties, spies, even battalions were sent to capture and kill the elusive Monk. But each successful strike took resources away from the High Lord and managed to end up in the hands of commoners. It was enough to drive a man insane with rage.

And so he did. Gareth's rage consumed him. More rebels were cropping up. He implored the Council for aid but none came- he had made too many enemies. At last, with an army of pitchforks, saps, and scythes at his back, Norin calmly walked into his father's castle and challenged him. The battle was short. A single blow, in fact, and High Lord Gareth Orbin was frozen in Golden Ice.

The High Lord's lands and fortunes were Norin's inheritance by rights. Upon recieving them, he subsequently divided it all amongst the people, even forsaking his family name.

For his deeds, the church of Heironeous bestowed the title of Saint upon Norin. Orshallan, The High Righteousness of the Invincible, was on hand to conduct the ceremony. Inwardly, the former noble held his reservations about canonizing a man who had defied the civilized order of things. No doubt his own ties with the church of Siamorphe would be strained. And yet faith had told him that this man stood for everything Heironeous asked of his worshippers, had been visited numerous times by a celestial messenger, and sacrificed a great deal for the sake of others. The Siamorphites would have to understand for surely Heironeous would not if Orshallan failed to carry out this task.

Saint Norin is now known far and wide as the "Dawnkeeper", especially among the clergy of Heironeous, who freely grant him food and refuge in their temples.

Personality: Kind, humble, peaceful, virtuous, and patient, all of these and more describe Norin, a beacon of righteousness. He prefers to walk than ride, eat on the floor than at a table, and listen instead of talk. When he does speak, however, it is often in Peloric parables spoken verbatim from the holy texts.


** - Saint Felis was a young noble of a forgotten bloodline who risked his life and destroyed his reputation to stop the predations of the church of Nerull on the poor over a hundred years ago. He was captured by the High Priest and tortured for his daring to interfere; both politically by trying to outlaw the church, and physically by evacuating whole poor neighborhoods and villages before the Reapers of Nerull could come to take the weak and dying for their vile undead experiments. He was tortured to death and then was to be raised as an undead. However, his sacrifice and noble soul caused his death to instead destroy the vile High Priest. His noble sacrifice was instrumental in causing the church of Nerull to be outlawed. His burial shroud has been known to cure disease and even help those dying from starvation.

Appearance: See below...
 
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Velenne

Explorer
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Jaik

First Post
Name: Darren
Tiefling Male Rogue Level 11
Diety: Lliira
Alignment: Chaotic Good
Height: 5'8"
Weight: 140
Hair: Black
Eyes: Red, with a tendency to change to slit pupils
Age: 27

Str: 12 (+1) [4 points]
Dex: 22 (+6) [6 points, +2 racial, +2 Level, +4 Enhancement]
Con: 14 (+2) [6 points]
Int: 16 (+3) [6 points, +2 racial]
Wis: 12 (+1) [4 points]
Cha: 12 (+1) [6 points]

Class and Racial Abilties:
-Sneak Attack +6d6
-Evasion
-Uncanny Dodge(Dex bonus to AC)
-Uncanny Dodge(Can't be flanked)
-Uncanny Dodge(+1 against traps)
-Special Ability: Improved Evasion
-Cold, Fire, and Electricity Resistance 5
-Darkness once per day as sorcerer of my character level
-+2 racial bonus to Bluff and Hide
-Darkvision up to 60 feet
-Tieflings are native outsiders

Hit Dice: 1d8+2+11d6+22
HP: 76
AC: 23 [10 +6 Dexterity +4 Armor +3 Enhancement]
Init: +8 [+6 Dex, +2 Thug Feat]
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +5 [+3 base, +2 Con]
Reflex +13 [+7 base, +6 Dex]
Will +4 [+3 base, +1 Wis]

BAB: +9/+4
Melee Atk: +10/+5 [+12/+7 1d6+3, 19-20 X2, Sword of Subtle Picking]
Ranged Atk: +15/+10

Skills: 154
-Balance +18 [10 Ranks, +6 Dex, +2 Synergy]
-Bluff +22 [14 Ranks, +1 Cha, +5 Vow of Poverty, +2 Racial]
-Climb +6 [5 Ranks, +1 Str]
-Diplomacy +20 [10 Ranks, +1 Cha, +5 Vow of Poverty, +4 Synergy]
-Escape Artist +11 [5 Ranks, +6 Dex]
-Gather Information +16 [10 Ranks, +1 Cha, +5 Vow of Poverty]
-Hide +22 [14 Ranks, +6 Dex, +2 Racial]
-Intimidate +10 [0 Ranks, +1 Cha, +5 Vow of Poverty, +2 Synergy, +2 Thug]
-Jump +11 [8 Ranks, +1 Str, +2 Synergy]
-Listen +15 [14 Ranks, +1 Wis]
-Move Silently +20 [14 Ranks, +6 Dex]
-Open Locks +17 [1 Ranks, +6 Dex, +10 Sword]
-Search +8 [5 Ranks, +3 Int]
-Sense Motive +16 [10 Ranks, +1 Wis, +5 Vow of Poverty]
-Spot +15 [14 Ranks, +1 Wis]
-Swim +6 [5 Ranks, +1 Str]
-Tumble +18 [10 Ranks, +6 Dex, +2 Synergy]
-Use Rope +11 [5 Ranks, +6 Dex]

Feats:
-Devout Faith [Free]
-Thug
-Expertise
-Improved Feint
-Vow of Poverty

Languages: Common, Abyssal, Draconic, Planespeak

Money: 500 GP

Equipment:
-Sword of Subtlety and Picking "Shadow's Bite" 15,310
-Mithral Shirt +3 "Lover's Boon" 10,100
-Gloves of Dexterity +4 "Lefty & Righty" Darn those gnomes 16,000
-Winged Mask "Owl's Flight"
-Potion of Truth
-4 Potions of Cure Light Wounds
-Traveller's Outfit
-Backpack
-50' Silk Rope
-Bedroll
-Winter Blanket
-Flint & Steel
-Hatchet
-2 Daggers (One in boot, one on belt)
-Whetstone
-Thieve's Tools
-Belt Pouch
-Grappling Hook
-Sling
-20 Sling Bullets

Appearance:
Darren is a fortunate Tiefling in that his distinguishing trait is subtle, if particularly unsettling when noticed. His irises are red rather than the normal blue or brown, ranging from a dark crimson to a bright, almost glowing fire red, depending on his mood. His pupils can change from normal round pupils to vertical slits like a cat's, either with som conscious effort, or when his anger flares. Otherwise, Darren appears as a normal dusky-skinned, dark-haired rogue. He's whip thin and carries himself with grace and assurance. His features are slightly pointier than normal, giving some the idea that he's half-elven, an idea that he does little to discourage.

Background:
Born to poor folk of questionable religious faith, Darren was orphaned early in life and forced to make his own way in a world where it seemed that everyone he met hated him. Hating back came easy for him and once he figured out how much harder he could hit the big man when the big man is looking the other way, well, a whole new career path opened up before him. By his late teen sor early twenties, Darren was an accomplished assassin and enforcer for hire. He was on top of the world, with respect, wealth, wine, and women. And then he met Selanorra. She was a priestess of Sune and he was a gifted liar and they hit it off wonderfully. All went according to plan until the absolutely impossible happened. Darren fell in love, and then he started caring about things, things like what Selanorra would think if she knew what he really did for a living. Suddenly, his life didn't look so rosy. It actually looked pretty bleak and hollow. One night, Darren was in a bar, staking out a potential target and ruminating over what direction to take his life, when a young human sat down at his table and ordered a drink from a passing barmaid. Darren was stunned; everyone knew better than to do that in the area, especially with someone like Darren at the table. "Do I look like I want company?" Darren snarled at the man.
"Yes, you do, actually. You're thinking so hard I expect to see smoke coming out of your ears any second. Now, tell me the problem and I bet it will work itself out for you."
Darren thought for a minute, then shrugged and told the story. After all, he could always just make sure the man never told his story. Except that as he tlaked, he realized that he really didn't want to kill for what seemed such a small reason. He realized now why people clung so tightly to their lives, no matter how miserable they seemed. He cared. And he didn't much like himself. He blurted out "...and I hate who I am now," and stopped as the truth of it hit him. The stranger nodded as if he had been expecting that, then said, "Well, maybe you should be somebody else, then," and got up to leave.
"Who ARE you?" asked Darren.
"Orshallan. We will meet again."
Darren left a note for Selanorra, telling her that he had to leave, but that he hoped to return one day, the day he could be worthy of her. He still carries a small symbol of Sune even though he has chosen to serve Lliira, mistress of joy, in penance for the misery he has helped to spread. For months now, he has used his years of experience to lighten the pockets of the worst sort of creatures, beasts who prey on their own. He has seen much change for the better in his small section of the world and is starting to look out, realizing there is so much more for him to do...
 
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Lyssia Darkwing
Sanctified Frey’ri Ranger 4/Fighter 4 (-3/2: 1/2 ranger/fighter)
Diety: Sune
Alignment: Chaotic Good
Height: 5’10”
Weight: 125
Hair: Blonde
Eyes: Golden Cat’s Eyes
Age: 121

Str: 13 (+1) [5 points]
Dex: 17/19 (+3/4) [6 points, +2 racial, +1 level/+2 Enhancement]
Con: 14 (+2) [8 points, -2 racial, +1 level]
Int: 16 (+3) [6 points, +2 racial]
Wis: 13 (+1) [5 points]
Cha: 10 (+0) [2 points]

Hit Dice: 4d8+8d10+20 HP: 100/41
AC: [10 +3 Dexterity +5 Armor +2 Enhancement]
Init: +7/8 [+3/4 Dex, +4 Feat]
Speed: 30ft, Flight: 40ft [Poor]
Armor Check Penalty: -2

Saves:
Fortitude +10 [+8 base, +2 Con]
Reflex +8/9 [+5 base, +3/4 Dex]
Will +3 [+2 base, +1 Wis]

BAB: +8/3
Melee Atk: +9/4 [Long sword +2, +11/6, Damage: 1d8+3, Crit.19-20/x2]
Ranged Atk: +10/+5 (+11/6)
Smiter w/in 30 feet: +14/9 (+15/10), Damage: 1d8+3, Crit.20/x3
Smiter Rapid Fire w/in 30 feet: +12/12/9 (+13/13/10)
Smiter at 30+ ft: +11/6 (+12/7), Damage: 1d8+1, Crit: 20/x3, Range:275*
Smiter Rapid Fire at 30+ ft: +9/9/5 (+10/10/6)
*220 ft w/ Distance Enhancement +55ft for Farshot
Light Ray at 30 ft: +11/6 (+12/7): 6d6 Range: 60ft Ranged Touch
Light Ray: +10/5 (+11/6): 6d6 Range: 60ft Ranged Touch

* Class and Racial Abilities:
Ranger: Spells, Favored Enemy (Human, +1 Diplomacy, Listen, Sense Motive, Spot, Wilderness Lore; +1 to Weapon Damage)

Fey’ri Traits: Wings: 40 Flight, Poor
Darkvision: 60 feet
Low-Light Vision: can see twice as far as humans in poor visibility
Immunity to Sleep spells and effects
+2 racial bonuses on Will Saves vs Enchantment spells/effects
+2 racial bonus to bluff, hide, listen, search and spot checks
Elven Blood
Outsider: Native Outsider
Demonic Abilities (all Supernatural and spell like abilities lost when gaining Santified Template)

Sanctified Abilities:
Light Ray (Su): 1d6/2 HD of creature (6d6) versus Evil, Ranged Touch, Range: 60 ft
Aura of Menace (Su): Will Save (DC 10+ ½ HD+ Chr) or take –2 peanlty vs attacks, Saves, for 1 day or till successful hit on target.
Magical Circle vs. Evil (Su): Caster Level: 8th
Tongues: 8th Level Caster


Skills: 58
Animal Empathy: +2 [0]
Bluff: 0 [+2, Racial]
Climb: +4 [+1 Str]
Concentration: +2 [+2 Con]
Craft (Bowmaking): +8 [3 Int]
Heal: +2 [+1 Wis]
Hide: +6 [+3/4 Dex, +2 Racial, +10 Cloak]
Jump +3 [+1 Str]
Knowledge (Nature): +2 [+1 Int]
Listen: +4 [+1 Wis, +2 Racial]
Move Silently: +6 [+3/4 Dex, +10 Boots]
Search: +4 [+3 Int, +2 Racial]
Spot: +4 [+1 Wis, +2 Racial]
Swim: +3 [+1 Str]
Wilderness Lore +5 [+1 Wis, +10 Track (goggles)]

Spells: 1st:0/1
Her typical choices for her spells are: Eyes of the Avoral, Pass without
Trace or Speak with Animals

Feats:
-Swear an Oath [Free]
-Track [Ranger Bonus]
-Weapon Focus [Long Composite Bow, 1st Level]
-Point Blank Shot [Fighter Bonus]
-Far Shot [Fighter Bonus]
- Improved Initiative [3rd Level]
- Precise Shot [Fighter Bonus]
- Rapid Shot [Fighter Bonus]
-Devout Faith [6th Level]

* Languages:
Common, Elvish, Infernal, Celestial

Money: 235 GP

*Equipment:
- Armor:
(Shimmering Mail) Elven Chain Mail +2
(Armor: +7/Max Dex: +4/Skill Pen –2/Arcane Fail: 20%) (8,150)
Magic Weapons:
(Smiter)+1 Mighty Composite Longbow (+1 Str, Distance/Merciful) (18500)
(Falcon’s Wing) Long sword +2 Throwing (18315)
Quiver of Elhona (1800) w/
50 +1 Arrow (2350)
10 Thundering Arrows (20)
5 Alchemist Fire Arrows (375)
3 Arrows of Eyes (3131)
10 Signal Arrows (5)
- Potions: Potion of Barkskin +2 (300)
- Rings: Ring of Sustenance (2200)
Ring of Feather Fall (1000)
- Miscellaneous Magic: Cloak of Elvenkind (2500)
Boots of Elvenkind (2500)
Gloves of Dexterity +2 (4000)
Heward’s Haversack (2000)
Phylactery of Faithfulness (1000)
Ams of Elhona (Bracers of Archery, 5,100)
Earrings of Love’s Sight (Hat of Disguise, 2000)
Goggles of Following (2000)
Draft of the Water Lord (Decanter of Endless Water with
The ability to produce any 300 gp or less potion 3/days)
- Gear: (in the Haversack)
Bedroll (1sp)
Winter blanket (5sp)
Flint and Steel (1)
Grappling Hook (1)
50 ft of silken rope (10)
Tent (10)
Whetstone (4 sp)
3 Waterskins (3)
10 days of Trail Rations (5)
Silver Holy Symbol of Sune (25)
Total: 43,765 gps

Appearance: Slender, with bat wings and pointed ears, she would easily be seen as an elf if it wsn’t for her bronze skin and tail/wings. She typically wears her cloak with the hood up to hide her golden cat’s eyes, bronze skin and does her best to avoid flashing the pointed canine teeth. Despite all this her looks are quite fetching, in an exotic way.

Personality:Typically quiet and reserved, she has a lot of guilt over her past. Instead of hunting down those who did the same deeds she had once done, she typcially gives aid to the temple of Sune where her conversion occured. She discretely stands watch over those who come to the temple, using her skill at hiding (along with the boots/cloak of elvenkin) or the Earrings of Loves Sight to blend in as one of the lay people of the temple. When she sees a need, she might slip out of the temple to aid those who are in need of help to ensure that Love florished. She is usally quiet and reserved in her few public appearences, prrefering to pass in a mundane form unseen. In battle, she prefers to act decisively and from a distance, Smiter striking acurrately and if needed with deadly results from the shadows and trees (as more than one would be slaver, bandit or assasin will attest) or with the power of subdual (as more than one would be spouse or house guard can attest).

Background/History
Lyssia was born into a dark destiny. From birth she was taught harsh cold lessons, life was a commodity and she was to be one who cashed in on it. She was taught that her heritage was to her demonic forebears, not the weak elven blood that flowed within her. From an early age she was taught to use her gifts with the bow to potent use. She was taught to stalk and hunt men. Till the night she was sent to kill a man. A holy man who was better protected than she had been led to believe. His magics struck her down and bound her body and soul in a prison of unbelievable magic. For a year she faced all the evil she had done and was shown all the lies and deceit of her life. Everywhere she looked the truth was shown to her. Something within her changed as the magics of her prison worked on her.

The woman that emerged from the enscrolled diamond wasn’t the one that was bound, she was someone torn by guilt and anguish at her deeds and heritage. The priest, Angelo, took her in and helped her see the love that Sune’s disciples taught of. She slowly came to see that her past deeds were atonable. She raided her former master’s lair, putting an end to the circle of killers that had raised her with the help of others from the Church. Afterwards she has done what she could to help others. Aiding a family in need of food.

Helping a star crossed couple to escape a planned marriage. Turning in a bandit group known to have ties to slavers. Any of a dozen small or not so small deeds of atonement, all the while looking for something much bigger to atone for the blood on her hands.

Wish list:
Ring of Protection/Amulet of Natural Armor.
More to come when I can think of stuff I’ll like

Breakdown: Goggles of Following (Masters of the Wild, +5 to Track rolls)
Alchemist Fire Arrows (Arms and Equipment Guide, 1d4 fire damage next round after It hits a target and requires a reflex save (DC 15) to extinguish the fire)
Arrows of the Eye (Arms and Equipment Guide, +1 arrows that allow you to ‘view’ The surroundings of the arrow for 10 rounds after it hits, as per arcane eye)
Signal Arrows (Arms and Equipment Guide) Makes a bird sound signal.
Thundering Arrows (Arms and Equipment Guide), basically thunderstones on an Arrow shaft (no damage but triggers the thunderstone sonice attack)

Notes on Magic Items:
Earrings of Love's Sight - as hat of disguise . Given to you by the Beloved Mother of Roses, the priestess of the temple of Sune that raised you, these golden earrings are simple posts with red roses carved from garnets.

Arms of Ehlonna - bracers of archery Made from green leather and flexible strips of wood, these bracers were found half-buried in a forest clearing, seemingly having been there for months.

Draught of the Water Lord This is effectively a decanter of endless water with the ability to produce any potion worth 300gp or below 3/day. The potion must be drunk from the flask to have any affect. Given to Lyssia by a grateful priest of Istishia after she smuggled his bride-to-be out to him so they could be married, this silvered water flask has the symbol of Istishia (a cresting wave) on it.
 
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Jarval

Explorer
Nessa Caoilfhionn (pronounced NES-a KEE-lin)
Female Aasimar Arcane Disciple 11

Alignment: Neutral Good
Height: 5' 10''
Weight: 175 lbs
Hair: Red
Eyes: Blue flecked with silver
Age: 27

Str: 10 (+0) [2 points]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [6 points]
Int: 14 (+2) [6 points]
Wis: 24 (+7) [10 points, +2 racial, +2 levels, +4 Periapt of Wisdom]
Cha: 12 (+1) [2 points, +2 racial]

Class and Racial Abilties:
- Darkvision: Aasimars can see in the dark up to 60 feet.
- Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
- Daylight: An aasimar can use daylight once per day as a 1st-level caster or a caster of their class levels, whichever is higher.
- Resistance to acid 5, cold 5, and electricity 5.
- Arcane as Divine: 0: Mage Hand, Prestidigitation; 1: Charm Person, Magic Missile; 2: Alter Self, Tasha's Hideous Laughter; 3: Fireball, Fly; 4: Charm Monster, Improved Invisibility; 5: Teleport.

Hit Dice: 11d6 + 22
HP: 68
AC: 21 [+2 Dex, +6 Mithril shirt +2, +3 Darwood large shield +1]
Init: +6 [+4 Improved Initiative, +2 Dex)
Speed: 30 ft
Armor Check Penalty: 0

Saves:
Fortitude +9 [+7 base, +2 Con]
Reflex +5 [+3 base, +2 Dex]
Will +14 [+7 base, +7 Wis]

BAB: +8/+3
Melee Atk: +10/+5 (1d6+1, x3, Ghostbite (+1 ghost touch sickle))
Ranged Atk: +11 (1d8, 19-20/x2, 80ft. range, Light Crossbow +1)

Skills:
Concentration +16 [14 ranks, +2 Con]
Diplomacy +19 [14 ranks, +1 Cha, +2 Sacred Vow, +2 Nymph's Kiss]
Heal +19 [12 ranks, +7 Wis]
Knowledge (Arcana) +16 [14 ranks, +2 Int]
Knowledge (Religion) +9 [7 ranks, +2 Int]
Knowledge (The planes) +16 [14 ranks, +2 Int]
Listen +9 [0 ranks, +7 Wis, +2 racial]
Spellcraft +16 [14 ranks, +2 Int]
Spot +9 [0 ranks, +7 Wis, +2 racial]

Feats:
Sacred Vow (bonus feat)
Nymph's Kiss (1st level feat)
Purify Spell (bonus metamagic feat)
Spell Focus (Good) (3rd level feat)
Extend Spell (bonus metamagic feat)
Improved Initiative (6th level feat)
Knight of Stars (9th level feat)
Energy Substitution (Sonic) (bonus metamagic feat)

Spells:
Spells per day: 6/7/6/6/4/3/2
DCs: 17/18/19/20/21/22/23
Orisons: Cure Minor Wounds, Detect Magic, Light, Mage Hand, Prestidigitation, Purify Food and Drink.
Level 1: Cure Light Wounds (x2), Magic Missile (x2), Magic Weapon, Protection from Evil, Remove Fear.
Level 2: Alter Self, Cure Moderate Wounds (x2), Elation, Lesser Restoration, Tasha's Hideous Laughter.
Level 3: Cure Serious Wounds (x2), Dispel Magic, Fireball, Fly, Protection from Energy.
Level 4: Cure Critical Wounds, Purified Fireball, Purified Sonicball, Restoration.
Level 5: Dispel Evil, Flame Strike, Teleport.
Level 6: Greater Dispel Magic, Heal.

Languages:
Aquan, Auran, Celestial, Common, Ignan, Sylvan, Terran.

Equipment:
Periapt of Wisdom +4 [16,000gp], Boots of Levitation [7,500 gp], Fireheart [16,000 gp], Bounty of the Arcane [12,000 gp], Venom Ward [4,000 gp], Mithril shirt +2 [5,100gp], Large darwood shield +1 [1,257 gp], Ghostbite [8,306 gp], Light Crossbow +1 [2,335 gp], 20 Crossbow bolts , Heward's Handy Haversack [2,000 gp] (Containing: Everburning Torch [90 gp], 4 flasks of holy water [100 gp], 4 Potions of Cure Light Wounds [200 gp], 2 Potions of Expedious Retreat [50 gp], 2 Potions of Jump [50 gp], Scroll of Dispel Magic [375 gp], 2 Scrolls of Heal [3,300 gp], Scroll of Word of Recall [1,650 gp], 2 vials of Ambrosia [400 gp], Vial of jade water [350 gp], Vial of Storm Tears [750 gp], 2 Wands of Cure Light Wounds (50 charges remaining on each) [1,500 gp], Wand of Cure Moderate Wounds (50 charges remaining) [4,500 gp], bedroll, flint and steel, grappling hook, 5 packets of scentbreaker, 100' silk rope, 5 sunrods, 10 tindertwigs, 7 day's trail rations, 10 torches, waterskin (full).)



Appearance:
Standing close to six feet in height, Nessa's face and slender build would have you belive she is of elven decent, but her flame red hair and silver flecked eyes deny this impression. Carrying herself with poise and grace, she brings with her an air of calm and peacefulness that inclines others to listen to her words.

Personality:
While seeming studious and considered when on temple business, Nessa is it truth rather more playful and impulsive when in the company of those she trusts. A thirst for knowledge drives her, along with a strong desire to see something new every day, something well provided for by her current occupation.

Background:
Nessa comes from a long line of mages and priests, who have devoted themselves to Boccob's service over the generations. Like many of her family, she show signs of her celestial ancestry. Close to five hundred years ago, Kalliope, a Firre Eladrin, fell in love with Adruin Caoilfhionn, a wizard of pure heart. The lovers had three children, Taliesin, Caitlin and Brighid. Caitlin became a bard of great renown, and Brighid rose to become high priestess to Corellon Larethian. Taliesin, Nessa's ancestor, followed the path of his father and became a wizard, devoting his life to the pursuit of knowledge.

Born into Boccob's church, Nessa was tutored in magic as soon as she could read. While showing a fair talent for the arcane arts, her faith lead her to the priesthood. Her education covered magic, linguistics (primarily planar tongues), and once her teachers noted the girl's skill in debates, etiquette and diplomacy.

This combination of skills did not go unnoticed by her superiors, as they made her an ideal candidate to be a mediator in state and trade negotiation between Andeluvay and the Inner Planes. She gladly took this post, both because of the prestige, and it sating her own curiosity about those from other worlds. She proved very able diplomat, and her strong grasp of both arcane and divine magic has been used in repelling less welcome visitors who have tried to force their way into the city via it's many portals.

When not involved with matters planar, Nessa's debating were utilized by the Church of Boccob in the Council of the High King. She was a trusted aide to Boccob's High Priest when he is in attendance at the Council meeting, and has gained much insight into the working of the state as a result. Yet despite this trust, Nessa now works against her own church, openly supporting the proposed ban on necromantic reanimation championed by Orshallan. This act of disobedience has caused many in Boccob's clergy to question both her loyalty, and her fitness to continue to act with any religious authority.

Nessa has seen little of her own world outside of Andeluvay, with most of her time spent on the Planes or at the negotiation table. The furthest she's been from the city is Farlight, both times a part of an expedition from Boccob's temple.



Notes on magic items:

Ghostbite - +1 ghost touch sickle (8,306 gp)

Fireheart - a ring of gold twisted with a red gem, this was given to Nessa by a minor jinn lord of the City of Brass on the elemental plane of fire. ring of minor elemental resistance (fire), (16,000gp)

Bounty of the Arcane - given to Nessa as reward for outstanding service in the name of the Lord of All Magics, this brilliantly purple stone has been quite useful in keeping a few useful spells around. vibrant purple ioun stone, (12,000gp)

Venom Ward - a strange gift given by a priestess of Talona after Nessa's even-handed mediating prevented a false accusation of murder, this is a small purple gem in an elegant cage of gold. periapt of proof against poison, (4,000gp)

Scroll of word of recall - 1,650gp. Given to you by the Spell Lord Tellaqu, he wanted you to have something on you to bring you to safety, should things go wrong during negotiations in the city.

4 flasks of holy water - 100gp. These were blessed by Pelor's priests, and glow with a faint, sunlike radiance.
 

Salthorae

Imperial Mountain Dew Taster
Sylinda Heartmantle

Sylinda, Human Female Ascetic
CG Druide5/Swanmay 7
Hair: blonde
Eyes: Green flecked with gold
Height: 5'3"
Weight: 115
Diety: Ehlonna

S 12 [4 pts]
D 12 [3 pts, +1 lvl]
C 14 [6 pts]
I 16 [6 pts, +2 ascetic]
W 18 [5 pts, +1 lvl, +4 ascetic]
Ch16 [8 pts, +1 lvl]

BAB: +10
melee: +13/+8/+3 (1d6+3 quarterstaff, 1d4+3 dagger)
ranged: +13/+8/+3 (1d4+3 dagger)

Fort: +12 [+9 base, +2 Con, +1 Ascetic resistance]
Ref: +5 [+3 base, +1 Dex, +1 Ascetic]
Will: +11 [+6 Base, +4 Wis, +1 Ascetic]

HP: 98
AC: 22 (+1 dex, [ascetic] +8 armor, +1 natural armor, +2 deflection)
SR: 19
DR: 5/magic, 5/cold iron (Swan form)

Lang: Common, Druiidic, Sylvan, Elven, Celetial

Class Abilities:
Druid: Animal Companion, Woodland Stride, Trackless step, Resist Nature's lure,
Wild Shape 1/day, Wild Empathy

Swanmay: @ will - Speak with Animals, Speak with plants, 2/day - Charm Monster
DC 18, 3/day - Charm person DC:15, Shifting 4/day (swan form only), Favored
Enemy - Undead, Wild Empathy: levels stack, +2, Low-light vision, Spell
Resistence 12 + swanmay level

Ascetic Abilities:
AC bonuses: +8 armor, +1 Natural armor, +2 deflection
Endure Elements: -50 degrees to 140 degree w/o ill effects
Exalted Strike: +2/good
Sustenence: has no need for food or drink
Greater Sustenence: does not need to breathe
Resistance: +1 to all saves
Mind Shielding: Imm. to detect thoughts, discern lies, and alignment detection
DR 5/magic

Skills and Feats
Skills:
Concentration (con) +8, Diplomacy (ch) +7, Handle Animal (ch) +14, Heal (wis)
+14, Hide (dex) +12, Knowledge(Geography) (int) +13, Knowledge(Nature) (int)
+15, Listen (wis) +15(16 vs undead), Ride (dex) +9, Search (int) +6, Spellcraft
(int) +8, Spot (wis) +15(16 vs undead), Survival (wis) +17, Swim (str) +7, Wild
Empathy (class ability) +17

Feats:
Sacred Vow, Vow of Poverty, Scent, Natural Spell, Leadership, Improved Flight

Bonus Exalted Feats:
Exalted Companion, Vow of Purity, Nemesis (Undead), Nimbus of Light, Holy
Radience, Intuitive Attack

Equipment:
Simple Tunic and breeches, boots, light cloak, quarterstaff, dagger, 3 vials holy water

Spells:
0 1 2 3 4 5 6 7 8 9 level
6 5 4 4 3 2 1 - - - per/day
- 1 1 1 1 - - - - - bonus
DC:14-20(0-6lvl)

Companions and Cohorts

Exalted Companion: Celestial Awakened Hawk (Aeric)
HD 5d8 (27hp)
Initiative +4 (dex)
Speed: 10', 60' fly (average)
AC 20 (+2 size, +4 dex, +4 natural)
Attacks: Claws +8 melee
Damage: 1d4-2
Face/Reach: 2 1/2' by 2 1/2'/0'
SA: Smite Evil 1/day
SQ: Evasion, Link, Share Spells
Fort, +4, Ref +8, Will +3
S7, D18, C10, I16, W14, Ch9
Skills: Listen +8, Spot +8*
Weapon Finesse (claws)
Lang: Celestial, Common, Elven, Sylvan
*+8 racial bonus to spot in daylight

Cohort: Female Unicorn {Bellona} (8th level equivilent) [leadership feat]
HD 4d10+20 (49hp)
Initiative: +3 (dex)
Speed: 60'
AC: 18 (-1 size, +3 dex, +6 Natural)
Attacks: Horn +11 melee, 2 hooves +3 melee
Damage: Horn 1d8+8, Hoof 1d4+2
Face/Reach: 5' by 10'/5' (10' w/ horn)
SQ: magic circle against evil, spell-like abilities, immunities
Saves: Fort +9, Ref +7, Will +6
Abilities: S20, D17, C21, I10, W21, Ch24
Skills: Animal Empathy +11, Listen +11, Move Silently +9, Spot +11, Survival +9*
Feats: Alertness
Alignment: CG
*+3 competence bonus to checks w/n boundaries of own forest

Spell-Like: detect evil @ will (free action), 1/day Teleport w/o error w/n own forest
Immunities: poisons and charm/hold spells and abilites.

Appearance
Sylinda is a pretty girl with beautiful golden locks and piercing green eyes. Her skin has a dark tan that seems to imply many days under the sun. She carries almost nothing with her, save a walking stick, a simple dagger, and three vials. All else is naught but the clothes on her back. There is also a hint of the fey about her, a glint in her eyes, the lightness of her step, nothing definable, but there is a sense that Sylinda has a connection with the wild and fey places of the world.

Personality
Quick to laugh, Sylinda spends much of her time being amused at the world around her. She has a great love for and desire to preserve the natural world. She loves animals of all kind, and holds a special place in her heart for birds. She is a fierce combatant and wielder of spells on behalf of the natural world, seeking to defend it from those who would defile it. She especially abhors undead in all their forms as they are aberrations from the natural cycle.

Background
Sylinda's mother Kirlinda was a member of a secret group of druids sworn to protect the natural world from evil and aberration. This secretive group was made up only of female druids who bound themselves together through the shape of a swan. Never knowing her father, Sylinda was raised among these women when they gathered and alone by her mother when they were apart from the group. Her whole life has been one of nature and guarding nature from evil. Sylinda joined the druidic circle as soon as she was able and from there was able to serve the woodlands

There came a day when the fight got the best of her mother, and she was lost in a battle against undead that Sylinda barely survived. Knocked unconscious and dragged from the battle by her mother's friends, Sylinda swore to strive against all manner of undead for the rest of her life. With this vow she was accepted into the secret order of her mother, in her mothers place. She then began her quests to slay undead within and surrounding the Blackpine forest.

The only contact that she has with "civilized" humans are the occational traders and adventurers she encounters within the forests. An old companion of her mother's named Orshallan is her only contact in any city that she maintains. Her mother told Sylinda to seek him out and tell him if her mother ever passed on, and she did though it brought her much grief to recount the tale. Since then they have kept on amicable terms, Orshallan writes to check up on her, though how he manages to get messages to her in the midst of the forest continues to baffle Sylinda.

In her travels she met and befriended a unicorn named Bellona. Only Sylinda having lived within the natural world her whole life does not realize the exceptional nature of this friendship. The accompany one another on their travels, except for the occational trip to the city, Bellona will not go there, and neither wouls Sylinda ask her to. The druidic council saw her remarkable friendship and granted her a grove and large protectorate within the Blackpine forest, hoping that the unicorn Bellona saw something within Sylinda that indicated greatness.
 
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GoodKingJayIII

First Post
Sir Staeven Myleron, The Phoenix Knight
Human Fighter 5/Annointed Knight 7
Deities: Heironeous and Ayailla
Alignment: Neutral Good
Height: 6'5"
Weight: 228 lb
Eyes: blue
Hair: brown
Age: 25

Str: 22 +6 (13 points, +3 level, +2 Arm of Nyr)
Dex: 12 +1 (2 points, +2 Arm of Nyr)
Con: 14 +2 (6 points)
Int: 10 +0 (2 points)
Wis: 12 +1 (3 points, +1 class ability)
Cha: 14 +2 (6 points)

Class and Racial Features
+4 skill points at first level, +1 skill point/level, Bonus Feat, Holy Sight (Alertness Feat), Good Weapon (1d6 damage to evil creatures that wield ancestral weapon, and the ancestral weapon is good-aligned), Unbroken Flesh (DR 3/- ), Sunder Resistance (+10 hardness to ancestral weapon), Divine Clarity (+1 bonus to Wisdom), Bonus Fighter Feats, Bonus Annointed Knight Feats

HD: 12d10+24
Hit Points: 111 (10 + 7[11])
AC: 29 (10 + 10 Armor + 4 Shield + 1 Dex + 2 Deflection +2 Natural)
Init: +5
Speed: 20 ft
Armor check penalty: -6

Saves
Fort +13 (+9 base, +2 Con, +2 Cloak)
Ref +6 (+3 base, +1 Dex, +2 Cloak)
Will +11 (+6 base, +1 Wis, +2 Iron Will, +2 Cloak)

BAB: +12/+7/+2
Melee: +21/+16/+11 (+2 Demonbane bastard sword, 1d10+10 [17-20/x2], becomes a +4 weapon v. demons and deals an extra 2d6 damage)
Ranged: +12/+7/+2

Skills
Climb +10 (5 ranks, +5 Str)
Craft (alchemy) +5 (5 ranks)
Heal +5 (4 ranks, +1 Wis)
Jump +5 (0 ranks, +5 Str)
Knowledge (Arcana) +3 (3.0 ranks)
Knowledge (Religion) +6 (6 ranks)
Knowledge (Planes) +7 (7 ranks)
Listen +3 (0 ranks, +1 Wis, +2 Alertness)
Spellcraft +7 (7 ranks)
Spot +3 (0 ranks, +1 Wisdom, +2 Alertness)

Feats
Sacred Vow (Exalted Bonus)
Iron Will (1st level)
Weapon Focus (bastard sword) (human bonus)
Improved Initiative (Fighter 1)
Power Attack (Fighter 2)
Ancestral Relic (3rd level)
Weapon Specialization (bastard sword) (Fighter 4)
Exotic Weapon Proficiency (bastard sword) (6th level)
Sunder (Annointed Knight 3)
Cleave (9th level)
Great Cleave (Annointed Knight 6)
Improved Critical (bastard sword) (12th level)

Languages
Common, Abyssal (2 skill points)

Equipment

+2 Demonbane Bastard Sword: The Hammer of Heaven - This beautiful bastard sword is the family heirloom passed down from Staeven's father. Despite its many years of use, it remains keen and looks fresh from the forge. The pommel gem is a deep ruby red, round and smooth as silk. Intricately carved in the fuller of the blade is a thin flame pattern. A similar pattern decorates the scabbard at his left hip. At Staeven's command, the blade emits a brilliant fiery light, equivalent to that of a torch.

Arm of Nyr: The Hand of Heironeous (12,500 gp) - this magical device was given to Staeven by Orshallan, as a replacement for his arm lost in battle. Despite its metallic nature, Staeven can feel just as well with the hand as he could with his original.

Ring of Fire Resistance (minor): Phoenix Band (16,000 gp) - this red ring is forged in the shape of a feather, wrapped end over end. Staeven had the ring forged the day after his coronation.

+2 Full Plate: A Knight's Faith (5,650 gp) - Forged by Ashrum under Staeven's direction, this is the only reminder the young warrior has of his friend, whom he still searches for to this day.

+2 Shield: A Knight's Heart (4,170 gp) - This round steel shield is fairly unadorned. It is well-crafted, with a vine-and-leaf pattern bordering the perimeter of the shield. It is one of the items own by Malachar Myleron.

Cloak of Resistance +2: Ayailla's Boon (4,000 gp) - Orshallan gave the Knight this golden-red cloak on the day of his coronation. It is emblazoned with the Phoenix, wings spread, with a lightning bolt gripped in its talons. Besides his blade, the cloak has become the major identifying mark for the Phoenix Knight.

Amulet of Natural Armor +2: Eagle Talons (8,000) - This amulet is shaped like a small eagle, wings spread and talons bared for battle.

Heward's Handy Haversack: Same name (2,000) - Given to Ashrum by his good friend Heward, the wizard left the sack in his will to his young cohort. Emblazoned on the flap of the bag is a runic "A". The bag holds a 50 ft. hemp rope, nobles clothing, a sleeping bag, a water skin, 10 days worth of rations, a masterwork dagger, and 50 gold pieces.

3180gp

Appearance: Tall, muscular, and handsome, Sir Staeven is not a man of subtlety. His face is meticulously clean-shaven, his hair shoulder-length but well-combed and cared for, and his eyes a strong, powerful blue. He is extremely well muscled, his arms and legs appear to have the strength of massive iron rods, and his torso is a veritable oak of musculature. His left arm is made of silvery mithral, etched with a lightning bolt at the shoulder. Burned into his right shoulder is a brand depicting the Fist-and-Bolt of Heironeous. Tattooed in black on his right pectoral muscle is an image of a feather enveloped in flame.

Personality: Generally Staeven is quite friendly and open to other people. He is exceedingly modest about his title, and generally he insists people simply call him by his first name. Despite this, he is incredibly honored and humbled to bear such a title as the Phoenix Knight (hence the tattoo). Everywhere he goes he does his best to uphold the ideals of such a title: vigillance, determination, faith, and self-sacrifice. Though he considers himself a protector of the meek and defenseless, he believes his duties extend well beyond that. He is a defender against the Abyssal forces that prepare to seethe over onto the Prime Material Plane. He will do everything in his power to stop this from happening. Though he does not relish in it, he expects to die in combat again, eventually. It is a bleak secret that he keeps well under control, but occassionally it threatens him with despair. He is incredibly devoted to the Church of Heironeous. His beliefs are fervent and unwavering, to the point of being controversial. He would like to consider himself the archetypal missionary for Heironeous, converting others to his faith by displaying his power of combat in the defense of good and righteousness. However, he is careful not to be prideful; he is well aware that there are those wiser, smarter, and holier than he. He simply does his best. He has been known to get into the occassional faith-based debate with believers of other churches. No matter how heated they become, he always remains in self-control, and never lashes out with violence. He hopes to one day rebuild his family, continue the Myleron line, and either find his lost family heirloom or commission a new one.

History: Born in the city of Andeluvay into the famous demon-hunting family Myleron, Staeven's fate was set before he was even conceived in the womb. However, no one expected things to go the way they did. Not even him.

The son of Malachar and Sorenna Myleron, Staeven was the third-born child of the Myleron family, and the first son. Renowned for their skill at hunting abyssal invaders, the Mylerons were well known as benevolent nobles and powerful military leaders. They are a family of tradition and faith, having been faithful members of the Church of Heironeous for well over 100 years.

As the first son of the family, Staeven shared in the great priviledge of his family: inheritance. When his father would finally retire from hunting, whether from old age or death, he would relinquish the family duty to his sons, and the firstborn would be given the family heirloom: an elegant and beautiful sword with a shining steel blade, a pommel made of brass and silver, with a brilliant red pommel gem. The blade once belonged to his great-great grandsire, Eranold Myleron, slayer of the Balor Prince Iz'lixerac. Since Eranold's time, each father has passed the blade on to his firstborn son, after wiping the blade clean of any magical properties; a new blade to fight new wars. The firstborn daughter would also receive an heirloom given in similar spirit; an elegant staff, carved of mithral, topped with a fiery golden orb (Malachar's parents had no daughters, so the staff was entrusted to him. He gave it to his wife).

So young Staeven began his training early. He was schooled as any noble would be: etiquette, riding, writing, arithmetic, and weaponry. But he was also trained in demonology and the study of the great Planes. He learned how to strike a demon where it hurt, how to defend against a demon's terrible attacks, and how to retaliate with zealous ferocity. He was also taught the ways of Heironeous: justice, chivalry, courtesy, kindness, protection, and righteous militance. Staeven was a skillful warrior and a competent pupil, even at a young age. He showed great promise, and his parents were quite pleased with him.

But being a famous family has its downsides as well. Making enemies in the abyss is a dangerous trade, and Staeven felt those effects first-hand. He watched as demons destroyed his home, assassinating his father and two sisters, Issara and Beredine. Fleeing with his mother into their secret hideaway, he could only save the family blade and his father's shield. His mother retrieved the staff. All else was lost.

Enraged, his mother, a powerful Cleric in her own right, led a sizable force into the Abyss, in retaliation for the dishonorable and destructive attack. Staeven never saw her again, and the female heirloom of the Myleron family was lost.

Staeven, saddened and disheartened, nevertheless followed through with his father's wishes and had all magical properties dispelled from his blade. Renaming it "Hammer of Heaven," he set out on his quest to honor his family's sacrifice by continuing their work. His travels took him far and wide through Low'verok, but eventually he found a good home.

Spending two years training under the powerful and kindly wizard Ashrum Jorindi, Staeven finished his training as a warrior against his familial nemesis, and helped Wizard Jorindi in his own personal mission against the Abyssal hordes. Their adventures led them to the doorsteps of a powerful and cunning cleric of Erythnul, Zhendar Exanus. Less insane than many of Erythnul's other clergy, Exanus planned to ressurect the powerful Iz'lixerac, hoping to be at the forefront of a Demon Prince's army. At every turn, Staeven and Jorindi found a way to stop him. The wizard and his knightly cohort became a terrible thorn in the priest's side.

Staeven and Ashrum's journeys led them back to the city of Andeluvay. They had discovered that Exanus planned to unearth a powerful artifact known as the Black Orb, buried somewhere outside the city. Though its exact powers were unknown, if Exanus planned to use it, it could not be for good. The two companions set out immediately, discovered the cleric's secret dig, and the confrontation began.

Spells flashed over Staeven's head as he stood by his friend's side, cutting through every cohort and minion Exanus threw at them. The evil clergyman fled deeper into the cavern, and the two followed, planning to put a permanent end to the cleric's wake of terror. But the cleric had a surprise for them. The search for the artifact had all been a ruse to lead the two into a trap. A horrible gate-like machine made of crystal and adamantine shimmered. A portal opened, and hordes of demons poured through. Bracing for the worst, the two fought on.

Ashrum used every spell he could to try and halt the machine's power, but with little effect. As a last-ditch effort, he placed his last protective spell on the young Staeven, and told him what to do. Dutifuly, Staeven began his path through a myriad of minor demons, cutting a swath through them, the Hammer of Heaven blazing brilliantly in his hands. Upon reaching the portal, he found his nemesis: Exanus, backed by a large Barbed Demon. Staeven fought them with ferocity and fervor, but his body wore away, as the abyssal beast sliced at him with spiny claws and the vile cleric beat him with his powerful morning star. In the heat of battle, the demon took hold of his shield arm and ripped it clean from his body. Screaming in pain, he dealt the demon a fatal blow, removing it from the fight. Exanus had slipped away in the fight and was lost in the melee.

With little strength left, he found the primary energy crystal for the portal and smashed it, releasing its arcane energies into the cave. The demons were dead and the portal machine appeared inactive. But Ashrum and Zhendar were nowhere to be seen. Then he felt it: searing pain in his back. Staeven crumpled, turning to see a beaten and bloodied Exanus, eyes glowing with fury and wild fire, baring his morning star for the final blow. It came, smashing the young warrior's chest. The cleric would've screamed with glee had Staeven's dagger not found the man's bowels. The man staggered and fell on top of the young warrior's shattered body. Stars of pain flashed before his eyes, and Staeven passed away into darkness.

He awoke in a small cell, on a comfortable bed and down pillows. Though his arm was still missing, he felt perfectly fine. He felt more alive than he'd ever felt before. That is when Orshallan appeared. The high priest came to his cell and told him the whole story. The clergy at Andeluvay were aware of Exanus's excavation, and sent their own force to stop him. They told him how they'd found his body, dead and broken, surrounded by hordes of abyssal creatures and buried under the body of the evil cleric. Bringing him back to the Temple, the clergy prayed all night as Orshallan conducted the ressurection ceremony, invoking the justice of Heironeous and the faithful sacrifice of Ayailla, the Phoenix goddess of light. Staeven had no recollection of any of this, but he did not doubt his death.

It is here that Staeven found his devotion to Ayailla and her doctrine of light and sacrifice. It is also where Orshallan awarded him for his services to Heironeous. On a special coronation, Staeven was fitted with a new arm, aptly named the Hand of Heironeous. He was also given special brands as a Knight of Heironeous. Staeven kneeled as Orshallan dubbed him the Phoenix Knight, risen from the ashes of the dark flame to protect the meek and innocent.

To this day Staeven lives just outside the city of Andeluvay, in a modest ranch cottage. He lives only with his maid Corina, a spirited young woman he lifted out of the streets of Andeluvay, to live in his household with him (she was adamant about "repaying his kindness"). It has been two years since the incident with Exanus, and Staeven is well-recognized within the city. However, things have been rather quiet for the Phoenix Knight as of late.
 
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