Hariel Talandro
Notable recent changes are marked in
green.
2005-10-09: Added
Heward’s handy haversack. Converted remaining cash into jewelry and gp. Added courtier’s outfit (worn, with some of the jewelry), and traveler’s outfit. Designated which items are in the haversack. Added the name of Lord Alistair’s daughter (Kahlia) to background details. Significantly revised skills to cover core rogue competencies, and added masterwork thieves’ tools.
Hariel Talandro CR 7 (21,500 XP)
Female human rogue 4/swashbuckler 3
LG Medium humanoid
Init +4; Senses Listen +7, Spot +7
Action Points 8
Languages Common, Dwarven, Elven, Draconic
------------------------------------------------------------------------
AC 21, touch 15, flat-footed 17; Combat Expertise, uncanny dodge
hp 50 (7 HD)
Resist evasion
Fort +8, Ref +13, Will +4
------------------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 flametouched iron elven thinblade +11/+6 (1d8+2/18-20) or
Melee sap +10/+5 (1d6+1 subdual) or
Ranged mwk hand crossbow +10 (1d4) with off-hand or
Ranged shortbow +10/+5 (1d6x3)
Base Atk +6; Grp +7
Atk Options Combat Expertise, Improved Disarm, insightful strike +3, sneak attack +2d6
------------------------------------------------------------------------
Abilities Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 10
SQ grace +1, trapfinding, trap sense +1
Feats Combat Expertise, Exotic Weapon Proficiency (Thinblade, Elven), Improved Disarm, Investigate, Weapon Finesse
Skills Balance +14, Climb +10, Diplomacy +7, Disable Device +15, Gather Information +2, Hide +10, Jump +12, Knowledge (local) +10, Listen +7, Move Silently +10, Open Lock +15, Search +13, Search (Investigate) +17, Spot +7, Tumble +14
Possessions +1 mithral shirt, mwk buckler, +1 flametouched iron elven thinblade, sap, ring of protection +1, gloves of dexterity +2, cloak of resistance +2, mwk hand crossbow with 10 bolts, shortbow with 20 arrows, identity papers with portrait, courtier’s outfit, 50gp of assorted jewelry (worn), Heward’s handy haversack, containing: inquisitive’s kit, mwk thieves’ tools, small steel mirror, additional 50gp worth of assorted jewelry, 3× 100gp silvery pearl, 55gp.
Regarding the thinblade {CW 158}:
During her time patrolling the streets, Hariel made the acquaintance of a crippled elven refugee who barely escaped the tragedy at Shadukar. He noted with some interest that she was a fencer, and offered to introduce her to an elven style of fencing which uses a slightly longer, heavier, and more flexible blade than the rapier. Hariel was much taken with the style, seeing that it would allow her to fight more easily against the heavy blades more common in Thrane—the flexibility, added reach, and greater weight of the weapon allowed it to strike powerfully for greater effect, with less worry for the weapon breaking.
When Hariel formally received her promotion to Inquisitive for the guard, she had a special blade commissioned: a thinblade made of flametouched iron, marked with the Silver Flame on one side of the hilt, and with the badge of the Flamekeep guard on the other. So far, it has served her well.
Hariel continues to be fond of the elf, and respects his training as much as that of any more commonplace Thrane weaponmaster she’s trained with. If she find the need to expand her repertoire of techniques, he’s the first person she’ll turn to.
Regarding other equipment:
I’ve only listed major and specialized equipment here. Since Hariel’s used to city living, she sees no need to keep explorer-style gear around. Likewise, no need to carry iron rations, or a dark iron or silvered weapon. Hariel assumes that she’ll be able to fill in such supplies from her ready cash once she knows she needs them.
I am assuming that the assorted jewelry and pearls may be converted into full cash value in a sufficiently large town, unless they need to be liquidated in a hurry. The letter of credit (which I’ve used up, but may want to get another one of some day) should be convertible at any location that has a House Kundarak bank. While neither ECS nor 5N indicates the size of a settlement which would have a branch, I am assuming that any settlement with a lightning rail stop is likely to have one. (In Thrane, this includes Aruldusk, Flamekeep, Sigilstar, and Thaliost. Those are all small cities or larger.) I expect to use a good chunk of the listed wealth on items once I know what we’ll be doing.
Regarding tactics:
Hariel’s tactics vary significantly to suit the nature of her opponent, and the circumstances involved. Here are some tactics for specific circumstances:
When Hariel is sneaking around and expects lethal opposition, she will keep her hand crossbow in her off-hand, and her thinblade in her main hand (unless space is too tight to allow her to keep the thinblade unsheathed.) She will use the hand crossbow to make a sneak attack against surprised opponent, then prepare for melee.
When Hariel is sneaking around but does not expect lethal opposition, she is more likely to keep her sap ready to hand, so she can quickly neutralize opponents without killing them.
During a fight against enemies that use weapons, Hariel is very likely to attempt to attempt to disarm. She will also prefer tumbling past an opponent to strike from a flanking position to taking a full attack, unless the opponent’s defenses seem especially weak, or moving in such a way would cause her to be flanked by the enemy.
When surrounded by many enemies, Hariel will use total defense to gain a +6 dodge bonus to AC while she attempts to tumble out of the fray. She will attempt to get her back to a wall, or preferably to an ally. If the ally is in trouble, she will first focus on picking off enemies that flank her ally. If the ally is not in trouble, or she finds her way to a wall, she will apply Combat Expertise to improve her defense while she picks off enemies.
When fighting a single dangerous opponent, Hariel will always begin by testing her opponent’s strength (using full Combat Expertise.) If the opponent appears to be a powerful fighter, she will attempt to disarm the opponent as quickly as possible. If the opponent appears to be a skillful fighter, she may consider making an attempt to trip the opponent. In either case, she will try feinting if the combat lasts for more than a couple of rounds, and there is no opportunity to flank.
(Note: I will call out any special options that will provoke an attack of opportunity: like attempting to trip an opponent, or attempting to snatch an opponent’s items with disarm... Where I've mentioned these options above, it is more in the interest of having you be aware that they are options.)
Regarding action points:
Hariel will generally only use action points in extremely tricky situations. Most of these situations are active uses, which I would have to call out after making a roll. For reactive situations, the main things I can think of are: a) Any situation where acrobatics could save her life—these should be pretty obvious (although sadly, the chances of Hariel catching herself while falling are pretty slim even with a high roll and an action point), b) any situation where Hariel rolls 12-15 (after all bonuses are applied) on a saving throw—this is high enough that an action point is likely to help.
I can only hope that these reactive situations won’t show up too too often without being able to make the roll explicitly... trying to decide what range is appropriate for using up an AP is pretty situational.
Hariel certainly won’t be using any AP in a fight against low-level threats... well, unless she decides to show off by leaping from a balcony, or something. ;>
Regarding Hariel’s appearance (see also portrait above):
Hariel is an athletic young woman, apparently in her early-to-mid twenties. She carries herself gracefully, but with a hint of stiffness that suggests some form of military background. She has chin-length dark auburn hair and hazel eyes, and her expression tends towards a wry smile. On her left hip, Hariel carries a very long, thin sword in a scabbard. The blue and white of her clothing indicate that she has spent some time in service to the theocracy, and the marks on her leather boots and gloves—not to mention the fact that she wears a fine mithril vest over her blouse—make it obvious that it is or was an active service.
Regarding Hariel’s background:
The short form: Hariel (Hari to her friends) grew up in a poor quarter of Flamekeep, but through a charity education program was given the chance to become a member of the city guard. After sniffing out corruption in the guard, she was decorated and promoted to Inquisitive, and served the guard for some time after that.
While acting as an inquisitive, she often worked with suggestions from Lord Alistair, and she became friends with Lord Alistair’s daughter, Kahlia. She also met several interesting people involved in her cases, including Oswin.
She has now taken a sabbatical from the guard to answer Lord Alistair’s request for help.
[sblock=Detailed Background]Hariel (Hari to her friends) was born in the crowded dock district of Flamekeep, daughter to a a poor seamstress named Margil and her husband, a junior blacksmith named Egen Talandro. Before she was eight, her father was called away to fight as a foot soldier in the War, and died on the battlefield. Margil worked hard to support the small family, but without Egen’s income, life was hard. They found themselves moving deeper into the district, and Margil worked long hours with other seamstresses in a crowded warehouse.
This left Hariel alone from dawn until past dusk every day, and Hariel fell in with the other street kids in the area. They never got into any serious mischief, but it was mischief nonetheless. Margil despaired of what her daughter would become.
Luckily, it was around this time that a program to help educated poor children began in Thrane. While the program was especially targeted at war orphans, all children in the poor quarters were offered at least minimal schooling. Hariel attended a few times with her chums from the street, and while they were uninterested, Hariel was captivated. When they returned to the streets, Hari kept coming to the classes, and she proved an avid student.
This didn’t keep her off the streets entirely, but now she started to look at the run-down buildings, and the people in them, in a new light. She began to understand that all of the people there were people just like her—people whose friends and family had passed away
in the war, or whose fortunes had fallen—people who were just trying to make a living and survive. And she began to see the scavengers who preyed on this most desperate class of people. Her lessons had taught her that anyone could lead a noble life, if they only tried. Her observations showed her that while this was true, circumstances and the depredations of the wicked could make it very hard. She gave thanks nightly that she’d been given the chance to pursue such a life, herself.
When Hari turned thirteen, she was old enough to be apprenticed, and the education program had turned out merchants, tradesmen, and other people from all walks of life who were willing to take in a poor child or two and train them up. (Some out of the goodness of their hearts, others because they would be allowed lower taxes for their charity.) Some of the nobles and churchmen who had donated to the program were also in attendance.
To Hariel’s teacher’s surprise, she looked around and asked if there were any way she could join the city guard. The guard hadn't sent anyone to recruit from the youth, but the teacher suggested she go and ask them directly, and gave her a letter to take to them. (This is the first time Hariel caught Lord Alistair’s attention.) Hariel approached the guard, showing them her letter, and they were willing to employ her—first as a runner, then perhaps more.
Over the next few years, Hariel learned the laws of the city and the nation, and learned how those laws were enforced. She also took basic arms training in the style of the guard: mainly fighting with shortswords, daggers, and light armor. Working as a runner also
taught her to navigate the back ways of the city with speed, including some of the more unauthorized back ways, for when speed was an absolute necessity.
At sixteen, Hariel was formally accepted into the guard as a watchman. She would walk the streets of her old stomping ground, and maintain civil order. Some of her old street friends were now starting as tradesmen, as well. Some others had turned to darker paths.
After a year and a half of this duty, Hariel began to hear rumours of corruption in the guard. Some of the guard was apparently taking bribes from the city’s criminal element. Hariel found this hard to believe until she caught the same thief twice in as many days: he had
been released from jail without even a trial, and Hari
knew that she had provided sound evidence when she turned him in.
Hariel brought her suspicions to the attention of her superiors in the guard, but found her suggestions brushed aside. This made her even more suspicious, and wary of even her superiors, she began paying closer attention in headquarters. One evening she overheard a
conversation that confirmed her fears, and infuriated her. Two of the guard lieutenants were talking about what she’d brought up, and belittling it—“after all”, they said “these criminals don’t hurt anyone but the poor, and those people deserve what they get.”
Hariel made one more attempt at the head of her station, and found herself in chains after a “tip” suggested that she herself was involved, and trying to divert the blame.
And it is at this point that Hariel’s name came to Lord Alistair’s attention a second time, in a routine report of crime in the city. Lord Alistair recalled the young girl who had so glowed with spirit when she asked if she might join the city guard, and could not reconcile this with the charges against her (of accepting bribes, and of petty theft.) From the shadows, he exerted some little effort to have her released, and to have word sent to her that she should be careful in her investigations, but that someone was
indeed paying attention.
Hari made contact with her friends in the guard (who had been very troubled by the accusations against her) and with her friends from the street to get to the bottom of the situation, and after digging for several weeks, brought evidence of rampant corruption in the guard stations of the poor quarters to the very top of the guard in Flamekeep. With that evidence, Hariel’s name was more than cleared. She was given a decoration for her service to the law against all odds, a large reward, and a promotion to Inquisitive. This reward allowed Hariel to buy a few special items (including her fine thinblade), as well as set her mother up with a much nicer apartment, and the beginnings of a shop in the merchant quarter.
A few months later, Lord Alistair quietly contacted her and suggested that he might have some information she would be interested in.
Over the next few years, Hariel kept working for the city guard as an inquisitive, and made good use of Lord Alistair's suggestions, when he chose to give them. Some of her cases, of course, were not connected to Lord Alistair at all. Others touched on matters he had suggested were of interest to him. And a few were suggested to her by Lord Alistair himself. She found herself a frequent visitor to the Lord Reverend, and became a friend of his daughter, Kahlia.
This work took her more often out of the city, and gave her a wider view of the world. She met other people from wildly different backgrounds who were involved in investigating the same affairs, and while she occasionally got off on the wrong foot (she particularly spat sparks with a fellow named Oswin when they first met, though that soon faded while on the hunt), she found the people to all be interested in the service of good.
When Lord Alistair was sent from Flamekeep by his duties, Hariel was saddened. She couldn't understand why he had to leave... and found herself at a loss without the special work he had sometimes suggested to her.
When a messenger arrived from Lord Alistair suggesting that he might have some work that might interest her, Hariel went to the commander of the inquisitives with almost a sense of relief. She offered her resignation, saying she had things to do that might take
her away from the city for some time. The commander refused, instead suggesting that Hari take a sabbatical for as long as she needed. “You’ve done a great deal of good working here with us. We’ll always be happy to bring you back into the fold.”
And thus, Hariel began her trip north to Thaliost.[/sblock]
The fiddly little details (and page number references):
[sblock=Details]
Code:
All page numbers:
Class: Swashbuckler— Complete Warrior, p. 11
Weapon: Thinblade, Elven— Complete Warrior, p. 158
Feat: Investigate— Eberron Campaign Setting, p. 55
Item: identification papers, with portrait— Eberron Campaign Setting, p. 122
Special material: flametouched iron— Eberron Campaign Setting, p. 127
Hariel Talandro: Female human Rogue 4, Swashbuckler 3 {CW 11}
Str 12 (+1) = 12 (4)
Dex 18 (+4) = 15 (8) + +1 level + +2 enhancement
Con 14 (+2) = 14 (6)
Int 16 (+3) = 16 (10)
Wis 10 (+0) = 10 (2)
Cha 10 (+0) = 10 (2)
(32)
Languages: Common, Dwarven, Elven, Draconic (3 bonus from Int +3)
HP: 50 = 1d6 (6) + 3d6 (3 * 4) + 3d10 (3 * 6) + 7 * 2
Init: +4 = +4 Dex
Speed: 30 ft.
Armor Class:
Base: 21 = +4 Dex + +5 armor + +1 shield + +1 deflection
Flat: 17 = +5 armor + +1 shield + +1 deflection
Touch: 15 = +4 Dex + +1 deflection
Armor: Bonus Dex ACP ASF
+1 mithral shirt +5 armor +6 0 10%
masterwork buckler +1 shield - 0 5%
ring of protection +1 +1 deflection
Base Attack:
BAB: +6/+1 = +3 rogue + +3 swashbuckler
Str: +7/+2 = +6 BAB + +1 Str
Dex: +10/+5 = +6 BAB + +4 Dex
Attack: Atk Damage Critical Range Type
+1 flametouched iron elven thinblade +11 1d8+2 18-20/x2 piercing
(+10 Dex attack + +1 enhancement, strikes as magic and good)
(+3 damage against creatures not immune to sneak attack)
sap +10 1d6+1 20/x2 subdual bludgeon
(+10 Dex attack, +3 damage against creatures not immune to sneak attack)
masterwork hand crossbow +10 1d4 19-20/x2 30 ft. piercing
(+10 Dex attack + -1 used in buckler hand + +1 enhancement)
shortbow +10 1d6 x3 60 ft. piercing
(+10 Dex attack)
Weapons: Damage Critical Range Type
+1 flametouched iron elven thinblade 1d8+1 18-20/x2 piercing
sap 1d6 20/x2 subdual bludgeoning
masterwork hand crossbow 1d4 19-20/x2 30 ft. piercing
shortbow 1d6 x3 60 ft. piercing
Saving Throws:
Fort: +8 = +1 rogue + +3 swashbuckler + +2 Con + +2 resist
Ref: +11 = +4 rogue + +1 swashbuckler + +4 Dex + +2 resist + +1 competence
Will: +4 = +1 rogue + +1 swashbuckler + +0 Wis + +2 resist
Racial Modifiers:
+4 skill points at level 1, +1 skill point at each additional level
additional feat at level 1
highest class favored
Class Abilities:
Rogue (4):
Sneak attack damage +2d6
Trapfinding
Evasion
Trap sense (+1)
Uncanny dodge
Swashbuckler (3):
Weapon Finesse bonus feat
Grace +1 (+1 competence bonus to Reflex saves)
Insightful Strike (add Int modifier to melee damage with finesse weapons,
so long as the enemy is not immune to critical hits, and swashbuckler
is wearing light or no armor and is no more than lightly encumbered.)
Feats:
Human: Combat Expertise
Lvl 1: Improved Disarm
Lvl 3: Investigate {ECS 55}
Lvl 6: Exotic Weapon Proficiency (Thinblade, Elven) {CW 158}
[color=green]Skills: (84 rogue, 24 swashbuckler)
Skill modifier = abil rog swb
!Balance 14 = +3 Dex 3 6* +2 Tumble
!Climb 10 = +1 Str 3 6*
Diplomacy 7 = +0 Cha 7 *
Disable Device 15 = +3 Int 10 (+2 mwk thieves’ tools)
Gather Information 2 = +0 Cha +2 Knowledge (local)
!Hide 10 = +3 Dex 7
!Jump 12 = +1 Str 3 6* +2 Tumble
Knowledge (local) 10 = +3 Int 7
Listen 7 = +0 Wis 7
!Move Silently 10 = +3 Dex 7
Open Lock 15 = +3 Dex 10 (+2 mwk thieves’ tools)
Search 13 = +3 Int 10 (Investigate: +4 Inq kit)
Spot 7 = +0 Wis 7
!Tumble 14 = +3 Dex 3 6* +2 Jump
84 24
Skill ranks at levels:
Rogue 1: (48, max 4)
balance 3 (3)
climb 3 (3)
diplomacy 4 (4)
disable device 4 (4)
hide 4 (4)
jump 3 (3)
knowledge (local) 4 (4)
listen 4 (4)
move silently 4 (4)
open lock 4 (4)
search 4 (4)
spot 4 (4)
tumble 3 (3)
Swashbuckler 1: (8, max 5)
balance 2 (5)
climb 2 (5)
jump 2 (5)
tumble 2 (5)
Rogue 2: (12, max 6)
diplomacy 1 (5)
disable device 2 (6)
hide 1 (5)
knowledge (local) 1 (5)
listen 1 (5)
move silently 1 (5)
open lock 2 (6)
search 2 (6)
spot 1 (5)
Swashbuckler 2: (8, max 7)
balance 2 (7)
climb 2 (7)
jump 2 (7)
tumble 2 (7)
Rogue 3: (12, max 8)
diplomacy 1 (6)
disable device 2 (8)
hide 1 (6)
knowledge (local) 1 (6)
listen 1 (6)
move silently 1 (6)
open lock 2 (8)
search 2 (8)
spot 1 (6)
Swashbuckler 3: (8, max 9)
balance 2 (9)
climb 2 (9)
jump 2 (9)
tumble 2 (9)
Rogue 4: (12, max 10)
diplomacy 1 (7)
disable device 2 (10)
hide 1 (7)
knowledge (local) 1 (7)
listen 1 (7)
move silently 1 (7)
open lock 2 (10)
search 2 (10)
spot 1 (7)[/color]
Equipment: (19000gp, cap 5000gp)
Price Weight Item
2100 10.0 +1 mithral shirt (+5 armor, max dex +6, armor check 0)
165 5.0 masterwork buckler (+1 shield, armor check 0)
3400 3.0 +1 flametouched iron elven thinblade (1d8 18-20, +1 damage)
{flametouched iron, ECS 127; thinblade, elven, CW 158}
1 2.0 sap
2000 — ring of protection +1
4000 — gloves of dexterity +2
4000 — cloak of resistance +2
5 — identity papers, with portrait {ECS 122}
[color=green] 30 — courtier’s outfit
50 0.5 50gp of assorted jewelry (worn)
2000 5.0 Heward's Handy Haversack
300 4.0 inquisitive’s kit {ECS 122}
100 1.0 masterwork thieves’ tools
10 0.5 small steel mirror
50 0.5 50gp of assorted jewelry (stowed)
300 — 3x silvery pearl
— 5.0 traveler’s outfit
55 5.5 55gp
(Note: Of the mwk hand crossbow and the shortbow, at least one is stowed in
the haversack at a time.)
400 2.0 masterwork hand crossbow
2 2.0 hand crossbow bolts x20
30 2.0 shortbow
2 6.0 arrows x40
19000 30.0 (with shortbow and one quiver of arrows out, other sets
of equipment are lighter.)
[/color]
Carrying capacity: 43lb./86lb./130lb.
[/sblock]