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<blockquote data-quote="Sharon Macguire" data-source="post: 2926263" data-attributes="member: 41497"><p>Telaria:Half-Elf Ran2/Clr4</p><p></p><p>On the world elves and men alike call Ghraonlainn, the great war between them had left enormous, scarred patches of burnt earth. Humankind claimed victory as the Elves withdrew to the remaining forest. Over centuries, the warred amongst themselves, perused their art and craft, and never quite noticed that the elves were slowly, patiently reforesting the lands. The more humans advanced, the more they lost. Soon the world was again wild, and the Second Great War stood loomed. </p><p></p><p>The spawn of a forbidden love between an Elven druid and a Human warrior, Telaria was raised in secret and trained in her parent's ways. Her existence forbidden by two mighty races, her birth blessed by the pantheon of gods whom both races had lost the ability to hear, her destiny to save a world from mutual genocide. But first, she would need to become a great champion. The gods of Ghraonlainn cast her into space and time, set upon her destiny. So, far, that's not working out too well for her.</p><p></p><p>[code]Telaria:NG Half-Elf Ran2/Clr4</p><p>Str 12+1 Fort+7 Ref+6 Will+7</p><p>Dex 14+2 BAB+5 Grap+6 </p><p>Con 11+0 AC 23 FF 21 Touch 20</p><p>Int 12+1 HP 28</p><p>Wis 16+3</p><p>Cha 14+2</p><p></p><p>Attacks:</p><p>Falchion: +6 2d4+2, 18-20/x2</p><p>Sickle: +6 1d6+1, x2</p><p>Falchion/sickle: +4/+4 ""</p><p></p><p>Feats</p><p>Combat Reflexes</p><p>Quick Draw</p><p>Two Weapon Defense</p><p></p><p>Weapon Groups</p><p>Basic Druid</p><p>Light Blades Heavy Blades</p><p></p><p>Skills</p><p>Handle Animal 11=9+2</p><p>Heal 12=9+3</p><p>Knowledge: Nature 10=9+1</p><p>Listen 12=9+3</p><p>Move Silently 11=9+2</p><p>Spot 12=9+3</p><p>Survival 12=9+3</p><p></p><p>Spells per Day: 6,4,3 *Domains: Healing, War</p><p>Known:</p><p>-1st -2nd</p><p>Bless Water Consecrate</p><p>Cause Fear Hold Person</p><p>Divine Favour Summon Monster II</p><p>Doom *Cure Moderate Wounds</p><p>Entropic Shield *Spiritual Weapon</p><p>Summon Monster I </p><p>*Cure Light Wounds </p><p>*Magic Weapon </p><p></p><p>-3rd</p><p>Summon Monster III </p><p>*Cure Serious Wounds</p><p>*Magic Vestments</p><p></p><p>Equipment Light 28lbs</p><p>+1 Falchion 8lbs</p><p>+1 Sickle 3lbs</p><p>Bracer of Armour +2 -</p><p>Amulet of Natural Armour +1 -</p><p>Healers Kit 1lb</p><p>Potion of CLW x5 </p><p>Belt Pouch x2 3(6)lbs</p><p>Blank Spellbook 3lbs</p><p>Waterskin 4lbs</p><p>Backpack 2lbs[/code]</p></blockquote><p></p>
[QUOTE="Sharon Macguire, post: 2926263, member: 41497"] Telaria:Half-Elf Ran2/Clr4 On the world elves and men alike call Ghraonlainn, the great war between them had left enormous, scarred patches of burnt earth. Humankind claimed victory as the Elves withdrew to the remaining forest. Over centuries, the warred amongst themselves, perused their art and craft, and never quite noticed that the elves were slowly, patiently reforesting the lands. The more humans advanced, the more they lost. Soon the world was again wild, and the Second Great War stood loomed. The spawn of a forbidden love between an Elven druid and a Human warrior, Telaria was raised in secret and trained in her parent's ways. Her existence forbidden by two mighty races, her birth blessed by the pantheon of gods whom both races had lost the ability to hear, her destiny to save a world from mutual genocide. But first, she would need to become a great champion. The gods of Ghraonlainn cast her into space and time, set upon her destiny. So, far, that's not working out too well for her. [code]Telaria:NG Half-Elf Ran2/Clr4 Str 12+1 Fort+7 Ref+6 Will+7 Dex 14+2 BAB+5 Grap+6 Con 11+0 AC 23 FF 21 Touch 20 Int 12+1 HP 28 Wis 16+3 Cha 14+2 Attacks: Falchion: +6 2d4+2, 18-20/x2 Sickle: +6 1d6+1, x2 Falchion/sickle: +4/+4 "" Feats Combat Reflexes Quick Draw Two Weapon Defense Weapon Groups Basic Druid Light Blades Heavy Blades Skills Handle Animal 11=9+2 Heal 12=9+3 Knowledge: Nature 10=9+1 Listen 12=9+3 Move Silently 11=9+2 Spot 12=9+3 Survival 12=9+3 Spells per Day: 6,4,3 *Domains: Healing, War Known: -1st -2nd Bless Water Consecrate Cause Fear Hold Person Divine Favour Summon Monster II Doom *Cure Moderate Wounds Entropic Shield *Spiritual Weapon Summon Monster I *Cure Light Wounds *Magic Weapon -3rd Summon Monster III *Cure Serious Wounds *Magic Vestments Equipment Light 28lbs +1 Falchion 8lbs +1 Sickle 3lbs Bracer of Armour +2 - Amulet of Natural Armour +1 - Healers Kit 1lb Potion of CLW x5 Belt Pouch x2 3(6)lbs Blank Spellbook 3lbs Waterskin 4lbs Backpack 2lbs[/code] [/QUOTE]
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