Lhulan Ceth
Race: Human
Character Level: 9
Alignment: Lawful Good
Experience Points: 37,000
Classes by Level
1 - Rogue/Cleric
2 - Rogue/Cleric
3 - Rogue/Cleric
4 - Rogue/Cleric
5 - Rogue/Master Inquisitive
6 - Rogue/Master Inquisitive
7 - Rogue/Master Inquisitive
8 - Rogue/Master Inquisitive
9 - Rogue/Master Inquisitive
Abilities
STR: 10
DEX: 14
CON: 10
INT: 16
WIS: 16 (including +2 from character level)
CHA: 14
AC: 18 (Touch: 12, Flat-footed: 18)
Speed: 30 ft.
HP: 45
Save Bonuses
Fort: +5
Ref: +8 (including +2 from DEX)
Will: +8 (including +3 from WIS)
Skills
Appraise: +5 (+3 INT, +2 magnifying glass)
Balance: +2 (+2 DEX)
Bluff: +14 (+12 ranks, +2 CHA)
Climb: +0
Concentration: +7 (+7 ranks)
Craft: +3 (+3 INT)
Decipher Script: +7 (+4 ranks, +3 INT)
Diplomacy: +15 (+9 ranks, +2 CHA, +2 Bluff synergy, +2 Sense Motive synergy)
Disable Device: +9 (+4 ranks, +3 INT, +2 masterwork thieves' tools)
Disguise: +12 (+8 ranks, +2 CHA, +2 disguise kit) (+2 Bluff synergy while acting)
Escape Artist: +2 (+2 DEX)
Forgery: +7 (+4 ranks, +3 INT)
Gather Information: +10 (+8 ranks, +2 CHA)
Heal: +3 (+3 WIS)
Hide: +2 (+2 DEX)
Intimidate: +10 (+6 ranks, +2 CHA, +2 Bluff synergy)
Jump: +0
Knowledge (arcana): +10 (+7 ranks, +3 INT)
Knowledge (history): +10 (+7 ranks, +3 INT)
Knowledge (religion): +10 (+7 ranks, +3 INT)
Knowledge (the planes): +10 (+7 ranks, +3 INT)
Listen: +11 (+8 ranks, +3 WIS)
Move Silently: +6 (+4 ranks, +2 DEX)
Open Lock: +10 (+6 ranks, +2 DEX, +2 masterwork thieves' tools)
Perform: +2 (+2 CHA)
Ride: +2 (+2 DEX)
Search: +13 (+10 ranks, +3 INT) (+4 inquisitive's kit to investigate)
Sense Motive: +13 (+10 ranks, +3 WIS)
Spot: +13 (+10 ranks, +3 WIS)
Survival: +3 (+3 WIS) (+2 Knowledge (the planes) synergy while on other planes) (+2 Search synergy to find or follow tracks)
Swim: +0
Tumble: +6 (+4 ranks, +2 DEX)
Use Rope: +2 (+2 DEX)
Feats
Combat Expertise (1st level)
Investigate (1st level, racial bonus)
Weapon Finesse (3rd level)
Improved Feint (6th level)
Urban Tracking (6th level, Master Inquisitive bonus)
Improved Initiative (8th level, Master Inquisitive bonus)
Quick Draw (9th level)
Languages: Common, Celestial, Draconic, Quori
Initiative: +6 (+2 DEX, +4 Improved Initiative)
Melee Attack Bonus: +6/+1
Melee Attack Bonus, Finesse: +8/+3
Ranged Attack Bonus: +8/+3
Class Features
Sneak Attack +5d6 (Rogue)
Trapfinding (Rogue)
Evasion (Rogue)
Trap Sense +3 (Rogue)
Uncanny Dodge (Rogue)
Improved Uncanny Dodge (Rogue)
Turn Undead (Cleric)
Zone of Truth (Master Inquisitive)
Contact (3rd level) (Master Inquisitive)
Discern Lies (Master Inquisitive)
Contact (6th level) (Master Inquisitive)
True Seeing (Master Inquisitive)
Clerical Domains: Exorcism, Protection
Spell Save DC: 13 + spell level
Spells per Day
orisons - 5
- Detect Magic
- Detect Poison
- Guidance
- Light
- Read Magic
1st level - 4 (+1 Domain spell)
- Command
- Comprehend Languages
- Obscuring Mist
- Sanctuary (Protection domain)
- Vigor, Lesser (Complete Divine, pg. 186)
2nd level - 3 (+1 Domain spell)
- Aid
- Curse of Ill Fortune (Complete Divine, pg. 160)
- Magic Circle Against Evil (Exorcism domain)
- Remove Paralysis
Equipment
+2 glamered studded leather armor (4,000 + 175 + 2,700 = 6,875 gp)
merciful silver rapier (2,000 + 320 + 90 = 8,410 gp)
flaming light mace (2,000 + 305 = 2,305 gp)
bag of holding type II (5,000 gp)
ring of protection +1 (2,000 gp)
ring of the ram (50 charges) (8,600 gp)
potion of haste (750 gp)
potion of invisibility (300 gp)
potion of levitate (300 gp)
daggers (4) (2 x 4 = 8 gp)
longbow, masterwork (75 + 300 = 375 gp)
arrows (20) (1 gp)
rapier, masterwork (20 + 300 = 320 gp)
antitoxin (2 vials) (50 x 2 = 100 gp)
disguise kit (50 gp)
everburning torch (110 gp)
holy symbol, silver (25 gp)
holy water (2 flasks) (25 x 2 = 50 gp)
identification papers, with portrait (5 gp) (Eberron Campaign Setting, pg. 122)
inquisitive's kit (300 gp) (Eberron Campaign Setting, pg. 122)
magnifying glass (100 gp)
spyglass (1,000 gp)
spell component pouch (5 gp)
tanglefoot bags (2) (50 x 2 = 100 gp)
thieves' tools, masterwork (100 gp)
thunderstones (2) (30 x 2 = 60 gp)
artisan's outfit (1 gp)
cleric's vestments (5 gp)
courtier's outfit (30 gp)
scholar's outfit (5 gp)
4,710 gold pieces
Background
Lhulan Ceth was born the first son of an educated, upper-middle class family in Aundair. He was a bright and rather silver-tongued youth, but essentially aimless, wasting his free time with young women and book-learned swordplay. Eventually, as was expected of him, he attended the prestigious Crendorn University, where he discovered an interest in history and theology.
In the course of his studies, he journeyed to Thrane and eventually Flamekeep itself, researching the days of Tira Miron and the spread of her new faith across a land which once revered the Sovereign Host. Lhulan himself had been raised in casual observance of the older pantheon, and although he never felt any special connection to his gods, the rapid conversion of an entire nation away from the predominant faith of Khorvaire seemed almost unbelievable to him.
It was through his historical inquiries that Lhulan learned of the threats that the Church had been formed to combat, many of which were still as alive in his day as in those of Tira Miron. And the more he learned, the more he began to feel that the Silver Flame burned in him as it did in the people of Thrane. The world was a dark place full of ancient terrors, and the Flame was vital to light a place for frail, mortal humanity in it.
Lhulan Ceth, burning with the zeal of the converted, quit school and joined the Church of the Silver Flame. Though officially a friar, he was employed by the church not for missionary work, but for the same research that had brought him to Thrane: He became an expert on church history and relics, and they sent him all over the nation--and occasionally beyond--recovering knowledge and artifacts lost in the War.
At times, Brother Lhulan was unsettled by what he saw. In some parishes, the Church's representatives had become lax, permissive, even corrupt or heretical. He reported quietly and promptly to his immediate superiors on every infraction he found evidence of. Those superiors found this good. He was never officially made a Judge of the Flame, but he was increasingly assigned to areas of less historical significance, and more suspected malfeasance.
This practice nearly cost him his life. Eventually, Brother Lhulan discovered a deep infestation of one parish by agents of the the Lords of Dust . . . and they discovered him. He was ambushed by a squad of hired blades. They weren't true servants of the rakshasas, just gutter trash given knives and gold. But all the same, they got the drop on him, grievously wounding him before he knew what had happened. As attuned as he was to the sins of others, he never imagined that his assignments might put him directly into such danger.
Just as his attackers never imagined the bookish young friar was a skilled--if untested--fencer.
The fight was short and bloody, leaving the attackers dead and their target nearly so. Afterwards, Lhulan was given the chance to opt for safer duties in less corrupted territories. Instead, he asked that he be allowed to continue his current investigation. The Lords' servants were soon rooted out of the Church.
Brother Lhulan continued to throw himself into his work, and was given ever greater--but wholly covert--support from his superiors. Special equipment, privileged information, even squads of templars were put at his disposal, when necessary. From them on, when he was attacked by those he investigated, his victories were much more decisive.
The Lodge had been watching and aiding him for some time before they finally contacted him. He accepted their offer eagerly.
Appearance
Lhulan Ceth certainly doesn't look like much of a threat. He's of barely average height and much less than average build. His thin face could be called attractive, in a boyish way, but is most striking in its apparent openness and innocence. His hair is a weak sort of blond, cut just short short enough that one can tell it might be going thin early. His gray-blue eyes are just a tad weak, so he normally wears a pair of round, wire-rimmed spectacles.
Equipment Details
When expecting violence, Lhulan exchanges his usual glasses for a pair of lenses set into a leather strap like a simple, tight pair of goggles.
His armor, provided by the Church after his first ambush, is a layered mesh of black, steel-reinforced leather with the ability to take on a seeming of clothes appropriate to a travelling scholar. Except when masquerading as an adventurer of some sort, Lhulan tends to leave the suit's glamer activated.
His primary weapon is a flame-inscribed rapier treated with alchemical silver, supplied to him by the Church when he was investigating a suspected clan of wereboars. These days, the mainstream Church of the Silver Flame frowns upon enacting violence against lycanthropes without solid evidence of their villainy, so the blade was enchanted to be able to sting rather than cut.
Despite that weapon's broad utility, Lhulan carries with him a second rapier: The very same ornate, foppish blade that he trained with as a teenager. All sentimentality aside, he finds it quite necessary, as an semi-serious fencer, to have a non-magical weapon available. He could never propose--or even accept--a duel if he wielded a blade with an unfair advantage.
The most useful of his supplies is almost certainly his plain, black physician's bag, which is connected through arcane means to a large volume of extradimensional space. He carries almost all of his equipment within its murky depths.
His most recently-assigned magical devices are the pair of rings he wears, identical steel bands created by an archmage and Lodge-supporter named Nath Hanen. Hanen's Shield--the left hand ring--sheaths Lhulan's body in an imperceptible aura of protective force. Hanen's Fist--worn on the right--allows the wearer to project a massive bolt of bludgeoning power.
Equipment purchases coming soon. Somebody might wanna take a look at the way I worked out my saves, because I'm not sure I handled the gestalt weirdness properly.
EDIT: Equipment bought, although I'll probably want to grab more later. Also, I've changed my skills and feats a bit for better feint-then-sneak-attack terror.
EDIT 2: More-or-less-final purchases, and correction to saving throws thanks to Ferrix's analysis.
EDIT 3: Final changes. Slight equipment revisions, and loads of character blather.
EDIT 4: Would you believe more final final changes?