Spear of the Lohgin characters


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Solonir Kel'Alar: male Kelekene Ftr3/Div2 (restricted school necromancy); medium humanoid (Elorii); HD 3d10 + 2d4+5; hp 31; Init +4; Speed 30 ft.; AC 16, touch 15, flat-footed 12; Atk +8 melee (1d8+3 19-20 x2, +1 longsword) or +9 ranged (1d8+2 x3, masterwork mighty [+2 str] composite longbow); SQ Common Elorii traits (low-light vision, sword & bow proficiency, immune to sleep & non-magical disease, +2 will saving throws, immortality), Kelekene traits (+2 dex, +2 int, -2 con, -2 wis, +2 racial bonus to intimidate checks); AL CG; SV Fort +5, Ref +6, Will +7; Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 10.

Skills(40): Climb 3(+5), Concentration 4(+5/+9 with Combat Casting), Intimidate 3(+5), Jump 5(+7), Knowledge [arcana] 1(+4), Perform*[dance] 3(+3), Perform*[sing] 3(+3), Ride 1(+5), Spellcraft 5(+8), Tumble* 3(+9)**.

* cross-class skills
** +2 synergy from Jump

Feats: Scribe Scroll (Wiz1), Weapon Focus (longsword) (1st), Dodge (Ftr1), Combat Expertise (Ftr2), Combat Casting (3rd).

Languages: Eloran, Low Coryani (automatic), High Coryani, Milandisian, Ignan (bonus languages).

Wizard spells per day: 0--4, 1st--3+1 divination.

Spellbook: cantrips--all; 1st--mage armor, burning hands, true strike, identify, endure elements, shield, magic weapon, detect secret doors.

Spells prepared: 4/3+1; 0--detect poison, detect magic x2, prestidigitation; 1st--mage armor x2, detect secret doors, true strike.

Equipment
General: bedroll, winter blanket, backpack, scroll case, belt pouch, waterskin, flint & steel, spell component pouch, explorer's outfit, everburning torch.
Weapons: +1 longsword, masterwork mighty (+2) composite longbow, dagger, 38 arrows.
Magic Items: ring of protection +1, amulet of natural armor +1, cloak of resistance +1.
Potions: cure light wounds x2.
Scrolls: shield x4, magic weapon x2, feather fall x2, identify x2
Money: 500 gp


DESCRIPTION

Solonir stands 5'7'' and weighs in 138 lbs. He has jet-black shoulder-length hair and piercing blue eyes. His movements are always smooth and graceful. Like most Kelekene, Solonir is quick to temper. He tends to be proud and over-confident, but has a good and kind heart. He is dressed in dark red tunic, which has flame-shaped rune decorations.

BACKGROUND

Just recently, the people of Milandir broke free from the vast Empire. The main issue, opposing slavery, is common cause to the Elorii and the new nation. Milandir had the Elorii to help them in their efforts and many say, that without their help Milandir would never have been able to gain their new independent status. Opposing slavery was the most important thing in bringing the two sides closer to each other, but the Elorii were also grateful to Milandir for their help in solving a mystery at an ancient Elorii fort. Needless to say, the efforts of a certain young human monk were crucial in this matter.

The Elders of Vastwood are trying to forge an alliance with Milandir, but this is still a goal, that is very hard to reach. Many high-ranking Elorii still hold a grudge against all humankind. To improve the relations of these two people, the Elders have offered help to the Duke in his problem with the mysterious plague.

A proud young Kelekene male named Solonir Kel'Alar was chosen to be sent to serve the Duke. This would also be a fine opportunity to test the potential of this young warrior, who above all wishes to become a bladesinger - a high honor among the Elorii.
 
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Apropos, dire hawk companion

HD: 5d8+10 (32 hp)
Initiative: +6 (Dex)
Speed: 10 ft., fly 80 ft. (average)
Armor Class: 19 (+6 Dex, +3 natural)
Attacks: 2 claws +9 melee and bite +4 melee
Damage: Claw 1d4+1; bite 1d6
Saves: Fort +6, Ref +10, Will +3
Abilities: Str 12, Dex 22, Con 14, Int 2, Wis 14, Cha 10
Skills: Listen +8, Move Silently +8, Spot +8
Feats: Weapon Finesse (claws, bite)

Special: 1 bonus trick

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
 

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