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Allies
and Enemies
The following characters can be used as
NPCs, PC templates, or adventure hooks. If used as PCs at higher than
1st level, these characters' items should be increased accordingly. Though
not every race and class presented here incorporates Eberron rules material,
each character's story makes him or her uniquely at home in the Eberron
campaign setting.
Kuar, Shifter Barbarian
Marinda, Aerenal Cleric
Syntax, Warforged Rogue
Chapati, Eldeen Artificer
Jebei, Talenta Druid
Fawara, Half-Valenar Paladin
Helvar, Mror Psion
Sashana, Kalashtar Bard
Tohene, Argonnessen Fighter
Vadne, Lhazaar Sorceress
Kuar
Kuar
has been running for as long as he can remember. When he was a child during
the twilight years of the Last War, his tribe was migrating to escape
a battle that was devastating the region. One evening when he was sent
to gather firewood, a gnoll warband attacked the encampment and forced
his family to flee. They traveled ahead, leaving him behind. No matter
how fast and hard he ran, he couldn't catch up to the tribe.
Just old
enough to survive on his own, Kuar grew up on the fringes of civilization.
He became known as a widely roving traveler and citizens of the towns
he passed through often asked him to carry letters and packages to their
relatives in distant city-states. It didn't take him long to realize this
was a viable business. He began began to work as an independent courier,
working with clients who prefer not to use House Orien services for one
reason or another.
Kuar's messenger
work has taken him across the entire span of Khorvaire. During his travels,
he has sought details of his tribe's whereabouts, but he never admits
that he longs to see them again. He feigns a casual, carefree demeanor
and rarely becomes attached. When he does find friends, though, his loyalty
to them is almost obsessive.
In spite
of his physical prowess, Kuar is something of a coward. He is used to
fleeing enemies rather than fighting them. As he matures, he must decide
if he will use his incredible speed to face his fears rather than to run
from them.
Kuar, Shifter
Barbarian 1: CR 1; Medium-Size humanoid;
HD 1d12+1; hp 13; Init +3; Spd 40 ft. (barbarian); AC 18; Atk: +3
melee (1d8+2, 19-20/x2, longsword) or +4 ranged (1d8, x3, longbow);
AL Neutral Good; SQ Shifter traits; SV Fort +3, Ref +3, Will +0;
Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 8
Skills:
Balance +4, Climb +3, Handle Animal +1, Jump +5, Ride +5, Survival
+2
Feats:
Run
Shifter
Traits: Low-light vision, Runner (once a day for a duration
of 4 rounds, Kuar can manifest a +2 bonus to Dexterity and an increased
base speed of +10 feet)
Class
Features: Rage 1/day (+4 Str, +4 Con, +2 Will, ?2 AC for 6 rounds;
then fatigued for duration of encounter)
Possessions:
Longsword, longbow, 60 arrows, throwing axe, studded leather
armor, heavy wooden shield, traveling gear
Kuar,
Shifter Barbarian 5: CR 5; Medium-Size humanoid;
HD 5d12+2; hp 57; Init +3; Spd 40 ft. (barbarian); AC 17; Atk: +8
melee (1d10+3, x3, +1 glaive) or +9 ranged (1d8+2, x3,
mwk. composite longbow); AL Neutral Good; SQ Shifter traits; SV
Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 10,
Cha 8
Skills:
Balance +6, Climb +9, Handle Animal +1, Jump +11, Listen +6,
Ride +5, Survival +4
Feats: Combat
Reflexes, Run
Shifter Traits: Low-light
vision, Runner (once a day for a duration of 4 rounds, Kuar can
manifest a +2 bonus to Dexterity and an increased base speed of
+10 feet)
Class Features:
Improved uncanny dodge, rage 2/day (+4 Str, +4 Con, +2 Will,
?2 AC for 6 rounds; then fatigued for duration of encounter), trap
sense +1
Possessions: +1 glaive,
masterwork composite longbow, 60 arrows, silver throwing axe,
+1 studded leather armor, 2 potions of blur, potion
of cure moderate wounds, potion of jump, traveling gear
Kuar, Shifter
Barbarian 10: CR 10; Medium-Size humanoid;
HD 10d12+2; hp 109; Init +7; Spd 50 ft. (barbarian, boots of
striding and springing); AC 18; Atk:
+14/+9 melee (1d10+3, x3, glaive) or +14/+9 ranged (1d8, x3, longbow);
AL Neutral Good; SQ Shifter traits, damage reduction 2/-; SV Fort +9, Ref +6, Will +3;
Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha 8
Skills: Balance +6, Climb +14, Handle Animal +5, Jump +21, Listen +10,
Ride +7, Survival +4
Feats: Combat
Reflexes, Improved Initiative, Run, Power Attack
Shifter Traits: Low-light vision, Runner (once a day for a duration of 4 rounds,
Kuar can manifest a +2 bonus to Dexterity and an increased base
speed of +10 feet)
Class Features:
Improved uncanny dodge, rage 3/day (+4 Str, +4 Con, +2 Will,
?2 AC for 6 rounds; then fatigued for duration of encounter), trap
sense +3
Possessions: +2 glaive,
masterwork composite longbow, 60 arrows, silver throwing axe,
+1 studded leather armor, bracers of armor +1, boots
of striding and springing, 2 potions of
haste, 2 potions of enlarge person, potion
of cure critical wounds, potion of fly, traveling gear
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Marinda
Marinda
was born on the day that has widely been recognized as the beginning of
the Last War. Since then, death has followed this young Aerenal. During
her childhood, her entire extended family died of an exotic, undiagnosed
disease. Her first and only lover was killed in a chariot racing accident.
Marinda's first century on Eberron was not a pleasant one.
What she
saw as a curse, the Aereni religious leaders of recognized as an untapped
gift for manipulating vital energy. Adolescent by Elven standards, Marinda
has become a remarkably adept cleric of the Undying Court. While honing
necromantic powers that channel her innate talent for death, she is developing
the discipline to wield basic curative magic and the sacred energy that
sustains her deathless ancestors.
Marinda's
prodigious abilities have inspired respect and jealousy among her instructors.
Because of this, and because she is openly paranoid about the results
if she doesn't find an outlet for her powers, Marinda has left Aerenal
to travel the world. If she has to use destructive magic, she reasons,
she might as well seek out deserving victims. As she journeys and grows,
she hopes to deepen her understanding of magic that heals rather than
harms.
Marinda,
Elf Cleric 1: CR 1; Medium-Size
humanoid; HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 15; Atk: -1 melee (1d8-1, 19-20/x2, longsword) or +0 ranged (1d8, x3,
longbow); SA Turn Undead; AL Lawful Neutral; SQ Elf traits; SV Fort
+2, Ref +0, Will +6; Str 8, Dex 10, Con 11, Int 10, Wis 18, Cha
10
Skills:
Concentration
+4, Knowledge (religion) +4, Listen +6, Search +2, Spot +6
Feats:
Spell
Focus (necromancy)
Class Features:
Turn undead 3/day; alignment aura; death touch (touch attack; if
opponent has less than 1d6 hit points, it dies); rebuke deathless
(in place of turn attempt once/day); spontaneous
casting
Possessions:
Longsword,
longbow, 60 arrows, chain shirt, light steel shield, waterskin, holy
symbol, spell component pouch, traveling gear
Spells Prepared
(3/3): 0 -- vreate water, purify food and drink, read magic;
1st -- cause fear, doom, hide from undead
Marinda,
Elf Cleric 5: CR 5; Medium-Size humanoid; HD 5d8+1; hp
31; Init +0; Spd 20 ft. (chain mail); AC 16; Atk: +2 melee (1d8-1,
19-20/x2, longsword) or +8 ranged (1d8+1, x3, longbow); SA Turn
Undead; AL Lawful Neutral; SQ Elf traits; SV Fort +5, Ref +1, Will
+8; Str 8, Dex 10, Con 12, Int 10, Wis 18, Cha 10
Skills:
Concentration
+9, Knowledge (religion) +4, Listen +6, Search +2, Spellcraft +4,
Spot +6
Feats:
Spell
Focus (necromancy), Zen Archery
Class
Features:
Turn undead 3/day; alignment aura; death touch (touch attack; if
opponent has less than 5d6 hit points, it dies); rebuke
deathless (in place of turn attempt once/day); spontaneous
casting
Possessions:
Cold
iron longsword, +1 longbow, 60 arrows, chain mail, light
steel shield, hand of the mage, potion of levitate, 2 scrolls
of cure moderate wounds, scroll of remove curse,
scroll of remove disease, scroll of speak
with dead, waterskin, holy symbol, spell component pouch, traveling
gear
Spells
Prepared (5/5/4/3): 0
-- create water, light, purify food and drink, read magic (x2);
1st -- cause fear, doom (x2), hide from undead, sanctuary;
2nd -- bull's strength, consecrate, death knell, lesser restoration;
3rd -- bestow curse, dispel magic, halt deathless
Marinda,
Elf Cleric 10: CR 10; Medium-Size humanoid; HD 10d8+1;
hp 63; Init +0; Spd 30 ft. (chain mail); AC 16; Atk: +7/+2 melee
(1d8-1, 19-20/x2, longsword) or +12/+7 ranged (1d8, x3, longbow);
SA Turn Undead; AL Lawful Neutral; SQ Elf traits; SV Fort +8, Ref
+3, Will +11; Str 8, Dex 10, Con 12, Int 10, Wis 19, Cha 10
Skills:
Concentration
+12, Knowledge (religion) +8, Listen +6, Search +2, Spellcraft +7,
Spot +6
Feats:
Spell
Focus (abjuration), Spell Focus (necromancy), Zen Archery, Scribe
Scroll
Class
Features:
Turn undead 3/day; alignment aura; death touch (touch attack; if
opponent has less than 10d6 hit points, it dies); rebuke
deathless (in place of turn attempt once/day); spontaneous
casting
Possessions:
Cold
iron longsword, +1 seeking longbow, 60 arrows, elven chain,
light steel shield, hand of the mage, minor circlet of blasting,
potion of fly, 2 scrolls of cure critical wounds,
scroll of speak with dead, scroll of divination,
scroll of reincarnation, scroll of wall of
thorns, waterskin, holy symbol, spell component pouch, traveling
gear
Spells
Prepared (6/6/6/5/5/3): 0
-- create water, light, purify food and drink (x2), read magic
(x2); 1st -- cause fear, doom (x2), hide from undead, sanctuary
(x2); 2nd -- bear's endurance, bull's strength, consecrate,
death knell, eagle's splendor, lesser restoration; 3rd --
contagion, dispel magic, halt deathless, remove curse; 4th
-- death ward, lesser planar ally, poison, restoration, spirit
stallion; 5 -- hallow, raise dead, slay living |
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Syntax
Syntax
was created as a gift for the prince of Karrnath. For all appearances,
Syntax was an ideal court servant. He understood politics and protocol,
he spoke the language of every civilized sentient, and he could serve
as an armed bodyguard in times of trouble.
Of course,
there was more to Syntax than his silver tongue. His sinister true purpose
was to ingratiate himself to the nobility of Karrnath, charming his way
into the role of trusted advisor to the prince. Then, at the first discreet
opportunity, he was to assassinate the prince and send Karrnath reeling
into chaos.
Unfortunately
for Syntax's creators, he didn't adhere to the plan. Created to be affable
and polite, his congenial nature rebelled against that bloodthirsty mission.
He considered the prince a friend, and even went so far as to explain
his original purpose.
Perhaps predictably,
this did little to win the prince's trust. Outraged at Syntax's deception
up till that moment, the prince ordered Syntax destroyed. Syntax bluffed
his way out of the palace prison and escaped Thrane. Now he works as
a translator in Sharn, avoiding both the Karrnathi court and his original
creators.
Syntax, Warforged
Rogue 1: CR 1;
Medium-Size humanoid; HD 1d6; hp 6; Init +2; Spd 30 ft.; AC 15;
Atk: +0 melee (1d6, 18-20/x2, rapier) or +2 ranged (1d6, x3, shortbow);
SA sneak attack +1d6; SQ Warforged traits; AL Lawful Good; SV Fort
+0, Ref +4, Will +0; Str 11, Dex 14, Con 10, Int 14, Wis 10, Cha
12
Skills: Bluff
+5, Decipher Script +6, Diplomacy +5, Disable Device +4, Forgery
+4, Hide +4, Knowledge (local) +6, Knowledge (nobility and royalty)
+3, Move Silently +4, Open Lock +4, Sense Motive +4
Languages: Common,
Dwarven, Draconic, Elven, Gnome, Halfling, Orc
Feats: Mithral-Laced
Body
Class
Features: Sneak attack +1d6, trapfinding
Possessions: Rapier,
shortbow, 60 arrows, ink vial and pen, paper, signal whistle, signet
ring, spyglass, thieves' tools
Syntax,
Warforged Rogue 5: CR 5; Medium-Size humanoid;
HD 5d6; hp 20; Init +2; Spd 30 ft.; AC 16; Atk: +5 melee (1d6+1,
18-20/x2, rapier) or +6 ranged (1d6+1, x3, shortbow); SA sneak attack
+3d6; SQ Warforged traits, +1 AC; AL Lawful Good; SV Fort +1, Ref
+6, Will +1; Str 12, Dex 14, Con 10, Int 14, Wis 10, Cha 12
Skills:
Bluff
+9, Decipher Script +8, Diplomacy +9, Disable Device +8, Forgery
+8, Hide +8, Knowledge (local) +6, Knowledge (nobility and royalty)
+3, Move Silently +8, Open Lock +8, Sense Motive +8
Languages:
Common, Dwarven, Draconic, Elven, Gnome, Halfling, Orc, Giant
Feats: Mithral-Laced
Body, Combat Expertise
Class
Features: Evasion, sneak attack +3d6, trapfinding, trap sense
+1, uncanny dodge
Special
Qualities: Syntax's armor has been enchanted with a +1 magic
bonus to AC
Possessions:
+1 rapier, masterwork composite shortbow, 60 arrows, hat
of disguise, oil of pass without trace, oil of invisibility,
oil of fox's cunning, oil of repair moderate damage, ink vial and pen, paper, signal whistle, signet
ring, spyglass, thieves' tools
Syntax,
Warforged Rogue 10: CR 10; Medium-Size humanoid;
HD 10d6; hp 36; Init +2; Spd 30 ft.; AC 17; Atk: +10/+5 melee
(2d6+1,
18-20/x2,
+1 rapier of shock) or +9/+4 ranged (1d6+1, x3,
shortbow); SA sneak
attack +5d6; SQ Warforged traits; AL Lawful Good; SV Fort +3, Ref
+9, Will +3; Str 12, Dex 15, Con 10, Int 14, Wis 10, Cha 12
Skills:
Bluff +14, Decipher Script +13, Diplomacy +14, Disable Device
+13, Forgery +13, Hide +13, Knowledge (local) +6, Knowledge (nobility
and royalty) +3, Move Silently +13, Open Lock +13, Sense Motive
+13
Languages: Common,
Dwarven, Draconic, Elven, Gnome, Halfling, Orc, Giant, Infernal,
Sylvan
Feats: Mithral-Laced
Body, Combat Expertise, Improved Feint, Weapon Focus (rapier)
Class
Features: Evasion, improved uncanny dodge, opportunist, sneak
attack +5d6, trapfinding, trap sense +3
Special
Qualities: Syntax's armor has been enchanted with a +2 magic
bonus to AC
Possessions:
+1 rapier of shock, masterwork composite shortbow, 60 arrows,
hat of disguise, chime of opening, 2 oils of
invisibility, oil of eagle's splendor, oil of fox's
cunning, 2 oils of repair critical damage, oil of gaseous
form, ink vial and pen, paper, signal whistle,
signet ring, spyglass, thieves' tools
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Chapati
Chapati
enjoyed a happy childhood in the Eldeen Reaches. The youngest daughter
in a close-knit family, she was a skilled hunter, a bright student and
a precocious woodcarver. As an apprentice to the tribe's shaman, she showed
an early aptitude for magic, but was most interested in enchantments that
invested physical objects with supernatural power. Isolated from House Cannith
or any formal tutor, she became a self-taught artificer.
As a teenager,
Chapati practiced unlocking the secrets of magic enchantments on spears and
hides, then sparred with young warriors in an attempt to test her augmentations.
When the Last War spilled over into the Eldeen Reaches, she accompanied
scouts and applied her skills in a few minor skirmishes.
When the
war ended, Chapati's father realized that to develop her special gift,
she needed to leave the family behind and be trained by a guild of true
artificers. While Chapati was reluctant to leave her family, she was excited
to study more magic.
Chapati is
an amiable, intelligent young Eldeen. While she is clearly competent,
she tends to be somewhat naive and absentminded. So far, she has never
encountered a challenge that she could not easily overcome, and she is
likely to be quite shaken when she does.
Chapati,
Human Artificer 1: CR 1; Medium-Size humanoid; HD 1d6+1; hp
7; Init +0; Spd 30 ft.; AC 15; Atk: +2 melee (1d6+2, shortspear) or
+0 ranged (1d4+2, sling); AL Chaotic Good; SV Fort +1, Ref +0, Will
+1; Str 14, Dex 10, Con 12, Int 15, Wis 8, Cha 13
Skills: Craft (weaponsmithing)
+6, Disable Device +5, Knowledge (nature) +4, Open Lock +3, Search
+4, Spellcraft +8, Survival +1, Use Magic Device +10
Feats: Magical
Aptitude, Scribe Scroll, Skill Focus (Use Magic Device)
Class
Features: Augmentations (3), disable trap, item creation,
craft reserve (15 XP)
Possessions: Shortspear,
dagger, sling, 20 bullets, hide armor, heavy wooden shield,
traveling gear, 3 tindertwigs, weaponsmithing tools, 2 scrolls of cure light wounds,
scroll of continual flame, scroll of sleep
Chapati,
Human Artificer 5: CR 5; Medium-Size humanoid; HD 5d6+1; hp
24; Init +0; Spd 30 ft.; AC 14; Atk: +5 melee (1d8+4,
+1 longspear) or +3 ranged (1d4+2, sling); AL Chaotic Good;
SV Fort +2, Ref +1, Will +3; Str 14, Dex 10, Con 12, Int 16, Wis 8,
Cha 13
Skills: Craft (weaponsmithing)
+9, Disable Device +11, Knowledge (arcana) +5, Knowledge (nature)
+5, Open Lock +8, Search +9, Spellcraft +13, Survival +3, Use Magic
Device +14
Feats: Brew
Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous
Item, Exceptional Artisan, Magical Aptitude, Scribe Scroll, Skill
Focus (Use Magic Device)
Class
Features: Artisan bonus, augmentations (3/3/1), craft
homunculus, craft reserve (85 XP), disable trap, item creation,
retain essence
Possessions: +1 longspear, continual flame dagger,
Sling, 30 bullets,
+1 leather armor, cloak of resistance +1, ring of
protection +1, wand of magic missile (1st level), wand of
charm person, 2 scrolls of cure moderate wounds, scroll
of sleet storm, scroll of summon nature's ally III,
scroll of tree stride, scroll of halt undead, scroll
of wind wall, traveling gear, weaponsmithing tools
Chapati,
Human Artificer 10: CR 10; Medium-Size humanoid; HD 10d6+1;
hp 50; Init +0; Spd 30 ft.; AC 19; Atk: +10/+4 melee (1d8+4, +1 ghost touch longspear)
or +8/+3 ranged (1d4+2, sling); AL Chaotic Good; SV Fort +4, Ref +3,
Will +6; Str 14, Dex 12, Con 12, Int 16, Wis 8, Cha 14
Skills: Craft (weaponsmithing)
+12, Diplomacy +5, Disable Device +16, Knowledge (arcana) +10,
Knowledge (nature) +5, Open Lock +13, Search +15, Spellcraft +18,
Survival +3, Use Magic Device +20
Feats: Brew
Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Rod,
Craft Wondrous Item, Exceptional Artisan, Magical Aptitude, Magical
Artisan, Maximize Spell, Scribe Scroll, Skill Focus (Use Magic
Device)
Class
Features: Artisan bonus, augmentations (4/3/3/3/2), craft
homunculus, craft reserve (180 XP), disable trap, item creation,
metamagic spell trigger, retain essence
Possessions: +1 ghost touch longspear, continual flame dagger,
+1 sling, 30 cold iron bullets, +2 leather armor, cloak
of resistance +1, ring of protection +2, gloves of
dexterity, wand of magic missile (7th level), wand of cure moderate
wounds, 2 scrolls of cure moderate wounds, scroll of ice
storm, scroll of summon nature's ally IV, scroll of major
image, scroll of halt undead, scroll of wall of fire, traveling
gear, weaponsmithing tools
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Jebei
Among the Talenta halflings, everyone
has heard of the eccentric man who wanders the highlands keeping company
with beasts. Depending on you ask, he is known as Jebei the Wise, Jebei
the Indifferent, or Jebei Sharp-Ear. Only a few elders know that Jebei was
once a clawfoot handler in a small eastern Talenta village.
Many people
lost sons and fathers to the Last War. Jebei lost his wife, his children,
and his closest friends. When the war spilled into Talenta, Jebei's family
was caught in a destructive battle which razed their homes and left few
survivors. His family killed, Jebei wanted nothing to do with the few halflings
left in his village. He left to wander the steppes alone.
Jebei
patrols the edges of the Talenta Plains, summoning swift raptors to
discourage travelers from encroaching upon his homeland. The few
visitors who Jebei chooses not to avoid rarely know what to make of him.
He is pragmatic but capricious, with a tendency to completely ignore
anyone he feels is a waste of time. He has an unpredictable, wry sense
of humor that appeals to his dinosaur companions but leaves most people
offended or confused.
While
Jebei's first loyalty is to the Talenta Plains, he does not like to feel
tied down to any particular location. He has traveled as far as Q'Barra,
and in the process has gained considerable reverence for nature in all its
forms. Depending on his mood and whether or not it appealed to his
stubborn sense of pride, any threat to Eberron has the potential to
motivate him to action.
Jebei,
Halfling Druid 1: CR 1; Small-Size humanoid; HD 1d8; hp 8; Init
+3; Spd 20 ft.; AC 17; Atk: +1 melee (1d4,
18-20 x2, scimitar) or +5 ranged (1d3, sling); SQ Druid features,
Halfling traits; AL Chaotic Neutral; SV Fort +3,
Ref +4, Will +5; Str 10, Dex 16, Con 11, Int 12, Wis 15, Cha 8
Skills: Concentration
+3, Handle Animal +3, Hide +6, Knowledge (nature) +7, Listen +8,
Move Silently +4, Ride +4, Survival +8
Feats: Track
Class
Features: Animal companion (troodon), spontaneous casting, wild
empathy
Possessions: Scimitar,
dagger, sling, 40 arrows, leather armor, wooden buckler, satchel of
dried steppe grasses, spell component pouch, traveling gear
Spells Prepared
(3/2): 0 -- create water, light, read magic; 1st --
cure light wounds, magic fang
Jebei,
Halfling Druid 5: CR 5; Small-Size humanoid; HD 5d8; hp 26; Init
+3; Spd 20 ft.; AC 18; Atk: +5 melee (1d4,
18-20 x2, masterwork silver scimitar) or +9 ranged (1d3+1, +1
sling);
SQ Druid features, Halfling traits; AL Chaotic Neutral; SV Fort +5,
Ref +5, Will +8; Str 10, Dex 16, Con 11, Int 12, Wis 16, Cha 8
Skills: Concentration
+4, Handle Animal +5, Hide +6, Knowledge (nature) +13, Knowledge
(the planes) +3, Listen +11, Move Silently +4, Ride +9, Survival +13
Feats: Extend
Spell, Track
Class
Features: Animal companion (clawfoot), resist nature's lure,
spontaneous casting, trackless step, wild empathy, wildshape (1/day,
medium, 5 HD), woodland stride
Possessions: Masterwork
silver scimitar,
dagger, +1 sling, 40 arrows, +1 leather armor, wooden
buckler, wand of magic fang, satchel of dried steppe grasses,
spell component pouch, traveling gear
Spells Prepared
(5/4/3/2): 0 -- create water, detect poison, light, know
direction, read magic; 1st -- cure light wounds,
entangle, longstrider, magic stone; 2nd -- animal trance,
flaming sphere, warp wood; 3rd -- cure moderate wounds,
poison
Jebei,
Halfling Druid 8/Nature's Warrior 2: CR 10; Small-Size humanoid; HD
8d8+2d10; hp 49; Init +3; Spd 20 ft.; AC 19; Atk: +10/+5 melee (1d4,
18-20 x2, masterwork silver scimitar) or +14/+9 ranged (1d3+1d6+1,
sling);
SQ Druid features, Halfling traits, damage resistance 3/-; AL
Chaotic Neutral; SV Fort +5,
Ref +5, Will +8; Str 10, Dex 16, Con 11, Int 12, Wis 17, Cha 8
Skills: Concentration
+10, Handle Animal +10, Hide +6, Knowledge (nature) +15, Knowledge
(the planes) +3, Listen +16, Move Silently +4, Ride +12, Survival
+16
Feats: Augment
Summoning, Extend Spell, Spell Focus (conjuration), Track
Class
Features: Animal companion (deinonychus), nature's armament
(earth's resilience), resist nature's lure, spontaneous casting,
trackless step, wild empathy, wilding, wildshape (4/day, large, 10
HD), woodland stride
Possessions: Masterwork
silver scimitar,
dagger, +1 flaming sling, 40 arrows, +2 leather armor,
wooden buckler, wand of summon nature's ally II (5th level),
circlet of speak with animals, satchel of dried steppe grasses,
spell component pouch, traveling gear
Spells Prepared
(6/5/5/4/2/1): 0 -- create water, detect magic, detect
poison, light, know direction, read magic; 1st -- cure
light wounds, entangle, longstrider, magic fang, magic stone;
2nd -- animal trance, cat's grace, flaming sphere, spider climb,
warp wood; 3rd -- cure moderate wounds, greater magic fang,
poison, speak with plants; 4th -- cure serious wounds, ice
storm; 5th -- animal growth
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Fawara
For most of
her life, Fawara has heard a clear message from the world around her:
"you are different." She has always taken it as a compliment.
Fawara was
raised among the Valenar elves. Her mother, an impulsive young performer with
a penchant for taking human lovers, was at a total loss when it came to
raising Fawara. Outgrowing other children -- and, within a dozen years,
her mother -- Fawara was stronger, more mature, and more intelligent than
any of her peers. While her mother didn't know what to do with her,
Fawara's delighted uncles trained her in the arts of war, which Fawara
took as yet another chance to prove her worth.
At
seventeen, Fawara left her elf mother and went to meet her father's
people. Again she found herself regarded as unique: exotically beautiful,
uniquely perceptive, and possessed of an impressively independent spirit.
She traveled across Khorvaire, working for a pittance as a negotiator and
advocate for prisoners of war. Her goal was peace, but she was drawn into
the war when she was traveling through Thrane and fell victim to a
particularly devastating attack by Breland soldiers.
In that
battle that she was healed by a cleric of the Silver Flame. Filled with
respect for the Silver Flame's power and benevolence, she immediately
sought membership in the Church. Since the end of the Last War, she has
worked as a pilgrim, and once again she has distinguished herself. The
Church leaders are so impressed that they have set a colossal task before
her: recruit the Valenar as worshippers of the Silver Flame.
Fawara,
Half-Elf Paladin 1: CR 1; Medium-Size humanoid; HD 1d10; hp
10; Init +0; Spd 20 ft. (scale mail); AC 16; Atk: +3 melee (1d6+2,
18-20 x2, scimitar) or +1 ranged (1d8, x3, longbow); SA Smite evil;
SQ Paladin features, Half-elf traits; AL Lawful Good; SV Fort +2,
Ref +0, Will +1; Str 14, Dex 10, Con 10, Int 12, Wis 13, Cha 14
Skills: Diplomacy
+8, Gather Information +4, Knowledge (religion) +5, Listen +2,
Search +2, Sense Motive +5, Spot +2
Feats: Extra
Smiting
Class
Features: Aura of Good, Detect Evil, Smite Evil 4/day (+2 att,
+1 dam)
Possessions: Scimitar,
dagger, longbow, 40 arrows, scale mail armor, heavy steel shield,
wooden holy symbol, traveling gear
Fawara,
Half-Elf Paladin 5: CR 5; Medium-Size humanoid; HD 5d10; hp
35; Init +0; Spd 20 ft. (half plate); AC 21; Atk: +8 melee (1d6+3,
18-20 x2, scimitar +1) or +6 ranged (1d8+2, x3, masterwork
composite longbow); SA Smite Evil,
Turn Undead; SQ Paladin features, Half-elf traits; AL Lawful Good;
SV Fort +6, Ref +3, Will +5; Str 14, Dex 10, Con 10, Int 12, Wis 14,
Cha 14
Skills: Diplomacy
+13, Gather Information +4, Knowledge (religion) +9, Knowledge (the
planes) +4, Listen +3, Search +2, Sense Motive +6, Spot +3
Feats: Extra
Smiting, Skill Focus (diplomacy)
Class
Features: Aura of Courage, Aura of Good, Detect Evil, Divine
Grace, Divine Health, Lay on Hands (10 hp/day), Special Mount, Smite
Evil 5/day (+2 att, +5 dam), Turn Undead (5/day)
Possessions: scimitar
+1,
dagger, masterwork composite longbow, 40 arrows, half-plate armor +1, heavy steel
shield +1, silver holy symbol, wand of cure light wounds, scroll
of undetectable alignment, scroll of eagle's splendor, traveling
gear
Spells Prepared
(1): 1st -- Protection from evil
Fawara,
Half-Elf Paladin 5/Exorcist of the Silver Flame 5: CR 10; Medium-Size humanoid; HD
5d10+5d8; hp 70; Init +0; Spd 20 ft. (half plate); AC 20; Atk:
+11/+6 melee (1d6+4, 16-20 x2, scimitar of mercy +1) or +9/+4 ranged
(1d8+2, x3, masterwork composite longbow); SA Smite Evil, Turn Undead; SQ Paladin features, Half-elf
traits; AL Lawful Good; SV Fort +10, Ref +4, Will +9; Str 14, Dex
10, Con 10, Int 12, Wis 14, Cha 15
Skills: Diplomacy
+14, Gather Information +4, Intimidate +6, Knowledge (religion) +10,
Knowledge (the planes) +8, Listen +3, Search +2, Sense Motive +11,
Spot +3
Feats: Extra
Smiting, Improved Critical (scimitar), Leadership, Skill Focus
(diplomacy)
Class
Features: Aura of Courage, Aura of Good, Burning Exorcism,
Darkvision (30 ft.), Detect Evil, Detect Thoughts (DC 17), Divine
Grace, Divine Health, Flame of Censure 5/day (2d6+7 dam), Lay on
Hands (10 hp/day), Resist Possession, Special Mount, Smite Evil
6/day (+2 att, +10 dam), Turn Undead (5/day), Weapon of Good, Weapon
of Silver, Weapon of the Exorcist
Possessions: scimitar
of mercy +1, dagger, masterwork composite longbow, 40 arrows, glamered half-plate
armor +1, heavy steel shield of arrow catching +1, silver
holy symbol, wand of cure moderate wounds, scroll of holy
sword, scroll of death ward, traveling gear
Spells Prepared
(2/2): 1st -- Protection from evil, protection from chaos; 2nd --
bull's strength,
zone of truth
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Helvar
Deep in
the myriad communities of the Mror Holds, the Shadarok clan struggles in
obscurity. An industrious family, the Shadaroks unfortunately have a mixed
and uncertain bloodline with no great heroes or leaders to call their own.
One way or another, Helvar Shadaroks is destined to change the reputation
of his clan's name.
Helvar's
father is an entrepreneur, a miner-turned-jeweler whose gemstones are of
above-average cut and quality. He would like nothing better than for
Helvar to take up the jewelry business and earn some prominence for the
clan. Helvar first proved a disappointment to his father when he left the Mror
Holds to fight in the Last War. Helvar achieved some distinction on the
battlefield, his time as an enlistee punctuated by several lucky accidents
and unusual moments of serendipity. These were the first manifestations of
Helvar's wild talent, events that he noticed and connected.
Helvar
defied his father a second time by taking a journey to the Lhazaar
Principalities shortly after the Treaty of Thronehold. He apprenticed
himself to a kalashtar and spent the better part of a year learning
rudimentary psionic techniques. After eleven months of daily instruction,
his kalashtar teacher mysteriously disappeared. His war salary spent and
his only friend in Lhazaar gone, Helvar returned home.
It didn't
take long for Helvar to find another excuse to leave the Mror Holds.
Ostensibly embracing his father's entrepreneurial spirit, Helvar has
promised to visit prominent merchants throughout Khorvaire. While he
claims that his goal is to find a distributor for the clan jewels, Helvar
is constantly on the lookout for his kalashtar tutor ...or a worthy way to
use his growing powers.
Helvar,
Dwarf Fighter 1: CR 1; Medium-Size humanoid; HD 1d10; hp
13; Init +0; Spd 20 ft.; AC 15; Atk: +3 melee (1d10+1, x3, dwarven
waraxe) or +1 ranged (1d6+1, x3, throwing axe);
SQ dwarf traits; AL Chaotic Good; SV Fort +5,
Ref +0, Will +0; Str 13, Dex 10, Con 16, Int 14, Wis 10, Cha 10
Skills: Climb
+1, Craft (jewelry) +4, Intimidate +4, Knowledge (history)
+3, Swim +1
Feats: Weapon
Focus (dwarven waraxe), Wild Talent
Possessions: Dwarven
waraxe, light wooden shield, scale mail, rope (50'), traveling gear
Helvar,
Dwarf Fighter 1/Kineticist 4: CR 5; Medium-Size humanoid; HD
1d10+4d4; hp
36; Init +0; Spd 20 ft.; AC 19; Atk: +6 melee (1d10+2, x3, dwarven
waraxe) or +3 ranged (1d6+2, x3, throwing axe);
SQ dwarf traits; AL Chaotic Good; SV Fort +6,
Ref +1, Will +4; Str 13, Dex 10, Con 16, Int 15, Wis 10, Cha 10
Skills: Autohypnosis
+7, Concentration +11, Craft (jewelry) +4,
Disable Device +3, Intimidate +4, Knowledge (psionics) +9, Psicraft
+9
Feats: Imprint
Stone, Unconditional Power, Weapon
Focus (dwarven waraxe), Wild Talent
Possessions: +1 dwarven
waraxe, heavy steel shield, +1 banded mail, cognizance
crystal (1 PP), 2 potions of cure light wounds, potion of bull's
strength, rope (50'), traveling gear
Powers Known (23
PP/day): 1 -- control object, deja vu, disable, empathy,
force screen; 2 -- detect hostile intent, energy adaptation
(specified), energy missile, levitate
Helvar,
Dwarf Fighter 1/Kineticist 9: CR 10; Medium-Size humanoid; HD
1d10+9d4; hp 63; Init +0; Spd 20 ft.; AC 21; Atk: +7 melee (1d10+3, x3, dwarven
waraxe) or +5 ranged (1d6+2, x3, throwing axe);
SQ dwarf traits; AL Chaotic Good; SV Fort +8,
Ref +3, Will +6; Str 14, Dex 10, Con 16, Int 14, Wis 10, Cha 10
Skills: Autohypnosis
+10, Concentration +16, Craft (jewelry) +5,
Disable Device +7, Intimidate +8, Knowledge (history) +4, Knowledge
(psionics) +13, Open Lock +4, Psicraft +15, Search +9
Feats: Empower
Power, Imprint
Stone, Overchannel, Quicken Power, Unconditional Power, Weapon
Focus (dwarven waraxe), Wild Talent
Possessions: +1 power
storing dwarven waraxe, +1 heavy steel shield, +2
banded mail, cognizance crystal (3 PP), 2 potions of cure
moderate wounds, potion of bull's strength, rope (50'), traveling gear
Powers Known (87
PP/day): 1 -- control object, deja vu, disable, empathy,
force screen; 2 -- cloud mind, detect hostile intent, energy adaptation
(specified), energy missile, levitate; 3 -- energy cone, keen
edge, telekinetic force; 4 -- control body, dimension door,
energy ball, inertial barrier; 5 -- energy current, plane
shift
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Sashana
Most
kalashtar, even those who have fled Sarlona, dedicate their lives to
overthrowing that continent's psionic dictators, the Inspired. But no matter
how hard she tries to care, Sashana is indifferent to the struggles of her
more rebellious parents and peers. The exiled spirit that shares Sashana's
consciousness has grown weary of the material world and longs for its home
in Dal Quor. Her human nature experiences this as overwhelming sadness and
unfulfilled desire. Sashana has channeled these emotions into music and a
strong sense of wanderlust.
Though she
is quite young even by human standards, Sashana has already attempted and discarded many occupations in an attempt
to distract herself from her own melancholy. As a girl growing up during
the Last War, her way with words and ability to cast minor illusions helped her find work as a spy. She has also worked
as an acrobat and an actress, performing in cities throughout Khorvaire. But her chief love -- perhaps her only love -- is music. She is
never more satisfied than when she is composing a lament for the dream
world she'll never see again, or playing a complex sonata before an
appreciative audience.
In spite of
her sometimes overwrought sense of angst, Sashana is a pleasant,
spontaneous traveling companion. She is
always willing to try new things and rarely finds herself in one city for
more than a few days. She is a pure adventurer, claiming no lofty ideals
or profound goals. She yearns for a place to call home, to stop hoping for
a return to Dal Quor ...or to find a way back. If she could find someone
to help her in either pursuit, her apathetic veneer would give way to
passionate interest.
Sashana,
Kalashtar Bard 1: CR 1; Medium-Size humanoid; HD 1d6; hp 6; Init
+2; Spd 30 ft.; AC 14; Atk: +0 melee (1d8, 19-20 x2, longsword) or
+2 ranged (1d6, x3, shortbow); SQ bard features, kalashtar traits; AL
True Neutral; SV Fort +0,
Ref +4, Will +3; Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 14
Skills: Bluff
+8, Concentration +2, Diplomacy +4, Disguise +4, Hide +5, Intimidate +4,
Listen +5, Move Silently +5,
Perform +6, Sense Motive +5
Feats: Up the
Walls
Class
Features: Bardic Knowledge, Bardic Music 1/day (countersong,
fascinate, inspire courage +1), Spells (2)
Possessions: Longsword,
punching dagger, shortbow, 60 arrows, studded leather armor,
buckler, disguise kit, flute, spell components, traveling gear
Spells Known
(4): 0 -- dancing lights, ghost sound, mage hand, read magic
Sashana,
Kalashtar Bard 5: CR 5; Medium-Size humanoid; HD 5d6; hp
23; Init +2; Spd 30 ft.; AC 16; Atk: +3 melee (1d8, 19-20 x2,
longsword) or +6 ranged (1d6, x3, deep crystal shortbow);
SQ bard features, kalashtar traits; AL True Neutral; SV Fort +1,
Ref +6, Will +6; Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 14
Skills: Bluff
+12, Concentration +4, Diplomacy +8, Disguise +6, Hide +6, Intimidate
+6, Listen +8, Move Silently +6,
Perform +10, Sense Motive +8, Use Psionic Device +10
Feats: Point Blank
Shot, Up the Walls
Class
Features: Bardic Knowledge, Bardic Music 5/day (countersong,
fascinate, inspire courage +1, inspire competence), Spells (3/4/2)
Possessions: Masterwork
longsword,
punching dagger, deep crystal shortbow, 60 arrows, +1 studded leather
armor,
buckler, masterwork flute, spell components, traveling gear, wand
of cure light wounds, dorje of force screen, elixir of true
strike
Spells Known
(6/4/3): 0 -- dancing lights, ghost sound, mage hand,
mending, read magic, summon instrument; 1 -- cure
light wounds, identify, silent image, sleep; 2 -- cure
moderate wounds, invisibility, minor image
Sashana,
Kalashtar Bard 10: CR 10; Medium-Size humanoid; HD 10d6; hp
40; Init +2; Spd 40 ft.; AC 18; Atk: +8/+3 melee (1d8+1, 19-20 x2, +1
longsword) or +10/+5 ranged (1d6, x3, deep crystal shortbow);
SQ bard features, kalashtar traits; AL True Neutral; SV Fort +3,
Ref +9, Will +9; Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Skills: Bluff
+17, Concentration +6, Diplomacy +8, Disguise +6, Hide +11, Intimidate
+6, Listen +10, Move Silently +11,
Perform +15, Sense Motive +12, Use Psionic Device +15
Feats: Point Blank
Shot, Psionic Shot, Speed of Thought, Up the Walls
Class
Features: Bardic Knowledge, Bardic Music 10/day (countersong,
fascinate, inspire courage +2, inspire competence, inspire
greatness, suggestion), Spells (3/4/4/2)
Possessions: +1
longsword,
punching dagger, +1 psychokinetic deep crystal shortbow, 60 arrows,
+1 studded leather armor,
buckler, ring of protection +1, masterwork flute, spell components, traveling gear, wand
of cure moderate wounds, dorje of force screen, dorje of brain
lock, 2 elixirs of true strike
Spells Known
(6/4/4/4/2): 0 -- dancing lights, ghost sound, mage hand,
mending, read magic, summon instrument; 1 -- cure
light wounds, identify, silent image, sleep; 2 -- cure
moderate wounds, invisibility, minor image, silence; 3 -- charm
monster, cure serious wounds, deep slumber, sculpt sound
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Tohene
Tohene has only dim memories of his childhood in Argonnessen. When he was a boy, he stowed away on a a Zilar
trading vessel, not realizing just how far away it would take him. He never made it home, nor in fact to Zilargo. Upon reaching Khorvaire, his
inadvertent caretakers were beset by hobgoblin raiders. He was captured as a slave and worked until he lost all sense of time and place.
When he was 16, Tohene was sent to a gladiatorial arena. He was intended as fodder for an experienced gladiator, but he survived and won the crowd's favor. Over the course of two years, he kept surviving. He mastered the Darguun spiked chain and he began to enjoy combat for its own sake. Too many times, though, he refused to kill a beaten opponent. He held onto what few ethics he remembered from his childhood, greatly annoying his masters. They arranged for him to fight an unbeatable enemy, a minotaur twice his size, without the aid of weapons or armor.
The battle did not last long. As the minotaur prepared to end Tohene's life, a member of the audience leapt into the arena. In an instant, she assumed the form of a silver dragon and efficiently dispatched Tohene's opponent before a horrified but cheering crowd. She flew Tohene to safety, depositing him outside a small town in southeast Breland without explanation.
Tohene saw this experience as nothing less than a miracle. As he struggled to start a life outside captivity, he pledged silent allegiance to the dragon who saved him. His purpose in life is to emulate her, to find her, and to serve her. A long road lies ahead, and he may never learn that she was the one repaying a debt, to an ancestor as famously heroic as he will someday become.
Tohene,
Human Fighter 1: CR 1; Medium-Size humanoid; HD 1d10; hp
10; Init +2; Spd 30 ft.; AC 16; Atk: +4 melee (2d6+6, 19-20 x2,
greatsword) or +4 melee (2d4+6, x2, spiked chain) or +3 ranged (1d6,
x3, shortbow); AL Lawful Good; SV Fort +2, Ref +2, Will +0; Str
16, Dex 14, Con 10, Int 13, Wis 10, Cha 8
Skills: Concentration
+2, Craft (Weaponsmithing) +5, Diplomacy +1, Intimidate +3
Feats: Combat
Expertise, Exotic Weapon Proficiency (spiked chain), Improved Disarm
Possessions: Spiked
chain, greatsword, heavy mace, dagger, shortbow, 40 arrows, spiked
scale mail, traveling gear
Tohene,
Human Fighter 5: CR 5; Medium-Size humanoid; HD 5d10; hp
32; Init +2; Spd 30 ft.; AC 18; Atk: +9 melee (2d6+7, 19-20 x2, +1
greatsword) or +10 melee (2d4+6, x2, mwk. spiked chain) or +8 ranged
(1d8+3,
x3, mwk. composite longbow); AL Lawful Good; SV Fort +4, Ref +3, Will +1; Str 16,
Dex 14, Con 11, Int 13, Wis 10, Cha 8
Skills: Concentration
+4, Craft (Weaponsmithing) +5, Diplomacy +3, Intimidate +3, Ride
+10
Feats: Combat
Expertise, Dodge, Exotic Weapon Proficiency (spiked chain), Improved
Disarm, Subduing Strike, Weapon Focus (spiked chain)
Possessions: +1
greatsword, masterwork spiked
chain, heavy mace, dagger, masterwork composite longbow, 40 arrows,
+1 spiked breastplate, potion of cure light wounds,
potion of remove fear, traveling gear
Tohene,
Human Fighter 6/Exotic Weapon Master 1/Dragon Samurai 3: CR 10;
Medium-Size humanoid; HD 10d10+1; hp 74; Init +2; Spd 30 ft.; AC
18; Atk: +14/+9 melee (2d6+8, 19-20 x2, +1 dragonbane greatsword) or
+15/+10 melee (2d4+8, x2, +1 spiked chain) or
+12/+7 ranged (1d8+4, x3, +1 composite longbow); SA dragon
breath 1/day (30' cone of cold, 3d8, DC 14 Ref save); SQ dragon
friend (+4 on Cha checks with silver dragons), resistance to cold 5,
immune to dragon fear; AL
Lawful Good; SV Fort +7, Ref +5, Will +4; Str 18, Dex 14, Con 12,
Int 13, Wis 10, Cha 8
Skills: Balance
+1, Concentration +12, Craft (Weaponsmithing) +5, Diplomacy +6,
Intimidate +7, Ride +10, Sense Motive +5
Feats: Combat
Expertise, Dodge, Exotic Weapon Proficiency (spiked chain), Improved
Disarm, Subduing Strike, Weapon Focus (spiked chain)
Possessions: +1
dragonbane greatsword, +1 spiked chain, silver heavy mace, dagger,
+1 composite longbow, 40 arrows, +1 spiked breastplate,
gauntlets of ogre power, potion of cure moderate wounds,
potion of lesser restoration, potion of enlarge person, traveling gear
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Vadne
Vadne Adaris is an enigmatic woman with a complicated
history. Her ancestors were extremely influential in pre-War Galifar but came to ruin under mysterious circumstances well over a century
ago. By the time Vadne was born, her family struggled to earn a humble
existence in a small Aundair fishing community. Vadne was taught to be ashamed of her Adaris heritage, but stories of her great-grandparents left her fascinated with wealth and power. When she was twenty, she left home and fell in love with a handsome dragonmarked noble of House Lyrandar.
Vadne's lover died at sea three years after they met, but not before giving her a son. His name was Pylaes, and as the mixed-race offspring of a half-elf and human, he was totally ignored by Lyrandar during his birth and childhood. Almost impossibly, he manifested a dragonmark when he became a teenager. Against his mother's wishes, he left to join Lyrandar and was welcomed there with open arms.
Now Vadne lives an itinerant life in the Lhazaar Principalities, working as a fisherwoman and ship's mate. She has chosen her home in Aundair because its waters are one of the few ocean lanes not dominated by Lyrandar merchant ships. Those who meet Vadne can't help but notice her piercing blue eyes, her weathered but beautiful features, and her effortlessly regal bearing. While she is a kind woman, she prefers to keep several secrets to herself: that dragon blood flows through her veins, that she possesses a natural talent for magic, that her ambitious son is only the latest in a long line
of Adaris sorcerers.
Vadne,
Human Sorcerer 1: CR 1; Medium-Size humanoid; HD 1d4+1;
hp 5; Init +1; Spd 30 ft.; AC 11; Atk: +1 melee (1d6+1 x2, quarterstaff)
or +1 ranged (1d6+1, x2, harpoon); SQ summon familiar; AL Neutral
Good; SV Fort +3, Ref +1, Will +2; Str 12, Dex 12, Con 12, Int 12,
Wis 10, Cha 15
Skills: Concentration
+5, Profession (sailor) +4, Swim +3, Use Rope +3
Feats: Exotic
Weapon Proficiency (Net), Great Fortitude
Possessions: Quarterstaff,
4 harpoons, net, dagger, spell components, 50' silk rope, fishing
net, fishing line and hook, hooded lantern, traveling gear
Spells
Prepared (5/4): 0 -- detect magic, disrupt undead, ghost sound, message,
read magic; 1 -- obscuring mist, shocking grasp
Vadne,
Human Sorcerer 5: CR 5; Medium-Size humanoid; HD 5d4+1;
hp 21; Init +1; Spd 30 ft.; AC 12; Atk: +4 melee (1d6+1 x2, mwk. quarterstaff)
or +3 ranged (1d6+1, x2, harpoon); SQ summon familiar; AL Neutral
Good; SV Fort +4, Ref +2, Will +4; Str 12, Dex 12, Con 12, Int 12,
Wis 10, Cha 16
Skills: Bluff
+5, Concentration +9, Knowledge (arcana) +5, Profession (sailor)
+6, Spellcraft +5, Swim +3, Use Rope +3
Feats: Exotic
Weapon Proficiency (Net), Great Fortitude, Scribe Scroll
Possessions: masterwork
quarterstaff,
4 harpoons, net, dagger, ring of protection +1, wand of shocking
grasp (caster lvl 3), elixir of swimming, scroll
of scorching ray, scroll of rope trick, scroll of invisibility,
spell components, 50' silk rope, fishing
net, fishing line and hook, hooded lantern, traveling gear
Spells
Prepared (6/7/5): 0 -- detect magic, disrupt undead, ghost sound,
light, message, read magic; 1 -- animate rope, mage armor,
obscuring mist, shocking grasp; 2 -- gust of wind, minor
image
Vadne,
Human Sorcerer 10: CR 10; Medium-Size humanoid; HD 10d4+1;
hp 41; Init +1; Spd 30 ft.; AC 13; Atk: +6 melee (1d6+1 x2, quarterstaff)
or +6 ranged (1d6+1, x2, harpoon); SQ summon familiar; AL Neutral
Good; SV Fort +6, Ref +4, Will +7; Str 12, Dex 12, Con 12, Int 12,
Wis 10, Cha 17
Skills: Bluff
+9, Concentration +14, Diplomacy +5, Intimidate +5, Knowledge (arcana)
+7, Profession (sailor) +8, Spellcraft +10, Swim +4, Use Rope +4
Feats: Exotic
Weapon Proficiency (Net), Extend Spell, Great Fortitude, Improved
Familiar (small air elemental), Scribe Scroll
Possessions: +1
quarterstaff,
4 harpoons, net, dagger, ring of protection +1, cloak of the
manta ray, amulet of natural armor, wand of acid arrow,
scroll of fireball (caster lvl 6), scroll of water
breathing, scroll of blur, scroll of protection from
evil, spell components, 50' silk rope, fishing
net, fishing line and hook, hooded lantern, traveling gear
Spells
Prepared (6/7/7/7/5/3): 0 -- detect magic, disrupt undead, ghost sound,
light, mage hand, message, prestidigitation, read magic,
resistance; 1 -- animate rope, charm person, mage armor,
obscuring mist, shocking grasp; 2 -- acid arrow, gust of
wind, levitate, minor image; 3 -- lightning bolt, water
breathing, wind wall; 4 -- greater invisibility, solid
fog; 5 -- summon monster V
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This article was written
by Johnny "Jhonen Olain" O'Neal.
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