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

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

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.