Ithriel Latairn's page

213 posts. Alias of Fallen_Mage.


Male Elf Oracle 2 / Fighter 1 (HP 17 | AC 15 | T 12 | FF 13 | CMD 14 | F +2 | R +2 | W +5 | Init +2 | Per +7)

About Ithriel Latairn

Male Elf Fighter (Mobile Fighter) 1 Oracle 2
NG Medium Humanoid (Elf)
Init +2; Senses Clouded Vision, Darkvision, Low-Light Vision; Perception +7
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 17 (1d10+2d8+3)
Fort +2, Ref +2, Will +5
Immune blindness, dazzled
Spd 30 ft.
Melee Masterwork Quarterstaff +4 (1d6/20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Spell-Like Abilities Light (At will)
Oracle Spells Known (CL 2, +2 melee touch, +4 ranged touch):
1 (5/day) Bless Water (DC 14), Cure Light Wounds (DC 14), Bless, Detect Undead
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water, Stabilize, Guidance
Str 10, Dex 14, Con 10, Int 13, Wis 14, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Combat Expertise +/-1, Elven Weapon Proficiencies, Toughness +3, Weapon Focus: Quarterstaff
Traits Divine Calling, Sacred Conduit
Skills Diplomacy +7, Heal +11, Knowledge (Nature) +5, Knowledge (Religion) +7, Perception +7, Spellcraft +6, Survival +8
Languages Common, Elven, Sylvan
SQ Lightbringer, Oracle Channel Positive Energy 1d6 (4/day) (DC 15) (Su)
Combat Gear Leaf Armor, Masterwork Quarterstaff; Other Gear Backpack, Masterwork (12 @ 13 lbs), Bedroll, Candle (5), Flint and steel, Healer's kit (10 uses), Healer's kit (40 uses) (4), Holy symbol, silver: Chalice, Pouch, belt (1 @ 1 lbs), Spell component pouch, Waterskin
Clouded Vision You cannot see beyond 30'
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Immune to Blindness You are immune to blindness.
Immune to Dazzled You are immune to the dazzled condition.
Light (Lightbringer) (At will) (Sp) With Intelligence 10+, cast Light at will.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 1d6 (4/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.

Ithriel was born in a Church to an unwed mother who was taking shelter there. The priests that helped deliver him called the High Cleric at once when they saw the delivery was not going well. After helping with the delivery, the High Cleric performed several divinations and determined that this child was destined to be a great servant of their Order, though many doubted it because of Ithriels clouded eyes.

As the years passed, and Ithriel was taught many things. From the priests, how to aid thoughs who were wounded, the Doctrines of the church, and many other skills. From his mother, he learned how to use a staff with deft precision. There was one thing he never learned though, and that was his fathers identity. His mother nor the priests ever spoke of him.

Then he had a dream that showed him the first step on his journey to destiny, the Crumbled Tower. The next day he heard about a recently uncovered, ancient tower and that citizens were being called to investigate. Taking the sign for what it was, he packed his things and started on his destined road.

Ithriel was raised to be elequent and to hold life dearly. He will always try to resolve a confrontation, by causing as little physical harm. However, in the face of undead, which he views as an infestation to be wiped out and are beyond all redemption, Ithriel will not negotiate. If he does have to resort to lethal force, and his opponent dies, Ithriel will try to perform a last rites on the fallen.

When talking about his past, Ithriel has a tendancy to withdraw and talk as little as possible. Especially about his father. Every chance he gets though, he will inquire at the local tavern about any Elf that looks similar to him, for his mother never told him what he looks like.

Other than that, Ithriel rather easy going towards others. Even though some slightly grate on his nerves with the way they speak.

Personal note:

Star-moon magic

Sunrise sweet kiss

Song of the wind

Life to be full and bright

Ithilinde templa,

Miqula romen lisse,

Sul tel'lina,

Quanta ar'tiri coia.

  • Tolkvarna = Resistance
  • Aman Eveldine Tirlye = Bless
  • Eleguina = Detect Undead
  • Nawanwa = Channel Energy
  • Kalywandil = Light
  • Harwa Fallanmellon = Cure Light Wounds
  • Tentaure = Guidance


Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Spd 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Fly +0, Perception +6, Stealth -2
SQ Riding [Trick]
Other Gear Bit and bridle, Portable altar, Saddle (Military), Tent, Medium
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.