About Alusair Filfaeril, House AllielBackground:
Alusair was raised on tales of her house's past glory. A quiet child, she inherited her mother's seriousness, her father's skill with the blade, and her family's strange dreams. Dreams of loss, and sorrow, and still moonlit waters in the dark of night. Her parents told her they were normal, signs of the moon goddess selune, or nightmares of a young child. The stories and explanations changed, the dreams remained. As the only child of a noble house, she had all the usual tutors, and some less usual. None of them could explain her dreams, but all agreed she was a pleasant, if disturbing, child. Eventually, at her cousin's urging, her parents hired Tamsin, a woman professing to be a retired paladin of Selune, to guide the young Alusair through the crisis of her adolescence. Tamsin taught Alusair much. How to ride, and wield a lance, the precepts of the gods, and what they stood for. In her sixteenth year, Alusair took a jump wrong, and were Tamsin less blessed by the three aspected moon Alusair would have lost her life. Instead, she merely shattered her left leg, and spent the rest of the year recovering. The events had changed the young girl. The most obvious, though Tamsin did her best, Alusair emerged lamed. Less obvious, the sights of a Selunite clothed in dark robes, and engaged in greater magic in the darkest night. Frighted by the event, and kept from her more martial studies by the recovery, Alusair withdrew from Tamsin's confidence, and instead poured over her family's library. She was no longer the bright and somber child, but instead the older, wiser, woman. Eventually, after much reading, Alusair thought she knew the truth. Of course, it required months of pressuring Tamsin before the old knight began to speak of the secret history of Selune, Leira, and Shar, of the three-fold-moon, and of the heresy that was truth. She swore the young woman to secrecy, for the knowledge was old and much of it forbidden. Alusair was still at heart a child, though a darker child now than perhaps she once was destined. She loved the secrets as Tamsin called them, and took to them naturally. In them, she finally found answers to the dreams which had haunted her youth. Her parents have lavished much praise on Tamsin, of course, for their daughter is now a valiant knight, and no sign of the troubled child remains. The face she presents to the world is as still, and moonlit, as those deeps. The mind as wise as the night, and the heart as silent. Alusair is a priestess of the Three-Fold Moon, a follower of the First Child of Ao, and poses, as her teacher before her, as a paladin of Selune. When pressed, she admits that she acknowledges other goddesses, but only to trusted disciples will she admit the existence of the Three that are one, the first child of Ao. She's set herself a daunting task, to redeem the worship of the Three-Fold-Moon, and overturn centuries of fragmentary divisiveness that has set her goddess against herself. How she might heal the breach between selunite and sharrite is unclear to her, much less what can be done to gain acknowledgement of Liera, who all believe is dead.
Personality:
Alusair is a quiet, soft spoken, leader. She believes less said, sooner heeded. She listens well, and takes her time to come to decisions, but once committed she is relentless. Usually kind, she has a scathing humor that often shocks those who see it. She presents at court as a minor debutante, slightly too long on the shelf for marriage, and as such has avoided great fame. She is known to the order of the crescent moon, and recorded in their rolls as a knight-paladin of Selune, sponsored by Tamsin of the Mists. She's not particularly well liked, however, and while she's not at risk of disbarrment, she's unlikely to be chosen for particularly easy tasks.
House Alliel:
The Alliels are poor, for nobility, but have wide-ranging relations, and familial ties throughout cormyr and the netherese protectorate of sembia. Though distant, this collection of cousins, aunts and uncles matter to Alusair, for without the kind words of her cousin, she would never have found the strength to embrace Tamsin's instruction, nor learned of the Three-Fold-Moon. Unfortunately, with little means to support such a large family of their own, the Alliels rely upon strategic marriages and strict work ethics to stay afloat. While they still own vast tracts land in theory, it's almost all of it inhospitable or in promise of one lien or another pending some herculean feat. The greatwood house waits the clearing of a banshee of all things, and even the more established areas like the mines are long haunted, sunk in the changing water tables of the spellfire, or have been infested by the encroaching beasts of the underdark for generations. Given the string of adventuresome Alliels trying to reclaim their family holdings over the years, the family's reputation procedes them, and lenders sometimes refer to matters as "An Alliel task" to indicate a seemingly profitable but hopeless offer. As a result their fortunes are almost more formality than substance. Why, one of her uncles even tried to become the duke of the stonelands, wandering off with the last of the family retainers to strike the earth and carve himself a castle from the inhospitable ground, in an effort to revitalize the family. In short, they are overdue a Hero. Statblock:
Alusair Filfaeril of the House Alliel
Female human cleric of Selune/Leira/Shar 1/paladin 2/oracle* CG Medium humanoid (human) Init +1; Senses Perception +3 -------------------- Defense -------------------- AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +4 shield) hp 29 (3 HD; 1d8+2d10+8) Fort +9, Ref +3, Will +9; +2 insight bonus vs. mind-affecting, +2 vs. death Resist guarded mind -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron cestus +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . falcata +3 (1d8+3/19-20/×3) or . . quarterstaff +3 (1d6+4) Ranged sling +1 (1d4+3) Special Attacks channel positive energy 5/day (DC 12, 1d6), smite evil 1/day (+2 attack and AC, +2 damage) Domain Spell-Like Abilities (CL 3rd; concentration +5) . . 5/day—touch of darkness (1 round) Paladin Spell-Like Abilities (CL 0th; concentration +2) . . At will—detect evil Cleric Spells Prepared (CL 3rd; concentration +5) . . 1st—comprehend languages, feather fall[D], protection from evil . . 0 (at will)—create water, detect magic, light, mending . . D Domain spell; Domains Void (Isolation subdomain), Darkness (Loss subdomain) -------------------- Statistics -------------------- Str 16, Dex 12, Con 14, Int 7, Wis 14, Cha 15 Base Atk +2; CMB +5; CMD 16 Feats Believer's Boon[ACG], Blind-fight, Fey Foundling[ISWG] Traits magical knack, touched by divinity Skills Acrobatics -14 (-18 to jump), Diplomacy +6, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Ride -10, Spellcraft +2 Languages Common SQ agile feet (5/day), lay on hands 3/day (1d6), mystery (life), oracle's curse (lame), revelation (life link) Combat Gear oil (5); Other Gear armored kilt four-mirror, heavy wooden shield, tower shield, cold iron cestus, dagger, falcata, quarterstaff, sling, sling bullets (20), backpack, belt pouch, candle (2), chalk, fishhook (2), flint and steel, sewing needle, signal whistle, silver holy symbol of The Threefold Moon, string or twine, thread (50 ft.), tindertwig (4), torch (2), trail rations (7), waterskin, whetstone, wrist sheath, 27 gp, 3 sp, 9 cp -------------------- Tracked Resources -------------------- Agile Feet (5/day) (Su) - 0/5 Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5 Dagger - 0/1 Lay on Hands (1d6 hit points, 3/day) (Su) - 0/3 Sling bullets - 0/20 Smite Evil (1/day) (Su) - 0/1 Tindertwig - 0/4 Torch - 0/2 Touched by Divinity (Disguise Self (Deception), 1/day) - 0/1 Trail rations - 0/7 -------------------- Special Abilities -------------------- Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain. Believer's Boon Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Blind-Fight Re-roll misses because of concealment, other benefits. Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Isolation) You find strength in the solitude found in the remote corners of the universe. Cleric Domain (Loss) Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Fey Foundling Magical healing works better on you Guarded Mind (Ex) +2 Save vs. mind-affecting effects. Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Life Link (1 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp. Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD. Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used. Touch of Darkness (1 round, 5/day) (Sp) With a melee touch attack, target suffers 20% miss chance Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Horse Notes:
-------------------- Horse, light (combat trained)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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