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About Astraden LimhaareInit +4; Perception +15 Defensive Abilities
Offensive Abilities
Cleric spells prepared (CL 15th, concentration +19)
Spell-like abilities (CL 13th, concentration +19, or CL 1st, concentration +5)
BAB +9; CMB +12; CMD 23 Statistics Adjusted Abilities
Skills
Feats
Traits Fish Out of Water, Sacred Conduit (APG)
Special abilities (unmodified by equipment)
Equipment
Money tracker: Backpack (2 gp, 2 lbs)
110 gp starting gold; 9 pp, 1 gp, 2 sp at end of Whispering Cairn + 164 pp, 8 gp, 6 sp, 3 cp from the Church of Hextor - 37 pp, 5 gp scroll of remove disease - 2 gp, 5 sp trail rations and a belt pouch - 7 sp meals
+ 344.092 pp Caverns of Erythnul - 5 pp diamond dust - 18.75 pp materials for scroll of remove curse - 5 sp meals - 5 sp meals (last day of Growfest) - 208.325 pp End of Three Faces of Evil + 13.51 pp miscellaneous expenditures - 8 pp bribe to Golot - 200 pp Kellek's ring of protection - 45 pp scrolls - 0.25 pp Greyhawk stay - 8.25 pp 15th of Planting purchases - 5 sp Kyuss spawns - 1 sp Rastophan for fetching Lynwerd + 361.373 pp Blackwall Keep payout - 130.71 pp +1 heavy wooden shield (to be made rallying) and also lunch - 3 sp 8th of Flocktime meals - 3 gp lunch - 1 gp to cat lady + 514.813 pp Sodden Hold Payout - http://paizo.com/campaigns/KCsAgeOfWorms/discussion&page=78#38533.96 pp[/url] + 15.52 pp - 10 pp cracked incandescent blue sphere ioun stone + 11.5 pp 18th of Flocktime expenditures + 847.913 pp Zyrxog loot - 1359 pp post-Zyrxog purchases - 18.75 pp components for scroll of remove blindness/deafness pre-Champion's Games - 0.045 pp food and feed - 41.7 pp Group wager - 25 pp Champion's Games wager + 250 pp Individual bet + 90 pp Individual bet - 41.25 pp Scrolls - 0.35 pp food and lodging from 2nd to 4th of Wealsun - 0.495 pp food and stabling for Lynwerd, 24th of Flocktime to 4th of Wealsun - 3.5 pp for 7 mendings for phylactery of positive channeling - 100 pp for scrying mirror + 969.613 pp Champion's Belt - 550 pp this stuff - 100 pp diamond dust - 10 pp silk rope - 15.842 sp Osgood gift - 10.165 pp 11th of Wealsun - 600.055 pp 15th of Wealsun (includes horse feed and stabling) + 416.25 pp Loot from Whispering Cairn2 - 300 pp Amulet of natural shielding - 100 pp Tanith's spells + 208.333 pp Tanith's mind-changing - 200 pp Astraden bankrolling more spells + 63.75 pp Magepoint expenditures and sales - 80 pp 15th of Reaping - 1 gp 21st of Reaping - 250 gp Diamond Lake, Lambere, Greyhawk + 712.500 pp Kuluth Mar Payout - 7762.5 gp Magepoint Shopping + 115 gp Selling old stuff - 62.5 gp 1st of Harvester - 2 sp wine in Alhaster - 50 gp in diamonds for a night at Deluxury - 50 gp in diamonds for a massage - 7 gp for cold weather outfitting + 4455 gp and elixir of souls from Ilthane's hoard - 1050 gp blasphemy [url=https://paizo.com/campaigns/KCsAgeOfWorms/gameplay&page=444#22173]preparation - 25 gp incense and a gold piece = 50 gp of incense, 50 gp of holy water, 100 gp of diamonds, 50 gp of opals, 341 pp, 6 gp, 9 sp, and 3 cp Bedroll (1 sp, 5 lbs) Belt pouch (1 gp, 1/2 lb) Brooch of shielding and natural armor +1 with 81 points left (4215 gp, -) Cloak of charisma +2 and resistance +2 (4000+1500+3000 gp, 1 lb) Cracked incandescent blue sphere ioun stone (100 gp, -) Coins (see above, 7 lbs) Diamond dust (1100 gp, -) +1 keen aberration bane rapier (18320, 2 lbs) Map of Nyr Dyv region (50 gp, 2 lbs) Marka's Double Rapier (32320 gp, 2 lbs) Mask of the Sun (1800 gp) Material Plane tuning fork (-, 1/2 lb?) +2 mithril chainmail (8150 gp, 20 lbs) +1 mithril dagger (2500 gp, 1/2 lb) Phylactery of positive channeling and inspired wisdom +2 (17000 gp, -) Potion of lesser restoration (300) +1 rallying heavy wooden shield (6157, 5 lbs) Ring of protection +2 (8000 gp, -) - Marka's Robe of the mad mage (37000 gp, 1 lb) Scroll of break enchantment (1125 gp, -) Scroll of false vision (1625 gp, -) Scroll of freedom of movement (700 gp, -) Scroll of invisibility purge (375 gp, -) Scroll of mass planar adaptation (1650 gp, -) 2 Scrolls of remove blindness/deafness (375 gpea, -) 2 scrolls of remove curse CL 5 and CL 10 Scroll of remove disease at CL 10 (750 gp, -) Scroll of remove disease at CL 12 (900 gp, -) Scroll of remove paralysis (150 gp, -) Scroll of restoration at CL 7 (1700 gp, -) Scroll of silence (150 gp, -) Scroll of speak with dead (375 gp, -) Scroll of stone shape (375 gp, -) Scroll of word of recall (1800 gp, -) Silver dust (25 gp, 1/2 lb) Silver holy symbol of Olidammara (25 gp, 1 lb) Trail rations (5 sp, 1 lb) Traveler's outfit (1 gp, 5 lbs) Wand of cure light wounds with 20 charges (705 gp, -) 57 lbs total Carrying Capacity: light < 58 lbs < medium < 116 lbs < heavy < 175 lbs < lift off ground < 350 lbs < push/drag < 875 lbs In house:
1 horse named Lynwerd (75 gp):
In shelter in Kuluth-Mar:
Niniane:
Given to Cuetzpalli:
Eben carries:
Background
Ever since she could run, Astraden strayed away from home. She played, mostly, but every now and then her sister Marinn would find some little pocket or creche around the house, filled with coppers or glass beads or carved toys that did not belong. Marinn scolded Astraden, and warned their parents, but the two were too exhausted from work to do much. "Take her along to the garrison," Thyrond would say, but Astraden always tried to run down to talk to the prisoners, and the guards grew tired of retrieving her. Astraden's other older siblings were even less helpful; Rillikandren was apprenticed as a mason in Greyhawk, and Svenser was only two years older (tending to follow Astraden along rather than stopping her). When she was sixteen, another tunnel collapsed. It was one of Balabar Smenk's - one of the ones her parents worked in. She was there at the entrance in a flash, then waited as the day dragged on and they finally pulled out all the bodies. None had survived. She joined a gathering group of miners' children (of the sort that she had played with), and this group returned to their houses, packed their bags, and ran away into the hills. They survived for a few summer months, foraging and thieving, without losing anyone. But they fell afoul of a goblin tribe, and a pack of wolves, and their numbers dwindled. They were down to four in the end - Svenser and Rindi gored by mountain goats, with Astraden and Brummis keeping watch - when a masked man with a torch came climbing into their cave. He healed their wounds and pulled Astraden outside. Giving her a carved wooden mask like his own, he explained the basic teachings of Olidammara, and told her to remember to laugh. He left the next morning.
As the years dragged on, Astraden was trusted with more important work and, when she was eighteen, allowed to join a raiding party. They attacked a small caravan, taking food, armor, gold, and lives. Once she acquitted herself there, she was allowed to join that sub-gang permanently. They fought farmers, hill tribesmen, even marshmen and orc bands. As her superiors and peers died, new blood filled the ranks - she became a sergeant, in time. Her brother Svenser was useless with a weapon, though, and stayed in camp to appraise loot and mend tools. Brummis followed Astraden through the ranks. The work was rough - emotionally as well as physically. On one farm raid she killed a couple in their bed, only to find a nursery room with two small children. She hid the two in the crawlspace, not knowing how her captain would respond to the suggestion of bringing them along. The children cried, quietly; their confusion would only mount when they discovered their dead parents. After that encounter, she found herself fidgeting with the mask. She wanted to be free of the band - to make her own raids and follow her own judgement. Taking someone's parents away seemed unchill. However, she couldn't figure out where to go after leaving. Marinn would likely arrest her, and the land route to Greyhawk was fraught with danger. Svenser refused to go, and she didn't trust Brummis enough to ask him; she ground her teeth and bode her time. She made little pleas, whenever a watch kept her up past dusk - prayers for escape, for a stone-still face, for her family. As weeks went by, Olidammara's name came to her more and more in those reveries, and as she focused her mind she discovered new powers. She could evoke light, could sense magic, could even heal. She kept these abilities secret, and a plan began to form. There was a ravine off one of their usual patrolled roads that was shallow but quite long, and her captain usually camped above it when they were in the region. When they next camped there, she took the first watch and conjured a cloud of thick fog that left her co-watcher blind long enough for her to climb down into the crevasse. Of course, he soon roused the rest of the sub-band, and they followed her along from above, but another spell prevented them from loosing their arrows. For the first time in years, she laughed. She outran them, far down the ravine, where she came upon a cave entrance. It looked like the stream, before it had dried up, had flowed inside. It seemed like the best way out of the ravine (whose sides were much steeper there, where the water had cut the most). The tunnels branched rapidly, up and down as well as left and right. Though she had a light, she was quickly lost, and stumbled for hours through the maze. Sleep would not come, so she pushed on, trying not to despair. She forced herself to laugh as the priest had said, but it was weak, and then she heard a muttering behind her. A moldering human, reeking of death, tried to grab her. More muttering joined the first's. She dodged and ran, of course, but the three zombies closed her into a dead end. There she laughed again, with pent-up tears brimming, and lifted the mask onto her face. She was ready to pay for her gamble, but something happened when she held up that mask. A white light shone from it, and the undead screamed and turned and fled. Astraden finally found her way out around the middle of the next morning. She found a scraggly thicket of hawthorns (somewhere on the southern slopes of the Cairn Hills) and collapsed in them. She was alone, but she was free. A week later, she made it back to Diamond Lake, hooded and faking a limp. She bought a few provisions, but noticed a guard following her, and ducked back out of town the way she'd come. There was a place she'd visited as a child, up to the northeast - an old cairn. She'd been afraid of it before, but now it was just shadows and wind, in her mind, and it could be a good place to hole up for the night. Description
Additional notes
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