Merisiel

Eärwen Elensar's page

61 posts. Alias of Zelit.


Full Name

Eärwen Elensar

Race

Elf

Classes/Levels

2nd lvl Rogue

Gender

Female

Size

Medium

Age

114

Alignment

NG

Deity

Erastil

Location

River Kingdoms

Languages

Elven, Common, Celestial, Draconic, Sylvan

Occupation

Scout

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Eärwen Elensar

Here we go...

Stats:
Name: Eärwen Elensar
Race: Elf
Class: 2nd lvl Rogue
Sex: Female
Age: 16
Alignment: NG
Deity: Eristil
Languages:Common,Elven, Celestial, Draconic, Sylvan

Stats*:
STR: 10 = 10 + 0 + 0
DEX: 16 = 16 + 0 + 0
CON: 12 = 11 + 0 + 0
INT: 16 = 16 + 0 + 0
WIS: 10 = 12 + 0 + 0
CHA: 14 = 16 + 0 + 0

Hit Points: 18
Init: +3

Melee: +1
Range: +4

AC saves and attacks:
AC: 16 (+3 armor, +3 Dex) Touch: 13 Flatfooted: 13
Fort: +1 Reflex: +6, Will +0
Full attack -1/-1
Longsword +1(1d8, 19-20*2, slashing)
Shortsword +1(1d6 dmg, 19–20/*2crit, Piercing)
Dagger +1/+4 (1d4, 19-20*2, piercing)
Longbow +4 (1d8, *3, piercing)

Skills:
Skills:Rogue 8+INT+FC = 12(*'s are class skills, +'s training only)
ACP = -0 //Armour Check Penalty
*Acrobatics: 7 = 1 + DEX Mod + 0 - ACP;
*Appraise: 7 = 1 + INT Mod + 0;
*Bluff: 6(7) = 1 + CHA Mod + 1 (trait) ;
*Climb: 4 = 1 + STR Mod + 0 -ACP;
Craft: 3 = 0 + INT Mod + 0;
*Diplomacy: 6(7) = 1 + CHA Mod +1 (trait);
*+Disable Device: 7 = 1 + DEX Mod + 0 -ACP;
*Disguise: 6 = 1 + CHA Mod + 0 ;
*Escape Artist: 7 = 1 + DEX Mod + 0 -ACP;
+Handle Animal: 6 = 1 + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + ;
*Intimidate: 6(7) = 1 + CHA Mod + 1(trait);
+Know(Arcane): NA = NA + INT Mod + 0;
*+Know(Dungeoneering): 6 = 1 + INT Mod + 0;
+Know(Geography): 4 = 1 + INT Mod + 0;
+Know(History): NA = NA + INT Mod + 0;
*+Know(Local): 7 = 1 + INT Mod + 0;
+Know(Nature): 4 = 1 + INT Mod + 0;
+Know(Noble): NA = NA + INT Mod + 0;
+Know(Planes): NA = NA + INT Mod + 0;
+Know(Religi): NA = NA + INT Mod + 0;
*+Linguistics: NA = NA + INT Mod + 0;
*Perception: 3 = 1 + WIS MOD + 2 (racial);
*Perform (sing) : 6 = 1 + CHA Mod + 0;
*Perform (Dance) : 6 = 1 + CHA Mod + 0;
*+Profession(Cook): 4 = 1 + WIS Mod + 0;
Ride: 4 = 1 + DEX Mod + 0 -ACP;
*Sense Motive: 4(5) = 1 + WIS Mod + 1 (trait);
*+Sleight of Hand: 7 = 1 + DEX Mod + 0 -ACP;
+Spell Craft: NA = NA + INT Mod + 0;
*Stealth: 8 = 2 + DEX Mod + 0 -ACP;
Survival: 1 = 1 + WIS Mod + 0;
*Swim: 4 = 1 + STR Mod + 0 -ACP;
*+Use Magical Device: 6 = 1 + CHA Mod + 0;

Class features, Feats, Traits and Racial Traits::
Class features:
Sneak Attack: (1d6)
Trapfinding: (+1)
Evasion
Rogue Talents: 1st: Powerful Sneak**

Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven, Celestial, Draconic, Sylvan

Traits:
Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Dirty Fighter: When she hits a foe she is flanking, she deals 1 additional point of damage (this damage is added to her base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats:
1st:Two-Weapon Fighting (Combat)
Benefit: Her penalties on attack rolls for fighting with two weapons are reduced. The penalty for her primary hand lessens by 2 and the one for her off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Back story:
Here I am, once again. Off to the wilds, to find fame and fortune. My parents would be proud. After all, they
taught me everything they knew.

Inwë, my mother, was a scout like me. No, she was not a thief! She left that life behind her. She met my father Tathar, a wizard, as they both explored the tomb of Exvar Nune an orcish warlord, or so they said. They made made quite a few discoveries and lots of gold.

They would have continued adventuring, but I came along. Their little bundle of joy. My mother said I was her "brightness." They raised me well and would have spent their fortune on schooling, but they noticed a little of themselves in me. My hands were a little to quick, and always found something to get in to. So, instead they taught me how to be an adventurer. How to live in the wilds. How to escape dungeons traps. How to haggle with merchants for the best price. That sort of thing.

But one day, on our first trip together, I had so of there wine, and my mom blew up, for no reason. No big deal right, just a few swallows. But my mother said "that's for after a successful trip. No room for drunks in a dungeon crawl." And she made me stay at camp while they went to explore a cave. A cave they thought might lead to another tomb. I waited for them all day, and into the night .

When some thing did come out it was a bunch of orcs. I killed one with my bow, but there were to many. So I ran. And ran. Tears streaking my face. Unable to except the truth.

When I could run no more I fell to the ground and wept. All night I tried to convince myself my parents were all right. They had experience with this sort of thing. They were tough, and well equipped.

By dawn I had come to a decision. If they were alive, I was going to rescue them.

I found my way back.

The camp was pillaged.

I tracked them to the cave. Which was very easy. There was one sentry at the mouth of the cave. Two arrows to the chest took care of him.

Entering the cave I saw familiar marks. The fey had been in this cave. And scribbled some words on the wall. It read "All are welcome." As I continued, I noticed similar marks. All of them saying the same thing. "All are welcome."

I soon found the orcs.

They were siting around a fire.

Rook our horse was some ways off tethered to a tree by a pool of water. No sign of my parents. The cave was large and dark.

I stayed in the darkness and waited. They were eating our food, and drinking our wine,and talking, joking. I didn't have to wait long. One by one, I picked them off.

One, while he was revealing himself in the corner. One, when when he came to check on his friend.

Another while he sat at the fire. he got a few arrows in him.

I set one on fire as he was coming at me, with a bottle of alchemist fire and killed the last while he was trying to put his friend out.

I searched for my family but there was no sign of them. Just a pool of water and an apple tree. A living tree in a dark cave.

I spent days searching the cave to no avail. All I found were more marks on the walls saying "all are welcome." It was if they had disappeared.

After a week of searching, I gave up. I gave up on everything. I started drinking, and did not stop. The loss of my parents was to much for me. Until one night passed, out in an inn. I had a dream.

It was a sunlight place in the forest. Very bright. Not bright enough to hurt your eyes but still very bright. I was walking thought the trees and came upon a clearing. My parents were there. Dressed in splendid clothes. Each wearing Erastil's holy symbol. I raced to them.

When they embraced me it was warm and welcoming. All they said was " It is all right. We under stand." Then I awoke.

I don't know if my parents are alive or dead, but something tells me they are out there somewhere in the wild. And I will find them. Some day.

Until then I need to keep my head low. I guess after one night of drinking I relieve a thug of some gold. I can't remember his name. Hamish, Hadmish, Mishmash. Something like that. All I know is he was pretty angery. Maybe its time to take a job, sober up and get on the right path.

Equipment:
Masterwork studded leather armor (175gp, +3 armor, +5 max dex, 0 armor check penalty 30 ft. move, 20 lbs weight), Explorer’s outfit (wearing), Shortsword (10 gp, 1d6 dmg, 19–20/×2crit, 2 lbs. weight, Piercing), Longsword (15 gp, 1d8 dmg, 19–20/×2 crit, 4 lbs. weight, Slashing), Composite longbow (100gp, 1d8 dmg, ×3 crit, 110 ft. range, 3 lbs. weight, Piercing), Quiver of 20 arrows (1gp, 3lb, plus 1 Grappling arrow (1gp, 1/2lb.)), Silver holy symbol of Erastil (25gp, 1lb), Signal whistle (8sp), Ioun Torch, Masterwork backpack (50gp, 4lbs, Items in backpack: a bedroll (5 lbs), Blanket (5 sp, 3 lbs.), a grappling hook (4 lbs.), a mess kit (1 lb.), a mirror (1/2 lb.), pitons (14, 7lb.), trail rations (8 days, 8lb.), and a waterskin (4lb.), Area map (River Kingdoms), Whetstone (1lb.), Dungeoneering kit: deluxe (two candles, chalk, a hammer (2lb.), 50 ft of silk rope (5lb.), two sacks (1lb.), three sunrods (3lb.), four tindertwigs, and an everburning torch(1lb.), Parchment (5 sheets), Ink (8gp), Inkpen (1sp), twine (50 ft., 1cp, 1/2lb.)), Bandolier (5sp, -lbs, items on bandolier: 2 daggers (4gp, 2lbs), 5 iron vials (5sp, 5lbs), caltrops (2lb.)), Belt pouch (1/2 lbs, items in pouch: 133gp, 1sp, 2cp) Belt pouch (1/2 lbs, items in pouch: flint and steel, Compass (10 gp, 1/2 lb.), Masterwork thieves tools (2lb.), Slate with grid (2lbs), chalk (2 white, 2 red, 2 blue, 2 yellow, 2 green, 2 purple),) Total weight 96lb. Heavy Load.

Kits purchased: Rogue kit, Map maker's kit

Horse, heavy: named Rook (combat trained) 300 gp 3,000 lbs.
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 15, touch 13, flat-footed 11 (+2 Natural Armor, +4 Dex, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Offense
Speed 50 ft.
Melee 2 hooves +7 (1d6+5) 1 bite +7 (1d4+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 20(+5), Dex 18(+4), Con 21(+5), Int 2, Wis 17(+3), Cha 11
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ combat trained
Special Abilities
Carrying Capacity: Light 399 or less, Medium 340-798, Heavy 799-1200
Gear:Riding Kit (16gp, 54lbs, bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed for a mount), in saddle bags: backpack (2lb.), iron pot (4lb.), soap (1lb.), rope 50ft hemp (10lb.), thieves’ tools (1lb.), torches (10, 10lb.), Cooking kit (3gp, 16lbs.), Grooming kit (1 gp, 2 lbs.), Small Tent (10 gp, 20 lbs), Canvas (4 sq. yd., 4sp, 4lb.), Crowbar (2gp, 5lbs.), Miner’s pick (3gp, 10lbs.), Saw (4cp, 2lbs.), Shovel, common (2gp, 8lbs.), Sewing needle and thread (5sp), Fine wine (1bottle, 10gp, 1 1/2lb.), Cold-weather outfit (8gp, 7lbs)