Drow Scout

Ivander Gracelyn's page

3 posts. Alias of Patrick Bailey.


Full Name

Ivander Gracelyn

Race

Half Elf

Classes/Levels

Cleric 1/ Rogue 7

Gender

Male

Size

Medium

Age

26

Alignment

Chaotic Good

Deity

Desna

Location

Nidal

Languages

Elven, Common, Undercommon

Occupation

Liberator

Strength 14
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 13
Charisma 12

About Ivander Gracelyn

Guidelines:
Character Profile: Please create a new message board alias for your character and post your submission here in this thread using that alias. In addition, create a profile for that alias and include all the usual character sheet specifics for your PC similar to the following format. It’s a style that I’ve used in the past for many of my own Play-by-Post characters and, if everyone emulates it, it’ll make it easier/faster for me to find all the information I’ll need to evaluate your character submission.

Assumed Role in the Party: Ivander is a skill monkey rogue with a penchant for support melee combat but is primarily good at disabling devices.

General Concept:
Ivander was a slave in Nidal, perhaps due to his tainted heritage. He was rescued by a diverse group of Desnan liberator priests and was moved by their motivation of freedom and not by any sort of proclivity because of race. He joined up with them initially because they simply offered a place to go. Over time, he learned to love the religion becoming a follower after that. Initially he trained with them while learning of the lore of the Liberator Herself but quickly realized that the higher powers would almost assuredly lay out of his reach. So he went about it a different way, helping with more mundane skill.

Ivander was never about slaying those who got in his way to free others, that wasn't what it was about. He prefers a non-lethal solution when it comes to violence.

Player Experience:

I've been a player of D&D since the tail end of 3.0, primarily 3.5 and immediately fell in with Pathfinder since it came out. As far as play-by-post games, a lot of the games I've been in have fizzled out without getting too far in. A lot of them have had me coming in to take over playing as a character whose player had to leave for one reason or another. I don't generally back out once I'm in a game. I tend to be fairly organized and have taken it upon myself to be a group loot tracker. At the moment I'm in one very fast paced game where the GM has us try to post daily which isn't generally too hard, and several other games which are slow running now that the holidays are here.

I've run a number of games, usually short campaign in real life and several play-by-post games. One very long running one over on the Against the Shadow Forums which is still ongoing, and two here on the Paizo boards. The first was a short run but very successful space themed adventure. The second was a modern game which ran for a while but eventually I was forced to end it due to overload from school and other game obligations.

Starting Equipment: I’d like everyone to use Table 12-4: Character Wealth by Level on pg. 399 of the Core Rulebook. That means 33,000 gp as your starting wealth for 8th level PCs. You may spend no more than 25% of it (8,250 gp) on weapons, no more than 25% of it (8,250 gp) on armor and protective devices, 25% of it (8,250 gp) on other magic items (i.e., wondrous magic items, etc.), 15% of it (4,950 gp) on disposable items (i.e., potions, scrolls, and wands), and at least 10% of it (3,300 gp) must be spent on ordinary gear and/or converted into hard currency (i.e., coins, gems, and jewelry).

Hit Points: 51/51

Character Background: I’m requiring everyone to include a robust character background in their character sheet (i.e., several paragraphs, but it doesn’t need to be an entire short story). This will aid me in shaping the roleplaying experience for your character a little better by drawing on it from time to time. It should also give me a better understanding of how you see your character and the life experiences that shaped them. I will absolutely favor character submissions with a detailed background much more favorably than those with minimal description. At 8th level, your character should have a good bit of “story” that’s already occurred for them. So, be creative! Give me an idea of what it entails, but I don't need an entire timeline. Lastly, strive to give me a few hints on where their story might be heading (see below) based on those prior experiences.

Character Road Map: Finally, I’d like just a paragraph or so more on where you see this character going. While the adventure itself is going to take you on a very specific “ride”, I’d love for each individual character to also have his, or her, own story thread interwoven with the main plotline. It doesn’t have to connect to anything specific in the module. Rather, give me a sense of what this PC might be struggling to overcome, trying to achieve, or hoping to avoid. If possible, give me a sense of how you see the character “changing” with regards to any of things. For instance, just like a protagonist in a good novel, the best ones go on a hero’s journey where they start out one way, but often wind up very changed and different by the end. So, if you can imagine anything like that for your chosen character concept, I’d like for you to include it in your submission. Once you do, I’ll try my level best to ensure that story gets told alongside the adventure itself.

Ivander Gracelyn
Male, Half Elf, Cleric 1, Rogue 7
CG Medium humanoid (Human, Elf)
Initiative +4;
Senses: Perception +14; Darkvision 60'

DEFENSE

AC 20, touch 15, flat-footed 15
(+5 armor, +4 Dex, +1 dodge)
HP: 51 (8d8+8)
Fort +6, Ref +9, Will +5
Defensive Abilities:
- Immune vs. Sleep
- +2 vs. Enchantment spells & Effects
- Evasion
- +2 vs. Charms & Compulsion effects
- +1 vs. poison effects

OFFENSE:

Speed 40 ft.
Melee
+1 Merciful short sword +11/+6 (1d6+1d6(non-lethal)+4/19-20) or sap +10 (1d6+2) or dagger +10 (1d4+2/19-20)
Ranged short bow +10 (1d6/x3) or dagger +10 (1d4+2/19-20)
Special Attacks:
Sneak attack +4d6

TACTICS:

Before Combat: Ivander attempts to gain advantage with a good position as long as he feels confident he would be able to handle his opponents. He generally casts long strider in order to increase his base movements speed part way through the day.

During Combat: Ivander prefers to fight in melee using his short sword. He generally attacks from stealth if possible and utilizes his spring attack tree with his superior movement to keep opponents off balance. If fighting as part of a group, he tends to rush in to take advantage of the confusion to land a quick blow and then hang back until his allies engage in combat. He utilizes quick one strike tactics that allow his allies to easily retreat if things aren't going well. If unable to pull off this tactic--either when fighting alone or not able to flank with anyone, he fights from range with his short bow.

Morale: Ivander fights until he's dropped to less than half health (Under 25 hit points). If things aren't too bad he retreats to heal some before returning to combat. If he's overwhelmed he will retreat for he believes that no good can be achieved if he's dead.

STATISTICS:
Hp: 51/51
Str 14, Dex 18, Con 12, Int 13, Wis 13, Cha 12
Base Atk +6/+1; CMB +8; CMD 23

Carrying Capacity:

Light: 1-58 lbs.
Medium:59-116 lbs.
Heavy:117- 175 lbs.
Overhead: 175 lbs.
Off ground: 350 lbs.
Push/Drag: 875 lbs.

Feats:

Dodge,
Mobility,
Enforcer,
Spring attack

Traits:

Darkland Ancestry – Your bloodline includes trace amounts of an unknown species from the Darklands. Though the last several generations of your family all lived on the surface world, some element of that distant heritage imbues you with a special ability. - Gain a +1 trait bonus on Fortitude checks and an additional +1 bonus vs. poison.

Birthmark: (Desna) You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Skills:

Acrobatics: 7+4+3+5= +19
Appraise: 4+1+3= +8
Bluff: 7+1+3= +11 (+3 to feint attempts)
Climb: 4+2+3+2= +11
Diplomacy: 1+1+3= +5 (+3 to gather information)
Disable Device: 8+4+3+2= +17
Escape Artist: 8+4+3= +15
Heal: 1+1+3+2= +7
Intimidate: 8+1+3= +12
K. Dungeoneering: 2+1+3= +6
K. Local: 3+1+3= +7
K. Religion: 1+1+3=+5
Perception: 7+1+3+2= +13 (+3 vs. Traps)
Sense Motive: 3+1+3= +7
Spell craft: 2+1+3= +6
Stealth: 8+4+3+5= +20

Languages Common, Elven, Under common,

SQ:

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have dark vision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Elf Blood: Half-elf counts as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Aura (Chaotic, Good)
Channel Positive Energy 1d6, 4/day
Orisons,
Spells (Spontaneous Casting- Cure),
Domain (Liberation)
- Liberation (1/round per day)
Domain (Travel)-
- +10 base movement speed
- Agile Feet (4 rounds/day)
Bonus Language (Celestial)

Finesse Training,
Sneak Attack +4d6,
Trap finding +3,
Evasion,
Rogue Talent (Trap Spotter)
Danger Sense +2
Finesse Training (Short sword)
Debilitating Strike
Rogue Talent (Quick Disable)
Careful Disarm
Rogue Talent (Slow Reactions)

spell like abilities:

Caster Level (8th)
Concentration +9
1/day
Dancing Lights,
Fearie Fire,
Darkness,

Spells:

Caster level: (1st)
Concentration: +2
0th: 3/day
Detect Magic
Create Water
Light

1st: 2+1 /day
Longstrider
Remove Fear
Protection from Evil

Combat Gear:

no more than 25% of it (8,250 gp) on armor and protective devices,
+2 Shadow Studded Leather (7,750 g.)

You may spend no more than 25% of it (8,250 gp) on weapons,
+1 Merciful Short sword, (8,002 g)
- (60 arrows 3 g. Javelin (6) 6 g., Shortbow (3) 180 g., Dagger (2) 4 g.

25% of it (8,250 gp) on other magic items (i.e., wondrous magic items, etc.), 8,100
Figurine of wondrous power- Silver Raven, 3,800 g.
Boots of Elvenkind, (2,500 g.)
Efficient Quiver, (1,800 g.)

15% of it (4,950 gp) on disposable items (i.e., potions, scrolls, and wands)
Disposable items: 2,830
acid (3) 30 g.,
alchemist's fire (3) 60 g.,
Holy water (4) 100 g.,

potion of cure light wounds (4) 200 g.
potion of expeditious retreat, 50 g.
Wand of Cure light wounds (x50 charges), 750 g.
Potion of Invisibility (2), 600 g.
Elixir of hiding (2), 500 g.
Elixir of Seeing (2), 500 g.

Other Gear:
and at least 10% of it (3,300 gp) must be spent on ordinary gear and/or converted into hard currency (i.e., coins, gems, and jewelry).
Masterwork Backpack, 50 g.
bedroll, 1 s.
belt pouch (2), 4 g.
courtier's suit with silver cuff links/buttons, 30 g.
- Jewelry (2) (gold bangles around obsidian 100 g.)
flint and steel, 1 g.
hammer, 5 s.
hooded lantern, 7 g.
iron pot, 8 s.
oil (3 flasks), 3 s.
Climbers kit, 80 g.
Healers kit, (10 uses), 50 g.
sack, 2 s.
scroll case, 1 g.
shovel, 2 g.
silk rope 50', 10 g.
studded leather, 25 g.
sunrods (2), 4 g.
MW. Thieves' tools, 100 g.
tindertwigs (5), 5g.
trail rations (5 days), 5 s.
traveler's outfit, 1 g.
waterskin, 1 g.
whetstone, 2 c.
winter blanket, 5 s.
Total: 473 g. 4 s. 2 c.

Wealth: 100 pp. 250 gp, 50 sp, 100 cp.
Blue Quarts (10)- 100 gp.
Rose Quarts (5)- 250 gp.
Bloodstone (5)- 250 gp.
Amthyst(5)- 500 gp.
Total: 2,356 gp.
2,829

BACKGROUND:

Cursed blood, tainted, soul, that's what he remembers being called. Nivander was born in Nidal during the night of a Full Moon. His mother was a haughty daughter of a Kuthite nobleman who had had a tryst with his father who was an Elf, although not obviously of drow blood, it ran strong in his veins. To make matters worse, when Nivander was born, the butterfly mark on his shoulder marked him as cursed in Nidal. As it was noticeable, it was eventually discovered by ever watchful Kuthites who were not tolerable toward the already disdainful half breed.

At an early age, he was forcibly sold into slavery by his human family to put an end to the mark of shame upon the Gracelyn family. His name was the only thing he was ever given from his mother and never knew his father.

Life as a slave was hard on him as he stood out among the others. Few were ever kind to him as anything more than to get some sort of favor or advantage over him later. It forced him to keep his head down, to begin determining who wanted what, and just how scary he thought he had to become in order to keep the others away.

Over the years he got decent at reading others, knowing when to hit first and lying when he had to. Those he hit enough times learned not to hit him back. Several times he hit them too hard and killed them by accident. He always felt sickened by his actions, but not long after the open slot would be filled again with just another angry prisoner, and he'd have to teach that person not to come at him. Although he got good at it, he was never able to escape the master’s lash.

As Ivander came to adolescence, he caught the eye of an young and talkative noblewoman, Tessa Eylenbosch, who was thrilled to have found such an irregular slave while on her way to the market. She began to visit him from time to time on her outings, giving him short breaks away from his otherwise miserable and harsh life. She would tell him of her day to day activities, the books she was reading, and tell him about the city and her duties. Occasionally she would dote on him with fancy clothing or bringing him sweets or other treats.

While he was initially reticent about telling her much of himself, he eventually came to be fond Tessa's attentions. He became aware of his innate magic at this time, covering her purplish hue of faerie fire, which caused her to start bringing him clothing that was primarily purple. Eventually though, Tessa she was found to be spending too much time with him and was forced to stop spending time with him and his happier days with her came to an abrupt end.

A few months later, Ivander was being transported to a shipping yard along with a number of other slaves when followers of Desna as part of an operative cell attacked the slave train in the middle of the night and rescued him along with all of the others.

Their leader said they had been led to rescue this band by a particular dream and they were here to save them all. They were happy to speak of their mission to all those they saved and Ivander was eager to hear what they had to say.

Over the next several years he learned a great deal of the Desnan's mission, motivations, and movement and he readily joined their cause. Despite his unusual birthmark, of which he'd been told was a sign, he only learned a small amount of the faith itself but he was eager to help them largely on his own terms.

PHYSICAL DESCRIPTION:

At full standing height, Ivander is 6' tall and weighs around 160 lbs. He has a graceful but practiced stride which carries him along. He has cold blue eyes, his skin shows his mixed, and although many would say tainted heritage of dark elf blood and his hair which he keeps short is a stark white color. He has a severe countenance which serves to intimidate those he meets and the scars on his arms, neck, and shoulder are a mix of a harsh life at the hands of tormentors and battles fought.

In social encounters he doesn't go out of his way to try and look nice, although he cleans up decently well. His heritage tends to cast a mood on him when interacting with others. When he must, he wears a black suit with long dark slacks, a dark purple long sleeved shirt which he only rarely undoes to hide his scars, the cuffs and a velvet black vest are made with silver buttons. While out working or doing his job, he often wears furred, warm clothing under a shifting royal purple cloak along with charcoal grey studded leather armor that seems to absorb light around it, and a pair of dark, soft leather boots that make little noise and provide a great deal of comfort.

PERSONALITY:

Ivander laughs loud when he finds something funny and is generally good-natured and carefree overall. He tries to maintain an upbeat personality and talks about anything that doesn't directly pertain to himself. Philosophical debates or really any long winded talks tend to bore him as he is a much more hands on type of personality.

He takes life in a very in-the-moment sort of way and doesn't try too hard to look past next week. His good nature is only contended when he perceives others are enslaved unjustly, in which case he gains a cold anger. He's not above petty theft or destruction of property while serving out just deserts to those he thinks deserve it. He rarely takes for himself; instead he steals and gives back to those who have been wronged in equal measure. But what he will not do is kill, unnecessarily. He wants people to live to understand what it was they did wrong and not just add another body to the pile.

Road Map:

Ivander looks for happiness in a world where things seem bleak. He tries to fill his time doing things in the now and avoids his true feelings on the subject of talks of the future or on the past in regards to the human family he only just barely knew. He blames them and his own mother, heavily, for forcing his life into such a manner. He both wants to and does not want to get to know more about his father as he's afraid it will just end up making his life seem all the more false.