![]()
About Kel DarkbladeKélebrindal “Mormakil” Elkirya-na-Surinmorreîa hín-ná Elrindal hín-ná Elannan, ná Koronmänthar
Appearance, Personality, Current Situation:
Appearance: You see a slightly attractive and very tall elven woman warrior with a severe expression and a fancy breastplate. At her belt is an elven curve blade on one side and a dagger, each in a scabbard. On her back is a small backpack wedged between a bow and what looks like a small bundle of metal rods. She is probably a Moon elf, although she's not as moon-pale as some. Her raven hair (with blue highlights) is in a braid down her back, ready to be coiled up into her helmet. Her eyes are dark blue. Personality:
Currently:
History:
Descended from a family of proud elven warriors (actually a clan of stranded Elven Fleet marines), Kel enlisted in the Elven Court's local militia as a young woman and became a strong warrior. She also won several local foot races. Some years later, struck by wanderlust, she got a job as a guard for a Sembian merchant company which shipped goods across the Sea of Fallen Stars. On a visit to the port of Telflamm in Thesk, she observed some Shou expatriates with interesting weapons and learned how they were crafted. Once back home in Semberholme, she constructed her own "sansetsukon" carefully, adding her own elven flourishes (and using a good chunk of her earnings). During this crafting period back home, Kel underwent inititation into a mystery cult which worships Corellon's artisan/crafting aspect (a splinter sect considered unorthodox by standard Torillian elven beliefs). (This is to cover any discrepancies due to my using a homebrew variant of the elven pantheon.) Something happened during that initiation which caused Kel to suffer the curse of tongues - but she can't remember just what. [GM may use this as a plot hook.]
ARG re-build for the impulsive elf:
Standard Race (= 10 RP) 0 RP: Type - Humanoid (Sub-Type - Elf) [ARG p. 217] 0 RP: Size - Medium [ARG p. 218] 0 RP: Base Speed - Normal (30') [ARG p. 218] 0 RP: Ability Score Modifier - Standard (+1 Dex, +1 Int; -1 Wis) [ARG p. 219] 0 RP: Language Group - Standard (Racial Language - Elven; using Elven Court region in PGF p. 22 for the bonus language pool) [ARG p. 220] 1 RP: Racial Traits, Defence, Standard - Defensive Training, Lesser vs. Orcs [ARG p. 222] 2 RP: Racial Traits, Defence, Standard - Elven Immunities [ARG p. 222] 2 RP: Racial Traits, Magical, Standard - Lightbringer [ARG p. 228] 3 RP: Racial Traits, Movement, Standard - Fleet-Footed [ARG p. 231] 1 RP: Racial Traits, Offence, Standard - Hatred vs. Orcs + Goblinoids [ARG p. 233] 1 RP: Racial Traits, Offence, Standard - Weapon Familiarity w. Elven racial weapon group + Bows (Fighters get all Martial weapons so the second weapon choice is just symbolic in this case) [ARG p. 235] Init +5; Senses: low-light vision; Perception +2 Defence:
AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural) hp 50 (5 HD; 1d8+4d10+19) Fort +8 (+2 vs. Death effects and energy/ability drain), Ref +4, Will +3 (+2 vs. Death effects and energy/ability drain, +1 vs. fear); +2 vs. enchantments Defensive Abilities: defensive training, lesser (vs. orcs [+4 dodge bonus]), elven immunities; Immune blindness, dazzled, magical sleep Offence:
Speed: 40 ft. Melee: mwk cold iron elven curve blade +9 (1d10+6/18-20) or . . adamantine sansetsukon +8 (1d10+4/19-20) or . . dagger +7 (1d4+4/19-20) Ranged: darkwood composite longbow +8 (1d8/×3) Special Attacks: hatred (orcs + goblinoids [+1 racial to hit]) Spells:
Spell-Like Abilities (CL 6th; concentration +6) . . At will—light Oracle Spells Known (CL 1st; concentration +2) . . 1st (4/day)—cure light wounds, endure elements, magic weapon . . 0 (at will)—create water, read magic, spark[APG] (DC 11), stabilise . . Mystery Metal Statistics, Feats, Skills, Languages:
Str 16, Dex 16, Con 16, Int 13, Wis 8, Cha 12 Base Atk +4.75; CMB +7; CMD 22 Regional feat (in place of 2 Traits): Strong Soul (PGF).
Acrobatics +0 (+4 to jump with a running start, +4 to jump), Appraise +5, Bluff +5, Climb +4, Craft (armor) +7, Craft (weapons) +7, Handle Animal +5, Heal +3, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nobility) +2, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +2, Ride +4, Sense Motive +3, Spellcraft +5, Swim +4 Region: Elven Court.
Inventory, Tracked Resources:
Combat Gear: arrows (20), arrows (30), oil of bless weapon, wand of cure light wounds (10 charges), alchemical grease[APG] (2), alchemist's fire (2), alchemist's kindness[APG] (5), weapon blanch (silver)[APG] Other Gear: breastplate, adamantine sansetsukon[UC], dagger, darkwood composite longbow, mwk cold iron elven curve blade, amulet of natural armor +1, handy haversack, ring of deflection +1, bedroll, canteen[UE], chewing stick, comb (0.2 lb), hairbrush (0.3 lb), masterwork armorsmithing tools, masterwork weaponsmithing tools, mess kit[UE], mirror, nail file (0.1 lb), sack (2), scissors (0.3 lb), silk rope (50 ft.), soap, sponge, tooth powder (0.1 lb), trail rations (5), torches (5), waterskin, whetstone, wooden holy symbol of Corellon Cash: 12 gp, 4 sp, 3 cp (The super-long inventory is partly due to my choosing a Grooming Kit in HeroLab - which then itemised its contents. *rolls eyes*) Alchemical grease - 0/2
Special Abilities:
Armor Training 1 (Ex): Worn armor -1 check penalty, +1 max DEX. Medium armour does not reduce speed value. Blind-Fight: Re-roll misses because of concealment, other benefits. Dance of the Blades (Ex): +10 Speed while wielding a metal weapon. Defensive Training, Lesser (Orc) (Ex): Gain a +4 dodge bonus to AC vs. Orcs. Elven Immunities (Ex): +2 save bonus vs. Enchantments. Fleet-Footed: Some elves are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. Hatred (Orc, Goblinoid) (Ex): +1 bonus to attacks vs. chosen type/subtype. Immunity to Blindness: You are immune to light-based blindness. Immunity to Dazzled: You are immune to the dazzled condition from light-based effects/attacks. Immunity to Magic Sleep: You are immune to magical sleep effects. Lightbringer (Ex): +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 dim light, distinguishing color and detail. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Power Attack: -2/+4 (or +6 w. 2-H) You can subtract from your attack roll to add to your damage. Run: Run 5x your speed in light/medium armor (or 4x speed in heavy armor) and keep Dex and dodge bonuses to AC when running. Strong Soul: You get a +1 or more bonus on all Fortitude and Will saving throws, plus a further +2 vs. Death effects and energy/ability drain. Tongues (Celestial): You can only understand and speak Celestial while in combat or during other high stress situations. Seeking/Shopping/Planning:
*belt of giant strength +2 (4,000 gp) efficient quiver (1,800 gp) adamantium full plate armour (16,500 gp), +1 (1,000 gp), Glamered (+2,700 gp) ... by level 9 ... or just better armour for now mithril ECB (3,580 gp), +1 (2,000 gp), Holy (= +2 more = +16.000 gp) ... as back-up weapon (or maybe primary if necessary) mithril dagger, +1 Seeking weapon enchantments on pre-existing items:
Heading for Fighter 8+/Oracle 2. For L 8 - +1 Intelligence
|