Drow Priest

Losvarlinth's page

12 posts. Alias of Reg Tyrsman.


Race

footed 16 | Fort +4, Ref +2, Will +1 (+2 vs. enchantments) | immune to sleep | CMB +3 CMD 15| Init +2; Senses darkvision

Classes/Levels

60 ft. (light blindness); Perception +4 | Active conditions: none[/spoiler]

Gender

[spoiler=Female Half-elf (drow-descended) fighter (two-weapon fighter) 1] | HP 13/13 | AC 18, touch 12, flat-

Strength 14
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Losvarlinth

Female Half-elf (drow-descended) fighter (two-weapon fighter) 1
NE Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense :

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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +1; +2 vs. enchantments
Immune sleep
Weaknesses light blindness

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Offense :

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Speed 30 ft. (20 ft. in armor)
Melee light shield bash +1 (1d3+1) or
. . scimitar +1 (1d6+2/18-20)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—dancing lights, darkness, faerie fire

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Statistics :

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Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Improved Shield Bash, Two-weapon Fighting
Traits - custom trait -, flame of the dawnflower, killer, suspicious
Skills Acrobatics -3 (-7 to jump), Perception +4, Profession (soldier) +5, Sense Motive +2; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood

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Special Abilities:

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Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Gear:

scale mail, light steel shield, cestus, crossbow bolts (20), kukri (x2), light crossbow, light flail, scimitar, backpack, bedroll, belt pouch, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), flint and steel, hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4 lb), mess kit, metal polish (0.3 lb), pot, sewing needle, soap, soft cloth (0.1 lb) (2), sun goggles (worth 12 gp), trail rations (5), waterskin, 4 gp, 1 sp

Appearance:

Losvarlinth is 6'1"; with silver-streaked white hair and white eyes. She wears scale mail under a gold-trimmed blue tabard, Sarenrae's holy symbol promanently on the chest

Background:

Name: Losvarlinth
Race: Half-elf (darkborn)
Gender: (25) Female
Class: Fighter (Two Weapon Warrior)
Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 10

Step 1—Homeland, Family, and Childhood:
Homeland: (85) Forest - You gain access to the Log Roller regional trait.[/i]
Parents: (33) Only your father is alive.
Siblings: (42) No siblings.
Circumstance of Birth: (70) Noble Birth - You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Roll on the Nobility table: Nobility to determine your family's noble rank.
Nobility: (47) Gentry - You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.
Major Childhood Event: (42) First Kill - You've had blood on your hands since your youth, when you first took the life of another creature. Whether this act repulsed you or gave you pleasure, it was a formative experience. You gain access to the Killer combat trait and the Innocent Blood story feat.

Step 2—Adolescence and Training:
Background: (31) Gladiator - As an adolescent, you learned to fight and kill because your master made you, and if you had not learned, you would be dead. Killing was a way of life—a means of survival. At first you did it because you had to, but that soon changed when you heard the chorus of the crowd. You gain access to the Killer combat trait, the Life of Toil social trait, and the Champion story feat.
Influential Associates: (08) The Pariah - You met a disgraced exile, and found in his words and attitudes something that spoke to you. What once seemed true in your religion, society, or family began to appear false the more time you spent with this person, and you quickly learned not to trust everyone you meet—especially among those who would claim to be most deserving of it. You gain access to the Suspicious social trait.

Step 3—Moral Conflict, Relationships, and Vulnerabilities:
Conflicts: (10) Betrayal - You betrayed someone who trusted you. 4 CP
Conflict Subject: (18) Adventurer
Conflict Motivation: (9) Pleasure. 5 CP
Resolution: No Guilt (+2 CP)[i] - Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.
Alignment:[i] Neutral Evil.
11 CP
Deity: Sarenrae
Romantic Relationships: (1) One Significant Relationship - You had a true love once, but that time has passed.
Relationship with Fellow Adventurers:
1st Fellow Adventurer – (13) Tavern buddies.
2nd Fellow Adventurer – (28) Contractor and employer.
3rd Fellow Adventurer – (20) Hunting companions.
4th Fellow Adventurer – (02) Family or close as family—close friends, close/distant relatives, relatives by marriage/adoption.
Character Drawback: (03) Attachment (Object) - You are attached to a precious possession with immense sentimental value and significance. Without it, you are no longer yourself and are prone to suffer from depression, moodiness, or aggressive behavior. You gain access to the Attached drawback.

Traits:
CampaignExposed to Awfulness
CombatKiller
SocialSuspicious
FaithFlame of the Dawnflower

Loyalties:
1. Sarenrae.
2. Protect children
3. Trustworthiness


Reason I Traveled to Kenabres:

Losvarlinth traveled to Kenabres with an Oracle of Sarenrae while converting to the new faith. Once they arrived in the city, the Oracle brought her to the temple of Sarenrae, presented her with a scimitar, and asked her to wait in the temple for three days before venturing out into the city.