Iramine

Nin'aerlinn Gyrlass'rakka's page

No posts. Alias of Anderlorn.


Full Name

Nelchiril Nin'aerlinn Gyrlass'rakka

Race

Life Sphere Ranger Beast Master (LVL:18 | HP:185/185 | HERO:3/3 | AC:30 | T:19 | FF:26 | F:+21 | R:+23 | W:+18 | Darkvision: 90' | Initiative:+10 | SPs:21/21 | Perception:+27 | CMB:+23 | CMD:+43 | Speed:40')

Classes/Levels

Skills:
AC:+30 (+34 Run-Jump/Jump) | CL:+12 | DP:+28 | EA:+26 | HA:+25 | HL:+25 | KN(Na):+24 | RI:+25 | ST:+40 | SV:+25 | SW:+12

Gender

***MIGRATING*** Lightbringer Elven Female Adult

Size

Medium

Age

240

Special Abilities

Lightbringer Elf, Ranger, Life Sphere Caster,

Alignment

Chaotic Good

Deity

Ketephys (Formerly Rillifane Rallathil)

Location

Formerly Faerun, now Amalda'ngren Ost (Iron Treetop Keep), Kyonin, Golarion

Languages

Abyssal, Celestial, Common, Draconic, Elven, Necril, Sylvan, Undercommon

Occupation

Nelchiril Amalda'ngren Ost, Kyonin

Homepage URL

Amalda'ngren Ost

Strength 16
Dexterity 24
Constitution 20
Intelligence 18
Wisdom 26
Charisma 18

About Nin'aerlinn Gyrlass'rakka

Nelchiril Nin'aerlinn Gyrlass'rakka, Nelchiril Mithrand'iaur Forn'Feirani Eryn, Nelchiril'Aegisir Kyonin'Arda, Nelchiril Amalda'ngren Ost, Mithrand'iaur Evermeet

Common:
Lady Tear Song Falcon's Talon, Lady Ranger of the North Fierani Forest, Lady Protector of the Kyonin Realm, Lady of Iron Treetop Keep, Former Ranger of Evermeet

Female elf sphere ranger 18 (Pathfinder RPG Advanced Player's Guide 124)
CG Medium humanoid (elf)
Hero Points 3
Init +15; Senses darkvision 60 ft.; Perception +34
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Defense
--------------------
AC 29, touch 29, flat-footed 19 (+9 armor, +10 Dex)
hp 203 (18d10+108)
Fort +24, Ref +29, Will +23
Defensive Abilities improved evasion; Immune blindness, dazzled, disease
Weaknesses light sensitivity
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Offense
--------------------
Speed 40 ft.
Ranged kyonin bow +35/+35/+30/+25/+20 (2d6+8/×3)
Special Attacks combat style (mounted[APG]), favored enemies (dragons +4, evil outsiders +4, orcs +2, undead +4), quarry
Combat Training - (DC:28, Martial Focus: Y, Great Focus: Y);
ALCHEMY:
. .
BARRAGE:
. . Arrow Split Attack stacks with other barrage attack for overcoming DR/hardness and deals full damage to objects - (Associated Feat: Clustered Shots)
. . Augmented Grip Reduce Barrage to-hit penalty by 2, no AoO for reloading while martially focused
. . Barrage As a special attack action, you may make two ranged attacks at your full base attack bonus -2. In addition, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2
. . Close Combat Specialist - No AoO for ranged attacks while martially focused
EQUIPMENT:
. . Unarmored Training +7 - While unarmored and unencumbered, gain an armor bonus to AC and touch AC
SCOUT:
. . Find Gap -5 - While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
. . Great Senses - Gain Perception as an associated skill with the Scout sphere
. . Identify Rythyms - While martially focused, gain dodge bonus vs creatures you have scouted
. . Scouting - (Identify a creature's weaknesses (DC 10 + creature’s CR) vs (Knowledge Check + Modifiers) as a swift action and lasts 24 hours before the Scout must identify the weakness again. The scout may substitute a Perception check for the appropriate Knowledge check at a -5 penalty),
. . Track the Scene +8 - Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
SNIPER:
Spheres of Power (CL (7)|9, Spell Points: 24/24, MSB +18, MSD 29, Concentration +27, DC (22)|23)
Spell-Like Abilities (CL 18th; concentration +24)
. . At will—light
--------------------
Statistics
--------------------
Str 14, Dex 30, Con 20, Int 26, Wis 28, Cha 22
Base Atk +18; CMB +21; CMD 40
Feats Endurance, Extra Combat Talent (x4), Great Focus, Mounted Archery, Mounted Skirmisher, Ride-by Attack, Run, Target Spotting, Trick Riding
Traits dangerously curious, fate's favored
Skills Acrobatics +30 (+34 to jump with a running start, +34 to jump), Appraise +11, Bluff +9, Climb +10, Craft (alchemy) +35, Craft (bows) +20, Diplomacy +31, Disguise +9, Escape Artist +13, Fly +13, Handle Animal +30, Heal +12, Intimidate +9, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Perception +34, Ride +34, Sense Motive +30, Stealth +38, Survival +30, Swim +10, Use Magic Device +31
Languages Abyssal, Celestial, Common, Draconic, Elven, Necril, Sylvan, Undercommon
SQ additional limbs, arrow split, augmented grip, barrage, camouflage (forested areas), casting, close combat specialist, combat training, cure, deadly shot +5d10, elixer of immortality, favored terrains (astral plane +4, forest +4, underground +2, urban +4), focusing reload, greater healing, hero points, hide in plain sight, identify rythyms, improved empathic link, improved fuse grenade, invigorate, lightbringer, lurker, mass healing, panacea, perfect shot, ranged healing, restore, salve, scout, shapeshifting, swift tracker, tangling shot, track +9, unarmored training +9, wild empathy +24, woodland stride
Combat Gear Staff of Life; Other Gear kyonin bow, belt of physical might +6 (Dex, Con), boots of the elven spirit, bracers of archery, greater, cloak of the elven spirit, efficient quiver, headband of mental prowess +6 (Int, Wis), ioun gauntlet, living garments[ARG], pale green prism ioun stone, periapt of health, portable hole, ring of feather falling, ring of resistance +5, stone of good luck (luckstone), traveler's any-tool[UE], portable alchemist's lab, 625 gp
--------------------
Special Abilities
--------------------
Alchemy: Elixer of Immortality Elixir restores drinker's age to young-adult, removes physical age penalties.
Alchemy: Improved Fuse Grenade 8d6 F/8d6 B Splash weapon deals 8d6 fire & 8d6 bludgeoning in 20-ft radius (Ref 1/2)
Alchemy: Panacea You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

• DC 20:{/b
Alchemy: Salve 9d8+9 (Max 18 uses/creature/day) Create a poultice that heals 9d8 damage
Alteration: Additional Limbs You can add limbs to a form as a trait
Alteration: Shapeshifting (2 traits, DC 23) You can bestow the Blank Form
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Barrage: Arrow Split Attack stacks with other barrage attack for overcoming DR/hardness and deals full damage to objects
Barrage: Augmented Grip Reduce Barrage to-hit penalty by 1 (2 at BAB +10), no AoO for reloading while martially focused
Barrage: Barrage As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2
Barrage: Close Combat Specialist No AoO for ranged attacks while martiall focused
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Casting (CL 7, MSB +18, MSD 29, Concentration +27, DC 22) You can cast sphere effects.
Combat Training (DC 28) You have training in one or more combat spheres
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Equipment: Unarmored Training +9 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Favored Enemy (Dragons +4) (Ex) +4 to rolls vs. dragons foes.
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. evil outsiders foes.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Favored Terrain (Astral Plane +4) (Ex) +4 to rolls when in astral plane terrain.
Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Great Focus Can maintain a second martial focus
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Life: Cure 1d8+45 (DC 23) Heal a target
Life: Greater Healing (4) Your cure heals 1 additional HP per caster level
Life: Invigorate (Up to 9 temp HP) Grant up to 9 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Restore Heal a target's ability damage and remove negative conditions
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Ride-By Attack You can move - attack - move when charging mounted.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scout: Identify Rythyms While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sniper: Deadly Shot +5d10 Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper: Focusing Reload Regain martial focus when you spend a move action or greater reloading a weapon
Sniper: Perfect Shot While martially focused, roll twice and use better result on miss chance from concealment, and a roll of 1 is not an auto-miss on ranged attacks
Sniper: Tangling Shot Snipe - Deadly Shot entangles target (they may spend a standard action to clear it)
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Target Spotting When you scout an enemy, expend focus to treat them as your favored enemy (highest bonus) for as long as the scout lasts
Track +9 Add the listed bonus to Survival checks made to track.
Trick Riding No penalty for riding bareback, and in light armor no Ride checks needed for DC 15 or less.
Wild Empathy +24 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

-----------------------------

MOUNT:

Delunél
CR 18
Male advanced avian giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +14; Senses low-light vision, scent; Perception +41
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Defense
--------------------
AC 44, touch 26, flat-footed 36 (+6 armor, +3 deflection, +8 Dex, +18 natural, -1 size)
hp 168 (14d8+112)
Fort +22, Ref +22, Will +12 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion; Immune disease
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (average)
Melee bite +20 (1d8+10), 2 claws +20 (1d6+10), 2 talons +20 (3d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 30, Dex 26, Con 26, Int 6, Wis 16, Cha 18
Base Atk +10; CMB +22; CMD 42
Feats Endurance, Flyby Attack, Improved Initiative, Improved Natural Attack (talon), Run, Wingover
Skills Acrobatics +24 (+28 to jump with a running start, +36 to jump), Appraise +0, Bluff +6, Climb +12, Diplomacy +6, Disguise +6, Escape Artist +10, Fly +24, Heal +5, Intimidate +6, Perception +41, Ride +10, Sense Motive +5, Stealth +31, Survival +13 (+20 to find and follow tracks), Swim +12; Racial Modifiers +8 Acrobatics, +18 Perception, +8 Stealth
SQ combat training, coordinated movement, deadly shot +3d10, deadly strike, devotion, find gap -4, great senses, identify rythyms, lurker, powerful wings, scout, track the scene +7, unarmored training +6
Combat Gear ring of invisibility; Other Gear bag of holding i, heroic saddle, ioun gauntlet, pale green prism ioun stone, periapt of health, stone of good luck (luckstone), 900 gp
--------------------
Special Abilities
--------------------
Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Powerful Wings Hover and ascend vertically without making a Fly check
Combat Training (DC 18) You have training in one or more combat spheres
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Equipment: Unarmored Training +6 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Fly (60 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Deadly Strike Bonus damage when attacking from stealth
Scout: Find Gap -4 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Identify Rythyms While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Track the Scene +7 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Sniper: Deadly Shot +3d10 Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.

--------------------
Description
--------------------

-----------------------------

-----------------------------

RESIDENCE:

A massive Elder Treant that has matured into a Living Steel Construct has become Gyrlass'rakka's small castle residence.

Amalda'ngren Ost

-----------------------------

ITEM DESCRIPTIONS:

Sphere Bowstaff of Healing

-----------------------------

USED TREASURE:

-----------------------------
DECK OF MANY THINGS DRAWING OF CARDS:
-----------------------------

Migrated from 2nd Edition to Pathfinder - GM had us roll 1d4 to see how many cards to draw - my roll was 3

2. JACK of DIAMONDS (STAR): Immediately gain a +2 inherent bonus to one ability score (Constitution from 15 to 17 - Can have a Tome up to +3).
3. JOKER without TRADEMARK (JESTER): Gain 10,000 XP or two more draws from the deck.

5. TWO of HEARTS (GEM): Twenty-five pieces of jewelry

-----------------------------

Sold Previous Gear: 139,529 gps

-----------------------------

BACKGROUND::

Also originating from Evermeet, the former Ranger of (Rillathil) Nin'aerlinn (Tearsong) volunteered to join the Fey O'Cormanthor fellowship with Anderlorn and other fellow Evermeet citizens for a mission to Myth Drannor to scout out the former Elven city to bring back all elven artifacts that were found, bring back or release all Baelnorn (Elven Liches), and bring back any Elven people if they so desired to live on Evermeet. Along the way, Anderlorn and Nin'aerlinn fell in love.

Silvery White Skin
Blue with Golded Flecks
Blue Tint Skin
Braids and ponytails held with wire or beads

Transported by a Nexus and altered by the Nexus
Tree Fort transported
Made a home in Kyonin
Became Protectors of the Realm
Alteration = 6 kids, 1st set were triplets, change their physiology.

-----------------------------

LEVEL PROGRESSION:

The original 2nd Edition Character used the old method of rolling 6 rounds of 4d6, dropping the lowest dice and rerolling 1s and 2s.

Level 19

19th Feat:
BAB: +1
SAVES: N/A
Skills: 12 points
Class Feature: Improved quarry
Sphere Info: <Need to research>
Cohort Increase to 16th.

Level 20

Att Point: +1 = Dex
BAB: +1
Saves: +1/+1/+0
Skills: 12
Class Feature: Master Hunter
Sphere Info: <Need to research>
Cohort Increase to 17th.

-----------------------------

MYTHIC PROGRESSION:

1. Paragon
2. Dual Path (Champion and Arch-mage)
3. Champion (Fleet Charge) and Arch-Mage
...

-----------------------------

-----------------------------

ANIMAL COMPANION MOUNT:

Delunél | CR: 18
Celestial True Raptor Female Adult - (Advanced*, Alacritous, Half-Celestial, Giant*, Deinonychus* (aka Mega-Raptor*) - Pathfinder RPG Bestiary, 288, 295)
CG Large Outsider (Animal, Native)
Init: +17; Senses: Darkvision 60', Low-Light Vision, Scent; Perception: +22
--------------------
Defense
--------------------
AC: 43, Touch: 24, Flat-footed: 31 (+3 deflection, +11 Dex, +1 dodge, +19 natural, -1 size)
HPs: 168 (12d8+120)
Fort: +25, Ref: +26, Will: +15 (+4 morale bonus vs. enchantment effects); +4 vs. poison
Defensive Abilities: Duck Aside, Improved Evasion, Improved Uncanny Dodge (HD+4); DR: 10/magic; Immune: Disease; Resist: Acid: 10, Cold: 10, Electricity: 10; SR: 26
--------------------
Offense
--------------------
Speed: 120 ft., Fly: 240 ft. (Good)
Melee: Bite +29 (1d8+20 | x2 | BPS), (2) Claws +29/+29 (1d6+20 | x2 | PS), (2) Talons +29/+29 (3d6+20 | x2 | S)
Space: 10'; Reach: 10'
Special Attacks:
. . Death From Above - (Gain +5 bonus on attack rolls when charging from higher ground or flying),
. . Flyby Attack - (You can take a standard action during your move action while flying),
. . Pounce - (You can make a full attack as part of a charge),
. . Smite evil 1/day - (+6 attack and AC, +12 damage),
. . Split Second - (As a full-round action, move/fly - attack - move/fly - attack - move/fly),
. . Spring Attack - (You can move - attack - move when attacking with a melee weapon),
. . Wingover - (Can turn up to 180 degrees as a free action without a Fly check.).
Spell-Like Abilities - (CL: 16th; concentration +22)
. . Constant—Freedom of Movement
--------------------
Statistics
--------------------
STR: (36)|40(+15), DEX: (26)|32(+11), CON: 30(+10), INT: 8(-1), WIS: 18(+4), CHA: 22(+6)
Base Atk: +9; CMB: +26; CMD: 50
Feats: Death From Above, Dodge, Extra Combat Talent, Extra Combat Talent, Flyby Attack, Improved Initiative, Improved Natural Attack (talon), Mobility, Run, Spring Attack, Wingover
Skills: Acrobatics: +28 (+32 to jump with a running start, +64 to jump), Appraise: +1, Bluff: +8, Climb: +17, Diplomacy: +8, Disguise: +8, Escape Artist: +13, Fly: +30, Heal: +6, Intimidate: +8, Perception: +22, Ride: +13, Sense Motive: +6, Stealth: +24(Lurker), Survival: +18, Swim: +17
SQ Combat Training, Devotion
Combat Gear: Amulet of Mighty Fists +5;
Misc Gear: Belt of Physical Might +6 (Str, Dex), (Ioun Gauntlet), (Pale Green Prism Ioun Stone), Ring of Resistance +5, Ring of Invisibility, Stone of Good Luck (Luckstone), Heroic Saddle, (2) Saddlebags.
--------------------
Special Abilities
--------------------
Combat Training (DC 18): You have training in one or more combat spheres
Damage Reduction (10/magic): You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet): You can see in the dark (black and white only).
Death from Above: Gain +5 bonus on attack rolls when charging from higher ground or flying.
Devotion +4 (Ex): +4 morale bonus on Will saves vs. enchantment effects.
Duck Aside (Ex): Any round split second not used, +20% chance to step away from any attack that would otherwise hit it. This stacks with any miss chance due to concealment.
Energy Resistance, Acid (10): You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10): You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10): You have the specified Energy Resistance against Electricity attacks.
Fly (240 feet, Good): You can fly!
Flyby Attack: You can take a standard action during your move action while flying.
Immunity to Disease: You are immune to diseases.
Improved Evasion (Ex): No damage on successful reflex save; half on failed save.
Improved Uncanny Dodge: [b]Can only be flanked by rogues of [b]16th Level (HD+4).
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.
Poison Resistance +4 (Ex): You have the listed resistance to poison.
Pounce (Ex): You can make a full attack as part of a charge.
Run: Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex): Detect opponents within 15+ ft. by sense of smell.
Scout - Lurker: Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout - Scout: Identify a creature's weaknesses as a swift action
Smite Evil (1/day) (Su): +6 to hit, +12 to damage, +6 deflection bonus to AC when used.
Spell Resistance (26): You have Spell Resistance.
Split Second (Su): As a full-round action, move/fly - attack - move/fly - attack - move/fly.
Spring Attack: You can move - attack - move when attacking with a melee weapon.
Wingover (1/round): Can turn up to 180 degrees as a free action without a Fly check.

--------------------
Description
--------------------

Alacritous creatures are capable of bursts of speed so great, they briefly appear to be in two places at once. When using their abilities, winds constantly whip around the creatures’ bodies and a blur of motion creates a blazing trail behind them as they move; in the desert, they are often mistaken as curious whirlwinds before it is too late and they fall upon their observers.

-----------------------------

-----------------------------

RESIDENCE:

A massive Elder Treant that has matured into a Living Steel Construct has become Gyrlass'rakka's small castle residence.

Amalda'ngren Ost

-----------------------------

ITEM DESCRIPTIONS:

Sphere Bowstaff of Healing

-----------------------------

USED TREASURE:

-----------------------------
DECK OF MANY THINGS DRAWING OF CARDS:
-----------------------------

Migrated from 2nd Edition to Pathfinder - GM had us roll 1d4 to see how many cards to draw - my roll was 3

2. JACK of DIAMONDS (STAR): Immediately gain a +2 inherent bonus to one ability score (Constitution from 15 to 17 - Can have a Tome up to +3).
3. JOKER without TRADEMARK (JESTER): Gain 10,000 XP or two more draws from the deck.

5. TWO of HEARTS (GEM): Twenty-five pieces of jewelry

-----------------------------

Sold Previous Gear: 139,529 gps

-----------------------------

BACKGROUND::

Also originating from Evermeet, the former Ranger of (Rillathil) Nin'aerlinn (Tearsong) volunteered to join the Fey O'Cormanthor fellowship with Anderlorn and other fellow Evermeet citizens for a mission to Myth Drannor to scout out the former Elven city to bring back all elven artifacts that were found, bring back or release all Baelnorn (Elven Liches), and bring back any Elven people if they so desired to live on Evermeet. Along the way, Anderlorn and Nin'aerlinn fell in love.

Silvery White Skin
Blue with Golded Flecks
Blue Tint Skin
Braids and ponytails held with wire or beads

Transported by a Nexus and altered by the Nexus
Tree Fort transported
Made a home in Kyonin
Became Protectors of the Realm
Alteration = 6 kids, 1st set were triplets, change their physiology.

-----------------------------

LEVEL PROGRESSION:

The original 2nd Edition Character used the old method of rolling 6 rounds of 4d6, dropping the lowest dice and rerolling 1s and 2s.

Level 19

19th Feat:
BAB: +1
SAVES: N/A
Skills: 12 points
Class Feature: Improved quarry
Sphere Info: <Need to research>
Cohort Increase to 16th.

Level 20

Att Point: +1 = Dex
BAB: +1
Saves: +1/+1/+0
Skills: 12
Class Feature: Master Hunter
Sphere Info: <Need to research>
Cohort Increase to 17th.

-----------------------------

MYTHIC PROGRESSION:

1. Paragon
2. Dual Path (Champion and Arch-mage)
3. Champion (Fleet Charge) and Arch-Mage
...

-----------------------------