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Description

 

General description: Silvae is strong but lean, deceptively waiflike in appearance. She has lightly tanned skin and short, touseled, pale-blue streaked white hair.  She wears soft grey breeches and a white tunic that have obviously seen better days, and a swirling sky blue cloak.  She carries a long bow and strapped to her back is a slightly curved, single bladed greatsword.

 

Personality: Flighty... quick of hand and sharp of wit, but easily distracted (especially by shiny things) ...arrogant.

 

General

 

Character name: Silvae                                                Exp: 15000

Class: fighter                                    Race:Air Genasi- the windborn

Level: 5 (6th)                                          Alignment: undetermined

Gender: female                                                      Weight: 160lbs

Height:      6'4"                                                                Age: 21

 

Stats

 

Str: 16(+3)

Dex: 17(+3)

Con: 16(+3)

Int: 12(+1)

Wis:  8(-1)

Cha: 10(+0)

 

Languages: Common

 

Class Features:

skill points: (2+int)

proficient in - all simple and martial weapons & all armour & sheilds

weapon specialization at lev 4

 

Racial Traits:

 Air: Quick of hand, sharp of wit, but easily distracted (flightly) and arrogant.

Darkvision(60ft). Levitate, once per day (as 5th level sorcerer).

+1 to save vs air spells and effects (+1 to this every 5 levels).

 

Skills & Feats

 

Skills:            skill mod      ab mod    ranks    misc mod      

Balance:              3  =           3    +   0 

Climb*:                7  =           3    +   4

Handle Animal:     3  =           0    +   3

Intimidate:          2  =           0    +   2

Jump*:                3  =           3    +   0

Knwledge-Planes:  2  =          1    +   1

Knwledge-Relign:  2  =          1    +   1   

Listen*:              -1  =         -1    +   0          

Ride*:               5(7) =         3    +   2 +(2 for staying in the saddle)

Search*:              3  =          1    +   2        

Spot*:                -1  =         -1    +   0         

Swim*:                3  =         3    +   0

Use Rope:            4  =         3    +   1

 

 

Feats:

Weapon Specialization-greatsword

Power attack

Cleave

Mounted Combat

Mounted Archery

 

 

Combat

 

AC = 20 =10+3(dex)+5(armour)+2(ring)                Movement: 30

 

Initiative mod: +3 = 3(dex)                                  Hit Points: 58

 

Base Attack bonus: +5

 

Saving Throws:       

Fort: 7 =4+3(con)                                               Melee attack:  8 =5(base)+3(str)

Reflex: 4 =1+3(dex)                                            Ranged attack: 8 =5(base)+3(dex)

Will: 0 =1+-1(wis)

 

Weapon:         attack   damage     critical    range       special properties

greatsword (+2)        +10    2d6+7     19-20/x2   melee     Bane (+2d6dmg) beasts/magical beasts

mighty cmp l-bow(+3)   +8     1d8+3        x3      110 ft

silvered dagger        +8     1d4+3     19-20/x2   10 ft

 

4 arrows +2, 2 arrows +2-flaming burst

20 regular arrows

10 +1

 

Armour:         armour bonus   max dex   arm check pen   speed

Elven chain:        +5          +4           -2           30

+2 ring of protection

 

Ansturm

 

hp: 34       Init: +2      speed:35' (without barding-50')  

 

AC: 20 = 10+2(dex)-1(size)+4(natural)+5 (barding)

 

attacks: 2 hooves, +7 melee, 1d6+4 damage; bite, +2 melee, 1d4+2 damage

 

face/reach: 5ft by 10ft/5ft

 

special qualities: scent

 

saves: fort +7, ref +6, will +4

 

abilities: Str 18, Dex 14, con 17, Int 6, wis 14, cha 8

 

skills: listen +8, Spot +8

 

carrying capacity: light-up to 300lbs, med 301->600, heavy 601->900 & can drag 4,500 lbs

 

(Str:0,Dex:+1,Con:0,Int:+4,Wis:+1,Cha:+2)

 

 

Equipment

 

Gear:                                                                 Money:  CP:5

Wearing:                                                                                     SP:9

ring of protection +2                                                        GP:378

breeches                                                                        PP:

tunic

high soft boots

cloak

small silver holy symbol

 

Belt pouch-(3lbs) containing:

caltrops-(2lbs)

mystery potion

 

In saddle packs:

Backpack-(2lbs)

bed roll-(5lbs)

flint and steel(*)

2 waterskins-(8lbs)

flask-(*)

2 pints oil-(2lbs)

small steel mirror(1/2lbs)

trail rations (3 days)-(3lbs)

whetstone-(1lb)

neutralize poison

cure serious wounds (2d8+3)

cure light wounds (3) (1d8+1)

on horse:

quiver of regular arrows within reach

quiver of +1 arrows

grain (10lbs)

 

heavy warhorse

military saddle (+2 for checks for staying in the saddle and 75% chance of staying on saddle if knocked unconscious)

bit and bridle

saddle packs

chain mail barding (med) 80 lbs

 

 

Game Notes:

 

History:  the result of a bit of indescretion on your mother's part. Your father is unknown to you. Being who she is, your mother gave you into the care of a guardian. And btw, I use 'she' simply because that was the form she took when she was on the prime. Elementals are genderless. You had little contact with her for many years. When you came of age (early teens) she manifested and introduced herself. That was the first time you actually met face to face. Afterwards she came to visit frequently, imparting you with lessons and instilling you with the idea of your place in the world. Those ideas include, but are not limited to, service to her and her allies.  Over the following years you've done things here and there. Your guardian gave you all the training you possess. The guardian is a now-middle-aged human. Named Vaurin.

 

Now, after each accomplished task you were rewarded. These rewards include the mithril shirt and some other things. Your last reward, actually given before your assignment (your current assignment) was your sword. One other item does your guardian give you, but it not for you to use. It is for you to give to the one whom you will be seeking (Zherst).  And you are to tell him it is "For she who sleeps." The item is a potion. And you have no idea what it's for. Or what it does. 

 

Help Zherst recover the Lightningstaff. You get the idea this is a favor Liriathandielannon owes Talos.

 

You've been told that the lastplace Zherst and his group were sighted was in a city called Saradush. The city is small and located near the western border of a country named Tethyr (located in the south-western quarter of Faerun). Ok, north of the city is a small range of low mountains called The Omlarandin Mountains. THey are so named because of the extremely rare and very precious magical stones, called Omlars, that are only found in those mountains. You arrive in Saradush with little trouble. After some investigation you find out that the group has headed into the mountains in the company of a dwarf. The dwarf is a known guide (there's a big guide industry here because of the frequent Omlar hunts, even a Guide Guild).  Apparently they're up ther Omlar hunting. Your choice. Wai for them in the city or go out to find them, or to find a spot to meet them outside the city.

 

Geven-guide - is a somewhat scruffy-looking human in his mid-20s. For all his rough edges he's generally goodnatured and straightforward. The only drawback is that he can't seem to keep his eyes off your ass.

 

You know that Zherst is a Stormwarden (Priest of Talos) and that he travels with a Chultan warrior woman (Chult are the jungles she comes from), a couple of elves (one sylvan/wood, the other from Evereska (An elven city far to the north)), and a young human of a disreputable nature [Kilam]. And you know that Zherst's ultimate goal is to travel way east and south into the Shaar (vast plains) to a town called Haven, where the Lighteningstaff was last seen several centuries ago.