Darekun

Elerra

Mar 26th, 2020
104
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.79 KB | None | 0 0
  1. Elerra is a Child Survivor. Okay, not exactly a child survivor. Elerra was born in the Kingdoms. In the drow kingdom Nirinath, ruled by a queen and a council of Houses. Politics were fierce and ever-changing, and she had some dealings with them as a minor member of a Great House, Tuin. She grew up a good little monster. Nirinath traded with a Citadel, Galaden Tor, and she always wanted to see the world.
  2. Once she was old enough she went on vacation there, crossing the world on the Teleportation Circle network, and visiting picturesque kingdoms from each Citadel she stayed in. She returned home changed. She'd seen so much, so many different ways of living, and she wanted to live them all. Her mother was less than happy with this. She forbade Elerra from so much as visiting Galaden Tor again.
  3. Needless to say, Elerra in turn wasn't happy with this. She plotted and schemed, working through the traders who would relax in Nirinath, while the help unloaded magic items and loaded silk crafts and adamantine weapons. She applied to the Tor Institute for Military Magic by correspondence. Rather than tell her mother, she ran away the day of her entrance exam, sneaking out to the teleportation circle the traders use. With her aptitude she was accepted, which gave her provisional citizenship, which was enough for her to get food and shelter from the Citadel. She ate from the magical dispensers, she slept in a well-appointed little room in public housing, and she dreamed of the future. Truly Citadel air makes free.
  4. She got a job as a trader with the kingdoms. Similar to those who'd helped her in Nirinath, she'd commission masterwork jewelry from a goldsmith in a gnomish village, for a Citadel enchanter. The old goldsmith and his family were whisper gnomes. As the only whisper gnomes in town, with their unusual lichen-grey skin color, they had been outsiders in the community for generations. Sometimes you'd stay the night with his family while waiting for a commission… and he had a granddaughter your age. Someone you could actually talk to. Unlike the Citadel people, her ideas about life, art, and money were practical, not frivolous. She knew what it was like to be a fish out of water to everyone on the street. And she cherished that you didn't care about her being a whisper gnome, even if she wasn't quite another drow to you.
  5. Come the start of the semester Elerra moved into the Institute barracks. It was during this move that Tuin agents tried to sneak in and abduct her. Steeped in the magic of the Citadel, she was able to use her aptitude to wield enough magic to turn the tables on her cousin and neighbors. She renounced her status as a Tuin before them. At this, they relented, even if Elerra's mother would take nearly a year to accept it.
  6. Elerra did well in her studies. She wasn't the best in her class, but she had the aptitude and rose quickly, finishing freshman year in a close fourth place. She kept working for the enchanter, paying her tuition and visiting her friend. Competition with her classmates was friendly, and she mellowed.
  7. She was a junior at the Institute when the Sundering struck. Spells were wonky. All the magic items in daily life stopped working, and started oozing substances, which would turn out to be mana toxic. Life in a Citadel was built on those two, and it was in chaos. The Citadel had no doors, but all must flee.
  8. For six terrifying hours, Elerra was part of the Institute's attempt to improvise martial law without their magic, and without the guards. Most of the guards were warforged or golems, logical, fair, inert, oozing. The others were spellcasters without the martial training to do anything without their spells.
  9. Then word came — passed on foot — that someone had broken out. The chaos had a direction, a stampede. The Institute evacuated in an orderly fashion. There was no saving the stampeders, so the Institute just moved out behind them, over the increasing number of bodies of the trampled. The breach was clearly pierced at the top with a lamppost, then torn open from there by beating it with the rocks of its own rubble. The spells reinforcing the walls were gone.
  10. The Institute camped outside. Too close, in retrospect. That night, the air Elerra breathed and the water she drank and even the rations she ate poisoned her a little more. When her classmates and faculty showed health problems in the morning, it was believed to be a disease, and isolation was established. Everyone camped alone.
  11. Without the strength of numbers, they were easy prey when the raiders came.
  12. In retrospect, those who fell ill first were those who carried out magic items, generally of sentimental value. In retrospect, susceptibility to disease was the first sign of mana poisoning. All learned too late. Elerra was lucky, in a sense, because her sentimental items were nonmagical. She battled health issues for years. Once salusine was invented, she struggled to get enough, and took up alchemy on the side for better access.
  13. She was also lucky to be a native speaker of Elvish in (more or less) an elvish kingdom. Having finally gotten her life back together, she set out at a march towards the nearest city, Wayfarer's Rest, to sell her services as a mercenary.
  14.  
  15. Elerra is tall and lightly-built, agile and beautiful even for a drow.
  16. Elerra tried to keep her Institute uniform going, but it's been 14 rough years. All that remains is her jacket collar sewn onto a new jacket, with its trim in the dark silvery metal they called "grey ice", marking her as a junior-year student in an institute that no longer exists. Her outfit is otherwise practical wear for the forests of Elwood, dominated by a grey-green cloak.
  17. She keeps her crossbow slung across her back, as a sidearm of sorts to her spells. Her daggers she keeps strapped outside her boots, cold iron on the left and alchemical silver on the right, not hidden so she can access them quickly.
  18. The Common form of her family name, "Nightpacer", was less appealing than she'd liked, so she kept it in Elvish.
  19.  
  20. Elerra Vrinndain
  21. Drow
  22. Child Survivor
  23. Warmage 1
  24.  
  25. CHA: 15(+2)
  26. INT: 17(+3)
  27. DEX: 16(+3)
  28. CON: 12(+1)
  29. WIS: 11(±0)
  30. STR: 6(-2)
  31.  
  32. BAB: +0
  33. Grapple: -2 (-2 STR) (+1 to avoid/escape a grapple, -1 otherwise)
  34.  
  35. Base ATT Other Save
  36. +0 +1 —— Fort: +1
  37. +0 +3 —— Ref: +3
  38. +2 +0 —— Will: +2
  39.  
  40. AC: 17 (+3 DEX, +3 studded leather armor, +1 light wooden shield)
  41. FF: 14 (+3 studded leather armor, +1 light wooden shield)
  42. Tou: 13 (+3 DEX)
  43. FF Tou: 10
  44. HP: 7/7
  45.  
  46. Land Speed: 30'
  47.  
  48. Languages: Common, Elven, Undercommon, Draconic, Abyssal, Gnome
  49.  
  50. SP Ranks ATT Other Skill
  51. 4 4 +1 —— Concentration: +5 (+4 to cast on the defensive)
  52. 4 4 +2 —— Intimidate: +6
  53. 4 4 +3 —— Knowledge: Arcana: +7
  54. 4 4 +3 —— Spellcraft: +7
  55. 4 4 +3 —— Craft: Alchemy: +7
  56. 0 0 +3 +2 Search: +5
  57. 0 0 +0 +2 Listen: +2
  58. 0 0 +0 +2 Spot: +2
  59. 0 0 +3 —— Escape Artist: +3 (+1 to escape a grapple)
  60.  
  61. Proficiency: Simple Weapons, Light Armor, light shields, hand crossbow, rapier, short sword
  62. Feats
  63. 1st Combat Casting
  64.  
  65. Armored Mage: Light
  66. Warmage Edge
  67. Darkvision (Ex): 60'
  68. immune to magic sleep effects
  69. Secret/Concealed Doors
  70. Light Blindness
  71. Dancing Lights 1/day
  72. Character Traits: Slippery
  73. `considering Spellgifted`
  74.  
  75. Spells
  76. Cantrip(5/day): Acid Splash, Disrupt Undead, Light, Ray Of Frost
  77. 1st(4/day): Accuracy, Burning Hands, Chill Touch, Fist Of Stone, Hail Of Stone, Lesser Orb Of Acid, Lesser Orb Of Cold, Lesser Orb Of Electricity, Lesser Orb Of Fire, Lesser Orb Of Sound, Magic Missile, Shocking Grasp, True Strike
  78.  
  79. Range Attack Damage Crit Type Weapon
  80. 80' RI +3 1D8 19-20/×2 Piercing Light Crossbow
  81. Melee -2 1D4-2 19-20/×2 Piercing/Slashing Dagger, held
  82. 10' RI +3 1D4-2 19-20/×2 Piercing Dagger, thrown
  83. Melee -2 1D4-2 20/×2 NL Bludgeoning unarmed
  84.  
  85. AC DEX ACP Armor
  86. +3 +5 -1 Studded Leather Armor
  87. +1 —— -1 Light Wooden Shield
  88.  
  89. Clothes: Explorer's Outfit
  90.  
  91. 120gp
  92. 35gp Light Crossbow
  93. 2gp Bolt ×20
  94. 25gp Studded Leather Armor
  95. 3gp Light Wooden Shield
  96. 4gp Dagger, cold iron
  97. 22gp Dagger, alchemical silver
  98. 5gp Spell Component Pouch
  99. 1gp Belt Pouch
  100. 2gp Backpack
  101. 1sp Bedroll
  102. 1gp Flint & Steel
  103. 2g5sp Trail Rations ×5
  104. 1gp Waterskin
  105. 15g12s20cp 16g12s20cp cash
  106.  
  107. In Combat
  108. 20pd Light Encumbrance
  109. 4pd Light Crossbow
  110. 2pd Bolt ×20
  111. 5pd Light Wooden Shield
  112. 2pd Dagger ×2
  113. 2pd Spell Component Pouch
  114. ½pd Belt Pouch
  115. 4½pd (spare)
  116.  
  117. Traveling
  118. 40pd Medium Encumbrance
  119. 4pd Light Crossbow
  120. 2pd Bolt ×20
  121. 5pd Light Wooden Shield
  122. 2pd Dagger ×2
  123. 2pd Spell Component Pouch
  124. ½pd Belt Pouch
  125. 2pd Backpack
  126. 5pd Bedroll
  127. 5pd Trail Rations ×5
  128. 4pd Waterskin
  129. 8½pd (spare)
  130.  
  131.  
  132.  
  133. Drow
  134. • +2 Dexterity, -2 Constitution, +2 Intelligence.
  135. • Type: Humanoid (Elf).
  136. • Size: Medium.
  137. • Base Land Speed: 30'
  138. • Weapon Proficiency: hand crossbow, rapier, short sword
  139. • Dancing Lights (Sp): 1/day, caster level equals character level.
  140. • Darkvision (Ex): 60'
  141. • Immune to magic sleep effects.
  142. • Light Blindness (Ex): Abrupt exposure to bright light(such as sunlight or a Daylight spell) blinds a drow for 1 round. On subsequent rounds, so long as they remain in the affected area, they're dazzled.
  143. • +2 racial bonus on Listen, Search, and Spot checks. Furthermore, an elf who merely passes within 5' of a secret or concealed door is entitled to a Search check to notice it as if actively looking for it.
  144. • Automatic Languages: Common, Elven, Undercommon.
  145. • Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  146. • Favored Class: Cleric
  147. • Can take the Drow racial class(1 level).
  148.  
  149. Drow
  150. This racial class has one level, granting:
  151. • +2 CHA
  152. • The drow's darkvision increases to 120'.
  153. • Spell-Like Abilities: Faerie Fire 1/day, Darkness 1/day. Caster level equals character level.
  154. • Spell Resistance (Su): [11 + Character Level]
  155. • +2 racial bonus on Will saves against spells and spell-like abilities.
Add Comment
Please, Sign In to add comment