Brother Elsiph Flametongue: Difference between revisions

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[[Category:PBP]]
[[Category:PBP]]
[[Category:Player character]]
[[Category:Player Character]]
[[Category:Servents of the Secret Flame]]
[[Category:Servents of the Secret Flame]]


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|Strength  
|Strength  
|10  
|10  
|+0
|(+0)


|-
|-
|Dexterity  
|Dexterity  
|12  
|12  
|+1
|(+1)


|-
|-
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|12  
|12  
|(+1)
|(+1)
|-
|-
|Intelligence  
|Intelligence  
|12  
|12  
|(+1)
|(+1)
|-
|-
|Wisdom  
|Wisdom  
|19  
|19  
|(+4)
|(+4)
|-
|-
|Charisma  
|Charisma  
|16  
|16  
|(+3)
|(+3)
|}
|}


==Important Gear==
Weapons carried:  
Weapons carried:  
*+1 Magic Rapier, Alchemical Silver
*+1 Magic Rapier, Alchemical Silver
Line 53: Line 58:
Carries a shield and a heavy mace as well for heavy fighting.
Carries a shield and a heavy mace as well for heavy fighting.


==Appearance==


Size: Medium
Size: Medium
Line 69: Line 75:
*PHOBIAS:Closed spaces
*PHOBIAS:Closed spaces


==Magic==
Domains: Good & Protection
Domains: Good & Protection


Energy: Positive [Healing / Turns Undead]
Energy: Positive [Healing / Turns Undead]


Total Hit Points: 45


Speed: 30 feet
Zero-level Cleric spells: 4 per day
Standard Load: Detect Magic x2
Detect Poison x2
Guidance


Armor Class: 13 = 10 +2 [leather] +1 [dexterity]
First-level Cleric spells: 3 (2+1) per day +1 from a domain:
Bless
Comprehend Languages
Detect Evil
Obscuring Mist


Touch AC: 11
Second-level Cleric spells: 2 (1+1) per day +1 from a domain:
Flat-footed: 12
Owl's Wisdom
Sonic Burst
Bull's strength


Initiative modifier: +1 = +1 [dexterity]
Cast 3 0 level, and 2 first level
Fortitude save: +5 = 4 [base] +1 [constitution]
* Can know only limited numbers of spells
Reflex save: +6 = 5 [base] +1 [dexterity]
Will save: +11 = 7 [base] +4 [wisdom]
Attack (handheld): +5 = 5 [base]
Attack (unarmed): +5 = 5 [base]
Attack (missile): +6 = 5 [base] +1 [dexterity]
Grapple check: +5 = 5 [base]


Light load: 33 lb. or less
===Spellbook: Bard 3===
Medium load: 34-66 lb.
Zero-level Bard spells: 3 per day
Heavy load: 67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.


Region of Origin: Thrane
First-level Bard spells: 2 (1+1) per day


Languages: Common Draconic, Elven
6 x 0 level
*Know Direction
*Mage Hand
*Dancing Lights
*Message
*Prestidigitation
*Read Magic


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
5 x First level
Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
*Charm Person
*Disguise Self
*Expedious Retreat
*Grease
*Undetectable Alignment


Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
* High charisma gains bonus spells daily


Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
==Cleric 5th==


Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
* Alignment Aura
* Spontaneous Casting (heal)
* Turn Undead (6x/day)
* High wisdom gains bonus spells daily
* Domain choices give additional abilities


Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]
Domain Abilities:
===GOOD DOMAIN===


Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
'''Granted Power:''' You cast good spells at +1 caster level.


Feats:
Good Domain Spells


Aberrant Dragonmark
#Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Negotiator
#Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Weapon Focus x1 Weapon(s):
#Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.


Traits:


Action Points: 8 (this level)
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 1 = +1


Balance Dex* 1 = +1
===PROTECTION DOMAIN===


Bluff Cha 8 = +3 +5
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.


Climb Str* 0 = +0
Protection Domain Spells
#Sanctuary: Opponents can't attack you, and you can't attack.
#Shield Other F: You take half of subject's damage.
#Protection from Energy: Absorb 12 points/level of damage from one kind of energy


Concentration Con 7 = +1 +6
===Elsiph revised standard clerical spell load out is ===
Craft_1 Int 1 = +1


Diplomacy Cha 20 = +3 +9 +2 [half-elf] +2 [bluff] +2 [negotiator]
Zero Level: 5
*Detect Magic x2
*Detect Poison x2
*Guidance


+2 [sense motive]
First Level: 3 +1 Wis +1 domain
*Bless
*Comprehend Languages
*Detect Evil
*Obscuring Mist
*Protection From Evil (Domain)


Disguise Cha 8 = +3 +5
Second Level: 2 +1 wis + 1 domain
*Owl's Wisdom
*Sonic Burst
*Bull's strength
*Aid (Good)


Escape Artist Dex* 1 = +1
Third Level: 1 + 1wis + 1 domain
*Remove Curse     
*Remove Disease
*Magic Circle against Evil (Domain)---------------------------used


Forgery Int 1 = +1
==Combat Stats==
Total Hit Points: 45


Gather Information Cha 10 = +3 +5 +2 [half-elf]
Speed: 30 feet


Heal Wis 9 = +4 +5
Armor Class: 13 = 10 +2 [leather] +1 [dexterity]


Hide Dex* 1 = +1
*Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
*Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
*Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
*Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
*Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
*Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]


Intimidate Cha 5 = +3 +2 [bluff]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]


Jump Str* 0 = +0


Knowledge (arcana) Int 2 = +1 +1
Touch AC: 11
Flat-footed: 12


Knowledge (religion) Int 3 = +1 +2
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +5 = 4 [base] +1 [constitution]
Reflex save: +6 = 5 [base] +1 [dexterity]
Will save: +11 = 7 [base] +4 [wisdom]
Attack (handheld): +5 = 5 [base]
Attack (unarmed): +5 = 5 [base]
Attack (missile): +6 = 5 [base] +1 [dexterity]
Grapple check: +5 = 5 [base]


Listen Wis 7 = +4 +2 +1 [half-elf]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.


Move Silently Dex* 1 = +1
==Feats==


Perform_Dance Cha 5 = +3 +2
Aberrant Dragonmark
Perform_Sing Cha 7 = +3 +4
Negotiator
Perform_Other Cha 3 = +3
Weapon Focus x1 Weapon(s):


Ride Dex 1 = +1
==Traits==


Search Int 2 = +1 +1 [half-elf]
Region of Origin: Thrane
Sense Motive Wis 11 = +4 +5 +2 [negotiator]
Sleight of Hand Dex* 5 = +1 +2 +2 [bluff]
Spellcraft Int 6 = +1 +5
Spot Wis 5 = +4 +1 [half-elf]
Survival Wis 4 = +4


Swim Str** 0 = +0
Languages: Common Draconic, Elven


Use Rope Dex 1 = +1
Action Points: 8 (this level)


===Skills===
{|cellspacing="0" border="1"
|-
!Skill Name
!Key Ability
!Skill Modifier
!Ability bonus
!Ranks
!Misc. Modifier


* = check penalty for wearing armor
|-
|Appraise
|Int
|1
|1
|0
|


Bluff >=5 ranks gives +2 on disguise checks to act in character.
|-
|Balance
|Dex*
|1 
|1
|0
|


Zero-level Bard spells: 3 per day
|-
|Bluff
|Cha
|8 
|3  
|5
|


First-level Bard spells: 3 (2+1) per day
|-
|Climb
|Str*
|0 
|0
|0
|
|-
|Concentration
|Con
|7 
|1  
|6
|


Second-level Bard spells: 1 (0+1) per day
|-
|Craft
|Int
|1
|1
|0
|


Zero-level Cleric spells: 4 per day
|-
Standard Load: Detect Magic x2
|Diplomacy
Detect Poison x2
|Cha
Guidance
|20 
|3
|9
|2 half-elf 2 [bluff] 2 [negotiator] 2 [sense motive]


First-level Cleric spells: 3 (2+1) per day +1 from a domain:
|-
Bless
|Disguise
Comprehend Languages
|Cha
Detect Evil
|8 
Obscuring Mist
|3
|5


Second-level Cleric spells: 2 (1+1) per day +1 from a domain:
|-
Owl's Wisdom
|Escape Artist
Sonic Burst
|Dex*
Bull's strength
|1
|1
|0
|


|-
|Forgery
|Int
|1 
|1
|0
|
|-
|Gather Information
|Cha
|10 
|3
|5
|2 [half-elf]


Half-Elf
|-
|Heal
|Wis
|9 
|4
|5


* Immune to magical sleep
|-
|Hide
|Dex*  
|1 
|1
|0
|


* +2 racial bonus on saves vs. enchantments
|-
|Intimidate
|Cha
|5 
|3
|0
|2 [bluff]


* Low-light vision (darkvision if half-drow)
|-
|Jump
|Str*  
|0 
|0
|0
|


* +1 racial bonus on listen, search, and spot checks
|-
|Knowledge (arcana)
|Int
|2 
|1
|1


* +2 racial bonus on diplomacy and gather information checks
|-
|Knowledge (religion)
|Int
|3 
|1
|2


Bard
|-
|Listen
|Wis
|7 
|4
|2
|1 half-elf


* Bardic Knowledge
|-
|Move Silently
|Dex*  
|1 
|1
|0
|


* Bardic Music
|-
Cast 3 0 level, and 2 first level
|Perform Dance
* Can know only limited numbers of spells
|Cha
Spellbook: Bard 4
|5 
|3  
|2
|0


6x0 level
|-
Know Direction
|Perform Sing
Mage Hand
|Cha
Dancing Lights
|7 
Message
|3
Prestidigitation
|4
Read Magic
|0


5 xFirst level
|-
Charm Person
|Perform Oratory
Disguise Self
|Cha
Expedious Retreat
|3 
Grease
|3
Undetectable Alignment
|0


|-
|Ride
|Dex
|1 
|1
|0
|


* High charisma gains bonus spells daily
|-
|Search
|Int
|2 
|1
|0
|1 half-elf


Cleric
|-
|Sense Motive
|Wis
|11 
|4
|5
|2 Negotiator


* Alignment Aura
|-
|Sleight of Hand
|Dex*  
|5 
|1
|2
|2 (bluff)


* Spontaneous Casting (heal)
|-
|Spellcraft
|Int
|6 
|1
|5


* Turn Undead (6x/day)
|-
|Spot
|Wis
|5 
|4
|0
|1 half-elf


* High wisdom gains bonus spells daily
|-
|Survival
|Wis
|4 
|4
|0
|0


* Domain choices give additional abilities
|-
Domain Abilities:
|Swim
GOOD DOMAIN
|Str**
|0 
|0
|0
|


Granted Power: You cast good spells at +1 caster level.
|-
|Use Rope
|Dex
|1
|1
|0
|


Good Domain Spells
|}


1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals


and outsiders.
* = check penalty for wearing armor


2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max
Bluff >=5 ranks gives +2 on disguise checks to act in character.


+10).
===Half-Elf===
* Immune to magical sleep
* +2 racial bonus on saves vs. enchantments
* Low-light vision (darkvision if half-drow)
* +1 racial bonus on listen, search, and spot checks
* +2 racial bonus on diplomacy and gather information checks


PROTECTION DOMAIN
===Bard===
* Bardic Knowledge
* Bardic Music            1 used


Granted Power: You can generate a protective ward as a supernatural ability. Grant
==Elsiph Flametongye's Equipment==
someone you touch a resistance bonus equal to your cleric level on his or her next
saving throw. Activating this power is a standard action. The protective ward is an
abjuration effect with a duration of 1 hour that is usable once per day.
 
Protection Domain Spells
 
1 Sanctuary: Opponents can't attack you, and you can't attack.
 
2 Shield Other F: You take half of subject's damage.
 
 
 
==Elsiph Flametongye's Equipment==:


Weapons / Armor / Shield (from above)
Weapons / Armor / Shield (from above)
Line 305: Line 511:




Arrows (quiver of 20 Plain, 20 silver Alchemical) x1
Arrows (quiver of 20 Plain, 19 silver Alchemical) x1
Sling bullets (group of 10) x1
Sling bullets (group of 10) x1
Backpack
Backpack
Line 351: Line 557:
Bow, over shoulder
Bow, over shoulder


==Carried===
===Carried===


Duffle bag
Duffle bag
Line 388: Line 594:
The Mantle of Friar Ambrose Greis, a renowned missionary to Breland some years ago
The Mantle of Friar Ambrose Greis, a renowned missionary to Breland some years ago
(Cloak of Charisma +2).
(Cloak of Charisma +2).
===Gear===




Rapier +2, the ''Sword of Prince Alivace'', an early Thranish royal convert to the Flame.


A suit of enchanted (+1) leather armor, created by Human Artifactors from the house of Making, captured by Templers during the War, and recently refitted to our hero's measures.


The '''Mantle of Friar Ambrose Greis''', a renowned missionary to Breland some years ago (Cloak of Charisma +2).


A fresh wand of cure light wounds.


Several potions of cure moderate and bull's strength.
A scroll with several utlity spells, including Minor restore.


==Background==
==Background==
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People He Knows:
==People He Knows==
Back in Flame Keep:
 
[[Sir Advance And Engage The Enemy]] fellow PC, Warforged Paladin. In awe of "his" faith and prowness, Elsiph is unnerved by Vance's voice, which resembles a fellow church ward at the orphanage who bullied him.
 
[[Samuel Latharian]] Fellow PC, a half-elf sorcerer.


Vance: fellow PC, Warforged Paladin. In awe of "his" faith and prowness. Unnerved by
'''Cardinal Neskus''' is one of the 13 cardinals who rule thrane, though ouwardly a minor player in the countries politics he is in fact the leader of the Secret Flame.


Vance's voice, which resembles a fellow church ward at the orphanage who bullied him.
'''Jeffor''' is a young page at the Cathedrel.


Nif: Fellow PC, Changling Ranger/Rouge. Admires her Half Elf persona's body, finds her lack of faith -- challenging.
'''His Grace Bishop Olwitz''', Elsiph's nominal boss during his downtimes. A wise but somewhat
longwinded semi-retired church missionary leader.


Elin: Mother. Owns a tavern a short distance from the Cathedral. On good terms.
'''Sister Clarin''': A librarian Elsiph is quite interested in.


Jelin: Twin sister. Was on good terms, but has not seen her for years. Suspects she went on an undercover mission for the Secret Flame, and may be dead or switch sides.
===Other Secret Flame agents===


Inlojelinspih: Father. Elf scout working for Thrane army on the frountier. Distant but polite relationship.
'''Nif''': Fellow PC, Changling Ranger/Rouge. Admires her Half Elf persona's body, finds her lack of faith -- challenging.


Cardinal Neskus is one of the 13 cardinals who rule thrane, though ouwardly a minor player in the countries politics he is in fact the leader of the Secret Flame.
'''Viktur''': Fellow PC, Human Monk/Mystic. Junior member of the Silent FLame.
 
 
===Family===
''Elin''': Mother. Owns a tavern a short distance from the Cathedral. On good terms.
 
'''Jelin'': Twin sister. Was on good terms, but has not seen her for years. Suspects she went on an undercover mission for the Secret Flame, and may be dead or switch sides.
 
'''Inlojelinspih''': Father. Elf scout working for Thrane army on the frountier. Distant but polite relationship.


Jeffor is a young page at the Cathedrel.


Viktur: Fellow PC, Human Monk/Mystic. Junior member of the Silent FLame.


===In Daskaran===
===In Daskaran===


Koalski: a murder victim, said to be a fanatic devotee of the Flame.
''Koalski'' a murder victim, said to be a fanatic devotee of the Flame.


Her Grace High Priest Imradi. Secretly an evil changling, she was killed by Vance and Elsiph.
''Her Grace High Priest Imradi'' Secretly an evil changling, she was killed by Vance and Elsiph.


Brother Drakin: Flame priest and vetran of the Last War. A good man, but not too bright.
Brother Drakin: Flame priest and vetran of the Last War. A good man, but not too bright.
Line 434: Line 661:
Jerin d'Kundarek, Dwarf artifactor.
Jerin d'Kundarek, Dwarf artifactor.


Kor. A dwarf artifactor of House Kundarek. Involved in the theft of church artifacts and murder. Allegedly committed suicide.
''Kor''' A dwarf artifactor of House Kundarek. Involved in the theft of church artifacts and murder. Allegedly committed suicide.


Jani Greynin, a woman of inherited wealth with a moderatly close relation to the old royalty.
Jani Greynin, a woman of inherited wealth with a moderatly close relation to the old royalty.


Jochim Greynin. Jani's brother, a theif, a murderer, a rebel and an honerable idiot.
''Jochim Greynin'' Jani's brother, a theif, a murderer, a rebel and an honerable idiot. Executed for Treason, Murder, and Terminal stupidity.


Thelisar, a priest of Dol Arrah.
Thelisar, a priest of Dol Arrah.
Line 444: Line 671:
Goradain Kariski. A mercenery out of Korth
Goradain Kariski. A mercenery out of Korth


Back in Flame Keep:
===In New Cyre===
 
Samuel Latharian: Fellow PC, a half-elf sorcerer.


His Grace Bishop Olwitz, Elsiph's nominal boss during his downtimes. A wise but somewhat
Oargrav. He's the Prince.


longwinded semi-retired church missionary leader.
'''Lady Ellen d'Garin''', a traveling scolar from Fairhaven. Apparently a spy, possibly mentally dominated by somebody else, or else crazy. Most recently in a Breland gaol.
 
Lady Ellen d'Garin, a traveling scolar from Fairhaven
Last edited by RobertEdwards : 06-06-2006 at 06:09 PM.
Reply With Quote
 
 
 
 
 
 
 
 
== Elsiph revised standard clerical spell load out is ==
 
Zero Level:
Detect Magic x2
Detect Poison x2
Guidance
 
First Level:
Bless
Comprehend Languages
Detect Evil
Obscuring Mist
 
 
Second Level:
Owl's Wisdom
Sonic Burst
Bull's strength
 
==Gear==
 
 
Rapier +2, the Sword of Prince Alivace, an early Thranish royal convert to the Flame.
 
A suit of enchanted (+1) leather armor, created by Human Artifactors from the house of Making, captured by Templers during the War, and recently refitted to our hero's measures.
 
The Mantle of '''Friar Ambrose Greis''', a renowned missionary to Breland some years ago (Cloak of Charisma +2).
 
A fresh wand of cure light wounds.
 
Several potions of cure moderate and bull's strength.
 
A scroll with several utlity spells, including Minor restore.


==Roleplaying notes==
==Roleplaying notes==

Latest revision as of 16:53, 28 September 2014


Male Half-Elf Bard 4 / Cleric 3 Neutral Good Silver Flame

Representing Robert Edwards

Stat Score Bonus
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 19 (+4)
Charisma 16 (+3)

Important Gear[edit]

Weapons carried:

  • +1 Magic Rapier, Alchemical Silver
  • Whip
  • Masterwork Shortbow, Ironwood.
  • A couple of concealed daggers.

Armor either masterwork leather

Carries a shield and a heavy mace as well for heavy fighting.

Appearance[edit]

Size: Medium

  • AGE:22
  • GENDER:Male
  • HANDED:Right
  • SKIN COLOR:Fair
  • EYE COLOR:Violet
  • HAIR COLOR:Copper; Wavy;
  • HAIR STYLE:Neat Beardless
  • LOCATION:Thrane
  • CITY: Flamekeep
  • PERSONALITY Trait:Hyperintense Attitude
  • SPEECH PATTERN: Melodic voice
  • PHOBIAS:Closed spaces

Magic[edit]

Domains: Good & Protection

Energy: Positive [Healing / Turns Undead]


Zero-level Cleric spells: 4 per day Standard Load: Detect Magic x2 Detect Poison x2 Guidance

First-level Cleric spells: 3 (2+1) per day +1 from a domain: Bless Comprehend Languages Detect Evil Obscuring Mist

Second-level Cleric spells: 2 (1+1) per day +1 from a domain: Owl's Wisdom Sonic Burst Bull's strength

Cast 3 0 level, and 2 first level

  • Can know only limited numbers of spells

Spellbook: Bard 3[edit]

Zero-level Bard spells: 3 per day

First-level Bard spells: 2 (1+1) per day

6 x 0 level

  • Know Direction
  • Mage Hand
  • Dancing Lights
  • Message
  • Prestidigitation
  • Read Magic

5 x First level

  • Charm Person
  • Disguise Self
  • Expedious Retreat
  • Grease
  • Undetectable Alignment
  • High charisma gains bonus spells daily

Cleric 5th[edit]

  • Alignment Aura
  • Spontaneous Casting (heal)
  • Turn Undead (6x/day)
  • High wisdom gains bonus spells daily
  • Domain choices give additional abilities

Domain Abilities:

GOOD DOMAIN[edit]

Granted Power: You cast good spells at +1 caster level.

Good Domain Spells

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.


PROTECTION DOMAIN[edit]

Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

  1. Sanctuary: Opponents can't attack you, and you can't attack.
  2. Shield Other F: You take half of subject's damage.
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy

Elsiph revised standard clerical spell load out is[edit]

Zero Level: 5

  • Detect Magic x2
  • Detect Poison x2
  • Guidance

First Level: 3 +1 Wis +1 domain

  • Bless
  • Comprehend Languages
  • Detect Evil
  • Obscuring Mist
  • Protection From Evil (Domain)

Second Level: 2 +1 wis + 1 domain

  • Owl's Wisdom
  • Sonic Burst
  • Bull's strength
  • Aid (Good)

Third Level: 1 + 1wis + 1 domain

  • Remove Curse
  • Remove Disease
  • Magic Circle against Evil (Domain)---------------------------used

Combat Stats[edit]

Total Hit Points: 45

Speed: 30 feet

Armor Class: 13 = 10 +2 [leather] +1 [dexterity]

  • Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
  • Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
  • Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
  • Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
  • Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
  • Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]


Touch AC: 11 Flat-footed: 12

Initiative modifier: +1 = +1 [dexterity] Fortitude save: +5 = 4 [base] +1 [constitution] Reflex save: +6 = 5 [base] +1 [dexterity] Will save: +11 = 7 [base] +4 [wisdom] Attack (handheld): +5 = 5 [base] Attack (unarmed): +5 = 5 [base] Attack (missile): +6 = 5 [base] +1 [dexterity] Grapple check: +5 = 5 [base]

Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head:100 lb. Lift off ground:200 lb. Push or drag:500 lb.

Feats[edit]

Aberrant Dragonmark Negotiator Weapon Focus x1 Weapon(s):

Traits[edit]

Region of Origin: Thrane

Languages: Common Draconic, Elven

Action Points: 8 (this level)

Skills[edit]

Skill Name Key Ability Skill Modifier Ability bonus Ranks Misc. Modifier
Appraise Int 1 1 0
Balance Dex* 1 1 0
Bluff Cha 8 3 5
Climb Str* 0 0 0
Concentration Con 7 1 6
Craft Int 1 1 0
Diplomacy Cha 20 3 9 2 half-elf 2 [bluff] 2 [negotiator] 2 [sense motive]
Disguise Cha 8 3 5
Escape Artist Dex* 1 1 0
Forgery Int 1 1 0
Gather Information Cha 10 3 5 2 [half-elf]
Heal Wis 9 4 5
Hide Dex* 1 1 0
Intimidate Cha 5 3 0 2 [bluff]
Jump Str* 0 0 0
Knowledge (arcana) Int 2 1 1
Knowledge (religion) Int 3 1 2
Listen Wis 7 4 2 1 half-elf
Move Silently Dex* 1 1 0
Perform Dance Cha 5 3 2 0
Perform Sing Cha 7 3 4 0
Perform Oratory Cha 3 3 0
Ride Dex 1 1 0
Search Int 2 1 0 1 half-elf
Sense Motive Wis 11 4 5 2 Negotiator
Sleight of Hand Dex* 5 1 2 2 (bluff)
Spellcraft Int 6 1 5
Spot Wis 5 4 0 1 half-elf
Survival Wis 4 4 0 0
Swim Str** 0 0 0
Use Rope Dex 1 1 0


  • = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.

Half-Elf[edit]

  • Immune to magical sleep
  • +2 racial bonus on saves vs. enchantments
  • Low-light vision (darkvision if half-drow)
  • +1 racial bonus on listen, search, and spot checks
  • +2 racial bonus on diplomacy and gather information checks

Bard[edit]

  • Bardic Knowledge
  • Bardic Music 1 used

Elsiph Flametongye's Equipment[edit]

Weapons / Armor / Shield (from above)

Rapier +2, the Sword of Prince Alivace, an early Thranish royal convert to the Flame. A suit of enchanted (+1) leather armor, created by Human Artifactors from the house of Making, captured by Templers during the War, and recently refitted to our hero's measures

Masterwork Horseman's mace Masterwork Ironwood Shortbow Small shield Sling Several knives and daggers, usually carries a masterwork dagger at his hip


Arrows (quiver of 20 Plain, 19 silver Alchemical) x1 Sling bullets (group of 10) x1 Backpack Bottle Flint and steel Ink vial Ink pen Writing kit Rope (50', silk) x4 Soap Disguise kit Healer kit Spell component pouch 3 each potions of cure moderate and bull's strength. A scroll with several utility spells, including Minor restore. Socks, underwear Fine calf length boots Knife, fork, spoon sliipped into boot-top Trouser White linen poofy romantic pirate shirt Wide brimmed hat Big heavy belt Pouch ID Papers Traveling Papers Wetstone Spare bowstring Sling and stones Pouch with ~150 Gold in assorted coins Flint

Tinder box small pouch with small folding knife, spare bowstring, glue, feathers, and like that.

Sweater (If it's cold or rainy, otherwise it's in the duffle)

Silver necklace chain Holy Silver flame symbol Silver whistle

hooded wool monk's robe, worn as talbard over armor Badges embroaderd on sleeve -- Theological circle, Healing mission, Chalaice of Blood(1)

Bow, over shoulder

Carried[edit]

Duffle bag Armor (Master, +1 Leather, helmet, etc.) Changes of clothing, dressy and rough outfits

Courier's Outfit x2 Explorer's outfit Monk's outfit Some really nice boots (worn) Emergency Pants Night shirt Religious texts Mug brush, razor, soap,etc Bits of ribbon, sissors, needle, thread, spare buttons and hooks. Writing kit Spare knife Big headthumping stick (Horseman's mace)

Valise Master work healer's tools Bandages, antiseptics, analgesics herbs and tincures Potion of cure serious wounds 3 doses antitoxinn Bottle of whiskey Whip Tinbox nine personal articles, made of the finest rubber from the Xen Dirk jungles. Wand case Wand of CLW, 50 charges - xxxxx xxxxx xx Wand of minor restore, 33 charges Yet another spare knife Bag of tricks with a couple of thunderstones and smokesticks

The Mantle of Friar Ambrose Greis, a renowned missionary to Breland some years ago (Cloak of Charisma +2).

Gear[edit]

Rapier +2, the Sword of Prince Alivace, an early Thranish royal convert to the Flame.

A suit of enchanted (+1) leather armor, created by Human Artifactors from the house of Making, captured by Templers during the War, and recently refitted to our hero's measures.

The Mantle of Friar Ambrose Greis, a renowned missionary to Breland some years ago (Cloak of Charisma +2).

A fresh wand of cure light wounds.

Several potions of cure moderate and bull's strength.

A scroll with several utlity spells, including Minor restore.

Background[edit]

Most halfelves in Elberron are raised in stable, loving families of long lineage of halfelfen blood. Then there is the other kind, like Elsiph. They're not as stable ;Elsiph's mother Elin was a tavern maid who took a tumble with an exotic traveller, an elf mercanary in the Church's service during the Last War. Roughly nine months later she had twins out of wedlock, and no means to support them. She registered their birth and gave them up to the Church orphanage.

Elsiph and his sister Jelin rarely saw each other, though they were friends and loved each other as siblings should. They showed talents for magic at an early age, which the priests attributed to their wild trace of Elf blood. Elsiph was apprentaced to a Church songmaster, for his melodous voice --- Jelin was sent off for other training, and he never saw her again.

During an invasion from those Andarian bastards to the west, Elsiph fought as a skirmisher. After the war, he felt the calling of the church, took religious training and was ordained. He's served in several capacities and has most recently been on a Bishop's staff as secretary and general dogsbody.


People He Knows[edit]

Back in Flame Keep:

Sir Advance And Engage The Enemy fellow PC, Warforged Paladin. In awe of "his" faith and prowness, Elsiph is unnerved by Vance's voice, which resembles a fellow church ward at the orphanage who bullied him.

Samuel Latharian Fellow PC, a half-elf sorcerer.

Cardinal Neskus is one of the 13 cardinals who rule thrane, though ouwardly a minor player in the countries politics he is in fact the leader of the Secret Flame.

Jeffor is a young page at the Cathedrel.

His Grace Bishop Olwitz, Elsiph's nominal boss during his downtimes. A wise but somewhat longwinded semi-retired church missionary leader.

Sister Clarin: A librarian Elsiph is quite interested in.

Other Secret Flame agents[edit]

Nif: Fellow PC, Changling Ranger/Rouge. Admires her Half Elf persona's body, finds her lack of faith -- challenging.

Viktur: Fellow PC, Human Monk/Mystic. Junior member of the Silent FLame.


Family[edit]

Elin': Mother. Owns a tavern a short distance from the Cathedral. On good terms.

'Jelin: Twin sister. Was on good terms, but has not seen her for years. Suspects she went on an undercover mission for the Secret Flame, and may be dead or switch sides.

Inlojelinspih: Father. Elf scout working for Thrane army on the frountier. Distant but polite relationship.


In Daskaran[edit]

Koalski a murder victim, said to be a fanatic devotee of the Flame.

Her Grace High Priest Imradi Secretly an evil changling, she was killed by Vance and Elsiph.

Brother Drakin: Flame priest and vetran of the Last War. A good man, but not too bright.

Jerin d'Kundarek, Dwarf artifactor.

Kor' A dwarf artifactor of House Kundarek. Involved in the theft of church artifacts and murder. Allegedly committed suicide.

Jani Greynin, a woman of inherited wealth with a moderatly close relation to the old royalty.

Jochim Greynin Jani's brother, a theif, a murderer, a rebel and an honerable idiot. Executed for Treason, Murder, and Terminal stupidity.

Thelisar, a priest of Dol Arrah.

Goradain Kariski. A mercenery out of Korth

In New Cyre[edit]

Oargrav. He's the Prince.

Lady Ellen d'Garin, a traveling scolar from Fairhaven. Apparently a spy, possibly mentally dominated by somebody else, or else crazy. Most recently in a Breland gaol.

Roleplaying notes[edit]

Never said you were. Might have thought it but never said it.

Oh, I am stupid enough, but I'm trying to RP a character smarter, wiser, prettier, and shorter than myself.

It's hard, you know?