Lia Amakiir: Difference between revisions
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==Magic== | ==Magic== | ||
===Druid Spells Memorized=== | |||
*Bless | |||
*Cure Light Wounds | |||
*Cure Light Wounds | |||
===Druid Spells Known=== | ===Druid Spells Known=== | ||
'''1st Level''' | |||
*Analyze Balance | *Analyze Balance | ||
*Animal Friendship | *Animal Friendship |
Revision as of 04:03, 22 December 2010
Biographical Info
- Name: Lia Amakiir
- Gender: Female
- Date of Birth:
- Age: 20
- Alignment:
- Description: Lia is tall for a half-elf, slender, quick of movement and agile. She dresses to disappear in the forest and has an elf's dislike of the business and noise of human cities.
- History and Personality: Lia was raised by the elves after her parents were murdered by a band of marauding orcs—the only memory she has of her human mother was her mother’s face as she told her to hide herself when she wrapped her in a protective cape and rolled her under a low-hanging shrub when she was 5. When all was quiet she peeked out, only to see the bodies of the elves and people. She was found later that evening by the elves and raised as one of their own. She has learned to fit in with the elves among whom she grew up, her height, smaller ears and hair color the only real outward signs that she is not truly one of them. While she is more comfortable with the elves she knows, she has found that anywhere else she is viewed as an outsider, and has learned to be cautious, wary of any strangers and self-sufficient as much as possible. She has learned how to disappear in a town of humans—to look like one of them, hiding her ears in her hair or a cape and keeping her eyes lowered, her slender figure making her look like a shy teenage boy if she wears pants, or a modest, somewhat exotic looking young girl in a skirt. All of this hides her quickness, agility and proficiency with a crossbow, as she can twist and somersault out of reach of an enemy, shooting as she lands, then disappearing before they know what happened. Climbing and acrobatics are like breathing to her; she has developed special relationships with ravens and birds of prey, and often seeks out their company. She can survive in the woods with very little gear, and rarely sleeps, preferring to go into an elven trance, all senses alert. Her comfort in the woods and these abilities led her to become an adventuring ranger. She is interested in the missing Wizard, thinking it odd that he should pay her to accompany him on a trip, then disappear without a word. Her curiosity is aroused, and she senses that there is something else happening here she should find out. Her rational mind tells her that he could teach her much if she found and helped him; her intuition tells her it is important for her to find him, even though she does not yet know why.
Characteristics
- Class: Druid/Ranger
- Kit: None
- Level: 1
- XP: 0
- Next Level XP: 2000 / 2250
- Height: 5'8"
- Weight: 135 lbs
- Hair: Light reddish-brown
- Eyes: Green
- Skin: Light
Stats
STR | 13 | Stamina | 13 | Weight Allowance: 45 lbs. | Bend Bars/Lift Gates: 4% | ||
Muscle | 13 | Attack Adjustment: +0 | Damage Adjustment: +0 | Max Press: 140 pounds | Open Doors: 7 | ||
DEX | 18 | Aim | 18 | Missile Adjustment: +2 | Pick Pockets +10% | Open Locks: +15% | |
Balance | 18 | Reaction Adjustment: +2 | Armor Class: -4 | Move Silently: +10% | Climb Walls: +10% | ||
CON | 14 | Health | 14 | System Shock: 88% | Poison Save: +0 | ||
Fitness | 14 | HP Adjustment: +0 | Resurrection: 92% | ||||
INT | 10 | Reason | 10 | Illusion Immunity: None | |||
Knowledge | 10 | Bonus Proficiencies: 2 | Chance to Learn Spell: 40% | ||||
WIS | 14 | Intuition | 14 | Bonus Cleric Spells: 2,0,0,0,0,0,0 | Spell Fail Chance: 0% | ||
Willpower | 14 | Magical Defensive Adjustment: +0 | Spell Immunity: None | ||||
CHA | 15 | Leadership | 15 | Loyalty Base: +3 | Max Henchmen: 7 | ||
Appearance | 15 | Initial Reaction Adjustment: +3 |
Combat Stats
Basics
- AC: 10 - 2 (Leather) - 4 (Balance) = 4
- HP: 9 Total, 9 Currently
- Move: 14 (0-45 lbs), 10 (46-69 lbs), 7 (70-93 lbs), 3 (94-117 lbs), 1 (118-140 lbs)
Saving Throws
Paralyzation: 10 | Poison: 10 | Death Magic: 10 | Petrification: 13 | Polymorph: 13 |
Rod: 14 | Staff: 14 | Wand: 14 | Breath Weapon: 16 | Spell: 15 |
Weapons
Weapon | Melee THAC0 | Missile THAC0 | Attacks/Round | Speed | Damage (S-M) | Damage (L) |
---|---|---|---|---|---|---|
Short bow | -- | 15 | 2 | 7 | 1d6 | 1d6 |
Sword, short | 20 | -- | 1 | 3 | 1d6 | 1d8 |
Dagger | 20 | 18 | 1 | 2 | 1d4 | 1d3 |
Weapon Abilities
Equipment & Encumbrance
Item | Quantity | Weight (lbs) | Value | Location |
---|---|---|---|---|
Sword, short | 1 | 3 | 10 g | Scabbard on belt |
Dagger | 1 | 1 | 2 g | Sheath on belt |
Short bow | 1 | 2 | 30 g | Worn across back |
Flight arrows | 24 | -- | 6 s | Quiver on back |
Leather armor | 1 | 15 | 5 g | Worn |
Holy symbol | 1 | -- | 25 g | Worn |
Backpack | 1 | 2 | 2 g | Worn |
Rations, iron, 1 wk | 1 | 5 | 5 g | Backpack |
Waterskin | 1 | 1 | 8 s | Backpack |
Backpack | 1 | 2 | 2 g | Worn |
Good cloth cloak | 1 | -- | 8 sp | Worn |
Riding boots | 1 | -- | 3 gp | Worn |
Breeches | 1 | -- | 2 gp | Worn |
Belt | 1 | -- | 3 sp | Worn |
Sword scabbard | 1 | -- | 3 g | Belt |
Small belt pouch | 1 | 0.5 | 7 sp | Belt |
Knife sheath | 1 | -- | 3 cp | Belt |
Flint and steel | 1 | -- | 5 sp | Backpack |
Whetstone | 1 | 1 | 2 cp | Backpack |
Silk rope | 50' | 8 | 10 gp | Backpack |
Non-Weapon Proficiencies
- Cooking: 7
- Etiquette: 12
- Fishing: 6
- Healing: 9
- Heraldry: 8
- Literacy: 8
- Riding, Land: 11
- Survival: 6
Racial Abilities
- Bow bonus - +1 bonus to attack rolls when using with any bow.
- Infravision - Infravision with a range of 60'.
- Stealth - When the half-elf is alone and is not wearing metal armor, she gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if he has to open a door.
Class Abilities
Ranger
- Bow bonus - +1 bonus to attack rolls with any type of bow.
- Detect noise 29% - May hear faint noises.
- Empathy with animals - May befriend animals.
- Hide in shadows 25% - May hide in natural settings.
- Move silently 25% - May move silently through natural settings.
- Sneak attack - May backstab as the thief ability.
- Speak with animals - May speak with animals as the spell, once per day.
- Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
- Major Spheres of Magic - Animal, Plant
Druid
- Communicate with creatures - Acquire one woodland creature language per level.
- Identify - May correctly identify plants, animals, and clean water at 3rd level.
- Immunity to charm - Granted immunity to charm based attacks at 7th level.
- Pass without trace - The druid does not leave any evidence of their passage through natural settings.
- Shapechange - May begin to shapechange at 5th level.
- Minor Spheres of Magic - Animal, Divination, Elemental, All, Plant, Protection
- Major Spheres of Magic - All, Healing, Necromantic, Weather
Kit Abilities
- Not applicable.
Traits
- Not applicable.
Languages
- Common (Speak, Read, Write)
- Elven
Magic
Druid Spells Memorized
- Bless
- Cure Light Wounds
- Cure Light Wounds
Druid Spells Known
1st Level
- Analyze Balance
- Animal Friendship
- Bless
- Calm Animals
- Cause Light Wounds
- Combine
- Create Water
- Cure Light Wounds
- Curse
- Destroy Water
- Detect Evil
- Detect Good
- Detect Magic
- Detect Poison
- Detect Snares & Pits
- Dispel Fatigue
- Endure Cold/Endure Heat
- Entangle
- Faerie Fire
- Firelight
- Invisibility to Animals
- Invisibility to Undead
- Locate Animals or Plants
- Log of Everburning
- Orison
- Pass Without Trace
- Protection From Evil
- Protection From Good
- Purify Food & Drink
- Putrefy Food and Drink
- Ring of Hands
- Ring of Woe
- Sanctuary
- Shillelagh
- Strength of Stone
- Wind Column