Difference between revisions of "Brother Elsiph Flametongue"

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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]]
  
Line 80: Line 80:
 
Energy: Positive [Healing / Turns Undead]
 
Energy: Positive [Healing / Turns Undead]
  
Zero-level Bard spells: 3 per day
 
 
First-level Bard spells: 3 (2+1) per day
 
 
Second-level Bard spells: 1 (0+1) per day
 
  
 
Zero-level Cleric spells: 4 per day
 
Zero-level Cleric spells: 4 per day
Line 104: Line 99:
 
Cast 3 0 level, and 2 first level
 
Cast 3 0 level, and 2 first level
 
* Can know only limited numbers of spells
 
* Can know only limited numbers of spells
Spellbook: Bard 4
 
  
6x0 level
+
===Spellbook: Bard 3===
Know Direction
+
Zero-level Bard spells: 3 per day
Mage Hand
 
Dancing Lights
 
Message
 
Prestidigitation
 
Read Magic
 
  
5 xFirst level
+
First-level Bard spells: 2 (1+1) per day
Charm Person
 
Disguise Self
 
Expedious Retreat
 
Grease
 
Undetectable Alignment
 
  
 +
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
 
* High charisma gains bonus spells daily
  
Cleric
+
==Cleric 5th==
  
 
* Alignment Aura
 
* Alignment Aura
 
 
* Spontaneous Casting (heal)
 
* Spontaneous Casting (heal)
 
 
* Turn Undead (6x/day)
 
* Turn Undead (6x/day)
 
 
* High wisdom gains bonus spells daily
 
* High wisdom gains bonus spells daily
 +
* Domain choices give additional abilities
  
* Domain choices give additional abilities
 
 
Domain Abilities:
 
Domain Abilities:
GOOD DOMAIN
+
===GOOD DOMAIN===
  
Granted Power: You cast good spells at +1 caster level.
+
'''Granted Power:''' You cast good spells at +1 caster level.
  
 
Good Domain Spells
 
Good Domain Spells
  
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals
+
#Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 
+
#Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
and outsiders.
+
#Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max
 
  
+10).
 
  
PROTECTION DOMAIN
+
===PROTECTION DOMAIN===
  
Granted Power: You can generate a protective ward as a supernatural ability. Grant
+
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.
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
 
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
  
1 Sanctuary: Opponents can't attack you, and you can't attack.
+
===Elsiph revised standard clerical spell load out is ===
 
 
2 Shield Other F: You take half of subject's damage.
 
 
 
== Elsiph revised standard clerical spell load out is ==
 
  
Zero Level:
+
Zero Level: 5
Detect Magic x2
+
*Detect Magic x2
Detect Poison x2
+
*Detect Poison x2
Guidance
+
*Guidance
  
First Level:
+
First Level: 3 +1 Wis +1 domain
Bless
+
*Bless
Comprehend Languages
+
*Comprehend Languages
Detect Evil
+
*Detect Evil
Obscuring Mist
+
*Obscuring Mist
 
+
*Protection From Evil (Domain)
 
 
Second Level:
 
Owl's Wisdom
 
Sonic Burst
 
Bull's strength
 
  
 +
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==
 
==Combat Stats==
Line 191: Line 184:
 
Armor Class: 13 = 10 +2 [leather] +1 [dexterity]
 
Armor Class: 13 = 10 +2 [leather] +1 [dexterity]
  
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
+
*Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
+
*Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
 
+
*Sling [1d4, crit x2, range inc. 50 ft., 0 lb, 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]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
+
*Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]
 
 
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.]
 
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Line 223: Line 212:
 
Lift off ground:200 lb.
 
Lift off ground:200 lb.
 
Push or drag:500 lb.
 
Push or drag:500 lb.
 
 
  
 
==Feats==
 
==Feats==
Line 239: Line 226:
  
 
Action Points: 8 (this level)
 
Action Points: 8 (this level)
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
 
Appraise Int 1 = +1
 
  
Balance Dex* 1 = +1
+
===Skills===
 +
{|cellspacing="0" border="1"
 +
|-
 +
!Skill Name
 +
!Key Ability
 +
!Skill Modifier
 +
!Ability bonus
 +
!Ranks
 +
!Misc. Modifier
  
Bluff Cha 8 = +3 +5
+
|-
 +
|Appraise
 +
|Int
 +
|1
 +
|1
 +
|0
 +
|
  
Climb Str* 0 = +0
+
|-
 +
|Balance
 +
|Dex*  
 +
|1 
 +
|1
 +
|0
 +
|
  
Concentration Con 7 = +1 +6
+
|-
Craft_1 Int 1 = +1
+
|Bluff
 +
|Cha
 +
|8 
 +
|3
 +
|5
 +
|
  
Diplomacy Cha 20 = +3 +9 +2 [half-elf] +2 [bluff] +2 [negotiator]
+
|-
 +
|Climb
 +
|Str*
 +
|0 
 +
|0
 +
|0
 +
|
 +
|-
 +
|Concentration
 +
|Con
 +
|7 
 +
|1
 +
|6
 +
|
  
+2 [sense motive]
+
|-
 +
|Craft
 +
|Int
 +
|1 
 +
|1
 +
|0
 +
|
  
Disguise Cha 8 = +3 +5
+
|-
 +
|Diplomacy
 +
|Cha  
 +
|20 
 +
|3  
 +
|9
 +
|2 half-elf 2 [bluff] 2 [negotiator] 2 [sense motive]
  
Escape Artist Dex* 1 = +1
+
|-
 +
|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]
  
Forgery Int 1 = +1
+
|-
 +
|Jump
 +
|Str*
 +
|0 
 +
|0
 +
|0
 +
|
  
Gather Information Cha 10 = +3 +5 +2 [half-elf]
+
|-
 +
|Knowledge (arcana)
 +
|Int
 +
|2
 +
|1
 +
|1
  
Heal Wis 9 = +4 +5
+
|-
 +
|Knowledge (religion)
 +
|Int
 +
|3 
 +
|1
 +
|2
  
Hide Dex* 1 = +1
+
|-
 +
|Listen
 +
|Wis
 +
|7 
 +
|4
 +
|2
 +
|1 half-elf
  
Intimidate Cha 5 = +3 +2 [bluff]
+
|-
 +
|Move Silently
 +
|Dex*
 +
|1 
 +
|1
 +
|0
 +
|
  
Jump Str* 0 = +0
+
|-
 +
|Perform Dance
 +
|Cha
 +
|5 
 +
|3
 +
|2
 +
|0
  
Knowledge (arcana) Int 2 = +1 +1
+
|-
 +
|Perform Sing
 +
|Cha
 +
|7 
 +
|3
 +
|4
 +
|0
  
Knowledge (religion) Int 3 = +1 +2
+
|-
 +
|Perform Oratory
 +
|Cha
 +
|3
 +
|3
 +
|0
  
Listen Wis 7 = +4 +2 +1 [half-elf]
+
|-
 +
|Ride
 +
|Dex
 +
|1
 +
|1
 +
|0
 +
|
  
Move Silently Dex* 1 = +1
+
|-
 +
|Search
 +
|Int
 +
|2 
 +
|1  
 +
|0
 +
|1 half-elf
  
Perform_Dance Cha 5 = +3 +2
+
|-
Perform_Sing Cha 7 = +3 +4
+
|Sense Motive
Perform_Other Cha 3 = +3
+
|Wis
 +
|11 
 +
|4  
 +
|5
 +
|2 Negotiator
  
Ride Dex 1 = +1
+
|-
 +
|Sleight of Hand
 +
|Dex*
 +
|5 
 +
|1  
 +
|2
 +
|2 (bluff)
  
Search Int 2 = +1 +1 [half-elf]
+
|-
Sense Motive Wis 11 = +4 +5 +2 [negotiator]
+
|Spellcraft
Sleight of Hand Dex* 5 = +1 +2 +2 [bluff]
+
|Int
Spellcraft Int 6 = +1 +5
+
|6
Spot Wis 5 = +4 +1 [half-elf]
+
|1  
Survival Wis 4 = +4
+
|5
  
Swim Str** 0 = +0
+
|-
 +
|Spot
 +
|Wis
 +
|5 
 +
|4
 +
|0
 +
|1 half-elf
  
Use Rope Dex 1 = +1
+
|-
 +
|Survival
 +
|Wis
 +
|4 
 +
|4
 +
|0
 +
|0
  
 +
|-
 +
|Swim
 +
|Str**
 +
|0 
 +
|0
 +
|0
 +
|
  
* = check penalty for wearing armor
+
|-
 +
|Use Rope
 +
|Dex
 +
|1 
 +
|1
 +
|0
 +
|
  
Bluff >=5 ranks gives +2 on disguise checks to act in character.
+
|}
  
  
 +
* = check penalty for wearing armor
  
Half-Elf
+
Bluff >=5 ranks gives +2 on disguise checks to act in character.
  
 +
===Half-Elf===
 
* Immune to magical sleep
 
* Immune to magical sleep
 
 
* +2 racial bonus on saves vs. enchantments
 
* +2 racial bonus on saves vs. enchantments
 
 
* Low-light vision (darkvision if half-drow)
 
* Low-light vision (darkvision if half-drow)
 
 
* +1 racial bonus on listen, search, and spot checks
 
* +1 racial bonus on listen, search, and spot checks
 
 
* +2 racial bonus on diplomacy and gather information checks
 
* +2 racial bonus on diplomacy and gather information checks
  
Bard
+
===Bard===
 
 
 
* Bardic Knowledge
 
* Bardic Knowledge
 
+
* Bardic Music             1 used
* Bardic Music
 
  
 
==Elsiph Flametongye's Equipment==
 
==Elsiph Flametongye's Equipment==
Line 337: 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 446: Line 620:
  
 
==People He Knows==
 
==People He Knows==
 +
Back in Flame Keep:
  
Vance: fellow PC, Warforged Paladin. In awe of "his" faith and prowness. Unnerved by
+
[[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.
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===
  
 
'''Nif''': Fellow PC, Changling Ranger/Rouge. Admires her Half Elf persona's body, finds her lack of faith -- challenging.
 
'''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===
 
''Elin''': Mother. Owns a tavern a short distance from the Cathedral. On good terms.
 
''Elin''': Mother. Owns a tavern a short distance from the Cathedral. On good terms.
  
Line 458: Line 649:
 
'''Inlojelinspih''': Father. Elf scout working for Thrane army on the frountier. Distant but polite relationship.
 
'''Inlojelinspih''': Father. Elf scout working for Thrane army on the frountier. Distant but polite relationship.
  
'''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.
 
  
'''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 474: 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 484: 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
 
longwinded semi-retired church missionary leader.
 
  
'''Sister Clarin''': A librarian Elsiph is quite interested in.
+
Oargrav. He's the Prince.
  
'''Lady Ellen d'Garin''', a traveling scolar from Fairhaven
+
'''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==
 
==Roleplaying notes==

Latest revision as of 09:53, 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?