Brother Elsiph Flametongue

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Elsiph Flametongue


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

Representing Robert Edwards

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

Languages: Common, Elf, Celestrial.

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

Armor either masterwork leather or masterwork chain

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


Size: Medium

AGE:22 GENDER:Male HANDED:Right SKINCOLOR:Fair EYECOLOR:Violet HAIRCOLOR:Copper; Wavy; HAIRSTYLE:Neat Beardless LOCATION:Thrane CITY: Flamekeep BIRTHPLACE: PERSONALITY TRAI 1:Hyperintense Attitude SPEECHPATTERN: Melodic voice PHOBIAS:Closed spaces

Domains: Good & Protection

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 45

Speed: 30 feet

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

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.

Region of Origin: Thrane

Languages: Common Draconic, Elven

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.]

Feats:

Aberrant Dragonmark Negotiator Weapon Focus x1 Weapon(s):

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

Bluff Cha 8 = +3 +5

Climb Str* 0 = +0

Concentration Con 7 = +1 +6 Craft_1 Int 1 = +1

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

Forgery Int 1 = +1

Gather Information Cha 10 = +3 +5 +2 [half-elf]

Heal Wis 9 = +4 +5

Hide Dex* 1 = +1

Intimidate Cha 5 = +3 +2 [bluff]

Jump Str* 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

Perform_Dance Cha 5 = +3 +2 Perform_Sing Cha 7 = +3 +4 Perform_Other Cha 3 = +3

Ride Dex 1 = +1

Search Int 2 = +1 +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 +1 [half-elf] Survival Wis 4 = +4

Swim Str** 0 = +0

Use Rope Dex 1 = +1


  • = check penalty for wearing armor

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

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 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


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

Bard

  • Bardic Knowledge
  • Bardic Music

Cast 3 0 level, and 2 first level

  • Can know only limited numbers of spells

Spellbook: Bard 4

6x0 level Know Direction Mage Hand Dancing Lights Message Prestidigitation Read Magic

5 xFirst level Charm Person Disguise Self Expedious Retreat Grease Undetectable Alignment


  • High charisma gains bonus spells daily

Cleric

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

Domain Abilities: GOOD DOMAIN

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).

PROTECTION DOMAIN

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.


Elsiph Flametongye's Equipment:

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, 20 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

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 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).




Background:

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:

Vance: fellow PC, Warforged Paladin. In awe of "his" faith and prowness. Unnerved by

Vance's voice, which resembles a fellow church ward at the orphanage who bullied him.

Nif: Fellow PC, Changling Ranger/Rouge. Admires her Half Elf persona's body, finds her

lack of faith -- challenging.

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.

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:

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.

Thelisar, a priest of Dol Arrah.

Goradain Kariski. A mercenery out of Korth

Back in Flame Keep:

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.

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

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?