Difference between revisions of "Exploring the Halls of Arden Vul:Maeraphin"

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(Maeraphin Sifas)
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''Perhaps delving into Arden Vul will allow him to find a purpose, or at least help him process the grief he has ignored? It does sound intriguing at the very least, and his new friends are delightful in their own ways.''
 
''Perhaps delving into Arden Vul will allow him to find a purpose, or at least help him process the grief he has ignored? It does sound intriguing at the very least, and his new friends are delightful in their own ways.''
  
*Neutral Level 1 Sylvari/ Level 1 Illusionist
+
*Neutral Level 1 Sylvari/ Level 1 Acrobat
 
*Goal: Find a purpose
 
*Goal: Find a purpose
*XP: 1000/4000 - 1000/2500 (+5%)
+
*XP: 1000/4000 - 1000/1200 (+10%)
  
 
*Traits: Loyal and Loving, Vain and Hedonist
 
*Traits: Loyal and Loving, Vain and Hedonist
Line 27: Line 27:
 
===Conflict===
 
===Conflict===
 
*HP: 8
 
*HP: 8
*AC: 15 (Unarmored AC: 12)
+
*AC: 16 (Unarmored AC: 12)
 
*Initiative Bonus: +2
 
*Initiative Bonus: +2
 
*Bonus to reaction rolls: +1
 
*Bonus to reaction rolls: +1
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Max Cleaves: 1
 
Max Cleaves: 1
 
*Short Bow, +2, d6, 5'-50'/100'/150'
 
*Short Bow, +2, d6, 5'-50'/100'/150'
*Sword, +1, d8+1
+
*Spear, +1 (+2 thrown), d6+1 (d6 thrown), 5'-20'/40'/60'
 +
*Dagger, +1 (+2 thrown), d4+1 (d4 thrown), 5'-10'/20'/30'
  
 
===Saving Throws===
 
===Saving Throws===
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===Abilities===
 
===Abilities===
 
*Identification - plants & animals
 
*Identification - plants & animals
*Druidic Spellcasting (1 - - - - -)
+
*Druidic Spellcasting
 
*Awareness - only surprised on 1
 
*Awareness - only surprised on 1
 
*Immunity to Ghoul Paralysis
 
*Immunity to Ghoul Paralysis
 
*Infravision 60'
 
*Infravision 60'
 +
*Evasion - no +2 to hit when withdrawing from melee
 +
*Tumbling Attack - when falling/ jumping and melee attacking, do double damage. +4 to hit against unaware opponent.
  
===Dungeon Abilities===
+
===Exploration Abilities===
 
*Detect Secret Doors - 2 in 6
 
*Detect Secret Doors - 2 in 6
 
*Listening at Doors - 2 in 6
 
*Listening at Doors - 2 in 6
 +
*Climb Sheer Survace - 89%
 +
*Falling - no damage from first 10', -25% for remainder
 +
*Hide in Shadows - 20%
 +
*Move Silently - 30%
 +
*Tightrope Walking - 70% (80% with pole)
 +
*Jumping - jump 10' across with 20' running start, 20' across with pole. Jump 10' up with pole.
  
 
===Wilderness Abilities===
 
===Wilderness Abilities===
*Pathfinding - only 1/6 chance of getting lost in wilderness
+
*Pathfinding - only 1 in 6 chance of getting lost in wilderness
 
*Pursuit - in wilderness, opposing groups chance of evasion -10%
 
*Pursuit - in wilderness, opposing groups chance of evasion -10%
 
*Surprise Attack - 3 in 6 to attack unnoticed in wilderness
 
*Surprise Attack - 3 in 6 to attack unnoticed in wilderness
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Spells memorized
 
Spells memorized
*L1: Animal Friendship
 
*L2: --
 
*L3: --
 
 
Druid Spells Known: Pray for any druid spell<br>
 
Illusionist Spells Known:
 
 
*L1: Animal Friendship
 
*L1: Animal Friendship
 
*L2: --
 
*L2: --

Revision as of 17:00, 20 July 2021

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Maeraphin.jpg

Maeraphin Sifas

Maeraphin accompanied his mentor Sifas when she travelled to Mithruin to become an advisor to a senior noble on matters of natural magic. Unfortunately, Archontean intrigue lead to the assassination of Sifas - possibly at the hands of a Vengeance Factor operative.

Never a man of excessive direction and seriousness, Maeraphin felt he could not return home. He has drifted across the land, acting as an ornamental advisor to lesser nobles or living wild, until falling in with the party.

Perhaps delving into Arden Vul will allow him to find a purpose, or at least help him process the grief he has ignored? It does sound intriguing at the very least, and his new friends are delightful in their own ways.

  • Neutral Level 1 Sylvari/ Level 1 Acrobat
  • Goal: Find a purpose
  • XP: 1000/4000 - 1000/1200 (+10%)
  • Traits: Loyal and Loving, Vain and Hedonist
  • Secondary Skill: Animal Trainer
  • Languages: Archontean, Sylvan, +1 (slot left open)

Attributes

  • Strength 13 (+1)
  • Intelligence 13 (+1)
  • Wisdom 12 (-)
  • Dexterity 16 (+2)
  • Constitution 16 (+2)
  • Charisma 14 (+1)

Conflict

  • HP: 8
  • AC: 16 (Unarmored AC: 12)
  • Initiative Bonus: +2
  • Bonus to reaction rolls: +1
  • Movement: 90' (30')
    • (Goes to 60' (20') at 600 cn)

Attacks/round: 1
Max Cleaves: 1

  • Short Bow, +2, d6, 5'-50'/100'/150'
  • Spear, +1 (+2 thrown), d6+1 (d6 thrown), 5'-20'/40'/60'
  • Dagger, +1 (+2 thrown), d4+1 (d4 thrown), 5'-10'/20'/30'

Saving Throws

  • Death/poison: 12
  • Magic wands: 13
  • Paralysis/Petrification: 13
  • Breath Attacks: 15
  • Spells/rods/staves: 15

Abilities

  • Identification - plants & animals
  • Druidic Spellcasting
  • Awareness - only surprised on 1
  • Immunity to Ghoul Paralysis
  • Infravision 60'
  • Evasion - no +2 to hit when withdrawing from melee
  • Tumbling Attack - when falling/ jumping and melee attacking, do double damage. +4 to hit against unaware opponent.

Exploration Abilities

  • Detect Secret Doors - 2 in 6
  • Listening at Doors - 2 in 6
  • Climb Sheer Survace - 89%
  • Falling - no damage from first 10', -25% for remainder
  • Hide in Shadows - 20%
  • Move Silently - 30%
  • Tightrope Walking - 70% (80% with pole)
  • Jumping - jump 10' across with 20' running start, 20' across with pole. Jump 10' up with pole.

Wilderness Abilities

  • Pathfinding - only 1 in 6 chance of getting lost in wilderness
  • Pursuit - in wilderness, opposing groups chance of evasion -10%
  • Surprise Attack - 3 in 6 to attack unnoticed in wilderness
  • Foraging & Hunting - 2 in 6 to forage, 5 in 6 to find prey

Spells

  • Spells/day: L1 1/1 | L2 0/0 | L3 0/0

Spells memorized

  • L1: Animal Friendship
  • L2: --
  • L3: --

Equipment

Encumbrance: 570 cn

Worn:

  • Chain Mail (400)
  • Backpack (80)
  • Dagger (10)
  • Quiver w/ 20 arrows
  • Short Bow (30)

Held:

  • Spear (30)

Backpack:

  • Rope (50')
  • Waterskin (water)
  • Waterskin (wine)
  • Mirror
  • Standard Rations (7 days)
  • Small Sack (capacity 200 cn)

Stashed (where):

  • --

Wealth:

  • Coinpurse: 3 gp
  • Factor (which factor): --

Hired Help

Retainers:

  • None

Mercenaries:

  • None

Specialists:

  • None

Notes