Ella Solo

Description:

Ella Va Solo (Lady Solo to her clients) had never been described as beautiful, nor was she ugly, she was a plain girl and that was how she liked it. To be a plain girl was to be invisible. A plain girl could walk freely, anywhere, and only the most desperate or depraved of men would pay her any mind. Solo’s plainness served her well throughout her career, as a thief, a mercenary, and a scout for armies. Later when she swore her vows to the church of Shar, Mistress of the Night and Lady of Loss, she was just as ignored, save by her sisters, who knew the usefulness of her talents for vanishing. The near-magical blindspot that men had for a plain woman enabled her to walk into their midst and do what needed to be done, with barely any suspicion on their part.

Now, years later, sitting in a seedy tavern in the small city of Phlan, fully armed and bearing all the trappings of the necromancer’s craft, no one, or at least no one male, gave her so much as a second glance.

Bio:

Race: Human, Female
Homeland: Moonshaes, Northmen
Alignment: Neutral Non-Evil (but only barely)
Religion: Shar
Class/Kit/Level: Massively Dual-Classed

  • Fighter, Mercenary, 3rd level
  • Thief, Scout, 4th level
  • Specialty Priest of Shar, Shinobi, 5th-level
  • Current: Necromancer, Outlaw, 5th-level

Experience: 38,805
Next Level: 40,000
Max Level: Unlimited


Ability Scores:

Str 17 Stamina 15
Muscle 18/25
Dex 16 Aim 14
Balance 18
Con 14 Health 10
Fitness 18
Int 17 Reason 18
Knowledge 16
Wis 16 Intuition 17
Willpower 14
Cha 13 Leadership 13
Appearance 13

Reactions:

  • Initiative: +0
  • Surprise: +3
  • NPC Reaction: -1

Combat Statistics:
Hit Points: 51
Armor Class: 24 (Dex, armor, shield)
Base Attack Bonus: +2
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Gauntlet of Valor 1 +3 1d4+4 1d4+4 2 melee magic, power smash 1/turn
Benn Griff’s Sword 3 / 2 rds +5 1d6+6 1d8+6 2 melee magic, +2 vs. scaly creatures
Throwing Axe 3 / 2 rds or 1 +7 1d6+8 1d6+8 1 20 / 40 / 60 magic, melee or thrown
Spear 3 / 2 rds or 1 +4 1d6+5 1d8+5 6 10 / 20 / 30 melee or thrown
Shield Bash 1 +3 1d3+3 1d3+3 0 melee magic, off-hand

Thief Skills: (in armor)

PP 5% HS 21%
OL 70% HN 40%
F/RT 70% CW 80%
MS 25% RL 30%
DM 30%

Non-Weapon Proficiencies: General, Rogue, Wizard

Modern Languages (Common) 17 Naval Combat 17
Modern Languages (Illuskan) 17 Seamanship 17
Modern Languages (Northern) 17 Rope Use 16
Modern Languages (Waelan) 17 Navigation 15
Modern Languages (Tharian) 17 Direction Sense 17
Modern Languages (Espruar) 17 Alertness 17
Modern Languages (Jotunise) 17 Set Snares 15
Modern Languages (Thieves’ Cant) 18 Escape 16
Reading/Writing (Common) 18 Religion 16
Survival (Coastal) 17 Prayer 16
Survival (Forests) 17 Healing 14
Survival (Mountains) 17 Seamstress 15
Survival (Underdark) 17 Cooking 17
Land-based Riding 19 Disguise 12
Running 8 Hiding 16
Blind-Fighting Appraising 17
Mountaineering Bargain 14
Signature Spell (Command Undead) Fast-Talking 13
Signature Spell (Choke) Locksmithing 16
Signature Spell (Skulltrap) Spellcraft 15

Weapon Proficiencies:
Crushing and Cleaving Group
Close Combat Group
Blades Broad Group
Handaxe (specialized)
Spear (specialized)
Shortsword (specialized)
Weapon & Shield Style (mastery)
Ambidexterity


Special Powers:

  • Northmen can go into a berserker rage once per day, lasting for five rounds. While in this rage, all attacks, damage, and saving throws gain a +1 bonus, and a -1 bonus on initiative rolls.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • Mercenaries have the ability to earn money by selling their services. In any situation in which swords are being hired, the reaction roll of the potential employer is adjusted by +2 in the mercenary’s favor. Naturally, employment will not be available all the time, and some jobs will conflict with the current goals of the mercenary’s party.
  • Mercenaries are rarely without funds. They are either employed, have recently been hired, or have just completed a job and been paid. Characters may choose the form this wealth takes from the following: they receive a normal riding beast with accouterments for riding, their lodgings are paid up for a month, or they have bought into one share of a local merchant’s goods headed out on a caravan. In the latter case, after four weeks they may have nothing (50%) or they may realize 10d6 gold pieces from their investment (50%). Each time the mercenary completes a quest for an employer he receives one of these rewards or a commensurate amount (in addition to any payment agreed upon by the party).
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes (2x damage). The multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
    To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
    Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn’t be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn’t going to be as effective.
  • Detect Magic (DM): Thieves can spot magical emanations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming. This ability can be blocked by the same things that prevent detect magic spells from operating.
  • Due to their extensive wilderness experience and expertise, Scouts gain +10% on their Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, and Climb Walls thief skills when in the wilderness.
  • The scout gains a +1 bonus on all proficiency check when used in any region for which the scout has the Survival proficiency.
  • A scout in leather or no armor has a +4 bonus to rolls to avoid surprise in any wilderness environment in which he has a Survival proficiency. He can detect ambushes and encounters in time to take evasive action or conduct his own ambush.
  • The scout can use the Set Snares proficiency to construct traps designed to injure or kill, at a -4 penalty on the proficiency check. The trap inflicts 1d4 points of bludgeoning, piercing, or slashing damage (player’s choice) per two levels of the trap setter to any appropriately sized victim it catches.
  • A scout learns to cover his tracks in any terrain. When doing so, he moves at half speed but applies his level as a negative modifier to anyone’s attempt to track him using the Tracking proficiency. He can cover the tracks of other people and beings with him, but the normal bonuses for tracking multiple people or mounts still applies.
  • All clerics of Shar can see in the dark, courtesy of infravision. This has a range of 60’ for those without infravision or adds 60’ of infravision for those who have it already.
  • In combat against worshipers of Selune, clerics of Shar get a +1 to attack and damage rolls, and a +4 bonus to their morale. If there are multiple opponents, the cleric will ignore them and focus on a target known to be a worshiper of Selûne.
  • Clerics of Shar can both command and turn undead (as 5th-level Cleric).
  • Clerics of Shar can cast forget once per level, each day (5/day).
  • A cleric of Shar’s augury is always successful, even though they give the results in riddles and evasive phrases.
  • A cleric of Shar of 3rd level or higher can act as an oracle, telling the future for one questioner per day. The base chance of accuracy is 50%.
  • At 5th level, the cleric can cast darkness three times a day.
  • Once a day, a cleric of 5th level or higher can utter a soothing word that will eliminate one bad memory from the victim, provided the latter allows the cleric to use this ability on them.
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.
  • A specialist can memorize and cast one additional spell per spell level, provided the additional spell is taken in the specialist’s school.
  • Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school.
  • Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.
  • When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist.
  • Underworld contacts: Being more criminally aware than other adventurers, the outlaw is an expert at finding contacts among local thieves. Given an hour in a seedy tavern, and four or five gold pieces for drinks and bribes, an outlaw can find a contact-—typically a thief of levels 1-4. This contact can lead the character to other rogues, take him to the local thieves’ guild, exchange information about possible “jobs,” or even buy stolen goods to fence at a later date.
  • Once per day, prior to making an attack, an outlaw may spend 1d4+1 rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the outlaw makes a successful Leadership check afterwards, the companions enjoy a +2 bonus to their morale for the next 3d4 rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn’t affect animals or himself. The outlaw can’t attempt to inspire his companions in the midst of battle or while they’re occupied in any other activity.

Penalties:

  • Northmen suffer a -2 penalty on saving throws against spells. This penalty increases to -4 against spells from the Animal and Plant spheres of clerical magic.
  • These characters are also forbidden to master the use of missile weapons. To fire arrows at an enemy or strike him down with the thunderous fire of an arquebus is hardly fitting to someone with a warrior’s blood in him, after all. Regardless of class, they may never become proficient with missile weapons of any kind. Melee weapons that can be thrown (such as spears or axes) are permitted.
  • Northmen regardless of class, cannot use magical scrolls. Northman Wizards (and other spellcasters) can still copy and learn spells from scrolls, but they cannot cast spells from them.
  • Mercenaries suffer a reaction penalty of -2 whenever common people encounter them; few trust them and most fear them. Any party with a mercenary as a member has a penalty of -1.
  • While Scouts are intimately familiar with the wilderness, they are not so comfortable in urban settings. In the city, consequently, the Scout suffers a -5% penalty on all thieves’ skills.
  • Any wilderness proficiency that can theoretically be used in an urban, wildspace, or undersea environment functions with a -4 penalty to its proficiency check when used by a scout in these environmnets.
  • A scout does not allow himself to become encumbered, always wishing to move at the greatest possible speed in case he has to escape pursuit. He will never carry more gear than would make him lightly encumbered.
  • A scout never gains followers (though he may still employ hirelings or henchmen).
  • Clerics of Shar are not suited for combat. They fight at a -4 penalty to hit in bright sunlight, or during the full moon. They are also surprised on a 1-4 on a d10 under those conditions.
  • Despite their semi-benevolence, clerics of Shar are often identified with the evils brought by the rest of Shar’s faithful and suffer a -2 reaction penalty accordingly.
  • Outlaws may only keep as much treasure and equipment as they can carry.
  • The major problem with being an outlaw is that the law is always after the characters. Though the authorities do not have to put in an appearance in every single play-session, they’re always out there, plotting against the heroes. Many of them are quite clever, they probably have more money, ships, and men than the heroes, and they’ll continue to plague the heroes until the campaign is done.
  • Any time after reaching 4th level, the Outlaw will acquire a personal nemesis. This is an NPC of equal level whose campaign goal is to capture or kill the Outlaw.

Priest Spells: as 5th-level Priest

1st 2nd 3rd 4th 5th 6th 7th
5 5 2

Spheres:

  • Major: All, Charm, Creation, Divination, Elemental (all), Guardian, Necromantic, Protection, Travelers
  • Minor: Healing, Summoning

Spell List:

  • 1st level:
  • 2nd level:
  • Prepared Spells:
    • 1st:
    • 2nd:

Necromancer Spells: as 5th-level Wizard

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 + N + S 2 + N + S 1 + N + S

Specialty School: Necromancy
Forbidden Schools: Illusion, Enchantment
Paths Known:Deadbuilder’s Path, Ghostly Path, Mortician’s Path, Road of the Dead, Bonebinder’s Path, Hangman’s Path, Scabrous Path

Spell Book:

  • 1st level: Claws of Velsharoon [N], Command Undead [N, S], Exterminate [N], Ghostlight, Locate Remains [N], Spectral Ears [N], Undead Servant [N]
  • 2nd level: Animate Skeleton [N], Blastbones [N], Choke [N, S], Ghost Blade, Ghoul Touch [N], Irritation, Preserve, Resist Turning, Rope Trick, Skeletal Hands [N], Speak with Dead [N], Spectral Hand [N]
  • 3rd level: Bone Dance [N], Bone Knit [N], Detect the Living, Double Undead [N], Feign Death [N], Ghastly Hands [N], Ghost Armor [N], Hovering Skull [N], Mummy Touch [N], Phantom Light [N], Ray of Paralysis [N], Skulltrap [N, S], Undead Control [N], Whip of Pain, Zombie Animation [N]

Prepared Spells:

  • 1st:
  • 2nd:
  • 3rd:

Advancement Notes

Armor Allowed: Scale Mail or lighter armor. Any Shields.

Weapons Allowed: Any one-handed melee or thrown weapons, any Axe.

  • All characters created with this kit are entitled to bonus hit points for exceptional Constitution scores as if they were warriors.
  • The Northmen benefit from the physical nature of their cultures. As a result, they use the next larger Hit Dice (d4 becomes d6, d6 becomes d8, d8 becomes d10, d10 becomes d12).
  • Like the Ffolk, Northmen wizards use the rogue attack progression.
  • Outlaws get much more of an opportunity to practice their rogue talents than other characters, and therefore advance more quickly in expertise. The outlaw gains an extra 5 every time he advances a level.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information.
  • At 8th level, the necromancer gains a +1 bonus to saving throws vs. necromancy spells.
  • At 11th level, the necromancer gains a special speak with dead spell-like ability that requires no verbal or material components; he need only point at the deceased person and concentrate for one round. This spell functions like the 3rd-level priest spell speak with dead, except that the necromancer may converse for up to one turn and ask four questions of the spirit.
  • At 14th level, the necromancer gains a partial resistance to the special effects of undead attacks; although he still suffers the normal damage of any such attack, he gains a +2 to saving throws against strength drain, paralyzation, and other effects. He may attempt a saving throw vs. death magic with a –4 penalty to avoid the effects of any attack that normally does not allow a save, such as a wight or wraith’s energy drain.

Equipment:

  • Clothing:
    • Tunic & Breeches
    • Footpad’s Boots
    • Cloak of Fangs
    • Ring of the Eagle
    • Amulet of Charm Resistance
    • Gauntlet of Valor
    • Green Dragonscale Armor of Concealed Wizardry +3
    • Silver Holy Symbol of Shar
    • Leather Belt w/ 2 Large Belt Pouches
  • Carried:
    • Spear
    • Medium Shield +2
  • Belt Pouches:
    • Lock Picks
    • Potion of Flying
    • Potion of Healing
    • 2 Potions of Poison
    • Oil of Animation
    • Golden Ointment of Far Seeing
    • 5 flasks Holy Water
    • 5 flasks Greek Fire
    • 1 vial Soma Juice
    • Spell Components
  • Belt & Scabbards:
    • Benn Griff’s Sword (Shortsword 1/2 vs. scaly creatures)
    • Throwing Axe +3
    • Mistletoe Wand (56 charges)
  • Backpack:
    • 81 Noisesome Spirit Chasers
    • Spellbook

Riding Horse (“Loner”) with tack and harness


Encumbrance:

Base Speed: 12

Total Weight of Gear: 82.2 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 65 lbs. 66-119 lbs. 120-173 lbs. 174-226 lbs. 227-279 lbs. 280 lbs
Movement 12 9 6 5 2 1

Ella Solo

Ruins of Adventure Brand_Darklight SirKnightly