R'len Aldarion

Smooth Talking Priest of Mask

Description:

The manor house in city center burned unnaturally bright that night. Purple, green and yellow flames leapt, and noxious vapors poured forth, choking any that got to close. The bucket brigade powerless and mages stymied there was no choice than to watch the once stately elven manor burn to the ground. In the morning they would find the masters blackened crumbling corpse and the signet which positively identified him, Erumien of House Inthorhald. They would also find substantial treasures, melted and ruined. Such is the price of freedom.

Anonymous

Wandering the shadowy hallowed halls of the God of Thieves, can be comforting, feeling almost like home to some. Although at any time one can expect himself to be missing a thing or two, it isn’t entirely bothersome. You see, the consequences of failure are high and anyone ballsy enough to try to steal from one of Masks favored deserves some respect! They say there is no honor among thieves, maybe that is true. There are however unspoken rules and courtesies even among civilized shadows.

As R’len works his way into the kitchens the smells bring him back to Westgate. He remembers the exotic dishes, and culinary delights the cosmopolitan city offered in abundance, but most of all he remembers running with the night.

It wasn’t something he was comfortable with or even proud of. Even though it made him rich he still wishes his time with the night was something he could forget. To outsiders, Westgate was a beautiful jeweled apple, but for everyone else its rotten to the core. Here the Nighmasks rule from the shadows. Honorable thieves some, but mostly brutal thugs. To them a simple robbery means a clean kill with a knife in the back. For a person who was once part of that life there is only one sure escape. When backed into a dark corner in Westgate, only death, or perhaps the perception of death buys freedom.

Bio:

Race: Elf
Homeland: Westgate
Class: Cleric
Kit: Infiltrator
Alignment: Neutral
Religion: Mask
Level: 5th
Experience: 36,131 (ready to level)
Next Level: 27,500
Max Level: 10th


Ability Scores:

Str 9 Stamina 10 Weight Allowance 40
Muscle 8 Damage Adj 0 Max Press 90 Feat of Strength 10%
Dex 16 / 17 Aim 15 /16 + 0 / + 1 Missile Adj
Balance 17 /18 Surprise +2 / +3 Defense +3 / +4
Con 11 Health 10 System Shock 70%
Fitness 11 Resurrection Survival 80%
Int 11 Reason 12
Knowledge 10 + 2 proficiency slots
Wis 14 / 15 Intuition 15 / 16 Bonus Spells +5% Earned XP
Willpower 13 / 14 +0 Mental saves
Cha 14 Leadership 17 10 Henchmen Loyalty +6
Appearance 10

Clerics of Mask are surprised only on a 1 or 2 on a d10. (Reaction Adjustment +2 for Balance)

Westgaters train to anticipate an opponent’s combat style. All members of this kit receive a -2 bonus to their own initiative roll in combat, in addition to any other bonuses that might apply.

A Westgaters skill in matters of subtle violence imposes a -2 penalty on an opponent’s surprise roll if the character is acting alone. This stacks with similar bonuses, such as from being a Thief or an Elf. (Currently -10 elf, westgater, priest of mask)

Elven Surprise Bonus – alone, or with a party comprised only of characters with similar abilities (halflings, bugbears, etc.), or 90 feet or more away from his party. opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.


Reactions:

  • Initiative: -2 to initiative rolls (Westgate)
  • Surprise: 2 /3 with Galdo Sheathed
  • NPC Reactions: -2

Combat Statistics:
Hit Points: 23
Armor Class: 15 / 16 (3 / 4 Dex, Leather +2)
Base Attack Bonus: +2
Saves: -2 vs. Curses

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 13
  • Breath Weapon: 16
  • Spells: 15 (-2 vs. Enchantment spells)
  • Fear: 13
  • Horror: 15
  • Madness: 18
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Weapon 1 +0 1dX+0 1dX+0 0 0 / 0 / 0

Thief Skills:

PP 20% HS 30%/90%
OL 75% HN 20%/65%
F/RT 20% CW 70%/90%
MS/90% 30% RL 0%

Thief skills temporarily modified with magic Ela’s Blessing + Charcoal +5% hide

Non-Weapon Proficiencies: General, Priest, Thief

Appraise 11 Acting 7
Blind-Fighting na City Familiarity (Westgate) 8
Epicure 10 Disguise 7
Forgery 12 Information Gathering 11
Observation 10 Trap Setting 13
Literacy 9 Psychology 11
Swimming 8 Religion 13
Street Sense 15 Trailing 15
Teaching 14 Tumbling 15
Etiquette 8 next level 0

Modified Skill Rolls (Does not include Galdo):

Acting 13 Infiltrator kit +2 Disguise +1 Psychology +1
Disguise 14 Infiltrator Kit +2 Infiltrator kit Lv 5 +1 Acting +1 Psychology +1
Forgery 15 Psychology +1
Information Gathering 15 Street Sense +2
Teaching 18 Infiltrator Kit +2

Modern Languages (Common) Espruar Telpi Tharian
Proficiency 00 Proficiency 00

Weapon Proficiencies:
Short Blades Group
Short Bow


Special Powers:

Race – Elf
Ability Score Adjustment: +1 Balance, +1 Reason, -1 Fitness
Bonus Languages: Common, Espruar

Elven characters have 90% (Reduced 10% / Lv due to to kit) resistance to sleep and all charm-related spells. (See Chapter 9: Combat for an explanation of magic resistance.) This is in addition to the normal saving throw allowed against a charm spell.
When employing a bow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.

An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities (halflings, bugbears, etc.), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Elven infravision enables them to see up to 60 feet in darkness.
Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

All elves have the inborn ability to share their experiences, their feelings, and their lives with those elves they love or trust implicitly. This sharing, called communion, can only be undertaken by fully willing elves. Communion requires all elves involved (to a maximum of four) to be in a state of total relaxation. While in this trance, communing elves are totally vulnerable to anything that might happen to them physically, for they cannot defend themselves against any attacks while communing. Mentally, they are even more vulnerable to attack, saving at –4 against most mental attacks, for their minds are totally unguarded. The benefit of communion is not only that elves learn the most secret facets of others. Because of the sharing, they also become intimately acquainted with others’ habits, fighting styles, and ways of thinking. For the day immediately following communion, the bonded elves can fight in perfect harmony, one’s weapon following through where another left an opening. If fighting side by side against common foes, they gain a +2 to attack rolls and +1 to AC for the next day only, and only if they work together. All the elves must have at least one partner from the communion at their sides if this bonus is to be brought into play. Communion can only be effected once a week.

Despite the fact that elves are shorter than humans and often appear childlike because of their height, they are usually not discounted as such. When elves wish, they have an imposing presence. Suddenly, they can seem far larger, more there, than their actual height and weight would indicate. This manifestation grants a +3 on NPC Reactions checks (reactions for enemies would be –3), as well as drawing attention to the elf in question. Aside from impressing people, the power is largely useless. Elves are immune to this ability and any displays of it.

Yet another difference between elves and the other humanoids of the worlds they share is that elves do not sleep in the typical sense, though they can enter that state if they desire. Instead, they gain their rest through a process known as the reverie. When they enter reverie, elves do not usually close their eyes unless there is a bright light present. During this time, they are aware of their surroundings, but they cannot act to influence them any more than a human can while asleep. Only by an act of will can an elf tear herself from reverie, and she will be confused for a short time, just as a human would be who has torn himself from sleep. Although the reverie provides rest, it is primarily an important memory tool that helps the elf maintain a strong sense of identity.

Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
Despite their frail appearance and lowered Constitutions, elves have a remarkable resistance to ordinary disease. While it is not on a scale with the paladin’s total immunity to nonmagical diseases, elves are only rarely afflicted by disease. Mundane diseases have only a 50% chance of affecting an elf.

In their long lives, elves tend to accumulate a wide range of skills. Elves gain 1 bonus non-weapon proficiency slot for every 50 years of life (thus most elves start with at least 2 extra proficiencies). These are usually used for skills such as singing, dancing, or various crafts, but there are no hard limitations on what proficiencies may be taken.
Special Restrictions:

Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.

Cleric-Mask
Bonus Proficiencies: Appraise, City Familiarity, Disguise, Modern Language (Thieves’ Cant), Religion, Set Snares, Tumbling

A cleric of Mask has all of the standard thief abilities (Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls, and Read Languages). He starts with the normal Thief base scores and gains 30 discretionary points to spend on his thieving abilities at 1st level and 15 points each level thereafter.
A cleric of Mask can Backstab as a thief of his level.
Clerics of Mask are surprised only on a 1 or 2 on a d10.

Homeland – Westgate
Non-weapon Slots: +1 slot
Bonus Proficiencies: Blind-Fighting, Literacy, Swimming

Characters from Westgate are accustomed to dealing with the Night Masks’ intimidation tactics. Therefore, Westgaters are harder to interrogate, intimidate, or coerce than other folk. Westgate characters gain a 20% or +4 bonus (or their opponents suffer a -20% penalty) against attempts to interrogate, intimidate, cheat, con, or swindle them.

A Westgaters skill in matters of subtle violence imposes a -2 penalty on an opponent’’s surprise roll if the character is acting alone or in the company only of other Westgaters, elves, or halflings.
Westgaters train to anticipate an opponent’s combat style. All members of this kit receive a -2 bonus to their own initiative roll in combat, in addition to any other bonuses that might apply.

Characters from Westgate have the same ability to know a little bit of everything that bards do. This ability is somewhat less likely to succeed than that of the typical bard but is otherwise the same as that described in the Player’s Handbook. In short, the character has a 3% chance per level to know something of the background of any character, item, or place that he encounters.

Kit – Infiltrator
Bonus Non-weapon Proficiencies: Acting, Disguise, Etiquette, Information Gathering, Observation

Infiltrators are extremely adept at social engineering. The Infiltrator gains a +2 bonus on all Charisma-based proficiency checks.
Infiltrators are so adept at disguises that they only suffer a -4 penalty when attempting to appear as another race. He gains an additional +1 bonus on all Disguise checks for every four levels he gains.

The Infiltrator also gains a +10% bonus to the two thief skills of his choice. This is a one-time only bonus and cannot be changed later in the Infiltrator’s career. If the Infiltrator is not a member of a class that grants thief skills, he may still apply this bonus to the Climbing and Listening abilities possessed by all characters


Penalties:

Race-Elf

Cleric -Mask
Clerics of Mask cannot turn undead.
Since the faith is in the midst of a massive build-out of temples and infrastructure to support a more active form of worship among the Realm’s thieves, 50% of a cleric of Mask’s take must go to the church coffers.

Homeland – Westgate
All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.

Westgaters, regardless of class, cannot use magical scrolls. Wizards (and other spellcasters) from Westgate can still copy and learn spells from scrolls, but they cannot cast spells from them.

The Night Masks feel that all Westgate natives owe them their income. Therefore, any character from Westgate always has a Night Mask thief shadowing him anywhere. This foil is always one experience level ahead of the character; the Night Mask’s job is to steal from the character, foil plans, and inevitably to kill or kidnap the character and bring him back to Westgate. The thief will send periodic reports back to the Night Masks, citing the character’s successes. If the character gets rich, the thief attempts break-ins, hires brigands for an ambush, and does whatever it takes to get the Night Masks’ share of the income.

The Faceless, the leader of the Night Masks, believes that every native of Westgate works for him. Occasionally the Faceless becomes interested in and actively reaches out to non-guild members. With the constant flow of information returning to the guild from the agents it has trailing people, any Westgate native, anywhere in the world, may be targeted by the Faceless. The percentage chance of this happening is equal to the character’s Charisma score. The DM makes this check at the start of each month to see if this happens. A character singled out in this way will find themselves the recipients of enigmatic instructions, orders, or tips, usually pointing them at some risky mission that will advance the Night Masks’ agendas.

Kit Infiltrator
The Infiltrator spends so much time taking on the roles of other people that he may begin to lose his own sense of identity. He suffers a -1 penalty per four levels (round up) on saving throws against charm, hypnotism, suggestion, domination, and memory altering effects. An Elf or Half-elf Infiltrator loses 10% from his charm and sleep resistance for every level he gains (to a minimum of 0%). Unless he is acting a role, the Infiltrator will be somewhat unsure of himself and may question his own motives.


Priest Spells: as 5th-level Priest

  • Orisons: Aspiration, Benediction, Bless Meal, Candle, Canticle, Ceremony: Oath, Chill, Clean, Consecrate, Freshen, Handfire, Incense, Malediction, Meditation, Petition, Polish, Preserve, Shine, Stone, Tweak, Warding, Warm
  • 1st level: Augment Artistry, Battlefate, Beast Tattoo, Beneficence, Bless, Blood Bond, Call Upon Faith, Calm, Ceremony, Cleanse, Combine, Deflection, Detect Magic, Easy Road, Endure Cold/Heat, Hibernate, Journey’s Orison, Know Direction, Light, Magical Stone, Mistaken Missive, Om, Orison, Protection from Evil, Protection from Prime, Protection from Silver, Purify Food & Drink, Purify Self, Rainshield, Remove Fear, Resist, Ring of Hands, Sacred Guardian, Sanctify Ghi, Sanctuary, Scribe, Sixth Sense, Spark of Blinding, Sunscorch, Waterfloat, Weapon Bless
  • 2nd level: Arm Hammers, Aura of Confort, Chant, Chaos Ward, Create Mirage, Dark Fire, Death Prayer, Dissension’s Feast, Draw Upon Holy Might, Ela’s Accounts, Enhance Turning, Faith Arrow, Gloom, Holy Symbol, Infrainvisibility, Iron Vigil, Keen Eye, Lighten Load, Mystic Transfer, Pass Without Notice, Priest Lock, Protection from Charm, Protection from Orisons, Protection from Spirits, Renewed Ability, Request, Resist Acid and Corrosion, Resist Fire/Cold, Sanctify, Seeking, Silence, 15-ft. Radius, Siren Song, Spiritual Hammer, Steep Soma-Juice, Withdraw, Wyvern Watch
  • 3rd level: Ability Alteration, Archer’s Redoubt, Bestow Minor Curse, Castigate, Circle of Secrets, Continual Light, Continual Shadow, Create Campsite, Create Food and Water, Depress Resistance, Dismiss Undead, Dispel Magic, Ela’s Blessing, Everfull Quiver, Fostered Protection, Frenzy of the Celts, Glyph of Warding, Helping Hand, Hold Undead, Inkjet, Invisibility to Spirits, Know Customs, Line of Protection, Magical Vestment, Miscast Magic, Oath, Prayer, Protection from Amorphs, Random Casualty, Remove Curse, Resist Injury, Reverse Fossilization, Shadowcloak, Shavarash’s Infravision, Spliff’s Wonder Bubbles, Sprite Venom, Starshine, Substitution, Summon Animal Spirit, Sunblade, Unearthly Choir, Warmth, Wind and Rain Protection
1st 2nd 3rd 4th 5th 6th 7th
5 4 1

Major Spheres: All, Chaos, Combat, Creation, Guardian, Protection, Sun, Summoning
Minor Spheres: Charm, Travelers

Intuition 17 (Beast Tattoo + Galdo)

  • Orisons Incense, Incense, Incense, Aspiration, Aspiration, Handfire, Concecrate
  • 1st: Beast Tattoo, Orison, Sixth Sense Sixth Sense, Deflection
  • 2nd: Wyvern Watch, Resist Fire/Cold, Lighten load, Chaos Ward
  • 3rd: Glyph of Warding, Ela’s blessing

Active spells:
Iron Vigil
Steep Soma Juice
Beast tattoo + 1 intuition
Aspiration
Sixth Sense


Advancement Notes

Armor Allowed: Leather
Weapons Allowed: As Thief


General Equipment:

2 large belt pouches
Backpack
Burlaps sacks x3
2 Iron Spikes
4 sample bottles 2 oz each
2 sample bottles 2 oz each filled with strange liquid taken from crystalline creature magically preserved
Padded box for Sample bottles
Nogese Gas Mask + 2 filters 20 charges each
Nogese Crash Ax
1 Meter Nogese Braided wire x10 (Garrote/Bowstrng?)
Nogese redshift latern

Sneaky Stuff

Aniseed Vial x5
Blade Boots
Charcoal +2% hide
Darksuit + 5% hide
Hacksaw blade
Hidden Wrist Sheath
Lockpick
Metal file
Razor ring
Wire Cutter
Small Funnel (lock oil)

Weapons & Armor

Short sword Galdo
Dagger x2
Short Bow
Quiver
Arrows:
Faith Arrows x5
Sheaf Arrow x11
Leather Armor

  • 27gp

Magic

Bag of exceedingly delicious hard candies 4 oz. Enchanted with Dissension’s Feast
Tiny metal tube with continual light inside
8 oz of sanctified ghi in hip flask

Deceased Welcomers Loot

Spell Components

  • Component

Cash: 0pp, 27 gp, 0ep, 0sp, 0cp


Encumbrance: 43.4 lbs. currently 23lbs (lighten load spell)

  • Carrying Capacity:
    • Unencumbered: 40 lbs. (speed 12)
    • Light Load: 00-00 lbs. (speed 8)
    • Moderate Load: 00-00 lbs. (speed 6)
    • Heavy Load: 00-00 lbs. (speed 4)
    • Severe Load: 00-000 lbs. (speed 1)

R'len Aldarion

Ruins of Adventure Brand_Darklight Nomara