Soledyn Lumaenars - Level 3
Male Aerenian Elf Ranger 3
Medium humanoid (elf)
HD 3d8+3 (22 hp)
Init +5; Spd 30ft; AC 20
Atk +7/+7 melee (1d6+3, masterwork hand axe x2), +8/+8 ranged (1d6+3, masterwork hand axe x2), +8 melee (1d8+3, long sword)
SA Favoured enemy(undead); SQ Elf traits
AL NG; SV Fort +4, Ref +8, Will +3
Str 17, Dex 20, Con 13, Int 12, Wis 14, Cha 11
Skills and Feats: Bluff +2*, Handle Animal +2, Heal +6, Hide +11, Knowledge(geography) +5, Listen +8/+10*, Move Silently +11, Search +6, Sense Motive +2*, Spot +8/+10*, Survival +10; Two-Weapon Fighting, Weapon Finesses, Endurance, Point Blank Shot, Track, Least Aberrant Dragonmark (Inflict light wounds 1/day).
*Bonuses against favoured enemy(undead).
Possessions: +1 mithril chain shirt, masterwork hand axe (x2), hand axe (x2), long sword, potion of cure moderate wounds, cold iron capsule, travelling papers.
Wednesday, June 20, 2007
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Combat Tactics: Provided with the opportunity, Sol will attempt to approach a combat situation with stealth and speed. After a quick survey of the opposition, he will loose a pair of hand axes before sprinting into closer engagement. Sol will use skirmisher tactics, continually moving to engage opponents based on perceived threat (favouring undead and evil spell casters), throwing and retrieving axes where possible and turning to the long sword strapped to his back when necessary. Relying on natural agility, flexibility, and advantages provided by the terrain, Sol will often narrowly escape sticky situations with a quick sidestep and a deftly thrown blade.
Personal History, Part 1: Born 864YK in Shae Cairdal, Aerenal, Soledyn (Sol) Lumaenars was never to know his homeland. Members of House Lumaenars have served the Undying Court as captains in the Deathguard; Sol’s mother (Kiallyn), father (Soleistarum), and older sister (Oleidasol) were paladins charged with the pursuit and cleansing of undead abominations and worshippers of Vol beyond the shores of Aerenal – posted to the forests and borderlands of Karrnath.
Much to the dismay of his family, Sol displayed neither the force of personality nor the discipline required to train as a holy knight in the Deathguard, instead spending days and weeks alone in the woods. While not the ideal emissary of the Undying Court, Sol found his place among the Deathguard as he became adept in tracking and understanding the tactics of their sworn enemies. As the elder Lumaenars siblings, Sol and Leida were given the prestigious posting as “Seekers of the Light” – together they would investigate the lives of those who had been turned to the negative plane so that, upon destruction, their memory and life’s work could be dedicated as good and positive energy. Leida’s spiritual ties and Sol’s understanding of the physical and natural word made them an effective pairing, going beyond simple nullification of the undead and giving meaning to the curse of undeath.
Many of the House Lumaenars’ duties and assignments brought them directly into conflict with the Karrnathi armies during the Last War, often siding with troops from Cyre while combating undead battalions. It was while fighting alongside Cyrian forces that the House Lumaenars was overcome by The Mourning. On this day, Sol had been tracking just within the Nightwood forest (in Karrnath) when he witnessed the mist descend and transform Cyre into the Mournland. Scrambling across the countryside, attempting to find any trace of his family, Sol made numerous attempts to track any survivors from the battlefield. With each attempt, he risked mind shattering desolation and depression; fleeing Cyre moments before the madness could over take him. For 18 months, his excursions continued to be unfruitful.
With certain resignation, Sol has now turned his attention beyond the Mournland to the rest of Khorvaire. As more and more reports of adventurers who have successfully braved the Mourneland reach him, and fewer still reports of survivors of the Day of Mourning, Sol has set out to gather the information, experience, and personal fortitude necessary to rejoin his family or perform the ultimate duty as the last Seeker of the Light in House Lumaenar.
Personal History, Part II: Raised in the ranks of the Deathguard, Soledyn spent much of his youth as a forager and scout for his “Shaedyl Varyl” (Platoon; approximately 40 soldiers). During these formative years, Sol developed an understanding of his environment as a tool – both for everyday use and in combat. Adopting this utilitarian approach to his surroundings, Sol’s combat training favoured the use of hand axes over the traditional elven long sword and bow. With a pair of axes, Sol found that he could just as easily hunt, prepare camp, engage in melee combat, as well as strike from a (short) distance. Also, given his small stature even according to elf standards, hand axes proved far less cumbersome than four-feet of elvish steel. Maturing both in age and martial prowess, Sol formally commenced his service in the Deathguard as a “Volari” (Private) and “Maejaes os Jhol” (Seeker of Light) alongside his sister, Leida, at the age of 133 (997YK).
On Alignment: Raised among paladins and clerics but beyond the confines of a proper society, Sol has an understanding of laws and order but no real use of them. Too many were the times that he witnessed order and discipline break down in the face of situation and natural law. Adaptation has suited Sol best in his attempts to find and keep the light; whether upholding the just and rational actions of his fellow Deathguards or disregarding them to assure others’ safety and peace of mind.
Soledyn Lumaenars - ECL5
Male Aerenian Elf Ranger 4 / Scout 1
Medium humanoid (elf)
HD 3d8+4,2d6+4(43hp)
Init +6; Spd 30ft; AC 21
Atk +4 base; +9/+9 melee (1d6+4, axe of the skirmisher / hand axe +1 [x2]), +9/+9 ranged (1d6+4, axe of the skirmisher / hand axe +1 [x2])
SA Favoured enemy(undead); Skirmish (+1d6 dmg for move at least 10ft)
SQ Elf traits, animal companion, link, share spells, wild empathy +6, trapsense
AL NG; SV Fort +6, Ref +12, Will +3
Str 17, Dex 22, Con 14, Int 12, Wis 14, Cha 11
Skills: Agility(Balance +13, Escape Artist +11, Tumble +16); Athletics(Climb +11, Jump +13, Swim +11); Wilderness Lore(Handle Animal +7, Ride +15, Survival +11, Use Rope +13); Perception(Listen + 12, Search, +11, Spot +12); Stealth(Hide +14, Move Silently + 14); Traveler(Know[Geo] +7, Know[Local] +7); Heal +6; Know[Nature] +9; Know[Military] +2
Feats: Two-Weapon Fighting, Weapon Finesses, Endurance, Point Blank Shot, Track, Least Aberrant Dragonmark (Inflict light wounds 1/day)
Spells: 1st (1) Entangle, Longstrider, Magic Fang, Guided Shot, Sniper's Shot
Possessions: +1 mithril chain shirt, axe of the skirmisher +1 (returning, +1d6 skirmish dmg), hand axe +1 (x2), masterwork hand axe (x2), +1 goblinbane comp long (+2 STR)bow long sword, quiver of ehlonna, bracer of dexterity +2, potion bracer, potion of cure moderate wounds (x3), cold iron capsule, potion of cat's grace, scarf of warmth (+4 FORT), aereni dagger (+1, detect undead 3/day), travelling papers, no shoes ever.
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