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| Race: |
Human (male) |
| Class: |
Rogue7/Fighter5/Devoted Defender5 |
| Type: |
Medium-size humanoid (human) |
| Hit Dice: |
7d6 plus 5d10 plus 5d12 plus 51 |
| Hit Points: |
174 |
| Initiative: |
+8 (+4 Dex, +4 Improved Initative) |
| Speed: |
60 ft. (boots of striding &
springing) |
| AC: |
29 (+4 Dex, +1 Dodge feat, +3 Devoted
Defender, +6 celestial armor, +5 ring of protection +5),
31 vs. evil or undead (Orlin); touch 23, flat-footed 21 |
| Base Attack/Grapple: |
+15/+19 |
| Attack: |
Orlin +23
melee (2d4+11/17-20; 4d4+11 vs. evil or undead), or +3 shortsword of
defending +22 melee (1d6+7), or +3 shortbow (mighty +1) +20
ranged (1d6+4), or +3 shortbow (mighty +1) with +2 flaming arrows +22
ranged (1d6+6 plus 1d6 fire) |
| Full Attack: |
Orlin +23/+18/+13
melee (2d4+11/17-20; 4d4+11 vs. evil or undead), or +3 shortsword of
defending +22/+17/+12 melee (1d6+7), or +3 shortbow (mighty +1)
+20/+15/+10 ranged (1d6+4), or +3 shortbow (mighty +1) with +2
flaming arrows +22/+17/+12 ranged (1d6+6 plus 1d6 fire) |
| Special Qualities: |
Rogue abilities, Devoted Defender abilities |
| Saves: |
Fort +16, Ref +17, Will +7 |
| Abilities: |
Str 18, Dex 18, Con 16, Int 14, Wis 10, Cha
21 |
| Challenge Rating: |
17 |
| Equivalent Character Level: |
17 |
| Alignment: |
Lawful good |
| Skills: |
Appraise +2, Balance +2, Bluff +5, Climb
+10, Concentration +3, Diplomacy +11, Disable Device +21, Disguise +5
(+15 when using greater mask of disguise), Escape Artist +8,
Forgery +2, Gather Information +5, Hide +2 (+17 when wearing ring of
chameleon power), Intimidate +5, Jump +12, Listen +14, Move Silently
+6, Open Lock +13, Ride (horse) +4, Scry +2, Search +22, Sense Motive
+11, Spot +22, Swim +11, Tumble +22, Use Magic Device +18, Use Rope +4 |
| Feats: |
Alertness, Combat Reflexes, Dodge, Exotic
Weapon Proficiency (Spiked chain), Improved Initiative, Mobility (B)(Orlin),
Spring Attack, Weapon Finesse (Spiked chain), Weapon Focus (Spiked
chain), Weapon Specialization (Spiked chain)
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| Deity: |
Ahrlin |
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| Possessions: |
39 flaming arrows +2, bag of holding IV,
belt of dwarvenkind, boots of striding & springing, bracelet of
friends, cape of monteback (in bag), celestial armor, chime of
interruption, cloak of resistance +4, Friendshield rings (set), 2
ioun stones (+2 to Int, sustained without air), +3 mighty shortbow
(+1), lyre of building, mask of disguise (greater), potion of blur,
potion of cure serious wounds, potion of hiding, potion of remove
paralysis, quiver of Ehlonna, ring of chameleon power, ring of minor
cold resistance (worn), ring of protection +5 (worn), ring
of shooting stars, robe of useful items (bag of 100gp, iron door
[2], gems [30], mule, pit, potion, rowboat, war dogs [2 pair], window
[2]), rod of splendor, staff of frost (9 charges), talisman of
Graz'zt, wand of cure light wounds (13 charges), wand of hold
person (9 charges), 111,550 gps in gems, and 67,880 gps in coinage
(Gems and coinage are kept in his keep).
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| Signature Possessions: |
Orlin
the chain of the people Orlin is a +3 keen spiked chain. It is
intelligent [Int 15, Wis 12, Cha 11, AL LG] and grants its wielder the
following powers: Mobility feat, +10 to Sense Motive checks, see
invisibility [at will], stoneskin [1/day, 10th level], bull's strength
[1/day, 10th level], haste [10 rounds per day], and it has extra powers
vs. evil and undead [+2 to AC and +2d4 holy damage against evil or
undead].
Talisman
of Graz'zt The talisman of Graz'zt is an intelligent [Int 17, Wis
14, Cha 18, AL LG] necklace that grants its wearer a +3 bonus to
Charisma and uncanny dodge [as a 5th level barbarian] for as long as it
is being worn. It also protects its wearer with a permanent protection
from arrows effect [DR 10/+3 vs. arrows] and grants its wearer the
following spell-like abilities: magic missile [2/day, 4 missiles],
darkness [1/day], polymorph self [1/day], mirror image [1/day],
comprehend languages [at will], detect thoughts [at will], passwall
[1/day, 10th level].
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| Height: |
6' |
| Weight: |
195 lbs. |
| Hair Color: |
Black |
| Eye Color: |
Brown |
| Skin Color: |
Tan |
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D'Laren
Haldoran is the son of a poor family of servants from a small province
in Rhys. His father died when he was five and he was raised by his
mother. When he was 14, D'Laren joined a mercenary company so he could
support his mother. The company, known as the Silent Shield, specialized
in protection and was predominately employed by the McKutcheon family, a
local merchant family. While in training, D'Laren was befriended by
Caleb McKutcheon, the slightly deranged third son of the McKutcheons.
Caleb
hired D'Laren as his personal bodyguard and arranged for his wages to be
paid directly to D'Laren's mother. D'Laren followed Caleb to the city of
Rhys where they met Morgoth, a strange warrior of questionable
bloodline, and Scar, an ugly dwarf with a heinous scar. Caleb befriended
this pair of misfits and they all decided to sign on as sailors aboard
the Seawolf, a merchant vessel.
On
their first voyage aboard the Seawolf, the ship sailed into a magical
storm and emerged near a desolate island, about a thousand miles off
course. This island had ship-sized passages that led into dark
caverns. D'Laren and his companions left the ship to explore the caverns
and look for supplies so the Seawolf would be able to return to known
waters. Inside of the caverns, the companions found an old abandoned ship
that they were able to cannibalize the old ship for parts to repair the
Seawolf. The companions traveled towards the surface of the island,
fighting the creatures that lived in the caverns.
When
they reached the surface the group came across a cemetery and were
chased by undead to a mausoleum that the undead wouldn't approach.
D'Laren was the only person in the group that was able to enter the
mausoleum. Since his companions were safe from the undead, D'Laren
decided to enter the mausoleum since there was obviously something
hedging out the undead as well as the rest of his companions. D'Laren
found a set of stairs descending into the darkness below the mausoleum.
In the room cut into the stone below the mausoleum, D'Laren met a
paladin who had been holed up in this room to protect a powerful magical
item, the Talisman of Graz'zt. D'Laren took an oath to protect the
talisman from evil and the old paladin gave it to him and promptly died.
The companions escaped from their sanctuary and the Seawolf was able to
leave the island.
After
making it back to the mainland, Morgoth met a dwarf named Bartram
Granitecutter. Bartram was something of a broker in magical items.
Morgoth would meet with Bartram, and Bartram would give him information
on the whereabouts of a magical item and the companions would retrieve
it. During this time, D'Laren and his companions retrieved several magic
items and successfully defended the talisman from some formidable foes.
Bartram
then made a mistake, he asked Morgoth to retrieve an item from a ship
that would be sailing along a set course. Morgoth accepted the job, and
the group boarded the Seawolf to intercept the ship carrying the item.
When the ship was within range, D'Laren used the talisman to polymorph
into a bird and scout the enemy ship. When he approached the ship, he
realized that there was a problem; the ship was carrying priests of the
god Arthom. D'Laren refused to attack priests of Arthom, so he flew back
to the Seawolf and told the captain to call off the attack or he would
sink his ship. The captain refused so D'Laren dove into the water and
used the passwall power from the talisman to open a large hole in
the side of the Seawolf's hull. When the group escaped from the sinking
ship they gathered and Morgoth told the rest of the group that Bartram
was a vampire, which is why Morgoth was the only one that had met with
him.
The
companions decided to destroy Bartram and traveled to Lyon to enlist
some help from the church of Arthom. With two clerics in tow, the party
assaulted Bartram's home. After a tough battle, the party had defeated
the vampire and his lackeys. Found within the home was a deck of many
things, D'Laren drew the comet, euryale, knight, throne, and flames.
The
party found information about the whereabouts of a powerful necromancer
that had been behind most of the attempts on D'Laren's life. The party
followed the information and attacked the necromancer, destroying him
forever. After destroying the necromancer, D'Laren retired to the keep
that he gained by drawing the throne card from the deck of many
things. Caleb returned to his family home, and Morgoth took up
residence in Bartram's old home.
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