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rpg:old:arcydea:members:tamara

Silver Scales: Tamara

Tamara is the negotiator of the group, using her powers of persuasion to best effect.

Basic Information

Full Name: Tamarilana Kennis Nightblade

Race: Elf

Alignment: Neutral Good

Deity: Arc

Class/Level: Rogue/Fighter level 10 / Cleric level 5

Current XP: 46,971

Size: Medium

Speed: 30 feet

Age: 43

Gender: Female

Height: 5'

Weight: 103 lbs

Eyes: Blue

Hair: Black

Skin: Light

Racial Bonuses

Immune to magical sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: Can see twice as far as a human in poor light.

Weapon Proficiency: Longsword, Rapier, Longbow, Shortbow; all simple/martial weapons; all armor and shields

+2 racial bonus on Listen, Search, and Spot checks.

Gets a Search check to notice secret doors if within 5 feet.

Automatic Languages: Common and Elven.

Titles and Honorifics

  • Champion of Arc: Tamara is recognized as the Champion of Arc, which provides her a friendship bonus of +2 on Diplomacy and Bluff checks against fellow worshippers who recognize her status.
  • Liberator of Elahann: Tamara is one of the liberators of Elahann, and receives a champion bonus of +2 on Diplomacy and Bluff checks when dealing with citizens of Elahann.
  • Lady Nightblade: Tamara is officially a noble Lady of Vraal by right of marriage, and receives a nobility bonus of +2 on Diplomacy and Bluff checks when attempting to impose authority on most Vraalian citizens.

Character Statistics

Base HP: 71

Total AC Armored: (28) = 10 + 3 Armor + 1 Shield + 5 Dex Mod + 9 ClassDefense (Fighter)

Total AC Stealthy: (26) = 10 + 1 Armor + 1 Shield + 5 Dex Mod + 9 ClassDefense (Fighter)

Str: 16 (+3)

Dex: 20 (+5)

Con: 12 (+1)

Int: 14 (+2)

Wis: 14 (+2)

Cha: 18 (+4) [ Fortitude: = +7 Base +1 Con (Fighter)

Reflex: = +7 Base +5 Dex (Rogue)

Will: = +5 Base +2 Wis (Cleric)

Base Attack Bonus: +10/+5 (Fighter)

Spell Resistance: None

Grapple Mod: = +10 BAB +3 Str

Class-Dependent Powers

Sneak attack +5d6

Trap Sense: +3 to Reflex/AC vs Traps

Trapfinding

Improved Uncanny Dodge: Retain Dex bonus to AC even if flatfooted. Cannot be flanked; cannot be sneak attacked unless by a 12th-level rogue or better.

Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex roll against attacks such as dragonbreath or fireballs, henceforth she would take only half damage on a failed save. A helpless rogue (unconscious, paralyzed, etc) does not gain these benefits.

Special Abilities

Aura: As a Champion, Tamara has a strong goodly aura.

Blessing of Arc: Can use powers as a cleric of 1/2 level.

Clerical Spell Points: (20) – 16 from Level + 4 from Wisdom (p153, UA)

Domain Spell Points: (9) – (1 1st level, 1 2nd level)

Can turn or Rebuke Undead 7 times per day.

Domains: Travel and Luck

Granted Powers –

Travel: For a total time per day of 1 round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by the spell 'freedom of movement'. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds.) This granted power is a supernatural ability. Add Survival to class skills.

Luck: You gain the power of good fortune, usable once per day. This allows you to reroll one roll you have just made before the DM declares whether it results in success or failure. You must take the result of the reroll, even if it's worse.

Domain Spells:

1st: Longstrider and Entropic Shield

2nd: Locate Object and Aid

3rd: Fly and Protection from Energy

Spells Unlocked

0-level Spells – can cast 5 for free, then costs 1 SP per spell:

Create Water: Creates two gallons / level of pure water.

Cure Minor Wounds: Cures one point of damage.

Detect Magic: Detect spells and magic items within 60 feet.

Detect Poison: Detects poison in one creature or object.

Guidance: +1 on one attack roll, saving throw, or skill check.

Inflict Minor Wounds: Touch attack, inflicts one point of damage.

Light: Chosen item shines like a torch.

Mending: Perform minor repairs on an object.

Purify Food and Drink: Purifies one cubic foot / level of food or water.

Read Magic: Read scrolls and spellbooks.

1st-level Spells – costs 1 SP to cast:

Bless: Allies gain +1 on attack rolls and saves against fear.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Detect Evil: Reveals creatures, spells, or objects of selected alignment.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Entropic Shield: Ranged attacks against you have 20% miss chance.

Longstrider: Increases your speed.

Magic Weapon: Weapon gains +1 bonus.

Protection from Evil: +2 to AC and saves vs evil, counters mind control, hedges out elementals and outsiders.

Remove Fear: Suppresses fear or gives +4 on saves vs fear for one subject + one per four levels.

Sanctuary: Opponents can't attack you, and you can't attack.

Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd-level Spells – costs 3 SP to cast:

Aid: +1 on attack rolls and saves vs fear, 1d8 temporary HP +1/level (max +10).

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Darkness: 20-foot radius of supernatural shadow.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Hold Person: Paralyze one humanoid for 1 round/level.

Inflict Moderate Wounds: Touch attack, inflicts 2d8 damage + 1/level (max +10).

Make Whole: Repairs an object.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Shield Other: You take half of subject's damage.

Silence: Negates sound within 15-foot radius.

Spiritual Weapon: Magic weapon attacks on its own.

Status: Monitors condition, position of allies.

Zone of Truth: Subjects within range cannot lie.

3rd-level Spells – costs 5 SP to cast:

Bestow Curse: Can bestow one of the following curses of Arc –

  • Distraction. Subject has a 50% chance of taking no action every turn.
  • Clumsiness. Subject receives a -6 penalty to Dexterity.
  • Wrath of the Gods. Subject receives a -4 to attack rolls, saves, and skill checks.

Continual Flame: Makes a permanent, heatless torch.

Create Food and Water: Feeds three humans (or one horse) per level.

Cure Serious Wounds: Cures 3d8 damage + 1 / level (max +15).

Daylight: 60-foot radius of bright light.

Deeper Darkness: Object sheds supernatural shadow in a 60-foot radius.

Dispel Magic: Cancels spells and magical effects.

Fly: Subject flies at a speed of 60 feet.

Glyph of Warding: Inscription harms those who pass it.

Helping Hand: Ghostly hand leads subject to you.

Invisibility Purge: Dispels invisibility within 5 feet / level.

Locate Object: Senses direction toward object (specific or type).

Magic Circle against Evil: As 'protection' spells, but 10-foot radius and 10 minutes per level.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Meld into Stone: You and your gear merge with stone.

Obscure Object: Masks object against scrying.

Prayer: Allies receive +1 bonus on most rolls, enemies receive -1 penalty.

Protection from Energy: Absorb 12 points/level from one type of energy.

Remove Blindness/Deafness: Cures normal or magical afflictions.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Searing Light: Ray deals 1d8/two levels damage, more vs. undead.

Speak with Dead: Corpse answers one question per two levels.

Stone Shape: You can form an existing piece of stone into something that suits your purposes.

Water Breathing: Subjects can breathe underwater.

Water Walk: Walk on water as if solid.

Wind Wall: Deflects arrows, smaller creatures, and gasses.

Character Feats

Combat Reflexes: Can get up to (Dex bonus) extra attacks of opportunity.

Power Attack: Can trade base attack bonus for damage.

Cleave: Can get another attack if you take down someone.

Great Cleave: Can continue attacking if you take down someone.

Combat Expertise: Can trade up to -5 attack penalty for +5 AC.

Improved Disarm: No attack of opportunity from opponents when attempting to disarm them; they also don't get to try to disarm you if you fail, and you get +4 on checks to disarm others.

Weapon Finesse: Use Dex instead of Str for to-hit bonus with light weapons.

Leadership: Tamara has a natural capability for leadership, and attracts cohorts and followers above and beyond those she meets normally. Her 'Leadership Score' is determined by her level plus her Charisma bonus, and determines the effective power of the cohorts and followers she attracts. Cohorts are not counted when figuring experience earned by the party members, but earn XP equal to (cohort level / PC level) of experience earned by the PC. Cohorts cannot advance higher than two levels below the PC. Followers do not earn experience.

Leadership Score: 12. Cohort Maximum Base Level: 7th. Follower Maximum: 15 1st-level, 1 2nd-level.

Improved Critical/Longsword: Your threat range is doubled when using longswords.

Improved Initiative: You receive a +4 to all initiative rolls.

Character Skills

Appraise: 3 + Int

Balance: 3 + Dex + 2 Tumble

Bluff: 8 + Cha

Climb: 4 + Str

Decipher Script: 2 + Int

Diplomacy: 5 + Cha + 2 Bluff

Disable Device: 10 + Int

Disguise: 3 + Cha

Escape Artist: 4 + Dex

Gather Information: 3 + Cha

Heal: 2 + Wis

Hide: 5 + Dex

Intimidate: 3 + Str + 2 Bluff

Jump: 1 + Str + 2 Tumble

Knowledge/Religion: 3 + Int

Knowledge/Arcana: 3 + Int

Listen: 7 + Wis + 2 Elf

Move Silently: 13 + Dex

Open Lock: 11 + Dex

Perform (Sing): 1 + Cha

Profession - Sailor: 1 + Wis

Search: 11 + Int + 2 Elf

Sense Motive: 6 + Wis

Sleight of Hand: 1 + Dex + 2 Bluff

Spot: 6 + Wis + 2 Elf

Swim: 2 + Str

Tumble: 11 + Dex

Equipment

Weapons

Hand Axe (1d6 dmg, Crit x3)

Shortsword +1 (+6/+1 BAB + 5 Dex + 1 magic to hit, 1d6+4 dmg, Crit 19-20/x2)

Sling (+5 BAB + 5 Dex to hit, 1d4 dmg, Crit x2, 50 ft range inc., 10 bullets)

Masterwork Composite Longbow (+3 Str) (+6/+1 BAB + 5 Dex + 1 masterwork, 1d8+3, Crit x3)

Twin Green Sabers (+ BAB + Dex + 5 magic to hit, can use one bonus attack at an extra -5 to hit, 1d8+5+3 dmg, Crit 17-20 due to Improved Critical/x2, Unbreakable). This legendary green saber is supposedly a weapon forged by Arc himself, and is capable of generating a second saber during combat, granting a single extra attack at -5 per hit. This and all other powers and bonuses only function if the wielder is considered acceptable by Arc. Otherwise, it is considered an ordinary (though indestructible) shortsword +3.

Equipped Gear

Elven Shoes (+2 to Move Silently when worn)

Elven Chain Armor (DR 2, +3 armor AC, max Dex +4, AC penalty -2)

Masterwork Buckler (+1 shield AC, no AC penalty)

Ring of Sustenance (doesn't need food/drink, only needs 1 hour of rest)

Personal Inventory

Leather Armor (DR 1, +1 armor AC, max Dex +6, AC penalty -0)

10 arrows

Mapmaking Kit (35 gp), includes maps of Bellarosa/Vraal

Golden Dove Earrings (35 gp)

Women's silver headband (40 gp)

Green silk elf dress (10 gp)

Carrying Capacity

Light: 76 lb. or less

Medium: 77 to 153 lb.

Heavy: 154 to 230 lb.

rpg/old/arcydea/members/tamara.txt · Last modified: 2017/09/09 00:02 by 127.0.0.1

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