A lone, grim elven protector
Male Solareth Fae
Fighter (weapon master) 4, Monk (weapon adept) 4
NG medium humanoid (elf)
Height: 6’2", Weight: 145
Hair: Blond, Eyes: Green
Init: + 10
Senses: Low-light vision, Perception + 18
Experience Points: 75,000
Action Points: 9; Action Point Dice: 2d6
Ki Pool: 7
AC: 26, touch 23, flat-footed 21 ( + 4 Dex, + 1 Dodge, + 5 Wis, + 1 Monk, + 3 Armor, + 2 Deflection)
Armor Worn: Bracers of armor + 3, Ring of Protection + 2
HP: 71 (4d10 + 4d8 + 16)
Fort: + 10, Ref: + 9, Will: + 10
Defensive Abilities: AC Bonus (add Wis to AC), Deflect Arrows (deflect an incoming arrow once per round), Elven Immunities (immune to sleep and enchantments), Mobility ( + 4 to AC vs attacks of opportunity caused by movement), Slow Fall (20’), Spell Resistance (20), Still Mind ( + 2 to saves against enchantment spells and effects), Weapon Guard ( + 1 CMD vs disarm, sunder, and other effects targeting chosen weapon).
Spd: 40 ft.
Melee: + 1 Temple Sword + 13/ + 8 ( + 13/ + 13/ + 8 flurry) (1d8 + 7 [normal] or 1d8 + 11 [power attack], 19 – 20/ x2), 2h (1d8 + 8 [normal] or 1d8 + 14 [power attack]), Unarmed + 10/ + 5 ( + 10/ + 10/ + 5 flurry) (1d8 + 3 [normal] or 1d8 + 7 [power attack])
Ranged: Mwk Composite Longbow (Str + 2) + 12/ + 7 (1d8 + 2, 20/ x3)
Special Attacks: Flurry of Blows, Improved Unarmed Strike (1d8), Maneuver Training (CMB = other BABs + Monk level), Perfect Strike (5/day, roll 2 attack dice – take best one), Power Attack ( – 2 to hit, + 4 or + 6 damage), Spring Attack (can move both before and after an attack), Weapon Focus (Temple Sword), Weapon Specialization (Temple Sword), Weapon Training ( + 1 to hit and dmg with chosen weapon).
Str 14(16), Dex 16(18), Con 14, Int 14(16), Wis 18(20), Cha 13
BAB: + 10/ + 5 melee, + 11/ + 6 ranged, Melee Flurry: + 10/ + 10/ + 5, Ranged Flurry: + 11/ + 11/ + 6
CMB: + 11, CMD: 33 (flat-footed 28)
Feats: Breadth of Experience, Cosmopolitan, Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (Temple Sword), Weapon Specialization (Temple Sword), Armor Proficiencies (Light, Medium, Heavy), Elven Weapon Proficiencies, Martial Weapon Proficiency – All, Monk Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency – All, Tower Shield Proficiency.
Skills: Acrobatics + 15, Bluff + 8, Climb + 14, Diplomacy + 9, Disguise + 5 ( + 15), Escape Artist + 8, Fly + 8, Handle Animal + 5, Intimidate + 5, Knowledge (Dungeoneer) + 9, Knowledge (Engineering) +9, Knowledge (History) + 9, Knowledge (All Others) + 5, Linguistics + 8, Perception + 18, Ride + 8, Sense Motive + 9, Stealth + 20, Survival + 10, Swim + 7.
Languages: Aklo, Auran, Common, Draconic, Dwarven, Elven, Ettin, Gargan, Gorik, Harin, Sylvan, Terran.
SQ: Chosen Weapon (Temple Sword), Improved Elven Magic ( + 4 to overcome spell resistance, + 2 Spellcraft to identify magic items), Keen Senses ( + 2 Perception), Ki Defense (1 Ki point grants a + 4 dodge bonus to AC for 1 round), Ki Strike (unarmed attacks treated as magical), Rich Parents ( + 750 sp), Warrior of Old ( + 2 Init).
Spell-like Abilities: Arcane Mark, Detect Magic, Mage Hand, Mending, Read Magic, Resistance (all at will); Dispel Magic (1/day).
Gear: + 1 Temple sword, Dwarven Shieldblade ( + 1 Short Sword of Defense), mwk composite longbow (Str + 2), 40 arrows, throwing axe, dagger, boots of the winterlands, bracers of armor + 3, cloak of elvenkind, handy haversack, hat of disguise, ring of feather fall, ring of protection + 2, ring of sustenance, belt of physical might (str & dex + 2), headband of mental prowess (int & wis + 2, diplomacy), bedroll, blanket, case (map), 5 candles, chalk (4 pieces), climber’s kit, cold weather outfit, compass, crowbar, fishhook, flask, flint and steel, grappling hook, hammer, ink (1 oz, black), inkpen, map maker’s kit, mirror (small steel), mug (clay), paper (10 sheets), 10 pitons, pot (iron), 100’ silk rope, sewing needle, soap (1 lb), tent (small), 5 tindertwigs, traveller’s outfit, 50’ twine, 2 waterskins, whetstone, whistle (silent), 1 bottle fine wine
Coins: 1,242 sp, 2 bp, 8 cp
Total Value of Coins and Gear: 62,547 sp
light war-horse, large animal (10’ space, 5’ reach)
BAB: + 0, CMB: + 5, CMD: 17 (flat-footed 15)
Fort: + 6, Ref: + 5, Will: + 1
AC: 12, touch 11, flat-footed 9
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Special: Endurance ( + 4 to a variety of skill checks), Low-Light Vision, Run, Scent
Tricks Known: Attack, Come, Down, Heel, Stay, Track
Perception: + 6
Gear: Bit and bridle, 4 days feed, saddle (riding), saddlebags, quilted cloth barding ( + 1 AC, DR 3 vs small ranged piercing weapons).
Erelas was born by the name of Lorion among the plains of Nova Kaara in a small Solareth city nestled in the foothills of the Dukar Mountains. He grew up strong and graceful, inheriting many of the natural abilities of the Sylvan blood of his father, and quickly came to be a gifted warrior. He showed little talent for the arcane arts, which led to disappointment among the Solareth community, especially among his mother’s family.
His father, Lorindol, was a Sylvan diplomat to the realm of the Solareth, and his mother, Elenwe, was a Solareth enchantress of considerable skill. Their union was met with general disapproval from the other Solareth, always mistrustful of outsiders, and that mistrust passed on to Lorion.
Shunned and treated as more of a “Black Sheep”, Lorion turned his attentions to learning the delicate and deadly arts of elven warfare. Blessed with great innate skill and under the close supervision of his Solareth weapon master instructors, Lorion grew in skill and quickly began to outshine his peers. The Solareth, valuing the dedication of a specialist more than most, grudgingly came to realize and respect the value of the warrior Lorion was proving to be.
Lorion was sent out often on patrols into the hills and mountains within a small company of scouts. Under the supervision of those scouts and rangers, he learned to hunt and live off of the land, identify the signs of animals and enemies, and quietly stalk his prey.
It was during one of these patrols that his company stumbled upon a large encampment of Gorik. A cry quickly ensued and the small company of elves soon found themselves surrounded on all sides, with little hope of escaping. During the fight, Lorion’s captain, Aldarion, was knocked down and lay stunned from a blow to his helm. Lorion quickly stepped in to shield his captain and laid upon the tide of Gor with all the skill and ferocity he was able, swinging his great curved blade in wide arcs. The battle was soon over, with the Gor losing heart and fleeing. The elves gathered their wounded and retreated to safety as well.
Upon returning home, Aldarion recounted the tale of the encounter to their lord and master, proclaiming he owed his life to Lorion, who had stood like a lone leaf above him, holding back the foul black wind. And so, Lorion was then named Erelas, which means Lone Leaf in the elven language, and the gifting of a name also meant that Erelas had been fully accepted into the Solareth society. Aldarion, grateful to Erelas for saving his life, also gifted to him a horse – Sulinte, a skilled and trained war horse.
For several years, life was good and Erelas enjoyed his ever-growing station and position. It was upon the night of the Laithe (midsummer) Festival that tragedy struck. A large force of nether elven raiders struck during the late hours of the night, after most of the celebrants were either sleeping or well into their cups.
Erelas, seeing the fires of the Pegreth attack from miles away, rushed quickly to lend aid. By the time he arrived, there were no survivors. Both of his parents, as well as Aldarion, lay among the dead, but the force of invaders had since departed. It was a great tragedy, one in which he and his people did not fully recover from.
It was soon decided that the community, now greatly weakened, would be safer among the more northern strongholds of their people, and began their sojourn northward. Many of the scouts, including Erelas, stayed behind to patrol the lands and establish watchpoints.
Erelas has since been found among the hills and plains where he once lived, fighting against the ever-increasing number of evil inhabitants that pour unending from the dark places under the mountains.