Ekar Thrae Caer`Thalarin


Sa`Adrashtai a vell Seldarine


Noble / Paladin / Healer
Baron of the Vale, Jordaine

I.Q.16+2% to all skills
M.E. 13+0 save vs. Psionic Attack, +0 save vs. Insanity
M.A.1850% Trust/Intimidate
P.S.24+9 Hand to Hand Combat Damage
P.P.30+8 Strike/Parry/Dodge
P.E.24+18% vs Coma/Death +5 vs Poison
P.B.2260% Charm/Impress
SPD.24No Special Bonus
PER.1925% Danger Sense
LUCK14No Special Bonus
REF24+6 to Initiative

O.C.C.
Noble
Paladin
Healer
Experience Level
4
2
2
Current Exp
Experiance needed for next level
4801
Noble: 17,001
Paladin: 4,801
Healer: 4,801l

True Name: Thaervince Caer`ThalarinTitle: BaronRace: Grey Elf (Ly`Tel`Quessir)Alignment: ScrupulousLand of Origin: Kingdom of Arethane
Age: 100Sex: MaleWeight: 163 lbsHeight: 7' City/Town: Teradryn
Handedness: RightEye Colour: Ice BlueHair Colour: BlackBirth Order: 2nd Born Religion: Seldarine
Social Background: NobleSocial Class: High High ClassMother T`Sharra Caer`Thalarin, a royal SajorteFather Unknown who Father is (Mother not wiling to tell. Rumour says it is the Valishar which is true) Siblings: Brothers Saerevon, Rhyoric, Sisters Kaeritha Shiwen, Tamryn, and Taeblytha

HP: 68 Natural SDC: 76AR: 18 (+3 Elven Plate)Armour SDC: 300

Combat and Other O.C.C. Bonuses

LEVELHAND-TO-HAND COMBAT TYPENO. OF ATTACKS/MELEESTRIKEPARRYDODGEDAMAGECALLED SHOTINITIATIVE
4Paladin5+10+4+3+9Nat 18-20+8
ROLL WITH PUNCH/FALLPULL PUNCHK.O./STUNCRITICAL HITCRITICAL FROM BEHINDKICK ATTACKDISARMHORROR FACTORDEATH BLOW
+10 +4 Nat 19-20 Nat 20 x2 +2D6 +8 +1
NOTES
Sence Necromancy within 50': 30 +3%/lvl, Immune to Disease, 90' Nightvision, +7 save vs Charm and Sleep

Weapon Proficiencies

WEAPONLEVELPROFICIENCY STAGESTRIKEPARRYTHROWROFRANGEDAMAGESPECIAL BONUS
WP Longbow4Expertise+1@lvl 2, 4, 6, 8, 11+1N/A2+1@lvl2,3,5,7,9640'+20'/lvl2D6
  • +1 Att at LvL 2, 6, 10, 14
  • Has +1 STRIKE and +2 ROF from being Elf+1
  • +3 STRIKE From Elven Quality
W.P.: Sword4 Specialization+1 STRIKE @ lvl 1, 3, 6, 9, 12, 15+1 PARRY @ lvl 2, 4, 7, 10, 13+1 Strike @ lvl 4, 8, 12N/AN/A2D6
  • +1 Att at LvL 3, 6, 9, 12,15
  • +1 STRIKE/PARRY, +2 DAMAGE
  • Has +1 STRIKE from Elf
  • +3 STRIKE From Elven Quality
  • +1 Attack from Level 2 Expert
W.P.: Shield (Large Kite)4Proficiency+1 STRIKE @ lvl 4, 8, 12+1 PARRY @1, 3,6, 9, 12, 15N/AN/AN/A1D4N/A
WP LanceThe roll of a natural 19 or 20 (unmodified die roll) means the lance strike inflicts triple damage (instead of double; an otherwise successful strike does normal damage, including bonuses for being on horse back) or the strike unseats his opponent. The player must announce his character's intention as to whether he intends to inflict damage or unseat his opponent. Opponents unseated from horse back suffer 1d6 damage from the lance, are knocked off their horse and take an additional 1d6 damage unless they successfully roll with fall/impact. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horse back, but standing on the ground can be knocked off his feet and on his back side with the same result, except no additional damage from the fall. In the alternative, the paladin can try to disarm an opponent with the lance. Roll to strike as usual, but if the defender fails to parry or dodge, the paladin successfully strikes him in such a way that he drops his weapon or shield. The player must announce his character's intension to disarm his opponent and make a called shot indicating what item he is trying to knock out of the opponents hands. This attack can also be used to knock off any hat or helmet that isn't bolted directly to the body armour. This attack is often used by paladins for fun and games, as a warning, or an attempt to frighten away or discourage an opponent rather than engage in a battle to the death. An opponent may also be unseated or disarmed with a modified strike roll (all bonuses included) that is 19, 20 or greater.
WP Crossbow2Proficiency+1@ lvls 2, 4, 6, 8, 11, 14+1N/A2+1@lvl 2, 3, 5, 7,9,12340'+20'/lvl2D4+3 STRIKE From Elven Quality
WP Targeting2Proficiency+1 STRIKE at levels 2, 5, and 10N/A+1 STRIKE @ lvl 2, 5, 10N/AN/AN/AN/A
WP Paired
  • Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one meleeaction/attack.
  • Twin, simultaneous strikes against the same target. Both weapons hit, but is considered ONE melee attack/action, (roll only once to strike). The defender can only try to parry one of the weapons in the parry! The other will strike, unless he too is using two weapons, or a weapon and a shield, and has the W.P. paired weapons skill.
  • Strike two different targets (or strike one and parry the other), simultaneously; both must be within reach.
  • Weapons are limited to the one-handed types and can be used in any combination; for example, two short swords, or short sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons cannot be used as a paired weapon.

Saving Throws

Breath WeaponsComa/DeathElectrocutionExtreme Heat/ColdNon-Magical GassesHarmful DrugsInsanityIllusion
15+18%131314141111
PainParalyzationPetrificationPoison LethalPoison Non-Lethal: 15DiseasePsionicsSoul Drinking
1513131315immunemajor-1113
Magic-CirclesMagic-FaerieMagic-FumesMagic-ItemPolymorph:13Magic-RitualMagic-SpellMagic-Wards
14151312131410 (caster level 1-3)/12 (caster level 4-7)/12 (caster level 8-11)/13 (caster level 12-15)12 (creator level 1-3)/13 (creator level 4-7)/14 (creator level 8-11)/15 (creator level 12-15)

Natural Elven Magic

Base P.P.E.
Level 1
Level 4
30

    Dancing Lights
    Faerie Fire
    Globe of Daylight

    Levitate
    Know Alignment
    Detect Magic
These are Natural spell like abilities and do not require P.P.E. to cast

Major Psionic

Category
ISP
Abilities
Healing
47
  1. Disease Purification (18)
  2. Brain Scan (10)
  3. Bio-Feedback (6)
  4. Deaden Pain (4)
  5. Healing Touch (6)
  6. Increased Healing (10)
  7. Induce Sleep (4)
  8. Psychic Diagnosis (4)
  9. Stop Bleeding (Self) (2)
  10. Suppress Fear (8)

Healer Abilities LEP: 248

Level One

    Level Two

    Anaesthesia (Local) (4)Anaesthesia (General)(8)
    Cure Light Wounds (4)Bio-Regeneration (6)
    Death Trance (4)Cure Minor Wound (6)
    Delay Poison (4)Disfigure Flesh/Skin (10-50)
    Destroy Dead Flesh(1-6)Fuse Bones (4)
    Diagnosis (4)Gathering of Maggots(6)
    Disinfect (6)Heal Simple Fracture (10)
    Healing Touch (8)Identify Toxins/Disease (5)
    Meditation Trance (0) Inflict Light Wounds (6)
    Minor Blood Stoppage (5)Lust for Life (10)
    Preserve Living Flesh(2)Minor Organ Repair(12)
    Resist Cold (3)Negate Toxins (10)
    Resist Fire (3)Replace Flesh (5)
    Resist Hunger (3)See Through Lifeless Eyes ( 4)
    Resist Thirst (3)Soothing Touch (10)
    See Health (2)Stun Relief (6)
    Sense Life Essence (2)

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    SKILLS

    Background & Racial Skills

    LevelSkillStart %BonusSkill %
    4Dance (Pro)30+5+47%82%
    4Heraldry (Pro)20+5+52%77%
    4Horsemanship: Paladin45/40+5+42%92/87%
    4Languages: Elven (Pro)40+5+60%98%
    4Literacy: Elven (Pro)30+5+52%98%
    4Language: Common (Pro)40+5+52%98%
    4Military Etiquette(Pro)50+5+52%98%
    4Court Etiquette (Pro)25+5+47%92%
    4Mathematics: Basic(Pro)80+5+52%98%
    4Play Musical Instrument Lute25+5+42%72%
    4Sing (Pro)30+5+42%77%
    4Hand to Hand: Paladin of LightN/AN/AN/A
    4Track Humanoids35+5+37%77%
    4Track/Trap Animals35+5+42%82%
    4Prowl (Pro)40+5+32%47%
    4Identify Plants & Fruits30+5+32%67%
    4WP LongbowN/AN/AN/A
    4W.P.: Sword (expert)N/AN/A +1 to Strike,+1 Att N/A
    4W.P.: Shield (Pro) (Large Kite)N/AN/AN/A
    4Wilderness Survival: Forest40+5+42%87%

    OCC Noble

    4Play Musical Instrument Drum25+5+42%67%

    OCC Paladin

    2WP LanceN/AN/AN/A
    2WP CrossbowN/AN/AN/A
    2WP LanceN/AN/AN/A
    2WP TargetingN/AN/AN/A
    2 Lore: Religion20+5+47%67%
    2Forced March 25+5+12%37%
    2Language: Drow40+5+37%77%
    2Language: Orc40+5+37%77%
    2Literacy: Human30+5+37%77%
    2Prayer of Strength of the Blessed
    2Prayer of Communion
    2Summon the Minions of Light
    2Prayer of Intervention
    2Miracles
    2Detect Good/Evil 100' rad. At will.
    2+5 to saving throws
    2Immune to all diseases
    2Healing touch (or Harming touch against enemies of the church)
    2Cure Disease 3/week
    2Perpetual emanation of protection from evil 10' rad (or good if a Paladin of Dark) around the paladin.
    2Clerical Abilities: Special Prayers as Priest of same level (see priest occ for descriptions), Spell ability (+3 S/P/D, 2-12 S.D.C., Circle of Protection, Curse/Remove Curse) starting at fifth level (as if a priest of first level.), Circle of Protection, Curse/Remove Curse, Dispel Magic, Turn 4-24 dead, or by the churches discretion).

    OCC Healer

    2Holistic Medicine30/20+5% +42%72/62%
    2Identify Plants & Fruits30+5%+22%52%
    4Preserve Food Pro 40+5%+42%82%
    2Surgery30/20+5%+37%67/57%
    2Research60+5%+37%97%
    4Biology (pro)40+5% +47%87%
    4Cook (pro)td>50+5%+42%92%
    2Midwiving40+5%+27%67%
    2Language: Ancient Elven+32% 98%
    2Sign Language Drow15+5%+27%42%
    2Sign Language (pro)30+5%+27%57%
    2Literacy: Ancient Elven30+5% +32%62%
    2Healing Abilities

    OCC Related Noble

    4Recognize Weapon Quality25+5+62%87%
    4Racial Cultures: General30+5+62%92%
    4Law35+5+37%72%
    4Public Speaking 30+5+42%72%
    4Diplomacy35+5+62%97%
    4History30+5+42%72%
    3Rope Works40+5+37%77%
    2Lip Reading40+5+52%97%
    1Literacy: Drow30+5% +27%57%

    OCC Related Paladin

    4Military History25+5+42%67%
    4Armour Identification30+5+42%72%
    4Armourer (pro)20+5+82%98%
    4Blind Fighting 30+5+42%72%
    4Camouflage25+5+42%67%
    4Detect Ambush50+5+42%92%
    3Intelligence45+5+42%87%
    2Interrogation40+5+37%77%
    2Lore Farm40+5+47%87%

    OCC Related Healer

    2Lore: Flora20+5+17%37%
    2Gardening 40+5+12%52 %
    2Language: Goblin40+5+52%97%
    2Escape Artist30+5+12%42%
    2Appraisal30+5+12%42%
    1Herding20+5+7%27%

    Secondary Skills: Noble

    4Falconry 40+5+22%62%
    4Fresh Water Fishing30+5+22%52%
    3Drawing: Pencil/Ink/Chalk40+5+17%57%
    2RunningN/AN/A N/A
    1WrestlingN/AN/AN/A

    Secondary Skills: Paladin

    2BoxingN/AN/A N/A
    2General AthleticsN/AN/AN/A
    2AcrobaticsN/AN/A N/A
    2GymnasticsN/AN/AN/A
    2Botany40+5+22%N/A62
    1Kick BoxingN/AN/AN/A

    Secondary Skills: Healer

    2Meditation25+5+12%37%
    2Swimming50+5+12%62%
    2Tumbling30+5+12%42%
    2Set/Disarm Traps40+5+12%57%
    2Animal Husbandry40+5+12%57%
    1Lie Detection25+5+7%32%

    Money

    Copper Piece
    (CP)
    Tin Piece
    (TP)
    Brass Piece
    (BP)
    Bronze Piece
    (BZP)
    Steel Piece
    (STP)
    Silver Piece
    (SP)
    Gold Piece
    (GP)
    Platinum Piece
    (PP)
    Mithral Piece
    (GP)
    3700

    Gems and Jewelry

    Gem

    QualityBase Value
    AmethystAbove Average105 gp
    SardonyxAverage500 gp
    AmetrineExceptional1725 gp
    MorrisonitePoor Grade1425 gp

    Jewelry

    QualityBase Value
    Buckle/ClaspGood750 gp
    BraceletGood1500 gp
    ArmBandGood500 gp

    Special Possession


    Corellon's Grace

    This amulet that he wears under his armour is made from shimmering mithril, adorned with intricate Elven runes that glow softly when the paladin channels his divine power. It was a gift from his mother, passed down through generations of noble Elven paladins of the Caer`Thalarin Family Line, each adding their own blessing to its magic. Corellon's Grace enhances the paladin's connect to the Seldarine, granting them increased protection against evil +2 and a heightened ability to heal wounds in times of dire need Heals twice the normal amount on Healing touch. It also serves as a symbol of the noble lineage and unwavering dedication to justice and righteousness that runs through their family line.

    Land/Holding

    Granted Barony of the Vale, and Deed to Black Island (Character knows that the island is supposedly cursed, and the buildings are unlivable and that everything will need to be rebuilt and sanctified. He will not disclose this information unless he absolutely needs to)

    Animals

    Lathrien


    Breed: Dagor`Kelytha {Elven War Horse}
    I.Q.: 11 M.E.: 16 M.A.: 10 P.S.: 22 P.P.: 16 P.E.: 20 P.B.: 12 SPD: 18 PER: 9 LUCK: 10

    Age: 4 years
    Size: 6 feet (1.8 meters) tall at the shoulder, powerful build
    Weight: 1900 pounds (862 kg)
    A.R.: Not applicable
    Hit Points: 41
    S.D.C.: 44
    Plate Barding:
    AR: 16
    SDC: 300
    P.P.E.: 27
    Attacks Per Melee: 4
    Damage:
    • Kicks: front doing 3D6+4 SDC damage
    • Rear doing 5D6+6 SDC damage
    • Stomp does 2D4SDC damage
    • Trample SDC damage 5D6
    • Bite 2D4
    Note that horses instinctively leap over and run around humanoids and most other animals, but may trample when completely panicked or when a domesticated animal is made to do so by its rider.
    Bonuses: +3 on initiative, +5 to strike, and +4 to dodge, +5 to save vs. Horror Factor, and +4 to save vs. poison and disease.
    Natural Abilities:
    • Great strength and endurance
    • Can pull as much as six tons on a wagon
    • Can carry up to 650 pounds (294.8 kg)
    • Swim 50%
    • Jump 5-6 feet (1.5 to 1.8 meters) high and 15 feet long (4.6 meters)

    Horsemanship- Paladin: Base Skill: 45%/40%+5% per level of experience.
    • Ride & care of horses: The first percentile number indicates the character's riding ability and a fundamental knowledge of feeding, caring, and grooming of horses.
    • Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
    • Breed horses: The second percentile number indicates the knowledge in the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
    • Jumping: The second percentile number also indicates the success ratio of NOT being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, character must roll under his percentage to remain in the saddle and in control of his animal. Damage from being thrown off a horse is typically 1D6.
    • Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short ofits maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse's P.E. attribute.
    • Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
    • Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
      • +1 on initiative when on horseback.
      • +2 to roll with fall or impact when knocked from a horse.
      • +2 to parry or dodge while on horseback.
      • Inflicts +6 to damage when on horseback.
      • Charge attack (running horse) with a lance, pole-arm or spear: +3D6 damage. The attacker must roll under the second percentile numberto avoid being dismounted. Charge attacks count as two melee actions/attacks.
      • Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under the second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.

    Speed: 54 (37 mph / 59.5 kph); Maximum speed 66 (45 mph / 72.4 kph)

    Magic Items

    • Backpack of Holding
    • Boots of Elven Kind
    • +3 Elven Full Plate Armour: AR:18 300 sdc
    • Elven Scimitar Holy Weapon (+3 S/P/D, 2-12+6 vs Evil S.D.C)
    • Elven Scimitar Holy Weapon (+5 S/P/D, 2-12+10 vs Evil S.D.C)
    • Corellon's Grace

    Equipment

    • Lance
    • Dagger
    • Elven Scimitar
    • Light Elven Crossbow & Quiver of 20 bolts
    • Elven Long Bow & Quiver of 24 arrows
    • Elven Kite Shield marked with the churches holy symbol
    • Tabard marked with the churches holy symbol
    • Belt with 2 Pouches,
    • 4 sets of Clothing,
    • Robe
    • Cloak
    • Grooming Utensils
    • Seldarine Holy symbol
    • Bed Roll
    • Flint and Tinder Box
    • 2 Large Sacks
    • 2 Small Sacks
    • Holy Water
    • Hat
  • Belt
  • Blanket
  • Two medium-sized sacks
  • Six small sacks
  • A water skin
  • Small kettle
  • Small frying pan
  • Iron Pot
  • 2D4 vials (for herbs and potions)
  • Small pouch with six surgical knives (each does 1D4 damage if used as a weapon)
  • Several rolls of cloth bandages
  • First-aid kit
  • Food rations for 1D4+1 weeks
  • Cooking utensils
  • A six inch (0.15 m) wooden cross
  • A pocket mirror
  • 1D4+1 wooden stakes
  • A small mallet
  • Tin of snuff
  • A set of fine clothing
  • A pair of gloves
  • Tent
  • Purse
  • A wine skin of fine wine
  • A bottle of fine brandy
  • Comb
  • Salt
  • Collection of spice from common to exotic
  • 50ft silk rope
  • Grappling Hook
  • Fishing Line
  • Fishing Pole
  • Fishing Hook
  • Fishing Net
  • Hooded Lantern
  • Elven Lute
  • Elven Drum
  • Signet Ring
  • Bio

    Thaervince Caer`Thalarin, known as Thrae to those close to him, was born a Grey Elf in the illustrious Kingdom of Arethane, specifically within the serene city of Teradryn. His noble lineage traces back through generations of the Caer`Thalarin family, renowned for their dedication to the Seldarine and their unwavering commitment to justice and righteousness.

    From a young age, Thaervince was groomed to uphold the noble traditions of his family. His upbringing in the royal household of his mother, T`Sharra Caer`Thalarin, a respected Sajorte, provided him with both privilege and a sense of responsibility. His father's identity remains shrouded in mystery, a fact his mother guards closely, sparking rumors suggesting a connection to the enigmatic Valishar.

    Raised alongside his older brother Saerevon Caer`Thalarin and his 5 other siblings, Thaervince's early years were steeped in the teachings of the Seldarine, under the guidance of the Valishar and the rigors of noble etiquette. His mother ensured he received a comprehensive education befitting his status, excelling in languages, literacy, and courtly manners. Under the tutelage of skilled tutors and mentors, he developed a keen intellect and a deep understanding of both Elven and human cultures.

    As he matured, Thaervince's natural affinity for leadership and his innate charisma became apparent. His prowess in martial training, particularly in the arts of swordplay and archery, further solidified his role as a future leader among the Caer`Thalarin family. His dedication to the ideals of the Paladin, melding martial prowess with healing abilities, marked him as a rare gem among the noble houses.

    At the age of 100, Thaervince has bestowed with the title of Baron of the Vale, a responsibility he plans to take with solemn determination. The Barony, including the mysterious Black Island, has become his charge, despite the island's rumored curse and the daunting task of rebuilding its structures. He has accepted this challenge with characteristic stoicism and unwavering faith in the guidance of the Seldarine. He and 4 companions travel together to the Vale and seek out their destinies.

    Thaervince's journey is defined not only by his noble lineage and martial prowess but also by his compassionate heart and commitment to healing. As a Paladin and Healer, he utilizes his abilities not only in battle but also in service to those in need, embodying the virtues of mercy and protection cherished by his family and the Seldarine.

    With Corellon's Grace, a powerful amulet passed down through generations, adorning his armor, Thaervince stands ready to confront the darkness that threatens his lands and to uphold the honor of the Caer`Thalarin name. His story continues to unfold as he navigates the challenges of leadership, explores the mysteries of the Black Island, and strives to honor the legacy of his noble family.

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