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Archren Elmleaf



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Archren Archren Elmleaf Lawful Neutral 40
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Wizard6 16420 Elf (Gray) M 5' 0 inches 95 pounds Low-light
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
6 21000 120 F Violet Silver, Long
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
Str
Strength
10 0

Dex
Dexterity
17 +3

Con
Constitution
14 +2

Int
Intelligence
19 +4

Wis
Wisdom
13 +1

Cha
Charisma
12 +1

TOTAL
WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
33






30'
AC
Armour Class
13 = +10 + 0 + +3 + 0 + 0
+

0 0 +3
TOTAL ARMOR
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
INITIATIVE
Modifier
+3 = +3 +
TOTAL DEX
MODIFIER
MISC
MODIFIER
BASE ATTACK
Bonus
+3
SKILLS
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
Appraise INT 4 = 4 + 0.0 + 0
Balance DEX 3 = 3 + 0.0 + 0
Bluff CHA 1 = 1 + 0.0 + 0
Climb STR 0 = 0 + 0.0 + 0
Concentration CON 6 = 2 + 4.0 + 0
Diplomacy CHA 1 = 1 + 0.0 + 0
Escape Artist DEX 3 = 3 + 0.0 + 0
Gather Information CHA 5 = 1 + 4.0 + 0
Heal WIS 1 = 1 + 0.0 + 0
Hide DEX 3 = 3 + 0.0 + 0
Intimidate CHA 1 = 1 + 0.0 + 0
Jump STR 0 = 0 + 0.0 + 0
Knowledge(Arcana) INT 13 = 4 + 9.0 + 0
Knowledge(Constructs) INT 5 = 4 + 1.0 + 0
Knowledge(Nature) INT 7 = 4 + 3.0 + 0
Knowledge(Religion) INT 13 = 4 + 9.0 + 0
Knowledge(The Planes) INT 7 = 4 + 3.0 + 0
Listen WIS 3 = 1 + 0.0 + 2
Move Silently DEX 3 = 3 + 0.0 + 0
Ride DEX 5 = 3 + 2.0 + 0
Search INT 6 = 4 + 0.0 + 2
Sense Motive WIS 1 = 1 + 0.0 + 0
Spellcraft INT 9 = 4 + 5.0 + 0
Spot WIS 6 = 1 + 3.0 + 2
Swim STR 0 = 0 + 0.0 + 0
Use Rope DEX 3 = 3 + 0.0 + 0
Wilderness Lore WIS 1 = 1 + 0.0 + 0
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
RACE
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
Fortitude
Constitution
+4 = +2 + +2 + 0
+ 0
+
Reflex
Dexterity
+5 = +2 + +3 + 0
+ 0
+
Will
Wisdom
+6 = +5 + +1 + 0
+ 0
+
TOTAL BASE ATTACK BONUS STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
MELEE
ATTACK BONUS
+3 = +3 + 0 +
+
+
RANGED
ATTACK BONUS
+6 = +3 + +3 +
+
+
TOTAL BASE ATTACK BONUS DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
Dagger TOTAL ATTACK BONUS DAMAGE CRITICAL
+3 1d4 19-20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Neither 0' P T  
Shortbow (composite) TOTAL ATTACK BONUS DAMAGE CRITICAL
+6 1d6 20/x3
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Neither 70' P M  

PCGen template by Richard O'Doherty-Gregg with help from Arcady. If you have any suggestions please send them to OdGregg@bigpond.com

EQUIPMENT
ITEM EQUIPPED QTY WT. GP COST ITEM EQUIPPED QTY WT. GP COST
Arrows (20) N 3.0 3.0 1.0 Backpack N 1.0 2.0 2.0
Bedroll N 1.0 5.0 0.1 Bit and bridle N 1.0 0.0 2.0
Blanket,Winter N 1.0 3.0 0.5 Chalk,1 piece N 3.0 0.0 0.01
Dagger N 2.0 1.0 2.0 Explorer's outfit N 1.0 8.0 10.0
Courtier's outfit N 1.0 6.0 30.0 Flask N 1.0 0.0 0.03
Flint and Steel N 1.0 0.0 1.0 Horse,heavy N 1.0 0.0 200.0
Ink(1oz.vial) N 3.0 0.0 8.0 Inkpen N 2.0 0.0 0.1
Lantern,hooded N 1.0 2.0 7.0 Oil(1pint flask) N 5.0 1.0 0.1
Paper(sheet) N 10.0 0.0 0.4 Pouch,belt N 2.0 3.0 1.0
Rations,trail(per day) N 10.0 1.0 0.5 Rope,hemp (50ft) N 1.0 10.0 1.0
Saddle,rideing N 1.0 0.0 30.0 Sack(empty) N 1.0 0.5 0.1
Saddlebags N 2.0 0.0 4.0 Shortbow (composite) N 1.0 2.0 75.0
Spell componet pouch N 2.0 3.0 5.0 Spellbook.Wizards(blank) N 2.0 3.0 15.0
Traveler's outfit N 2.0 5.0 1.0 Waterskin N 2.0 4.0 1.0
TOTAL WEIGHT CARRIED 8.0 lbs
WEIGHT ALLOWANCE
Light 33.0 Medium 66.0 Heavy 100.0
COMPANIONS
Hazel, the Squirrel
MAGIC
Magic teleporting tattoo
PROFICIENCIES
Shortbow; Longbow; Longbow (composite); Shortbow (composite); Club; Dagger; Crossbow (heavy); Crossbow (light); Quarterstaff; Sword (long)
PROHIBITED
 
LANGUAGES
Common, Elven, Draconic, Gnome, Orc, Sylvan
SPECIAL ABILITIES
Summon Familiar,Immunity to sleep,save +2 vs enchantment spells,Automatic Search check if within 5' of secret/concealed door
FEATS
NAME DESCRIPTION
Craft Wondrous Item You can create any miscellaneous item whose prerequisites you meet.
Education All Knowledge skills are class skills for you. You receive a +1 bonus to two Knowledge skills. Note: May only choose at 1st level.
Extra Familiar By taking this feat you get an additional animal familiar. This familiar can be the same type of animal as your first, or a different type. Existing familiar feats can apply to the new familiar. You gain all the benefits of both familiars, but identical bonuses from multiple familiars don't stack. A character can gain this feat multiple times, each time you take the feat you call another familiar.
Quick Study You gain one additional skill point each time you advance a level. PCGEN will not calculate this, so you will need to manually add 1 additional point each level after taking this feat.
Scribe Scroll You can scribe a scroll.
Silent Spell You can cast a spell using no verbal components. Spell is one level slot higher. Does not affect Bard spells.
Still Spell You can cast a spell without somatic components. Spell is one level slot higher.

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Biography

At the young age of 120, Archren is already a very bitter young high-elf. For reasons beyond her ken, 10 years ago she was expelled from her family/tribe group. She would have been far more content to stay where she was and learn magic at the feet of her elders. Unbeknownst to her, the female leader of her group had a dream that indicated that young Archren had a greater destiny ahead of her, but that she would have to mature towards that destiny out in the world, instead of in the sheltered elven enclave. Archren knows nothing of this destiny. 

From a young age she was obsessed with the gaining of knowledge, not so much the application thereof. Her dream was to study with the elders until she could finally do magical research of her own, creating new spells and contributing original knowledge and theories. Given her impressive interest and intellect, she was encouraged in this very early on. Now that she has been expelled, this is still her eventual goal, except that now she has to gain her experience in the real world instead of from teachers. She is extremely not thrilled by this prospect.

Before she left, the best magician of the elves gave her a tattoo on her upper right arm. All she told Archren was that when she needed to, she would find out what it does.

Expelled and completely confused, Archren was quickly captured by slavers and chained up. When the slavers ship was driven onto the rocks by a storm, Archren was really frightened and grabbed hold of the person chained up next to her. Then she teleported back to the field outside her home forest, with her companion [one of the PCs, I don't know all of their stories yet]. That was what the tattoo was for. Unbeknownst to her, it is also a homing beacon so that the elders of her tribe can track her and find her is there is ever need. Through experimentation, Archren discovered that she could teleport twice a day, to somewhere she had been before. By this time that includes a number of safe towns, alleys and fields. She prefers fields, because she's not sure of what would happen should she even teleport into a spot that had something in it, like a person walking through or a new barrel. 

The thief helped Archren learn some survival skills, although pretty much endlessly teased her about her naiveté. They eventually parted ways. Since then Archren has made a living looking for and categorizing magical items and spell components for wizards. Her magical ability helps her in two ways. Since she will never be even a mediocre warrior, it lets her get out of scrapes that would otherwise easily kill her. It also handily cuts down on her delivery time of perishable magic items and spell components, making her services increasingly in demand. She is paid in knowledge as well as a little money. That suits her, although she knows that someday she'll need enough money to set up her own keep and magical research laboratory. 

Once, when she was soloing, she happened to die. She won't ever, EVER talk about the circumstances of her death (her pride prevents her, she was eaten by jungle cockroaches). Her employer at the time had agreed to pay for her to be resurrected. As she was being revived, she saw nothing but heard a voice say, "Archren, at some time, I will call on you, and you will serve me in a time of great crisis." She couldn't see anything, nor identify the voice. She asked "Who are you? Pelor? Corellon Larethian? Obad-Hai? Wee Jas? Moradin? Boccocb?" The god laughed, and sent her back. Since she doesn't know which god it was, she won't commit her worship to any one god, because the god she worshipped might offend the god that revived her. She is searching out information on all gods that she can find, to try to figure it out.

After that experience, her employer pointed her to the Blades of Light. Although she agrees that it is much safer to go in numbers, she is in no way a people person, and does not make close friends. The Blades have been good to her, however, and she hasn't died since she joined them. That's about as much as she can hope for. 

Combine all this with her bitterness (for obvious reasons, this was further exacerbated by the god who, she feels, was teasing her) and idle periods, and you get a functioning alcoholic. When she is bored in town, she drinks. Never on missions or when she is learning something, but she generally becomes a reclusive drunk in town until work shows up again.

In the back of her mind is the idea that someday, she'll take some time off and go find the Loremasters, the elves that gather knowledge. They sound like her kind of people, but she is wary, because she doesn't know whether or not they'll accept her, given her checkered past. 

She is a waif of an elf, 5' 4" tall, with striking, angular features, memorable but not beautiful. She is quite thin, weighing only 110 lbs. She has intense and angry violet eyes, and mostly white hair, with a fair complexion. She is already developing frown lines between her eyebrows, contrasting with her otherwise young skin.

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