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 |
|
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) |
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. |
|
[return to top] 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.
[return to top]
|