Min’Lara Ken'urden

 

 

Name:Min’Lara Ken'urden        Race: Drow Elf    Alignment: Chaotic Neutral (Anarchist)  O.C.C.s: Thief   Level: 4  Hit Points: 31  Natural SDC:60  Age: 342  Gender: Graygender:                        Exp RN: 9,301    Exp Needed for next level: 11,101                                                          Weight:125lbs    Height: 6’6”           H.F.: 10     Handedness: Ambidextrous   

Birth Order: 2nd Born  Social Background: Rouge  Social Class: Middle Class                                                Land of Origin: Principality of Jordaine  City/Town: Neveral  Religion: Seldarine (Eilistraee)                                           Stats:                                                                                                                                      IQ:       13   +0 % to skills                                     ME: 13  +0 Vs Psionics/Insanity                        MA:     10    10% Trust/Intimidate                         PS: 19   +4 damage                                   PP:      30   +8 strike/parry/dodge                        PE:  21  +12% coma/death +3 poison             PB:      16    30% charm/impress                          SPD  27  +1 attacks/melee                    LUCK  12  N/A                                                       PER  21  35% danger sense                        Ref      26  +6 initiative            

Combat Skills & Bonuses

Level: 4         Hand-to-Hand Combat Type: Drow   No. of Attacks/Melee:  8

Strike: +11      Parry: +11       Dodge: +11     Damage: +(2D6+4)   Roll with Punch/Fall: +3           K.O./Stun:                   Critical:           Critical from Behind: x      Kick Attack:4D6 dam  Death Blow:                     Disarm:                        Other:                                                                                                                                                                                                                                                 

WEAPON PROFICIENCIES                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    

WPN

Lvl

Strike

  Parry

Qual/Mag

str/par

TOT Strike

Tot

Parry            

THROW

#Att

or

ROF

RANGE

DAM

Long Sword

4

+14

+13

+3

+17

+16

12

8

N/A

1D12

Hand Crossbow

4

+14

+12

+1

+15

+13

n/a

4

200ft

1D6

Paired Weapons

 

By Weapon Type

Dagger/Knife

4

+13

12

+1 /+4

+5

+18

+17

12

8

n/a

1D6

Long Bow

4

+14

12

+2

+16

+14

n/a

5

720ft

2D6

Saving Throws:

     Breath Weapons: 15

     Electrocution: 14

     Extreme Heat/Cold: 14

     Non-Magical Gasses: 15

     Harmful Drugs: 9

     Insanity: 12

     Coma/Death 47% or better

     Magic-

     Circles: 14 (all circles)

     Faerie: 14       

     Fumes: 12      

     Item: 12          

     Polymorph: 12           

     Ritual: 14        

     Spell: 10 (caster level 1-3)/11 (caster level 4-7)/12(caster level 8-11)/13 (caster level 12-15)        

     Wards: 12(creator level 1-3)/13(creator level 4-7)/14 (creator level 8-11)/17(creator level 12-15)

     Pain: 16

     Paralyzation: 14

     Petrification: 14

     Poison/Disease- Lethal: 6, Non-Lethal: 8 Spider Venom: 4  sleep poisons & drugs/insect & arachnid toxin: 8 all other injected poisons: 7

     Psionics- Non-Psionics: 15 Major or Minor: 12 Master: 10

     Soul Drinking: 14

ARMOUR                                                                                                                           Type: Elven Mithril Chainmail Elven  A.R.: 15 S.D.C.:  150   Weight: Weightless         Special Properties: Weightless, Noiseless 

Spell-like Abilities: (usable once per day)

Dancing Light, Faerie Fire, Darkness, Detect Magic, Know Alignment, Levitate

Background & Racial Skills

Level

Skill

Base

Bonus

%

4

Sign Language: Drow

30+5% per level

+10

98%

4

Locate Secret Compartments and Doors

25+5% per level

+10

55%

4

Expert Prowl

40+5% per level

+92

152%

4

Recognize Precious Metals and Stones

30+5% per level

+10

60%

4

Blind Fighting

20+5% per level

+5

45%

4

Paired Weapons

See Skill Description

4

Hand to Hand Combat: Drow

See Skill Description

4

Streetwise

30+5% per level

+4

54%

4

Torture Methods

25+5% per level

+5

50%

4

Interrogation

40+5% per level

+10

70%

4

Acrobatics

   Expert Climb/Rappel

   Expert Sense of balance

   Walk tightrope or high wire

   Expert Back flip

 

40%+5% per level                                    40%+5% per level 30%+3% per level    40%+5% per level

 

+15clb/rep

+10 s of b

 

+10 bk flip

 

75%

70%

42%

70%

4

Gymnastics

Work parallel bars & rings

 

30%+3% par bars

 

 

42%

 

 

O.C.C. Skills:

Level

Skill

Base

Bonus

%

4

Math: Basic

80+5% per level

+10

110

4

Appraisal

30+5% per level

+15

65

4

Skin/Prepare Animal Hides

40+5% per level

+5

65

4

Food Preservation

40+5% per level

 

60

4

Palming

25+5% per level

 

50

4

Climb/Scale Walls

50+5% per level

+15

85

4

Language: Drow

40+5% per level

 

98

4

Language: Elven

40+5% per level

+10

70

4

Locate Secret Compartments/Doors

25+5% per level

 

50

4

Streetwise

30+5% per level

 

65

4

W.P. Sword

See Skill Description

4

Hand to Hand: Drow

See Skill Description

4

Wilderness Survival

40+5% per level

+5

65

 

OCC Related Skills:

Level

Skill

Base

Bonus

%

4

WP Bow

See Skill Description

4

WP Dagger

See Skill Description

4

Concealment

20+5% per level

+20

60

4

Disarm/Set Traps

40+5% per level

+20

80

4

Identify Plants/Fruits

30+5% per level

 

50

4

Sign Language

30+5% per level

 

50

4

Tracking

35+5% per level

+5

60

4

Use/Recognize Poison

35/25+5% per level

+30

85/75

4

Boxing

See Skill Description

3

BodyBuilding/Weight Lifting

See Skill Description

2

Kickboxing

See Skill Description

1

Cook

50+5% per level

+10

65

 

Special Thieves Abilities: Thieves have a number of skills that are special to their profession. Although others may learn similar skills they are not the same as those taught to the thieves and actually pale in the comparison.

Skill

Description

Base

%

Pick Pockets

The thief uses this skill when filching small items from other peoples' pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand.
A failed attempt means the thief did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the thief's indiscretion, add three times the victim's level to 1%. A 0th-level victim, for example, notices the attempt only if he rolls 01% , while a 13th-level character notices the attempt on a dice roll of 40% or less. A successful pickpockets roll can also be noticed by the victim but is much harder. To determine whether the victim noticed the thief's indiscretion, add the victim's level to 01%.
A thief of a higher level than his victim is less likely to be caught pilfering. The chance that the victim notices the attempt can be modified by subtracting the victim's level from the thief's level, and then subtracting this number from the percentage chance the victim has to detect.
 A thief can try to pick someone's pocket as many times as he wants. Neither failure nor success prevents additional attempts, but getting caught might!

40% +5%

60

Pick/Open Locks

A thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief's tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character's chance for success. The GM sets the penalty based on the situation; penalties can range from -5% for an improvised but suitable tool, to -40% for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level). The base skill percentage for the Thieves Pick/Open Locks skill is .

45%+5%

65

Find/

Remove Traps

The thief is trained to find traps and alarms. These include poisoned needles, spring blades, deadly gasses, and warning bells.   
To find the trap, the thief must be able to touch and inspect the trapped object. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds.
 Once a trap is found, the thief can try to remove it or disarm it. A thief can attempt to disarm a trap once per experience level. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief's current skill. If the dice roll is 98-100, the thief accidentally triggers the trap and suffers the consequences.
 This skill is far less useful when dealing with magical or invisible traps. Thieves can attempt to remove these traps, but their chances of success are half their normal percentages.

30%+5%

50

Hide in Shadows

A thief can try to disappear into shadows or any other type of concealment -- bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is--his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy's attention is fixed elsewhere.

30% +5%

50

Detect Noise

A good thief pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic; the thief must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.

Perception roll as if the thieves perception was 5 higher (ie perception 20 rolls as if perception 25)

Thieves' Cant

All thieves know the Thieves' cant which is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves' cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves' cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation.

70% +5%

90

 

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Level

Skill

Base

Bonus

%

4

Dancing

30+5% per level

+ 15%

65

4

Running

See Skill Description

4

Hunting

40+5% per level

 

60

4

First Aid

50+5% per level

 

70

3

Fresh Water Fishing

30+5% per level

 

45

2

Lore: Creatures/Monsters

20+5% per level

 

30

1

Language: Common

40+5% per level

 

45

 

 

 

 

 

ANIMALS AND MOUNTS

Equs: 

Name: Varik    Type: Greymane  Hit Points: 61  Natural S.D.C: 98  A.R. (natural):12      Attacks/Melee:   Strike:3 Damage: Kicks-front does 3-18 damage, rear 5-30  Dodge:+1   I.Q. : 4 (Animal Intelligence)    Spd: 36                  

Value: 1300 Silver Pieces   Colour: Grey  Age: 3 years old

Tricks: trained as a riding animal, will respond to it’s name

Barding:  Type - Leather      A.R. - 12                         S.D.C. - 75

 

Magic Items

Backpack of Holding

Matched set of Daggers +4 to s/p/d

Boots of Elvenkind

Cloak of Elvenkind

 

Items & Equipment

Elven sword +2(Quality)

A pair of daggers

Long Bow and Quiver of 25 arrows (2D6 dam)

Quiver of 25 Bolts for Hand Crossbow (1D6 dam)

Shortsword (1D8 dam)

Soft leather (A.R. 10, S.D.C. 20).

Two sets of clothing

Jacket (with a hood, and with 7 inside pockets)

Moccasins

a pair of soft leather gloves

Belt

Bedroll

Purse

one large sack

one medium-sized sack

three small sacks

A water skin

set of skeleton keys

lock picking tools

50 feet(15.2 m) of rope

grappling hook

5 iron spikes

small hammer

pocket mirror

tinder box.

 

Money & Treasure

688 gold pieces

325 silver pieces

Background and Origins
Min'Lara Ken'urden was born a Drow elf in the isolated town of Neveral, nestled in the northern mountains of the Vale. Her family, though distanced from the dark politics of the Underdark, could never escape its long shadow. They sought to live peacefully in the wilderness, far from the cruelty and power struggles of their kin. However, their attempt to forge a new life in the wilderness ended in tragedy.

When Min'Lara was a child, a raid by Underdark Drow assassins claimed the lives of her parents, leaving her orphaned. Her older brother, Minokin Ken'urden, stepped in to raise her. Minokin was the First Ranger to the Lady Mayor of Neveral, a position of great prestige in the town. Under his tutelage, Min'Lara learned the skills of survival, scouting, and the finer arts of thievery—skills that would serve her well in the dangerous world she inhabited.

When Min'Lara was 200 years old, her brother was killed in yet another vicious raid by Drow from the Underdark. His death left her alone once again, driving her deeper into the shadows of her profession. She became more ruthless and self-reliant, determined to survive in a world filled with violence and betrayal.

Mission to Newhaven
Recently, Min'Lara was given a critical mission by the Lady Mayor of Neveral. Bugbear raids in the north had become more frequent and more violent, threatening the safety of the town and its surrounding lands. The mayor, concerned by the escalating danger, dispatched Min'Lara to Newhaven in the south to report directly to Baron Thrae, the regional lord tasked with overseeing the defense of the southern Vale.

Baron Thrae is known for his tactical mind and strong leadership, and it is his responsibility to coordinate efforts between Newhaven and Neveral. Min'Lara's mission is not just to inform the Baron of the rising Bugbear activity but to provide him with the latest intelligence on their movements and to advise on strategies for countering the threat.

While the mission is official, Min'Lara sees it as personal. The Bugbears' raids remind her too much of the Drow attacks that destroyed her family, and she is determined to help put an end to the growing menace before more innocents are lost.

Skills and Training
Min'Lara's training as a thief and scout was rooted in her brother's teachings and honed by years of living on the edge of society. She is adept at navigating the criminal underworld, gathering intelligence, and surviving in hostile environments.

Connection to the Wilderness
Although she is a thief by trade, Min'Lara's connection to the wilds remains strong. Growing up in the northern mountains of the Vale, she learned the essentials of survival: how to live off the land, navigate forests and mountains, and evade dangerous predators. Her understanding of these harsh environments makes her a valuable scout and a formidable adversary to those unfamiliar with the wilderness.

The untamed landscape is her true home. Whether she's scaling a mountain or sneaking through dense forest, Min'Lara feels at ease in nature. This bond with the wilderness gives her a unique edge in her missions, whether she’s hunting Bugbear camps or slipping unseen past enemy patrols.

Personality and Motivations
Min'Lara is a pragmatic, resourceful, and fiercely independent individual. Having lost her family to violence, she has built emotional walls around herself, trusting few and relying on her own abilities. She is not heartless, but her experiences have made her cautious and calculating. In her line of work, survival is paramount, and she does whatever is necessary to complete her missions.

She harbors a deep-seated grudge against the Underdark Drow for the death of her parents and brother, though she knows better than to seek reckless revenge. Instead, she channels her anger into her work, using her skills to protect those who cannot protect themselves and to ensure that the innocent are spared from the kind of losses she has endured.

Important Notes to keep in mind:

Alignment: Chaotic Neutral (Anarchist):  Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward chaotic neutral behavior.

Chaotic Neutral/Anarchist Characters Will:

     May keep their word.

     Lie and cheat if they feel it necessary.

     Not likely to kill an unarmed foe, but will certainly knockout, attack, or beat up an unarmed foe.

     Never kill an innocent (but may harm or kidnap).

     Not likely to help someone without some ulterior motive (even if it's only to show-off).

     Seldom kill for pleasure.

     Use torture to extract information (not likely to torture for pleasure).

     Does not work well in a group (this is the cocky loudmouth who is likely to do as they damn well please).

     Have little respect for self-discipline or authority.

     May betray a friend.

 

 

Paired Weapons: Users of paired weapons can:

1.   Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one melee action/attack.

2.   Twin, simultaneous strikes against the same target. Both weapons hit, but are considered ONE melee attack/action, (roll only once to strike). The defender can only try to parry one of the weapons in theparry! 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.

3.   Strike two different targets (or strike one and parry the other), simultaneously;both must be within reach.

4.   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.

Knife: Training with all types of knives. Bonuses: +1 to strikeat levels 2, 4, 7, 10, and 13. +1 to parry at levels 1, 3, 6, 9 and 12. +1 tostrike when thrown, at levels 1, 3, 6, 8, 10, and 13.

 

 

Crossbow: Add 20 feet (6 m) to the normal effective range per level of the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11, and 14.Archery Movement Penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horse back, or otherwise unbalanced.Archery Rate of Fire: Two at level one, and +1 at levels 2, 3, 5, 7,9, and 12.Average Ranges: Does not include W.P. bonus for range.Bow Type and Ranges Damage Per Arrow/Weapon

    Pistol Cross Bow (small) — 120 ft (36.5 m) 1D6 damage

Sword : Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, two handed, and short swords. Bonuses: +1 to strike at levels 1, 3, 6, 9, 12 and 15. +1 to parry at levels 2, 4, 7, 10 and 13. +1 to strike when thrown at levels 4, 8, and 12; swords are not designed for being thrown.

 

Bow: Long: Add 20 feet (6 m) to the normal effective rangeper level of the character, +1 to parry with that weapon (effective atlevel one), and +1 to strike at levels 2, 4, 6, 8, 11, and 14.Archery Movement Penalty: The character loses all bonuses andrate of fire is half when running and shooting, flying, when riding onhorse back, or otherwise unbalanced.Archery Rate of Fire: Two at level one, and +1 at levels 2, 3, 5, 7,9, and 12.Average Ranges: Does not include W.P. bonus for range.Bow Type and Ranges Damage Per Arrow/Weapon

    Long Bow — 640 ft (195 m) 2D6 damage

 

Hand to Hand Combat: Drow:

     Starts with 3 attacks per melee, +3 to roll with punch/fall/impact, +3 to pull punch

     +3 to strike/parry/dodge.

     Kick attacks: Karate style kick(does 2d6 damage) and any 4 of choice

     1 additional attack per melee.

     Jump Kicks (all).

     Critical Strike 18-20.

     Paired Weapons.

     Leap Attack (critical strike).

     1 additional attack per melee.

     Body throw/flip and +1 on initiative

     +4 to damage

     +2 to Strike/parry/dodge

     Knockout/stun on 17-20

     1 additional attack per melee.

     Death Blow on natural 19-20

Drow Customs:

Drow customs are deeply rooted in their culture and society, reflecting their values, beliefs, and way of life. Here are some of the key customs observed by the Drow:

Gesture of Peace: The Drow gesture of peace is marked by crossing their arms over their chest. This symbolic action indicates a cessation of hostilities and a desire for calm. In addition, disarming an opponent and then ceasing the fight is seen as a strong indication of peaceful intent and respect for the other party.

Gesture of Surrender: Surrender among the Drow is demonstrated by dropping to one knee and letting fall any weapons before the being to whom one submits. This act of submission is typically performed by male Drow towards female Drow, showcasing deference and acknowledgment of their superior status.

Massage Rituals: Drow society places a high value on physical relaxation and personal care. Massages are a popular custom, often involving long, scented sessions with aromatic oils, hot water, and steam. These rituals are enjoyed by both givers and receivers as a form of social bonding and personal indulgence.

Fascination with Magic: Magic holds a revered place in Drow culture. They take great pleasure in wielding magical power and are constantly intrigued by new spells and magical effects. The pursuit of magical knowledge and the display of its power are central to their cultural identity.

Appreciation of Beauty: The Drow have a deep appreciation for beauty, which extends to sculptures, crafted items (especially weapons), and the physical form. They are proud of their physiques and often display them with pride. Children showing any physical deficiency are either slain or sacrificed, as physical perfection is highly valued.

Social Gatherings: Parties and social gatherings are a significant part of Drow life. These events are marked by festivity, music, and dance, serving as a means for socializing, celebrating, and reinforcing community bonds.

Hunting as a Rite of Passage: Hunting is not just a pastime but a rite of passage for the Drow. It is an important cultural tradition that symbolizes strength, skill, and the transition from youth to adulthood. Successful hunts are celebrated and often mark significant milestones in an individual's life.