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. |
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. |
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.