Syndra Trueshot - Last updated 04/15/2004

Level: 6 / 6

Hit points: 60 / 60

Armor Class: 1 

Character Race: Sylvan Elf

Character Class: Cleric (Herbalist) / Ranger (Specialty Priest)

Character Alignment: Chaotic Good

Deity: Solonor

 Age: 110

Sex: Female

Height: 5' 2"

Weight: 108 lbs

Hair: Red

Eyes: Blue

 

General Description:

Syndra is a small and petite female sylvan elf. Her long red hair and blue eyes has marked her as good fortune for her clan. She dresses in colored studded leather and is never seen without her bow. Syndra has ritual tattoos on her wrists, ankles and neck, in honor of her religion, Solonar Thelandira. The artwork depicts arrows with ribbon work of leaves and branches.

 Weapon Proficiencies

Elven Composite Long Bow - Specialized (2 Slot Bonus) (Working on Mastery 3 slots now)

+1 to hit any range / Fire first if target is "covered" / Point blank range: 6’ – 30’; +2 damage, ROF 3/1 at level 7, 4/1 at level 13

Long Sword - Specialized

Dagger - Proficient

Bola - Proficient

Sickle - Proficient (Bonus)

Ambidexterity

Non - Weapon Proficiencies

Animal Lore

Artistic Ability: Flute

Bowyer/Fletcher

Healing

Herbalism

Hunting

Read / Write Elven

Religion

Set Snares

Survival: Forest

Tracking

Languages:

Elven, Pixie, Common, Giant Common

CLASS ABILITIES:

Hide in Shadows: 42 (37 base, +10 race, +15 dex, -20 armor)

Move Silent: 47 (47 base, +5 race, +15 dex, -20 armor)

+1 to hit with Bow and Sword

+1 to tracking skill for every 3 levels

+4 to vs. Species Enemy: Giants

90% Resistant to Sleep Charm

Able to add a new terrain every 5 levels

Able to befriend woodland creatures.

Able to heal 1d4 within 4 rounds in a forest

Adept with trained and untrained animals

Healing outside of terrain: -2 check, if failed 25% used poisonous plant

ID plants without error in a forest

Infravision 60'

No abilities with secret or concealed doors.

Recover time is twice as fast within a forest

Studded Leather: Able to fight 2 handed w/o penalty

Priest Magic: Priestess of Solonor

Holy Days: Full moon nights: Arrow w/ Solonar symbol etched into it is fired into the sky.

Enemies: Followers of Malar, Talos, and Moander

Spheres: Major: All, Astral, Chaos, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun, Wards

Minor: Elemental, Travelers, War

Spells:

SPELLS

Bonus 2/2/1/0/0/0/0

Priest 3/3/2/0/0/0/0

Total 5/5/3/0/0/0/0

 

Priest’s Skills: Turning - Level 6

Skeleton or 1HD

D

Ghast

10

Ghost or 10HD

-

Zombie

T

Wraith or 6HD

13

Lich or 11 + HD

-

Ghoul or 2HD

T

Mummy or 7HD

16

Special

-

Shadow or 4HD

4

Spectre or 8HD

19

 

 

Wight or 5HD

7

Vampire or 9HD

20

 

 

Equipment & Possessions

Location

Ring of Protection +2

Worn

Arrows +2 (6)

 

Priest Scroll: Cure Serious Wounds, Free Action, Neutralize poison. Cure Critical Wounds, Heal, Conjure Fire Elemental, Blade Barrier

 

Elven Composite Long Bow

Carried over Left Shoulder

Heavy Dagger

Sheathed at Waist

Bolas

Secured to Belt

Quiver w/20 Sheaf Arrows

Carried over Right Shoulder

Quiver w/20 Sheaf Arrows

Carried over Right Shoulder

Knee high soft leather boots

Worn

Longsword w/ scabbard

Belted at waist

Throwing Dagger

Sheathed in Boot

Herbs

Belt Pouch

Honey Leather: 4sq yds

Backpack

Whetstone

Backpack

Cloak

Worn

Waterskin (Full)

Backpack

Waterskin (Full)

Saddle

Sickle

Wrapped in backpack

Skinning Knives (2)

Saddle Bag

Gown - Green w/ silver trim

Saddle Bag

Forest Survival Kit

Backpack

100' Spider Silk Rope

Backpack

Greek Fire - 3 Flasks

Backpack

Spare bow strings (4)

Backpack

Sheaf Arrows - 48

Quiver on Horse

Silver Tipped Arrows - 24

Quiver on Horse

Arrow Making Kit, Camouflage Kit

Saddle Bags on Horse

Healer's Kit

Backpack

 

 

Monetary Treasure:

Platinum

-

Gold

169

Silver

-

Electrum

-

Copper

-

Gems/Other

10 gp -

50 gp -

100 gp -

500 gp - pearl (1)

1000 gp - Ruby (1)

Voucher 215 gp

1 ring (400 gp)

Magic items:

Ring of Protection +2

Sheaf Arrow +2 (6)

Priest Scroll: Cure Serious Wounds, Free Action, Neutralize poison. Cure Critical Wounds, Heal, Conjure Fire Elemental, Blade Barrier

Potion of Flying

Bracers AC 4 (unidentfied)  

Animal Companions:

Companion: Dywerwaen

AC

5

Adult Male Cooshee

HP

22

Intelligence: Semi (4)

Special Defense: Hide in woods and fields 75%

Moves silently; +4 to surprise rolls

Special Attacks: Overbear; sprint at 24 for 5 rounds, if opponent is fleeing, Cooshee gains one size up bonus (L) to overbear and +4 to hit. Target is pinned if hit, +4 to hit pinned creatures

THAC0

17

# ATT

3: cl,cl,B

DMG

d4\d4\2d4

MV

18 sprint 24

 

Friends/Allies

Ariel Elandra- Elf - childhood friend

Background:

Syndra was born into a clan of the Sy-Tel’Quessir. Commonly known as Sylvan Elves, the group has lived in the valley for centuries as scouts and protectors of the valley. Over the years, the elves’ numbers have been steadily dropping. Some have left for Evermeet, and others have simply left. At an early age, in custom with her clan, she was taught the use of a bow. Syndra was such a natural that at an age, many considered too young, she was brought along on raids against the orcs. Her roll was to provide cover fire for the raiding elves. On one such raid, Syndra was hidden along the escape route for the elves, to cover the retreating elves. As the elves retreated from a successful raid, a huge creature erupted from the trees and slaughtered the raiding party. In front of Syndra stood a giant, knowing she would be unable to stop it, she fled in the shadows and reported back to her clan. From that moment, Syndra has vowed to kill all giants that she meets and they have become her enemy species. Shortly after that fateful event, Syndra was awakened by a voice deep in the woods. As she stepped outside, the full moon of the evening washed over her. She could here some of her clan preparing for the ritual of Solonar. Following the voice, Syndra wandered into the woods, the voice seemed to be calling from a small glade nearby. As the moon reached its zenith and she stepped into the glade, Syndra felt a sharp stabbing pain in her shoulder. Looking down, she saw a silver arrowhead protruding from her shoulder. Stunned and shocked, Syndra stumbled back to her home. The faithful of Solonar found her as she stumbled out of the woods. Fearful of an attack, the alarm was sounded, but shortly after it was discovered what happened. The faithful noticed it was a ceremonial arrow and spoke of her being chosen. This belief spread quickly when the clan discovered that a voice called her into the glade. As the priests removed the arrow and started calling for the healing spells, a greenish glow enveloped the arrow. After the healing was complete, a scar in the shape of an arrowhead still remained. The clan recognized the mark as one who was chosen by Solonar. Through time, Syndra has developed into a specialty priest of Solonar and member of the scouting patrols in her clan. While on an isolated patrol and training exercise, Syndra found herself near some ancient caves. Known to be an area where evil creatures lurk, Syndra was on the ready, when the same voice from that fateful night called to her from one of the nearby caverns. Without fear or any hesitation, Syndra followed the voice.

As she entered the cavern, Syndra became aware of the enclosing earth around and above her, and it weighed heavily on her mind. As the voice called, she followed the cavern back into a dead end. Slowly a glyph of an arrow started to glow on the wall. Touching it, a secret passage opened to Syndra. The passage continued to a small temple with the ceiling open to the sky. As she entered the temple, the voice called her to the temple altar. There, resting on it were a long sword of ancient elven design, and beautiful elven long composite bow and a mithril holy symbol. Knowing the items were for her, she left her long sword and bow on the altar and departed the caverns.

As she exited the caverns, a large Cooshee stood in the edge of the woods watching her. Syndra walked up to the huge dog, and it sat in front of her. As she started heading toward the west, the Cooshee cut her off. The Green and brown dog would only let her travel north. When Syndra called upon Solonar for direction, she received a feeling to head north. It was then that she saw the smoke.

As she ran headfast through the forest toward the smoke, the coshee stayed by her side. Syndra named him Dywerwaen.