Syndra Trueshot -
Last updated 04/15/2004Level: 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 |
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Ring of Protection +2 |
Worn |
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Arrows +2 (6) |
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Priest Scroll: Cure Serious Wounds, Free Action, Neutralize poison. Cure Critical Wounds, Heal, Conjure Fire Elemental, Blade Barrier |
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Elven Composite Long Bow |
Carried over Left Shoulder |
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Heavy Dagger |
Sheathed at Waist |
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Bolas |
Secured to Belt |
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Quiver w/20 Sheaf Arrows |
Carried over Right Shoulder |
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Quiver w/20 Sheaf Arrows |
Carried over Right Shoulder |
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Knee high soft leather boots |
Worn |
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Longsword w/ scabbard |
Belted at waist |
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Throwing Dagger |
Sheathed in Boot |
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Herbs |
Belt Pouch |
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Honey Leather: 4sq yds |
Backpack |
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Whetstone |
Backpack |
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Cloak |
Worn |
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Waterskin (Full) |
Backpack |
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Waterskin (Full) |
Saddle |
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Sickle |
Wrapped in backpack |
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Skinning Knives (2) |
Saddle Bag |
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Gown - Green w/ silver trim |
Saddle Bag |
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Forest Survival Kit |
Backpack |
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100' Spider Silk Rope |
Backpack |
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Greek Fire - 3 Flasks |
Backpack |
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Spare bow strings (4) |
Backpack |
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Sheaf Arrows - 48 |
Quiver on Horse |
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Silver Tipped Arrows - 24 |
Quiver on Horse |
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Arrow Making Kit, Camouflage Kit |
Saddle Bags on Horse |
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Healer's Kit |
Backpack |
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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 |
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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 |
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# ATT |
3: cl,cl,B |
|
DMG |
d4\d4\2d4 |
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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.