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Building Character - Analei, Level 6

Sorry... again! This time, I came into work this morning to find our entire communications grid down. Apparently, there was an accident outside the entrance to our campus and it knocked out phone and Internet on the entire street. However, we're back up now, so here is the latest chapter for your enjoyment (at least, I hope you're enjoying this; I really have no idea, as only one person has commented).

We go back to the religious background table this time, where the result is a 38; keeper of the dead. It seems that poor Analei just can’t get away from death. She doesn’t get a contact or an increase in Reputation, and though Knowledge (religion) makes the most sense to add to a check for recognition, she can’t meet the DC of 30. However, she does get a new feat this level, and is required to put it into Extra Turning. Of her 4 skill points, 2 go into Concentration, leaving 1 point each for Knowledge (religion) and Spellcraft.

Analei, Keeper of the Dead CR 6
Female human cleric 2/paladin 2/ranger 2
LG Medium humanoid (human)
Init +1; Senses Listen +4, Spot +5
Languages Celestial, Common


AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
hp 41 (4d8 plus 2d10 HD)
Fort +10, Ref +4, Will +5
Reputation +2
Speed 30 ft. (6 squares)
Melee +1 undead bane longsword +8 (1d8+3/19-20) or +1 undead bane longsword +6 (1d8+3/19-20) and mwk shortsword +6 (1d6+1/19-20) or
Ranged mwk composite longbow +7 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Atk Options favored enemy orcs +2, Power Attack, smite evil 1/day (+3 attack, +1 damage)
Special Actions turn undead 10/day (+5, 2d6+5, 2nd)
Cleric Spells Typically Prepared (CL 2nd):
1st—detect undead, deathwatch, hide from undead, protection from evilD (CL 3rd)
0—cure minor wounds, guidance, light, resistance
D: Domain spell. Deity: Heironeous. Domains: Good, Law.
Spell-Like Abilities (CL 1st):
At will—detect evil
Abilities Str 14, Dex 12, Con 11, Int 12, Wis 15, Cha 16
SQ wild empathy +5 (+1 magical beasts)
Feats Extra Turning, Investigator, Mounted Combat, Persuasive, Power Attack B, TrackB, Two-Weapon FightingB
Skills Appraise +1, Balance* +0, Bluff +5, Climb* +2, Concentration +2, Craft (default) +1, Diplomacy +3, Disguise +3, Escape Artist* +0, Forgery +1, Gather Information +6, Heal +2, Hide* +3, Intimidate +6, Jump* +2, Knowledge (local) +3, Knowledge (religion) +7, Move Silently* +3, Perform (default) +3, Profession (siege engineer) +3, Ride +3, Search +4, Sense Motive +2, Spellcraft +6, Survival +5, Swim* +0, Use Rope +1
*Armor Check Penalty: -1 for armor (doubled for Swim, already included)
Possessions +1 undead bane longsword, +1 chain shirt, masterwork short sword, masterwork composite long bow (+2 Str), 20 arrows, quiver, silver holy symbol, belt pouch, cleric’s vestments, traveler’s outfit

Back in the Free City of Greyhawk, Analei returns to her old temple, where she is given less than a hero’s welcome. Though the elders are pleased with her valorous efforts in the wars, they are less than impressed with the fact that she many times resorted to trickery and ranged combat. As penance, they remand her to the catacombs, where her duties are to insure that the bones of the interred remain in peaceful sleep and to prepare bodies for burial.

The work is not difficult, but it does leave little time for wandering. Even so, Analei manages to sneak in an adventure or two, and she spends many of her hours on duty in quiet reflection, which serves to strengthen her resolve, but also to question the dictates of the church.

During her penance, an outbreak of undead within the catacombs prompts Analei to have her primary weapon enchanted with an undead bane. This proves to be a wise choice, as it aids her greatly when a second incursion happens. Both incidents are put down with only minor difficulty.