The Legacy Game
There is more than meets the eye to this traveling spearlady...
Race: Half-Celestial Human (Native Outsider)
Class: Duskblade 6
Alignment: Neutral Good
Weight: 124 lbs.
Speed: 30 ft. land/ 60 ft. flying/ 15 ft. swimming
Languages: Common, Celestial, Rokugani, Elven, Draconic, Auran
STR: 18 (4)
DEX: 16 (3)
CON: 18 (4)
INT: 18 (4)
WIS: 16 (3)
CHA: 14 (2)
- Darkvision 60 ft.
- Immunity to disease
- Resistance to acid, electricity, and cold 10.
- Damage reduction 5/magic
- Spell resistance 16
- May cast daylight at will.
- Smite evil 1/day
- Protection from evil 3/day
- Bless 1/day
- Aid 1/day
- Detect evil 1/day
- Cure serious wounds 1/day
- Neutralize poison 1/day
Hit Points: 55
Armor Class: 22
Touch Armor Class: 16
Flatfooted Armor Class: 19
Base Attack Bonus: 6/1
Spell Resistance: 16
Damage Reduction: 5/magic, resistance 10 against cold, electricity and acid
Fortitude Save: 9 (+4 additional against poison)
Reflex Save: 7
Will Save: 8
Alertness (Granted via familiar)
Craft (Origami): 7
Decipher Script: 2
Escape Artist: 5
Gather Information: 5
Knowledge (arcana): 9
Knowledge (geography): 9
Knowledge (the planes): 9
Knowledge (dungeoneering): 7
Knowledge (nature): 7
Knowledge (history): 7
Move Silently: 6
Sense Motive: 5
Sleight of Hand:
Use Magic Device:
Use Rope: 5
Class Abilities (Duskblade)
- Arcane Attunement: May use dancing lights, detect magic, flare, ghost sound, and read magic a combined total of seven times per day. These spells do not count towards normal spell per day calculations.
- Armored Mage (Light and medium): May wear light and medium armor without chance of spell failure.
- Gain Combat Casting as bonus feat. (+4 on Concentration checks when defensively casting.)
- Arcane Channeling: May use a standard action to deliver any known touch spell through a melee weapon. This does not provoke an attack of opportunity. The spell in question must have a casting time of one standard action or less. A successful attack in this manner deals damage both from the weapon in addition to the effects of the spell.
- Quick cast 1/day: May cast one spell per day as a swift action, provided the spell has a cast time of one standard action or less.
- Spell Power +2: If this character has injured an opponent, for the remainder of the encounter she gains +2 on caster level checks to overcome her opponent’s spell resistance. (If any).
Free: May use dancing lights, detect magic, flare, ghost sound, and read magic a combined total of seven times per day.
0-level Spells (7 per day)
- Acid Splash
- Ray of Frost
- Disrupt Undead
- Touch of Fatigue
- Arcane Mark
1st-level Spells (7 per day)
- Chill Touch
- Shocking Grasp
- True Strike
- Color Spray
- Resist Energy
- Magic Weapon
2nd-level Spells (4 per day)
- Dimension Hop
- Scorching Ray
Weapons and Items
Holy Whirling Longspear (1d8, Crit x3) : (Extra 2d6 damage to evil enemies, treated as a good-aligned weapon, bestows a negative level on any evil being holding it, 3/day may make a whirling attack with this weapon to hit all enemies within reach.)
Masterwork Silver Dagger (1d4, Crit 19-20 x2)
Masterwork Cold Iron Longsword (1d8, Crit 19-20 x2)
- Mithral Breastplate of Healing +3 (AC +8, armor check-1, 1/day heal 2d8 plus 5 damage. This effect occurs automatically if at negative hit points.)
- Greater Crystal of Aquatic Action: (attached to armor, gain 15 ft/round Swim speed, negates armor penalties, take no penalties for attacking or moving underwater, and can breathe underwater.)
- Hat of Disguise (malfunctioning)
- Shiftweave: standard outfit #1, standard outfit #2, formal outfit, “sneaky” outfit, dungeoneering outfit
- Memory Crystal: Memory images of Magepoint and her father and herself as a small child. Crystal was a gift from her mother.
- Boots of Landing: Always land on feet, take two dice less on falling damage.
- Arcanist’s Gloves: 2/day add 2 to the caster level of the next 1st-level spell cast.
- Heward’s Handy Haversack, containing: Blessed bandages (5), Potion of Cure Light Wounds (3), 1 month’s trail rations, bedroll, winter blanket, candles (5), flint and steel, cold weather outfit, spell component pouch, tent, iron pot, one bar of soap, whetstone, waterskin, sewing needle, silken rope (100 ft.), empty sack (2), inkpen, vial of ink, scroll case containing ten sheets of parchment, clay mug, hammer, one vial of alchemist’s fire, one vial of holy water.
- Pocket Money: 675.52
(Musteval Guardinal, Tiny Good Outsider)
Alignment: Neutral Good
Hit Points: 35
Armor Class: 22
Flatfooted Armor Class: 19
Touch Armor Class: 16
Speed: 30 ft. land/ 10 ft. burrowing
Base Attack Bonus: 2
Attack: Bite +8 melee (1d3–2)
Full Attack: Bite +8 melee (1d3–2)
Feats: Weapon Finesse
- Spell-like abilities: At will— detect evil, detect magic, disguise self, magic missile, protection from evil (self only) and see invisibility. Invisibility 1/day. Caster level 3rd.
- Immunity to electricity and petrification.
- Focused movement: When moving, can take a
move action and a standard action at any point during the move.
- Resistance to acid 10 and cold 10
- Tongues: Understand and speak to any intelligent creature.
Escape Artist: 9
Move Silently: 9
Sleight of Hand: 9
Use Rope: 4 (+6 bindings)
Weapons and Items
Masterwork Silver Dagger (1d2, Crit 19-20 x2)
Keen Rapier (1d3, Crit 15-20 x2)
- Mithral Chain Shirt (Modified for Tiny Size, 1/2 AC bonus, no armor check penalty)
- Shiftweave : standard outfit #1, standard outfit #2, formal outfit, “sneaky” outfit, dungeoneering outfit
- Safewing Emblem : Activates featherfall effect if wearer falls. One use.
- Heward’s Handy Haversack, containing: Blessed bandages (5), Potion of Cure Light Wounds (3), 1 month’s trail rations, bedroll, winter blanket, candles (5), flint and steel, cold weather outfit, thieves’ tools, whetstone, waterskin, one bar of soap, sewing needle, silken rope (100 ft.), empty sack (2), inkpen, vial of ink, scroll case containing ten sheets of parchment, clay mug, hammer, one vial of alchemist’s fire, one vial of holy water.
“For the last time, I am not an elf!”
Over six hundred years ago, a group of adventurers known as the Duke’s Hand halted the apotheosis of the Wormgod Kyuss and took over the governance of Redhand, creating a republic from the ashes of its previous rule. One of the members of the Duke’s Hand was a truenamer named Cephia, a daughter of the last monarch of Redhand. Cephia had no children while she lived, and when she died she was rewarded for her services by being reincarnated as a word archon, serving Erathaol of the Celestial Hebdomad in Venya, the Pearly Heaven and third level of the Seven Mounting Heavens of Celestia.
Twenty years prior to the beginning of this game, Cephia encountered a loremaster by the name of Meridian Dale in the city of Magepoint. Intrigued by his unique outlook on life and quick wit, Cephia began spending more of her time free from her duties frequenting the library Meridian worked at, disguised as an ordinary patron. Over time they gained a rapport that evolved from strictly intellectual to something much deeper, but what really sealed the deal, at least for Cephia, was when she dropped her disguise and Meridian didn’t treat her any differently.
Two years later, Cephia gave birth to their daughter Silgaladnólëheldariel, or Dariel, and left her with her father, making sure to visit as much as her free time allowed. Dariel grew up in an extremely intellectually-charged single-parent household, and most of the time, it was just her and her father. Dariel had the luck to be living in a city where magical things and creatures were common, so her status as a half-celestial was never any particular issue. All in all, Dariel had a happy childhood.
When Dariel was fourteen, her father was invited to observe the creation of a new kind of spell at the city’s most prestigious Mage Academy. The spell had not been properly researched however, and it backfired, the backlash caving in the room and crushing most of the occupants, Meridian Dale along with them.
Dariel was inconsolable, and when her mother came to her soon after she blamed her for not being there to take care of him. Cephia sadly packed up her daughter and brought her to Alhaster, the capital of Redhand, where she had founded a school for truenamers in her living years, before being forced to return to her heavenly duties. She left Dariel with enough money to live comfortably and encouraged her to pursue the scholarly arts, as she and her father had.
Dariel did not stick around in Alhaster for very long. She had determined a long time ago that a life of pure scholarship like her father’s was not for her, and the esoteric mumblings of the truenamers gave her a headache. She liked words best when they were simple, straightforward, and got results. So instead of taking Cephia’s advice, she bought a Hat of Disguise in the marketplace (which would prove to be defective, always making her appear to have elfin ears), for many of the areas she would later journey to were not as comfortable with beings of her parentage, then provisioned herself, and began to wander southward, taking odd jobs as she went.
Over the time Dariel was traveling she developed a number of odd skills, and discovered a talent for sorcery during an unfortunate incident with some dishes and a pet pig. She used her resourcefulness and creativity to create a unique fighting style that kept her alive on her solo journey, eventually maturing into a capable duskblade.
Dariel met Lyrios soon after she left Alhaster, when she caught him following her. Being a celestial creature, he could see her true form under all her disguises, and—half-celestial children of word archons not being the most common sight, even among the host of celestial offsprings—he was intrigued and curious, especially by her odd way of life. Lyrios is a fairly young musteval guardinal, and so he decided (somewhat rashly) that he was going to spread good by following this strange girl and helping her.
Dariel was at first extremely confused by this new traveling companion, but she was much lonelier than she had expected when she first started out, and soon she found she enjoyed the company of this strange being with a sarcastic wit and tendency to wax philosophical. They have since been traveling together for four years, and have settled into a routine of steady teamwork, both bringing different skills to the partnership.
Dariel is a very intelligent, very capable, and very resilient woman, but she is not the friendliest person you will ever meet. She distrusts most exotic beings unless they prove themselves to her, but only she is aware of the criteria. She is perfectly aware that her mother is keeping a cursory eye on her from a distance, and she’s perfectly willing to talk and meet with her, but she’s never quite forgiven her mother for not saving Meridian’s life. Deep down, she knows that Cephia was not at fault, and that she is projecting her guilt and sadness on to the most likely target. (She is not stupid enough to blame gods or celestials). However, a part of her still clings to her childlike anger, and until she finally accepts that, she will always be a little uncomfortable around her mother.
Much of the driving force behind her goals and motivations is to prove herself an individual capable of things regardless of where she came from, and to prove that she is capable of choosing her own path in life without issue. She has come to the southern tropics simply because it is a place she has not been yet, and because jobs in such out of the way places as Farshore are always more diverse and interesting.
Dariel’s normal appearance is that of a slim but strong five-and-a-half foot young woman with light golden skin, black eyes, and short, wavy, light gold hair. She has a pair of large, feathered wings of which the individual feathers are made of paper with writing on them, in homage to her mother’s word archon status. These wings are fully functional and she will often used them while disguised.
When Dariel is wearing her Hat of Disguise, she appears as she normally does, except the flaw in the hat makes her ears appear elfin-pointed. Her hair becomes black and slightly longer, and her eyes do not change. Her skin is paler and more subdued. Her wings are disguised as a deep blue cloak similar to the Wings of Flying, an illusion which allows her to use her wings and still maintain her disguise. The hat itself appears as a headband holding her bangs back. (See character page image).
- Being naturally inclined towards flight, any maritime travel makes her seasick.
- Her full name, Silgaladnólëheldariel, means roughly “to shine with the radiance of the star’s knowledge” in Elven. She hates it, and only goes by Dariel. The added irony of her malfunctioning Hat of Disguise giving her elfin ears and that duskblades are traditionally elves is not lost on her.
- Her wings shed paper feathers, even while disguised, so she has to make sure to groom them regularly and remove the loose feathers to avoid breaking cover. She has become skilled at Rokugani origami in order to explain away the ones she misses, and can actually create a reasonable replica of one of her feathers.
- As Dariel hails from Magepoint, a city far to the North, she has a distinctive northern accent, and despises the southern heat and humidity.
- If Dariel has one vanity, it’s her weapons. She had them all specially crafted by the best weaponsmiths she’s encountered, doing free jobs for them in exchange for labor. As a result her weapons are always in tip-top shape, and have unique appearances not to be found elsewhere.
- Dariel’s favorite color is blue, a preference she shares with her mother. She is unaware of this.