Introduction & background | Attributes | Skills | Feats | Equipment | Racial benefits


Here's the dark of the one they call Respen Leafsting, cutter. Listen carefully...

Born in Arvandor to a semi-nomadic tribe of Wild Elves, Respen lived a fairly uneventful and carefree life as an elven youth. Delighting in the many pleasures that the plane of Arborea has to offer, he spent many a night investigating the shadowy depths of the woods and the sunfly dances in the fields and plains. One such occasion proved to be somewhat costly, however. A raiding force from one in the employ of one of the lower planes surprised the young elf, clubbing him into unconciousness before he even knew who his attackers were. When the blackness faded and his sight returned, Respen awoke in a loud, noisy, strange city where the horizon curved upwards: the sprawling metropolis of Sigil.

Finding he was not alone in a darkened, dingy basement storage area, Respen spoke with the other prisoners. From one he learned that the group of them was likely doomed to be sold by some unscrupulous merchant or other to whichever side would pay most in the Blood War. Such a fate was not to be, as a similarly mercenary group of adventurers raided the place. Freeing the prisoners more as a distraction than out of compassion, they proceeded to loot anything of value. In the chaos, Respen vanished into the den that is the Hive.

Deep in that pit where survival of the fittest rules, Respen learned the arts of the petty thief. Posing as a tout, he'd take a mark to their destination while those he'd allied with would stage events to enable them to relieve a poor soul of any loose possessions. On one such "run", he encountered Saevrum, a servant of Solonor Thelandria. A failed attempt to rob the other elf's purse resulted in the gang of would-be-thieves scattering, with Respen being firmly collared by the ranger. Things certainly didn't look too healthy for the young elfling. Luck smiled on him, however, as the elf "victim" seemed to take pity on the youth. Instead of turning him into a Harmonium patrol, he took the boy under his wing. Leaving him with the Sensates instead of the Hardheads, the boy was soon taught the errors of his ways.

Convincing his tutors to let him see the delights of his home plane (and that of their headquarters outside Sigil), he made his way back to Arborea. After swallowing a few lessons of theirs at the Gilded Hall, Respen made his way back to his tribe in Arvandor and there learnt the ways of the woodsmen; how to survive in the wilderness and the basics of hunting. However, the strange lure of civilisation called to him, unlike others of his kin, and after several years, he returned once more to the Gilded Hall, and eventually Sigil. Here he met up once more with Saevrum, only this time not as a cony catcher, but as a fellow adventurer.

Respen's exploits since then remain darks few know of, but the following deeds to him have been attributed to him of late:

Repsen Leafsting, Rogue 2/Ranger 2/Cleric of Solonor Thelandira 5/Divine Agent 2

Attributes
These are listed by number; bonus in square brackets
Strength 10 [0]
Dexterity 16 [+3] (+2 bonus from race - see
racial package)
Constitution 10 [0]
Intelligence 14 [+2] (-2 from race - see racial package)
Wisdom 16 [+3] (+2 from advancement at levels 4, 8)
Charisma 10 [0]
Chosen Cleric Domains: Chaos, Elf, War
Saves (F/R/W):Base: 7/7/7 Current: 11(Survivor, +1 Mask of Protection & Resistance)/10 (Dex, +1 Mask of Protection & Resistance))/11 (Wisdom, +1 Mask of Protection & Resistance))
Hit points: 6 + 1d6 (Rogue, maximum at 1st level) + 2d8 (Ranger) + 5d8 (Cleric) +2d8 (Divine Agent) + 11 (Improved Toughness)
Initiative:+7 (+3 Dex, +4 Imp. Init)

Attacks:
+12/+7 or +10/+10/+5 Longbow +2 (1d8+2, x3)
+7/+2 Cold Iron dagger (1d4, 19-20, x2)
+8/+3 +1 Anarchic, Lawful Outsider Bane longsword (1d8+1, 19-20, x2; 1d8+2d6+1 versus lawful opponents; 1d8+2d6+2 versus lawful outsiders)
Base Attack Bonus: +7
Melee: +7
Ranged: +10

Skills
This section is as follows: Skill name (Relevant stat) - [Ranks] - [Attribute modifier, misc/racial/synergy] - Total
Balance (Dex) [2] [+3] +5
Climb (Str) [2] (0) +2
Concentration (Con) [10] [0] +10
Craft (Bowyer/Fletcher) (Int) [5] [+2] +7
Diplomacy (Cha) [5] [+2] +7
Gather Information (Cha) [5] [0] +5
Hide (Dex) [5] [+3] +8
Knowledge: Arborea (Int) [5] [+2] +7
Knowledge: Local/Sigil (Int) [5] [+2] +7
Knowledge: Religion (Int) [8] [+2] +10
Listen (Wis) [5] [+3, +2] +10
Move Silently (Dex) [5] [+3] +8
Sense Motive (Wis) [2] [+3] +5
Search (Int) [7] [+2, +2] +11
Sense Motive (Wis) [5] [+3] +8
Spot (Wis) [5] [+3, +2] +10
Survival (Wis) [5] [+3, +2] +10

Languages spoken: Celstial, Common, Elven, Sylvan

Feats (Book Source)
1st: Survivor (FRCS)
3rd: Improved Initiative (PHB)
6th: Precise Shot (PHB)
9th: Improved Toughness (CW)

The following feats are granted via race or class, with the source being listed in brackets:
Simple Weapon Proficienct: All (Cleric, Ranger)
Martial Weapon Proficieny: All (Ranger)
Light Armor Proficiency (Cleric, Ranger, Rogue)
Medium Armor Proficiency (Cleric, Ranger)
Heavy Armor Proficiency (Cleric)
Shield Profiency (Cleric, Ranger)
Point Blank Shot (Cleric Domain: Elf)
Rapid Shot (Ranger)
Weapon Focus: Longbow (Cleric Domain: War)


Equipment

Long Bow +2 (DMG)
Cost: 8,375 gp, weight: 3lb

+2 Mithral Chain Shirt (DMG)

AC +6, no armor check penalty
Cost: 5,100gp, weight: 10lbs

Quiver of Solonor(Ehlonna) (DMG)
Cost: 1,800gp, weight: -

Travel Cloak (Magic of Faerūn, Page 166)
This lightweigh gray-green cloak protects the wearer against some of the hazards and discomforts of outdoor travel. The wearer resists cold as if affected by an endure elements (cold)spell. Furthermore, the cloak sheds preciptitation, keeping dry the area of the body covered by the cloak (head to knees). In addition, three times a day, the wearer can reach into one of the pockets of the cloak and pull out trail rations sufficient to feed himmself. From another pocket, the wearer may withdraw a stoppered 1-quart metal flash that produces either pure cool water or sugared hot tea. The flask produces up to two gallons of liquid per day. The flask only refills if placed back in the pocket of the cloak; if separated from the cloak or wearer, it has no magical properties. Finally, when the wearer utters a command word, the travel cloak expands once per day to the size of a one person tent.
Cost: 1,200 gp, weight: 1 lb

Magic Sleeping Bag (Mini HB, page 43)
This woolen sleeping bag grants the user a comfortable and peaceful night's sleep. While the user lies within, it provides the benefit of endure elements. With a night's rest, the user also recovers 1 hit point per character level (in addition to hit points recovered normally). Getting into or out of magic sleeping bag is a full round action.
Cost: 1,000gp, weight: -

Wand of Cure Light Wounds, currently on 49 charges
Cost: 750gp, weight:-

Cold Iron Dagger
Cost: 4gp, weight: 1lb

Mask of Protection and Restistance (Unapproachable East, page 57)
Cost: 4,000gp, weight:-

+1 Anarchic, Lawful Outsider Bane Longsword
Taken from the fallen Power-in-the-making Sigguard Lawshredder, this elven made blade usually remains hidden within the Quiver of Solonor Respen carries - though some may suspect it is in his possession he has never confirmed this fact by yet drawing it in anger.
Weight: 3lb

Augury spell focus
Cost: 25gp, weight: -


Racial benefits -Wild Elf Traits (these have been included in the above attribute statistics, taken from PHB, FRCS & Races of Faerūn):

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Last pissed about with at: 14:40 13/03/2005