
Name: Garth d'Lyrandar
Race: Half-Elf
Class: Rogue 1/Sorcerer 6/Windwright Captain 2
Experience: 40,500 (Next Level 45,000)
Alignment: Chaotic Neutral
Religion: The Traveler
Homeland: Stormhome, Aundair
Age: 29 Height: 5'1" Weight: 124 lbs.
Statistics: STR 10, DEX 16 (18), CON 12, INT 14, WIS 15, CHA 16 BAB +4, Fort +2 (+3), Ref +7 (+11), Will +8 (+9), Init +4 (+4), AC 19 (+3 armor, +4 Dex, +1 Ring, +1 Amulet), HP 41
Skills: Balance +14, Bluff +9, Profession (Sailor) +13, Concentration +13, Diplomacy +8, Hide +12, Listen +5, Move Silently +12, Spellcraft +4, Spot +5*, Tumble +8, Use Magic Device +9
* = +3 in Daylight, Familiar bonus - All other skill bonuses, synergies and ability score bonuses added in to total
Spells: 0-level (6/day): Amanuensis, Detect Magic, Electric Jolt, Light, Mage Hand, Prestidigitation, Read Magic; 1st-level (7/day): Charm, Comprehend Languages, Identity, Lesser Orb of Electricity, Shield; 2nd-level (7/day): Alter Self, Electric Loop, Invisibility; 3rd-level (4/day): Hold Person, Lightning Bolt
Class Abilities: Acquire Ship (The Last Chance airship), Master Pilot, Shipboard Fighter, Uncanny Dodge, Trapfinding, Sneak Attack +1d6
Weapons/Attacks: +9 (1d6+3/18-20, +1 Rapier of Spell-Storing), +4 (1d6, quarterstaff)
Equipment: +1 Rapier of Spell-Storing, +1 Twilight Leather Armor, Amulet of Natural Armor +1, Ring of Protection +1, Ring of Mystic Lightning, Gloves of Dexterity +2, Wand of Magic Missiles (9th level, 50 charges), (2) potions of cure moderate wounds, backpack, 50' silk rope, quarterstaff, 1,270 GP
Feats: Least Dragonmark (Fog Cloud 1/Day, CL 8th), Lesser Dragonmark (Wind's Favor 1/day, CL 8th), Protective Mark, Weapon Finesse
Proficiencies: Simple Weapons, hand crossbow, rapier, sap, shortbow, short sword and light armor
Languages: Common, Elven, 2 more
Name: ??
Race: Hawk
Statistics: STR 6, DEX 17, CON 10, INT 8, WIS 14, CHA 6, BAB/Grapple +0/-10, Fort +2, Ref +5, Will +2, Init +3, AC 20 (Touch 15, Flat Footed 17), Speed 60' Flight, HP 4
Skills: Listen +6, Spot +18
Feats: Alertness, Weapon Finesse
Special Abilities: Low Light Vision, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Weapons/Attacks: Talons +5 melee (1d4-2)
History: Garth d'Lyrandar grew up in Stormhome, Aundair, the son of two reasonably high-ranking members of House Lyrandar. His dragonmark manifested when he was in his early teens, and he began serving as a sailor aboard some of the Lyrandar galleons. Though his vessel wasn't directly involved in the conflict of the Last War, the route took them into naval battles with Karrnathi forces and the re-awakened pirates of the Lhazaar Principalities, and eventually he became a bit laissez faire about death, having seen so much of it.
Garth was never entirely clear what his father did for the House. It involved a lot of liaisons with other Houses, especially House Phiarlan and House Cannith. Unfortunately, that meant that he was in Cyre, working on something with House Cannith, on the Day of Mourning.
Whatever Garth's father was up to, it must have been important. Garth had been working his way up the ladder on the galleon, thinking that perhaps in 15 years he might be captain of his own airship. Instead, it took three. He was offered the chance to train as a Windwright Captain, and almost immediately after he'd completed the training, he was offered the chance to be captain of his own airship, which he named The Last Chance.
Garth wanted nothing more than to get far, far away from Stormhome and whatever House Lyrandar politics had gotten his father killed, and perhaps even been involved in whatever happened to create the Mournland. He took his shiny new airship, his half-elven crew and set sail for Xen'drik. He came equipped with a manufactured reputation for years of work, bolstered by some impressive flying through the dangerous skies around Xen'drik, and this reputation got him hired by The Native to go back to Khorvaire and pick up his son Brand and his friends the Wandering Wolves.
Which was a lucky break for Garth, as he was a worshiper of the Traveler, and believed, as did many of the faith, that Pel and his friends were innocent. The chance to help them clear their names was enough of a reward for him... shame House Lyrandar couldn't just take a percentage of that.
5 comments:
Garth looks like an excellent match for the Wolves! Assuming we don't bring down his airship, of course...
No fair! He can't be cooler looking than me, I protest!
When I look at this picture I hear Jerry Seinfeld in my head saying, "But I don't WANNA be a pirate!"
Well, as it turns out, Chris's schedule got changed on him and he won't be able to make the game after all.
So view Garth d'Lyrandar as a "might have been" ally, and a "yet might be" if his schedule winds up changing next year.
This also means that we've got room (although not a burning need) for a new member of the gaming group, although with Matt coming in for Eyes of the Lich Queen, we might want to hold off on adding anyone new just yet.
Bummer. Maybe Garth and William's ill-fated falling cousin can hang out for a while in the land of might-have-been-wolves. Hmmm... perhaps Garth was flying by when Diarmand fell from the airship...
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