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eluthien_paurgiliath

Eluthien Paurgiliath

Eluthien is a Cleric/Alchemist(Elven Herbalist) of the Church of Eru Ilùvatar. Her patron is Vana.

Eluthien is an Initiate(7°) of the Order Magika

She is an Herbalist of the Sisterhood founded by The Lady Vana.

  • Minor Spheres of Magic - Elemental, All, Moon, Sun
  • Major Spheres of Magic - All, Animal, Charm, Creation, Divination, Guardian, Healing, Plant, Summoning, Time

Daughter of Thalion Paurgiliath Arch Duke of Eltán and Dame Lidia Vie.

Identical twin of Eluriel Paurgiliath.

Younger sister of Elurond Paurgiliath and Elurion Paurgiliath.

Older sister of Eluwen Paurgiliath and Eluwing Paurgiliath.

First cousin of Lord Raza Vie.

Cleric/Alchemist(Herbalist, Elf) L7/7 CG Harnic High Elf

Eluthien's Character Sheet

Character History

Daughter of Thalion Paurgiliath and Dame Lidia Vie. Younger sister of Elurond and Elurion Paurgiliath. Identical twin of Eluriel Paurgiliath. Older sister of Eluwing and Eluwen. First Cousin(Maternal) of Lord Raza Vie.

The age gaps between the three sets of twins are a testament to Thalion and Lidia's abiding fondness for eachother over the centuries. Today she often works with her siblings, either in Morninghold, Vanaheim, or Vieburg, but when she was born her brothers were young adults, and her little sisters weren't born till she and Eluriel were grown. She and Eluriel are very close.

She was raised in the Church of Eru, and her patroness is Vana, the ever-young, maiden of flowers, beloved of birds. She serves as a Nature Engineer and Alchemist, both at the Sisterhood chapter house of the Church of Eru in Vanaheim, and for the Biology Section of the Field Engineering Corps.

Kit - Herbalist, Elf (CRE)

Even when these priests have run out of healing spells, they are not useless as healers. The elf Herbalist can soothe fevers and mend wounds with the utmost ability and speed. Special Benefits. If in their chosen terrain, Herbalists function nearly perfectly. They can restore 1d4 points of damage to a wounded creature if they can reach it within four rounds after being wounded. Under the Herbalist's ministrations, the creature will recover twice as fast than it normally would (see the Player's Handbook, p. 59). Herbalists are very knowledgeable about the various herbs found in their domains. They can locate even the hard-to-find ones, although that might take some searching. Their herb lore is unsurpassed, except by druids. A Herbalist can, at 5th level, identify plants and pure water without error, so long as the items are within his chosen terrain. This makes the Herbalist's task much easier and means that there is little chance of inadvertently poisoning a friend. Finally, Herbalists can add a new terrain every five levels. That is, if they have traveled far enough outside their own terrains that the DM feels they warrant an additional terrain, they may take one. The new terrain confers all the abilities mentioned above, although they must again work through five levels before they can identify its plants without error. Special Hindrances. Herbalists are highly trained within their own field. Unfortunately, when they venture beyond that field, they may make mistakes. When outside their chosen terrain and attempting to heal a friend nonmagically, Herbalists must make an Herbalism proficiency check at -2. Failure indicates the possibility of having picked a poisonous plant (25% chance). Herbalists may never brew poison. Although they have the knowledge necessary to do so, they feel that their skills are better suited for healing than for killing. The only time they will experiment with poison is to test antidotes against it. Any Herbalist who brews poisons for use against others loses all the abilities in this kit.

Magic Items

Harp of Charming

This instrument appears identical to all other magical harps. When played by a person proficient in the instrument, the player is able to cast one suggestion spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the suggestion. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear. Copyright 1999 TSR, Inc.

Staff of Command This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest's hands. The three functions are: Human influence: This power duplicates that of the ring of the same name. Each suggestion or charge draws one charge from the staff. Mammal control/animal control:This power functions only as mammal control (as the ring of that name) when the staff is used by a wizard. In the hands of a priest it is a staff of animal control (as the potion of that name, all types of animals listed). Either use drains one charge per turn or fraction thereof. Plant control: This function duplicates that of the potion of the same name, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all. The staff can be recharged. Copyright 1999 TSR Inc.

Heward's Handy Haversack

A magical backpack of this sort appears quite ordinary—well-made and well-used. It is of finely tanned leather, and the straps have brass hardware and buckles. There are two side pouches, each of which appears large enough to hold about a quart of material, but each is similar to a bag of holding and will actually contain material equal to as much as two cubic feet in volume

or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. The pack has an even greater power: When the wearer reaches into it for a specific item, that item will always be on top. Thus, no digging around and fumbling is ever necessary to find what the haversack contains. Heward's handy haversack and whatever it contains gain a +2 bonus to all saving throws. Copyright 1999 TSR, Inc.

Boots of Speed

These boots enable the wearer to run at the speed of a fast horse—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate. For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible. Copyright 1999 TSR, Inc.

Cloak of Elvenkind

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: Outdoors, natural surroundings heavy growth 100% light growth 99% open fields 95% rocky terrain 98% Urban surroundings buildings 90% brightly lit room 50% Underground torch/lantern light 95% infravision 90% light/continual light 50% Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height). Copyright 1999 TSR, Inc.

Ring of Animal Friendship

When the wearer of this ring approaches within 10 feet of any animals of neutral alignment and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring. Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.

Copyright 1999 TSR, Inc.

Projects

NWP's

  • Agriculture - 19
  • Artistic Proficiency - 19
  • Brewing - 19
  • Chemistry - 17
  • Dancing - 17
  • Engineering - 16 + 2 (Sage Knowledge) = 18
  • Fungi Recognition (CRE) - 22
  • Heal - 17
  • Herbalism (Mountain) - 17
  • Leather Working - 19
  • Musical Instrument (Harp) - 16
  • Observation - 19
  • Orienteering - 18
  • Pottery - 15
  • Religion (Eru) - 19
  • Research - 19
  • Riding, Land - 22
  • Rope Use - 17
  • Sage Knowledge - 17 (Engineering: Bioengineering)
  • Sculpting - 19
  • Shipwright - 18
  • Singing - 15
  • Spacemanship - 18
  • Spell Jamming - 17
  • Weaving - 18
  • Ancient Languages - 19
    • Atlantis Trade Common (Adûnaic Dialect)
  • Modern Languages - 19
    • Centaur
    • Dryad
    • Overcommon
    • Pixie
    • Satyr
    • Sprite
    • Treant
    • Westron (Arda)
  • Native Languages
    • Elf
    • Harnic High Elf (High Dielect)
    • Royal Elf (Grey Elf Sindarian root)
  • Reading/Writing - 20
    • Atlantis Trade Common (Adûnaic Dialect)
    • Elf
    • Harnic High Elf (High Dielect)
    • Overcommon
    • Royal Elf (Grey Elf Sindarian root)
    • Westron (Arda)

Available Project Types

Alchemist Project Task Time CostResult
Research Potion Research 2 week/100xp value 500gp/2 weeksLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create Potion Make Potion 1 week 3d6x100gpLearn Spells Check

Known Potions:

None

Engineer Project Task Time CostResult
Design Design New Construction DM Assigned DM AssignedEngineering Check
Build Build From Design DM Assigned DM AssignedEngineering Check
Analyze Analyze Other's Design DM Assigned DM AssignedEngineering Check
Scholar Project Task Time CostResult

Project Schedule

Research and make 1 Potion of Language Learning

If approved:

Potion of Language Learning Task Time CostResult
Research Potion of Language Learning Research 12 weeks 3000gpLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create 1 Dose Potion of Language Learning Make Potion 1 week 3d6x100gpLearn Spells Check

Research and make 1 Potion of Intensity

If approved:

Potion of Intensity Task Time CostResult
Research Potion of Intensity Research 8 weeks 2000gpLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create 1 Dose Potion of Intensity Make Potion 1 week 3d6x100gpLearn Spells Check
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