Teleria D’Riciel, level 3
Half-Elf, Warlord|Rogue
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid): Brutal Scoundrel (Hybrid)
Background: Warsmith, Society – Wealthy, Early Life – Isolated (Warsmith Benefit)
FINAL ABILITY SCORES
Str 14, Con 13, Dex 16, Int 14, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 14, Con 11, Dex 16, Int 14, Wis 10, Cha 10.
AC: 16 Fort: 13 Reflex: 15 Will: 13
HP: 35 Surges: 7 Surge Value: 8
TRAINED SKILLS
Thievery +9
Stealth +9
Insight +10
Athletics +8
Perception +8
UNTRAINED SKILLS
Acrobatics +4
Arcana +3
Bluff +2
Diplomacy +4
Dungeoneering +1
Endurance +2
Heal +1
History +3
Intimidate +2
Nature +1
Religion +3
Streetwise +2
FEATS
Level 1: Hybrid Talent
Level 2: Backstabber
POWERS
Dilettante: Twin Strike
Hybrid at-will 1: Sly Flourish
Hybrid at-will 1: Risky Shot (retrained to Wolf Pack Tactics at Level 2, retrained to Duelist’s Flurry at Level 3)
Hybrid encounter 1: Torturous Strike
Hybrid daily 1: Easy Target
Hybrid utility 2: Aid the Injured
Hybrid encounter 3: Bloody Ending
ITEMS
Adventurer’s Kit
Leather Armor
Dagger (5)
Short sword
Thieves’ Tools
Hand Crossbow
Crossbow Bolts (60)
Shuriken (5)
Psychokinetic Short sword +1
Lucky Charm +1
Bolt of Transit +2
Lifedrinker Dagger +1
Climber’s Kit
Lock & Key
Birthdate – 12th of Chilled Crow
Teleria was born into a small religious community located within the city of NaVol. The community, known to outsiders as Benthamites and within as Vistolic’s Own, is dedicated to the worship of Vistolic, the good god of death. The Benthamites believe that the best way to honor their chosen god is to live each day conscious of the inevitability of death, and to therefore embrace each day as a gift. They do not partake of any substance which would dull their sense of life, or which could be construed as an escape from the world as it is. They embrace a consequentialist morality, and believe that the moral worth of an action is determined solely by its utility in providing happiness or pleasure as summed among all sentient beings. However, their personal code equates simplicity with pleasure, and their plain dress and solemn behavior makes them stand out among their more worldly neighbors in NaVol.
Teleria, however, never quite seemed to fit in within the community. Although she tried hard to behave, she found the colorless clothes and plain life of being a Benthamite merchant’s daughter too constricting. She always seemed to burst into laughter at the wrong time, and her parents despaired that she would never outgrow her loudness and inability to sit still.
At fifteen, her parents concluded that she wouldn’t be able to make a good marriage match, and instead sent her to become an apprentice to Zanben Ironhouse, a blacksmith and telormar of the Fraternal Order of the Inner Vault. After a year of training, Master Ironhouse decided she was suitable to join the order, and presented her with the iron key that signifies her place as a dormark of the Inner Vault.
Teleria spent the next six years in training with Master Ironhouse, learning to create weapons, locks and security systems, and use the weapons and tools she was making. On her twenty-second birthday, seven years after she had come to apprentice with Master Ironhouse, he released her to begin her journeyman travels.
Upon being released as a journeyman, Teleria immediately headed to Duntroon to experience urban life. A week’s journey took her to Gatequest, where she stopped for two days to assist at the telormar of Master Neris Carter (human) before continuing on. Another week brought her to Duntroon, the largest of the cities in the Middle of the World.
After arriving in Duntroon, she met with Master Leokul Lighttouch (gnome) and his dormark, Norfire Brushtracker (gnome), who had received word from Master Ironhouse to expect her. Master Lighttouch set her up with a job to recover a lost shipment for one of his patrons, Lord Davkul Droverson (human). Lord Droverson hired three other adventurers to recover his lost goods, Kriv Ironclaw, Cameo the Ranger, and Belaros Firehide. The four adventurers found that they worked well together, and after two weeks of work recovering the goods from a small group of bandits who had intercepted them, returned to Duntroon and took lodging together at Bad Broil’s Inn to fritter away their newly earned gold and wait for another job to turn up.