True Name: Aurora Estellana
Alignment: Unprincipled (Good / Selfish)
Hit Points: 36 S.D.C. (Physical): 36
Attributes: I.Q.: 23 (+9%/+4), M.E.: 12, M.A.: 18 (50%), P.S.: 18 (+3), P.P.: 22 (+4), P.E.: 16 (+4%/+1), P.B.: 28 (83%), Spd.: 27
Weight: 160 lbs (72.6 kg) Height: 6 ft (1.83 meters)
Age: 44 Race: Elf Sex: Female
Aurora is extremely outgoing and personable, enjoying the company of Elves as well as other races. Most give a rustic charm but incredibly charming none the less. While she likely would never marry one, simply because was raised in a slightly different society, she does not have any real prejudice against humans. While she does not really dislike city people, in general she prefers dealing with those from rural lands like she is from. She sees nothing wrong with having relationships although she will never let anyone take advantage of her with them. Even though she knows she is incredibly beautiful, she does not try to use it as a weapon and is not conceited.
Her love of the wilderness is quite evident from even a short conversation. While she is quite devote to her goddess, she has an ability to keep it quite polite and does not actively try and convert. She has no particular love for domineering religions. What she does try extremely hard is to get others to respect the wilderness like she does. She will instruct on the ways of conservation and how to respect the wilderness. While she might spend short times in a city or in a castle, she finds that eventually she wants to move on an enjoys getting back to nature.
Loyalty to friends and companions are very important to her although she has no real love for the rules, sometimes considering them just ways that others try to dominate those around her. She will not betray a friend and does not really like killing or fighting all that much. Still, sometimes it is needed and she is quite capable of defending herself when needed. Again, she will hunt for what she needs but does not consider hunting for sport to be anything worth pursuing. She does get some satisfaction with the challenge and doing it right.
O.C.C.: Priestess of Light (Heim) Experience Level: Fourth (4) Experience Points: 8,800
Combat Skill: Hand to Hand; Basic
Attacks per Melee: Five (5)
Kick Attacks: Karate Style (2D4)
Bonuses, Combat: Strike: +4, Parry: +4 (+6), Dodge: +4 (+6), Damage: +3, +2 to Roll with punch/fall/impact, and +2 to Pull punch, Critical Strike of Natural 20.
On the first round she usually gets a +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.
Bonus; Save: Lethal Poison  +1 (+3 with Bow), Non-Lethal Poison  +1 (+3 with Bow), Harmful Drugs  +1 (+3 with Bow), Insanity  +0, Psionics  +0 (+1 with Amulet), Magic [12 /16 ] +1 (+4 with Amulet & Bow), Horror Factor [Varies] +0 (+4 with Amulet & Bow)
Psionic: Major Psionic, I.S.P.: 50 (per level: 1D6+1 I.S.P.) Psionic Abilities Known: Healing: Bio-Regenerate [Self] (6), Physical: Mind Block (4), Sensitive: Commune with Animals (6), Commune with Spirit (8), Empathy (4), Sixth Sense (2)
Racial Abilities - Elf: 90 feet (27.4 meters) Night Vision, +1 attack with bows, and +2% to Wilderness Skills
O.C.C. Abilities - Priest of Light: Healing Touch: 2D4 S.D.C. / HP (1D4 M.D.C.) - Once per two melees . Cannot be used on self, Exorcism: 28% (7% per level), Remove Curse: 28% (7% per level), Turn Dead: 35% (20% + 5% per level.) Has +1 bonuses to Save vs Magic.
Prayer of Blessing: Bless Water (Creates Holy Water), Person (+1 vs disease & supernatural possession), Home (Ghosts & Faerie Folk save of 14. All in home +1 vs Possession), or Food (+1 vs spoiling magic and disease/decay. Also, food stays fresh one extra day)
Prayer of Strength: +6 vs horror factor, +1 on other saving throws, +10% turn dead, +20% exorcism, +1 spell strength, +1 to parry and dodge. Duration: 32 melee (8 melee per level), attempted 2 x day, 41% success (20% + 7% per level).
Prayer of Communion: Contact deity or other in pantheon. Attempted 2 x day, 42% success (21% + 7% per level).
Prayer of Intervention: Spell Casting - Enables her to cast any spell her deity knows and increases casting by five levels - 42% success (21% + 7% per level). Super Healing - Healing Touch restores 2D4x10 hit points/S.D.C. (or 4D6 M.D.C.) Two healing touches only - 42% success (21% + 7% per level).
Prayers Exclusive to Northern Church:
Chant of the Berserker: Makes a warrior who strips all armor and cannot pull punches, yield, or run away. Have two extra attacks, +6 strike, +8 damage, +2 parry, +2 dodge, +6 vs psionics, magic or poison. Also gets extra 44 points of S.D.C. - 30% success (12% + 6% per level).
Miracles: Chance of Success - 26% (M.A. +2% per level).
Miracle of Luck: Priest and one other per level (Must follow her Pantheon) gains the following bonuses: +4 initiative, +10 roll, +10 vs Horror Factor, +8 dodge, +8 vs Poison, +3 vs Magic, impervious to curses and charms. Duration: 16 melee (4 melee per level), P.P.E. Cost: 40
Miracle of Supernatural Strength: Hit Points / S.D.C. Tripled (Becomes M.D.C. in M.D.C. setting), P.S. +2D4 (supernatural), +1 initiative, +1 strike, +1 parry, +1 dodge, +1 saving throws. Awe factor of 12. Duration: 16 melee (4 melee per level), P.P.E. Cost: 60
Miracle of Purification: Purify Food or Water. P.P.E. Cost: 20
Great Miracle of Increased Power: Any known magic spells or prayers made while this miracle is in force is at double the duration and double the power/strength. Duration: 16 melee (4 melee per level)
Great Miracle of Control Over Nature: Various natural events can be controlled and can create a variety of powerful effects such as changing weather, boosting crop, and creating springs. Duration: 16 melee (4 melee per level) over destructive forces but able to divert disasters in most cases.
Miraculous Healing (by touch or glance): Heal crippled (return to old statistics or average attributes), restore vision, restore the mute, hearing, cure sickness & disease, dispel possessing entities, dispel curses & sickness, negate poison (even a lake) and restore one per level to full health/hit points/S.D.C. ( Half M.D.C. in M.D.C. setting) Duration: One melee (three to six melee actions of healing). Healing is instant and permanent.
Great Miracle of Control over Magic: Dispel magic barrier, curses or spell, with exception of rune magic and spells of legend. Create anti-magic cloud or sanctuary, instantly closes dimensional portal, open dimensional Rift to the desired location (10% chance of error), and calm ley line storms (reduce by half and the priest is impervious to damage or side-effects). Priest is impervious to magic transformations, charms/mind controls, curses, sickness, insanity and illusions while she has the power to control magic. Duration: 4 melee (1 melee per level). Negation is instant.
Exclusive Miracles of Northern Church:
Miracle of Anathematize: Permanently marks an individual used to show that someone is outcast. P.P.E. Cost: 30
P.P.E.: 74 (+1D6 per Level). Spells: First Level: Cloud of Slumber (4), Third Level: Armor of Ithan (10), Sixth Level: Tongues (12)
O. C. C. Skills: Communication: Dance (+20%) 74%, Language: Gobblely (+20%) 84%, Language: Northern (+20%) 84%, Language: Western [Native] 98%, Literacy: Western [Native] (+20%) 74%, Physical: Hand to Hand (Basic), Science: Mathematics [Basic] (+20%) 89%, Technical: Lore: Demon and Monster (+15%) 64%, Lore: Religion (+20%) 74%, Wilderness: Land Navigation (+12%) 63%, Wilderness Survival (+12%) 66%, Weapon Proficiencies: Archery - Short Bow (+2 [+6] to Strike / +1 [+7] to Parry, 5 attacks per melee).
O. C. C. Related Skills: Domestic: Play Musical Instruments - Flute [Gained at Fourth Level] (+10%) 44%, Sing (+10%) 64%, Physical: Body Building [Gained at Fourth Level], Medical: Holistic Medicine (+15%) 69% / 59%, Technical: History (+15%) 69%, Lore: Faerie Folk (+15%) 64%, Lore: Magic (+15%) 64% / 54% / 49%, Wilderness: Identify Plants and Fruit (+2%) 51%, Track / Trap Animals (+2%) 46% 56%
Secondary Skills: Horsemanship: Horsemanship - General 59% / 44%, Physical: Athletics - General [Gained at Second Level], Prowl 49%, Running [Gained at Second Level], Weapon Proficiencies: Knife / Dagger (+2 [+6] to Strike, +2 [+8] to Parry, +2 [+6] to Throw), Sword (+2 [+6] to Strike / +2 [+8] to Parry)
Learned Skills: Weapon Proficiencies: Paired Weapons: Sword & Knife
Background (Craftsman) & Racial Skills: Communication: Language: Eastern (+20%) 84%, Language: Elven [Dragonese] 98%, Literacy: Eastern (+20%) 74%, Literacy: Elven [Dragonese] 98%, Domestic: Cook (+4%) 58%, Sew (+4%) 53%, Technical: General Repair (+4%) 63%, Wilderness: Carpentry (+8%) 57%
Aurora is incredibly beautiful even among elves. She has golden blond hair which she wears long, down below the small of her back. Most of her hair she wears straight back but usually has a couple of long tendrils in front of her ears. Her eyes are sky blue with a glow of intelligence and curiosity about them. Her complexion is fairly pale but glows with vibrancy and her complexion is virtually flawless. For makeup, she wears just a bit including highlights around her eyes which match the color of her eyes as well as coloring her lips just a bit brighter than is natural. Her figure is a bit fuller, with wide hips and nice sized breasts, than most Elven females who tend to be very slim. She is definitely not fat and has narrow hips. It is possible that somewhere in the distant past she had human blood in her line.
Usually she prefers greens and browns, forest colors, in her style of dress. Leaf patterns are often part of what she likes to wear. She often wears leather clothing including tops which reveal the upper part of her breasts and short skirts which leave her legs uncovered. Usually, she wears a cloak with a grey exterior with a green inside lining. Her leather armor covers more but is stained with green leaf patterns like her lighter leathers. Aurora also likes wearing dresses and gowns at times, preferring silk dresses and gown over wool and other materials.
Non-Magical Weapons of Note:
Long Sword: Weight: 3.3 lbs (1.5 kg) Length: 3 ft (0.9 m)
Sword is of the highest quality by Dwarven construction; +3 to parry, +2 to strike, +4 to damage, and +2 to initiative. Damage: 2D6+4 (2D6 + 7 Including Strength)
3 Kinjal Daggers: Weight 1.1 lbs (.5 kg) each
Daggers are of the highest quality by Dwarven construction;+3 to parry, +2 to strike, +2 to strike when thrown, +4 to damage, and +2 to initiative. Damage: 1D8+6 (1D8 + 9 Including Strength)
Magical Weapons of Note:
Bow of Heim - Elven Short Bow: Weight: 1.8 lbs (0.8 kg) Length: 3.3 feet (1 m)
Adjusts to shooters strength and is of the finest quality. Has +2 to strike. Glows with a light green halo of energy when magic is detected and registers as magic. Adds +5% to all prayers to one's deity.
Magic Bonus: Gives +1 to save vs Magic (All), +2 to save vs horror factors, and +2 to save vs poison and disease.
Damage Bonus: Weapon inflicts 2D6 additional Damage (S.D.C. in S.D.C. worlds and M.D.C. in M.D.C. worlds).
Monster Slayer: Inflicts normal S.D.C. damage +6 points to human and mortal foes, but does double damage to supernatural beings and creatures of magic. It does S.D.C. in S.D.C. worlds and M.D.C. in M.D.C. worlds.
Damage: 4D6+6 to mortal foes (4D6+9 with strength / Double damage to Supernatural).
Range: 1200 feet (366 meters)
Armor of Note:
"Weightless" Beast Dragon Hide Studded Leather: A.R.: 14 S.D.C.: 116 Weight: Normally Effectively Weightless.
Highly decorated. Armor is reinforced. Due to material has Increased AR Rating and Double S.D.C. Enchanted with "Decrease Weight" with a Rune of Permanency. Uses ring of mending to repair armor.
Crystal of Light: Many Faceted gem that is about the size of a Golf Ball, It emits light equal to about 2 candles.
Magical Amulet: Is worn as a cloak clasp and is the symbol of her deity
Charm: Gives a bonus of +1 to save against magic and psychic attacks
Protection from the Supernatural: Gives a bonus of +2 to save vs Horror Factor
See the Invisible: Enables the wearer to see the invisible
Turn the Undead: The charm prevents the undead from physically touching them while they wear or touch the amulet. The amulet works much like a cross does against a vampire. Effective against all undead, including mummies, zombies, and vampires.
Boots of Mystery: Character leaves no tracks and has +5% to prowl skills. Wearer of boots can be tracked by smell but is at -20% to do so.
Cloak of Shadows: The wearer is difficult to see in shadow, but even in lighted area the character moves silently and unobtrusively like a shadow; +20% to prowl
"Dimensional Pocket" Quiver: Quiver is enchanted with two dimensional pockets and can carry 72 arrows with virtually no weight. Made permanent with permanency runes.
4 "Dimensional Pocket" Belt Pouches: Will hold up to 30 lbs worth of items each. Made permanent with permanency runes.
Ring of Mending: Magic ring will repair most inanimate materials up to 60 S.D.C. (1 M.D.C.) per activation. Will also clean most stains. Can be activated up to three times per day.
Clothing: Expensive silk dress (200 gold), Silk Dress given by Noble of Timero Kingdom, Ceremonial Robes, Soft leather boots, Leather Travel Cloths, Traveling Robe, Sword Belt,
Containers: Leather Backpack, 4 Small Sacks, Waterskin (1 gallon), Leather Sword Sheath, 3 Leather Dagger Sheaths
Field Equipment: 100 feet of Rope, Two Person Tent, Sleeping Bag / Bedroll, Bandages, Sharpening Stone.
Lighting: Flint & Steel / Tinderbox, Candle (long Burning)
Writing Equipment: Parchment Book, Black Ink, 3 Quill Pens, Charcoal
Provisions: 10 lbs jerked beef, 20 lbs dried fruit, 20 lbs dried Vegetables
Miscellaneous: Perfume, Makeup, Comb & Brush, Silver Mirror, Soap, Sanitary & Feminine Items, Birth Herbs, Wooden Flute, 6 Sticks of Incense, 6 Vial of Holy Water
Horse Tending Equipment: Horse Brush, Horse Comb, Horse Blanket, Hoof Picks, Grain, Feed Bag, Bridle, Saddle, 2 Saddle Bags, Saddle Soap,
Gold, Jewelry, Gems, and Valuables: 32,000 Gold (Various Nationalities including Old Kingdom Dragon Coins), 20,000 Gold in precious gems, Silver Chalice worth 2,500 Gold, Gold Necklace (Worth 1,000 Gold), 2 Gold Armbands (Worth 800 Gold each), 2 Silver Holy Symbols of Heim (worth 400 Gold each).
Horse (Type): Elven Light Scout Name: Minerre Color:
Brown and White
A.R. Rating: None Hit Points: 23 S.D.C.: 41 P.P.E.: 22
Barding (Armor): Type: None
Attacks Per Melee (horse): Two (2)
Kick (Front): 2D6+2 Kick (Rear): 4D6+4
Bonuses: +5 on initiative, +3 to strike, +6 to dodge, and +1 to save vs. poison and disease.
Natural Abilities: swim 50%, jump 5 to 6 feet (1.5 to 1.8 meters) high and 15 feet (4.6 meters) long; can carry up to 600 pounds (272 kg) and pull 900 to 1300 pounds (410 to 590 kg).
Speed: 60 (41 mph / 66 kph); Maximum speed 88 (60 mph / 96.6 kph).
Average Life Span: 24 years (4 years old)
Value: 60,000 gold
There are several stories about how she was given her name. Some say that the Northern Lights were extremely bright on the day she was born while others tell that her parents had a premonition of her incredible beauty. Aurora was born in the extended territories of the Western Empire which are just south of the Northern Wilderness. Her parents were basically simple wood crafters, both her mother and father being quite skilled in making high quality items which were shipped to wealthy lands. Because of how much these items were prized, they made quite a good living although not wealthy when compared to those in the more populous parts of the Western Empire. Still, it was enough for a large household with several apprentices.
The Elven couple had been together for over a century and two siblings had been born long before she was. One of them had already been an adult for several decades with the other being over a dozen years older than her. Aurora was raised as much by her older brother and sister as by her parents who were often kept busy running the business. Just a few years after Aurora was born, another sister joined the family. Her oldest sibling also soon married and began producing a family as well.
The family were all worshiper of the goddess Heim and always gave thanks to her for what nature provided for them. They had a small shrine to the goddess as well as having contributed greatly to the building of a temple to her including doing much of the wood work and carvings of the temple itself. As might be expected, this temple was dominated by the elves and they portrayed Heim as an elf instead of human. Her parents also spoke to the others around with the need to tell them that they needed to conserve nature so that it would be there for the next generation. They taught all of their children the need to plant replacement trees for those they cut and to not over hunt any of the animals in the forest.
From an early age, Aurora was brought to the temple to worship the goddess. It is likely that her parents always wanted one of their children to become a priest or priestess of Heim although both of Aurora's older siblings had gone into their parent's crafts. For some reason, maybe Aurora took the religious services to Heim just a bit more seriously than her brother and sisters, and maybe it was for some other reason, but she was always interested in the priesthood from an early age. She also was always interested in nature and loved to explore what she saw as goddess's gifts. Even at a young age, she thought she could almost feel the thoughts and emotions of the animals around her.
This interest in becoming a priestess manifested when she became just a bit older, the equivalent of a young teenager in human terms, and asked her mother and father if she could join the temple. As might be expected, they were not opposed to the idea and encouraged her. As one of the greatest patrons of the temple, they also had little trouble encouraging the temple to take her as an acolyte. As well, she was incredibly beautiful at this young age. Unlike some churches, the church of Heim was extremely open and she could visit her family. As well, much of the time was not spend in the temple itself but in the wilderness exploring nature to see the goddess's gifts.
While in training, she developed psychic gifts including the ability to communicate with animals. Previously, she had only been getting the weakest of echoes but they developed into powerful abilities as she got older. Other abilities including the ability to heal herself, read the emotions of others, communicate with spirits, and the ability to sense danger. As the goddess is often depicted as an archer, Aurora was expected to learn the art of archery along with the basic ability to defend herself. Her education also included more scholarly areas such as history and extensive studies of lore.
As she grew older, she got to be extremely stunning and the name Aurora fit quite well. When she completed her training, she had several options. She could have chosen to stay with the temple or go wandering. Many priests and priestesses of Heim decide to explore the world for a spell and Aurora had always been one with a love of exploration. As a result, Aurora decided that she wanted to learn just a bit more about the world herself. Maybe she would settle down one day or maybe not. As her parents were not poor, she was able to be well outfitted for travel although most she met considered her to be a ranger not a priestess.
Her preaching style is much quieter than many. The Church of Light and Dark is strong in many of the lands she visited and it would do little good to try and convert them. Her main goal is to try and teach those around her a strong respect for nature and not be careless. She was able to make her way around using her healing abilities usually asking for only a token payment and a promise to take care of the land properly.
As her message was easier for many adventurers to deal with and did not conflict with most of the other's religious beliefs, the group she eventually joined for a spell with was able to deal with her better than many other priests. Healing abilities make priests extremely valuable to adventuring groups although many are constantly pushing their companions to convert.
For a time, a practitioner of the magical arts who both studied the art of ward magic and more traditional ward magic joined the group. He created a number of enchanted items for his companions including several for her including enchanting a set of leather armor made from the hide of a supernatural creature to be weightless through the use of wizardry and ward magic combined. In a similar manner, he created enchanted pouches and a quiver which could carry far than any normal quiver. Finally, he created a good number of amulets to help protect his companions.
While he was with the group, they made several forays into the wilderness of what had once been a huge Elven Kingdom. It had fallen into ruin around six millenniums previously but there were still relics from than ancient past to be found. In many places, hordes of various creatures including Goblins, Orcs, Ogres, and even less friendly creatures. As such, the group faced extremely peril many times where her skill with the bow and her healing abilities made her extremely valuable.
For a time, she went back to the Western Empire and learned just a bit about the city. It would never be a truly pleasant land but she was able to learn the art of fighting with sword and dagger in one of the most famous training salons. There is nothing in her temple's rules which state she cannot enjoy like and socialized with all sorts including some of the extremely wealthy and even lesser nobility. Even though she is most at home in the wilderness, she still likes to dress up in fine cloths. She even had the opportunity to enjoy the company of some male elves but she found most of them to be too citified.
Eventually, she tired of the city and decided to take sea passage to a new land. Her first stop was to the western side of the Eastern Territories. She found there that the Church or Light and Dark was still extremely powerful but not quite as strong as it had been in the Western Empire. She was able to find companions in these lands as well and the group adventured to many hidden places. Through wandering the lands, she found herself more and more east and further south until she found herself in the Timero Kingdom.
There is always strife in this land with the creatures who inhabit the hills and mountains around the kingdom. A large group of these had congregated into a much larger group than is normally seen and had been constantly raiding the lands around their secret lair deep in the mountains. Their lair was an ancient ruined fortress. Aurora joined a group of adventurers who went to assault the fortress. Instead of using direct force, this group used subterfuge and was able to succeed where the others had failed. Her own healing abilities kept some of her companions alive while they might have died otherwise.
One item which the bandits had which was extremely prized was an enchanted short bow which had been dedicated to her goddess. It is unknown how the bow found its way into the hands of the bandits but there were stories of a temple having been attacked many decades before and one of these bows having been stolen. There were many other treasures but she only demanded the bow for herself.
In the end, it was not all that she actually got. The noble of the lands above her virtually offered her a title of her own. She declined because she knew she was not ready to settle down permanently but definitely enjoyed herself for a time. Her own social skills and her incredible beauty made her even more popular than she might otherwise be. In many ways, she acted as the spokesperson for her companions. One of their gifts was an incredibly beautiful gown.
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Image drawn and copyrighted by Lisa M. Mower.
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.