Kerith Alyian (Mike)
The Harpers sent her on a mission - but after her contact is slain, she doesn't know who to trust.
== Created Using Wizards of the Coast D&D Character Builder ==
Kerith Alyian, level 1
Wild Elf, Ranger (Scout)
Harper Pin (heroic tier) Option: Tymora’s luck
Ranger Wilderness Knacks Option: Mountain Guide (Ranger)
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Two-Weapon Style Option: Spinning Axe Mastery
Harper Agent (Bluff class skill)
Theme: Harper Agent
FINAL ABILITY SCORES
STR 11, CON 10, DEX 20, INT 8, WIS 16, CHA 10
STARTING ABILITY SCORES
STR 11, CON 10, DEX 18, INT 8, WIS 14, CHA 10
AC: 18 Fort: 11 Ref: 16 Will: 13
HP: 22 Surges: 7 Surge Value: 5
Acrobatics +9, Bluff +5, Dungeoneering +8, Perception +10, Stealth +9
Arcana –1, Athletics –1, Diplomacy +0, Endurance –1, Heal +3, History –1, Insight +3, Intimidate +0, Nature +5, Religion –1, Streetwise +0, Thievery +4
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy Replaced by Subtle Step: Encounter: Shift speed as move action.
Ranger Utility: Aspect of the Cunning Fox
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Dual Weapon Attack
Multiple Class Attack: Power Strike
Level 1: Axe Expertise
Hide Armor x1
Harper Pin (heroic tier)
== End ==
Kerith’s mother and father were merchants, traveling from city to city, trading food, clothing, and other supplies between the human and elvish settlements near Thay. It was a happy life – and Kerith’s parents were soon able to buy land in [CITY IN FAERUN WHERE THIS WOULD BE APPROPRIATE] and settle down. Kerith had loved the traveling that she got to take part in, but she loved the city more. Now she had time to settle in and explore the city, as if it had been a wilderness. Such exotic people, such magnificent wares – Kerith spent more time wandering the city streets and getting into scrapes than she did at home studying the family business.
Kerith’s time in the city has taught her that the window of opportunity is not open for long, and that taking the initiative and seizing the upper hand when possible is preferable to caution. This led to Kerith spending a lot of time sneaking through open windows, back alleys, and other places where she did not belong. Although her parents were saddened by her insistence on not learning the family business, they tolerated her frequent absences by consoling themselves with the thought of a future marriage to some upstanding gentleman.
On one occasion, Kerith witnessed a tall swarthy man, fresh from the wilderness, stalking quickly through town. Kerith decided to follow the man, whose appearance and manner suggested danger and excitement. As he slipped through the city, Kerith struggled to keep up, and was afraid once or twice that she’d been spotted. At last, he ducked into a nondescript building near the slums. Kerith decided to follow him inside.
The hidden underground tunnel that Kerith uncovered made her uneasy, but still she persevered. At the end of the tunnel, she witnessed a small group of men and women, of all different ages, races and nationalities. The man who she had followed was addressing the others.
“…and although the news is urgent, we have another piece of business we must attend to first,” he said, turning towards the shadows that hid Kerith. “Child, come out of the shadows and
declare your intentions. Be quick!”
A month later, in Neverwinter looking for a contact that she had never met, nor heard of, Kerith was thoughtful about her entrance into the Harpers. Was she cut out for this work? Was she really going to be a member of the secret organization? She didn’t know what to believe. But soon, she would meet her contact, and everything would be okay…
Child of Merchants in Polite Society
Child of the City, Ward of the Streets
Quick to Act, Reluctant to Hold Back
Once Burned, Twice Shy
Not Officially a Harper, but Close Enough