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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
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Psionics
Manifester
Level
Key
Ability
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Bonus
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Current
Currency
GP: 42 SP: 8 CP: 7
Languages
Description
Lanorla was born in Cormyr, the illegitimate daughter of a chambermaid and a wealthy nobleman of that city. At first, the nobleman, was content to pay Lanorla's mother, Kesia, a small sum of gold to be rid of the pair, but a few years later their presence became a thorn in the side of his political ambitions and assassins were sent to make the problem vanish. When she heard the thugs coming, Lanorla did what she always did in such situations. She hid and snuck out behind them. When she returned several hours later, she saw guards and a crowd outside their door. And a body. Lanorla turned her back, ran, and never returned. The young girl quickly adapted to life on the streets. An ever present layer of dirt and grime making her almost invisible. Now, as part of a child gang on the streets, she eeked out a living begging, singing and pickpocketing the unweary. One day, the bard Zenatos was passing through Cormyr with a sack of gold poorly hidden beneath his tunic, unusual for the old man. Having a whole sack of gold that is. But as Lanorla tried to relieve him of it, he caught her hand and started pulling her after him. "I should turn you over to the guard, rascal," he said, "but it just so happens I am in need of some assistance." And so it was that a few hours later, Lanorla found herself rummaging through the rooms of a shady merchant for a treasure map while Zenatos distracted him downstairs. When Zenatos left Cormyr, Lanorla followed him out of town, hoping to find out more about the map. He soon invited her to join him on the road. Along the way, Zenatos told her some of the tall tales that bards are so famous for. She sang along to his mandolin. One evening, he showed her how to hunt game after which they had quite a feast. He would later give her that shortbow, along with his mandolin, although he did not know it at the time, a parting gift when they reached the next town several days later, along with the promise that she would hear from him again. With nothing else to keep her busy, Lanorla took up the life of a bard herself, first retelling Zenatos' stories, then singing others that she picked up herself. But she also picked up other stories. Lord Leavenworth was rising ever higher in the ranks of the nobility back in Cormyr. She would have to do something about that sometime. It wasn't long before Lanorla received a letter from Zenatos and the first of several misadventures began.
Personality
Lanorla is naturally suspicious of strangers, a trait not unexpected given her colourful history, but has slowly become quite sociable so that people do not stay strangers for very long. To those she trusts, she is friendly and helpful. However, she likes to keep her secrets. She has a deep-seated dislike for the noble classes and ventures into their world only when necessary. With greater experience, she is starting to drop this view, accepting that they are as varied as everyone else. Lanorla is a cautious. She prefers defence in a fight which means that others often bear the brunt of the combat. Having grown up with very little, she uses her resources miserly and tends to hoard. Because Zenatos helped her and became the father she never had, she is loyal to him, worrying about him and going along with his while goose-chases to repay the difference he made in her life.
Character Traits
Character Flaws
Contacts / Friends
Zenatos the Bard Hamanu Fabian Sibtain Vilmos Lord Frohman "the Butcher" of Skago Alcinadae
Enemies
Lord Leavenworth of Cormyr
Statistic Block
[SPOILER="Lanorla"][url=http://www.myth-weavers.com/sheetview.php?sheetid=319698]Lanorla Leavenworth[/url] NG Human Bard 2 / Rogue 1 [b]HP:[/b] 16/16 [b]INIT:[/b] +4 [b]AC:[/b] 20 (14, 16) [b]SPD:[/b] 30 ATK: [b]Longsword[/b] +6 (1d8+4 19-20/x2) [b]Shortbow[/b] (51) +6 (1d6 x3) [b]Longspear[/b] +6 (1d8+4 x3) SV: [b]Fort[/b] +2 [b]Ref[/b] +7 [b]Will[/b] +3 AB: [b]S[/b] 18 [b]D[/b] 18 [b]Cn[/b] 12 [b]I[/b] 14 [b]W[/b] 10 [b]Ch[/b] 16 SK: [b]Bluff[/b] +12 [b]Diplomacy[/b] +11 [b]Hide[/b] +10 [b]Listen[/b] +6 [b]Move Silently[/b] +10 [b]Perform[/b] +11 [b]Search[/b] +6 [b]Spot[/b] 0 F: [b]Bardic Music[/b] 2/2 [b]Sneak Attack[/b] +1d6 [b]Combat Expertise[/b], [b]Improved Feint[/b] SPELLS: [b]0[/b] 3/3 [b]1[/b] 1/1 [b]POSS:[/b] Potion of Cure Light Wounds, Thieves' Tools, Alchemist's Fire, Caltrops[/SPOILER]
Condition and Effects
Additional Information
Other Notes
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Explorer's Outfit also includes: Coats: Made out of the hide of the co creatures you saw on your way into town and fill with their fur, each coat provides protection from cold environments up to severe level. These coats can be worn over any armor but their bulky nature makes them hard to move around in effectively. Wears take a -2 to all melee attacks rolls and gain a +5% chance of spell failure. Boots: Made out of the same leather as the coats, they have very wide soles to better distribute weight. While worn, the barer does not slide on ice and can walk or run normally. But due to the awkward nature of these boots, land sped is reduced 10ft. -- Tents: Made from snow cow leather and lined with their fur, up to two people can sleep comfortably in one tent and be safe from the cold environment up to severe level. Includes 5 pitons and 1 hammer.