Luthien In Ranger gear Luthien In Elven Armour Luthien In noble regalia
Name
Luthien A Greenleaf

Elven House
Silvar-Greenleaf

Nickname
"Tinuviel"

Gender
Female

Race
Fey-Elf

Age
Unknown

Height
5ft 7 inch

Weight
110 Pounds

Hair Colour:
Brown, darkish

Eye Colour:
Piercing blue with gold flec's

Diet:
Vegetarian

Location:
DollTaur the city and Forrest eryn lasgalen

Birthplace:
Unknown

Family
Name Race Relationship
Legodia Amoimion Gray Elf Mother ??
Anders Ossia Avalonian Father ??

Info:
Luthien does not know a lot of her history, but she knows who her parents are, and the parents loved each other.
She was adopted into the Greenleaf family due to her unique qualities and abilities, as she grew up she became quiet the mischief and caused no end of trouble around the city she lived in and eventually grew up.

She was taught the bow and sword and how to be a ranger then a woodland lord which she became very good at even taming a giant eagle called 'Taur Egledhrim' (which means "king of the exiles") Why the eagle took to the name no one knows who or why it seems to take to her and no one else unless she says otherwise.

As she grew up she became a competent leader and was eventually given her own ranger squad and a very special sword was handed to her from twin goddess the one to allow her to travel safely.

She was trained by Anders, legodia's lover as a grail knight over numerous years but travelled to avalon to pass each trial when the time was right as she was eventually given her own Elven grail knight armour and the mark was now fully activated when she went into the lake but it also awakened something else at the same time something she never knew was there, but she embraced it. As she became a grail knight she was given a single golden band ring of her house and the link between her family and the head house Silvar showing her alliance to the main house theirs to her family's.

She has several friends that she grew up with and caused no end of mischief for legodia and isato, but one was the one person who treated her as a person not nobility or royalty either just a common garden elf and his name was........not gonna say because it would give it away now.

Gear.
Elven Grail knight plate: Extremely light, and fine mithral plates speed for wearing this type of armour 40ft medium and 30ft small, the armour has an arcane spell failure of +2, and a max dexterity bonus of +6, it has a armour check penalty for climbing cliff's at -1 and is considered medium armour and weights at 20lbs.

Elven Court Bow: Bow given to her by the greatest Elven smith of DollTaur and a gift from Legodia herself on being promoted to Squad Leader of a ranger unit. It gives her greater accuracy and allows for multiple multi-shot abilities to go off. Other than that it is really sentimental value.

Elven locket: Always locked and she will never open it.

Golden Band Ring: Heirloom of her house cannot be removed.

Wood Elf Daggers: Heirlooms from her mothers family, nothing is known about their capabilities other then sentimental value.

Menelmacil: Sword created for by the fey smiths of avalon, the hilt carries blue star's that shimmers in light, it functions like a holy avenger with a difference it can phase though blades that the opponent defends against her with. It adds an aura of Detect intent and Lie as long as she carries it on her, and speaks to her at will to offer advice on people she encounters to tell her if she trusts them or not.
Stats: Holy Avenger, Vorpal Phase if opponent defends against her, spell resistance and damage resistance, extra clerical abilities.

Grey Elf Cloak: Nandor, Taking in homage to where they originated from is the name of grey elf cloak. Apart from shimmering to make it look like the background it gives the wearer a higher chance of move silently check +10 and hide check +10 to when making these rolls as well as a +4 to Dex.

STATS
Innate Abilities:
Unearthly Grace (su):A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armour Class. (The statistics Block already reflects these bonuses).
Wild Empathy (Ex):This power works like the Druid's Wild Empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills:A Nymph has a +6 racial bonus on any swim check to perform some special action or avoid a hazard. She can always choose to take a 10 on a swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Blinding Beauty (Su):This ability effects all Humanoids within 30ft of a nymph. Those who look directly at a nymph must succeed on DC 17 fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action The save DC is Charisma based.
Spell-like Abilities:1/day-Dimension Door. Caster 7th-level, Summon Creature VI (only water elementals only)
Spells:A Nymph casts divine spells as a 7th-level druid. The DC save is Wisdom Based.
Stunning Glance (Su):As a standard action, A wrathful Nymph can stun a creature within 30-feet is stunned for 2D4 rounds just by a look. The save DC is Charisma Based.
Low-light Vision:They can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illuminations. She retains the ability to distinguish colour and detail under these conditions.
Beguiling Aura (Su):Any creature Sexually attracted to women runs the risk of being beguiled by the nereid if it looks upon her beauty from a distance of 30 feet or less. If a creature fails a DC 23 Will Save, it is immediately fascinated.
Suggestion:A Nereid may use her Suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-effecting compulsion effect. The DC save is Charisma Based.
Drowning Kiss (Su):A Nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breath water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0hp, On the next round, the target must save again or drop to -1hp and be dying; on the third round it must save again or die. The save is DC is Constitution based.
Poison (Ex):Touch or spray (Range 30 ft.)-contact; save Fortitude DC 23; 1/round for 6 rounds; effect 1D2 Constitution plus Blindness; Cure two Consecutive saves.
Transparency (Su):When underwater, a Nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.

Racial Abilities:
Immunity to sleep and Magic effects, and a +2 racial saving throw against Enchantment spells or effects.

Control water and suggestion at will (DC 18 save against people who have been beguiled)

Weapon proficiency: receives martial proficiency feats for the Longsword, Rapier, Longbow (including Composite Longbow), and Short bow (including Composite Short bow) as a bonus feat. Mastered the art of swords play and archery.

Skills
+2 racial bonus to Listen, Search and Spot checks. If she passes within 5ft of a secret or concealed door is entitled to a search check to notice it as if she was searching for it. For she has very keen senses.

Languages
Silvan, Noldorin, Quenya, Sindarin, Aquan, Dwarf, Japanese, Chinese, Common, Draconic.

Ability Name

Ability Score

Ability Modifier

Temporary Score

Temporary Modifier

Strength

22

6

Dexterity

29

10

Constitution

22

6

Intelligence

21

5

Wisdom

26

8

Charisma

30

10



Classes
Class Name Level
Paladin 17
Ranger 15
Mage 11
Woodland Lord 4
Grail Knight 10


Skills
Diplomacy (Cha)
+32
Handle Animal (Cha)
+32
Heal (Wis)
+30
Listen (Wis)
+30
Spot (Wis)
+30
Search (Int)
+27
Ride (Dex)
+32
Swim (Str)
+28
Survival (Wis)
+30
Tumble (Dex)
+32
Use Rope (Dex)
+32
Concentration (Con)
+28
Knowledge
(Nobility & Royalty) (Int)
+27
Knowledge
(Religion) (Int)
+27
Spell craft (Int)
+27
Knowledge
(Arcana) (Int)
+27
Knowledge
(Planes) (Int)
+27
Knowledge
(Nature) (Int)
+27
Knowledge
(Rituals) (Int)
+27
Sense Motive +32 (Dex)
Hide (Dex)
+42
Move Silently (Dex)
+42
Knowledge
(Geography) (Int)
+27
Knowledge
(Dungeoneering) (Int)
+27
Decipher Script (Int)
+27
Profession Herbalist (Wis)
+30
Craft Bow-making (Int)
+27

Class Abilities:
Paladin Class Abilities: Remove Disease 4/week, Smite Evil 4/day, Turn Undead, Divine Health, lay on hands, Divine Grace, Aura of Courage, Detect Evil, Aura of Good, Special Mount

Mage Class Abilities: Familiar

Ranger Class Abilities: Track, Wild Empathy, Endurance, !st Favored Enemy Vermin (spiders), Animal Companion (Wolf), 2nd Favored Enemy Outsider Evil (Demon), Woodland Stride, Swift Tracker, Evasion, Camouflage, 3rd favored enemy Giant (ogre), 4th Favored enemy Humanoid (Reptilian) Kobold, Combat Style (Archery), Improved Combat Style (Archery), Combat Style Mastery (Archery)

Woodland Lord Class Abilities: Quick draw, Befriend Animal, Blind-sight, Trackless Step, Favoured Enemy Humanoid (Human), Improved Critical (Elven Court Bow), Tame Wyld Mount, +3 to Cha, +5 Dex, +1 Con, +2 Str, Hide in Plain Sight, Favoured Enemy Elf (Drow), Special Mount (war Hawk/Eagle), Freedom of Movement.

Grail Knight Class Abilities: Master of Combat, Divine Smite 3/day, +6 Str, +6 Con, Epic Weapon Focus (Menelmacil), Special Mount, Divine Wrath, Grace of the Maiden.

Description:
Young Elf Raised in the city of DollTaur all her life she has known no other place, her parents Legodia Amoimion and Anders Ossia have loved her and raised her with the knowledge that she is a very special person.

Born with the markings of the stag on the left hand and the Avalonian mark on the right which symbol her for a tough live, but instead of running from it like others did, instead she caused trouble and mischief, she has rich dark brown hair, and she is slightly taller then normal elves, her armour is also slightly different considerings she has been trained as a grail knight, she has several things on her that are sentimental to her that she will not let out of her sight at all, She knows that she likes to wander and do things thats why she became a ranger to guard her forest home, and just like Legodia she took after magic and made it into something truly astonishing by augmenting it into her own armour that was considered strong already.
Her eye Colour of Piercing Blue with Gold Flec's shows a Possibly High elf heritage or Grey elf heritage but she won't tell anyone if it's true or not, instead she just goes quiet about it.

Evan though she might not look like much she is cunning and vicious when she has to be, it looked like who ever trained her in her way's has taught her one thing that is very important............Survival at all costs.

Her knowledge of herbs and healing is extensive to say the least, she could always be found either in the temples or library researching things or just reading books when she is not causing mischief for everyone.

But one thing above all when called to duty to do her part she will never let anyone down and pull her own weight because people's lives rest on her shoulder and she will always help them if she can and its within her power to do so.

Animal Companion: Filtiarn (Lord of all Wolves)

Hit Points: 44
Initiative: +2
Speed: 50 ft.
Armour Class: 14 ( +2 Dex, +2 Natural), Touch 12, Flat-Footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 Melee (1D6+1)
Full Attack: Bite +3 Melee (1D6+1)
Space/Reach: 5ft/5ft
Special Attack: Trip
Special Qualities: Low Light Vision, Scent
Saves: Fort: +5, Ref: +5, Will: +1
Abilities: Str: 13, Dex: 15, Con: 15, Int: 2, Wis: 12, Cha: 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Feats: Track, Weapon Focus (Bite)

Special Mounts
Paladin Mount
Roheryn (Steed of the Lady)
Hit Points: 82
Initiative: +1
Speed: 50 ft
Armour Class: 22 (-1 size, +1 Dex, +12 Natural Armour), Touch 10, Flat-footed 13
Base Attack/Grapple: +5/+13
Attack: Hoof +7 Melee (1D6+5)
Full Attack: 2 Hooves +7 Melee (1D6+5) and Bite +3 Melee (1D4+3)
Space/Reach: 10ft/ 5ft
Special attacks:-
Special Qualities: Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Command Creatures of its kind, Spell Resistance, Low Light Vision, Scent
Saves: Fort: +7, Ref: +5, Will: +2
Abilities: Str: 22, Dex: 13, Con: 17, Int: 2, Wis: 13, Cha: 6
Skills: Listen +5, Spot +4
feats: Endurance, Run.
 
Woodland Lord Mount
Elthoron (Eagle of the Sky)
Hit Points: 59
Initiative: +3
Speed: 10ft, fly 80ft (average)
Armour Class: 15 (-1 size, +3 Dex, +3 Natural), Touch 12, Flat-Footed 12
Base Attack/Grapple: +4/+12
Attack: +7 Melee (1D6+4)
Full Attack: 2 Claws +7 Melee (1D6+4) and Bite +2 Melee (1D8+2)
Space/Reach: 10ft./5ft.
Special Attacks:-
Special Qualities: Low light Vision, Evasion
Saves: Fort: +5, Ref: +7, Will: +3
Abilities: Str: 18, Dex: 17, Con: 12, Int: 10, Wis: 14, Cha: 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Alertness, Flyby Attack

Stats:
Base Attack/Grapple: +23/+18/+13/+8
Full Attack: Menelmacil: +28/+23/+18/+13 Melee (2D8+11), Elven Court Bow: +27/+22/+17/+12 Melee Long Range (damage based on type of Arrow but with a +4)
Special Attacks: Smite Evil, And Menelmacil phases though defensive blocks.
Armour Class: 36
Hit Points: 330
Saving Throw: Fortitude:+10, Reflex +9, Will: +7
Feats: Spell mastery, Spell resistance, Athletic, Combat Casting, Mounted Combat, Mounted Archery, power Attack, Cleave, Great Cleave, Point Blank Shot, Far Shot, Precise Shot, Virtue Courage, Virtue Compassion, Virtue Mercy, Virtue Industriousness, Virtue Purity, Virtue Tenacity, Virtue Wisdom, Virtue of Mithril, Virtue of Iron, Virtue of Silver, Virtue of Gold, Virtue Chaste.

Extras:
(parts coming soon like things not sure what yet Woohoo!)

Code of the Paladin.
Virtue Of Gold: The Virtues of Gold, held in highest regard by the paladin orders, which emphasize the intrinsic value and worth of one's self and others. Life is to Important, a gift from the gods themselves, to degrade or end unnecessary. As such, paladins take life reluctantly and seek an alternative whenever possible.

Chastity: The Church doesn't hold sex to be sinful or wrong; in fact, it considers it sacred. As Such paladins believe the carnal act performed casually or to exploit others is a sin. Though some paladins swear off sex entirely, most paladins simply hold themselves chaste until they find the person with whom they will spend the rest of their lives.

Mercy: Paladins are encouraged to be merciful to even the most dire of foes, for only in life can repentance exist. Recognizing that every creature has free will, paladins strive to convert the wicked, ending life only when necessary for the good of all. Similarly, it is often more merciful to end the existence of vile and twisted creatures, such as undead, rather then allow their souls to languish in such a corrupted form.

The Virtues of Iron: The virtue of Iron favour determination and active pursuit of evil, exemplified by this virtue. Paladins should not be content to react to evil. Rather, they must become paragons of virtue, actively challenging evil while becoming models of virtue for others.
Industriousness:As the god crafts,god exalts those followers who work tirelessly and efficiently to fulfil their goals, whether they be sacred quests or simple trades. Paladins remember well the admonition that “Evil will thrive wherever Good stands idle.” Leisure dreamers often fail to consider the real world applicability of their contemplations, while paladins should never act in ignorance, practical activity is favoured over theoretical consideration.

Tenacity:Clinging to Righteousness in a world twisted with evil and menaced by unknowable dangers requires enormous fortitude. Paladins must ever resist the easy and immoral path, refusing to relent or compromise with evil. For if the paladin, a paragon of valour and virtue, should be swayed by temptations of evil, what hope remains for the common man?

The Virtues of Mithril: As the Virtues espoused by the Order of Mithril. The virtues of Mithril are often regarded as the quintessential values of the paladin. The god forged his holy warriors with ideals that at first seem paradoxical; how can a warrior so fearless in combat become so compassionate and gentle when caring for those in need? Paladins resolve this conflict by remembering always what it is they fight for; they brim with love for all the divine races and their god, fuelling both their righteous fury and their kind hearted demeanour.

Compassion: Champions take up the mantle of paladin for love-love of themselves, their people, and their god. As such, paladins find strength in helping others, their dedicatin fueling personal sacrifice which in turn renews their faith. Every act of Compassion encourages others, making the world a better place and supporting all the ideals their god stands for.

Courage: While any fool can charge heedlessly into danger, while wearing the blindfold of ignorance, the devotion of the paladin allows them to directly confront even their darkest fears. Far from being contemptuous, the paladin must understand fear in order to inspire themselves and others to stand against it. Paladins must have the courage to live as a bright beacon in a world filled with evil, and to then stride forward into those areas of greatest darkness.

The virtues of Silver: The virtues of silver, favoured by many paladins, revolve around the concept of duty-both to one's god and to ones self. How can a paladin truly be said to serve good, unless they have the wisdom and inner peace to understand their own motives? Similarly, holy warriors must strive to maintain purity of soul and body, for otherwise they expose themselves to misdirection and deceptiveness of the very evil they are attempting to fight.

Purity: A paladins belief in her/his self and the righteousness of her/his holy cause, strengthens her/his will and allows her/him to maintain a pureness of soul, even when confronting the most vile of evils. Paladins must not let themselves be tempted by worldly passions, which serve only to distract from their greater cause and dilute their spiritual reserves. The Resolve and determination of a paladin is her/his greatest asset, and without it her/his martial strength and shining trappings matter not.

Wisdom: Paladins must have wisdom to know what it is that they are fighting for. It is all too easy to let their own crusades and ideals lead them to disregard the lives and freedoms of others; therefore. Paladins must always fully consider the consequences of their actions, as good ends can never justify evil means. Paladins who are willing to perform any act to achieve what they consider noble goals, are inevitably destined to fall.

Code of the Grail Knight:

I, Luthien A Greenleaf Grail knight of Avalon, do hereby vow that I shall:
Never retreat in the face of Evil, even unto Despair, Torment or Death;
Value always the gifts of the gods in others and myself: life, virtue, freedom, and love;
Purify the taint of evil with an Avenging flame wherever I should pass;
Serve always as a guide on the path of Righteousness and as a champion in the name of the Twin gods of Avalon.

Spells:

Druid Spells: (6/7/6/5/2/1/1/1/1)
0th-level; Create Water, Cure Minor Wounds, Detect Magic,Flare, Know Direction, Read Magic.
1st-level; Entangle, Summon Nature's Ally 1, Jump, Long strider, Pass Without Trace, Calm Animals, Cure Light Wounds.
2nd-level; Flame Blade, Animal Messenger, Summon Natures Ally 2, Tree Shape, Wood Shape, Spider Climb.
3rd-level; Call Lightning, Cure Moderate Wounds, Daylight, Remove Disease, Summon Natures Ally 3.
4th-level; Dispel Magic, Flame Strike.
5th-level; Cure Critical Wounds.
6th-level; Transport Via Plants.
7th-level; Dispel Magic, Greater.
8th-level; Sunburst.

Wizard Spells (4/6/5/5/4/3/1)
0th-level; Resistance, Detect Poison, Read Magic, Light.
1st-level; Mage Armour, Comprehend Languages, Magic Missile, Burning Hands, Protection from Evil,Endure Elements.
2nd-level; Arcane Lock,Melf's Acid Arrow, Web, Detect Thoughts, Mirror Image.
3rd-level; Dispel Magic, Non-detection, Fireball, lightning Bolt, Flame Arrow.
4th-level; Remove Curse, Wall of Fire, Dimension Door, Ice Storm.
5th-level; Cloud Kill, Cone of Cold, Teleport.
6th-level; Chain Lightning.

The magic she has learnt is taught to her by her best friend and her mother Legodia Amoimion of DollTaur, and thus she is forever grateful to them both to have such patience and persistence in teaching her the arcane arts from such a young age.

Paladin/Grail Knight Spells (4/4/4/3)
1st-level;Bless, Bless Water, Detect Undead, Restoration,Lesser.
2nd-level; Undetectable Alignment, Remove Paralysis, Zone of Truth, Delay Poison.
3rd-level; Heal mount, Cure Moderate Wounds, Remove Curse, Remove Blindness/Deafness.
4th-level; Death Ward, Restoration, Neutralize Poison.