<div class="floatright">(http://elliquiy.com/elluiki/images/9/9e/Moonlight_Sonata_4_Mydian_by_AzraelEvangeline.jpg)</div>Name: Myrinidia Hlalyl<br/>Race: Dark Elf<br/>Class: Sworddancer 6<br/>Alignment: Neutral Good<br/>Experience: 27,500<br/>Next Level: 55,000<br/><br/>Height  5’<br/>Weight  110<br/>Measures: C cup<br/>Skin:  Ebony<br/>Hair:  Snow White<br/>Eyes:  Ruby Red<br/><br/><br/>Strength 12<br/>--Weight Allowance 45lbs<br/>--Maximum Press 140lbs<br/>--Open Doors 7- on a d20<br/>--Bend Bars 4%<br/><br/>Dexterity 20<br/>--Missile Attack Adjustment +3<br/>--Defense Adjustment -4<br/><br/>Constitution 12<br/>--Survive System Shock: 80%<br/>--Survive Resurrection 85%<br/><br/>Intelligence 15<br/>--Bonus Proficiencies: 4<br/><br/>Wisdom 15<br/>--Magic Defense Adjustment +1<br/>--Bonus Spells 1, 2<br/><br/>Charisma 13<br/>--Maximum Henchmen 5<br/>--Reaction Adjustment  +1<br/><br/>Hit Points: 39<br/><br/>Armor Class<br/><br/>Thac0 18<br/><br/>Bastard Sword<br/>--# Attacks 1<br/>--Thac0 18<br/>--1 Handed Damage d8/d12<br/>--2 Handed Damage 2d4/2d8<br/><br/>Bow: Longbow<br/># Attacks 2<br/>--Thac0 14 (racial bonus +1)<br/>--Damage d8/d8<br/>--Range 50/100/170<br/>--Amo  40 Sheaf Arrows<br/><br/><br/>Language:<br/>Common<br/>Drow Silent Speech<br/>High Elven<br/>Low Drow/Undercommon<br/><br/>All elves get:<br/><br/>--Automatically searches for secret doors within 10 feet.  (Roll or 1 on a d6.)  If actively searching, will find a secret door on a 1-3 on a d6.<br/>--90% Resistance to Sleep and Charm<br/>--+1 to hit with long and short swords, as well as any bow besides a crossbow.<br/>--Elves impose a -4 on enemy surprise checks.<br/><br/>Dark elves also get:<br/><br/>Infravision: 90 feet.<br/><br/>Special Advantages: Once per day, all drow<br/>can use the spells dancing lights, faerie fire,<br/>and darkness. They achieve this through force<br/>of will, rather than spell components. A 4th-<br/>level drow can cast levitate*, know alignment,<br/>and detect magic once per day. In addition,<br/>drow priests can cast clairvoyance, detect lie,<br/>suggestion, and dispel magic once a day.<br/><br/>*NOTE: Levitate works flawlessly at night, iffy<br/>at dawn and dusk, and iffy + a 60% chance of<br/>outright failure during the day.<br/><br/>At the start, drow are 50% magic resistant,<br/>and every level they rise increases the resist-<br/>ance by 2% (to a maximum of 80%). Multi-<br/>classed drow use the higher level to determine<br/>this bonus.<br/><br/>In addition to their high magic resistance,<br/>drow also receive a +2 bonus on all saves in-<br/>volving magic. This indudes those devices that<br/>emit magical effects or are powered by magic.<br/>This magic resistance does not hamper their<br/>ability to use magic themselves, however.<br/><br/>Special Disadvantages The major disadvan-<br/>tage of the drow is their inability to see in bright<br/>lit. Any light greater than that of torches or<br/>continual light spells (including  bright sunliit)<br/>will blind them and severely affect their ability<br/>to fight. Wan lit, like that of a light spell, does<br/>not trigger this disadvantage.<br/><br/>Bright light causes the drow to suffer, tem-<br/>porarily, -2  to Dexterity. Attack rolls are<br/>made at a -2 penalty, and opponents gain a<br/>+2 save against drow spells if they are within<br/>the light. When a drow is in darkness and his<br/>opponents are in the light, he retains his Dex-<br/>terity and surprise advantages but still suffers<br/>a penalty on attack rolls.<br/><br/>Finally, all other elves hate the drow, and<br/>reactions to them are with at least a -4 penal-<br/>ty. This modifier is cumulative to any kits the<br/>drow player might be using. Only after a par-<br/>ticular elf comes to accept a particular drow as<br/>a friend, does this penalty disappear.<br/><br/>Additional Experience Cost: 20 %<br/><br/>Non-Weapon Proficiencies:<br/>Artistic Ability:    Wisdom/15<br/>Cooking    Intelegence/15<br/>*Dancing    Dexterity/20<br/>Healing    Wisdom -2/13<br/>Herbalisim    intelligence -2/13<br/>Hunting<br/>Local History    Charisma/13<br/>*Musical Insturment: Flute<br/>*Reading/Writing: Drowic<br/>*Religion: Drow<br/>*Religion: Elven<br/>*Singing<br/><br/>Weapon Proficiencies:<br/>--Tight Group: Long Blades<br/>--Longbow<br/><br/><br/>Class Abilities:<br/>MAJOR SPHERES: All, combat, creation, elemental, guardian, healing, necromantic, protection, sun, wards<br/>MINOR SPHERES: Animal, charm, divination, summoning, travelers, weather<br/>MAGICAL ITEMS: Same as clerics<br/><br/>Sword dancers can use a sword of dancing to great effect. On any round in which the blade's plus is not a 1 (for example, round 2, 3, 4, 6, 7, 8, etc.), a sword dancer can release the sword of dancing. At 5th level, sword dancers can release the weapon on any round after the first round; the sword of dancing fights on its own for a number of rounds equal to the priest's level before returning for 1 round. (The cycle of pluses continues unaffected by when the priest actually grasps the blade.)<br/><br/>Sword dancers can cast Eilistraee's moonfire at will, once per day for every level of experience they possess.<br/><br/>At 5th level, sword dancers can cast magic missile (as the 1st-level wizard spell, four missiles per spell), or they can temporarily enchant an edged slashing weapon to ignite with a fiery blue-white glow visible to all and strike with a +3 attack bonus (but not a damage bonus) in the next round (in addition to any other bonuses it has). They can either cast magic missile twice in one day, enchant a weapon twice in one day, or use each ability once in one day.<br/><br/>Spells/Day<br/>L 3<br/>1 Blade Dance<br/>2 Lesser Spellsong<br/><br/>L 2<br/>1 Aid<br/>2 Barkskin<br/>3 Charm Person<br/>4 Hold Person<br/><br/>L 1<br/>1 Cure Light Wounds<br/>2 Cure Light Wounds<br/>3 Cure Light Wounds<br/>4 Cure Light Wounds<br/>5 Remove Fear<br/><br/><br/><br/>Hit Point Rolls:  8, 5, 7, 8, 7, 4<br/><br/><br/>Myri's background:<br/><br/>Myrinidia was born in the Underdark, to a pair of rather successful merchants. They paid lip service to drow dogma and religion, but their main concern was making money. They had even slipped up to the surface from time to time to trade with a few of the more accepting communities, although they never spent much time above ground and never took their daughter with her. They did teach her Elven, though, and also imparted what Myri still considers to be their most treasured and long lasting gift to her- that of an open mind.<br/><br/>After hearing about the wonders of the surface for so long, Myri decided to have a look herself, but even after being told how careful she should be and how hated and feared she would be most of the people up there, she wasn't prepared for the enormity of her negative reception. After being run out of several villages and even being attacked, barely escaping with her life, she was about to give up and go home when she found a temple of Ellistraee- or it seemed more like it found her.She had been wandering aimlessly, trying to find a route home that wouldn't get her too close to any more populated areas, when she noticed a trio of beautiful elven women singing and dancing under the light of the full moon. She approached them cautiously, and when they finished their song, they turned to notice her. Before she could dart off, they told her she was welcome and they led her to a nearby cavern where the shrine was set up. They told her all about the Dark Maiden, and to Myri it seemed as if their words were speaking right to her own heart, and she knew that she had found a place she could call home.<br/><br/>She spent a few years at the temple, learning to speak elven and learning the ways of priesthood. When she was finally deemed an initiate, she was instructed to go back out on her own, to find one elf and break through the barriers of mistrust that lay between light and dark elves like a miasma. Once she did this, once she could call this elf a friend, she would be granted the powers of full priesthood.<br/><br/>That was when she met Amarantha. Myri had been following her through the forest, but she was still clumsy in woods and soon lost the other elf. Trying not to let it get her down, she resumed her search, singing to herself as she looked around for another elf. But it turned out that not only had Amarantha eluded the drow, but had circled back and was now following her. An ambush ensued, but Myri refused to draw her blade, instead continuing to literally sing the praises of Ellistraee. The other elf found herself unable to strike down one unwilling to even lift her sword, so instead they reached an uneasy truce.<br/><br/>It took some time after that to gain the other girl's trust, but Myri was persistent, and soon they did become friends. Myrinidia attained her priesthood, her powers growing in the service of the Dark Maiden as did her friendship with Amarantha grow as well. The elf taught her how to speak common, and even vouched for her when they both joined up with a larger adventuring party.<br/><br/><hr/><br/>Myri's player: Melody Armstrong<br/><br/>Melody is just your typical social outcast gamer girl, or at least that is how she views herself. She is short and slender, with long black hair and pale skin. She burns easily in the sun, but that doesn't really matter since she hardly gets any. She is terribly near sighted, and her eyes get too irritated by contacts so she is always seen wearing her thick rimmed glasses. She has two older brothers who teased her incessantly while she was growing up, leading to a somewhat dim view of herself and her abilities, although she did fairly well in school.<br/><br/>Now going to college, she is navigating the maze of social awkwardness, parental expectation and self exploration that most girls her age went through on their first time away from home. She is doing alright as far as her grades are concerned, but her only friends so far, if she could even call them such, was a gaming group she joined that gets together every Friday night. They were all nice enough, but she was exceedingly shy and only really spoke to them about matters relating to the game.