User:StarSword

I've been a player of D&D for only a few months, and I'm only a casual player. However, I've been developing a campaign based on the Sword Coast North in 1389 DR, the Year of the Forgiven Foes. In some respects a Neverwinter Nights 2 expansion converted to paper D&D, it stars the daughter of my character in NWN2 and Mask of the Betrayer. We're using the 3.5 rules because the 4th edition rules are too confusing, in my opinion. (Also, arcane spellcasters suffered a major nerf in the conversion.)

The campaign is called "Bane's Creeping Shadow," and pits the PCs against a cult of Bane called the Dark Hand that seeks to rule Faerûn from the shadows in the aftermath of the apocalyptic Spellplague. I'm using elements from practically every 3rd and 3.5 edition rulebook and supplement. (Thank god for P2P file sharing--the vast majority are out of print.)

Narra Patten
Narra Patten is the daughter of the legendary heroine Kalir Patten the Wolf (LG aasimar female Paladin 20 of the Red Knight / Divine Champion 10; my PC in NWN2 and MotB), Knight-Captain of Crossroad Keep and commander of the Third Crusade (see MotB), and the deceased Casavir (LG human male Paladin 18 of Tyr). Narra was born during a diplomatic mission to Mulhorand, and quickly proved to have even more celestial features than her mother, including feathered wing-buds at the shoulders. Both she and her mother are members of the Order of the Lanceboard, a religious order devoted to the Red Knight, but not affiliated with the Order of the Red Falcon. The "Lancers" seek always to fight for the greater good, even if it means doing things that might otherwise be considered evil (like making minor bargains with devils, as Kalir did on a small number of occasions).

Narra is a typical novice paladin in the Order of the Lanceboard: confident, tactically proficient, and devout. Armed with her mother's old enchanted sword, she was dispatched from her mother's headquarters in Thay carrying a communique to the Order's headquarters near Waterdeep early in 1389, and liked it so much she decided to stay for a while.

+11 melee (1d8+7 physical+2d4 cold+1d6 electric, Hailstorm Sword); SA Darkvision 60 ft, Lay on Hands 1/day, Smite Evil 1/day, turn undead 5/day (not yet calculated); SQ Aura of Courage, Aura of Good, Celestial Resistance, Divine Grace, Divine Health; AL LG; SV Fort +8, Ref +5, Will +10; Str 18, Dex 15, Con 14, Int 14, Wis 20, Cha 14.
 * Narra Patten: Female aasimar Paladin 4 of the Red Knight; Medium natural humanoid (outsider); HD 4d10+4; HP 39; Init +2; Spd 20 ft; AC 19, touch 14, flat-footed 17; Base Atk +8; Grp +8; Atk
 * Skills and Feats: Appraise 2, Balance -1, Bluff 2, Climb -1, Diplomacy 10, Disguise 2, Escape Artist -3, Forgery 2, Gather Information 2, Heal 12, Hide -3, Intimidate 2, Jump -7, Knowledge (religion) 7, Listen 7, Move Silently -1, Ride 2, Search 2, Sense Motive 10, Spot 7, Survival 5, Swim -6, Use Rope 2; Discipline, Weapon Focus (longsword).
 * Languages: Common, Celestial, Mulhorandi.
 * Spell-Like Abilities: at will – detect evil; 1/day – light.
 * Aura of Courage (Su): Narra is immune to fear, and all allies within 10 feet gain a +4 morale bonus on all saves against fear effects.
 * Aura of Good (Ex): Narra projects an aura of goodness of level 4th.
 * Celestial Resistance (Ex): As an aasimar, Narra has an innate +5 resistance to acidic, cold, and electrical damage.
 * Divine Grace (Su): Narra gains a bonus equal to her Charisma modifier on all saving throws.
 * Divine Health (Ex): Narra is immune to any and all diseases.
 * Detect Evil (Sp): At will, Narra can use detect evil, as the spell.
 * Light (Sp): Once per day, Narra can use light, as the spell.