Heading up the League of Extraordinary Adventurers:
Originally Posted by Al'ayn Q'tarmaynAl’ayn Q’tarmayn
Spoiler: Career SnapshotShowHalf-Drow Scout 5/Hit & Run Tactics Fighter 1/Thunder Guide 3/Dread Commando 4/Thunder Guide +7
Spoiler: The StoryShow
The Life and Times of Al’ayn Q’tarmayn
Commando with the Extraordinary Gentlemen
This reporter caught up to the prestigious Lord Al’ayn Q’tarmayn, a Half-Drow former military man of quite some repute, as he was docking his small ship in Stormreach. Always the resourceful guide, Lord Q’tarmayn promptly tapped the bow of his vessel, and uttered a command word that was indecipherable to even my learned ears, and his ship proceeded to fold in on itself, until it resembled nothing more than a small book shaped box, engraved with a watery motif. I would come to find that this is just one of many useful items that the legendary adventurer carries on his person at any given time. But let’s take this story back a few years, and start from the beginning.
Al’ayn began his adult life by joining the Brelish Army as a messenger, but quickly proved his mettle in combat and displayed great stealth and cunning, and was soon reassigned as a Scout. He spent his military career in distinguished service as a forward scout, a distance skirmisher, and a guide for strategic insertion forces, operating out of both the Seren and Xendrik theaters. (Levels 1-5)
After separating from the military, Al’ayn decided to spend his retirement commission to start up a small guide service operating on the Thunder Coast. During this time, he successfully treated with a Drow Family that lived slightly inland of Xendrik, and was gifted an enchanted Xendrik Boomerang as a token of their appreciation when he helped them fight off a rampaging Giant that had come to repossess an ancient artifact. Al’ayn still treasures this gift, and regularly employs its use in his travels, along with an unnaturally sharp kukri that he received from a tribe of Sahuagin (sea-devils to those of you used to the slang term), and a greatly enchanted composite longbow, which he initially received during his military service, and has since continuously had re-enchanted to serve his ever growing needs. But, back to the period at hand, it wasn’t long after Lord Q’tarmayn started up his guide company that he was approached by a few other prior servicemen, who inquired after his interest in pursuing a joint venture with them as auxiliary forces for hire. And thus was formed the mercenary group known as “The Extraordinary Gentlemen”. (Levels 6-10)
The Extraordinary Gentlemen (known colloquially as The Ex G’s) acted as a rough and tumble group of experienced former military men for hire, commonly operating as a special forces group focused on stealthy infiltration and sabotage of enemy siege camps, and even removing certain key leaders from the field of battle before the battle even started. Al’ayn’s role in the group was, as during his formal service period, that of forward scout and ranged ambusher. Their successful operations served to gain the future Lord Q’tarmayn the venture capital he would need to bring his guide operation up to competitive status with the other Thunder Guides operating along the Thunder Coast. (Levels 11-15)
Now back in his so-called retirement, Al’ayn focuses more on guiding would be adventurers and kitted up nobles up and down the Thunder Coast, introducing them to his adopted Drow family and showing them the terrifying Sahuagin Marauders that prowl the Shargon’s Teeth off the coast of Stormreach. He also takes adventurers and scholars to Seren Isle, promising safe passage and using his connections on the island with the barbarian natives to allow his customers the time they require for studying the unique statues on the island, as well as offering them a launch point for the Dragon continent Argonnesson. (Levels 16-20)
It was on his return from one of these trips that I finally caught up with Lord Q’tarmayn, who explained to me some of the finer points of his history, including a few awe-inspiring anecdotes about his run ins with large sea creatures, trained Giant Sorcerers, and even his encounters with the raging Humans of Seren. His most dangerous foe so far though?
“House Lyrandar’s eligible Half-Elf bachelorettes at their annual airship galas!”
Identical to Half Elf (Favored Class: Any, Immune to Sleep Spells and effects, +2 Racial bonus to Will saving throws versus Enchant spells and effects, +1 to Listen, Search and Spot, +2 to Diplomacy and Gather Information, except had Darkvision instead of Low-Light Vision, and is Drow-Blooded (which is an extension of Elf-Blooded).
Attribute Base Score Bonus from Level Score at 20 Strength 12 12, 16, 20 15 Dexterity 16 4, 8 18 Constitution 12 - 12 Intelligence 14 - 14 Wisdom 14 - 14 Charisma 10 - 10
Spoiler: The TrainingShow
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Scout +0 +0 +2 +0 Diplomacy 2, Hide 4, Knowledge (Dungeoneering) 4, Knowledge (Geography) 4, Knowledge (Nature) 4, Listen 4, Move Silently 4, Search 4, Spot 4, Survival 4 Point Blank Shot Skirmish (+1d6), Trapfinding 2nd Scout +1 +0 +3 +0 Hide 5, Knowledge (Dungeoneering) 5, Knowledge (Geography) 5, Knowledge (Nature) 5, Listen 5, Move Silently 5, Search 5, Spot 5, Survival 5 - Battle Fortitude +1, Uncanny Dodge 3rd Scout +2 +1 +3 +1 Diplomacy 3, Hide 6, Knowledge (Dungeoneering) 6, Knowledge (Geography) 6, Knowledge (Nature) 6, Listen 6, Move Silently 6, Search 6, Spot 6, Survival 6 Rapid Shot Fast Movement +10 ft, Skirmish (+1d6, +1 AC), Trackless Step 4th Scout +3 +1 +3 +1 Hide 7, Knowledge (Dungeoneering) 7, Knowledge (Geography) 7, Knowledge (Nature) 7, Listen 7, Move Silently 7, Search 7, Spot 7, Survival 7 Dodge Bonus Feat 5th Scout +3 +1 +4 +1 Diplomacy 4, Hide 8, Knowledge (Dungeoneering) 8, Knowledge (Geography) 8, Knowledge (Nature) 8, Listen 8, Move Silently 8, Search 8, Spot 8, Survival 8 - Evasion, Skirmish (+2d6, +1AC) 6th Fighter +4 +3 +4 +1 Handle Animal 2, Ride 2 Mobility, Improved Skirmish Bonus Feat, Hit & Run Tactics 7th Thunder Guide +4 +5 +4 +2 Diplomacy 10 - Speak Language (Giant) 8th Thunder Guide +5 +6 +4 +1 Diplomacy 11, Knowledge (Local) 5 Exotic Weapon Proficiency (Xendrik Boomerang) Thunder Lore (Xendrik Boomerang Expert) 9th Thunder Guide +6/+1 +6 +5 +2 Diplomacy 12, Knowledge (Local) 10 Many Shot Native Ties (Drow of Xendrik) 10th Dread Commando +7/+2 +6 +7 +2 Diplomacy 13, Hide 13, Move Silently 9 - Sudden Strike (+1d6), Team Initiative Bonus 11th Dread Commando +8/+3 +6 +8 +2 Diplomacy 14, Hide 14, Move Silently 14 - Armored Ease 2 12th Dread Commando +9/+4 +7 +8 +3 Diplomacy 15, Hide 15, Move Silently 15, Listen 12 Greater Many Shot Sudden Strike (+2d6) 13th Dread Commando +10/+5 +7 +9 +3 Diplomacy 16, Hide 16, Move Silently 16, Listen 16 - Armored Ease 4, Stealthy Movement 14th Thunder Guide +11/+6/+1 +8 +9 +3 Diplomacy 17, Gather Information 5 - Speak Language (Draconic), Thunder Lore (Ghost of Xendirk) 15th Thunder Guide +11/+6/+1 +8 +9 +3 Diplomacy 18, Gather Information 10 Woodland Archer Lionized in the Press 16th Thunder Guide +12/+7/+2 +9 +10 +4 Diplomacy 19, Gather Information 15 - Native Ties (Sahuagin of Shargon’s Teeth), Rescue Artist, Thunder Lore (Dragonsong) 17th Thunder Guide +13/+8/+3 +9 +10 +4 Diplomacy 20, Gather Information 20 - Speak Language (Sahuagin) 18th Thunder Guide +14/+9/+4 +10 +10 +4 Diplomacy 21, Sense Motive 5 Able Sniper Social Hero, Thunder Lore (Pandin Temn) 19th Thunder Guide +14/+9/+4 +10 +11 +4 Diplomacy 22, Sense Motive 10 - Native Ties (Seren Barbarians) 20th Thunder Guide +15/+10/+5 +11 +11 +5 Diplomacy 23, Gather Information 20, Handle Animal 2, Hide 16, Knowledge (Dungeoneering) 8, Knowledge (Geography) 8, Knowledge (Local) 10, Knowledge (Nature) 8, Listen 16, Move Silently 16, Ride 2, Search 8, Sense Motive 15, Spot 8, Survival 8 - Society Peer, Speak Language (Celestial), Thunder Lore (Seren Hide)
At all levels, Al'ayn is primarily a ranged skirmisher. His tactics will always involve hiding, and then moving in order to trigger skirmish damage.
- Levels 1-5 At this point in his career, Al'ayn is your standard ranged Scout. His tactics will consist mostly of hiding and moving silently to get within decent range, then breaking cover and skirmishing.
- Levels 6-10 Now, Al'ayn's damage goes up a bit, thanks to Hit and Run Tactics, in addition to his initiative. At level 10, he also gets to help his teammates out a bit with his Team Initiative Bonus. We all know it's better if the group gets to attack before the enemies.
- Levels 11-15 Al'ayn finishes up with his time as a Dread Commando, allowing him full movement while hiding and moving silently, and dives back into being a Thunder Guide. He uses his Thunder Guide levels to primarily increase his "party face value", and also to negotiate a better deal for himself in his business ventures.
- Levels 16-20 More of the same as before. He doesn't really gain any more combat abilities, although his sniping capabilities increase from Able Sniper, allowing him to negate the -20 to hide after shooting from cover.
Spoiler: Thunder Lore & Native TiesShow
- Xen'drik Boomerang Expert: You gain the Exotic Weapon Profi ciency (Xen'drik boomerang) feat. As well, when you throw a Xen'drik boomerang, its range increment increases to 30 feet and you never fail your attack roll to catch a returning Xen'drik boomerang.
- Ghost of Xen'drik: In any jungle environment, you gain a +4 competence bonus on Hide, Move Silently, and Survival checks.
- Dragonsong (Ex): Once only (and even then but far away), you have heard the dragons wake the hills of Argonnessen with song. Having been witness to the tragic glory of dragonsong, you are immune to the charms of lesser songs (the captivating song of harpies, the fascinate and suggestion spell-like abilities of a bard, and so on). As well, you gain a +4 insight bonus on saving throws made to resist any other charm effect.
- Pandin Temn (Ex): You have trained at the side of drow to become a pandin temn, a scourge of giants. You gain a +1 dodge bonus to Armor Class and a +1 bonus on attack rolls when fi ghting any creature that is Large or larger.
- Seren Hide (Ex): Your skin becomes rough like the hide of the Seren jungle beasts. You gain a +1 natural armor bonus.
- Drow of Xen'drik: You forge ties with a family of drow living within 50 miles of the Thunder Sea coast (you designate your drow family's specifi c location). When you visit, your adoptive dark elf brothers furnish you with up to two of any of the following: vials of antitoxin, glyphbooks, fl asks of acidic fire, Mabar crystals, and noxious smokesticks. If you make a DC 15 Diplomacy check, you can also have any one of the following spells cast for you: dispel magic, remove curse, or remove disease (all CL 5th). Other spells might be available at the DM's discretion.
- Sahuagin of Shargon's Teeth: You have right of passage through Shargon's Teeth. If sahuagin raiders attack your ship on its way across the Thunder Sea to Xen'drik or elsewhere, you can present yourself and make a DC 20 Diplomacy check to raise the Sahugin's attitude from hostile to unfriendly (though you gain no such benefi t with other sea creatures). Additionally, you can hire mercenaries from the aquatic races of the area, including sahuagin, merrow (aquatic ogres), scrags (aquatic trolls), and locathah. Aquatic mercenaries work anywhere in the greater Thunder Sea, but do not take their dangerous work lightly, hiring on for no less than 70 gp each per day.
- Seren Barbarians: You can trade with the Seren barbarians as if you bore a dragonmark. When in a Seren village, you can make a DC 15 Diplomacy check with the village's Shroud of Scales (see page 98) to purchase up to two potions (2nd-level or lower) at half the normal price. As well, with a successful DC 20 Diplomacy check, you can purchase one Quaal's feather token at half the normal price.
Spoiler: The FootlockerShow
While Al'ayn Q'tarmayn can certainly hold his own with just a Composite Longbow, as a "mundane" combatant, it should be noted that he will undoubtedly perform better with a variety of magical items. In his career as a military man and expedition guide, Al'ayn acquired his fair share of wealth, and spent it accordingly.
As such, Lord Q'tarmayn spares no expense when it comes to his equipment. As a military man from the beginning of his career, he learned the three rules of personal maintenance. "You care for yourself first and foremost, your equipment second, and your transportation third". To that extent, he has no shortage of functional gear, including, primarily, his bow. This bad boy is a +2 Precise Force Composite (2) Longbow. It can pretty much handle just about whatever comes in front of Al'ayn. He also carries a +1 Xendrik Boomerang, and a +1 Keen Kukri. He also wears a +1 Soulfire Mithral Breastplate, Skirmisher Boots, Greater Bracers of Archery and a Scout's Headband, and keeps a Piwafwi handy for times of stealth. He also has his own Folding Boat and a Daern's Instant Tent, along with an Everful Mug and his own Everlasting Rations. These items are in addition to any of the standard defensive items you could expect an experienced adventurer to carry, such as a Ring of Protection, Vest of Resistance, Amulet of Natural Armor and Belt of Magnificence.
Complete Adventurer (Scout)
Complete Warrior (Feats)
Heroes of Battle (Dread Commando)
Races of the Wild (Feats and Gear)
Magic Item Compendium (Gear)
Eberron - Explorer's Handbook (Thunder Guide)
Eberron Campaign Setting (Locations)
Dungeon Master's Guide (Magic Items)
Player's Handbook (Fighter, Feats Skills, and Gear)
Forgotten Realms - Races of Faerun (Half-Drow)
Drow of the Underdark (Fighter ACF)
Picture - Google Search for Dark Elf Archer, this one came up in the image panel, referencing back to this post...