Delsenora Hun'ana    (Drow Female Specialty Priest of Eilistraee)
Character Information   
Name: Delsenora Hun'ana XP/Next lvl: 10,447 / 13000
Class: Specialty Priest of Eilistraee HP:curr/max 23 / 23
Alignment: Chaotic Good AC:reg/rear/no shield -1 / 3 / -1
Race: Drow Level: 4
Age: 90 Height: 5'
Weight: 110 Gender: Female
Encumbrance: Movement: 30
Languages: Drow, Elvish, Common, Orc, Goblin
Ability Scores   
STR: 15 ()
INT: 16 ()
WIS: 17 ()
DEX: 18 ()
CON: 6 ()
CHR: 13 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12-2=10 13-2=11 15-2=13 14-2-12

Notes: +2 vs Magic for Saving Throws, 54% Magic Resistance

Description and Background   
Description:
Standing at approximately 5 feet. Delsenora has long white flowing hair, red eyes and a lithe body, almost frail. She carries a short sword at her hip and short bow strapped to her back. She has little belongings. A silver sword symbol hangs from around her neck

Background:
Delsenora Hun'ana, known affectionately as Del(ly) to close friends and family Daughter to Jacob and Mhiza'Rae and Sister to Masimir and Bikos. She is the youngest of 3 siblings. When Delsenora was but a child, her mother died in an attack on Jacob's Lathander Temple in Berdusk. The attack was directed more at the family than the Temple, by the Zhentarim. This was not the first time the Zhent network had directed their efforts towards Jacob and his family. On more than one occasion he and his family had foiled a plot of the Dark Network. Soon after he moved to Karemeikos, retiring. As a young child, Delsenora showed an interest in religion, particularly the Goddess Eilistraee. Her father would recount tales of the Dancing Maiden, he affectionately called her. Though he instructed her in all matters of religion, she kept her interest in Eilistraee and at the age of 70 moved away to a join a Sect of Eilistraee. Over the next 20 years she travelled Karameikos, spreading her Goddess's word and helping those in need. She now finds herself in Stallanford.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 3 d6/d8 n n 18
Shortbow 2 5/10/15 7 d8/d8 n n 18 20
Equipment
Qty Item Location
1 Holy Symbol (Sword) Neck
1 Cloak Worn
1 Boots (High Soft) Worn
1 Tunic Worn
1 Pants Worn
1 Pouch Left Hip
1 Backpack Worn
1 Bedroll Attached to Backpack
9 Iron Rations Backpack
1 Shortbow Folding From Egon Shoulder
1 Quiver Back
20 Sheaf Arrows Quiver
1 Flute Backpack
1 Lute Backpack
1 Spare Tunic Backpack
1 Spare Pants Backpack
1 Fake Whip Backpack
1 100gp Temple of Alaric Town
17 Sheaf Arrow Town
2 Bottles of Hard Liquor backpack pocket
5 Cloth Napkins Backpack Pocket
1 Continual Light Copper Piece (and headlamp) pouch
1 Container of powder from Werealligator (possible magic need to cast Detect Magic) pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
182 119 20 2 0
Magic Items
Qty Item Location
1 +1 ShortSword Right Hip
1 +2 Chainmail Armor worn
1 Potion of Healing Backpack


Gems and Jewelry
Qty Item Location
5 100 gp pearls pouch
1 500 gp Ruby pouch
Memorized Spells


Level 0
Dancing Lights
Darkness
Faerie Fire
Magic Missile (4 missiles per spell)
Magic Missile (4 missiles per spell)

Level 1
Cure Light Wounds (Healing)
Cure Light Wounds (Healing)
Detect Magic (Divination)
Entangle (Plant)
Protection from Evil

Level 2
Aid (Necromantic)
Hold Person (Charm)
Silence 15' Radius (Guardian)
Speak With Animals (Animal)


Spell Book


Level 0
Dancing Lights
Darkness
Faerie Fire
Magic Missile (4 missiles per spell)

Level 1
Animal Friendship (Animal)
Bless (All)
Combine (All)
Command (Charm)
Create Water (Elemental)
Cure Light Wounds (Healing)
Detect Evil (All)
Detect Magic (Divination)
Detect Poison (Divination)
Detect Snares and Pits (Divination)
Endure Cold/Endure Heat (Protection)
Entangle (Plant)
Faerie Fire (Weather)
Invisibility To Animals (Animal)
Invisibility To Undead (Necromantic)
Light (Sun)
Locate Animals or Plants (Animal)
Magical Stone (Combat)
Protection from Evil
Purify Food and Drink (All)
Remove Fear (Charm)
Sanctuary (Protection)
Shillelegh (Combat)

Level 2
Aid (Necromantic)
Augury (Divination)
Barkskin (Protection)
Chant (Combat)
Charm Person or Mammal (Animal)
Detect Charm (Divination)
Dust Devil (Elemental)
Enthrall (Charm)
Find Traps (Divination)
Fire Trap (Elemental)
Flame Blade (Elemental)
Heat Metal (Elemental)
Hold Animals (Animal)
Hold Person (Charm)
Know Alignment (Divination)
Messenger (Animal)
Obscurement (Weather)
Produce Flame (Elemental)
Resist Fire/Cold (Protection)
Silence 15' Radius (Guardian)
Slow Poison (Healing)
Snake Charm (Animal)
Speak With Animals (Animal)
Spiritual Hammer (Combat)
Withdraw (Protection)
Wyvern Watch (Guardian)


Notes
Infravision 60'
Turn Undead
SkeletonOr1HD(4) / Zombie(7) /
GhoulOr2HD(10) / Shadow(13) / Wight(16) / Ghast(19) / Wraith(20)
Weapon Prof:
Short Sword
Shortbow
NonWeapon Prof -
Dancing (DEX +0 = 18)
Singing (CHA + 0 = 13)
Musical Instrument (Flute / Lute)(DEX -1 = 17)
Religion (WIS +0 = 17)
Reading/Writing (INT +0 = 16)
Healing (WIS +0 = 17)
Animal Handling (WIS - 1 = 16)
MAJOR SPHERES :
All, Combat, Creation, Elemental, Guardian, Healing, Necromantic, Protection, Sun, Weather
MINOR SPHERES :
Animal, Charm, Divination, Plant, Summoning
Priest Special Abilities
(4th level) Magic Missile 2x day, 4 per spell
(6th level) Enchanted Weapon 3/day 7 rds , can't dispel
(9th level) Spell Turning
Giant Ferret pet Zanabiku
(Animal Friendship Spell) Can Guard and Attack HD 2 Att 1 Dmg 2 AC 5 MV 15 HP 7
Giant Ferret pet Fa'Narow
(Animal Friendship Spell) Can Guard and Attack HD 2 Att 1 Dmg 2 AC 5 MV 15 HP 9
Aims, Credo, and Ethos:
Aid the weak, strong, grateful, and churlish alike; be always kind, save in battle with evil.

Encourage happiness everywhere; lift
hearts with kind words, jests, songs, and
merriment. Learn how to cook game, and
how best to hunt it. Learn new songs;
dances, ways with weapons, spices, and
recipes, and pass this learning on whenever possible. Learn to play, make, and repair musical instruments. Practice music and swordwork. Defend and aid all folk, promoting harmony between races.

Strangers are your friends. The homeless must be given shelter from storms, under your own roof if need be. Repay rudeness with kindness. Repay violence with swift violence, that the fewest may be hurt, and danger fast removed from the land. This is the credo of the Dark
Maiden.

https://i.4pcdn.org/tg/1419952107113.pdf
Customs, Rules, & Taboos:
Worshippers of Eilistraee try to let out all of the gathered emotions of the day with an evensong, which is a personal thing, often wordless and done in private. Priestesses of the Dark Maiden who have the coins to do so are required to hire any strange minstrel or bard they meet for a song or two; lay worshippers are encouraged to do so.

Faithful must aid drow who are in distress. If the distressed are fighting with other drow, the combat is to be stopped with as little bloodshed as possible. So long as drow met with are not working evil on others, they are to be aided, and given the message of Eilistraee: A rightful place awaits you in The Realms Above, in The Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow.

Whenever possible, priestesses of the Dark Maiden must use swords in battle. If no swords are to hand but other bladed weapons are available, they must be used in preference to other weapons.

When faithful and allies of a priestess fall in battle, any priestess present must, if possible, provide burial, a funeral song,
and comfort to the bereaved.

Any hungry travelers met with, who offer no threats, are to be fed by the faithful of Eilistraee. Priestesses are to carry food with them for this purpose at all times, while traveling. Where food cannot be purchased or received, it must be gathered or hunted for.

Faithful of Eilistraee are to set aside food, and give it as often as possible to strangers in need, particularly outcasts and those of other races. If food yet remains, it is to be given to the priestesses of Eilistraee, that they may do the same, for none shall go hungry. In times of plenty, food is stored for lean times ahead. In harsh winters, the lands about the priestesses strongholds are patrolled to find and take in the lost, the hurt, and those caught in the teeth of the cold.

Whenever possible, food is eaten with the accompaniment of song. Except for properly sad occasions, feasts are accompanied by merriment; the faithful of the Dark Maiden are commanded to promote happiness and gaiety whenever possible.
Innate 1/day
Faerie Fire, Dancing Lights, and Darkness
Experience
3246- When I took over character
275 - Bonus 250 on +10% - 12/9/21
8 - Goblin Battle (7 +10%) - 12/17/21
72 - Gnoll Battle (65+10%) - 12/21/21
86 - Ogre Battle (78+10%) - 3/23/22
550 - 5 yr bonus (500+10%) - 9/3/23
42 - War Dogs/Zombies (38+10%) - 10/22/23
2860 - B12 End (2600 + 10%) - 11/24/23
100 - For performing treasure division - 11/29/23
2,250 - Spriggan
150 - Mongrelfolk, Rescuing & not killing
133 - Striges (88) and catching math error (50)
175 - Weregator
500 - Christmas Bonus
10,447 (Total)
House Rules
So for divine casters this was instituted back in the beginning of the game that you can pray to swap a spell out and I'll roll to determine if your deity allows it. I pretty much was doing it as a coin flip heads yes tails no. It was my own sort of mixing up both methods of spell allotments. Praying for next days spells vs praying on the fly.
Prayer
To aid the weak, with hearts so kind,
A steady hand, a guide to find,
Through storm and shadow, we stand tall,
Lifting them up, when shadows call.

The strong endure, with might and grace,
Their courage shows, they set the pace,
In battles fierce, they never yield,
Their strength will forge a righteous field.

The long they stand, through years untold,
With patience, wisdom, hearts so bold,
In trials deep, they never break,
For justice's light, they will partake.

Together we fight, through day and night,
Against the dark, we bring the light,
The weak, the strong, the long, they slay,
For goodness reigns, and evil's kept at bay.