Idril d'Aubret

Eladrin warlord, leader of an Eladrin resistance cell


Idril d'Aubret
Level 1 Eladrin Warlord
Alignment: Good

STR 16 (+3)
CON 10 (+0)
DEX 11 + 2 = 13 (+1)
INT 14 + 2 = 16 (+3)
WIS 12 (+1)
CHA 13 (+1)

Fortitude 3+1 = +4
Reflex +3 (+4 with shield)
Will 1+1+1 = +3 (+8 vs. charm)

AC 17 (or 1d20 + 7)
Speed 6
HP 22 (bloodied at 11)
Healing Surges: 7/day

Class features: Combat Leader, Tactical Presence, Inspiring Word, Divine Challenge
Powers: Fey Step, Viper's Strike, Wolf Pack Tactics, Warlord's Favor, Lead the Attack
Feats: Soldier of the Faith
Skills: Bluff, Diplomacy, Endurance, Medicine, Insight, Perception

Durable Longsword (30) (prof. bonus +3, 1d8 damage)
Durable Hides (60) (armor bonus 3 + INT = +6, -1 check penalty)
Disposable light shield (2.5) (shield bonus +1)
Disposable dagger (.5) (prof. bonus +3, 1d4 damage, range 5/10)
Belt pouch (.5)
Waterskin (.5)
Sunrod (1)
5 gp


The isle of Mahoraba lies many weeks' sail (in fair winds) southeast of Vinchopolis. It is covered in lush forests punctuated by rolling meadows, and large enough to hold a range of tall, snow-covered mountains with bright azure rivers that roll down to the sea. For millenia, the Eladrin people have dwelt in bliss there, in gleaming alabaster cities half on the island and half in the Feywild. Eladrin craftsmen have wrought many wonders from the stone and gold and gems mined and quarried from the mountains, and the forests provide ample game for the hunt. Peace reigns, and everyone lives in harmony with nature. ...or they did until the Vinchopolitans arrived with their ships and their guns and their mining engines. Birds and beasts have been hunted to the brink of extinction, the forests are being razed, the fish are depleted, and the Eladrin themselves are slain or taken captive when they try to intervene. In response, the great mages have sealed the cities away in the Feywild, and it looks like a great civilization will vanish forever from the mortal world. Some younger and more hot-headed Eladrin aren't content to simply fade away, and Idril is one of the most outspoken of them. She and a dozen or so of her "direct action" friends stowed away on a transport bound for Vinchopolis, there to form resistance cells to rally the people to overthrow the evil government that threatens the environment and the future of the world. They snuck off the ship and scattered as soon as they arrived, to separately spy out the weak points of the city. When the day came that Idril's cell was to rendezvous again to plan their next moves, none of her cell members showed up. The alternate rendezvous date also came and went, with no sign of any of the others. Yesterday was the third and final alternate rendezvous, and Idril still hasn't heard a thing from any of her comrades. Alone and friendless, Idril wages a solitary war against the world's superpower. One ray of hope remains to her: a small group of dissidents gathered in the "Anarchist District". Perhaps she can recruit new members here for her struggle to smash the state and bring the world revolution.

Idril d'Aubret

Vinchopolis futabachan