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Escrima Rusteen

Personal Information
Name: Escrima Rusteen Player: Jim Griffith Click here to see full size image
Race: Aarakocra Gender: Female Height: 4'8"
Class: Thief / Mage Level: 12/12 Weight: 58 lbs
XP: Not Available Next Level: 
660,000 / 1,125,000
Kit: None Alignment: True Neutral
Eyes: Avian Hair: Feathers Deity: None
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20%
Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 19 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 1st Level
Bonus Proficiencies: 8 Chance to Learn New Spell: 95%
Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 9 Polymorph: 9
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 11 Spell: 8
Hit Points: 67
Base THAC0: 15
Melee THAC0: 15
Missile THAC0: 12
Natural armor class 7
DEX Defensive adj. -4
Unknown armor\magic -9
Weapon Proficiencies
Non-Weapon Proficiencies


#AT Speed


Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Sword, long +3 - Frost Brand 12 1 2 1d8+3 1d12+3 S M
Sword, long +4 - Defender 11 1 1 1d8+4 1d12+4 S M
  • Items Carried
    • Sword, long +3 - Frost Brand (+6 vs. fire creatures)
    • Sword, long +4 - Defender
Racial Abilities

Charge attack - Aarakocra perform a diving attack, gaining a +2 bonus to attack and inflicting double damage with an impaling weapon such as a spear, javelin, or lance.

Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 4 4 4 4 1
Character Description and History

Escrima was once an Aarakocran thief/acrobat on Oerth (way, way back when). Many years ago, she was polymorphed into a Gray Elf (Moon Elf in the Realms). Her personality was destroyed, and she came to believe herself to be an elf with amnesia. After establishing herself as a Thief/Mage bounty hunter in the Forgotten Realms, the enchantment was removed and her real problems began.

Although she can now change between forms at will, the trauma has left her very cold, bitter, and ruthless. (If she ever watched "The Usual Suspects", she would be very impressed by Kaiser Sosei). She would not be one to trust.

Escrima has had a long history of double dealing and intimidation in the Realms and elsewhere. Her large collection of magical devices is mostly due to her willingness to do anything in order to succeed.

Although she may come across as evil, her personaility is in fact very much true neutral. Not a malicious aarakocra, she is nevertheless very unpredictable.  Escrima appears whenever possible as a Moon Elf in expensive black clothing, with a bit of Kara Turan influence.

For a backgound on Escrima and her acceptance into the Riders of Elvenflow, read The Tale of Escrima.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0

The image above is the property of Jim Griffith.  Click on the image to see the full size version.

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