Wik was the child of a yeoman farmer. His father was also an accomplished bowman and served the local lord as an archer whenever the levies were called. He taught his son to use a bow as well. Unfortunately, the local lord got entangled in an internal struggle within the nobility of the Kingdom. Wik’s father died in a battle and the local lord was stripped of lands and title. The new lord had no love for the local people and has been ruling with an iron hand. His family’s lands were tied to the lord and so they have been taken and given to men loyal to the new lord. He turned to hunting to provide food for his mother and younger sister. He was soon branded an outlaw for taking the lords deer and fowl. He took to living in the wild and soon met up with a band of other disenfranchised men. Most had served the old lord and had no love for the new authority. They took to raiding those who traveled roads in the wilder parts of the lord’s domain. Mertain’s Marauders as they came to be known on wanted posters nailed in every local village took pains to only take part of the travelers’ goods unless they were lord’s men. Often times they took merely a few turnips from a farmer going to market or a song from a wandering minstrel and Mertain became infamous for stealing kisses from ladies and leaving them their jewels. Often merchants would return from the forest with the bulk of their goods and still drunk from joining the Marauders in a forest feast. It was a good life and the local lord lacked the resources to chase the Marauders from the wilds with so many of his own men caught and striped of weapons and tax money.
Wik was an able archer and thief and soon became skilled in woodcraft and surviving the wilds. The reputation of his bowman-ship helped the Marauders to bring down many a victim without drawing a blade. The large green fletched arrows striking suddenly on a wagon seat or in a tree beside a traveler’s head were often enough to elicit cooperation from travelers.
But change comes to all men good and bad. The depredations of the Giants brought the local lord down, but also destroyed the village where Wik’s mother and sister lived. With their friends, enemies and families killed, Wik and many of the Marauders swore to fight the Giants. Mertain was one of the first to fall in an early skirmish. Wik has been fighting for some time now and learning about his quarry. He knows their habits and even some of their language. After so many losses the Marauders have been effectively disbanded and the few survivors scattered. He has joined an official band of adventurers in hopes of securing a pardon for past crimes though there is some doubt that he will live long enough to collect such a pardon.
Wik moves with the grace of great cat hunting in the forest. His body is finely honed and his motions confident. He glides noiselessly from shadow to shadow in a cloak that seems to fade into the background. His hide armor is carefully fitted with a vambrace on the left arm while the right is bare except for an Archer's glove. The blades he wears are secondary to the massive great bow he carries. It never leaves his side. His long dark hair is neatly pulled back and tied with a black ribbon. His van dyke beard is pointed like a dagger extending an inch below his chin with waxed mustaches above. His green eyes miss little while the sly smile never seems to leave his lips.
He has seen much loss and suffering in his life and copes with dark humor. While he has been known to lapse into dark moods of drink and brooding silence he is much more often playing the laughing rogue with gusto. He is slow to trust, but loyal to the death once he makes a friend. He often questions authority and has little respect for titles, but his true hatred is reserved for the Giants.
Mini Stat Block
AC 28 Fort 25 Ref 28 Will 24 +2 saves vs. poison +2 AC vs. Opportunity Attacks
====== Created Using Wizards of the Coast D&D Character Builder ======
Gwenn Arellic, level 12
Human, Rogue (Thief), Master Thief
Outlaw Level 5 Feature Option: Hills and Mountains
Human Power Selection Option: Heroic Effort
Proficiency: Weapon Proficiency (Rapier)
Noble Bred for War (Noble Bred for War Benefit)
FINAL ABILITY SCORES
STR 13, CON 12, DEX 22, INT 12, WIS 12, CHA 16
STARTING ABILITY SCORES
STR 12, CON 11, DEX 17, INT 11, WIS 11, CHA 13
Level 1: Backstabber
Level 1: Weapon Focus (Light blade)
Level 2: Surprising Charge
Level 4: Nimble Blade
Level 6: Two-Weapon Fighting
Level 8: Cunning Stalker
Level 10: Two-Weapon Defense
Level 11: Deft Blade
Level 12: Improved Defenses
Level 12: Master at Arms Versatile Expertise (Light Blade, ...); Master at Arms used in character builder to get the math in line with errata
Level 12: Light Blade Precision
Amulet of Protection +3 x1
Melegaunt's Darkblade Rapier +3 x1
Bracers of Mighty Striking (heroic tier) x1
Boots of Adept Charging x1
Horned Helm (heroic tier) x1
Bag of Holding
Distance Dagger +1 x1
Drowmesh of Cleansing +3 x1
====== End ======
melee basic attack with combat advantage (+3 rapier): +24 to hit, 4d8+17 damage, vs REF (+21 base MBA, +2 for combat advantage, +1 w/combat advantage due to Nimble Blade feat; 1d8+17 base MBA + 3d8 Sneak Attack [sneak attack dice are d8s due to backstabber feat]; Deft Blade feat allows attacking REF with MBA) charge: +22 to hit, 2d8+1d6+17 damage, vs REF (+1 to hit from charging; surprising charge feat adds +1[W] damage on a charge, horned helm does +1d6 damage on a charge) charge with combat advantage: +25 to hit, 5d8 + 1d6 + 17 damage, vs REF (combine both bonuses from previous two lines) ranged basic attack with combat advantage (+1 dagger, thrown): +22 to hit, 1d4 + 3d8 + 15 damage, vs REF (apply combat advantage bonuses to dagger rather than rapier)
House Arellic had held the border for five generations in the Margravate of Crystalmir March. Five generations where it sent its sons and daughters to fight the kingdom's wars. And Gwenn had been raised to be the sixth. But in a chain of events that even now she didn't fully understand, the crown had turned against her family, declared them outlaws, and handed their lands to her family's oldest enemies all in the name of 'peace'. Not surprisingly, her father had raised his banner in rebellion. Also not surprisingly, the open rebellion he led had been crushed, and Gwenn barely escaped with a handful of supporters to the mountains. No closer relatives than an illegitimate cousin survived the open rebellion, and even some of those had died to get her to safety, no matter that even as a teenaged girl she was a natural with a blade.
She has been leading a band of outlaws since then, reminding the crown of its betrayal and the people of who their leige lady truly is. And now the other shoe has dropped, and the other enemy the Arellics had always guarded against is menacing her home. And that craven fool who called himself a king knew her too well; she couldn't think of not trying to stop them. If she hadn't seen some of the damage herself, Gwenn might have thought it a ruse to draw her out. But it wasn't.
- two years ago -
"We've been at this for a decade," Gwenn told her oldest friend, rehashing an old argument. "And we still have the same problem."
"The king did not worry about collateral damage when he forced your father from his duchy." He said.
"And he was threatening one margrave with the resources of the entire kindgom. Whereas we have a handful of people who know for sure I am even alive and just maybe the support of peasants here in my margravate, those of father's bannermen who were allowed to surrender and bend knee rather than be killed in battle, and just possibly a few other lords and merchants not enamored with the new order. That's not enough to beat him. And if we managed to create a general rebellion in the kingdom, we'd be leaving the country wide open to invasion." She said.
"And you won't attend to the matter personally, either." He said.
"I could do it. Probably. Though rumor has it he's brought in some very highly skilled guards, and if he has any enemies that justify that kind of expense except me, I don't know about them. But assuming I could do it, then what next? Proclaim myself queen over a score of closer relatives, with an army that is not loyal to me? Marry a son of a man I just killed? Keep killing kings until they got the message -- or managed to hire an assassin good enough to find and kill me, of course?" Gwenn replied. "That's a recipe for civil war, and one of our neighbors would surely be tempted to invade in the chaos."
Gwenn Arellic Perception: 22 Insight: 22 AC 28 Fortitude 23 Reflex 32 Will 25 Initiative: +14 Hit Points: 79 / 79 Bloodied: 39 Temporary Hit Points: 0 Resist: - Saving Throw: +2 vs ongoing damage. Action Points: 1 Second Wind: 1 Milestones: 0 Healing Surge: 19 Surges per day: 7 / 7 At-Will Powers: Acrobat's Trick, Ambush Trick, Tactical Trick, Unbalancing Trick Encounter Powers: Surprise Strike, Backstab (3/3), Cunning Escape, Heroic Effort, Sneak in the Attack, Swift Parry, Acrobat's Escape, Fading Retreat, Condition:
Last edited by drothgery; Wednesday, 18th April, 2012 at 08:36 PM.
Reason: refreshed PDF, tweaked ministats
Lucan began working on the song many years ago. At first, when his career had just begun, it was a heroic ballad in honor of an unnamed warrior poet. He performed fragments of his work in front of ambivalent crowds in taverns all across the countryside. One of the men in the audience, a raspy-voiced traveler, handed the performer a card. And so, two months later, after his initiation into the Order of the Singing Blade, Lucan added another verse to his poem. It developed a haunting melody that told the tale of a man who lulls people to sleep with song and then plucks their hearts out.
Lucan's position in the guild was to perform for noblemen at night, and to kill them before sunrise. Such was the way. He did not care for the life, but each mission, each performance, was a chance to add a note to the melody or a word to the lyrics. Until one time, too drunk to focus, his blade missed its mark. His cover blown, Lucan made a hasty retreat, but the Singing Blade doesn't make allowances for error. The bard fled deep into the woods, where he lived for four years. His song went unsung that whole time.
And one day, he joined a crew of wandering adventurers, and again he found cause to sing his songs. With allies at his back, he had an audience. And over time, he even found a handful of friends. Then the giants came, and Lucan found a chance to write his next canto; a song writ in the blood of tyrants.
Deacon Ambersharn - Human Knight Initiative 15 - Passive Perception 18 - Passive Insight 18 - Senses Normal AC 32 - Fortitude 30 - Reflex 25 - Will - 25 HP 97/97 - Bloodied 48 - Surge Value 25 - Surges Left 12/12 Action Points 2 - Second Wind Not Used Current Stance:
Aura * Personal Minor Action
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. When in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Martial * Personal Opportunity Action
Trigger: An enemy subject to your defender aura shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your strength modifier.
Martial, Stance * Personal Minor Action
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your constitution modifier.
Defend the Line:
Martial, Stance * Personal
Minor Action Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.
Martial, Stance * Personal Minor Action
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.
Martial, Weapon * Personal Free Action
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes an additional 1[W] damage.
Staggering Hammer: If you perform a Power Strike with a hammer, the target is also immobilized until your next turn or until you are no longer adjacent to it, and grants combat advantage to you until the end of your next turn.
Martial * Close burst 2
Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack.
Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.
Come and Get It
Martial, Weapon * Close burst 3 Standard Action
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If
the target is adjacent to you after the pull, it takes 1[W] damage.
Martial * Close Burst 2 Minor Action
Target: Each enemy in the burst.
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.
Martial * Personal No Action
Trigger: You make a saving throw and dislike the result.
Effect: You can reroll the saving throw but must use the second result.
Martial * Melee 1 Immediate Interrupt
Trigger: An attack hits or misses you or an ally adjacent to you and deals damage.
Target: The character hit or missed by the triggering attack.
Effect: The damage is reduced by 2d10 + you constitution modifier.
Hold Your Ground:
Martial * Personal Immediate Interrupt
Trigger: You are pushed, pulled, slid, or knocked prone.
Effect: You are not pushed, pulled, slid, or knocked prone.
Destined for Greatness:
Healing * Personal No Action
Trigger: You fail a saving throw and you are not dying.
Effect: You reroll the saving throw with a +4 power bonus. In addition, you can spend a healing surge.
Deacon Ambersharn comes from a relatively simple town. He enlisted as a soldier at a young age, and displayed considerably prowess on the batttle-field, such that his commanders decided to give him and some other select soldiers special training, turning them into a sort of elite soldiers, trained to protect the most important of government and military officials. His services were soon called upon, as his city was subject to a prolonged war with an ambitious Orc chieftain. The city eventually began to crumble under the waves of Orcs sent against them, and Deacon and a few of the others in his regiment were assigned to evacuate the Thane and his family. However, on their way out, they were waylaid and captured by the Orcish chieftain. After a good few months of imprisonment (during which he picked up the basics of the Giant language, as well as an ability to ignore pain as a necessity), Deacon and one of his allies managed to escape, but the Thane had already been tortured and killed.
Knowing that they would be discharged from the army should they return having failed to protect such an important figure, the two went their separate ways, away from their city. Deacon was looking for a place were he might put his talents to use, working a few odd jobs as a mercenary to make some money. He did a few odd jobs as a bodyguard, or as a traditional adventurer, retrieving lost artifacts or wiping out bandit nests (though there was that one group that neither he nor any of his other compatriots could never get rid of, those Marauder figures). With the threat of the giants, however, Deacon found a new calling, polished up his hammer, and headed out. He tracked down one of his old adventuring companions, Brook, and the two have been searching for more able-bodied adventurers to aid them in their quest.
Deacon, in general, is relatively friendly and diplomatic. Though earning his trust isn't too difficult, a life of war has taught him to not form attachment to others. As a result, he also tends to be somewhat independent in and out of combat, relying more on his own skill and strength than on that of others. Though he doesn't harbor any particular hatred for giants (that right is reserved for Orcs), he rather likes civilization. Besides, they speak the same language. They're close enough.
Last edited by Inspiratorium; Sunday, 5th February, 2012 at 11:37 PM.
Reason: Couple quick changes to his equipment -- also a multiclass Ranger feat to pick up a skill and a bit of extra damage.
Brook, the runt of his family was left to care for himself at an early age. He was caught stealing from a monastery and as punishment was indentured into service of the monks. Though nominally a servant he proved bright and showed the ability to learn from his surrounds, eventually being accepted as a student and being inducted into their secrets.
He progressed well as a student of the divine runes, showing aptitude in combining them with the martial practices taught at the monastery. Eventually however, he tired of the spartan prison like existance in the monastery and was allowed to leave, after taking a vow to use his knowledge and skills to protect civilization.
He spent many seasons patrolling the borders of the wildlands with various companions, helping protect the various villages and towns from the savage humanoids beyond, growing in his skills and excelling in bringing down foes larger than himself.
In his travels in the area he has heard of a local rebellion. A group of rebels loyal to a local lord who had been declared a traitor to the crown.
In his investigation of the rebellion he ran into Deacon, an old adventuring companion. Deacon filled hm in about the threat the giants posed to the area. Deciding the giants are the greater threat to civilization in the area they have begun looking for experienced warriors to help investigate and neutralize the giant menance
At first glance Brook appears mainly human, although his slightly elongated snout and canines mark him as a longtooth Shifter.
He has brown air and a dark brown skin typical of his race.
Typically he is dressed in a traveling robe over hide armour. The armour has a strange, stonelike, texture and is abrasive to the touch. He wears a baldric over the armour indicating his allegiance to the Monastery of the Word of the World, a small sect of monks and scholars who believe that through the study of life, nature and themselves they will be able to find the original word they believe gave form to the world.
He is often seen carrying a glaive as his weapon of choice, covered in strange arcane and divine symbols which give off an eldrich glow.
Last edited by Phaezen; Saturday, 28th January, 2012 at 02:27 PM.
(Wild) Elf, Druid (Protector, Circle of Shelter)
Background: Place of Birth (Forest) (+2 to Perception)
Themes: Fey Beast Tamer: Blink Dog
Paragon Path: Primal Summoner
Attunements: Air Spirit, Verdant Touch, Vine Rope
Wildstep: Shift through difficult terrain.
Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.
Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.
Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura.
Fey Beast Tamer 10: You can communicate normally with your fey beast companion and other creatures of the same kind.
Feral Ways (11th level): When your summoned creatures use their instinctive effects, they regain 6 hit points and gain a +2 power bonus to any attack rolls that are part of those effects.
Primal Summoner Action (11th level): When you spend an action point to take an extra action, you can give a single standard action command to one of your summoned creatures as a free action.
FINAL ABILITY SCORES
Str 11, Con 15, Dex 19, Int 11, Wis 22, Cha 9.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 10, Wis 17, Cha 8.
Druid At-Will: Fire Hawk
Druid At-Will: Magic Stone
Druid Encounter 1: Thorn Spray
Druid Encounter 3: Wind Wall
Druid Encounter 7: Charm Beast
P. Summoner Encounter 11: Redfang Prophecy
Druid Utility 2: Seed of Healing
Druid Utility 6: Camouflage Cloak
Druid Utility 10: Feywild Sojourn
P. Summoner Utility 12: Tightened Control
Melee Basic Attack
At-Will ✦ Weapon
Standard Action, Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1d8 + 3 damage.
Air Spirit (At Will Minor Ranged 5 ✦ Conjuration, Primal) Druid Utility
Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less.
As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding.
As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action.
Sustain: Minor The spirit persists until the end of your next turn.
Verdant Touch (Encounter Minor Close burst 1 ✦ Primal) Druid Utility
Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain
Vine Rope (At Will Minor Personal ✦ Primal) Druid Utility
Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action.
Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal) Druid 1
Target: One Creature
Attack: +17 vs. Reflex
Hit: 1d8+10 fire damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target.
Fire Hawk Attack (At Will Opportunity Ranged 10 ✦ Fire, Implement, Primal)
Requirement: The Fire Hawk power must be activated by you to use this power.
Trigger: The target takes any action that can provoke opportunity attacks
Attack: +17 vs. Reflex
Hit: 1d8+10 damage.
Magic Stone (At Will Standard Ranged 10 ✦ Implement, Primal) Druid 1
Target: One, two, or three creatures.
Attack: +17 vs. Reflex
Hit: 1d4+10 damage, and you can push the target 1 square.
Nature's Growth (Encounter Minor Area burst 1 within 10 ✦ Primal, Zone) Druid Utility
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you and your allies. You can dismiss the zone as a minor action.
Thorn Spray (Encounter Standard Close blast 5 ✦ Implement, Primal) Druid 1
Target: Each creature in blast
Attack: +17 vs. Reflex
Hit: 1d6+10 damage, and the target takes a –5 penalty to all defenses until the end of your next turn.
Seed of Healing (Daily Minor Personal ✦ Healing, Primal) Druid Utility 2
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain 33 hit points.
Wind Wall (Encounter Standard wall 8 within 10 squares ✦ Implement, Primal, Zone) Druid 3
Target: Each enemy in the wall
Attack: +17 vs. Fortitude
Hit: 2d6+10 damage, and you can slide the target 1 square.
Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.
Camouflage Cloak (Encounter Minor Ranged 5 ✦ Primal) Druid Utility 6
Target: You or an ally
Effect: The target becomes invisible until he or she moves or until the end of your next turn.
Charm Beast (Encounter Standard Ranged 5 Charm, Implement, Primal) Druid Attack 7
Target: One creature
Attack: +17 vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast.
Hit: The target is dominated until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
Feywild Sojourn (Encounter Move Personal ✦ Primal, Teleportation) Druid Utility 10
Effect: You teleport to a safe place in the Feywild. While you are there, you can’t take any actions other than using your second wind and wild shape. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left.
Summon Natural Ally (Daily Standard Ranged 5 ✦ Primal, Summoning) Druid Attack
Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Special: You can use this power thrice per day.
Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin.
680gp Syberis shard of the mage (heroic tier)
840gp Everlasting Provosion
1,000gp Bag of Holding
1,000gp Potion of Vitality
1000gp Night's Mantle
1,000gp Know the Path
840gp Mount Growth
360gp Ride the Winds
840gp Speak with Animals
1,000gp Speak with Sentinels
Trained Blink Dog Fey Beast Companion
Medium fey beast HP 40 Initiative +10 AC 27, Fortitude 25, Reflex 25, Will 25 Speed 7, Perception +33 (Low-light vision)
O Blinking Pack (teleportation) F Aura 1
The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.
m Blinking Bite (teleportation) F At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 1d8+6 damage, and the blink dog teleports up to 2 squares.
Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6
Aelar was born in the Winterwoods of the Feywild as part of a small community of elves that returned to the Feywild to live there, but unlike their Eladrin cousins in balance with its primal energies rather than bending it to their will with arcane power.
Aelar became druid but liked to explore the darker parts of his surroundings, encountering a place where the Feywild brushed with the Shadowfell. He learned much there about the power of darkness and how the fight for survival can become even more desperate. Even more important, he found his faithful companion, Shade, one of the rare black pelted blink dogs there.
At last he ventured to the material plane, wanting to see the core of existence that was neither the vibrancy of the Feywild, nor the gloom of the Shadowfell. But his roots never left him, as he concentrated on summoning beast from the Feywild and always having Shade around.
He doesn't like to speak about what forced him to revisit the Feywild and what strange pact he made, but he returned with iceblue eyes, a deeper understanding of the powers of winter and a new staff that changed his magic to freeze his enemies to the death.
Wizard cantrips: Light, Prestidigitation, Mage hand
Firecrafter theme: Blazing corona (encounter)
Bard MC: Majestic word (daily)
Racial: Infernal wrath (encounter)
Spellbook: Dread presence, Phantom chasm, Feather fall, Blissful ignorance, Web, Fire shield, Phantom foes, Face of death, Mass resistance
Sunrods (x5); Fine clothing (x5 sets); Waterskin (x2); Belt pouch (x2); Bedroll; Bag of holding, +2 Skald's leather armor, Belt of nourishment, +1 Master's wand of Magic Missile, Potion of Fey step (x3), Potion of Healing (x2); 620 gp (9000 gp total)
level 13: +3 Accurate Staff of ruin
level 12: Khyber shard of fiery depths (+3)
level 11: +3 Amulet of protection
Miranda is the daughter of a powerful wizardess and an efreet noble. She was raised in her father's citadel, in an inhospitable land far from the realms of mortal men. Her heritage earned her many enemies among the efreet, though, and her parents sent her to learn from the same arcane instructors who had tutored her mother many years ago. Miranda proved to be a gifted wizard herself, and her ancestry made her especially skilled with fire spells. For several years, she traveled through the lands of men, learning how to harness her arcane powers. In time, she even traveled to the land where her mother had been born- only to find that the country was now tormented by raiding giants. Declaring herself an emissary of the efreet courts, she offered her assistance to the local ruler, to help deal with the massive troublemakers.
At a casual glance, Miranda might be mistaken for an attractive, though exotic, young human woman. A closer look reveals the truth- she is half-human, and half-efreet. Her skin has a noticeable golden cast- in the right lighting it looks almost metallic. She has a pair of small horns on her forehead, though these are often hidden by her long, wavy black hair. And there seem to be tiny flames dancing in her eyes... She tends to dress in the fashion of a desert noble- full flowing robes of red and gold silk, light soft boots, and a swirling hooded cloak. Even the lightweight armor she wears is decorated with flowing golden script like twining strands of flame. Her only obvious weapon is a long staff of fire-darkened wood set with a dark red gemstone.
Last edited by pathfinderq1; Sunday, 25th March, 2012 at 02:23 PM.
Reason: changed theme