Adventures in Cormyr (Recruitment Closed)


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stonegod

Spawn of Khyber/LEB Judge
stonegod said:
My main question would be: Would a full warlock be acceptable, especially if I can tune it to big boom while keeping the concept intack? If not, would a mostly full wizard/sorcerer with a level in acolyte of the skin be acceptable? (Some people find Warlock too overpowered, which is why I ask)

Lord_Raven88: The reason I ask this question is because I want to know if:
  • You have problems with the concept in general
  • You have issues with a particular implementation of the concept
I realize the party wants something that can do arcane damage; if you wish versatility, I can explore the wizard|sorcerer/acolyte of the skin option of the concept if you have not general problems with that concept/PrC. I don't want to try to create a character that does not fit the parties needs or one that is not acceptable as it would be a waste of your time.
 

Lord_Raven88

First Post
stonegod said:
Lord_Raven88: The reason I ask this question is because I want to know if:
  • You have problems with the concept in general
  • You have issues with a particular implementation of the concept
I realize the party wants something that can do arcane damage; if you wish versatility, I can explore the wizard|sorcerer/acolyte of the skin option of the concept if you have not general problems with that concept/PrC. I don't want to try to create a character that does not fit the parties needs or one that is not acceptable as it would be a waste of your time.
I don't have a problem will straight warlocks, saying that your wizard/sorcerer with a level in acolyte of the skin would have a better chance of being chosen.
 

Kafkonia

First Post
Lord_Raven88 said:
Books allowed: Any Forgotten Realms books, Core Rulebooks & SRD. Anything beyond this should be run past me.

By "SRD" , are you including the race and class variants, ie the Battle Sorceror?
 


stonegod

Spawn of Khyber/LEB Judge
Lord_Raven88 said:
I don't have a problem will straight warlocks, saying that your wizard/sorcerer with a level in acolyte of the skin would have a better chance of being chosen.
Thanks for the clarification. That is the concept I shall propose, then: The former battle mage who suffered tragically at the hands of fiends and then disgraced himself while turining to dark lore to seek his revenge. This turned out all bad, ending with the mistake of the Ritual of Bonding. For a time, he lost himself, did terrible things, and now seeks to redeem himself, revenge himself, and resist the evil within himself.
 

Bloodweaver1

First Post
The materialistic weasel in me says that given the possibility of a long adventure, that we might want to take advantage of the this lovely tree house. Possibly turning it into somekind of trading post between the recently acquired mine and the near by city. We could trade our wares, or any wares of that matter without worrying about pesky taxs cutting into our profits. We could higher merchants to run it while we go our merry-way. I mean its just such a lovely tree house, that it would be such a shame for it to go to waste.


-Blood
 

stonegod

Spawn of Khyber/LEB Judge
Amazing Triangle said:
I should have been a sorcerer/frost mage
That is actually similar to the concept I am working on: A war wizard initially trained in the use of frost against the enemy before his "fall".

Lord_Raven88: Do you have any problem w/ (1) The Energy Substitution Feat and (2) the evoker variants from the SRD?
 

stonegod

Spawn of Khyber/LEB Judge
Here is Vardin. I have tied him to some recent events in Cormyr, and justified his feat/spell selection as tying to his past with the War Wizards (no longer associated). Let me know what you think.

[SBLOCK=Vardrin]Vardrin Theese CR 6 (15634 xp)
Male human evoker 5/acolyte of the skin 1
LN Medium humanoid (human)
Patron Deity Ogmah
Init +4; Senses darkvision; Listen -1, Spot -1
Languages Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon

AC 20*, touch 15, flat-footed 16*; * includes mage armor
hp 30 (6 HD)
Fort +5, Ref +5, Will +5

Spd 30 ft.
Melee +1 rapier +7 (1d6/18-20)
Base Atk +2; Grp +2
Attack Options Weapon Finesse
Combat Gear wand of Snilloc's snow swarm (CL 3, 50)
Wizard Spells Prepared (CL 5, +6 melee/ranged touch attack):
~ 3rd (2+1): fireball [uttercold] x1+S (CL 6), magic circle against evil
~ 2nd (3+1): fireburst [uttercold] (CL 6), protection from arrows, scorching ray [uttercold] (S, CL 6), Snilloc's snow swarm [uttercold] (CL 6),
~ 1st (4+1): burning hands [uttercold] (CL 6), ice dagger [uttercold] x1+S (CL 6), mage armor*, shield
~ 0 (5+1): detect magic, flare, ray of frost x2 [uttercold] (CL 6), resistance
(S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion
* Already cast

Spell-Like Abilities:
~~ 1/day: poison (CL 8, DC 17, +6 melee touch)

Abilities Str 10, Dex 18, Con 14, Int 16, Wis 8, Cha 12
Special Qualities energy affinity (cold), wear fiend
Feats Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse
Skills Concentration +11, Decipher Script +8, Knowledge (arcana) +12, Knowledge (the planes) +12, Spellcraft +12

Possessions combat possessions and +1 rapier, ring of protection +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with explosive runes), spell component pouch, traveler's outfit, waterskin, 550 gp.
Wizard Spells Known: 0-all; 1st-burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike; 2nd-blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb; 3rd-dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall

Energy Affinity: cold (Ex): Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher.
Wear Fiend (Su): The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.

Concept

Vardrin uses evil to fight evil; in this case, the power of the Uttercold fiends to fight other scourges of evil. This of course comes at a price, and he must fight his urges in order to make a positive mark in the world.

Background

Vardrin Theese was once a young up-and-comer in the Cormyr War Wizards. Born in Arabel, he felt a sense of duty to his kingdom after all the previous troubles that Cormyr had weathered. In his training, he was among an elite cadre of specially trained evokers; these special wizards were trained in the expert manipulation of energy. Vardrin's arcane thesis and focus was on the use of cold energies, a sometimes under-appreciated element among his peers.

After graduating from his training, Vardrin requested to be stationed in Arabel, close to home. There we worked for several years, furthering his extra-planar and energy-based studies and protection Cormyr's citizens. That was all to change in 1371 DR, and the invasion lead by the "Devil Dragon."

Vardrin Theese stayed for the defense of the city, letting others escape via magic to Suzail. He was to retreat later, but he was captured by orcs that he swore bore the mark of fiends. They tortured him---destroyed his hands, cut out his tongue, did worse things---for days. It was only through the efforts of a rearguard force of Purple Knights that he was eventually rescued. But, by then, Vardrin had changed. His physical wounds could be healed, but not his mental ones.

Vardrin swore revenge, and joined Myrmeen Lhal's quest for vengeance to reclaim Arabel. He sought more power, the arcane power to defeat the fiendish orcs. He withrew into himself, began exploring dark lore normally forbidden to the War Wizards. This is when he discovered the Lords of the Uttercold, and saw a way to power.

Vardrin's arcane might grew; his arcane cold could not be stopped. He was present when Arabel was reclaimed, but it was soon after that his superiors found his taboo studies and expelled him from the War Wizards. Disgraced, and still not satisfied with his revenge (many orcs, probably the fiendish-allied ones that tortured him, escaped), Vardrin began wandering, seeking dark places, gaining more power, but at the cost of his goodness.

Vardrin does not recall exactly when he found and committed to the Ritual of Bonding. He believed the ritual would grant him even more control over the uttercold, allowing him more assured victory over his enemies. He was more than convinced that the ends justified the means, and thought he would firmly be in control.

He was wrong.

Vardrin lost himself for a while. When he controlled himself once more, he recalled only partly the things he had done. He was sickened, ashamed, lost. But it was too late---the ritual was complete, and it was permanent.

Vardrin has spent the time since regaining himself wandering Cormyr, trying to fight off evil, right wrongs, and make up for his past. Revenge still smolders---revenge against the ones who tortured him, revenge against the ones that fooled him with the ritual---but he keeps it low, knowing that it can consume him. He seeks redemption for himself, but only he will know when he has reached it.

Personality

Vardrin is outgoing, and prefers the company of others. He was trained to work in groups, and feels at home there. However, ever since the Fall of Arabel, there has been a more secretive and angry side as well. He occasionally has dark mood swings, and can be very aggressive in doing "what needs to be done" when fighting evil. He talks little about his past, however, preferring to focus on the future.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.

Appearance

Vardrin is a man approaching middle age (30) and there are marks of a hard life in his green eyes and the white interlacing his red hair and goatee. His hands are calloused and appear to have been severely broken at some time. Though dressed as a common traveller, he carries a weapon by his side and appears to have some familiarity with it. At first glance, nothing about Vardrin speaks to his arcane power or former membership in the War Wizards, but on closer look, there is this otherness---his very pale skin, a coldness to the eye---that sets him apart.[/SBLOCK]
I can give you the exact calculations used to create Vardrin upon request, and I can let you know any sources I used (mostly PHB, UA, FRCS, and Magic of Fearun). Vardrin should fit the arcane spell role, and can learn any non-enchantment/illusion spell to increase his versatility. He is currently using the Evoker variant of energy affinity from the SRD.

Let me know if there are any questions/comments.
 
Last edited:

D20Dazza

Explorer
Bloodweaver1 said:
The materialistic weasel in me says that given the possibility of a long adventure, that we might want to take advantage of the this lovely tree house. Possibly turning it into somekind of trading post between the recently acquired mine and the near by city. We could trade our wares, or any wares of that matter without worrying about pesky taxs cutting into our profits. We could higher merchants to run it while we go our merry-way. I mean its just such a lovely tree house, that it would be such a shame for it to go to waste.


-Blood
I like the materialistis weasel's idea. ;) I'd take it one step further and take possession of the carts as well. We get the carts fixed up, buy some horses and take them out to the keep to use for transport.

Someone should climb up the tree and see if the houses have any rope ladders or anything in them. How far from town were we? Do we need to rest overnight?
 

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