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<blockquote data-quote="stonegod" data-source="post: 2838096" data-attributes="member: 36973"><p><strong>Vardrin Theese, Fiend Tainted</strong></p><p></p><p><strong>Vardrin Theese</strong> CR 6 (18000 xp)</p><p>Male human evoker 5/acolyte of the skin 1</p><p>LN Medium humanoid (human)</p><p><strong>Patron Deity</strong> Ogmah</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision; Listen -1, Spot -1</p><p><strong>Languages</strong> Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon</p><p></p><p><strong>AC</strong> 20*, touch 15, flat-footed 16*; * includes <em>mage armor</em></p><p><strong>hp</strong> 30/30 (6 HD) </p><p><strong>Fort</strong> +6, <strong>Ref</strong> +6, <strong>Will</strong> +7</p><p></p><p><strong>Spd</strong> 30 ft.</p><p><strong>Melee</strong> <em>+1 rapier</em> +7 (1d6/18-20)</p><p><strong>Base Atk</strong> +2; Grp +2</p><p><strong>Attack Options</strong> Weapon Finesse</p><p><strong>Combat Gear</strong> 3 <em>potions of cure moderate wounds</em>, 2 <em>scrolls of fly</em>, <em>scroll of protection from energy</em>, 2 <em>potions of invisibility</em>, <em>wand of Snilloc's snow swarm</em> (CL 3, 49), <em>wand of magic missiles</em> (CL 7, 4 1d4+1 missiles, 6 charges), <em>wand of true strike</em> (50 charges)</p><p><strong>Wizard Spells Prepared</strong> (CL 5, +6 melee/ranged touch attack):</p><p>~ 3rd (2+1): <em>fireball</em> [uttercold] x1+S (CL 6, DC 17), <em>sleet storm</em></p><p>~ 2nd (3+1): <em>protection from arrows, scorching ray</em> [uttercold] (S, CL 6), <em>snow swarm</em> [uttercold] x1+S (CL 6, DC 16), </p><p>~ 1st (4+1): <em>burning hands</em> [uttercold] (CL 6, DC 16), <em>ice dagger</em> [uttercold] x1+S (CL 6), <s><em>mage armor</em>*</s>, <em>shield</em></p><p>~ 0 (5+1): <em>detect magic, flare, ray of frost</em> x2 [uttercold] (CL 6), <em>resistance</em></p><p>(S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion</p><p>* Already cast</p><p></p><p><strong>Spell-Like Abilities:</strong></p><p>~ 1/day: <em>poison</em> (CL 8, DC 17, +6 melee touch)</p><p> </p><p><strong>Abilities</strong> Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12</p><p><strong>Special Qualities</strong> energy affinity (cold), wear fiend</p><p><strong>Feats</strong> Discipline [Regional], Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse</p><p><strong>Skills</strong> Concentration +13, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13</p><p><strong>Possessions</strong> combat possessions and <em>+1 rapier</em>, <em>headband of intellect</em> +2, <em>ring of protection +1</em>, <em>cloak of resistance</em> +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with <em>explosive runes</em>), spell component pouch, traveler's outfit, waterskin, 987.5 gp.</p><p><strong>Wizard Spells Known:</strong> 0-all; 1st-<em>burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike</em>; 2nd-<em>blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb</em>; 3rd-<em>dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall</em></p><p></p><p><strong>Discipline (Ex):</strong> Vardrin gains a +1 on Will saves and a +2 on Concentration checks</p><p><strong>Energy Affinity: cold (Ex):</strong> Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher.</p><p><strong>Energy Substitution: cold (Ex):</strong> Vardrin can substitute cold as the energy descriptor for any spell.</p><p><strong>Lord of the Uttercold (Ex):</strong> Cold spells are half cold damage and half negative energy damage.</p><p><strong>Wear Fiend (Su):</strong> The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.</p><p></p><p><em>Blades of fire</em> Conj. [Fire] Sor/Wiz 1. Comp: V. Casting: 1 swift. Range: Touch. Targets: Two weapons wielded. Duration: 1 round. Resistance: No. Wielded weapon does an extra 1d8 fire damage. </p><p><em>Fireburst</em> Evoc. [Fire] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: 10 ft. Effect: Burst of fire extending 10 ft. from you. Duration: Instant. Resistance: Yes. Anyone w/in 10 ft. takes 1d8 fire damage per level (5d8 max).</p><p><em>Ice dagger</em> Evoc. [Cold] Sor/Wiz 1. Comp: V, S, M. Casting: 1 standard. Range: Close. SR: Yes. Thrown splash weapon (ice dagger); ranged touch; 1d4 cold damage per level (5d4 max) and splash damage of 1.</p><p><em>Snowball Swarm</em> Evoc. [Cold] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: Medium. Area: 10 ft. radius burst. Save: Reflex half. SR: Yes. 2d6 cold damage + 1d6 per two levels over 3rd (5d6 max).</p><p></p><p><strong>Concept</strong></p><p></p><p>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.</p><p></p><p><strong>Background</strong></p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>He was wrong.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Personality</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Appearance</strong></p><p></p><p>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 <em>otherness</em>---his very pale skin, a coldness to the eye---that sets him apart.</p></blockquote><p></p>
[QUOTE="stonegod, post: 2838096, member: 36973"] [b]Vardrin Theese, Fiend Tainted[/b] [b]Vardrin Theese[/b] CR 6 (18000 xp) Male human evoker 5/acolyte of the skin 1 LN Medium humanoid (human) [b]Patron Deity[/b] Ogmah [b]Init[/b] +4; [b]Senses[/b] darkvision; Listen -1, Spot -1 [b]Languages[/b] Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon [b]AC[/b] 20*, touch 15, flat-footed 16*; * includes [i]mage armor[/i] [b]hp[/b] 30/30 (6 HD) [b]Fort[/b] +6, [b]Ref[/b] +6, [b]Will[/b] +7 [b]Spd[/b] 30 ft. [b]Melee[/b] [i]+1 rapier[/i] +7 (1d6/18-20) [b]Base Atk[/b] +2; Grp +2 [b]Attack Options[/b] Weapon Finesse [b]Combat Gear[/b] 3 [i]potions of cure moderate wounds[/i], 2 [i]scrolls of fly[/i], [i]scroll of protection from energy[/i], 2 [i]potions of invisibility[/i], [i]wand of Snilloc's snow swarm[/i] (CL 3, 49), [i]wand of magic missiles[/i] (CL 7, 4 1d4+1 missiles, 6 charges), [i]wand of true strike[/i] (50 charges) [B]Wizard Spells Prepared[/b] (CL 5, +6 melee/ranged touch attack): ~ 3rd (2+1): [i]fireball[/i] [uttercold] x1+S (CL 6, DC 17), [i]sleet storm[/i] ~ 2nd (3+1): [i]protection from arrows, scorching ray[/i] [uttercold] (S, CL 6), [i]snow swarm[/i] [uttercold] x1+S (CL 6, DC 16), ~ 1st (4+1): [i]burning hands[/i] [uttercold] (CL 6, DC 16), [i]ice dagger[/i] [uttercold] x1+S (CL 6), [s][i]mage armor[/i]*[/s], [i]shield[/i] ~ 0 (5+1): [i]detect magic, flare, ray of frost[/i] x2 [uttercold] (CL 6), [i]resistance[/i] (S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion * Already cast [b]Spell-Like Abilities:[/b] ~ 1/day: [i]poison[/i] (CL 8, DC 17, +6 melee touch) [b]Abilities[/b] Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12 [b]Special Qualities[/b] energy affinity (cold), wear fiend [b]Feats[/b] Discipline [Regional], Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse [b]Skills[/b] Concentration +13, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13 [b]Possessions[/b] combat possessions and [i]+1 rapier[/i], [i]headband of intellect[/i] +2, [i]ring of protection +1[/i], [i]cloak of resistance[/i] +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with [i]explosive runes[/i]), spell component pouch, traveler's outfit, waterskin, 987.5 gp. [b]Wizard Spells Known:[/b] 0-all; 1st-[i]burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike[/i]; 2nd-[i]blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb[/i]; 3rd-[i]dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall[/i] [b]Discipline (Ex):[/b] Vardrin gains a +1 on Will saves and a +2 on Concentration checks [b]Energy Affinity: cold (Ex):[/b] Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher. [b]Energy Substitution: cold (Ex):[/b] Vardrin can substitute cold as the energy descriptor for any spell. [b]Lord of the Uttercold (Ex):[/b] Cold spells are half cold damage and half negative energy damage. [b]Wear Fiend (Su):[/b] The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision. [i]Blades of fire[/i] Conj. [Fire] Sor/Wiz 1. Comp: V. Casting: 1 swift. Range: Touch. Targets: Two weapons wielded. Duration: 1 round. Resistance: No. Wielded weapon does an extra 1d8 fire damage. [i]Fireburst[/i] Evoc. [Fire] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: 10 ft. Effect: Burst of fire extending 10 ft. from you. Duration: Instant. Resistance: Yes. Anyone w/in 10 ft. takes 1d8 fire damage per level (5d8 max). [i]Ice dagger[/i] Evoc. [Cold] Sor/Wiz 1. Comp: V, S, M. Casting: 1 standard. Range: Close. SR: Yes. Thrown splash weapon (ice dagger); ranged touch; 1d4 cold damage per level (5d4 max) and splash damage of 1. [i]Snowball Swarm[/i] Evoc. [Cold] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: Medium. Area: 10 ft. radius burst. Save: Reflex half. SR: Yes. 2d6 cold damage + 1d6 per two levels over 3rd (5d6 max). [b]Concept[/b] 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. [b]Background[/b] 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. [b]Personality[/b] 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. [b]Appearance[/b] 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 [i]otherness[/i]---his very pale skin, a coldness to the eye---that sets him apart. [/QUOTE]
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