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Age of Mortals - The Knights of Solamnia Character Thread
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<blockquote data-quote="evileeyore" data-source="post: 1633214" data-attributes="member: 1768"><p><strong>Merritt Stone</strong></p><p></p><p>[CODE][B]Name:[/B] Merritt Stone</p><p>[B]Class:[/B] Gestalt Clrc/Rogue 4, Ranger/KoC 2</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] LG</p><p>[B]Deity:[/B] Mishakal</p><p></p><p>[B]Str:[/B] 14 +2 (06p.) [B]Level:[/B] 6 [B]XP:[/B] 15,000</p><p>[B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +5 [B]HP:[/B] 55 (4d8+2d10+12)</p><p>[B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] +7 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 19 +4 (16p.) [B]Speed:[/B] 30'/20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 16 +3 (10p.) [B]Init:[/B] +3 [B]Spell Save:[/B] +0</p><p>[B]Cha:[/B] 12 +1 (04p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] 25%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +11 +0 +2 +0 +0 +0 23</p><p>[B]Touch:[/B] 12 [B]Flatfooted:[/B] 23</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 7 +2 +9</p><p>[B]Ref:[/B] 7 +2 +9</p><p>[B]Will:[/B] 6 +2 +8 +1 vs fear</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Stoneheart +9 2d6+3 19/x2</p><p>Guantlet +7 1d3+2 20/x2</p><p>Shortbow, Comp +2 +8 1d6+2 20/x2</p><p>Truncheon +8 1d6+2* 20/x2</p><p></p><p>*deals nonlethal damage</p><p></p><p>[B]Languages:[/B] Solamnic, Common, Gnome, Kenderspeak, Camptalk, Nerakese</p><p></p><p>[B]Abilities:[/B]</p><p>[B]Rogue:[/B] Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge</p><p>[B]Cleric:[/B] Divine Spellcasting, Domians: Healing (+1 caster lvl),</p><p> Community ([i]calm emotions[/i] 1/day, +2 comp Diplomacy), Turn Undead</p><p>[B]Ranger:[/B] Track, Favored Enemy: Human, Two-Weapon Fighting</p><p>[B]Knight of the Crown:[/B] Strength of Honor (+4 STR 4/rounds 1/day),</p><p> Knightly Courage (CHA bon vs fear), Heroic Iniative</p><p></p><p>[B]Feats:[/B] Urban Tracking, Honorbound, Ancestral Relic (Sword of Stone),</p><p> Leadership,</p><p></p><p>[B]Skill Points:[/B] 113 [B]Max Ranks:[/B] 9/4</p><p>[B]Skills Total Ranks Mod Misc[/B]</p><p>Bluff +6 5 +1 </p><p>Diplomacy +9 2 +1 +6</p><p>Disable Device +11/13 7 +4 /+2</p><p>Gather Inf +10 7 +1 +2</p><p>Heal +5/7 2 +3 /+2</p><p>Hide +12 8 +2 +2 </p><p>Religion +9 5 +4 </p><p>Local +9 5 +4 </p><p>Geography +9 5 +4 </p><p>Nobilty +6 2 +4 </p><p>Listen +11 8 +3 </p><p>Move Silently +12 8 +2 +2</p><p>Open Lock +10/12 8 +2 /+2</p><p>Ride +6 4 +2 </p><p>Search +12 8 +4 </p><p>Sense Motive +8 5 +3 </p><p>Slieght of Hand +11 7 +2 +2</p><p>Spot +11 8 +3 </p><p>Survival +9 6 +3 </p><p></p><p>/ :INDICATES CONDITIONAL UPON ITEM</p><p></p><p>[B]Turn Undead:[/B] 4/day, 1d20+1 check, 2d6+5 damage</p><p></p><p>[B]Spells:[/B]</p><p>Merritt's Daily Spells:</p><p>Clc 4 0/5 1/5 2/4</p><p></p><p>[I]General List[/I]</p><p></p><p>0th</p><p>Detect Magic x2</p><p>Light</p><p>Read Magic x 2</p><p></p><p>1st</p><p>D:Cure Light Wounds</p><p>Comprehend Languages</p><p>Divine Favor x 2</p><p>Shield of Faith x 2</p><p></p><p>2nd</p><p>D:Sheild Other</p><p>Bull's Strength x 2</p><p>Cure Moderate Wounds</p><p>Hold Person</p><p></p><p>[I]Court List[/I]</p><p></p><p>0th</p><p>Detect Magic x 2</p><p>Detect Poison</p><p>Guidance</p><p>Resistance</p><p></p><p>1st</p><p>D:Cure Light Wounds</p><p>Comprehend Languages x 3</p><p>Detect Chaos</p><p>Detect Evil</p><p></p><p>2nd</p><p>D:Cure Moderate Wounds</p><p>Augury x 2</p><p>Eagle's Splendor</p><p>Owl's Wisdom</p><p></p><p></p><p></p><p>[B]Equipment: Weight[/B]</p><p>Disk of Mishakal, Silver 1</p><p>3 Manacles, mstrwkd 6</p><p>Signet Ring -</p><p>Thieves Tools, mstrwkd*1 2</p><p>[i]Nightwhisper[/i] 25</p><p>[i]Stoneheart[/i] 8</p><p>Goggles of Elfsight</p><p>Hat of Disguise -</p><p>Shortbow, Composite +2, mstrwkd 2</p><p>20 Arrows 3</p><p>Truncheon, mstrwd (sap) 2</p><p></p><p>Backpack 2</p><p>-Messkit 1</p><p>-3 Mapcases and maps*2 1.5</p><p>-Fishing gear*3 5</p><p>Shave kit, mirror (stl) 1</p><p>Flint & Steel 0</p><p>7 Trail Rations 7</p><p>Sealing Wax 1</p><p>Soap 1</p><p>Whetstone 1</p><p></p><p>Warhose, heavy</p><p>-Military Saddle & pack</p><p>-Tent; 3 Winter Blanket; Bedroll; Clothes*4; Healers kit; 2 rope, silk;</p><p> 5 Waterskins, 20 arrows</p><p></p><p>Horse, Heavy</p><p>-Pack Saddle</p><p>-20 waterskin; 14 Feed; 2 Winter Blankets; Canvas 10sq'; 20 Pitons;</p><p> Hatchett/Hammer; 10 Sacks; 300stl in trade goods*5</p><p></p><p>*1 The tools are hidden under his armor</p><p>*2 various maps of Solamnia and Nightlund</p><p>*3 Fish hooks, line, cork, sinkers, and a net</p><p>*4 4 Traveler clothes, 2 Courtier's Outfits w/Jewerly, Winter gear</p><p>*5 Spices, Salt, Bolts of clothe, small steel tools (needles, knives,</p><p> scissors, etc)</p><p></p><p>[B]Magic:[/B]</p><p>[i]NightWhisper[/i] Dragonmetal Fullplate +3, shadow, silent moves</p><p> AC: +11 DEX: +3 ACP: -3 SpellFail: 25% WT: 25lbs COST: 27,000st</p><p>[i]Stoneheart[/i] Starmetal Greatsword +1, Ancestral Relic</p><p> DAM: 2d6 CRIT: 19/x2 WT: 8lbs TYPE: Slashing COST: 5,050</p><p>Goggles of Elfsight</p><p> The lenses of this item are made of dark crystal. Even though the</p><p> lenses are opaque, when placed over the eyes of the wearer they</p><p> enable him to see normally and also grant him lowlight vision.</p><p> Both lenses must be worn for the magic to be effective.</p><p> COST: ?</p><p>Hat of Disguise</p><p> This apparently normal hat allows its wearer to alter her</p><p> appearance as with a disguise self spell. As part of the disguise,</p><p> the hat can be changed to appear as a comb, ribbon, headband, cap,</p><p> coif, hood, helmet, and so on. COST: 1,800</p><p></p><p>[B]Total Weight:[/B] 68.5lb, 42 without pack</p><p>[B]Money:[/B] 20pp 100st 1sp 8cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 58 116 175 175/350 875</p><p></p><p>[/CODE]</p><p></p><p><strong>Age:</strong> 29</p><p><strong>Height:</strong> 6'8"</p><p><strong>Weight:</strong> 225lb</p><p><strong>Eyes:</strong> Blue Grey</p><p><strong>Hair:</strong> Black</p><p><strong>Skin:</strong> Caucasian, pale</p><p></p><p><strong>Appearance:</strong></p><p></p><p>Tall and gangly. Out of his armored shell he seems very clumsy. He never looks comfortable, as if the world is too small. He almost has an elvish appearance, accentuated by his clean shaven and vaguely youthful face. It is often said that because of their fair features, odd eyes, and trouble growing facial hair (even mustaches are beyond them) that the Stone family must have Elven blood in their history somewhere.</p><p></p><p><strong>Personality</strong></p><p></p><p>Merritt is a joyful person. One of those annoying people who always see the bright side of the darkest situation, and always strive on. Naturally gregarious, Merritt has an easy way with most people. However his blunt and direct manner, coupled with his intense singlemindedness, tend to put some off. Okay, it puts alot of people off. His focus is can be so intense, he will miss meals, sleep, and forget how much time has passed. This coupled with his youthful appearance, often causes his experience to be overlooked.</p><p></p><p><strong>Background:</strong></p><p></p><p>Born under the Dragons claw, Merritt never knew a time of peace or freedom. Granted in having spent his early years in Sancrist; in his families holdings just outside of Gavin; his understanding of the problem was slightly different than most. After all the ones most affected by the coming of Pyrothraxus, seem to most enjoy having the great wyrm around. Merritt grew in carefree aboundance. His family was rich, but frugal. He never went without, but never had more than was needed. He was his father's squire from the time of his birth, as were his older brothers. He spent his days either learning to take care of armor and weapons, learning history, or learning how to ditch out and wander the small city.</p><p></p><p>As he taught Merritt the ways of Knighthood, Lord Stone grew tired of countless council sessions while younger knights, including his eldest sons were sent of of to quest. Although he understood his days of questing were behind him, he yearned to <em>do</em> once again. His fellows in council told him to retreat into the Glade to ask the absent Gods for council. A faithless man, he believed it would yeild him no answers, but he tried anyway. After three days vigil he beheld a vision. His youngest son would one day be chosen a God, and Arbrinius would lead his family to the ancestral home, in the Southern Dargaard Mountians, in Nightlund. Suffice to say Lord Stone was shaken and forcefully placed no faith in the visions. However they haunted his sleep for years, and tempered his ambitions for renewed youthful glories.</p><p></p><p>On Merritt's ninth birthday his squirship was passed on to another Crown Knight, his Father's friend, Brother Calamus. He was a Questing Knight, a warrior-monk of Majere, and a Justicar of the Crown. Together Calamus and Merritt travelled over the face of Southern Solamnia, keeping the peace, and investigating rumors of corruption. They occasionaly ventured out into other territories, but only to hunt Nerakian Knights who had bounties upon their heads, and only with a posse at their backs.</p><p></p><p>On his fourteenth year, on Calamus' insistance and his Father's politicking, Merritt was raised to Knight of the Crown. He continued travelling with Brother Calamus, as his apprentice. Since Justicars by nature work outside the Orders Circles; and are reviled by many on the inside; Merritt's advancement was slowed forever more.</p><p></p><p>During his 16th year in a small town in just south of Lytburg, Merritt awoke with a vision. It was simple, the people of the town were being robbed. This feeling was so strong he immediately awoke the older Knight and donned his armor. He crept out into the street with Calamus' curses behind him. By the time Calamus had joined him, Merritt had found the bandits and had waded in to battle. The two made quick work of the theives, who had meant to sneak and steal, and had come ill prepared for armed resistance. The following day the older Knight dismissed Merritt's insistance that it was work of the Gods, afterall the Gods were gone, had been for over twenty years. The Priests hadn't been talkin of them being back, so Calamus put it off to intuition.</p><p></p><p>Then it happened again a few months later, and again, and again. Always in a town or city, always the visions leading them to rescue or protect. Finally Calamus agreed it must the Gods work, but it was 'damned <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />-eyed'. Calamus told Merritt, "Here our paths part. You must go find someone who ken answer yer questions, an' I've got bounties that need tendin."</p><p></p><p>Merritt spent years travelling and talking to Mystics, clerics, priests, and madmen. He finally found some answers in a Temple of Mishakal. The old Priestess confirmed that a few, scattered around, here and abouts, were indeed hearing from the Gods. But it was not much, it was only in places that the Gods once had worship, or true power, and the Priestess believed it was only the echoes of the God's wishes. She confirmed Merritt must have been called to the Goddess, but unfortunately all that was left were but faded memories of glory.</p><p></p><p>Merritt stayed with the Sisters, learning of Mishakal and ways of Healing. After four or so years of learning from the Priestesses and helping defend their Abbey, Merritt returned home. He had rather lost track of the time.</p><p></p><p>His father had heard from his friend Brother Calamusof Merritt's vision, but he desperately placed no faith in them. When Merritt returned home, full of stories of his learning and travels, Lord Stone was quick to dismiss any hint of divinity. He was just glad at least one of his sons were safe, as the others had gone missing, just as Merritt had.</p><p></p><p>At the next council session (Winter council 416Ac), Merritt was brought up on charges of dereliction of duty. Primarily for disappearing for almost a decade and not reporting his whereabouts. Once again his Father's expert politicking was called in. However a chance visit from the a Justicar of the Sword is what actually saved Merritt. The Knight knew Brother Calamus, and knew of him sending young Merritt off on his own. They apparently had discussed the visions and feelings Merritt had been having. On the Knights word, Merritt was vindicated, but it left many with the feeling that the young Knight was, 'unfit'.</p><p></p><p>Merritt has spent the last four years fighting an uphill battle to gain recognition. His only victories so far have been his inclusion into the ranks of the Justicar, and what few trials have been recognized.</p><p></p><p>His Father on the other hand spent those years secretly trading favors, money, power, and in the end even their holdings in Gavin for the means to retake the ancestral lands in Nightlund. With fall of Dark Lord Soth, The Lord of Stone saw his chance. He and Merritt have spent the last year conquering the mountian keep and pacifying the valleys of once fertile farmlands. As the Gods returned to Krynn, and Merritt's powers grew, The old Lord became more zealous. The men in their command saw miracles occur before their eyes and pushed harder. What Lord Stone believed would be a five year campaign was finished by the years end. Workers are beginning the rebuilding of the keep and the mercenaries have taken lands, and begun the ardous task of beating swords into plowshares (not literally!). Having a moment of stability, Lord Stone has sent Merritt back to report the progress, attend the next Court, and try to spread the encouraging word.</p><p></p><p><strong>Religous and Political</strong></p><p></p><p>Merritt is a disciple of Mishakal. He is very devout, but has an unnerving tendency to resort to violence in the protection of communities. He swears it is only when diplomacy fails, but diplomacy fails him alot.</p><p></p><p>The Stone family has spent most of its last political token, and is hanging on by a thread. Only the reclamation of the their ancestral lands have given them any sway at all at this point. The family has always had a rough time, far too many Stone have fallen into disgrace, a fair few are current Knights of Neraka, and to the families shame, at least one was amongst the first Knights of Takhisis. Only their political savy and might have kept them from expulsion or censure. In the last years of the Age of Despair, when many knights became corrupt and decadent, the Stone family rose in prominence. They kept a slow climb up, during the early Age of Mortals, many claim they used 'dirty' means, although nothing could ever be proven, rumors persisted. </p><p></p><p>However this is almost all gone. The family has spent its 'ill gotten' power in this last, final attempt to regain lost honor.</p><p></p><p></p><p><strong>Family of Stone</strong></p><p></p><p><strong>Lord of the Crown Arbrinius Stone</strong> Once Senior Knight of the Crown, Landed Noble of Indeterminent Standing (he prefers the term 'Baron'). Father Born 350AC-</p><p></p><p><strong>Lady Katherine Stone</strong> Knight of the Crown, Mistress of Sheilds. She cares little for Titles or Landings, and leaves all that to Arbrinius. Mother Born 354AC-</p><p></p><p><strong>Evirritt Stone</strong> Knight of the Crown, Quest Knight, Dayshield. Missing in the Wastes, presumed dead. Born 370AC -Dead ? 404AC.</p><p></p><p><strong>Dasen Stone</strong> Knight of the Crown, Sheild Knight, Commander. Died fighting the Army of the 'One God'. Born 379AC-Died 419AC</p><p></p><p><strong>Travan Stone</strong> Knight of the Crown, Sheild Knight. Missing off and on most his life, however missing for last 3 years. Still presumed questing. Born 382AC -</p><p></p><p><strong>Merritt Stone</strong> Knight of the Crown, Justicar. Born 391AC -</p><p></p><p><strong>Lucius Stone</strong> Knight of the Thorn, probably something-something titles. Great Uncle Born 365AC</p></blockquote><p></p>
[QUOTE="evileeyore, post: 1633214, member: 1768"] [b]Merritt Stone[/b] [CODE][B]Name:[/B] Merritt Stone [B]Class:[/B] Gestalt Clrc/Rogue 4, Ranger/KoC 2 [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] LG [B]Deity:[/B] Mishakal [B]Str:[/B] 14 +2 (06p.) [B]Level:[/B] 6 [B]XP:[/B] 15,000 [B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +5 [B]HP:[/B] 55 (4d8+2d10+12) [B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] +7 [B]Dmg Red:[/B] -/- [B]Int:[/B] 19 +4 (16p.) [B]Speed:[/B] 30'/20' [B]Spell Res:[/B] - [B]Wis:[/B] 16 +3 (10p.) [B]Init:[/B] +3 [B]Spell Save:[/B] +0 [B]Cha:[/B] 12 +1 (04p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] 25% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +11 +0 +2 +0 +0 +0 23 [B]Touch:[/B] 12 [B]Flatfooted:[/B] 23 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 7 +2 +9 [B]Ref:[/B] 7 +2 +9 [B]Will:[/B] 6 +2 +8 +1 vs fear [B]Weapon Attack Damage Critical[/B] Stoneheart +9 2d6+3 19/x2 Guantlet +7 1d3+2 20/x2 Shortbow, Comp +2 +8 1d6+2 20/x2 Truncheon +8 1d6+2* 20/x2 *deals nonlethal damage [B]Languages:[/B] Solamnic, Common, Gnome, Kenderspeak, Camptalk, Nerakese [B]Abilities:[/B] [B]Rogue:[/B] Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge [B]Cleric:[/B] Divine Spellcasting, Domians: Healing (+1 caster lvl), Community ([i]calm emotions[/i] 1/day, +2 comp Diplomacy), Turn Undead [B]Ranger:[/B] Track, Favored Enemy: Human, Two-Weapon Fighting [B]Knight of the Crown:[/B] Strength of Honor (+4 STR 4/rounds 1/day), Knightly Courage (CHA bon vs fear), Heroic Iniative [B]Feats:[/B] Urban Tracking, Honorbound, Ancestral Relic (Sword of Stone), Leadership, [B]Skill Points:[/B] 113 [B]Max Ranks:[/B] 9/4 [B]Skills Total Ranks Mod Misc[/B] Bluff +6 5 +1 Diplomacy +9 2 +1 +6 Disable Device +11/13 7 +4 /+2 Gather Inf +10 7 +1 +2 Heal +5/7 2 +3 /+2 Hide +12 8 +2 +2 Religion +9 5 +4 Local +9 5 +4 Geography +9 5 +4 Nobilty +6 2 +4 Listen +11 8 +3 Move Silently +12 8 +2 +2 Open Lock +10/12 8 +2 /+2 Ride +6 4 +2 Search +12 8 +4 Sense Motive +8 5 +3 Slieght of Hand +11 7 +2 +2 Spot +11 8 +3 Survival +9 6 +3 / :INDICATES CONDITIONAL UPON ITEM [B]Turn Undead:[/B] 4/day, 1d20+1 check, 2d6+5 damage [B]Spells:[/B] Merritt's Daily Spells: Clc 4 0/5 1/5 2/4 [I]General List[/I] 0th Detect Magic x2 Light Read Magic x 2 1st D:Cure Light Wounds Comprehend Languages Divine Favor x 2 Shield of Faith x 2 2nd D:Sheild Other Bull's Strength x 2 Cure Moderate Wounds Hold Person [I]Court List[/I] 0th Detect Magic x 2 Detect Poison Guidance Resistance 1st D:Cure Light Wounds Comprehend Languages x 3 Detect Chaos Detect Evil 2nd D:Cure Moderate Wounds Augury x 2 Eagle's Splendor Owl's Wisdom [B]Equipment: Weight[/B] Disk of Mishakal, Silver 1 3 Manacles, mstrwkd 6 Signet Ring - Thieves Tools, mstrwkd*1 2 [i]Nightwhisper[/i] 25 [i]Stoneheart[/i] 8 Goggles of Elfsight Hat of Disguise - Shortbow, Composite +2, mstrwkd 2 20 Arrows 3 Truncheon, mstrwd (sap) 2 Backpack 2 -Messkit 1 -3 Mapcases and maps*2 1.5 -Fishing gear*3 5 Shave kit, mirror (stl) 1 Flint & Steel 0 7 Trail Rations 7 Sealing Wax 1 Soap 1 Whetstone 1 Warhose, heavy -Military Saddle & pack -Tent; 3 Winter Blanket; Bedroll; Clothes*4; Healers kit; 2 rope, silk; 5 Waterskins, 20 arrows Horse, Heavy -Pack Saddle -20 waterskin; 14 Feed; 2 Winter Blankets; Canvas 10sq'; 20 Pitons; Hatchett/Hammer; 10 Sacks; 300stl in trade goods*5 *1 The tools are hidden under his armor *2 various maps of Solamnia and Nightlund *3 Fish hooks, line, cork, sinkers, and a net *4 4 Traveler clothes, 2 Courtier's Outfits w/Jewerly, Winter gear *5 Spices, Salt, Bolts of clothe, small steel tools (needles, knives, scissors, etc) [B]Magic:[/B] [i]NightWhisper[/i] Dragonmetal Fullplate +3, shadow, silent moves AC: +11 DEX: +3 ACP: -3 SpellFail: 25% WT: 25lbs COST: 27,000st [i]Stoneheart[/i] Starmetal Greatsword +1, Ancestral Relic DAM: 2d6 CRIT: 19/x2 WT: 8lbs TYPE: Slashing COST: 5,050 Goggles of Elfsight The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him lowlight vision. Both lenses must be worn for the magic to be effective. COST: ? Hat of Disguise This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. COST: 1,800 [B]Total Weight:[/B] 68.5lb, 42 without pack [B]Money:[/B] 20pp 100st 1sp 8cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 58 116 175 175/350 875 [/CODE] [B]Age:[/B] 29 [B]Height:[/B] 6'8" [B]Weight:[/B] 225lb [B]Eyes:[/B] Blue Grey [B]Hair:[/B] Black [B]Skin:[/B] Caucasian, pale [B]Appearance:[/B] Tall and gangly. Out of his armored shell he seems very clumsy. He never looks comfortable, as if the world is too small. He almost has an elvish appearance, accentuated by his clean shaven and vaguely youthful face. It is often said that because of their fair features, odd eyes, and trouble growing facial hair (even mustaches are beyond them) that the Stone family must have Elven blood in their history somewhere. [B]Personality[/B] Merritt is a joyful person. One of those annoying people who always see the bright side of the darkest situation, and always strive on. Naturally gregarious, Merritt has an easy way with most people. However his blunt and direct manner, coupled with his intense singlemindedness, tend to put some off. Okay, it puts alot of people off. His focus is can be so intense, he will miss meals, sleep, and forget how much time has passed. This coupled with his youthful appearance, often causes his experience to be overlooked. [B]Background:[/B] Born under the Dragons claw, Merritt never knew a time of peace or freedom. Granted in having spent his early years in Sancrist; in his families holdings just outside of Gavin; his understanding of the problem was slightly different than most. After all the ones most affected by the coming of Pyrothraxus, seem to most enjoy having the great wyrm around. Merritt grew in carefree aboundance. His family was rich, but frugal. He never went without, but never had more than was needed. He was his father's squire from the time of his birth, as were his older brothers. He spent his days either learning to take care of armor and weapons, learning history, or learning how to ditch out and wander the small city. As he taught Merritt the ways of Knighthood, Lord Stone grew tired of countless council sessions while younger knights, including his eldest sons were sent of of to quest. Although he understood his days of questing were behind him, he yearned to [i]do[/i] once again. His fellows in council told him to retreat into the Glade to ask the absent Gods for council. A faithless man, he believed it would yeild him no answers, but he tried anyway. After three days vigil he beheld a vision. His youngest son would one day be chosen a God, and Arbrinius would lead his family to the ancestral home, in the Southern Dargaard Mountians, in Nightlund. Suffice to say Lord Stone was shaken and forcefully placed no faith in the visions. However they haunted his sleep for years, and tempered his ambitions for renewed youthful glories. On Merritt's ninth birthday his squirship was passed on to another Crown Knight, his Father's friend, Brother Calamus. He was a Questing Knight, a warrior-monk of Majere, and a Justicar of the Crown. Together Calamus and Merritt travelled over the face of Southern Solamnia, keeping the peace, and investigating rumors of corruption. They occasionaly ventured out into other territories, but only to hunt Nerakian Knights who had bounties upon their heads, and only with a posse at their backs. On his fourteenth year, on Calamus' insistance and his Father's politicking, Merritt was raised to Knight of the Crown. He continued travelling with Brother Calamus, as his apprentice. Since Justicars by nature work outside the Orders Circles; and are reviled by many on the inside; Merritt's advancement was slowed forever more. During his 16th year in a small town in just south of Lytburg, Merritt awoke with a vision. It was simple, the people of the town were being robbed. This feeling was so strong he immediately awoke the older Knight and donned his armor. He crept out into the street with Calamus' curses behind him. By the time Calamus had joined him, Merritt had found the bandits and had waded in to battle. The two made quick work of the theives, who had meant to sneak and steal, and had come ill prepared for armed resistance. The following day the older Knight dismissed Merritt's insistance that it was work of the Gods, afterall the Gods were gone, had been for over twenty years. The Priests hadn't been talkin of them being back, so Calamus put it off to intuition. Then it happened again a few months later, and again, and again. Always in a town or city, always the visions leading them to rescue or protect. Finally Calamus agreed it must the Gods work, but it was 'damned :):):):)-eyed'. Calamus told Merritt, "Here our paths part. You must go find someone who ken answer yer questions, an' I've got bounties that need tendin." Merritt spent years travelling and talking to Mystics, clerics, priests, and madmen. He finally found some answers in a Temple of Mishakal. The old Priestess confirmed that a few, scattered around, here and abouts, were indeed hearing from the Gods. But it was not much, it was only in places that the Gods once had worship, or true power, and the Priestess believed it was only the echoes of the God's wishes. She confirmed Merritt must have been called to the Goddess, but unfortunately all that was left were but faded memories of glory. Merritt stayed with the Sisters, learning of Mishakal and ways of Healing. After four or so years of learning from the Priestesses and helping defend their Abbey, Merritt returned home. He had rather lost track of the time. His father had heard from his friend Brother Calamusof Merritt's vision, but he desperately placed no faith in them. When Merritt returned home, full of stories of his learning and travels, Lord Stone was quick to dismiss any hint of divinity. He was just glad at least one of his sons were safe, as the others had gone missing, just as Merritt had. At the next council session (Winter council 416Ac), Merritt was brought up on charges of dereliction of duty. Primarily for disappearing for almost a decade and not reporting his whereabouts. Once again his Father's expert politicking was called in. However a chance visit from the a Justicar of the Sword is what actually saved Merritt. The Knight knew Brother Calamus, and knew of him sending young Merritt off on his own. They apparently had discussed the visions and feelings Merritt had been having. On the Knights word, Merritt was vindicated, but it left many with the feeling that the young Knight was, 'unfit'. Merritt has spent the last four years fighting an uphill battle to gain recognition. His only victories so far have been his inclusion into the ranks of the Justicar, and what few trials have been recognized. His Father on the other hand spent those years secretly trading favors, money, power, and in the end even their holdings in Gavin for the means to retake the ancestral lands in Nightlund. With fall of Dark Lord Soth, The Lord of Stone saw his chance. He and Merritt have spent the last year conquering the mountian keep and pacifying the valleys of once fertile farmlands. As the Gods returned to Krynn, and Merritt's powers grew, The old Lord became more zealous. The men in their command saw miracles occur before their eyes and pushed harder. What Lord Stone believed would be a five year campaign was finished by the years end. Workers are beginning the rebuilding of the keep and the mercenaries have taken lands, and begun the ardous task of beating swords into plowshares (not literally!). Having a moment of stability, Lord Stone has sent Merritt back to report the progress, attend the next Court, and try to spread the encouraging word. [B]Religous and Political[/B] Merritt is a disciple of Mishakal. He is very devout, but has an unnerving tendency to resort to violence in the protection of communities. He swears it is only when diplomacy fails, but diplomacy fails him alot. The Stone family has spent most of its last political token, and is hanging on by a thread. Only the reclamation of the their ancestral lands have given them any sway at all at this point. The family has always had a rough time, far too many Stone have fallen into disgrace, a fair few are current Knights of Neraka, and to the families shame, at least one was amongst the first Knights of Takhisis. Only their political savy and might have kept them from expulsion or censure. In the last years of the Age of Despair, when many knights became corrupt and decadent, the Stone family rose in prominence. They kept a slow climb up, during the early Age of Mortals, many claim they used 'dirty' means, although nothing could ever be proven, rumors persisted. However this is almost all gone. The family has spent its 'ill gotten' power in this last, final attempt to regain lost honor. [B]Family of Stone[/B] [B]Lord of the Crown Arbrinius Stone[/B] Once Senior Knight of the Crown, Landed Noble of Indeterminent Standing (he prefers the term 'Baron'). Father Born 350AC- [B]Lady Katherine Stone[/B] Knight of the Crown, Mistress of Sheilds. She cares little for Titles or Landings, and leaves all that to Arbrinius. Mother Born 354AC- [B]Evirritt Stone[/B] Knight of the Crown, Quest Knight, Dayshield. Missing in the Wastes, presumed dead. Born 370AC -Dead ? 404AC. [B]Dasen Stone[/B] Knight of the Crown, Sheild Knight, Commander. Died fighting the Army of the 'One God'. Born 379AC-Died 419AC [B]Travan Stone[/B] Knight of the Crown, Sheild Knight. Missing off and on most his life, however missing for last 3 years. Still presumed questing. Born 382AC - [B]Merritt Stone[/B] Knight of the Crown, Justicar. Born 391AC - [B]Lucius Stone[/B] Knight of the Thorn, probably something-something titles. Great Uncle Born 365AC [/QUOTE]
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