Dead Game: Vardrin Theese, Fiend Tainted
Concept
Vardin takes the concept "fight evil with evil" very literally. He was betrayed or harmed by fiends in the past, and now is harnessing their power to get back at them. This causes a conflict, of course, since the power he gains tempts him to use it for evil uses.
Vardrin would be adventuring to search for more ways to punish his tormentors or to protect those who are suffering from similar woes. He would fill an arcane role.
Versions
There are three versions of Vardrin: A warlock, bard/acolyte of the skin, and an evoker/acolyte of the skin. They all fill the concept, but have different flavors---the former has his taint inborn while the latter two has picked it up recently. The backgrounds are all currently from the Forgotten Realms, but that is not necessary to the character.
Vardrin was playing in
Adventures in Cormyr.
[SBLOCK=Vardrin Theese, LN Human Evoker 5/Acolyte of the Skin 1]
Vardrin Theese CR 6 (23634 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)
Current 19
Fort +6,
Ref +6,
Will +6
Spd 30 ft.
Melee +1 rapier +7 (1d6/18-20)
Base Atk +2; Grp +2
Attack Options Weapon Finesse
Combat Gear 3
potions of cure moderate wounds, 2
scrolls of fly,
wand of Snilloc's snow swarm (CL 3, 49),
wand of magic missiles (CL 7, 4 1d4+1 missiles, 6 charges),
wand of true strike (50 charges)
Wizard Spells Prepared (CL 5, +6 melee/ranged touch attack):
~ 3rd (2+1):
fireball [uttercold] x1+S (CL 6, DC 17), unused
~ 2nd (3+1):
fireburst [uttercold] (CL 6, DC 16),
protection from arrows, scorching ray [uttercold] (S, CL 6),
Snilloc's snow swarm [uttercold] (CL 6, DC 16),
~ 1st (4+1):
burning hands [uttercold] (CL 6, DC 16),
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 18, 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 +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13
Possessions combat possessions and
+1 rapier,
headband of intellect +2,
ring of protection +1,
cloak of resistance +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, 1957.5 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]
[SBLOCK=Vardrin Theese, CG Human Warlock 6]Vardrin Theese
Male Human Warlock 6th lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 16 +3 (10 pts)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 19 +4 (10 pts, +1 at 4th, +2 from
cloak of charisma +2)
Hit Points 21;
DR 1/cold iron
AC 19, Touch 13, Flat 16
Init +3
BAB +4,
Grap +3
Speed 30 (base 30, load 20/38, light armor); climb 20*; spider walk* (*: From
spiderwalk invocation)
Fort +2,
Ref +5,
Will +4
Attacks
No carried weapons
eldritch blast +8 ranged touch, 3d6 magic damage, 60' range, CL 6
helrime blast +8 ranged touch, 3d6 cold damage, 60' range, DC 18 Fort save or -4 Dex for 10 min., CL 6
Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, white eyes*, pale skin
* effect of the
see the unseen invocation; green normally
Speaks Abyssal, Common, Damaran, Infernal, Undercommon
Skills
+13 Bluff (3 + 6 from
beguiling influence invocation)
+9 Concentration (9)
+11 Diplomacy (1.5 cc + 6 from
beguiling influence invocation)
+13 Intimidate (3 + 6 from
beguiling influence invocation)
+12 Knowledge: arcana (9)
+12 Knowledge: the planes (9)
+12 Spellcraft (9)
+13 Use Magic Device (9)
-1 Listen (0)
-1 Spot (0)
Feats
-Extra Invocation: least
-Point-Blank Shot (+1 to ranged attacks within 30')
-Precise Shot (Ignore -4 penalty when ranged target is in melee)
-Weapon Focus: ray (+1 to hit with ray attacks)
Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any
Warlock Abilities
-
Eldritch Blast (Sp): 3d6 damage, 60' range
-
Invocations (Sp): Vardrin possesses a range of spell-like abilities. They may be cast as a standard action that provokes an attack of opportunity; they can be cast without penalty in light or no armor. They typically last 24 hours and may be used at will.
-
Detect magic at will
-DR 1/cold iron
-Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations
-See Invisible: From
see the unseen invocation
-Darkvision: From
see the unseen invocation
-Spider Climb: From
spiderwalk invocation
-Immune to webbing: From
spiderwalk invocation
-+6 to Bluff/Diplomacy/Intimidate: From
beguiling influence invocation
Invocations Known
Least-
baleful utterance (as
shatter, DC 16 Fort or creature dazed for 1 round, deafened for 1 min),
beguiling influence,
eldritch blast,
see the unseen,
spiderwalk
Lesser-
hellrime blast (3d6 edritch blast cold damage, Fortitude DC 18 or -4 Dex for 10 min.)
Background
The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.
The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.
Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.
After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied their ways, and bound lesser creatures in order to created the pact which awoke his
otherness. Some say the
otherness was always there, dormant from the time of the benefactors. Regardless of the source, Vardrin has been wandering Faerun trying to avenge is family's faults and seeking the weakness of their mysterious benefactors.
Personality
Vardrin has a very intense personality---it is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The
otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind.
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
At first glance, Vardirn appears to be an unarmed, common traveler with a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which
touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange whiteness of his eyes, and the intensity of his gaze. It is when he speaks that the
otherness about him is most clear: it is a clear timbre that somehow resonates in your mind.
Equipment
Glamered mithral breastplate +1 (worn, 15 lbs), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)
Beltpouch (equipped, belt right, 0.5 lb)
-inkpen
-vails of ink (2, 0.2 lbs)
Scroll case (equipped, belt left, 1 lb)
-
scroll of invisibility
-Parchment (4 sheets)
Wand of cure light wounds (50 charges, wand sheathe in left-sleeve)
Cloak of charisma +2 (worn)
Waterskin- water (left rear belt, 4 lbs)
Coins- 179 gp, 1 sp (pouch)[/SBLOCK]
[SBLOCK=Vardrin Theese, CN Human Bard 5/Acolyte of Skin 1]Vardrin Theese
Male Human Bard/Acolyte of Skin 5th/1st lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 18 +3 (10 pts, +2 from Acolyte of the Skin)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 17 +3 (10 pts, +1 at 4th)
Hit Points 24
AC 20, Touch 14, Flat 16
Init +4
BAB +3,
Grap +3
Speed 30 (base 30, load 20/38, light armor)
Fort +2,
Ref +8,
Will +7
Attacks
+8 Melee,
cold iron rapier +1, 1d6, 18-20/x2
+7 Ranged Touch,
wand of melf's acid arrow, 2d4 acid for 2 rounds, CL 3
Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, green eyes, pale skin
Speaks Abyssal, Common, Damaran, Infernal, Undercommon
Skills
+7 Bluff (4)
+9 Concentration (8 + 1)
+11 Diplomacy (8)
+11 Gather Information (8)
+12 Intimidate (8 + 1)
+12 Knowledge: arcana (8 + 1)
+12 Knowledge: the planes (8 + 1)
+11 Perform: oratory (8 + 1cc)
+12 Spellcraft (8 + 1)
+3 Sense Motive (4)
+11 Use Magic Device (8)
-1 Listen (0)
-1 Spot (0)
Feats
-Iron Will
-Spell Focus: Enchantment
-Greater Spell Focus: Enchantment
-Weapon Finesse
Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any
Bard Abilities
-Bardic Music, 5/day
-Inspire Courage: +1 morale bonus to saves vs. charm/fear, +1 attack/damage
-Fascinate: Fascinate up to 2 people in 90', Will save, fascinated for up to 5 rounds
-Countersong: 10 rounds, perform check replaces DC on sonic/language-dependent effects, 30'
-Inspire Competence: One ally, 30', +2 competence bonus to skill, up to 2 min.
-Bardic Knowledge: +8
Acolyte of the Skin Abilities
-
Poison: 1/day, as the spell, DC 17 Fort, +7 ranged touch
-+2 Dex
-+1 natural armor
-dDarkvision
Spells Per Day 4/4/1, CL 5
0th-
daze (DC 15),
detect magic, flare (DC 13),
message, message, read magic, resistance
1st-
cause fear (DC 14),
comprehend languages, hypnotism (DC 16),
Tasha's Hideous Laughter (DC 16)
2nd-
shatter (DC 15),
summon monster II, tongues
Background
The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.
The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.
Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.
After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied the ways of fiends, excavating obscure lore in eclectic places. He came to know of their tales of evil, and used them to find out everything he could about them. The tales could fascinate or harrow, but they lead him on the path towards his fateful decision.
After discovering some lost reference to the Ritual of Bonding through his summoning of fiends and his research---all aided by a secret patron in Twilight Hollow---he came to a decision he would later regret: He would fight evil with evil. He would turn the power of the fiends against them by binding them to his flesh and soul.
The painful ritual awoke in him some
otherness. The
otherness gave him insight into the fiends and access to power he had not imaged. But it was corrupting; the taint of it was strong and threatened to swallow him. This price was not made clear to him until after the ritual was done and it was too late. After a dark time, he came to control himself again, and a new goal was added: He now seeks to punished his family's tormentors in addition to his false "patron."
Personality
Vardrin has a very intense personality---he is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The
otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind. This vast knowledge can be used to grant strength to his allies or to enrapt crowds at the lonely dinner table.
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. His decision to use these tools comes at a cost, and his is occasionally tempted by the same power he fight. He is a stalwart friend and implacable foe.
Appearance
At first glance, Vardirn appears to be an common traveler armed with a rapier and dressed in a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which
touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange intensity of his gaze. In addition, his rapier is not of normal metal, but of a darker iron that draws the eye.
Equipment
Glamered chain shrit +1 (worn, 25 lbs, 3700 gp), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)
Medium
cold iron rapier +1 (belt front left, 2 lbs, 4040 gp)
Beltpouch (equipped, belt front right, 0.5 lb)
Wand of Melf's acid arrows (50 charges, wand sheathe in left-sleeve)
Wand of cure light wounds (50 charges, wand sheathe in right-sleeve)
Bedroll (equipped, belt rear, 5 lbs)
Scrollcase (equipped, belt rear left, 0.5 lbs)
Waterskin- water (equipped, belt rear right, 4 lbs)
Coins- 6 gp (pouch)[/SBLOCK]