A "character driven" FR campaign RG.


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zevon

First Post
Phineralthus Flickwort (human)
Class- Rogue 4, Fighter, 1 (always has at least twice as many rogue levels as fighter)
Alignment- Chaotic Good
HP- 6+5+5+5+10(con bonus)= 39

Point Buy- 34 (+2 for background, +2 for phobias, foods, etc)
Str- 10
Dex- 18*lvl 4 bonus point applied
Con- 14
Int- 11
Wis- 12
Cha-14

AC- 17 (base 10, armor 3, dex modifier 4). Touch- 14, flatfooted 13.
Intiative- 8 (+4 dex mod, +4 improved initiative)

Fort- 5 (Base 3, Ability 2)
Ref- 8 (Base 4, Ability 4)
Will- 2 (Base 1, Ability 1)

Languages- Common, Dwarven

Class Abilities- Sneak Attack 2d6, Trap Finding, Trap Sense +1, Evasion, Uncanny Dodge.

Equipment- Masterwork Longbow (375 gp), Masterwork Punching Dagger (302 gp), Masterwork Hide Armor (165 gp), Boots of Elvenkind (2500 gp), Cloak of Elvenkind (2500 gp), Mastework Thieves Tools (100), Disguise Kit (50 gp), Climber's Kit (80), 50ft Silk Rope (10 gp) Arrows (100, 5 gp), Potion of Invisibility (300 gp), Potion of Reduce Person (250 gp), PPotion of Cure Light Wounds x3 (150gp).

Feats- Armor Profeciency (light, medium, heavy), Shield Profeciency SWP, HWP, Weapon Focus (longbow), Point Blank Shot, Rapid Shot, Improved Initiative,

Skills*- Open Lock 7+4= 11, Bluff 7+2= 9, Hide 7+4= 11, Move Silently 7+4= 11, Sense Motive 5+1= 6, Spot 4+1= 5, Slieght of Hand 4+4= 8, Intimidate 4+2= 6, Escape Artist 5+5= 9, Climb 5, Use Rope 4+4= 8, Tumble 4+4= 8.

*first + is ability modifier, 2nd is synergy bonus


Background:

The son of self-proclaimed Sembian nobles, 'Phin' (he really dislikes Phineralthus) was forcibly removed from the family manor at age 18, when his father caught him pinching gold from the family vault and distributing it to un-wed mothers (Some locals speculated it was palimony). The father, terrified that his boy might one day besmirch the family name, immediately dismissed him from the household. And much to the father's surprise, Phin turned and walked out of the house without so much as a flinch, muttering something about "a phony and barmy, old codger." His father, not missing a beat, hollered after him, "Dwarf loving, burglarizing ingrate!" To which Phin blushed furiously, though no one knew why as he never showed any shame in his thieving before.

Phin later fell in with a group of rogues in town who were more well known for their drinking and wenching than burglary and guile. After a while however, Phin took over leadership of the gang (known as the Farnsworth Fangs), in hopes of embarressing his father (whom, as a half-witted, false noble, was none to popular anyhow).

After a few successful raids (mostly on his fathers household, procuring a slew of masterwork quality items bearing the Flickwort family crest [Then had alterering them to bear the mark of the Fangs], which he justified, muttering something about "inheritance" and "...squandering it like he did the Baron's money) Phin's face and heritage became too well known by the local authorityes and he gladly skipped town, hoping escape his father's bumbling, narcissistic reputation. Earning his keep by winning an occasional archery contest (or buying the winner drinks and then robbing him blind, as it were) has kept him living comfortably, if not lavishly.

The Fangs are part of his past, but Phin holds a soft spot for them as he credits them for escaping his father's (whom he hasn't had contact with in some time) house and he is still well known and respected inside their growing ranks. As far as Phin knows his tail is clear (though he's hardly checked for all the boozing and womanizing) but he sometimes gets a bit jumpy when the authorities are around. Paranoia being a natural after effect of nicking enough gold to earn the ire of a few angry merchants. More rumours than sherrif's posses haunt Phins footsteps these days including (but not limited to) tales of an estranged Dwarven lover, several illegitimate children (a half-dwarf some say!) follow him wherever he goes. Phin's habit of humming romantic tunes and passion for women who dance have even cause some to speculate that he harbors a secret desire to follow the Bardic path! Even, if only to woo more dancing (dwarven?) women.

Phin's clipped accent and insufferable avarice, make him instantly recognizable to anyone from his hometown, where his story has become somewhat of an urban legend. This is much to his chagrin as he fears discovery of his lineage and being associated (or even held accountable) for his father's incompetance.
 
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Voadam

Legend
Voadam the Traveller

medium human Rgr 1/Wiz 4

36 point buy

Str 10 = 16 (+3)
Dex 6 = 14 (+2)
Con 6 = 14 (+2)
Int 10 +1 = 17 (+3)
Wis 0 = 8 (-1)
Cha 4 = 12 (+2)

AC = 12 (+2 dex) 12, 10
HP = 30

BAB +3
Grapple +6
Initiative +2

Attack +6 unarmed strike d3+3
Ranged +5

F +5, R +5, W +3

Feats: Blindfighting, Deflect Arrows, Education(knowledge planar and arcane), Improved Unarmed Strike, Track

Languages: Common, Mongolic, Orcish, Abyssal

Skills:[SBLOCK]
Concentration 8 ranks +3 con = +11
Heal 4 ranks -1 wis = +3
Listen 4 ranks -1 wis = +3
Knowledge arcana 8 ranks +3 int +1 educated = +12
Knowledge dungeoneering 1 ranks +3 int = +4
Knowledge nature 1 ranks +3 int = +4
Knowledge nobility 2 rank +3 int = +5
Knowledge planar 8 ranks +3 int +1 educated = +12
Knowledge religion 2 ranks +3 int = +5
Profession Merchant 1 rank -1 wis = +0
Profession Sailor 1 rank -1 wis = +0
Ride 4 ranks +2 dex = +6
Search 4 ranks +3 int = +7
Spot 4 ranks -1 wis = +3
Survival 4 ranks -1 wis = +3
Swim 4 ranks +3 str = +7
Spellcraft 8 ranks +3 int = +11[/SBLOCK]

Spells 4/4/3

Spells prepared
0 - detect magic x2, light, prestigitation,
1 - color spray, enlarge person, [mage armor], magic missile,
2 - knock, web, scorching ray

spell going
Mage armor

Spellbook:
[SBLOCK] Level 0
Abjur Resistance: Subject gains +1 on saving throws.
Conj Conjurer's Toolbelt: Conjures any small tool for 1 minute/level. (Spells and Spellcraft)
Conj Quill: Creates a writing quill with limitless ink. (Spells and Spellcraft)
Div Detect Magic: Detects spells and magic items within 60 ft.
Div Read Magic: Read scrolls and spellbooks.
Evoc Light: Object shines like a torch.
Illus Ghost Sound: Figment sounds.
Necro Disrupt Undead: Deals 1d6 damage to one undead.
Trans Mage Hand: 5-pound telekinesis.
Trans Prestidigitation: Performs minor tricks.
Trans Summarize: Places a book back on its shelf in the proper place. (Spells and Spellcraft)
Trans Tongue of Angels: Speak Celestial (Complete Book of Eldritch Might)

Level 1
Abjur Alarm: Wards an area for 2 hours/level.
Abjur Endure Elements: Exist comfortably in hot or cold environments.
Abjur Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abjur Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj Mage Armor: Gives subject +4 armor bonus.
Conj Summon Fish I: Calls fish to you. (Custom)
Conj Summon Monster I: Calls extraplanar creature to fight for you.
Div Anavar’s Anticipated Attack. Next attack against you suffers a –20 penalty. (Complete Book of Eldritch Might)
Div Comprehend Languages: You understand all spoken and written languages.
Div Creature Loresight. Provides detail about a creature touched. (Complete Book of Eldritch Might)
Div Detect Secret Doors: Reveals hidden doors within 60 ft.
Div Identify M: Determines properties of magic item.
Div Object Loresight Provides detail about an object touched. (Complete Book of Eldritch Might)
Ench Charm Person: Makes one person your friend.
Evoc Elemental Burst Target explodes in a burst of pure element (wood, metal, stone, fire, or water). (Oritental Adventures)
Evoc Lesser Acid Orb Ranged touch, 1d8 acod damage; +1 orb/two levels above 1st (max +5). (Tome and Blood)
Evoc Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Illus Disguise Self: Changes your appearance.
Illus Silent Image: Creates minor illusion of your design.
Trans Enlarge Person: Humanoid creature doubles in size.
Trans Expeditious Retreat: Your speed increases by 30 ft.
Trans Feather Fall: Objects or creatures fall slowly.
Trans Jump: Subject gets bonus on Jump checks.
Trans Magic Weapon: Weapon gains +1 bonus.
Watery Speech (Into the Blue)
Waterproof (Into the Blue)

Level 2
Abjur Arcane Lock M: Magically locks a portal or chest.
Abjur Protect Book: Target book gains DR 5/- versus elemental damage and slows the book’s aging. (Spells and Spellcraft)
Abjur Protection from Arrows: Subject immune to most ranged attacks.
Abjur Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Conj Glitterdust: Blinds creatures, outlines invisible creatures.
Conj Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div Locate Object: Senses direction toward object (specific or type).
Div See Invisibility: Reveals invisible creatures or objects.
Ench Hideous Laughter: Subject loses actions for 1 round/level.
Evoc Darkness (Shadowy Illumination): 20-ft. radius of supernatural shadow.
Evoc Ice Knife: Dagger made of ice inflicts 1d8 damage plus 1d8 cold plus two Dex damage. (Oriental Adventures/Tome and Blood)
Evoc Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Illus Invisibility: Subject is invisible for 1 min./level or until it attacks.
Illus Magic Mouth M: Speaks once when triggered.
Necro Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Necro False Life: Gain 1d10 temporary hp +1/level (max +10).
Trans Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Trans Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Trans Knock: Opens locked or magically sealed door.

Level 3
Abjur Dispel Magic: Cancels magical spells and effects.
Abjur Jevicca’s Just Reversal Reflects Enchantment back at caster. (Complete Book of Eldritch Might)
Abjur Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Abjur Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj Dragonskin. +4 natural armor plus elemental resistance 10. (Complete Book of Eldritch Might)
Div Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Div War Mastery: Grants Fighter bonus feat. (Quintessential Wizard)
Ench Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Evoc Lightning Bolt: Electricity deals 1d6/level damage.
Evoc Magnetism Draw iron or steel objects to yourself. (Oriental Adventures)
Evoc Steam Breath 1d6 fire damage/level 30 ft. cone. (Oriental Adventures)
Illus Illusory Script M: Only intended reader can decipher.
Illus Invisibility Sphere: Makes everyone within 10 ft. invisible.
Necro Vampiric Touch Touch deals 1d6/two caster levels; caster gains damage as
hp.
Trans Extended Charge Allows the use of a charged item without losing charges. (Complete Book of Eldritch Might)
Trans Fly: Subject flies at speed of 60 ft.
Trans Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Trans Magic Weapon, Greater: +1/four levels (max +5).
Trans Restore Page: Fragments of a single page are restored completely. (Spells and Spellcraft)
Trans Shrink Item: Object shrinks to one-sixteenth size.
Trans Water Breathing: Subjects can breathe underwater.

Level 4
Abjur Stoneskin M: Ignore 10 points of damage per attack.
Div Teleport Coordinates Transfer. Information about destination is transferred. (Complete Book of Eldritch Might)
Ench Charm Monster: Makes monster believe it is your ally.
Evoc Fire Orb Ranged touch, 1d6/level max 15d6) points of fire damage divided as you see fit. (Tome and Blood)
Evoc Greater Mark of Air Subject flies 40, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc Greater Mark of Earth Subject has DR 10/+1, +2 Strength and other power. (Complete Book of Eldritch Might)
Evoc Greater Mark of Fire Subject has fire resistance 20, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc Thunderlance Creates force longspear, 20’ reach, dispels force effects. (Forgotten Realms Campaign Setting)
Evoc Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Illus Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Illus Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Trans Mnemonic Enhancer F: Prepares extra spells or retains one just cast.

Level 5
Conj Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Conj Summon Monster V: Calls extraplanar creature to fight for you.
Conj Teleport: Instantly transports you as far as 100 miles/level.
Evoc Cone of Cold: 1d6/level cold damage.
Evoc Energy Buffer Absorbs 1d6/level points of damage from one kind of energy. (Tome and Blood)
Evoc Wall of Force: Wall is immune to damage.
Illus Dream: Sends message to anyone sleeping.
Illus Seeming Changes appearance of one person/two levels.
Illus Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Trans Telekinesis Lifts or moves 25 lb./level at long range.

Level 6
Div Analyze Dweomer F: Reveals magical aspects of subject.
Div Legend Lore M F: Lets you learn tales about a person, place, or thing.
Div Teleport Tracer. Destination of teleport is discovered. (Complete Book of Eldritch Might)
Evoc Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Evoc Contingency F: Sets trigger condition for another spell.
Illus Mislead: Turns you invisible and creates illusory double.
Illus Shadow Walk: Step into shadow to travel rapidly.
Trans Control Water: Raises or lowers bodies of water.
Trans Disintegrate: Makes one creature or object vanish.
Trans Transformation M: You gain combat bonuses.

Level 7
Conj Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Conj Summon Monster VII: Calls extraplanar creature to fight for you.
Conj Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Univ Limited Wish X: Alters reality—within spell limits.
[/SBLOCK]

Favored Enemy Outsider (Evil) +2 bluff, listen, sense motive, spot, survival and weapon damage.
Wild Empathy +2

[SBLOCK]Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Equipment:
Spellbook
Black Robe



Appearance: Tall (6'2'') bearded norseman well muscled and hefty (220 pounds). Piercing cold blue eyes, Brown hair, Shoulder length long hair and thick beard and mustache. Multiple scars from blades, claws, arrows, and other.

Currently wearing a black robe and holding a spellbook.

Here's a pretty good portrait, when he was higher level Voadam used to use a lot of spells that put magic runes on his face and hands (greater mark spells)

http://images.epilogue.net/users/mcarnahan/Sorcerer.jpg

And here's one that represents well Voadam's last foray into Faerun when he went into the desert.

http://www.wizards.com/dnd/images/sand_gallery/87591.jpg


History overview [SBLOCK] Viking warrior background, homeland fell to dragon lord fiend army, fled to new lands learned magic from a drow, went to oriental/mongol land, learned martial arts and studied under a wu jen then mongolic shaman, eventually went spelljamming to multiple worlds (including Toril) gated into a dream world where he became a merchant prince, then back to spelljamming, into Ravenloft, then sucked out of there by vampire theurge major ritual on postapocalyptic Greyhawk banewarrens world where he became a witch, demon, and vampire hunter, and now onto current campaign.[/SBLOCK]

FR history [SBLOCK]spelljammed into Toril at waterdeep, met Blackstaff when arrived, went on adventure across Faerun for Daerlune at request of sister Sune and Lathander priestesses heading into desert defeated blue dragon with elven cleric and knows password to glyphed up hidden treasure hoard he couldn't carry at the time, then agreed to be spy for evermeet elves as spelljammer mercenary, did so, infiltrating scro but never made it back after things went bad there (dream gate and ravenloft intervened). Was on Toril during 2e era (i.e. after Time of Troubles, pre some of the stuff in the 3e FRCS)[/SBLOCK]

FR contacts[SBLOCK] Khelben Blackstaff Arunsun, met briefly in Watedeep.
Samantha, priestess of Sune in Daerlune, quested for her, briefly trysted.
Aliantha, priestess of Lathander in Daerlune, quested for her, sister of Samantha.
Agrinja, devil summoning desert shaman of shark totem, he was Voadam's guide in desert.
Zwingli, wizard, adventured with him on Daerlune quest, he was revealed as Thayan spy and lost to succubus he summoned.
Azuth temple in Daerlune, Voadam studied magic there after Daerlune quest.
[/SBLOCK]

Waterdeep history [SBLOCK] Arrived at the port on his spelljamming hammer ship years ago.
Was met by Blackstaff briefly.
Toured the city for shore leave and some merchant trading.
Broke up a slaving ring.
Got contacted in the undercity by renegade drow rune mages about possible mercenary work against matriarchy, but Lolth clerics arrived and killed them.
Accepted Daerlune Quest of two sister priestesses to acquire object to protect their city against Red Wizard threat and left city for long time.
Returned much later and accepted elven offer to go to Evermeet for spy mission requiring non elves.[/SBLOCK]

Recent history [SBLOCK]The green disintegration ray dissipated as it hit the demon's hide. Voadam silently cursed at the spell's failure then cast another green ray of eldritch destruction. As the second one splashed harmlessly against the demon's innate magical defenses Brok scrambled to draw out another scroll and chanted the invocation to pierce Voadam's invisibility. "Plan B" Voadam thought after proving the demon's resistaces to his direct spells. Direct magic was a longshot against demons anyway and Voadam had known Brok was unlikely to fall but it was worth the attempt and would throw him off guard for Plan B. There it was, Brok was drawing Voadam's old enchanted bastard sword and starting to fly around trying to get the wizard in range of his divination. Brok and the warlock had narrowly failed to finish off the bound and stipped wizard after taking care of the elves and Voadam had been hounding them and their minions ever since, killing their undead and witch priestess, now targeting the Bane demon before he planned to go after the warlock. Plan B was to use a magnetism spell to grab back Voadam's blade then teleport away to Ptolus and get the Cuthbert cleric to bless the blade the next day when Voadam would return bursting with war mastery magics and illusions so he could engage Brok in melee and pierce his physical defenses. Once Brok was dead, Voadam would retrieve the items the demon had stolen from him and then leave to prepare an attack against the warlock. Neither could flee the area as they were trying to tap the power of the ancient menhirs and would not leave that prize for Voadam to collect, and neither really cared how many minions Voadam vanquished as long as they continued on their path of power. Voadam's plan for the warlock was to use limited wish to negate the other's magic and then strangle him since without the demon or undead Voadam felt he could overpower the tiefling physically without minions interrupting or the warlock using his dimensional magic to escape. Then the magical menhirs would be Voadam's and he could tap its power like he had the druidic Water Shard Lake. Voadam moved to the side, Waldo and the pixie invisibly accompanying him and prepared to cast the magnetism spell.

Unfortunately it was at that exact moment that the warlock activated the druid Stones again and a huge wave of magical energy washed throughout the town. Voadam had anchored himself through a ley line to the nexus that was the druidic elemental Water Shard far to the North, a fundamental artefact of the world he had been studying with the renegade demon Rhunad. While this gave him some extra power for his magics, it also caused massive interference when the two magics collided. Space and time ripped at the point of contact, directly centered on Voadam, and a black hole erupted around him. "No!" he screamed, "Not now! Not Again! No!".[/SBLOCK]

Favorite Foods [SBLOCK]1. a cooked spider delicacy the drow enjoy that non elves sometimes find deathly poison (Voadam doesn't have the common allergy for it) picked up the taste when apprenticed to his first magical mentor.
2. No Lobster, an invisible lobster like crustacean found in the dream realm that he enjoyed on his travels there when he was hosted in a magical component supplying town at "The Second of Three Inns on the First of Three Places".
3. Fried Flumph, he doesn't know what Flumphs are, except that they are good eating and the Melnibonean elven ambassador in the dream realm offered some fine ones when he hosted Voadam and his entourage. The ambassador was impressed that Voadam ate them with relish without hesitation. :heh: [/SBLOCK]

The loves of Voadam's Past [SBLOCK] a nymph he rescued from some kobolds
mongol princess, Voadam bested every martial artist in her clan, but she bested him
Samantha, priestess of Sune from Daerlune, casual fling
Charon, tiger priestess, short tryst in dream world
Sith lord psion, voadam's political protege in dream world
Sarah, paladin who liked Voadam's pick up line of "If I don't detect as evil, can I buy you a drink?" adventured with him in Banewarrens, but she went deeper on church orders and was turned into a wight that Voadam had to destroy.[/SBLOCK]

Voadam's magical teachers[SBLOCK]
Karnash, drow knight and wizard
Genji, Wu Jen taught oriental magics and martial arts, heavy into aromatic smokes
Minotaur ice mage, voadam killed him and studied his fell magics
Mongol Shaman, lightning and flight magic
Temple of Azuth in Daerlune FR granted him access to their library after he aided the city.
Ineverted Pyramid, magical secret society that Voadam joined in Ptolus on postapocalyptic Greyhawk world
Various spell tradings.[/SBLOCK]

Prophecy by witches about Voadam[SBLOCK]A prophecy Voadam heard from three witch sisters. One Eye referred to Voadam's orcish henchman while Traveller was Voadam.

The three sisters are standing near a large, gnarled oak tree that borders the small road they are walking on (and which you can now see).

To your left is the one with slightly wild hair, dirty hands, and amusty odor. We'll call her the "Dirty" one for now.

To the right is the one with slender long fingers and bad breath. We'll call her "Fingers" for now.

In the middle is the slightly thicker (though that makes her merely skinny rather than emaciated) one with somewhat graying hair. We'll call her the "Old" one.

Fingers looks agitated but has her hands folded neatly near her stomach. She speaks first, "Thy presence is unwelcome, Traveler."
"Or welcome," corrects Dirty.
"It depends on your intentions," says Old.

Old speaks again, "We knew you would come, though the method by not."
"With or without One Eye," says Dirty.

Fingers suddenly speaks in a clarion voice, "Lo! Behold the Traveler and the One Eye, their destiny is written in thunder and sky!"

The sky is somewhat fairer now, less cloud cover letting more of the setting sunlight through. The fog drifting around in swirls. The air tastes foul.

"Know you your destiny?" asks Dirty.
"Or perhaps should we tell you?" asks Old.

Voadam answers "I would be most interested in your telling, ladies. Destiny is a fast river that carries you along, but how skilled a sailor you are determines whether you enjoy the ride. Which way do you see the river bending? And do you think I should prepare to swim?"

"Draw near and pay heed, One Eye and Traveler!" intones Fingers.
"Your destiny is betwixt that of two great houses."
"Many two great houses."
"One, shackled to life and free in death."
"Two, the heart that rots from within."
"Three, wayward children of a lesser god."

Then they begin speaking so quickly and in such similar monotones that you have trouble following who is saying what....

"The river stretches onward,"
down or up
through or around
in secret or in glory
to share or to save."

Then pause and appear to be trembling and exhausted.

"You will redeem or destroy the House of Vladaam, Traveler" states the Old one.

"You will recall or deny the race denied itself, One Eye" states Fingers.

"Thy destinies are like the vine, twixt trellace and wind, sun and earth, fire and sky, touched by the Earthsong yet comforted by unending unlife," states Dirty.

"Seek thy assistance where you least expect, thy life in thy demise, and thy glory in thou humbled." The old one says with finality.

"When you have made THE CHOICE," emphasizes Fingers.
"Seek us under the black moon of the west," continues Dirty
"And receive thy reward." finishes Old.[/SBLOCK]

Familiar - Waldo [SBLOCK] After barely defeating a minotaur ice mage, Voadam studied the magics of his spellbook (which had been inscribed on the skin of dead elves) while he recovered from the goring he had suffered on the mage's horns before Voadam snapped the minotaur's neck. One of the magics therein related to calling and binding powerful animal familiars. Once he was strong enough, Voadam left the minotaur's ice maze and cast the spell on the bank of a mighty river. A giant otter answered his call, a spirit that seemed to complement Voadam's own, a clever creature that often found itself in trouble.

Mechanically, Waldo had been done out as a 5HD dire otter, using the 5th level greater familiar spell from Relics and Rituals and using stats for a dire weasel with swim speed replacing blood drain. Magic items for him included a collar that allowed him to learn and speak languages, a ring of protection +1, and a ring of swimming.[/SBLOCK]

The many death's of Voadam[SBLOCK]1 torn apart by gargoyles and on death's door. Natural healing brought him back after a month.
2 poison needle trap nicked him, an elixir of life brought him back.
3 basilisk gaze petrified him, ring of earth elemental command restored him.
4 Bled to death in the jaws of a giant shark commanded by the Whisperer of Impossible Secrets. The world's Great Druid brought him back.
5 The god known as the True Child of Chaos cried out when a party member brought up sad memories in conversation with the god and Voadam's soul was ripped from his body and cast into a spiritual whirlpool/maelstrom. The god later restored him.
6 After being energy drained by wights and spectres at the command of a vampire theurge Voadam used his staff of thunder and lightning to blow up his wand of wonder causing a magical explosion. Cuthbert clerics raised him.
7. Harpy archer tagged him with a crit arrow to the lungs. Coautl healed him up from dying.[/SBLOCK]

Magic ritual experience [SBLOCK]1. Ritual magic from Relics and Rituals, participated in ritual to reseal Banewarrens, did not use new ritual skill, but I forget whether it was concentration, knowledge arcane, or spellcraft that we used instead.
2 ley line stuff from Heroes of High Favor: Elves. (This is online from their website as a web enhancement/preview). [/SBLOCK]

Trapped dragon hoard [SBLOCK] To the south of Daerlune in the desert Voadam and an elven war priest were ambushed by a blue dragon. Fighting with mighty magics the two vanquished the beast and discovered his hidden underground cave wherein it kept its hoard. Not having sufficient resources on hand to gather and transport the loot they mostly left it intact and warded the cave with magics then left to accomplish their quest for the city. Among the wards were several glyphs that Voadam has the password to, and wizard locks on several of the chests. The hoard consisted of piles of gold, a magical sword that could detect magic, and assorted minor magic items that were not easily portable. The priest joined Voadam on many adventures but did not make it out of the world of Ravenloft as Voadam did.[/SBLOCK]

Goals [SBLOCK]1 reconnect with familiar Waldo who got separated in transdimensional rift
2 Go to evermeet to make spy report for elven armada.
3 Recover dragon treasure.
4 Figure out rift, ley line, and ritual knowledge.[/SBLOCK]

More to come.
 
Last edited:

Brother Shatterstone

Dark Moderator of PbP
Medowbrook: Half-Nymph/Female (Bard)

Character Name: Medowbrook
Character Race: Half-Nymph
Character Classes: Bard 3
Alignment: Chaotic Good

Gender: Female
Age: 18
Height: 5’5”
Weight: 105 lbs.
Eyes: Violet
Hair: Pitch Black
Skin: Milky White

Experience Points (Current): 10,000
Experience Points (Needed): 15,000
Effective Character Level: 5


Known Languages: Abyssal, Celestial, Common, Draconic, Dwarven, Goblin, Elven, Sylvan, Undercommon

-------------------------------------------------------

Strength: 8 -1 (0 Point)
Dexterity: 16 +3 (6 Point, Racial +2)
Constitution: 10 +0 (2 Point)
Intelligence: 18 +4 (10 Point, Racial +2)
Wisdom: 10 +0 (0 Point, Racial +2)
Charisma: 22 +6 (18 Point, Racial +4)

Bold: After magical enchantment
-------------------------------------------------------

Hit Dice: 3d6 +0
Hit Points: 14
Armor Class: 15[ BASE (10) + ARMOR (1) + DEX (3) + DEFLECTION (1)]
Flatfooted Armor Class: 12
Touch Attack Armor Class: 14
Damage Resistance: nil
Spell Resistance: nil

-----------------------------

Armor Worn: Bracers of Armor +1
AC Bonus: +1
AC Penalty: 0
Maximum DEX bonus: NA
Armor Type: Light
Weight: 1.0 lbs.

Armor Weight: X.X lbs.
-------------------------------------------------------

Save vs. Fortitude: 1 [BASE (1) + CON MOD (0)]
Save vs. Reflex: 6 [BASE (3) + DEX MOD (3)]
Save vs. Will: 3 [BASE (3) + WIS MOD (0)]

Special Save Notes:

-------------------------------------------------------

Initiative Modifier: +3
Base Attack Bonus: +2

Melee Attack Bonus: +1
Ranged Attack Bonus: +5

-------------------------------------------------------

Weapons:
Sap Attacks: +1 / 1d6-1 (nonlethal only) / x3 / Bludgeoning / 2 lbs. (1 GP)

Weapon weight: 2 lbs.
-------------------------------------------------------

Feats
Versatile Performer (Human)
Natural Linguist: +3 (1st level)
Obscure Lore (3rd level)

Skills:
Bluff +11 [5 Ranks, Cha + 6]
Concentration +6 [6 Ranks, Con + 0]
Diplomacy +12 [0 Ranks, Cha + 6, Synergy: Bluff, Nobility and Royalty, Sense Motive +6]
Decipher Script +9 [ 5 Ranks, Int + 4]
Escape Artist +8 [ 5 Ranks, Dex + 3]
Gather Information +11 [3 Ranks, Cha + 6, Synergy: Knowledge: Local +2]
Intimidate +8 [0 Ranks, Cha + 6, Synergy: Bluff +2]
Knowledge: Arcane +9 [5 Ranks, Int + 4]
Knowledge: History +9 [5 Ranks, Int + 4]
Knowledge: Local +9 [5 Ranks, Int + 4]
Knowledge: Nobility and Royalty +9 [5 Ranks, Int + 4]
Knowledge: Religion +5 [1 Ranks, Int + 4]
Perform: Dance +11 [6 Ranks, Cha + 6]
Perform: Percussion Instruments +11 [* Ranks, Cha + 6]
Perform: Sing +11 [* Ranks, Cha + 6]
Perform: String Instruments +11 [* Ranks, Cha + 6]
Perform: Wind Instruments +11[* Ranks, Cha + 6]
Sense Motive +5 [5 Ranks, Wis + 0]
Spellcraft +12 [ 6 Ranks, Int + 4, Synergy: Knowledge: Arcana +2]
Use Magic Device +10 [4 Ranks, Cha + 6, Synergy: Decipher Script, Spellcraft: Scrolls Only (Not Figured) +4]

[CC] Cross Class Skill
-------------------------------------------------------

Special Abilities
Awesome Beauty DC: 17 (Nymph)
Low-Light Vision (Nymph)
Fey Bloodline (Nymph)
Extra Feat (Human)
Extra Skill Points (Human)
Bardic Music: 3/Day Countersong, Fascinate, Inspire Competence, Inspire Courage (Bard)
Bardic Knowledge: +13 [Synergy: Knowledge: History +2, Feat: Obscure Lore +4] (Bard)

-------------------------------------------------------

Equipment & Gear:
Wand of Cure Light Wounds (740 GP)
Possum Pouch of Holding 5 lbs. (4,700 GP)
---- Masterwork Lyre 3 lbs. (100 GP)
---- Masterwork Flute 3 lbs. (100 GP)
---- Masterwork Tambourine 3 lbs. (100 GP)
---- Masterwork Finger Symbols (100 GP)

Equipment Weight: 5.0 lbs.

-------------------------------------------------------

Magical Item Slots
Head:
Eyes:
Neck:
Torso:
Robe/Armor:
Waist: Bracers of Armor +1 (1, 000 GP)
Clock/cape/mantle:
Arms:
Hands:
Ring Left Hand: Ring of Protection +1 (2,000 GP)
Ring Right Hand:
Feet:

EQUIPMENT WEIGHT: 5.0 lbs.
ARMOR WEIGHT: 1.0 lbs.
WEAPON WEIGHT: 2.0 lbs.
TOTAL WEIGHT: 8.0 lbs.

Carrying Capacity 8 STR Light: up to 26 lb. Medium: 27-46 lb. Heavy: 47-80 lb.

-------------------------------------------------------

Money:
PP: 0
GP: 149
SP: 0
CP: 0

-------------------------------------------------------

Base Speed: 30 feet

Bards Spells Per Day: 0 – 3 1st – 1 + 2;
Save DC: 6 + spell level

Spells Known

0 – 6 Detect Magic, Ghost Sound, Hygiene, Mend, Transcribe, Read Magic
1st – 3 Charm Person, Expeditious Retreat, Tasha’s Hideous Laughter

Appearance

With waist length long black tresses that are as black as a starless midnight and the fair perfectly pale flawless skin Medowbrook always stands out in a crowd, which is certainly a plus for an entertainer but her most striking feature are her violet eyes that shimmer with like two perfect amethysts whenever she is happy. Armed with alluring curves and an infectious smile Medowbrook can, and often does, make the best of a bad situation and takes great pride in her ability as peacemaker.

Meadowbrook, the constant performer, always wears clothes based more upon her love for dancing and performing than practicability. Her favorites are lose fitting dress that accentuates some curves while completely ignoring others, at least until she is in the act of dancing as then they are designed to flow and accent all of her graceful and wonderful curves.

Background and Personality:

Meadowbrook was born of out passion and love in the purest of forms between Jaeden, a handsome wandering minstrel, and Autumnleaves, a full blooded nymph and lover of music, nature, and men. Unfortunately, Autumnleaves was no different from other nymphs, nymphs are notions fickle in their love, and with the passage of time she found Jaeden less and less interesting and her love for him less and less passionate. Jaeden, always a ladies man new his time with the lovely nymph was at an end and he made plans to move on but before he did it happened.

Jaeden had no idea that Autumnleaves had become pregnant, nymphs do not show in the ways humans do, and if the nymph had known she never talked about it, which wasn’t the nymph way so Jaeden always assumed that she did, but pregnant she was and she gave birth to a child. The young couple was once again bonded in love and together they named the child Meadowbrook and together they began to raise her.

Things progressed well for awhile, Meadowbrook grew strong, the young couple rekindled their passion, but things never last when you deal with a nymph and soon Autumnleaves was all but ignoring Jaeden in favor of a new love. Though it saddened and bothered Jaeden greatly he understood it was something Autumnleaves couldn’t help and he was actually quite pleased for the near two years he had spent with her as it was quite unheard of, but he continued to stay close as he truly loved his daughter and it was this love that would change his life forever.

Autumnleaves wasn’t uncaring about the safety of Meadowbrook but she wasn’t a very protective parent, she would often leave their child next to the edge of the water as she would frolic with in the cool confines and forget about her daughter or she would leave her in a nest of leaves and wander into the forest leaving the young baby exposed to the elements and the passage of wild animals, and soon it was too much for Jaeden to handle and he took the young baby and headed for the civilizations of man.

Though Jaeden was use to traveling alot by himself he quickly discovered that a young hungry mouth and a fragile body wasn’t something one could truly travel with. He loved the travel, seeing some place new, returning to and old favorite town and seeing how it changed, was much more fun that seeing the same sights everyday but lovingly gave it up as his daughter, Meadowbrook, had tamed his wild oats like no other woman ever could.

Arriving in Waterdeep, for Jaeden had chosen it for many reason, it was close, fairly safe, but mostly he chose Waterdeep for the various choices it gave him in regards to raising Meadowbrook, he would see that she would go to the best schools the city had but first he needed to find her the nourishment her body needed. His inquiry about wet nurses brought women of all walks of life, poor to the well to do, clean to the disgustingly filthy, rail thin to the very obese, and in the end there was only one Jaeden would consider.

Katrina, though not of ample breast, in fact Katrina was quite thin which had contributed much to do with the loss of her own child, which had also left Katrina frail, would be Jaeden’s choice as he liked much of what Katrina had to offer as a person but mostly he liked how genuine and compassionate Katrina smiled upon Meadowbrook as she clung and suckled from her breast. Though Jaeden would pay Katrina for the milk he would never have to pay for her company.

Katrina was, or depending upon point of a view had been, a noble woman of some stature but not excessively so till her body had rejected her own child and it was determined that her body would never recover enough to have a child. In fact it was determined that another effort would probably leave not just the child dead but her too. With this knowledge and the need for a heir her husband had quickly rejected her, she would still be considered family, never be allowed to marry again, she was still treated as a wife but her function inside the home, and certainly in the bedroom, was over. A new woman, more fertile and full of bust, replaced her and this new noble woman decided that Katrina should move out into her own house, fully paid for of course, and this action very much freed Katrina to be like a mother to Meadowbrook and like a husband to Jaeden.

Meadowbrook was raised knowing that Katrina wasn’t her true mother but this didn’t effect their loving relationship at all and when Meadowbrook begin showing signs of high intelligence, she was learning her father’s professions at a rapid rate, at the young age of five it was Katrina that used her noble connections, not to mention her noble coins, to get Meadowbrook into one of the best schools in all of Waterdeep.

Meadowbrook excelled at school just as she had excelled at the musical skills her father had taught her but with the coming of puberty and womanhood it was then that people began to notice her as smart as she was it didn’t compare to her beauty. Having always been a beautiful child Meadowbrook paid no great interest in this transformation, she would have rather read and studied some dusty old tome or preformed with her father but many suitors would come strive for her attention but they did little to capture her attention other than to show her another field of study, love and the acts there of… This has caused her spend a great deal of time in the temples of Sune and Sharess were her passionate nymph heritage enjoys watching the various acts and learning more about the two religions from their worshippers.

Meadowbrook herself prefers the more hands off approach, to give in to her mother’s passion would only contaminate her studies though Meadowbrook does secretly wish to find the perfect suitor to put all of her research into action but she is afraid that her mother’s passion, which does flow through her, will be too much for her to contain and she will be little better than her mother… She does love her mother, and she wishes to meet her but she knows the damage that her mother did to her father’s heart and she has no desire to repeat it on some unexpecting soul.

Meadowbrook.jpg
 

Eluvan

First Post
Firen Stormsong
Human Male
Ranger 1/Paladin 4
Alignment: Lawful Good
Deity: Sune

16 Strength (+3) [10 points]
12 Dexterity (+1) [4 points]
14 Constitution (+2) [6 points]
10 Intelligence (+0) [2 points]
14 Wisdom (+2) [6 points]
18 Charisma (+4) [8 points, level 4 bonus, Cloak of Charisma +2]

Initiative: +1
Speed: 20’ (-10’ from armour)

BAB: +5
Grapple: +8

Melee Attack Bonus: +10
Damage: 2d6+4 (Masterwork Greatsword)
AC: 20 (+1 Dex, +9 Armour), touch 11, flat-footed 19

Ranged Attack Bonus: +6 (110’ Range)
Damage: 1d8+3 (Masterwork (+3) Composite Longbow)
AC: 20 (+1 Dex, +9 Armour), touch 11, flat-footed 19

Hit Points: 50
Fortitude Saves: +12
Reflex Saves: +8
Will Saves: +7

Languages: Common, Illuskan

Feats:
Light Armour Proficiency
Medium Armour Proficiency
Heavy Armour Proficiency
Shield Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency
Power Attack
Cleave
Track
Weapon Focus (Greatsword)

Abilities:
Bonus Feat
Bonus Skill Points
Favoured Enemy (Evil Outsider +2)
Wild Empathy (+5)
Aura of Good (Moderate)
Detect Evil at will
Smite Evil (1/day)
Divine Grace
Lay On Hands (16 hp/day)
Aura of Courage
Divine Health
Turn Undead (6/day, as Cleric 1)

Spells:
Level 1 Spells (1/day, DC 13)
Divine Sacrifice

Skills:
+14 Diplomacy [2cc][6]+6 (Cha, Synergy from Sense Motive)
+8 Handle Animal [4][0]+4 (Cha)
+3 Knowledge (Religion) [2cc][1]+0 (Int)
+7 Ride [4][2]+1 (Dex)
+7 Sense Motive [2cc][3]+2 (Wis)
+6 Spot [4][0cc]+2 (Wis)
+6 Survival [4][0cc]+2 (Wis)

Equipment:
Cloak of Charisma +2
Noble’s Outfit
Masterwork Greatsword
Full Plate Armour +1
Masterwork (+3) Composite Longbow
20 Arrows
Silver Holy Symbol of Sune w/ Continual Flame
Wand of Cure Light Wounds (50 Charges)
2x Potion of Protection from Evil
2x Potion of Magic Weapon
Backpack
*Bedroll
*Razor
*1 lb Soap
*Waterskin
*Whetstone
Belt Pouch
*Pearl (100gp worth)
*2pp, 9gp, 3sp, 8cp

Height: 6’2”
Weight: 185 lbs
Eyes: Blue
Hair: Golden
Age: 21
Region: Uthgartd Tribesfolk

Description: Firen goes with the ‘knight in shining armour’ stereotype just as far as it can be taken, and then embellishes upon it with a considerable flamboyant flourish of his own. He’s tall, well-built, and classically handsome, with golden hair and deep blue eyes. He’s always clean-shaven. He generally wears expensive, well-tailored and richly embroidered clothing, and wouldn’t look by any means out of place in any royal court in the Realms. When girded for battle, he wears an ornate and elaborate suit of armour, lovingly crafted and polished to a sheen. Whether prepared for battle or wearing his ‘casual’ clothes, he always wears a long, deep purple cloak with elaborate embroidery in white thread.

It would be tempting to write him off as a perfumed fop, but for the utterly confident and precise manner in which he moves that speaks of a great deal of hard martial training. The ornate sword he carries sheathed across his back certainly isn’t just for show. Beyond that, despite the care he takes over his personal appearance, anyone meeting him will quickly find him to have a disarming humility and politeness. Tempting to write him off as a perfumed fop – but unwise and inaccurate.

Portrait

Background:
Firen’s early life was simple. Like the others youths of the Great Worm tribe, from the moment that he could heft a blade and shoot a bow he was taught the ways of the land, how to survive in the wilderness, how to find food and water, how to hunt, and most especially the ways of the greatest hunt of all; the hunt for the agents and embodiments of evil. The Worm itself was slain while Firen was but a child, to the great lamentation of the tribe, but new, strong leaders stepped up in its place and the tribe endured.

Until he was seventeen, he knew little more than the ways of his tribe. He felt little need for anything else. It was Larelle, a Sunite priestess who passed by chance through the camp, who was to turn his world upside down. She was travelling the northlands on her way back to Silverymoon after a stay in Mirabar, and happened to come upon the tribe’s camp. Firen, out hunting, came upon her as she approached and was smitten instantly. She walked solitary through the snow, wrapped in a heavy white fur cloak with her long, red hair cascading down her shoulders. He had had no idea that such loveliness existed in the world. He went out to greet her, with all the courtesy and respect he could muster. In his broken common he tried to tell her that she seemed an angel sent down from the Heavens to show him the meaning of beauty – or something to that effect. If his words were ineloquent, she nonetheless seemed to get the message. She blushed prettily and gave a modest, musical laugh as she greeted him in reply and introduced herself. He told her to come and stay for a time with the tribe, and she accepted gladly.

Larelle stayed for a little less than a week, and spent the great majority of her time with the young Firen. They talked endlessly, doing a great deal to bring Firen’s Common up to scratch, and she told him a little about her home city of Silverymoon and about her Goddess. Firen was soon an ardent convert to Sune. When it came time for her to move onwards, she asked him to come with her and see Silverymoon. His heart leaped at the prospect, yet at the same time he was uncertain. It would be a dream to go with this woman, this impossibly beautiful woman who he loved so dearly, and see the wondrous city that she called home. Yet… it was so far away from everything else he had ever known. He felt at home in the wilderness, and he did not know if he could leave it behind so easily. In the end he told her that he could not go with her, could not abandon his family and his home on a whim, no matter how strongly his love willed him to do so. She nodded sadly and kissed him one last time, tears in her beautiful green eyes. As she left, she told him that if ever he did travel to Silverymoon then he would find her at the temple of Sune there.

He stayed with his tribe for a few months more, but he realised quickly that this life had lost its lustre for him. He still felt a connection to this harsh land, but somehow the glimpse of the wider world that Larelle had shown him had left him unable to fit in among his tribe any longer. When finally he came to understand this, he realised that this place was not truly his home any more. He was no longer the person he had used to be, and he would have to find a new place for himself. He left as the worst of the winter snows abated, and made his way towards Silverymoon with a joyful heart.

The city left him dumbfounded. Once more he was made to realise what beauty, what marvels there were in the world that he had not even imagined. Larelle had said that the place was amazing, but nothing could have prepared him for actually laying eyes on it. The largest – the only – settlement he had previously seen was the camp of his own tribe, made up of a few dozen tents. Full of wonder and astonishment, he made his way through the city to the temple of Sune. The temple was, if anything, even more wonderful to him than the city in which it resided. On every wall was hung some beautiful tapestry or painting, from every corridor the melody of some song reached his ears. He drunk it all in like a man dying of thirst who is presented with an ocean of pure, sweet water. Greatest of all was the expectation of coming imminently upon Larelle, whose beauty would be the crowning glory of this wonderful place.

In that expectation, he was disappointed. The high priestess told him that Larelle had set off for Waterdeep a number of weeks back in some haste, on a matter of urgency. She was very sympathetic to his plight, but regretted that there was no way she could disclose to him why Larelle had left. Firen, of course, was disappointed – but slowly he realised that in fact he was not nearly as distraught as he might have expected to be. He had still come upon this city, with all that it had to offer. Why now race away from it in immediate pursuit of Larelle? It would be a joyous day when he saw her again, but in the meantime there was much he could learn from this place, and much enjoyment to be gained from it.

His mind was truly made up when he stumbled upon the knightly order that was attached to the temple. A life dedicated to valour, honour and chivalry in the service of Sune – as soon as he came to understand the ideal, he realised that it was what he wanted for himself. He took the oaths of the order as soon as it could be arranged, and spent the next three years training to live up to them. Eventually he was deemed ready, and he left the order to go out into the world and prove himself. His first thought was to go south to Waterdeep, on Larelle’s trail. As good a direction as any for his quest, and if he could find her – all the better.

Goals:
Primary –
1. Generally do good deeds, right wrongs and so on in the typical paladin fashion. Earn his spurs.
2. Find Larelle. He’s not sure if she’s still in Waterdeep, but even if not then hopefully the trail won’t be completely cold yet.

Secondary –
3. Ensure the safety and prosperity of the Great Worm tribe. He’s left his home behind, but he hasn’t forgotten his roots and if he was to hear about any threat to the tribe he would do his damnedest to help them.
4. Travel. He still feels like he hasn’t seen the world, and he’d jump at the chance to go anywhere new and exotic.


Favourite Foods/ Drinks:
- Anything meaty and slow roasted over an open fire. You can take the man out of the barbarian tribe, but you can’t entirely take the barbarian tribe out of the man. Firen still has a partiality for simple, hearty fare, preferably killed that day in a good hunt. Fish is another favourite, for much the same reason – it was a staple of his diet growing up, and he occasionally finds himself with a longing for the simple culinary delight of freshly caught fried fish boiled up into a stew with foraged root vegetables.

- Wine. All that said, Firen has picked up more than a few pretensions in his time in Silverymoon, and he has quite a taste for fine elven wine. Or good vintage firewine. Expensive, refined intoxicating beverages are an indulgence of his. If he needs to think something over, he tends to do it over a glass of firewine.
 


Lord Wyrm

First Post
Code:
[B]Name:[/B] Nicos Morieth
[B]Class:[/B] Rogue 3/ Warlock 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N/E
[B]Deity:[/B] Mask

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 5        [B]XP:[/B] 10000
[B]Dex:[/B] 15 +2 (06p.)     [B]BAB:[/B] +3         [B]HP:[/B] 29 (5d6+5)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] -
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +1    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      +1    +1          +2
[B]Ref:[/B]                       +3    +2          +5
[B]Will:[/B]                      +4    +1          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                      +3     1d6     18-20x2
Dagger                      +3     1d4     19-20x2
-thrown                      +5     1d4     19-20x2
Sap                      +3     1d6(sub)     20x2

[B]Languages:[/B] Common, Chessentan, Chondothan, Illuskan, Mulhorandi

[B]Abilities:[/B] Detect Magic, Eldritch Blast 1d6, Evasion, Invocations, Sneak Attack +2d6, Trapfinding, Trapsense +1

[B]Invocations:[/B] (Least) Beguiling Influence [I](+6 to Bluff, Diplomacy, and Intimidate checks for 24 hours)[/I], Devil's Sight [I](May see normally in darkness and magical darkness out to 30ft)[/I]

[B]Feats:[/B] Able Learner, Smooth Talk, Skill Focus(Diplomacy) 

[B]Skill Points:[/B] 84       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      8    +3           +11
Climb                      4    +0           +4
Concentration              5    +1           +6
Diplomacy                  8    +3    +9     +20
Disable Device             5    +3           +8
Gather Information         5    +3           +8
Hide                       5    +2           +7
Intimidate                 5    +3    +2     +10
Knowledge(Nobility&Royalty) 4   +3           +7
Knowledge(History)         4    +3           +7
Open Lock                  5    +2           +7
Sense Motive               8    +1    +2     +11
Sleight of Hand            5    +2    +2     +9
Search                     5    +3           +8
Use Magic Device           8    +3           +11

[B]Equipment:                          Cost  Weight[/B]
Ring of Undetectable Alignment      1000gp   0lb
Ring of Protection +1               2000gp   0lb
Studded Leather Armor +1            1175gp   20lb
Spool of Endless Rope               2000gp   1lb
Handy Haversack                     2000gp   5lb
-Bedroll                            1sp   5lb
-Blanket, Winter                    5sp   5lb
-x5 Candles                         5cp   0lb
-Case, Map                          1gp   0.5lb
-Chalk, 5 pieces                    5cp   0lb
-Crowbar                            2gp   5lb
-Flint and Steel                    1gp   0lb
-Grappling Hook                     1gp   4lb
-Ink, 2 vials                       16gp   0lb
-x2 Inkpens                         2sp   0lb
-Mirror, Small Steel                10gp   0.5lb
-Parchment, 10 sheets               2gp   0lb
-Rations, Trail, 4 days             2gp   4lb
-Sealing Wax                        1gp   1lb
-x2 Sewing Needles                  1gp   0lb
-Soap, 1lb                          5sp   1lb
-Spade                              2gp   8lb
-x4 Torches                         4cp   4lb
-x2 Waterskins                      2gp   4lb
-Thieves Tools, MW                  100gp   2lb
-Courtier's Outfit(w/jewelry)       80gp   6lb
-Scholar's Outfit                   5gp   6lb
-x2 Traveler's Outfits              2gp   10lb
Signet Ring                         5gp   0lb
x2 Daggers                          6gp   2lb
Rapier                              20gp   2lb
Sap                                 1gp   2lb
[B]Total Weight:[/B]32lb      [B]Money:[/B] 55pp 9gp 3sp 6cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               33lb   66lb   100lb      200lb     500lb

[B]Age:[/B] 33
[B]Height:[/B] 6'2"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Blue-Grey
[B]Hair:[/B] Blonde and Grey
[B]Skin:[/B] Caucasion

Appearance:[sblock]
While fairly young Nicos looks much older than he should, appearing to be at least in his mid-fifties, possibly older. His hair is a curious mix of blonde and grey, he wears it short on the sides and long on top, combing it back. He has somewhat wrinkled flesh, especially around the eyes which are a bright blue. He has good posture and likes to dress in darker colors, prefering black and dark blues. He stands at about 6'2" and is well built, although not heavily muscled. He moves very fluidly and typically has a wry smile.

Here's a picture I found
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Background:[sblock]
The son of a Chessentan noble and a woman of the North, Nicos Morieth inherited the physical traits of a Northerner and the mind of a well schooled member of the Chessentan nobility. When Nicos was ten his mother wished to take him and his younger sister to her homelands, the Ten Towns of Icewind Dale. The young Nicos was exceptionally intelligent and advised against the journey as at the time spring was on its way and Nicos predicted orcish aggression with the mountain passes now open. The journey happened regardless, and the family was to summer in the region. Upon arriving at the small home that belonged to Nicos's grandfather the family learned of an orcish incursion. The attack had cut off the family's route back to Chessenta and so they stayed in the region. The family settled into the area and built an exceptional home with their monies brought from Chessenta. After seven months the orcs had been cleared out and the family could of returned home, however once more against Nico's counsel they decided to stay reasoning it too late in the year to make the journey. That winter the orcs once more attacked, apparently not as depleted as initially thought. Several orcs occupied the Morieth estate for nearly a month and during that time Nico witnessed several atrocities. Orphaned, Nico was sent to live with a distant relative in Waterdeep. Nico was schooled in many arts and after the age of twenty two was considered as learned as many sages.

Nicos has travelled across the vast expanse of Faerun several times in the past ten years. He currently has ties to several organizations such as the Shadow Thieves of Amn, which he is a full member of and a possible future guildmaster for Waterdeep, and the Red Wizards of Thay, which he has served a diplomat for in the past. His notable enemies include several members of the Harpers, which he claims is by no action of his own, and a few cells of the Zhentarim, of which he only says something about "a Red Wizard, a horse, and a tower."

Currently Nicos resides in Waterdeep, where he is considered something of a minor noble. He is a member of the Watchful Order of Magists and Protectors and has aided the city watch in criminal investigations on several occasions. His public persona is of a well cultured member of the political elite. The side that people do not see is hidden deep within Skullport, he actively aids the Shadow Thieves branch in the area and has made himself an enemy of the Xanathar's guild, his skill at diplomacy all that is keeping him from being killed by them. His friends in the area include Halaster Blackcloak, in so far as Halaster not killing him even in his bouts of insanity, several nobles, a few moderately powerful bards, multiple diletantes, and Aleena Paladinstar. The most interesting relationship Nicos has in Waterdeep is with a young female paladin who has constantly tried to expose him as the evil he truly is, however due to his own political manuevering, the Shadow Thieves cover-ups, and some aid from Halaster he has managed to not only to suppress any evidence that might of existed but has also crippled the paladin's public persona. Nicos has an affection for the young paladin and is actively trying to turn her to his ideals.
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Goals:
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Nicos's most immeadiate goals are concerning the Xanathar's Guild in Skullport, as one of the Shadow Thieves he is actively trying to destroy the "usurpers". Unfortunately he has no where near the power to get rid of them outright. He has resorted to his old tactic of political manuevering to try and place himself so that he may strike the guild down. If he accomplishes this the guildmaster in Amn has promised to make him guildmaster in Waterdeep.
Nicos is attempting to redeem himself in the eyes of the Harpers, unfortunately this has not gone well so far but Nicos has been having some success and hopes to eventually speak with Khelben Arunsun, Lady Cylyria, and Storm Silverhand so as to clear his name with the three branches of the organization. In addition he is arranging to execute a crushing blow to the Zhentarim in the area of Waterdeep, he is pinpointing the cells with the aid of a Red Wizard and hopes to strike them down within the decade. His other goals to be brought to fruition in that time include finding the lore neccessary to make him immortal and the corruption of the young paladin.
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Personality:
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Nicos is very calculating, he is highly intelligent and he knows it. He is cordial at all times, a result of his youth as a noble and the events in Icewind Dale. He is cultured and smooth-tongued and could probably talk anyone into anything given time. He despises melee combat as the last resort of a weak mind, this is not to say he can't engage in it, just he prefers not to. He is utterly ruthless and has no problem burying a stilleto to the hilt in an enemy if neccessary. He is a supreme manipulator and enjoys his position as such. He prefers to plan out events several steps in advance and while not paranoid is rather cautious trying to vary his routines so he can not be ambushed or taken advantage of. A lover of the arts in all their forms he despises a poor performance or bad piece, he views such things as tragedies and crimes. He prefers to surround himself not with normal comforts but things that have context, he would rather sleep on a bare bed that belonged to a famed archmage of the past than a soft mattress within an inn.
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