Nifft vs. Wicht: Nicely Formated Alrin
Alrin, Male Half-Elf Brd14: CR 14; Size: M Type Humanoid; HD (14d6)-14; hp 40; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 19 (flatfooted 16, touch 15), Dagger +1 +14/+9 0'/P (1d4-1 19-20/x2) or Dagger +1 (Thrown) +14/+9 10'/P (1d4-1 19-20/x2) or Rapier (Mithral) +8/+3 0'/P (1d6-2 18-20/x2 ) or ; SA: Bardic knowledge (+15), Bardic music 14/day, Elven Blood, Immunity to sleep, save +2 vs enchantment spells; Vision: Low-light, Normal AL: CE; Sv: Fort +3, Ref +12, Will +9; Str 7, Dex 16, Con 8, Int 12, Wis 10, Cha 26
Skills and Feats Bluff +22, Concentration +15, Diplomacy +22, Disguise +13, Gather Information +22, Intimidate +12, Listen +6, Perform +22 (Rhetoric, Lyre, Flute, Harp, Oration, Ballad, Poetry, Storytelling, Epic, Drama, Drums, Pan Pipes), Search +2, Sense Motive +17, Spot +1; Leadership, Silent Spell, Spell Focus (Enchantment), Still Spell, Weapon Finesse (Dagger)
Possessions: Outfit (Scholar's), Medallion of Thoughts, Pair of Winged Boots, Cloak of Charisma +6, Gloves of Dexterity +4, Hat of Disguise, Bracers of Armor +4, 8 Potions of Glibness, 4 Potions of Cure Serious Wounds, 2 Potions of Gaseous Form, Wand of Cure Light Wounds, Handy Haversack, Dagger +1 (Wounding, Returning), Rapier (Mithral), Ring of Sustenance, Ring of Mind Shielding, Masterwork Lyre, Masterwork Flute, Masterwork Harp,
Sash of Valor [0]
Bard Spells: 4/5/5/5/5/2 per day (6/4/4/4/4/3 known)
Bard Spells Known: 0- Daze, Detect Magic, Flare, Light, Prestidigitation, Read Magic;
1- Charm Person, Cure Light Wounds, Message, Unseen Servant;
2- Detect Thoughts, Misdirection, Suggestion, Undetectable Alignment;
3- Cure Serious Wounds, Emotion, Gaseous Form, Lesser Geas;
4- Dimension Door, Dominate Person, Improved Invisibility, Modify Memory;
5- Dream, Mind Fog, Nightmare
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History: Alrin Thrice-Cursed was his name when he left Sparta: first, he was the illegitimate product of his mother's dallyance with a charming elf who was passing through his father's farm land. Second, he was a sickly child, born with the constitution of an autumn leaf. Third, and the reason for his ignoble banishment, at the age of 9 he contracted a wasting disease which left his body as weak as his immune system.
Alrin encountered a caravan headed for Athens. The driver took him for a Helot escaping bondage and took him in out of pity, but soon discovered that the child had an uncanny skill with rhetoric.
In Athens, Alrin's talents flowered, and he took the name Alrin Dreamlight, for it was his "talent" to interpret dreams -- in fact, he would gather information on a target and, based on that information, tell the mark what he wanted to hear.
Unfortunately, he picked the wrong tack for his last hoax in that fair city: he used the healing power of his bardic training to impersonate a priest of
Athena, and drew the mighty goddess' wrath upon himself. He fled the city in disgrace and continued his journey north, passing through many adventures before reaching Constantinopolis.
On one of these adventures he "rescued" a young girl, Persephia[1], whose magical talent for divination was shakled to a minor aristocrat's fear of his neighbors. Alrin plied her with his native fey talent and years of bardic training, until she ran away with him. He soon discovered that she was, like him, half-elven, and not nearly so young as she had first appeared -- the fey blood which made him appear immature and weak flowed in her veins, too. She is nearly as powerful and experienced as he is, but quite unsure of herself -- and he ruthlessly exploits her weakness. She is his companion, lover and arcane spy. [2]
On his other remarkable adventure before Constantinopolis, the newly joined pair were discovered by one of
Athena's Paladins. The Paladin was not expecting Alrin to have such a potent cohort, and swiftly died. Alrin claimed the knight's
Sash of Valor, an item made only for those favored by
Athena. He keeps it as his most prised posession, and uses its power for his own evil purposes -- which has earned him
Athena's eternal enmity.
The two of them hit Constantinopolis like the black plague: quiet as a rat's skittering, then suddenly everywhere, getting into everything. Alrin is working his way up the ranks as a Courtier, aided by Persephia's "research". Their tried and true methods of spying, scrying and lying is being augmented by a new method: buying. Alrin has started to establish a network of spies and informants[3], mostly low-level Rogues, who keep him informed about the goings-on above and below board. Alrin and Persephia have enough magic at their disposal to ensure they cannot be connected to any of the myriad low-level Rogues in the network; only seven network members have ever spoken directly with Alrin, and even with them he takes care to disguise himself.
Alrin has by now gained considerable power over the minds of his fellow men. With his new-found magical powers over dreams and nightmares, he is once again considering taking the title "Dreamlight". He is working up his courage and skill to manipulate the dreams of higher nobles, in preparation to become the most powerful man behind the throne.
Bases of Operation: Alrin maintains two, one public and noble, the other secret and deadly. His public abode is sparsely furnished but otherwise unremarkable. He is never seen near his secret lair: he only enters via Dimension Door or Teleporation (courtesy of Persephia). His lair is a gigantic trap of Persephia's design: the ceiling is studded with three foot long spikes, and she makes sure to prepare two copies of "Reverse Gravity" each day. Both of them enjoy seeing the look on a failed attacker's face as his world literally turns upside down. After Persephia casts Reverse Gravity, both of them cast Gaseous Form. They often leave the corpses of their foes hanging from the spikes for three days, and have spread the rumor that the master of the lair is immensely strong, and hurls those he disfavores upon the ceiling.
Reverse Gravity has been cast in the main room so often that the area has gained a minor residual
Anti-Gravity Field. This makes the space doubly enjoyable for Alrin: he feels quite strong there.
Role-Playing Hints: Alrin is ambitious, careful, and very sure of himself. He harbors immense hatered for both Sparta and Athens. Sparta he hates because they rejected him, and while he shares their value system ("simplicity and strength") he has sublimated it to favor his own strengths. He calls Sparta the "Blind Beast", saying, "They worship their bodies and let their minds rot; but it is the mind which rules the body. True strength is strength over will."
He hates Athens both for its "weakness" (freedom & liberality) and the fact that he is hunted by its patron goddess,
Athena. Her avatar Athena Nike represents victory through honor and self-sacrifice[4], while Alrin respects victory through ruthlessness and superior information.
He has been mocked for dressing as a simple scholar at court, but he has discovered that the power of appearing very smart and knowlegeable is just as effective as the power other courtiers weild by appearing wealthy. Moreover, his knowlege seems innate and cannot be traced and cut off -- unlike the revenue streams of his courtly adversaries.
Tactics: If forced into combat, Alrin will fly, cast Improved Invisibility, and peg his adversary with his favorite weapon, Silver Scar (+1 Returning Dagger of Wounding). The Rapier he wears at his side is a show peice -- he'd never actually use it.
If he is ever in real trouble, he sends a
message to Persephia. So far she has always come to his aid.
However, it would take a remarkable adversary to force Alrin into combat -- he's nearly unknown outside Constantinopolis, and extremely sublte within. He's quite likely to know about and neutralize a potential foe than they are to ever hear his name.
---
[0] The
Sash of Valor is a magical belt and sash (uses Belt slot) woven of fine gold and red silk threads. Like a
Breastplate of Command, the Sash bestows a dignified and commanding aura upon its owner. The wearer gains a +2 circumstance bonus on Charisma checks, checks using skills for which Charisma is the key ability, and turning checks. Friendly troops within 360 feet of the user become braver than normal (for example, more willing than normal to follow a leader into battle against dangerous foes). Since the effect arises in great part from the distinctiveness of the Sash, the wearer cannot hide or conceal herself in any way and still have the effect function. In addition, the Sash grants its wearer a +2 Deflection bonus to AC.
Caster Level: 15th; Prerequisites: Craft Wonderous Item,
consecrate,
remove fear,
shield of faith, creater must worship Athena; Market Price: 15,500; Cost to Create: 7,500 gp + 650 XP.
[1] Persephia is Alrin's Cohort via the Leadership Feat.
[2]
Persephia, Female Half-Elf Diviner13 CR 13; Size: M Type Humanoid; HD (13d4)+13; hp 46; Init +4 (+0 Dex, +4 Misc); Spd Walk 30'; AC 12 (flatfooted 12, touch 10), *Quarterstaff (Darkwood) +6/+1 (1d6-1 20/x2); SA: Elven Blood, Immunity to sleep, save +2 vs enchantment spells, Summon Familiar; Vision: Low-light, Normal AL: CE; Sv: Fort +5, Ref +4, Will +9; Str 8, Dex 10, Con 12, Int 22, Wis 12, Cha 10
Skills and Feats: Alchemy +22, Concentration +19, Knowledge (Arcana) +20, Knowledge (Geography) +20, Knowledge (History) +20, Knowledge (Nobility and Royalty) +20, Knowledge (The Planes) +14, Listen +2, Scry +22, Search +7, Spellcraft +22, Spot +2; Craft Staff, Craft Wondrous Item, Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Concentration), Still Spell
Possessions: 1 Headband of Intellect +4, 1 Bracers of Armor +2, 1 Familiar (Cat), 1 Quarterstaff (Darkwood), 1 Ring of Mind Shielding, 4 Potion of Cure Moderate Wounds
Wizard Spells: 4+1/6+1/6+1/5+1/5+1/4+1/3+1/1+1
Wizard Spellbook: 0- All;
1- Alarm, Comprehend Languages, Detect Secret Doors, Detect Undead, Expeditious Retreat, Identify, Message, Obscuring Mist, Shield, Spider Climb, True Strike, Undetectable Aura;
2- Alter Self, Darkvision, Daylight, Detect Thoughts, Endurance, Glitterdust, Hypnotic Pattern, Invisibility, Locate Object, Misdirection, See Invisibility;
3- Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fly, Gaseous Form, Greater Magic Weapon, Haste, Hold Person, Slow, Stinking Cloud, Tongues;
4- Arcane Eye, Bestow Curse, Confusion, Detect Scrying, Dimension Door, Improved Invisibility, Locate Creature, Phantasmal Killer, Scrying, Stoneskin;
5- Contact Other Plane, Feeblemind, Greater Shadow Conjuration, Permanency, Prying Eyes, Shadow Evocation, Telepathic Bond, Teleport;
6- Analyze Dweomer, Legend Lore, Mass Haste, Shades, True Seeing;
7- Greater Scrying, Reverse Gravity, Simulacrum, Vision
Spells Prepared: 1- Message x3, Shield, Undetectable Aura, Identify,
Silent Detect Magic;
2- Alter Self, Darkvision, Detect Thoughts x3, Invisibility;
3- Dispel Magic, Gaseous Form, Clair* x3, Haste;
4- Detect Scrying x2, Dimension Door x2, Arcane Eye;
5- Silent, Still Dispel Magic, Teleport x2, Prying Eyes x2;
6- Silent, Still Dimension Door,
Quickened Misdirection, True Seeing, Shades;
7- Reverse Gravity, Greater Scrying
Familiar: A Cat named Carnifex.
[3] This network consists of Alrin's followers (per the Leadership Feat). He is by reputation both aloof and cruel (-3), but has a stable base of operations (+2). His Follower Leadership score is 21, giving him these followers:
- Level / Number
- 1 / 60
- 2 / 6
- 3 / 3
- 4 / 2
- 5 / 1
- 6 / 1
Only those 3rd level or higher actually converse with Alrin or Persephia.
[4] "Goddess of Wisdom and Victory" -- sounds very Paladin-centric. Even though the original goddes might not recognize the concept, she probably wouldn't recognize elves either.
-- Nifft