Cast of Characters

The Halfling campaign
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Jason of the Fraternity
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Cast of Characters

Post by Jason of the Fraternity »

Rather than spreading character descriptions throughout the various threads, I decided to put up a board where you can give as much or as little information about your characters as you wish. You can give as much (or as little detail) as you wish, but I would appreciate everyone giving at least a few sentences with the basic details. Giving the description here doesn’t mean that things cannot change. Nor does it mean that you don’t have to give details during the course of the story. This is merely to help everyone remember who is who and what they look and act like.

Jason

When posting your character description, please following these general guidelines:

Character name (gender / race / class(es) & level(s) / alignment):
Stat block: Includes any and all attributes, skills, feats, special abilities, and other miscellaneous game mechanics that you want to show.

Appearance: This is where you give a quick description of what your character looks like, what he or she tends to wear, and any other special features about them. While you should still mention some physical descriptions of your character throughout the story, this sections helps remind others what you look like.

Background: Where do you come from? What have you done before joining this rag-tag group of adventurers? You can detail more of your characters history and background for the others to refer to. You needn’t give all of your secrets, but it would be nice to have some history that the other characters should learn as they met and talk with your characer.

Current Sketch: Why are you adventuring with the group? Are you searching for something or someone? Do you have a greater goal or are you merely bored with your old life? I’m sure that this will change as the adventure progresses, but everyone needs some sort of goal in life…
Last edited by Jason of the Fraternity on Sun Mar 06, 2005 9:28 am, edited 3 times in total.
[i]Pandemonium did not reign, it poured![/i]
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Cole Deschain
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Post by Cole Deschain »

As a note, my character employs 2E rules, for the most part.

Cole Descain, Male Human, 7th-level Bard/7th- level Fighter (Redeemed)
Neutral Good (formerly Neutral Evil)


Str: 15
Dex: 18
Con: 13
Int: 15
Wis: 13
Cha: 16
Special Attacks: Spells, Bardic Abilities, Mistrazor
Special Defenses: Spells
Magic Resistance: 25% when holding Mistrazor

Cole Deschain was once a Kargat agent, posing as a wandering entertainer in order to gather information and eliminate enemies of Darkon. After an encounter with the Goblyns of Forlorn, he had a change of heart, and now seeks to atone for his previous actions. He recently became involved in the plots of Malocchio Aderre?

Appearance: Cole can be quite striking when he isn?t grim and disheveled. He?s of average height, with a highly athletic build, and his facial features are startlingly handsome, when not covered by five o?clock shadow. His eyes are dark blue, and his black hair sits atop his head like a dark mop. His expression usually runs from grim to grimmer, but among friends he?s actually very quick to smile. Recently, Isolde of the Carnival Twisted his right arm, causing it to become withered and enfeebled most of the time...
Cole usually dresses in utilitarian travelling clothes, favoring hooded cloaks. He wears horrendously run-down boots most of the time, and his cloak is heavily patched.

Background: Born to minor merchants in Il Aluk, Cole Deschain saw state service as the best way to advance himself. His natural intelligence helped considerably, and he became a minor magistrate at age 16. He was quite able at his post, and at age 17 he rooted out a network of Barovian spies, and the Kargat extended an invitation. It was decided that he could best serve Darkon as a wandering agent, and therefore Andres Duvall trained him as a bard. Duvall tried (and failed) to impart some morality in Deschain, and thus Cole's career in the Kargat began... He served quite well as a spy and assassin, frequently operating in Barovia, but he traveled the entire Demiplane extensively. He has been through the entire Core, and many of the Islands and Clusters. After a brief operation in Kalidnay, Cole returned to the Core, and reported back to Il Aluk. He was sent to investigate the Druids of Forlorn, but was caught off guard by a band of Goblyns, who injured him severely before he could escape. He passed out just over the Barovian border, certain that he was going to die. Instead, he awoke, with a young Anchorite tending his wounds. Her name was Laurel Meares, and Cole was hopelessly smitten. Her example inspired him to change his ways, and he never returned to his Kargat superiors; instead, he and Laurel returned to Mordent, and Cole tried to start over, joining the militia. But the Kargat had not forgotten their wayward agent, and when word reached them that he was alive, they sent assassins to his home. For good or ill, Cole was at that time busy coping with a murder in Mordentshire, and was not at home? but sadly, Laurel was. When he returned and found her body, he went berserk, and began hunting down Kargat agents across the Northern Core. In one of their hideouts, he discovered the magical blade Mistrazor, which he promptly adopted as his weapon of choice. With the help of the Carnival, he eluded the vengeance of the Kargat, escaping to Nova Vaasa until the Requiem gave them bigger headaches. After his time with the Carnival, he realized that the Kargat were not the only agents of evil in the world, and shifted his attention south, where Malocchio Aderre had just risen to power. He nearly killed the Dukkar early in his reign, and Malocchio has never forgotten Deschain?s assault. Shortly thereafter, in Egertus, a sometime informant of Cole?s stole Mistrazor, and Deschain pursued the thief towards Barovia. It was there, in Vallaki, that he fell in with Charonne Willowbrook, and became involved in the strange events that would follow. Since then, Cole has been through plenty, including the apparent death of Charonne, and the Twisting of his arm by Isolde.

Personality: While he began his career as an ambitious power-seeker, Cole feels he has much to atone for: first for the blood he shed during his Kargat days, and then for the death of Laurel. No matter what he is told, he considers himself responsible. As such, he is grim and driven much of the time? Unless among friends. At such times, he actually demonstrates a wry sense of humor, and is much more open. He recently admitted his feelings for Desilda Von Luchen, and longs to get back to her, just as soon as he kills this Hazlani wizard and gets RT's arm fixed...

Combat: Cole is something of a terror in battle, and he seldom hesitates to attack the most dangerous opponent on the field. With his combat expertise and utter disregard for his own safety, he usually succeeds. He is specialized with knives, and actually prefers physical combat, using his magical blades Mistrazor and Longtooth. This does not mean his is loath to employ his spells to even the odds, but he finds that his skill at arms is more rewarding. Cole is ambidextrous, and used to fight with both weapons at once, at no penalty. Since the Twisting of his right arm, he has found that particular method of combat impossible, except when he is defending himself or another against a genuine threat. At that time, his arm seethes with increased strength, granting a +1 to hit and +2 damage with right-handed strikes.

Spell List (3/2/1) 1st- Burning Hands, Change Self, Charm Person, Dancing Lights, Light, Magic Missile, Shocking Grasp, Sleep.
2nd- ESP, Invisibility, Knock, Levitate, Pyrotechnics, Web.
3rd- Dispel Magic, Fireball, Lightning Bolt, Slow.

Equipment: Cole carries a small arsenal on his person, including at least one flintlock pistol, several small knives (forged of various materials), and of course, his magical weapons, Longtooth and Mistrazor. Longtooth is simply a dagger that lengthens to become a Sabre +1. Mistrazor is a minor artifact that Cole looted from a Kargat safehouse. While he doesn?t know it, the blade is sentient (True Neutral). In combat, it acts as a Knife +5, made of whatever substance is most harmful to his adversary, and has a number of abilities, most of which Cole is still figuring out. When grasped, the blade acts as a Ring of Regeneration, and grants 25% Magic Resistance. At present, however, Mistrazor is in the possession of Desilda von Luchen.
Go tell the Spartans, thou who passest by,
That here, obedient to their laws, we lie.
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Chartreuse
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Desilda

Post by Chartreuse »

Desilda von Luchen
Race: human
Gender: female
Classes (levels): Aristocrat 3 / Rogue 5
Alignment: Neutral Good

HP: 47 Base attack: +5 Initiative: +7
Str: 11 Dex: 17 Con: 13 Int: 15 Wis: 13 Chr: 18
Fort: +3 Ref: +8 Will: +5

Languages:
Balok, Vaasi, Mordentish (the Richemuloise dialect)

Appearance:
Desilda is a stunning young woman of average height with classically beautiful features and a lithe, alluring figure. She has deep green eyes and glossy black hair that falls to her waist though she usually keeps it up to avoid it becoming a nuisance. Only twenty years old, she possesses a smooth, unblemished and fair complexion, though her deceptively pale skin darkens to an olive quite easily when exposed to the sun for a while. If one looks closely, they will notice that her hands are quite callused for a lady's. This is a result of her proficiency in fencing, something that she had taken up for both self-defense and amusement.

Because of her small, self-made fortune, she is often seen clad in elegant and flattering gowns made of rich satin or velvet. When adventuring however, she is far more practical and will choose simple loose shirts and leather breeches over finely made dresses.

Personality:
Despite her usual polished and collected demeanor, Desilda is a passionate and tempestuous person at heart. Like most Invidians, she possesses a fiery temper and, when provoked, she can be a terror to deal with. Fortunately for those around her, she is generally able to control her emotions and is more likely to become annoyed than incensed in most scenarios as a result.

Background:
Desilda was born in Karina, Invidia to Gustav von Luchen a successful merchant native the land and his wife, Isabelle, who was a retired courtesan from Richemulot. She came from a reasonably prosperous household where she and her family lacked for nothing. Despite that fact that Desilda was an exceptionally adorable child, she was for the most part ignored by her parents. Her father was often abroad on business trips and when he was at home he had little patience for his young daughter. Similarly, Isabelle was much more concerned with going to fashionable parties and socializing with the wealthy people of Karina than being a mother. Therefore, the household servants took a large role in bringing the little girl up. The two people that Desilda felt the closest to were Marja, a strict Barovian nanny, and a manservant by the name of Ivan Radescu, who treated her like his own daughter.

When one looks at her parents' neglect, it's no wonder that Desilda soon developed a wild, rambunctious streak. She delighted in getting into mischief with her cousins and several other neighborhood children and would often wander home just before sunset with scraped knees and muddy clothing as a result of her childish adventures. The Barovian nursemaid grudgingly allowed this behavior to occur for a little while, but abruptly tried to put an end to it by the time the girl had reached her early teens. The next few years were slow and uneventful as the household tired to mold and cultivate the young woman into a lady, an attempt that was successful for the most part.

While a young lady born into the upper classes was supposed to be educated, her parents found her to be a little too intellectual and opinionated at times. She was interested in learning things beyond etiquette and simple finance and how to run a large household. These were not admirable traits in a girl.

Though she was a charming, intelligent young woman born into a rich family, Desilda?s life was far from a happy one. Her father was a notorious gambler and when he was killed in a drunken brawl at a tavern one night, Desilda and her mother were left with nothing but debts. With her mother?s prompting, Desilda became a courtesan at the tender age of sixteen. And she was a popular one at that.

Within the first few months of her profession, she was able to pay off the tax collectors with the money that she had made off of the wealthy men of Karina as well as buy a stately house of her own. Desilda was unhappy with the arrangement however and resented her mother for coercing her into it. Thus, she avoided Isabelle as much as she possibly could, bitter over the normal life that she had taken away from her. Sadly, Desilda?s mother died only a year later, before the courtesan had a chance to reconcile with her. Isabelle had tripped down the stairs of her house while drunk on wine. Her mother?s sudden death greatly affected Desilda emotionally and she never truly got over the fact that she felt partly responsible for it.

Life seemed fairly routine for Desilda in the following two years. She continued to keep company with Karina?s social elite, which involved everyone from jaded aristocrats to sophisticated men- about-town to wealthy but often unsavory roués. And after a while, she even began to appreciate her personal autonomy.

Unfortunately, matters did not continue to run so smoothly and it was at the age of eighteen that Desilda had caught the eye of a man named Rurik Varga. He was both the captain of the city guard and a lackey of Gabrielle Aderre's. He pursued the courtesan relentlessly, much to the anger of the half-Vistana. Gabrielle, infuriated that Varga would favor any woman over her, ordered her other servitors to dispatch the man. They did, and they came after Desilda next while she was coming back from a party late at night.

Though she was a reasonably good fighter, there were just too many of the men and Desilda surely would have met an untimely end if Malocchio and his own troops weren?t patrolling the area at the time. Recognizing Gabrielle?s men, the Dukkar had his soldiers attack them. After several of their men had fallen, Gabrielle?s thugs fled into the night. The young tyrant harshly interrogated Desilda about her involvement but after he heard her story, he was very much amused. Malocchio then made the young courtesan a proposition; he would protect her from Gabrielle?s forces if she would agree to let him use her ?services?. Desilda consented to this very reluctantly, having heard of the man?s blood-soaked reputation but also feeling she had no other choice. Their relationship, if it can even be called that, lasted for two months until Malocchio became disinterested and Desilda was more than happy to be dismissed.

Much to the courtesan?s chagrin, she was not the only person affected by the arrangement. It had quite a negative impact on her reputation with some people and it also greatly angered Desilda's childhood friend, Katja Berecz, whose father had been a casualty in Malocchio's army.

Desilda spent the next few years keeping a lower profile in Curriculo. Gradually people began to forget the Aderre incident, though Katja still holds a grudge.


Current Sketch:
In the previous chapters, Desilda joined forces with Charonne Willowbrook, Cole Deschain, the (now deceased) Curwen, and many others on a quest to prevent an illithid invasion of the Core. Sadly, this did not turn out to be entirely successful. Desilda has become quite close to some of her traveling companions over the days, particularly with Cole and Charonne. In fact, Desilda and the ex-kargat enjoyed the beginnings of a passionate affair with one another, though due to the line of duty they are forced to separate for a time. She has developed a surprisingly close relationship with the mysterious and eccentric Barnabus Rook. Though the man?s demon-half reveals that Rook may have amorous feelings for the Invidian beauty, Desilda sees him only as friend and confidant.

Combat:
Desilda tries to avoid combat as much as possible, preferring to rely on her wits, cunning and often her feminine wiles instead. Though not physically strong, she is quick and agile. When forced to fight, she prefers the lightest of weapons such as rapiers and other light swords, pistols and daggers. Anything heavier and she will have varying degrees of difficulty when using it.
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Grug the Caliban
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Jebeddo

Post by Grug the Caliban »

Jebeddo "one shoe" Ningel

Druid 10, Gnome male, Neutral Good
HD 10d6 + 30; hp 62; Init +2; Spd 20ft; AC 17; BaB +7/2; SQ Small, Low-light Vision, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (Large), Wild Shape (4/day), Venom Immunity; SV Fort +10, Ref + 5, Will +10; Str 11; Dex 14; Con 16; Int 12; Wis 17; Cha 10.

Feats: Natural Spell, Blindsight (MotW), Weapon Finese, Weapon Focus (Dagger)

Signature items: Portable Poison Well, Furious Vestment (page 77 Bastion Press Arms and Armor)

Background: Jebeddo "one shoe" Ningel is a gnome that lives in the forests of Verbrek. He was born in the year 643 according to the Barovian calendar and has lived in Verbrek for his entire life. He is 3'2'' tall and about 42 pounds. He has fairly dark skin and has light brown hair. His eyes are a light blue color. His beard is short and very well kept. He lives in a small Druid society composed mostly of his family members. He spends the majority of his time trying to find out everything he can about the various animals in the area. He is strangely interested in the lycanthrope societies of the area. He has wanted to go and explore other lands to find information on animals that do not exist in the Verbrek. The only reason he has never left Verbrek is because he fears that he will be accused of being a Lycanthrope and be killed. None of the other druids are willing to leave with him because they are content with staying in their little Grove.

*edit* since Verbrek no longer exists i am in a forest in the area formerly known as Verbrek
Last edited by Grug the Caliban on Sat Jan 17, 2004 11:17 pm, edited 1 time in total.
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Post by Shadowcast »

Bronn of Brokenbridge
Race: Human
Age: 33
Sex: Male
Ranger level 1
Fighter Level 11
Alignment: CN
Stats
Str. 20 (+5)
Dex. 14 (+2)
Con. 16 (+3)
Int. 13 (+1)
Wis. 10 (+0)
Cha. 16 (+3)

HP: 96 (12d10+36)
AC: 16, Touch: 14 (Chain Shirt, Dodge, Dex mod), Flat Footed: 17

Fortitude: +15
Reflex: +8
Will: +5
Base Speed: 30
Base Attack: +12/7/2
Attacks, Melee: +19/19/14/9 (Dual Wielding Bastard Sword +2 and Longsword +2)
with damage of 1d8+7(at +19)(crit range 19-20x2), then 1d10+8(at +19/14/9)(crit range 17-20x2)
or Melee Attack: +21/16/11 (Bastard Sword +2 double handed) with damage 1d10+9(crit range 17-20x2)
Initiative: +6 (Dex, Improved Initiative)
Feats: Two weapon Fighting, Ambidexterity, Favored Enemy: Beasts, Track, Dodge, Exotic Weapon Proficiency: Bastard Sword, Weapon Focus: Bastard Sword, Weapon Specialization: Bastard Sword, Improved Critical: Bastard Sword, Power Attack, Improved Initiative, Combat Reflexes, Leadership, Blind Fight, Cleave

Skills: Climb +17, Spot +10, Handle Animal +13, Listen +10, Ride +13, Swim +10, Profession: Soldier +10, Knowledge: Military/Tactics +17, Diplomacy +10

Special Items: Bastard Sword +2, Longsword +2

Mundane Items: Chain shirt, Bedroll, Backpack, Iron Rations, Nova Vasaan military brooch

Background: Bronn was born in the town of Dhinkiv, in Nova Vasaa, so small that maps don?t bother to label. Twenty miles north of Arbora on the coast, he grew up quickly, learning to hunt from his father and uncle, who helped provide the town with sustenance. He had marginal success, but seemed to have a natural affinity for weapons, and the best way to trap whatever animal they were currently hunting. Things continued this way until Bronn turned twenty-three.
The week after Bronn?s twenty-third name day, soldiers marched into Dhinkiv. Apparently there was a group of military defectors who were raiding small villages, and the commander of the soldiers had been charged with raising a small militia to stop this rogue group. They drafted all the men in the town who could ride a horse and swing a sword. Bronn was one of the first that was drafted. He was appointed as a squire to the elder commanding officer, who was named Alarim, and watched him closely. The commander was surprised at Bronn?s interest in warfare, and taught him of tactics, honor and leading a large group of men into a dangerous situation, glad to have an apt pupil.
On the fourteenth day of the march, the column was ambushed by the cleverly hidden defectors. Many of the militia were not armoured, not expecting a battle for several days. Bronn and Alarim fought well, taking down many, and were able to rally the troops for a final charge. The poorly prepared militia were able to surprise the defectors, and their line broke. From there, the battle was short, but bloody. None of the defectors were spared, nor did they ask to be.
Later Bronn told Alarim of the respect he bore for the enemy, for fighting to the final quarter against impossible odds. After saying this, he almost expected the man to strike him, but he simply looked at Bronn as if seeing him for the first time.
On returning to Arbora to report, Bronn was appointed Alarim?s second, and awarded a medal for his actions in combat. From that point on, he was with the aged veteran most of his waking hours, learning much and honing his combat and mental skills. He was given command of a group of ten soldiers, who quickly grew to respect him for his ability to think and prepare for an assault with little to no time to prepare. In the following three years and twenty-six skirmishes, Bronn never lost a man under his command.
After crushing a small rebellion, Bronn was awarded with a bastard sword that was heavily enchanted by the mayor of Arbora. He was told that medals may look nice, but they have never helped a man on the battlefield. The bastard sword was heavily enchanted, and Bronn quickly named it Rune Edge. He was also offered a large company to have under his control, but turned it down to remain with Alarim and the ten men he had grown close to.
The next year, disaster struck. While on a mission to hunt a group of troublesome goblyns that had ventured into Nova Vasaa and were raiding towns, Alarim?s ancient heart failed him. Falling from his horse, he had trouble breathing and as his heart ceased beating, he handed Bronn his enchanted longsword Stormblade, and command of the soldiers. The march continued, although demoralized. When they did catch up to the goblyns, Bronn?s orders and judgement was clouded by grief, his honorable tactics being utterly defeated by the goblyns dirty tricks, and he lost almost all of his men, barely escaping with his life and two other men, out of his original fifty-five. Returning to Arbora with news of his complete defeat, he was met with scorn, and stripped of his position and badges.
Sinking into depression, Bronn became a wandering mercenary, working for whatever cause would pay for his next drink. One morning he was awakened by a young cleric, whose temple he had fallen asleep on the steps of. She wasn?t the most polite person in town, and threatened him. He stood and prepared for a fight, almost welcoming one, countering her threat with an insult that would make convicts blush. Her response was to laugh. She then introduced herself as Krinsal, and asked if he would like something to drink. He accepted, and looked at her in a new light. They quickly became friends, even though he disapproved of her worship of dark gods. Getting to know him better, she suggested that he make his own troop, for he could easily earn more money that way. Thinking it over, he saw the wisdom in her words, and started recruiting the next day. The first man he got was one of the two men who had survived the fight with the goblyns, who had been in his old squad. The man, who?s name was Junwald, agreed almost immediately, and became Bronn?s second. The process continued over the next few days, and by the end Bronn had thirty men and women under his command, including Junwald and Krinsal.
Bronn?s Blades, as they came to be known as, quickly gained fame. Known for fighting fairly, but winning all of their battles got them more and more important jobs. They were closely knit, and would obey an order from Bronn without hesitation. Bronn and Krinsal also grew closer, and were soon lovers. The Blades had only been in operation for a year and a half when the mayor of Arbora hired them.
Bronn laughed out loud when he heard the news, and immediately quadrupled the normal price. When told that it would be paid, they went to meet with the mayor, who informed them of the situation. There was a group from Lamordia that was making precise strikes against various military groups in Nova Vasaa. The Nova Vasaan suspected that they were trying to create chaos before attacking full force. Bronn was supposed to stop them. Bronn agreed.
After tracking the Lamordian group for a month, Bronn and his troops were able to figure out where to ambush them. They picked a bridge crossing over the Ivlis River. The bridge was an ancient wooden structure that spanned the fifty-foot river, and was about forty feet wide. What Bronn had discovered was that the Lamordians were traveling with a caravan, strangely enough. This left them vulnerable on a place like the bridge, and also slowed them enough for Bronn and his group to have ample time to prepare for them. They hid under the bridge, on either side. The plan was that as soon as the Lamordian caravan was on the bridge, the Blades would sweep up from either side, preventing any kind of escape. The plan was foolproof.
At four o?clock, the Lamordian caravan trundled onto the bridge. Bronn quickly counted around twenty-five men, with two wagons. One wagon was filled with kegs of something, while the other was filled with rations. Once upon the bridge completely, Bronn shouted the order to attack, and his men stormed up the banks. Bronn noticed with respect that the Lamordians didn?t falter more then a second, but quickly grouped in formations, and unslung their weapons. Noticing what they were carrying, Bronn cursed himself for a fool. They had rifles. He should have seen that coming. He looked more carefully at their formation. Two groups of ten, and one group of five. The group of five was actually unloading a few of the kegs from a wagon, and stacking them towards the side of the bridge.
Bronn saluted the Lamordian commander, then shouted a challenge and charged.
Rifle fire tore into Bronn?s troops, and he saw five of his men fall before they could reach their opponents. The Lamordians were now using bayonets in close quarters, while some dropped back to fire with their rifles. There was a slight "whoosh" behind Bronn, and he felt the heat of a fire. The bridge would collapse in minutes, he knew. As it was, the whole thing was weakened. Here and there a man or woman would step in the wrong place, and put their foot through the old boards.
Now that they had closed, Bronn?s Blades were causing heavy casualties, and the battle seemed to be going in their favor. It was then that Bronn heard Krinsal call his name. Glancing towards her voice, he saw her fighting two Lamordians, standing in front of some kegs. She was holding her own, but her foot had broken through the wood, and she couldn?t maneuver very well. He took a step towards her, and found his way blocked by three Lamordians wielding rapiers. Smoke was starting to clot the air, stinging his eyes and making breathing difficult. Heat came in from all around, making him feel as though he was wading through molasses. He swung with his bastard sword, taking down one of the Lamordians, calling to Krinsal, trying to get her to hear him over the chaos. A sword pierced his chainmail at his side, and he grunted in pain. He parried the next attack awkwardly with his longsword, and impaled the offending man with it.
Risking a glance to Krinsal, he saw through the heavy smoke that she had taken down one of the men, but was clearly outmatched by the second. He saw Junwald fall as he was shot from the bridge, attempting to come to Krinsal?s aid. Still, the Blades were clearly going to win this battle, and the Lamordians knew it. He saw their commander shout something and gesture towards the kegs that had been set aside at the beginning of the battle, and a man turned towards them and fired with his rifle.
Things seemed to slow down, and Bronn saw the kegs start to explode, and the surprised expression on Krinsal?s face as the shards of wood struck her back, and the explosion flung her through the air like a rag doll. What seemed like seconds later, the shockwave hit Bronn, and things sped up again. He was flying through the air, riding a tide that suddenly dropped him unmercifully into the cold River Ivlis. He struck the water like a wall, and was swept downstream.
When he regained consciousness, he was lying on a cot in a small river village. They had found him with a death grip on his two swords a few days earlier, washed ashore. He spent the next few weeks regaining his strength, but as soon as he was able, he left the village. He wandered for a few months, using the ample money in his pouch to buy himself drinks.
It was then that he happened upon the Carnival.
Struck by the unique atmosphere of it, he ventured in one day. Once in, he noticed the large amount of wealthy people in it, observing the "freaks". Bronn decided it would be a wonderful place to pick up clients.
"I see. You think you're clever. But are you more clever then Jesus?"
"Well, I did do rather nicely on my SATs. . ."
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Post by Silence »

RT (RoseThorn)
Race: Human (mostly)
Age: about 20
Sex: Female
Class: Fighter with my own prestige class
Alignement:NG

Apearance: RT has black hair so dark it has blue highlights and brilliant green eyes. Her high cheekbones and pointed chin give a faintly catlike look which is accented when she squints her eyes in concentration. Her skin is pale and burns in too much light though she has learned ways to counteract that problem. She is very slight, standing just over five feet with very fine bones. She tends to use speed and agility over strength though years of training have built up her strength as well. She favors shades of grey cut in a bodice and loose pants with high boots. The main exception to her grey is her cloak which is patched ith brilliant scarlets and deep sapphire blues.

Backgroud:
RT was born Kareen the fourth child of six. Her father was a wealthy farmer and her mother had once been minor nobility until her family fell on hard times and had to sell their title. Some of her mother's lady-like ways passed on to Kareen but for the most part she was raised as the second daughter, androgynous and a little bit wild.
Until the age of seven her structure was made of the needs of her famiy's farm. In the spring she carried water to the workers and hauled seed through the rows. In the summer she ran wild in the daylight and came in at dark. In the fall she carried wood against the winter's chill and followed the reapers with a basket to carry the sheaves back to be beaten. In the winter her mother attempted to impart learning into Kareen's think skull and those of her brother's and sisters. Daria, her older sister, was the best student. Kareen was by far the worst. She was impatient and never sat still and asked too many questions. When her mother got fed up with her antics she would run through the snow suprising the fowl in the yard and dancing away from the flashing hooves of the startled horses.
In her eighth year she was clumsy from a recent growth spurt and didn't quite duck the hooves. Since then she hasn't enjoyed the company of the equine species.
In the large families of her region it is customary to give each child a god parent, someone who will give them a little extra attention. In the case of Kareen, she got a godfather. Delan was a fighter of a very specific brand. he fought in an almost cult like setting following rules more specific than those of dueling with harsher consequences for breaking them. Before Kareen was even a dream of her parents he had been initiated to the highest order of his group.
In her eighth summer she was sent to spend the summer wit hDelan in his cabin. he spoke infrequently and smiled less. His approval was hard to win and he seemed to be in constant disapproval of Kareen's wildness. During that summer she learned to hunt without a bow or knife and how to sneak up on anything, except Delan. She also began to learn when to speak and when to be silent and to curb her wildness. On returning to her family her mother approved of the changes though her father worreid about what she might become. It was a curb only but she no longer tugged the dog's tail to get him to bark nor did she charge the birds to watch the chaos of wings.
Time passed like this with Kareen spending seven months at home and five with Delan until she was twelve. When she returned from her summer excursion she made the mistake of telling her mother what else she was learning. The summer before had been the beginning of her training in armed combat. Unarmed combat had began long before with Delan refusing ot hunt and refusing her a bow to hunt with. Her mother disapproved, fighting was not a lady-like pasttime. All winter tempers sparked and flared over whether or not Kareen could continue to train.
Late that srping a week before Kareen was to leave with Delan her mother wwent into labor. Neither baby nor mother survived the birth. Kareen's father in grief sent her to live with Delan full time not being able to care for all his children and continue to have an income. For both of them parting was truely sweet sorrow. She understood his reasons and he knew whe nhe saw her again she would be irrevocably a fighter. His wild daughter would not be the same when he saw her again. her next oldest brother also left that spring to live with his childless godmother and her older sister got married a year earlier than they had originally been planning.
By the time Kareen was thirteen she had basic skill in most weapons and a preference for the rapier, dagger and whip. She visited home as often as she could but snow didn't alway permit her easy movement and Delan was aging. He put her in official training for his brand of duelling that winter.
Kareen did not get along with the other studnets. She was a better fighter though base-born and had already lived more ofa life than the nobles sons who pretended to learn. They're power jockeying anoyed her and they're obsession with her sex left her exiled. She spent her extra time practicing and continued to outstrip her peers. Her teachers in desperation introduced her to a new level of duelling. She took to it like a bird to air. Within months she was winning basic matches.
People began to approach her to join their stables. At siteen she took her first commission. She assassinated. It was her first kill and was not clean. Delan took her back then. On bad days his joints would stiffen and he wouldn't leave his chair by the fire but on good days he would work Kareen in every aspect of fighting. On midwinter's eve he brought her to a celebration where they gave her her bells. The bells destroyed her stealth but her training continued. For every bell she rang she had to do one more exercise. She learned quickely how to move without making a noise.
Delan began telling her the history of the BellDancers. She inhaled it wit hevery breath and in response worked harder to learn the styles, the movements, the speed of a Dancer.
At ninteen she returned home for one month. That home was no longer her home. She spent the time saying goodbye to her dying father and playing with the daughter of her older sister and two sons of her older brother. Her training had made her a fighter and had taught her the value of silence, the noise of the farm drove her away though every step from her family tore at her.
Upon returning to Delan, she found he had set up a ceremony to test her to become a full BellDancer. She passed and became the youngest BellDancer in history. Upon passing into a full BellDancer she dropped her childhood name. The ceremony had given her the name RoseThorn though she goes by RT. Only the people who named her know her full name and only the people of her childhood know her earlier name.
Not happy with where she was and not being able to return home she took her leave of her mentor only to wander as a hire-sword for a year. She alsways traveled on foot or in a wagon, refusing horses out of her old fear. At one point she was forced to flee a group of bandits, while running from them she sprinted into a cave hoping to loose them on the rocks. When she explored the cavern it let out onto a forest that was both like and unlike the one she had left. She followed the streams of smoke and found the carnival for the first time. After traveling with them for a matter of weeks she once again branched out on her own leaving behind friends with promises to return.
She traveled the realms of Ravenloft as a mercenary and a scout, occasionally using herself as an assassin when it was necessary.
She continues to look for other BellDancers and continues to look for that perfect fight in true duellist style.
She returned to the carnival to meet up with her friends and that is where she joined the thread. Since then she has had all sorts of adventures and injuries including watching one of her friends die in the Gentleman Caller's attack and the loss of her left arm during a battle in Blutspur. Now she continues to search for the perfect duel but even more immediately for a way to repair her arm.
If love is blind why is lingerie so popular?
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Tadelin
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Post by Tadelin »

Albert Cauchemard, Sor 6/Ftr 2
Special Qualities:
Darkvision 60'.
Str
17, Dex 18, Con 12, Int 11, Wis 12, Cha 18.

Description: Albert normally dresses in the standard fare of Dementlieu's middle class, but this style is currently outdated, being nearly 80 years old. His orange hair seems to change its shade, and appears to be on fire when viewed at sunrise or sunset. At not quite six feet, he's not impressive due to is height, but his unnatural red-black eyes draw attention from many people. He is quick to anger, and readily brings spells and his halberd to bear on anyone who draws his ire. Albert isn't known for his ability with languages, and only speaks his native Mordentish.

Current Sketch: Albert has been running from a fire and a murder, both of which he will admit to having committed. But these were both done nearly 80 years ago in Mordent. When questioned about the fire, his eyes seem to light up, almost as if enjoying having set the blaze, but he quickly silences himself about the murder, muttering something about self-defense.

Note: This will be updated as more things are revealed, just because there are some things best left to be discovered.
Last edited by Tadelin on Tue Apr 06, 2004 6:33 pm, edited 2 times in total.
One of these days, I'm going to get it right. Until then, I guess I can just keep being a fool.
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VAN
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Post by VAN »

KIMURIEL DE VAN
Gender: Male
Race: Half-elf
Alignment: Chaotic Neutral
Class:12th Psion (Savant)
Age:53

STR:12, DEX:15, CON:20, INT:15, WIS:14, CHAR:16
HP:87
AC:16/ Touch:16 (+2 Dex ,+4 innertial armour)
S.T : F+9 (+12), R+6 (+9), W+10 (+13)
Base Speed:30
Init.:+2

Feats:

Inertial armor
Psionic focus psichokinisis
Combat manifestation
Exrtra 4th level power

Skills:

Spot/Listen: 7/7, Search: 10, Concentration: 16, Bluff/Diplomacy 5/5, Sense motive: 7, Remote View: 5, Disable Device: 4, Ride: 4, Local (Sithicus/ Barovia) 3, History: 3, Psicraft: 8, Psionic Knowledge: 6, Move Silently: 5 ,Autohypnosis: 6, Undead Knowledge: 4, Engineering: 4, Geography: 3

Languages: Elven, Sithican, Balok, Vaasi

Special Abilities: Psionic abilities:

Tallents: Control Shadows, My Light, Far Hand, Detect Psionics, Know Direction, Telempathic Projection, Trinket, Missive.

1st abilities: Matter agitation, Object Reading, Attraction, lesser mindlink
2nd abilities: Invisibility, Sever the Tie, Body Adjustment, Animal affinity
3rd abilities: Negate Psionics, Remote View, Fly
4rd abilities: Inertial Barrier, Fabricate, Telekinesis, Tailor Memory
5rd abilities: Teleport, Probe
6rd ability: Breath of Dragon

Appearence:
Kimuriel is 5.3 tall, with a little wavy, blond hair, shoulder length. His face is serious, with many edges which combined with his almost pointy ears, reveals his half-elf nature. A thin retangular beard covers his chin, which merges with a thin moustache. His eyes are dark green and seem piercing and mysterious. They also shine from intelligence and a deeper wisdom, confirming that this half-elf has lived many years and has passed many difficulties at his lifetime.

His body is athletic, but doesn?t seem very strong. Of course this isn?t the reason that Kimuriel doesn?t wear any armor. He prefers his innate armor (+4 AC), which doesn?t make any penalty at his movement.

Kimuriel wears a white shirt, very good quality and black pants with a leather belt which has a brand ?K? in the front. This belt gives him +3 to Saving Throws. When the half-elf is at his village, he usually wears a black velvety cloak, which while waves, reflects all the sun rays that fell on it, making a silvery light. With these clothes on, the psion knows that every elf in the village will recognize him and that please him.
At the finger of his right hand there is a silver, plane ring. This ring when used, do ?change self?.
Of course when the detective doesn?t want to get the attention (usually when is away of the village) wears a normal black cloak. That cloak wears now.

Personality:
Kimuriel was grown up at a small elven village in Sithicus, named Vallaquel. His mother, Royguin, is an elf and his father human.

At first look, Kimuriel seems that quite always is thinking about something very important, because he usually scratches his beard and lets his look goes to the floor. Though, he rarely expresses immediately his thoughts, he prefers listening first and then speaking. He thinks very well all the possibilities before saying or doing something, he is very suspicious and believes that rarely someone is how he says.
At his life as detective, has learned to follow his instinct, which has helped him many times. He is very spontaneous at his actions and often changes methods of doing his job, he doesn?t like the patterns. He has become very good to ?calculate? both the situations and the people.
Another of his characteristics is his curiosity, he likes very much learn things, visit new places, meet new people and first of all have new experiences.

At the beginning of his adventure career, there were only a few people that Kimuriel could rely on and these were his mother, his twin brother Van and the cleric of his village Tiosin. Though, after all his adventures he had made some new friends, like the human cleric Nesemor, with whom he had gone to Mordent and capture the mummy, the elf fighter Wallas, the rogue halfling Horabatha, the human ranger Karel and the elf wizard Kaving. Karel and Wallas have helped the half-elf at his missions in Nova Vaasa and with Horabatha, Nesemor and Kaving, Kimuriel had had many adventures in Barovia, they were a party.

The psion doesn?t like being treated like demi-human from neither parts, especially from humans which Kimuriel respect, but still thinks that he and all the elves, are a bit above them. For this reason, he hates listening the stupid comments which humans often do about him. He considers himself an elf and tries to do anything to get some more respect from them. He believes that he should always try to prove them that he is useful and likes very much when an elf needs him and comes to ask his help. The problem is that he is considered always a non-elf, except the times there is a kind of problem that he can resolve and Kimuriel knows it very well.
The half-elf, wants to be known even between humans and he likes very much when someone recognizes him, he cares very much about his image.
The detective speaks very rarely about personal matters, because he feels that the humans or they cannot understand or they will laugh at him and another elf will probably find it very natural or annoying. So, he prefers avoid the personal conversations. Though, when he is with friends, he likes talking about his past missions and how he managed to hand over any situation.


Background:
From his father, Jonathan De Van, a known mercenary of Barovia, Kimuriel has gained the gift of psionics.

As a half-elf, Kimuriel has passed very rough years as a child. It was very difficult to him to understand why all the elves treated him like stranger and why he couldn?t ever make it to entire completely at their society. He hadn?t had many friends so, he was passing many hours alone, trying to find a way to be useful and gain the respect of the others. At only his 23 years discovered that he has some innate abilities.
Passing the time, Kimuriel became rather good to psionics. So, when learn that his father, who lived in Barovia, had a day disappeared, decided to go and search for him. That was his first case as a detective. With the help of his skills and his powers, he was able to find the refuge of the kidnappers. Unfortunately, at the battle with them his father was killed and till now Kimuriel hasn?t forgive to himself that maybe he could find a faster way to go to him.
After that, the half-elf understood that he could use pretty well his innate powers to become a detective. So, he got in to that and after some years he was famous not only at his village but also at the further ones. When he was only 27, has helped to resolve the problem of a ghost which was haunting a castle in a lake. This ghost was a woman who was appearing only at the dawn of the first day of each month and was killing any living creature at a certain distant of the lake, animating the trees and the grass. The villages which were near the lake, had asked Kimuriel?s help, because, many children were playing near there. A couple of years later, the psion helped, with the precious information that had gathered and his power to ?read the objects?, the cleric Nesemor to understand the odd phrases and signatures of the medallion of a great mummy, so he could find the way to bind her in a cave.
The half-elf was not stopped only at the borders of his domain. When he was 33 he had gone to Barovia to find new clients. After 5 years of remaining there and resolving some murders, finding missing items and finding kidnapped people, came his real opportunity to be known to this domain too. A party of adventures had found that a vampire was hiding in a secret mausoleum near a village. Kimuriel found it and using his ability of searching and removing traps, managed to find even the coffin and destroy the vampire. Only 1 year later, he was in a party which had killed a green dragon, from him Kimuriel claimed his belt.
Kimuriel has also been 2 times in Borca . There, he found the kidnapped son of the aristocrat Diamat. In Mordent, had joined at the party of his friend, the cleric Nesemor (who had asked his help), the fighter Wallas and the rogue Fussin to free an orphanage from a ghost who lived there and sometimes was appeared playing piano, anyone who moved at this time was vanished. His abilities of collecting information, either gathering them and either just ?getting? them directly from the minds of the others were very useful in this case.
Kimuriel has also been several times to Nova Vaasa, following a criminal named Rolland. To capture him was the mistress of Carnival Isolde, who had asked his help. This was the only time that Kimuriel had gotten a job without pretending money for his help. It was also in Nova Vaasa where Kimuriel found the refugee of Darkar, an evil human who had made a kind of army of mercenaries and was terrifying many villages.
For almost 2 years, Kimuriel had decided to return to Sithicus and to his village to help the elves who wanted his help. But he always liked getting in new adventures and meeting new people. So, when Ixevim and Artemis passed from his village and helped him free an elven family who was kidnapped by a naga, the half-elf decided to follow them in their quest in Borca.

Equipment:
In a pocket of his cloak, the psion has a small emerald dragon?s statuette. This statuette, Kimuriel has claimed it from an evil elf wizard named Jubigon, which had captured alive in one of his missions in Sithicus. When Kimuriel wanted could animate the dragon, (of course there were charges) which obeyed him. The detective had used this item wisely, only 4 times, when he was in a real danger. The problem is that now, after a naga had taken it from him and had used it in a ritual, some changes had appeared either at the dragon's shape and at his behavior. When Kimuriel had tried to force the dragon (Agruel) to leave, he didn?t make it and it was very difficult to defeat him. Now Agruel is back to the statuette and Kimuriel wants to find a way to know what had happened to his magical dragon and if he can use him in the future without problem.

At his belt is hanged a gun and at the other hip, a silver dagger.


Combat:
With m.w gun: +9/+4 1d10
With m.w dagger:+8/+3 1d4+1

As a psion, Kimuriel prefers not getting involved much in battles. But when he has to, he usually uses his psionic attacks and abilities to fight from distance, especially with mind blast, which can be effective either to psionic creatures and to normal (not undead) enemies. Also, he has a m.w gun which use when his power points have finished. If he finds himself in a situation in which he cannot use neither psionics nor the gun, he defend himself with his m.w dagger. But that happened very rarely, because Kimuriel can keep his concentration very well, so almost always he tries to use his innate powers to defend himself.

Current Sketch:
Now, Kimuriel is at ?Browderie?s inn? in Borca with Ixevim and Artemis. The half-elf decided to go with them, because theyhad helped him to save the elven family and to get back his dragon statuette.Kimuriel is very intrigued from their story and from what they are planning to do, visit Ivana Boritsi and help Simone to rest. Despite that, he wants to go with them, at their quest to find the Hazlani wizard, either because he wants to know more things about Simone?s machine and its uses and either to ask him what has happened with his statuette.
Last edited by VAN on Mon Dec 11, 2006 4:43 pm, edited 22 times in total.
- The first 2 Feats a wizard should take are "point blank shot" and "Precise shot"!
- W H A T ! ? !
- Or they should NEVER memorize rays!
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Whisper
Criminal Mastermind
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Posts: 136
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Location: Greece
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Post by Whisper »

Gabriel Rayne (Whisper)
Male human fighter 4th/rogue 4th/duelist 2nd
Alignment: Chaotic Neutral
Age: 24 yr.
Height: 6 ft.
Weight: 172 lb.
Eyes: Steel gray
Hair: Silvery white

Str 16 (+3)
Dex 20 (+5)
Con 14 (+2)
Int 16 (+3)
Wis 11 (+0)
Cha 15 (+2)

HP: 74 (4d10+8 plus 4d6+8 plus 2d10+4)
AC: 17 (Canny Defense, Dex), +1 against one opponent, +1 when fighting with two weapons

Fortitude: +7 Reflex: +13 Will: +2

Speed: 30 ft.
Initiative: +11 (Dex, Improved Initiative, Improved Reaction +2)
Base Attack: +9/+4

Attacks: +14/+9 melee (1d6+3/18-20 x2, masterwork rapier), +14 (1d4+1/19-20 x2, masterwork dagger)
OR +16/+11 melee (1d6+3/18-20 x2, masterwork rapier or 1d4+3/19-20 x2, masterwork dagger)
OR +15/+10 melee or ranged (1d4+2/19-20 x2, silver dagger)

Skills: Balance +13, Bluff +8, Climb +10, Diplomacy +12, Disable Device +6, Disguise +4, Escape Artist +11, Forgery +5, Gather Information +10, Hide +12, Intimidate +10, Jump +12, Knowledge (Local) +8, Listen +5, Move Silently +12, Open Lock +8, Perform (Act) +6, Perform (Oratory) +4, Perform (Sing) +4, Ride +9, Search +10, Sense Motive +6, Sleight of Hand +11, Spot +5, Tumble +13

Feats: Dodge, Improved Initiative, Mobility, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger), Weapon Focus (Rapier)

Special Abilities: Canny Defense, Evasion, Improved Reaction +2, Sneak Attack +2d6, Trapfinding, Trap Sense +1, Uncanny Dodge

Languages: Balok, Darkonese, Mordentish, Vaasi

Possessions: Earring of mind shielding, masterwork rapier, masterwork dagger, silver dagger x2, masterwork thieves' tools, various adventuring gear

Appearance: Gabriel, also known as Whisper from when his pursuits were more... roguish than now, stands about six feet tall, his chosen "career" evident in his athletic build and graceful movement. His eyes are steel gray and his hair, silvery white in color, falls to just below his shoulders, either unbound or arranged in a ponytail. A small silver earring adorns his left ear. Gabriel favors well-made clothes of dark purple, crimson and black colors, black gloves and soft leather boots and rarely, if ever, wears a cloak. A finely-made rapier rests in a sheath at his left side and a matching dagger at his right. A swashbuckler and a rascal at heart, he is quick to smile and laugh and slow to anger, seeing even a fight as a competition of skill and a way to have fun. Though he tries to never underestimate an opponent or situation, his somewhat chaotic nature means that there are quite a few times he seems to lack common sense.

Background: Born in a family of merchants in Dementlieu's Port-a-Lucine, it soon became apparent that he had no desire to get into the family business. Easily bored by deal-making and business discussions, a young Gabriel sought fun and excitement wherever he could, longing for adventure and thrills. The time came when his father tried to talk some sense to the young man and convince him that he should leave all this foolishness behind him. Gabriel's response was a smile and a shake of his head. It simply was not for him.
It did not take long for the young man to decide to leave his family's abode and he did so, starting to travel the world, seeking adventure and finding it quite often. He picked up the skills of a rogue and a fighter along the way, getting the nickname "Whisper" during his more roguish pursuits, and learnt to fight with a rapier in one hand and a dagger in the other, continuing to hone his skill at fighting with his two weapons of choice to this day. He even joined a theatrical troupe at some point as a way to travel about and earn some money in the process.
A warrior, a rogue, a swashbuckler, a scoundrel, a rascal, an artist, a criminal, an adventurer. He has been called all of these names and more at one time or another and each and every one is correct, at least depending on the occasion and the person asked. He accepts them all with a smile and a shrug and, if there are going to be more, he will welcome them. They only mean that his life is all the more interesting and fun.

Current Sketch: Gabriel adventures for the fun of it all. Though he certainly does not mind gaining a few coins, his main reason is adventure itself. A man who tends to get easily bored, he likes to meet new people, especially beautiful ladies, to be involved in exciting adventures and to test and hone his skill with the blade.
Last edited by Whisper on Tue May 18, 2004 7:58 am, edited 1 time in total.
He who fights with monsters might take care lest he thereby become a monster.
And if you gaze for long into an abyss, the abyss gazes also into you.
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Jason of the Fraternity
Master of Illusion
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Post by Jason of the Fraternity »

Charonne Willowbrook (currently an NPC)

Male tiefling Rog6 / Psi9 (seer): CR 16; SZ M Outsider (6 ft. 1 in. tall); HD 6d6+9d4+30; hp 72; Init +8; Speed 40; AC: 19 (touch 14, flat-footed 19); Atk +14/+9 (1d6+2, +2 keen-edged rapier), +9/+4 (1d4, MW silver dagger), +13/+8 ranged (1d4, MW darts); SA darkness (1/day), psionics, sneak attack +3d6; SQ cold and fire resistance 5, darkvision 60 ft, evasion, low-light vision, sleep immunity, uncanny dodge (dex bonus, cannot be flanked); AL LN; SV Fort +7, Ref +12, Will +13; Str 10, Dex 18, Con 14, Int 16, Wis 20, Chr 12.

Skills and Feats: Balance +12, Bluff +13, Concentration +9, Disable Device +8, Diplomacy +16, Escape Artist +12, Gather Information +8, Hide +14, Innuendo +15, Intimidate +14, Intuit Direction +12, Knowledge (psionics) +10, Listen +12, Move Silently +14, Pick Pocket +8, Psicraft +10, Remote Viewing +10, Search +13, Sense Motive +12, Spot +12, Tumble +14; Blind-fight, Improved Initiative, Open Mind, Psychic Bastion, Speed of Thought, Weapon Finesse (rapier).

Languages: Planespeak (common), Celestial, Elven, Infernal.

Power Points Per Day: 61 (+12 free talent manifestations per day)

Powers: 0-Catfall, Detect Psionics, Far Hand, Finger of Fire, Missive, Telempathic Projection; 1st-Lesser Metaphysical Weapon, Lesser Mindlink, Object Reading, Steadfast Gaze; 2nd-Burning Ray, Sensitivity to Psychic Impressions, Suggestion; 3rd-Metaphysical Weapon, Remote Viewing, Whitefire; 4th-Fate of One, Inertial Barrier.
Psionic Attack Modes: Ego Whip, Id Insinuation, Mind Blast, Mind Thrust, And Psychic Crush.
Psionic Defense Modes: Empty Mind, Intellect Fortress, Mental Barrier, and Thought Shield.

Signature Possessions: +2 keen-edged rapier, masterwork silver dagger, 20 masterwork darts, dorje of Greater Concussion, pipe with tobacco, psicrystal (Rei), psionic tattoo (Body Adjustment), psionic tattoo (Feather Fall), psionic tattoo (Sustenance), ring of mind shielding, ring of tongues, third eye (expose).

Charonne is a sixty-seven year old tiefling with leathery, brown skin and deep, emerald-green eyes. He has pointed ears and slightly angular features from his elven progenitor. His body is naturally hairless and exudes a strong smoky odor due to his fiendish ancestry. Speaking in a deep but soft baritone voice, Charonne's words tend to be concise and cryptic.

Standing over six feet tall but weighing barely over 170 pounds, Charonne tends to wear clothes that both fit his build as well as fit the situation at hand. He typically wears black leather armor and a navy blue cloak while adventuring. When resting between travels, he tends to wear cream-colored breeches and vest under a hunter green cloak.

Background
Charonne (pronounced chair-OWN-nay) Willowbrook was born in Sigil, the City of Doors, to Hexes the Headcracker, a tiefling (¼ baatezu) fighter, and his wife Celine Willowbrook, a half-elf bard. Abandoned by his father, Charonne was raised by his mother for the first few years of his life. The two of them lived a difficult but peaceful life on the streets. They made money through Celine's performances and Charonne's thievery. It was on Charonne's sixth birthday that life became much harder. Hexes had joined the ranks of the Harmonium, and the word of his wife's behavior upset the volatile man. He decided that she needed to be taught a lesson, and Charonne became an orphan that very night.

Alone and no place to go, Charonne did all that he could to survive. He would sneak around the streets of the city and steal what he could to survive. While he hated breaking the law, Charonne saw that it as a necessity to survive. On top of that, he began to gather a small following of other orphaned children and street urchins. Charonne's thefts not only fed himself, but they now were saving the lives of his new family.

It was nearly a decade later before Charonne saw his father again. Hexes had been busy moving up the ranks of the Harmonium over those ten long years, and he had no love for his illegitimate son. Charonne's actions, while not famous, did finally reach his father. Hexes, outraged at the shame that his son could bring him, decided to put an end to Charonne. Late one evening, Hexes and a group of Harmonium officers showed up and captured Charonne and his friends. Rather than killing Charonne outright like he did with Celine, Hexes found a portal to a dying world named Athas. The Harmonium tossed the dozen or so orphans through the portal never expecting to hear from them again.

Charonne was on Athas for nearly two decades. While he does not ever speak in great detail of what occurred during his time there, he did come back a changed tiefling. He had learned to harness psychic energies that were within his own body. With these new powers and the drive for vengeance against his father, Charonne returned to Sigil.

Using his seer abilities to locate and hunt his father, Charonne pursued the evil fighter for a couple years before he finally had the chance to strike. Combining the years of roguish skills with his psychic arts, Charonne brought his father to justice. The feeling of exhilaration brought Charonne a sense of satisfaction that he hadn't felt since before his mother was killed. Finding a new purpose to his life, Charonne became a bounty hunter. Hunting down various criminals with his psionic powers, Charonne had an easier time than some of his competition. His skills of subtlety and finesse learned as a rogue proved to be invaluable as well.

At first, Charonne tried to enlist with the Mercykillers, since their values of justice almost mirrored his own. Unfortunately, they would not accept him due to his shadowy reputation as a child thief. Charonne, disheartened by their refusal, found companionship with a small band of bounty hunters. One of these bounty hunters was a human monk named Brother Throm Boembol. Several years went by, and this band of bounty hunters had many adventures across the various planes. They had become the third family for Charonne during his lifetime.

However, fate frowned on Charonne once again. One day, Brother Throm turned against the band of bounty hunters. The monk killed them all except for Charonne, who was away on a mission. When Charonne returned, anger filled his heart and mind. He went to the Mercykillers once again. This time he met with the new leader of the faction, Factol Nilesia. The young woman saw the fires of justice burning within Charonne's heart and proposed a deal to him. If he could bring Brother Throm to justice, then she would induct him into the ranks of the Mercykillers. Charonne agreed and went off in search of his new bounty.

This search jumped from plane to plane for a few years until it finally brought Charonne to the Demiplane of Dread. Charonne now hopes to finish his hunt and bring new meaning to his life.

Current Sketch
Charonne has only recently come to Ravenloft. Therefore, he has no real agenda besides hunting down and bringing to Justice Brother Throm. Charonne has joined forces with the ex-kargat agent, Cole Deschain, and the two men have become good friends over the past month of adventuring. Both men are hunting down foes, and Charonne sees a sort of kinship in personalities and goals.

Since Brother Throm is said to be traveling to Bluetspur to amass an Illithid army, Charonne has been busy gathering as many comrades to their cause as possible. He knows that he and Cole won't be able to stand against such a force alone, and the variety of skills that others can provide will be needed. These allies include his one time associate Isolde, who he casually knew before either of them came to this demiplane, Desilda von Luchen, Curwen, Ixevim, and others.

During the trip to Bluetspur, Charonne sacrificed his life to save Cole and the others from being permanently captured. While he was able to give them enough time to escape, he didn?t realize that they wouldn?t return to the Core until fifty years later?

Combat
Since Charonne lacks the brute strength and weapon proficiency to be much of a fighter, he tends to rely much more heavily on his roguish talents to help him in battle. Charonne will typically start a battle out by invoking his innate darkness. He will then rely upon his blind-fighting to give him an edge against his opponents. If he can get in close enough, he will try to use his sneak attack ability to drop his foe all the quicker.

If Charonne is fighting in a group where his darkness may affect his comrades, he will ignore using this ability so as not to hinder his companions. Instead, he will use his speed and dexterity to tumble and weave through various opponents and strike where he can do the most damage.

His psionic powers and attacks are typically saved as a last resort. Charonne is not above using a burning ray or whitefire to defeat his foes, but he prefers conserving his psychic energy until they are a necessity. When he feels there is no other option, he will be more than willing to manifest his powers to their greatest effect, which oftentimes includes defending his friends while attacking his foes.
[i]Pandemonium did not reign, it poured![/i]
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Wiccy of the Fraternity
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Post by Wiccy of the Fraternity »

Heinrich Borgas

Human male, War 3/Ftr 5
; SZ M humanoid (human); HD 3d8+5d10+16; hp 55; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 shield) (touch 11; flat-footed 15); Base Atk +8; Grp +8; Atk +12/+7 melee (longsword 1d8+5; Crit 17-20/x2) or +11/+6 melee (dagger 1d4+3; Crit 19-20/x2; SA Weapon Focus (longsword), Weapon Specialisation (longsword); AL LN; SV Fort +9 Ref +3 Will +2; Str 16; Dex 12; Con 14; Int 14; Wis 11; Cha 14.

Skills: Climb +10, Handle Animal +6, Intimidate +13, Jump +13, Ride +9, Swim +11

Feats Back to the Wall, Combat Expertise, Combat Reflexes, Improved Critical (longsword), Jaded, Weapon Focus, Weapon Specialisation.

Signature Possessions: Longsword, chain shirt armour, small wooden shield, dagger, silver chain with pendant (gift from wife).

Heinrich was a young soldier that followed Drakov until he saw first hand some of the cruelty the man dished out on a regular basis, he then sevretly rebelled by aiding rebels escape from the prisons and avoid capture when he could. When he was discovered, he went underground and joined a rebel group who later came under the influence of Malocchio Aderre. Naturally, seeing someone willing to take Drakov down, they sided with Aderre and put the word out. With their aid, Malocchio came into power and Drakov, well we all know what happened to him

Under Aderre's rule, Heinrich was reinstated as a soldier, but he also remained part of the rebel group that he was part of. Heinrich married and founded a family, but when it was discovered that they were plotting Aderre's downfall - Heinrich's family were part of a rebel group who followed Gabriel Aderre - he had the marrested and executed. With that, Heinrish saw that the man in power was no better than the one he had replaced, if not worse. Heinrich then reformed several of the old resistance pockets in Falkovnia that now secretly work to overthrow the Dukkar.

Today Heinrich is in his mid to late 40's but very spry for a man his age. His face is weathered and prematurely old from all the bloodshed and horror he has witnessed and wants revenge on Aderre at any cost, but he will not let the resistance cells atack openly, he is attempting politics. Recently Aderre has managed to catalog the names of all of the key rebels i nthe domain, but this list was just intercepted by Heinrich and he is to ammend it, replacing some names with several of Aderre's most loyal supporters and subordinates in hope of disrupting things close to Aderre and keeping him distracted for a little while.

Editted to include missing feats and skills.
Last edited by Wiccy of the Fraternity on Thu Nov 18, 2004 7:17 pm, edited 2 times in total.
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Post by Bela »

Character name (gender / race / class(es) & level(s) / alignment):

BARNABUS ROOK

Male Human, 1st level SCR/9th level FTR, Nuetral

Appearance: Barnabus Rook appears to be in his late thirties, early forties. He is rarely seen beneath his layers of clothing. He wears a tri-corner hat, a thick scarf, and a high-collar trenchcoat. Usually, only his jet-black eyes are visible, devoid of iris and pupil. They simply appear as oily pools of darkness in his pale face. His nose is long and hooked, and his features are sharp and a bit haggared. He has a perpetual stubble, and his hair is greying black. He stands at 5'9", and weighs about 170 pounds.

His "other form" is far less normal. Rook was born without a soul, and his body serves as a living prison for a demon named Gulgarath. The beast stands about eight feet tall, tho most of its height is a massive hunchback. It's skin is slimey and white, with the occasional weeping pustual. It's face juts directly out of its hump, with a fang-filled maw beneath its beady eyes. Through its boney hump, it's massive brain can be seen. it has short legs, and massive arms. it knuckle-walks like a great ape.

BACKGROUND-Rook was born in Mordentshire, part of an experiment by the demonic wizard Dracanin Vystario. His soul was wrenched from him moments before birth, and held within a Souragnian canopic jar. The soulless boy served as Vystario's servant into his teens, when his master one day his master vanished w/ the canopic jar. Rook wandered into Dementlieu, where he was found by the Nuetral sect of the Ezran faith. They took him in as a stable boy, where he worked dutifully. When one of the rougue preists summoned a monsterous Cerebrilith into the church, Rook was chosen to serve as the fiend's jail. A mystik cage was tattooed into his chest, and the demon was bound into his soulless body.

For the past many years, Rook has strived to rid himself of the demon. He's discovered that if he unhallows his symbol, he can momentarily unleash the demon. Though born with a bit of sorcerous power, he tends to avoid using it, as it allows the demon to insinuate itself into his mind. He sought out the Carnival, in hopes that its leader, rumored to know much about the otherworldly, to help him. It is there he met Charonne and joined in his quest.

CURRENT SKETCH: After being hurled into the future, he was partnered up with Desilda, where the two spent much of their journey as fugitives. First, they ran afoul of the Invidian army, in particular a strange hunstwoman and former paramor of Malocchio Aderre named Soletta. Desilda recently met Gulgarath, who informed her of Rook's attraction to her. it is difficult to acertain if the demon spoke the truth, as Rook is virtually devoid of emotion. The duo have recently made it to Barovia, where Desilda was shot and wounded. They have been recouping in a barovian tavern.
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Post by Maximillian »

Vincent Reignheart
Male human ranger 8th/rogue 2nd
Alignment: Neutral Good
Age: 26 yr.
Height: 6 ft. 4 in.
Weight: 200 lb.
Eyes: Hazel
Hair: Brown

Str 18 (+4)
Dex 16 (+3)
Con 14 (+2)
Int 16 (+3)
Wis 14 (+2)
Cha 10 (+0)

HP: 72 (8d8+16 plus 2d6+4)
AC: 16 (Dex, masterwork studded leather)

Fortitude: +8 Reflex: +12 Will: +4

Speed: 30 ft.
Initiative: +7 (Dex, Improved Initiative)
Base Attack: +9/+4

Attacks: +13/+8 melee (1d8+5 plus 1d6 fire/19-20 x2, +1 flaming saber), +13/+8 melee (1d4+2/19-20 x2, masterwork dagger)
OR +15/+10 melee (1d8+5 plus 1d6 fire/19-20 x2, +1 flaming saber or 1d4+4/19-20 x2, masterwork dagger)
OR +14/+9 melee or +13/+8 ranged (1d4+3/19-20 x2, silver dagger)
OR +14/+9 melee or +13/+8 ranged (1d4+4/19-20 x2, cold iron dagger)
OR +14/+9 ranged (1d10/20 x3, masterwork pistol)

Skills: Balance +5, Bluff +1, Climb +10, Diplomacy +5, Disable Device +9, Escape Artist +5, Gather Information +7, Handle Animal +6, Heal +6, Hide +13, Intimidate +7, Jump +9, Knowledge (Geography) +7, Knowledge (Local) +5, Knowledge (Nature) +11, Knowledge (Religion) +5, Listen +8, Move Silently +13, Open Lock +9, Profession (Herbalist) +4, Ride +9, Search +13, Sense Motive +9, Spot +8, Survival +8, Swim +8, Tumble +7, Use Rope +7

Feats: Endurance, Exotic Weapon Proficiency (Firearms), Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Track, Two-Weapon Fighting, Weapon Focus (Dagger), Weapon Focus (Saber)

Special Abilities: Animal companion, combat style, evasion, favored enemy (humans) +2, favored enemy (undead) +4, improved combat style, sneak attack +1d6, swift tracker, trapfinding, wild empathy, woodland stride

Spells (2/1; DC 12+spell level; caster level 4th): 1st level ? alarm, animal messenger, calm animals, charm animal, delay poison, detect animals or plants, detect poison, detect snares and pits, endure elements, entangle, hide from animals, identify spoor, insatiable thirst, jump, longstrider, magic fang, pass without trace, read magic, resist energy, speak with animals, summon nature?s ally I; 2nd level ? barkskin, bear?s endurance, cat?s grace, cure light wounds, hold animal, owl?s wisdom, protection from energy, rheumatism, snare, speak with plants, spike growth, summon nature?s ally II, wind wall

Languages: Balok, Darkonese, Lamordian, Mordentish

Possessions: +1 flaming saber, masterwork dagger, cold iron dagger, silver dagger, masterwork pistol, pistol bullet x20, masterwork studded leather, masterwork thieves? tools, various adventuring gear

Appearance: Vincent is a tall, athletic man in his late twenties. He is clad in traditional Mordentish garb in dark and somber tones, mostly black and dark green. He wears his long dark brown hair in a loose ponytail and maintains a closely trimmed, thin goatee. His hazel eyes spark with intelligence and energy under the shadows of his heavy brows.

Background: Vincent belongs to a family of merchants who hailed from Mordentshire. After the destruction of the land from the Illithid invasion the family took its valuables and fled to Dementlieu where after some time they managed to settle down and restart the family business anew. The young man had always shown a peculiar interest in the study of the Horrors of the Night, an interest that was inspired by such individuals as Dr. Rudolph Van Richten, George Weathermay, the Foxgrove Twins etc. Aside from the scholarly point of view, he has taken a more active role in the fight against these dangers and has had extensive training as a monster hunter and private investigator. In one of his adventures he enlisted the help of a certain young rascal with a flair for stylish combat named Gabriel Rayne. Together they managed to hunt down and destroy a pair of Dopplegangers who were responsible for a number of gruesome murders. The two men developed a reluctant friendship over time, one that is constantly plagued by the fact that their outlook on life is quite different. Apart from their "philosophical" differences they have learned to work well together, although sometimes their constant arguing and tongue-lashing seems nearly comical to those who do not know them.
Last edited by Maximillian on Wed Apr 21, 2004 7:04 am, edited 1 time in total.
OI!!! Don't call me tall, you f@$%&£* midgets!!!
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Jason of the Fraternity
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Post by Jason of the Fraternity »

Ixevim
Mind flayer, wizard 3rd, Lawful neutral, 75 hp.
Str 13/+1, Dex 14/+2, Con 14/+2, Int 21/+5, wis 18/+4, Cha 19/+4.
Melee bonus +8, Range bonus +9, AC 15 (+2 dex, +3 natural)
4 tentacles +9, 1d4 +1 damage, masterwork light mace +9, 1d6 +1 damage, crossbow +9, 1d8 damage.
Fortitude +5, Reflex +5, will +14.
Skills: bluff +9, intimidate +9, spot +11, listen +11, psicraft +9, spellcraft +10, move silently +8, hide +8, concentration +17, healing +6, KNOWLEDGES: arcana +9, psionics +9, alchemy +13, engineering +9, physics +8, biology +7, explosives +7, geography +6, humanoids (humans & demihumans) +6.
Feats: Alertness, Combat casting, stealth, improved initiative, weapon finesse (tentacle), mind adversary, scribe scroll, psychic bastion, craft wondrous item.

Psionic combat modes:
Mind blast DC 14 (18), 1d4 +1 charisma, or stun for 3d4 +3 rounds.
Psychic crush DC 14 (6), 2d4 +1 dex, or stun for 2d4 +1 rounds.
Id insinuation DC 11 (3), 1d2 +1 str, or stun for 1d2 +1 rounds (ignores mental hardness).
Mind thrust DC 15 (7), 1d2 +1 int, or stun for 1d2 +1 rounds.
The numbers in parenthesis are for the DC for the Non-psionic buffer.

Tower of Iron will, mental hardness 3 in 10’ radius.
Intellect fortress, mental hardness 4.
Empty mind, mental hardness 1.

Powers: At will: charm monster DC 17, detect thoughts DC 16, levitate, plane shift, suggestion DC 16, far hand. Dimension Door 3/day. These are powers Ixevim has beyond those in the MManual. Far hand seemed a logical power for a psionically race like the mind flayers and dimension door replaces Astral Projection since the later is unusable in Ravenloft.

Equipment: He carries a masterwork light mace, a crossbow, rope, a waterskin (he needs a cup of water each day), two blankets, another set of robes, his spellbook, ink, an empty notebook with 50 pages (12 of them are already filled with notes) and a quill. He also carries the necklace of the creator creed with him.

Appearance: Ixevim in his natural form is a typical mind flayer. With his ring, he can change to a certain form only. This is the form of a man, about 30 years old, with dark brown short hair and dark, deep eyes. He is about 5’ and 9” tall and weights 140 to 145 pounds.
Ixevim has an unusually expressionless face and rarely his expression shows any emotion. His eyes show great intelligence and understanding. Most people like Ixevim’s company and even his enemies respect him. However he has something alien in his manners. He never laughs and his expressions are very few. In the rare occasions he smiles, he just pulls his lips back. He is never seen eating normal food, except from juicy fruits and vegetables, like oranges and tomatoes. He can consume soup.

Background: Ixevim started his life in Bluetspur before about 45 years. He was soon recognized for his great intelligence and creativity. He almost immediately joined the Creators Creed and started working on various topics. He showed an interest for the arcane arts, but his duties in the creed didn’t allow him to pursue it greatly. Still after a few years he became a wizard of low power, but great potential.

He worked the various projects in his care under the new light of the arcane art, and combining it with the psionic talents of the rest of the creators he started finding solutions and solving problems. He was able to solve problems combining arcane and psionic and then he shifted the solution to “clean” it from the arcane part. Many times he succeeded and he was rising in the hierarchy fast. Still many mind flayers thought it quite disrespectful to use arcane solutions.

Ixevim’s thrall was a dwarf named Grub. He was a 160 years old expert, given to Ixevim by the Creator Creed as assistant for the manual labor. Grub was manufacturing whatever device Ixevim was able to design. He was Ixevim most treasured possession. While the mind flayer respected the dwarf and even enjoyed his company, he saw him as little more than an item with great crafting abilities. Ixevim was kind with Grub however; he let the dwarf enjoy his free time as he pleased and allowed him to remain in bed if he was sick, something rare for the stout dwarf.

An Ulitharid named Vastinus in particular, holding a great position in the community as he was the leader of the psychic warriors, thought that combining arcane and psionic is more than disrespectful; he found it heretic. A few years later, Ixevim started recognizing that beyond the rigid beliefs of most of his kin, trying to “clean” solutions from the arcane component is quite a loss of time. Many of his kin recognized what Ixevim was thinking and his superiors decided to freeze his advance in the hierarchy, as a first step to warn him. However, While Ixevim understood that not everyone accepted his work, he decided to intensify his work.

He decided to try a new kind of project, to show his superiors their error. He decided to invent a new kind of energy, one that combined the inherent esoteric psionic talents and the arcane art. When he told his superiors what he was planning to do they foreboded him to work on such a blasphemous project. He asked why it was blasphemous, after all the psychic warriors combined psionic powers with the might of weapons and the strength of the body. He asked why trying to create “psychic sorcerers” was so terrible.

His superiors decided to put Ixevim on trial as a heretic. In the meantime between the trial and Ixevim’s confess, Ixevim’s superiors notified Vastinus of Ixevim’s beliefs about the similarities of “psychic sorcerers” and “psychic warriors”. Vastinus was enraged. He immediately contacted the God Brain and warned it for the “threat”. If Ixevim was allowed to survive, he would not stop his project and perhaps would unlock powers that neither the God Brain could recognize, and perhaps he would find followers. Or worse yet, Ixevim may find an alhoon and trade with him his secret for eternal life.

While the God Brain recognized that Vastinus was overreacting, it was also concerned for Ixevim’s project. It had sensed Ixevim’s exploits for the very beginning and the solutions he was able to find combining arcane and psionics was unsettling; the God Brain didn’t like the prospect of having more like Ixevim or have someone someday make a profession on something that now was just Ixevim’s dreams. It has seen the power of wizards and psions alike and just preferred to make an example of Ixevim.

At the trial, Ixevim was not sentenced to death, but he was banished from Bluetspur for life. Vastinus was furious that the God Brain spared Ixevim’s life. Still the elder concord was adamant. If Ixevim was killed, soon the whole episode would be forgotten, while many would think that perhaps the heresy Ixevim was after was powerful and he would become a threat. By banishing him, the community proclaimed the superiority of psionics over every form of magic, and it would have a more lasting impact, discouraging others. Also the Elder Brain never wanted to agree too much with Vastinus, as the Ulitharid was ambitious.

So Ixevim was banished. He left Bluetspur soon after, as Vastinus took it on himself to hunt down the traitor. As a leader of the psychic warriors, it was upon him to decide who would hunt outside of the community and Ixevim was outside of the community. However Ixevim has already fled to the Core. Vastinus hunted him intensely for a few months either personally either with his officers, but later, his duties didn’t let him go on with the hunt. Still a couple of psychic warriors were dispatched to hunt down Ixevim.

For 5 years now, Ixevim is hunted. He has killed the two psychic warriors and have found the ring he uses to hide. While Vastinus knows his human-like appearance, it is far easier for him to hide like a man.

Not wanting to spare more mind flayers on the task of hunting down a renegade wizard mind flayer, proving that perhaps Ixevim was powerful in his spells, the elder brain ordered Vastinus to stop sending mind flayers. However the Ulitharid convinced the Elder brain that a mind flayer wizard that kills a mind flayer psychic warrior should be punished by death and not be allowed escape the community’s law. The elder brain agreed and allowed him to use the latest achievement of the Creators Creed: an elite bio-construct. Armed with a sword modeled on the githyanki weapon silversword, this hunter went to the Core to bring Ixevim’s head to the Vastinus.

Current Sketch: Ixevim, traveling the core for 5 years betrayed by his kin, has slowly changed his beliefs. He still believes that the mind flayer race is superior to all other races, but now he believes that putting them under the illithid rule is not as fulfilling for many of the races as he thought. While he believes that the stone aged culture, war-loving goblins would benefit from the rule as would many humans (like the Falkovians), each race should be treated with respect.

He would like to help them help themselves with his creations and knowledge, but he knows how difficult this is, dangerous for both him and the other races. His kin would easily identify that he started sharing the secrets and then Vastinus would have the blessings of the God Brain to kill him. While Ixevim would like to help, he values his life more (after all he is neutral not good).

He values goodness, but he believes that for himself, the balance between helping the others and help yourself is better suited, and brings more happiness. Also Ixevim tries to eat brains of criminals and evil creatures only. Even in this, he has restrained his gluttony. He knows he needs about a brain each month, so while he may eat three or four criminals to punish them, he will not go after every criminal and devour his or her brain.

Also Ixevim is motivated by need for revenge. He is very angry and deeply embarrassed that his kin banished him, stripped him from his privileges and most of all that hunts him down to kill him. Ixevim fears death, but he is more afraid that he will die without revenge. However, he doesn’t hate all mind flayers, he hates those that showed hate and fear against him. While this is the majority of the race, he doesn’t hate a mind flayer simply for being mind flayer. He tries to protect some balance in his feelings and justify any action and feeling before proclaiming someone as enemy. He has heard of Hazlik and although Ixevim doesn’t know anything about curses and darklords he loathes becoming such an emotionless creature bend only on revenge without remorse.
He chose to went against Bluetspur in this adventure not only to help killing mind flayers, but also to help the races of the core, and protect them from a future of ungrateful slavery.

After he met Isolde, Ixevim was stunned. The purity and goodness she radiated was astonishing. Ixevim for some time was puzzled over his perception for goodness and happiness. He would certainly like to be as good and as “holy” as Isolde and he believes she has the true happiness. Still he doesn’t know if he will ever be able to become so good, or what he will have to pay in the process. He believes that if he ever managed to clean his soul and become so pure and good as Isolde, he will be as happy and confident, but is such a thing possible? Will he feel relieved of the burden after he has his revenge? What constitutes a final revenge, after which there is no need to continue working against his race?

While mind flayers are asexual creatures, not able to love as humans do, they can respect other personalities and minds deeply. Ixevim feels great respect for a creature so pure and good as Isolde that never heard of him, and still accepted him with only advising him to not kill anyone. He understood that “superior being” doesn’t necessary mean “more intelligent” or more suited to control and dominate. He feels that he is vastly beneath Isolde as he has to kill in order to eat, and he will kill also to satisfy his need for revenge. He knows in his heart that such goodness will never be beneath any amount of intelligence. In fact he doesn’t believe he is worthy enough to look her in the face or touch her hand. While technically Ixevim didn’t “fell in love” with Isolde, he would gladly give his life to protect her or to please her.

He used to carry with him a resonance stone. Unlike the mundane resonance stones, this is a more powerful version of the activated variety. It can store about an hour of memories in it. It was a gift of Ixevim’s creed as he moved up in the hierarchy of the creed, just a few months before he was banished. Ixevim used to store memories from his past in the stone, but after his exile, he has encoded in the stone a few inventions and scientific achievements he and other creators have managed to accomplish. Ixevim wanted to find a being more mature than humans, where he can give the stone. He was afraid that human ambition may turn the inventions to horrible weapons, and Ixevim wants to avoid this.

Isolde, the mistress of the Carnival, is a being Ixevim believed he could trust to give the stone and the secrets of centuries of research contained in it, without fear. He only hopes that Isolde will understand at least partially the memories, to recreate some of the marvels of the creators achievements for good purpose. This is more difficult than it seems. The stone contains only a couple of explanations and it is encoded by a creature of 21 intelligence and with years of practicing and studying the principals found there. Just an hour of memories is probably too little too give an understanding.

All in all, a creature trying to activate the stone to learn a secret contained in it, has to make an intelligence check. The DC is 26. Even Azalin will be hard pressed to understand the stone in the very first reading, and most users will have no chance to do it without help. The user gets a +1 bonus to the check for every 3 ranks in the equivalent field of knowledge. For example a scholar with 6 ranks in alchemy has a +2 bonus to unlock the secret of the “cracking gel”. If Ixevim helps the user understand the secret, there is a bonus of +2 or more depending on the time and effort Ixevim puts in the act. Even with these bonuses a user should probably take 20 in the intelligence check to understand the stone.

Spells per day: 4/4/3 DC 15 + spell lvl
Spells in Spellbook: 0: all
1st: mage armor, burning hands, magic missile, unseen servant, silent image, protection from chaos, endure elements, identify, magic weapon, alarm.
2nd: endurance, protection from arrows.
Last edited by Jason of the Fraternity on Thu May 20, 2004 10:49 am, edited 1 time in total.
[i]Pandemonium did not reign, it poured![/i]
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