I don't hate Anomen, he's just extremely unlikable. I actually love his voice actor, but the character just comes off as whiny and arrogant. I've had him in multiple parties. It's just a dwarf cleric would have been a ton cooler than him.
Zeherim [seh-HE-rim] Blackrose, CG male elf archer (ranger) of Solonor Thelandira
Looks: Black hair, grey eyes, pale complexion Homeland: Luruar
Stats:
17 19 15 11 15 13
Introduction: From the shadows a lone figure emerges. The elf's long black hair is just as dark as his suit of leather and his steel-grey eyes are cold... but there's also a hint of worry in them. "Heh. I suppose you wouldn't happen to know a surface-dwelling drow-freak by the name of Baeloth, would you?"
How he works with the other NPC's: Zeherim likes most of the good and neutral-aligned NPC's. He forms especially strong friendships with Valygar, in whom he finds somewhat of a kindred spirit, and Mazzy, who he comes to admire. He distrusts and dislikes all of the evil-aligned NPC's... with the exception of Viconia, who he outright hates instead. He later on comes to blows with her.
Story: Born into House Blackrose of Silverymoon, Zeherim was never the son his father wanted him to be. Unlike him, the arcane and the study of thereof held no interest for the young elf.
It was instead in the wilderness surrounding Silverymoon that he found his true calling - that of a hunter, tracksman and loyal subject to the god Solonor Thelandira.
Many a year later, after a long and successful life as an adventurer, Zeherim married and returned to Silverymoon to settle down. Eventually he had a son of his own: Haldarim. And for a time all was well.
But that all changed when Haldarim, now a young man himself, disappeared without a word. In his son's room Zeherim could find but but one clue - a letter containing an invitation to something called the Black Pits.
A few months later, Zeherim began to hear rumors of some individual by the name of Baeloth and his so-called Black Pits. Somewhere in Amn, it was said, this foul place located. Zeherim left, knowing full well that these rumors might not true. But for his son's sake he is willing to do whatever is necessary.
Personality: While Zeherim has seen many of the terrors this world has to offer, he has also seen many of its wonders. This is why he, despite being somewhat cynical and enjoying the darkest sort of humor, is still a good and heroic person.
While no longer young, Zeherim is still strong and swift - and he is deadly in battles, striking from the shadows with well-aimed shots of his longbow.
He has a past with Teer Dramondra (see above). They were traveling companions as well as friends in their youth. When they parted ways, they did so without any hard feelings. If they should come across one another in CHARNAMEs party, Zeherim will be shocked by his old friend's drastic transformation. He can aid CHARNAME in redeeming him, seeing as he knows Teer well... or at least used to.
Wha-... Another druid NPC?! Well, yeah... But this times it's a wicked one with an even more wicked druid kit. :P
Name: Antuque Auvryervs Gender: Male Race: Half-Drow Alignment: Neutral Evil Kit: Lost Druid (see spoiler below)
LOST DRUID: The strangest members of the druidic order, Lost Druids find that many other druids no longer consider them kin. The Lost Druids come from lands that have been maliciously destroyed—forests burned to the ground, swamps drained, mountains ruined by mining, and so on. Rather than try to rebuild or move on, a Lost Druid allows his heart to darken from brooding on the devastation and embraces strange magic to seek revenge.
Advantages: -Five necromancer spells are added to the Lost Druid's repertoire, all the way up to the 5th priest scroll level. These are listed below: 1st Level: Chill Touch. 2nd Level: Ghoul Touch. 3rd Level: Vampiric Touch. 4th Level: Contagion. 5th Level: Finger of Death.
-6th Level: May use Animate Dead Animals once per day.
ANIMATE DEAD ANIMALS: Upon reaching 6th level, Lost Druids gain an additional power, the ability to animate dead animals. This power is similar to the priest spell animate dead ; however, the druid may use it only once per day, and it affects 1 HD of animals per level of the druid.
- 15h Level: Becomes immune to diseases. - 18th Level: The Lost Druid is now completely rejected by nature and the circle of life itself—the druid becomes undead. His Constitution score is permanently reduced to 10, and the druid receives a bonus of +20 hit points. The loss of body warmth renders him immune to cold, but the druid takes now double damage from fire. The Lost Druid can now only be healed by reversedheal spells. To the undead druid, heal spells will instead behave like their reversed counterparts, insteadly harming him. Furthermore, the Lost Druid becomes vulnerable to the Turn Undead ability of foes and allies alike.
Disadvantages: - Cannot Shapeshift. - Alignment restricted to Neutral Evil. - Does not become immune to poison at 15th level. - Does not gain elemental resistances at 18th level or above. - Can only cast the reversed versions of heal or cure spells.
Druidic Branch: Gray Druid
Granted Powers: - Controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligent or of animal Intelligence) at 7th level. The gray druid can use this power once per day to control 1 Hit Die of creatures per level. It affects only a 30-yard radius around the druid. For instance, a 10th-level gray druid could control two 5 HD slimes, or one 10 HD pudding. The creatures receive no saving throw, but remain controlled only as long as they stay within 30 yards of the gray druid. An uncontrolled creature reverts to its normal behavior patterns. Control lasts for one turn per level of the druid.
Special Limitation: - A gray druid has a -2 penalty on saving throws against spells creating bright light, such as continual light.
Deity: Ghaunadaur Preferred Weapon: Clubs Likes: The caverns of the Underdark. Dislikes: Dwarves, especially duergar. Romance Options: Romanceable by female gnomes, as well as Viconia. Last Known Location: A large new cavern system. Roughly a two weeks hike away from Ust Natha.
Background: Antuque is part of a small gray druid grove, located in the depths of the Underdark. It's a harsh and dangerous life he lives: mainly tending to the poisonous giant mushroom forests, studying the life circle of oozes or similar amorphous creatures, and listening to the insights of carnivorious ropers. But it's not the flora and fauna which makes the Underdark the deadliest region of Faerun. It's the bottomless wickedness of neighbouring humanoids.
A troop of duergars, armed to the teeth and armored to the eyeballs, intruded into the druid territory without warning. Their sole goal was to fully bleed out the cavern from its precious metals and minerals. The gray druids were nothing but a hinderance in the eyes of the greedy duergars. Even with the aid of Ghaunadaur's children, the druids were not able to hold the gray dwarves.
The desperate stance of the gray druids was finally smashed by merciless shields and dwarven might. Many of his brothers were slaughtered for sport, while others were kidnapped and sold into slavery, or worse. Antuque himself was mortally wounded by the duergar captian and thrown into a deep, lightless gorge... left to rot.
In absolute darkness and disabled from moving, all the half-elf could was listening. Listening of how the duergar set ablaze the majestic mushroom forests and the myconids within. Listening of how they joyfully slaughtered herds of wild deep rothes together with other cave dwellers. At the very end he was damned to listen of how the cavern itself died.
Everything he cared for was finally destroyed by the hands of the malicious duergars. Antuque fell into despair. He cursed his powerless self, who couldn't prevent any of this. But more than anything, he cursed the duergar. Slowly but surely his wounds healed, as he nourished himself from the scarce remaining cave mushrooms on the walls. Consumed by nothing but sheer hatred, the half-drow swore vengeance at any costs neccessary.
@kamuizin Not all undead in AD&D are immune to poison, no. For instance: According to the AD&D Monstrous Manual, both ghouls and ghasts are only immune to sleep and charm spells, whereas zombies are immune to sleep, charm, hold, death magic, poisons, and cold-based spells. Granting all zombie resistances seems a bit over the top to me. That and I wanted to try something differently with the lost druid's resistances than to merely recycling the good points of a standard druid. I do agree that this kit may need to be modified a little though. After all, it hasn't been playtested yet. :P
I will have to make a research to evaluate this info, cos from the basic elements of being undead are immunity to death magic, to say an undead is vulnerable to a wail of banshee is a bit strange, for me at least.
Kanamar Male Human Bard - Chorister of Ilmater (modified Song & Silence Chorister Kit)
Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister.
Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate.
Advantages: - Knows a small selection of divine spells. These are accessed and memorized as Mage spells: Level 1: Armor of Faith, Cure Light Wounds, Doom Level 2: Chant, Draw Upon Holy Might, Slow Poison Level 3: Cure Medium Wounds, Glyph of Warding Level 4: Defensive Harmony, Holy Power Level 5: Mass Cure Level 6: Bolt of Glory
Healing Necromancy: - Can absorb negative status effects from party members (3/day) - The effect will be transferred to the Chorister of Ilmater for the rest of it's duration. It can be removed, healed or disspelled by normal means. Effects that alter the party member can not be absorbed (Polymorph, Petrification). Absorbable effects: Level 1: Fatigue, Fear/Moral Failure Level 3: Blindness, Deafness Level 6: Hold, Poison/Acid, Disease/Illness Level 9: Miscast Magic, Silence, Curse* Level 11: Confusion/Domination
* status effects of the curse will be transferred to the Chorister of Ilmater; the cursed item will remain on the original character and must be removed by normal means. This will allow to take the item off and remove the effects from the Chorister.
Level 15: - If hitpoints are 10 % of total or lower - auto-uses "Aura of Compassion" (5" AoE - all hostile creatures within the area of effect are allowed save vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell, otherwise they suffer the effects of the mage spell Confusion for 2 rounds.)
Disadvantages: - Only has one-half normal Lore value - Only has one-half Pick Pockets percentage - May not learn spells of Evocation & Transmutation
Neutral Good 13/16/14/16/15/16 Preferred Weapon: Quarterstaff, Crossbow Found: Baldur's Gate, Temple of Ilmater (BG1), The Slums (BG2)
Backstory: Kanamar is a devoted worshipper of Ilmater. He has served the temple for almost 30 years as a chanter. As a boy, he learned that his mother died in childbirth and blamed himself for her death for many years. One day, a travelling worshipper of Ilmater came to his village and when she saw the family's struggle, she took the place of the deceased mother; raising the children, working on the farm, helping them to deal with their loss. When asked about her reasons, she introduced Kanamar and his older siblings to the teachings of Ilmater, which finally helped him to forgive himself for the percieved guilt. Inspired by this experience, he dedicated his musical skills to Ilmater. Despite his rather depressing faith, Kanamar is a friendly, if quiet person who loves nothing more than a good song or story. After chanting in the temple for so many years, he actually enjoys the liberty to sing a drinking song every now and then.
Quests: BG1: When charname first encounters him in the Temple of Ilmater, Kanamar asks you to accompany him to the Flaming Fist prison. (10 days timer; if this demand is not met, he will leave the party for good). If you go there with him, he will talk to Neb and offer his forgiveness. Neb will claim to be repentant, and Kanamar begins his journey to suffer for Neb's crimes and stay in your party.
BG2: Charname can find Kanamar the slums, wandering around and healing beggars with his own lifeforce (he will be at 50 % health when joining). He will ask for help to track down Neb, who turned out to be not as repentant as he claimed. Once Neb is found and dealt with, Kanamar will stay in the party to carry the burden of Neb's new crimes.
NPC Relationships:
Gets along well with Viconia (who remarks this male knows his place), Korgan (who enjoys drinking songs), Jaheira (who finds him wise and actually quite uplifting), Rasaad and Nalia (obviously).
Doesn't get along with Jan (who finds him depressing), Neera (finds his religion bewildering, haha, pun!) and Dorn (won't respect or trust a man who willingly suffers instead of making others suffer).
Oh gods, that's adorable! Dear Devs, please make it so. Actually, I think it'd be interesting if the one exception to the arcane caster rule was if a cleric of Helm also got to adopt Argh.
If I'm not mistaken, Keldorn is a paladin of Helm, like Ajantis... Hm, this could be interesting... Adoption path that leads to Argh becoming a paladin of Helm, I like the sound of that. In a super-multi-twist, if Keldorn's guidance makes Argh a paladin, Argh can adopt Anomen as his squire.
Sadly, Keldorn is a paladin of Torm, but I like your thinking ;-)
Gharla [GAR-laa] "Half-Face" Kjrn, CN female half-orc cleric of Tymora
Stats:
16 15 16 10 18 14
Looks: Red hair, hazel eye, badly scarred, misses one eye and ear, has a beauty mark on her left cheek Homeland: Unknown to all but herself
Introduction: Seated atop the figurehead of the ship you spot a green-skinned women with crimson hair. As you come closer, she turns in order to focus on you instead of the ocean. The right side of the half-orc's face is hideously scarred; by fire, no doubt, and it seems to have claimed both an eye and one ear. Even so, her remaining hazel eye are full of confidence. "Aye, yer the new 'friend' of Sae- I mean, captain Havarian? Right pleased to meet ye. I'm Gharla Kjrn."
Personality: Good-natured and humorous, Gharla tries to live each and every day to its fullest. She worships Tymora, believing that Lady Luck is the sole reason she survived the fire that almost took her life.
How she works with the other NPC's: She becomes good friends with Aerie after their initial clash of opinions on what beauty truly means. She finds herself attracted to Dorn despite her better judgement. While she's not liked by all of the NPC's, she's certainly respected for her strength of character.
Story: Of her own past Gharla has little to tell. As a young girl she nearly died to the fire that claimed half her face. Had it not been for an elderly cleric of Tymora, she would not have been here. She seems to had cared a great deal for him despite - or perhaps due to - her reluctance to speak further of him.
She has sailed with Havarian for a almost an year now, serving as the crewmens' healer. Behind her back the crew calls her 'half-face' and freak. But Gharla just shrugs it all off. For whatater moniker she might be given, she will never change.
Oh gods, that's adorable! Dear Devs, please make it so. Actually, I think it'd be interesting if the one exception to the arcane caster rule was if a cleric of Helm also got to adopt Argh.
If I'm not mistaken, Keldorn is a paladin of Helm, like Ajantis... Hm, this could be interesting... Adoption path that leads to Argh becoming a paladin of Helm, I like the sound of that. In a super-multi-twist, if Keldorn's guidance makes Argh a paladin, Argh can adopt Anomen as his squire.
Sadly, Keldorn is a paladin of Torm, but I like your thinking ;-)
Ah, there it shows that I never play good parties and hence rarely have Keldorn around. I just remembered something about him being Ajantis' mentor or trainer, so Helm was the best guess. It would still be entertaining to let Keldorn train a beholder as paladin, even without the forum joke background.
I don't know about you guys, but I never saw a female gnome NPC in the Baldur's Gate saga, modded or otherwise. Much less a female svirfneblin. And neither did I see a gnome who utilized the Fighter/Illusionist kit. So here we are: This lass hits indeed all three birds with one stone. :P
Name: Fhacaryn Hammerthrow Gender: Female Race: Svirfneblin Alignment: Lawful Neutral Multiclass: Fighter/Illusionist Deity: Callarduran Smoothhands Preferred Weapons: War Hammer (Throwing Hammers). Preferred Fighting Style: Single-Weapon Style. Likes: Rubies, shadow plays, learning new things, dry wines. Dislikes: Cooking, unpunctuality, drow. Romance Options: Romanceable by male gnomes and dwarves alike. Last Known Location: A new pup, somewhere in the non-drow part of the Underdark.
Svirfneblin Ability Score Adjustments: +1 to Wisdom; +1 to Dexterity -1 to Intelligence; -2 to Charisma
Innate Racial Abilites: - All svirfneblin can cast blindness, blur, and change self once per day. Deep gnomes also radiate non-detection identical to the spell of the same name. Deep gnomes have 120-foot infrasion. All deep gnomes are 20% magic resistant, gaining an extra +5% magic resistance for each level they attain above 3rd. They are immune to illusions, phantasms, and hallucinations. Because of their high wisdom, speed, and agility, they make all saving throws at +3, except against poison, when their bonus is +2.
Background: Fhacaryn is a young, 95 years old deep gnome chef apprentice who calls a small svirfneblin city her home, carefully hidden somewhere in the lightless depts of the Underdark. Differently from their rock or forest gnome cousins, the society of deep gnomes is strictly divided between sexes; females are in charge of food production and running the city, while males patrol its borders and mine for precious stones. However, our dear deep gnome lass couldn't quite fit in into her womanly duties. No matter how much she tried... even the simplest dish ended up as unedible dark matter.
It came later to light that she had far more talent in fighting than cooking, when suddenly a scouting party of lizard-riding drow showed up at the ceiling. Many of the men went mining gem stones and the remaining ones had a hard time dealing with the ferocious dark elves on their own. When one of her co-workers was about to be slashed by a dark elf's sword, Fhacaryn instinctively reached out for the meat hammer and threw it with all her might right into the face of that drow bastard. No one hurts the restaurant personnel on her shift!
Determined to drive out the drow out of her hometown, Fhacaryn joined the defense of the city while still grabbing the meat hammer. Thanks to the battle prowess of the militia, their illusional arts, earth elementals and the timely return of the miners, the svirfneblins succeeded in protecting their city from the dark elves. It was in this heroic battle when Fhacaryn earned herself the nickname "Hammerthrow".
Edit: Downgraded her stats a bit. Hopefully she's now more to everyones liking.
I like the idea behind Fhacaryn but she's vastly overpowered. Stats that praticly equal Sarevok, 100% magic resistance at level 19, immune to illusions, bonus saving throws, spell-like abilties. And her penalty is a -1 to intelligence (which she's got maxed out at 17) and Charisma (which is useless to her). Tone her down and we have a winner!
Looks: Silver-white hair (beard), dull black eyes, ashen-grey complexion, gaunt and lanky, tattoos on both arms and legs, clad in beggar's rags Homeland: The Underdark Current location: Graveyard District, Athkatla
Introduction:
Talgrim: "...last time, surface dweller: Unless you have a corpse with you that I can bury, leave me be. I am a simple grave digger."
Bodhi: "And yet I sense a great deal of power in you, old one. My kin and I know this to be true."
Talgrim: "You and your kin know nothing. What's this? *More* pestering strangers?"
???
Story: An exile from from the Underdark who dabbles in the darkest and foulest of arcana. Whatever crimes he must have commited for warranting his exile, they must have been terrible indeed.
He is in truth a powerful necromancer, hellbent on overcoming that which he fears the most - death. Under the guise of a grave digger, he has been able to collect a fair amount of gold for his services... not to mention the nigh-countless organs he has been able to harvest.
His ultimate goal, it would seem, is to attain lichdom. With your aid, this can very well be realized... but in so doing you lose him as a party member. Instead he will thereafter serve you as a merchent of exotic goods.
@Kamigoroshi, I like your half-orc cleric-thief, but she can't use darts if she has "cleric" in her job description. It would have to be "sling" instead.
BTW: I'm unclear on the rules for voting. Can you vote for everything you like, or is each person supposed to only vote one time?
Comments
Looks: Black hair, grey eyes, pale complexion
Homeland: Luruar
Stats:
17
19
15
11
15
13
Introduction: From the shadows a lone figure emerges. The elf's long black hair is just as dark as his suit of leather and his steel-grey eyes are cold... but there's also a hint of worry in them. "Heh. I suppose you wouldn't happen to know a surface-dwelling drow-freak by the name of Baeloth, would you?"
How he works with the other NPC's: Zeherim likes most of the good and neutral-aligned NPC's. He forms especially strong friendships with Valygar, in whom he finds somewhat of a kindred spirit, and Mazzy, who he comes to admire. He distrusts and dislikes all of the evil-aligned NPC's... with the exception of Viconia, who he outright hates instead. He later on comes to blows with her.
Story: Born into House Blackrose of Silverymoon, Zeherim was never the son his father wanted him to be. Unlike him, the arcane and the study of thereof held no interest for the young elf.
It was instead in the wilderness surrounding Silverymoon that he found his true calling - that of a hunter, tracksman and loyal subject to the god Solonor Thelandira.
Many a year later, after a long and successful life as an adventurer, Zeherim married and returned to Silverymoon to settle down. Eventually he had a son of his own: Haldarim. And for a time all was well.
But that all changed when Haldarim, now a young man himself, disappeared without a word. In his son's room Zeherim could find but but one clue - a letter containing an invitation to something called the Black Pits.
A few months later, Zeherim began to hear rumors of some individual by the name of Baeloth and his so-called Black Pits. Somewhere in Amn, it was said, this foul place located. Zeherim left, knowing full well that these rumors might not true. But for his son's sake he is willing to do whatever is necessary.
Personality: While Zeherim has seen many of the terrors this world has to offer, he has also seen many of its wonders. This is why he, despite being somewhat cynical and enjoying the darkest sort of humor, is still a good and heroic person.
While no longer young, Zeherim is still strong and swift - and he is deadly in battles, striking from the shadows with well-aimed shots of his longbow.
He has a past with Teer Dramondra (see above). They were traveling companions as well as friends in their youth. When they parted ways, they did so without any hard feelings. If they should come across one another in CHARNAMEs party, Zeherim will be shocked by his old friend's drastic transformation. He can aid CHARNAME in redeeming him, seeing as he knows Teer well... or at least used to.
But this times it's a wicked one with an even more wicked druid kit. :P
Name: Antuque Auvryervs
Gender: Male
Race: Half-Drow
Alignment: Neutral Evil
Kit: Lost Druid (see spoiler below)
LOST DRUID: The strangest members of the druidic order, Lost Druids find that many other druids no longer consider them kin. The Lost Druids come from lands that have been maliciously destroyed—forests burned to the ground, swamps drained, mountains ruined by mining, and so on. Rather than try to rebuild or move on, a Lost Druid allows his heart to darken from brooding on the devastation and embraces strange magic to seek revenge.
Advantages:
-Five necromancer spells are added to the Lost Druid's repertoire, all the way up to the 5th priest scroll level. These are listed below:
1st Level: Chill Touch.
2nd Level: Ghoul Touch.
3rd Level: Vampiric Touch.
4th Level: Contagion.
5th Level: Finger of Death.
-6th Level: May use Animate Dead Animals once per day.
ANIMATE DEAD ANIMALS: Upon reaching 6th level, Lost Druids gain an additional power, the ability to animate dead animals. This power is similar to the priest spell animate dead ; however, the druid may use it only once per day, and it affects 1 HD of animals per level of the druid.
- 15h Level: Becomes immune to diseases.
- 18th Level: The Lost Druid is now completely rejected by nature and the circle of life itself—the druid becomes undead. His Constitution score is permanently reduced to 10, and the druid receives a bonus of +20 hit points. The loss of body warmth renders him immune to cold, but the druid takes now double damage from fire. The Lost Druid can now only be healed by reversed heal spells. To the undead druid, heal spells will instead behave like their reversed counterparts, insteadly harming him. Furthermore, the Lost Druid becomes vulnerable to the Turn Undead ability of foes and allies alike.
Disadvantages:
- Cannot Shapeshift.
- Alignment restricted to Neutral Evil.
- Does not become immune to poison at 15th level.
- Does not gain elemental resistances at 18th level or above.
- Can only cast the reversed versions of heal or cure spells.
Druidic Branch: Gray Druid
Granted Powers:
- Controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligent or of animal Intelligence) at 7th level. The gray druid can use this power once per day to control 1 Hit Die of creatures per level. It affects only a 30-yard radius around the druid. For instance, a 10th-level gray druid could control two 5 HD slimes, or one 10 HD pudding. The creatures receive no saving throw, but remain controlled only as long as they stay within 30 yards of the gray druid. An uncontrolled creature reverts to its normal behavior patterns. Control lasts for one turn per level of the druid.
Special Limitation:
- A gray druid has a -2 penalty on saving throws against spells creating bright light, such as continual light.
Deity: Ghaunadaur
Preferred Weapon: Clubs
Likes: The caverns of the Underdark.
Dislikes: Dwarves, especially duergar.
Romance Options: Romanceable by female gnomes, as well as Viconia.
Last Known Location: A large new cavern system. Roughly a two weeks hike away from Ust Natha.
Ability Scores
Strength: 15
Dexterity: 16
Constitution: 10
Intelligence: 13
Wisdom: 17
Charisma: 15
Background: Antuque is part of a small gray druid grove, located in the depths of the Underdark. It's a harsh and dangerous life he lives: mainly tending to the poisonous giant mushroom forests, studying the life circle of oozes or similar amorphous creatures, and listening to the insights of carnivorious ropers. But it's not the flora and fauna which makes the Underdark the deadliest region of Faerun. It's the bottomless wickedness of neighbouring humanoids.
A troop of duergars, armed to the teeth and armored to the eyeballs, intruded into the druid territory without warning. Their sole goal was to fully bleed out the cavern from its precious metals and minerals. The gray druids were nothing but a hinderance in the eyes of the greedy duergars. Even with the aid of Ghaunadaur's children, the druids were not able to hold the gray dwarves.
The desperate stance of the gray druids was finally smashed by merciless shields and dwarven might. Many of his brothers were slaughtered for sport, while others were kidnapped and sold into slavery, or worse. Antuque himself was mortally wounded by the duergar captian and thrown into a deep, lightless gorge... left to rot.
In absolute darkness and disabled from moving, all the half-elf could was listening. Listening of how the duergar set ablaze the majestic mushroom forests and the myconids within. Listening of how they joyfully slaughtered herds of wild deep rothes together with other cave dwellers. At the very end he was damned to listen of how the cavern itself died.
Everything he cared for was finally destroyed by the hands of the malicious duergars. Antuque fell into despair. He cursed his powerless self, who couldn't prevent any of this. But more than anything, he cursed the duergar. Slowly but surely his wounds healed, as he nourished himself from the scarce remaining cave mushrooms on the walls. Consumed by nothing but sheer hatred, the half-drow swore vengeance at any costs neccessary.
I drop more info here if i find something anyway.
+1 like on account of awesome picture alone. Other than that, he seems quite interesting and surprisingly balanced.
Kanamar
Male Human
Bard - Chorister of Ilmater (modified Song & Silence Chorister Kit)
Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister.
Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate.
Advantages:
- Knows a small selection of divine spells. These are accessed and memorized as Mage spells:
Level 1: Armor of Faith, Cure Light Wounds, Doom
Level 2: Chant, Draw Upon Holy Might, Slow Poison
Level 3: Cure Medium Wounds, Glyph of Warding
Level 4: Defensive Harmony, Holy Power
Level 5: Mass Cure
Level 6: Bolt of Glory
Healing Necromancy:
- Can absorb negative status effects from party members (3/day) - The effect will be transferred to the Chorister of Ilmater for the rest of it's duration. It can be removed, healed or disspelled by normal means. Effects that alter the party member can not be absorbed (Polymorph, Petrification).
Absorbable effects:
Level 1: Fatigue, Fear/Moral Failure
Level 3: Blindness, Deafness
Level 6: Hold, Poison/Acid, Disease/Illness
Level 9: Miscast Magic, Silence, Curse*
Level 11: Confusion/Domination
* status effects of the curse will be transferred to the Chorister of Ilmater; the cursed item will remain on the original character and must be removed by normal means. This will allow to take the item off and remove the effects from the Chorister.
Level 15:
- If hitpoints are 10 % of total or lower - auto-uses "Aura of Compassion" (5" AoE - all hostile creatures within the area of effect are allowed save vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell, otherwise they suffer the effects of the mage spell Confusion for 2 rounds.)
Disadvantages:
- Only has one-half normal Lore value
- Only has one-half Pick Pockets percentage
- May not learn spells of Evocation & Transmutation
Neutral Good
13/16/14/16/15/16
Preferred Weapon: Quarterstaff, Crossbow
Found: Baldur's Gate, Temple of Ilmater (BG1), The Slums (BG2)
Backstory: Kanamar is a devoted worshipper of Ilmater. He has served the temple for almost 30 years as a chanter. As a boy, he learned that his mother died in childbirth and blamed himself for her death for many years. One day, a travelling worshipper of Ilmater came to his village and when she saw the family's struggle, she took the place of the deceased mother; raising the children, working on the farm, helping them to deal with their loss. When asked about her reasons, she introduced Kanamar and his older siblings to the teachings of Ilmater, which finally helped him to forgive himself for the percieved guilt. Inspired by this experience, he dedicated his musical skills to Ilmater.
Despite his rather depressing faith, Kanamar is a friendly, if quiet person who loves nothing more than a good song or story. After chanting in the temple for so many years, he actually enjoys the liberty to sing a drinking song every now and then.
Quests:
BG1: When charname first encounters him in the Temple of Ilmater, Kanamar asks you to accompany him to the Flaming Fist prison. (10 days timer; if this demand is not met, he will leave the party for good). If you go there with him, he will talk to Neb and offer his forgiveness. Neb will claim to be repentant, and Kanamar begins his journey to suffer for Neb's crimes and stay in your party.
BG2: Charname can find Kanamar the slums, wandering around and healing beggars with his own lifeforce (he will be at 50 % health when joining). He will ask for help to track down Neb, who turned out to be not as repentant as he claimed. Once Neb is found and dealt with, Kanamar will stay in the party to carry the burden of Neb's new crimes.
NPC Relationships:
Gets along well with Viconia (who remarks this male knows his place), Korgan (who enjoys drinking songs), Jaheira (who finds him wise and actually quite uplifting), Rasaad and Nalia (obviously).
Doesn't get along with Jan (who finds him depressing), Neera (finds his religion bewildering, haha, pun!) and Dorn (won't respect or trust a man who willingly suffers instead of making others suffer).
Stats:
16
15
16
10
18
14
Looks: Red hair, hazel eye, badly scarred, misses one eye and ear, has a beauty mark on her left cheek
Homeland: Unknown to all but herself
Introduction: Seated atop the figurehead of the ship you spot a green-skinned women with crimson hair. As you come closer, she turns in order to focus on you instead of the ocean. The right side of the half-orc's face is hideously scarred; by fire, no doubt, and it seems to have claimed both an eye and one ear. Even so, her remaining hazel eye are full of confidence. "Aye, yer the new 'friend' of Sae- I mean, captain Havarian? Right pleased to meet ye. I'm Gharla Kjrn."
Personality: Good-natured and humorous, Gharla tries to live each and every day to its fullest. She worships Tymora, believing that Lady Luck is the sole reason she survived the fire that almost took her life.
How she works with the other NPC's: She becomes good friends with Aerie after their initial clash of opinions on what beauty truly means. She finds herself attracted to Dorn despite her better judgement. While she's not liked by all of the NPC's, she's certainly respected for her strength of character.
Story: Of her own past Gharla has little to tell. As a young girl she nearly died to the fire that claimed half her face. Had it not been for an elderly cleric of Tymora, she would not have been here. She seems to had cared a great deal for him despite - or perhaps due to - her reluctance to speak further of him.
She has sailed with Havarian for a almost an year now, serving as the crewmens' healer. Behind her back the crew calls her 'half-face' and freak. But Gharla just shrugs it all off. For whatater moniker she might be given, she will never change.
Name: Fhacaryn Hammerthrow
Gender: Female
Race: Svirfneblin
Alignment: Lawful Neutral
Multiclass: Fighter/Illusionist
Deity: Callarduran Smoothhands
Preferred Weapons: War Hammer (Throwing Hammers).
Preferred Fighting Style: Single-Weapon Style.
Likes: Rubies, shadow plays, learning new things, dry wines.
Dislikes: Cooking, unpunctuality, drow.
Romance Options: Romanceable by male gnomes and dwarves alike.
Last Known Location: A new pup, somewhere in the non-drow part of the Underdark.
Ability Scores:
Strength: 16
Dexterity: 14
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 9
Svirfneblin Ability Score Adjustments:
+1 to Wisdom; +1 to Dexterity
-1 to Intelligence; -2 to Charisma
Innate Racial Abilites:
- All svirfneblin can cast blindness, blur, and change self once per day. Deep gnomes also radiate non-detection identical to the spell of the same name. Deep gnomes have 120-foot infrasion. All deep gnomes are 20% magic resistant, gaining an extra +5% magic resistance for each level they attain above 3rd. They are immune to illusions, phantasms, and hallucinations. Because of their high wisdom, speed, and agility, they make all saving throws at +3, except against poison, when their bonus is +2.
Background: Fhacaryn is a young, 95 years old deep gnome chef apprentice who calls a small svirfneblin city her home, carefully hidden somewhere in the lightless depts of the Underdark. Differently from their rock or forest gnome cousins, the society of deep gnomes is strictly divided between sexes; females are in charge of food production and running the city, while males patrol its borders and mine for precious stones. However, our dear deep gnome lass couldn't quite fit in into her womanly duties. No matter how much she tried... even the simplest dish ended up as unedible dark matter.
It came later to light that she had far more talent in fighting than cooking, when suddenly a scouting party of lizard-riding drow showed up at the ceiling. Many of the men went mining gem stones and the remaining ones had a hard time dealing with the ferocious dark elves on their own. When one of her co-workers was about to be slashed by a dark elf's sword, Fhacaryn instinctively reached out for the meat hammer and threw it with all her might right into the face of that drow bastard. No one hurts the restaurant personnel on her shift!
Determined to drive out the drow out of her hometown, Fhacaryn joined the defense of the city while still grabbing the meat hammer. Thanks to the battle prowess of the militia, their illusional arts, earth elementals and the timely return of the miners, the svirfneblins succeeded in protecting their city from the dark elves. It was in this heroic battle when Fhacaryn earned herself the nickname "Hammerthrow".
Edit: Downgraded her stats a bit. Hopefully she's now more to everyones liking.
Personally I think it makes for a great gnome portrait, so I underdark-ified it a bit and choosed it for Fhacaryn.
I like the idea behind Fhacaryn but she's vastly overpowered. Stats that praticly equal Sarevok, 100% magic resistance at level 19, immune to illusions, bonus saving throws, spell-like abilties. And her penalty is a -1 to intelligence (which she's got maxed out at 17) and Charisma (which is useless to her).
Tone her down and we have a winner!
Stats:
12
14
16
18
16
8
Looks: Silver-white hair (beard), dull black eyes, ashen-grey complexion, gaunt and lanky, tattoos on both arms and legs, clad in beggar's rags
Homeland: The Underdark
Current location: Graveyard District, Athkatla
Introduction:
Talgrim: "...last time, surface dweller: Unless you have a corpse with you that I can bury, leave me be. I am a simple grave digger."
Bodhi: "And yet I sense a great deal of power in you, old one. My kin and I know this to be true."
Talgrim: "You and your kin know nothing. What's this? *More* pestering strangers?"
???
Story: An exile from from the Underdark who dabbles in the darkest and foulest of arcana. Whatever crimes he must have commited for warranting his exile, they must have been terrible indeed.
He is in truth a powerful necromancer, hellbent on overcoming that which he fears the most - death. Under the guise of a grave digger, he has been able to collect a fair amount of gold for his services... not to mention the nigh-countless organs he has been able to harvest.
His ultimate goal, it would seem, is to attain lichdom. With your aid, this can very well be realized... but in so doing you lose him as a party member. Instead he will thereafter serve you as a merchent of exotic goods.
BTW: I'm unclear on the rules for voting. Can you vote for everything you like, or is each person supposed to only vote one time?
Oh Fhacaryn is so pretty! Um, how is her name pronounced?
The pronunciation of Fhacaryn would be "Wakarünn". Probably. Perhaps. Maybe...