Ruins of Adventure
Curufinwë Nightstar of The Elven Court
Curufinwë Nightstar, is A tall dark haired elf of stark complexion, possessing sharp features and pale grey eyes, like a rocky northern sea coast. Dressed in well-made travelling clothes of elven manufacture, in tones of Asparagus, Aquamarine, Bottle Green, British Racing Green, Chartreuse, Emerald, Fern Green, Forest green, Hunter green, India green, Kelly green. Jade, Jungle green, Lime, Mint, Phthalocyanine Green G, Olive, Pear, Pine, and Shamrock. Also, Teal, Turquoise, Verdigris, Vert, and Viridian,
Curfinwe Planes Info
Four Planes he has visited:
1. The Outlands (aka Concordant Opposition)
2. Elemental Plane of Air
Gate Key from Faerun to Outlands, In the Quivering Forest, at the site of an old well with concentric rings of old stones set about it…
Homeland: Elven Woods
Class: Fighter / Mage / Thief
Alignment: Neutral Good
Experience: 12,564 (ready to level)
Next Level: 16,000 / 10,000 / 10,000
Max Level: 9th / Unlimited / 10th
Ability Scores: (racial modifiers already included)
|Stamina||10(12)||Weight Allowance 40 lbs.|
|Muscle||14||Max Press 170 lbs.||Feat of Strength 23%|
|Balance||16||+1 Surprise||+2 AC|
|Health||15(18)||System Shock 85%||+0 PSPs|
|Fitness||15||Resurrection N/A (Elf)||+1 hp / level|
|Reason||9||Max Spell Level 4th||Max Spells/Level 11|
|Knowledge||13||+3 Proficiencies||Bonus Paths +1||Learn Spell 55%|
|Intuition||15||+5% Earned XP|
|Leadership||13||Max 5 Henchmen|
- Movement: 9 (lightly encumbered)
- Initiative: +0
- Surprise: +1 (-6 on opponent’s rolls)
- NPC Reaction: -2
- Humans’ reactions are automatically one step lower.
Hit Points: 26
Armor Class: 17 (Dex+2, Elven Chain+5)
Base Attack Bonus: +3
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 12
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Subjugating Lynx||1 / round||+5||1d8||1d8||5||melee||Target save vs. rods or +8 penalty to Init for 2d4 rounds.|
|Longsword||3 / 2 rounds||+4||1d8+2||1d12+2||5||melee||Specialized|
|Dagger||1 / round||+1||1d4||1d3||2||melee or 10/20/30||Non-proficient.|
|Heledring Elven Bow +2||2 / round||+6||1d8+2 (+4)||1d8+2 (+4)||5||30/60/120/180||Specialized|
|Heledring Elven Bow +2||3/2 / round||+6||1d6+4||1d3+4||2||Melee||Specialized|
|Heledring Bastard Sword +2||1 / round||+3||2d4+2||2d8+2||6||Melee||Non-proficient|
|Heledring Maul +2||1 / round||+3||2d4+2||1d8+2||9||Melee||Non-proficient|
|Burning Arbalest||1 / 2 rounds||+1||2d4+1||2d6+1||10||80/160/240|| +3d6 fire damage on Crit.
- Available Groups: Academic, Detection, Larceny, Martial, Social, Sorcerous
|Modern Languages (Common)||13||bonus from Elf|
|Modern Languages (Espruar)||15||bonus from Elf|
|Modern Languages (Planar Slang)||13||bonus from Planeswalker|
|Ancient Languages (Auld Cormanthan)||13||bonus from Homeland|
|Secret Languages (Thieves’ Cant)||13||bonus from Thief|
|Literacy||Knowledge 13(+1)||bonus from Mage|
|Climbing||Balance 16 (+2)||free for all characters. +Balance from Thief.|
|Animal Lore||Knowledge 13(+0)||bonus from Homeland|
|Hiding||Reason 9 (-1)||bonus from Homeland. +5 in Wilderness|
|Tracking||Intuition 15(+0)||bonus from Homeland|
|Netherworld Knowledge||Knowledge 10 (-3)||bonus from Planeswalker|
|Direction Sense||Intuition 15(+1)||bonus from Planeswalker|
|Survival (Outlands)||Reason 9(+0)||bonus from Planeswalker|
|Planar Sense||Intuition 15 (-1)||required by Planeswalker|
|Portal Feel||Intuition 15 (-3)||required by Planeswalker|
|Disarm Traps||Knowledge 13(+0)||2 slots|
|Locksmithing||Aim 14(+0)||1 slot|
|Detect Magic||Intuition 15(-2)||2 slots|
|Mental Warmth||Leadership 13(+0)||2 slots|
|Blind Fighting||—||2 slots|
|Runecraft||Knowledge 13(+2)||1 slot|
|Two Weapon Style||—||1 slot (used weapon)|
|Ancient History (Cormanthor)||19||Heledring|
- Longsword, Specialized
- Elvenbow, Specialized
Wizard Spells: Caster level 3rd (1st in Armor)
Paths Known: Apprentice’s Path, The Chromatic Path, The Enchanter’s Path, The Long Road, The Path of Stars, The Road of Pentacles
- 1st level: Read Magic, Cantrip, Conjure Spell Component, Detect Magic, Read Magic, Wizard Mark, Chromatic Orb, Color, Color Spray, Charm Person, Due North, Farseer, March,
Dancing Lights, Fire Burst, Slingstar, Find Familiar
- 2nd level: Protection from Cantrips, Sinister Cantrip, Wizard Lock, Flash, Hypnotic Pattern, Protection from Charm, Warp Sense, Calder’s Starry Sky, Fire Shuriken, Flaming Sphere, Infratorch, Rainfire,
- Prepared Spells:
- 1st: Color Spray, Charm Person
- 2nd: Wizard Lock
-Has cast ‘March’, ‘Due North’, ‘Warp Sense’, ‘Protection From Cantrips’, and ‘Read Magic’, upon himself. ‘Prot. From Evil’ cast by Falthrin. and ‘Bless’, ‘Water-Breathing’ by AGgen…Assuming they are permanent effects in swamp.-
- Cash: 19gp 1sp
- Heledring (10 lbs)
- Spell Component Pouch (1 lb, 5gp)
- Longsword (4 lbs, 15gp)
- Dagger (1 lb, 2 gp)
- Quiver w/ 29 Heavy Quarrels, 30 Sheaf Arrows, 3 Silver Arrows (*lbs)
- Gnomish Cloak (12 gp) (+1 to Hide?)
- Lock Picks 1 lb (lent from Seabhag)
- Belt (3sp)
- Wide leather girdle (3 gp)
- Large Belt Pouch (1 lb, 1gp)
- Scabbard (4 gp)
- Leather Backpack (2 lbs, 2gp)
- 1/2-in Hemp Rope, 100-ft. (18 lbs, 1gp)
- Good quality, though nothing fancy, breeches, drawers, hose, cote, doublet, and linen shirt, courtesy of The Baron (All turned to shades of Green via ‘Color’ spells)
- Maglor’s pilfered Elven Bread (1/2 lbs)
- Broken iron shackles and chain, that held a demon for four hundred and eighty six years, three months, and eleven days without so much as a morsel…
- Elven Chainmail (20 lbs)
- The Subjugating Lynx (7 lbs)
- Burning Arbalest (14 lbs)
- Howling Rags
- Boots of Elvenkind
- 2 Multiplanar Mushrooms
- Potion of Fire Resistance
- Wizard Scroll w/ Conjure Elemental Kin and Wall of Fire
- Wizard’s Grimoire (3 lbs)
- Portal Key (consult with DM)
- Medallion of Friendship
- Alicorn Arrows x3
- Cloak of Elvenkind
- Mornhaven’s Path
Base Speed: 12
Total Weight of Gear: 81.5(??) lbs. (light load)
|Weight||0 – 40 lbs.||41-82.5 lbs.||83.5-125 lbs.||126- 167.5lbs.||168-170 lbs.||170 lbs|
- Gain 1 weapon proficiency slot per 3 Fighter levels.
- Gain 1 non-weapon proficiency slot per 2 Thief levels.
- Weapons Allowed: Any weapons.
- Armor Allowed: Any Armor or Shields.
- A wizard wearing metal armor has their effective casting level decreased by one-half the AC bonus granted by the armor (thus a wizard in Scale Mail would cast spells as if he were 2 levels lower), to a minimum caster level of 1st. Note that a 1st-level wizard is thus immune to this drawback, and encouraged to use armor to defend himself.
- Climbing attempts, and all Balance based non-weapon proficiencies suffer a -1 penalty per 10 lbs of armor worn (thus Field Plate imposes a -6 penalty). In addition, they suffer a -1 penalty per level of Encumbrance above unencumbered. These penalties are .
- A fighter can operate heavy war machines when he reaches 4th level.
- A fighter can supervise the construction of defenses when he reaches 6th level.
- A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level.
- All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
- Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).
- Use Scrolls: Starting at 10th level, any Thief with the Literacy proficiency may attempt to use both Wizardly and Priestly magical scrolls by making a successful Literacy check. On a failed check, the scroll backfires in some way.
- Thief Followers: Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows.
- Fighter Followers: Once a fighter reaches 10th level, he attracts his first unit of followers.
- Elf Racial Abilities:
- Elven infravision enables them to discern gradients of heat within 60 feet in darkness. In addition, an elf’s keen senses allow him to purchase Detection Proficiencies for the normal cost, regardless of his class.
- Elven characters are immune to all Sleep and Charm inducing spells. This does not apply to sleep or charm inducing poisons or monster abilities that would require a saving throw type other than a save vs. spells.
- Elves require only half the amount of sleep compared to a human. An elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
- Used to living in wild, open lands, and dressing in ridiculously inappropriate clothing and armor, Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
- An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
- Thief Abilities:
- All Thieves are exceptional climbers. They do not suffer the normal penalty for free climbing (climbing without tools), and gain a bonus to Climbing checks equal to their AC bonus from Balance if any.
- All Thieves gain a bonus to surprise opponents, but only if the cleric is not in metal armor. Even then, the thief must either be alone or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the thief must open a door or screen to attack, this penalty is reduced to -2. If the thief gains similar abilities from another source, such as being an Elf, the penalty is increased by 2.
- Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Balance bonuses) and deal double (2x) normal damage with the blow. The multiplier applies only to the base damage of the weapon before modifiers for Muscle, specialization, or magical bonuses are added. The weapon’s standard damage is multiplied. Then bonuses are added.
- Fighter Abilities:
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon.
- As a master of weapons, the fighter is the only character able to spend weapon proficiency slots to attain Weapon Specialization and Weapon Mastery. Weapon specialization and mastery enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in or master a weapon; the choice is up to the player.
- Homeland Abilities:
- Due to long memories of the fall of the Elven Court by the so-called “Army of Darkness”, elves of the Elven Woods get a bonus when fighting creatures like those they blame for bringing Myth Drannor low. This bonus reflects their sheer hatred of all other races, amplified by their years of isolation and constant reinforcement by their elders. Curufinwe adds a +1 bonus to attack rolls against Goblins and Tanar’ri.
- The rugged nature of their lives over the past few years has made adventurers of the elven woods more hardy than their fellows in other regions. Because of this, all characters of the elven woods use the next large Hit Die (i.e. Wizards use a d6, Fighters use a d12, etc.).
- When they are in a wilderness environment, these elves can make excellent use of natural cover to conceal themselves. In such a setting, they receive a +5 bonus to Hiding proficiency checks. (included above)
- Planeswalker Abilities:
- Planewalkers begin with a simple portal key connecting two locations of the player’s choice (which may or may not be anywhere near where the campaign begins).
- Planewalkers know the dark of various planar entities that can only be hit by magical weapons. They reduce the required enhancement to strike a creature by one step-to a minimum required enhancement of +1 (they still can’t harm creatures requiring magic weapons with a mundane weapon).
- Planewalkers have contacts scattered throughout the planes. The player should pick three planes where his character “knows someone”. These contacts may be friends, mere acquaintances, or even bashers that the planewalker knows only through mutual acquaintances. Nevertheless, they can be sources of information and help. The player should work with the DM to flesh out these contacts as NPCs (see planar contacts for some examples).
- Having dealt with the races and creatures native to the planes since their first days as apprentices, planewalker spellcasters have had to cope with magical resistance. When casting a spell at a creature with magic resistance, the planewalker reduces the resistance by 5%, plus 1% per level of the planewalker.
- Since a planewalking caster cannot rely on his spells working as he moves about the planes, planewalkers tend to hone their combat abilities. On any plane where his spellcasting powers are diminished, a planewalker gains a +1 bonus on attack and damage rolls. Non-caster planewalkers do not receive this benefit.
- Planewalkers can use a Climbing check as a more general “get around in nonstandard or nonhorizontal environments” check. The character has the same chance to wend his way through the mechanisms of Mechanus, climb along the jagged mountains of Gehenna, or navigate plains of broken volcanic glass on Baator.
- Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
- Elves of the Elven Woods see themselves as the elite of an elitist race. Their arrogance and isolationists’ ignorance of social conventions beyond those of the Elven Woods very often alienates those around them. The result is a -2 to all reaction rolls when talking with NPCs.
- Because of their distrust of mankind, elves of the Elven Woods can be difficult for human men and women to get along with. They have short tempers and always assume that humans are out to get them. NPC reactions with humans are always one step lower, and can never result in a “Friendly” reaction.
- As sworn guardians of the remnants of the Elven Court, these elves may be called back to the Elven Woods if a great crisis looms. These elves have an almost mystical instinct that “things are not well back home.” Rather than risk failing their guardianship, no Elven Woods elf will ever venture more than 200 miles beyond the limit of Cormanthor’s treeline. If the elf ventures beyond this limit, his shame and yearning for home causes him to earn no experience points until he returns to the Elven Woods.
- There is always a plane that a body can’t quite get the hang of-no matter what. To reflect this, the player should decide on one plane (subject to DM approval) where the planewalker can’t make any spell keys work. No matter what, the planewalker will never be able to understand how magic on that particular plane works, even with the proper keys.
Curufinwë’s hobbies include; wearing green clothing of all shades of green. Smoking his (currently stolen) gnomish pipe while discussing animal lore and netherworld knowledge. Smithing, picking and collecting locks. Identifying, discussing and drawing and tracing runes, sigils, symbols, signs, and glyphs on all manner of flat surfaces as he walks to and fro, while clad in green. . As well, he enjoys moving silently and hiding in shadows, often while tracking things, mostly animals, but sometimes people, and even monsters occasionally.
He is noted by companions for his long bouts of sullen-broody silence, and even longer bouts of long-winded, overly descriptive, alliterative, self indulgent monologue, wherein he will go on, and on, and on until all within earshot have left the room, or moved far away. From time to time he will intermittently narrate what is happening around him, in rhyming verse.
He is generally distrustful of drow, dwarves, gnolls, goblins, hobgoblins, humans, orcs, ogres, tanar’ri, trolls, and yugoloths. But has found he enjoys the company of Halflings, who seem to take great interest and pleasure in his descriptive tales of travel.
Birthed in the travelling community Cormesta on the banks of the Elvenflow in 1230, by Dale Reckoning, Year of the Long Watch. A descendant of a once proud noble house of old Elven Court, Nightstar, that has been in decline for
nearly two thousand years exactly one-thousand, one-hundred, and one years.
After a term of service in the patrols of Cormanthor, that was spent mostly by defending against and harassing aggressive centaurs on migratory routes through the woods, he left the leafy bows of that land, seeking the heirloom sword of his once noble house, the lost sword Heledring.
At some point in his far ranging and generally misfortunate travels Curufinwë fell down a talking ‘wishing-well’ that he assumed to be the legendary Pool of Radiance, in actuality it was a ‘gate’ to another dimension. From this point he traveled, for an indeterminable number of years, throughout the inner and outer planes of existence, though mostly wandering the Outlands, with a troupe of bards and rangers exiled from Arcadia, and is only very recently returned to Faerûn.
Heledring (literally “The Glass Hammer”) is an ancient family heirloom of house Nathron’dan’Luemiin (Nightstar in the Common tongue of the Realms), the sixth greatest house of the Eldren of Myth Drannor. The scions of House Nathron’dan’Luemiin were famed for their talent as Skyrider’s—serving in the armies of Cormanthor, and later the Noga Empire and Evermeet—and for their fierce opposition to the opening of Myth Drannor to other races. Being martial champions of the Cormanthan capital, the Coronal presented House Nathron’dan’Luemiin with this unique “Blade”.
Following the fall of Myth Drannor, the surviving scions of House Nathron’dan’Luemiin fled north to seek refuge with the Coronal’s cousin, Arasheth, the Necromancer-King of Nog. They were granted lands on the south-eastern edge of the Nogese Empire, in what is now the Twilight Marsh. The Nightstars abandoned their new home shortly after imprisoning a powerful Tanar’ri therein. To cage it, they built an underwater warding chamber, leaving Heledring to seal the cage. They then attempted to sink the towers beneath the ground and seal them in stone so that no one could ever release the Tanar’ri.