Ruins of Adventure
Roland Aram’s second son takes after his mother — he is, for the most part, a poncy, entitled brat. Like his siblings, he was sent away to boarding school in Thentia, and thus does not share many of his parent’s prejudices — though that does not in any way stop him from acting like a spoiled rich boy. His family’s present circumstances and their loss of wealth, home, and station has left him even more sullen than usual (though this is an act).
Unknown to anyone save his younger sister Hermia Aram, Secundus was secretly recruited into “Those That Harp” during his time at school. The rest of his family just think he is a Bard (and not a particularly good one), and write-off his outspoken opposition to the Zhentarim as just good, old-fashioned Hillsfarran rivalry.
Homeland: Moonsea City-States
Alignment: Non-Lawful, Non-Evil
Experienceh: 40,183 (ready to level)
Next Level: 32,000
Max Level: Unlimited
|Balance||16||+1 Surprise||+2 AC|
|Con||14||Health||12||80% System Shock|
|Fitness||15||+1 hp / level|
|Int||14||Reason||9||Max Spells/Level 11|
|Knowledge||18||+7 proficiencies||Learn Spell 80%|
- Initiative: +0
- Surprise: +1
- NPC Reaction: +0
Hit Points: 29
Armor Class: 17 (Dex, Chainmail)
Base Attack Bonus: +4
Saves: Immune to Magic Missiles, Lighting, and Divination/Clairsentient effects
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 13
- Petrification/Polymorph: 12
- Breath Weapon: 13
- Spells: 14 (+5 vs. Enchantment/Charm)
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Double Crossbow||1 / 2 rounds||+4||2d6+1||2d6+1||7||40 / 100 / 160||Silver|
|Morningstar||1 / round||+4||2d4-1||1d6||7||melee||Silver|
Thief Skills: (in armor)
|Pick Pockets||—||Hide in Shadows||33% (-2%)|
|Open Locks||—||Hear Noise||25% (10%)|
|Find/Remove Traps||—||Climb Walls||50% (25%)|
|Move Silently||51% (1%)||Read Languages||—|
Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, Wizard, Psionicist
|Modern Languages (Common)||13||Ancient History (Moonsea)||12|
|Modern Languages (Tharian)||13||Local History (Moonsea)||11|
|Modern Languages (Cormanthan)||13||Elemental Resistance||13|
|Sign Language (Harpspeak)||15||Information Gathering||13|
|Bulwark||13||Display Weapon Prowess||13|
Crushing and Cleaving Weapons Broad Group
Crossbows Tight Group
Blades Broad Group
- As members of the upper class, dilettantes are well-treated by most commoners and minor nobles, and receive a +1 bonus on NPC reactions against such characters.
- All natives of these city-states receive a 5% discount on starting equipment prices, and on all goods bought when in Thentia or Melvaunt.
- 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).
- All characters from the city-states begin play with a small pool of individuals who pay them money to keep some secret hushed up. This results in a monthly income equal to 25 gp per level of the character. The player running the character is free to seek out other sources of income, including other “customers”, but this base is always available without any role-playing on the player’s part.
- At 5th level, the Harper gains the ability to pass without trace once per day. For every three levels attained thereafter, the Harper can affect one additional creature (two creatures at levels 8-10, three at levels 11-13, etc.).
- Identify Rune: This ability is used primarily to determine the meaning of a particular rune left behind by a fellow Harper, but can also be used to identify other runes, including magical glyphs and symbols created by spells and the runes used by Runecasters.
Since most Harpers leave signs as to which trail is safe or the location of a hidden cache of items, the ability to correctly identify the rune is important. This ability can identify a rune that the character has never seen before. Once a PC has learned a certain rune, there is no need to check each time that rune is found.
A successful identify rune check can also inform the Harper as to who left the rune. This can only be accomplished if the author of the rune has his own distinctive mark, of course, and many mages and runecasters have their own unique styles as well.
A successful check also tells whether the rune is true or not. A successful check (with possible DM modifiers) indicates that the Harper sees a flaw with the symbol. “It looks as though this rune has been altered to appear as if it was false, when it is, in fact, true.”
- Mooneyes from the city-states suffer a -2 on NPC encounters with anyone not native to the Moonsea.
- Dilettantes receive a -2 penalty on NPC reaction rolls from any serious artist or scholar, as these individuals are annoyed with the superfluous dabbling of the dilettante.
- Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
- At the start of every month, immediately after he receives his “hush money,” a character of this type must make a Leadership check. If the character passes the check, there are no harmful side effects of their blackmail “business”.
If the character fails the check, one of the “customers”, has decided to do away with the character. The DM should role-play the encounter.
- Those who have made the decision to commit their lives to Those Who Harp must agree to abide by the Code of the Harpers. While this reference is not intended to cover every aspect of Harper conduct, the central points are:
- Harpers work against evil wherever they find it, always mindful of the consequences of their actions.
- All beings should walk free of fear, with the right to live their lives as they wish.
- Laws are good so long as they are just and those who enforce them are lenient and understanding.
- No extreme is good; there must be a balance in all things.
- Pride never rules the deeds of a true HarperNo task is too menial, no assignment too routine.
- Harpers police their own; traitors to the harp must die.
- History provides the light by which a Harper can see the future stretched out before him.
- Harpers must never knowingly perform an evil act. If they do, they are immediately stripped of all special abilities and become normal fighters. Only a properly worded Wish that negates their evil act, or a suitable quest can restore their status as Harpers. Harpers under magical control who perform an evil act must atone for their actions. Such atonement could take the form of an NPC priest casting atonement, or it could be as simple as slaying the one responsible for the control.
- Since the dilettante does not fully understand the magical forces he summons, he must make a Reason check every time he attempts to cast a wizard spell. A failed check results in a failed spell. A natural 20 on the check results in a wild-magic surge.
- A dilettante prefers high quality equipment and fashionable clothes. Thus he always spends an extra 10% more than the listed price for everything he buys. He pays this additional amount even for items not actually worth the additional cost. Appearances must be maintained, after all.
- Dilettantes suffer a -2 penalty on all morale checks and saving throws vs. fear, horror, or madness.
- Because of their lack of ambition to study anything in depth, dilettantes may never spend any proficiency slots on improving non-weapon proficiencies and suffer a -1 penalty on all non-weapon proficiency checks.
- A dilettante may never specialize in weapons or fighting styles, regardless of his class.
Wizard Spells: Caster level 5th
Paths Known: Genie’s Path, Mordenkainen’s Path, Otto’s Path, Parched Road, Path of the Merlane, Sheltered Road, Windwielder’s Path
- 1st level: Alter Normal Winds, Elemental Burst, Enhance Trait, Insulation, Mordenkainen’s Protection from Avians, Otto’s Chime of Release, Waterbane
- Prepared Spells:
- 1st: Elemental Burst, Otto’s Chime of Release
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any weapons.
- Gain one 1st-level spell every even-numbered level. Learn Paths as a Rogue.
- A dilettante may buy two non-weapon proficiencies for the price of one. By spending half the normal number of slots (half-slots are allowed), he learns the proficiency but gains only half the normal proficiency score.
- Starting at 6th level, a Harper begins to recognize and interpret other forms of sign language, such as that used by the drow or the ‘clan signs’ used by various Spy organizations. A percentile check allows the Harper to recognize and understand the basic meaning of any signal or conversation that he can see.
- At 7th level, they can make 3 attacks every 2 rounds.
- A Harper of 10th level who constructs a stronghold has decided to maintain a base of operations. Once a stronghold has been built, the Harper attracts followers as a Fighter of her level would.
- At 10th level, the Harper attracts 2d6 elite troops. Harpers who do not build a stronghold still attract other creatures with goals similar to their own.
- At 13th level and up, they can make 2 attacks per round.
- Hush Money: 125gp per month
- Harper’s Pin (hidden under clothes)
- Chainmail (40 lbs)
- Yellow Satin Shirt, Red Surcoat, White scarf, Floppy Hat, Pantaloons, Hose, Silent Shoes
- Money Belt (17gp)
- 2 Large Belt Pouches
- 2 flasks Greek Fire (4 lbs)
- 2 vials Holy Water
- Wire Cutters
- Waterproof Tinderbox
- Case w/ 20 Silver Crossbow Bolts (1 lb)
- 2 Large Belt Pouches
- Double Crossbow (10 lbs)
- Silver Morningstar (12 lbs)
Base Speed: 12
Total Weight of Gear: 63 lbs.
|Weight||0 – 45 lbs.||46-69 lbs.||70-93 lbs.||94-116 lbs.||117-139 lbs.||140 lbs|