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: Thentia (by way of Hillsfar)
Alignment: Neutral Good
Experienceh: 108,707 (ready to level – 7th)
Next Level: 75,000 (150,000)
Max Level: Unlimited
|Stamina||11||Weight Allowance: 45 lbs||Movement Bonus +0|
|Muscle||13||Max Press 140 lbs||Attack +0||Damage +0||Feat of Strength 20%|
|Aim||11||Missile Attack +0|
|Balance||16||Surprise +1||AC +2|
|Health||12||System Shock 70%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||15||Resurrection 92%||Hit Points +1 / level|
|Reason||9||Max Spell Level 4th||Max Spells/Level 11||PSPs +0||Illusion Immunity: none|
|Knowledge||18||Bonus Profs +7||Bonus Paths +4||Learn Spell 80%|
|Intuition||11||Spell Failure 0%||Bonus Runes +0||Bonus Spells||Earned XP -10%|
|Willpower||16||Mental Save +3||PSPs +1||Spell Immunity: none|
|Leadership||13||Max Henchmen: 5||NPC Loyalty +0|
|Appearance||11||NPC Reactions +0|
NPC Reaction: -2
- +1 vs. Commoners and minor nobility
- -2 vs. serious artists or scholars
- Surprise: +2
- Initiative: +0
- Movement: 12
Hit Points: 35
Armor Class: 17 (Dex, Chainmail)
Base Attack Bonus: +5
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)
- Fear: 12
- Horror: 18
- Madness: 18
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Double Crossbow||1 / 2 rounds||+5||2d6+1||2d6+1||7||40 / 100 / 160||Silver|
|Morningstar||1 / round||+5||2d4-1||1d6||7||melee||Silver|
Non-Weapon Proficiencies: -1 all scores
- Available Groups: All Groups
|Modern Languages (Common)||17|
|Modern Languages (Tharian)||17|
|Modern Languages (Zhent Argot)||17|
|Modern Languages (Telpi)||17|
|Modern Languages (Aglarondan)||17|
|Sign Language (Harpspeak)||19|
|Ancient History (Moonsea)||16|
|Local History (Moonsea)||17|
|City Familiarity (Phlan)||17|
|Information Gathering||10||+2 from Street Sense.|
- Clubbing Weapons Tight Group
- Crossbows Tight Group
- Short Blades Tight Group
- 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).
- At 5th level, the Harper gains the ability to Pass without Trace (as the spell) 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.).
- 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 (150gp). 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.
- 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.
- Dilettantes who are non-spellcasters gain the ability to cast one 1st-level wizard spell for every two levels he gains (round down). He learns paths as a rogue, but does not automatically gain access to any paths (he must find a spellbook or find someone to teach him). Since the dilettante does not fully understand the magical forces he sumons, he must make a Reason check every time he attempts to cast a spell. A failed check results in a failed spell. A natural 20 on the check results in a wild-magic surge.
Wizard Spells: Caster level 6th
Paths Known: Enchanter’s Path, Genie’s Path, Mordenkainen’s Path, Otto’s Path, Parched Road, Path of the Merlane, Road of Pentacles, Windwielder’s Path
- 1st level (8 of 11): Alter Normal Winds, Charm Person, Elemental Burst, Enhance Trait, Find Familiar, Mordenkainen’s Protection from Avians, Otto’s Chime of Release, Waterbane,
- 1st: Charm Person, Elemental Burst, Otto’s Chime of Release
Harper Code: 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 Harper—No 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.
- These characters have only the normal Moonsea native bias to overcome. Mooneyes from the city-states suffer a -2 on NPC encounters with anyone not native to the Moonsea.
- Anyone attempting to pick a Mooneye’s pocket gains a +2 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.
- A dilettante prefers high quality equipment and fashionable clothes. Thus he always spends an extra 5% 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 gain weapon specialization or mastery, regardless of his class.
- 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.
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any Weapons
- 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 (after applying modifiers).
- At 7th level, they can make 3 attacks every 2 rounds.
- At 13th level and up, they can make 2 attacks per round.
- 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.
- In addition to those, she also receives an extra unit of elite troops. All of these followers may see a lot of action if the Harpers’ enemies attempt to destroy the stronghold. Harpers who do not build a stronghold still attract other creatures with goals similar to their own. These followers are aware of the Harper’s status, and they form an elite core of bodyguards and operatives from which the Harper can draw. At 10th level, the Harper attracts 2d6 followers.
- Hush Money: 150gp 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)
- Hepatic Tanager Familiar (“Flava”)
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|