Ruins of Adventure
Tel'Erin Teleri Nightstar
An (She) Elf, wearing weird clothes, with a white fox.
(Telufinwë Teleri Nightstar, also known as Tel’Telari Nightfolk, and alternatively Tel’Arin Nightfriend, among other aliases.)
Callously, and at a tender young age, confiscated from his parents home by The Witch Queen upon threat of Meteor-Swarming their cottage-tower, Telufinwe was forcefully enrolled into The Simbul’s School of Witchcraft and Witchcraft where he received countless ‘Zzzaps’ from The Mother’s Wand.
Class: Fighter / Mage / Thief
Age: 161 Years (Born 1214 DR Year of the Waking Wraith, aged 11 years by Chronia)
Height: 57 Inches
Weight: 91 Pounds
Alignment: Something Good
Religion: Considering his options..
Level: 5th / 5th / 6th
Experience: 30,318 per class
Next Level: 32,000 /40,000 / 40,000
Max Level: 9th / Unlimited / 10th
|Stamina||13||Weight Allowance: 55 lbs||Movement Bonus +0|
|Muscle||16||Max Press 195 lbs||Attack +0||Damage +1||Feat of Strength 30%|
|Aim||15||Missile Attack +0|
|Balance||18||Surprise +2||AC +4|
|Health||15((14)+ (91+52))||System Shock 85%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||12||Resurrection 80%||Hit Points +0 / level|
|Reason||14 (43+43)||Max Spell Level 7th||Max Spells/Level 19||PSPs +0||Illusion Immunity: none|
|Knowledge||16||Bonus Profs 5||Bonus Paths 3||Learn Spell 70%|
|Intuition||13||Spell Failure 0%||Bonus Runes 0||Bonus Spells 1||Earned XP +0%|
|Willpower||16 (18+53)||Mental Save +2||PSPs +1||Spell Immunity: none|
|Leadership||16||Max Henchmen: 8||NPC Loyalty +4|
|Appearance||10||NPC Reactions +0|
- NPC Reaction: +0 / -5 to Superstitious people, -2 to Priests
- Surprise: 1 +2 +3? From Kitsune?)
- Initiative: +0
- Movement: 12
Single handed :23
With Shield: 25 , Rear: 22
Base Attack Bonus: +4
( +4 from Balance to spells/things that can be dodged)
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 11
- Breath Weapon: 13
- Spells: 10
- Fear: 10
- Horror: 12
- Madness: 16
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Bastard Sword (2-two-handed)||2/3||+5||2d4+3||2d8+3||8||0||Spec.|
|My Clock Keeps Years+1||2/3||+6||1d8+4||1d12+4||5||0||+1 Magical, 2x Dam. Vs. Plants, Spec.|
|Sword of Sands||1 / 1||+4||1d8+1||1d8+1||5||0||HIts Magical|
|Lightbringer||1||+5||1d8+2||1d12+2||4||0||+1 Magical, Glowy|
Note: Balance adjustment negates two-handed style penalties.
Available Groups: Academic, Detection, Larceny, Martial, Social, Sorcerous
(NWProf: 19 ( 8 +5Know +3Thief, +2 Spiritualist +1 Elf)
|Modern Languages (Aglarondan)||16 Know +0||Free Homeland (Thari 1)|
|Modern Languages (Espruar)||16 Know +0||Free Homeland|
|Modern Languages (Telpi)||16 Know +0||Req. 1 Slot (Thari 2)|
|Modern Languages (Gurri)||16 Know +0||Req. 1 Slot|
|Modern Languages (Tharian)||16 Know +0||1Slot (Thari 3: Auld Tharian, Tharian, Aglarondan, Telpi, Zhent Argot)|
|Foraging||12 Reason -2||Free Homeland|
|Reading Lips||12 Reason -2||Free Homeland|
|Literacy||17 Knowledge +1||Free Wizard|
|Ancient History of Aglarond||15 Knowledge -1||Free Kit|
|Religion||13 Intuition +0||Free Kit|
|Spirit Lore||8 Appearance -4 (+2 SS Psi)||Free Kit|
|Elemental Resistance||15 Health +0||2 Slots|
|Mental Warmth||16 Leadership+0||2 Slots|
|Single Weapon||NA||1 Slot|
|Order of Light||NA||3 Slots|
|Order of Bone||NA||2 Slots (Weapon)|
|Two Weapon Style||NA||1 Slot|
|Necrology||16 Know+0||1 Slot|
|Climbing||Balance 18 (+4)||free for all characters. +Balance from Thief.|
|Find Traps||12 Reason -2||1 Slot|
|Locksmithing||13 Reason -1||1 Slot|
|Disarm Traps||16 Knowledge+0||2 Slots|
|Cartography||14 Knowledge-2||1 Slot|
(8 Slots: 4 +2Earned +1Elf +1Aglarond
- Blades Broad Group 3 Slots
- Longbow 1 Slot
- Bastard Sword Sp.
- Katana Sp.
- Backstab x3 damage +4 to hit
- Spirit Sense psionic ability
- +3 bonus to Armor Class
- Half damage from Undead
- Summon Spirit Horde 1/Day (Used 11/26)
- Invisibility to Undead 1/Day
- Speak with Dead 3/Day
PSPs: 49 (regain 3, 6, or 12, depending, per hour of rest)
(Rolz:1d4+10 = 12, 1 +4 = 49 total PSP’s)
|Spirit Sense (WT)||Clairsentience||Intuition -3||10||NA||Detect the presence of intelligent undead creatures and other spirits within 45-ft. radius.|
Active Spells and Affects and Afflictions:
- Oathed by Nindigor to find him an eye and/or restore his vision, also to ward away and not bring danger upon the party.
- Regenerate Self, 12 hour duration. Cast when waiting for Jack in front of pentagram room.
- Turned Female by the 4 O’ Diamonds…Deck of Very Many Things.
Wizard Spells: Caster level 5th, when not wearing metal armor. 3rd in Elven Chain
0th 4: Two-D’lusion, Colored Lights,
1st: 5: Detect Magic,
Feather Fall, Regenerate Self, Serpent Missile, Serpent Missile, Cantrip
- 2nd: 3: Dispel Magic (A), Fist of the Adder, Blur
- 3rd: 2: Sylune’s Viper, Touch the Black
- 0th 4: Two-D’lusion, Colored Lights,
- Mental Warmth: 0 of 3 uses per day attempted.
Paths Known: (5+3Know +Aglarond’s)
Archmage’s Road, and
The Simbul’s Path
Required: The Road of Soul’s Release OR The Ghostly Path
1) The Ghostly Path
2) The Beastmaster’s Path
3) The Lifemender’s Path
4) The Serpent’s Path
5The Black Road
6) The Eagle’s Road
7) The Silver Road
Catfeet, Color, Colored Lights, Cut, Firefinger, Gallop, Groan, Horn,
Knot, Mask, Mirage, Smokepuff, Snatch, Stitch, Sting,
Tie, Two-D’lusion, Unlock, Untie
Cantrip, Conjure Spell Component, Detect Magic, Read Magic,
Ghostharp, Ghost Light,
Animal Sanctuary, Find Familiar,
Blacksteel, Blackthorns, Face Blur
Feather Fall, Feather Float, Murdock’s Feathery Flyer
Serpent Missile, Snake Charm
Avoid Planar Effects, Detect Phase
- 2nd level:
Sinister Cantrip, Wizard Lock
Ghost Blade, Spectral Hand
Familiar Enhancer I, Nature Call,
Detect Life, Remove Disease, Wound Bind
Tenser’s Hunting Hawk, Wings
Fang Fist, Fist of the Adder, Protection from Poison, Venom Bite
Deeppockets, Protection from Prime
- 3rd level:
Dispel Magic, Jalartan’s Miraculum, Wizard Sight
Squaring the Circle
Ghost Armor, Wraithform
Familiar Enhancer II
Healing Touch, Vampiric Touch
Touch the Black
Eagle Vision, Erdlu Hide, Fly
Manyjaws, Searing Serpent, Sepia Snake Sigil, Sylune’s Viper
Blink, Random’s Commodious Pocket
The Apprentice’s Path
1st: Cantrip, Conjure Spell Component, Detect Magic, Read Magic, Wizard Mark
2nd: Protection from Cantrips, Sinister Cantrip, Wizard Lock
3rd: Dispel Magic, Jalartan’s Miraculum, Spell Sense, Wizard Sight
The Archmage’s Road
1st: Know School
2nd: Sense Shifting
3rd: Augmentation I, Close Path, Far Reaching I, Squaring the Circle
The Ghostly Path
1st: Ghostharp, Ghost Light, Spectral Ears, Spectral Voice
2nd: Ghost Blade, Ghost Pipes, Spectral Eyes, Spectral Hand
3rd: Ghost Armor, Phantom Light, Phantom Wind, Wraithform
The Beastmaster’s Path
1st: Animal Nonaggression, Animal Sanctuary, Find Familiar, Sooth the Beast
2nd: Animal Companion, Detect Lycanthrope, Familiar Enhancer I, Nature Call, Unbridle the Wild Beast
3rd: Familiar Enhancer II
The Lifemender’s Path
1st: Regenerate Self
2nd: Bloodbridge, Detect Life, Remove Disease, Wound Bind
3rd: Healing Touch, Vampiric Touch
The Black Road
1st: Blacksteel, Blackthorns, Color Blindness, Face Blur
2nd: Blindness, Blur, Tunnel Vision
3rd: Blacklight, Touch the Black
The Eagle’s Road
1st: Bird Charm I, Erdlu Claw, Feather Fall, Feather Float, Little Bird, Murdock’s Feathery Flyer
2nd: Aerial Acceleration, Bendal’s Swoop, Featherfoot, Protection from Birds, Tenser’s Hunting Hawk, Wings
3rd: Eagle Vision, Erdlu Hide, Fly
The Serpent’s Path
Schools1: Alteration, Conjuration, Evocation, Necromancy
1st: Serpent Missile, Snake Charm
2nd: Fang Fist, Fist of the Adder, Protection from Poison, Venom Bite
3rd: Manyjaws, Searing Serpent, Sepia Snake Sigil, Sylune’s Viper
The Silver Road
Schools1: Alteration, Abjuration, Divination, Evocation, Conjuration
1st: Avoid Planar Effects, Detect Phase
2nd: Deeppockets, Protection from Prime
3rd: Blink, Random’s Commodious Pocket
Arcane Order Caster level 6th
1st level: Shepherd, Bestow, Blessed Hammer, Holy Shield
2nd level: Holy Bolt, Sacrifice, Vengeance
Order of Bone
1st: Amplify Damage, Bone Orb, Reanimate, Teeth
2nd: Corpse Explosion, Poison Inferno, Weaken
1st: Bestow, Bestow, Bestow, Bone Orb, Reanimate
Holy Bolt, Poison Inferno
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any Weapons
An Insane piece of paper
Belt 3 sp
Sack, Large (1/2 lb) 2 sp
Sandals 5 cp
Scabbard, Sword (1 lbs) 4 gp
Kimono Common (Robe) 9 sp
Shoes, Leather 8 sp
Sword, Bastard (one-handed) 25 gp (10 lbs)
Scarf, Solid Color (Bright Mustard) 1 sp
Sash, Wool (Bright Blue) 1 sp
Hakama (Pantaloons) 1 sp
Kimono Common (Stout Wool Robe -Dark Grey-Blue) 9 sp +50gp Worth of fancy pockets
Hose 1 sp
Shirt, Linen 1 sp
Poncho, Rain, Bright russet color (2 lb) 6 gp
A large messy bundle of woolen, cotton, and waxy canvas yarns and threads. (2 lbs)
Cards, Tarot Deck * 3 sp
Candle * 1 cp
Grimoire (3 lbs)
Spell Components in Pouch
Elven Chainmail (20 lbs)
Sword of the Sands (4 lbs)
Mop of Flying (2 lbs) (Flying around somewhere currently…)
My Clock Keeps Years (10 lbs)
Leather Backpack (2 lbs)
Invinsible (6 lbs)
Shield of Charms (10 lbs)
Ếch-quỷ’s Bag of Gremlins (1lbs)
Decanter of Evermead, and three random bottles of alcohol from the bar. (3 lbs)
Lightbringer (4 lbs)
Several Seabhag feathers
Commandeered From Jack’s Robe:
Mornhaven’s Path (3 lbs)
Boots of Elvenkind
Elven Chainmail (20 lbs)
Medallion of Friendship (belonged to Curufinwe)
Gnomish Cloak (12 gp) (+1 to Hide?)
50’ 1/4" silk rope (3.5 lbs)
Wizard Scroll w/ Conjure Elemental Kin and Wall of Fire
Portal Key (To the Outlands)
Large Belt Pouch (1 lb)
Curufinwe’s Grimoire (3 lbs, Apprentice’s Path, The Chromatic Path, The Enchanter’s Path, The Long Road, The Path of Stars, The Road of Pentacles)
Robe of Deeper Pockets (sleeveless, knee-length, lots of pockets, material focus) – (10 lbs worn, 400 lb capacity) Containing ALL of Jack’s stuff, some of Tel’s own stuff(taken from Jack..)
Base Speed: 12
Total Weight of Gear: 57.5 lbs.
|Weight||0 – 55 lbs.||55 -103.75 lbs.||103.75 – 152.5 lbs.||152.5 – 201.25 lbs.||201.25 – 250 lbs.|
Weight Allowance: 55 lbs
Max Press 195 lbs
55+ 48.75 = 103.75
55+ 97.5 = 152.5
55+ 146.25 = 201.25
55+ 195 = 250
Misty Fox Familiar – (Conjured deep in the Aglarond forest glades, where the boundary between The Seelie Court and the Yuir Wood cease, and all is misty fey and magical…
Intelligence: 9 (+2/3 per Find.Familiar.spell?) Speaks Aglorandan and Espruar through empathic link,
Familiar Enhancer I, II; Detect Magic 2/day, Change Self 1/day
Saves as Tel’Arin when in contact, suffers 1/2 or No damage/effects.
Frequency: Very rare
Activity Cycle: Night
Intelligence: Average to very (9-11)
Alignment: Neutral (variable)
No. Appearing: 2-24
Armor Class: 6
Hit Dice: 2
No. of Attacks: 2
Damage/Attack: 3-6 (×2)
Special Attacks: +3 to reaction rolls
Special Defenses: See below
Magic Resistance: 20%
Size: S (3’ long)
Morale: Elite (13)
XP Value: 190
The kitsune kasumi, or “mist foxes” are minor nature spirits associated with misty places. They are beautiful, pure-white foxes with slim and delicate bodies. They usually congregate at night around dead trees in remote groves and abandoned fields, hiding among the trunks and logs in gaseous form during the day. They are highly territorial and will attack any intruders at night. If their grove of trees is destroyed, they will likewise be destroyed, leaving only a faint wisp of mist.
Similar to the hoarfox, they are often spotted at a distance by the pale blue foxfire that they continually breathe. This magical flame adds + 2 to the damage (1-4 hp) caused by the kitsune kasumi’s bite attack. They are perfectly silent, even when fighting, and their speed and agility give them a +3 to any reaction rolls and allow them to use their bite attack twice a round. Kitsune kasumi may assume gaseous form at will, making them nearly invisible in the mist except for their foxfires. During combat, there is a 20% chance each round that they will shift to this form instead of making any attacks for that round. Attackers will not know this change has occurred until after the fox spirits have attacked, since their gaseous forms are nearly identical in appearance to their normal ones.
- 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.
- Elves, in their expansive lifetimes, tend to pick up a wider variety of skills than their mortal counterparts. An elf begins with 1 bonus weapon proficiency slot and 1 bonus non-weapon proficiency slot. These may be spent as the elf chooses.
- 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.
- 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.
- Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
Background: Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are androgynously feminine in appearance, and though some elves have distinct genders, non-elves invariably interpret them to be female. Although they appear fragile and weak, as a species they are quick and strong. Elves are naturally immortal, and, barring plague or violence, live for millenia, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their species.
Although humans often attempt to categorize elves into separate races — high elves, mountain elves, wood elves — all such distinctions are false. In truth, the genetic diversity of the elven species is extremely low. The oldest elves, usually called the Eldren (never to be confused with the Eladrin, who are powerful beings of extraplanar origins), reproduced asexually and are all genetically identical — clones of the elven god and progenitor, Corellon Larethian. Over time the influence of the demon Lolth has granted later generations of elves the ability to procreate sexually and increased the species’s gene pool, but not sufficiently to differentiate races in the way that the humans suppose.
Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves mostly with those things that please Corellon: natural beauty, dancing, frolicking, and singing — unless necessity dictates otherwise. Elves tend toward haughtiness and arrogance, especially the Eldren, and care nothing for such concepts as free will or self-determination. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate all other races.
Elven humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess, with tiny, mincing sips, pinkies invariably outstretched. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.
1 Elves are immortal. It takes roughly a century for them to reach the same level of physical maturity as an eighteen-year-old human, but after that they do not change. While they may feel the passage of time, an elf will never die nor weaken from old age, though violence can still end their existence. Most venerable elves tend to withdraw from the larger world sometime around their first millenia of life — retreating into mountain aeries or hidden island nations and eschewing the affairs of men.
- The Simbul invests a great deal of time and effort in the training of her children. She is not about to let them begin wandering the world without an ample supply of knowledge.
Any Mage or Bard from Aglarond begins adventuring with a large number of magical spells in the pages of his grimoire. He automatically has access to the Apprentice’s Road, Archmage’s Road, and The Simbul’s Path, in addition to the normal starting Paths available to all spellcasters and any bonus paths determined by his Knowledge score. In addition, he automatically learns all spells from his chosen paths without needing to make a chance to learn spells roll. Whenever he gains access to a new level of spells, he automatically learns all the spells from his known paths (up the maximum number of spells allowed by their Reason score).
- Because of the special training granted to Aglarond’s defenders, Elves, Half-elves, and Hengeyokai from Aglarond may become Paladins, to a maximum of 12th level.
- The people of Aglarond are bitter enemies of Thay, and a Thayan will not hesitate to strike at an Aglarond warrior in nearly any situation.
- The Simbul strictly controls the development of those persons capable of spellcasting within the borders of Aglarond. Given these strictures, Rangers, Paladins, and Shadow Walkers from Aglarond never gain the ability to cast spells. Likewise no Aglarondans are permitted to study priestly magic, nor may Aglarondan wizards choose to specialize in a school of magic.
- For all their power, the Simbul’s Children have some slight disadvantages. Because they are able to return to the Simbul at any time to learn new spells, the desire to investigate and harness new magical spells is almost unknown in these folk. Whenever they would gain access to a new Path (from leveling or gaining increased Intelligence) they must return to Aglarond. They cannot learn additional Paths by any other means, nor can they gain access to additional paths via Path mastery. Further, they can never research new spells or create their own magical items.
- All Spiritualists have the ability to sense and see spirits. They automatically gain the Spirit Sense psionic ability as a wild talent at 1st level. Psionicist spiritualists gain this wild talent (and the commensurate power points) in addition to any powers they would gain normally.
- Spiritualist priests (including Rangers and Paladins) gain minor access to the Necromantic sphere. If the priest’s class already grants minor access to the Necromantic sphere, the Spiritualist instead gains major access. If he would already have major access, he gains no additional benefit.
- Spiritualists start out by rolling percentile dice for their Health, Reason, and Willpower ability scores in a manner similar to warriors with 18 strength. This number is added to the scores and every level thereafter a further 2d10 are rolled and added to these percentile scores. When the percentile scores reach or exceed 100, a point is added to the ability and the excess is applied to the new ability score. These abilities may be increased to a maximum of 19 through this method.
- Spirit Armor: Protective spirits constantly hover around the Spiritualist, protecting him from danger. In complete darkness, these spirits are visible as a hazy blue aura composed of swirling humanoid figures. The spirit armor provides him with a +3 bonus to Armor Class. Additionally, the Spiritualist suffers only half damage from all attacks from undead. Level or ability draining undead only drain half of their usual amount, subject to a minimum drain of one.
If affected by dispel magic or a similar spell, the spirit armor disappears for 24 hours (no saving throw). Likewise, a cleric can turn the spirit armor as a ghost; if turned, the spirit armor vanishes for a full day.
- Spirit Horde: Once per day, the Spiritualist may attempt to summon a horde of sympathetic spirits to annoy his opponents and reduce their combat effectiveness. If the Spiritualist makes a successful Intuition check, the horde appears in one round, then harasses the indicated opponents by fluttering around their heads, shrieking in their ears, and tickling their skin. The horde will harass a number of opponents whose total hit dice or levels are less than or equal to the Spiritualist‘s level. While harassed, the opponents suffer a -1 penalty to Armor Class, attack rolls, and damage rolls. The harassment lasts for a number of rounds equal to the Spiritualist‘s level, then the horde disappears.
The horde can be repelled by protection from evil or similar magic that shields the victim from conjured and summoned creatures.
- Once a day, Spiritualists can render themselves invisible to undead (as the invisibility to undead spell), lasting 1 round per level.
- Beginning at the 3rd level, Spiritualists gain the ability to cast speak with dead three times a day. No material components are needed, and the dead spirit can be communicated with even if the skull lacks a lower jaw (no bones are needed, if non-corporeal undead are the target of this spell).
- At 7th level, the Spiritualist has enough knowledge of spirits that he can pen a protection scroll that protects against ghosts, poltergeists, wraiths, and other non-corporeal undead. It costs 750 gp and takes a month to write, and it protects against 17 Hit Dice worth of spirits.
- A wizard Spiritualist (including spellcasting rogues) must take the Road of Soul’s Release or the Ghostly Path as one of their paths known at 1st level. This is not a bonus path. In addition, they may not have Necromancy as one of their forbidden schools.
- Common people tend to be very suspicious and nervous while around spiritualists. The few who are not terrified witless by rumors of “demon worship” perceive occult divination as a dangerous waste of time. Thus, spiritualists receive a -5 reaction penalty when dealing with such superstitious people. Even in civilized, enlightened areas, such as Waterdeep, Cormyr, or Sembia, spiritualists are looked upon in the same light as necromancers, and such PCs may find themselves being chased around by peasants intent on burning them.
- Likewise, while religious figures are generally aware of the actual nature of Spiritualists, they still view them as violating the natural cycle of death and denying souls their final rest. Thus, the Spiritualist suffers a -2 penalty on NPC reaction rolls when dealing with any priest. Even priests of the spiritualist’s own religion and priests that would normally collaborate with necromancers still distrust spiritualists (as their abilities are not entirely understood by traditional clergy). The only priests with whom this penalty does not apply are those that are also Spiritualists themselves.
- A Spiritualist priest cast only the reversed versions of heal or cure spells, regardless of his alignment.
- The Spiritualist must meditate for two hours each day in addition to what he needs to rest and pray for or memorize spells. This meditation must be performed at the same time each day and if not performed, he acts as if one level lower in all respects until the meditation is performed. This loss is cumulative (to a minimum effective level of 0), so that if three nights of meditation are missed, the character acts at three levels below his level until he meditates.
- Spiritualists sometimes suffer from hauntings, whereupon a (more or less) harmless lesser spirit decides to attach itself to the spiritualist, most likely taking “residence” in some object he possesses (or perhaps his home). The spirit may pop up at odd hours to talk to the spiritualist, rearrange his backpack as a prank, etc., and stays unless it is destroyed or driven
away. There’s a base 15% chance per level gained beyond 3rd level (non-cumulative) that a spirit latches on.
- Spirit War: As compensation for use of their aid to the Spiritualist, spirits may occasionally call on the Spiritualist to aid them in their battles. Whenever the Spiritualist rolls a natural 20 on any Spirit Lore proficiency check or on any ability check to use spirit horde, his spirit has been conscripted to participate in an otherworldly war; the Spiritualist has no choice in the matter. The participation occurs the next time the Spiritualist falls asleep and lasts only a few moments. When he awakens, the Spiritualist remembers nothing about the battle, but damage incurred by his spirit may affect his physical body. Occasionally, the spirits may reward him instead. The DM should roll 1d20 and consult the table below. The effects begin as soon as he wakes up.
|d20 Roll||Spirit War Effects|
|14-16||Suffer the effects of a curse spell for the next 24 hours|
|17-18||No spirit armor for the next 24 hours|
|19||Spirit Armor increases to +4 for the next 24 hours|
|20||One of the Spiritualist’s weapons functions as a +2 magical weapon for the next 24 hours|
“I like that old saxon phrase, which calls the funeral gods to ire…” -Longfellow
“The night-time is the right-time.” – Unkown
“The paths, lanes, inns, cobbler shops, fields, forest glades and woody hallows of fair Aglarond are simply teeming with all manner of ghost and spirit, haunt, and spook, if you know where to looks that is. But it’s not just where you look, but how. You can’t just shout into a darkened closet “Hey Ghost, Come out, come out where ever you are!” Of course you can force the spirits to come out, with spells, but where’s the fun in that? You’ve got to give the spirits something to work with here. And what do Spirits like? Offerings, of grain, incense sticks, coins, and other trinkets. They also like hearing that funny sounding mumbo-jumbo. And some are just plain lonely and just want someone to talk to.
And what do the spirits offer in return? Secrets!- The spirits will give you forgotten lore, pass words, spells and true-names!”
- Eallaluna Coldtree, “Ghost-Whisper and Fortune Teller” 1273 DR
Tel’Arin’s first encounter with the supernatural occurred at a tender age. Always curious he decided to explore a neighbor’s attic, having seen a pair of strange lights (eyes? face?) in it’s upper most window. Once he had gotten to that fourth floor (unbeknownst to the neighbor) he met the Ghost, named Wanda, who actually was very gracious, and kind. Surprised that Tel’ could see her, as no one else ever had in yeeaaars, she told all her ghost friends, who eventually told the Spiritualist Eallaluna Coldtree , who eventually met, took interest in, and tutored the lad.
Some years passed….
Some years later Tel’Arin was strongly chastised, a slap on the wrist really, for distributing a highly controversial political pamphlet, allegedly publish by an Eldreth Veluthra front-company; “Reclaiming Siluvanede: A Path Forward, The Elves In 1290 and Beyond” An event which may have quickened his departure from Aglarond, and his wanderings westward.
His first recorded mention in official documents was his arrest in the Greycloak Hills for alleged ‘tomb robbing’ and ‘disturbing the dead’, and ‘ attempted necromancy’ by the authorities in Evereska. These were reduced to a lesser charges of simply ‘trespassing’ and ‘mischief.’ He was then relegated to the custody of the Greycloacks for a term of no-longer-than 5 years of supervised work-release. Also known as ‘forced-conscription’ into the Greycloak Hill’s active duty militia component.
This was really just great news for young Tel’Arin. The misty fells and grassy ridges of the region are simply chock full of old forgotten (and some not so forgotten) tombs, making the Greycloak Hills one of the most haunted sites on Faerun this side of The Battle of The Bones. Sages even whisper of a near mythical (and to be avoided) portal to Castle Ravenloft in the tombs…Talk about letting the Fox into the Hen house!
Even after his sentence was completed, he decided he simply loved the Greycloak hills, and kept on with the militia for nearly 30 years.
He did eventually leave the Hills, after having one particularly unfriendly run-in with a very taciturn Baelnorn who wasn’t terribly amused by his riling up of the local spirits of all these long dead elves for thirty five years straight. This guy might still be upset with him. Some of the spirits though couldn’t stand to see him leave, and just decided to stick with him, and they still haunt him to this very day!
Some other stuff happened, then eventually….
Lady Darkfriend loves her sweet little Eol. But recently his letters home, his replies to her own nearly daily correspondences and monthly care-packages, have become less and less frequent. Then, one month ago they stopped altogether. She is worried sick, and simply beside herself. Her divinations proving fruitless, she beseeched her old acquaintance brainstorming, they contacted and contracted the task out to one of the less reputable elven families, one known to be wide ranging travelers, who allegedly keep the company of strange spirits, dead things, monsters (and WORSE!). Thus the task of locating dear Eol was taken up by the Nightstars.
Tel’ responded to the request-for-proposal (RFP), submitting his project proposal, which won the bid. Both parties negotiated and signed a contract, including a statement of work, and several change orders. Basically a guarantee to Lady Darkfriend for the locating of, tracking of, and immediate safe return of, her beloved erstwhile fiend-obsessed son (Alive, sane, in good health, no possessed, and with all limbs attached) to her townhouse on Suldusk Lane in the North Ward of fair Waterdeep. (Attach legalese contract language!). In exchange for these services and upon completion, Tel is to receive a the payment of 10,000(?) electrum pieces, or possibly some other boon, per terms of the contact (consult with B.) upon the safe return of the Elf, Eol Darkfriend, to his fair mother.
Tel’Arin is a thoughtful and deliberate spirit chaser and trouble shooter. His favorite pastime is sneaking into hard to reach spaces, not to plunder mind you, but to talk to the old spirits that may lurk within. Most days, he simply enjoys his peace and quiet. He most of all enjoys the company of spirits, elves, animals, and natural things. He tries to stay within the company of his fellow elves if at all possible.
The source of his Arcane Orders, comes from talking with the Spirits of the Greycloack Hills.
Another of Erebandir’s heirs. Telufinwe Teleri Nightstar, also known as Tel’Telari Nightfolk, and alternatively Tel’Arin Nightfriend, among other aliases. He’s been travelling under an assumed name. His lineage and his line of work invite suspicion and general reproach, so best keep a looow profile.
His relationship to his distant cousins, Maglor and Curufinwe, and their Sister is basically none. He’s seen their names in the Elven Address Book, somewhere between Nightarrow and Nussbaum, but that’s it.
In his younger elf days he was footloose and frivolous, now being fully an adult he is careful. Dealing with spirits has caused him to think on great matters, especially the nature of the elves, and for what purpose they are without souls.
The doom and gloom of the typical spirit’s personality has finally begin to wear him down. He’s generally more apprehensive these days.
He is reluctant to slay any intelligent being.