Posted - 19 Aug 2006 : 03:43:35
Please let me know what you think of the history. I wanted to keep him true to his history as it appeared in Bloodstone Lands (i.e. being an ex-red wizard who turned to Ilmater), but put at least a little spin on it. The build kind of sucks (i.e. this character would be more powerful and easier to build if he were one of the Halruuans who get circle magic), because of all the schools of magic you have to give up. I finally had to use a feat to get the simulacrum spell in his spell list since I ended up giving up all illusions above 3rd lvl.
Male Human, Mulan Wiz6/RedWiz5/WarWvr5/Pal2/ArD1: CR 19; Medium Humanoid ; HD 6d4+30(Wizard) , 5d4+25(Red Wizard) , 5d4+25(War Weaver) , 2d10+10(Paladin) , 1d4+5(Arcane Devotee) ; hp 157; Init +4; Spd 20; AC:29 (Flatfooted:28 Touch:13); Atk +9/4 base melee, +13/8 base ranged; +10/5 (1d8+1+1d6, +1 Iron, Cold Longsword); +10/5 (1d8+1, +1 Adamantine Mace, heavy); +14/9 (1d8+1+1d6, +1 Longbow); AL LG; SV Fort +20, Ref +16, Will +26; STR 10, DEX 18, CON 20, INT 26, WIS 16, CHA 18.
Skills: Bluff +20, Concentration +27, Craft (Weaving) +12, Decipher Script +16, Diplomacy +10, Intimidate +12, Knowledge (Arcana) +25, Knowledge (Dragonkind) +9, Knowledge (History) +13, Knowledge (Local - Aglarond) +9, Knowledge (Local - Damara) +9, Knowledge (Local - Great Dale) +9, Knowledge (Local - Impiltur) +9, Knowledge (Local - Mulhorand) +9, Knowledge (Local - Rashemen) +9, Knowledge (Local - Thay) +9, Knowledge (Local - Thesk) +9, Knowledge (Religion) +16, Knowledge (Tactics) +9, Knowledge (The Planes) +9, Knowledge (War) +9, Profession (Siege Engineer) +13, Ride +12, Sense Motive +7, Spellcraft +32.
Feats: Arcane Disciple (healing domain), Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Craft Contingent Spell, Craft Wondrous Item, Enlarge Spell, Practiced Spellcaster:Wizard, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Focus: Evocation, Sudden Silent, Tattoo focus (evocation), spell reprieve (simulacrum)
Spells Prepared (Wiz 4/6/6/6/6/5/4/4/3): .
Opposition Schools: enchantment/charm, necromancy, illusion (taken at 7th lvl when he became a red wizard, so illusion spells below 3rd lvl are ok)
Weapons: +1 Adamantine Mace, heavy (5,312 gp); +1 Iron, Cold Longsword: Defending, Holy, Merciful (52,330 gp); +1 Longbow: Shock (8,375 gp).
Armor: +5 Blended Quartz Chain shirt (27,250 gp).
Shields: +4 dastana, elven darkleaf (16,925 gp).
Goods: Coin: gp (10808) (10,808 gp).
Magic: Ring: Protection +2 (8,000 gp); Ring: Evasion (25,000 gp); Wondrous: Vest of Resistance +4 (16,000 gp); Wondrous: Cloak of Charisma +4 (16,000 gp); Wondrous: Gloves of Dexterity +4 (16,000 gp); Wondrous: Belt of Health (Con +4) (16,000 gp); Wondrous: Headband of Intellect +6 (36,000 gp); Wondrous: Periapt of Wisdom +4 (16,000 gp); Wondrous: Greaves of Natural Armor (+2) (8,000 gp).
Myrddin Viligoth was born in Thay to a Taeros Viligoth, scion of a powerful family of evokers, and Meena Flamescourge, a priestess of Kossuth. Thus, from an early age, Myrddin was given towards a fascination with fire. He learned that fire was a neutral thing which could both help and harm, purify and destroy, and it was only in its use that moral dictates could be applied to it. It was not surprising to his family then when his keen intellect led him toward the familial path of wizardry.
Myrddin proved a capable enough student, but his mentor approached Myrddin’s father because it seemed that the young boy lacked the “commitment” required to become a red wizard. Apparently, Myrddin was proving retiscent to do things which seemed “immoral”. This of course was a horrid embarrassment to the family, one that could could not be allowed to continue. Taeros blamed the slaves which had helped raise the young boy. Thus, his father set about to create a cursed helm that would alter his son’s moral views. As his first act after placing the helm upon his son’s head, Taeros “informed” his son that it was the slaves who had “betrayed” him. It was with savage glee that Myrddin tore apart the innocent slaves who had raised him, leaving nothing but burned and sundered corpses upon the ground.
The next few years proved typical as Myrddin climbed the ladder of Thay’s wizardly ranks. He raided tombs, assaulted neighboring countries at the behest of his leaders, killed Mulhorandi priests on sight, and on occasion even fought amongst his fellow red wizards. Then came the day when the story of a manual of gainful exercise, rumored to be hidden in a mountain cavern in Damara, reached Myrddin’s ears. What Myrddin did not realize was that the story was but a lure to get him outside of Thay. A powerful priest of Ilmater, had discovered the truth behind the dastardly deed of Taeros Viligoth when the ghost of one of the dead slaves had come to him while the priest was on a mission to free some recently captured monks of the monastery of the yellow rose. The ghost revealed that he could not rest until Myrddin was returned to his normal self.
Naturally, Myrddin took the bait, leading a group of elite gnoll scouts and young red wizards on a foray into the trap. Eventually, Myrddin became separated from his fellows due to a magically placed wall of stone, and it was then that the high priest freed Myrddin from his enchantment by calling upon Ilmater for a miracle from a scroll penned in a bygone age by St. Sollars himself. The death of his former comrades at arms soon followed, for Myrddin knew that he could not allow such evil to acquire the holy manual held in the cavern.
Myrddin felt that he must atone for his sins, and he found the country of his benefactor caught in a deadly conflict with a powerful lich known as Zhengyi the Witch King. Myrddin decided that the best thing he could do would be to help protect the goodly people of Damara, so he joined the defenders. He was initially met with trepidation; after all, the people of Damara had often heard of Thayan wizards and Myrddin’s tattooed head was an obvious reminder of his country of origin. Even moreso, the mages of Damara knew that Zhengyi was a former Thayan wizard himself, and there was much suspicion that Myrddin was a spy sent to worm his way into their ranks.
Thus, Myrddin found himself forming his own elite force who struck out against the forces of Zhengyi without the army to back them up. Using his divination magics to locate the enemy, Myrddin’s squad of heroes would often magically transport into dangerous battlefields to turn the tide for the beleagured forces of Damara. When King Virdin Bloodfeathers was slain at the ford of Goliad, it was through Myrddin’s quick spellcraft that a small remnant of the army was able to escape and make their way into the Galenas.
Myrddin and his band of guerrillas continued to harry the witch king’s army over the next two years, but slowly they were losing numbers despite their best efforts. It was the actions of the Paladin of Ilmater, Gareth Dragonsbane, that finally broke the back of Zhengyi’s forces. Seeing service to Gareth as one of the best ways to serve Ilmater, Myrddin offered his services to the Paladin and formed a group known as the Twilight Riders.
Working as Gareth’s personal agents within southern Damara, Myrddin and his comrades spread hope to the southern baronies of Damara. Each night, Myrddin would cast a spell called sunhorse that he had developed while in Thay, based upon capturing the elemental energy of the rising or setting sun’s rays and turning it into temporary constructs resembling flaming horses. Then he and his seven compatriots would set about riding across the countryside, looking for wrongs to right, people to aid, or just downtrodden folk to whom they could deliver some hope. Amongst the twilight riders rode a nomadic paladin of Torm by the name of Agarelth, and Myrddin and Agarelth quickly struck up a great friendship.
The twilight riders focused on removing the stranglehold that Advisor Zorth held over the young boy baron of Polten, Donlevy the Younger, who had only recently returned to the throne after spending his entire youth in Tellerth posing as a farmer’s son. It was only after Zorth was revealed as an impostor posing as nobility that Donlevy the younger began to realize the duplicitous nature of the man. Feeling awkward because of the truth he was concealing, Agarelth felt it was time to reveal his own allegiances. Of course, Myrddin had already figured out that Agarelth was secretly Haelimbrar, one of the twelve Lords of Imphras II of Impiltur; and it was with great joy that he revealed the paladin’s secret before the man could do it himself.
Ultimately, the evil barons of the southern baronies of Ostel and Morovar were overthrown with the aid of the Twilight Riders and the forces of Gareth Dragonsbane. It was the first time in over twelve years that the country of Damara found itself at peace. Myrddin found himself assuming the role of court wizard and chief advisor for the barony of Polten, for the boy baron had precious few others that he could depend on. Being that Polten and Impiltur directly border one another, Myrddin began developing relations with the neighboring nation, encouraging the boy Baron to make allegiances with the knights of the Triad and helping rebuild the temples of Ilmater which had been sacked during the war against Zhengyi.
While the last fifteen years have been quieter, they have not been silent. Polten is bordered by the Rawlinswood on the east, and the actions of the Rotting Man have had to be forced back on more than one occasion. To the north lies the barony of Soravia with its swarms of humanoids leftover from the invasion of the witch king. Finally, the disappearance of Lord Kylraun, the former spokesman for the Lords of Imphras II and the most powerful proponent of Ilmater in Impiltur, has left Myrddin as a very vocal voice within the church of the triad. Myrddin almost wishes for the times when the enemy was open and apparent in front of him. Of course, there are times that he sneaks out to adventure again, leaving a simulacrum in his place to make things LOOK secure.
TACTICS: Myrddin is a wizard first and foremost. His studies as a war weaver make him a very effective squad leader, providing enhancements for his group during times of emergency. His studies as an arcane disciple of Ilmater make him especially effective as a group healer through his eldritch tapestry. He prefers to attack from range with his spells or arrows, though on occasion he realizes he may have to wield a sword in toe to toe combat. He is also particularly fond of using cone effects against large numbers of foes, for that is when he gets the best use of his enlarge spell ability. Finally, he should keep a number of contingent effects through craft contingent spell ready should he be faced with a dangerous situation that disables him.
Note also, don't forget to make use of his circle magic. He should have several empowered/maximized/heightened spells for use in dire straits. The whole reason he has the spell reprieve feat is to get access to the simulacrum spell. The whole reason to get the simulacrum spell is to have "apprentices" to work the circle with him (since he's good, he's not going to be attracting other folk with the tattoo focus feat). Thus, I imagine he has probably a dozen simulacrums or more of himself, each of which is responsible for maintaining his personal home wards and performing the more minor magical duties of the court.
Phillip aka Sleyvas
Alavairthae, may your skill prevail
Phillip aka Sleyvas