Vren Spearwarden

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Vren Spearwarden (of Splintertalon)

Goblinoids had been an issue for Bethsada; children of the Valley of Dirges, a vast badland known for its odd stone formations that "sang" in low, long notes when the not-infrequent wind picked up and blew through them just so. It wasn't exactly arable land, either - not to mention the large populations of hostile wildlife and occasional power-hungry wizard seeking the power said to be there. As they say, hard places breed hard people - especially when faced with the far more livable winds that blew from Bethsada. Goblinoids became, one and all, militaristic - and from there, often the mercenaries of the very mages who made their lands so hostile, seeking only a chance to establish colonies in greener areas, provoking a cycle of ever-escalating vendettas and retributions, that gradually killed everything except the desire to take the world by force. Bravery and skill were the only virtues valued, with compassion mocked and mercy nonexistent - you served the army in war or in preparation for war, or you were left in the dirt.

Vren, born to the Splintertalon legion, was once a believer in this. His spine badly injured the same retreat from a young blue dragon that took the life of his decade-older sister, he was fully ready to accept he was a burden on the tribe and meet his end in the wastes - but then he met a human hermit who apparently noticed how the hobgoblin youth was an expert hunter through his study of the few edible species in the area, and how he kept his wits during that retreat. The hobgoblin took to magic like a fish to water, returning to accept a position in the College of Devastators, one of the feared mage-artillerists of the goblin nations - though his specialty was in abjuration, not raw might, hence his chosen last name. The kindness that hermit showed him, despite his borderline-crippled state (while he can walk fine, lifting most things causes him debilitating back pain) stuck with him though - as did the fact that as he took inspections of the troops, how overly eager his fellows were to dispose of the "softbellies" in favor of their own. When the same dragon came back, and he received an order to, essentially, use some competent trainees as cannon fodder - he realized what his people had become. He believes in their destiny, to be certain - but he sees that constant war is not a way to achieve it. They "do not lose because someone else wins", as he puts it.

As of the start of the game, Vren, having long dropped his original surname, helps run a refugee came for goblinoids in Rithys, still seeking knowledge of who that hermit was. With the portals, he sees an opportunity to help win fame and acceptance for the goblins, perhaps even a sovereign state in better lands - if that is a vassal of Rithys, that would be fine, he just wants an area where they may dwell in peace, no longer having to have a universal army for the sake of survival and glory.

CLASS & LEVEL Wizard 11 (Abjurer)

EXPERIENCE POINTS 92,650

PLAYER NAME Leliel

RACE Hobgoblin

BACKGROUND Sage

CAMPAIGN or PLAYER ID Leliel; Portals and Perils

Proficiency Bonus +4 STR 5 (-3)

DEX 14 (+2)

CON 16 (+3)

INT 20 (+5)

WIS 13 (+1)

CHA 10 (+1) Saving Throws -3 Strength Saves +2 Dexterity Saves +3 Constitution Saves +9 Intelligence Saves * +5 Wisdom Saves * +0 Charisma Saves

  • Prof. bonus added

Skills +2 Acrobatics (Dex) +1 Animal Handling (Wis) +9 Arcana (Int) * -3 Athletics (Str) +0 Deception (Cha) +9 History (Int) * +1 Insight (Wis) +0 Intimidation (Cha) +5 Investigation (Int) +5 Medicine (Wis) * +5 Nature (Int) +1 Perception (Wis) +0 Performance (Cha) +1 Persuasion (Cha) +9 Religion (Int) * +2 Sleight of Hand (Dex) +2 Stealth (Dex) +1 Survival (Wis)

Passive Perception: 11


Sage Background [PHB p. 137]

• Feature: Researcher

• Traits: Older sibling devoured by a dragon. Mournful nature.

• Ideal: Thought is the parent of change.

• Bond: Former mentor disappeared.

• Flaw: Often skips personal care.


Hobgoblin Traits [VGtM p. 119]

• Age: 45 years old

• Medium Size (5' 10", 180 lbs.)

• Darkvision (60 feet)

• Martial Training (prof. in longsword, longbow and light armor)

• Saving Face (on failed attack, ability check or saving throw roll, gain bonus equal to number of allies in sight within 30 feet, max. bonus +5, use once between short rests)


Wizard Class Features [PHB p. 112]


• Ritual Casting

• Arcane Recovery (regain spell slots totalling 6 levels after short rest once per day)

• Abjuration Savant (copy such spells in half the time)

• Arcane Ward (aura of 27 temp. h.p. when you cast an abjuration spell)

• Projected Ward (extend Arcane Ward to protect another within 30 feet)

• Improved Abjuration (add proficiency bonus to Counterspell, Dispel Magic or such abjurations using ability check)

ARMOR CLASS (AC) 12 Armor Worn: none

INITIATIVE +2

SPEED 30 ft.

HIT POINTS 79

HIT DICE 11d6


Spellcasting

Spell Attack Modifier +9 Spell Save DC 17 Cantrips Known: Blade Ward, Chill Touch, Dancing Lights, Mage Hand, Mending


Prepared Spells

1st Level (4 slots): Mage Armor, Protection from Evil and Good, Charm Person

2nd Level (3 slots): Arcane Lock, Invisibility, Phantasmal Force

3rd Level (3 slots): Dispel Magic, Counterspell, Remove Curse, Fireball, Fly

4th Level (3 slots): Banishment

5th Level (2 slots): Planar Binding, Cone of Cold

6th Level (1 slot): Globe of Invulnerability, Chain Lightning

Armor: light armor

Weapons: dagger, dart, light crossbow, longbow, longsword, quarterstaff, sling

Tools: none

Saving Throws: Intelligence, Wisdom

Skills: Arcana, History, Medicine, Religion

Languages: Common, Dwarvish, Gnomish, Goblin

ENCUMBRANCE

Lifting & Carrying: 75 lbs. max. carrying capacity; 150 lbs. pushing or dragging (speed -5 ft.); 150 lbs. max. lift.