Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
Subject: Maerd Silbern Fri Jan 13, 2012 11:31 pm
Name: Maerd Silbern
Age 20
Sex Male
Race Human
Birthplace Somewhere in Brython (assumed).
___________________________
Skills & Attributes (Numbers based on the average human of the same gender and equivalent age.) 1 - 3 below average 4 - 6 near average 7 -10 above average
Attributes
Spoiler:
Intelligence [ | | | | | | | - - - ] 7/10 Through constant and rigorous study, Maerd has learned much of lore, and spell knowledge.
Strength [ | | | - - - - - - - ] 3/10 Maerd trained his mind, while neglecting his body. While not totally helpless, he is significantly weaker than others.
Dexterity [ | | | | - - - - - - ] 4/10 Considered clumsy by human standards, Maerd sometimes trips over his own robes, or knocks his head with his staff.
Perception [ | | | | | | - - - - ] 6/10 Maerd's time on the road has increased his awareness of his surroundings. He has acknowledged his inability to deal with supprise, and as such remains more attentive than most.
Endurance [ | | | | - - - - - - ] 4/10 When traveling, Maerd rides when he can, and generally avoids strenuous activity. As such he has less endurance than normal for someone his age.
Willpower [ | | | | | | - - - - ] 6/10 Compared to the average human Maerd's will is strong. His apprenticeship included training to concentrate during stressful moments.
Combat & General Magic
Spoiler:
Unarmed [ | - - - - - - - - - -] 1/10 Without magic, Maerd would have a hard time besting an angsty pre-teen in a fist fight.
Staff [ | | | - - - - - - - ] 3/10 Maerd is no expert with his staff, but he has mastered thwacking non-moving opponents on the head.
Magic [ | | | | | | | - - - ] 7/10 Magic is where Maerd truly excels. From childhood he has trained to hold his concentration on his spells in, and out, of combat. Long days of training have given him larger reserves of magical energy. He is no prodigy, but he is beyond what most spellcasters his age are capable of.
Spells
Limitations Maerd can only cast a limited amount of spells per day. In order to to replenish his magical energy, he must have several hours of sleep. If Maerd had used all of his magic for a day, it would take him 6-7 hours of sleep to regain all of his magical power (he regains magic at somewhere close to 15% per hour of sleep.)
0-Level Spells (Cantrips) [12 spells per rest]
Spoiler:
Arcane Mark: Inscribes a personal rune (visible or invisible). (duration 3 hr, or until caster ends the spell; can be dispelled)
Prestidigitation: Performs a variety of minor tricks. (no combat value; duration varies; can be dispelled)
Mage Light: Causes an object to shine like a torch. (duration 1 hr, or until caster ends spell; can be dispelled)
Resistance: Target is protected by a weak shield which attempts to turn attacks away from vital areas. (duration 2 strikes; can be dispelled)
Open/Close: Opens or closes small or light things. Examples, chests, boxes, barrels, etc.
Mage Hand: Moves a small object at will from a distance. (range 15 feet; drains energy; can be dispelled)
Light Push: Hits the target with kinetic force equivalent to a shove from a normal human. May cause the target to stumble. (can be resisted)
1st-Level Spells [8 spells per rest]
Spoiler:
Endure Elements: Target can remain comfortable in conditions between -50 and 140 degrees Fahrenheit. (duration 12 hr; can be dispelled)
Hold Portal: The target door, gate, window, or shutters act as if securely closed, and locked. A knock spell can negate it. (duration 30 min; can be dispelled)
Shield: Creates a barrier that blocks most forms of attack. This excludes gunshots and forces strong enough to overwhelm the shield. (duration 10 min; can be dispelled)
Animate Rope: Makes a rope move at command. Does not affect ropes worn by an individual or creature. (drains energy; can be dispelled)
Erase: Mundane or magical writing vanishes. This removes writing from books, maps scrolls, and other similar surfaces. It can be used to erase Explosive Runes, and other written magic. (removes on touch)
Expeditious Retreat: Grants a short burst of speed to the caster. (duration 15 sec; can be dispelled)
Jump: A magically assisted leap.
Feather Fall: Reduces the rate of descent for its target. (drains energy; can be dispelled)
Magic Weapon: Adds a honed magical edge to a weapon increasing its piercing/slashing capability. (lasts 3 strikes; can be dispelled; can be cast on blunt weapons to give them a sharp edge)
2nd-Level Spells [4 spells per rest]
Spoiler:
Circle of Protection From Evil: The caster draws a circle on the ground with silver dust. The circle can have a maximum radius of 10 ft. Evil creatures such as undead, werewolves, and evilly aligned extraplanar entities, cannot physically cross the barrier unless they manage to overpower the caster. Projectiles, spells, and teleportation, are unaffected by the circle. (duration 10 min; can be dispelled)
Arcane Lock: Magically seals a portal or chest, allowing access only to the caster. A knock spell can negate it. (duration 24 hr; can be dispelled)
Explosive Runes: The caster inscribes the mystic runes on a book, map, scroll, or similar object bearing written information. The runes detonate when something living comes within proximity, exploding with concussive force. The force is not enough to outright kill something, but can stun or knock a receiver unconscious. (as long as the surface on which it is written remains intact the spell can be activated; can be erased)
Resist Energy: Protects the target from a limited amount damage by one of energy types (fire, ice, and electricity). It defends against the damage dealt, the target would still get hot, cold, or have their hair stand on end, but would remain unharmed presuming the power of the attack didn't surpass the limitation of the barrier. (duration 10 min; can be dispelled)
Knock: Opens a locked or magically sealed door.
Levitate: Target object, creature, or individual moves up or down at the castor's will. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The caster can mentally direct the recipient to move up or down as much as 20 feet. (duration 1 min; can be dispelled)
___________________________
Physical Description
Height 5'9" ft.
Build Slender
Hair Color Light Brown
Eye Color Grey
Skin Color Caucasian, pale
Inventory
Sturdy Staff Hooded Red Robes Plain Tunic & Trousers x2 (worn under robe) Maerd's Spell Book (for transcription purposes) Historical Tomes x4 ("light reading) Charcoal and Parchment x10 (enough for 10 spell scrolls) Explosive Runes x3 ___________________________
Biography:
Spoiler:
The time and place of Maerd's birth are unknown. He lived his early years in the orphanage of Par Tilian, a small town in the country of Brython. He doesn't remember much of those early years, save for the day a gruff old half-elf came to his orphanage to adopt him. He was assumed to be the age of six on the day of his adoption.
The old half-elf introduced himself as Zod. During the travel out of Par Tilian, Zod answered Maerd's unspoken question of, "Why me?" He explained in short, terse, language that he was a Mage, and that he had adopted Maerd because he had the potential to become a mage as well.
Zod lived alone in small estate a short distance from Par Tilian. To young Maerd the home seemed enourmous, he imagined all the fun he might have playing in the aging house. His imaginings were crushed however, as Zod explained he would not suffer any horse-play, and that from this day forward Maerd would do what was asked of him without question.
So it was that Maerd entered his new home crestfallen, Zod was far different from the adoptee(s) he had dreamed of. He was not without gratitude however, anything seemed better than the dull day to day life in the orphanage. His mood did lighten somewhat, Zod had something about him becoming a mage!
The first few months of his apprenticeship to Zod were a let down, they were as dull as his previous life. He was tasked with making sure the large house remained clean, maintaining Zod's small wagon, and caring for Marty, the lone horse on the estate. He would also travel with Zod the rare times he went to Par Tilian to buy supplies or ingredients.
After a year of being treated as a servant, Zod was convinced the boy would not run away on him. Maerd began his apprenticeship in full, starting by memorizing cantrips, jotting down spell components, and studying the history of magic and its users. This livened things up considerably, and Maerd grew happy, immersing himself in his studies.
Ten years passed, and Maerd had progressed much. He specialized in the magical school of abjuration. The generation of shields, use of telekinetic forces, placement of curses (weaker than that of a necromancers), levitation, and the creation of wards.
Zod had also aged these years, and his health had become an issue. One Maerd was startled to find himself concerned over. The old half-elf had shown no care for Maerd beyond addopting him. But Maerd had come to rely on Zod's constant criticisms, and his perpetual foul mood. They were a stabalizing factor in his life, one he couldn't imagine being without.
Because of Zod's current condition, Maerd had to take on more responsibilities. Including travel to Par Tilian upon occasion, to purchase supplies. Maerd was excited by this change. He had always wanted to socialize with the towns people, but Zod had always forbade it on their trips together.
Maerd happiness at this turn of events was short lived. The towns people had always avoided Zod, but Maerd thought with Zod at home they might speak to him. It was not meant to be. Whatever cause the townsfolk had for shunning Zod, it had "rubbed off" on to Maerd. Several childred playing in the street looked up, seeing Maerd's smile, they returned their own. A woman soon dashed out, herding the children inside, while giving Maerd a fearful look.
This treatment hurt Maerd, and he returned to the estate without buying what he sought in town. As Maerd entered the home a while early, he heard a rhythmic chanting coming from the basement level. Making his way quietly down the stairs, Maerd stopped outside a the partially opened door to the summoning room.
The chanting stopped abruptly, and Maerd was about to announce his presence when a deep, resonant voice spoke out. It spoke a formal greeting to Zod, and Zod responded with in a respectful tone. Zod? Respectful to anyone? Maerd chanced opening the door wider to see inside with whom Zod was conversing.
He barely choked back a cry as he layed eyes upon a foul demon. The fiend was huge! It was strong as well, its power seeping through the potent protective ward in which it was trapped. To all his knowledge, Zod had never summoned such a dangerous entity. He listened more closely, eavesdropping on their conversation.
Both were speaking of an agreement, the demon spoke words with double meanings in order to take advantage of Zod. But Zod was wise, having prepared himself for the demons twisted meanings. Over the next few minutes Zod outlined a proposal to the demon. Zod offered a sacrifice, in return for extended life. The demon, having standards, questioned where Zod would get a suitable sacrifice. Maerd's stomach dropped, as the response he dreaded passed Zod's lips.
Maerd was the intended sacrifice! His mentor even went on to brag about how he had specifically prepared Maerd's power, to make him a more tempting offer. A volatile mixture of anger, fear, pain, and betrayal assaulted Maerd's mind.
For several long moments Maerd did nothing, his emotions raging inside of him. Then he came to a decision. Deciding he did not want to die, and that this foul, heartless old man, his betrayer, deserved death. He reached out with his power to feel the protective ward, and understood how it was set. Using little effort, he did what the demon could not do from inside the ward. He shattered it.
Zod and the demon stood for a moment, both looking down at the engraved circle on the ground. Cautiously, the demon stepped a hooved foot outside the boundry of the ward. Zod's expression changed abruptly from bewilderment, to sheer terror.
Maerd had stopped watching as the demon stepped over the now useless barrier. He heard as Zod was killed, his soul undoubtably devoured by the demon. The fiend, now freed stretched his wings laughing wickedly. It praised its good fortune before leaping up through the floor, and out the roof of the building.
The consequences of what he had just done began settling in. Maerd remained in place, hardly moving for over an hour. Finally he climbed shakily up the stairs to teh ground floor. The gaping holes in the large house a grim reminder of what Maerd had just realeased into the world.
Several months passed after Zod's death. The birthday given to him by the orphanage so long ago passed. He was now eighteen. He had remained busy the few months. Maerd buried what little remained of Zod, in an unmarked grave on the grounds of the estate. He steadily began selling off the various items stored within the house. Magical aparatus, historical texts, spell and potion components.
Eventually everything was sold, including the estate. Maerd took only what he thought was necessary for the journey he planned. He found himself with too much gold, and donated a large portion of it to the orphanage in Par Tilian, and a nearby temple. The rest he used to purchase additional supplies for his trip, as well as transportation.
A long two years passed for Maerd. The looming spectre of what he had wrought gradually faded from his thoughts, though it never completely left him. He traveled with merchants, and earned gold by entertaining those who wished to watch with simple spells.
On his journey he reflected on his past, and had. Zod had taught him next nothing of combat magic. Nor was he taught any magic he might have used to eavesdrop upon Zod's conversations with demonic forces.
Finally At the end of his road, Maerd arrived in the town mentioned often in recent histories, Surna. A bustling trade town, filled with all manner of wares, and people.
So it is that Maerd seeks to start a new life in Surna, home to many great mages of times past. His overarching goal however, is to on day banish the evil he let loose into the world.
Alignment Neutral Good
Deity Mystra - Goddess of Magic
Current Tasks
Spoiler:
Earn a living. - On-going Strengthen magical powers. - Eternal Banish the demon let loose in Aeria - On-going
Milestones Was adopted. Made it to Surna.
A note on scrolls. Any spell of the mage's repertoire may be transcribed on to a scroll. A scroll allows a spell to be cast instantly, without incantation. To be cast, the caster must be holding the scroll, and able to put magical energy into the casting. The same amount of magical power is needed to cast the spell as would be required normally. The transcription process is costly. Ink with magically conductive metal (commonly gold or silver) must be used in the transcription. Shaving gold coins for the dust is common practice. The process of transcription takes time, as well as magical energy enough to cast the spell. Essentially, the transcription of a scroll, is a pre-cast.
Spell source http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm here. Talked/talking with Pat, balancing and making other spells canon. Also, things with a * next to them are things that may be changed, depending on upcoming lore. Changes will not significantly effect the character.
Last edited by Achosi on Sat Jan 14, 2012 3:07 am; edited 2 times in total (Reason for editing : putting some finishing touches on.)
Achosi
Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
Subject: Re: Maerd Silbern Fri Jan 13, 2012 11:32 pm
Subject: Re: Maerd Silbern Sat Jan 14, 2012 12:32 am
Your biography style is odd, never seen something like that before but you look like you could make for a good "journal entry" writer for your characters.
For items you can add an, "x1" or "x3" to show how many. Typically an adopted thing from games.
Waiting for Pat or Bega to comment and talk about magic?
Subject: Re: Maerd Silbern Sat Jan 14, 2012 12:50 am
I personally enjoyed the biography. I'm not sure why, but one thing I've discovered is that very difficult, long term starting goals work very well in giving direction to a character.
I find myself really liking the way you styled the character. His spells mean, as you said when I talked with you, that he'll need to work out strategies and prepare beforehand. His spells also place him mostly in a support roll, which is something I don't usually see among characters. His skills are tailored to clever thinking, which I really like. His rest system works far better that most other "when he gets tired" systems, given how cut and dry it is.
Looking at these spells, I think you should stick with that number and not add the others yet. The only one I would change is 'Resist Energy'. Change the possible resistances to fire, electricity, ice and perhaps pure, which would count towards resistances against curses. You might also add the circle of protection spell, but that's up to you.
I think I'd be ready to accept this, but I'd like a second opinion.
Edit: This is really more of a personal opinion, but I don't like the picture. Not that it isn't a good picture, but I just personally dislike it for this character. Your choice, it won't have any weight on my accept/deny.
Achosi
Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
Subject: Re: Maerd Silbern Sat Jan 14, 2012 1:08 am
Pat wrote:
I
Edit: This is really more of a personal opinion, but I don't like the picture. Not that it isn't a good picture, but I just personally dislike it for this character. Your choice, it won't have any weight on my accept/deny.
I agree. I looked around but couldn't seem to find a picture that suited him. Eventually I ended up choosing one I thought looked cool (mistake), and I'll keep the search on for a different one.
I'm going to break down right here. I don't know how to introduce this character. I did a few little things at the fair, but I didn't really feel like I was playing him. Any suggestions to that effect would be greatly appreciated.
Yet another plea for help. If there's a link to a particular style or you have suggestions for how to make his bio feel better, please link me / let me know.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
Subject: Re: Maerd Silbern Sat Jan 14, 2012 1:40 am
Kain wrote:
Pat wrote:
Kain wrote:
We have a group of monster hunters going, and I tend to take them out on regular hunts. You could appear in the middle of one if you'd like.
Also, Pat, his system is the DnD system, as you know.
So, this is me reinforcing the merits of the DnD system.
Reinforce.
>(
god damnit DnD is invading again
Achosi
Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
Subject: Re: Maerd Silbern Sat Jan 14, 2012 1:44 am
Pat wrote:
I don't see what problems you have with his biography. As both Gambit and I (and Xeloras, who said as such to me) the Biography is better than most.
OK. I don't know why but I felt really unsure of this character as I finished the page for him. These are my self doubts showing, please ignore them from now on.
Pictured changed. Picture supplied by Pat. Also, I like the DnD rules, but I really don't want anything enforced that would alienate others.
I guess you could say I'm,
Spoiler:
pro choice.
Last edited by Achosi on Sat Jan 14, 2012 1:50 am; edited 1 time in total (Reason for editing : combined my double-post)
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be