Purple Dragon Knight-Commander, War Wizard of Cormyr and Advisor to King Foril Hero of the Battle of Menhirs, Hero of New Velar, Destroyer of Monoliths, Defender of New Sarshel
Tactical Warlord/MC Wizard, Battle Captain
Born Thayian and the son of a Red Wizard of Thay, Ernie and his family escaped the country after his father had enough of the Red Wizards and protested against the country's ideals and slavery. It was also to flee when his father somehow earned the emnity of Szass Tam, the Lich that rules Thay. In time, after seeking aid from the Simbarch Council in Aglarond and proving his loyalty to family and earning their trust, Ernie's father took seat as a Simbarch's aid while the rest of his family moved to the city of Suzail in Cormyr.
Ernie grew up with two goals in mind while being taught the ways of the sword and dabbling in what little magic his mother knew - He wished to become one of the greatest Knights in all of Cormyr, and he wished to create an undead army. He was a strange boy! Must have had too much exposure to necromancy when he was little and played one too many times with some of the Thayan Knights back in Eltabbar. Ernie was one of the most intelligent squires any knight could have. Did he have common sense? Well, that was debatable depending who you talked to. At times, things that Ernie does seem strange. VERY strange. But there is always a reason being his wierd way of thinking.
Being part of the Cormyrian Army, Ernie rose quickly through the ranks and was the focus of many Knight's and War Wizards small talk. He was a nobody. A refugee rising from the depths and leading small units of soldiers on patrols and barking orders like a seasons veteran. Some of his tactics used in combat were near perfect and he was not one to shy from standing on the front lines. But that picturesque life was shattered when he turned in his colors and took on the life of an adventurer. Little did his superiors realize, Ernie would return and would be the key in Thay's defeat and Cormyr's savior.
His first duty as a sellsword, ironically, ended up being a job from King Foril himself. With a writ from the King and several others, he travelled to Arabel to investigate why they have stopped contacting the captial. Sir Severend was a close friend of Ernie and it pained him to discover that he was the Black Knight, but his reasons were just and they defeated his father and the Shar-worshipping cult. His dealings with Shar earned him the attention of one of his most trusted friends and patrons, Yazeth Cobb, a priest of Amaunator. He travelled to the Moonsea and traveresed the dangers of what lurks beneath the ruins of Zhentil Keep and the Tower of Art. Yazeth's little pissant son annoyed him and he swore that if he saw him again he would slay the yelp on sight.
Ernie returned once more, this time gracing the prison city of Wheloon and helping a man escape the inescapable prison. It left a dry taste in his mouth but he was paid to do a job and he did it well. While Wheloon had it's gangs, Baldur's Gate was an annoying city. How could the people of Baldur's Gate allow their undead to run amok unchecked? There were binding rituals and magic circles that needed to be inscribed to reign control over them. While he was unsuccessful in turning the Wights over to his side, his knowledge helped in stopping the undead and halflings from completely ruining the city. Stupid halflings. If only they did not look like little boys.... wait, that's the best part!
The return to Zhentil Keep was right up Ernie's alley. Death and destruction seemed to be the theme, but it was a party to the Thayan-born Cormyrian. He even saw one of his friends die twice! Awesome! But the culmination of the night was having Yazeth Cobb's son impaled by his pe--...err, longsword. The ironic portion of what has occurred to that point, Ernie took great delight while infiltrating Dark Hold all in the name of Cormyr. Stupid Zhents thought he was just psychotic when he was openly telling them the truth. The truth aided in his successful infiltration of Zhentil Keep and killing the Eladrin so he could steal the Unicorn's head for himself was all in his own plans. Unfortunately, the Zhents got ahold of the unicorn head from him and he had to watch as HIS Dracolich razed a town. It was completely unfair!
Ernie's return to Cormyr was part of an investigation into the drug known as Agony and a series of murders that have been occurring in the Dales, Dragon Coast and Cormyr. At first he believed that the Priest of Amaunator was the culprit behind the murders. Why a priest of a Lawful Good deity? Well, he was not Yazeth Cobb, the only man you can trust on Abeir-Toril. And he was a Dragonborn. They were the most supceptable to Agony and the effects were nearly doubled compared to a human. But it ended up being the emo stripper Eladrin girl at the bar. How sad. The investigation ended in the Dalelands where they offered him a seat as a Burghermeister. He told them that he was not good at cooking and passed the buck off to one of his other compatriots. At least he got a Horreb Ritual cube out of it. One of the many components he needed in opening the Spiral Gate, wherever that was.
Cormyr called upon him once more, but this time in it's darkest hour. With allies in toe, Ernie took his rightful place as a Purple Dragon Knight of Cormyr and fought off the Harbingers Pestilence, Famine, Madness, Fury, Entropy, and Destruction. Time was on Cormyr's side as he was granted the title of Knight Exhalted by King Foril for his unquestionable loyalty to Cormyr. His home was safe for a time being, but the next few weeks would test Ernie's resolve.
Yazeth Cobb had summoned him to Eltrugard with the blessing of King Foril to lead a unit into the Plaguelands. If not for his quick thinking and battle strategies, the people of Eltrugard, the Paladins of Torm and the Morning Lords of Amaunator would have surely fallen during the surprise attack of the Plaguechanged. During the battle with the Companion continuing to supress the undead, Ernie spear-headed an assault with his allies and destroyed not one, not two, but three monoliths, saving the lives of hundreds of adventurers and soldiers. His prowess impressed even Knight-Commander Vessen, all the way up to the point of his betrayal and sicking his own Dracolich upon him. How dare he! Not even spade or neutered.
Called upon by his own father for assistance, he lead an assault unit into the heart of a Thayan army during the Battle of Mehir. They managed to bullshit their way in and travel to the Shadowfell to make a direct strike upon the Saffron Devil, Vol Zaffras, or Voldini as he had heard many times before. After striking down the lich, he discovered her secret tomes and her method of attaining undeath. Ernie was disappointed in his research. To attain the power of undeath, one must make a pact with Orcus, Prince of Undeath, in order to gain the power of a Lich. This did not sit well with the Knight and he began his untiring search to gain power without having to make a deal with the Devil, or Primordial? Whatever.
Cormyr was in a dark state when he returned from battle. After dealing with another task set by Yazeth Cobb, earning him a Death warrant in Vassa, he returned just in time to gather necessary resources to battle the Queen of Thorns. King Foril's plan was crazy, but maybe he had been paying too much attention to Ernie's own reports of his exploits and was taking a page out from his own book. The move was successful and the Obarsykr line was temporarily broken. Ernie lead the charge, forcing Knights under Lord Erzoured to stand aside as the true Knights of Cormyr take down the Queen of Thorns once and for all.
Now with the Queen of Thorns properly bushwhacked, Ernie is tasked with dealing with an old nemesis named Nethril.
====== Created Using Wizards of the Coast D&D Character Builder ====== Sir Ernie The Strange, level 19 Human, Warlord, Battle Captain Build: Tactical Warlord Archer Warlord Optional Choice: Standard Warlord Armor Features Warlord: Combat Leader Commanding Presence: Tactical Presence Human Power Selection: Heroic Effort Background: Cormyr (General), Thay, Adventurer's Scion (+2 to Arcana)
FINAL ABILITY SCORES Str 21, Con 13, Dex 9, Int 23, Wis 13, Cha 11.
STARTING ABILITY SCORES Str 16, Con 12, Dex 8, Int 16, Wis 12, Cha 10.
FEATS Learned Spellcaster: Ritual Caster Human: Tactical Assault Level 1: Improved Tactics Level 2: Heavy Blade Expertise Level 4: Shield Proficiency: Heavy Level 6: Superior Fortitude Level 8: Resilient Focus Level 10: Iron Will Level 11: Combat Commander Level 12: Fight On Level 14: Shield Mastery Level 16: Learned Spellcaster Level 18: Arcane Familiar
POWERS Warlord at-will 1: Direct the Strike Warlord at-will 1: Commander's Strike Warlord encounter 1: Warlord's Favor Warlord daily 1: Bastion of Defense Warlord utility 2: Shake It Off Warlord encounter 3: Inspiring War Cry Warlord daily 5: Stand the Fallen Warlord utility 6: Tactical Supervision Warlord encounter 7: Surprise Attack Warlord daily 9: Warlord's Recovery Warlord utility 10: Strength of Conviction Warlord encounter 13: Death from Two Sides (replaces Warlord's Favor) Warlord daily 15: Renew the Troops (replaces Bastion of Defense) Warlord utility 16: Warlord's Banner Warlord encounter 17: Thunderous Fury (replaces Surprise Attack) Warlord daily 19: Glasya's Stride (replaces Stand the Fallen)
ITEMS Dragonscale Shield Heavy Shield (paragon tier), Shadowfell Blade Longsword +4, Nightmare Ward Darkhide Armor +4, Mantle of the Golden General +4, Golden Crown of Battle Command (paragon tier), General's Belt (paragon tier), Boots of Quickness (paragon tier), Gloves of the Healer (paragon tier), Ring of Shadow Guard (paragon tier), Voidcrystal Javelin +3, Escape Tattoo (heroic tier), Crown of the World Tree (paragon tier), Keoghtom's Ointment (paragon tier), Dice of Auspicious Fortune (paragon tier), Potion of Clarity (level 10) (2), Horreb Ritual Cube (paragon tier), Bone Ring of Better Fortune (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Grom was in streets of Baldur's Gate begging for money one day, when all of sudden, he find hisself in new bar with crazy gnome. Grom hate gnome from then on. He go on madcap adventure to underwater temple to find stuff for gnome - anything to get away from him. That begin Grom career of strange adventures. Grom make friends with King of Cormyr on adventures - King even calls Grom "MISTER Grom". Grom like that. And King give Grom small castle! What not to like? Grom will move momma and extended family into castle.
Everyone call Grom stinky Orc Barbarian, but Grom want to put on record that he take bath EVERY DAY when bath available. And maybe Grom have little anger management issue, but little raging good for soul! Grom also not sharpest tool in shed, but Grom not stupid - just speak Common bad. [Giant]I'm actually quite well-spoken in Giant, if I do say so myself[/Giant]
Grom was made while Barbarian was a playtest class. I wasn't sure if Thaneborn was going to be any good, so I left it open as to whether he would wind up being a Rageblood or Thaneborn. Turns out they both suck and he's starting to invest in DEX His basic schitck in life is to think of the funniest, most outrageous thing to do/say at any given social interaction - and then do/say it.[/spoiler.
It is not uncommon for adolescent males to spend a great deal of time obsessing over and pursuing adolescent females. There are those who choose to pledge their undying love until the end of time, while others prefer a quick roll in the hay and then move onto their next conquest. A fast-talking changeling, with the ability to change his appearance, Finn found it relatively easy to follow the love 'em and leave 'em philosophy throughout most of his teenage years.
This all came to an end when he tried to use his best romantic sweet-talk on a priestess of Sune. She, being a little bit older and wiser than the girls he was used to dealing with, recognized him for what he was and told him that wearing a beautiful face did not make him a beautiful person. This was quite a shock to Finn, but in his smitten state he decided to go study at the temple of Sune in the hopes of impressing the object of his affection. He never did get the girl, but somewhere along the way Finn started taking the teachings of Sune seriously. Now he sees himself as a protector of beautiful things, and the artists who create them.
Although he makes his home in Myth Drannor, and aspires to join the Knights of Myth Drannor, Finn has traveled widely over Faerun. Highlights include rescuing the artist Adale of Waterdeep from being trapped in a magical painting, reuniting the nymph Cymerae with her fey lover, and retrieving the ancient eladrin blade Faervian.
The local group that I play with wanted to run a campaign of related My Realms games, and we were looking for some common theme to tie the group together. Someone suggested that all the characters should have a common race - what about changelings? People threw out character ideas - rogue, wizard, warlock, assassin - but nobody wanted to play a defender. I started thinking about whether you could even make a good defender as a changeling, since you don't get a boost to either strength of constitution. A charismatic paladin seemed like the best option.
Then I started thinking about the question - what does it mean to serve the goddess of beauty if you can just wake up in the morning and look as beautiful as you want? The backstory was my way of thinking through that. Here's a character who has realized that there's more to being beautiful than perfect hair and a stunning smile.
Oveck spent much of his youth exploring as far as he could in the Underdark. Being a resident of the East rift and a dwarf reclaiming his home from that which fell, has been something he has strived for. Oveck has a very strong sense of honor. He believes that it is his duty to protect those who are weaker than himself. He also believes in protecting family/clan. He has always been very gruff, and recently he has been able to use that to get folks to listen to him. (Try the stick)
Kyte the Arcblade, level 22 Human, Swordmage, Sigil Carver, Archlich Swordmage Aegis: Aegis of Shielding Arcane Admixture Damage Type: Arcane Admixture Thunder Arcane Admixture II: Arcane Admixture Thunder II Human Power Selection: Heroic Effort Arcane Admixture Power: Sword Burst Arcane Admixture II: Sword Burst Background: High Imaskar, Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
FINAL ABILITY SCORES Str 14, Con 18, Dex 12, Int 28, Wis 10, Cha 14.
STARTING ABILITY SCORES Str 12, Con 12, Dex 10, Int 18, Wis 8, Cha 12.
ITEMS Strikebacks (heroic tier), Salve of Power (heroic tier), Adventurer's Kit, Sunrod (2), Amulet of Physical Resolve +4, Siberys Shard of the Mage (paragon tier), Circlet of Arkhosia (paragon tier), Ring of the Dragonborn Emperor (paragon tier), Phantom Chaussures (paragon tier), Baldric of Shielding (paragon tier), Demonskin Tattoo (paragon tier), Oil of Flesh Returned (heroic tier) (2), Bag of Holding (heroic tier), Power Jewel (heroic tier), Diplomat's Scabbard (paragon tier), Keoghtom's Ointment (paragon tier), Helm of Able Defense (paragon tier), Alchemical Reagents (Arcana) (5335), Familiar's Baldric +1, Impenetrable Barding (paragon tier), Amulet of Protection +5, Rhythm Blade Wrist Razors +1, Voidcrystal Javelin +4, Dread Longsword +5, Corellon's Boon of Arcane Might (level 23), Summoned Stalkerhide Armor +5, Iron Armbands of Power (paragon tier), Many-Fingered Gloves (paragon tier) RITUALS Scroll of Comrades' Succor (5), Scroll of Endure Elements, Scroll of Pyrotechnics, Scroll of Seek Rumor, Scroll of Arcane Lock, Scroll of Knock, Scroll of Magic Circle, Scroll of Phantom Steed, Scroll of Raise Dead, Scroll of Object Reading, Scroll of Duplicate, Scroll of Steed Summons, Scroll of Ghost Walk, Scroll of Linked Portal, Scroll of Make Whole, Scroll of Comprehend Language, Scroll of Waterborn
Kyte's story begins years ago in High Imaskar. Dhania was the daughter of a minor noble family in the capital city of Skyclave. She possessed a rebellious spirit which led her to marry a wandering adventurer against her family's wishes. Stipped of her title and status, she lived happily for a time with the wanderer, before he was tragically killed by demons while excavating an ancient tomb. Dhania was left with nothing but a baby in her womb, which she named Kyte after the adventurer.
Dhania found work in the courts and she raised Kyte as best she could, even securing him a spot in the Academy of Imaskar. At school, Kyte was constantly teased about his mother's fallen status and his outsider heritage; he frequently got into fights with the other children. Kyte did well enough at his studies that, upon reaching adolescence, he was apprenticed to a wizard named Hauthin. Hauthin was at best a stern master, but Kyte admired him because he had the strength to defend what was his. He joined While cleaning Hauthin's library, Kyte discovered a disused book that described the fundamentals of eladrin sword magic. Fascinated, Kyte began to study the book in secret. Things passed this way until Kyte's apprenticeship was almost through and he had reached his early twenties. Kyte completed his apprenticeship and joined an arcane order. Kyte grew powerful enough to rebuff even the worst of his tormentors.
However, all was not well. Dhania had contacted a strange illness which gradually worsened and weakened her to the point she was bedridden. One night, Kyte overheard Hauthin talking with his mother. To his horror, he learned that Dhania had traded her life force to Hauthin for the wizard's dark experiments in order to secure Kyte's apprenticeship. Kyte flew into a rage and attacked Hauthar. The older wizard easily deflected Kyte's assault and swore he would see him banished from the city. Dhania, on her last breath, encouraged Kyte to take his new found skills and make a new life in the world. Kyte swore to become strong enough to defend all the weak from those who would exploit them.
Now a wandering adventurer like his father, Kyte took the name of the Arcblade and began constantly learning and throwing himself into dangerous situations. He put on a cheerful face and a boisterous attitude to become a true hero, someone who the masses could look to with absolute faith. He had many adventurers, distinguishing himself through the strength of his research into sword magic and his special Eventually he returned to High Imaskar to learn that Hauthar had vanished from High Imaskar after word of his experiments had gotten out.
Years later, Kyte had truly earned the fame and skill he had aspired towards. After destroying a powerful lich known as the Saffron Devil, Kyte found a talking skull named Uthvec. To his surprise, Kyte learned that the Saffron Devil had been in contact with Hauthar. Kyte immediately set out to find his old master.
Kyte discovered Hauthar's lab deep within the shadowfell and dueled his old master. The battle was long and both exhausted all of their spells. Eventually though, Kyte achieved the upper hand. Knowing his doom was upon him, Hauthar used his life energy to cast a final spell on Kyte before passing into oblivion. Kyte had avenged his mother and freed the hundreds that Hauthar had captured for his vile magic. However, the last spell that Hauthar had cast was a vile death curse. It would gradually eat away at Kyte until he was dead without possibilty of resurrection through normal magic.
Kyte continued on with his adventuring life, swearing to spend his last months in the pursuit of evil. After witnessing plane-shattering events at Castle Perilous and later throughout Faerun, Kyte resolved that he must not allow himself to fall. He began desperately researching a cure. However, no matter how much he search and experimented, there was no denying the fact that he would die. In his last days, Kyte stumbled upon a single option while researching in the libraries of Myth Drannor: become an archlich, thus allowing the curse to kill him but still remaining able to fight evil.
Kyte performed the ritual, which tried his very soul. Only by clinging to his pure desire to protect the innocent was Kyte able to control the transformation and escape the madness and evil that most liches are drawn into. Kyte emerged changed, suddenly facing immortality after being within seconds of true death.
His personal vendetta resolved, Kyte continued to fight evil, becoming a mysterious dark vigilante. Those who witnessed his deeds began calling him the Lich Knight. After a time of this, Kyte was delivered a magical message summoning him to Myth Drannor. This letter will lead Kyte to a challenge far more difficult than even those he faced when mortal. Still Kyte retains his trademark (over)confidence and eagarly awaits whatever challenges await him.