Difference between revisions of "Lexent"

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Revision as of 23:38, 13 June 2026

File:Lexent.png
Lexent on arrival in Ózd

Lexent Povarov is a 49 year old male gnomish Cleric of the Gnomish Pantheon. He is 3'4" and 75 Lbs., slightly below average height and weight for a gnome. He has unnaturally smooth, olive skin, a strong chin, and pine green eyes. His wavy, oily hair was once a nice tawny colour but is now fading into grey. He wears studded leather armour with a helmet and caries a shield and godentag that is nearly as tall as himself. He also has a sling and a number of pouches hanging from various belts he wears. Lexent wears a small satinwood carving of a raccoon's face on a cord around his neck, obviously a holy symbol of some gnomish deity. He is quick to smile, especially around children, and there is frequently a mild mischievousness playing through his eyes and across his face.

Activity

Encumbrance
5 AP 4 AP 3 AP 2 AP 1 AP
Up to 14 15-28 29-42 43-56 57-70

Actions

Action AP
Move 1
Unsling Backpack 5
Unsling Shield 3
Strap Shield On 10
Draw Sling 3
Load and Fire Sling 1 rd. + 2
Draw Godentag 2
Attack 2
Pummel 1
Cast Spell Usually 1 rd.
Discharge Spell 1
Turn undead All
Retrieve bandages 4
Bind Wounds 2 rds.
Leave Combat Hex 1

Pummeling

Overbearing

Grappling

Charging

Stealth Rules

Scrambling Rules

Offence

Weapon Damage Breaks on Point Blank (+1) Short Medium (-2) Long (-5)
Godentag 2d4 1 in 4
Sling 1d4 1 in 6 - 2-13 14-25 26-37
Grond's Bane (+1 Quarterstaff) 1d6+1 1 in 36
Studded Gauntlet 1d4-1 1 in 36 (1-4 injury)
To Hit AC 10 AC 9 AC 8 AC 7 AC 6 AC 5 AC 4 AC 3 AC 2 AC 1 AC 0
8 9 10 11 12 13 14 15 16 17 18

+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.

-3 To hit when using any non-proficient weapons.

  • Proficiencies: - Godentag, sling, quarterstaff

As a cleric, can keep sling spinning for 2 rounds per level.

Sling can be used with shield per this page

Defence

HP 12
HP (max) 39
Injury 0

-1 damage per die against boiling liquids (Progenitor's Legacy)
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)

Base Armour (Studded Leather) 7
Shield (+1) +2
AC Total 5
AC Total (Without Shield) 7

+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.

Saves Base Modifier Remarks
Poison 11 0 Saves at 1 level higher (Health)
Paralyse & Petrify 10 +3 Gnome toughness
Polymorph 12 +3 Gnome Magic Resistance
Rod, Staff, & Wand 13 +3 Gnome Magic Reisistance
Breath Weapon 14 +3 Gnome Magic Resistance
Other Magic 14 +3 Gnome Magic Resistance, (1)(2)

(1) Additional +3 vs. mind altering magical effects from Wisdom.
(2) Additional +1 vs. clerical spells from Religious History sage ability.

Spells

Cast Spell Description
Command compels a named action (1 AP).
X Cure Light Wounds restores lost hit points (1d4+4).
Detect Magic detects magic.
Endure Cold & Heat reduces natural weather effects.
X Protection from Malevolence protects against attacks.
X Aid aids attacks and gives hit points (2d6+8).
Augury queries the gods.
X Dust Devil conjures a controlled dust devil. 1AP to move up to 6 hexes. Automatic hit 1d8 damage. 5 rounds.
Hold Person immobilizes creatures.
Death's Door Sets HP to 0 and stabilises.
Create Food & Water Creates 10 lbs./level.

Turn Undead

Undead DC
Skeleton 8
Zombie 12
Ghoul 15
Huecuva 17
Shadow 20

Can currently turn 2 HD (minimum 1 target)

Daily Use Abilities

Used Ability
X Grond's Bane 3d4 HP to one target

Capabilities

Experience

Level XP Next Level F.E.L. Next F.E.L.
5 13414 27501 4 18001

Receives a 10% bonus to all experience received, regardless of his or her ability stats; if the character already benefits from this, increase bonus to +12% (Predispositions & Shortcomings).
Receives a flat, one-time increase to experience of +2% upon visiting an awe-inspiring Gnomish religious site and then any and all experience gained over the next month is adjusted by +3%, due to the inspiration of having visited the religious site. (Religious History sage ability)

Ability Scores

Stat Score Remarks
Strength 14 -1 gnome
Intelligence 11 +1 age
Wisdom 17 +1 age, +3 to Mental Saves
Constitution 10 +1 gnome
Dexterity 13
Charisma 13

He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (Personal Magnetism).
He gains a +1 Charisma bonus when speaking with commanders and soldiers (Military Study I sage ability)

Sage Abilities

Amateur

  • History of Empire: Gives a broad understanding of ancient European empires.
  • Military Study I: Gives better communication and morale with hirelings and soldiers, as well as an understanding of Historical Warfare, Battlefield Insight, and Strategic Comprehension.
  • Religious History: Gives better saves against clerical spells, bonus experience for visiting religious sites, and a broad understanding of ancient European religions.
  • Simple Prognostication: Provides insight into the safety of the character at a given time.
  • Ritual Slaughter: Knowledge of the correct practice in slaughtering creatures for sacrifice and divination.
  • Identify Manifestation: Grants the ability to identify 'manifestations' by named type and recall certain combat information about them.
  • Turn Undead: Grants the ability to turn undead 1 HD per 5 points
  • Preach: The power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
  • Proselytize: The skill to speak with others and encourage them to adopt the cleric's faith.
  • Essence: Provides a general illustration of the known outer plane.
  • Transmogrification: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.

Authority

  • Aid Rest: Increases hit points restored from rest.
  • Binding Wounds: Improves skill at ending hit point damage caused by wounds.
  • Diagnose Ailment: Identifies a disease or poison affecting the patient's health; does not provide treatment.
  • Olfactory Acuity: Ability to identify some potions and other substances by smell. Currently includes healing, sweet water, heroism, and protection potions.
  • Amputation: Increases the likelihood of a patient surviving the removal of a limb.
  • Bloodletting: Ensures better health through the deliberate draining of blood.
  • Minor Invasive Surgery: Enables minimal cutting into the body with a likelihood of patient survival.
  • Detoxification: Lessens the severity of various forms of toxic attacks against the body.
  • Set Injury: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
  • Treat Disease: Enables treatment of diseases to reduce their severity and probable fatality.

Fields & Studies

The Church
Heraldry, Signs, and Sigils 4
History (Ancient European) 10
Politics 6
Religious Art, Music & Design 7
Legends & Folklore
Artifacts 8
Beasts 6
Demi-gods 7
Heroism 7
Power
Divination 13
Dweomercraft 12
Faith 27
Medicine 43
Outer Planes 14
Theology & Customs
Astronomy & Astrology 5
Gods 5
Law & Policy 3
Ritual 7

Other

60 ft. Infravision.

Light Sleeper

Requires only 4 hours of sleep per night to feel fully rested (Composition).

Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).

Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (Reflexes & Coordination).

Hired personnel have an initial standard morale level starting at 8 instead of the usual 9 (Military Study I sage ability).

Equipment (Google Drive)

Monies

GP (16 SP) 434
SP (12 CP) 145
CP 60

Magical Items

Grond's Bane - magical quarterstaff

  • Clerical and arcane magic present
  • +1 to hit and damage
  • Can heal 3d4 hp per day to a single target
  • 8 Charges
  • Charge can be spent before an attack to provide +1 damage per cleric level of the wielder
  • Unknown if charges can be replenished

Desired Items

  • Salves
  • Extra spike(s) (adamantine>)

Biography

Generated

Family Raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. (12-13 - 14 = -1--2).

Choices Made He has a 3 inch scar on his left thigh from an accident as a child (10?-10 = 0?).

Talents Lexent's associates and family's behavior has always helped him, they may be relied upon for help. (? - 10 = ?).

Interpersonal Relationships He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (4 - 16 = -12).

Predispositions & Shortcomings Lexent receives a 10% bonus to all experience received, regardless of his or her ability stats; if the character already benefits from this, increase bonus to +12%.(7-8 - 12 = -4--5)

Agility - Experienced at squeezing through tight spaces, and may move through unusually small holes (? - 13 = ?).

Reflexes & Coordination - Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (? - 13 = ?).

Composition - Requires only 4 hours of sleep per night to feel fully rested (? - 10 = ?).

Physical Prowess - 1 Damage per die vs. cold-based attacks against the character. (? - 10 = ?)

Personal Magnetism - He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (? - 13 = ?).

Beauty - He has a strong chin and unnaturally smooth skin (? - 13 = 13).

Progenitor Chandler: chandler; -1 damage per die against boiling liquids (Dexterity, 13-15)

Before Norway

Lexent was born in the town of Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga on 5 Dec 1600 (making him 48 years old as of June 1649 and 49 as of May 1650). He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. His father was a chandler and Lexent learned this profession from him. As a boy, Lexent's mentor was invited to Narwa to teach there, and asked Lexent along. That took him down river from Lake Ladoga upon the Baltic Sea. There he found a gnomish community living in the market town, which had a priest there who led him into the seminary. Following that, he worked as a chandler for some years, then finding a place as a substitute temple leader. He was then asked to be part of an embassy to gnomish lands in the west, specifically Lenglin and Nanbrun. Finding the lands of southern Norway interesting, when the embassy was done he elected to stay.

Norway

He had made a friend of another gnome named Marcule and, inquiring after him, learned he had travelled to Stavanger and then on to Treborg. Following him out of town, he found him investigating a goblin encampment about five miles out of town. He joined Marcule, as well as Vafrandir and Pandred there on 25 June 16501649.

He accompanied them in continuing their initial foray into the hole beneath the encampment of the goblin clan identified as the Children of Grond (it seems that the group on the surface was actually a small portion of the clan and had been enthralled by Grond), fighting skeletons including a dire wolf before being forced to retreat to recover.

Upon returning, found two additional dire wolf skeletons had somehow made it above ground. Dispatched them, but in the last moments of the fight, Lexent fell and broke his hip. This necessitated heading back to camp to recover for a few days. After doing so, scouted for how the additional dire wolves made it to the surface. Avoided conflict with a giant eagle by finding a mountain goat and using it as a distraction to placate the eagle, but in the process, Pandred twisted her ankle. After waiting for that to heal, headed back into the goblin lair wherein a manifestation of Grond (in this case a goblin being used as a puppet) was almost immediately encountered threatening us to leave. Decided that discretion was the better part of valour and retreated, deciding to return to Stavanger to resupply, improve our equipment, and hire additional forces.

It was later learned that a goblin wizard, Xsant, who was not enthralled by Grond gave his life at around this point to summon a guardian named Mok-Losh to contain Grond.

Hired a group of sappers to help deal with Grond and the goblin lair. Upon returning to the goblin lair, discovered that the rothe that had previously been being herded on the surface had been driven into the hole, and that a score of ghouls had emerged and died. Delving further, fought a jelly and some bats, and discovered a wealth of Gems and Adamantium held by what seemed to be the remains of the goblin tribe apparently trying to effect their escape. Found a Crypt Thing and retreated therefrom. Started clearing a hall that had been blockaded with furniture, and were attacked by ghouls. Dispatched them and moved on to find a pair of ghasts which were also summarily destroyed. This led to what appeared to be the chieftain's room wherein was stored some magical shields (one of which Lexent claimed) and weapons, an enormous (40 lb.) shield depicting the arrival of goblins through the Kodar Gate, and 3 chests full of gold totaling 12000 pieces. This gold was marked with the name 'H. Ross' which aligns with the documents the party had found at the crashed airship nearly a month prior. Transported all of this to the surface and decided to rest for a day.

The night after resting, the stone giant, Dilhak, whom the party had met earlier, ventured into camp, and provided the information about the depiction on the shield, as well as where a tribe of goblins that could be interested in it might be found to the north.

Returned a final time to the goblin lair and fought a shadow deeper down, closer to Grond. Past it was a room containing a large jelly creature with three head-sized eyes floating within it. It communicated telepathically that it was Mok-Losh, a guardian summoned to contain Grond (also possibly the god of the goblin clan?). Learned from him that Grond is a 'cavewight' and that he has doubled in power after feasting upon the rothe. Mok-Losh claimed to be able to contain him and that it would take a year before Grond was starved. Also confirmed from him that the remainder of the lair was empty, save for the Crypt Thing that he was also able to contain. Departed.

Upon returning to Treborg, were asked by the leader of the community to help fund a new lighthouse. Made a trip to Stavanger to offload the valuables obtained from the goblin lair. Procured passage to Bergen and sent the requested funds back to Treborg with Nadia (The Party's hired pilot).

After a 2 day journey, arrived in Bergen and began asking after Hamish Ross. Learned that he was known around town as 'King Hamish' due to the outlandish stories he told of being granted a barony in the island of Askøy, which he was never able to prove (The airship carrying the documents and accompanying funds having crashed and subsequently discovered by the party). This led him to excessive drink and living on the streets in shame. Found him drunk in an alley. Helped revive him and informed him that we had discovered the papers documenting his claims. With the help of a local constable, Espen Rosted, spirited him out of the city to a hunting lodge to rehabilitate him and await confirmation of his title by the Thane. Were discovered there by the Bergen Thieves' guild who also wanted him to be able to claim his title. They included in their number one Bergthora, who had travelled with the party prior to Lexent's arrival. Baron Ross was confirmed by the Thane.

Upper Hungary

Travelled to the town of Ozd in Upper Hungary (Ottoman controlled)

Notes

Ózd
Population 2071
Rural population 5505
Czepan - lumber
Uraj - Coal mines - Thorpe 33 persons, 2 Farms, Garner, Gristmill, Ox Tether, Sawpit, Well
15 gnomes working in the mines in camps
Nearby gnomes half dozen in Ozd
Party
Orsos Levante - Fighter
Tihomir Nazare - Fighter
Zoltan - Buddhist Cleric
Matyas - Half-Orc fighter
Plans
See to any gnomish community needs, especially spiritual
Make contact with local clergy
Learn sprites religious beliefs]
See what Sprite community needs/establish friendships there
See what Czepan needs/establish friendships there
See what Uraj needs/establish friendships there
Establish church in Uraj?
Curry favour with the local Bey?