Count Lucinean Galdana

Crystallius Mor’drathal's page

65 posts. Alias of Joshua Hirtz.


Race

Human

Classes/Levels

Sensate (Fighter) 2 / Arrowsong Minstrel (Bard) 7) | HP 65/92 | AC 26/24 w/o buckler (Touch 16, Flat-Footed 21/19 w/o buckler) | CMB +8/+12 w weapon finesse, CMD 24 | Fort. +8, Ref. +12, Will +7 | Init. +5 | Perc. +18, Sense Motive +19 | Speed 30ft

Gender

M

Age

27

Occupation

Far Ranger

Strength 12
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 11
Charisma 18

About Crystallius Mor’drathal

Appearance:

Height: 5 ft 10 in
Weight: 145 lbs

Hair Color: dark brown with hints of grey
Eye Color:dark brown

Background:

-Born to a Wizard of the Wall (Father) and a Far Ranger (Mother).
-He grew up on stories of his mother's adventures beyond the wall and while his father tried to explain to him the dangers that laid beyond the wall, this did little to quench the fire kindled within his heart. In fact, upon one occasion, his father took him up to the top of the wall to look out upon the Untamed Wilds in hopes of making him realize just how vast it was and how little they knew of it. Unfortunately for his father, this only seemed to further fuel Crys' dreams of one day exploring that unknown world.
-His childhood was spent playing Far Rangers/Wardens Vs. Monsters. He always pretended to be a Far Ranger like his mother, wielding a stick as a rapier (His mother's weapon of choice.). His best friend always pretended to be the Custodian, wielding a walking stick as the Spear of Destiny.
-As he grew older, his mother started to teach him the skills of a Far Ranger and how to properly use a rapier.
-He was accepted into the Wardens Guild with his childhood friend and placed upon the wall with his father. It was upon the wall where he started to learn magic. While his father tried to teach him the art of wizardry, he found that he had a talent for using particular spells without memorization and that the sound of his voice could carry arcane power to inspire his companions.
-Shortly after, he received the news that his mother had perished while out on patrol from a mysterious old man who presented him with his mother's ring (Battleborn Ring). He told him that his mother had been destined for great things, however she was cut down before her time. While the old man hoped that she would find peace, he told Crys that perhaps he could succeed where she had failed.
-Emboldened at the loss of his mother, he joined the Far Rangers.
-Crys has recently returned to the city, after the attack of the queen, and learned of his friend's demise. Grief stricken, he has decided to join in The Great Hunt in memory of his friend.

Destiny is determined at birth...

Crystallius Mor’drathal, more commonly known as Crys, was born to a Wizard of the Wall (Group of wizards who maintain the alarms and illusions that protect the city while lending aid to the city guard when necessary.) and a Far Ranger. Being the son of two people dedicated to protecting the city, it was almost predetermined for him that he would join the Wardens Guild.

To grow up within the city walls...

While it was clear to most that Crys would grow to join the Wardens Guild, Crys often dreamed of going beyond the city wall. A dream which was ignited and stoked by the adventurous stories of his mother.

Seeking out how to best live out his dream as a child, Crys spent much of his time out in the streets running around with his best friend playing Wardens Vs. Monsters. Just as he would always run around with a stick pretending to be a Far Ranger with a rapier, his mother’s weapon of choice, his best friend would run around with a walking stick pretending to be the Custodian wielding the Spear of Destiny.

Seeing his son's intent, Crys' father would one day take him up to the top of the wall in hopes of scaring his son with the image of the vast Untamed Wilds. Little did he know that this would only work to further fuel Crys' hopes of leaving the city.

As the years passed and his dreams stayed alive, Crys would be tutored by his father and trained by his mother. While the learned art of wizardry seemed to escape young Crys, the art of fencing and bowmanship quickly caught his eye.

Joining the Wardens Guild...

Turning into find young lads, both Crys and his friend were accepted into the Wardens Guild and placed upon the wall at the request of his father, little to Crys' knowledge. There his father hoped to look after the boys and make sure that they did not get themselves in over their heads. It was also there that he hoped to break Crys of his desire to leave.

Through trials and tribulations...

Upon the wall, the boys were kept at a safe distance from most conflicts and were taught to use their bows in collaboration with the Wizards of the Wall. It was during this time that Crys learned that his words held the power to embolden his allies and that he could harness the magical energies within to spontaneously cast spells, to his father's chagrin.

Unfortunately there is no place that can protect someone forever, and so it was that one day Crys was visited by a mysterious old man who came to him with dreadful news of his mother's passing. While it was hard for Crys to believe, having heard nothing from the gates below, he was presented with the ring of his mother. While the old man spoke of his condolences and his hopes that Crys' mother would find peace in the afterlife, he did not stop there. He went on to speak of the great destiny that had been placed before Crys' mother and his desire for Crys to pick up where she left off. After that, Crys only remembers being awoken by his friend telling him of his mother's demise. Only later would he come to realize that his mother's ring was now on his finger.

This is how he received the Battleborn Ring.

Aspiring to more...

While Crys' mother's death made his father more protective, it emboldened Crys to seek out his dream. His first step was to join the Far Rangers so that he might learn how to survive in the Untamed Wilds. Through of skill with sword and bow, he quickly achieved this goal.

It was upon his first expedition into the wild that Crys learned how much he had yet to learn. Up to that point, so much had come naturally to him that he did not realize how much he had taken for granted and just how much more he could achieve. Thusly he quickly started to go out on as many forays into the wild as he could. Every foray teaching him something new as he traveled with different Far Rangers. While one might teach him about the different plants, another would teach him about the animals, as another taught him about the monsters, and much more.

For the better part of a decade, Crys has spent his life on almost constant back to back forays.

Trouble strikes twice...

Recently Crys has returned to the city walls of Crystallus to find a hole within one of the walls he once thought impregnable. Distraught he sought out news of the incident to find that many Wardens had died, chief among them in his mind were the Custodian and his friend. While they had grown estranged over the years, the loss of his friend struck Crys deeply.

Quickly Crys went to his friend's family to pay his condolences and it was there that he found his friend had left him one last gift in the form of a magical crystal necklace that would offer him protection in the wild. It was a gift that his friend had meant to give him in person, but had never been given the chance.

Crystal necklace now strung around his neck, Crys now seeks out a party to join him in The Great Hunt, for he plans to participate in his friend's stead.

Character Sheet:

Human sensate (fighter) 1 arrowsong minstrel (bard)
LG Medium humanoid (human)
Init +5; Senses Perception +18
Defense
AC 24 (26 with buckler), touch 16, flat-footed 19 (21 with buckler) (+7 armor, +1 deflection, +5 Dex, +1 natural armor, +2 shield)
hp 92 (20 [2d10] + 56 [7d8] + 16)
Fort +8, Ref +12, Will +7
Offense
Speed 30 ft.
Melee +1 (Battleborn Ring) masterwork rapier +14 (1d6+6/18–20)
Ranged +1 darkwood composite (str +1) longbow +13 (1d8+2/19-20)
Bard Spells Known (CL 9th; concentration +13)
0-Acid Splash, Detect Magic, Jolt, Mending, Ray of Frost, Read Magic
1st-Abundant Ammunition, Borrow Skill, Cure Light Wounds, Expeditious Retreat, Identify
2nd-Cure Moderate Wounds, Heroism, Scorching Ray, Versatile Weapon
3rd-Cure Serious Wounds, Good Hope
Bard Spell Slots
1st-4
2nd-3
3rd-1
Statistics
Str 12, Dex 20, Con 12, Int 14, Wis 11, Cha18
Base Atk +7; CMB +8 (+12 with weapon finesse); CMD 24
Feats Fast Learner, Improvisation, Weapon Finesse*, Weapon Focus (Rapier), Fencing Grace**, Improved Improvisation, Point Blank Shot, Precise Shot***, Bullseye Shot, Deadly Aim, Arance Strike
Skills Acrobatics +21, Appraise +6, Bluff +11, Climb +5, Craft (armor) +9, Craft (bowyer) +9, Craft (other) +6, Diplomacy +19, Disable Device +24, Disguise +11, Escape Artist +8, Fly +18, Handle Animal +11, Heal +5, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +14, Perception +18, Perform (oratory) +19, Perform (other) +11, Profession (any) +5, Ride +8, Sense Motive +19, Sleight of Hand +8, Spellcraft +14, Stealth +16, Survival +13, Swim +4, Use Magic Device +11
Traits Magical Knack (Bard) [Basic (Magic)], Trap Finder [Campaign]
Languages Common, Abyssal, Celestial, Draconic, and Infernal
SQ Bonus Feat [Weapon Focus (Rapier)], Bonus Feat [Point Blank Shot], Guarded Senses, Arcane Archery (Acid Splash, Jolt, Ray of Frost, Scorching Ray), Bardic Performance (countersong, inspire courage +2, Cantrips, Precise Minstrel, Versatile Performance [Dance (Acrobatics, Fly), Oratory (Diplomacy, Sense Motive)], Arrowsong Strike
Combat Gear Efficient Quiver, Adamantine Arrows x20, Alchemical Silver Arrows x20, Cold Iron Arrows x20, +1 Darkwood Composite Longbow (Str +1), +1 Masterwork Rapier (Battlegborn Ring), Wrist Sheath (spring loaded), Dagger, Quarterstaff, Amulet of Natural Armor +1 (Crystal Necklace), Battleborn Ring, +1 Mithral Breastplate, +1 Masterwork Buckler, ; Other Gear Bandolier, Belt of Incredible Dexterity (+2), Boots of Elvenkind, Circlet of Persuasion, Eyes of the Eagle combined with Goggles of Minute Seeing, Fashionable Accessories (Out of date.), Flint and Steel, Handy Haversack, Headband of Charisma +2, Healer's Kit, Ioun Torch, Masterwork Thieves' Tools x2, Muleback Cords, Potion of Lesser Restoration, Potions of Cure Light Wounds x7, Ring of Sustenance, Rod of Metamagic, Extend (Lesser), Silk Rope (100 ft), Sleeves of Many Garments, Torches x5, Traveler's Any-Tool, Waterskin x2, 20 pp, 23 gp, 23 sp, 15 cp

Notes: * Free Campaign Feat, ** Battleborn Ring Feat, *** Arrowsong Minstrel (Bard) Feat

Relations:

Mrs. Mor’drathal - deceased - Far Ranger Strike Force Leader - An adventurous woman who dreamed of exploring the world, but who instead dedicated herself to protecting her home.
Mr. Mor’drathal - living - Wizard of the Wall - After the death of his wife, he has thrown himself into his work and become rather overprotective of his son.
Best Friend - deceased - Aspiring Custodian - A lively man like Crys, but struck down in the attack of the queen.