Seltyiel

Theonius d'Lyrandar's page

7 posts. Alias of MisterLurch.


Full Name

Theonius d'Lyrandar

Race

Half-Elf

Classes/Levels

Sorcerer 1 [ HP 8/8 | AC 12/12/10 , Fort +2, Ref +2, Will +2 | Init +7; Perception +5 (low-light vision)]

Gender

Male

Size

5'11" 130 lbs.

Alignment

Chaotic Neutral

Languages

Common, Elven, Dwarven, Goblin

Strength 10
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 12
Charisma 18

About Theonius d'Lyrandar

Backgound:
Born in a 977YK in a brothel in Atur, Theonius knew neither his mother nor father. Though he was quick, smart, and likeable, life for a poor, often homeless, boy in Karrnath is not an easy one. After thirteen grueling, hungry winters, Theonius was anticipating the next year when, at the age of fifteen, he could enlist in the Karrnath army. At least there he would be fed and have clothing that was not full of holes. He did not care about the War one way or the other; he just wanted to be off the streets. He just had to survive one more winter.
That winter, his fourteenth, was particularly bad. Some of the nights were so brutal that the homeless froze even as they huddled together for warmth. It was on one long and bitterly cold night during that fourteenth winter that disaster struck and ended up changing his life for the better in a way he could not have expected. While trying to break into a warehouse to steal food and clothing, a magical ward was triggered and sucked all the heat out of his lower arm, freezing it solid to the window frame he was trying to jigger open. His compatriots rushed off, leaving him to face the Watch if he called for help. Theonius knew that to call for help was to doom himself to a short, brutal life of a conflict just as horrible as his childhood had been.
As the vicious cold began to seep up his immobilized arm, Theonius had a savage choice to make. Rather than risk discovery, and the subsequent consequences, Theonius swung his cudgel from the side to try and break his arm loose from the window frame. To his horror, the part of his arm stuck to the window shattered as if made of rotten ice, and his hand remained frozen to the warehouse. Unable to leave so much evidence behind to identify him, he had no choice but to shatter the hand that remained frozen as well. The emotional pain, the shock, and the disbelief were so deep, so profound, that they lit within him a torrent of the arctic northern winds. A howling gale rose up around him and blew the shattered remains of his hand and arm off into the night. In shock and with his mind reeling in disbelief, Theonius staggered off into the night.
Afraid to go to a healer for fear of being identified somehow as a thief, Theonius tried to care for his wounded arm himself. Distracted by the crushing despair at the loss, as he saw it, of his entire future, he did not even notice the Dragonmark that covered his right shoulder and part of his neck. The despair and deep depression also resulted in Theonius failing to take adequate care of his severed arm. It quickly became infected and Theonius fell into a fever-born delirium.
What might have been just another tragic tale of the death of a street urchin took a very different turn when Theonius wandered out into a winter night and passed out in the middle of an unnamed street in the merchant quarter of Atur. A Watch patrol found him slowly freezing to death in the snow and took his not-quite-dead body to a nearby Jorasco enclave where the Halflings took him in to see if he could be saved. It was there that his newly manifest Dragonmark was recognized for what it was, and Theronius’ life changed forever.
When Theonius came to, he was in what was easily the most comfortable bed he had ever slept in. His left arm, which had been missing from just below the elbow, was now missing from the shoulder down. Just as he was starting to panic, a matronly woman came in and calmed his fears. Lazetta d’Lyrandar explained to Theonius that he was now, if he wanted it, an honored member of House Lyrandar. He would have a life of comfort, honor, and responsibility. As they spoke, House servants brought in a breakfast the likes of which Theonius had only heard tell of. Full for perhaps the first time in his life and warm all the way through in the middle of winter for definitely the first time, there was very little in the way of a choice to be made for Theonius. He readily agreed to join House Lyrandar and learn her trades and further her goals. Three weeks later, his decision was further cemented when he was fitted with a magical prosthesis for his missing arm.
For two years he learned the manners and etiquette the House would expect a Dragonmarked Scion to know. It was a time of unending classes, being taunted by other scions of the House, and constant reminders that he had no family behind him. It was not all bad, Theo was warm and well fed every day, and having a Dragonmark opened many doors. Theo’s cheeks still flush when he thinks of some of the doors that his new Mark has opened.
As he tried to make up for years of learning how to be a Lyrandar, a d’Lyrandar actually, Theo learned the subtle plays for power that happened at all levels of the House. For the next four years he tried to be a good House scion. He learned a great deal about the House industries, and was able to discreetly increase his own reputation and status. While he showed little aptitude for weather, Theo found that he had a natural talent for sailing and spent the next four years at sea. Most of his voyages were, as one might expect during a time of war, confined to the coastal regions of Khorvaire, transporting troops and supplies under the command of Captain Tarsys d’Lyrandar, a highly respected Captain in the Windwright’s Guild. Tarsys thought well of him and Theonius’ reviews were always very favorable.
When Captain Tarsys was given command of an airship in 995YK, he took some of his former sailing crew with him, including Theonius. Several voyages went smoothly, and Theonius was often at the helm of the airship. In 996YK, Theo was manning the helm on a crossing to the fabled continent of Xen’Drik when the nation of Cyre was destroyed. The first Theo knew of it was the Captain staggering out onto the deck, disheveled and distraught for the first time in Theo’s memory, and ordering Theo to bring the ship about and return to Khorvaire.
The return was short lived. Something about the destruction of Cyre had disrupted normal weather patterns, and the storm that rose before them had the Captain turning the ship back toward Xen’Drik and laying in all possible speed trying to run before it. It seemed the world mourned the passing of Cyre and the storm seemed a thing alive, determined to bring the airship down. If not for Captain Tarsys’ skill with winds and weather, they’d never have limped into Stormreach in one piece. As it was, the repair of the airship required they stay in Stormreach for nearly four months.
Theo passed the time with a few short forays into the jungle for rare woods and supplies for the repairs, and with learning what he could from the locals. Captain Tarsys was in mourning, as he was a native Cyran, and though he had renounced his Cyran nobility, he lost many family members on the Day of Mourning. As the months passed, Theo took on more and more of the duties of overseeing the repairs and keeping track of the crew, ensuring they did not get up to any serious trouble.
When the airship was repaired, Captain Tarsys gave the command to return to Stormhome, made appearances every day to check on the crew and the ship, and mostly left the return voyage in Theo’s hands. Theo was commended upon their return, but Captain Tarsys did not take the ship out again, and lacking any clear orders, Theo has been somewhat at a loss for the last 12 months, doing what he can to make himself useful around Stormhome.

Personality:
Theo is a naturally friendly man, but he doesn’t make true friends easily. Allowing others to get close to you only means they can be used against you. The events of his life have left him prone to brooding and melancholy, but they are usually distant enough that he can shake the feelings off easily if given an opportunity or distraction. He is the kind of person who is usually well-liked but has very few true friends.
He will spend evenings throwing dice for a few coppers while laughing and sharing stories with others. His flask is never far from him, and always full of the best whiskey he can afford. He is no stranger to the company and charms of women, but none of them are ever allowed to get closer than skin; a rule he has broken only one time.
He has a curious nature, and will sometimes get himself into trouble out of simple curiosity.
He is generous with those who treat him fairly, but utterly ruthless with those who exploit his generosity.
Theo desires power, and wishes to increase the power of his house – particularly if he gains some of that power to wield for himself. He craves an airship to command, and though he is not greedy, a deep current of ambition flows through Theo. He covets wealth and station, and the lifestyle and power that they bring.
He is fairly phlegmatic but once he gives in to strong emotion, he does so with everything he is. He does not go to extremes often, but when he does he is a man of towering rages, burning passions, and soul-wrenching sadness.
He is completely loyal to House Lyrandar. The House not only saved his life and restored his lost arm, they gave him respect, a title, and a taste of power. He will not forget slights to his House or to himself, and will always try to find a way to redress them in a way that will bring power to himself or his House. He knows as a d’Lyrandar, he represents his house and always takes care to look his best.
He has traveled with a variety of other peoples, and values the skills that others possess. Along the way he has learned a practiced tongue that will get him out of most trouble, and picked up a language or two. As a result he tries to be courteous to everyone; at least at the beginning.
He is more impulsive than he is cautious. He has lately begun to sense something moving chance and probability in ways he cannot see, but beginning to trust those glimpses he sees has usually worked in his favor.

Description:
Theonius is a man of average height and build, but striking half-elven features and a comfortable, easy manner that makes for good company. He keeps his blond hair long, tied back with a leather thong, and wears a wide-brimmed hat. He dresses in elegant, functional clothing, and wears no armor. He carries a spear and a dagger like he knows the business of using them.
One of his most notable features is an elegant, magical prosthesis that replaces his entire right arm and parts of his shoulder. It is shaped to match his left arm, and perfectly restores the function of his missing limb. The shining silvery metals inlaid with gold and blue symbols are almost always concealed under his clothing and the black gloves he wears.
The Mark of Storm is visible on the left side of his neck, and disappears beneath his collar. Whenever he casts a spell, the only sign of it is a pulse of swirling green and blue lights from his Dragonmark.

Combat Statistics:
Hit Dice: 1d6 +2(con)
Initiative: +7 = +1(dex) +2(trait) +4(feat)
Armor Class: 12 = 10 +1(dex))
Touch AC: 11
Flat-Footed AC: 10
Speed: 30ft

Fortitude: 2 =0(class) +2(con)
Reflex: 1 =0(class) +1(dex)
Will: 3 =2(class) +1(wis)

Conditional Save Modifiers:
-2 Will vs charm and compulsion if offered wealth or power
+2 vs. enchantment
Immune to sleep

BAB: +0
CMB: +1
CMD: 11

Attacks:

Half-Elf Racial Traits:
Ability Scores: 25 point buy: Str 10 (0), Dex 13 (3), Con 14 (5), Int 14 (5), Wis 12 (2), Chr 16 (10)
Racial Ability Modifiers: +2 Chr

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Apex Dragonmark Bloodline (Mark of Storm):
Your innate magic comes from a true dragonmark unlike any other in recent history, surpassing even the promise of a Siberys-level dragonmark. Your mark is an Apex Dragonmark, one of only a handful of dragonmarks identified throughout history that matched it in power and potential. Restriction. The apex version of a true dragonmark only ever appears among the descendants of true dragonmarked bloodlines.
In order to qualify for this bloodline, you need to be related by blood (even if distantly) to one of the appropriate Houses and be of the appropriate race or races as listed below. (For example, a half-elf born from a House Phiarlan elf and a human would not meet the prerequisites for the Apex Mark of Shadow, because although she has a blood relation to House Phiarlan, she is not of the appropriate race. Only elves may bear the Mark of Shadow.) Note that you need not be of a Dragonmarked subrace, merely related by blood to those who are.

Bloodline Skill: Acrobatics

Sloodline spells: Endure Elements (3rd), Gust of Wind (5th), Sleet Storm (7th), Hurricane Blast (9th), Control Winds (11th), Acid Fog (13th), Control Weather (15th), Stormbolts (17th), Storm of Vengeance (19th).

Bloodline Arcana: Your dragonmark seems to be the source of your magical powers, and all your sorcerer spells are cast as innate spells, requiring no somatic, verbal, or material components (except those with a listed cost). Instead, your apex dragonmark itself flares with brilliant light, shedding light as a sunrod for one round (even through clothing or armor) whenever you cast a sorcerer spell. At 3rd level, you can attempt a concentration check as if casting defensively (though the feat combat casting offers no help in this application) to cast a spell without manifesting this eye-catching flare of power.

Bloodline Powers:
Least Dragonmark: At 1st level you manifest a least dragonmark. This dragonmark is roughly the size of your palm, though it can appear anywhere on your body. Each true dragonmark has its own pattern, a blue-green shimmering symbol that appears anywhere on your body. You can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sorcerer Spells:
Cantrips:Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Per Day:
Level 1: 4 (1) | Level 2: (1) | Level 3: (1) | Level 4: (1) | Level 5: 0 | Level 6: 0 | Level 7: 0 | Level 8: 0 | Level 9: 0

Spells Known:
Level 0:
Acid Splash
Detect Magic
Mending
Mage Hand
Prestidigitation
Level 1:
Color Spray
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:

Feats/Traits:
Traits:
Reactionary: Gain a +2 trait bonus to initiative.
Looking for Work: Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Drawback:
Power Hungry: Gain a -2 penalty on Will saves against charm and compulsion effects if the creature creating the effect promises wealth or power.

Feats:
Half-Elf Bonus: Skill Focus(Knowledge:Arcana)
Sorcerer Bonus: Eschew Materials
Level 1: Improved Initiative

Skills:
Background Skills (2 ranks):
+6 Appraise = 1(ranks) +2(Int) +3 (trained)
Craft(any)
+5 Profession (Sailor) = 1(ranks) +1(Wis) +3 (trained)

Active Skills (4 ranks):
Acrobatics
+4 Bluff = 0(ranks) +4(chr)
+8 Diplomacy = 1(ranks) +4(chr) +3(trained)
Fly
+4 Intimidate = 0(ranks) +4(chr)
+9 Knowledge(Arcana) = 1(ranks) +2(int) +3(trained) +3(feat)
+8 Perception = 1(ranks) +1(wis) +3(trained) +1(trait) +2(racial)
+6 Spellcraft = 1(ranks) +2(int) +3(trained)
+8 Use Magic Device = 1(ranks) +4(chr) +3(trained)

Equipment/Money:

Money:
46 gp
19 sp
20 cp

Worn Items:
Spear (6 lbs.)
Explorer’s Outfit (8 lbs.)

Backpack (2 lbs.):
Bedroll (5 lbs.)
Blanket (3 lbs.)
Waterproof Bag (2) (0.5 lbs. ea.)
Traveler's Outfit (5 lbs.)
Mess Kit (1 lb.)

Belt Pouch (1/2 lb.):
Flint and Steel (-)
Dice (2)
Hip Flask (0.5 lbs.)
Canteen (1 lbs.)