Viridios the Green's page

136 posts. Alias of Amergin the Wise.


Full Name

Viridios the Green

Race

Silvanesti Elf

Classes/Levels

Wizard 1 | HP: 8/8 | AC 13 T 13 FF 10 | CMD 14 | F +1 R +3 W +3 | Init +3 | Perc +2

Size

M

Age

127

Alignment

NG

Deity

Solinari

Languages

Common, Elven, Draconic, Dwarven, Kenderspeak, Minotaur, Sylvan

Strength 12
Dexterity 16
Constitution 11
Intelligence 20
Wisdom 10
Charisma 8

About Viridios the Green

Backstory:
Viridios was born into House Woodshaper in the Time of Darkness, at the turn of the 3rd century. He was an adolescent during the Time of Dragons, and became an adult at the time of the Second Cataclysm. Now 127 years old, he has seen the steady fall of Silvanost, and is very much the incarnation of a new breed of Silvanesti elves who must now contend with a whole new world after millennia of greatness.

As a child, Viridios was recognized as a brilliant prodigy and as such, was granted a special permission by the Speaker of the Stars to study magic alongside the members of House Mystic. Being an outsider, he was not always treated kindly by students and masters alike; but his natural-born talent was always respected. His almost perfect life soon turned into a nightmare when in 348 Silvanost was evacuated and Lorac, the Speaker of the Stars to whom he owed his right to study magic, used of the Dragon Orb and plunged the forest into darkness. Now a refugee, Viridios settled with his kinsmen in Qualinost. The destruction of his home was the turning point of his early adolescence, and left a permanent scar.

Still, Viridios found some happiness in Qualinost. Like Porthios and Alhana, Viridios fell in love with a Qualinesti. However, when the royal pair were shunned for their union, Viridios and his soulmate decided to hide their own love. In 362, they performed their Ceremony of Starlight in secret. It was the happiest day of his life, and love gave him hope. He was eager to return to Silvanost, and found a family. Despite his young age, he renounced his House, vowed to never get involved in House politics, and joined the newly formed Kirath to cleanse the forest of Silvanesti alongside Porthios.

When the forest of Silvanesti was finally deemed safe in 382, Viridios, now an adult, rejoined with his wife who had narrowly escaped the advance of the Knights of Takhisis and the tyranny of the Dragon Overlord Beryl. More than a few Qualinesti were now refugees in Silvanost, just as the Silvanesti had been in Qualinost not long ago. But still, Viridios and his wife kept their union secret for fear of being cast out.

When Reyl Konnal took power and the Silvanesti mage Glaucous, along with Rillion Dawnbringer, convinced the Governor to create the Silvanesti Shield, Viridios was convinced that this was the best way to protect his people against the Dragon Overlords. Again, fate would prove tragic for Viridios. His wife was among the first to die from the Shield’s draining power, and Viridios soon saw how the forest was suffering. He became one of the few vocal opponents of the Governor’s rule. However, when the moons disappeared in 384 following the Chaos Wars to which the elves had paid little attention, Viridios found himself with little influence. He was a mage in a world without magic.

When Mina arrived in Silvanesti during the War of Souls in 421, she revealed Cyan’s lies and plans, and convinced Silvanoshei to uproot the tree. Viridios was quick to praise the young woman and her new God; and he was just as quickly disappointed when Mina’s General Dogah and her Dark Army invaded Silvanesti. Along with the other Kirath scouts and spies, he hid in the forest, and he fought.

When the Minotaur Empire drove back the Dark Army, Viridios continued to fight, hoping to one day reclaim his home for better or for worse. While his people searched for a new home, he hung to the past, and stayed behind.

Now, the moons have returned, and Viridios has new hope and power…

Appearance: Viridios is tall for an elf, and slender. He was handsome once, but the dark power of the Silvanesti Shield left him with papery skin like birch bark. More often than not, he hides his face beneath a cloak, or behind a mask of green dogwood.

THE HERALD
"I saw a vision of all of you bearing a box of six sides whose song shall be the key to the treasure long lost. As for what the key unlocks, it has been lost to time but you are the ones that must bear its burden and find what it unlocks. As for who will oppose you, the darkness wore the horned skull. You will inevitably cross his path on your quest."
With a far off look in his eyes the Herald speaks: "Outside of the town, from fallen honor shall destiny be unfurled."
"The fallen honor lays outside of the city near the border of an ancient and conquered land, two days away," the Herald says and then awakens from his trance.
Before he leaves the Herald leaves one more bit of information: "Beware: the vision I saw showed me also that the Horned Skull rises and will impact your destiny."

NOTES
1) The Knight of Neraka carried everything they could carry to Pashin after the Minotaur invasion. They reside in the Dark Knights’ enclave.
2) The locals are unhappy, and have begun resisting the occupation: Khurish nomads of the Mikku and other desert tribes, elven refugees, the occasional dwarf or kender and the odd Ogre from Blode.
3) Knights may challenge other knights to a duel to the death.
4) Could the Bündesphar (some of which have turned to Mishakal) be turned against the Dark Knights?
5) Could the Ogres of Blode be manipulated into attack with the Nerakans or the Minotaurs?
6) Could the Knights of Solamnia help? The Legion of Steel? The Holy Orders of the Stars? the Wizards of High Sorcery?

Gear:

Bonded Masterwork Ironwood Quarterstaff
Spellbook
Starjewel (50 steel coin value)
Sculpted Dogwood mask (20 steel coin value)
Travelling Spellbook
Wizard’s kit
Explorer’s outfit
Common woodworking tools
2 x Dagger
10 steel coins

Base +0
Fort +0 (+1)*
Ref +3
Will +3
immune to magic sleep effects
+2 against enchantment spells and effects

Initiative 1d20+3

AC 13 (ff 10)
CMD 14
Hit point 7 (8)*

CMB +1
Quarterstaff 1d20+2,1d4+1 / 1d20+2,1d8+1
Dagger melee 1d20+1,1d3+1 / 1d20+1,1d4+1 // range (10') 1d20+3,1d3+1 / 1d20+3,1d4+1
Splintering Spear (8/day, range 100') 1d20+5,1d6+5 / 1d20+5,1d8+5 (target takes 1 point of bleed damage each round on its turn)

*Wood Elementalist Flexible Enhancement

TRAITS & FEATS:

ELVEN RACIAL TRAITS
Low-Light Vision & Darkvision: Elves can see twice as far as humans in conditions of dim light, and have dark vision 30'.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

CHARACTER TRAITS
Discipline: You gain a +1 bonus on Will saves and a +2 on concentration checks.
Kirath Bandit: You gain a +1 trait bonus to Stealth, and Stealth is always a class skill for you.

FEATS
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spellcasting Prodigy: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.

SKILLS
Appraise (Int) (1) 9
*Craft (Woodcarving) (Int) (1) 9
Knowledge (arcana) (Int) (1) 9
Knowledge (dungeoneering) (Int) (1) 9
*Knowledge (history) (Int) (1) 9
Knowledge (nature) (Int) (1) 9
Knowledge (planes) (Int) (1) 9
Perception (Wis) (0) 2
Spellcraft (Int) (1) 9 (+2 to identify the properties of magic items)
Stealth (Dex) (1) 8
*Background skills

WIZARD:

Concentration: 1d20+8 (1d20+10 when casting defensively)
Spell save DC: 16 + spell level
Racial: +2 bonus on caster level checks made to overcome spell resistance

SPELLCASTING
Cantrips (3)—Detect magic, Ghost sound, Dancing lights
1st (3+1)—Charm person, Obscuring mist, Protection from Evil, Shield

SPELL BOOK
Cantrips—all except opposition schools
1st—Animate rope, Charm person, Crafter's Fortune, Disguise Self, Grease, Protection from Evil, Obscuring mist, Shield
2nd—entangle
3rd—tree shape
4th—plant growth
5th—command plants
6th—tree stride
7th—liveoak
8th—transmute metal to wood
9th—control plants

WOOD ELEMENTAL SCHOOL
Opposition Schools: Metal

Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cooperative Defense (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.

Wood Elementalist Wizard Spells: 0—light; 1st—alter winds, animate rope, charm person; 2nd—cat's grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds, tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco; 5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond; 6th—battlemind link, cat's grace (mass), tree stride; 7th—control weather, liveoak, scouring winds; 8th—charm monster (mass), euphoric tranquility, transmute metal to wood; 9th—control plants, refuge, winds of vengeance.