The Red Knights of Iskarin – Temorath Marbane

   Temorath simply had a knack. The Mages Council of the Telgar Academy was well aware of that talents limits – of the limits of any rune mage – but it still was well worth training. The boy would never explore the depths of magic, or work mighty enchantments, but he would be a competent agent in short order, and would more than repay the effort of educating him.

   They gave him a scholarship.

   As a journeyman, Temorath opted to join a party of adventurers. Rune magic had it’s limits – but it was fast, and flexible, and a rune mage could reach a useful level of power very quickly indeed.

   Experimenting with the Rite of the Silver Key may have been a mistake. It was such a fascinating idea; it was a spell that changed everyone who participated into a creatures of another world – and then allowed their new affinity with that world to draw them there.

   Unfortunately, Temorath lacked the strength to fully control a spell so powerful; he and his party have been wandering the dimensions ever since. Unfortunately, he swiftly found that, while his focus on magic had made him a formidable mage, his lack of combat training meant that he kept getting flattened at just the wrong moment.

   That may have influenced the Rite this time. His new body possesses a great deal of raw physical power – and has actually drastically increased his magical abilities.

   Temorath Marbane

   Level One Veltine Runemaster

  • Rolled Attributes: Str 14, Dex 18, Con 14, Int 16, Wis 12, and Cha 13.
  • Race-Modified Attributes: Str 20 (+5), Dex 22 (+6), Con 20 (+5), Int 14 (+2), Wis 14 (+2), and Cha 11 (–).
  • Secondary Attributes: Inherent Power 5, Generic Spell Levels 7, and Mana 3.
  • Total Mana: 3 (Base) +8 (Purchased) = 11

   Available Character Points: 48 (level one base) +6 (level one Feat) +10 (three disadvantages; History, Obligations/owes a variety of magical favors, Compulsive/Meddler and magical tinkerer) +2 (Duties to his school) = 66 CP.

   Basic Purchases (16 CP):

  • Proficient with All Simple Weapons (3 CP).
  • +8 Skill Points (8 CP).
    • Net Total: 12 (Int) +8 (Purchased) + 8 (Fast Learner) = 28.
  • +1 on Will Saves (3 CP).
    • Fortitude +5 (+5 Con)
    • Reflex +6 (+6 Dex)
    • Will +3 (+1 Purchased +2 Wis).
  • Hit Points: 6 (L1, 1d6, 2 CP) + 20 (Racial Bonus HD) + 60 (6 x [Con Mod + Str Mod]) = 86
  • BAB +0 (0 CP)

   Combat Notes:

  • Armor Class 10 (base) +4 (Armor, Shimmermail) +6 (Dex) +3 (Natural) = 23.
  • Initiative +6 (Dex)
  • Move 50′ (In hybrid form).
  • Ranged Attacks +6 (+6 Dex).
  • Melee Attacks +5 (+5 Str), +5 Damage (Str). Two natural 1d8 claw attacks.

   Special Abilities (50 CP):

  • Adept (6 CP): Buys Transmutation Rune Casting and Transmutation Rune Mastery, Knowledge/Arcana, and Spellcraft at half cost.
  • Fast Learner, Specialized in Skills (6 CP).
  • Magician (6 CP)/May use bonus spell slots to cast Rune Magic. Bonus Slots; 2/2/1/1/1/1.
  • Runic Ritual (6 CP).
  • Mana (8) (2d6, 12 CP). Natural Magic; Spell Enhancement.
  • Rite of Chi with +4 Bonus Uses, Corrupted/Requires a ten-minute ritual (8 CP).
  • Enthusiast, Specialized and Corrupted for triple effect/Changes only when entering a new dimension (3 CP). This provides 3 CP, which is currently being used to pay off the “formlocked” limitation.
  • Wealth Level/Well-Off, Corrupted/Depends on student stipend (2 CP). Provides four extra languages and the use of three charms and two talismans. Currently that’s Dust of Illusion, a Fireworks Pouch, a Scrying Mirror, and Shimmer Mail.
  • Spell Formula: The Rite of the Silver Key (level six, requires a full day and does 1d4 Con damage when cast. It’s barely within his reach even spending Mana. Unfortunately, he currently can’t cast it in the twilight isles).
Skills: SP Base Att Bonuses Net
Concentration 4 +4 +5   +9
Knowledge/Arcana 2 +4* +3   +7
Rune Casting (Dex)          
-Abjuration 2 +2 +6 +5R +13
-Divination 2 +2 +6 +5R +13
-Necromancy 2 +2 +6 +5R +13
-Transmutation 2 +4* +6 +5R +15
Rune Mastery (Dex)          
-Abjuration 3 +3 +6 +5R +14
-Divination 3 +3 +6 +5R +14
-Necromancy 3 +3 +6 +5R +14
-Transmutation 2 +4* +6 +5R +15
Spellcraft 2 +4* +3   +7
Survival 1 +1 +2 +4R +7

*Half cost due to adept.

   Veltine Racial Modifier Summary (+1 ECL Race):

  • -2 Cha, +2 Wis.
  • Normally in a “Hybrid” Humanoid-Dire Wolf form, in which they can speak clearly. Str +6, Dex +6, Con +4, Low-Light Vision, Scent, +20 Ground Movement, +3 natural armor, 1d8 natural weapons, +4 bonus when tracking by scent, monstrous appearance.
  • Must occasionally make will checks to avoid giving in to wolfish instincts.
  • +5d4 Hit Dice
  • Add Str Mod to Con Mod for HP for all hit dice up to level three.
  • May use Charms and Talismans according to their Wealth level.
  • May use a maximum total of 4 CP worth of Relics.
  • Add Str Mod to Dex-Based Skills while in Hybrid and Dire Wolf forms
  • Add Dex Mod to Str-Based Skills while in Hybrid and Dire Wolf forms.
  • Cannot use heavy armor.
  • May heal 2d8+10 hit points (5 + Level/3) times daily as the player wishes, although this will not work against damage caused by tissue-destroying effects, such as fire, acid, or amputation.
  • May spend one Mana to turn their natural weapons into magic weapons for up to an hour.
  • May spend one Mana to gain +4 Str, +4 Con, +2 Will, and -2 AC for (3 + Con Mod) rounds up to (1 + Level/3) times per day.
  • Immune, or at least resistant, to natural weather conditions while in furred forms.
  • +4 racial bonus to Survival (4 CP).
  • Formlocked. Must learn to actually shapeshift if they wish to do so.
  • Poor. Their effective wealth level is reduced by one.
  • Inept/-2 penalty on Charisma-linked skills.
  • Can only tolerate (Con) “points” worth of regular magic items, with the point values of items set by the game master (as a rule, low-level single-charge items are little trouble, spell storing items are only moderately troublesome, and permanently-active personal enhancement items are very troublesome). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).

   Temorath, like his friends, has picked up quite a lot of physical and magical power with his new species. He is, however, having some trouble adjusting to having become a “werewolf”…

The Red Knights of Iskarin – Hilsaryn Rollyn

   Recently the Twilight Isles campaign has seen the arrival of a second party of adventurers – a group of dimension-hopping treasure-hunters.

   The Red Knights of Iskarin are a grandiosely-named group of shallow, greedy, mercenaries. They like treasure, battle glory, and popular acclaim – to which end they tend to hire bards to sing their praises and seize on any cliched heroic quest or mission which comes along. For good or ill, such missions rarely suffice to make up for their tendency towards random disasters, but they do make an effort.

   Thanks to their discovery of (and rather foolish experimentation with) the Rite of the Silver Key, they’ve been jumping the dimensions – adapting to each one as they go.

   Whether fortunately or unfortunately, they’ve now arrived in the Twilight Isles – a realm where the local races (which the Rite has changed them into) have powers far above the norm in most other worlds, but where situations are often considerably more complicated than they’re used to.

   Hilsaryn Rollyn

   Second Level Sovath Ikam Thief

   Hilsaryn was one of many almost-unwanted children in Karvoth’s slums. He grew up scrounging for food, running with the gangs, and looking for a way to get ahead. Looking for such a path, he stole, killed more than once, dealt in very questionable merchandise indeed, and even dabbled in witchcraft – despite the fearsome local laws against such practices. When he lucked into a chance to join a group of adventurers, and found that they were willing to buy him the minimal gear that he needed to get started, it was a fabulous chance. Sure, it might get him killed – but so might a knife on the streets, or a few words to the authorities.

   Before that happened, he would gamble on life as an adventurer – and take everything he could get.

  • Rolled Attributes: Str 14, Dex 18, Con 15, Int 14, Wis 13, and Cha 9.
  • Race-Modified Attributes: Str 16 (+3), Dex 22 (+6), Con 13 (+1), Int 14 (+2), Wis 15 (+2), and Cha 9 (-1).
  • Secondary Attributes: Inherent Power 4, Generic Spell Levels 4, and Mana 5.

   Total Power: 17 [Witchcraft base, (Str+Dex+Con)/3] + 4 (Inherent) +12 (4 Mana converted to Power) = 33

   Total Mana: 34 (8d6 Racial) +4 (Innate) -4 (Converted to Power) = 38.

   Available Character Points: 72 (level two base) +6 (level one Feat) +10 (three disadvantages; Compulsive/Thief, Untrustworthy, and Incompetent/Diplomacy) +2 (Restriction/cannot acquire spell or psionic progressions) = 90 CP.

   Basic Purchases (39 CP):

  • Proficient with All Simple and Martial Weapons (9 CP).
  • +10 Skill Points (10 CP).
    • Net Total: 10 (Int) +10 (Purchased) + 10 (Fast Learner) = 30 + Wealth Bonuses (see below).
  • +1 on Will and +2 on Reflex Saves (9 CP).
    • Fortitude +2 (+1 Con +1 Racial)
    • Reflex +9 (+2 Purchased, +6 Dex +1 Racial)
    • Will +3 (+1 Purchased +1 Wis +1 Racial).
  • Hit Points: 10 (L1, 1d10, 6 CP) + 5 (L2, 1d6, 2 CP) +12 (Racial Bonus HD) + 4 (4 x Con Mod) = 31
  • BAB +1, Specialized in Blades (3 CP).

   Combat Notes:

  • Armor Class 10 (base) +4 (Armor, Shimmermail) +6 (Dex) +2 (Natural) = 22.
  • Initiative +6 (Dex)
  • Ranged Attacks +7 (+1 BAB +6 Dex).
  • Melee Attacks +3 (+1 BAB +2 Str), +2 Damage (Str). Two natural 1d6 claw attacks. 3d6 Sneak Attack with Daggers or Shortswords.

   Special Abilities (51 CP):

  • Fast Learner, Specialized in Skills for Double Effect (+2 SP/Level) (6 CP).
  • Adept: May buy the Slight of Hand, Climb, Hide, and Move Silently skills for half cost (6 CP).
  • Opportunist. Hilsaryn gets to make an immediate skill check if he has a relevant skill at +5 or more and an appropriate attempt to resolve a situation descriptively fails (6 CP).
  • Double damage when striking from surprise, Specialized for double effect (x4 damage)/only when striking from behind from behind (6 CP).
  • Immunity/Normal limitations on Sleight of Hand (Uncommon / Minor / Major, 3 CP). Hilsaryn can steal people’s underwear, or pick their pockets while tumbling past them. This doesn’t mean that such attempts aren’t very, very, difficult; it just makes them possible.
  • One Additional Form of Natural Magic/Reality Editing, Specialized and Corrupted for Triple Effect/Instant Replay only. Hilsaryn can take back a decision – editing it’s effects out of reality as long as the consequences haven’t spread too far yet and he has enough Mana – although he can’t otherwise modify reality (6 CP).
  • Witchcraft I, II, and III with two pacts (Rituals/must offer regular small sacrifices of stolen objects to the mystical patrons of thieves and Hunted/The Lords of Order) which pay for Nightforge and The Umbral Form. (18 CP): Provides access to the Adamant Will, The Hand of Shadows, Healing, Glamour, Witchfire, Shadowweave, and Witchsight. Save DC 12.
  • Initial Wealth Level/Destitute: Provides a +2 Wealth Bonus on Sleight of Hand, Hide, Search, and Sense Motive. Since he reached level two at this wealth level (thanks to the arrest and fines), he gains +2 Skill Points for use with one of those skills (for a total of 32).
  • Current Wealth Level/Common (0 CP): Thanks to his thievery, he may use three Charms and one Talisman – currently an Elfin Cloak, Flux Iron, Origami Paper, and Shimmer mail.
Skills: Base SP Att Bonuses Net
Climb 5 2* +6 +3R +14
Balance 1 1 +6 +3R +2Sy +12
Decipher Script 1 1 +2 +3
Disable Device 2 2 +6 +3R +11
Escape Artist 1 1 +6 +3R +10
Forgery 1 1 +2 +3R +6
Hide 5 2* +6 +2W +4Cl +17
Listen 1 1 +1 +3R +5
M. Art 2 2 +6 +3R +11
M. Art 5 5 +6 +3R +14
Move Silently 5 2* +6 +3R +2 Sy +16
Open Lock 3 3 +6 +3R +12
Search 5 5 +2 +2W +9
Sense Motive 1 1 +1 +2W +3R +7
Sleight of Hand 5 2* +6 +2W +13
Tumble 1 1 +6 +3R +10

   Martial Arts Abilities:

  • Spiders Fang Techniques Known (7): Strike, Synergy/Move Silently, Sneak Attack III, Ki Block and Light Foot.
  • Lightning Fist Techniques Known (6): Strike, Synergy/Balance, Instant Stand, Breaking, Combat Reflexes, and Wrath (Acid).

   Ikam Racial Summary

  • 8d6 Mana with Unskilled Magic, plus Resilience (Sovath), Spell Enhancement (Vedan), or Reality Editing (Kodan). Up to 75% of this Mana may be converted to Power at 1 Mana = 3 Power.
  • Rite of Chi with +4 Bonus Uses.
  • +4 Dexterity, +2 Strength, +2 Wisdom, -2 Constitution.
  • Low-Light Vision (6 CP).
  • May use Charms, Talismans, and a maximum of 4 CP worth of Relics.
  • +12 + 2x (Con Mod) HP. (Two racial d6 hit dice at maximum).
  • +1 Bonus on Saves
  • +3 to Wisdom-linked skills
  • +3 to a group of skills. Sovath get Dexterity-linked skills, Vedan get Intelligence linked skills, and Kodan get Charisma linked skills.
  • +2 Natural Armor (partial scales), d6 Claws and Fangs, animalistic appearance.
  • Inherent ability to Detect Magic.

   Ikam Disadvantages:

  • They are bound by their oaths, and may become accursed if they violate such a bond.
  • Their blood and flesh can be used for many magical purposes.
  • Their tales are mesmerizing, and can evoke their topics – or at least illusions thereof – quite accidently.
  • They find it difficult to lie (-10 penalty) without the magical distortions giving them away.
  • They can only tolerate (Con) “points” worth of regular magic items – and the “point” cost of any given item is up to the game master (as a rule, low-level single-charge items are little trouble, spell storing items are only moderately troublesome, and permanently active personal enhancement items are very troublesome). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).
  • They are invariably focused on their Deza. If an Ikam is banished from or abandons their Deza (being placed on remote service, or even being assigned to serve outsiders in exchange for some benefit for the Deza is acceptable) they will become unable to gain experience. Most such exiles commit suicide by relentlessly attacking whatever they perceive as a threat to their old home, having to make a DC 15 will save each month to avoid doing so.
  • Their loyalties are always personal, to a small group at best. They are incapable of large-scale political organization.
  • Wealth, magical devices, or supplies beyond their immediate needs will be given to the Deza.
  • They suffer a -5 penalty to Swim checks due to their greater average density.
  • They invariably pick up at least 12 CP worth of Witchcraft at first level – always taking The Adamant Will

   Hilsaryn is mostly an old-style thief – and one who relies more on his wits than on his skill checks. He’s quite used to augmenting things with his Witchcraft (although he tends to save The Umbral Form for real emergencies; he finds it rather disquieting. As an Ikam, he’s picked up quite a lot of raw magical power, although he’s not at all used to that yet.