Ar'then

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Once my original character in a campaign where elves were hunted down and killed had left, I needed a replacement character. Ar'then became one of my most human characters in that era of gaming for me.

Ar'then
Basic Information
Former home(s) The Fabron Tower
Gender Male
Race Human
Occupation Trader, psionicist
Rules Information
2nd Edition Statistics
Alignment Neutral Good
Class 8th Level Psionicist
Strength 11
Dexterity 12
Constitution 15
Intelligence 13
Wisdom 15
Charisma 10
HP 40

Description

Ar'then is a silver haired man, with grey eyes. He is usually seen wearing a merchant's clothes, although when he is adventuring he wears leather armor over them. He does not present a threatening appearance, and is easily underestimated because of it.

Personality

Ar'then is a follower, not a leader of men. He is ethical, honest to allies, and as trustworthy as they come. He has a dark side to him, though-it only comes out under extreme pressure, but his temper can get the best of him. In such situations, he often resorts to physical means, rather than use his power.

Ar'then is at heart an artist. He developed painting as a hobby, and carries a sketchbook with him. He often sketches during his meditation, as the images are relaxing and calm. Thus does he try to shape his life.

Finally, Ar'then is slightly hesitant; he isn't sure sometimes about what course to take. He can be persuaded to do much, if he can be convinced that it's the right thing to do. The core of steel that Gaurias hopes to see appear is still in a slightly molten phase.

As time passed, Ar'then felt that his world was crumbling around him.

One can tell by merely looking upon his sketches. Where they were once calm and peaceful, they now show conflict, chaos. For while Ar'then could put up a brave front before Julian, the truth is that he is scared out of his mind. At best, Julian is a psionic vampire. At worst, a Psi-lord, far beyond Ar'then's powers. As a result, Ar'then is beginning to panic.

His faith in his friends is wavering as well. He doesn't like the secrecy of all of the team, and he does not like having to resort to psychic interrogation. He feels there should be some trust, and there is none. Even Storm seems to have other secrets! Ironically, Sprink is the most trustworthy person around, in his opinion.

Ar'then is on the edge. With "friends" who he cannot depend upon around him, and a master psionicist out to kill him, he feels that his time on this mortal coil is limited. He is skitterish, panicky, and using bad judgement. Fortunately, over time, his trust in Storm returned, after the fight with the thieves in Icewall. He still was extremely paranoid of others, not sure if they are servants of Julian, but he has one person he can trust with his life. He often goes around in streets alone, almost daring Julian to try to make an attempt. He has even stopped using his Mind Blank defense mode, in order to avoid psionic detection!

He returns to the party hesitantly. Things have not changed on that front. He has been considering parting ways with them, if things continued on this vein.

Heights of over twenty feet start to set him off. He gets paralyzed with fear in such instances, so he will, of course, avoid going on such heights if at all possible.

Abilities

Weapon Proficiencies: Throwing axe, short sword

Nonweapon Proficiencies: Rejuvenation, Hypnosis, Read/write: T'val, Artistic Ability: Painting, Heraldry, Religion; Swimming

Psionic Powers

Telepathic Discipline:

  • Sciences- Mindlink(10), Probe(10)
  • Devotions- Contact(15), Id Insinuation(11), Posthypnotic suggestion(10), Attraction(11), ESP(11), Ego Whip(12), Invisibility(8), Mind Bar(11), Truthear(15)

Psychometabolic Discipline:

  • Sciences- Complete Healing(15)
  • Devotions- Biofeedback(13), Flesh Armor(12)

Metapsionic Discipline:

  • Sciences-Psychic Surgery(10)
  • Devotions-Psionic Sense(12), Splice(varies)

Defense Modes: Mind Blank(8), Intellect Fortress(12), Tower of Iron Will(13), Mental Barrier(13)

Possessions

Equipment: Four iron throwing axes, quality iron throwing axe, iron short sword, cloak, 1 wk rations, backpack

Magic Items: Darts +1

History

Ar'then was an orphan. He never knew his mother. His father had died only a year later. He was taken in by a kind old man named Gaurias. Gaurias had seen something in the young babe, and he wanted to know what it was.

Only five years later, Gaurias learned it. Ar'then had mental potential. He could, if he lived long enough, become a Psi-lord, one of those mysterious masters who made their home in the Fabron Tower, whose location was as secret as the identities of the Psi-lords themselves. Gaurias knew of them, for he himself was a Psi-lord.

The years passed quickly. There was a nobility in the lad, but it was painfully obvious that he was not a leader of men. Gaurias knew that Ar'then would never become a Psi-lord; at least, not in title. His lack of ambition would be his downfall. But he knew that the boy could at least rival their power.

Still, he hoped that Ar'then would gain a core of steel, which could help him take his place amongst the rulers of the Fabron Tower. To this end, he apprenticed the boy in trading company known as the Golden Gauntlet.

Ar'then worked well, following orders to the best of his ability. His psionic powers began to manifest. One of the leaders of the Gauntlet, Ambrosia, instructed him to travel out among the world and scout out new trading locations. As his bodyguard, they assigned Storm Evenhand, a dwarven warrior.

On a mission for the Gauntlet, the pair met Sprink, an elven mage/thief. Through him, they also met Cairn. Ar'then believed this man to be Kairn Doomsword, a mighty warrior of the Northern Cities, and a great hero. The small party dealt with a dark temple just outside of Kadel, and a magical experiment gone awry in the northern borders of Korvar.

After helping Sprink gain a pawnshop-a story in itself-Ar'then lost his respect for Cairn, believing that the legends, as always, were not fully based on reality. At this point, he still believed that Cairn was Kairn. After keeping back one too many secrets, the psionicist probed Cairn, and discovered a malignant presence within. Calling itself Julian, it put a mark of death upon Ar'then. Ar'then returned from the experience shaken.

Shortly afterwards, the Golden Gauntlet told Ar'then to accompany a caravan to Icewall, in order to "Run the Gauntlet"-a term used to describe the route from the halfling lands to the frozen wastes. Ar'then tried to get Storm reassigned to somebody else, but the trademaster refused, not willing to change a decision on the say-so of some young journeyman. The trip to Icewall was uneventful, except for the sudden discovery that Ar'then had a desperate fear of heights. Storm, as expected, mercilessly exploited this. Once inside it's caverns, he stayed for a time with Storm's family.

Thieves were discovered trying to pilfer the secret of the Ice Dwarves-the fact that they sat upon a massive iron deposit. Ar'then learned of this after probing a captured thief. Storm and he accidentally ran into the rest, and the two managed to deal with them. Afterwards, the strongest priests-with their magi-wiped Ar'then's memory of the secret clean, with his permission.

Rumors and Legends

It is said that Ar'then and his companions ventured south to the Frozen Wastes, where he finally confronted Julian and overcame him. However, a terrible explosion killed everyone who was involved.

Despite this, however, it is theorized by wizards that the explosion was transdimensional in nature. Ar'then has been seen in other worlds, albeit only briefly. A reliable source indicated that he showed up on the Rock of Bral, expanding the reach of the Golden Gauntlet trading company to the stars themselves. One rumor even hints that he has expanded operations to the City of Doors, Sigil. One thing remains constant: he has never found his way back to his homeland.