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Theren Nailo

Paladin 6 Warlock 2 Wizard 12 20 Class & Level
Haunted One Background
half-elf Race
Neutral Alignment

Strength 19
+4
Dexterity 12
+1
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 22
+6
Total Hit Dice
Hit Die
1d+2
+6 proficiency bonus
+13 Strength
+10 Dexterity
+11 Constitution
+12 Intelligence
+16 Wisdom
+21 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+9 Arcana
+10 Athletics
+12 Deception
+9 History
+1 Insight
+6 Intimidation
+9 Investigation
+1 Medicine
+3 Nature
+7 Perception
+12 Performance
+12 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
25
Armor Class
134
Hit Points
+4
Initiative
30
Speed
Attacks
►Our lot is to lay down our lives in defense of others.
►I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
►I don't run from evil. Evil runs from me.
► Если не знаешь, за что убить стоящего пред тобой - не убивай.
Personality Traits
►I kill monsters to make the world a safer place, and to exorcise my own demons.
Ideals
►I will do anything to protect Silverymoon and Conclave Silverymoon's Zhents is my familty
Bonds
►Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
►I crave power above all else, and will do anything to obtain more of it
► I will not take "no" as answer
Flaws
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formerly: Knight in Silver
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faction: Zhentarim Rank: Renown: Downtime:
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Knights of the Mystic Fire, Spellguard of Silverymoon, Chief: Palant Stagar

Cousen: Ivellios Nailo

Braenor, Immelar
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Patron Attitude: Your patron has guided and helped your family for generations and is kindly toward you.

Special Terms of Pact: When directed, you must take immediate action against a specific enemy of your patron.

Binding Mark: One of your eyes looks the same as one of your patron’s eyes. (Solid steel-color eye)

Paladin's Duty. You will live up to what you have sworn to do, or die trying.

Symbol: sunblade and 7 stars. Theren is smiting sword of Knights of Mystical Fire, Spellguards, Knights-in-Silver and Silverymoon's Zhents

Nemesis - One of balor's servants, succubbus is trying to seduce Theren

Temptation - Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.

Spellbook - A battered tome filled with pictographs that only you can understand

Ambition - Arcane power must be taken away from those who would abuse it.

Eccentricity - Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.

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The Knights of the Mystic Fire was an order of paladins dedicated to Mystra, goddess of magic.
The Knights of the Mystic Fire were sponsored by the church of Mystra.They were closely allied with, or even a parent organization to, the Order of the Shooting Star.
The number of members in the order was at least five hundred. However, they worked in small groups; it was rare to find more than a dozen in any one place.
The Mystic Fire Knights regularly joined priests of Mystra on missions to find and uncover lost stores of ancient magic. They also served as guardians at large Mystran temples and at magical workshops, usually as leaders of regular defenders.
=== Powers ============================
Mystra granted divine magic to the paladins of the order.[1] However, they also studied arcane magic, and the paladins could train freely as wizards. They could even double as guild wizards of Waterdeep.[3] As such, the Mystic Fire Knights had a closer affinity with arcane magic, potentially being able to cast arcane spells and having an increased capacity for magic. A Mystic Fire Knight could smite an evil foe and disrupt their ability to use magic, and had an ability called "Spellshatter", in which they could strike a foe and dispel a magical effect on them.
=== FACTION: THE ZHENTARIM ============
The Zhentarim (also known as the Black Network) is an unscrupulous shadow network that seeks to expand its influence and power throughout the Forgotten Realms.
The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services, both legal and illicit, thus destroying its competitors and making everyone dependent on it.
A member of the Zhentarim thinks of himself or herself as a member of a very large family and relies on the Black Network for resources and security. However, members are granted the autonomy to pursue their own interests and gain some measure of personal wealth and influence. As a whole, the Zhentarim promises “the best of the best,” although in truth the organization is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.
Motto. “Join us and prosper. Oppose us and suffer.”
The Zhentarim is your family. You watch out for it, and it watches out for you.
You are the master of your own destiny. Never be less than what you deserve to be.
Everything and everyone has a price.
Goals. Amass wealth, power, and influence, and thereby dominate Faerûn.

Typical Quests. Typical Zhentarim quests include plundering or stealing a treasure hoard, powerful magic item, or artifact; securing a lucrative business contract or enforcing a preexisting one; and establishing a foothold in a place where the Zhentarim holds little sway.

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Mount: celestial warhorse Nightbreeze
Familiar: celestial raven Croaker
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Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order

Tool Proficiencies: One type of gaming set or musical instrument

Languages: One of your choice

Equipment: One set of traveler’s clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp


You know who your parents are or were. One parent was an elf and the other was a human. Was born In a prison or in the headquarters of a secret organization

7 siblings

Older of siblings

Family: Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan

Your parent died (roll on the Cause of Death supplemental table).Unknown

Your parent was imprisoned, enslaved, or otherwise taken away.

Family lifestyle: Wretched (–40)

Childhood apartments: Apartment in a rundown neighborhood

I had several friends, and my childhood was generally a happy one.
I joined the militia to help protect my community from monsters.
I became a paladin because A fantastical being appeared before me and called on me to undertake a holy quest.
I became a warlock because One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement.
I became a wizard because While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard.

3 life events
You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.
You encountered something magical. You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard.
You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense Murder and on the Punishment table to see what became of you.You committed the crime or helped do so, but nonetheless the authorities found you not guilty.
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The Keepers of the Mystic Flame, also called the "Knights of the Mystic Flame", are a similarly named knighthood in Ravens Bluff that enforces the proper use of magic in the city. The similar name and nature suggest a close relation to the Knights of the Mystic Fire.
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**Люби магию просто за то, что она есть. Не считай магию орудием, способным изменить мир по твоему вкусу. Настоящая мудрость заключается в знании, когда можно обойтись без использования магии. Стремись по мере роста твоих сил использовать магию все меньше и меньше. Магия это Искусство, Дар Леди, и те, кто владеет этим искусством, поистине обладают великим преимуществом. Но не следует этим слишком сильно гордиться. Используй Искусство умело и эффективно, а не бездумно и небрежно. Всегда ищи возможность изучить новую магию.**
Мистра и Плетение
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Откройте любые три книги, описывающие магию и знания магов Фаэруна - и вы увидите три противоречивых показателя происхождения и истинной природы магии. Часть этого очевидного противоречия - преднамеренная неправда, предназначенная для ограничения мастерства в магии существам, должным образом обученным. Многое из остального - результат странных представлений или прямых ошибок, часто невольно воспроизведенных более поздними учеными.

Услышьте же правду о вещах, чтобы лучше понять их. Говоря по-простому, все известные миры и планы роятся вездесущими энергиями. Большие и маленькие, свободно плывущие или связанные физическими барьерами или магическими эффектами (непосредственно энергиями, сформованными и предназначенными ограничить или удержать другие энергии), эти волны и распыления энергии дают свет, жизнь и движение всему. Они - материал самой жизни, и они будут присутствовать, даже если все живое уйдет с Торила, оставив лишь голые камни.

То, к чему некоторые народы обращаются как к магии и что волшебники называют Искусством - средство, при помощи которого некоторые существа могут обращаться с вездесущими энергиями и владеть ими, создавая эффекты. Колдуны делают это инстинктивно через врожденный дар и невероятную силу своей личности. Барды поют, пробуждая эхо изначальных песен, музыку самого созидания. Волшебники конструируют процесс — заклинания — предоставляющий им возможность прогнуть Плетение к своей воле, чтобы сделать то, что они желают. Божественная сила, наполняющая любого клерика, держащего заклинания своего бога или богини, может делать то же самое, формируя Плетение через святую (или несвятую) силу, предоставленную ему.

Многие типы магии — рунная магия, теневая магия (не путайте с Теневым Плетением), магия драгоценных камней, элементная магия, даже эльфийская высокая магия древности — говорили о себе годами, но все они - просто различные процессы или пути к одному и тому же мастерству естественных энергий. Эта бесконечная, постоянно меняющаяся сеть известна как Плетение. Люди относятся к сущности или пониманию, связанному с Плетением Торила, как к Мистре, и поклоняются ей как своей богине магии.

Нынешняя Мистра недавно была возвысившейся смертной женщиной, занявшей место своей истощенной предшественницы в течение Времени Неприятностей. Мистра существует, чтобы дать магию всем существам и управлять ее использованием. В древние времена архимаги Нетерила игнорировали правила Мистрил, тогдашней богини магии. Один из них, волшебник Карсус Безумный, пытался захватить божественность наложением могущественного заклинания, которое разрушит Плетение Торила. Мистрил пожертвовала собой ради спасения Плетения. Ее преемник Мистра установила, что никому из смертных не будет позволено вновь владеть столь ужасной магией — и этого правила придерживаются и по сей день.

Мистра оберегает Плетение от тех, кто могуч или опрометчив достаточно, чтобы повредить ему. Пока изменения в мире или сами божественные силы не установили свою опеку над человеческими делами, высокая и рискованная магия прошлого остается запертой поглубже под присмотром Мистры.
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The Keepers of the Mystic Flame, also called the "Knights of the Mystic Flame", are a similarly named knighthood in Ravens Bluff that enforces the proper use of magic in the city. The similar name and nature suggest a close relation to the Knights of the Mystic Fire.

=========Underland Magick ==============

1st level: alarm, color spray, comprehend languages, find familiar, grease, identify, jump, Tasha’s hideous laughter, unseen servant
2nd level: alter self, blur, crown of madness, gust of wind, invisibility, knock, magic weapon, phantasmal force, spider climb
3rd level: blink, dispel magic, gaseous form, major image, protection from energy, slow, tongues, water breathing
4th level: blight, fabricate, fire shield, hallucinatory terrain, locate creature, phantasmal killer, polymorph, stoneskinВысокий крупный полуэльф в темно сером латном доспехе. Его левый глаз полностью залит сталью.

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Palant.

Statblock Type

Character Sheet (Legacy)

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