The Gnome Series - Yurken Deepstone

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Silvary Thielfor
Posts: 130
Joined: Tue Jul 20, 2010 10:35 am
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The Gnome Series - Yurken Deepstone

Unread post by Silvary Thielfor »

First Name: Yurken
Last Name: Deepstone

Appearance:small stature even for gnome standards, very dark skin, tattooed face with holy symbols of Baravar Cloakshadow, wears black cloak and black hood circled with white and whitish robe on leather armor.
Race: Deep gnome
Age:40
Height: 3'
Weight:40 lbs
Eyes: dark
Hair:bald
Facial Hair Style: none

Personality Profile:rather easy to meet for a deep gnome, very curious and enthusiastic, grateful though egocentric
General Health:normal
Deity: Baravar Cloakshadow
Initial Alignment:CN
Profession:Illusionist
Base Class & Proposed Development:Rogue - Rogue3/wizard14/shadowdancer3/arcane trickster10
Habits/Hobbies: spend most of his time searching for illusion-related things (books, scrolls, artfacts, experienced people...), as a typical gnome he's passionated by gems, rubies being the favored, dagger collector, interested in traps mechanisms...
Languages: undercommon/gnome/dwarven/elven/draconic/goblin
Weapon of Choice:dagger & light crossbow

Background: Yurken comes from the Deepstone Clan's settlement situated somewhere in north western Gauth Grottoes, being quite independant he decided to leave for Sshamath in order to perfect his Art, Illusion trying to integrate the Sshamath School of Illusion. He's a fervant follower of Baravar Cloakshadow and join their clergy as Hoodwinker, thus dedicating his life to the perfecting of Illusion and retrieving artfacts to his community as well as spreading the Sly One faith to his kin in Sshamath.

Goals: *integrate school of illusion of Sshamath *defend his community *find as many as possible illusion-oriented stuff *settle a cell of Hoodwinkers in Sshamath

Possible Plot-Hook Ideas and Misc Facts: *Illusionist formation plots *Deep gnome themed plot *Baravar Cloakshadow clergy plots *Seek & destroy goblins and kobolds settlements
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Silvary Thielfor
Posts: 130
Joined: Tue Jul 20, 2010 10:35 am
Location: FRANCE

Re: The Gnome Series - Yurken Deepstone

Unread post by Silvary Thielfor »

A few informations about Baravar Cloakshadow:The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin

Lesser Power of Bytopia NG

PORTFOLIO: Illusions, deceptions, traps, wardings
ALIASES: None
DOMAIN NAME: Dothion/the Golden Hills (the Hidden Knoll)
SUPERIOR: Garl Glittergold
ALLIES: Azuth, Brandobaris, Clangeddin Silverbeard, Erevan Ilesere, Leira (dead), Mystra, Sehanine Moonbow, Tymora, Vergadain, the gnome pantheon (except Urdlen)
FOES: Abbathor, Cyric, Kuraulyek, Kurtulmak, Mask, Urdlen, the goblinkin pantheons
SYMBOL: Cloak and dagger
WOR. ALIGN.: LG, NG, CG, LN, N, CN

Baravar Cloakshadow (BARE-uh-vahr CLOKE-sha-doh) is a sly, sneaky protector of the Forgotten Folk. His defenses and protective strategies are rooted in deceit-illusions, traps, ambushes, and the like-and his jests and tricks may cause their victims some pain (emotional if not physical). In addition to teaching the arts of disguise, stealth, and spying to the gnomes, the Sly One creates traps and illusions of incredible depth and cunning, a skill he has passed on to gnomes throughout the Realms. As the patron of illusions, Baravar is the preeminent gnome god of magic. The Sly One oversees the magical arts of gnome magical craftsfolk as well. All those who survive by their wits venerate Baravar, particularly those who must often combat kobolds, goblins, and other humanoids. Most gnome wizards venerate the Sly One as well, though they do not necessarily participate in their god's ongoing war with the goblinkin powers.

Baravar is closely allied with the other gods of the gnome pantheon, and despite Baravar's somewhat mean-spirited nature, the Sly One follows Garl's lead in emphasizing trickery over strength. Baravar works closely with Segojan Earthcaller, as the Lord of the Burrow once included illusions in his portfolio, and Callarduran Smoothhands, for many deep gnomes are well versed in the art of magical deception. While the Baravar and Gaerdal Ironhand share similar concerns, Baravar's deceits do not sit well with the Shield of the Golden Hills and Gaerdal sometimes chooses to foil the Sly One's plans. Baravar has a genuine dislike for deities of many goblinkin races, particularly the powers of the goblin and kobold pantheons, and unlike the other gnome gods, he is none too restrained about expressing his view. Baravar and Leira were once closely allied, and the apparent death of the Leira at the hands of Cyric has earned him Baravar's eternal vengeance.

Baravar is a crafty, vengeful power who specializes in deceptions. He is unforgiving of any who threaten his charges, and he feels no compunctions about acting against those who have earned his enmity. Although he shares Carl's love of a good practical joke, Baravar's jests and tricks may cause no small discomfort to the victims. He is also a thief and enjoys using illusions to confuse creatures before robbing them. Baravar most often steals out of sheer boredom. The Sly One dispatches avatars to defend gnomes oppressed by humanoids; he often sends one to harass goblinkin from a distance even before they threaten gnomes: "Do unto them before they have a chance to do unto you" is a philosophy he often acts upon.

Other Manifestations

Baravar commonly manifests through the form of widely varying illusions. Such manifestations often serve to hide a favored worshiper from enemies or mislead those who seek to do harm to a particular follower. Sometimes the Sly One communicates to his faithful via illusions, depicting scenes of what may come to pass or speaking through sounds that seem to emanate from stone statues, babbling creeks, giant boulders, or ancient trees.

The Church

CLERGY: Clerics, specialty priests, illusionists
CLERGY'S ALIGN.: NG, CG, N
TURN UNDEAD: C: Yes, SP: No, Ill: No
CMND. UNDEAD: C: No, SP: No, Ill: No

Baravar is served by a variety of creatures, including blink dogs, brownies, change cats, dopplegangers, ethyks, faerie dragons, leprechauns, pixies, sprites, and thylacines. He demonstrates his favor through the discovery of aventurine, jade, scapras, star diopside, and zarbrina. The Sly One indicates his displeasure by causing illusions to nicker and fade, destroying their effectiveness.

All clerics (including fighter/clerics, cleric/illusionists, and cleric/ thieves) and specialty priests of Baravar receive religion (gnome) and reading/writing (Ruathiek) as bonus nonweapon proficiencies.

The church of Baravar is highly regarded for its efforts on behalf of the Forgotten Folk in the ongoing battles between goblins, kobolds, and gnomes over he same tunnels and caves, even if the more cultured gnomes find the priesthood's methods somewhat brutish. Baravar's faithful are deservedly admired for their skill in manipulating the Weave and Grafting illusions of incredible realism. But their penchant for deception has earned them a measure of distrust among most gnomes, even those who seek to emulate the trickery of Garl Glittergold. Baravar's faithful maintain a low profile around humans and other demihuman races, and they are often viewed as little more than a priestly variant of the gnome illusionists. Dwarves in particular exhibit a degree of distaste for the priesthood of the Sly One, for Baravar's faithful embody nearly everything the Stout Folk dislike about gnomes.

Temples of Baravar always appear to be anything but a house of worship. Cloaked in the guise of another business, the Sly One's priests assemble in secret chapels behind hidden doors guarded by an elaborate array of tricks, traps, and illusions. The interiors of Baravar's churches are cloaked in a mosaic of shifting illusions and omnipresent shadows that befuddle and mislead intruders.

Novices of Baravar are known as the Cloaked. Full priests of the Sly One are known as the Illusory. Baravarian priests employ a wide variety of titles, seemingly changing them to suits their purposes in any given situation. It is not clear that any true hierarchy of titles actually exists. Specialty priests are known as hoodwinkers. The clergy of Baravar includes rock gnomes (60%), deep gnomes (30%), and forest gnomes (10%). Males comprise a slight majority of his priesthood (60%). Baravar's clergy includes specialty priests (40%), cleric/illusionists (30%), illusionists (12%), cleric/thieves (10%), fighter/clerics (5%), and clerics (3%).

Dogma: The world is a dangerous place, and the only sure defense is to cloak oneself in shadows under a web of deception. Strive to master the art of illusion and the game of deceit for therein lies security. Protect yourself and other gnomes. Do not completely trust anyone who has not proven himself or herself. Hope for the best, but prepare for the worst in life and in others' behavior. If folk do you or yours ill, do not fear showing them the error of their ways through making them the butts of a few pointed jokes. Desperate times call for desperate measures, and in time of battle or war, use the craft of illusion and camoflage to make sure that the right side wins- yours. Do not flout laws openly, but do what is best for those in your care whether or not that course of action is the one approved of by those in authority. Finally, devote yourself to your art and those you love with equal fervor, for one must have a reason to live beyond mere survival.

Day-to-Day Activities : Baravar's priesthood is deeply involved in refining the art of illusions. A sizable number of the clergy are adventurers, charged with finding new spells and magical items that allow the creation and control of effects from the school of illusion/phantasm. Other priests work as researchers, everrefining their magical craft. Priests of Baravar are generally sneaky, smart gnomes, and they serve their communities as spies and investigative agents and by teaching skill such as disguise, camouflage, hiding, and the like.

Holy Days/Important Ceremonies : The clergy of Baravar venerates the Sly One in a monthly ritual known as the Cloaking. Although such rituals are always observed on the night of the new moon, the exact location and nature of the ceremony varies every time. The Cloaking is often held in public places, and it is considered a point of honor by the participants that such assemblies are never detected as such by outsiders. This practice has led to a common joke among the Forgotten Folk that any unexplained gathering of two or more gnomes must be "another meeting of the Illusory." Baravar's priests make offerings to their god by creating illusions of items they have seen or heard or otherwise sensed. The greater the realism of such deceptions, the more the god is pleased.

Major Centers of Worship: The Hill of Tombs, a prominent knoll at the southern extent of the Earthfast Mountains of western Impiltur, has long served as the burial ground of Impiltur's monarchs and war-captains. If the tales are to believed, this is an ancient tradition begun by the longlost realms that preceded the kingdom founded by Imphras I, War-Captain of Lyrabar. Unbeknownst to the human inhabitants of this young land, a secret temple of Baravar is located in the hill's heart. The Vault of Seven Mysteries houses a small community of priests and illusionists who gather beneath the tombs of the dead to develop their craft in utter secrecy. The only clue to their presence is the inordinate number of reported hauntings in the vicinity of the hill, coupled with a comparable lack of sightings of the undead. The folk of Impiltur ascribe the reports of numerous spirits guarding the Hill of Tombs to the dutiful service of pious lords whose souls linger after death to safeguard the populace of Impiltur in times of danger. In truth, the gravesite is overrun with gnome pranksters who nevertheless serve much the same function.

Myth Dyraalis, a mythal-cloaked town of elves and gnomes in the Forest of Mir, has served as a safe haven for the Fair Folk and Forgotten Folk who have dwelt therein since the settlement's inception in the Year of Clutching Dusk (-375 DR). The elven and gnome clergies of Sehanine Moonbow and Baravar claim that the two demihuman powers of illusion keep the "Phantom City of Drollus," as it is mistakenly called, a secret, locked away from the rest of the world. Many worshipers of the Moonlit Mystery and the Sly One may be found within the borders of Myth Dyraalis. They gather to worship both powers at the Twin Spires of Mystery, a temple jointly administered by the clergies of Baravar and Sehanine.

Affiliated Orders: The Knights of the Shadowy Cloak is a mysterious organization with cells in most gnome communities who re Baravar is venerated. Members of this order include specialty priests, illusionists, cleric/illusionists, fighter/illusionists, and illusionist/thieves. The Knights work alone and in small groups. Their guiding principles hold that goblins, kobolds, and other humanoid races are an ever-present threat to the safety of the Forgotten Folk, and that, as a rule, members of these races cannot be redeemed. As such, the order is dedicated to driving away or exterminating humanoid tribes that might someday threaten neighboring communities of gnomes. Their methods are chosen not to draw attention or incite retaliatory attacks against those they are trying to defend. Many members of this order are members of multiracial bands of adventurers, for it is considered more effective to direct the militant talents of nongnomes against the enemies of the Forgotten Folk.

Priestly Vestments: The ceremonial garb of priests of Baravar consists of a hooded black cloak, a gray cloth mask, and an ornate silver dagger with a wavy blade. The holy symbol of the faith is a tarnished miniature of the silver dagger.

Adventuring Garb: Baravar's priests favor the garb of rogues, including leather armor, light weapons, and a concealing dark gray or black cloak.

Specialty Priests Hoodwinkers

REQUIREMENTS: Dexterity 15, Intelligence 15, Wisdom 9
PRIME REQ.: Dexterity, Wisdom
ALIGNMENT: NG
WEAPONS: Club, dagger, dart, hand crossbow, knife, lasso, short bow, short sword, sling, staff, staff-sling
ARMOR: Leather armor, studded leather armor, or elven chain mail
MAJOR SPHERES: All, chaos, charm, creation, guardian, healing, protection, thought, wards
MINOR SPHERES: Combat, divination, sun, travelers
MAGICAL ITEMS: As clerics or thieves
REQ. PROPS: Dagger
BONUS PROFS: Disguise, set snares

• Hoodwinkers must be gnomes. While most hoodwinkers are rock gnomes, gnomes of every subrace except spriggans are called to be specialty priests of Baravar's clergy.
• Hoodwinkers are not allowed to multiclass.
• Hoodwinkers may select nonweapon proficiencies from the rogue group without penalty.
• Hoodwinkers may cast wizard spells from the illusion/phantasm school as defined in the Limited Wizard Spellcasting section of "Appendix 1: Demihuman Priests."
• Hoodwinkers may hide in shadows as a ranger of the same level, with any appropriate racial, Dexterity, and armor modifiers and thieving skill modifiers.
• Hoodwinkers can cast audible glamer or phantasmal force (as the 1st- level wizard spells) once per day.
* At 3rd level, hoodwinkers can cast mirror image or rope trick (as the 2nd-level wizard spells) once per day.
• At 3rd level, hoodwinkers receive a +2 bonus to saving throws vs. illusion/phantasm spells.
• At 5th level, hoodwinkers can cast improved phantasmal force or invisibility (as the 2nd-level wizard spells) once per day.
• At 7th level, hoodwinkers can cast dimension door (as the 4th-level wizard spell) or suggestion (as the 3rd-level wizard spell) once per day.
• At 10th level, hoodwinkers can cast phantasmal killer (as the 4th-level wizard spell) or 'spectral force' (as the 3rd-level wizard spell) once per day.
• At 13th level, hoodwinkers can cast 'mislead' (as the 6th-level wizard spell) once per day.
• At 15th level, hoodwinkers can cast prismatic spray (as the 7th-level wizard spell) twice per tenday.
Baravarian Spells

1st Level

Mistake (Pr 1; Illusion/Phantasm)
Sphere: Protection
Range: 0
Components: V,S,M
Duration: 3 rounds+2 rounds/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: Special

This spell creates a false impression in the minds of those interacting with the caster. When mistake is cast, the priest is not altered in any way, nor is she or he cloaked with any visible illusion. Instead, any sentient being that interacts with the subject must make a successful saving throw vs. spell in order to perceive the subject as she or he truly is. If the saving throw is failed, the creature encountering the caster mistakes him or her for someone else, the exact identity will be one that is least likely to provoke an encounter or cause difficulty for the caster. When viewed by multiple creatures simultaneously, the magic of this spell might create a different impression in each creature's mind or cause the subject of the spell to appear the same to the entire group, again depending on which is least likely to provoke an encounter. Viewers receive any magical defense adjustment modifier they are entitled to for high or low Wisdom scores. Creatures with an Intelligence of semi-intelligent or less (INT 4 or less) or supra-genius or better (INT 19 or more) or a Wisdom score of 18 or better are not affected by this spell. Creatures who rely primarily on scent to identify friend or foe are not fooled by this spell either.

This spell does not ensure the caster is not detected or detained, it simply enhances the probability that she or he is not. Viewers who plainly see the caster before or while she or he casts mistake are not fooled by the spell. This effect is not permanent, and if the attention of someone influenced by this spell is drawn back to the encounter after the spell expires, she or he will recognize that she or he has been duped, though his or her general Intelligence and Wisdom determines to what degree she or he is able to figure out what they really saw. Viewers with high Intelligence and Wisdom scores will remember more of the truth than those with lower scores; those with low scores (7 or less) may simply think that there was something odd.

For example: A priest casts this spell upon himself in order to rescue some prisoners. When she or he passes a bugbear guard, it might perceive the priest to be a goblin child who passes this post each day to get water from a nearby stream. If the priest continues past goblin warriors, they might perceive him or her as a subchief who does not like to be disturbed. When the priest reaches the prisoners, they would perceive him or her as a cloaked ally trying to free them while not raising an alarm.

Material components for this spell are the priest's holy symbol and a small piece of thin, translucent material.

2nd Level

Gull (Pr 2; Enchantment/Charm)
Sphere: Charm
Range: 30 yards
Components: V,M
Duration: 1 round+1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

When this spell is cast, the priest's words become very persuasive to the target of this spell who becomes gullible if she or he fails a saving rhrow vs. spell. If the saving throw succeeds, this spell dissipates without effect. Targets apply their magical defense modifier (a function of their Wisdom score) to this saving throw. A target failing his or her saving throw is temporarily convinced of any one plausible excuse or fact that other information does not blatantly counter.

For example: If a priest attempts to 'gull' a guard outside a private club, assuming that the priest is dressed appropriately, she or he might be able to convince the guard that she or he is a member of the club but has forgotten the password. However, the priest would have no luck convincing the guard that she or he is a particular member of the club if the guard has already seen that member enter just moments before, nor would the caster have any luck convincing the guard if only humans are permitted to join the club and the priest is obviously a gnome.

The material components are the priest's holy symbol and a pinch of sugar.

5th Level

Mantle of Baravar (Pr 5; Abjuration)
Sphere: Charm
Range: Touch
Components: V,S,M
Duration: 1 hour/level
Casting Time: 8
Area of Effect: One or more creatures
Saving Throw: None

This spell confers a special magic resistance against illusion/phantasm spells. This magic resistance functions in a similar manner as standard magic resistance, but only against illusion/phantasm spells. Those protected by magic resistance per caster level, in addition to saving throws normally allowed. The priest can divide the duration evenly among several creatures, to a minimum duration of one-half hour each. Thus, a lOth-level priest can protect one creature for 10 hours, two creatures for 5 hours, three creatures for 3 hours and 20 minutes, and so on. A successful dispel magic spell ends the effect prematurely.

The material component for this spell is the caster's holy symbol.
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Silvary Thielfor
Posts: 130
Joined: Tue Jul 20, 2010 10:35 am
Location: FRANCE

Re: The Gnome Series - Yurken Deepstone

Unread post by Silvary Thielfor »

After a couple months in the drow city, Yurken had achieved his two main goals: survive and find a way to enter the famed school of illusion, though he was yet to prove his valor. The headmistress had agreed to take him if he'd be able to accomplish a task for them. Yurken wasn't naive to the point of believing that drows would accept him easily, though he never imagine the task in question would be so risky. He decided thus to gather the best blades and scouts of Sshamath, already having one of the best Sshamath wizard, Master Tarin Urd'Nei himself, as ally, to succeed.
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Silvary Thielfor
Posts: 130
Joined: Tue Jul 20, 2010 10:35 am
Location: FRANCE

Re: The Gnome Series - Yurken Deepstone

Unread post by Silvary Thielfor »

Helped by Master Tarin and some Bregan D'Aerthe mercenaries, Yurken had succeed to accomplish the demanded task, though all merit belonged to Master Tarin's talents. He was yet to meet the Headmistress to make his report.
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
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