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"Nighteyes" Alerian


Personal Information
Name: "Nighteyes" Alerian Player: G Hedgspeth
Race: Elf (Gold) Gender: Male Height: 5'6"
Class: Fighter \ Mage Level: 18 / 19 Weight: 137 lbs
XP: Not Given Next Level: 2,750,000 / 3,750,000
Kit: Bladesinger Alignment: Lawful Good
Eyes: Violet Hair:  Pale Gold Deity: Hanali Celanil
Age: 376
Ability Scores
Str: 18/63 Weight Allowance: 160 lbs Bend Bars/Lift Gates: 25%
Attack Adj.: +2 Damage Adj.: +3 Max. Press: 305 lbs Open Doors: 13
Dex: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20%
Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 19 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 1st Level
Bonus Proficiencies: 8 Chance to Learn New Spell: 95%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 19 Loyalty Base: +10 Maximum Number of Henchmen: 20
Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 3 Poison: 3 Death Magic: 3 Petrification: 4 Polymorph: 4
Rod: 5 Staff: 5 Wand: 5 Breath Weapon: 4 Spell: 6
Combat
Hit Points:
119
Base THAC0:
3
Melee THAC0:
1
Missile THAC0:
0
Armor
Natural armor class
10
DEX Defensive adj.
-4
Bracers of Defense AC4
-4
Ribbon of Defense
-2
Boots of Striding and Springing
-1
Elven Sword of Light (see below)
-6
FINAL
-7
Weapon Proficiencies

Long Sword (Grand Master)

Bladesinging
Two-weapon Fighting Style

Non-Weapon Proficiencies
Blind Fighting
15
Bowyer\Fletcher
18
Dancing
19
Endurance
17
Hunting
14
Jumping
18
Reading\Writing
20
Riding, Land-based
18
Running
11
Singing
30
Spellcraft
17
Survival
19
Tracking
15
Tumbling
19
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Long Sword +5
-6
5/2
0
1d8+10
1d12+10
S
M
Racial Abilities

Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class \ Kit Abilities

+4 to special maneuvers with long sword
Parry is -10 to AC -12 in full out defense mode
May parry while casting spells
May choose offensive mode +2 to hit, defensive mode -2 to AC, and/or full defensive parry without sacrificing an attack

Detect Magic,Detect Invisibility at will Identify at will
Read Magic, Comprehend Lang and Tongues at will
Prot. from Normal Missiles,Evil and Cantrips always on

 

Other Abilities

Psionics 305PSP
Contact 15 ESP 11 Mindlink 10 Precog 10
Probability Travel 19 Body Weaponry 14
Tower of Iron Will 13 Psionic Blast 13

Ambidexterity
Photographic Memory

 

Custom Spells

Level 2 Spells

Song of Sunlight
(Alteration)
Range: 0
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When the caster finishes the first verse of this song a blinding light like the sun emanates from his blade/s and continues until the song ends or the caster makes an error. All creatures trying to attack the caster (who have eyes,and are using them to see) receive a –4 to hit and damage against the caster and whoever is behind him. This light counts as actual sunlight for purposes of Vampires and so on although the caster is not affected negatively. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Song of the Burning Brand
(Evocation)
Range: 0
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When the caster finishes the first verse of this song his blade/s are enveloped in flames. The caster receives a bonus to damage on each attack with the flaming weapons equal to his Bladesinger level. This damage bonus is doubled against undead. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Level 3 Spells

Song of Refuge
(Abjuration)
Range: 0
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: Neg

When the caster finishes the first verse of this song a slight haze gathers around the blade/s of the caster causing an almost magnetic attraction to all weapons giving the caster and anyone directly behind him a bonus to his AC equal to ½ his Bladesinger level. The affect continues until the caster stops singing or makes an error. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Song of Victory
(Conjuration/Summoning, Enchantment/Charm)
Range: Special
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: Neg

When the caster finishes the first verse of this song his allies are all empowered and inspired with supreme confidence they feel that they are in top form and that their opposition is weak and ineffectual. The casters allies within earshot receive a bonus to hit, damage, AC, and saving throws equal to 1/5 the casters Bladesinger level. The reverse of this spell Song of Despair causes the casters enemies to falter they feel weak and uninspired and their opposition seems insurmountable. The casters enemies within earshot receive a penalty to hit, damage, AC, and saving throws equal to 1/5 the casters Bladesinger level. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Song of the Razor Wind
(Alteration)
Range: 10 yrds/lvl
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When the caster finishes the first verse of this song he is able to attack distant targets as though he were within melee range. His blades seem to cut thru the air but his targets are attacked with standard to hit and damage chances. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Level 5 Spells

Song of the Healing Wind
(Necromancy)
Range: Special
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When the caster finishes the first verse of this song his blade/s are enveloped in a blue-white glow connecting them to the Negative Material Plane. In all rounds where the caster deals damage with the blades a number of his allies who are not at their original full hp total are healed for 1d8 points per successful attack of the caster. For example; The caster has three attacks during the round he is singing this song, if 2 attacks hit and score damage then 2 of his allies recover 1d8 hp that round. The most seriously damaged are always healed first and they may only be healed to their max natural hp total. Note that this spell does not heal the caster. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

 

Level 6 Spells

Song of Rage
(Alteration)
Range: 0
Components: V
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When the caster finishes the first verse of this song he goes into a magically enhanced berserker state. He becomes immune to pain and no longer notices any wounds. He receives a bonus to hit equal to ¼ his Bladesinger level and a bonus to damage equal to his Bladesinger level. The caster also receives a number of extra melee attacks per round equal to 1/5 his Bladesinger level rounded down. The caster may not take any complex actions while singing this song and must continue fighting until all enemies are dead or the spell ends. The caster must make a successful Singing proficiency check every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round. Note that the caster may not choose to stop singing until all enemies are dead.

 

Level 7 Spells

Song of Righteousness
(Conjuration/Summoning)
Range: Special
Components: V
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

When the caster finishes the first verse of this song an aura of Holiness surrounds him and his allies. All the caster’s allies within earshot receive a bonus to hit, damage, AC, and saving throws equal to 1/5 the Bladesingers level. The casters enemies receive the same penalties to the same abilities. This only applies to evil creatures or beings. If the casters enemies are neutral then his allies only will be affected. The caster must make a successful Singing proficiency check at –4 every round to continue the affect and after a number of rounds equal to his Bladesinger level he must also make Constitution checks each round.

Inventory
  • Items Worn
    • Ring of Rapid Regeneration (Greater)
      • (Wearer Regenerates at 1hp/round, Wearer does not age, even magical aging is reversed to the wearers prime. Wearer has healthy glow +2 to appearance-based reactions. Wearer cannot die of starvation, asphyxiation or dehydration but is in constant burning agony (-5 to all checks) as his body regenerates dead cells that are starved for nourishment. Cannot be removed except by Dispel Magic, Wish or Limited Wish)
    • Ring of Spell Absorbtion
      • (Up to 4x a day can absorb a spell cast at the wearer and add it to his normal repetoire even if it exceeds the normal limit of his casting ability)
    • Boots of Striding and Springing (Greater)
      • (Wearers AC is reduced by 1, Wearers base move becomes 18, Wearer can leap 10’ vertically, 30’ horizontally or a combination of the two. Wearer can move at 18 rate for 8 hours w/out fatigue)
    • Ribbon of Defense
      • (Wearers AC is reduced by 2, Detects Traps (semi-reliably) outlines them with Faerie Fire)
    • Bracers of Defense AC 4
  • Items Readied
    • Elven Swords of Light
    • Nighteyes’ Moonblade
      • (+5 to hit and damage, of Sharpness and Lifestealing, Spellturning 1d10 =% for targeted spells, Haste 1x/day, Heal 1x/day)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage
5
5
5
5
5
3
3
3
1
Character Description and History

You can read of Nighteyes' history and details in Nighteyes Tale in the Campaign Logs section.

 

Elven Swords of Light (the Drow's Bane Swords [Shenandriial in the elvish tongue])

Enchanted silver and adamantine swords that never require sharpening, identical in size and weight, they can only be used by an Elf at level 10 or higher. If held by any other race of character it deals 1d8 of damage per round.   

The enchantments are only present in the weapons if the swords are together, if separated by any distance greater then 100 yards they are merely ornamental long swords. Only together are they whole.

The blades cannot be identified by any means available to an enemy (Detect Magic). Only those familiar with the blades and the chosen wielder can identify them.

These lethal blades when used together increase hit/damage totals by  +5 normally.  They are especially deadly against Evil, Undead and Regenerating creatures; increasing hit/damage totals by +7, and against Drow; increasing hit/damage totals by +9.

The wielders base AC is 0

The swords can be thrown individually or at the same time, flying in a figure eight like pattern. (They magically return to the hand from which they were thrown in the same round) 

Each blade is capable of casting spells, one with offensive magic the other defensive. They are capable of casting with or without the wielders instruction.

 

Don-Tauivan Velahr “Defender in Silvered Moonlight” Abilities: 

Sphere of spell protection:  (Permanent Effect) Whenever the wielder has the blades out he is protected by a magical shell/barrier that halves damage taken by magic. A saving throw can be made against spells for the remaining half, but minimum damage is 1/4 of total.

Wall of Force (2x/day) a wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Blows, missiles, cold, heat, and electricity do not affect the wall of force. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier.

Teleport w/o error + Resurrection (1x/year) If the wielder is struck dead (-11hp), and the swords are still on his person, they will magically resurrect the wielder to a state of unconsciousness (0 hp) then teleport him/her to the Temple of the Seldarine, in Evermeet where a group of priests and priestesses are always on staff. This action cannot fail. Once the wielder is dead the action occurs flawlessly.

 

Don-Tauivan Drow Ndengin “Drow Slayer in Silvered Moonlight” Abilities:  

Lightning Strike (2x/day) (when spell is cast the swords develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the wielder or until it is discharged by the swords touching another creature.  A touch from the opponent does not discharge the spell. The lightening strike delivers 1d8 points of damage, plus 1 point per level of the wielder  (for example, a 20th-level ranger would discharge a shock causing 1d8+20 points of damage).

Disintegrate: (2x/day) this spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby's Forceful Hand, but not a globe of invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected.

Dispel Magic Barrier:  (Permanent effect) Any magical barrier/protective field struck by the blade is dispelled as if by a 20th level mage. The wielder can destroy most barriers with a single swipe of the blade in most cases.

The swords are intelligent weapons (intelligence 16 Ego 16) and have both a male and a female identity. With this sentience they are the ones who choose who their wielder can be (magically sticking to surfaces like sovereign glue until they are touched by one who is worthy of their power, they choose only Lawful/Good Elves).  Each blade craves Drow blood, and so confident in their chosen wielder they often urge him/her into a hunt. If the wielders mind is weak, they can actually force their will upon him (wielder must be at or below 15 for INT, WIS, and CHA to be dominated). They communicate with their wielder by telepathy once the user has achieved a level of 15 or higher, often alerting the wielder of the presence of evil (detect evil), or the direction in which evil lies. The Queen of Evermeet may also communicate to the wielder through the swords via telepathy.

History:

Sensing further conflict with the Drow, Queen Amlariul of Evermeet had Khelban Blackstaff import the realms finest ores to Evermmeet, and asked Tamnaeuth is a very old elven armorer who crafted some of the finest swords, mail, and plate armor in the realms to forge two swords, to be the greatest weapons against the Drow. While forging the swords Khelban and the Queen stood watch over Tamnaeuth, making endless requests and casting enchantment after enchantment onto each sword, instilling intelligence, as well as purpose. Each blade formed sentience, lawful/male from Khelban and good/female from the Queen. They also instilled a desire to only be used by the just, and strong. Khelban stood over these weapons with pride, as the owner of numerous magical items and weapons these swords were in fact the most beautiful and powerful weapons he had ever seen. The Queen instructed him to take them back to Waterdeep with him, to hold them in his tower until one worthy of their power made himself known. When Khelban left to ready his ship, the Queen put the final enchantments upon them, allowing her to communicate though the swords to the wielder. She enabled the swords to teleport both themselves and the wielder back to Evermeet should the wielder ever be struck down. Thus saving a life and keeping an Elven treasure among the elves.  She then carefully wrapped the swords in heavy cloth, and had them brought to Khelban. After an uneventful voyage to Waterdeep, the swords were brought to Blackstaff Tower, where they stayed for many years. Until one day while Khelban was away in Silverymoon, one of his human apprentices wandered into to his armory. Preparing for a short Jaunt through the Undermountain, he looked to borrow a staff or cloak to aid him. When he came upon the swords still loosely wrapped in the heavy cloth, his eyes lit up, surely with these swords, no monster in Undermountain would stand a chance. Putting the swords under his arm, he made his way into Undermountain, and was never heard from again. Recently Khelban sent forth an powerful Elven Bladesinger to recover the lost swords from the Undermountain. The Bladesinger was called Nighteyes, and not long into his dungeon crawl he heard strange voices calling to him from an unknown location, the melodic voices gave him a warm and soothing feeling. The voices were those of the swords. He soon found them in a partially submerged room into which he had fallen, they were still wrapped in the cloth the Queen had bound them in and as he took them into his hands they sung with delight, and spoke softly to him, “It is you for which we were crafted, it is you by whom we shall be named, for we are yours and yours alone until the end of time”

Nighteyes is a stoic gold elf of extreme discipline, he finds the predjudices of his kin to be the height of folly knowing that the only valid judgement is one based on character and action. He knows nothing of his lineage or family and lacks a clan name. The reality of his parentage is known perhaps to a few who lived in Myth Drannor at the time of it's fall. He looks very much like his parents and whoever knew them would recognize the resemblance.

His mother was a High Priestess of Hanali Celanil and his father a Paladin/DemiPaladinof Hanali as well. (Whose Moonblade Nighteyes has now though he knows not why the blade accepted him as a weilder) The two had seen each other from afar and yearned to be together yet something held them back. Hanali had taken a great liking to his father and with her High Priestesses willing compliance Hanali possessed her and gave herself to him.

After their night together the two fell in love truly and were wed just before the fall of Myth Drannor. His father fell battling the hordes outside the gates and his mother was shot by a drow assassin with a poisoned arrow of great power only days later. With her last breath she cursed the drow race saying that for every elf that was slain that day a thousand of their kind would die in retribution.

In her dying moment a time stop spell cast by a High Mage friend of hers went awry causing a rift that she and her infant son were pulled into. The rift brought them to the same exact spot in the year 1000 DR, where she now lay dying from her poisonous wound. Sadly she would normally have been capeable of healing herself save for that she had used all of her power to save others before she was shot.

Physically he is magnificent (appearance score is 23) His long gold hair is nearly always freely flowing and he does not wear helmets of any kind, ever. His eyes are ususally dark violet but they grow darker when he is upset or angry deepening into a nearly black hue.(Usually this is the only way anyone could tell since he always conducts himself with the utmost of control.) His voice is low and soft most of the time but is capable of singing with such beauty as to astound even elven listeners of great age.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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