Aristide Therrain Dubois
Half-Elfin Male Fighter/Mage
S:16, D:12, C:17, I:16, W:9, Ch:12
- Base AC: 10
- AC:
- Thac0:20
- Movement:
- Age:21
- HP:
Contents
Early Life
Dubois was raised in the company of elves. The rumor persists that the elves had come in secret and were only planning to stay for a short time. When Friar Torggid, the Bulwark had formed an embassy to meet the TBD elves. The elves had come to speak with Torggid about his call for support in Dwarden. His mother, Ellasthesia died when he was very young, of unknown causes. The elves did their best to teach him. He was educated at a very young age as a scribe. He learned to read, write and perform basic math and demonstrated an aptitude for it. Around the time of his sixteenth year, the elves decided they must leave the city. They were concerned and shocked when the boy decided for himself to stay. He wanted to remain in the place where his mother lived and his parents met. Even though he had never met his father, he imagined him to be a great man.
Time with Gerrund
After the elves had departed Aristide made a living for a time selling his services as a scribe. In his first year he was quite successful. He managed to squabble away enough to live on and save some. His second year, however, was most tragic. A group of thugs began to work the streets where he lived. He was able to avoid them for a time. Eventually, the shakedowns began to take all his profits. He lost his residence, a simple room he rented from a shopkeeper. He would have had to spend all his savings, and he dare not reveal his stash or street gangs might take it. Living on the street was hard. Aristide became a particular form of entertainment for one gang member. On many occasions in that second year poor Dubois was beat within an inch of his life.
If not for a local shopkeeper, Gerrund, he might have died. The weaponsmith cared for the boy when he was injured and did his best to keep the gangs away from him. I was in this third year after the departure of the elves that Aristide learned the smiths trade. His skill with reading and math served the man well, helping him order supplies and keep good ledgers. In exchange for his service he trained Dubois. The first thing he learned was how to craft weapons. This took time. For a year he worked with the man. He learned the intricacies of the blade and hammer. He learned how to evaluate and gauge the quality and craftsmanship of all kinds of weapons. He took the time to learn the mark and names of various weaponsmiths. Gerrund taught him this skill but couldn't always keep him safe. So the two struck another deal. Dubois agreed to serve for another year as his apprentice and Gerrund arranged for him to train with a local squire.
The third year was the most difficult year of Aristide Dubois' life. He spent every waking hour working, training or getting caught on the streets. At first he was not able to fend off the gangs and was constantly beat. As the training progressed two things happened, Aristide got stronger as he served at the smithy and he became more confident in his training. His first attempt to defend himself nearly got him killed, yet he survived. Gerrund, who came to his aid, did not.
Abon Lonir
After recovering from his injuries he began to despair. The local church had taken him in for care and they broke the news to him of the death of Gerrund. Saddened and angered Dubois began wandering the streets looking for a fight. He happened upon a robed man being harassed by the same gang responsible for the death of his friend. Without consideration of consequence, Aristide intervened to defend the helpless man. For the first time in his life, he was not helpless. With a simple length of wood Dubois beat several of the men into submission. Their leader, however was not so easily subdued. He broke the young half-elf's nose and arm. WIth a flurry of hand gestures, the elder man muttered some words as an arc of brilliant electricity lashed out and struck the roughian firmly in the torso. The cutthroat was not dead but thought better of meddling further, fleeing into the shadows. The local mage, Ebinor Malkot admired Aristide's gallantry. He returned him to the church to be healed and left a simple brass ring with him as an invitation. This invitation extended, should he ever entertain the idea of learning mystic and arcane arts.
As he yet again recovered from injury, he came to know Abon Lonir, a local priest of Saint Astilius Martius Notias whom had tended his wounds over the years. Abon spoke at length with the young half-elf and the two spent a great deal of time discussing The principles of the Voice. Forming a sort of friendship the priest began to inquire as to the whereabouts of Dobuis' father. It was during this time Aristie was given the news his father had died in service of the church. It was discovered and made available to Arstide, many pages of letters, a full body shield, and a tattered and well used prayer book. Aristide was thankful for these treasures but could no longer stay at the church. Sadness took him and so he set out, so as not to burden his friend any longer. He took the brass ring to Malkot and offered his services.
Scholarly Training
The next three years were spent under great duress and intense mental strain. All manner of the boy was wrought out like flat iron. Ebinor Malkot was not cruel in his training but did not spare him any discomfort. Arstide toiled many long hours before his first successful cantrip. Being a scribe, his early spells were in service of that vocation. Ebinor provided all the necessary tools for his education, however, Dubois spent his limited free time around town selling simple services as craftsman. Using his Mending he repaired many things for the locals and was paid for his work, and commonly referred to his vocation as that of a Restorationist. During his education, he sacrificed the luxury of any extra sleep maintaining his skill with weapons and reading the letters of his father. The notions of Dwarden, as a place of holy pilgrimage and adventure, captivated his mind. He became obsessed with it and spent time while at study, learning all that he was able. After his service to Malkot was complete the two parted ways, with little fanfare.
Now at the age of twenty one and a half, he had to his name a simple pair of books, some letters from his father, an unwieldy shield and a useful stash of coin from his various work. It is said by the locals that the half-elfin boy Aristide Dubois sat at the roadside for nearly a full day before coming to his decision. As he headed out of town he muttered simply, "It's time to head to Dwarden".
Description
An unremarkable half elf. Dubois stands slightly taller than a bar counter. His shoulders are strong but he is otherwise physically unassuming. He has good posture, and carries himself confidently, with a bit of a swagger. His brown hair is luscious and thick and seems to look normal despite being untended. His clothes are an unusual blend of elvin and human styles. From head to toe his attire is immaculately kept. There is not a stitch or button out of place.
His smile is kind and his appearance is gentle and unassuming, yet his eyes are sharp and attentive. He toils carrying a full body shield though appears to have never used it.
Personality
Aristide is a quiet young man. He prefers to listen rather than talk. He enjoys the knowledge of the church and of things magical. He's fond of games and often finds himself in the company of those who play games. Dubois is naturally curious, and has a penchant for the mastery of information. His varied skills have given him a practical sense of pride in honest work. He admires craftsman of all kinds.
Adventures
Items/Possessions
Gear
Backpack
- A simple leather pack able to hold all that Dubois owns.
Letters from his father
- Letters penned by his father before his death. These letters serve to inspire Dubois' travel to Dwarden.
Mirror
- The tip of a broken blade, Aristide reworked and dipped in silver and polished for a flawless mirror finish.
Chalk
- Several pieces of chalk, often used to mark metal for working.
Smithing Tools
- Aristide has a simple bag of tools, crafted by his own hand while he worked at the smithy. In this collection are a set of tongs, a medium hammer, five punches, a cut-off spike, a sharpening stone, and a 5ft strip of leather marked for measuring.
Spellbook
- This simple tome has 96 pages, and is the culmination of all Aristide's work in the magical arts. It is wrapped in a custom leather cover crafted by his won work. His focus of study has led him to mark the book's front page with the inscription that reads: The First Spellbook of the Restorationist Dubois.
Adornments
Copper Ring
- A low value item, and a poor attempt to make himself something to wear.
Weapons
Quarterstaff
- A long uncarved piece of wood taken from a tree in near his home town. The ends have been shod in iron.
Armor
Chainmail
- simple chainmail bought second hand from a retired mercenary. It doesn't quite fit Dubois but is close enough.
Full Body Shield
- A gift and burden from his father, this full body shield has been well used
Spells/Abilities
Wizard spells
0th level cantrips
all cantrips are from the net spellbook. all have been edited to make sense or fit this campaign.
- Count (Divination)
- Range: 1 Yard + 1 yard per 2 levels
- Components: V, S
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 1 yard per level cube
- Saving Throw: None
Count, imparts to its caster, a mental impression of the number of objects in a specified area. This can affect any countable items like grains of sand or pieces of silver. The items can be contained within another object, like a jar, pouch or chest as long as it fits within the area of effect. The spell counts 1d10 thousand objects per level of the caster. The spell only reports accurate numbers, unless other magic is employed to conceal it. The spell can be tricked into a false count by other magic, such as fools gold or other more complex illusions. It cannot devine the location of the objects only that they are present and counted within the spells area of effect.
- Invisible Scribe (Conjuration/Summoning)
- Range: 3 Feet
- Components: S, M
- Duration: Concentration
- Casting time: 4
- Area of Effect: Special
- Saving Throw: None
By Casting this cantrip, the wizard brings into existence a field of force able to write on normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, concentrating on what is to be written. The Invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to speak. The pen hovers and writes at a speed slightly slower than normal writing. The material component for the spell is ink, which is consumed in the casting.
- Remove (Alteration)
- Range: 1ft per level
- Components: S, M
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 1 yard per level cube touched
- Saving Throw: None
Remove changes the physical proximity of a number of things from a specific location. The objects removed are not gone, but are moved to a location of the casters choosing within the range of the spell. The material components are the items being moved which must be in contact with the wizard at the time of casting. Magically held items are unaffected, as are living beings. There is a dimly audible puff of air, which can be heard, upon completion.
- Sort (Alteration)
- Range: 0
- Components: V, S
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 1 cubic yard per level
- Saving Throw: None
This cantrip separates a specific amount of any objects, that can be separated: salt and pepper, for example, or gold, platinum, and bronze. The cantrip does not affect living things, and cannot be used to separate materials bound together, i.e., mortar, plaster or stone.
- Sprout (Alteration)
- Range: 0
- Components: V, S
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 1 cubic yard
- Saving Throw: None
By means of this cantrip, the caster causes acceleration in the growth of plants, particularly with respect to the germination of plant seeds. The cantrip causes seeds to shoot forth tiny sprouts, newly sprouted plants to grow an inch or so, buds to flower, and so on. Fruits and vegetables can be ripened (even to spoilage) by this cantrip. A susurrant sound is verbalized while the caster's hand makes hoeing motions.
- Stepping Stones
- Range: Special
- Components: V, S
- Duration: 1 round + 1 round per 3 levels
- Casting Time: 1
- Area of Effect: Four stones, 2 ft diameter
- Saving Throw: None
This cantrip creates 4 stones approximately 2 feet in diameter. They can be placed anywhere within 20 feet of each other, they defy gravity and hold a weight of up to 300 lbs. They last approximately 1 round per 3 levels of the caster. If attacked, they are destroyed immediately. The wizard must remain in concentration or the stones disappear, however, the wizard may walk and move normally. The stones cannot be moved once placed and cannot be used offensively in any way.
- Vision (Alteration)
- Range: 0
- Components: V, S
- Duration: 1 turn
- Casting Time: 1
- Area of Effect: The caster
- Saving Throw: None
This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly and accurately. Additionally, it will function combine with infravision, extending it the range of this spell. It may sometimes, however, cause some distortion when trying to see things close up. The spell's duration may be ended at any time.
- Wash (Invocation/Evocation)
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One 10'×10'×10' cube
- Saving Throw: None
This spell removes any foreign materials, i.e. dirt, grease, blood, etc., from any object in the area of effect. This includes skin, dishes, and stone walls and the like. It cannot clean a surface or object whose composition causes it to be dirty, like a dirt floor. The caster sweeps his arm in a wide arc while muttering the arcane phrase and the object or surface becomes clean.
1st level spells
- Detect Magic (Divination)
- Range: 0
- Components: V, S
- Duration: 2 rds./level
- Casting Time: 1
- Area of Effect: 10 x 60 ft.
- Saving Throw: None
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
- Detect Undead (Divination, Necromancy)
- Range: 0
- Components: V, S, M
- Duration: 3 turns
- Casting Time: 1 rd.
- Area of Effect: 60 ft. + 10 ft./level
- Saving Throw: None
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.
- Magic Missile (Evocation)
- Range: 60 yds. + 10 yds./level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: 1-5 targets
- Saving Throw: None
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
- Mending (Alteration)
- Range: 30 yds.
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 1 object
- Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
- Message (Alteration)
- Range: 0
- Components: V, S, M
- Duration: 5 rds./level
- Casting Time: 1
- Area of Effect: Special
- Saving Throw: None
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard. The material component of the spell is a short piece of copper wire.
- Minor Reversion (Time, Chaos, Alteration)
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: Special
- Saving Throw: Special
By means of this incantation the caster alters or shifts the center if his mind from the present to the past. So pure is the focus on the object at hand that time reverses and spaces warps around it. The caster focuses the spells energy on a single inanimate object, which cannot be a living thing (but may be made from previously living things, ie wood or bone). The caster must touch the object for the entire duration of the casting or the spell fails. At the end of the casting the spell energy reaches its maximum potential, the result is a visual bending of temporal elasticity in the object, and causing it to suddenly draw tight. The result is that the object's physical appearance and composition is pulled towards the center of its existence, to a point in its past. The result is that the object is reverted in age 10 + d10 + 1 year per gp value of the material component, to a maximum of 30 years or its youngest possible age. Items over 500 years old save for half effect. The material component are the crushed pages of a ruined tome. Magical effects upon items are unaffected by this spell.
- Spider Climb (Alteration)
- Range: Touch
- Components: V, S, M
- Duration: 3 rds. + 1 rd./level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: Neg.
A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
- Unseen Servant (Conjuration/Summoning)
- Range: 0
- Components: V, S, M
- Duration: 1 hr. + 1 turn/level
- Casting Time: 1
- Area of Effect: 30-ft. radius
- Saving Throw: None
The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately. The material components of the spell are a piece of string and a bit of wood.
Warrior Skills
- Weapon Style: Two-Hander style (1)
A character, by devoting a weapon proficiency, may gain style specialization Two-Hander Style. This style gives you a very specific benefit: when you're using a weapon two-handed, that weapon's speed Factor is reduced by 3. Additionally, Some players don't realize that many other one-handed weapons can also be used two-handed. Since these weapons don't do any more damage in this way, there isn't usually much reason to do so. A specialist in the Two-Hander Style may choose to use a one-handed weapon in two hands, doing so you get a bonus of +1 to damage. ---Fighter's Handbook
Weapon Proficiencies
Quarterstaff
- weight-4 Size-L Type-B Speed-6 1d6/1d6
Bastard Sword
- one-handed
- weight-10 size-M Type-S Speed-6 1d8/1d12
- two-handed
- w-10 size-m Type-s Speed-8 2d4/2d8
Composite Shortbow
- weight-2 Size-M Speed-6
- sheaf arrow
- size-S Type-P 1d8/1d8
Non-Weapon Proficiencies
Secondary Skill: Weaponsmith (Make, Repair, & Evaluate weapons) [67]
Secondary Skill: Scribe (Reading, Writing, Basic math) [51]
Religion (1), Etiquette (1), Blacksmithing(1), Ancient History:Dwarden (1), Leatherworking (1)
Languages
- Common
- Theusarian
- Elvin
Relationships
Arstide is fond of his friend Abon, and had a good yet professional relationship with Malkon. He has few other friends but people in his hometown know him and think well of him.
