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GREGOR CLOPPEN
11th-level Human Anchorite, Lawful neutral
Spells: 7/6/4/3/2/1
Gregor's health seems to have been affected by his years of adventuring. He continually exhibits sign of advanced scurvy, despite magical and nutritional ministrations. His skin has taken on a sick, jaundiced cast, and dark circles hang under his eyes. Weakness and muscle aches periodically trouble the good Father, as do bleeding gums and loose teeth. Background: Gregor was born in the northeastern reaches of Borca, in the rugged wheat and cattle country that lies in the shadow of Mount Gries. From an early age, he exhibited a profound intelligence and warm personality. He soon developed a sympathetic nature that directed his life towards the priesthood. Through his service to the Church of Ezra, he had his chance to deliver a little sanity to a world that he sees as plagued by destruction and chaos. Early in his clerical career, Gregor was forced to take up a sword against a madman who took advantage of his church's sanctuary to murder several parishioners. Since then, his health has not been what it should be, and Gregor fears that some dark spirit may have wormed its way into his soul. Gregor joined the Walkers almost accidentally when he was seeking mercenaries to accompany him through the Forest of Shadows. He gradually grew more accustomed to the hero's life, and now favors it as the best way to help those in need. Though a part of him desires to found a hospice or orphanage for Ezra, he must confess—at least to himself—to a certain fondness for adventure. Current Sketch: Though Narissa and Sardha may be the academics of the Walkers, Gregor often finds himself to be the party's "thinking man". Though not as mentally sharp as his wizard companions, he is perceptive and quick-thinking. He is good at asking the right questions and interacting with others in a relaxed and benign manner, skills which the intimidating Narissa and the antisocial Sardha do not possess. He believes that his companions are men and women whose mission is generally holy, even if he sometimes finds their actions inexcusably selfish. He always stand by them, but because they do not understand the conviction behind his vows and faith, friction sometimes develops. Gregor keeps in regular contact with the Sentire of Lechberg, who gives quiet but sincere praise for the Warden's good deeds in his wanderings. As a result of some recent chilling encounters with ghosts, Gregor often becomes panicked at the sight of incorporeal undead, which shames him greatly. Combat: Gregor is never completely comfortable in combat. His is the world of quiet sick room and the still, echoing chapel. Nevertheless, his faith and his loyalty to his companions can drive him to strike with righteous anger if necessary. In times of crisis, when the strong seek to harm the weak, Gregor can call upon the potent powers of his Goddess. Perceptive and patient, he is skilled at coordinating his attacks and spells for maximum effect with Garth's rampaging battle-fervor. Gregor normally wields his intelligent warhammer, Alpine, when pressed into physical combat. Alpine was forged high above the timberline near Mount Gries in Borca, and has properties similar to a frost brand sword. It is a +2 warhammer that strikes as a +4 weapon against fire-based or fire-using creatures. It has a 50% chance of extinguishing any fire into which it is thrust, extending to a 10' radius. The bearer of Alpine is immune to all normal fire. Exceptionally hot fires will cause 10 hp of damage per round if the bearer is directly exposed to the fire. Additionally, the hammer provides a +4 saving throw bonus to damage from magical fire, and all such damage dice cause -2 points of damage (never below 1). Once per day, the bearer can strike a liquid surface to create the frigid globe effect of an Otiluke's freezing sphere cast by a 12th-level wizard. Alpine has an Intelligence of 15 and an Ego of 9. It is chaotic good in alignment, and has a good-natured desire to help out any non-evil individual in need. The weapon can speak Faerúnian as well as Balok, and is quite chatty unless explicitly ordered to stay quiet. It has an irritating habit of stating the obvious two steps after its bearer reached the same conclusion, and tends to view even the most impossible task as a worthy challenge. Gregor trusts his hammer implicitly, but sometimes worries about its naïve and outgoing tendencies. As an anchorite, Gregor has access to holy powers which can protect himself and his comrades from harm. He favors spells which provide defensive benefits to the Walkers, all types of healing spells, and the occasional bit of brute offensive holy wrath. Spells that Gregor employs frequently include: 1st bless, cure light wounds, detect magic, detect poison, protection from evil, remove fear; 2nd augury, resist fire/resist cold; 3rd call lightning, dispel magic, locate object, remove curse, remove paralysis, silence 15' radius, slow poison; 4th cloak of bravery, cure serious wounds, divination, free action; 5th cure critical wounds, true seeing; 6th heal. Gregor can turn undead in a manner identical to a cleric. Once per month, he can travel from domain to domain within the Core or a Cluster simply by stepping into a pocket of Mist. He rarely uses this ability, however, since he has not mastered it enough to bring the other Walkers along with him. Three times per day, Gregor can create a shield of Ezra. This magical barrier requires one round to call into existence, and lasts for five rounds. While the shield is activated, Gregor becomes encased is a faint white glow. The shield can be destroyed by a dispel magic or similar spell if Gregor fails a saving throw vs. spell. The shield of Ezra makes Gregor immune to the attacks of weapons of less than +1 enchantment, and also immune to the attacks of creatures of less than 4+1 Hit Dice. Finally, as a result of the taint of evil on his soul, Gregor possesses the ability to cause disease three times per day by touch.
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