Derryth ó Foghladh:
STR: 4/10 DEX: 5/10 CON: 6/10
INT: 8/10 WIS: 8/10 CHA: 4/10
Useful Skills:
Active (require specific conditions/spells):
Magical:
Magical Stimulant (Sanity gain when in close proximity to another necklace. Sanity loss when away from another necklace for extended lengths of time (more than two days).
Second Set of Eyes (Caoilainn is riding on your arm. She can grant both you and Thaïs additional saves should you fail a fatal check when you are in close proximity to one another.)
Passive (always apply)
:
Magical:
Magical Training
Nine's Training Deception
Nine's Training Binding
Nine's Influence
Nine's Training Manipulation
Mazzarin's Lessons Manipulation
Expanded Theory
Basic Mental Interrogation Techniques
Synchronized Casting: Derryth and Thaïs
Musical Magic:
Vocal Training: Beginner
Natural Talent: Vocals
Academic/Knowledge:
Literacy
Scholarly Knowledge
Herbal Skill
Quick Learner
Languages:
Language Bruig
Language Dwarven
Military/Combat:
Basic Combat Knowledge
Physical Training:
Keen Eyes
Social:
Professional Drinker
Dwarven Etiquette
One hell of a Pair
Impressions I: Daddy's Little Girl
Hero of the Kingdom
Semi-Refined Manners
Impressions II: Drunk Luck
Impressions III: A Mother's Song
Sexpert's Apprentice
Equipment:
Weapons:
Knife
The Whip
Small Wooden Buckler
Silver Staff
10 Sticky Bombs
2 exquisitely crafted knives
Armour/Clothing:
Clothing:
Clothes
Gorgeous Green Evening Dress
Beautiful Clothing
Attractive Hunting Attire
A Very Stylish Hat
Armour:
Fire Resistant Leather Armour (
Grants slight protection from magical and mundane fire.)
2 Steel Cloaks (wearing one and the other in reserve)
Magical Items:
Single Use Items:
12 energon cubes (
used to power most spells)
1 946ml bottle energon whiskey (
used to power most spells,
caution: can be addictive)
4 vomit disks (
When lit on fire anyone within three metres of where they land will be hit with an odor so foul that it will trigger acute vomiting, nausea and extraordinarily painful dry heaving. The effects usually only last about ten minutes but if you have a very keen sense of smell it can last as long as twenty.)
Flexible Enchanted Items:
Gold Ring (
Can store one spell for instant use at a later time.) [Currently Storing:
Heal]
Spell Plate, Fire/Water (
Can store one powerful fire, water, or fire and water spell for instant use at a later time.) [Currently Storing:
Greater Firebolt]
A silver ring (
Enchanted: The Path of Clarity)
A gold necklace (
Enchanted: The Path of Intellect)
Gold Ring (
Can store one spell for instant use at a later time.) [Currently Storing:
Heal] -
On loan to Lyssa
Fixed Enchantment Items:
Heaven Stone (
Minor Magical Protection)
First Piece of the Halcyon Stone (
Possible Weather Control)
One of a Matching Pair of Bracelets (
Very Slight Physical Protection, Second Set of Eyes)
Water Breathing Stone (
Water Breathing)
Mazzarin's Necklace (
Minor Magical and Physical Protection when within ten meters of both other necklaces, slight Magical and Physical Protection when within ten metres of one necklace, Magical Stimulant)
Elephant Hair Bracelet (
When worn on the wrist allows the user to communicate with elephants as if they had mastered the spell Bestial Tongue.)
Book of the Past (
Attunes to whoever holds it in their bare hands for more than twenty minutes. Once attuned it begins to fill up with the true and complete life story of its 'owner'. Every time it is picked up by its owner after that it will attempt to update its contents with new information. It can be reset by attuning it to a new owner at which point its contents will be wiped and the process will begin again.)
1 pair entangled dice (
When you roll one die the other will roll as well to reveal the 'opposite' face of its partner: 1/6, 2/5, 3/4.)
1 enchanting oil can (
This can will apply an enchantment to any oil poured into it. The enchantment will change every twenty four hours and the enchantment chosen for every new day is randomly generated. Oil that is enchanted in this way will retain its enchantment for twelve hours after leaving the can.)
Unidentified Items:
Ring of the Master (
Unknown)
23 green vials (
Unknown)
Ruined vermilion robes (
Unknown,
Minor Fire Resistance)
Amber necklace (
Unknown)
Vermilion's Myrkridian Orb (
Unknown)
Misc Goods:
Books/Notes/Letters:
Magical:
Spellbook
Compendium of the Dreaming
Purple Sun scroll
Vermilion Spellbook
Amber Spellbook
Green Spellbook
The Thin White Mage's tome -
on loan to Nephila
An Elemental Tome -
given to Mayer as a security on your loan
A Worn Book:
Golems for dummies -
given to Mayer as a security on your loan
Half a dozen unsorted spell pages
- given to Mayer as a security on your loan
Gullveig's tome
- given to Mayer as a security on your loan
Five Spellbooks written in the language of the Spider Goddess
- given to Mayer as a security on your loan
Mundane:
A Weathered Book:
On the Cycles of Light and Dark
Single Invitation to the Silver Flame
King's Letter
Gullveig's documents (enemy list, casualty reports, etc) -
on loan to Nephila
Gullveig's ciphered letters (enemy list, casualty reports, etc) -
on loan to Nephila
Tools:
Brass Spyglass
Tyrvard's Still
Other:
'Like a Dwarf' sticker
Mystery Box
Melted Spinner
8 Empty Bombs
1 metre of gliding cloth
Derryth's Vault (storage):
The Heron Scrolls
The Ancient Tablet
The Gate Tablet
One large Unsorted Collection of Scavenged Spellbooks
Miosguinn's Stone
Miosguinn's Cube
The Dream Map and Notes
Pets:
Untrained:
Martin, Ratguard Mouse Warrior - On hand
Weapons: Hat pin, Steel Pin (Enchanted: Poison Oath)
Armour: Gliding Cloak
Spellbook:
Mastered:
Illusions/Mental:
Suggestion (
M)
False Memory (
M)
Mass Suggestion (
M)
Compulsion (
M)
Mass Compulsion (
M)
Assault (
M)
Instruction (
M)
Fear (
M)
Strengthen Will (
M)(r)*
Movement:
Sort
Elemental:
Magic Zap (
L)
Create Fire (
F)
Firebolt (
F)
Greater Firebolt (
F)
Gate/Travel:
Retrieve Item
Lost's Retrieve Item
Healing:
Heal
Greater Heal (r)*
Invisability/Light:
Light
Polish
Protection:
Light Runes
Warding Runes (r)*
Physical:
The Warrior's Mask
Musical:
Coirpre's First Utterance
Known:
Illusion/Mental:
Mass Assault (
M)
Mass False Memory (
M)
Delayed Reaction (
M)
Control (
M)
Mass Fear (
M)
Infiltration (
M)(r)*
Elemental:
Energy Bolt (
L)
Gate/Travel:
Gate (r)*
Physical:
Eternal Bloom (r)*
Enchantment:
The Path of Tongues
The Path of Memory
The Path of Intellect
The Path of Clarity
Confusing Riddle
Consuming Riddle
Distracting Riddle
Meta:
Calm Casting
The Conqueror's Path
Iron Will
*Spells that are too powerful to be cast by yourself.
** Spells that require you to master another spell to make any progress with. (For example to begin to master Greater Heal, you will first have to master Heal)
Affiliations:
The Circle of the Lost - Founding Member, Leader
Pathfinders - Honorary member, External adviser
Biography:
A life-long study of the arcane and a master with a single-minded obsession for lost artifacts hasn't made you particularly charming, but it's given you a strong constitution, a keen eye for traps, and an even keener mind for magic. Your thirst for knowledge has brought you to Muirthemne, in search for one of the Halycon Stones. Your master would also have come with you if your last excursion into a tomb didn't end with him triggering a pressure plate. Not to worry though, you haven't let the sight of his strewn entrails diminish your optimism. The only trouble here seems to be seeking out some help for your journey. For some reason, everyone seems to think your plan is insane and they don't even want to bother hearing you out.