Lord Hal Strikelin

The Lord of Swash
This swashbuckling Knight of Mystra is trying to gain honor in the Realms. Most likely so he can taint his new honor in all sorts of swashbuckling madness, he exhausted his last shred of honor with...
Hal Strikelin
Knight of Mystra
Human male 17th-level fighter/7th-level mage (swashbuckler)

Armor Class: -4 (-6/-8 w/blur)
Movement: 12
Hit Points: 109 (219)
THAC0: 4 (-5 w/rapier, 0 w/sabre)
No. of Attacks: 5/2 (7/2 w/rapier & tunic rapier)
Damage/AT: 1d6+15 (rapier) or 1d6+11 (tunic rapier)
Magic Resistance: 44%
Alignment: Chaotic neutral (good tendencies)

STR 22 (18/00), DEX 16, CON 19, INT 16, WIS 12, CHR 16, COM 16

Spell-like Abilities: Hal bears the following innate magical abilities: dancing lights, darkness, detect magic, faerie fire, know alignment and levitate each once per day (see below).

Spells (4/3/2/1): As a knight of Mystra, Hal can use the priest spells from the Healing and Necromantic spheres as wizard spells of the same level (as a healer mage). His daily spells commonly are: 1st-detect magic, cure light wounds, magic missile, protection from evil, 2nd-cure moderate wounds, ESP, invisibility, 3rd-haste, repair injury, 4th-cure serious wounds.
(Hal has access to the school of healing, as his special spell access for being a knight of Mystra.)

Weapons of Proficiency: Composite short bow, javelin, long sword, punching specialization, rapier (specialized), sabre, stake, two-weapon style, war hammer, dart.

Nonweapon Proficiencies: Ambidexterity; animal training (falcon); blind-fighting; dancing; etiquette; hunting; modern language (Elven & Drow*); reading/writing (Common & Drow*); riding land-based (horse); signature item (the Strikelin rapier); spellcraft; survival (wilderness); scribe; swimming; tactics of magic; tumbling; 1 open.
(* Hal Is perfectly fluent in the Drow language including the sign language employed by the evil elves. See Unique Abilities below.)

Equipment: Standard adventuring gear, plus a composite short bow strung for a 22 Strength, several ironwood stakes (tipped in crystal containing holy water), and two metal flasks of cave fisher saliva.

Magical Items: A decanter of endless water, a call from the ashes scroll (bears the 5th-level spell of the same name), a bag of holding, a ring of regeneration, a cloak of protection +5, eyes of the unsun, 3 arrows of biting, 2 arrows of mammal slaying, a girdle of fire giant strength, steel dragon hide boots, the Strikelin rapier, and his quicksilver tunic of Mystra.

Combat/Tactics: Hal is an in your face, flashy fighter who never ceases to parry and deflect swords with ease. He is a light sleeper and as such, he can automatically wake up from any noise above that which thieves commonly make will moving silently; any other sounds not commonly found in nature or his surroundings alert him at once, and bring him back to consciousness.
If psionics are used in the campaign, Hal has 156 PSPs and the following wild talents: contact, danger sense (this ability is special, see Unique Abilities below), disintegrate, soften, and telekinesis.

Allies/Companions: Phoenix; Necro Sa'Naxith; Draven Lahar; Tannus Blade; Caldath'yn; Piper; Blacksteel.

Foes/Enemies: Anyone a good hearted swashbuckler would gladly buckle with some swash!

Appearance: Lord Strikelin is a densely muscled and wiry man who stands 6' 2" and weighs 180 well-toned pounds. He has fine black hair and spakling green eyes. Hal now wears a mercury tunic, or at least it looks to be made of that liquid metal, in reality it is potent magical metal made with Mystra's blessing. It form fits to Hal like a second layer of skin!

Personality: An upper class swashbuckler, Hal is famed and desired by many upstanding nobles' daughters. Unfortunately for him, those fathers of the daughter's fear him and his swashbuckling of their young girls far more than any evil organization or creature! As such, Hal has begun to take up the holy charge of the Art with Phoenix as a knight of Mystra, in an effort to bring some honor to his person. With hope on his side and lady luck, perhaps the fathers may change their suborn minds. Plus, it allows him to go on plane-spanning adventures and to swashbuckle where non have swahbuckled before?

Locales Frequented: The High Forest, The North and Western Heartlands, and recently the Wood of Sharp Teeth. He has also visited a few other planes of existence too.

Motivations/Goals: To learn of magic and bring about goodness to peoples' lives.

Campaign Uses: Wherever high level trouble may be found, Hal most likely hands both hands in it...

Current Experience (+10%/+20%): 2,254,640/150,000.
Experience for Next Level: 2,500,000/180,000.

Unique Abilities/Items:

  • Escapist: Hal has the innate ability from a wish, to teleport without error once per day as a wizard of equal level to his highest class.
  • Human-Drow: Hal has the following innate abilities as a drow of equal level from wishes cast by Phoenix so he could better:
    � Ability to Speak and read and write drow with the fluency of a drow from Menzoberranzan.
    � Drow infravision, in which his eyes glow a reddish tint of his normal eye color out to a range of 120 feet.
    � The innate abilities common to all drow, although like the drow these abilities wan in the light of day and while on the surface.
    � Magic resistance equal to that of a drow, except with only 10% starting resistance. Therefore, Hal has an innate, natural magic resistance equal to 10% + 2% per level.
  • Multi-Talented: From the grace of Mystra, Hal has gained the abilities of a multi-class fighter/mage. He has become a mage with access to the school of magic used by the Healer Mage (see Wizard's Spell Compendium Volume Four, page 1140) but because he has now multi-classed, his hit points have been reduced from their original 131, and he must earn double mage experience to gain levels.
  • Romantic Heart: Being a swashbuckler, Hal gains a +4 reaction bonus when dealing with the opposite sex.
  • Unnatural Senses: From a wish, Hal has the psionic power of danger sense. This power uses no PSPs, but only functions regarding beings or actions caused or affiliated with evil or the undead.

    David (falcon): Int 1; AC 5; MV 1, Fl 36 (B); HD 1-1; hp 7; THAC0 20; AT# 3; Dmg 1/1/1; SA dive at enemies +2 to hit; SD half or no damage from special attacks; SZ S (3' wingspan); ML unsteady (6); AL N; XP 120.
    David is well trained by Hal himself and bears the following skills:

    � Fake Death
    � Guard & Protect
    � Return on Command
    � Steal/Retrieve Items

    Furthermore, these tasks can only be controlled through verbal commands given in common by Hal and possibly by his most trusted of companions.

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