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Character History
Dinian O'Nell was brought up with all the ideals of knighthood and honor, although he was not in a position to ever be a knight or a cavalier of his deity. Trained by his father, Faylus O'Nell (a retired adventurer), he was raised on a simple farm in Espar, a small city within the realm of The Purple Dragon, the king of Cormyr.
As a young boy, Dinian always dreamed of being a knight, although his father wished his son to simply learn of their ideals, not to follow them on some crusade. However, his father did not wish to stand in the way of his son's dreams, and allowed Dinian to leave the family farm at the age of 14 to train under a knight from the royal court.
Dinian made a fine squire under the teaching of MacClay Bladeprayer, of the famous Bladeprayer liniage. MacClay taught Dinian everything his father had not, including an important life lesson. Dinian, not allowed to join in the fight, watched as MacClay died at the hands of demons at the battle of hell's ridge.
This was a turning point in Dinian's life. Disillusioned by the death of his greatest hero, the now 18 year old warrior resigned from the forces of Cormyr before being knighted by the king. Traveling north, he had no plans. He simply headed for Waterdeep on a whim.
Once in the great city, Dinian began to drink himself into history, but during one sober moment, he was approaced by a forming adventuring company calling themselves The Blade, who wished to travel to the east near the Great Desert to a city called Llorkth to rid the area of trolls for reward and were impressed when they saw the fine kinghty garb and armor Dinian wore. In that moment, Dinian decided it would be better to die with honor, fighting evil, than to be forgotten in the mists of Waterdeep. He joined the Blade.
In the following adventures of the Blade, Dinian found a true purpose once again, and was proud to be a part of a company that held to high ideals (save for the theif or two, which he often had to keep in check). However, he still knew something was missing, something he could not place.
The Cloudrifter, the Red Wizards, the Tomb of Horrors. The adventures came and went with blinding speed. Years passed, and Dinian had gained much magic, wealth, and even his famous magical flying steed, Justice. Finally, in a battle against horrible foes in the legendary Myth Drannor, Dinian aquired Demonbane from the body of a warrior long since forgotten to the memory of the world, lost in a treasuse far beneath the ground. He realised then that his true purpose in life was to take revenge on those that had caused him such pain so many years ago, and to pursue his quest as a cavalier to destroy evil. He would become The Demonslayer, Dinian O'Nell, weilder of Demonbane.
Near the end of the travels of The Soaring Blade, Dinian returned to the city of Llorkth, and found it crawling with evil and darkness, mostly due to the evil mage, Geildarr, that had taken the throne from the rightful ruler who had died, along with his son, under a plan of the mage to take over the area. When proof of this was uncovered, Dinian went into a battle rage, and singlehandedly killed the mage's royal guards and the mage as well. Badly wounded, he challenged anyone to take the crown from his own hands. No one challenged him.
Although Dinian claimed rulership, he never crowned himself king of Llorkth. Instead, he passed that mantle to his friend and ally, Artaylium Stenis, who he knew to be just as powerful and honorable a warrior as he. Dinian stayed on as Captain of the Guard.
Years later, after the disbanding of the Soaring Blade, Dinian began to feel the desire to pass on Demonbane. Perhaps it was Demonbane calling to him to pass on the mantle of responsibility, or Dinian might simply wish to finally retire. Even he could not tell. Leaving Llorkth, he now searches for a rightful heir to the powerful weapon. He still retains the rank of Royal Captain of the Guard (and can take control of the guard at any time) and Court Member of the King.
Dinian has fought and permanently killed many demons, including G'arroth the Bloody, Ta'Karrkus, and recently Lloth, Demon Queen of Spiders. He is not invincible, however. Demogorgon captured and tortured Dinian for years, and was driven insane during that time. The Soaring Blade rescued him and the mighty magic of Inamsu Goldwind cured his insanity. Malicor (Artaylium's own son, Ironicly named after Dinian himself) actualy killed Dinian, although that death was negated by Novid Copperleaf using The Crown of the First Gods.
Demogorgon escaped Shalamar's imprisonment some 8 years ago, and Dinian would like very much to use the sword, one last time, on the evil demon, or at least to teach someone to use it properly against her.
At the beginning of Dinian's career, he was a chaotic fighter, but now leans toward neutrality in his good works, less eager to fight first, most of the time.
Dinian has a magical steed, Justice, that he may call upon. The phantom winged steed can fly and travels at the normal flying rate and speed as a pegasus. There seems to be no limit to the number of times Dinian can call this magical mount.
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Dinian O'Nell
Personal Information
Name: Dinian O'Nell
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Player: Gary Newcomb
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Race: Human
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Gender: Male
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Height: 6'0"
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Age: 50
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Class: Fighter
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Level: 20
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Weight: 177 lbs
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XP: 3,049,445
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Alignment: Neutral Good
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Next Level: 3,250,000
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Kit: Cavalier
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Ability Scores
Str:
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19
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Weight Allowance: 485 lbs
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Bend Bars/Lift Gates: 50%
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Attack Adj.: +3
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Damage Adj.: +7
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Max. Press: 640 lbs
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Open Doors: 16(8)
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Dex:
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18
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Missile Adjustment: +2
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Pick Pockets: +10%
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Open Locks: +15%
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Reaction Adjustment: +2
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Armor Class: -4
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Move Silently: +10%
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Climb Walls: +10%
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Con:
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16
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System Shock: 95%
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Poison Save: +0
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Hit Point Adjustment: +2
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Resurrection Chance: 96%
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Int:
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17
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Max. Spell Level: 8th
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Max. Spells Per Level: 14
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Illusion Immunity: None
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Bonus Proficiencies: 6
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Chance to Learn New Spell: 75%
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Wis:
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16
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Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0
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Clerical Spell Failure Chance: 0%
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Magic Defense Adjustment: +2
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Spell Immunity: None
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Cha:
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22
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Loyalty Base: +16
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Maximum Number of Henchmen: 35
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Initial Reaction Adjustment: +11
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Saving Throws
Paralyzation: 3
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Poison: 3
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Death Magic: 3
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Petrification: 4
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Polymorph: 4
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Rod: 5
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Staff: 5
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Wand: 5
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Breath Weapon: 4
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Spell: 6
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Combat
Hit Points:
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104
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Base THAC0:
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1
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Melee THAC0:
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-2
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Missile THAC0:
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-1
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Armor
Natural armor class
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10
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Full armor, plate mail +5
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-7
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Magic Armor adj.
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-5
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Shield, medium +5 magic adj.
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-5
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Shield, medium +5 adj.
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-1
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DEX Defensive adj.
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-4
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FINAL:
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-10
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Weapon Proficiencies
Dagger
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Javelin
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Lance, heavy
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Lance, jousting
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Lance, light
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Sword, bastard (Specialist)
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Sword, broad
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Sword, long
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Sword, short
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Non-Weapon Proficiencies
Agriculture
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17
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Animal Handling
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15
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Etiquette
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22
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Fire-Building
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15
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Heraldry
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19
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Reading/Writing
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18
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Riding, Airborne
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16
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Riding, Land
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19
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Swimming
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19
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Weapons
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THAC0
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Attacks/
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Speed
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Damage
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Range
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(-2)
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(-5)
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Weapon
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Melee
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Round
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Factor
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Sm-Med
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Large
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Type
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Size
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Short
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Medium
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Long
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Demonbane
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-4
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2
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0
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1d8+12
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2d6+12
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P/S
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L
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Class Abilities
Fighter
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
Kit - Cavalier
Cavalier
Equipment: Cavaliers can equip themselves how they choose. However, a cavalier must purchase a mount as soon as he can afford one. Not only does a handsome mount increase the cavalier's noble bearing, one will likely come in very handy on his many travels.
Benefits: So good-hearted and strong-willed is the cavalier that he gains a +2 saving throw bonus against all mind-affecting magics. Such magics include, but are not necessarily limited to: charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, fear, confusion, geas, command, enthrall, cloak of bravery, and symbol.
Hindrances: Most cavaliers have a strong sense of honor, meaning they will only fight fairly and chivalrously. For example, during a combat on a high cliff-top, the cavalier's foe might slip over the edge and manage to catch onto a handhold. The cavalier could not leave the miscreant to that fate, nor would he loosen his foe's grip on the cliff. Rather, the cavalier would help the foe up, and then continue the combat. Neither would a cavalier kill any enemy no longer capable of self defense or one who had surrendered in good faith. Because of this code, a cavalier can be difficult to play properly.
Inventory
 Items Carried
 Girdle of Storm Giant Strength
 Items Readied
 Demonbane (see below)
 Items Worn
 Full armor, plate mail +5
 Ring of Fire Resistance
 Ring of Free Action
 Shield, medium +5
Movement and Encumbrance
Encumbrance:
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Unencumbered
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Light
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Moderate
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Heavy
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Severe
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Weight (lbs):
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0-485
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486-524
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525-563
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564-602
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603-640
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Movement:
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12
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8
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6
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4
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1
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THAC0:
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-1
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-2
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-4
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AC:
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+1
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+3
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Currently carrying 10.30 pounds (None Encumbrance, 12 Movement)
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DINIAN O'NELL'S SPECIAL MAGIC ITEMS
Demonbane
Demonbane is a powerful magic sword that has a long history. It's curreny weilder is Dinian O'Nell of the Soaring Blade.
The blade is a +3/+5 weapon.
Demonbane is a 4' long bastard sword that can strike any demon, regardless of it's requirments to be struck by a weapon. Any demon struck by the weapon must save. vs. magic -2 or be destroyed.
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