Realms Personalities
Methrammar Aerasumé
By Gwendolyn F.M. Kestrel

The children of Alustriel of Silverymoon are the offspring of a woman who is both a prestigious ruler and a powerful wizard. Because of their parentage, society pressures the youngsters with high expectations. Methrammar Aerasumé, like many of Alustriel's children, grew up in the shadow of the lovely radiance of his mother.

Methrammar constantly tries to live up to the standards set by his mother. Early on, he showed a flair for weapons and enjoyed physical training as a fighter. He also showed promise as a wizard and followed in his mother's arcane footsteps. His diversified interests meant that he fell behind some of his siblings in magical skill, but his martial skill enabled him to develop a significant place for himself in the Silverymoon armed forces.

He quickly rose through the ranks to become the High Marshal of the Argent Legion. He is talented, and he has dedicated himself to the defense of Silverymoon. Despite all his skills, he worries a bit that he gained his position not because of his own merits but because of his mother's influence. He tries to set this insecurity aside and overcomes it from time to time when he succeeds at particularly challenging tasks.

Currently, he heads a contingent of approximately 400 soldiers in the Rauvinwatch Keep about 15 miles west of Silverymoon. Life there is fairly quiet, and most of the time is spent in training.

His soft-spoken ways and humble manners occasionally cause those who don't know him to underestimate him. Almost everyone who gets to know him has a healthy respect for his abilities and skills. He's honest and forthright, with strong ideas about what constitutes right and wrong. His word is his bond, and he'll do whatever he can to keep a promise. People often comment that he would make a splendid paladin. He gently demures, however, because his heart is dedicated not to a deity or an ideal, but to Silverymoon itself.

Many of the men and women under his command serve in the Argent Legion because of personal loyalty to Methrammar. (See Leadership in the Dungeon Master's Guide. Methrammar has a Leadership score of 21.)

Although his pseudodragon familiar, Beau, occasionally acts in ways that Methrammar is hard-put to understand, Methrammar adores the little creature. The two are usually together, even in combat or dangerous situations, although Methrammar does all he can to protect Beau by using a number of spells such as protection from arrows or magic circle against evil.

Until recently, his half-brother (sharing the same father) Tyresia (LG male elf Wiz15) had been his close companion and cohort. They both very much enjoyed spending time with each other and would create magic items together. During their time crafting items, Methrammar made his own mithral shirt and bastard sword. Unfortunately, Tyresia missed his elven family and decided to return home. As a parting present, he made a special composite oathbow for his brother named "Swiftflight." The bow is intelligent and has some of Tyresia's personality, which makes it even dearer to Methrammar. Methrammar misses his half-brother and would welcome a new companion, but he is very particular that any such person holds the same ideals that he does and is also willing to dedicate himself (or herself) to Silverymoon.

Methrammar Aerasumé: Male half-elf Ftr7/Wiz9; CR 16; Medium-size humanoid; HD 7d10+14 plus 9d4+18; hp 92; Init +1; Spd 30 ft.; AC 20, touch 11, flat-footed 19; Atk +18/+13/+8 melee (1d10+9/19-20, +3 bastard sword); or +16/+11/+6 ranged (1d8+8/x3, mighty composite oathbow [+3 Str bonus] with +2 arrows); SQ familiar benefits, pseudodragon familiar, half-elf traits; AL LG; SV Fort +10, Ref +6, Will +8; Str 17, Dex 12, Con 15, Int 18, Wis 10, Cha 16.

Skills and Feats: Concentration +10, Diplomacy +9, Jump +13, Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nobility and royalty) +8, Knowledge (religion) +7, Listen +3, Ride (horse) +11, Search +5, Sense Motive +7, Spellcraft +17, Spot +6, Swim +9; Alertness, Craft Magic Arms and Armor, Education (history, nobility and royalty), Exotic Weapon Proficiency (bastard sword), Greater Spell Penetration, Improved Familiar, Leadership, Scribe Scroll, Spell Penetration, Weapon Focus (bastard sword), Weapon Focus (composite longbow), Weapon Specialization (bastard sword), Weapon Specialization (composite longbow).

Empathic Link (Su): The master can communicate telepathically with the familiar at a distance of up to 1 mile. The master has the same connection to an item or a place that the familiar does.

Half-Elf Traits: Methrammar is immune to magic sleep spells and effects. He has a +2 racial bonus on saves against enchantment spells or effects and low-light vision (can see twice as far as a human in low-light conditions). He also has a +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Familiar Benefits: Methrammar gains the Alertness feat when his familiar is within 5 feet. He also gains the following benefits.

Share Spells: Methrammar can have any spell he casts on himself also affect his familiar if the latter is within 5 feet at the time. He can also cast a spell with a target of "You" on his familiar.

Touch: The familiar can deliver touch spells for Methrammar.

Spells Prepared (4/5/5/4/3/1; save DC 14 + spell level; 10% chance of spell failure): 0 -- arcane mark, detect magic, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st -- magic missile, protection from chaos, protection from good, true strike (2); 2nd -- Aganazzar's scorcher, daylight, mirror image, protection from arrows, see invisibility; 3rd -- dispel magic, fly, haste, keen edge; 4th -- polymorph other, stoneskin, thunderlance; 5th -- hold monster.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, comprehend languages, detect secret doors, detect undead, mage armor, magic missile, protection from chaos, protection from good, shield, spider climb, true strike; 2nd -- Aganazzar's scorcher*, daylight, detect thoughts, eagle's splendor*, invisibility, knock, mirror image, protection from arrows, see invisibility, Snilloc's snowball swarm*, web; 3rd -- analyze portal*, dispel magic, flashburst*, fly, haste, hold person, keen edge, magic circle against chaos, magic circle against evil, water breathing; 4th -- fire stride*, polymorph other, stoneskin, thunderlance*, wall of fire, wall of ice; 5th -- hold monster, lesser ironguard*, teleport, wall of force, wall of iron, wall of stone.

Possessions:+3 mithral shirt, +3 bastard sword, "Swiftflight" intelligent mighty composite oathbow (+3 Str bonus; AL LG; Int 12, Wis 10, Cha 12; semiempathy, wielder has free use of evasion), amulet of natural armor +2, +2 arrows (10), masterwork arrows (50).

*Forgotten Realms Campaign Setting spell {{link to /catalog/product.asp?wtc11836}}

Beau: Male pseudodragon familiar; CR -- ; Tiny dragon; HD 2d12+2 (effective 16d8); hp 46; Init +0; Spd 15 ft., fly 60 ft. (good); AC 25, touch 14, flat-footed 25; Atk +13 melee (1d3, sting) and +8 melee (1, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA poison; SQ dragon traits, empathic link with Methrammar, improved evasion, see invisibility, SR 19, telepathy; AL NG; SV Fort +9, Ref +5, Will +9; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

Skills and Feats: Hide +16 (or +20 in forests or overgrown areas), Intuit Direction +3, Listen +5, Search +2, Spot +6; Alertness.

Poison (Ex): Beau delivers his poison (Fort DC 12) with each successful sting attack. The initial damage is sleep for 1 minute; the secondary damage is sleep for 1d3 days.

Dragon Traits: Beau is immune to sleep and paralysis effects. He has darkvision (60-foot range) and low-light vision.

Empathic Link (Su): Beau has an empathic link with Methrammar out to a distance of 1 mile.

Improved Evasion (Ex): If Beau is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful save and half damage on a failed save.

See Invisibility (Ex): Beau can continuously see invisibility as the spell, with a range of 60 feet.

Telepathy (Su): Beau can communicate telepathically with any creature within 60 feet that speaks Common or Sylvan.

Possessions:Ring of protection +2.

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About the Author

Gwendolyn F.M. Kestrelis an editor for Wizards of the Coast's Roleplaying Games R&D department. Recent credits include editing Faiths and Pantheons, Oriental Adventures, Magic of Faerűn, and Defenders of the Faith. Addicted to education, she's also currently enrolled in a Ph.D. program. Check out the website she created for her husband, Andy Collins.


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