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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
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Temp
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Action Points
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Nonlethal Damage
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HP
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Misc
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Drag
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Magic
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Misc
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Temp
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REFLEX
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WILL
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MELEE
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RANGED
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Misc Mod
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Ammunition
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Weapon
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Ammunition
Weight
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Weapon
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Damage
Critical
Range
Special Properties
Ammunition
Weight
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Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
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Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
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8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
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9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
60gp
Languages
Description
Mathoth is a human of average height and sturdy build. When not hidden by his hood, his hair is short and black. Usually it is combed roughly, but he doesn’t pay much more attention to it than that. His eyes are green and flit quickly from place to place, always looking just a little bit wary. His face is clean-shaven and still comparatively young-looking. It is also often at least partially hidden by his hood. Mathoth typically dresses in flexible dark-green clothes which have many elements of robes about them while still being practical and flexible. White patterns in strange designs trail around them, focusing particularly on the shoulders and hood. Mathoth moves warily, trying to seem as normal as possible while still keeping an eye out for trouble.
Personality
Mathoth is on the whole a moral person, though this is tempered by the anger he feels towards his persecutors in the past and his constant worry of being found out again. He tries to help where he can, but has little inclination to help those who persecute others - particularly members of a church. He comes across as rather stand-offish when first met, and is very reluctant to open up to new people, but when he does he can be quite friendly and jovial. He is always on edge, always alert for trouble - particularly directed at him - and this means he finds it hard to relax in any situation. Mathoth craves power, specifically further power over pact magic, and has been known to go to great lengths to get it. In fairness to him, he usually seeks this power so that he can help those who need it, as well as protecting himself. He particularly dislikes people who are prejudiced against any group for whatever reason, a somewhat ironic point of view to take given his blanket distrust of any church-affiliate. Mathoth also finds it very hard to lie. This isn’t for any particularly moral reason, but perhaps some of the teachings of his aunt and uncle remain with him. As a result, he avoids telling direct untruths where he can, instead giving evasive answers or resorting to statements that are absolutely true but which he knows will be misinterpreted by people.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
[
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---BACKGROUND--- Mathoth was raised by his aunt and uncle in the small town of Immersea in the Kingdom of Cormyr. Despite their best efforts to raise him well he often fell in with shady groups of people - shady not because they were criminals, but because they dabbled in forbidden magics. It was from one of them, a half-elf named Danend, that Mathoth learnt of the existence of vestiges and the powers they could supply. He was initially reluctant to even consider binding a vestige, for he had always been raised to believe that doing so was an evil and heretical act. Unfortunately for the teenager, Danend was a master of persuasion and eventually persuaded Mathoth to bind his first vestige - Amon. For the next few weeks Mathoth, under Danend’s teachings, practiced binding more vestiges. Although his aunt and uncle knew something was going on they weren’t sure what it was, and certainly had no idea how to discourage their troublesome charge from carrying on with it. Mathoth was far too busy enjoying the feeling of power that binding vestiges gave him to heed their pleas for him to behave himself and not do something stupid. As it happened, they were right. A combined task force of several different religions had been quietly closing in on Danend’s binder group for some months, and finally had reached a position to strike. They slew most of the binders, Danend included. Mathoth barely escaped in the confusion, but not before one of the priests recognized him. Mathoth was sentenced to death. His aunt and uncle, somehow, managed to convince one of the richer inhabitants of Immersea that Mathoth was still young and not truly responsible for his actions - he had been tricked. The noble was persuaded to step in in Mathoth’s defense, forcing the priests to reduce his sentence to exile. He could never return to Cormyr, or the churches would hunt him down. Mathoth made his way to Asbravn in the Western Heartlands, where he was told he had distant family connections. When he got there it turned out that the branch of his family there had been wiped out by a plague six months ago. Mathoth was on his own, with virtually no money, no real skills that he could reveal to anyone, and no goal in life. For lack of any other option he volunteered to serve in the Riders in Red Cloaks, and it was from them that he learnt to fight with sword, spear and bow. He also continued to practice binding, lured still by the power it represented. He would often travel away to neighbouring towns to seek out rumours of fellow binders, or to find lost tomes of pact magic lore. Over the years he grew more and more adept at binding, though he was careful to keep his proficiency to himself. His motives gradually changed, too - where originally he had started seeking power for power’s sake, his time with the Riders had given him a firmer moral code than he had ever had before. He began to feel strongly about what was right and wrong, and that he should protect those who could not protect themselves. More and more he sought further power so that he could better help those who needed it. Unfortunately for him, after five years in Asbravn a friend discovered him in the process of binding a vestige, with books on pact magic around him. Mathoth was run out of town that very evening by the same Riders he had worked with for years, barely escaping with his life. With nowhere else to turn, Mathoth made his way to the Dragon Coast, trusting that there, in the relatively lawless country, he would be able to keep himself safe so long as he was careful. It was soon after arrival that he saw a poster calling for adventurers and seekers of knowledge, and decided that he would volunteer. With his time spent fighting he could be useful enough to the group even without his heretical powers, and there was always the chance that on the expeditions he would find more hidden knowledge about pact magic.