City of Knives
Suave, gentlegnomely, 3ft tall - this exemplar of what a Sivis heir should be hides an aberrant secret.
== Created Using Wizards of the Coast D&D Character Builder ==
Berennab, level 10
Build: Summoner Wizard
Arcane Implement Mastery: Tome of Binding
FINAL ABILITY SCORES
Str 8, Con 16, Dex 13, Int 20, Wis 10, Cha 16.
STARTING ABILITY SCORES Str 8, Con 14, Dex 13, Int 16, Wis 10, Cha 14.
AC: 24 Fort: 22 Reflex: 22 Will: 22
HP: 67 Surges: 9 Surge Value: 16
TRAINED SKILLS Arcana +17, Nature +10, Insight +10, Diplomacy +15
UNTRAINED SKILLS Acrobatics +6, Bluff +8, Dungeoneering +5, Endurance +8, Heal +5, History +10, Intimidate +8, Perception +5, Religion +10, Stealth +8, Streetwise +8, Thievery +6, Athletics +4
FEATS Wizard: Ritual Caster
Level 1: Unarmored Agility
Level 2: Mark of Scribing
Level 4: Superior Fortitude
Feat User Choice: Aberrant Mark of Terror
Level 6: Toughness
Level 8: Careful Summoner
Level 10: Superior Implement Training (Accurate staff)
Arcanist Cantrips: Mage Hand
Arcanist Cantrips: Prestidigitation
Arcanist Cantrips: Chameleon’s Mask
Arcanist Cantrips: Light
Summoner’s Tome +1: Summon Dretch
Summoner’s Tome +1: Summon Abyssal Maw
Wizard at-will 1: Winged Horde
Wizard at-will 1: Arc Lightning
Wizard encounter 1: Charm of Misplaced Wrath
Wizard daily 1: Summon Dretch
Wizard daily 1 Spellbook: Horrid Whispers
Wizard utility 2: Jump
Wizard utility 2 Spellbook: Corrupt the Flesh
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Summon Abyssal Maw
Wizard daily 5 Spellbook: Tasha’s Forcible Conscription
Wizard utility 6: Summon Iron Cohort
Wizard utility 6 Spellbook: Dispel Magic
Wizard encounter 7: Tomebound Ooze
Wizard daily 9: Summon Succubus
Wizard daily 9 Spellbook: Circle of Death
Wizard utility 10: Summon Hammerfist Crusher
Wizard utility 10 Spellbook: Circle of Protection
Spellbook, Adventurer’s Kit, Ceremonial Dagger, Summoner’s Tome +1, Clay of Creation (heroic tier) (2), Boots of Free Movement (heroic tier), Rare Herbs (Nature) (100), Parchment Cloth Armor (Basic Clothing) +1, Identification Papers with Portrait, Summoner’s Accurate staff +3, Residuum (Any) (1050)
Conceal Dragon mark, Wizard’s Curtain, Secret Page, Magic Circle, Object Reading, Tenser’s Floating Disk, Silence, Water Walk, Scribe, Seal Portal
== Copy to Clipboard and Press the Import Button on the Summary Tab ==
Berennab d’Sivis was a made gnome. Born into one of the most ancient dragonmarked houses, the expected mark of scribing manifested on his left cheek at the young age of 31. While a special occasion, such marks are normal fare in the house and it only meant that he would be in line for some of the more profitable positions in his chosen guild. Since then he has been toiling (eventually managing) certain key aspects of the Notaries Guild, allowing volumes upon volumes of scrolls of both legal and magical nature to pass through his eyes.
As the Last War raged on, Berennab acted as a true heir of Sivis – staying impartial with matters outside the house while keeping his mind sharp with internal politics within. He has also used his earnings well, and he is very widely considered as the cookie-cutter example of how to gain standing within the House. Too bad his perfect life would take a sharp turn in the waning days of the war.
It was as normal of a day as one can expect in a time of war. Although he was above the menial task of securing messages, Berennab found himself in Vermishard accepting a very delicate message from Queen Dannel of Cyre. It was not his first time doing so – he has grabbed the opportunity to become the queen’s courier to further his position within his House. But as he was receiving the concealed note, the queen was attacked by assassins. Quickly, Berennab and his Sivis men Faded Away. While unexpected, the queen’s royal guards seemed more than capable of defeating the assassins.
But then, disaster struck. In desperation, one of the masked assailants took out an arcane scroll and proceeded to summon a demon. Laying the scroll on the ground and mouthing a quick incantation, the foul-smelling creature rose from the scroll, bringing with it a horde of flies, and then summarily bit off the summoner’s head. It then turned toward the invisible gnomes, smiling as if it could see them.
At that moment Berennab began to shriek. His whole back began to boil and he smelled the undeniable scent of roasting pork. To this the demon paused, unsure of what to do, which gave the queen’s guards sufficient distraction to send it back to the Abyss. Meanwhile, the gnomes gasped at what they saw on Berennab’s otherwise invisible back – a glowing dragonmark of unknown style, much larger than the mark of scribing on his cheek.
Berennab’s hands were stained with the first Sivis blood on that day. He was able to think quickly and conspire with the queen, using his status as the favored messenger to kill the other gnomes and keep his secret by blaming the assassins. In return, he swore loyalty to the queenand did the unthinkable by promising her inside information on other kingdoms’ messages.
Would it work? Would the House believe his story of how assassins attacked, but managed to kill only the Sivis gnomes other than himself? Can the queen be trusted to keep his aberrant mark a complete secret? How about the guards?
It was somewhat convenient, although utterly shocking, for Berennab to learn a week later that Queen Dannel, with most of her proud nation, perished under the sudden appearance of a strange, grey mist.
The 78-year old gnome has kept a somewhat low profile since the Mourning. As one of the most entitled Sivis members in Sharn, he still appears in the occasional soiree. But it’s nowhere near as often as before and the once jovial personality has been replaced by a reserved, gentlegnomely one.
Many assume that it was because he has grown quite fond of the Cyran queen and her death was an emotional blow to him. But in reality, Berennab d’Sivis has been maddened about his aberrant mark. Learning magic from Sivis scrolls and fudging a report or two to acquire summoning spellbooks, he began to attempt to master the science of demon summoning. They’re chaotic, irrational creatures that seek only to destroy, but they can also do something interesting: THEY CAN TALK. Five words can defeat a thousand swords, after all. Perhaps they know something of aberrant marks. Certainly the monsters fear the mark somehow. He has deduced that its presence makes them change their attitude towards him. Without the mark, he’s food. With it, he’s competition.
The gnome also realizes that acquiring components for his less than savory spells using his legal funds would be a silly mistake to make. He began hiring out his demon-summoning abilities to fund his demon summoning research. (In game terms, he only uses his illegal money to pay for adventuring gear. Which is why, although rich, his story wealth is not used in game. We could also say that his legal money’s tied up in legal investments.)
His teammates know who he is, but otherwise he prefers to do his business completely hidden under his combat clothes and mask. Gnome ninja look for the win.