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Robert Fargoer
Legendary Wandering Swordsman
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Name: Robert Fargoer
Title: Knight Templar
Race: Krynn Half-Elf
Class: Paladin
Alignment: Lawful Good
Demeanor: Free spirited warrior, trying to live with the guilt of his friend's deaths. Determined and strong-willed when he sees something he feels is important.
Sex: Male
Height: 5'9"
Weight: 145lbs
Eyes: Steele Blue
Hair: Brown, Long
Skin: Tanned, weathered
Age: 234 years old (Physiologically 49)
Appearance: Remarkably handsome half-elf, in a rugged mountain man kind of way. Seems to carry an aire of purity about him. As though he were at one with all things.
Distinguishing Marks: Long jagged scars across his back.
Robert's Statistics (AD&D)
Armor Class Movement Level/Hit Dice Class Hit Points THAC0 No. of Attacks |
-7 (-9 Bladesinging,
-18 when Parrying) 14 (Bonus Speed from Extraordinary Dexterity) 18 (3,048,000 Experience) Paladin 123 2 (-2 with a Sword) 2 (7/2 with a Sword) |
STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA |
16 - Good amount
of Excercise 20 - Graceful isn't even the word (Krynn Half-Elves gain +2) 18 - Extremely Hearty 11 - About Average 15 - Good amount of Common Sense 18 - Extremely handsome with a commanding presence |
Damage/Attack Special Attacks Special Defenses Magic Resistance |
1D3+1 (Fists)/1D10+6
(Sword)/1D20+6 vs. Large (Sword) See Below See Below 30% (Only vs. Sleep and Charm Spells) |
Saving Throws:
Robert's high level as a Paladin provides him with tremedous saving throughs against all manner of magic and poison. Keep in mind that the numbers below are unmodified, he gets a +2 bonus to saves because of his Paladin Status, and a +1 to Mind magic saves because of his high wisdom score.
Paralysis, Poison, & Death Magic: 3
Rods, Staves & Wands: 5
Petrification & Polymorph: 4
Breath Weapons: 4
Spells: 6
Weapon Proficiencies
Robert has studied swordplay his entire life. To the exclusion of all other weapons and fighting styles. Though he is still good in a barroom brawl, he is poetry in motion with a blade.
Sword Group (All other Weapons -2 Thac0)
Specialization: Long Sword (+1 Hit +2 Damage, Bonus Attacks Chart)
Mastery: Long Sword (Increased to +3 Hit/Damage)
High Mastery: Long Sword (increase speed factor of the choosen weapon by one category (for initiative purposes), critical hit caused on an 16 or higher instead of 18 (for optional critical hit system) that hit their oponent by a margin of 5 or more)
Grandmaster: Long Sword (gains one additional attack per round, damage and knockdown die are increased to the next greater size (a d8 weapon now does d10 damage) if a weapon does multiple dice of damage ALL are increased (eg. a grandmaster inflicts 3d8 points of damage with a two-handed sword on large targets)
Bladesinging: Long Swordx2 (+2 Hit/Damage OR +2 AC per turn)
Dual Weapon Style
Languages
Though Robert Travels the planes and wanders all over the world, he has not taken the time to learn many languages. To brief are his stays. He relies on his companions and his Priestlike abilities to communicate with the ones he encounters
Common (Native Tongue)
Elven (Eltharin Dialect)
Proficiencies
Robert in his travels over the years has aquired much knowledge about the planes and the prime worlds.
Ancient History (INT -2)
Animal Lore (INT)
Blind Fighting
Heraldry (INT)
Riding: Horse (WIS +3)
Seamanship (DEX +1)
Spellcraft (INT -2)
Swimming (STR)
Half-Elf Abilities
Due to his Half-Elven blood Robert has the following special talents.
60' Infravision
1/6 Find Hidden Doors/Passages
1/3 Find Hidden Doors Searching
1/2 Find Concealed Door
Paladin Abilities
As a Paladin of light, Robert gains these abilities.
Detect Evil Intent, 60'
Immunity to Disease
Healing Touch, 36HP once per day
Cure Disease, 4 times per week
Aura of Protection 10' radius (All Evil/Summoned Creatures suffer -1 penalty to attacks)
Holy Sword, when held in his hand it Dispels Hosile Magic within 10'
Turn Undead and Fiends (as a 16th lvl Priest)
Call Warhorse
Priest Spells
Robert can cast the following spells once per day at the 9th lvl of proficiency.
Level 1 Cure Light Wounds Detect Magic Protection from Evil |
Level 2 Augary Speak with Animals Resist Fire or Cold |
Level 3 Dispel Magic Negative Plane Protection Remove Curse |
Level 4 Tongues |
Gifts
Luck (+1 to all Attribute Checks)
Curses/Compulsions
Due to his torture and humiliation in the Underdark, Robert bears ill-will towards it's inhabitants. The Drow especially feel his anger.
Disadvantages
Along with all these abilities Robert has certain disabilities.
MUST maintain a Lawful Good alignment or loose Paladin Status.
Paladins may not Possess more than 10 Magical Items at a time.
Paladins never retain wealth.
Paladins must Tithe (Robert does not tithe to a church, instead he gives his money to the poor and needy)
Paladins do not attract a body of followers.
Paladins may only employ Lawful Good Henchmen and Hirelings.
Weapons
Robert is perhaps the greatest swordsman who ever lived. His skill is a wonder to behold. Whether wielding one or two blades he is simply amazing to watch. Though no matter how devastating his skill, he always blames his "luck" for saving him in each battle. A paladin's humility seems to come at no effort to the Half-Elf. He is so good in fact with a blade, he rarely uses anything else.
Fallen Star Weapon Type: Strike: Damage: INT: Ego: Alignment: Bonuses: Special Powers: Description: |
Holy Sword (Intelligent Sunblade) +2 (+4 vs. Evil Creatures) 1d10/20+6 (+8 vs. Evil) Slashing or Piercing 13 (Communicates through Empathy) 19 Lawful Good (All Non-Lawful Good chars, take Ego in HP if they touch it) Double Damage vs. Negative Plane Creatures Detect Traps 10' radius Detect Gems, Kind and number 5' radius It has a Sunray power that allows it to create full bright shining radiant sunlight from the blade that expands at 5' per round (starting at 10') until it reaches 60' The size of a bastard sword (does the damage of one as well) but with its enchantement it allows it to be wielded like a short sword.. if you can use a short sword or bastard sword you can use this blade.. In normal combat the glowing golden blade of the weapon equal to a +2 sword.. against evil creatures. its +4.. it does double damage against negative energy planed creatures.. |
This golden bladed sword is always kept at Robert's side, he has wielded it for over a century. Where he discovered it is a mystery, as is what has become of his former blade the Legendary Sword of Pak.
Magical Items
Robert has collected many magical items over the years, most of which where given away or lost on some quest. He retains the following.
Item: Amulet of Protection from Normal Missiles Boots of Elvenkind Earring of Protection +5 Ring of Regeneration Ring of Return Sacred Bundle |
Location: Neck Feet Left Ear Left Ring Finger Right Ring Finger Neck |
Use: Non-magical missiles automatically miss him. Move Silently 90% +5 to AC and all Saving Throws. Heals 1HP per Turn, Restores Limbs/Eyes/etc, Restores him from Death With it's twin around Fallen Star's Hilt, this ring may summon the sword to his hand from anywhere. Confers AC2, +2 on all Saving Throws, and the Owner may only be surprised on a Natural 1, See below for additional details. |
Sacred Bundle
A sacred bundle is a collection of 5-10 totemic items placed together in a pouch for the purpose of imbuing magical protection on the wearer. To create a sacred bundle, a warrior: enters a trance (usually with his medicine man's help) and contacts his guardian spirit. He then asks for the spirit's help in creating this magical talisman. After carefully considering the warrior's personality and nature, the spirit selects 4-9 (1d6 +3) items which the warrior must collect. Usually, several of these items will be difficult or dangerous to procure, such as a bear's claw, a giant snake's rattle, or a feather from the nest of an eagle.
After he has collected these items, the warrior goes to his tribe's medicine man and asks for his help in mystically binding the materials together. The medicine man then asks the warrior to gather one last rare item. Almost always, the medicine man chooses an item which he needs in performing his shamanistic duties, and when the warrior procures it, takes part of the item for his own use.
Once all the items are assembled, the medicine man performs a ceremony binding them into a sacred bundle, and from that point forward the warrior wears the bundle at all: times. The sacred bundle bestows the following benefits upon the owner: + 2 on all saving throws, the warrior is only surprised on a natural roll of 1, his unarmored AC becomes 2, and he subtracts one point from each die of damage when he is hit by an enemy's weapons.
If the sacred bundle is ever removed from the warrior's body, all of its benefits permanently vanish, and he can never get another. A sacred bundle never benefits anybody but the warrior who made it.
Robert gained his Sacred bundle during his wanderings with a Plains Shaman on the Plains of Dust. He helped the tribe defeat a terrible plague that had been eating all the iron in the land. During which he lost his suit of magical armor. The other warriors showed him how to use his make a bundle to protect himself, and he has not donned a piece of armor since.
Game Status: PC
This is the a rebuilt version of Robert Fargoer. The original was created in the Winter of 1986 for a PC game called Bards Tale. He carried over into the sequels to that game as the leader of my party, and later was converted to AD&D for a one-shot style adventure, that turned into a small campaign. He was a lvl 55 paladin before it's end, most of those levels gained while completing the Bard's Tale Adventure Games. Despite the difficulty of those games, and the amount of combat, against all manner of monster, he has seen. Robert has NEVER been killed. That may not seem like much unless you have played AD&D, in which case you know it is common for PCs to die and be resurrected several times during their lifetimes. Robert has outlived his normal lifetime, only his continued adventures into the unknown and encountering of strange occurances like time-warps, fountains of youth and the sort have kept him young and vigorous.I now bring him to the wing, converting him once again into AD&D and lowering his level significantly for play there. As well as adding him to the realm of Dragonlance. A world which up until now he had no contact with. (One I believe he is older than IRL ~L~) I do this for two reasons. First being that it is my favorite AD&D background, and second because his life story so easily fits into it. Though he has become a plane-walker and most likely visited several other worlds. The Dragonlance world of Krynn seems to most fit as the birthplace of this grand hero.
Though I may in the future write some more on his background, I will never attempt to chronicle it all. Instead I intend to start a new volume with his exploits on the wing. Starting with the tale of the Armageddon List.
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Background
Homeland: Skara Brae, Solamnia (Krynn)
Social Class: Low
Religion: Follower of Paladine
Father: Unknown (Elven Minstrel)
Mother: Rachel (Dancer at the Horn's Blow Tavern, died in childbirth)
Siblings: None
Wife: None
Children: Daemynn Spaun (Son)
Aliases & Titles: Savior of Ki'ev, Conqueror of Mangar, Sword of Kylearan, Defiler of the Mad God, Slayer of Ragadom, Hero of Berk's Pass, and on and on and on...
Life Event: When he was 8 he was saved from thieves by a Solamnic Knight named Brightblade. He swore to become just like him. He succeeded beyond what anyone would have believed, though he considers himself a failure for not becoming a Full Knight of Solamnia. A fault of his mixed blood not his own, but Robert does not see it that way.
History (Condensed Version)
Gimme a few days.