Finslayer
During your stay in Jurgenville Finslayer educates you on his powers
and shares his knowledge with you.
- Finslayer is a long sword, +3, +4 vs. aboleth and drow, +5 vs kuo-toa.
- It is of NG alignment, very intelligent (much smarter than you,
perhaps as smart as Nikki or Diana!) and has an ego to match.
- It converses with you (and Hunter) via telepathy. It speaks in common
with the others. It also speaks Undercommon, Drow, Aboleth, and
Kuo-toa.
- At will (or by your request) it can:
- detect invisible objects within 10'
- detect secret doors within 5'
- detect magic within 10'
- It can cast "Strength" on you once per day, but the duration is a full
18 hours. Rather than roll this every time I went ahead and rolled
once to give your strength with the spell. I rolled a 7, which would
give you 18.50 strength. Since I'm such a nice guy we'll all it
18.51, giving you +2/+3 to hit.
- If Finslayer strikes a kuo-toa it will confuse it for 2d6 rounds (they
get a ST)
- Finslayer will not stick to kuo-toan armor.
- While holding Finslayer you are immune to kuo-toan Symbols of
Insanity.
- Finslayer has extensive knowledge of kuo-toa, drow, and aboleth. You
can read the entries for these races in the Monster Manual and can
refer to them at any time during game play (you just ask Finslayer
telepathically).
- During your time with Finslayer while on the surface he instructs you
in how to change your scimitar style to a long-sword fighting style.
(So you still have to spend the CP, but you don't need to find a
trainer.) Finslayer also strongly encourages you to learn more about
how to wield him. In game terms he wants you to become a Master.
When you tell him you don't think you can do that he tells you
"nonsense!". With his help you can achieve mastery, but it will cost
you 1.5x normal cost and you won't be able to achieve it until you
reach 8th level as a ranger.
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