Salodrin

An erinyes who stalks the Plane of Knowledge from a manor house in the center of the Wealthy Quarter of Chaurille, Salodrin is enacting a plan to mislead the local city’s leadership so he may set up a permanent link to the Plane of Knowledge to the Nine Hells so that Hell may control all knowledge.

Salodrin

Male Erinyes, Medium Outsider (Extraplanar,Evil,Lawful)
Outsider 9 Wizard 9

Hit Dice: (9d8)+(9d4)+162
Hit Points: 250
Initiative: +11
Speed: Walk 30 ft., Fly 50 ft.
AC: 29 (touch 17, flatfooted 22)
Base Attack/Grapple: +13/+17
Attacks: +2 Longsword +17 melee or rope +20 ranged (entangle)
Damage: Longsword 1d8+8/19-20 *Rope 1d0
Vision: Darkvision 60’, true seeing
Face / Reach: 5ft./5ft.
Special Attacks: Entangle, spell-like abilities, spells, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort: +18, Ref: +16, Will: +17
Abilities: Str 24, Dex 25, Con 28, Int 29, Wis 20, Cha 23
Skills: Appraise +9, Balance +7, Bluff +6, Climb +7, Concentration +30, Craft (Untrained) +9, Decipher Script +12, Diplomacy +14, Disguise +6, Escape Artist +7, Forgery +9, Gather Information +6, Heal +5, Hide +7, Intimidate +16, Jump +7, Knowledge (Arcana) +25, Knowledge (Architecture and Engineering) +10, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (History) +15, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Nobility and Royalty) +10, Knowledge (Religion) +10, Knowledge (The Planes) +26, Listen +10, Move Silently +7, Ride +7, Search +9, Sense Motive +14, Spellcraft +32, Spot +20, Survival +5, Swim +7, Use Rope +7
Feats: Combat Reflexes, Flyby Attack, Greater Spell Penetration, Improved Familiar, Improved Initiative, Reach Spell, Spell Penetration, Wingover, Dodge, Mobility, Simple Weapon Proficiency, Scribe Scroll

Challenge Rating: 17
Alignment: Lawful evil
Possessions: Bracers of Armor +4 Blue Diamond, Outfit (Scholar’s), Potion of Cure Serious Wounds, Potion of Gaseous Form, Potion of Magic Circle against Good, Potion of Fire Resist Energy 20, Major Ring of Energy Resistance (Cold), Rope, Scarab of Protection, Scroll (Air Walk), Scroll (Charm Monster), Golden Yellow Topaz, Wand of Darkness
Innate Spell-like Abilities: Charm Monster, Minor Image, Greater Teleport (self plus 50 pounds of objects only), Unholy Blight
Wizard – Spells per Day: (4/7/6/5/4/3/0/0/0/ DC: 19 + spell level)
Known:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Level 1: Burning Hands, Expeditious Retreat, Hypnotism, Ray of Enfeeblement, True Strike, Ventriloquism
Level 2: Bull’s Strength, Hideous Laughter, Magic Mouth, Scorching Ray, See Invisibility, Web
Level 3: Explosive Runes, Fireball, Haste, Tongues, Vampiric Touch
Level 4: Fear, Hallucinatory Terrain, Ice Storm, Phantasmal Killer, Scrying, Stoneskin
Level 5: Baleful Polymorph, Cloudkill, Feeblemind, Sending, Teleport
Level 6: Circle of Death, Flesh to Stone, Globe of Invulnerability
Level 7: Arcane Sight, Greater, Delayed Blast Fireball, Ethereal Jaunt
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.

Combat

Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.

An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Salodrin can accomplish this by flying up out of the second story of the manor, with its multiple stained glass installations.

Spell-Like Abilities

At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).


Posted in Character, Creature and tagged by with no comments yet.

Pathguy’s Javascript Character Generator

I’ve begun playing with 4e character generators.  Yes, Wizards have their own generator, but I’m more interested in independent approaches to the problem.  I had a lot of fun working with PCGen to generate 3.5 characters (heck, I still use it!), which generates some great PDF character sheets that print nicely.  I’m hoping to find a 4e equivalent to PCGen.  Know of any decent generators?  If so, send them in to CCB!

In my quest to find a decent 4e character generator, I’ve started surveying the online scene (though I would prefer a stand-alone, cross-platform application).  The first link that I followed took me to Pathguy’s Javascript Character Generator, which presents itself in a large, single page and uses Javascript to drive the process.  This site has some nice features, notably the error-checking.  However, navigating through the large, single page (it would be better to only be presented with the choices available to you at each stage of the process) is a bit clunky.  In the end, though, you do get a usable character sheet.  I’ve attached it here (untouched from its output — note the multiple fonts and the check boxes to track remaining powers).

Srylyn Huertyl

Female Eladrin Warlord
Level 5
Good

Strength 18 (+4)
Constitution 13 (+1)
Dexterity 13 (+1)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 20 (+5)
Height: 5′ 8″
Weight: 170 lb
Skin: Tan
Eyes: Hazel
Hair: Silver Wavy

Maximum Hit Points: 45

      Bloodied: 22
      Surge Value: 11
      Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity]
Base Strength Attack: 1d20 +4 = + 2 [half level] + 4 [strength] – 2 [wrong armor]
Base Dexterity Attack: 1d20 +1 = + 2 [half level] + 1 [dexterity] – 2 [wrong armor]
Base Constitution Attack: 1d20 +1 = + 2 [half level] + 1 [constitution] – 2 [wrong armor]
Base Intelligence Attack: 1d20 +1 = + 2 [half level] + 1 [intelligence] – 2 [wrong armor]
Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom] – 2 [wrong armor]
Base Charisma Attack: 1d20 +5 = + 2 [half level] + 5 [charisma] – 2 [wrong armor]
Armor Class: 21 = 10 + 2 [half level] + 7 [Scale] + 2 [if carrying heavy shield]
Fortitude Defense: 17 = 10 + 2 [half level] + 1 [warlord] + 4 [strength]
Reflex Defense: 13 = 10 + 2 [half level] + 1 [dexterity] + 2 [if carrying heavy shield] – 2 [wrong armor]
Will Defense: 19 = 10 + 2 [half level] + 1 [Eladrin] + 1 [warlord] + 5 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.

Armor: Scale (45 lb)

Shield: Large (15 lb)

Attacks:

      Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
      Longsword

v

      : +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+4 [strength bonus] 4 lb (Heavy blade) versatile
      Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free
      Direct the Strike [special]
      Intuitive Strike +4

w

      [base strength attack] vs will
      Guarding Attack +4

w

      [base strength attack] vs AC
      Lead the Attack +4

w

      [base strength attack] vs AC
      Warlord’s Strike +4

w

      [base strength attack] vs AC
      Stand the Fallen +4

w

      [base strength attack] vs AC

v

      Versatile weapon. Add +1 to damage if using two-handed.

w

    Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Arcana: +5 = 1 [intelligence] + 2 [half level] + 2 [Eladrin]
Athletics: +9 = 4 [strength] + 2 [half level] +5 [class training]-2 [heavy shield]
Bluff: +7 = 5 [charisma] + 2 [half level]
Diplomacy: +12 = 5 [charisma] + 2 [half level] +5 [class training]
Dungeoneering: +3 = 1 [wisdom] + 2 [half level]
Endurance: +6 = 1 [constitution] + 2 [half level] +5 [class training]-2 [heavy shield]
Heal: +3 = 1 [wisdom] + 2 [half level]
History: +10 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] +5 [class training]
Insight: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Intimidate: +12 = 5 [charisma] + 2 [half level] +5 [eladrin education]
Nature: +3 = 1 [wisdom] + 2 [half level]
Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Religion: +3 = 1 [intelligence] + 2 [half level]
Stealth: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Streetwise: +7 = 5 [charisma] + 2 [half level]
Thievery: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]

Feats:

Blade Opportunist
Combat Reflexes
Shield Proficiency — Heavy

At-Will:

      Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
      Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
      Bull Rush: +4 [base strength attack] vs fortitude [standard action]
      Grab: +4 [base strength attack] vs reflex [standard action]
      Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
      Escape: +1 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
      Direct the Strike [Level 1]
      Intuitive Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

      Second Wind

      Spend an Action Point [free action, not in surprise round]

      Fey Step [Eladrin][move action]

      Inspiring Word [minor action][2x/encounter]

      Guarding Attack [Level 1]

      Crescendo of Violence [Level 2 Utility][immediate reaction]

    Warlord’s Strike [Level 3]

Daily Powers:

      Lead the Attack [Level 1]

    Stand the Fallen [Level 5]

Eladrin

  • +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
  • +2 Arcana, +2 History
  • Eladrin Education (already included)
  • Eladrin Will (+1 on will defense, +5 vs charms)
  • Fey Origin
  • Trance
  • Fey Step

Warlord

  • Canny Leader (+2 on perception and insight for self and all allies within ten squares who see & hear you)
  • This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier. Can receive benefit from only one warlord at a time.
  • Inspiring Word (target spends healing surge and gains an additional1d6 at level 5)

Srylyn Huertyl’s Equipment:

64 lb
5 lb
2 lb
5 lb4 lb
2 lb
1 lb
1 lb
5 lb
1 lb
10 lb
10 lb
1 lb
1 lb
2 lb
4 lb
1 lb
_____
119 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 20) x1
Backpack
Bedroll
Chalk
Flint and steel
Grappling hook
Poisoner’s Kit
Hammer
Mirror
Oil flasks x1
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50′, hempen) x1
Sacks x1
Soap
Sunrods x2
Waterskins x1
WhetstoneTotal

Magic items:

      Weapon:

      Weapon:

      Weapon:

      Weapon:

      Armor:

      Shield:

      Arms:

      Feet:

      Hands:

      Head:

      Neck:

      Ring:

      Ring:

      Waist:








Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: 

Death Saving Throw Failures: 

More about Srylyn Huertyl: Trained on the shield at an Eladrin defense academy, Srylyn took to adventuring in early middle age.


Posted in 4th edition Dungeons & Dragons, Character, Review and tagged by with no comments yet.

Agent of Order: Aglesik the Nemisis

A wild magus, a servant of the Watcher though she does not know it, and an assassin for the forces of Order.   In the middle kingdoms, Aglesik is widely known to be a dangerous swordswoman with powerful supernatural abilities and mysterious motives.   Throughout the region many tales are told of her appearing in villages and cursing or killing those who dare to cross her.

An innately magical child, after her human family had abandoned her in the woods to die she was raised by the sprites, sylphs, pixies, grigs and other wild, prank-loving, and sometimes cruel fey.   Surviving long enough to learn a good deal of woods lore and faerie magic, she made her way out into the wild world at the age of twleve.   Her subsequent misadventures did not endear her to civilization.

In the decades since, Aglesik has earned herself a reputation as a wyrding and terrible witch who wanders the wilds of the Middle Kingdoms.    In truth, she has fallen under the influence of The Watcher, who contacts her in the form of Endilithoneinar, a seemingly ancient and wise Treant who tells her of those, all across the world, who harm the dark, quiet, sanctuary-providing forests.   And, wholly believing this elder, she goes and with grim glee dispatches her targets, or takes what “was stolen” from the forests, or fulfills whatever Order-advancing directives she has been given.   Often in the process she kills some ne’er-do well or criminal who has for whatever reason taken it as some part of his creed to defy order in whatever form they have happened to find it in their lives, be it the local constable, mayor, lord, king or priest.  Thus is her reputation mixed, and she is not generally sought by the law for those she kills are often those who the holders of authority themselves wish dead.

Aglesik in Your Game

This strange and dangerous foe is intended to be a re-occurring villain in a low to mid level campaign.   Players should hear rumors about “the green witch” and her habit of arriving unexpectedly, killing some miscreant and anyone else who got in her way, and disappearing again.

The players could then one day inadvertently run afoul of Aglesik.  Perhaps they are in a tavern when she arrives to dispense her justice on one of the patrons.  If the players attempt to intervene, she could defeat them and then lay a geas upon them, compelling the players into her service as penance for their offense.  Thus she could become a source of quests for the players early on while they are exploring the setting and meeting the important players in the campaign.  They may meet her patron, or perhaps be sent on quests against the lawless men and fey of the forests and towns, at least until they break free of her bondage.

Aglesik the Nemisis

Ranger 4, Sorcerer (fey bloodline) 12 CR 16
Le medium half-elf female

Init +3; Senses low-light vision Perception +5

DEFENSE

AC 20, touch 14, flat-footed 16 (+3 dex, +6 armor, +1 dodge)
HP 101 (4d10+8 + 12d6+24)
Fort +12, Ref +13, Will +10 (+2 vs Enchantments)
Resist fire (10)

OFFENSE

Speed 30 ft., fly 40 ft. (good)
Melee longsword +11/+6 (1d8+1 and 1d6 fire)
Ranged shortbow +10/+5 or +8/+8/+5 (1d6) (with Rapid Shot)
Space 5 ft.; Reach 5 ft.

Spells (CL 12th, save DC 15 + spell level, +2 DC on compulsion spells)

oth – (3/day) Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand
1st – (6/day) entangle, true strike, sleep, charm person, color spray, magic missile
2nd – (6/day) hideous laughter, invisibility, resist energy, scorching ray, knock, glitterdust
3rd – (6/day) deep slumber, dispel magic, lesser geas, lightning bolt, vampyric touch
4th – (6/day) poison, stoneskin, fire shield, charm monster
5th – (5/day) tree stride, nightmare, overland flight
6th – (3/day) eyebite

STATISTICS

Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 20
Base Atk +10; CMB +10; CMD 13
Feats Skill Focus (Spellcraft), Point Blank Shot, Eschew Materials, Quicken Spell, Spell Focus (enchantment), Dodge, Mobility, Spring Attack, Silent Spell, Combat Expertise, Whirlwind Attack, Rapid Shot
Skills (20+36) Bluff +10, Fly +9, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Perception +5, Spellcraft +15, Stealth +7, Survival +6; Racial Modifiers +2 Perception.
Languages Sylvan, Common, Elven, Goblin
Equipment +2 Mithral Chain Shirt, +1 Shortbow, +1 Flaming Longsword, Cloak of Resistance +2, Flaming Cat Skull (see below)

SPECIAL ABILITIES

Favored Enemy (Humans) +2 attack and +2 damage against humans, and +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.

Combat Style: Archery

Track

Wild Empathy

Hunter’s Bond (cat – now deceased and transformed into Magic Skull below)

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Magic Sabertooth Tiger Skull – is the skull of her dead animal companion, Rexor, enchanted by her patron to grant resist fire 10 while held, and 1/day can be thrown to become a Hellcat (Pathfinder Bestiary 2).  Upon command it will return to her hand.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by with no comments yet.

Arc-Inquisitor Liodla

Arc-Inquisitor Liodla is the leader of the Shan’n’nur Inquisition. Many years ago he was a powerful wizard who lived at a temple of Boccob. When the An-Magus Crusade was declared by the High Pointiff of Heironeous and the knights of the Sword of Light began raiding the temples of Boccob.  Liodla was captured and forced to convert and renounce the use of magic along with many other worshipers of Boccob. Too canny to die in the inquisition’s jails, Liodla emerged from the Sword of Light’s clutches an apparently zealous supporter of the Crusade.

Some time after his conversion Liodla approached Mikail Brightbrow, the leader of the Sword of Light, with an idea. He suggested that a cult to Heironeous be established. This cult could be composed of former mages, sanctified by Heironeous’s priests, and sworn to the eradication of non-sanctified arcane magic. He suggested that the cult be called the Shan’n’nur – from the Nimberlan Elvish tongue – which translates as “those who hate magic”. Liodla put forth a convincing argument at a time when the Sword of Light was meeting more organized resistance from the worshipers of Boccob, lead by their hated enemy Barael, and Mikail agreed.

Thus were the Shan’n’nur established. Liodla recruited some of his former comrades from the temples of Boccob, and through their use of magic helped the knights of the Sword of Light defeat those who resisted them in Boccob’s houses of worship. Among those captured the Shan’n’nur forced more conversions and their ranks grew.

Now that the An-Magus crusade is over the Shan’n’nur Inquisition polices magery in the counties of former Soguer and the middle kingdoms to the west. There is a sanctum of the Shan’n’nur Inquisition, as they are now known, in most major cities throughout the region. Whenever they find the use of magic they descend upon the practitioner and take them back to their temples to be purified either through conversion or death.

Throughout all of these events Liodla’s secret patron Graz’zt reveled in all of the anguish and betrayal. What no one knows even now is that Liodla is one of several simulacrum created by the wizard Alidol when he was First Mage of the Mage’s Guild of Soguer. When Alidol lost his powers during the Fall of Soguer his magical slaves gained their freedom and took their revenge upon him. They left him trapped in the Mage’s Guild tower in the ruins of Soguer and went their separate ways in the world. Like his original, Liodla’s soul is bound to Graz’zt in a dark pact and he has worked the Dark Prince’s will to this day.

Using Liodla in your game

The Arc-Inquisitor is a major villain.  In the Heir of Soguer campaign he is the leader of the Inquisition, and as such leads forces who confront the players throughout the campaign.

After many social and martial confrontations throughout the campaign, one or several of the players with the arcane power source will be captured by the Inquisition and taken to their headquarters in Merton for cleansing – either by death or conversion.

At that point the players must either submit to the Inquisition’s regiment of drugs and enchantment, or face the tortures of the Inquisition’s pits – a very dramatic challenge.  During the long conversion process Liodla will converse with the PCs many times, attempting to coerce them into converting by hook or by crook.  Generally he plays the benevolent father-priest figure, offering the tortured player his love and protection if only they will renounce their former allies and gods, sign false confessions, and other repugnant acts.  His goal is to break down their wills and make them his minions, and also to enjoy seeing them suffer as they betray the things they love.

The climax to the Inquisitor’s sub-plot would be a dramatic rescue & escape adventure, where the imprisoned must resist the tortures and deceit of the Inquisitors, and the rest of the party must find their comrade’s prison and break in to rescue them.  Re-united the party would then confront Liodla and, if victorious, discover the secret of his demonic pacts.

Arc-Inquisitor Liodla ✦ Elite Level 20 Controller
medium construct humanoid (human simmalacrum)XP 5,600


Initiative +12 Perception +11
HP 380; Bloodied 190
Healing Surges 2; Healing Surge Value 95
AC 36; Fortitude 31, Reflex 34, Will 35
Saving Throws +2
Speed 6


Action Points: 1

Powers

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +25 vs. Will
Hit: 1d6 + 15 psychic damage, and you are invisible to the target until the start of your next turn.

Quickened Arcane Blast
At-Will ✦ Arcane, Force
Minor Action Close Blast 3
+25 vs Fort, 1d6 + 15 force damage, and the target is pushed 3 squares.

Killing Flames Warlock Attack 13
You use an enemy’s recent injury to fuel infernal flames and sear the foe.
Encounter + Arcane, Fire, Implement
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you becomes
bloodied
Target: The triggering enemy
Attack: +25 vs. Fortitude
Hit: 3d8 + 15 fire damage.
Infernal Pact: The damage ignores resistance to fire.

Vile Lightning (Infernal) Attack 17
Black lightning leaps from your hand and wracks your foe. The evil energy allows you to feed on his life essence.
Encounter ✦ Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: +25 vs. Fortitude
Hit: 3d6 + 15 damage, the target is weakened until the end of your next turn, and you can spend a healing surge.

Void Star Warlock Attack 19 – Recharge & use when bloodied
You summon a fragment of a dark star and hurl it at your foe, causing the creature’s flesh to slough away.
Daily. Arcane, Healing, Implement, Necrotic
Standard Action Ranged 1 0
Target: One creature
Attack: +23 vs. Reflex
Hit: 4d8 + 13 modifier necrotic damage. The target takes ongoing 10 necrotic damage, and whenever the target would regain hit points, you regain the hit points instead (save ends both).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).

Summon Seducer – 20th level Attack
Daily – Minor Action (Minor sustain)
Liodla summons* a succubus that has Speed: 6, fly 6 and the following powers:

  • Corrupting Touch (standard; at-will)
    +25 vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +25 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

* Per the summoning rules detailed in Arcane Power, p. 98.

Infuriating Elusiveness Warlock (Fey) Utility 16
You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you are surrounded by a glamor of invisibility.
Encounter ✦ Arcane, Illusion, Teleportation
Move Action Personal
Effect: You become invisible and then teleport 4 squares.
The invisibility lasts until the start of your next turn.

Spell Betrayal (11th level) – Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.

Dark Charisma (11th level) – You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.

Spellstrike (16th level) – When you spend an action point to cast an arcane power at a foe who is engaged in melee or against whom you have combat advantage, you deal an additional 1d12 damage with the power.


Alignment evil Languages Common, Draconic, Elven, Abyssal, Promordial
Skills arcana + 23, bluff +21
Str 12 (+11) Dex 15 (+12) Wis 13 (+11)
Con 22 (+16) Int 23 (+16) Cha 26 (+18)


Equipment: Robes, Master’s Mask of the Shan’n’nur, Wand, Amulet, Dagger


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Gourgh the Beast Man

Gourgh grew up in the Naahaogo society deep in the hills, in which adolescents are forced to fight to assert their position in the tribe. Every year, on the summer solstice, a competition of strength and physical prowess is held to establish the pecking order. Only the top half are allowed to remain in the tribe, and in the 17th year of his birth, Gourgh was narrowly beaten out for a place as an adult in the tribe by his good friend. Because of his fond feelings for his friend, he was unable to bring himself to exact revenge, which would have allowed him to return to society.
Exiled from his homeland, he wanders the forests and hills in anguish, searching for adventure to make his name for himself, and for peace and a new home.
Gourgh’s powers are defined by his humility. Considered a failure by his society’s terms, he has embraced the monk’s way of life, channeling his psionic energy into a new way of being. He has taken on a new surname, and now goes by Gourgh Do-Au.

Gourgh Do-Au ✦ Level 1 Monk
Medium natural humanoid ✦ XP 300

Initiative +9 Senses Perception +8 Insight +8
HP 22; Bloodied 11; Healing Surge 5; Healing Surges: 7
AC 17; Fortitude 12, Reflex 16, Will 14
Speed 6
Action Points 1

Powers
Unarmed Strike ✦ At-Will, Standard, Melee 1, Weapon
+3 vs. AC, 1d8 + 5 damage

Centered Flury of Blows ✦ At-Will, Standard, Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes 5 damage, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.
Special: You can use this power only once per round.

Dragon’s Tail ✦ At-Will, Standard, Melee touch
+5 vs Fortitude, 1d6+5 damage, and you knock the target prone.
Movement Technique
Move Action, Melee 1
Effect: You swap places with the target.

Five Storms ✦ At-Will, Standard, Each enemy you can see in close burst 1
+5 vs. Reflex, 1d8 + 5 damage
Movement Technique
Move Action, Personal
Effect: You shift 2 squares.

Open the Gate of Battle ✦ Encounter, Standard, Melee Weapon
+5 vs Reflex, 2d10+5 damage and the target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you don’t provoke opportunity attacks from the first enemy you move away from.

Whirling Mantis Step ✦ Daily, Standard, Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square.
You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures
Attack: +5 vs. Fortitude
Hit: 2d10 + +5 damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.

Second Wind ✦ Encounter, Personal
Effect: You spend a healing surge and regain 5
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

Alignment Alignment Languages Common, Naahaogo
Feats Improved Initiative
Skills Acrobatics +10, Athletics +5, Endurance +5, Insight +8, Perception +8
Str 11 (+0) Dex 20 (+5) Wis 16 (+3)
Con 10 (+0) Int 10 (+0) Cha 8 (-1)
Equipment: Wool Clothes, Backpack, 5 days of food

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Sithadel

Sithadel is an elf of the Kitel Woods to the west of the former kingdom of Soguer. There he lives a solitary life in the wilderness hunting the game of the feywild for meat, hides, sinew, bone and teeth. He claims no allegiance to any of the elven houses, though he is not hostile to any of them as a whole. He has a fierce hatred for anything that encroaches on the elven lands, be it orc, goblin, man or dwarf, and has fought all of them both alone and at his elven brethren’s sides.

A wild and spontaneous elf, his heart burns with passion for life, whether dancing with fey beneath the open sky, running through the woods after his prey, or standing on a mountaintop watching the sunrise. All these things make his heart swell with joy at creation’s raw glory. Not one to plan or analyze, Sithadel acts decisively based on his instincts.

Sithadel ✦ Level 11 Barbarian (Frenzied Berserker)
Medium Natural Elf XP 600


Initiative +15 Senses Perception +13
HP 85; Bloodied 42 Healing Surges 8
AC 22 (+5 on full defense or second wind); Fortitude 20, Reflex 20, Will 18
Resist 5 cold and fire
Speed 7


Attack
+15 longspear, 1d10+8 (+3 when raging, +1d6 when charging)

Features

  • Frenzied Blood (when spending an action point to attack, deal half damage on a miss)
  • Warpath (+2 damage while raging, must attack when starting adjacent to an enemy)
  • Feral Might: Swift Charge (Encounter, Free Action – when dropping a target to 0 HP, gain 6 temp HP and charge an enemy, use a healing surge if charge hits)
  • Rampage (make a free melee basic after a crit)


Powers
At-Will

  • Wild Shape
  • Howling Strike (can use with charge (+2 speed when raging) Str vs AC, 2[w]+str)
  • Pressing Strike (shift 2, attack Str vs AC, [w]+str (+1d6 while raging), push 1)

Encounter

  • Pounce (Beast Form, Can use when charging, Wisdom vs. Reflex, 1d8 + wisdom damage, Target provides combat advantage to the next attack that targets it within 1 turn)
  • Great Cleave
  • Hammer Fall
  • Curtain of Steel
  • Persistent Frenzy

Daily

  • Rage Strike (2 / day)
  • Mace Tail’s Rage (3[w] + knock prone, gain 5 temp HP on any hit)
  • Silver Pheonix Rage (2[w] + ongoing 5 fire, gain regen 3, and can spend a HS when dropped to 0 HP)
  • White Tiger Rage (2[w] cold damage + immobilized, adjacent enemies are slowed)

Utility

  • Combat Sprint (move 11 squares)
  • Instinctive Charge (at start of combat get +5 init, +2 to first attack)
  • Black Harbinger (wild shape to a tiny raven, fly 7)

Alignment neutral Languages Common
Feats Initiate of the Old Faith (Multiclass Druid), Paragon Defenses, Rageblood Recovery, Improved Initiative, Quickdraw, Deadly Rage (+1 damage when raging), Acolyte Power (Multiclass Utility)
Skills Acrobatics +14, Athletics +15, Nature +13, Perception +13
Str 21 (+10) Dex 18 (+9) Wis 16 (+8)
Con 11 (+5) Int 9 (+4) Cha 11 (+5)


Equipment: defensive longspear +3 (+3 to defenses on full defense or second wind), wounding longbow +1, pinning dagger +1, elven battle hide armor +2, cloak of survival +2, Bracers of Defense (interrupt – reduce damage or an attack that just hit by 10), Horned Helm (+1d6 damage on a charge), Ironskin Belt (daily – gain resist 5 for 1 turn), Bag of Holding, Parry Gauntlets (+2 defenses on full defense or second wind), 4 potions of healing, 220 gold worth of carved ivory


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A Princess of the Aurochs

Iejir’svern is a member of the royal family of the Aurochs, a civilization of dragonborn and lizardfolk who inhabit the swamps of southern Soguer – a land they call Veth’achuak’arux (our green valley). The royal family are also the shamanistic priesthood of the Aurochs, and Iejir’svern is a young but powerful spiritual leader of her people – she is well-liked by her subjects. She publically lives out the priesthood’s principals of harmony with nature, respect, patientce, and wisdom.

Currently she has been kidnapped by the Saurians, a group of priests in the Auroch society that worship gods rather than nature – a new phenemon within their society that has sprung up in the last few generations. They mainly revere Tiamat and Bahomet, viewing them as powerful complimentary dieties that extol them to become mighty, wealthy and powerful. Some among them also worship other dieties such as Errithul and Hextor. The Saurians resent the power and respect the royal line holds in Veth’achuak’arux and many among them wish to usurp the religious leadership of their people from the Aurochs. A bold group of Timat worshipers among them has kidnapped Iejir’svern to remove her charismatic hold over the people. But this treasonus sacralige was not their own plan – it was suggested to them by an agent of Brashel Ocktor – the priest of Orcus who is carefully building up his power in these lands.

A slender young dragonborn female with light blue-green scales, a small frill above her head, and curving horns, Iejir’svern tends to tap her fingers when nervous, and has a star-shaped patch of white scales on the end of her snout.


Iejir’svern ✦ Level 9 Shaman
medium natural humanoid ✦ XP 400


Initiative +5 Senses Perception +9
HP 64; Bloodied 32
AC 20; Fortitude 21, Reflex 18, Will 23
Speed 6


At-Will Powers
Companion Spirit – Sprit’s Shield – opportunity action – when an enemy leaves a square adjacent to the spirit companion. wisdom vs reflex – 4 damage.

Watcher’s Strike – Wisdon vs. Reflex, 1d8 + 7 damage and you and allies gain +1 to attack and +5 to perception for 1 turn.

Defending Strike – Wisdon (+12) vs. Reflex, 1d8 + 7 damage and you and allies gain +1 power bonus to AC while adjacent to the spirit companion.

Encoutner Powers
healing spirit – spend healing surge + 2d6 hp

speak with spirits

Dragon Breath – close blast 3, +8 vs Reflex, 1d6 + 6 lightning damage.

Thunderstorm Spirit – ranged 5, Wisdom (+12) vs. Reflex, 1d12 + 7 lightning and thunder damage, and when you and your allies hit a target adjacent to the spirit companion they deal an extra 1d6 lightning and thunder damage.

Daily Powers
Raging Storm Spirit – area burst 5 within 10, Wisdom (+12) vs. Reflex, 3d6 + 7 damage. Effect: creates a zone of thunder that grants allies within it 1d6 extra thunder damage on enemies within the zone.

Blessing of the Iron Tree – one bloodied ally withing 5 gains resist 5 to all until the end of the encounter.


Alignment neutral Languages Common
Skills Arcana +10, Heal +14, History +12, Nature +14
Str 13 (+5) Dex 13 (+5) Wis 18 (+9)
Con 16 (+7) Int 12 (+5) Cha 17 (+7)
Equipment: leather armor, dragon totem, mace



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Silvex

The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex’s ring.

Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.

Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1

Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion

Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Janarax

A devious bard who has focused his sorcerous powers on murder and deceit, Janarax partners with Silvex, one of his brethren. The two make a powerful spellcasting force, wandering the planes causing trouble.

Recently, he has learned about the power of Magesilver and has been wielding a large chunk. In his research into powerful artifacts, he has discovered the Silver Orb of the Ages, which he seeks in the Great Library that is the Plane of Knowledge.

Janarax
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 7

Hit Dice: (7d8)+(7d4)+70
Hit Points: 140
Initiative: +9
Speed: Walk 40 ft. (8 squares)
AC: 32 (flatfooted 27, touch 15)
Attacks: *Bite +8;*Claw +13/+13; ;
Damage: *Bite 1d6+1;*Claw 1d6+3; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar
Saves: Fortitude: +12, Reflex: +12, Will: +12
Abilities: STR 16 (+3), DEX 20 (+5), CON 20 (+5), INT 22 (+6), WIS 14 (+2), CHA 22 (+6)
Skills: Appraise 6; Balance 5; Bluff 26; Climb 3; Concentration 22; Craft (Alchemy) 11; Craft (Trapmaking) 9; Craft (Untrained) 6; Diplomacy 10; Disguise 27; Escape Artist 5; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 8; Jump 7; Knowledge (Arcana) 23; Knowledge (Tactics) 10; Knowledge (The Planes) 10; Listen 6; Move Silently 12; Perform (Comedy) 8; Perform (Dance) 8; Ride 5; Search 6; Sense Motive 7; Spellcraft 25; Spot 11; Survival 2; Swim 3;
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 17
Alignment: Lawful Evil
Possessions: Alexandrite; Tiger Eye; Amethyst; Aquamarine; Bite; Bracers of Armor +8; Claw; Cloak of Charisma +2; Blue Diamond; Emerald; Ring of Blinking; Star Ruby; Wand of Ice Storm; Sizable chunk of Magesilver (adds +2 to all spell levels while wielded)

Spells:
Spells per Day: (6/8/8/7/7/7/6/3/0/ DC:16+spell level+2 for the Magesilver)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Fireball, Fly, Haste, Lightning Bolt
Level 4: Black Tentacles, Charm Monster, Phantasmal Killer, Solid Fog
Level 5: Baleful Polymorph, Dismissal, Wall of Force
Level 6: Chain Lightning, Greater Dispel Magic
Level 7: Spell Turning

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Lars

As the dust from the swordfight clears, there is one man standing. In profile, he is tall and slender, and when the light of the re-lit lanterns fills the room, his bruises become apparent. He holds one hand over his eyes squinting in the brightness of the light, a stoic expression over the rest of his face.

Lars and his traveling companion Faris hail from the eastern edge of Besht, where they live in an intentional community of woodsy folk. His skills in leatherwork give him a keen eye for craftsmanship, and his long hours of toil have tightened his muscles.

Mild-mannered and soft spoken, he is not quick to respond to stimuli, unless he feels immediately threatened, but when he does speak, his words ring with the wisdom of one who has lived on his own for much of his life.

Lars
Male Human; Medium Humanoid ( Human )
Fighter2 Expert1
Hit Dice: (2d10)+(1d6)+3
Hit Points: 29
Initiative: +6
Speed: Walk 30 ft.
AC: 16 (flatfooted 14, touch 12)
Attacks: Dagger +4; Dagger (Thrown) +4; Shortbow +5; *Sword, Short +4;
Damage: Dagger 1d4+2; Dagger (Thrown) 1d4; Shortbow 1d6; *Sword, Short 1d6+2;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +4, Reflex: +2, Will: +4
Abilities: STR 15 (+2), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise: 1; Balance: 0; Bluff: -1; Climb: 3; Concentration: 2; Craft (Leatherworking): 2; Craft (Untrained): 1; Diplomacy: -1; Disable Device: 3; Disguise: -1; Escape Artist: 0; Forgery: 1; Gather Information: -1; Handle Animal: 3; Heal: 2; Hide: 0; Intimidate: 3; Jump: 1; Knowledge (Geography): 2; Knowledge (History): 2; Listen: 4; Move Silently: 0; Ride: 6; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortbow)
Challenge Rating: 2
Alignment: Neutral Good

Possessions: Arrows (50); Backpack; Bedroll; Buckler; Caltrops; Dagger; Flint and Steel; Outfit (Explorer’s); Rope (Silk/50 Ft.); Sack; Shortbow; Studded Leather; Sword, Short; Torch;


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