Segaric Wandariks
Segaric grew up in the Kingdom of Vandor, working as a tradesman until joining the church in his mid-30s. When the kingdom disintegrated into the Ten Princedoms, he left his homeland and set off with the church’s blessing to find adventure and spread the word. After five years abroad in the neighboring nation-states, he honed his skills through a series of encounters with danger. However, in his travels, he developed a nasty habit of drinking himself to sleep, and often begins his days with a residual buzz from the night before. Now in his late 40s, his study of the domains of water and destruction drive his conscious thought, those few times he’s not intoxicated, though arguably the booze is the intersection of water and destruction, a sort of destructive water…
Segaric Wandariks
Medium-size Male Human
Cleric10
Hit Dice: (10d8)+30
Hit Points: 91
Initiative: +0
Speed: Walk 20 ft.
AC: 18 (flatfooted 18, touch 10)
Attacks: Crossbow +3 (Repeating Light) +10/+5;*Mace +2 (Light) +9/+4; ;
Damage: Crossbow +3 (Repeating Light) 1d8+3;*Mace +2 (Light) 1d6+2; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Rebuke Water (Su) 6/day (turn level 10) (turn damage 2d6+13), Smite 1/day (Su), Spontaneous casting, Turn Fire (Su) 6/day (turn level 10) (turn damage 2d6+13), Turn Undead (Su) 6/day (turn level 10) (turn damage 2d6+13)
Saves: Fortitude: +10, Reflex: +3, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
Skills: Appraise 0; Balance -6; Bluff 3; Climb -6; Concentration 7; Craft (Alchemy) 6; Craft (Untrained) 0; Diplomacy 16; Disguise 3; Escape Artist -6; Forgery 0; Gather Information 3; Heal 7; Hide -6; Intimidate 3; Jump -12; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 4; Listen 4; Move Silently -6; Ride 0; Search 0; Sense Motive 4; Spellcraft 5; Spot 4; Survival 4; Swim -12;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Exotic Weapon Proficiency (Crossbow (Repeating Light)), Far Shot, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Chaotic Good
Possessions: Ale (Gallon); Boots (BOOT); Backpack; Bedroll; Bell; Belt (BELT); Bit and Bridle; Bolts, Repeating, Crossbow (50); Caltrops; Candle; Case (Map or Scroll); Case (Map or Scroll); Chalk (1 piece); Cheese (Hunk); Crossbow +3 (Repeating Light); Elven Chain +3; Fishing Net (25 Sq. Ft.); Flask (Empty); Ginger (Per Lb.); Healer’s Kit; Holy Symbol (Silver); Holy Water (Flask); Hourglass; Ink (1 Oz. Vial); Inkpen; Jug (Clay); Jug (Clay); Mace +2 (Light); Meals (Good/Per Day); Mirror (Small/Steel); Mug or Tankard (Clay); Mule; Oil (1 Pt. Flask); Outfit (Traveler’s); Paper (Sheet); Parchment (Sheet); Pepper (Per Lb.); Pitcher (Clay); Piton; Pouch (Belt); Quiver; Rations (Trail/Per Day); Robe (ROBE); Rope (Hempen/50 Ft.); Sack; Sack; Saddle (Riding); Saddlebags; Salt (Per Lb.); Scale (Merchant’s); Sealing Wax; Sewing Needle; Signal Whistle; Soap (Per Lb.); Spell Component Pouch; Tent; Tobacco (Per Lb.); Torch; Cleric’s Vestments; Vial; Waterskin; Waterskin (Filled); Wine (Common/Pitcher); Wine (Fine/Bottle);
Deity: None Domains: Water(Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (6/5+1/5+1/4+1/4+1/2+1/0/0/0/ DC:14+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Fog Cloud, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth
Level 3: Armor of Light, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Forced Manifestation, Gas Mask, Ghost Touch, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repeat Action, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Track Target, Water Breathing, Water Breathing, Water Walk, Wind Wall
Level 4: Air Walk, Blinding Light, Control Water, Control Water, Cure Critical Wounds, Death Link, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Eternal Shadow, Freedom of Movement, Giant Vermin, Haunting Melody, Imbue with Spell Ability, Inflict Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues
Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Evil, Dispel Law, Disrupting Weapon, Flame Strike, Ghost Bomb, Hallow, Ice Storm, Inflict Light Wounds, Mass, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone
Posted in Character and tagged Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Naahaogo Hunter and Warrior
Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic’s Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.
Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo
AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2
MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4
Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy
Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.
Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.
Naahaogo Warrior CR 1
Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo
AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0
MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3
Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7
Possessions: hide armor, greatsword and spear.
Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged Naahaogo by Adam A. Thompson with no comments yet.
Wil’nniea and Wil’ancyn, Sister Enchantresses and Water Mages
Born together in the desert, Wil’nniea and Wil’ancyn were raised in a temple dedicated to the worship of magic and water. Underground cisterns and mysterious rituals surrounded them as small girls.
As they grew up in this desert temple of Baccob, god of magic, they learned many things. Each of their mystical abilities grew, similar but different, like two mirror images, one dark and one light. Wil’nniea’s abilities were wild and rooted in her love of the natural world. Wil’ancyn’s talents came to her through worship, study, and the devotions she shared with the others in the temple.
In later life they were among a very few preistesses of Baccob that escaped the great Anmagus Crusade, and eventually fought in battle against the champions of the Order of the Sword of Light defending the last standing temple of Baccob in the northern reaches of the middle kingdom. They were able to ward the Crusaders off, and the siege lay unbroken for seven years, until the Crusade was finally ended by the High Pontiff of Heronious and the Order was recalled and sent on other errands.
Of course by this time the Crusade had achieved it’s end: the arts of magic were practiced only in secret throughout all of the middle kingdoms, and the worship of Baccob was unknown among it’s peoples.
Presented below are their stats as they were during the siege of the Temple of Boccob.
Wil’nniea CR 10
Female human sorceress 4 druid 6
Neutral with chaotic tendencies Size Medium humanoid
Init: +0 Senses: Listen +3, Spot +3
Languages: common, auran
AC: 16 (natural armor +2, mage armor +4) touch 10, flatfooted 16
HP: 53 (HD 4d4+6d8+10)
Resist: resist nature’s lure
Fort: +6 Ref: +3 Will: +9
Move: 40 ft.
Attack: +6 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Full Attack: +6 / +1 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Attack Options: alternate form: leopard (see below)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5
Wil’nniea In Animal Form as leopard:
AC: 21 (+3 natural armor, +4 dex, +4 mage armor)
Move: 50 ft, climb 20 ft.
Full Attack: Bite +10 melee (1d6+3) and 2 claws +5 melee (1d3+1)
Special Attacks: Improved grab, pounce, rake 1d3+1
Attributes: Str 16, Dex 19, Con 15
Abilities Str 9 Dex 11 Con 13 Int 12 Wis 16 Cha 15
SQ: Resist nature’s lure, Animal companion, nature sense, wild empathy
SA: Woodland stride, Trackless step, Wild shape (2/day),
Feats: 5 Natural Spell, Eschew Materials, Self Sufficient, Enfurance, Diehard
Skills: 45 druid, 12 sorcerer 14 human, +3+2 Bluff, +14+1 Concentration, +14+1, +4 Jump, Knowledge Nature, +1+1 Knowledge Relirion, +3+3 Sense Motive, +14+1 Spellcraft, +14+3 Survival,
Druid Spells Prepared:
1st: 5 / day: cure light wounds, magic fang, cure light wounds, produce flame
2nd: 3 / day: bear’s endurance, flameblade, fog cloud
3rd: 3 / day: cure moderate wounds, call lightning, daylight
4th: 2 / day: flame strike, ice storm
Sorcerer Spells Available:
1st: 6 / day: mage armor, ray of enfeeblement, protection from law
2nd: 3 / day: invisibility
Posessions: +1 flaming scimitar, amulet of natural armor +2, boots of striding and springing, holy symbol
Familiar: desert snake
Animal Companion: White leopard: Medium Animal
Init: +5 Senses: Low-light vision, scent
Listen +7 Spot +6
AC: 18 (+5 dex, +3 natural)
HP: 34 (HD 5d8+10)
Fort +6, Ref +9, Will +2
Move: 40 ft (8 squares), climb 20 ft.
Attack:
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1)
Atk Options: pounce, rake
Space / Reach: 5 ft / 5 ft
Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +8, Move Silently +8, Spot +6
SQ: evasion, share spells
Wil’ancyn CR 10
Female human wizard 8 cleric 3
NG with lawful tendencies Size Medium humanoid
Init: -1 Senses: Listen +2, Spot +2
Languages: common, aquan, auran, gnoll
AC: 18 (-1 dex, +1 deflection, +4 mage armor, +4 shield) touch 10, flatfooted 10
HP: 48 (HD 8d4+3d8+10)
Fort: +2+1 Ref: +2-1 Will: +6+2
Move: 30 ft.
Attack: flail +6 (1d8)
Full Attack: flail +6 (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +5
Abilities Str 13 Dex 9 Con 12 Int 17 Wis 14 Cha 11
SA: Turn Undead,
Feats: Scribe Scroll, Eschew Materials, Brew Potion, Improved Counterspell, Persuasive, Leadership, Craft Wand
Skills: 59 wiz, cleric 18: +14+1 Concentration, +7 Diplomacy, +7+2 Heal, +14 Knowledge Arcana, +14 Knowledge Religion, +7+2 Profession Clergy, +14+3 Spellcraft
Wizard Spells Prepared:
1st: 5 / day: mage armor, sheild, expiditious retreat, burning hands, enlarge person
2nd: 4 / day: glitterdust, web, protection from arrows, invisibility
3rd: 4 / day: heroism, blink, slow, fireball
4th: 2 / day: black tentacles, stoneskin
Cleric Spells Prepared:
1st: 3+1 / day: bless, divine favor, shield of faith, sanctuary*
2nd: 2+1 / day: aid, shield other*, silence
Domains: protection, water
Posessions: +1 flail, ring of protection +1, wand of magic missile (4d4+4 at 7th level, 35 charges), holy symbol.
Familiar: dove
Cohort: Tamilla-ossalur, Young Brass Dragon
CG Female True Dragon
Medium Size CR 6
Init: +0 Senses: Darkvision 120 ft, Blindsense 60 ft, Lowlight Vision x 4
Listen +15 Spot +15
AC: 19 (+9 natural), touch 10, flat-footed 19
HP: 85 (HD 10d12+20)
F: +9 R: +7 W: +8
Immunities: Fire
Weaknesses: Vulnerability to cold
Move: 60 ft., burrow 30 ft., fly 200 ft. (poor)
Attack: +12 bite 1d8 + 2
Full Attack: +12 bite 1d8+2, +7 (2)claws 1d6+1, +7 (2)wings 1d4+1
Space / Reach: 5 ft./5 ft.
Base Attack: +10 Grp: +12
Abilities: Str: 15 Dex: 10 Con: 15 Int: 12 Wis: 13 Cha: 12
Feats: Power Attack, Improved Sunder, Hover, Investigator
Skills: 79 +12+1 Bluff, +13+1+2 Gather Information, +14+1 Listen, +14+1 Search, +14+1+2 Spot, +12+1
Breath Weapon (Su): A brass dragon has two types of breath weapon, a 60 ft. line of fire for 3d6 points of damage and a 30 ft. cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon. DC 17
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Adam A. Thompson with no comments yet.
Melangell Blackwing, Wizard
This wizard is the result of a nocturnal encounter between a half-elven weaver and an incubus who was terrorizing a small village’s women. Melangell and her mother were forced to flee their home almost as soon as she was born, as a mob was gathering to put an end to the life of this bastard deamon child. They escaped and eventually found sanctuary at a temple to Wee Jas. The child was raised with much help from the priestesses of the temple, who knew that this child would come to ill, or cause it if not carefully tended to.
As a young girl, Melangell took to magery like a swan to water. Some of the presitesses were reluctant to teach her, but she was always the brightest and quickest student, and quite charming when she wanted to get her way.
At the age of thirteen, chafing under the sternly watchful eyes of the temple mothers, she left to find her own way in the world. Stubborn and headstrong, only her keen wits and her strong magic allowed her to survive her adolescence. Many villages through which she wandered still curse her name. A few in those villages thank the gods she came to them.
Eventually she was lured to the remote tower of Vegarin the Drake-master for his own nefarious purposes. After many contests she eventually defeated him in a wizard’s duel. His petrified form still stands in her foyer, captured in the midst of casting a spell, covered in cloaks and hats. She still uses his abode as a home, with it’s well-stocked library and alchemical laboratories, though her wanderlust means she is rarely there.
Grown to full womanhood, Melangell has matured somewhat. She is still known to make snap decisions, and can be very cruel when she feels slighted, but has finally arrived at a place in her life where she feels that she has adequate control over her own destiny, which allows her to relax slightly.
A darkly beautiful woman with fine clear features, dark, straight hair, and a slight frame, Melangell’s deamonic heritage is betrayed by her red eyes and small horns, and by her thin spade-tipped tail, which she carefully conceals beneath her dresses and cloaks.
Melangell Blackwing CR 13
female tiefling wizard 13
CN (with good tendencies) Size Medium humanoid
Init: +1 Senses: Darkvision 60 ft. Listen +2, Spot +2
Languages: common, abyssal
AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 60 (HD 13d4+26) rolls – 4,2,3,1,3,3,3,3,4,1,3,1,3 + 26
Resist: cold 5, electricity 5, and fire 5
Fort: +4+4+1 = +9 Ref: +4+4+1 = +9 Will: +8+4+2 = +14
MV: 30 ft.
Attack: +8 ranged touch
Full Attack: weapon +? (damage / crit range)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5
Abilities Str 8 (-1) Dex 12 (+1) Con 12 (+1) / 14 (+2) Int 21 (+5) / 25 (+7) Wis 15 (+2) Cha 13 (+1)
SQ: teifling qualities
SA: teifling abilities, Scry on familiar
Feats: 5+2 + Scribe Scroll, Spell Focus Evocation, Spell Focus Transmutation, Spell Penetration, Craft Wand, Spell Mastery (dispel magic, magic missile, gaseous form), Improved Familiar (pseudodragon), Spell Focus Enchantment, Alertness (from familiar)
Skills: 101 +7 skill points: Bluff 7+1, Concentration +12+2, Craft (jewelery / art objects) +3+7, Craft (woodworking) +2+7, Decipher Script +3+7, Gather Information +7+1, Knowledge (arcana) +13+7, Knowledge (dung.) +5+7, Knowledge (history) +5+7, Knowledge (geography) +5+7, Knowledge (religion) +5+7, Knowledge (the planes) +5+7, Hide +2+1, Spellcraft +14+7, languages: common, abyssal, undercommon, auran, elven, draconic, celestial
Spells Available: (DC 17 + spell level)
0th: 4 / day: prestidigitation, detect magic
1st: 6 / day: shield, magic missile, burning hands, ray of enfeeblement, charm person, reduce person, alarm, identify, mage armor, protection from evil, comprehend languages, feather fall
2nd: 6 / day: glitterdust, alter self, invisibility, scorching ray, knock, detect thoughts, resist energy, mirror image, arcane lock, earthbind *, locate object, see invisibility, rope trick
3rd: 6 / day: gaseous form, slow, fly, dispel magic, protection from energy, suggestion, lightning bolt, major image, fireball, arcane sight
4th: 5 / day: minor creation, polymorph, enervation, fire shield, stoneskin, scrying, bestow curse, greater invisibility, dragonskin *, sending
5th: 4 / day: cone of cold, teleport, hold monster, break enchantment, fabricate, baleful polymorph, telekenisis
6th: 3 / day: analyze dweomer, disintigrate, greater dispel magic, chain lightning, repulsion
7th: 2 / day: insanity, mage’s sword, grasping hand, forcecage
* Draconomican
Spell-Like Abilities: Summon Familiar
Spellbook: see above
Posessions: (110,000 gp – 105,375 -322) masterwork silver dagger 322gp, wand of scorching ray (11th) 8250 gp, wand of lightning bolt (10th) 11250 gp , wand of magic missile (9th level) 3,375 gp, wand of enervation 10,500 gp, cloak of resistance +4 16k, headband of intelect +4 16k, amulet of health +2 4k, bracers of armor +4 16k gp, boots of flying 16k gp, Deep Purse 2k, Handy Haversack 2k, spell components, 4,303 gp in coins and gems
Vorel Kethend, pseudodragon familliar:
NG Male Tiny Dragon
Init: +2 Senses: blindsense
Listen +9 Spot +9
AC: 25 (+2 size, +2 Dex, +11 natural), touch 14, flat-footed 23
HP: 15 (HD 2d12+2) – 25 HP (HD 13)
Fort +4, Ref +5, Will +4
MV: 15 ft. (3 squares), fly 60 ft. (good)
Attack: Sting +6 melee (1d3-2 plus poison)
Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)
Space / Reach: 2½ ft./0 ft. (5 ft. with tail)
Base Attack: +2 Grp: -8
Abilities: Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10
Feats: Alertness, Weapon FinesseB
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
SA: Poison, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance,
SQ: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Detailed Special Ability or Attacks (Su): darkness 1/day as 13th level caster.
XP: 750,000 – 2670 for wand crafting – 790,000
Tiefling characters possess the following racial traits.
* +2 Dexterity, +2 Intelligence, -2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Special Attacks (see above): Darkness.
* Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
* Level adjustment +1.
Posted in Character by Adam A. Thompson with no comments yet.
Mpa-Mda Mba-Mta (Pada Bata)
A slave brought to Sassarine from the inlands, his name means “fight person, burn death.” After years as under these conditions, he broke his bonds, escaped, and is now an outlaw. Mpa-Mda survives as a swordsman and swashbucker, his towering physique providing an amazing reach for his rapier. A fugitive, he must hide his face in public with his hood. Another reason for hiding his face in the city is that he has some nasty scarring on both sides of his face and down his back from years of being beaten.
He lives in a small camp on Parrot Island (off the Shadowshore) and rides the tides at night on his makeshift raft, living off fish and what he collects along the shore. He has befriended a cadre of homeless kids from Shadowshore who bring him information and small goods in exchage for warrior training and occasional protection.
There are those who call him Death itself. When he finally hunts down Captain Adelard and his men, he will indeed bring about their deaths. This is his number one goal.
Recently Pada had a run-in with the slaver that originally brought him to the area and sold him to Captain Adelard. After helping some other slaves to escape, Pada ended up with a new friend: a grig who calls herself Flitaround Jumpkins. Flit now lives with Pada in his cave on Parrot Island.
Mpa-Mda Mba-Mta (Pada Bata, as most people don’t pronounce the leading m)
Medium-size Male Human
Fighter 2
Hit Dice: (2d10)+5
Hit Points: 25
Initiative: +2
Speed: Walk 30 ft.
AC: 14 (flatfooted 12, touch 12)
Attacks: *Rapier +0; Base attack +3;
Damage: *Rapier 1d6+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +4, Reflex: +2, Will: +0
Abilities: STR 16 (+3), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 8 (-1)
Skills: Appraise 0; Balance 2; Bluff -1; Climb 7; Concentration 1; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 0; Heal 2; Hide 3; Intimidate 0; Jump 5; Listen 0; Move Silently 2; Ride 2; Search 0; Sense Motive 0; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, (one other)
Challenge Rating: 2
Alignment: Chaotic Good
Possessions: Chalk (4 pieces), Crocodile Tooth Necklace, Hooded Robe, Leather Armor, Leather Belt, Pouch (Belt), Dual Rusty Rapiers, Sandals, Whetstone, Dagger w/boot sheath, Semi-ornate sheath (empty), healing potion, (better) healing potion, potion with wavy lines, brown earth elemental gem
Posted in Character and tagged fighter, Savage Tide by Stephen Hilderbrand with no comments yet.
Nazur Tscheryn
The renouned mage of Charille created many magic items found in the realm.
Outclassed in his youth by other mages of the day, notably Djander, he spent much of his early adulthood amassing a fortune crafting magic items for the merchant and the upper classes. This enabled him to practice magics with minimal supervision, especially by the authorities of the kingdom. There are those who say he experimented with dark magic, but he actually remained clear of the school of necromancy, which tempted him at every turn in his research.
Over his career, he has gone down in history as the creator of many magic items found within the realm:
Bag of Haggling
Brooch of Tangents
Ring of Melding
Cloak of Midnight
Helm of Hiding
Appraiser’s Gem
Rod to Ruin
Nazur’s Wand and its many variants
many warded coffins
In his golden years, he has created a potpourri mixture of reagents he calls Magedust which has been known to improve the duration of certain schools of magic, among other effects.
Speaking to him of Djander (even to this day) sends him into a rage.
Nazur Tscheryn
Medium-size Male Human
Diviner15
Hit Dice: (15d4)+15
Hit Points: 63
Initiative: +0
Speed: Walk 30 ft.
AC: 10 (flatfooted 10, touch 10)
Attacks: *Dagger +1 +8/+3;*Dagger +1 (Thrown) +8/+3; ;
Damage: *Dagger +1 1d4+1;*Dagger +1 (Thrown) 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Divination, Summon Familiar
Saves: Fortitude: +6, Reflex: +5, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 13 (+1), INT 29 (+9), WIS 15 (+2), CHA 8 (-1)
Skills: Appraise 14; Balance 1; Bluff -1; Climb 0; Concentration 19; Craft (Alchemy) 15; Craft (Gemcutting) 14; Craft (Untrained) 9; Decipher Script 14; Diplomacy -1; Disguise -1; Escape Artist 0; Forgery 11; Gather Information 1; Heal 2; Hide 0; Intimidate -1; Jump 0; Knowledge (Arcana) 15; Knowledge (Architecture and Engineering) 12; Knowledge (Dungeoneering) 14; Knowledge (Geography) 17; Knowledge (History) 16; Knowledge (Local) 14; Knowledge (Nature) 12; Knowledge (Nobility and Royalty) 13; Knowledge (The Planes) 16; Listen 2; Move Silently 0; Profession (Bookkeeper) 3; Ride 1; Search 11; Sense Motive 3; Speak Language(Elven, Celestial, Draconic) 3; Spellcraft 29; Spot 3; Survival 2; Swim 0;
Feats: Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Chaotic Neutral
Possessions: Dagger +1; Headband of Intellect +6; Ring of Mind Shielding; Rod of Negation; Wand of Mirror Image;
Spells:
Spells per Day: (4+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1/ DC:19+spell level)
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Bullet, Cipher, Control Shadow, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Dim Illumination, Ember, Flare, Ghost Sound, Granitehand, Light, Mage Hand, Mending, Message, Night-Vision, Open/Close, Prestidigitation, Puff of Wind, Ray of Frost, Read Magic, Resistance, Shovel, Signal Fire, Sort, Spark, Spectral Dart, Trip
(more to list later)
Posted in Character by Stephen Hilderbrand with no comments yet.
Denssa Gradon
Denssa is a creature of pure power: draconic blood runs strong in her veins and she has channeled her arcane power into destructive avenues. A distant descendant of a black dragon (or so she claims, pointing to her dark red scales), Denass speaks with a wickedly forked tongue. A compulsive liar, nothing she says can be trusted. A practiced liar, it’s almost impossible to tell (+21 Bluff).
This facility combines with the disguise self from her magic ring quite well in social situations, and as a result she is the Iron Coven’s main spy.
Often she will work with Bara Hunanik, bugbear cleric, to create magic items they need to execute the Iron Coven’s plans.
Denssa Gradon CR 14
NE Female Kobold sorcerer 14
small humanoid
Init: Senses: darkvision 60 ft, +0 Listen, +0 Spot
Languages: Draconic, Common
AC: 14 (+1 natural armor, +3 dex, ) 22 with shield and mage armor cast
HP: 34 (HD 14d4) 62 with bear’s endurance
Fort: +4 Ref: +7 Will: +9
Weakness: Light Sensitivity
MV: 30 ft or fly 60 ft
Attack: +5 staff 1d4-3 or +11 light crossbow 1d6
Space / Reach: 5 ft / 5 ft
Base Attack: +7/+2 Grapple:
Abilities: Str:5 Dex:16 Con:10 Int:13 Wis:11 Cha: 20
SQ: lizard familiar
Feats: craft wondrous item, spell focus evocation, spell focus transmutation, greater spell focus evocation, greater spell focus transmutation
Skills: +21 Bluff, +17 Concentration, +13 Hide, +3 search, +18 Spellcraft
Spells Prepared or Available: (DC 15 + spell level)
0th (6/day): detect magic, mage hand, ray of frost, read magic, message, ghost sound, daze, prestidigitation, resistance
1st (6/day): magic missile, reduce person, expeditious retreat, burning hands (DC 18), shield
2nd (6/day): scorching ray, invisibility, resist energy, glitterdust (DC 17), bear’s endurance
3rd (6/day): fireball (DC 20), lightning bolt (DC 20), slow (DC 20), vampiric touch
4th (6/day): polymorph, fire shield, dimension door, stone skin
5th (6/day): baleful polymorph (DC 22), cone of cold (DC 22), telekinesis (DC 22)
6th (5/day): chain lightning (DC 23), disintegrate(DC 23)
7th (3/day): prismatic spray (DC 24)
Possessions: (45k worth) masterwork staff, masterwork crossbow, wand of mage armor (17 charges left, 255 gp), cloak of charisma +2 (16,000 gp), winged boots (16,000 gp), ring of chameleon power (12,700 gp), potion of cure moderate wounds.
Minions: lizard familiar
A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Posted in Character and tagged kobold by Adam A. Thompson with no comments yet.
Djander
In his youth, Djander outcast his contemporaries in every mage competition. But those were days when the citizens were less superstitious, when the Kingdom of Vandor stretched over the northern lands and magic was revered. His successes granted him access to the king, who hired him as the kingdom’s chief mage and counsel.
For the next twenty years, Djander researched and developed most of the new magic in Vandor while the kingdom’s power waned. During this time, he began to experiment with Time magic. When the king passed, the land split into the Ten Princedoms. In the smallest princedom, the Isle of Trochu, Djander lives today, though he splits his arcane consulting services among all ten princes.
Slightly absent-minded and short-tempered in his old age, Djander remains very active, and occasionally consults on and develops magic items in his working retirement. In his consulting position with the king, his successes included:
Djander
Medium-size Male Human
Wizard15
Hit Dice: (15d4)
Hit Points: 45
Initiative: -1
Speed: Walk 30 ft.
AC: 11 (flatfooted 11, touch 11)
Attacks: *Dagger +1 +7/+2;*Dagger +1 (Thrown) +7/+2; ;
Damage: *Dagger +1 1d4;*Dagger +1 (Thrown) 1d4+1; ;
Vision: near-sighted, so wears corrective lenses
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Summon Familiar
Saves: Fortitude: +5, Reflex: +4, Will: +14
Abilities: STR 9 (-1), DEX 8 (-1), CON 11 (+0), INT 29 (+9), WIS 21 (+5), CHA 16 (+3)
Skills: Appraise 11; Balance -1; Bluff 3; Climb -1; Concentration 18; Craft (Alchemy) 22; Craft (Untrained) 9; Decipher Script 22; Diplomacy 7; Disguise 3; Escape Artist -1; Forgery 9; Gather Information 3; Heal 5; Hide -1; Intimidate 3; Jump -1; Knowledge (Arcana) 27; Knowledge (Architecture and Engineering) 10; Knowledge (Geography) 12; Knowledge (History) 15; Knowledge (Local) 10; Knowledge (Nobility and Royalty) 27; Knowledge (The Planes) 12; Listen 5; Literacy 1; Move Silently -1; Profession (Bookkeeper) 7; Ride -1; Search 9; Sense Motive 5; Speak Language(Abyssal, Celestial, Draconic, Elven) 4; Spellcraft 29; Spot 5; Survival 5; Swim -1; Use Magic Device 4;
Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Neutral Good
Possessions: Boots of Levitation; Dagger +1; Headband of Intellect +6; Outfit (Scholar’s); Periapt of Wisdom +2; Ring of Mind Shielding; Ring of Protection +2; Robe of Useful Items;
Spells: (many, but try asking him for a list!)
Familiar: Charm, Pseudodragon
Posted in Character by Stephen Hilderbrand with no comments yet.
Kard Bad-Dorum
Raised in Orkrun and trained in swordsmanship by Chief Da-rumm himself, Kard set off to adventure as an adolescent. The only orc to have ever killed a metallic dragon, his name traveled far and wide throughout Orkrun. Upon recently returning to his tribe when the Chief fell ill, he was awarded his master’s sword in exchange for the remainder of his family’s land. He now travels the lands in search of further adventures.
Kard Bad-Dorum
Medium-size Male Orc
Fighter 8 Blackguard 6
HD: (8d10)+(6d10)+56
HP: 167
Init: +6
Speed: Walk 20 ft.
AC: 20 (flatfooted 18, touch 13)
Attacks: *Da-rumm’s Sword +4 (Bastard/Unholy) +26/+21/+16; ;
Damage: *Da-rumm’s Sword +4 (Bastard/Unholy) 1d10+16; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Despair (Su), Aura of Evil (Ex), Dark Blessing (Su), Detect Good (Sp), Fiendish Servant, Light Sensitivity- Orcs are dazzled in bright sunlight or within the radius of a daylight spell., Poison Use, Rebuke Undead (Su) 0/day (turn level 4) (turn damage 2d6+4), Smite Good (Su) 2/day, Sneak Attack +1d6
Saves: Fortitude: +15, Reflex: +6, Will: +5
Abilities: STR 25 (+7), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 13 (+1), CHA 10 (+0)
Skills: Appraise 0; Balance -1; Bluff 0; Climb 5; Concentration 11; Craft (Untrained) 0; Craft (Weaponsmithing) 1; Diplomacy 0; Disguise 0; Escape Artist -1; Forgery 0; Gather Information 0; Heal 1; Hide 5; Intimidate 4; Jump -1; Knowledge (Religion) 3; Listen 1; Move Silently -1; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Bastard)), Weapon Specialization (Sword (Bastard))
Challenge Rating: 14
Alignment: Neutral Evil
Possessions: Boots of the Winterlands; Gauntlets of Ogre Power; Breastplate +2; Da-rumm’s Sword +4 (Bastard/Unholy); Ring of Protection +1;
Spells:
Spells per Day: (0/2/1/1/0/0/0/0/0/ DC:11+spell level)
Blackguard – Known:
Level 1: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds, Magic Weapon, Summon Monster I
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Bawana Garawal (14th level)
Bawana was raised in the gnoll highlands in the Orkrun. She fought her way up through the ranks of the Gnoll Brigade and finally struck out on her own, founding the Iron Coven with her companions. She now travels the northern reaches with them, adventuring and building up a small horde of treasure and followers.
Bawana Garawal
Medium-size Female Gnoll
Humanoid2 Fighter12
Hit Dice: (2d8)+(12d10)+70
Hit Points: 174
Initiative: +5
Speed: Walk 30 ft.
AC: 24 (flatfooted 20, touch 14)
Attacks: *Minor Battleaxe of Ice +22/+17;*Minor Battleaxe of Fire +22/+17/+12; ;
Damage: *Minor Battleaxe of Ice 1d8+10;*Minor Battleaxe of Fire 1d8+15; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Humanoid Traits
Saves: Fortitude: +16, Reflex: +9, Will: +5
Abilities: STR 28 (+9), DEX 20 (+5), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 9 (-1)
Skills: Appraise 0; Balance 3; Bluff -1; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 3; Forgery 0; Gather Information -1; Heal 1; Hide 3; Intimidate -1; Jump 7; Listen 1; Move Silently 3; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Exotic Weapon Proficiency (Axe (Orc Double)), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Challenge Rating: 13
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)
Alternate Stats
Presented here are alternative statistics for Bawana, with 7 levels of Blackguard.
Recently, Bawana began trafficking with dark powers in order to increase her power. Since then her leadership has propelled the Iron Coven to infamy across the kingdoms. None of the Iron Coven dare cross her as her fiendish raven Blackeye watches her back and reports any disloyalty to Bawana.
Fighter 7, Blackguard 7
Medium-size Female Gnoll
Init: Senses: darkvision 60 ft
Listen Spot
Languages: Gnoll, Common
AC: 19 (+1 natural armor, + 3 dex, +5 armor)
HP: 151 (HD 14d10+70)
Aura: Aura of Despair (enemies within 10 feet of her take a -2 penalty on all saving throws)
Fort: +16 Ref: +8 Will: +6
MV: 30 ft
Attack: Minor Battleaxe of Fire +21 (1d8 + 13 and 1d6 fire)
Full Attack: Minor Battleaxe of Fire +21/+16/+11 (1d8 + 13 and 1d6 fire) and Minor Battleaxe of Ice +21/+16 (1d8 + 8 and 1d6 frost)
Attack Options: sneak attack +2d6 damage, smite good (+1 attack, +7 damage) 2/day
Space / Reach: 5 ft / 5 ft
Base Attack: +14 / +9 / +4 Grapple: +23
Abilities: STR 28 (+9), DEX 16 (+3), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
SQ: Aura of evil, Dark blessing, fiendish servant (raven)
SA: detect good, poison use, smite good 2/day (+1 attack, +7 damage), command undead, aura of despair, sneak attack +2d6,
Feats: Cleave, Combat Reflexes, Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Skills: ftr: 20, bkgrd 14. Diplomacy +7, Hide +8, Intimidate +12, Knowledge (religion) 2, Ride +5
Spells Available:
1st (2/day): cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd (1/day): bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd (1/day): contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.
* Evil creatures only.
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)
Minions: “Blackeye”, Fiendish Raven 4HD, 7 Int, SA: Empathic link, improved evasion, share saving throws, share spells, speak with blackguard.
Posted in Character and tagged evil, fighter, gnoll by Stephen Hilderbrand with no comments yet.