Kamgai Parzi
Kamgai was trained in a martial monastery on the border of the Fjordlands, a region inhabited by hordes of orcs that patrol the hills. He received his best training wandering those hills, picking fights and knowing when to flee before orc reinforcements arrived on the scene. His ability to sneak in behind enemy lines has been put to use on multiple occasions by the militias keeping sentry over the border between the Central Valley and Orkrun. This has won him a medallion of honor from the shared governance of Central Valley.
His history picking fights makes him come off as abrasive when he is first met, but over time he warms to groups who show themselves full of valor and thus worthy of his respect. Beating him in a feat of strength, dexterity, or combat will instantly win him over.
Kamgai Parzi
Medium-size Male Human
Monk11
Hit Dice: (11d8)+33
Hit Points: 97
Initiative: +8
Speed: Walk 60 ft.
AC: 25 (flatfooted 21, touch 18)
Attacks: *Flurry of Blows +11/+11/+11/+6; ;
Damage: *Flurry of Blows 2d8+3; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Diamond Body (Su), Greater Flurry of Blows (Ex), Improved Evasion (Ex), Ki Strike (Magic and Lawful), Purity of Body (Ex), Slow Fall (50), Still Mind (Ex), Stunning Fist attack 12/day (DC 16), Wholeness of Body (Su) 22 hp/day
Saves: Fortitude: +12, Reflex: +13, Will: +10
Abilities: STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 12 (+1), CHA 7 (-2)
Skills: Appraise 1; Balance 11; Bluff -2; Climb 5; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise -2; Escape Artist 11; Forgery 1; Gather Information -2; Heal 1; Hide 12; Intimidate -2; Jump 20; Knowledge (Arcana) 4; Knowledge (Religion) 4; Listen 4; Move Silently 14; Perform (Dance) 2; Profession (Soldier) 3; Ride 4; Search 1; Sense Motive 8; Spot 6; Survival 1; Swim 5; Tumble 16;
Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multiattack, Power Attack, Stunning Fist
Challenge Rating: 11
Alignment: Lawful Neutral
Possessions: Belt, Monk’s; Ring of Water Walking; Boots of Levitation; Bracers of Armor +5; Cloak of Resistance +2; Flurry of Blows; Outfit (Monk’s); Medallion of Honor from Central Valley (AC +2)
Posted in Character and tagged Central Valley, fjord lands by Stephen Hilderbrand with no comments yet.
Polonico Colouz
Polonico is the scruffy-yet-trustworthy paladin who runs Adin Temple, the main church in Central Valley. This church contains multiple wings, each of which is dedicated to a god – Pelor in the north and largest wing, Heironeous in the east wing, and Kord in the west wing. Polonico himself worships Pelor, but works in a partnership with adepts and warriors who worship other gods in typical Central Valley fashion.
Polonico Colouz
Medium-size Male Human
Paladin 9
Hit Dice: (9d10)+18
Hit Points: 79
Initiative: +1
Speed: Walk 20 ft.
AC: 22 (flatfooted 21, touch 11)
Attacks: *Mace +2 (Light) +13/+8; ;
Damage: *Mace +2 (Light) 1d6+4; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Courage (Su), Aura of Good (Ex), Divine Grace (Su), Divine Health (Ex), Lay on Hands (Su) 27 hp/day, Remove Disease (Sp) 2/week, Smite Evil (Su) 2/day, Special Mount (Sp), Turn Undead (Su) 6/day (turn level 7) (turn damage 2d6+10)
Saves: Fortitude: +11, Reflex: +7, Will: +9
Abilities: STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 16 (+3)
Skills: Appraise 1; Balance -5; Bluff 3; Climb -4; Concentration 14; Craft (Sculpting) 3; Craft (Untrained) 1; Diplomacy 15; Disguise 3; Escape Artist -5; Forgery 1; Gather Information 3; Handle Animal 7; Heal 15; Hide -5; Intimidate 3; Jump -10; Listen 3; Move Silently -5; Ride 5; Search 1; Sense Motive 5; Spot 3; Survival 3; Swim -10;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Wondrous Item, Improved Turning, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 9
Alignment: Lawful Good
Possessions: Banded Mail +2; Mace +2 (Light); Potion of Cure Serious Wounds; Potion of Fly; Shield +1 (Heavy/Metal);
Spells:
Spells per Day: (0/2/1/0/0/0/0/0/0/ DC:13+spell level)
Paladin – Known:
Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos, Protection from Evil, Read Magic, Resistance, Restoration, Lesser, Virtue
Level 2: Bull’s Strength, Delay Poison, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth
Posted in Character and tagged Central Valley by Stephen Hilderbrand with no comments yet.
Truthberries
Found in the wild on slopes around the Central Valley, truthberries, or as they are known in the halfling community, welshabaer, have the effect of causing those who eat or drink their juice to remain honest, even under duress. The effect is similar to a zone of truth focused on the consumer of these berries, with a duration of anywhere from 5 minutes to an hour depending on how many berries are consumed.
Their oily outer skin gives them a texture almost of an olive in its own oil. These berries are seen in a number of forms, since they also work when baked into pies or distilled into wine or schnapps.
Truthberries can be used as the material components in various spells.
Forward thinkers in the Republic of Esrun have also used truthberries to calm warriors about to head into battle or negotiations by coating armor with their oil.
These berries sell for as much as 10gp per pound in regions far from the Central Valley, but since they grow in the wild, nobody has yet thought of trying to package them for markets.
Posted in Magic Item and tagged Central Valley, food and drink, spell component by Stephen Hilderbrand with no comments yet.
Huggermuggers
Resembling pixies, these confusing creatures wander the streets of the Central Valley causing all kinds of confusion. They run up to people in the street and hug them while their companions pick their pockets. They have never been known to purposely hurt anyone, but as they live on mugging people, they have been known to do it with such ferocity that that occasionally happens.
Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)
Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.
A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.
Huggermuggers speak Huggermugger and Common, and may know other languages as well.
Combat
The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su)
A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.
One huggermugger in ten can use mass confusion (caster level 8th) once per day.
Special Arrows (Ex)
Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.
Mass Confusion
An opponent within 30′ of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.
Confusion
Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.
Huggermuggers As Characters
A huggermugger character exchanges its 1 HD of fey for its first class level.
Huggermugger characters possess the following racial traits.
* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).
Posted in Creature and tagged Central Valley, humor by Stephen Hilderbrand with no comments yet.
Nagy Tömeg Mountains
The Nagy Tömeg are a Mountain range in the center of the Farghol, the northwest border of the Lands of Northbay, the southeast border of the Central Valley.
Deep in the mountains live Deep Gnomes, though they are not often bothered by the Gnomes who live closer to the surface, so there has been little contact between the groups over the ages.
Surface Gnomes live in caves above ground on the north side of the mountains facing the valley, and have built an elaborate series of mechanized lifts to move goods out of the mountains. These lifts also operate in subterranean mines that dot the range. The raw materials and the goods crafted from these materials are the main source of the local economy.
Much of the interior of the range has not been explored by those friendly with humans. It is rumored that fierce Giants live in the center of the mountains. In addition, the bellows of an ancient wyrm have also been heard, coinciding with thunder and lightning storms that rip through the valley in the spring. These have been isolated to emanating from the side of the range that faces Elsemere Wood, where no humans dare go.
Rivers run down the north side of the Nagy Tömeg into the Central Valley. On the floor of the Central Valley live halflings and quarterlings, also more appropriately called three-quarterlings. There are also a few human settlements in the valley, numbering close to 300 inhabitants.
Posted in Region and tagged Central Valley, Northbay by Stephen Hilderbrand with no comments yet.