tag:blogger.com,1999:blog-53502202419376268582024-03-14T07:35:11.029+01:00Random EncounterDomigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-5350220241937626858.post-70131093177635605132016-01-05T19:31:00.000+01:002016-01-05T19:41:05.889+01:00Map: The Free Cities of Varnia<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-uVvavq-dzD0/VowJ9aAqbyI/AAAAAAAADVw/EDS-1o4WYCQ/s1600/isles-map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="http://4.bp.blogspot.com/-uVvavq-dzD0/VowJ9aAqbyI/AAAAAAAADVw/EDS-1o4WYCQ/s400/isles-map.jpg" width="400" /></a></div>
<br />
This map is free to download and use.<br />
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The ruins pictured can also function as random dungeons and are therefore not named. The biggest cities are Karn and Sigusa. Small villages are not pictured.<br />
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The hex grid should assist a GM's travel calculations: a party on foot should be able to travel 2 hexes a day, or 5 on horseback (faster if they use roads; slower if they travel through swamps, forests, or mountains).<br />
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<a href="https://drive.google.com/file/d/0B5ldu6DPUX5iTmJrTGNLU19NTVE/view?usp=sharing" target="_blank">Larger file available here. </a>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com1tag:blogger.com,1999:blog-5350220241937626858.post-33418847712077880642013-03-27T23:17:00.000+01:002013-03-28T00:44:55.311+01:00Harm the Guard [CR 12]<span style="font-size: large;"><b>Harm</b></span><br />
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<span style="font-size: large;"><b><a href="http://4.bp.blogspot.com/-mBLeQNWEDr0/UVMp6N-C7aI/AAAAAAAABSc/14DvqtqQKJw/s1600/Warforged_Harmonium_by_Clone_Artist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-mBLeQNWEDr0/UVMp6N-C7aI/AAAAAAAABSc/14DvqtqQKJw/s320/Warforged_Harmonium_by_Clone_Artist.jpg" width="215" /></a></b></span></div>
<span style="font-size: small;">Fighter <span style="font-size: small;">12</span></span><br />
<span style="font-size: small;">Warforged, Medium Living Construct, LN</span><br />
<span style="font-size: small;"><b>HD: </b>12d10+60 (158<span style="font-size: small;"> hp)</span></span><br />
<span style="font-size: small;"><b>Initiative: </b>+<span style="font-size: small;">5</span></span><br />
<span style="font-size: small;"> <b>Speed:</b> 20 ft. (<span style="font-size: small;">4 squares)</span></span><br />
<span style="font-size: small;"><b>Armor Class: </b><span style="font-size: small;">24 (+8 armo<span style="font-size: small;">r, +3 natural, +2 deflection, +1 dexterity), touch 13, flatfooted 23</span></span></span><br />
<span style="font-size: small;"><b>Base Attack/Grapple: </b>+12 / +18</span><br />
<span style="font-size: small;"><b>Attack:</b><span style="font-size: small;"> melee +2 Harmonium Halberd: +22/17/12 (1d10+15, 19-20/x3)<span style="font-size: small;">;</span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;">melee unarmed Slam: +20 (1d4+9) </span><b> </b></span><br />
<span style="font-size: small;"><b>Space/Reach: </b>5 ft. / 5 ft.</span><br />
<span style="font-size: small;"><b>Special Qualities: </b><span style="font-size: small;">Light <span style="font-size: small;">Fortification (Ex), Composite Plating (Ex) + Adamantine Body (damage reduction 2/adamantine - see Notes below)</span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>Immunities: </b>poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain </span></span></span><br />
<span style="font-size: small;"><b>Saves: </b>Fort +15, Ref +7, Will +9</span><br />
<span style="font-size: small;"><b>Abilities: </b>Str 22, Dex 13, Con 20, Int 10, Wis 12, Cha 6</span><br />
<span style="font-size: small;"><b>Skills: </b>Climb +10, Craft (Origami) +1, Jump +8, Ride +10, Swim +8</span><br />
<span style="font-size: small;"><b>Feats: </b>Adamantine body, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, <span style="color: #990000;">Cleave</span>, <span style="color: #0b5394;">Dodge</span>, Greater Weapon Focus: Halberd, Greater Weapon Specialization: Halberd, Improved Critical: Halberd, Improved Initiative, Iron Will, <span style="color: #990000;">Mobility</span>, <span style="color: #990000;">Power Attack</span>, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Halberd, Weapon Specialization: Halberd </span><span style="font-size: small;"><b> </b></span><br />
<span style="font-size: small;"><b>Environment: </b>City</span><br />
<span style="font-size: small;"><b>Organization:</b> <a href="http://www.obsidianportal.com/campaign/planescape-center-of-all/wikis/the-harmonium" target="_blank">Harmonium</a></span><br />
<span style="font-size: small;"><b><span style="font-size: small;">Possessions: </span></b><span style="font-size: small;">+2 Harmonium Halberd (32,310 gp, 86,810 gp<span style="font-size: small;">; </span>see description below); Amulet of Natural Armor +3 (18,000 gp); Bracers of health (+4) (16,000 gp); Belt of Giant Strength +4 (16,000 gp); Helm of Glorious Recovery (see Not<span style="font-size: small;">es below</span>); Cloak of Resistance +2 (4,000 gp); Ring: Protection +2 (8,000 gp)</span><i> </i></span><br />
<br />
<span style="font-size: small;"><i>"Get out of Harm's way<span style="font-size: small;">," goes the local saying. Harm with a capital 'H', and quite possibly short for Harmonium, though the bodily variant may also apply. Nobody knows much about him.<span style="font-size: small;"><span style="font-size: small;"> Well, Harm is a <span style="font-size: small;">loca<span style="font-size: small;">l guard<span style="font-size: small;">. He<span style="font-size: small;"> </span>keeps the streets safe, but never says much. <span style="font-size: small;">And he never goes anywhere without that ha<span style="font-size: small;">lberd of his<span style="font-size: small;">. <span style="font-size: small;">As far as I know, he never receives order<span style="font-size: small;">s - nobody would dare give him any - and yet he always seems to move with a sense of... purpose.</span></span></span></span></span></span></span></span></span></span></span></i> </span><br />
<br />
<span style="font-size: small;">Harm is a warforged, a <span style="font-size: small;">living construct created in ancient times with a single purpose - to fight and die for his master. But that was long ago<span style="font-size: small;"><span style="font-size: small;">. He has since b<span style="font-size: small;">ecome his own master and has joined the <span style="font-size: small;">ranks of Harmonium<span style="font-size: small;"> (a faction from the <i>Planescape </i><span style="font-size: small;">setting). <span style="font-size: small;">Regardless of the setting in your game, Harm can be stationed anywhere <span style="font-size: small;">in place of a normal town watchman<span style="font-size: small;">, even when that t<span style="font-size: small;">own<span style="font-size: small;"> has no <span style="font-size: small;">(<span style="font-size: small;">obvious) ties to <span style="font-size: small;">planar factions or even other watchmen. <span style="font-size: small;">He can guard a <span style="font-size: small;">busy marketplace<span style="font-size: small;"> or a wealthy merchant, stand at the city gates or battlements, charge tolls on a town bridge. He may seem to take commands from <span style="font-size: small;">the local ranking officers (who <span style="font-size: small;">hesitantly tolerate his presence, but dare not turn him away</span>), but his<span style="font-size: small;"> armour insignia and mannerisms will reveal otherwise - h<span style="font-size: small;">is true loyalty lies with the Harmonium</span>.<span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Harm may seem harmless at first, no pun intended. <span style="font-size: small;">If he spots a <span style="font-size: small;">light crime being committed (<span style="font-size: small;">for example, a <span style="font-size: small;">thief cutting purses in the market, or somebody trespassing on private property), he will give ample warning to the perpetrator and a chance to either pay a fine or return from whence they came. However, if provoked by insubor<span style="font-size: small;">dination or heavy crimes (theft of <span style="font-size: small;">items over 10gp in value, bodily harm, murder) he will make an attempt to arrest the perpetrator and take him<span style="font-size: small;"> or <span style="font-size: small;">her to the local barrac<span style="font-size: small;">ks/prison</span></span></span>. Should th<span style="font-size: small;">e criminal resist arrest, Harm will proceed to execute him and anyone who interferes.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Harm always carries his Harmonium Halberd (see below), and is sometimes seen quietly chatting to it. Careful listeners may even hear the halberd <span style="font-size: small;">answering back. It is in fact <span style="font-size: small;">a magical ha<span style="font-size: small;">lberd <span style="font-size: small;">with a mind of its own,<span style="font-size: small;"> and Harm's partner of sorts. It <span style="font-size: small;">sometimes notices things that Harm does not, and warns him accordingly. It also helps him apprehend escaping criminals.<span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">At times, Harm seems to become lost in thought. Since warforged do not sleep, he is know<span style="font-size: small;">n to pass the while by folding origami animals<span style="font-size: small;"> and monsters. Of course, this could also b<span style="font-size: small;">e a ruse so that <span style="font-size: small;">criminals would let their guard down. Unb<span style="font-size: small;">ekn<span style="font-size: small;">ownst to them, Harm's halberd also never sleeps, and carefully observes everything in sight.</span></span></span></span></span></span></span></span></span></span></span></span></span> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: large;"><b>Harmonium Halberd</b></span><br />
<span style="font-size: small;"><span style="font-size: small;">This halberd is <span style="font-size: small;">heavily enchanted and infused with the soul of a former Harmonium Factol. Its full ablities are only revealed to a member of the Harmonium; anyone else can use it <span style="font-size: small;">merely as a +2 Halberd: Axi<span style="font-size: small;">omatic. <span style="font-size: small;">In the hands of Harm (or another <span style="font-size: small;">faction member</span>) its stat<span style="font-size: small;">s are as follows</span>: <b> </b></span></span></span></span></span></span><br />
<blockquote class="tr_bq">
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>+2 Intelligent Halberd</b><span style="font-size: small;"> (LN<span style="font-size: small;">;</span> Ego: 20; I<span style="font-size: small;">nt 18, Wis 18, Cha 10)<span style="font-size: small;">; Axiomatic (+2 vs. Chao<span style="font-size: small;">tic en<span style="font-size: small;">emies)<span style="font-size: small;">; <span style="font-size: small;">Senses: <span style="font-size: small;">Darkvision 120 ft., Blindsense, Hearing<span style="font-size: small;">; Communication: Speech, Telepathy (with the wielder); <span style="font-size: small;"> Skills: +14 Listen, +14 Sens<span style="font-size: small;">e</span> Motive; </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Powers (Caster <span style="font-size: small;">Level 12)</span>: </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><i>Hold Person</i> - 3/day, <i>Slow</i> <span style="font-size: small;">- 3/day, <i>Dimensional Anchor</i> - 1/day. </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></blockquote>
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">All these abilities place the item's full price at 86,810 gp<span style="font-size: small;">, but it will resist scrying attempts. Should a player cast <span style="font-size: small;"><i>Identify</i><span style="font-size: small;"> upon the item, the item will <span style="font-size: small;">attemp<span style="font-size: small;">t to resist it. <span style="font-size: small;">The caster can sense the resistance, and a battle o<span style="font-size: small;">f wills may begin: <span style="font-size: small;">the c<span style="font-size: small;">aster and the item must throw Wisdom checks<span style="font-size: small;"> (the Halberd's modifier is at +4, but it will be +6 vs. chaotic casters).</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span> If the caster wins <span style="font-size: small;">a</span> check, the item reveals one of its powers<span style="font-size: small;"> at random<span style="font-size: small;">, and another check may be made.</span> If the caster fails, the item remains <span style="font-size: small;">immune to other attempts from that same caster fo<span style="font-size: small;">r the next 24 hours. However, even a fully i<span style="font-size: small;">dentified item may choose <span style="font-size: small;">not to cooperate - it may help lawful characters for a while, but it will ul<span style="font-size: small;">timately seek to return to a member of the Harmonium.<span style="font-size: small;"></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Selling the item <span style="font-size: small;">at full price should not be too easy<span style="font-size: small;">: a) most merchants will see it <span style="font-size: small;">as a mere +2 Halberd: Axi<span style="font-size: small;">omatic, b) any who do realize that it is a Harmonium weapon will probably be reluctant to anger the faction because c) the Harmonium <i>will</i> want the weapon b<span style="font-size: small;">ack<span style="font-size: small;">.<span style="font-size: small;"> </span>Should the players<span style="font-size: small;"> get their hands on the Harmonium Halberd by either stealing it or killing Harm, the Harmonium </span><i><span style="font-size: small;">wi<span style="font-size: small;">ll</span></span></i><span style="font-size: small;"><span style="font-size: small;"> <span style="font-size: small;">pursue them<span style="font-size: small;"> and seek justice.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>-- Notes --</b></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>1.<span style="font-size: small;"> Adamanti<span style="font-size: small;">ne</span> Body: </span></b><span style="font-size: small;">As a warforged, Harm does not wear armor - it is already built into him. By taking the <span style="font-size: small;">Adamanti<span style="font-size: small;">ne</span> Body feat at 1st level, a warforged <span style="font-size: small;">is counted as w<span style="font-size: small;">earing a<span style="font-size: small;">n Adamantium Full Plate (<span style="font-size: small;">+8 to Arm<span style="font-size: small;">or Class, damage reduction 2/adamantine, -5 <span style="font-size: small;">armor check penalty<span style="font-size: small;">,<span style="font-size: small;"> +1 max<span style="font-size: small;">imum Dexterity modifier, <span style="font-size: small;">speed reduced to 20<span style="font-size: small;">f<span style="font-size: small;">t.,</span></span></span> </span>35% arcane spell failure<span style="font-size: small;">). <span style="font-size: small;">Because it is part of his body, this armor cannot be salvaged and used by anyone else<span style="font-size: small;">, nor can Harm take it off.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>2. Warforged</b> <span style="font-size: small;">and their characteristics were introduced in the <i>Eberron Campaign Setting</i> and<span style="font-size: small;"><i> </i><span style="font-size: small;">later presented in <i>Monster Manual III</i><span style="font-size: small;">.<span style="font-size: small;"> Warforged <span style="font-size: small;">do not need to sleep<span style="font-size: small;">. When reduced <span style="font-size: small;">to 0 hp, Harm can still make one move or standard action per round<span style="font-size: small;"> without risking further injury. At -1 to -<span style="font-size: small;">10 hp, Harm <span style="font-size: small;">becomes inert. In case of a critical hit or a sneak attack, there is a 25% chance that Harm will negate the additional damage. <span style="font-size: small;"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>3. Helm of Glorious Recovery:</b> This item cure<span style="font-size: small;">s Harm 1/day 2d8+3 hp<span style="font-size: small;"><span style="font-size: small;"> on command. <span style="font-size: small;">T</span></span>his already takes into account that Warforged receive only half the healing effects<span style="font-size: small;">. If Harm is reduced below 0 hp, <span style="font-size: small;">the he<span style="font-size: small;">lm<span style="font-size: small;"> automatically heals him 1 hp per day until he retains consciousness<span style="font-size: small;"> (at 0 hp). The helm is part of <span style="font-size: small;">Harm's body armor and cannot be removed<span style="font-size: small;">.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>4. Harmonium: </b><span style="font-size: small;">As mentioned<span style="font-size: small;"> <span style="font-size: small;">(<a href="http://www.obsidianportal.com/campaign/planescape-center-of-all/wikis/the-harmonium" target="_blank">and linked</a>) earlier, </span></span>the Harmonium are a Planescape faction <span style="font-size: small;">that represents law<span style="font-size: small;"> and order<span style="font-size: small;">, and seek to achieve it by any means necessary.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
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<span style="font-size: x-small;">Character build by Domigorgon</span></div>
<span style="color: #783f04; font-size: xx-small;"><span style="font-size: x-small;">Illustration by Clone-Artist</span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span> </span></span></span></span></span></span>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-24665547427050116472013-03-25T20:53:00.001+01:002013-03-25T20:54:18.179+01:00Zak'kon, Mercykiller Justiciar [CR 16]<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-SLkYZh-CDEE/UVChBe63wCI/AAAAAAAABQ0/YqmNQCGOOvM/s1600/githyanki_mercykiller_by_clone_artist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-SLkYZh-CDEE/UVChBe63wCI/AAAAAAAABQ0/YqmNQCGOOvM/s320/githyanki_mercykiller_by_clone_artist.jpg" width="316" /></a></div>
<span style="font-size: large;"><span style="font-family: inherit;"><b><span style="font-size: large;">Zak'kon</span></b></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;">Fighter 4, Urban Ranger 6, Justiciar 4</span> </span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;">Female Githyanki<span style="font-size: small;">, Medium Humanoid (Planar: Astral Plane), <span style="font-size: small;">LE</span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>HD: </b>4d10<span style="font-size: small;"> </span>+ 16 (Fighter), 6d8 + 24<span style="font-size: small;"> </span>(Ranger), 4d10 + 16 (Justiciar); 134 hp</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Initiative: </b>+4</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"> <b>Speed:</b> 20 ft.(<span style="font-size: small;">4</span> squares)</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Armor Class: </b>22 (<span style="font-size: small;">+10 armour, +2 natural</span>), touch 10, flatfooted 22</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Base Attack/Grapple: </b>+10 / +14</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Attack: </b><span style="font-size: small;">melee<span style="font-size: small;"> <span style="font-size: small;">+2 Mercykiller Manacles<span style="font-size: small;"> +14<span style="font-size: small;">/+9/+4<span style="font-size: small;">; +14/+9 (1d8<span style="font-size: small;">+6, x2)</span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Space/Reach: </b><span style="font-size: small;">5</span> ft. / 5 ft.</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b><span style="font-size: small;">Psionic<span style="font-size: small;"> Abilities</span>: </span></b><span style="font-size: small;"><span style="font-size: small;">3/day - <span style="font-size: small;">blur, </span>daze, dimension door, mage hand,<span style="font-size: small;"> </span>telekinesis. <span style="font-size: small;">1/day - planeshift. </span>These are cast as a sorcerer of the githyanki’s<span style="font-size: small;"> </span>character level (14).</span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><b>Special Abilities: </b>Hide in Plain S<span style="font-size: small;">ight (Ex)<span style="font-size: small;">, Bring'em Back Alive, Crippling Strike<span style="font-size: small;">, Non-Lethal Strike +2d6<span style="font-size: small;">, Street-Savvy<span style="font-size: small;"> +2</span></span></span></span></span></span></span></span></span> <span style="font-size: small;"></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Special Qualities: </b>Darkvision 60 ft<span style="font-size: small;">. (<span style="font-size: small;">Ex)</span>, Spell Resistance 19</span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><b>Favoured Enemies: </b>+4 vs. <a href="http://www.obsidianportal.com/campaign/planescape-center-of-all/wikis/the-xaositects" target="_blank">Xaositects</a>, +2 vs. <a href="http://www.obsidianportal.com/campaign/planescape-center-of-all/wikis/revolutionary-league" target="_blank"><span style="font-size: small;">Anarchists</span></a> </span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Saves: </b>Fort +18, Ref +9, Will +12</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Abilities: </b>Str 18, Dex 10, Con 18, Int 10, Wis 16, Cha 12</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Skills: </b>Concentration +7, Gather Information +12, Handle Animal +6, Intimidate +8, Knowledge (Local) +4, Listen +6, Search +12, Sense Motive +10, Spot +10, Survival +10.</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Feats: </b><span style="font-size: small;">Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Critical: Manacles, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Investigator, Oversized Two-Weapon Fighting, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Gather Information, Tower Shield Proficiency, Track, Two-Weapon Fighting, Urban Tracking, Weapon Focus: Manacles, Weapon Specialization: Manacles.</span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><b>Spells Known (UrbRgr --/2):</b> <b>1st</b> -- Alarm, Calm Animals, Comprehend Languages, Delay Poison, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Message, Pass without Trace, Read Magic, Resist Energy, Summon Nature`s Ally I.<br /><b>Spells Prepared (UrbRgr --/2): 1st</b> - Detect Chaos, Entangle. </span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Environment: </b>any</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>Organization:</b> Mercykillers</span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b><span style="font-size: small;">Possessions: </span></b><span style="font-size: small;"><span style="font-size: small;">+2 Mercykiller Manacles</span> (8,690 gp)<span style="font-size: small;">, +2 Justiciar Plate<span style="font-size: small;"> </span>(10,000 gp)<span style="font-size: small;"><b>, </b>Cloak of Resistance +2 (4,000 gp); Amulet of Natural Armor +2 (8,000 gp); Gauntlets of Ogre Power (4,000 gp); Belt of Endurance (10,000 gp); <span style="font-size: small;">2x </span>Potion: Cure Critical Wounds (10) (2,000 gp); Ring: Feather Falling (2,200 gp); Dust of Illusion (1,200 gp)<span style="font-size: small;">.</span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-family: inherit;"><i>A great suit of armour is walking <span style="font-size: small;">down the <span style="font-size: small;">street, all by itself. But no, wait, there is <span style="font-size: small;">a man within. Wait, wait, no, not a man, not human either. <span style="font-size: small;">She</span> is a gith, a planewalker. Her <span style="font-size: small;">attire bears the insignia of a planar faction that seeks to inflict Justice upon the multiverse. Who is she after? <span style="font-size: small;">Hopefully, nobody I <span style="font-size: small;">would know anything about.</span></span></span></span></span></span></i></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><i>Justice. Th<span style="font-size: small;">is word might sound like a good thing. But there <span style="font-size: small;">is justice, and then there is Mercykiller <span style="font-size: small;">justice. <span style="font-size: small;">Mercy<span style="font-size: small;"> <span style="font-size: small;">might also sound like a good thing. Well, Mer<span style="font-size: small;">cykillers do not dispense mercy; <span style="font-size: small;">quite the opposite. They kill <span style="font-size: small;">it.<span style="font-size: small;"> </span>They are the ultimate law<span style="font-size: small;">bringers. Judge, <span style="font-size: small;">jury, and executor.</span></span></span></span></span></span></span></span></span></span></span></i></span></span><br />
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Zak<span style="font-size: small;">'kon is a githyanki<span style="font-size: small;"> bounty-hunter<span style="font-size: small;"> of sorts. Only she is not after any bounties<span style="font-size: small;">. All she seeks is Justice. She is assigned her targets by <span style="font-size: small;">her faction, though on occasion she accepts freelance work <span style="font-size: small;">if it fits the Mercykiller creed<span style="font-size: small;"> (which <span style="font-size: small;">roughly translates to "eye for an eye" at best, "kill a thief and he will never steal <span style="font-size: small;">again" at slightly <span style="font-size: small;">closer to truth).</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">She tracks her quarry through means both mundane and magical<span style="font-size: small;">, <span style="font-size: small;">gathering information by questioning the more t<span style="font-size: small;">alkative, or <span style="font-size: small;">easily intimidated, locals<span style="font-size: small;"> - and using her psionic ab<span style="font-size: small;">ilities and magical items to get at the truth quickly and efficiently</span></span>. She may seem slow and burdened by her heavy armour, but she is also relentless<span style="font-size: small;">, never stopping, never giving up. <span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">To aid her search, she tows around a <span style="font-size: small;">trained </span>fire drake<span style="font-size: small;"><b>, </b>Ax<span style="font-size: small;">iomaxis. Well, not quite trained yet<span style="font-size: small;">; Axiomaxis exibits many of the chaotic tendencies of his draconi<span style="font-size: small;">c kin, but Zak'kon is determined to beat them out of him. He is easily bribed by appropriate quantities of red meat, though, and <span style="font-size: small;">Zak'kon uses him to <span style="font-size: small;">help her track down <span style="font-size: small;">her targets, or even fight them<span style="font-size: small;"> into submission. Both Zak'kon and Axiomaxis speak Draconic, though the <span style="font-size: small;">drake does not understand Common<span style="font-size: small;">.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">Zak'kon fights with her <span style="font-size: small;">special Mercykiller Manacles (see <span style="font-size: small;">Notes below). At such times when her missions require the capture of an escaped convict, she <span style="font-size: small;">is trained to use non-letha<span style="font-size: small;">l force<span style="font-size: small;">. A lot of non-lethal force. Of course, she is just as often on a mission of mercy.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span> <i><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></i><br />
<br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><b>Animal Companion: Fire Drake (<span style="font-size: small;">A<span style="font-size: small;">xiomaxis)</span></span></b></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;">Medium Dragon (<span style="font-size: small;">Fire); <b>HD:</b> 7d12+14 (60 hp); <b>Init:</b> +0<span style="font-size: small;">; <b>Speed:</b> 20 ft., Fly (Poor) 150 ft.; <b>AC:</b> 16 (t<span style="font-size: small;">ouch 10, flatfooted 16)<span style="font-size: small;">; <b><span style="font-size: small;">Attack:</span></b> <span style="font-size: small;">primary bite +10 (1d8+3), secondary 2x<span style="font-size: small;"> claws <span style="font-size: small;">+5 (1d6+<span style="font-size: small;">1), 2x wings +5 (1d4+1)</span></span></span></span></span></span></span></span></span></span></span>; <b>Breath Weapon<span style="font-size: small;">:</span></b> 30 ft. Cone of Fire <span style="font-size: small;">(</span>2d10);<b> Immunity:</b> Fire, Paralysis, Sleep Effects<span style="font-size: small;">; <b><span style="font-size: small;">Special:</span></b></span> Keen Senses (Ex), Blindsense (Ex): 60 ft., Darkvision (Ex): 120 ft., Low-light Vision (Ex); <b><span style="font-size: small;">Alignment:</span></b> CE; <b><span style="font-size: small;">Saves:</span></b> Fort +7, Ref +5, Will +5; <b>Abilities:</b> STR 17, DEX 10, CON 15, INT 10, WIS 11, CHA 10<span style="font-size: small;">; </span><b>Skills: </b>Concentration +6, Escape Artist +1, Intimidate +10, Jump +12, Listen +10, Search +10, Sense Motive +10, Spot +10<span style="font-size: small;">;</span> <b>Feats:</b> Diving Charge, Flyby Attack, Improved Speed. <br />
<br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>-- Notes --</b></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><b><span style="font-size: small;">1. <span style="font-size: small;">M<span style="font-size: small;">er<span style="font-size: small;">cykiller Manacles: </span></span></span></span></b></span></span></span><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">These manacles are magically enchanted<span style="font-size: small;"> so that the Justiciar can fight with them without penalty as if they we<span style="font-size: small;">re a dire flail<span style="font-size: small;">. The manacles<span style="font-size: small;"> can change their length and size on command<span style="font-size: small;">. They can <span style="font-size: small;">also fit any creature one size removed from Medium<span style="font-size: small;"> (therefore including Small, Medium and Large creatures). <span style="font-size: small;">Otherwise they function as <span style="font-size: small;">any Masterwork Manacles (<span style="font-size: small;"><span style="font-size: small;">to slip free, a creature must either make an Escape Artist check at DC 35, or a Strength check at DC 28).</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><b>2. Justiciar Plate: </b>This <span style="font-size: small;"><span style="font-size: small;">full plate </span>armour is inscribed <span style="font-size: small;">with Mercykiller insignia and <span style="font-size: small;">any non-<span style="font-size: small;">Mercykillers <span style="font-size: small;">wearing it will be level drained. <span style="font-size: small;">It <span style="font-size: small;">allows the w<span style="font-size: small;">earer one of three spells to be cast pe<span style="font-size: small;">r day: either H<span style="font-size: small;">old Person, </span>Protection from Chaos, or Zone<span style="font-size: small;"> of Truth<span style="font-size: small;"> (as if cast by a 4th level Cleric).</span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b><span style="font-size: small;">3. Urban Ranger: </span></b><span style="font-size: small;"><span style="font-size: small;"><i>Unearthed Arcana</i> <span style="font-size: small;">class variant. </span></span>An urban ranger<span style="font-size: small;"> is more at home in cities rather than forests, and therefore gains <span style="font-size: small;"><a href="http://www.dandwiki.com/wiki/UA:Urban_Tracking" target="_blank">Urban Tracking</a><span style="font-size: small;"> inst<span style="font-size: small;">ead of the Track f<span style="font-size: small;">eat</span></span></span>.<span style="font-size: small;"> She can also Hide in Plain Sight (Ex). <span style="font-size: small;">For a full <span style="font-size: small;">list of <span style="font-size: small;">class changes</span>, <a href="http://www.dandwiki.com/wiki/UA:Ranger_Variant:_Urban_Ranger" target="_blank">see here</a>.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>4. Justiciar: </b><i>Complete Warrior</i> prestige class<span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;">. </span>Th<span style="font-size: small;">e justiciar can choose to <span style="font-size: small;">attack with <span style="font-size: small;">Manacles as if they were a <span style="font-size: small;">weapon without any penalties, as well as to deal non-letha<span style="font-size: small;">l damage in place of what would otherwise be leth<span style="font-size: small;">al damage<span style="font-size: small;"> (again, without penal<span style="font-size: small;">ties). <span style="font-size: small;">In certain cases, <span style="font-size: small;">her <span style="font-size: small;">non-letha<span style="font-size: small;">l attacks cause additional +2d6 damage. For full details on class <span style="font-size: small;">abilities and features, <a href="http://dndtools.eu/classes/justiciar/" target="_blank">see here</a>.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><b>5. Mercykillers: </b><span style="font-size: small;">Zak'kon is a member of a <a href="http://www.obsidianportal.com/campaign/planescape-center-of-all/wikis/the-mercykillers" target="_blank">planar faction</a> based in Sigil<span style="font-size: small;">, introduced in the Planescape <span style="font-size: small;">setting.</span></span></span> <span style="font-size: small;">This, along with her planeshift ability, allows her to <span style="font-size: small;">track her <span style="font-size: small;">quarry to any plane. </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<div style="color: #783f04;">
<span style="font-size: x-small;">--</span></div>
<div style="color: #783f04;">
<span style="font-size: x-small;">Character build by Domigorgon</span></div>
<span style="color: #783f04; font-size: xx-small;"><span style="font-size: x-small;">Illustration by Clone-Artist</span></span><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"><span style="font-size: small;"> </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span> Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-83409635396349841882013-03-25T14:43:00.001+01:002013-03-28T00:01:12.683+01:00Rynn'ae [CR 6]<div class="separator" style="clear: both; text-align: center;">
<span style="font-family: inherit;"><a href="http://1.bp.blogspot.com/-TIwfaiHqT78/UVBTYcaRjVI/AAAAAAAABQk/a-z9A_Xnjjc/s1600/elf-ranger-color.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-TIwfaiHqT78/UVBTYcaRjVI/AAAAAAAABQk/a-z9A_Xnjjc/s320/elf-ranger-color.jpg" width="199" /></a></span></div>
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</xml><![endif]--><span style="font-size: large;"><b>Rynn'ae</b></span><br />
<div style="margin-bottom: .0001pt; margin: 0cm;">
Ranger 6</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
Female Wood Elf, Medium Humanoid
(Elf), CG</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>HD: </b>6d8+6 (36 hp)</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Initiative: </b>+7</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Speed:</b> 30 ft. (6 squares)</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Armor Class: </b>18 (+3 dex, +1
natural, +4 armour), touch 13, flatfooted 15</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Base Attack/Grapple: </b>+6 / +7</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Attack: </b>ranged +1 Composite
Shortbow (Str +1) +11/+6 (1d6+2, x3, 70 ft.),</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
melee +1 Dagger +8/+3 (1d4+2,
19-20/x2) </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Space/Reach: </b>5 ft. / 5 ft.</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Special Qualities: </b>Immunity:
Sleep Effects (Ex); Low-light Vision (Ex); +2 Saves vs. Enchantment Spells and
Effects<br />
<b>Favoured Enemies: </b>+4 vs. Orcs, +2 vs. Goblinoids </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Saves: </b>Fort +6, Ref +8, Will
+4</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Abilities: </b>Str 12, Dex 16,
Con 12, Int 11, Wis 14, Cha 11</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Skills: </b>Climb +4,
Concentration +4, Handle Animal +8, Hide +10, Jump +4, Knowledge (Geography)
+2, Knowledge (Nature) +4, Listen +6, Move Silently +8, Ride +6, Search +8, Spot
+8, Survival +8, Swim +2, Use Rope +4</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Feats: </b><a href="http://dndtools.eu/feats/races-of-the-wild--84/able-sniper--17/" target="_blank">Able Sniper</a>, Armor Proficiency: light, Endurance, Improved
Initiative, Manyshot, Rapid Shot, Shield Proficiency, Simple Weapon
Proficiency, Track, Weapon Focus: Shortbow</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Spells Prepared (Rgr --/2):</b>
1st - <a href="http://dndtools.eu/spells/magic-of-faerun--20/camouflage--1745/" target="_blank">Camouflage</a>, Magic Fang.</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Environment: </b>Forest</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Languages: </b>Common,
Elven </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Possessions: </b>+1 Shortbow,
composite (+1 Str) (2,450 gp); +1 Dagger (2,302 gp); 10 x Flight Arrows (16
gp); 20x Arrows (1 gp); Armor: +2 Leather (4,160 gp); 2 x Potion: Cure Moderate Wounds (6) (600
gp); Amulet of Natural Armor +1 (2,000 gp); Elixir of
Vision (250 gp); Elixir of Sneaking (250 gp); Dust of
Tracelessness (250 gp); Tanglepatch (100 gp). </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<i>The she-elf silently tracks her
quarry through the woodland thickets. In one hand she holds a shortbow, in
other an arrow, ready to be drawn and fired at a moment's notice. Her targets
slow down, and she along with them. They are a party of orc-raiders in search
of easy prey. Little do they know that they, the hunters, are being hunted. The
she-elf takes careful aim...</i></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
Rynn'ae is a wood elf ranger sworn
to protect her forest from bandits and goblinoids. She lives and operates
alone, hiding from creatures both friendly and hostile. On rare occasion, she
might impart some useful information to lost travellers and help them find their
way, or assist such poor souls as are sometimes ambushed by the malevolent
denizens of the forest.</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
Her animal companion is an eagle
called Aeryk, whom she uses for recoinnasance and distracting her foes.</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>Animal Companion: Eagle (Aeryk)</b></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
Male Animal, Eagle : CR 1/2; Small
Animal<b> </b></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>HD</b> 3d8+3 (8 hp); <b>Init</b>
+ 3; <b>Spd</b> 10 ft., Fly (average) 80 ft.; <b>AC</b> 17; <b>Atk</b> + 1 base
melee, + 4 base ranged; +4/-1 (1d4, 2 Talon; 1d4, Bite); <b>SQ:</b> Low-light
Vision (Ex); <b>AL</b> N; <b>Fort</b> + 2, <b>Ref</b> + 4, <b>Will</b> + 3; STR
11, DEX 16, CON 12, INT 2, WIS 14, CHA 6. Skills: Hide +6, Spot +14. Feats:
Weapon Finesse. </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>-- Notes --</b></div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>1. Able Sniper Feat: </b>You
gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed
targets that are at least 30 feet away. In addition, you gain a +4 bonus on
Hide checks made to hide again after you have made an attack roll while hiding
(see page 76 of the Player's Handbook).</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>2. Camouflage Spell: </b>You
change your coloring to match the environment surrounding you.<br />
The spell grants you a +10 competence bonus on your Hide checks.</div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<b>3. </b> <b>Wondrous:
Tanglepatch</b>: When thrown, this item of dwarven make creates an Entangle
effect at the point of impact (see <a href="http://dndtools.eu/spells/players-handbook-v35--6/entangle--2807/" target="_blank">spell description</a>), as if cast by a 1st level caster.<br />
<b>4. Flight Arrows: </b>These arrows increase the range of the bow by 25 ft. </div>
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
<div style="color: #783f04;">
<span style="font-size: xx-small;"><span style="font-size: x-small;"> </span>--</span></div>
<span style="font-size: x-small;"><span style="font-size: x-small;"><span style="color: #783f04; font-size: xx-small;">Character build and illustration by Domigorgon.</span></span></span><br />
<div style="margin-bottom: .0001pt; margin: 0cm;">
<br /></div>
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</o:shapelayout></xml><![endif]-->Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-24491913493542738822011-04-20T00:04:00.006+02:002011-04-20T00:13:10.496+02:00R for Revenge [CR 10]<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-ZUHLIC1huHk/Ta4DUCQJzhI/AAAAAAAAAoA/AhnWeUS8B4M/s1600/Char003_R_for_Revenge_by_Clone-Artist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-ZUHLIC1huHk/Ta4DUCQJzhI/AAAAAAAAAoA/AhnWeUS8B4M/s320/Char003_R_for_Revenge_by_Clone-Artist.jpg" width="276" /></a></div><div style="font-family: inherit;"><span style="font-size: large;"><b>R</b></span></div><div style="font-family: inherit;"><span style="font-size: small;">Male or Female Human(oid), Fighter 2 / Rogue 5 / Assassin 3</span></div><div style="font-family: inherit;"><span style="font-size: small;">Medium Humanoid, CE</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>HD: </b>10 HD (60 hp)</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Initiative: </b>+8</span></div><div style="font-family: inherit;"><span style="font-size: small;"> <b>Speed:</b> 30 ft. (6 squares)</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Armor Class: </b>18 (+4 dex, +2 armour, +2 magic)</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Base Attack/Grapple: </b>+7 / +8</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Attack: </b>+8/3 base melee, +11/6 base ranged;</span></div><div style="font-family: inherit;"><span style="font-size: small;"> single melee <span style="color: #660000;">+1 Rapier: Anarchic</span> +13/+8 (1d6+2, 18-20/x2), or</span></div><div style="font-family: inherit;"><span style="font-size: small;"> single melee </span><span style="color: #660000; font-size: small;">+1 Dagger: Returning</span><span style="font-size: small;"> +12/+7 (1d4+2, 19-20/x2), or</span></div><div style="font-family: inherit;"><span style="font-size: small;"> two-weapon melee Rapier +9/+4, Dagger +4</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Space/Reach: </b>5 ft. / 5 ft.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Saves: </b>Fort +6, Ref +11, Will +3</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Abilities: </b>Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 8</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Fighter Class Features: </b>Weapon, Armour and Shield proficiencies</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Rogue Class Features: </b>Evasion, Improved Uncanny Dodge, Sneak Attack +5d6, Trap Sense +1, Trapfinding</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Assassin Class Features: </b>+1 save vs. Poison, Death Attack, Poison Use</span><span style="font-size: small;"> </span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Skills: </b>Balance +6, Bluff +10, Climb +12, Craft (Alchemy) +14, Craft (Poisonmaking) +6, Disable Device +10, Disguise +8, Escape Artist +10, Hide +16, Intimidate +6, Jump +12, Listen +6, Move Silently +16, Open Lock +12, Search +6, Sense Motive +4, Sleight of Hand +8, Swim +10, Tumble +12, Use Rope +6</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Feats: </b>Acrobatic, Blind-Fight, Dodge, Improved Initiative, Nimble Fingers, Weapon Finesse, Weapon Focus: Rapier</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Spells Known (Asn --/3/1): 1st</b> -- Feather Fall, Obscuring Mist, True Strike; <b>2nd</b> -- Cat`s Grace, Darkness </span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Organization:</b> R hatches his/her plans in secret, always working alone. He/she may employ others, or even appear to be employed by others, but it is a ruse - everything R does, does for reasons of his/her own.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Languages: </b>Common, Abyssal, Elven, Slaad</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Possessions: </b>+1 Rapier: Anarchic (18,320 gp); +1 Dagger: Returning (8,302 gp); +2 Leather: Shadow, Silent Moves (11,660 gp); Coin: 278 gp; Alchemist`s Mineral Acid (2) (40 gp); Thieves` tools, Masterwork (100 gp); Camouflage Kit (40 gp); Alchemists`s tools, Masterwork (55 gp); Alchemical Sleep Gas (2) (60 gp); Antitoxin (vial) (2) (100 gp); Blood Elixir (Black) (700 gp); Blood Elixir (Green) (1,200 gp); Blood Elixir (Copper) (700 gp); Disappearing Ink (5 gp); Festering Bomb (2) (100 gp); Insanity Mist (1,500 gp); Asabi Mist (2) (2,000 gp); Purple Worm Poison (2) (1,400 gp); Dark Reaver Powder (4) (1,200 gp); Huge Scorpion (1,200 gp); Wondrous: Boots of Big Stepping (11,200 gp); Wondrous: Mask of Disguise (1,000 gp)<i> </i></span><br />
<span style="font-size: small;"><i> </i></span></div><div style="font-family: inherit;"><span style="font-size: small;"><i> </i></span></div><div style="font-family: inherit;"><br />
<span style="font-size: small;"><i>As you walk down the street, a masked figure brushes your shoulder upon exiting the guildhall's back door. You ignore and pass the figure, never giving it a second glance. Probably some entertainer employed at the guild, judging by his mask and apparel. In retrospect, you pat your belt and are glad to find your coinpurse in its place. Suddenly, you are deafened by a large explosion and, instinctively, you drop to the ground. Before your very eyes the guildhall collapses in dust. The ringing in your ears is replaced by screams, and people are running about you either in panic or in a frantic effort to stop a fire from spreading. You stand up and brush yourself off. Only now do you notice the masked figure again, and are amazed to see it standing calmly, observing the chaos and destruction which it had avoided just as narrowly as you. And then, noticing you watching, it dodges behind a corner, gone for good. Lucky sod, you think to yourself. To think that he walked out of that building not a moment too soon. And then you begin to wonder what caused the explosion...</i></span></div><div style="font-family: inherit;"><span style="font-size: small;"><br />
</span></div><div style="font-family: inherit;"><span style="font-size: small;">"R" has many names. Anarchist. Freedom Fighter. Assassin. The Masked Man. The Smiling Menace. That Guy With the Mask. The thing is, no one knows his real name, his identity, or even his face. Most suppose that he is a <i>he</i>, but are not even sure about that much. Sporting a heavy disguise, R is the master sneak and killer, feared by all. Everyone knows he cannot be trusted - well, most people do. Those who don't - usually find out sooner or later, as R's mask is the last thing they will ever see, in addition to a bowl or poisoned soup or a knife in their belly.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><br />
</span></div><div style="font-family: inherit;"><span style="font-size: small;">R kills indiscriminately. Some have theorized that he is after authority figures who have evaded punishment for their past or present crimes. It is just as likely that he is mad, or that he has some other convoluted scheme up his sleeve. The thing is, no one knows. And yet, a building is blown up, a city official is found stabbed in his own room behind locked doors, a common thug is found nailed to the roof of the local church. Sometimes all three in the same day. The Smiling Menace must be stopped!</span></div><div style="font-family: inherit;"><span style="font-size: small;"><br />
</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Plot hooks:</b></span></div><div style="font-family: inherit;"><span style="font-size: small;">- There has been a series of seemingly unrelated assassinations and/or explosions in the city. Players may be out for revenge, or on a mission for their organization.</span></div><div style="font-family: inherit;"><span style="font-size: small;">- Naturally, the guilds and other officials would pay handsomely for the proof of R's death, but will not accept a body without the mask, since none know his appearance. The local sheriff is offering a 10,000 gp reward.</span></div><div style="font-family: inherit;"><span style="font-size: small;">- R might be employed by some unknown party to kill the players. There is a string of assassination attempts through the use of poison, or a direct attempt should a party member become separated from the rest. The players must either catch R or find out who his employer is. R might even kill his own employer before or after the players confront them (for whatever reason, as he is reliably unpredictable).</span></div><div style="font-family: inherit;"><span style="font-size: small;"><br />
</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>Strategies:</b></span></div><div style="font-family: inherit;"><span style="font-size: small;">- R prefers to avoid a fair fight. He will use poison first, in order to kill or soften up his victims.<b> Poisons: </b>Asabi Mist (Inhaled DC 12, 1d4 Con / 1d4 Con), Dark Reaver Powder (Ingested DC 18, 2d6 Con / 1d6 Con + 1d6 Str), Huge Scorpion (Injury DC 26, 1d8 Str / 1d8 Str), Insanity Mist (Inhaled DC15, 1d4 Wis / 2d6 Wis), Purple Worm (Injury DC 24, 1d6 Str / 1d6 Str).</span></div><div style="font-family: inherit;"><span style="font-size: small;">- When cornered, R will cast <i>Darkness</i> or <i>Obscuring Mist</i>, attempting to hide and backstab his foes. He might even attempt bluffing his way out, or use his Boots of Big Stepping to get away.</span></div><div style="font-family: inherit;"><span style="font-size: small;">- Failing all that, R will imbibe some draconic potions. <b>Elixirs: </b>Black Blood Elixir (+2 to Str and <i>Darkvision 120 ft.</i> for 10 minutes), Copper Blood Elixir (+2 to Cha and <i>Spider Climb</i> for 10 minutes), Green Blood Elixir (+2 to Str and <i>Suggestion</i> for 10 minutes).</span></div><div style="font-family: inherit;"><span style="font-size: small;"><br />
</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>-- Editor's Note --</b></span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>a) </b>Alchemical items and their descriptions are to be found <a href="http://www.realmshelps.net/magic/items/alchemy.shtml">here</a>. Most are from the <i>Arms and Equipment Guide</i>, some are from <i>Draconomicon </i>or <i>Book of Vile Darkness</i>. You are free to enrich R's inventory with any alchemical concoctions you deem apropriate: infusions, poisons, smoke bombs, explosives, etc. The aforementioned site and sources should come in useful.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>b) </b>Wondrous items. <i>Boots of Big Stepping</i> grant the wearer the <i>dimension door</i> ability, usable 1/day as per the spell description. <i>Mask of Disguise </i>functions pretty much as a Hat of Disguise would, though naturally it hides the wearer's face even when inactive.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>c) </b>"R for Revenge" is a play on "V for Vendetta", and the character concept is translated into D&D terms. As the character's original author and illustrator says, "<i>Citizens of Sigil beware! Mysterious terrorist stalks the streets of our fair city, if you know anything about this dangerous criminal known only as "R" inform your nearest Harmonium officer. Do not atempt to aprehend this person yourself, he is armed and extreamly dangerous.</i>" Therefore, R is originally an Anarchist character in the Planescape campaign setting, but as described here he can be implemented into any generic D&D setting, possibly as a side-quest or a minor villain.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>d) </b>R is not necessarily human and could be of either sex. In your campaign it might turn out that R is some NPC the players had already met previously and never suspected. Of course, it is up to you as a DM to decide what his actual agenda is (if any). In a more metaphysically oriented setting (like Planescape) it might turn out that there is nothing at all under the mask, and R is some sort of Anarchy personified, or a magically animated mannequin run amok. Going even further from there, R might not be a singular instance at all, involving clones or reviving after having been dealt with - until the players get to the real source, the Puppet Master of sorts (possibly the Big Baddie in your campaign?).</span><br />
<br />
<span style="font-size: x-small;">--</span></div><div style="color: #783f04; font-family: inherit;"><span style="font-size: x-small;">Illustration and original character by Clone-Artist</span></div><div style="font-family: inherit;"><span style="color: #783f04; font-size: x-small;">Characted redesign and build by Domigorgon</span></div>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com2tag:blogger.com,1999:blog-5350220241937626858.post-66912111849843300932011-03-12T17:15:00.003+01:002011-04-20T00:14:26.633+02:00NPC: Plaguepriest Carac [CR 6]<div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-90023GFAZTM/TXucD3j4xWI/AAAAAAAAAnI/_OP4TL1YE-M/s1600/plaguepriest.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://lh3.googleusercontent.com/-90023GFAZTM/TXucD3j4xWI/AAAAAAAAAnI/_OP4TL1YE-M/s320/plaguepriest.jpg" width="225" /></a></div><span style="font-family: inherit; font-size: large;"><b>Plaguepriest Carac</b></span><br />
Male Human, Rogue 1 / Cleric 5<br />
Medium Humanoid, CE<br />
<b>HD:</b> 1d6, 5d8 (26 hp)<br />
<b>Initiative:</b> +6<br />
<b>Speed: </b>30 ft.<br />
<b>Armor Class: </b>16 (+2 dex, +4 armor), touch 12, flatfooted 14<br />
<b>Base Attack/Grapple:</b> +3/+2<br />
<b>Attack:</b> melee +1 Light Mace +6 (1d6-1, 20/x2);<br />
ranged Hand Crossbow +5 (1d4, 19-20/x2)<br />
<b>Space/Reach:</b> 5 ft./5ft.<br />
<b>Special Attacks: </b>Sneak Attack +1d6<br />
<b>Special Qualities: </b>Trapfinding, Rebuke Undead<br />
<b>Saves: </b>Fort +4, Ref +4, Will +6<br />
<b>Abilities:</b> Str 8, Dex 14, Con 10, Int 15, Wis 14, Cha 12<br />
<b>Skills:</b> Bluff +10, Disguise +10, Forgery +6, Gather Information +5, Hide +11, Knowledge (Religion) +7 Listen +6, Move Silently +6, Open Lock +6, Spellcraft +7, Spot +6<br />
<b>Feats:</b> Improved Initiative, Stealthy, Weapon Finesse, Spell Focus (Necromancy)<br />
<b>Cleric Domains: </b>Pestilence, Trickery<br />
<b>Spells prepared</b> <b>(Clr 5/4+1/3+1/1+1): 0</b> - Detect Magic x2, Guidance, Light, Virtue; <b>1st </b>- Obscuring Mist, Sanctuary, Shield of Faith, Summon Monster I, Disguise Self (d); <b>2nd</b> - Undetectable Alignment, Silence, Hold Person, Invisibility (d); <b>3rd</b> - Blindness/Deafness, Contagion* (d)<br />
<b>Organization: </b>Cult of Iancul<br />
<b>Languages:</b> Common, Elven, Gnome<br />
<b>Possesions: </b>Light mace +1, Studded leather +1, Hand Crossbow, Potion of Contagion, Potion of Invisibility, Diguise Kit, Hand of the Mage, Holy Symbol, 10 Bolts 18 gp<br />
<b>CR:</b> 6<br />
* Spell Focus (Necromancy) applies to this spell, it's save DC is 16<br />
<br />
<i>A plain looking, rather emaciated man with shifty brown eyes and a mob of auburn hair crosses the street. The sort of man you wouldn't look at twice if you saw him in the street. He moves into a nearby alley and, within moments, disappears.</i><br />
<br />
Rather frail since birth, Carac's childhood was marked by two things - bullying by those bigger than him and constant illnesses. He turned to his wits to survive, falling in with the local criminal organization as a <i>second story man</i>. After a particularly virulent plague sprung up in the city and he became infected, he became part of a cult worshiping the plague in and effort to avoid it's effects. Their prayers were answered by Iancul, known as the Silent Killer, a lesser deity of disease.<br />
In time, Carac became an ordained priest of Iancul, carrying out missions for the church. He uses his skills in stealth and infiltration for missions such as assassinating healers, spreading disease, stealing and destroying Amulets of Health...<br />
<br />
<b>Tactics:</b><br />
Carac prefers fleeing to and open fight. He will try to use <i>Invisibility</i> to run away or, failing that, uses spells to aid escape or incapacitate. If he manages to escape, he will plot the party's downfall, calling on the aid of other members of the church (other clerics or mere thugs). With his back against the wall, he will most likely shoot once, then switch to his light mace.<br />
<br />
<b>-- Editor's note --</b><br />
An encounter with Carac isn't a typical "battle encounter". He dislikes combat, preferring striking when he is sure to kill or infect, then run away. If encountered during a campaign, he is probably on a mission for the church. He commonly has <i>Undetectable Alignment</i> cast on himself. Carac often sneaks into people's houses during the night, casting <i>Contagion</i> and sneaking away.<br />
The deity (Iancul) is made up on the spot and can be switched with a different one that has the Pestilence and Trickery domains.<br />
The Pestilence domain can be found in <i>Complete Divine</i> or <a href="http://www.wizards.com/default.asp?x=dnd/ex/20040502a&page=3">here</a>.<br />
<br />
<div style="color: #783f04;"><span style="font-size: x-small;">--</span></div><div style="color: #783f04;"><span style="font-size: x-small;"> Character build by z3ldorn</span></div><span style="color: #783f04; font-size: x-small;">Illustration by Domigorgon</span><span style="font-size: x-small;"><span style="font-size: x-small;"><span style="color: #783f04; font-size: xx-small;"></span></span></span>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-83353565173484339842011-01-28T02:19:00.003+01:002013-10-27T23:03:36.333+01:00Guards! Guards!<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-3MSoyV2XLyQ/Um2NiuD59kI/AAAAAAAABzo/y3tBV6bp5EU/s1600/Guard_03.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-3MSoyV2XLyQ/Um2NiuD59kI/AAAAAAAABzo/y3tBV6bp5EU/s320/Guard_03.jpg" width="160" /></a><a href="http://2.bp.blogspot.com/-JzzfYFbdzRo/Um2NiaJqHWI/AAAAAAAABzk/hCaGhwwdU5I/s1600/Guard_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-JzzfYFbdzRo/Um2NiaJqHWI/AAAAAAAABzk/hCaGhwwdU5I/s320/Guard_01.jpg" width="189" /></a><a href="http://2.bp.blogspot.com/-71z2Xx4BKgM/Um2Ni9k3VOI/AAAAAAAABzw/1Pq8bwiJVqM/s1600/Guard_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-71z2Xx4BKgM/Um2Ni9k3VOI/AAAAAAAABzw/1Pq8bwiJVqM/s320/Guard_02.jpg" width="164" /></a></div>
<br />
Pre-made City Guards! Show your Players who's the Law!<br />
<br />
Six guard/bodyguard/mercenary/bouncer/fighter/whatever builds, ranging from CR 1 to CR 16!<br />
<br />
<a href="https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B5ldu6DPUX5iM2FhNWVhZjctOWMzNy00YzU0LTgyZGYtYmMyMTU4ZmI1M2Ji&hl=en"><b><i>Guards! Guards!</i> @ Google Docs -> Fully printable, two-page PDF! </b></a><br />
<br />
Inspired by similar builds available in the <i>Cityscape</i> rulebook.<br />
All builds are new and original, however, and fall under the Open Gaming Licence.<br />
<br />
<ul>
<li>You can print them out! (preferrably on two sides of a paper - save the forests!)</li>
<li>You may refer to the <a href="http://dndsrd.net/">SRD</a> if anything is unclear! (for example, the weapon enhancements!)</li>
<li>You are welcome to leave comments here for any feedback or suggestions!</li>
</ul>
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<span style="font-size: xx-small;">--</span></div>
<div class="separator" style="clear: both; text-align: left;">
<span style="color: #783f04; font-size: xx-small;">Builds and illustrations by Domigorgon</span></div>
Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com3tag:blogger.com,1999:blog-5350220241937626858.post-65706707022758234702010-10-09T19:49:00.001+02:002010-10-09T19:50:31.831+02:00Map: Three-Spired Cathedral<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_cjbHLdSoQug/TLCnpJJa5tI/AAAAAAAAAkE/iiRC8_va57w/s1600/three-spired-cathedral.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://3.bp.blogspot.com/_cjbHLdSoQug/TLCnpJJa5tI/AAAAAAAAAkE/iiRC8_va57w/s640/three-spired-cathedral.jpg" width="436" /> </a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Original concept: an evil cultists' fortress in Mungoth, the third layer of Gehenna. The three 'spires' conform to the Planescape rule-of-three, and the cultists have three different sub-groups, each vying for supremacy over the other two. The entire fortress is carved from living rock, and conveniently situated upon a small volcano. Beneath the spires a small town has flourished; it is hard to find shelter in Mungoth, and the inkeepers charge accordingly for their 'hospitality'. Due to its secluded location, the Cathedral doesn't see many pilgrims. Many that survive the perilous journey through ash and snow are seized and thrown into the sacrificial pit, so you can see it takes a special type of pilgrim.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">It can also function as a generic evil-aligned city, or the Big Baddie's HQ, or whatever.</div><div class="separator" style="clear: both; color: #783f04; text-align: left;"><span style="font-size: x-small;">--</span></div><div class="separator" style="clear: both; text-align: left;"><span style="color: #783f04; font-size: x-small;">Illustration by Domigorgon</span></div><div class="separator" style="clear: both; text-align: left;"></div>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-66377983655053699912010-08-30T13:12:00.117+02:002010-08-30T13:56:56.000+02:00Map: Town of Berem<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_cjbHLdSoQug/THshR7A6jTI/AAAAAAAAAhQ/sjGVDxDCUsY/s1600/Map001_Berem_by_Domigorgon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://3.bp.blogspot.com/_cjbHLdSoQug/THshR7A6jTI/AAAAAAAAAhQ/sjGVDxDCUsY/s640/Map001_Berem_by_Domigorgon.jpg" width="448" /></a></div><span style="font-family: inherit; font-size: small;"><b> </b></span><br />
<div style="font-family: inherit;"><span style="font-size: small;"><b>1. Town entrance<i> </i></b></span><span style="font-size: small;">features a single bridge and a small cabin. This is the only safe access to town; otherwise it is only approachable from the lake. One might try wading through the river (it's not very deep... most of the time) or descending the cliffs (a hazardous enterprise indeed). The cabin houses a guard, who keeps track of comings and goings. During the market days he is aided by a guildsman, and together they charge a bridge toll (1sp per cart or horse, 1cp otherwise, free for the residents).</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>2. "Riverside Inn"</b> offers lodging and meals for 1gp a day. The common room is usually empty when nobody is in for lunch or supper. Working people come for a few drinks as night falls, and it is the busiest time, but half of them proceed to the tavern where they can get a more varied range of beverages.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>3.</b> <b>The</b> <b>Town Hall </b>is one of the few stone buildings and a place where the local Merchant's Guild holds its meetings. It also serves as the courthouse and the sheriff's home.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>4. The</b><b> Playground</b> is a spacious grassy clearing near the river, called so for the local children who often play there, but also as a destination for courting couples.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>5. </b>Other services are available, but hardly useful to adventurers. The local <b>smith</b> and <b>leatherworker</b> can make only rudimentary armour and weapons, and there is a 200 gp limit to what they can do at all.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>6. The </b><b>Marketplace </b>before the temple holds many tents and booths where the tradesemen ply their goods. People usually gather for a weekly market; otherwise the square is deserted.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>7. The </b><b>Windmill</b> grinds corn, of course.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>8. The Temple </b>is dedicated to the Olympian pantheon, and houses a dozen priests.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>9. </b>The town's <b>Alchemist</b> can brew up some concoctions and potions, but nothing over 100gp of value.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>10. The Barracks</b> house the sheriff's deputy and a couple of guards. There are 18 regular guards who help out with the bridge and patrols during the market days; otherwise most of them work the farms. In case of an emergency (bandits and such), the barracks can arm up to 80 militia men (with mostly shoddy equipment, however).</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>11. The Lord's Manor<i> </i></b>is where the local noble lives. He is impoverished and the manor is in disrepair. </span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>12. "Otherside Tavern"</b> offers a variety of wines and beers of neighbouring brewers, 1sp per mug of ale and 2sp for a glass of wine. It does not offer lodging, however, and people are rushed out at closing time (around midnight).<br />
<b>13. </b>Boats can be rented at the <b>harbour</b>, as people sometimes travel across the lake to other towns.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>14. The Lake Katmara</b> is a large, landlocked lake. Upon its shores lie three other towns of approximately the same size as Berem, as well as dozens of fishermen's and hunters' cabins.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>15. The Monastery</b> is a home to an order of reclusive, self-sufficient monks who only open their gate once a month to receive new supplies. The locals are used to it by now, though brighter heads might wonder where the monks get their money for the supplies, since they are never seen earning it.</span></div><div style="font-family: inherit;"><span style="font-size: small;"><b>16. The Tower</b> is cut off by monastery walls and steep cliffs. A bright light shines perpetually from its top, and can be seen even during the day. During the night, it has half the strength of a full moon. Needless to say, the locals are quite used to it, and call it 'The Torch'. Most rumours agree that a wizard inhabits the tower, and that the light is part or result of one of his experiments.</span></div><div style="color: #783f04;"><span style="font-size: x-small;">--</span></div><span style="color: #783f04; font-size: x-small;">Illustration and text by Domigorgon.</span>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com1tag:blogger.com,1999:blog-5350220241937626858.post-60541181089336445982010-08-30T04:43:00.013+02:002011-03-15T12:14:15.331+01:00NPC: Zirik Hairsplitter [CR 10]<span style="font-size: large;"><b>Zirik Hairsplitter the Third</b></span><br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_cjbHLdSoQug/THsbz5zB3SI/AAAAAAAAAhA/owp3pxYUt8A/s1600/Char001_Zirik_by_Domigorgon.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/_cjbHLdSoQug/THsbz5zB3SI/AAAAAAAAAhA/owp3pxYUt8A/s200/Char001_Zirik_by_Domigorgon.jpg" width="178" /></a></div><span style="font-size: small;">Male Whisper Gnome, </span><span style="font-size: small;">Rogue 8 / Master Inquisitive 2 (CR 10)</span><br />
<span style="font-size: small;">Small Humanoid, CN</span><br />
<span style="font-size: small;"><b>HD: </b>8d6+24, 2d8+6 (74 hp)</span><br />
<span style="font-size: small;"><b>Initiative: </b>+4</span><br />
<span style="font-size: small;"> <b>Speed:</b> 30 ft. (6 squares)</span><br />
<span style="font-size: small;"><b>Armor Class: </b>20 (+4 dex, +1 size, +4 armour, +1 natural), touch 15, flatfooted 20</span><br />
<span style="font-size: small;"><b>Base Attack/Grapple: </b>+7 / +2</span><br />
<span style="font-size: small;"><b>Attack: </b>melee Slasher +13/+8 (1d3, 15-20/x2);</span><br />
<span style="font-size: small;">melee Hacker and Slasher +11/+6, +11 (1d3, 15-20/x2)</span><br />
<span style="font-size: small;"><b>Space/Reach: </b>5 ft. / 5 ft.</span><br />
<span style="font-size: small;"><b>Special Attacks: </b>Spell-like Abilities: <i>Silence (1)</i> x1, <i>Ghost Sound (1)</i> x 1, <i>Mage Hand (1)</i> x 1, <i>Message</i> <i>(1)</i> x1</span><br />
<span style="font-size: small;"><b>Special Qualities: </b>Low-light vision (Ex), Darkvision (Ex): 60 ft., Weapon familiarity (Ex), +1 Attack vs. Orcs and Goblinoids, +4 dodge bonus to AC vs. Giants</span><br />
<span style="font-size: small;"><b>Saves: </b>Fort +7, Ref +15, Will +5</span><br />
<span style="font-size: small;"><b>Abilities: </b>Str 8, Dex 18, Con 16, Int 16, Wis 12, Cha 8</span><br />
<span style="font-size: small;"><b>Skills: </b>Appraise +10, Balance +10, Bluff +10, Decipher Script +10, Diplomacy +10, Escape Artist +10, Forgery +10, Gather Information +10, Hide +20, Intimidate +10, Jump +2, Knowledge (Local) +6, Listen +10, Move Silently +25, Open Lock +14, Search +10, Sense Motive +8, Spot +10, Tumble +10, Use Rope +10</span><br />
<span style="font-size: small;"><b>Flaws: </b>Coward (automatically fails saves vs. fear) </span><br />
<span style="font-size: small;"><b>Feats: </b>Investigate, Least Dragonmark (House Sivis: Mark of Scribing), Martial Weapon Proficiency: Kukri, Two-Weapon Fighting, Urban Tracking, Weapon Finesse</span><br />
<span style="font-size: small;"><b>Languages: </b>Common, Gnome, Dwarven, Elven, Halfling</span><br />
<span style="font-size: small;"><b>Rogue Class Features: </b>Evasion, Improved Uncanny Dodge, Sneak Attack +4d6, Trap Sense +2, Trapfinding</span><br />
<span style="font-size: small;"><b>Master Inquisitive Class Features: </b>Contact, <i>Zone of Truth</i> (Sp)<b> </b></span><br />
<span style="font-size: small;"><b>Dragonmark (Least): </b>House Sivis (Mark of Scribing): </span><i>Whispering winds</i> or <i>Comprehend languages</i> 1/day, +2 bonus on Decipher Script checks<span style="font-size: small;"><b> </b></span><br />
<span style="font-size: small;"><b>Organization:</b> Korranberg Chronicle (officially), House Sivis (actually)</span><br />
<span style="font-size: small;"><b>Possessions: </b>Hacker and Slasher: two identical +1 Kukris: Keen (8,308 gp each); +1 Studded leather: Silent Moves (4,925 gp); </span><br />
<span style="font-size: small;">Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Cloak of Resistance +2 (4,000 gp);</span><br />
<span style="font-size: small;">Inquisitive`s kit (600 gp); Thieves` tools, Masterwork (100 gp); Identification papers, with portrait (5 gp); Rope, silk (50 ft.) (10 gp); Crowbar (2 gp); Grappling hook (1 gp)</span><br />
<br />
<span style="font-size: small;"><i>There is more to this gnome than meets the eye; he is of the whisper-kind, and his face bears the Dragonmark of House Sivis, no less. But his eyes betray shifty cunning, even though his manner is immediately arrogant. He is dressed in dark blues and grays, and evidently a leather fan. Oh, and he's carrying 50 feet of rope and a grappling hook.</i></span><br />
<br />
<span style="font-size: small;">Zirik isn't much to look at, which is how he likes it. Officially, he operates as a journalist-investigator for the Korranberg Chronicle, though his dragonmark clearly defines him a member of the House Sivis. Zirik, however, would not discuss the details of this arrangement. In fact, he isn't likely to discuss anything - he keeps his thoughts and opinions to himself until he has something important to say. It is rumoured that he is <i>not</i> a spy for his House. He is probably that good.</span><br />
<span style="font-size: small;">Zirik has gained something of a reputation in Sharn as a stickler for detail, a great investigator, and a less than mediocre writer. His newspaper articles are long, detailed, and lack any excitement whatsoever - which is why none are published in their full form. His editor takes care of that. However, Zirik keeps volumes of all sorts of information - his Chronicle office is littered with books, scrolls, papers, and magical recording devices.</span><br />
<br />
<span style="font-size: small;">If need be, Zirik does not shy away from killing. However, he dreads meeting his opponents face to face, and takes care to sneak and backstab. He takes <i>extra</i> care not to leave behind any witnesses, and sometimes even goes so far as to plant evidence - evidence which <i>he</i> might later be the discoverer of.</span><br />
<span style="font-size: small;"><b>Contact: </b>As a Master Inquisitive, Zirik has woven a web of contacts and informants. The most useful and trustworthy of them, however, is Grady Grubbin (Male Gnome, 3rd level Magewright; can be contacted 1/week, will try and provide help or service for a fee of 10 gp).</span><br />
<br />
<b><span style="font-size: small;">-- Editor's Note --</span></b><br />
<span style="font-size: small;"><span style="font-size: small;"><b>a)</b> Whisper Gnomes can be found in the <i>Races of Stone</i> supplement, or <a href="http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3">here</a>.</span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><b>b)</b> Master Inquisitive prestige class, Least Dragonmark, and Urban Tracking, can all be found in the <i>Eberron Campaign Setting. </i>The Dragonmark of House Sivis is described <a href="http://eberron.wikia.com/wiki/Mark_of_Scribing">here</a>. A variant of Urban Tracking is also described in the <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking">SRD</a>.</span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><b>c) </b>Technically, gnome sub-races (i.e. any other than the default gnome) cannot bear a dragonmark by RAW. If you are worried about this, feel free to remove any dragonmark references. Proceed to replace Least Dragonmark with a different feat - or delete it, along with the Coward flaw. </span></span><br />
<span style="font-size: small;"><span style="font-size: small;"><b>d)</b> Flaws like 'Coward' grant bonus feats, and can be found in <i>Unearthed Arcana </i>or <a href="http://eberronunlimited.wikidot.com/flaws">here</a> (a more comprehensive listing, adding flaws from the <i>Dragon</i> magazine to those in UA). </span></span><br />
<div style="color: #783f04;"><span style="font-size: x-small;"><span style="font-size: small;"> </span>--</span></div><span style="font-size: small;"><span style="font-size: small;"><span style="color: #783f04; font-size: x-small;">Character build and illustration by Domigorgon.</span></span></span><i><span style="font-size: small;"><span style="font-size: small;"> </span></span></i>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0tag:blogger.com,1999:blog-5350220241937626858.post-77699476224602359342010-08-29T18:00:00.010+02:002011-03-15T12:13:48.798+01:00Guest Star: GANDALF [CR 7]<div class="separator" style="clear: both; text-align: center;"></div><span style="font-size: large;"><b>Gandalf the White</b></span><br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_cjbHLdSoQug/THp0dfOOI8I/AAAAAAAAAgw/SWlNlB7uSlw/s1600/Guest001_Gandalf_by_Mejo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_cjbHLdSoQug/THp0dfOOI8I/AAAAAAAAAgw/SWlNlB7uSlw/s200/Guest001_Gandalf_by_Mejo.jpg" width="153" /></a></div><span style="font-size: small;">Male Maia (Istar)</span>, Cleric 6 (CR 7)<br />
<span style="font-size: small;">Medium Outsider, NG </span><br />
<span style="font-size: small;"><b>HD: </b>6d8+12 (50 hp)</span><br />
<span style="font-size: small;"><b>Initiative: </b>+1</span><br />
<span style="font-size: small;"> <b>Speed:</b> 30 ft. (6 squares)</span><br />
<span style="font-size: small;"><b>Armor Class: </b>14 (+1 dex, +1 armour, +2 deflection), touch 13, flatfooted 13</span><br />
<span style="font-size: small;"><b>Base Attack/Grapple: </b>+5 / +6</span><br />
<span style="font-size: small;"><b>Attack: </b>melee Glamdring +6 (1d8+2, 19-20/x2)</span><br />
<span style="font-size: small;">or melee Staff of the Wizard +6 (1d6+2, x2)</span><br />
<span style="font-size: small;"><b>Space/Reach: </b>5 ft. / 5 ft.</span><br />
<span style="font-size: small;"><b>Special Attacks: </b>Daylight (Sp)</span><br />
<span style="font-size: small;"><b>Special Qualities: </b>Resistance: acid 5, cold 5, electricity 5</span><br />
<span style="font-size: small;"><b>Saves: </b>Fort +9, Ref +5, Will +11</span><br />
<span style="font-size: small;"><b>Abilities: </b>Str 12, Dex 13, Con 14, Int 16, Wis 18, Cha 15</span><br />
<span style="font-size: small;"><b>Skills: </b>Appraise +5, Concentration +10, Craft (Alchemy (Fireworks)) +6, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (History (Middle Earth)) +6, Knowledge (Local (The Shire)) +6, Knowledge (Nobility and Royalty (Gondor)) +6, Listen +6, Sense Motive +6, Spellcraft +10, Spot +6, Survival +5<b> </b></span><br />
<span style="font-size: small;"><b>Feats: </b>Diligent, Martial Weapon Proficiency: Longsword, Negotiator<b> </b></span><br />
<span style="font-size: small;"><b>Languages: </b>Common, Elven, Dwarven<b> </b></span><br />
<span style="font-size: small;"><b>Cleric Domains:</b> Knowledge, Fire</span><br />
<span style="font-size: small;"><b>Cleric Abilities: </b>Turn undead, Spontanous casting</span><br />
<span style="font-size: small;"><b>Spells Prepared (Clr 5/4/4/3)</b>: <b>0 - </b><i>Guidance, Light</i> x2, <i>Read Magic, Resistance</i>; <b>1st -</b> <i>Bane, Bless, Burning Hands (d), Comprehend Languages, Detect Evil</i>; <b>2nd -</b> <i>Aid, Bull`s Strength, Detect Thoughts (d), Hold Person, Sound Burst</i>; <b>3rd -</b> <i>Prayer, Resist Energy (d), Searing Light, Wind Wall</i></span><br />
<span style="font-size: small;"><b>Organization:</b> Order of the Five Wizards, Third White Council</span><br />
<span style="font-size: small;"><b>Possessions: </b>Glamdring (+1 longsword, bane: Orc), Staff of the Wizard (+1 quarterstaff), Robes of the White Wizard (+1 armour bonus to AC, +2 magic bonus to all saves), Ring: Narya (+2 deflection bonus to AC;</span><span style="font-size: small;"> functions as a Ring of Sustenance;</span><span style="font-size: small;"> grants the wearer and all allies in a 30 ft. radius +2 morale bonus to saves vs. fear and mind affecting spells/effects)</span><br />
<div style="color: #783f04;"><br />
</div><div style="color: #783f04;"><i>"His long white hair, his sweeping silver beard, and his broad shoulders, made him look like some wise king of ancient legend. In his aged face under great snowy brows his dark eyes were set like coals and could leap suddenly into fire."</i></div><div style="color: #783f04;"><br />
</div><div style="color: #783f04;"><i>"'Mithrandir we called him in elf-fashion,' said Faramir, 'and he was content. </i><i>Many are my names in many countries</i><i>, he said. </i><i>Mithrandir among the Elves, Tharkûn to the Dwarves; Olórin I was in my youth in the West that is forgotten, in the South Incánus, in the North Gandalf; to the East I go not.</i><i>'"</i></div><div style="color: #783f04;"><br />
</div><div style="color: #783f04;"><i>'I am with you at present,' said Gandalf, 'but soon I shall not be. I am not coming to the Shire. You must settle its affairs yourselves; that is what you have been trained for. Do you not yet understand? My time is over: it is no longer my task to set things to rights, nor to help folk to do so. And as for you, my dear friends, you will need no help. You are grown up now. Grown indeed very high; among the great you are, and I have no longer any fear at all for any of you.'</i></div><div style="color: #783f04;"><i> </i><i> </i></div><div style="color: #783f04;"></div><div style="color: #783f04;"></div><div style="color: #783f04;"><i></i></div><div style="color: #783f04;"><i>-- </i>Quotes from "The Lord of the Rings" by J. R. R. Tolkien</div><br />
<span style="color: #7f6000;"><span style="color: black;">Having wrapped up his business in Middle Earth, Gandalf travelled to Valinor first, and then proceeded to travel the planes. He never stays in one place for long, and seems to be on a quest of some sort, the details of which he tends to keep to himself. Occasionally he is joined by other adventurers who appreciate his good will and humour, but it never lasts for long: as soon as he is done helping out with any local trouble (which often includes battling orcs and other evil-doers) - or successful in whatever small part of his mysterious scheme - he disappears just as suddenly as he has appeared.</span></span><br />
<br />
<span style="font-size: small;"><b><span style="color: #7f6000;"><span style="color: black;"> -- Editor's Note --</span></span></b></span><br />
<span style="color: #7f6000;"><span style="color: black;"> <span style="font-size: small;">Yes, Gandalf is often called a wizard, but he is never once seen with a spellbook. </span></span></span><span style="color: #7f6000; font-size: small;"><span style="color: black;">Since he is pretty handy in a fight as well, and more frequently exhibits wisdom and charisma rather than intelligence, he's far from a typical D&D wizard build.</span></span><span style="font-size: small;"><span style="color: black;"> He might as well be a sorcerer or even a paladin. In this build, he is a cleric by class, and wizard by name (guess people in Middle Earth aren't <i style="color: black;">that </i><span style="color: black;">class-conscious).</span></span><span style="color: black;"> </span></span><br />
<div style="color: black;"><span style="font-size: small;">This post was partly inspired by the article "<b style="font-weight: normal;">Gandalf was only a Fifth Level Magic-User!" </b>by Bill Seligman (from <i>Dragon</i> #5).</span></div><span style="font-size: x-small;">--</span><br />
<span style="color: #783f04; font-size: x-small;">The character of Gandalf is property of the Tolkien estate.</span><br />
<span style="color: #783f04; font-size: x-small;">Illustration by Mejo.</span><br />
<span style="color: #783f04; font-size: x-small;">Character build by Domigorgon. </span><span style="color: #7f6000;"><span style="color: black; font-size: x-small;"> </span></span>Domigorgonhttp://www.blogger.com/profile/06428881099034339025noreply@blogger.com0