
Yam ibn Saud
Demigod of War, Emperor
of the Saudians, Ruler of the Desert of Yam ibn Saud and Azrael
Demigod
Home Plane: Acheron
Alignment: Neutral Evil
Portfolio: War, Desert
Worshipers: Fighters
Domains: War, Destruction
Favored Weapons: Longsword, Scimitar
Yam ibn Saud is primarily worshiped by the people of Azrael, but his worship is quickly spreading through Ingara (where he is being identified as the son of Ares) and Drychtnoth (where he is being identified as the son of Olanigan). He appears as a desert rider in plate armor, a strange mixture of the East and the West.
Dogma: Yam ibn Saud is a stern, taciturn warrior who is tired of the platitudes of the good. He strives to bring down civilizations based on these tired platitudes and ideals. He prefers an attitude of doing whatever one can get away with and teaches that following laws, traditions or codes do not make one any better or more noble. The eye for an eye principle is exacted with impunity, but tolerance is permitted in regards to worship. Use what one can, and do not be fooled by illusions.
Clergy and Temples: Nearly all temples to Yam ibn Saud exist in Azrael, where they are common, but one has been founded in Drychtnoth, and a few shrines have sprung up in Ingara. He accepts mostly evil clerics, but does allow in true neutral ones as well. His clerics try to dispel illusions people may hold about existing rules and rulers, all in the name of preaching "truth".
Medium-sized Outsider
Divine Rank: 1
Fighter/Wizard
Level 11/12
Hit Dice: 20d8+11d10 +12d4 +217 (535 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 38 (+1 Divine, +4 Dex, +9 Magic Plate Armor (+1), +14 Natural)
Attacks: Nalgron [+8 Scimitar Frostbrand] +61/+56/+51/+46 melee and Tel
Kaffim [+10 Scimitar] +63/+58/+53/+48
Damage: Nalgron [+8 Scimitar Frostbrand] 1d6+17 + wound and Tel Kaffim
[+10 Scimitar] 1d6+19 + wound and Rend damage once per round if both weapons hit
at least once for 1d6+21 points of additional damage.
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Domain Power 1/day, War Domain spells at will, Arcane
Spells
Special Qualities: Divine Immunities, Damage Reduction 36/+4, Fire Resistance
21, Spell Resistance 33, Immortality, Create war related magic items, Divine
Aura 10 ft radius, Grant spells, Can understand, speak, or read any language,
Remote communications, Godly Realm, Teleport without Error, Any scorpion within
a mile acts as a familiar.
Saves: Fort +34, Ref +33, Will +33
Abilities: Str 25, Dex 18, Con 20, Int 18, Wis 21, Cha 23
Skills: Ride +44, Knowledge (War) +100, Jump, +50, Climb +50, Intimidate
+50, Sense Motive +23, Diplomacy +30, Battle +20, Spellcraft +20
Feats: Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting,
Dire Charge, Dodge, Mobility, Spring Attack, Improved Critical, Power Critical,
Power Attack, Cleave, Improved Bull Rush, Great Cleave, Quick Draw, Weapon Focus (scimitar), Weapon
Specialization (scimitar), Combat Reflexes, Hold the Line, Quicken Spell,
Overwhelming Critical, Devastating Critical, Greater Two Weapon Fighting,
Perfect Two Weapon Fighting, Two Weapon Rend, Epic Weapon Focus (scimitar), Epic
Weapon Specialization (scimitar), Improved Initiative
Divine Immunities: Immune to transmutation, energy drain, ability drain,
ability damage, mind affecting effects, energy immunity [acid, electricity,
cold], disease, stunning, sleep, paralysis, death effects, poison
Salient Divine Powers: Wound Enemy, Divine Inspiration
Domain Powers: Gains the smite power 1/day (the ability to make a single
attack with a +4 attack bonus and a damage bonus of +20)
Spell-Like Abilities: Inflict Light Wounds (DC 18), Shatter (DC 19),
Contagion (DC 20), Inflict Critical Wounds (DC 21), Circle of Doom (DC 22),
Harm (DC 23), Disintegrate (DC 23), Earthquake (DC 24), Implosion (DC 25), Spiritual
Weapon (DC 19), Magic Vestment (DC 20), Flame Strike (DC 22), Blade Barrier
(DC 23), Power Word, Stun (DC 24), Power Word, Blind (DC 25), Power Word, Kill
(DC 26)
Wizard Spells/Day: 4/5/5/5/4/2/1; base DC =15+spell level
Possessions: +1 Freedom of Movement Chameleon Plate Armor of Coolness [immune
to rust attacks, provides a +10 circumstance bonus to Hide; the armor's armor
check penalty still applies; +4 Dex limit];
+2 Large Steel Shield
The Heart of the Desert
Helmet of
Mass Slaying [costs 1 point of temporary Wis loss
per round of combat; +5 morale bonus to attacks; increases hit points by 110;
Rage ability (as Barbarian); has flaming eyes (as an intensified burning
hands spell), Fear Aura (DC 33, as Fear spell)]
50 magical crowns
Potion of Lycanthropy
Spirit Skull [protection from evil
as it wails and screams, may be consulted as a sage. Wis 31, Int 26, Cha 18; AL
NE; Speech and Telepathic modes of communication; Speaks Indorian, Midani,
Khemian, Draconic, Black Speech; Can read any language it speaks; Detect
Secret Doors at will, Detect Magic at will, Locate Object within
120 ft. radius, Sense Motive +20, Summon Monster VI 1/day, Heal
1/day, Detect Thoughts (100 ft. range, 1 minute per use), Gate
1/day, Prismatic Sphere (DC 29) 1/day, Ego 46.]
Ointment of Mage Smelling
Rattle of Exorcism
Mask of Stealth (+20 circumstance bonus
to Disguise)
Bag of Mountain Seeds (7 seeds)
Locket of Asmodius (cursed) - summons
three evil creatures to serve for 70 years, however Asmodius can demand a return
service from the summoner.
Snake Belt - turns into a tiny
constrictor snake.
Genie Bottle -
War Monger Genie who will serve for 999 years.
Portable Hole
Crown of Wisdom (+4 enhancement
bonus to Wisdom, already included in stats above)
Ring of Major Fire Resistance
Ring of Coolness
Iron Horn of Valhalla - Summons
1d4+1 5th level barbarians 1/week for one hour
Gauntlets of Climbing (+10
circumstance bonus to Climb)
Potion of Dream Walking
2 potions of Bull's Strength
Armor of Saud - +5 Glamered Plate Armor of Resistance (+5
luck bonus to saves; +2 enhancement bonus to Cha; Immunity to Electricity, Acid,
and Cold; Wearer is immune to Psionic Attack Modes; Commune 1/day (with
Saud/Olanigan); intensified Finger of Death (DC 21); Sky turns red when this armor is
used, and the wearer cannot be healed, regenerated, or resurrected while wearing
the armor.)
Ring of Telekinesis (25 lb limit)
Flying Carpet
As a demigod, Yam ibn Saud can
add his divine rank to any check, ability check, or caster level check
(already included in the above stats).
Senses: Yam
ibn Saud can see, hear, and smell at a distance of one mile, and can remotely
sense two locations at a time. He can also block sensing of beings less than
he (rank 0 deities and mortals).
Portfolio
Sense: Yam ibn Saud can sense any battle that
involves over thousand people.
Automatic
Actions: Yam ibn Saud can make any skill check as a free action (up
to two per round) if the skill involves war and the DC is less than 15. For
example, Yam ibn Saud can make two longswords as a free action (Craft [weaponsmith]
DC 15). He still needs the proper tools and materials at hand.
Create
Magic Items: Yam ibn Saud can create magic items pertaining
to war without any requisite creation feat, provided he has all the other requirements
and its maximum market price is 4,500 gp or less.
Yam ibn Saud had somewhat dubious beginnings as a knight
of the Silver Tree named Sir Galan. Traveling south, he abandoned
the knighthood and committed himself to the principles of war. His nature
as a warrior gained him the name Yam ibn Saud which means "Son of
Saud", Saud being the god of War.
After conquering the Desert of Kantaar and claiming it for his own,
Yam ibn Saud bent his will to the eventual take over of Ara'bya, now Azrael.
He was then quick to take control of Synibia and Amir.
His yearnings to learn more of the Art of War led him to the lands
of Sakura where he studied and rose to the rank of Daimyo, ruling his own
province there. He later became Shogun of Kozakura.
In Azrael, Yam ibn Saud became recognized as a demigod, worshipped
as a Power. He soon rose to demigod status, become a true Power
in fact, as well as in reputation. Yam ibn Saud is the demigod of war.
Currently he is undergoing his most ambitious campaign yet.
He has expanded his Empire northward. Hrothton, Silvergate, and Ingara
have all fallen to him and sworn allegiance.
Although he is perceived to be a war monger which the world has
not known since the time of Lord Komaaks, his Empire nevertheless prospers greatly,
and the people have experienced peace under his rule.
The World of Inzeladun | About Vincent N. Darlage | The Gods of Inzeladun | Azrael, the Heart of the Saudian Empire