Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
So, I've decided to go ahead with running the game. It's only the Red Hand of Doom module, that way we can get right into it. I'll be expecting 1 post/day on weekdays, weekends are flexible, if you can great, if not, no worries. I'll be running 1 combat round/day at the latest, if you haven't posted I'll NPC you or maybe you're character is overwhelmed by what's going on around him and spends a turn in full defence.
Level: 6th
# of PCs: 4-5
Stats: 34-point buy
HP: Max at 1st, 3/4 after (Make up difference next level for odd dice, i.e. 7.5hp for d10, 7 2nd level, 8 3rd level)
Books Available:
Core - PHB/PHB2, DMG, MM
Completes - Adventurer, Arcane, Divine, Mage & Warrior
Eberron - Campaign Setting, Races of Eberron, Player's Guide FR - Campaign Setting, Races of Faerun, Player's Guide
Heroes of Horror, Libris Mortis
Magic Item Compendium, Spell Compendium
Psionics - from the SRD only (I'll be treating Psionics as magic for SR, etc.)
Tome of Battle
Edit: Also, I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
s@squ@tch - Elven Sorceror
EvolutionKB - Dreamsight Shifter Druid (shapeshifter variant)
Rhun - Dwarven Rogue/Fighter OR Rogue/Swordsage (Proposed - get it up Rhun!)
Graf - Dinoriding Halfling Battle-Sorceror
The group will be adventuring together before the adventure starts, if anyone needs to modify to accomodate this, please do so.
I'll get an IC thread up as soon as everyone's posted characters and I look them over.
Last edited by renau1g; 27th April 2009 at 08:31 PM..
Name: Virashil N'al Sil
Class: Sorcerer 5 / Dragonheart Mage 2
Race: Elf
Size: Medium
Gender: Female
Alignment: NG
Deity: Bahamut
Str: 11 -- (3p.) Level: 7 XP: 15000 + lots
Dex: 16 +3 (6p.) BAB: +4 HP: 33 (5d4+2d6+7)
Con: 12 +1 (6p.) Grapple: +4
Int: 12 +1 (4p.) Speed: 30' Stat Increases: +1 Cha
Wis: 10 -- (2p.) Init: +3 Spell Save:Cha: 20 +5 (13p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +0 +0 +0 13
Touch: 13 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +5 +4 +1 --
Ref: +4 +1 +3 --
Will: +7 +7 +0 --
Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Attack Damage Critical Range
Longsword +1 Dragonbane +5 1d8+1 19-20/x2 ------
MW Longbow +8 1d8 20/x3 100 ft
Dagger +4/+7 1d4 19-20/x2 10 ft
Notes:Languages: Common, Elven, Draconic
Abilities: Dark Vision (60'), Low Light Vision (2x normal range), Blindsense 20', +4 to all saves vs Sleep, Paralysis, and Cold Effects
Feats:
1st: Draconic Heritage (Silver)
1st: Alertness (Skill bonus)
1st: (Bonus) Summon Familiar (Not used yet)
3rd: Silver Dragon Lineage
6th: Combat Casting
6th: (Bonus)Draconic Breath
7th: (Bonus)Draconic Senses
Spells Per Day (CL=6, Save DC 15 + spell level):
0th - 6
1st - 8
2nd - 6
3rd - 4
Spells Known:
0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic;
1st - (4) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement
2nd - (2) Mirror Image, Invisibility
3rd - (1) Ice Burst
Skill Points: 30 Max Ranks: 10/5
Skills Total Ranks Mod Misc
Appraise +1 0 +1 --
Balance +3 0 +3 --
Bluff +5 0 +5 --
Climb +0 0 +0 --
Concentration +11 10 +1 +4 (Casting Defensive)
Diplomacy +5 0 +5 --
Disguise +7 2 +5 --
Escape Artist +3 0 +3 --
Forgery +0 0 -- --
Gather Info +5 0 +5 --
Heal +2 0 -- +2
Hide +3 0 +3 --
Intimidate +5 0 +5 --
Jump +0 0 -- --
Know: (Arcana) +10 9 +1 --
Know: (Planes) +2 1 +1 --
Listen +8 0 -- +8
Move Silently +3 0 +3 --
Perform +0 0 -- --
Search +6 0 -- +6
Sense Motive +0 0 -- --
Sleight of Hand +3 0 +3 --
Speak Language +0 0 -- --
Spellcraft +6 3 +1 +2
Spot +12 6 -- +8 (2 ranks from DhM as class skill)
Swim +2 0 -- --
Use Magic Device+5 0 +5 --
Use Rope +3 0 +3 --
Notes: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Disguise is a class skill from Draconic Heritage (Silver)
Equipment: Cost Weight
Longsword +1 Dragonbane 8315gp 4lb
MW Longbow 375gp 3lb
w/60 arrows 3gp 8lb
Dagger 2gp 1lb
Backpack 2gp 2lb
Winter Blanket .5gp 3lb
2 pieces of Chalk 0.1gp --lb
Flint and Steel 1gp --lb
Belt Pouch 1gp .5lb
25' Silk Rope 5gp 2.5lb
Traveler's Outfit 1gp 5lb
Empowered Spellshard -
Ray of Enfeeblement 1500gp lb
Arcanist's Gloves 500gp --lb
Cloak of Charisma +2 4000gp 2lb
Healing Belt 750gp 1lb
Potions:
Cure Light Wounds X2 50gp --lb
Cure Moderate Wounds X2 600gp --lb
Scrolls
Scroll of Fireball 375gp --lb
Scroll of Web x2 300gp --lb
Scroll of Glitterdust 150gp --lb
Wands
Wand of Snake's Swiftness 9 charges 925gp --lb
Wand of Invisibility 13 charges 1375gp --lb
Wand of Mage Armor 10 charges 175gp --lb
Eternal Wand of Enlarge Person 820gp --lb
Total Weight:32lb Money: 4gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 38 76 115 230 575
Age: 107
Height: 4'10"
Weight: 75 lbs
Eyes: Silvery Violet
Hair: Silver
Skin: Tan
Advancement
Level 7: +5 hp, +3 skill points (+1 to Concentration, Know(Arcana), Spellcraft), +1 BAB, +1 Fort Save, +1 Will Save Feat: Draconic Senses (DhM lvl 2 bonus Draconic Feat) Other:
Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.
Personality: Her draconic ancenstry has influenced her personality -- combined with her elven roots, she takes a long term view on most actions. Normally good-natured, she enjoys conversation
Background: Virashil comes from a small village of Elves deep in the [general setting], where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.
Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...
She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was ,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."
Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.
"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."
Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)
At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.
She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....
Modus Operandi: Blaster, ranged support. Uses invisibility and mirror image to protect herself while she hammers foes with magic missile or groups with her icy breath.
Appearance
A lean fierce looking halfling; everything about him, from the spiderweb of scars on his face to this weathered clothing to the jury rigged military saddle he sits in looks battered and worn. From the chainmail he looks to be a warrior, the scroll and potion belts strapped to his chest mark him as a mage, and the wobbly way he looks past you rather than at you suggests that something is seriously wrong with him.
His fastieth, covered with nasty purple scars is biggest, ugliest looking riding-saur you've seen.
Personality
Brodi's scary appearance is somewhat ameliorated by his quick, dry wit. His gallows humor is sometimes grating, but more often charming.
Background
Brodi was young, carefree, the seventh of seven boys of the local tribal chief. Blessed in both looks and magical ability he cut a swath through the ladies and was an active campaigner for tribal unification in the face of the various threats alloyed against the plains.
He had periodic powerful dreams of destruction, but choose (he realizes now) to lose himself in fun and frolic instead of taking them seriously. Ignoring this gift would lead ultimately to the destruction of his family and his tribe.
Around his 30th year a nearby militaristic kingdom established a base near his tribe's migration route. They were excavating ruins from an older, darker era; spies the tribe set indicated they were seeking a weapon of dark power.
A band of Elvin mercenaries approached Brodi's tribe to help guide them to the kingdom's dig without detection. The Elves were themselves in the employ of a rival kingdom, which Brodi never learned. The idealistic young halfling supported working for the elves. Driving foreigners from the plains was good, having others do the fighting for them and getting some pay for it was even better.
The night that Brodi and his fellows guided the elves to the dig site he had his most powerful vision yet. Falling into a kind of trance in his saddle. He awoke to the sound of explosions and screams. His mount had been gutted from beneath him. He watched from a nearby hill in a stunned stupor as purple energy lanced through his tribe's huts; the energy seemed to warp the very space weft of reality itself, turning things inside out, taking half of a body and moving it hundreds of meters away.
Brodi was the only one who survived that night. Not that he was untouched, his sorcerous talents, previously meager, blossomed. Unfortunately every spell he casts calls for the purple energy, like a hungry thing it rushes forth from his fingers, taking chunks of whatever it its elsewhere with sicking sucking sounds. Brodi was never comfortable with physical violence (Flaw: Noncombatant) but the purple energy has also warped his senses, particularly of space and time (Flaw: Inattentive). He often relies upon his mount, Short-toe, to help him notice things.
He found Short-toe wandering the several kilometer wide area that the tribe members and their gear took up. They bonded burying the dead. Brodi is sure that Short-toe, massive and purple tinted, doesn't resemble any mount held by his tribe, or any other he's seen. The creature should be old for a fastieth already, judging by the scale growth, but every year it just gets bigger and meaner.
Years he was a broken man, riding the plains with the elves (who saw meaning in the fact that he alone survived the destruction and allowed him to ride with them provided he "kept up"). Anything that lives heals, Brodi's regained his balance.
He journeyed to the land of magic, seeking answers. He found nothing about the purple energy that infuses him now, but he did find an order, dedicated to defense and protection. A suicidal action on the part of the halfling in defense of a local noble was called bravery. He's received some training from them; they showed him how to call up his energy and use it to move people and things around without eating them. Brodi imagines he hears whispered complaints in his head when he denies the energy.
And hopes to put into practice their teachings, once he's fully understood the books on their practices that they lent him. [I.e. become an abjurant champion.]
His visions are gone, replaced by a crackling energy that lives under his skin. And he's vowed he won't ignore his "gifts" again, he rides the world seeking a worthy target for the malignant energy that he contains and to prove that he can protect things.
Modus Operandi
Brodi's spells are comprised of a malignant purple force that warps space and reeks of strangeness. The same power that destroyed his tribe had touched him, and left it's mark.
Brodi can take hits if he has to, but he prefers not to, staying on the fringes of combat and using his spells to blast foes. He's a skirmisher, and, while he's got a decent sense of tactics and won't abandon his companions he doesn't stay still if he can help it.
One of his preferred tactics, developed recently, allows him to open up a pin-prick to the realm of the purple energy that destroyed his tribe (the manyjaws spell). He'll release the attack and then ride off, so long as he stays within 100+10/level feet the spell can continue for up to 3 rounds (provided he concentrates as a standard action).
Stat Block
Strongheart Halfling Battle Sorcerer 6 Moodily Good Init +4; Senses Spot -4, Listen -4, Search +0
Languages Common , Halfling (if such a language exists)
************************************************** ********** AC 20 (armor4/dex4/ring0/whenmounted1/size1); touch: 16 ; flat-footed: 17
AC with Shield Spell
AC 24 (armor4/dex4/ring0/shield4/whenmounted1/size1)
hp 44 (6 HD) Fort +4 Ref +8 Will +6 [+8 vs fear]
Save Breakdown
Fort +4 (con1/class2/cloak1) Ref +8 (dex4/class2/feat1/cloak1) Will +6 (wis0/class5/cloak1)
************************************************** **************** Speed 50 (10 squares -- mounted) or 20 ft (4 squares -- on foot) Attack Melee punch -1 1d2-2 Attack RangedInvisible Needle +7 3d4 Base Attack +3 Grapple +1 Attack Options spells
Spells
3rd *** Manyjawsfs (7d6 - DC 18)
2nd ***** Baleful Transposition (DC 16), <<Mirror Image (1d4+2 images)>>
1st ****** Magic Missilef (4d4+4), Slide (DC 15), Shieldf
0th ***** Caltrops, Detect Magic, Light, Mending, Message, Read Magic
*=remaining slots f = +1 caster level from Invisible Needle s = +1 DC from Spell Focus (Evocation)
Spells Detail
0th 5/day | 1st 6/day | 2nd 5/day | 3rd 3/day
Combat GearCollar of Healing, Healing Belt, Third Eye (Freedom), 3 Potions of Cure Light Wounds, Eternal Wand of Expeditious Retreat Scrolls Action Points ?
************************************************** **************** Attributes Str 6 Dex 18 Con 12 Int 10 Wis 10 Cha 19*
* received both improvements for level SQ Halfling qualities, Cohort Feats Combat Casting, *Animal Affinityb, Invisible Needle, Talenta Dinosaur Bond, Skill Knowledge (Handle Animal), Skill Knowledge (Ride)
Possessions Combat Gear + Chainshirt with riding straps (+4 armor; max dex +4, check-2, ride +1), Masterwork Military Dino-estrian's Saddle, Cloak of Resistance +1, Daggers x2 (each boot), Travel Documents (Aundair, Talenta Plains), 2 Potions of Pass without a Trace, scrolls, books on how to become an Abjurant Champion once he fulfills the criteria and traveling gear in saddle bags.
Scrolls
Comprehend Languages x 1
Identify x 2 Obscuring Mist x 1
Traveling Gear
dinosaur grooming kit, dinosaur sleeping blankets (they get cold too...), two sacks, 6 sunrods, bed roll, small tent, backpack, 2 weeks of trail rations, spare set of clothing, 50' of silken rope (knotted for easy climbing), chalk (red, white), 8 waterskins, several maps
Base Attack/Grapple: +4/+6
Attack: Bite +2 melee (1d3+1)
Full Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent | Druid 3rd (+2 HD/+2 NA/+1str&dex/Link/Share Spell/Empathy/Evasion)
Saves: Fort +6 (hd4/con2), Ref +7*(hd4/dex2) , Will +1 (hd1)
*=Talenta Dino Bond
Abilities: Str 16, Dex 14, Con 12, Int 2, Wis 11, Cha 4
Skills: Jump +11, Listen +6, Spot +6, Survival (for track) +4
Feats: Run +1 feat
Tricks
6 + 2 (druid level 3)
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
one more -- is there a trick for (watch out and let me know if you notice anything?)
Link (Ex):
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex):
At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex):
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Last edited by Graf; 3rd September 2008 at 04:37 AM..
Hurrow the Packleader
Male Dreamsight Shifter Druid 7(shapeshifter variant)
NG medium humanoid(shapechanger)
Senses: Spot +18, Listen +18; Low-light vision
Init: +2 (+2 Dex)
Languages: Common
Region of Origin: The Great Plains
Exp: 16,575
--------------------------------------------------
AC: 20, touch 13, flat-footed 17; (+5 armor, +2 shield, , +3 dex,)
Hit Points: 58
Fort +7, Ref +7, Will +9;
--------------------------------------------------
Speed: 20' (4 squares) or 50' (10 squares) predator form, or 40' fly(good) (8 squares), /230 carried medium load
Melee: Club +8 bludgeoning (1d6+3/x2) or dagger +8 slashing/piercing (1d4+3/19-20x2)
Ranged: Dagger +8 piercing/slashing (1d4+3/19-20x2)
Space: 5 ft. Reach: 5 ft.
Base Atk: +5 Grapple: +8
Atk Options: Shapeshift, spells
--------------------------------------------------
Shifting: Free action that lasts for 5 rounds, once per day. +2 to wisdom and speak with animals. +2 on wild empathy and handle animal checks(already included)
Nature Sense: +2 on Knowledge(Nature) and Survival checks(both included)
Wild Empathy: +8, as diplomacy but on animals
Woodland Stride: May move through natural undergrowth at normal speed
Trackless Step: Can't be tracked in natural surroundings
Resist Nature's Lure: +4 on spell like abilities of fey
Spontaneous Casting: Can cast SNA spells spontaneously
Shapeshifting: Hurrow can take the form of a large black furred wolf or a black eagle as a swift action. Hurrw can not cast spells in this form
Equipment: Black Dragonhide Breastplate(700gp, 30lb), Periapt of Wisdom +2(4000gp), Wilding Clasp(4000gp), Wand of Lesser Vigor(750gp, 40 charges), Lesser metamagic rod of extend(3000gp), club, heavy wooden shield(7gp, 10lb) Scrolls: enrage animalx3(75gp), splinterbolt(150gp), snake's swiftness(mass)(150gp), dispel magic(CL 5, bought in town) Dagger (2gp, 1lb) 2 potions of shield of faith(100gp), 866gp
Appearance: Hurrow's skin is weathered and his hair is long and dark, braided in places. His forearms are heavily tattoed. He is relatively tall and thin for a shifter, but his thin frame is wiry strong. His icey blue eyes show a keen awareness of everything around him.
Personality: Hurrow's personality is that of the packleader. Leader, by strength and wisdom. He will shout battle tactics to comrades when is his normal form. He is not educated in formal manners and not a people person, so others are best speaking for him. Hurrow has a place in his heart for the young shifters he rescued and would do anything for them. He sees his party members as part of his pack as well, and will defend them at all costs.
Background: When Hurrow was younger he predicted a great storm would ravage the plains where his tribe lived. The elders scoffed at Hurrow's prediction, and when Hurrow pressed the issue, the elders told him to leave then. Hurrow left, and within half a week a storm was brewing.
Twisters ravaged the plains, driving away game, and killing most of Hurrow's tribe. Hurrow returned after the skies were clear and found a few children that had survived the storm. The children looked up to Hurrow. They called him their packleader, both from his uncanny ability to summon creatures to aid them, and because he was their elder and their leader.
Hurrow took the children to a nearby town and helped them start a new life. Every once in a while though he will return to town and share stories with them or bring them gifts.
Modus Operandi: Secondary melee thanks to predator form. Can be a good scout with aerial form(takes this form while in wilderness). Primary caster: battlefield control and summoning/Secodary blaster/Secondary healer(use wands and vigor spells)
Last edited by EvolutionKB; 1st October 2009 at 03:49 PM..
Reason: -6 charges from wand
Abilities:
- Immune to magical sleep effects
- +2 racial saving throw bonus against enchanment spells/effects
- Low-light vision
- Martial Proficiency: Longsword, rapier, longbow, and shortbow
- +2 racial bonus on Listen, Search and Spot checks
- Merely passing within 5 feet of a secret/concealed door entitles Zazz to a Search check to notice it as if actively looking for it.
- Sneak Attack +1d6
- Trap Finding
- Evasion
- Martial Maneuvers
- Martial Stances
- Quick to Act (+2)
- Discipline Focus (Weapon Focus): Shadow Hand Weapons
- AC Bonuse
- Discipline Focus (Insightful Strike): Desert Wind
Starting Money after equipment purchases: 90pp, 172gp, 31sp, 38cp
-100gp and 15pp to purchase Cat's Grace potion (10/07/2009)
Description
Zazz has a slender, svelte build with an atheltic frame. He is fair skinned, with long raven-black hair (usually worn in a poney-tail). Jet black eyes peer out from what would be an attractive face...if not for the jagged scar across the left cheek. Zazz typically dresses in dark or neutral colors, to help camouflage himself when he is hiding.
Personality
Avaxasir is an unusual elf; he does not display the typical haughty and arrogant demeaner. Indeed, Avaxasir, or "Zazz" as he often introduces himself, prefers the company of non-elves. Zazz enjoys his freedom, and likes fighting, womanizing, and drinking, all of which he is fairly competent at. He likes to joke, and seems to always have a sarcastic comment on hand for most situations. He is quite garrulous, able to talk his companions' ears off, and seeming always to have a story to tell about this or that. Still, he has a dark, mysterious side to him, and this tends to make some people nervous in his presence.
Background - In Progress
Avaxasir's father, Camthalion, was part of a strange cult among the elfs of the Wytchwood Forest, a follower of the Way of the Blade in the Dark. Their beliefs were quite different from those of most elves, and initiates were well versed in stealth, in the art of striking from the shadows. While not exactly assassins, per se, they knew the value of cutting the head from the snake to kill the body. And the easiest way to cut the head from the snake was to catch it by surprise. The sect would target the leaders of any and all who they decided were enemies of the elves, slaying them in secret.
Camthalion trained his son in the basics of these arts, and when Avaxasir reached adulthood, he was offered membership in the sect. It wasn't long after that, though, the the elf lords found out about some of the acts that the Blades had committed, and decided that their goals and methods were not in line with those of their own. The Blades was disbanded by order of the elf lords, and its members chased from the elven woods.
Disappointed, but always eager for a challenge and new adventure, Avaxasir made his way to the big city. And soon enough, he found that city life agreed with him. There were goods to be stolen, and valuables to be filched.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 8th October 2009 at 05:25 PM..
Str 16, Dex 18, Con 12, Int 16, Wis 10, Cha 9
(+2 Dex, +2 Con Racial, +1 to Wis @ 4th Level)
Appearance: Jaga is a towering brute of a man and always seems to have a look of non-interest on his face. Jagas’ red eyes and black hair only adds to his brutish looks, hiding his natural mental talent. Jaga wears a chain shirt that he won in the course of many battles and allows him to retain his natural agility. Jagas’ hair appears unkempt, but he does maintain his wild looks. Jaga prefers to keep his hair in dreadlocks. Overall Jaga looks like nothing more than a brutish warrior, and he prefers that people think of him as such as to underestimate his mental facilities and quickness to react.
Personality: Jaga has an inquisitive nature and is constantly plucking at his kithara whenever he gets the chance without regard to whomever he may be annoying with it. Jaga is a bit hot tempered, but it only shows if he is seriously ticked off. Jaga likes to evaluate a situation before acting but doesn’t hesitate to defend himself should he be pressed into it. Jaga likes to be the center of attention, but only when it suits him, otherwise he just likes to be left alone to contemplate whatever is on his mind.
Background: Jaga was just baby when a band of adventurers wiped out the elders in his enclave where he was born into. Jaga and the other children in his enclave were rounded up and were taken into the nearest village. The hobgoblin children were given homes, but most of them were spiteful of their situation and ran off at the earliest opportunity. Since Jaga was just a baby he was given unto a couple that showered attention on him and nurtured all of his natural talents as he grew older. Due to his racial heritage, he was constantly tormented and teased, which eventually took its toll as he became more and more reclusive.
Jaga eventually took to the local innkeeper, Kolara. Kolara taught him many things. Among them, he learned the how to properly run an inn. He was always was at Kolara’s side, even when she wasn’t tending to business matters. Although she had twenty years on him, they eventually fell in love. However their romantic interludes were discovered and the locals rustled both of them and they burned Kolara in a pyre and attempted to do the same to Jaga. Jaga got loose of his bonds and fought his way free of the murderous crowd. He ran and ran until he just couldn’t anymore. Jaga holds himself partly responsible for Kolara’s death and for a long time was vengeful and spiteful of those that took her life, but he eventually turned to prayer and in a temple dedicated to Torm, he found redemption through forgiveness. His heart turned from revenge to love and found that he wanted to do nothing more than to prevent atrocities from happening to those that deserved better.
Jaga has been adventuring for quite a while, and has made a small name for himself as a freedom fighter. When he gets too old to adventure or suffers grievous wounds which make him retire from the adventurer’s life, Jaga would like nothing more than to build an inn with his own two hands and run it in loving memory of Kolara.
Armor
Chain Shirt +2 / 4250 gp / 25 lbs.
Crystal of Aquatic Action (MIC, pg. 25) / 250 gp
Weapons
Greatsword +1 / 2350 gp / 8 lbs.
Warhammer +1 / 2312 gp / 5 lbs.
Magic Items
Elixir of Sneaking x2 (DMG, pg. 255) / 500 gp
Hand of the Mage (DMG, pg. 258) / 900 gp
Ring of Sustenance (DMG, pg. 233) / 2000 gp
Skill Shard x2 (MIC, Pg. 185) / 100 gp
Equipment
Backpack / 2 gp
Antitoxin x2 / 100 gp
Flask of Acid x10 / 100 gp
Masterwork Thieves Tools / 100 gp
Glamerweave Entertainer's Outfit (ECS, pg. 122) / 109 gp
Travelers Outfit / 1 gp
Bedroll / 1 sp
Lock, Amazing / 150 gp
Belt Pouch / 1 gp
Sack x2 / 2 sp
50' Silk Rope / 10 gp
Magnifying Glass / 100 gp
Masterwork Instrument, Kithara / 100 gp
Whetstone x5 / 1 sp
Masterwork Potion Belt (FRCS, pg. 96) / 60 gp
My Character
Code:
Name: Jaga Kelgora Age: 15
Class/Level: Fighter 1 / Martial Rogue 4 Gender: Male
Race: Hobgoblin Height: 7' 2"
Alignment: Chaotic Good Weight: 260 lbs.
Deity: Torm Speed: 30 feet.
Hair: Black Eyes: Red
Size: Medium Skin: Dark Brown
Ability Score Mod AC Total 20 Flat Attack Initiative
Strength 16 +03 Base 10 Foot Bonus Modifier
Dexterity 18 +04 Natural xx 16 +4 +4
Constitution 12 +01 Size xx
Intelligence 16 +03 Deflection xx Touch Grapple
Wisdom 10 +00 Dexterity +4 14 Total +07
Charisma 09 -01 Armor +6 BAB +04
Shield xx Traps STR +03
Hit Points Current Total Magic xx 21 Size xxx
Race + Class 036 036 Misc. Mod. xx Misc. xxx
Saving Throws Non-Standard Attacks
Fort Ref Will Unarmed Flurry
Total +04 +10 +01 Hit Bonus +07 xxxx
Base Save +03 +04 +01 Damage 1D3 xxxx
Ability +01 +04 n/a Critical 020 xxxx
Feat xxx +02 xxx Range xxx xxxx
Magic xxx xxx xxx Type B xxxx
Conditional xxx +01* xxx Notes Non-Lethal
*+11 only agianst Traps
Attack
Attack Bonus Damage Critical Range Type Notes
Greatsword +9 2d6+5 19-20/x2 -- PP
Warhammer +9 1d8+5 X3 -- BB
Key Skill Ability Misc. Magic
Skills Ability Modifier Modifier Ranks Modifier Modifier Notes
Appraise INT +03 +03 xx xxx xxx
Balance DEX +10 +04 06 xxx xxx 1
Bluff CHA -01 -01 xx xxx xxx
Climb STR +10 +03 07 xxx xxx 1
Concentration CON +01 +01 xx xxx xxx
Decipher Script INT +11 +03 08 xxx xxx
Diplomacy CHA -01 -01 xx xxx xxx
Disable Device INT +13 +03 08 +02 xxx
Disguise CHA -01 -01 xx xxx xxx 1
Escape Artist DEX +10 +04 06 xxx xxx 1
Forgery INT +03 +03 xx xxx xxx
Gather Information CHA -01 -01 xx xxx xxx
Heal WIS +00 +00 xx xxx xxx
Hide DEX +06 +04 Xx +02 xxx 1
Intimidate CHA -01 -01 Xx xxx xxx
Jump STR +08 +03 04 xxx xxx 1
Knowledge INT --- --- -- --- ---
- Local - +11 +03 08 xxx xxx
Listen WIS +00 n/a xx xxx xxx
Move Silently DEX +18 +04 08 +06 xxx 1
Open Lock DEX +14 +04 08 +02 xxx
Perform CHA --- --- -- --- ---
- Sing - +07 -01 08 xxx xxx
- String - +03 -01 01 +02
Profession WIS --- --- -- --- ---
- Innkeeper - +08 +00 08 xxx xxx
Ride DEX +04 +04 xx xxx xxx
Search INT +03 +03 xx xxx xxx
Sense Motive WIS +00 +00 xx xxx xxx
Sleight Of Hand DEX xxx +04 xx xxx xxx 1
Spot WIS +00 +00 xx xxx xxx
Survival WIS +00 +00 xx xxx xxx
Swim STR +05 +03 02 xxx xxx 2,3
Tumble DEX xxx +04 xx xxx xxx 1
Use Magic Device CHA -01 -01 00 xxx xxx
Use Psionic Device xxx xxx xx xxx xxx
Use Rope DEX +04 +04 xx xxx xxx
1. Armor Check Penalty (-1)
2. Double Armor Check Penalty (-2)
3. Crystal of Aquatic Action allows Jaga to ignore his AC Penalty for this skill
-----------------------------------------------------------------------------
Languages (Read/Write, Speak)
Common, Goblin, Elven, Dwarven, Sylvan
Feats
Improved Toughness
Lightning Reflexes
Power Attack
Stealthy
Weapon Focus (Greatsword)
Weapon Focus (Warhammer)
Racial Traits
Darkvision out to 60'
+4 Racial Bonus to Move Silently
Class Abilities
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow,rapier, sap,
shortbow, and short sword. Rogues are proficient with light armor, but not with
shields.
A fighter is proficient with all simple and martial weapons and with all armor
(heavy, medium, and light) and shields (including tower shields).
Bonus Feats
The martial rogue does not gain the sneak attack ability, instead he gains fighter
bonus feats in its place. Whenever the character would gain a bonus to their sneak
attack damage they instead gain a bonus combat-oriented feat. At first level the
martial gins his regular 1st level feat that all 1st level characters are entitled to
and one combat-oriented feat. If the character is human, he gets his human bonus feat
as well.
The martial rogue gains a comabt oriented feat at 3rd level and every three levels
thereafter (6th, 9th, 12th, 15th, 14th and 18th). These bonus feats must be drawn
from the feats noted as fighter bonus feats. The rogue must still meet all
prerequisites for a bonus feat, including ability score and base attack bonus
minimums. These bonus feats are in addition to the feat that a character of any
class gets from advancing levels.
Trapfinding
Only rogues can use the Search skill to locate traps when the task has a DC higher
than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well
hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a
trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally
deals half damage on a successful save, she instead takes no damage. Evasion can be
used only if the rogue is wearing light armor or no armor. A helpless rogue does not
gain the benefit of evasion.
Trap Sense +1 (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC
against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th
level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5
at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes
stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a
different class she automatically gains improved uncanny dodge instead.
Equipment Cost Weight
Armor
• Chain Shirt +2 4250 gp 25 lbs.
• Crystal of Aquatic Action (MIC, pg. 25) 250 gp ---- lbs.
Weapons
• Greatsword +1 2350 gp 008 lbs.
• Warhammer +1 2312 gp 005 lbs.
Elixir of Sneaking (DMG, pg. 255) 500 gp ---- lbs.
x2: +10 to Move Silently for 1 hour
Hand of the Mage (DMG, pg. 258) 900 gp 2 lbs.
• Uase mage hand at will
Ring of Sustenance (DMG, pg. 233) 2000 gp ---- lbs.
• No need to eat, only needs 2 hours of sleep
Skill Shard x2 (MIC, Pg. 185) 100 gp ---- lbs.
• +2 bonus to one skill check for 10 minutes
then disintegrates
Backpack 2 gp 2 lbs.
Antitoxin x2 100 gp ---- lbs.
Flask of Acid x10 100 gp 2 lbs.
Masterwork Thieves Tools 100 gp 1 lbs.
Glamerweave Entertainer's Outfit (ECS, pg. 122) 109 gp 6 lbs.
• +1 bonus on Diplomacy checks ------ ---------
Travelers Outfit 1 gp 5 lbs.
Bedroll 1 sp 5 lbs.
Lock, Amazing 150 gp 1 lbs.
Belt Pouch 1 gp .5 lbs.
Sack x2 2 sp 1 lbs.
50' Silk Rope 10 gp 5 lbs.
Magnifying Glass 100 gp ??? lbs.
Masterwork Instrument, Kithara 100 gp 3 lbs.
Whetstone x5 1 sp 5 lbs.
Masterwork Potion Belt (FRCS, pg. 96) 60 gp 1 lbs.
• Stores 10 potions, free action retrieval ------ ---------
Encumbrance 75.5 lbs.
Light: 0076 lbs.
Medium: 0153 lbs.
Heavy: 0230 lbs.
Lift: 0460 lbs.
Push/Drag: 1150 lbs.
Platinum: xxxxx
Gold: 4
Silver: xxxx6
Copper: xxxxx
Last edited by Reveille; 21st August 2008 at 10:37 AM..
Sohen
Male (?) changeling beguiler 6/mindbender 1
N Medium humanoid Init +3; Senses Listen +0, Spot +0 Deity Cyric Languages Common, Elven, Draconic, Dwarf, Giant, Goblin, Orc; telepathy 100'
----------------------------------------- AC 19, touch 13, flat-footed 16; +6 armor, +3 Dex hp 38 (7 HD) Fort +5, Ref +5, Will +7; +2 vs. sleep and charm
----------------------------------------- Speed 30 ft. Melee+1 rapier +0 (1d6-1/18-20) or Base Atk +3; Grp +2 Atk Options cloaked casting (+1 DC), skill tricks Special Actions minor shape change (move), surprise casting (move) Combat Possessionsanklet of translocation, eternal wand of unseen servant, healing belt Beguiler Spells Known (CL 7, +4 ranged/melee touch, DC 14+lvl [15+lvl enchantment/illusion]; cloaked casting +1 DC):
- 3rd (5/d)—arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, slow, suggestion, vertigo field, zone of silence
- 2nd (7/d)—blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
- 1st (7/d)—charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm, ventriloquism
- 0 (6/d)—dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
----------------------------------------- Abilities Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12 SQ armored mage (light), invisible to darkvision, trapfinding Feats Persona Immersion, Quick Change, Racial Emulation, Silent Spell (B), Stealthy (B), Spell Focus (Enchantment, Illusion) Flaw Noncombatant, Shaky Skills Bluff +13, Concentration +11, Disable Device +15, Disguise +20, Diplomacy +9, Gather Information +4, Hide +12, Intimidate +9, Move Silently +12, Search +13, Sense Motive +12, Sleight of Hand +10, Speak Language (Orc, Goblin), Spellcraft +5; Assume Quirk, Conceal Spellcasting, Second Impression Possessions Combat possessions plus +1 rapier; mithral shirt +2, arcane thieves' tools, bedroll, 2 belt pouches, everfull mug, everlasting rations, jewelry (100 gp), ring of the darkhidden, shiftweave outfit (courtier, noble, peasant, scholar, traveler outfits), spell component pouch, 2 sunrods; cart and 2 horses; 1613gp 11sp; 22.5 lbs; Light Load
----------------------------------------- Armored Mage (Ex) Sohen does not suffer arcane failure casting spells in light armor. Assume Quirk (Ex) For up to 1 hour a day, people familiar with a person Sohen is impersonating with Disguise do not gain any bonuses due to familiarity to penetrate the disguise. Cloaked Casting (Ex) The DC's of Sohen's spells increase by 1 if the target would be denied its Dex bonus. Conceal Spellcasting (Ex) Once per encounter (or once per minute), Sohen can make a Sleight of Hand check opposed by Spot to appear not be casting a spell while actually casting a spell; this negates any potential attack of opportunity or counterspelling. Minor Shape Change (Su) As a move action, Sohen can change its appearance. This is like a disguise self spell except the duration is permanent, clothing does not change, and the change is permanent. In addition, he takes no Disguise penalties for assuming the form of another race and emulates any of that races subtypes and is considered a member of that race for effects. Also, if a disguised Sohen makes a save vs. a divination spell or telepathic power of 3rd level or less, he can generate a misleading result to the effect. Second Impression (Ex) Once per day when his disguise is blown and Sohen is aware of it, he can as an immediate action make a Bluff check against Spot check result to convince the target of the disguise. This ability can work on multiple observers at once. Surprise Casting (Ex) Sohen may feint in combat as a swift action. The target is denied their Dex bonus to Sohen's next melee attack or spell.
Appearance
Considering his constant state of disguise, no one really knows. Sohen generally does not reveal that he is about 24 years old.
Personality
Sohen is quiet and introspective when himself, which is rarely. When others, his personality varies with the persona. Sohen seeks the secrets of others for his own purposes: They make excellent currency. The changeling has an unending hatred of hobgoblins and seeks to harm them (usually non-physically and indirectly, but will respond to violence) as opportunities present themselves.
Background
Sohen belonged to a group of changelings that were integrated into a human city. They were members of the underclass, but were not known for what they were. Things were rough, but such was their life.
Sohen began to learn the "family" trade of thievery and deception at an early age, showing a penchant for magical deception. He was an up-and-comer when a group of well organized hobgoblin thugs began decimating Sohen's "family". Sohen, as far as he knows, was the last, barely escaping with his life.
The changeling spent the next years getting his vengence. The hob's families, friends, business associates---but never the hobs themselves---suffered from calamity after calamity. Blackmail. Extortion. Imprisonment for crimes witnesses swore they committed. Some died mysteriously. Soon, the will and support structure of the hob gang was shattered, and the hobs vanished. No one knows who did this, but there were always rumors of a single mastermind behind it all. One they never found.
Sohen now travels incognito, finding others that find his skills useful, each time a different persona. And if hobs were involved, all the better...
Sascha
Sascha is Sohen's current personality. He travels in the service of Helm, though he himself is not religious. He's unassuming and speaks in a lower-class manner. He was hired due to his minor skills with magic and steady hands with traps. Sascha is a middle-aged human whose a little portly but otherwise nondescript.
Modus Operandi
Sohen prefers infiltration, intelligence gathering, and blending in to direct violence. If he has to reveal himself, it is the last thing he want his target to see. In combat, he uses misdirection and his spells to control the battlefield, confusing and redirecting his foes as needed. A popular tactic is assuming the visage of the one of the enemy to sow confusion.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Equipment 13,000 total
Mithral breastplate+1 5,200 20lbs.
Heavy darkwood shield+1 1,257 5 lbs.
Gauntlets of Ogre Power
Handy Haversack 2,000 5 lbs.
Wand of lesser vigor x2 1,500
Ring of sustenance 2,500
Lesser vigor potions x10 500 gp
Sundry gear, rope, flint and steel, etc. ~20 gp
1562.7 gp Vale Map
Appearance
Lean and swarthy, sir Conrad has what may be referred to as cruelly dark good looks. Sir Conrad appears a true knight in his gleaming mithril plate armor with heraldry of the Order of the Seelenritter. His brown eyes occasionally flash a fiery red when he is feeling passionate and he can sport a glowing violet spike of psychic energy from his fist at will.
Personality
Sir Conrad is completely devoted to his work of punishing the wicked and putting minions of evil to the sword. He feels very aristocratic and noble, giving him an air of superiority and an impression that he feels he knows more than others. He cheerfully works with good companions in his pursuit of evils, but he is harsh and pitiless, often willing to do what others are not for their shared cause. He knows many of his allies do not like him or his methods, but he smiles and continues doing his bloody work with them. He pushes some boundaries but mostly is a secure ally for those who work with him, the ironic and smiling devil you know and all that.
Background
Sir Conrad is a wandering knight errant of the Order of the Seelenritter, the soul knights. These mystic warriors dedicated to the Triad perfect body, mind, and soul to champion the cause of justice and combat supernatural evil. In truth Sir Conrad is an agent of the Lady Fierna, Archdevil Lord of the Fourth, patroness of pain, pleasure, and fire. He joined the Order to hunt down foes and rivals of the Lady's as well as those of her own who had lost her favor. Sir Conrad's grandfather, Sir Vanden Hagel, was a paladin knight within the order but was lost in a quest to hell fighting the Lady of flames. Sir Conrad's mother, a half-fiend was spawned by the Lady after that quest, and Sir Conrad bears some blessings of the Lady, his grandmother, within his blood.
When he came of age Sir Conrad journeyed to the Order wearing his grandfather's armor and petitioned by right of the blood of his grandfather to apply and apprentice himself to become a Seelenritter knight. Divinations confirmed his noble ancestry as well as his claims that his blood was tainted and that he would detect as evil. His fiendish aspects are known by the order and disqualified him from becoming a paladin, but so long as he abides by certain strictures and serves the order, he need not fear them and has a measure of political protection against the huntings of good clerics and paladins who detect the evil "of the taint of his blood". In fact he has gone on missions for the Order to infiltrate evil cults then strike them down from within. His successes have been numerous and though he is often under suspicion from his order, he has been granted the status of knight errant to pursue evils at his discretion. This has placed him in a position to openly hunt down evils, just as Grandma planned.
Modus Operandi
Sir Conrad is a melee combatant, ready to go in fast and take on powerful foes face to face. Inflicting and taking grievous wounds in his fight against evil is not something he shrinks from, he considers it his duty and calling.
When not on campaign Sir Conrad spends a lot of time becoming debauched before journeying out in the field again. Not coincidentally, many cultists of Fierna work in brothels.
Undead traits:
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
Warforged and undead
Necropolitan Traits:
+2 will vs command undead
+2 turn resistance
natural healing
Warforged Traits:
Effected by spells that taget constructs
vulnerable to heat metal & chill metal
composite plating +2
slam attack.
Special Abilities:
Charnel Touch (1d8+1)
Rebuke Undead (6/day)
Lich Body (DR 2/ bludgeoning and magic)
Negative Energy Burst (1/day)
Advanced Learning (Kelgor's Grave Mist)
Fear Aura (Will DC 16 or shaken)
Scabrous touch 1/day (like contagion; For DC 16)
Feats:
Bonus: Persuasive
1st: Mithral Body
3rd: Turn Resistance
6th: Divine Fortune
Spells Per Day (Save DC 13 + spell level):
1st - 6
2nd - 6
3rd - 5
Spells Known:
Dread Necromancer list + Kelgor's Grave Mist