Rogue's Gallery for: The Chronicle of Burne, and some Others of Lesser Importance

Rolzup

First Post
I'll start things off, I suppose, and hope that those slackers that I game with will step up to the plate....

First, the eponymous Burne, or at least the stats thereof....

The Magnificent Burne
Lawful/Chaotic Neutral Male Human Marshal 1/ Alchemist 9

Attributes
Str: 11 (+0)
Dex: 14 (+2)
Con: 13 (+1)
Int: 21 (+5)
Wis: 10 (+0)
Cha: 16 (+3)

Attacks
Base Atk/Grapple: +4/+4

The Heremetic Destrutive Engine: +7 (2d8+1d6 Fire;19-20/x2)
-- Range: 120
Swineslayer (Erisian Bastard Sword): +4 (1d10; 19-20/x2)
+1 Longspear +5 (1d8+1; 20/x3)
Dagger: +4 (1d4; 19-20/x2)

Saves
Fort: +9
Ref: +8
Will: +8

Misc
Hit Points: 52 (1d8+9d6+10)
Init: +2
Spd: 30 ft/x4;
AC 17 (+5 armor, +2 Dex,), touch 12, flat-footed 15;

Special Abilities
Minor Aura (Ex) -- Motivate Intelligence. Charisma Bonus on Intelligence checks and Intelligence-based skill checks, for all allies (Marshal included) within 60 feet.

Panache Bonus (Ex) -- +1 bonus that can apply to either to-hit, damage, or save DC when using the Heremetic Engine.

Skills
Concentration: +14
Craft (Alchemy): +26
Decipher Script: +13
Diplomacy: +11
Disable Device: +19
Knowledge (Arcanna): +18
Knowledge (Dungeoneering): +10
Knowledge (Nature): +10
Open Lock: +15
Spellcraft: +20
Use Magic Device: +16

Feats
Point Blank Shot
Precise Shot
Skill Focus: Diplomacy (Bonus)
Brew Potion (Bonus)
Elemental Mage: Fire
Modify Spell
Craft Wonderous Item (Bonus)
Craft Magic Arms and Armor (Bonus)
Force of Personality

Magic Items
Alchemical Mercury Shirt +1 -- Fire Resistance/5
Mathematical Badge of Intelligence +2
Ioun Stone: Clear Spindle
Gate Academy of Galena Souvenier Immovable Rod
The Backpack of Drunken Fratboys -- A Handy Haversack, of sorts. Instead of an extra-dimensional space, the pack connects to a room in the Gate Academy of Galena, where a bunch of grad students have been conscripted to watch over things. This sometimes leads to Burne discovering that, for example, his heaviest mason jar has been filled with the spoils of a recent panty raid....
Potion of Spider Climb (2)
Potion of Eagle's Splendor (2)
Potion of Shield of Faith +2
Elixir of Love
Elixir of Vision
Quall's Feather Token: Fan
Quall's Feather Token: Anchor
Wand of Cure Light Wounds -- 25 charges.

Alchemical Items
Acid Vials (2)
Alchemical Fire (4)
Antitoxin (2)
Smokestick (2)
Thunderstone (2)
Tindertwig (10)
Tanglefgoot Bag (3)
Cussive Elixir, Grade B (2)
Confmatory Elixir, Grade A (2)
"Balls of a Lazy Devil" (3)
-- Essentially a Necklace of Fireballs in a vial.
10 Small red gems -- For Elemental Mage: Fire feat.

Spells Known

Zero Level
Acid Splash
Cure Minor Damage
Dancing Lights
Detect Magic
Flare
Ignition
Light
Open/Close
Launch Item
Mending
Read Magic

First Level
Burning Hands
Cure Light Damage (As Cure Light Wounds, but 1d6+level)
Expeditious Retreat
Resinous Tar
Lesser Acid Orb
Magic Missile
Obscuring Mist
Shield

Second Level
Scorching Ray
Augment Familiar
Flaming Sphere
Web
Glitterdust
Fireburst
Incendiary Slime

Third Level
Fireball
Haste
Caustic Smoke
Stinking Cloud

Fourth Level
Orb of Acid
Blast of Flame
Forecewave
Resiliant Sphere
Burne's Immaculate Contraction -- (As Shrink Object, but ONLY affects magical items.)

Fifth Level
Prying Eyes
Overland Flight

Some Explanatory Notes:
The Alchemist class is, basically, the standard Wizard class with a few small changes. d6 for hit points, Fortitude and Reflex as good saves, may wear up to light armor while casting. Spells are cast in a manner similar to that of the spell casting classes from Arcanna Unearthed; Burne can cast any spell he knows, as a Sorcerer does, and may "weave" three lower-level slots together to cast a spell of a higher level. Or "unweave" a higher-level spell into two lower-level slots, not that he usually does.

The limitation lies in his spells known. In theory, he could draw from just about any source. In practice, Burne's spells need to fit his idiom...which, in turn, requires some redefinition of their appearance.

Fireball, for example, is easy: The Heremetic Engine belches out...well, a ball of fire.

Shield? A bellows apparatus on the Engine's underside pumps out a cloud of metallic particles, which hang in the air in front of him and deflect attacks.

Web? A blob of resinous strands.

Sleep? A cloud of soporific gas.

Flight? The Engine becomes a rocket engine, pulling Burne into the air by pure force.

Detect Magic? Burne must peer through the Engine's telescopic sight...an act easily interpreted as hostile, considering that this means he's pointing a bloody great crossbow at the target of his scrutiny.

And so forth. The side-effects of Burne's idiosyncratic mode of spellcasting tend to be largely cosmetic, but they've made quite a difference under some circumstances.

Of course, not all alchemists work the same way. Fire and chemicals are, plainly, superior to all possible alternatives...but there are those who persist in their delusions. An alchemist with botanical leanings is not, for example, out of the question. Nor would an alchemist who deals with the other classical elements be entirely unlikely. And even those who share Burne's speciality approach the subject differently. With, say, grenades instead of a huge freakin' crossbow.

Are they wrong? Clearly so. But does their method work? Indeed it does.

Magical item creation in CITY works along similar lines. Mallus is less concerned about XP expenditure than he is with what he calls "Units of Cleverness". Witness Burne's proposed Amulet of Health as an example.... Using a giant's heart (obtained entirely legitmately, after said giant tried to kill him) as the primary magical component, Burne will create a tiny steam engine which he will wear on a chain upon his neck. This engine, which quickly synchronizes with the wearer's heartbeat, continually emits small puffs of steam which must be waved away from the face. The effect is striking, and distinctive, and not entirely dignfied....

But it is certainly Burneish, to coin a phrase.

Everything and anything that he creates must fall along similar lines. Baroque, clunky, and steam-techy. Not only would he not create a simple pair of Gauntlets of Dexterity ("Where are the pistons, man?"), he's literally unable to do so.

When -- not if -- Burne makes a Dexterity enhancing item, it will likely take the form of a self-winding clockwork exoskeleton. Powered by the movements of the wearer, and fractionally slowing these same movements, it will explode into a blur of hurky-jerk speed when needed. Perfect for Burne, but not something that any self-respecing samurai would wear. Or, so we're told.
 
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Mallus

Legend
A few words from your sponsor...

The "Gate Academy in Galena" is usually called the Acadeum Gaeta... and it's in Gallina.

The "Backpack of Drunken Fratboys" is basically Heward's Handy Haversack, except that it opens into a fraternity house full of drunken Gate Magic students at the Acadeum Gaeta instead of an extra-dimensional space, where they make the pledges hand the items out to sack's owner when they're not too drunk.

The Immovable Rod isn't a souvenir. More like the 'complimentary laptop' they give you when you enroll at some universities.

The "Balls of the Lazy Devil" are actually Flaming Spheres.

The "Cussive" and "Conflammatory" elixirs... umm... blow things up and burn, respectively. They're both naval issue ship's ordnance that Burne got his greedy little sulphur stained hands on.

And where's the write-up for Abraxis?!
 


shilsen

Adventurer
Meiji "Not In The Face" Kitsune
Chaotic Neutral Male Human Shugenja10

Attributes
Str: 10 (+0)
Dex: 16 (+3)
Con: 16 (+3)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 20 (+5) [22 (+6) with Vest]

Attacks
Base Atk/Grapple: +5/+5

Wakizashi +6 melee (1d6)
Lt. crossbow +8 ranged (1d8/19-20)

Saves
Fort: +8
Ref: +8
Will: +11

Misc
Hit Points: 71 (10d6+30)
Init: +3
Spd: 30 ft/x4
AC 19 (+6 armor, +3 Dex), touch 13, flat-footed 16

Special Abilities

Sense Elements -- 5/day, detect the existence of a chosen element within range and decipher information about it.

Shugenja Elemental Focus (Earth) -- +1 to DC for all Shugenja spells of the Earth and All schools; cannot prepare Shugenja spells of the Air school

Order of the Dialectical Chopsticks of Wu and Shu - Because he's special

Skills
Balance +5
Concentration +16
Diplomacy +18
Disguise +8
Gather Information +8
Intimidate +8
Jump +2
Knowledge - Arcana +15
Knowledge - Geography +7
Knowledge - History +7
Knowledge - Local +7
Knowledge - Nobility and Royalty +7
Knowledge - Religion +7
Sense Motive +5
Sleight of Hand +6
Spellcraft +17
Tumble +8
Use Magic Device +12, or +14 w. scrolls

Feats
Elemental Mastery (as Wu Jen; +2 caster level to spells from Earth & All)
Eschew Material
Gate Magic
Silent Spell
Still Spell

Magic Items
Mithral Chain Shirt +2 (w. +2 Will save)
Vest of Charisma +2
Cloak of Resistance +2
Hat of Disguise
Traveler's Robes of Comfort (permanent Endure Elements; casts Prestidigitation & Mending 3/day each; caster lvl 1)
Everburning Torch x2

Scrolls:
Comprehend Languages (x4)
Identify (x4)
Magic Circle vs. Evil

Potions:
2 x Protection from Evil (buns)
Remove Disease

Wands:
Detect Magic - 41 charges
Lesser Vigor - 23 charges
Lesser Vigor - 50 charges
Mage Armor at 4th lvl - 43 charges
Shield - 38 charges

Spells Per Day (6/8/8/7/6/4); DC 16 + spell lvl (17 + spell level for All & Earth spells)

Caster level: 10 (12 for Earth and All spells)


Spells Known (*=Earth/All spell; (W) = Wu-Jen spell)

Zero Level
Create Water
Detect Magic*
Light
Mage Hand*
Mending*
Prestidigitation (W)
Purify Food and Drink
Read Magic*
Resistance*
Virtue*

First Level
Bless
Cure Light Wounds
Magic Missile (W)
Obscuring Mist
Pass Without Trace*
Sanctuary*
Shield of Faith*
Shocking Grasp
True Strike (Gate)

Second Level
Barkskin*
Bear's Endurance*
Fog Cloud
Glitterdust*
Hold Person*
Invisibility (W)
Resist Energy*
+1 Gate

Third Level
Dispel Magic*
Fly (Gate)
Magic Circle vs. Evil (W)
Magic Vestment
Greater Magic Weapon*
Prayer*

Fourth Level
Cure Critical Wounds
Dimension Door (Gate)
Greater Invisibility (W)
Spell Immunity*
Wall of Fire

Fifth Level
Spell Resistance*
Telekinesis (W)
Teleport (Gate)
Wall of Ice

Some Explanatory Notes:
 


shilsen

Adventurer
Slife said:
What does the (gate) tag on some of the spells mean?
In Mallus' campaign, there's a specific branch of magic called Gate Magic, focused on spellcasting by causing gates of various sizes to appear and link two places. Only Gate mages can cast teleportation-type spells, and they also cast variations of different standard spells. A True Strike by a Gate mage, for example, would be a small window opening up next to him and one opening next to his target. He'd reach through one gate and out of the other and smack the enemy from an unexpected angle. A Gate fireball might actually be a split-second opening of a gate into a distant volcano. And so on. The CITY empire was originally linked by gates that allowed insant transport from city to city and some are still in effect.

Meiji, being an inveterate dabbler, got very interested in Gate magic and has been doing a lot of reading on it. He also got permission to enroll in the one university (the Academy Mallus mentioned above) that teaches it. Without having done so yet, he's managed to pull off a few Gate spells through sheer natural ability. Mechanically, I spent a feat on it and he gets a Gate spell per spell level. Each of them is an idiosyncratic version of a standard spell (his Fly, for example, consists of him perpetually falling through a series of gates he opens one above the other, thus keeping himself aloft). I have to add one for 2nd lvl.

I haven't had time to actually write up explanatory notes for some of his stuff yet. When I do, I'll also post the details of his spells.
 

Rackhir

Explorer
Rackhir the Red Archer
Lawful Neutral Male Human Ranger 5/Fighter 2/Deepwoods Sniper 3

Attributes
Str: 18 (+4)
Dex: 16 (+3) [18 with Gloves of Dex +2]
Con: 14 (+2)
Int: 12 (+1)
Wis: 12 (+0) [14 with Headdress +2]
Cha: 10 (+5)

Attacks
Base Atk/Grapple: +10/+15

YU Bow +2 Mighty (+4) MW Composite Longbow +17/+17/+12 Ranged (1d8+8) 19-20 x4 Crit
Each arrow shot from the YU Bow transforms into a black viper (causing a DC 13 Fort Save or take 1d3 Con/1d3 Con Poison Damage

Two-Handed Sword MW +16/+11 Melee (2d6+6) 19-20 x2 Crit

Saves
Fort: +14
Ref: +13
Will: +6

Misc
Hit Points: 80 (2d10+8d8+20)
Init: +5
Spd: 30 ft/x4
AC 19 (+4 armor, +4 Dex,+1 Pouch), touch 15, flat-footed 19

Special Abilities

• Wild Empathy(Ex): You can make a check(1d20+7) to improve the
attitude of an animal. You must be within 30 feet of the animal, and it
generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have
extensive knowledge about. Against these creatures, you gain the listed
bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well
as weapon damage rolls.
¤ Giant (+2 bonus)
¤ Humanoid (human) (+4 bonus)
• Keen Arrows(Ex): All projectiles you fire behave as if they were keen
weapons in addition to any other properties they might possess. This
effect does not stack with any other keen effect.
• Range Increment Bonus(Ex): The range increments of your projectile
weapons increase by 30 feet (added after all multipliers).
• Concealment Reduction(Ex): Your miss chance against opponents with
concealment drops by 10%.
• Magic Weapon(Sp): You can produce an effect identical to that of a
magic weapon spell cast by a level 3 cleric. This ability is useable once per
day on projectile weapons only.
• Projectile Improved Critical(Ex): The critical multipliers of all your projectile
weapons increase by +1.
• Safe Poison Use(Ex): You can use poison without any chance of
poisoning yourself.

Skills
Craft (Bowyer) +9
Escape Artist +11
Handle Animal +12
Heal +4
Hide +18 (+23 at Night)
Intimidate +6
Jump +5
Knowledge - Nature +5
Listen +16
Move Silently +18
Ride +20
Search +7
Sense Motive +3
Spot +16
Survival +16
Swim +6
Use Rope +6

Feats
• Endurance²
• Rapid Shot²
• Track²
• Point Blank Shot
• Far Shot
• Precise Shot
• Weapon Focus (Longbow, Composite)
• Weapon Specialization (Longbow, Composite)
• Combat Focus
• Combat Vigor

Magic Items
+3 Mithral Chain Shirt
YU Bow
Gauntlets of Dex +2
Cloak of Resistance +1 (+5 To hide at Night)
Hat of Disguise
Quiver of Elhona
Barghest Medicine Bag (+1 to all Rolls)
Figurine of Wonderous Power [Brass Griffon]
Polyneachean Headdress [+2 Wis, 5 pts Fire Resistance]
+1 Shocking Rapier
+1 Dagger
MW Two Handed Sword

Spells Per Day (1);

Caster level: 2


Spells Known

First Level
Arrow Mind

Notes:

Rackhir is originally from the Ajakani Empire. Born to a peasant family, he left the Empire for CITY at some point prior to the start of the campaign. Has never given any reason for this or even talked about it (not that anyone in the group would actually care). Mostly because I never bothered to sit down and think of a reason, perhaps Mallus has one lurking in the black depths of his psyche?

He joined the military to earn citizenship and served most of his time in the Shirac wastes. Mustering out just before the start of the campaign, he dresses and equips himself entirely in CITY style. Aside from the Polyneechean Headdress he took off the corpse of the Shaman who lead the raid on the Priestesses of St. Tart.
 
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Mallus

Legend
The Figure of Wondrous Power (brass griffon) has a name, you know. It's Phillip. And he prefers his full title, "The Size-Malleable, Self-Winding Phlogistonic Gryphon Prototype Alpha of Magnus Gyrefalcon the Magnanimous."

Phillip differs from your run-of-mill figurine in a number of ways. First of all, he's slower and more heavily armored. While he does change size, he's always a metal construct. He can talk, politely, in fact, like the offspring of a proper British butler and a Harrier jump-jet. Speaking of which, he's capable of VTOL flight and has afterburners, which can fire every 1d4 rounds and adds 60ft to his movement rate.

Not to mention his drink-service capabilities. He dispenses tea, espresso and internally-distilled gin from a set of spigots mounted on the back of his neck.
 

RillianPA

First Post
Code:
[COLOR=DarkOrchid][B][SIZE=5]Yamamoto Kenji[/SIZE]
(Kenji-sama)[/B]
Lawful Neutral 
Male Human Imperial - Crane Clan
Monk 3/Fighter 2/Samurai 2/Iaijutsu Master 2

[B][SIZE=4]Attributes[/SIZE][/B]
Str: 13 (+1) 
Dex: 22 (+6) [with Gloves of Dex +2] 
Con: 12 (+1)
Int: 16 (+3)
Wis: 18 (+4)
Cha: 18 (+4) [with Amulet of Cha +2]  

[SIZE=4][B]Attacks[/B][/SIZE]
Base Atk/Grapple: +8/+9

[COLOR=RoyalBlue]Nanami (Gentle Wave) - Slashing
   +2 Bastard    +17/+12 (d10+3) 17-20/x2
   Gaijin Bane   +19/+14 (d10+2d6+5) 17-20/x2[/COLOR]
Bokken, MW - Bludgeoning
                 +10/+5 (d6+1) 20/x2
Unarmed
                 +9 (d6+1) 20/x2
Composite Longbow, MW - Piercing
   Mighty +3     +15/+10 (1d8+6) 20/x3 Range 110'

[B][SIZE=4]Saves[/SIZE][/B]
Fort: +12
Ref:  +14
Will: +12

[SIZE=4][B]Misc[/B][/SIZE]
Hit Points: 87
Init: +14
Spd: 40' Runx4
AC: 23 (+6 Dex,+3 Int, +4 Wis), touch 23, flat-footed 23
    27 (Mage Armor Potion)

[SIZE=4][B]Abilities[/B][/SIZE]
*Improved Unarmed Strike (Ex): as Monk ability
*Flurry (Ex): as Monk ability
*Evasion (Ex): as Monk ability
*Still Mind (Ex): +2 to Saves versus Enchantment
*Fast Movement (+10') (Ex): +10' enhancement bonus to movement
*Canny Defense (Ex): Add Intelligence as Dodge Bonus to AC
*Lightning Blade (Ex): Add Charisma Bonus to Initiative
*Ancestral Daisho: Ancestral Katana and Wakazashi, and ability to enchant them
[COLOR=RoyalBlue]   Nanami - "Blued Steel"
      Masterwork, +2, Gaijin Bane[/COLOR]

[SIZE=4][B]Skills[/B][/SIZE]
Balance +13
Climb +4
Craft(Calligraphy) +10
Diplomacy +18
Iaijutsu +16
Intimidate +10
Jump +17
Knowledge(City) +7
Knowledge(Religion) +7
Listen +14
Perform(Strings) +5
Sense Motive +16
Spot +14 (I want Squint back!)
Swim +7
Tumble +20
Languages: Imperial, City Common, Draconic, Infernal, Celestial

[SIZE=4][B]Feats[/B][/SIZE]
City Citizen - Gate Mark
Improved Initiative
Quickdraw
Weapon Focus (Katana)
Intuitive Sense + Improved Intuitive Sense
Combat Reflexes
Power Attack
Cleave
Weapon Finesse
Improved Critical (Katana)
Iaijutsu Draw - Similar to Flick of the Wrist, but only with Daisho.
Proficiencies:
   Simple Weapons, Martial Weapons, Monk Weapons
   All Armor, All Shields

[SIZE=4][B]Gear[/B][/SIZE]
Many suits of Royal Quality Imperial Clothing Bearing the 
    Mons (Symbols) of the Crane, Yamamoto, and Kenji
Adventurer's Pack
City Letter of Marque - Right to operate as a privateer
Mandolin
Bokken

[SIZE=4][B]Magic Items[/B][/SIZE]
Quiver of the Lonely Ronin - Gate to a secure storage facility in the 
   Crane Palace.  Kept fully stocked by the family.  Also used to pass 
   notes and letters.
Squint - +1 dagger, +10 to Spot when looking through "eye" in the 
   pommel (Currently Stolen)
Butterfly Pin - Gift from the Priestesses of Aja Opalblossom, +2 Charisma
Stone of See Invisibility 1/day
Cloak of Resistance +2
Gloves of Dexterity +2

Potions:
   Bulls Strength x1
   Cure Light Wounds x1
   Cure Moderate Wounds x3
   Swimming x1
   Fly x1
   Mage Armor x8
   Hot Cross Buns of Protection x2

[/COLOR]

Background
The Yamamoto are the rulers of the Crane, the largest clan in the Empire (more on the Empire later). The Emperor traditionally chooses his heir's wife from among the daughters of the Crane Clan. The Empress Mother was born a Yamamoto, and most expect that the Emperor’s eldest son (who is around 19) will marry the latest Yamamoto daughter. Kenji, at 19, is the oldest child of the current lord Yamamoto. He has a 1 year old brother, and a 15 year old sister. His mother is an accomplished sorceress, and his father a skilled warrior and diplomat. The Yamamoto clan is famed for its diplomats, artists, and duelists (for those familiar with L5R, the Yamamoto are sort of a cross between the Doji and the Kakita).

Kenji was born adventurous and curious. His explorations and experiments were never ending, and his father knew that Kenji was not suited to settle immediately in to the staid life of rulership. So Lord Yamamoto has revived an ancient family tradition that the first son must complete a quest of 3 tasks. The first task is to defeat a great evil. The second task is to help the helpless. And the third task is to seek out a wife of magical nature. The son must travel, ranging far from home to complete these tasks. Over the generations, the third task has mixed the family blood with that of blood of angels, devils, and dragons, among many others, and has made them great allies, as well as bitter foes. Lord Yamamoto made it clear that his son must find worthy tasks, and this make take many years, but he knows that his second son can always assume leadership if necessary. He purchased City Citizenship for his son, and bade him start in City.

As is traditional, Kenji has been trained by the monks of the Gentle Wind, in matters of the spirit and body, and by the masters of the Yamamoto Iaijutsu school, in combat. As the Yamamoto give their daughters in marriage to the empire, there is a local tribe of Vanara (monkey men) that send their children to become advisors and wizards to the children of the Yamamoto. Kenji and his Vanara advisor, Dr Wu, are inseparable, and so Wu is accompanying Kenji on his journey.

Kenji is a young Imperial male with a hint of the exotic (if judged by an Imperial). He is very tall for an Imperial, a very lean 6 feet. His hair is a deep, almost blue, black, and his eyes are a very surprising deep blue. For formal occasions, Kenji will dye his hair a pure, snow white. Occasionally, like in battle, a tattoo of a gold dragon can be seen running up his left arm, which seems to be inked in actual gold. Kenji is clearly quite concerned with his appearance, and cleanliness. Dr Wu frequently provides him with the services of a prestidigitation spell to clean and upkeep his appearance. Kenji almost never shows emotion, and never lies.

One last thing. Kenji is far away from the Empire, fairly open minded as Imperials go, and currently considers his status almost equal to that of a ronin (though he will use his noble birth when appropriate). He ignores most of the insults to his honor, clan and culture, as he would otherwise be almost continuously in duels or combat. There are a few lines, however, he will not allow anyone to cross...though his companions seem to think those lines are many. For these reasons he has never inquired into Rackhir's past, and continues to travel with a man who must be a ronin at best.
 
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shilsen

Adventurer
Lemur-Brained MODOSS of the Burnished Breastplate
Neutral Male Half-Dragon Warforged Barbarian4/Swordsage3

Attributes
Str: 24 (+7) [26 (+8) w. Gauntlets]
Dex: 13 (+1)
Con: 22 (+6) [24 (+7) w. Bracers]
Int: 13 (+1)
Wis: 12 (+1)
Cha: 9 (-1)

Attacks
Base Atk/Grapple: +6/+14

Falchion +16/11 (2d4+13/15-20) and bite +9 (1d6+4), or 2 claws +14 (1d4+8) and bite +9 (1d6+4)

Saves
Fort: +13
Ref: +7
Will: +7

Misc
Hit Points: 100 (4d12+3d8+49)
Init: +2
Spd: 30 ft/x4
AC 25 (+1 Dex, +9 armor, +4 natural, +1 deflection), touch 12, flatfooted 24

Special Abilities
Warforged racial qualities, rage 2/day, fast movement, uncanny dodge, trap sense +1, flamethrower (30 ft cone of fire, 6d8 dmg, Ref DC 17 half), darkvision 60’, low-light vision, immunity (sleep, paralysis, fire), quick to act +1, discipline focus (W. Focus), AC bonus

Skills
Climb +10
Concentration +17
Craft (alchemy) +13
Intimidate +9
Jump +17
Knowledge – arcana +6
Listen +11
Sense Motive +11
Swim +3

Feats
Adamantine Body (note: no DR)
Improved Fortification
Power Attack
Weapon Focus (Desert Wind Weapons)

Magic Items
Keen Falchion +1
+1 enhancement on body
Gauntlets of Ogre Power
Bracers of Health
Cloak of Resistance +2
Ring of Protection +1
Boots of Striding and Springing
Masterwork Craft tools

Maneuvers Known (3/4/1):
1st – Burning Blade, Mighty Throw, Moment of Perfect Mind
2nd – Burning Brand, Emerald Razor, Flashing Sun, Mountain Hammer
3rd – Death Mark

Stances known (2):
1st – Stance of Clarity, Step of the Wind

Maneuvers readied (5):
1st – Burning Blade; 2nd – Burning Brand, Emerald Razor, Flashing Sun; 3rd – Death Mark

Special – Healing:
Cannot be healed by Conjuration (Healing) spells. Gets full benefit from Repair X Damage spells. Can be healed via Craft (alchemy) checks, taking 1 hour and healing hit pts = check – 15.

Some Explanatory Notes:
This version of MODOSS was the brainchild of Rolzup and me. In-game Burne had been working on a suit of powered armor and at one point Rackhir thought of playing that (as a warforged juggernaut) as a PC. Mallus and he had ... ahem, creative differences about the applicability of the PC in this campaign, so he dropped the idea. So Rolzup and I thought of turning it into an NPC, specifically one that I could run temporarily as a PC while Meiji was off doing some things he needed to. This being Burne, we figured it should be big, loud and fiery. So I came up with the idea of using the mechanics for a half-dragon warforged, turning the breath weapon into a flamethrower.

Originally it was a Bbn/Ftr, but more recently, we got hold of the Bo9S and the fire-related powers of the Desert Wind school seemed a perfect fit, so I made it a Bbn/Swordsage. It's a poor mechanical combination, since MODOSS just isn't built to benefit from a lot of the things which make a swordsage good, but the flavor fits very well, and it's still reasonably effective.
 
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