Khyber Rising: The Mutated Heroes


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Lukas Navokk, Shifter Mutant

Name: Lukas Navokk
Class: Fighter 3
Race: Shifter
Size: M
Gender: male
Alignment: N
Deity: Traveler

Str: 15 (+2)
Dex: 19 (+4)
Con: 18 (+4)
Int: 10 (0)
Wis: 14 (+2)
Cha: 8 (-1)

Level: 3
BAB: +3
Reach : 5ft
Speed: 30
Init: + 4

HP: 42 (Max)

Total Base Armor Shld Dex Size Nat unnamed insight Deflection
AC: 14 10 +0 +0 +4 +0 +0 +0 +0 +0

Touch: 14
Flatfooted: 10

Base Mod misc Total
Fort:...+3......+4......+0.........+7 (+11 vs cold)
Ref:....+1......+4......+0.........+5
Will:...+1......+2......+0.........+3

Weapon: Bite (while shifted)
Attack: +7 hit, 1d6+2 damage +1 fire damage

Weapon: MW Falchion
Attack: +6 hit, 2d4+3

Weapon: Composite Longbow
Attack: +8 hit, 1d8+2

Languages: Common

Racial features:
Longtooth Shifter 2/day (when shifting, +2 strength and grows teeth for a 1d6 bite attack)
Shifting (Free action, lasts for 9 rounds)
Lowlight vision
+2 racial bonus to Balance, Climb and Jump checks

Feats:
- Shifter Ferocity (When shifting, fight without penalty even if disabled or dying)
- Healing Factor (Heal class level in hit points when coming out of shift)
- Weapon Finesse (Applies to natural weapons)
- Powerful Charge (When charging, deal an additional 1d8 of damage if you hit)

Skills: 12 points
Balance +8 (+2 bonus +4 dex +2 Tail)
Climb +4 (+2 bonus +2 str)
Swim +2 (+2 str)
Intimidate +5 (6 ranks + (-1) cha)
Jump +4 (+2 bonus +2 str)
Listen +5 (3 ranks +2 wis)
Spot + 5 (3 ranks +2 wis)

Age: 25
Height: 6'2"
Weight: 240 lbs
Eyes: Yellow
Hair: Black
Skin: Tanned

Background
Lukas is a sword for hire, a mercenary who grew up in a small village near Sharn and who left as soon as he could, heading for the big city. He’s gotten a few commissions as a guard and earned a fair reputation as a good man to have around in a pinch. However, last night he began drinking with a little man who seemed, well, shifty. Now he’s woken up in a cage, feels different and he is most definitely NOT HAPPY.

Appearance (after mutations):
Lukas looks even more bestial than he did before the change. Twin rams horns curve from his shaggy brow, which, like the rest of him, is covered in thick tiger-striped fur. Claw extend from his fingers and a cat-like tail whips around behind him in a frenzy, betraying his mood. Worse even is the burning smell of fur that exudes from him...

Equipment
Mithril Shirt (1100 gp)
MW Falchion (375 gp)
MW Composite Longbow (Str +2) (600 gp)
Quiver of Arrows
Backpack
Silk Rope, 50 ft
Rations x5
Waterskin
Adventurer's Outfit
Medallion with Traveler's symbol
Bedroll
Scroll case, empty

Mutations:
CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity.
Having claws does not adversely affect your manual dexterity.

FORCE BARRIER [MINOR]
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 3/– against incoming weapon attacks and force effects. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.

GREAT HORNS [MINOR]
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose.
MP Cost: 1.
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks of opportunity.

TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.

THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

LIVING FURNACE [MINOR]
Your body generates a tremendous amount of heat & your touch can cause things to burn
MP Cost: 3
Benefit: You deal an extra 1 point of fire damage with a successful unarmed attack or attack with a natural weapon. Three times per day, as a free action, you can channel & increase the fire damage to 2d6 points (instead of 1 point).
you gain a +4 mutation bonus on Fortitude saves against extreme heat temperatures.
This mutation does not grant immunity or resistance to fire.
 
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Anassa the Medusa

Unlike most medusa, Anassa was not very interested in establishing herself in the 'family business*', wrestling for power, eating her sisters, and making her name great. Well, okay, she did want to be famous. And maybe a pretty trinket or three. Picking up her bow, she headed for Sharn (and incidently foiling a sister's plan to eat her), where she at least knew that she could live without being beheaded. While living there, she met up with (two of the other characters), who helped her figure out how to live among non-Medusa. It was rough going, but eventually she got to the point where she could leave her veil at home and not have her hair attempt to poison people who cut her off on the street.

An expedition to Q'barra made sense at the time, with a reward involved (and the arrival in Sharn of a sister who wanted to make sure that when Anassa left the 'family business', she did so permanently), so off they went, made money, and were happily imbibing at the Reptile when things went sour. Now her hair is pissed off, and the rest of her isn't feeling so hot either...


* think a female medusa mafia.

Anassa, Medusa 3
female medusa (monstrous humanoid)
Lawful Neutral

6'0", 130 lbs, snake hair (changes color depending on mood), forked tongue, six fingers on each hand and foot, fair skin tanned by the sun, green eyes, statuesque build.

Str: 17 (+3)
Dex: 18 +2 racial = 20 (+5)
Con: 12 +2 racial=1 14 (+2)
Int: 14 + 2 racial = 16 (+3)
Wis: 10 (+0)
Cha: 15 +2 racial = 17 (+3)

Hit Points: 2d8 + Con (17)
BAB +2
Melee +5; snakes +5 melee (1d4+1 damage, poison (DC 13, 1 Str, 2 Str damage)
Ranged +7
AC: 16 (10 + 5 Dex, +1 natural)
Speed: 30 feet.

Special Abilities: Darkvision 60 feet, Scent

Feats: Blindfight (mutation), Point Blank Shot(medusa1), Rapid Shot(medusa1)
(She must take Narrow gaze at 4th level when she gets 3HD)

Skills:
+8 Bluff (5) +3 Cha
+8 Craft (Bows) (5) +3 Int
+8 Disguise (5) +3 Cha
+3 Knowledge (dungeoneering) (0.5) +3 Int
+2 Listen (Wis) +0 Wis +2 mutation
+10 Move Silently (5) +5 Dex
+1 Profession (Mercenary) (1) +0 Wis
+5 Search (Int) +3 Int +2 mutation
+7 Spot (5) +0 Wis +2 mutation
+5 Use Magic Devide (2.0)(cc) +3 Cha

Mutations:
ADRENALINE JOLT [MINOR]
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Cost: 3.
Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.

EXTRA DIGITS [COSMETIC]
You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way.
MP Cost: 0.
Benefit: None.

FORKED TONGUE [COSMETIC]
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Cost: 0.
Benefit: None.

HYPERSENSITIVITY [MINOR]
Your are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight as a bonus feat.

SCENT [MINOR]
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Cost: 2.
Benefit: You gain the scent special ability. Anassa uses her togue for this.

UNNATURAL SCALES [COSMETIC]
The color of your hair snakes changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your snakes might be a single color, splotched, or patterned in some freakishly unnatural way. Your snakes might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
MP Cost: 0.
Benefit: None.
 

Ilumar, Gnoll Druid

Code:
[B]Name:[/B] Ilumar
[B]Class:[/B] Druid
[B]Race:[/B] Gnoll
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] TN
[B]Deity:[/B] None, but reveres nature

[B]Str:[/B] 14 +2      [B]Level:[/B] 3              [B]XP:[/B] 0
[B]Dex:[/B] 15 +2      [B]BAB:[/B] +3 druid+racial  [B]HP:[/B] 55 (3d8+2d8+con)
[B]Con:[/B] 16 +3      [B]Grapple:[/B] +5           [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 15 +2      [B]Speed:[/B] 30' 20 w/armor [B]Spell Res:[/B] 0
[B]Wis:[/B] 18 +4      [B]Init:[/B] +6              [B]Spell Save:[/B] 14
[B]Cha:[/B] 10 +0      [B]ACP:[/B] -5               [B]Spell Fail:[/B] n/a

            [B]   Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    +5    +2     +2   +0     +1   +0    20
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 18

                  [B]   Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                3      +3   3     9
[B]Ref:[/B]                 1      +2         3
[B]Will:[/B]                3      +4         7

[B]Weapon                  Attack   Damage     Critical[/B]
Keen Scimitar           +5       1d6+2      15-20/x2

[B]Languages:[/B] 
Common
Gnoll
Goblin

[B]Abilities:[/B]
Animal Companion
Woodland Stride
Trackless Step

[B]Feats:[/B]
Improved Initiative
Natural Spell

[B]Skill Points:[/B] 56 [B]Max Ranks:[/B] 6/3.0
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Appraise                    0      2    0     2
Balance                     0      2    0     2
Bluff                       0      0    0     0
Climb                       0      2    0     2
Concentration               6      3    0     9
Craft(all)                  0      2    0     2
Diplomacy                   0      6    0     6
Disguise                    0      0    0     0
Escape Artist               0      2    0     2
Forgery                     0      2    0     2
Gather Information          0      0    0     0
Handle Animal               6      0    0     6 +4 with animal companion
Heal                        4      4    0     8
Hide                        0      2    0     2
Intimidate                  3      0    0     0
Jump                        3      2    0     5
Knowledge Nature            0      2    0     2
Listen                      6      4    0     10
Move Silently               0      2    0     2
Ride                        0      2    0     4 +2 for druid
Search                      0      2    0     2
Sense Motive                0      4    0     4
Spot                        0      4    0     4
Survival                    6      4    0     10
Swim                        4      2    0     6
Use Rope                    0      2    0     2


[B]Equipment:                  Cost  Weight  Armor/Shield Bonus[/B]
Dragonhide Breastplate      700gp  30lb   +5     
Keen Scimitar               2000gp 4lbs

[B]Total Weight:[/B]34lb      [B]Money:[/B] 0gp 0sp 0cp

                       [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]            58    116   175  350 

[B]Level  Spells per day  Saves[/B]
0      4               14
1st    2+1             15
2nd    1+1             16

[B]Mutations:[/B] Wings Major, Gazing Eye Major, Glowing eyes cosmetic

[B]Age:[/B] 25
[B]Height:[/B] 5'8"
[B]Weight:[/B] 185lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] None
[B]Skin:[/B] White

Now for the animal companion:
Code:
[B]Animal Companion[/B]

[B]Name:[/B] Hairy
[B]Race:[/B] Hyena
[B]HP:[/B] 40 (4d8+8)
[B]Initiative:[/B] +3
[B]Speed:[/B] 50'       [B]Fly:[/B] 60' Average
[B]AC:[/B] 17 (+3 dex, +4 Natural), touch 13, flat-footed 14
[B]Base Attack/Grapple:[/B] +3/+5
[B]Attack:[/B] Bite +5 melee (1d6+3)
[B]Special Attacks:[/B] Trip
[B]Special Qualities:[/B] Low-light vision, scent, evasion, share spells, link
[B]Saves[/B]
     [B]  Base  Ability Mod  Total[/B]
[B]Fort:[/B]  4     +2           6
[B]Ref:[/B]   4     +3           7
[B]Will:[/B]  1     +1           2

[B]Ability Scores:[/B]
[B]STR:[/B] 15  +2
[B]DEX:[/B] 16  +3
[B]CON:[/B] 15  +2
[B]INT:[/B] 2   -4
[B]WIS:[/B] 13  +1
[B]CHA:[/B] 6   -2

[B]Skills:[/B] Hide +3(+7 in grass or undergrowth), Listen +6, Spot +4
[B]Feats:[/B] Alertness

[B]Tricks:[/B] Attack, Come, Fetch, Down, Guard, Heel, Track, Defend

Ilumar looks like your average gnoll, except that he was raised in a community that reveres nature. His ability to summon animals to his side makes him a true combatant.

He also is completely convinced that his animal companion, Hairy, is plotting agianst him.
 

Name: Zoran
Class: Rogue 1/ Monk 2
Race: Changeling
Size: M
Gender: male
Alignment: LN
Deity: TBD

Str: 18 (+4)
Dex: 15 (+2)
Con: 12 (+1)
Int: 14 (+2)
Wis: 17 (+3)
Cha: 10 (+0)

Level: 3
BAB: +1

Reach : 5ft

Speed: 30
Init: + 2

HP: 25

Code:
     [b]Total [/b] Base Armor  Shld  Dex  Size  Nat  unnamed  insight  Deflection[/B]
[b]AC:  15[/b]      10    +0    +0   +2   +0   +0     +0       +3         +0     

[B]Touch:[/B] 15               
[B]Flatfooted:[/B] 10


Code:
	Base    Mod     misc    [B]Total[/B]
Fort:...+3......+1......+0.........+4				
Ref:....+5......+2......+0.........+7				
Will:...+3......+3......+0.........+6   +2 against sleep and charm effects


Weapon: unarmed strike
Attack: +5 hit, 1d6+5 damage OR +3/+3/+0/+0 to hit, 1d6+5/1d6+5/1d6+3/1d6+3 damage (flurry+extra hands)


Attack, Ranged: shuriken
Attack: +8 to hit, 1d2+4 damage OR +6/+6 hit, 1d2+4/1d2+4 damage (with flury of blows), range: 10ft, P

Attack: longspear
Attack: +5 to hit, 1d8+6 damage, 10 ft reach, P

Languages: Common, Dwarf, Elf


Class Progression:
1: Rogue
2-3: Monk 1

Racial features:
+2 against sleep and charm effects
Disguise self at will, full round action
+2 bluff, intimidate & sense motive

Class Features, Rogue:
sneak attack +1d6

Class Features, Monk:
Unarmed strike: 1d6
Flurry of blows
Evasion

Feats:
- Imroved graple (Level 1)
- Multiweapon fighting (Level 3)
- Unarmed strike (monk1)
- Stunning fists (monk1)
- Combat reflexes (monk 2)

Code:
[B]Skill Points:[/B] 52 (40 rogue 1 + 12 monk 2)

Skills               Total     Ranks    Mod     Misc  
Balance (dex)         +4        +0      +2      +4 for slippery surfaces (mutation)
Bluff (cha)           +2        +0      +0      +2 changeling     
Climb (str)           +12       +0      +4      +8 mutation (+4 extra arms, +4 wall climber)
Disguise (cha)        +14       +4      +0      +10 minor change shape changeling ability
Hide (dex)            +8        +6      +2
Intimidate (cha)      +2        +0      +0      +2 changeling
Jump (str)            +22       +6      +4      +10 mutation, +2 tumble synergy
Listen (wis)          +9        +6      +3
Move silently (dex)   +8        +6      +2  
Sense Motive (wis)    +11       +6      +3      +2 changeling
Search (int)          +6        +4      +2
Spot (wis)            +9        +6      +3  					
Tumble (dex)          +10       +6      +2      +2 jump synergy

Mutations:
extra arms (6 points)
leaper (1 point), +10 mutation bonus on jump checks
claws (1 point), 1d6 damage [assumed +1 with unarmed attacks]
Wall crawler (2 points) :You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.

Scaly skin, when in his natural form
Horns, when in his natural form
Unnatural skin, when in his natural form

Age: Apparent Age: 22
Height: usually 5'9"
Weight: usually 220lb
Eyes: usually Blue
Hair: usually Black
Skin: usually Pale

Background
Zoran doesn't remember much of his childhood. All he knows is that we was an orphan, and grew up on the streets of [insert city approved by the DM]. He soon realized that humanity did not accept his kind, and was faced with fear and mistrust. In his early teenage years, he was almost beaten to death, and decided to flee the city forever. He stumbled upon a monastery, and was allowed to remain there in exchange for work. With proper nourishment, his strenght grew and the monks schooled him in the monastic arts. One day, his master told him he needed to find out who he was, so Zoran set out to explore the world that was so unkind to him in the past. He had only been 2 days out of his monastery when he awoke in a cell...

Equipment
Bracers of armor +1; 1,000 gp
Hand of the mage; 900 gp (mage hand at will)
Masterwork Longspear 305 gp 1d8 ×3 — 9 lb. Piercing
Shuriken (50) 10 gp 1d2 ×2 10 ft. 5 lb. Piercing
Monk’s outfit 5 gp 2 lb
5 Potion of cure light wounds 250gp
2 potion of mage armor 100 gp
2 potion of magic weapon (oil) 100gp
30 gp left
 
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Iliss Totherka
Female Githyanki, Sorceress 3

Skin: Dark red on back fading to yellow at the center of her front
Hair: Black
Eyes: Solid Yellow w/ no pupil/iris
Height: 6' (6' 3" with horns)
Weight: 110lbs. body + 58 1/2 lbs. equipment (formerly 90 lbs. body before 20 lbs. of bone exoskeleton and horns were added)
Age: 23
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 30 ft.


Str: 17 [+3] (17 base)
Dex: 17 [+3] (15 base, +2 race)
Con: 14 [+2] (12 base, +2 race)
Int: 14 [+2] (14 base)
Wis: 8 [-1] (10 base, -2 race)
Cha: 18 [+4] (18 base)


HP: 18 (4 max base, +2 Con)x3


AC: 16 (10 base, +3 Dex, +3 Natural Armor from Exoskeleton Mutation) / 13 FF / 13 TA
Or- AC: 20 (10 base, +3 Dex, +3 Exoskeleton Natural Armor, +4 Armor bonus from Mage Armor spell if used)


Saves:
Fortitude: +3 (+1 base Sor,+2 Con)
Reflex: +4 (+1 base Sor, +3 Dex)
Will: +2 (+3 base Sor, -1 Wis)

Spell Resistance: 8

Init: +7 (+3 Dex, +4 Improved Initiative)

Base Attack Bonus: +1 (+1 base Sor)


Attacks:
MW Greatsword (attack): +5 (+1 base, +3 Str, +1 enhancement), 2d6+4 damage (+4 Str w/ 1.5 bonus from 2 handed weapon), threat 19+/x2
Light Crossbow (ranged attack): +4 (+1 base, +3 Dex), 1d8 damage, threat 19/x2, range 80 ft.
Dagger (melee attack): +4 (+1 base, +3 Str), 1d4+3 damage (+3 Str), Threat 19+/x2


Skills:
Skill Points: 24
Max Rank for class skills/cross class skills: 6/3

Appraise: +2 [+2 Int]
Balance: +3 [+3 Dex]
Bluff: +4 [+4 Cha]
Climb: +3 [+3 Str]
Concentration: +8 [+6 ranks, +2 Int]
Craft (Weaponsmithing): +10 [+6 ranks, +4 Int, +2 MW tools]
Craft (Armorsmithing): +6 [+4 Int, +2 MW tools]

Diplomacy: +4 [+4 Cha]
Disguise: +4 [+4 Cha]
Escape Artist: +3 [+3 Dex]
Forgery: +2 [+2 Int]
Gather Information: +4 [+4 Cha]
Heal: -1 [-1 Wis]
Hide: +3 [+3 Dex]
Intimidate: +4 [+4 Cha]
Jump: +3 [+3 Str]
Knowledge (Arcana): +8 [6 ranks, +2 Int]
Listen: -1 [-1 Wis]
Move Silently: +3 [+3 Dex]
Perform: +4 [+4 Cha]
Profession: -1 [-1 Wis]
Ride: +3 [+3 Dex]
Search: +2 [+2 Int]
Sense Motive: -1 [-1 Wis]
Spellcraft: +8 [6 ranks, +2 Int]
Spot: -1 [-1 Wis]
Survival: -1 [-1 Wis]
Swim: +3 [+3 Str]
Use Rope: +3 [+3 Dex]​


Feats:
Level 1: Martial Weapon Proficiency- Greatsword
Level 3: Improved Initiative (+4 Initiative)


Languages:
Common, Gith, Draconic

Equipment:
MW Greatsword ("Colossus"): 350 gp - 8lb.
Light Crossbow: 35 gp - 4 lb.
Bolts (50): 5 gp - 5lb.
Dagger: 1 gp - 1lb.
Explorer's outfit: 10 gp - 8lb. ***Ruined and shredded in transformation by growth of exoskeleton***
Wand of Magic Missle (at 1st level- 50 charges)
Everburning torch


-Obvious Belt Pouch #1: 1 gp - 1/2 lb.
Flint & Steel: 1 gp - 0 lb.
Small Steel Mirror: 10 gp - 1/2 lb.
Sewing needle: 5sp - 0 lb.
Whetstone: 2cp - 1 lb.
18 cp

-Hidden Belt Pouch #2: 1 gp - 1/2 lb.
80 pp, 91 gp, 55 sp, 10 cp

-Backpack: 2 gp - 2lb
8 potions of Cure light wounds
MW Artisans Tools (Weapon crafting): 55gp - 5 lb
MW Artisans Tools (Armor crafting): 55gp - 5 lb
7 days Trail Rations: 25 sp - 5 lb.
50' Silk Rope: 10 gp - 5 lb.
2 empty sacks: 2 sp - 1 lb.
2 waterskins: 2 gp - 8 lb.
Bedroll: 1 sp - 5 lb.​


Race: Githyanki
  • Medium: As Medium creatures, Githyanki have no special bonuses or penalties due to their size.
  • +2 Dex, +2 Con, -2 Wis
  • Githyanki base land speed is 30 feet.
  • Darkvision out to 60'
  • Psionics: at 1st level- 3/day Mage Hand, 3/day Daze (DC 9); at 3rd- 3/day Blur; at 6th level- 3/day Dimension Door; at 9th level- 3/day Telekinesis (DC 14), 1/day Plane Shift (DC 16)
  • Spell Resistance (Ex): A Githyanki has spell resistance equal to her class levels +5.
  • Automatic Languages: Gith. Bonus Languages: Abyssal, Celestial, Common, Draconic, Infernal, Undercommon
  • Favored Class: Fighter
  • Level Adjustment: +2

Class:Sorcerer
-Summon Familiar (not summoned)
-Simple Weapon Proficiency
-Spells:
Level 0, 6 uses per day, Save DC 14, known (Arcane Mark, Detect Magic, Light, Open/Close, Read Magic)
Level 1, 5 uses per day, Save DC 15, known (Fist of Stone, Mage Armor, Magic Missle)


Mutations:
Exoskeleton (5MP): +3 Natural Armor bonus to AC
Energy Diffusion (2 MP): Acid resistance 5 and Cold resistance 5 (due to exoskeleton)
Energy Diffusion (2 MP): Electricity resistance 5 and Fire resistance 5 (due to exoskeleton)
Great Horns (1 MP): Horns grant a bludgeoning gore attack for 1d6 bludgeoning damage (Like Red Dragon horns on MM page 76)
Cosmetic x3 (0 MP): Unnatural Hair- Black, Unnatural Skin- Dark red on her back fading to orange/yellow in the center front, Unnatural Eyes- Solid Yellow without iris or pupils


Appearance: (See Monster Manual page 128 for appearance before mutation)
Iliss had become an even more monstrous looking being than she once was. Where her once fine yellow skin was, she now saw only bits of dark red skin showing through this bony plating that seemed to have grown out of her skeleton itself to cover the outside of her body. It even shredded the meager outfit which she had worn before the change. Luckily, the bony plating also covered her ample bosom and all her other most unprotected areas from harm or sight, leaving her modesty intact at least.

Her head hangs heavy, not with sorrow, but with the weight of new bony horns up from her temples toward and past the crown of her head. Once tall and gaunt, the extra weight and mass of her bone exoskeleton seems to make her look more muscled and substantial. Her dark red skin now matches the shade that her hair used to be, before this violation occurred. Now her long braided hair was stark black and falling down around her head and ...horns... like a mane.

And her eyes! Her once beautiful black eyes were now solid yellow without any iris or pupil! This abomination she had become would cost someone dearly, very dearly indeed.


Personality:
Like a rebelious teenager, Iliss fights back against all that annoys her and seems to be against her (whether it is or just seems to be). Hounded from youth to become one in the long line of warriors in her family, she has rebelled against it and subverted their plans at every opportunity. She is quick to anger and suspicious of all until she grants them her trust. After being sent on a mission with a group of warrior Githyanki to track and kill one of the hated Githzeri, all but Illis were killed in the hunt. She continued the search by herself, knowing that she could not return home in shame without giving everything she had to try and complete the mission as assigned. So now she must stay here on this backwater plane and maybe even travel with these others till she can gain the power she needs to continue hunting the Githzeri. Not to mention avenging herself on whomever has changed her into this new form.


History:
Her parents had wanted her to be a warrior. To follow in the long line of warriors in their militaristic family. They trained her to use the greatsword so common to her race. They taught her the crafting of weapons and armor. But they never once asked her whether she wanted to be a warrior. Iliss could feel the power within her. Slowly building and becoming more focused. She studied the theories of magic in secret and learned what she could. But knowledge wasn't the spark to ignite her power. It took her emotions to unlock her still growing powers of sorcery. And now this. After following the trail of a Githzeri to that inn, she awakes here...like THIS! With someone or something AGAIN trying to turn her into a warrior by weighing her down with this armor she can't even take off! These others in the cell with her did look familiar though. She was sure she had bumped into each of them somewhere on her quest following that damned Githzeri!



A look into the future:
I am thinking of taking the Dragon Disciple PRC when I can qualify for it. That is why I changed her description some to make it closer to a Red Dragon look (since Githyanki have a pact of service with Reds) from her mutations. I figure the mysterious mutator awakened part of her heritage that she wouldn't have otherwise had access too. So when she takes the PRC, she will complete her transformation into a Red Half-Dragon.
 
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