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Crucible of Faith Cast List [Full]
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<blockquote data-quote="Ghostknight" data-source="post: 1511185" data-attributes="member: 15338"><p><strong>Shariau, devout of Shaundalkul</strong></p><p></p><p>Shariau devout of Shaundakur Human Cleric 8/ Thaumaturge 5 </p><p>HD 8d8 +5d4 +13 HP 55</p><p>AC 22 (+8 armor, +3 magic, +1 dex, +2 bracers) Touch 11 Flatfooted 21</p><p>Alignment Chaotic Neutral</p><p></p><p>Attribute Value Mod</p><p>Str 11 0</p><p>Int 14 +2</p><p>Wis 24 +7</p><p>Dex 12 +1</p><p>Con 12 +1</p><p>Cha 16 +3</p><p>Note: Wis +3 from levels, + 4 from Periapt</p><p></p><p>Saves</p><p>Fort: +8 Reflex +6 Wil +17</p><p></p><p>BAB +8/+8</p><p>Attack: Melee Great Sword +11 dmg 2d6 +3 (+13, dmg 4d6 +5 vs lawful outsiders)</p><p>Full Attack: Melee Great Sword +11/+6 dmg 2d6 +5 (+13/+8, dmg 4d6 + 5vs lawful outsiders)</p><p></p><p>Languages</p><p>Common, Auran, Celestial, Abyssal</p><p></p><p>Skills</p><p>Knowledge (religion) 16 (18), Knowledge (planes) 14 (16), Survival 10 (17), Diplomacy 8 (11), Heal 6 (13), Spellcraft 10 (12), Concentration 15 (16), Speak languages (Auran) </p><p></p><p>Feats</p><p>Spell penetration, Spell focus (Conjuration), Martial Weapon Proficiency (Great Sword), Lightning reflexes, Still Spell, Silent spell, Augment Summoning (from Thaumaturge),</p><p></p><p>Weapon and armor proficiencies</p><p>Simple weapons, Light, Medium and heavy armor, Shields (except tower shields)</p><p></p><p>Turns and Spontaneous casts as a good cleric</p><p></p><p>Spells</p><p>Spells/day 6, 7+1, 7+1, 6+1, 5+1, 4+1, 3+1, 2+1</p><p></p><p>Spell component pouch: tufts of bulls hair, two pouches ruby dust (50gp each), leather thong, silver spoon (x3), miniature ivory portal (x3), small piece of polished marble (x3)</p><p></p><p>Spells memorized</p><p></p><p>Orisons</p><p>Purify food and drink</p><p>Guidance</p><p>Mending</p><p>Read Magic</p><p>Detect Magic</p><p>Detect Magic</p><p></p><p>Level 1</p><p>Endure elements</p><p>Entropic shield</p><p>Command</p><p>Cause fear</p><p>Sanctuary</p><p>Summon monster 1</p><p>Hide from Undead</p><p>DMessage</p><p></p><p>Level 2</p><p>Aid</p><p>Sound burst</p><p>Bull’s strength x2</p><p>Hold person</p><p>Summon monster II</p><p>Align weapon</p><p>D Gem bomb</p><p></p><p>Level 3</p><p>Stilled, Silent, Summon Monster 1</p><p>Create food and water</p><p>Daylight</p><p>Summon monster III</p><p>Remove disease</p><p>Meld into stone</p><p>D Fly</p><p></p><p>Level 4</p><p>Death Ward</p><p>Air walk</p><p>Neutralise poison</p><p>Summon monster IV</p><p>Dismissal</p><p>DSending</p><p></p><p>Level 5</p><p>Commune</p><p>Wall of stone</p><p>Flame strike</p><p>True seeing</p><p>D Teleport</p><p></p><p>Level 6</p><p>Blade barrier</p><p>Wind walk</p><p>Summon Monster VI</p><p>D True seeing</p><p></p><p>Level 7</p><p>Scrying, greater</p><p>Summon Monster VII</p><p>(D)Teleport Without Error</p><p></p><p>Domain Powers</p><p>Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability</p><p>Trade: Cast detect thoughts once per day as a free action against one target. Duration cha bonus in minutes.</p><p></p><p>Equipment</p><p>Chaos Strike, +3 Great Sword, Bane to Lawful outsiders (2d6 dmg, 19-20/x2)</p><p>+3 Glamered Mithril Full plate (AC 8, Max Dex +3, Armor Check -2, Weight 25lb)</p><p>Helm of comprehend languages and read magic</p><p>Cloak of charisma +4</p><p>Ring of sustenance</p><p>Rod of Metamagic, extend</p><p>Periapt of wisdom +4</p><p>Handy Haversack</p><p>Bracers of Natural Armor +2</p><p>3 Cure Serious Wounds Potions</p><p>Potion of neutralize poison</p><p>Blanket</p><p>Bedroll</p><p>Fishing net</p><p>50’ Silk rope</p><p>5 days rations</p><p>Spell component pouch</p><p>Ever burning torch</p><p>Healer’s kit</p><p>Sealing wax</p><p>Signet ring</p><p>10 sheets paper</p><p>2 vials ink</p><p>Whetstone</p><p>20 tindertwigs</p><p>light warhorse</p><p>saddle - military</p><p>saddle bags</p><p>Decanter of endless water</p><p>Explorer’s outfit</p><p>Silver Holy Symbol</p><p>10 handfuls dust of tracelessness</p><p>Elexir of truth x 5</p><p>Necklace of fireballs type III</p><p></p><p>Money 30pp 19gp 1sp</p><p></p><p>Description Shariau has dusky brown hair, a hawk like nose and brown eyes. When traveling he is seen as wearing comfortable traveling clothes, leather boots and a wide brimmed hat, a sword strapped to his back. (The clothes are actually his glamered armor). </p><p></p><p>Personality Quick to make a joke and befriend people, Shariau is a charming travel companion. He is quick to help those with whom he travels, believing that a pleasant journey will create more worship for Shaundakul. He is very prone to moving on, even when establishing a new shrine he is likely to build it and move on, never staying for too long in one place. </p><p></p><p>History</p><p>Shariau was born Delzi ibn Heria, a Mulhorandi slave. His early life consisted of running to and from the well, bringing water to the house where the slaves cleaned and maintained their Masters. His father was rather privileged for a slave, as head of the house slaves he had better quarters, food and working conditions. He was also educated, doing the household books, negotiating with suppliers and keeping the daily records. So in between menial labour Delzi was educated in reading, arithmetic, simple business skills and in the Mulhorandi religion.</p><p></p><p>Perhaps he would have found a comfortable life in Mulhorandi slavery, taking over from his father as steward when the time came but the invasion of Unther changed that. During the chaos of the invasion and its aftermath he fled. Never having been more than a mile from the house and the slave quarters, travel was new to him. He escaped as far as he could, making for the legendary city of Waterdeep, marking the miles he walked and reveling in the freedom of movement and no orders. Freedom was good.</p><p></p><p>As he walked he passed many shrines on the way. One day he spotted a man building one of these shrines and making offerings. He enquired as to what deity this man worshipped, it did not fit in with any of the religious lore he had learned about the Mulhorandi deities. The man spoke to him about Shaundakur, the deity of travel. To Delzi it was a revelation, a deity devoted to what he had discovered as the greatest joy in life. He took to following the old cleric of Shaundakur, listening to the dogma, wisdom and stories of Shaundalkul. He heard of Shariau, the great champion of Shaundalkul who traveled the multiverse and built lanes of travel for all in the name of Shaundakur.</p><p></p><p>Inspired, he changed his name to that of this great hero (and no one else seems to have heard of him does not phase him, obviously the name as been lost in the mists of time and thus it is up to him to resurrect it and bring it t the lips of all. As far as he can see the only other alternative is that the stories were apocryphal and thus it is his duty to go forth and do as the great hero did. And no, he will not consider the possibility that the stories were just made up!) </p><p></p><p>As he has travelled, he discovered a love for summoning, bringing creatures from other places to walk the road and share some time with him, both for companionship and defense. His love for Shaundakur has never wavered, but for a while he spent much time studying the art of summoning, of bringing allies to him. In this he was aided by an aged Thaumaturge, he has mastered the skills of Thaumaturgy. </p><p></p><p>He has been joined in his travels by Ili’koa, a Githzerai fighter that has decided to wander the planes and has been inducted into the faith of Shaundakur. They first met when Shariau rescued him when he was left stranded after a Rrakhmar went wrong and the forcy of Githzerai were attacked and wiped out in an ambush by the Illithids. </p><p></p><p>Ili'koa swore himself to the protection of Shariau. He had been sent as his ally by Shaundakur and he believes this is his calling, to help Shariau spread the word across the planes of Saundakur and thus increase knowledge of him across multiple worlds and not just Faerun.</p><p></p><p>The two often debate theology, especially since Shariau completed his Thaumaturgical studies and rededicated his life to the service of Shaundakur. While Ili’koa admires much of Shaundakur’s theology, he is not yet quite convinced of his relevance in the fight against slavery that Shariau conducts. Shariau tries to convince Ili'koa, his main argument being that slavery restricts movement and thus is abhorrent to Shaundakur as these people are not free to travelm the Githzerai is slowly coming over to this opinion but has yet to be convinced. Shariau believes that with time his friend’s final reluctance can be overcome and he sees him as a great future addition to the ranks of Shaundakur’s faithful.</p><p></p><p>Shariau has dedicated his life to finding routes for others to travel, to building networks for trade and communication, to spreading the word of Shaundakur. He has traveled the realms and now seeks to travel the planes. He wishes to find routes for merchants and enhance travel, across the multiverse if he can achieve it. Spreading the word of Shaundakur and the stories of Shariau as he goes.</p><p></p><p></p><p>Ili’koa </p><p>Githzerai Humanoid, Extraplanar</p><p>Fighter Level 9 (EL 11)</p><p>Hit Dice: 9d10 +27 (77 hp)</p><p>Initiative: +6</p><p>Speed: 30 feet</p><p>Armor Class: 26 (+6 armor, +6 dex, 4 inertial armor), Touch 16, Flatflooted 20</p><p>Base Attack/Grapple: +9/+12</p><p>Attack:Melee Greatsword + 14 (+9BAB, +1 Weapon, +1 Weapon focus, +3 Str) 1d10 + 6 crit 19-20/x2 (+1 magic, +2 weapon specialization, +3 str) Ranged Longbow +16 (+1 Weapon, +6 dex) 1d6 + 5 (+1 weapon, +1 Ammo, +3 str)</p><p>Full Attack: +14 Greatsword dmg 1d10 +6, +9 Greatsword dmg 1d10 +6 OR Longbow +16 dmg 1d6 +5</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Qualities: Darkvision 60 ft., psionics, inertial armor, SR 14</p><p>Saves: Fort +9, Ref +9, Will +6 </p><p>Abilities: Str 16, Dex 22, Con 17, Int 13, Wis 12, Cha 10</p><p>Skills: Ride 12 (4 ranks +6 dex, +2 synergy), Handle Animal 6 (6 ranks), Climb 10 (4 ranks, +6 dex), Swim 10 (4 ranks, +6 dex), Jump 10 (4 ranks, +6 dex), Survival (CC) 4 (3 ranks, +1 wis), Knowledge (Planes) CC 4 (3 ranks, +1 Int), Craft (WeaponSmith) 3 (2 ranks, +1 int)</p><p></p><p>Feats: Weapon Focus (Greatsword), Weapon Specialisation (Greatsword), Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind attack, Iron will, Power AttackAlignment: Chaotic neutral</p><p></p><p>Psionics (Sp). 3/day Daze (DC9), feather fall (DC11)</p><p></p><p>Languages: Githzerai, Common</p><p></p><p>Equipment:</p><p>Mithril Chainshirt +1 (AC 6, Max dex bonus +6, Armor Check penalty 0, move as light armor, weight 13lbs)</p><p>Silver Greatsword +2</p><p>+1 Composite longbow (+3 str bonus)</p><p>50 +1 Arrows</p><p>Wand of charm person</p><p>2 potions Cure Serious wounds</p><p>Potion of neutralize poison</p><p>Backpack</p><p>Blanket</p><p>Bedroll</p><p>Fishing net</p><p>50’ Silk rope</p><p>5 days rations</p><p>belt pouch</p><p>Sealing wax</p><p>Signet ring</p><p>Whetstone</p><p>20 tindertwigs</p><p>light warhorse</p><p>saddle - military</p><p>saddle bags</p><p>Waterskin</p><p>Explorer’s outfit</p><p></p><p>Money 2187 gp 9sp</p><p></p><p>Ili'koa grew up outside of the protection of the Githzerai monasteries. Living with a wild tribe of Githzerai in the chaos of Limbo he very quickly learnt self reliance. Early in his teens his wild tribe was found by one of the monasteries of Githzerai and they were invited in. For many of his relatives this was a dream come true, the protection of their kind seemingly a perfect scenario. Ili'koa on the other hand seethed at the rules and continual impositions on his actions and time - for him the monastery was a nightmare of rules and labyrinthine beauracracy. So every opportunity he got he travelled.</p><p></p><p>It was on of these trips that he first met with a cleric of Shaundakur. Intrigued byt the idea of a god devoted to travel and the finding of paths, Ili'koa saw this as a perfect way to live life and journied with the cleric for a while, long overstaying his pass from the monastery. On his return he was severely reprimanded, especially when he refused to reveal what he had been doing (he knew well enough that admitting to worshipping Shaundakur would likely get him killed and wisely hid his new faith). </p><p></p><p>He continued to venture forth whenever he could, building shrines to Shaundakur when he could do so safely until the fateful Rrakkma in which all his companions were slain. Shaundakur used the opportunity to send him to Shariau as his companion and bodyguard. In the time since the two have grown close, agreeing on many points of theology, but disputing others - not at all unusual amongst the followers of a chaotic god. Since their agreements are greater than their differences they get along well and often offer their prayers together as the early morning winds rise.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1511185, member: 15338"] [b]Shariau, devout of Shaundalkul[/b] Shariau devout of Shaundakur Human Cleric 8/ Thaumaturge 5 HD 8d8 +5d4 +13 HP 55 AC 22 (+8 armor, +3 magic, +1 dex, +2 bracers) Touch 11 Flatfooted 21 Alignment Chaotic Neutral Attribute Value Mod Str 11 0 Int 14 +2 Wis 24 +7 Dex 12 +1 Con 12 +1 Cha 16 +3 Note: Wis +3 from levels, + 4 from Periapt Saves Fort: +8 Reflex +6 Wil +17 BAB +8/+8 Attack: Melee Great Sword +11 dmg 2d6 +3 (+13, dmg 4d6 +5 vs lawful outsiders) Full Attack: Melee Great Sword +11/+6 dmg 2d6 +5 (+13/+8, dmg 4d6 + 5vs lawful outsiders) Languages Common, Auran, Celestial, Abyssal Skills Knowledge (religion) 16 (18), Knowledge (planes) 14 (16), Survival 10 (17), Diplomacy 8 (11), Heal 6 (13), Spellcraft 10 (12), Concentration 15 (16), Speak languages (Auran) Feats Spell penetration, Spell focus (Conjuration), Martial Weapon Proficiency (Great Sword), Lightning reflexes, Still Spell, Silent spell, Augment Summoning (from Thaumaturge), Weapon and armor proficiencies Simple weapons, Light, Medium and heavy armor, Shields (except tower shields) Turns and Spontaneous casts as a good cleric Spells Spells/day 6, 7+1, 7+1, 6+1, 5+1, 4+1, 3+1, 2+1 Spell component pouch: tufts of bulls hair, two pouches ruby dust (50gp each), leather thong, silver spoon (x3), miniature ivory portal (x3), small piece of polished marble (x3) Spells memorized Orisons Purify food and drink Guidance Mending Read Magic Detect Magic Detect Magic Level 1 Endure elements Entropic shield Command Cause fear Sanctuary Summon monster 1 Hide from Undead DMessage Level 2 Aid Sound burst Bull’s strength x2 Hold person Summon monster II Align weapon D Gem bomb Level 3 Stilled, Silent, Summon Monster 1 Create food and water Daylight Summon monster III Remove disease Meld into stone D Fly Level 4 Death Ward Air walk Neutralise poison Summon monster IV Dismissal DSending Level 5 Commune Wall of stone Flame strike True seeing D Teleport Level 6 Blade barrier Wind walk Summon Monster VI D True seeing Level 7 Scrying, greater Summon Monster VII (D)Teleport Without Error Domain Powers Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability Trade: Cast detect thoughts once per day as a free action against one target. Duration cha bonus in minutes. Equipment Chaos Strike, +3 Great Sword, Bane to Lawful outsiders (2d6 dmg, 19-20/x2) +3 Glamered Mithril Full plate (AC 8, Max Dex +3, Armor Check -2, Weight 25lb) Helm of comprehend languages and read magic Cloak of charisma +4 Ring of sustenance Rod of Metamagic, extend Periapt of wisdom +4 Handy Haversack Bracers of Natural Armor +2 3 Cure Serious Wounds Potions Potion of neutralize poison Blanket Bedroll Fishing net 50’ Silk rope 5 days rations Spell component pouch Ever burning torch Healer’s kit Sealing wax Signet ring 10 sheets paper 2 vials ink Whetstone 20 tindertwigs light warhorse saddle - military saddle bags Decanter of endless water Explorer’s outfit Silver Holy Symbol 10 handfuls dust of tracelessness Elexir of truth x 5 Necklace of fireballs type III Money 30pp 19gp 1sp Description Shariau has dusky brown hair, a hawk like nose and brown eyes. When traveling he is seen as wearing comfortable traveling clothes, leather boots and a wide brimmed hat, a sword strapped to his back. (The clothes are actually his glamered armor). Personality Quick to make a joke and befriend people, Shariau is a charming travel companion. He is quick to help those with whom he travels, believing that a pleasant journey will create more worship for Shaundakul. He is very prone to moving on, even when establishing a new shrine he is likely to build it and move on, never staying for too long in one place. History Shariau was born Delzi ibn Heria, a Mulhorandi slave. His early life consisted of running to and from the well, bringing water to the house where the slaves cleaned and maintained their Masters. His father was rather privileged for a slave, as head of the house slaves he had better quarters, food and working conditions. He was also educated, doing the household books, negotiating with suppliers and keeping the daily records. So in between menial labour Delzi was educated in reading, arithmetic, simple business skills and in the Mulhorandi religion. Perhaps he would have found a comfortable life in Mulhorandi slavery, taking over from his father as steward when the time came but the invasion of Unther changed that. During the chaos of the invasion and its aftermath he fled. Never having been more than a mile from the house and the slave quarters, travel was new to him. He escaped as far as he could, making for the legendary city of Waterdeep, marking the miles he walked and reveling in the freedom of movement and no orders. Freedom was good. As he walked he passed many shrines on the way. One day he spotted a man building one of these shrines and making offerings. He enquired as to what deity this man worshipped, it did not fit in with any of the religious lore he had learned about the Mulhorandi deities. The man spoke to him about Shaundakur, the deity of travel. To Delzi it was a revelation, a deity devoted to what he had discovered as the greatest joy in life. He took to following the old cleric of Shaundakur, listening to the dogma, wisdom and stories of Shaundalkul. He heard of Shariau, the great champion of Shaundalkul who traveled the multiverse and built lanes of travel for all in the name of Shaundakur. Inspired, he changed his name to that of this great hero (and no one else seems to have heard of him does not phase him, obviously the name as been lost in the mists of time and thus it is up to him to resurrect it and bring it t the lips of all. As far as he can see the only other alternative is that the stories were apocryphal and thus it is his duty to go forth and do as the great hero did. And no, he will not consider the possibility that the stories were just made up!) As he has travelled, he discovered a love for summoning, bringing creatures from other places to walk the road and share some time with him, both for companionship and defense. His love for Shaundakur has never wavered, but for a while he spent much time studying the art of summoning, of bringing allies to him. In this he was aided by an aged Thaumaturge, he has mastered the skills of Thaumaturgy. He has been joined in his travels by Ili’koa, a Githzerai fighter that has decided to wander the planes and has been inducted into the faith of Shaundakur. They first met when Shariau rescued him when he was left stranded after a Rrakhmar went wrong and the forcy of Githzerai were attacked and wiped out in an ambush by the Illithids. Ili'koa swore himself to the protection of Shariau. He had been sent as his ally by Shaundakur and he believes this is his calling, to help Shariau spread the word across the planes of Saundakur and thus increase knowledge of him across multiple worlds and not just Faerun. The two often debate theology, especially since Shariau completed his Thaumaturgical studies and rededicated his life to the service of Shaundakur. While Ili’koa admires much of Shaundakur’s theology, he is not yet quite convinced of his relevance in the fight against slavery that Shariau conducts. Shariau tries to convince Ili'koa, his main argument being that slavery restricts movement and thus is abhorrent to Shaundakur as these people are not free to travelm the Githzerai is slowly coming over to this opinion but has yet to be convinced. Shariau believes that with time his friend’s final reluctance can be overcome and he sees him as a great future addition to the ranks of Shaundakur’s faithful. Shariau has dedicated his life to finding routes for others to travel, to building networks for trade and communication, to spreading the word of Shaundakur. He has traveled the realms and now seeks to travel the planes. He wishes to find routes for merchants and enhance travel, across the multiverse if he can achieve it. Spreading the word of Shaundakur and the stories of Shariau as he goes. Ili’koa Githzerai Humanoid, Extraplanar Fighter Level 9 (EL 11) Hit Dice: 9d10 +27 (77 hp) Initiative: +6 Speed: 30 feet Armor Class: 26 (+6 armor, +6 dex, 4 inertial armor), Touch 16, Flatflooted 20 Base Attack/Grapple: +9/+12 Attack:Melee Greatsword + 14 (+9BAB, +1 Weapon, +1 Weapon focus, +3 Str) 1d10 + 6 crit 19-20/x2 (+1 magic, +2 weapon specialization, +3 str) Ranged Longbow +16 (+1 Weapon, +6 dex) 1d6 + 5 (+1 weapon, +1 Ammo, +3 str) Full Attack: +14 Greatsword dmg 1d10 +6, +9 Greatsword dmg 1d10 +6 OR Longbow +16 dmg 1d6 +5 Space/Reach: 5 ft./5 ft. Special Qualities: Darkvision 60 ft., psionics, inertial armor, SR 14 Saves: Fort +9, Ref +9, Will +6 Abilities: Str 16, Dex 22, Con 17, Int 13, Wis 12, Cha 10 Skills: Ride 12 (4 ranks +6 dex, +2 synergy), Handle Animal 6 (6 ranks), Climb 10 (4 ranks, +6 dex), Swim 10 (4 ranks, +6 dex), Jump 10 (4 ranks, +6 dex), Survival (CC) 4 (3 ranks, +1 wis), Knowledge (Planes) CC 4 (3 ranks, +1 Int), Craft (WeaponSmith) 3 (2 ranks, +1 int) Feats: Weapon Focus (Greatsword), Weapon Specialisation (Greatsword), Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind attack, Iron will, Power AttackAlignment: Chaotic neutral Psionics (Sp). 3/day Daze (DC9), feather fall (DC11) Languages: Githzerai, Common Equipment: Mithril Chainshirt +1 (AC 6, Max dex bonus +6, Armor Check penalty 0, move as light armor, weight 13lbs) Silver Greatsword +2 +1 Composite longbow (+3 str bonus) 50 +1 Arrows Wand of charm person 2 potions Cure Serious wounds Potion of neutralize poison Backpack Blanket Bedroll Fishing net 50’ Silk rope 5 days rations belt pouch Sealing wax Signet ring Whetstone 20 tindertwigs light warhorse saddle - military saddle bags Waterskin Explorer’s outfit Money 2187 gp 9sp Ili'koa grew up outside of the protection of the Githzerai monasteries. Living with a wild tribe of Githzerai in the chaos of Limbo he very quickly learnt self reliance. Early in his teens his wild tribe was found by one of the monasteries of Githzerai and they were invited in. For many of his relatives this was a dream come true, the protection of their kind seemingly a perfect scenario. Ili'koa on the other hand seethed at the rules and continual impositions on his actions and time - for him the monastery was a nightmare of rules and labyrinthine beauracracy. So every opportunity he got he travelled. It was on of these trips that he first met with a cleric of Shaundakur. Intrigued byt the idea of a god devoted to travel and the finding of paths, Ili'koa saw this as a perfect way to live life and journied with the cleric for a while, long overstaying his pass from the monastery. On his return he was severely reprimanded, especially when he refused to reveal what he had been doing (he knew well enough that admitting to worshipping Shaundakur would likely get him killed and wisely hid his new faith). He continued to venture forth whenever he could, building shrines to Shaundakur when he could do so safely until the fateful Rrakkma in which all his companions were slain. Shaundakur used the opportunity to send him to Shariau as his companion and bodyguard. In the time since the two have grown close, agreeing on many points of theology, but disputing others - not at all unusual amongst the followers of a chaotic god. Since their agreements are greater than their differences they get along well and often offer their prayers together as the early morning winds rise. [/QUOTE]
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Crucible of Faith Cast List [Full]
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