• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Dawn Under Union of Darkness: characters

trimeulose

First Post
Ok this is where PC's, and NPC's as you become aquainted with and work with them. There might be some information that is secret about certain NPC's, but for the most part, this is where You will keep track of your characters. You don't have to change your character everytime you get a new item, but I would appriciate it if you would post a "new" character sheet so we can keep track of how you are progressing.

Now that it has been decided, remember that you are playing evil characters (neutral to evil).
 
Last edited:

log in or register to remove this ad



trimeulose

First Post
cohorts

Cohorts will use 20 points (regardless)

BTW- remember that you get extra ability points at higher levels (3 for being 12th level). Do NOT figure that in when you are distributing your points, add those on after.
 

reapersaurus

Explorer
you are expecting people to make characters one level lower than the others, as their cohort, AND only giving them 20 pts?

or is that for NPC cohorts?
 


GWolf

First Post
William Terris: Male Human Ftr12; Medium Humanoid ; HD 12d10+24 (Fighter); hp 101; Init +8; Spd 30; AC 32; Atk +16 base melee, +16 base ranged; +19 (1d8+8, +2 Warhammer); AL NE; SV Fort +10, Ref +8, Will +6; STR 19, DEX 18, CON 14, INT 16, WIS 10, CHA 8.

Possessions:
Weapons: +2 Warhammer: Wounding. (Allows wielder not to sleep)
Armor: +5 Chain shirt.
Shields: +5 Shield, small, steel.
Magic: Wondrous: Bracers of armor (+3).

Skills:
Disable Device+8.5, Knowledge (Engineering)+10.5,

Feats:
Alertness, Dodge, Expertise, Improved Critical: Warhammer, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Power Attack, Quick Draw, Run, Weapon Focus: Warhammer, Weapon Specialization: Warhammer.

Breif History:
Once a promising Engineering student in his late teenage years. Will recieved high marks and was a popular young man. His family life was not so well, his mother was dead or lost or something. His father was a rough and abusive gang memeber. Will was a target of much physcial abuse. This just taught Will to be tough.

Will's world too ka turn for the Sureal during his 3rd year in engineering school when he returned home to fidn his home destroyed and his father brutlly murdered with the 'Remains' scattered throguhout the murder. This was the first appearnce of Wills phsycotic tendencies. He jumped servel gang memebers that night and smashed their fingers and ripepd off their limbs. It wasnt that he loved his father, it was more of 'how coudl someone do this'.

The following week things got worse. The apperance of a Half Elven boy named Solin at the Academy was the enxt trigger of problems. He disliked Will for beign smarter, so he spread rumors about Will and crippled him socially. Thorugh a few acts of Cunning Solin was able to steal Wills girlfriend Tara from him. Will experinced another thign that shapes the man today. After all this Will decided it was pointless to speak and very rarely did so anymore.

EDIT: HP Should've been 101 not 84.
As if thigns couldent get worse. The gang that had gotten wills father now captured and violenty totured Will, stabbed, whipped and burnt him jsut another to totrture him but not physcially cripple him or scar him to badly.

Lieing half dead on the street the next mornign Will knew he was becomign dark and evil. 'He Turned himself into a monster to fight the monsters of the world'
 
Last edited:

trimeulose

First Post
Your Contact:

Izicaus: male Kobold: Rog2/Sor5/Gld2/Sha5 CR14

HD 4d6 + 10d4 + 56; hp 104 Init +14 (+4 imp init +2 thug +8 dex); Spd 30; AC 38, ff 34, touch 25 (+8 dex, +6 Armor, +3 shield, +4 haste, +4 nat, +3 deflection); Attack +9/+4 (+3 short sword) or +7/+2 touch or +14/+9 ranged touch; SA sneack attack +2d6; SQ enhanced charisma, enhanced dexterity, Uncanny dodge (dex to AC); AL NE; Svs F +11/R +18/W+14; Str 8, Dex 20 (26), Con 16 (18), Int 16, Wis 12, Cha 22 (28); Height 4'3''

Skills and Feats: Balance +15, Bluff +18, Concentration +23, Diplomacy +20, Disguise +14, Forgery +5, Gather information +16, Hide +37, Innuendo +10, Intimidate +18, Knowledge (arcana) +11, Listen +6, Move Silently +23, Open Lock +9, Pick Pocket +9, Search +6, Sense Motive +6, Spell Craft +15, Spot +6, Tumble +13; Cosmopolitan (Concentration) (1st), Cosmopolitan (hide) (3rd), Shadow Weave Magic (6th), Shield Proficiency (9th), Still spell (bonus feat from Gld), Thug (12th), Insidious Magic (bonus), Pernicious magic (bonus), Tenacious Magic (bonus)

Spells per day: 6/9/8/14/12/5
Save DC for spells:
18 + spell level universal
17 + spell level for tran and evo and spells w/ light descriptor
19 + spell level for ill, nec, and Ench and spells w/ dark descriptor

Sorcerer Spells known: Spray (arcane mark), bewilder (daze), Detect magic, detect poison, Ghost sound, Yoink (mage hand), Open/close, Disguise (change self), Run Away (expedious retreat),
geronimo (jump), ray of enfeeblement, Spider climb, Command Undead, False life, Spectral hand, Tasha's Hideous Laughter, Stay (Hold Person), Major Image, Vampiric Touch, Enervation, Improved Invisibility, Magic Jar

Posessions: Mask of Skull, Cloak of Charisma (+6) (also acts as cloak of elvenkind), Amulet of natural Armor (+4), Robe of resistance (+5), vest of protection (acts as ring of protection +3), Bracers or Armor (+6), Gloves of Dexterity (+6), Ring of wizardry III, Ring of Wizardry IV (intelligent), Giomund's belt (ask if interested)(also enchanted to give +2 to con), Boots of Elvenkind, +2 speed small mithral shield, rod of absorption (15 charges absorbed, 3 used up, 32 unused) +3 shortsword, 10 potions of cure moderate wounds.

Dayoulse: ring of wizardry IV: Int 12, Wis 11, Cha 9, Ego 4, AL NE, grants wielder improved initiative, casts heal 1/day.

Izicaus is as focused as he is ingenuitive. He successfully risked his life many times early on to further his career, then he discovered shar. Now he secretly sends others to do his bidding. He formed a Thieves guild by the instructions of the clergy of shar. For him the guild was a falsity. He had other thieves risk their lives to bring him wealth and magic items. He allowed members to "buy" their seats of power from him, and allowed others to do "reconaisence" for the equal seats of power. For him they were both equal, they both brought him more money, and more items. Eventually he left the guild without a trace. The guild members quickly began squabling for power and killed each other off. Izicaus made off with a fortune in massed wealth. He is now apparently second in command of a larger more appropriate guild.

His tactics are usually to appear in another's body using Magic Jar. He will usually pick the largest/strongest person in the group to gain control. He then chooses his targets in this order: healer (carries holy symbols or casting heal spells), arcane spell caster (little or no armor, casts arcane spells), anyone else that uses spells or spell like abilities, anyone else. He usually leaves the body right before it would normally die to gain control of another body.
When the group is worn down properly, he moves in with evervation and ray of enfeeblement spells. He usually hides his body before hand so he can get a quick sneak attack in before running out with spells. Izicaus rarely fights with his own body until he can properly move in for his kill. His more deadly spells involve necromancy, and he favors these in combat (when he does fight). If he has even a small suspician he might lose, he turns tail and runs away.
 
Last edited:

The Disciple of Gargauth

Kaz Zaer’Tam (Usually he assumes another alias wihle adventuring)
Male Human (Native Outsider of Evil and Law) Cleric 7/Divine Disciple 5 of Gargauth
HD 12d8+24 (78)
AC 15 (+3 Lawyer’s Suit, +3 shield, -1 dexterity)
Init: +3
Stats: Str 8, Dex 9, Con 14, Int 16, Wis 18 (22), Cha 16 (18). Alignment: Lawful Evil

BAB +7/+2
Attacks: Melee +7/+2 (Dagger), Range +7 (Dagger), damage 1d4-1
Saves: Fort +15, Reflex +6, Will+19

Skills: Bluff +29, Concentration +17, Diplomacy +29, Knowledge (religion) +18, Profession (Lawyer) +31, Spellcraft +18
Feats (6): Extend Spell, Improved Initiative, Leadership, Spellcasting Prodigy, Spell Focus: Enchantment, Spell Girding

Chosen Protection: Protection vs. Evil (for Divine Disciple PrC)

Items:
Masterwork Silver Dagger (310), +1 Lawyer’s Suit (as Leather Armor) of Charming (16,160), Terror (+1 Fearsome Large Steel Shield) (9,170).

Worn: Circlet of Wisdom +4 (16,000), Vestment of Charisma +2 (4,000), Mask of Gargauth* (11,016), Pledgestone+ (8,640), Ring of Lesser Spell Storage++ x2 -First currently has Heal stored, Second has Aspect of the Deity- (6,000 each), Sash of the Devil (+10 to Bluff, Diplomacy and Profession: Lawyer checks) (4,500)

Misc: Bag of Holding (Type I) (2,500), Silver Holy Symbol of Gargauth (Broken Horn) (30), Lesser Rod of Extension (5,400), Scroll of True Seeing (1375), Silver Dagger (10), Soul in Receptacle** x10 (1,000), Unholy Water x4 (100), Wand of Lesser Restoration (25 charges remaining) (2,250), Wand of Cure Light Wounds (750).

Costly Components: Nondetection x5 (250), True Seeing x2 (500)

*Allows wearer to use Mindrape (Book of Vile Darkness), Twice a tenday on a command word, Will Save DC 23, caster level 17. Goggle slot
**Book of Vile Darkness
+Allows wearer to use Undeath after Death (Magic of Faerun) Once every 5 days on a command word (caster level 15). Neck slot
++Stores up 6 levels of spells at a time as per Ring of Spell Storing, cost figured by dividing the Vibrant Purple Ioun Stone by 2 (since it takes up a slot).

Spells per Day (6/7+1/6+1/6+1/4+1/3+1/2+1):
Domains: Charm, Mysticism, Trickery
0-Detect Magic x6
1-Charm Person*, Cure Light Wounds (x2), Protection from Good, Sanctuary (x2), Wieldskill (x2).
2-Eagle's Splendor, Endurance, Hold Person (x2), Invisibility*, Lesser Restoration (x2)
3-Bestow Curse, Cure Serious Wounds, Magic Circle vs. Good, Magic Vestment, Nondetection*, Remove Curse, Touch of Jubilex++
4-Cure Critical Wounds (x2), Dimensional Anchor (x2), Weapon of the Deity**
5-Charm Monster*, Power Leech++ x2, True Seeing
6-Aspect of the Deity*, Geas, Heal
*Domain Spell
**Gargauth’s favored weapon is an enchanted Dagger of Returning
+Book of Vile Darkness
++Book of Vile Darkness, Corrupt spell

Furthermore, through the use of Consume Likeness (BoVD) spells, Kaz has several other forms which he uses at his disposal. This mostly includes the forms of humans, from young to old, as well as a handful of other races (including elves, a tiefling, and a kobold). Leaving the allowed amount up to the DM, the spell depends on how many corpses my character could have gotten a piece of fresh flesh from, if it is possible for Kaz to have gotten some from some weaker devil, yugoloth, or demon types-tell me.

From Faiths and Pantheons:

Gargauth
The Tenth Lord of Nine, the Lost Lord of the Pit, the Hidden Lord
Faerunian Demigod
Symbol: Broken Animal Horn
Home Plane: Material
Alignment: Lawful Evil
Portfolio: Betrayal, cruelty, political corruption, powerbrokers
Worshippers: Corrupt leaders and politicians, sorcerors, traitors.
Cleric Alignments: LE, LN, NE.
Domains: Charm, Evil, Law, Trickery
Favored Weapon: "Corruptor" (dagger or throwing dagger)

Gargauth embodies the inevitable decay and corruption that accompanies all self-serving, greedy, and powe-hungry leaders and groups. Gargauth's malevolency and cruelty are all made worse by the veneer of civility and compassion he wears when first encountered. Gargauth holds to the letter of any agreement, not the spirit, and relishes betraying anyone withw hom he forges a pact by twisting the contact to serve his own ends. Gargauth is a master strategist, and his sense of humor moderates his temper. He can be erudite, charming, and genteel, but his true nature alawys reveals itself eventually. In truth, the Lord Who Watches is utterly depraved, the incarnation of evil most foul.
The church of Gargauth is a secretive faith, although there are some significant exceptions. Clerics work to increase their personal power, the power of the church, and, by extension, the power of Gargauth. Clerics are expected to be Gargauth's eyes and ears throughout Faerun. They are to entice and corrupt powerful individuals and leaders in communities throughout Faerun and bind them into strict contracts favorable to Gargauth's goals. They seek to seize positions of power whenever possible and integrate their positions into the secretive hierarchy of the faith. Gargauth has directed his followers to undermine other evil faiths and steal their worshippers rather than waste energy in conflicts with good deities.
Clerics of Gargauth pray for their spells at dusk, when night first begins to corrupt the day. The church of Gargauth celebrates two holy days. The Unveiling occurs each Midwinter night. This horrific ceremony, believed to involve many gruesome sacrifices, heralds the imminent time when Gargauth seizes Faerun as his unholy kingdom and transports it to Baator to form the Tenth Pit of Hell. The Binding is celebrated on the eve of the Feast of the moon. It is a personal ritual in which each cleric renews his eternal contract with Gargauth, trading absolute fealty for increased power. This unholy ritual is believed to involve personal sacrifices of money, magic, and hoarded knowledge and the casting of many horrific spells. Gargauth's clergy mark all agreements with signed contracts consecrated in the name of the Lord Who Watches. Many clerics multiclass as divine disciples or sorcerors.
History/Relationships: Gargauth is a former arch-devil whose foul nature was too much even for others of his ilk. Exiled from the Nine Hells, Gargauth took to wandering the planes, returning time again to Toril. His cult blossomed during the war between the Harpers and the Malaugryms. In addition to the Dark Deities, Gargauth is also opposed to evil deities such as Cyric and Shar. He poses a particular threat to Siamorphe, given his interest in corrupting those who she holds up as shining paragons of virtue.
Dogma: Life is all about the accumulation of power. Civilization is a thin veneer over the base desires that make up the core of every living being. Those who wish to survive and prosper must recognize this truth and concentrate all their resources on the pursuit of power. To achieve power one should use one's charms and honeyed words or a barbed and bloody dagger as appropriate for the situation. It is more important to rule than to sit on the throne. Keep to the letter of any agreement and the rules established by those more powerful, but be prepared to twist any contract or stricture so as to maximize the benefit you receive.



The Lawyers of Gargauth
25 Level 1 Human Experts (Feats: Smooth Talk, Street Smart)
2 level 2 Human Experts
1 level 3 Human Expert (Feats: Skill Focus: Diplomacy, Smooth Talk, Street Smart)
Skill list includes: Bluff, Diplomacy, Gather Information, Knowledge (arcana), Knowledge (local law: Waterdeep), Knowledge (religion), Profession (Lawyer), Sense Motive, Spellcraft, Use Magic Device.
Their item selection includes a Lawyer’s Suit (Masterwork Leather Armor) and several have wands of charming and sleep to tamper witnesses for legal trials they take upon (as necessary), as well as at least 3 Quaal’s feather token (bird) to which they send important messages to Kaz. The leader of the group (Level 3 Expert) is known to carry a Phylactery of Faithfulness to make sure his actions are according to the will of Gargauth.


Kaz's Cohort

The Wraith King, male wraith (formerly human) Sor5: CR 8; ECL 11; Medium-size Humanoid (human); HD 5d12+10; hp 58; Init +9; Spd: Fly 60 ft (perfect); AC 22 (+5 Dex, +7 Deflection); Melee incorporeal touch +7 (1d4+constitution drain); SA spells, constitution drain, create spawn; SQ summoned familiar (bat), low-light vision, undead, unnatural aura; AL LE; SV Fort +1, Ref +6, Will +8; Str -, Dex 20, Con -, Int 16, Wis 18, Cha 24.
Skills and Feats: Concentration +15, Hide +9, Knowledge (arcana) +11, Knowledge (religion), +11 Spellcraft +11, Spot +8; Arcane Preparation, Eschew Materials, Flyby Attack, Improved Initiative.
Sorcerer Spells Known (cast 6/8/6):
0-Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Prestidigitation
1-Mage Armor, Negative Energy Ray, Shield, True Strike
2-Command Undead, Darkness
Equipment: Most of the equipment is on the Wraith King’s bat familiar:
Bracelets of Dexterity (+2) (4,000), Goggles of Seeking (+10 to Listen and Spot) (3,500), Necklace of Hiding (+10 to Hide and Move Silently) (3,500), Ring of Chameleon Power (9,500).

Abilities:
Constitution Drain (Su): Living creatures hit by the Wraith King’s incorporeal touch attack must succeed at a Fort save (DC 19) or suffer 1d6 points of Constitution Drain.
Create Spawn (Su): Any humanoid slain by the Wraith King’s Constitution drain becomes a wraith in 1d4 rounds. Spawn are under the command of the Wraith King that created them and remain enslaved until its death. They gain the wraith template.
Daylight Powerlessness (Ex): The Wraith King is utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. If the Wraith King is caught in sunlight he cannot attack and can only take partial actions.
Incorporeal: Wraiths are incorporeal. (See the MM for a description)
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a merfolk wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


Familiar: Albino Bat: Winter
Diminutive Magical Beast
HD: 1/4 (5) HP: 29
Init +2 (Dex)
Speed: 5ft, fly 40ft (good)
AC: 19 (+4 size, +2 dex +3 Natural Armor)
Face/Reach: 1ft by 1ft/0ft
SQ: Blindsight
Saves: Fort +2, Ref +4, Will +2
Abilities: Str: 1, Dex 15 (17), Con 10, Int 8, Wis 14, Cha 6
Skills: Hide +40, Listen +19*, Move Silently +27, Spot +19*
Familiar Abilities: Improved Evasion, Share Spells, Empathic Link Grants Owner Alertness, Touch, Speak with Master
Possessions: (See above in stats of Wraith King)

Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: *Bats receive a +4 racial bonus to Spot and Listen check. These bonuses are lost if Blindsight is negated.

The Wraith Tempalte can be found in Dragon #300 (CR of +3 and ECL of +6 is provided there) and it's basically just the Wraith's stats in the MM as a template.
(Short version: Change HD to d12s, replace speed with fly 60 ft. -perfect-, +cha mod as deflection bonus to AC, Natural attack turns to incorperal touch -1d4 damage for med creature+con drain, Special attacks have DC of 10+1/2 HD+Cha mod, and Wraiths gain Con Drain, Create Spawn, Daylight Powerlessness, Incorporeal, Undead, Unnatural Aura abilities as the Wraith in the MM. Ability scores are increase as +6 dex, +4 Int, +4 Wis, +4 Cha, no str/con score, Improved Init as bonus racial feat, and alignment changes to LE)

Recent Edit-Not too many changes, fixed equipment list a bit, history pending still though...I'll find time to write it during my break.
 
Last edited:


Voidrunner's Codex

Remove ads

Top