Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Eschaton Rogues Gallery [temporary]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arabesu" data-source="post: 4024745" data-attributes="member: 534"><p><strong>Done!</strong></p><p></p><p><strong>Tyrroth Khan Buddha,</strong> Half-Air Elemental* Human, Outsider (Air) </p><p>Monk 3, Diviner 4, Enlightened Fist 10, LA+3</p><p>*MotP p188, 3.5up p26, Dragon 326 p87)</p><p></p><p><strong>Description: </strong>Tyrroth wears his white hair in an 80 cm braid woven from his topknot. His braid, bushy eyebrows, and flowing mustache and beard always seem to writhe as if blown about by strong winds. He typically wears simple white robes, but decorates himself with numerous items of silver jewelry each bearing a sapphire of a color that matches his eyes; most of these items are magical. A pristine white rat, Gnostin, can often be found hiding in the folds of his robes. Tyrroth exudes an air of calm benevolence at most times, but can transform into terrifying forms should he choose. A brilliant white and cobalt blue phantom steed bearing a pattern reminiscent of ancient Terran porcelain pottery often accompanies him when he travels. He is only apparently armed with a knife.</p><p>[sblock=Rebirth: ]</p><p>Seeking enlightenment, Tyrroth, formerly the powerful warlock Khan Grishton, transcended the mortal plane eons ago. Somehow during the process, his soul became fragmented. It is unknown how the largest fragment constituting his present incarnation found its way into the heart of a gas giant; the vessel of transport is unknown but presumably it was destroyed. Under the extreme pressure of the failed star, Tyrroth was born (reborn) as a being of gas and energy, slowly reforming, refolding, and coalescencing into his present corporeal state. Eventually, he was spat out of the planet during its death and implosion. Infused with a fraction of his previous divine heritage he floated in the vacuum of space for eons. Eventually he collided with the comet named Placidio, his current residence. </p><p></p><p>As time passed, Tyrroth began to recall some details of his former glory, a snippet of conversation between devas, a gesture for casting a powerful spell, the Truename of a lost and forgotten fiend. And yet he still could not place how he had "transcended." Was that the key? Was transcendence really discorporealization and a perverse retrograde amnesia. Could it be that simple and that tragic? Seeking to understand the nature of transcendence, not just the protocol, Tyrroth now seeks to find the missing fragments of his original soul, for he is convinced that part of his consciousness and soul have become disconnected. Lost during the process of transcendence, he now hunts for the vessels, beings, and locations that the soul fragments now reside. Drawn forward through time and space by the arcane lore bubbling up through the well of memory, Tyrroth purifies himself through ritual and discipline, in an effort to be ready and worthy of the soul once lost.</p><p>[/sblock]</p><p></p><p>[sblock=Agenda: ] </p><p>To find the fragments of his separated soul and make himself worthy to possess them all. He possesses a large portion of his old soul, enough of that he could be raised or resurrected, but has not yet acquired the remainder. As it stands now his intellect and lore are well recovered but his personality is still broken. At first satisfied with seeking enlightenment on his own, Tyrroth was later pressed into tutoring a number of students many years ago. A number became several, several became many, many became thousands. Now he controls an entire faith. Using the advanced communication features of Eschaton society, he intends monitor those who are nearing enlightenment in an effort to observe the results. He intends to study the thought engrams, emotions, and perceptions of these enlightened in an effort to master the capability of recalling and understanding the nature of transition.</p><p>[/sblock]</p><p></p><p>[sblock=Personality: ]</p><p>Lawful Neutral</p><p>Because some of his memories are taken from his experiences long ago, Tyrroth favors anachronistic items/places/ideas since they are familiar and comfortable. Thus he travels with horse (a modified phantasmal steed) and surrounds himself with ancient and at times archaic artifacts. While he may not embrace it fully, he has encouraged his entourage and followers to immerse themselves in technology to allow his cult to run smoothly and in harmony with the rest of Eschaton society.</p><p></p><p>Tyrroth’s personality is uncharacteristically erratic for a monk of his standing at least in part from the proclivities of his new form; those related to air elementals rarely seek the order of monastic life, instead satisfying their whims like children. Years of training and dedication have suppressed his outbursts, but when angered his rage and passion sometimes break loose, turning him into a fearsome and terrifying force of nature. This is further complicated in that his psyche and soul are fragmented and cracked. Perhaps finding the last fragments of his soul will afford him the control over his emotions and rages that he desires.</p><p>[/sblock]</p><p></p><p>[sblock=Followers: ]</p><p><strong>Eleven</strong> – this ghaele elladrin is the Chaplain of Placidio and the second most powerful entity on the comet after Tyrroth. Her main concern is for the wellbeing and safety of the Brethren, but she has left on occasion to assist Tyrroth in matters unrelated to her normally mundane duties. She reveres freedom over all other values and vocalizes her disdain over much of Eschaton societal rules to Tyrroth in private meetings. In but a few decades she will have earned her soul and her own place within hierarchy of autarchs. She would make a potent ally; Tyrroth is aware of this and has always treated her respectfully in anticipation of her advancement. </p><p>[sblock=combat stats]<strong> Hp 65</strong> (typically increased to <strong>100 hp</strong> with bear's endurance and aid), <strong>AC 25</strong> (29 w/ aura), <strong>Fort +9, Ref +8, Will +10</strong> (+4 with aura up), <strong>DR 10/evil & cold iron, SR 23, immune electricity and petrification, resist cold & fire 10,</strong> darkvision, low-light, tongues; <strong>protective aura: +4 resistance, +4 deflection versus evil, magic circle against evil, & lesser globe of invulnerability to all w/in 20 ft.</strong> Spells and Fear gaze in humanoid form (no save or DC18 for creatures with 5 hd or more) and Light Rays, Fly 150 [perfect], and incorporeality in alternate form. Spell-like abilities available in either form.[/sblock]</p><p><strong>One through Ten</strong> – these ten hound archons are the lieutenants to Eleven. Under her supervision, they tend to any who become ill or injured in Placidio. Their innate teleportation abilities make them naturals at policing the small city and their ability to root out corruption have helped purify Placidio from those who would live in Placidio for reasons beyond enlightenment.</p><p></p><p><strong>The Architect</strong> – the name of this forlorn and demented chain devil has never been divulged. When Tyrroth first found Placidio, the kyton was beyond mad; the years of isolation on the comet had eaten away at his crumbling psyche. After fending off his pathetic attempts at aggression, Tyrroth forcibly bound him into service indefinitely. Removing his chains and forcing him to wear “clothes,” was but the first of the punitive measures imposed upon the fiend. Although he has never found out the truth, he suspects that the Kyton and quiescent elemental spirit at the center of Placidio are somehow mortal enemies; perhaps they were both trapped or banished here long ago by some ancient god. After eons alone on the rocky interior of the comet, the kyton picked up the magical ability to shape stone, abeit infrequently. Hence when Tyrroth first found the comet its interior had long ago been molded into an immense yet desolate city lining the inside of a cold ice sphere. Tyrroth warmed up the city somewhat by introducing plants; their tendrils spiraling upward along the face of the stone towers toward the hot ball of elemental light and heat at the center of Placidio. The architect, of course, resents this defilement of his creation but is not about to complain.</p><p></p><p><strong>Rothman, the banker</strong> – This ancient and wise djinni is perhaps the most mysterious member of Tyrroth’s entourage. A talented advisor and fixer, he has managed Tyrroth’s wealth for over a century. Among all of Tyrroth’s associates, his motives are the most secretive and hidden. It is only his apparent loyalty that has kept him as one of Tyrroth’s trusted allies; Tyrroth speculates that Rothman was bound to serve him by another power. What entity would seek to aid Tyrroth by sending him a loyal servant is yet unclear. Rothman also acts in the role of pilot for Placidio, if such a role were appropriate. Able to comprehend the nature of the planes, it is he that usually initiates the rarely used and dangerous Planeshift abilities allowing the comet to move from system to system. A natural organizer and leader, he also communicates changes to the brethren’s meditation schedules for their thoughts and concentration to be able alter Placidio’s inertia in a concerted fashion.</p><p></p><p><strong>Cyclone, Greater Air Elemental</strong> – bound to serve as his bodyguard, this spirit rarely speaks or interacts with anyone else other than Tyrroth. [sblock=combat stats]<strong>Hp 178, AC 26, Fort +11, Ref +22, Will +9, DR 10/-,</strong> darkvision, elemental traits, air mastery (opponents have -1 attack and damage if airborne). Whirlwind form once every 10 minutes for 10 rounds.[/sblock]</p><p><strong>The Brethren</strong> – The thousand or so spirits that occupy Placidio’s populace are here for a variety of reasons. Most have been bound to Tyrroth as part of the normal agreements spirits make with Autarchs to attain souls. A few have been sent to him by mysterious entities unknown to Tyrroth, ready to bind themselves to him for purposes even he can not yet divine. Most, though, are bound because their families were, and so by Eschaton law will continue to server until dismissed or until all of their elders have attained souls.</p><p></p><p><strong>Kingbae</strong> – unbeknown to most, Tyrroth’s constant companion and steed isn’t even a real creature. Conjured from the ether each “morning” this modified phantasmal steed acts as a symbol of Tyrroth’s reach and power. Scholars have speculated that his previous incarnation was some kind of horselord-warlock, and his affinity for a loyal mount has somehow carried over through transcendence.</p><p>[/sblock]</p><p></p><p>Move: 90 ft / round</p><p><strong>HP: 176 </strong>(typically ~200 w/ empowered false life)</p><p><strong>AC 37, touch 30, flat-footed 31</strong> (armor +6 or +3, nat +1, dex +6, wis +7, monk +3, deflection +3, insight +1)</p><p></p><p><strong>Special Qualities to be aware of:</strong></p><p>Spell Resist 23, 20% miss chance, DR 10/magic versus ranged attacks (i.e. bullets and rail guns,<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />), immune to negative dominant trait and negative levels, immune to cold and air effects, resist acid/electricity/fire 10, DC 31 caster level check required to be observed via divinations, immediately aware of any attempts to be observed, can see invisible/ethereal creatures and magical auras, can understand and speak all languages.</p><p></p><p>[sblock=BAB/Grapple: ] +11/+5/+1</p><p>+22 grapple</p><p>+30 with gloves</p><p>+38 to resist with Combat Stability and gloves</p><p>also a +2 to ability checks such as trip, +10 if focused</p><p>[/sblock]</p><p></p><p><strong>Fort +20, Ref +22, Will +26</strong> [+5 vs necromantic/death effects and can reroll 1/day; +2 vs enchantments, +4 to will saves if combat focused]</p><p>[sblock=breakdown][CODE]</p><p>Monk 3 3 3</p><p>Diviner 1 1 4</p><p>Enl Fist 3 7 7</p><p>Rat familiar 2 0 0</p><p>Resistance 3 3 3</p><p>Luck 1 1 1</p><p>Competence 1 1 1</p><p>[U]Abilities 6 6 7[/U]</p><p>Total 20 22 26</p><p>[/CODE] [/sblock]</p><p></p><p></p><p>[sblock=Abilities]</p><p>Str 14 (+6 item) = 20</p><p>Dex 14 (+2 race, +6 item) = 22</p><p>Con 14 (+2 race, +6 item) = 22</p><p>Int 16 (+2 race, +6 item, +4 raises, +2 inherent) = 30</p><p>Wis 15 (+2 race, +6 item, +1 inherent) = 24</p><p>Cha 12 (+2 race) = 14</p><p>[/sblock]</p><p></p><p><strong>Melee Attack</strong> +24/+19/+14 unarmed strike (2d8+9 bludgeoning/magic; +4 versus DR)</p><p><strong>Ranged Attack</strong> +21 dagger +1 (1d4+6) or Spells</p><p></p><p>[sblock=Racial Features: ]Bonus Feat, +1 skill point per level, favored class any, bonus languages any; Immune to disease, cold, and air effects; Spell-like abilities (each 1/day): Obscuring Mist, Wind Wall, Gaseous Form, Wind Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Planeshift.[/sblock]</p><p></p><p>[sblock=Class Abilities: ]Bonus Feats, Monk’s unarmed strike damage, movement, and AC (18th), Flurry of Blows (-2), Evasion, Still Mind, Familiar, Ki strike (magic), Fist of Energy (use stun for +1d6 fire or electricity; Burst effect), Free Multiclassing, Arcane Fist/Hold Ray, (i.e. use one of daily stuns to deliver touch or ray spell), Arcane Rejuvenation, Diamond Soul.[/sblock]</p><p></p><p>[sblock=Feats: ]Improved Grapple, Combat Focus, Combat Stability, Combat Casting, Combat Vigor, Practiced Spellcaster (diviner), Water Splitting Stone (+4 damage vs DR), Improved Unarmed StrikeB, Combat ReflexesB, Stunning Fist (DC 25, 15/day)B, AlertnessB, Scribe ScrollB.[/sblock]</p><p></p><p>[sblock=Languages: ]Common, Celestial, Auran, Gith, and Eschaton trade language. (Also, permanent Tongues)[/sblock]</p><p></p><p>[sblock=Skills: ]</p><p>(192; factoring in raises at the appropriate levels, and tome read at 12th character level, i.e. +8)</p><p> ranks + modifiers + ability = total</p><p>Balance 10 + 6 + 6 = +22</p><p>Concentration 9 + 2 or 6 + 6 = +17 or +21 (combat casting)</p><p>Diplomacy 19 + 4 + 2 = +25</p><p>Handle Animal (cc) 1 + 4 + 2 = +7</p><p>Gather Information 0 + 6 + 2 = +8</p><p>Hide 0 + 2 or 22 + 6 = +8 or +28 (if invisible)</p><p>Jump 5 + 28 or 40 + 5 = +38 or +50 (if hasted)</p><p>Listen 0 + 4 + 7 = +11</p><p>Knowledge (arcana) 8 + 4 or 9 + 10 = +22 or +27 (if using Collector of Stories)</p><p>Knowledge (dungeoneering) 5 + 2 or 7 + 10 = +17 or +22 (“)</p><p>Knowledge (local) 5 + 2 or 7 + 10 = +17 or +22 (“)</p><p>Knowledge (nature) 5 + 2 or 7 + 10 = +17 or +22 (“)</p><p>Knowledge (religion) 10 + 2 or 7 + 10 = +22 or +27 (“)</p><p>Knowledge (The Planes) 10 + 2 or 7 + 10 = +22 or +27 (“)</p><p>Knowledge (Psionics) 10 + 2 or 7 + 10 = +22 or +27 (“)</p><p>Move Silently 18 + 2 + 6 = +26</p><p>Psycraft (cc) 1 + 4 + 10 = +15</p><p>Ride (cc) 1 + 5 + 6 = +12</p><p>Sense motive 15 + 11 + 7 = +33</p><p>Spellcraft 10 + 4 + 10 = +24</p><p>Spot 20 + 4 + 7 = +31</p><p>Swim 1 + 2 + 5 = +8</p><p>Tumble 14 + 4 + 6 = +24</p><p>[/sblock]</p><p></p><p>[sblock=Skill tricks: ]Back on your feet, Collector of Stories, Spot the Weak Point, Twisted Charge (each 1/encounter)</p><p> - also Void’s custom skill tricks: low-G fighting trick and zero-G fighting trick (names?)</p><p>[/sblock]</p><p></p><p>[sblock=Items(760k)]</p><p>Arms: Rapidstrike Bracers (swift) w/ +3 armor bonus (6.1k) + Greater Augment Crystal of Life Keeping (5k)</p><p>Body: Robe of Mysterious Conjuration and electricity resistance 10 (22k)</p><p>Face: Third eye of Aware and Intellect +6 (46k)</p><p>Feet: Boots of Speed and Dexterity +6 (48k)</p><p>Hands: Gloves of Titan’s Grip and Strength +6 (50k)</p><p>Head: Circlet of Persuasion and Wisdom +6 (40.5k)</p><p>Ring 1: Ring of Greater Counterspells - holds Greater Dispel Magic (12k).</p><p>Ring 2: Ring of Negative Energy Resistance (36k)</p><p>Shoulders: Minor Cloak of Displacement and acid resistance 10 (36)</p><p>Throat: Scarab of Stabilization (20k)</p><p>Torso: Formless vest with fire resistance 10 (15.2k)</p><p>Waist: Monk’s Belt of Constitution +6 (49k)</p><p>Adamantine Dagger or Knife, +1, returning, glows as a torch (11k)</p><p>Lesser Metamagic Rod, Empower - false life, ray of enfeeblement w/ 1 extra (9k)</p><p>Lesser Metamagic Rod of Extend – greater magic weapon, greater mage armor w/ 1 extra (3k)</p><p>Pearls of Power – 1st through 4th (30k)</p><p>Skin of the Hero - +3 deflection, +3 resistance, +3 on attack rolls (77.5k) </p><p>Stone of Good Luck - +1 luck on saves, skills, & ability (20 k)</p><p>Ioun Stone, Dusty Rose Prism - +1 insight to AC (5k)</p><p>Ioun Stone, Iridescent Spindle – sustains without air (18k)</p><p>Ioun Stone, Pale Green Prism - +1 competence attack, saves, skills, & ability (30 k)</p><p></p><p>Extra-dimensional saddlebags – as bag of holding IV (10k)</p><p>The Supple Seat - military saddle with +4 competence bonus, swift dismount 3/day LOS 35ft; callable (26.28k) </p><p></p><p>Scribed spells: -/0/3/3/3/3/3 – (9k)</p><p>Tome of Understanding +1, (read) (27.5k)</p><p>Tome of Clear Thought +2, (read at 12th level) (55k)</p><p>Planeshift installed on Placidio (16.2k)</p><p>[/sblock]</p><p></p><p>[sblock=Spell Components and Foci: ]</p><p>Tiny bell, piece of silver wire, soot, salt, small archery target, raw meat, splintered bone, a copper coin, a vial of vodka, eyelashes rolled in gum arabic, piece of shell from a tortoise, small horn, glass eye, lime, graphite, cured leather, piece of mirror, small brass trumpet, quartz, empty cocoons, crystal marbles, egg shells from two creatures, lodestones and dust, pebbles; Pearls (1k, i.e. for 10 castings of Identify), Diamond dust (5k, i.e. 100 castings of Nondection), Mushroom and saffron ointment (2k, 8 castings Trueseeing), Scrying mirror (1k), Lens of sapphire mounted in a gold loop (1.5k), A tiny elephant decorated with sapphires (1.5k), Ivory rectangle (0.4k)</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Currency: ]</p><p>23,320 gp</p><p>[/sblock]</p><p></p><p>[sblock=XP debt: ]Permanency on Tongues/Arcane Sight/See Invisibility = 4000 xp.[/sblock]</p><p></p><p>[sblock=Spells Per Day: ]</p><p>Divination specialty; Enchantment barred, effective caster level 16: </p><p>DC = 20+spell level</p><p>5/8/8/7/6/6/5 (one+ divination/lvl) + recalling of one spell at each of 1st through 4th levels with pearls of power.</p><p>[/sblock]</p><p></p><p>[sblock=Spells Known: ]</p><p>(prepared in brackets; bold spells can be delivered via unarmed strikes at the cost of one stun): </p><p>All cantrips except those from the enchantment school [Arcane Mark, Light, Mending, Prestidigitation, Read MagicD]; Alarm, Comprehend Languages, Feather Fall [1], Identify, Lesser Acid Orb, Lesser Sonic Orb [1], Magic Missile, <strong>Ray of Enfeeblement [2],</strong> Shield [2], True Strike [D]; Alter Self [1], Detect Thoughts [D], <strong>Dispelling Touch [1],</strong> False Life [1], Invisibility [1], Mirror Image [1], Protection from Arrows [1], See Invisibility, [open]; Arcane Sight, Clairaudience/Clairvoyance [D], Greater Mage Armor, Greater Magic Weapon, Nondetection [1], Phantom Steed [1], Tongues, <strong>Vampiric Touch [1],</strong> [open x3]; Acid Orb, Detect Scrying, Dimension Door [1], <strong>Enervation [1],</strong> Wall of Ice, Polymorph [2], Scrying [D], [open]; Cone of Cold [1], Dismissal [1], Permanency, <strong>Prismatic Ray [1],</strong> Prying Eyes [D], Telepathic Bond, Teleport [1], [open]; Analyze Dweomer, Contingency, <strong>Disintegrate [2],</strong> Greater Dispel Magic, Imbue Familiar with Spell Ability [1], Mage’s Lucubration, True Seeing [D], [open].</p><p>[/sblock]</p><p></p><p>[sblock=Preparations in advance: ]</p><p>Spells typically cast at beginning of the day and lasting for 16 hours: False Life (empowered), Nondetection, Protection from Arrows, Phantom Steed, and Imbue Familiar with Spell Ability (allowing Gnostin to cast one each of his Polymorph and Lesser Sonic Orb spells); also, Wind Walk spell-like ability cast on self and five companions.</p><p></p><p>The following spells are cast on the previous day, typically before “rest” periods: Detect Scrying (using an open slot, 24 hrs), Greater Magic Weapon on unarmed strike (using an open slot, extended to 32 hrs), Greater Mage Armor (using an open slot, extended to 32 hrs).</p><p></p><p>Contingency (cast every 16 days) with Teleport triggering if anyone within 40 ft casts a Disjunction.</p><p></p><p>Permanent Tongues/Arcane Sight/See Invisibility</p><p>[/sblock]</p><p></p><p>[sblock=Typical alterself form: Ice Mephit ]</p><p><strong>AC: 41 </strong>(size +1, net +3 natural); Grapple: +18 (or up to +34); <strong>Fly 110 (perfect);</strong> Melee attack <strong>+25/+20/+15 unarmed strike (2d6+9+1d4 cold, bludgeoning/magic; +4 versus DR)</strong></p><p>[/sblock]</p><p></p><p>[sblock=Typical polymorph form: Cornugon: ]</p><p>Str 36, Dex 30, Con 30; <strong>Grapple +34 (or up to +50);</strong> 10ft space/10ft reach; Speed 80, <strong>Fly 110 (average); Fort +24, Reflex +26; AC 58,</strong> (net: -1 size, +4 dex, +18 nat) touch 33, non-corporeal touch 39; additional +8 to strength checks, +4 to concentration and dexterity checks except hide which is at a net +0; Melee attack: <strong>unarmed strike +31/+26/+21 (3d8+17; +4 vs DR);</strong> Ranged Attack +24 dagger +1 (1d4+14); [/sblock]</p></blockquote><p></p>
[QUOTE="Arabesu, post: 4024745, member: 534"] [b]Done![/b] [B]Tyrroth Khan Buddha,[/B] Half-Air Elemental* Human, Outsider (Air) Monk 3, Diviner 4, Enlightened Fist 10, LA+3 *MotP p188, 3.5up p26, Dragon 326 p87) [B]Description: [/B]Tyrroth wears his white hair in an 80 cm braid woven from his topknot. His braid, bushy eyebrows, and flowing mustache and beard always seem to writhe as if blown about by strong winds. He typically wears simple white robes, but decorates himself with numerous items of silver jewelry each bearing a sapphire of a color that matches his eyes; most of these items are magical. A pristine white rat, Gnostin, can often be found hiding in the folds of his robes. Tyrroth exudes an air of calm benevolence at most times, but can transform into terrifying forms should he choose. A brilliant white and cobalt blue phantom steed bearing a pattern reminiscent of ancient Terran porcelain pottery often accompanies him when he travels. He is only apparently armed with a knife. [sblock=Rebirth: ] Seeking enlightenment, Tyrroth, formerly the powerful warlock Khan Grishton, transcended the mortal plane eons ago. Somehow during the process, his soul became fragmented. It is unknown how the largest fragment constituting his present incarnation found its way into the heart of a gas giant; the vessel of transport is unknown but presumably it was destroyed. Under the extreme pressure of the failed star, Tyrroth was born (reborn) as a being of gas and energy, slowly reforming, refolding, and coalescencing into his present corporeal state. Eventually, he was spat out of the planet during its death and implosion. Infused with a fraction of his previous divine heritage he floated in the vacuum of space for eons. Eventually he collided with the comet named Placidio, his current residence. As time passed, Tyrroth began to recall some details of his former glory, a snippet of conversation between devas, a gesture for casting a powerful spell, the Truename of a lost and forgotten fiend. And yet he still could not place how he had "transcended." Was that the key? Was transcendence really discorporealization and a perverse retrograde amnesia. Could it be that simple and that tragic? Seeking to understand the nature of transcendence, not just the protocol, Tyrroth now seeks to find the missing fragments of his original soul, for he is convinced that part of his consciousness and soul have become disconnected. Lost during the process of transcendence, he now hunts for the vessels, beings, and locations that the soul fragments now reside. Drawn forward through time and space by the arcane lore bubbling up through the well of memory, Tyrroth purifies himself through ritual and discipline, in an effort to be ready and worthy of the soul once lost. [/sblock] [sblock=Agenda: ] To find the fragments of his separated soul and make himself worthy to possess them all. He possesses a large portion of his old soul, enough of that he could be raised or resurrected, but has not yet acquired the remainder. As it stands now his intellect and lore are well recovered but his personality is still broken. At first satisfied with seeking enlightenment on his own, Tyrroth was later pressed into tutoring a number of students many years ago. A number became several, several became many, many became thousands. Now he controls an entire faith. Using the advanced communication features of Eschaton society, he intends monitor those who are nearing enlightenment in an effort to observe the results. He intends to study the thought engrams, emotions, and perceptions of these enlightened in an effort to master the capability of recalling and understanding the nature of transition. [/sblock] [sblock=Personality: ] Lawful Neutral Because some of his memories are taken from his experiences long ago, Tyrroth favors anachronistic items/places/ideas since they are familiar and comfortable. Thus he travels with horse (a modified phantasmal steed) and surrounds himself with ancient and at times archaic artifacts. While he may not embrace it fully, he has encouraged his entourage and followers to immerse themselves in technology to allow his cult to run smoothly and in harmony with the rest of Eschaton society. Tyrroth’s personality is uncharacteristically erratic for a monk of his standing at least in part from the proclivities of his new form; those related to air elementals rarely seek the order of monastic life, instead satisfying their whims like children. Years of training and dedication have suppressed his outbursts, but when angered his rage and passion sometimes break loose, turning him into a fearsome and terrifying force of nature. This is further complicated in that his psyche and soul are fragmented and cracked. Perhaps finding the last fragments of his soul will afford him the control over his emotions and rages that he desires. [/sblock] [sblock=Followers: ] [B]Eleven[/B] – this ghaele elladrin is the Chaplain of Placidio and the second most powerful entity on the comet after Tyrroth. Her main concern is for the wellbeing and safety of the Brethren, but she has left on occasion to assist Tyrroth in matters unrelated to her normally mundane duties. She reveres freedom over all other values and vocalizes her disdain over much of Eschaton societal rules to Tyrroth in private meetings. In but a few decades she will have earned her soul and her own place within hierarchy of autarchs. She would make a potent ally; Tyrroth is aware of this and has always treated her respectfully in anticipation of her advancement. [sblock=combat stats][b] Hp 65[/b] (typically increased to [b]100 hp[/b] with bear's endurance and aid), [b]AC 25[/b] (29 w/ aura), [b]Fort +9, Ref +8, Will +10[/b] (+4 with aura up), [b]DR 10/evil & cold iron, SR 23, immune electricity and petrification, resist cold & fire 10,[/b] darkvision, low-light, tongues; [b]protective aura: +4 resistance, +4 deflection versus evil, magic circle against evil, & lesser globe of invulnerability to all w/in 20 ft.[/b] Spells and Fear gaze in humanoid form (no save or DC18 for creatures with 5 hd or more) and Light Rays, Fly 150 [perfect], and incorporeality in alternate form. Spell-like abilities available in either form.[/sblock] [B]One through Ten[/B] – these ten hound archons are the lieutenants to Eleven. Under her supervision, they tend to any who become ill or injured in Placidio. Their innate teleportation abilities make them naturals at policing the small city and their ability to root out corruption have helped purify Placidio from those who would live in Placidio for reasons beyond enlightenment. [B]The Architect[/B] – the name of this forlorn and demented chain devil has never been divulged. When Tyrroth first found Placidio, the kyton was beyond mad; the years of isolation on the comet had eaten away at his crumbling psyche. After fending off his pathetic attempts at aggression, Tyrroth forcibly bound him into service indefinitely. Removing his chains and forcing him to wear “clothes,” was but the first of the punitive measures imposed upon the fiend. Although he has never found out the truth, he suspects that the Kyton and quiescent elemental spirit at the center of Placidio are somehow mortal enemies; perhaps they were both trapped or banished here long ago by some ancient god. After eons alone on the rocky interior of the comet, the kyton picked up the magical ability to shape stone, abeit infrequently. Hence when Tyrroth first found the comet its interior had long ago been molded into an immense yet desolate city lining the inside of a cold ice sphere. Tyrroth warmed up the city somewhat by introducing plants; their tendrils spiraling upward along the face of the stone towers toward the hot ball of elemental light and heat at the center of Placidio. The architect, of course, resents this defilement of his creation but is not about to complain. [B]Rothman, the banker[/B] – This ancient and wise djinni is perhaps the most mysterious member of Tyrroth’s entourage. A talented advisor and fixer, he has managed Tyrroth’s wealth for over a century. Among all of Tyrroth’s associates, his motives are the most secretive and hidden. It is only his apparent loyalty that has kept him as one of Tyrroth’s trusted allies; Tyrroth speculates that Rothman was bound to serve him by another power. What entity would seek to aid Tyrroth by sending him a loyal servant is yet unclear. Rothman also acts in the role of pilot for Placidio, if such a role were appropriate. Able to comprehend the nature of the planes, it is he that usually initiates the rarely used and dangerous Planeshift abilities allowing the comet to move from system to system. A natural organizer and leader, he also communicates changes to the brethren’s meditation schedules for their thoughts and concentration to be able alter Placidio’s inertia in a concerted fashion. [B]Cyclone, Greater Air Elemental[/B] – bound to serve as his bodyguard, this spirit rarely speaks or interacts with anyone else other than Tyrroth. [sblock=combat stats][b]Hp 178, AC 26, Fort +11, Ref +22, Will +9, DR 10/-,[/b] darkvision, elemental traits, air mastery (opponents have -1 attack and damage if airborne). Whirlwind form once every 10 minutes for 10 rounds.[/sblock] [B]The Brethren[/B] – The thousand or so spirits that occupy Placidio’s populace are here for a variety of reasons. Most have been bound to Tyrroth as part of the normal agreements spirits make with Autarchs to attain souls. A few have been sent to him by mysterious entities unknown to Tyrroth, ready to bind themselves to him for purposes even he can not yet divine. Most, though, are bound because their families were, and so by Eschaton law will continue to server until dismissed or until all of their elders have attained souls. [B]Kingbae[/B] – unbeknown to most, Tyrroth’s constant companion and steed isn’t even a real creature. Conjured from the ether each “morning” this modified phantasmal steed acts as a symbol of Tyrroth’s reach and power. Scholars have speculated that his previous incarnation was some kind of horselord-warlock, and his affinity for a loyal mount has somehow carried over through transcendence. [/sblock] Move: 90 ft / round [B]HP: 176 [/B](typically ~200 w/ empowered false life) [B]AC 37, touch 30, flat-footed 31[/B] (armor +6 or +3, nat +1, dex +6, wis +7, monk +3, deflection +3, insight +1) [B]Special Qualities to be aware of:[/B] Spell Resist 23, 20% miss chance, DR 10/magic versus ranged attacks (i.e. bullets and rail guns,:)), immune to negative dominant trait and negative levels, immune to cold and air effects, resist acid/electricity/fire 10, DC 31 caster level check required to be observed via divinations, immediately aware of any attempts to be observed, can see invisible/ethereal creatures and magical auras, can understand and speak all languages. [sblock=BAB/Grapple: ] +11/+5/+1 +22 grapple +30 with gloves +38 to resist with Combat Stability and gloves also a +2 to ability checks such as trip, +10 if focused [/sblock] [B]Fort +20, Ref +22, Will +26[/B] [+5 vs necromantic/death effects and can reroll 1/day; +2 vs enchantments, +4 to will saves if combat focused] [sblock=breakdown][CODE] Monk 3 3 3 Diviner 1 1 4 Enl Fist 3 7 7 Rat familiar 2 0 0 Resistance 3 3 3 Luck 1 1 1 Competence 1 1 1 [U]Abilities 6 6 7[/U] Total 20 22 26 [/CODE] [/sblock] [sblock=Abilities] Str 14 (+6 item) = 20 Dex 14 (+2 race, +6 item) = 22 Con 14 (+2 race, +6 item) = 22 Int 16 (+2 race, +6 item, +4 raises, +2 inherent) = 30 Wis 15 (+2 race, +6 item, +1 inherent) = 24 Cha 12 (+2 race) = 14 [/sblock] [B]Melee Attack[/B] +24/+19/+14 unarmed strike (2d8+9 bludgeoning/magic; +4 versus DR) [B]Ranged Attack[/B] +21 dagger +1 (1d4+6) or Spells [sblock=Racial Features: ]Bonus Feat, +1 skill point per level, favored class any, bonus languages any; Immune to disease, cold, and air effects; Spell-like abilities (each 1/day): Obscuring Mist, Wind Wall, Gaseous Form, Wind Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Planeshift.[/sblock] [sblock=Class Abilities: ]Bonus Feats, Monk’s unarmed strike damage, movement, and AC (18th), Flurry of Blows (-2), Evasion, Still Mind, Familiar, Ki strike (magic), Fist of Energy (use stun for +1d6 fire or electricity; Burst effect), Free Multiclassing, Arcane Fist/Hold Ray, (i.e. use one of daily stuns to deliver touch or ray spell), Arcane Rejuvenation, Diamond Soul.[/sblock] [sblock=Feats: ]Improved Grapple, Combat Focus, Combat Stability, Combat Casting, Combat Vigor, Practiced Spellcaster (diviner), Water Splitting Stone (+4 damage vs DR), Improved Unarmed StrikeB, Combat ReflexesB, Stunning Fist (DC 25, 15/day)B, AlertnessB, Scribe ScrollB.[/sblock] [sblock=Languages: ]Common, Celestial, Auran, Gith, and Eschaton trade language. (Also, permanent Tongues)[/sblock] [sblock=Skills: ] (192; factoring in raises at the appropriate levels, and tome read at 12th character level, i.e. +8) ranks + modifiers + ability = total Balance 10 + 6 + 6 = +22 Concentration 9 + 2 or 6 + 6 = +17 or +21 (combat casting) Diplomacy 19 + 4 + 2 = +25 Handle Animal (cc) 1 + 4 + 2 = +7 Gather Information 0 + 6 + 2 = +8 Hide 0 + 2 or 22 + 6 = +8 or +28 (if invisible) Jump 5 + 28 or 40 + 5 = +38 or +50 (if hasted) Listen 0 + 4 + 7 = +11 Knowledge (arcana) 8 + 4 or 9 + 10 = +22 or +27 (if using Collector of Stories) Knowledge (dungeoneering) 5 + 2 or 7 + 10 = +17 or +22 (“) Knowledge (local) 5 + 2 or 7 + 10 = +17 or +22 (“) Knowledge (nature) 5 + 2 or 7 + 10 = +17 or +22 (“) Knowledge (religion) 10 + 2 or 7 + 10 = +22 or +27 (“) Knowledge (The Planes) 10 + 2 or 7 + 10 = +22 or +27 (“) Knowledge (Psionics) 10 + 2 or 7 + 10 = +22 or +27 (“) Move Silently 18 + 2 + 6 = +26 Psycraft (cc) 1 + 4 + 10 = +15 Ride (cc) 1 + 5 + 6 = +12 Sense motive 15 + 11 + 7 = +33 Spellcraft 10 + 4 + 10 = +24 Spot 20 + 4 + 7 = +31 Swim 1 + 2 + 5 = +8 Tumble 14 + 4 + 6 = +24 [/sblock] [sblock=Skill tricks: ]Back on your feet, Collector of Stories, Spot the Weak Point, Twisted Charge (each 1/encounter) - also Void’s custom skill tricks: low-G fighting trick and zero-G fighting trick (names?) [/sblock] [sblock=Items(760k)] Arms: Rapidstrike Bracers (swift) w/ +3 armor bonus (6.1k) + Greater Augment Crystal of Life Keeping (5k) Body: Robe of Mysterious Conjuration and electricity resistance 10 (22k) Face: Third eye of Aware and Intellect +6 (46k) Feet: Boots of Speed and Dexterity +6 (48k) Hands: Gloves of Titan’s Grip and Strength +6 (50k) Head: Circlet of Persuasion and Wisdom +6 (40.5k) Ring 1: Ring of Greater Counterspells - holds Greater Dispel Magic (12k). Ring 2: Ring of Negative Energy Resistance (36k) Shoulders: Minor Cloak of Displacement and acid resistance 10 (36) Throat: Scarab of Stabilization (20k) Torso: Formless vest with fire resistance 10 (15.2k) Waist: Monk’s Belt of Constitution +6 (49k) Adamantine Dagger or Knife, +1, returning, glows as a torch (11k) Lesser Metamagic Rod, Empower - false life, ray of enfeeblement w/ 1 extra (9k) Lesser Metamagic Rod of Extend – greater magic weapon, greater mage armor w/ 1 extra (3k) Pearls of Power – 1st through 4th (30k) Skin of the Hero - +3 deflection, +3 resistance, +3 on attack rolls (77.5k) Stone of Good Luck - +1 luck on saves, skills, & ability (20 k) Ioun Stone, Dusty Rose Prism - +1 insight to AC (5k) Ioun Stone, Iridescent Spindle – sustains without air (18k) Ioun Stone, Pale Green Prism - +1 competence attack, saves, skills, & ability (30 k) Extra-dimensional saddlebags – as bag of holding IV (10k) The Supple Seat - military saddle with +4 competence bonus, swift dismount 3/day LOS 35ft; callable (26.28k) Scribed spells: -/0/3/3/3/3/3 – (9k) Tome of Understanding +1, (read) (27.5k) Tome of Clear Thought +2, (read at 12th level) (55k) Planeshift installed on Placidio (16.2k) [/sblock] [sblock=Spell Components and Foci: ] Tiny bell, piece of silver wire, soot, salt, small archery target, raw meat, splintered bone, a copper coin, a vial of vodka, eyelashes rolled in gum arabic, piece of shell from a tortoise, small horn, glass eye, lime, graphite, cured leather, piece of mirror, small brass trumpet, quartz, empty cocoons, crystal marbles, egg shells from two creatures, lodestones and dust, pebbles; Pearls (1k, i.e. for 10 castings of Identify), Diamond dust (5k, i.e. 100 castings of Nondection), Mushroom and saffron ointment (2k, 8 castings Trueseeing), Scrying mirror (1k), Lens of sapphire mounted in a gold loop (1.5k), A tiny elephant decorated with sapphires (1.5k), Ivory rectangle (0.4k) [/sblock] [sblock=Currency: ] 23,320 gp [/sblock] [sblock=XP debt: ]Permanency on Tongues/Arcane Sight/See Invisibility = 4000 xp.[/sblock] [sblock=Spells Per Day: ] Divination specialty; Enchantment barred, effective caster level 16: DC = 20+spell level 5/8/8/7/6/6/5 (one+ divination/lvl) + recalling of one spell at each of 1st through 4th levels with pearls of power. [/sblock] [sblock=Spells Known: ] (prepared in brackets; bold spells can be delivered via unarmed strikes at the cost of one stun): All cantrips except those from the enchantment school [Arcane Mark, Light, Mending, Prestidigitation, Read MagicD]; Alarm, Comprehend Languages, Feather Fall [1], Identify, Lesser Acid Orb, Lesser Sonic Orb [1], Magic Missile, [B]Ray of Enfeeblement [2],[/B] Shield [2], True Strike [D]; Alter Self [1], Detect Thoughts [D], [B]Dispelling Touch [1],[/B] False Life [1], Invisibility [1], Mirror Image [1], Protection from Arrows [1], See Invisibility, [open]; Arcane Sight, Clairaudience/Clairvoyance [D], Greater Mage Armor, Greater Magic Weapon, Nondetection [1], Phantom Steed [1], Tongues, [B]Vampiric Touch [1],[/B] [open x3]; Acid Orb, Detect Scrying, Dimension Door [1], [B]Enervation [1],[/B] Wall of Ice, Polymorph [2], Scrying [D], [open]; Cone of Cold [1], Dismissal [1], Permanency, [B]Prismatic Ray [1],[/B] Prying Eyes [D], Telepathic Bond, Teleport [1], [open]; Analyze Dweomer, Contingency, [B]Disintegrate [2],[/B] Greater Dispel Magic, Imbue Familiar with Spell Ability [1], Mage’s Lucubration, True Seeing [D], [open]. [/sblock] [sblock=Preparations in advance: ] Spells typically cast at beginning of the day and lasting for 16 hours: False Life (empowered), Nondetection, Protection from Arrows, Phantom Steed, and Imbue Familiar with Spell Ability (allowing Gnostin to cast one each of his Polymorph and Lesser Sonic Orb spells); also, Wind Walk spell-like ability cast on self and five companions. The following spells are cast on the previous day, typically before “rest” periods: Detect Scrying (using an open slot, 24 hrs), Greater Magic Weapon on unarmed strike (using an open slot, extended to 32 hrs), Greater Mage Armor (using an open slot, extended to 32 hrs). Contingency (cast every 16 days) with Teleport triggering if anyone within 40 ft casts a Disjunction. Permanent Tongues/Arcane Sight/See Invisibility [/sblock] [sblock=Typical alterself form: Ice Mephit ] [B]AC: 41 [/B](size +1, net +3 natural); Grapple: +18 (or up to +34); [B]Fly 110 (perfect);[/B] Melee attack [B]+25/+20/+15 unarmed strike (2d6+9+1d4 cold, bludgeoning/magic; +4 versus DR)[/B] [/sblock] [sblock=Typical polymorph form: Cornugon: ] Str 36, Dex 30, Con 30; [B]Grapple +34 (or up to +50);[/B] 10ft space/10ft reach; Speed 80, [B]Fly 110 (average); Fort +24, Reflex +26; AC 58,[/B] (net: -1 size, +4 dex, +18 nat) touch 33, non-corporeal touch 39; additional +8 to strength checks, +4 to concentration and dexterity checks except hide which is at a net +0; Melee attack: [B]unarmed strike +31/+26/+21 (3d8+17; +4 vs DR);[/B] Ranged Attack +24 dagger +1 (1d4+14); [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Eschaton Rogues Gallery [temporary]
Top