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Characters for Arbiters Apostate

Velenne

Explorer
In this thread I'll be posting the main protagonists for Arbiters Apostate as well as the major NPC's (when I get the chance).

Right now, I'll try to succinctly explain how the story came about. Originally I desired to run a game into the upper levels of power in order to provide new challenges to myself and the players in our group. Thus, I desired a way to start a campaign at 10th level, going against many of the wishes of my players who take issues with creating characters that don't have stories fleshed out with game time. In answer to this, I came up with the idea of characters with no histories at all.

The idea was a "wetworks" team that does the dirty work for the story's main antagonists, the Crystal Council, a cadre of epic-level wizards that represent each of the sub-branched schools of magic. In order to assure their place of power, and to display that power, they created the Arbiters to sniff out any threat to their power and stamp it down...efficiently.

I knew that no god would answer the prayers of such a creature. The Arbiters were not meant to be free-thinkers, people, or anything that could truly worship gods or nature with their own free will. So I placed the restriction on my players of no divine ties whatsoever. This became a major point of contention but ultimately they were willing to trust me and for that I'm grateful.

Then came the problem of equipping these characters. While it's certainly within the power of the Crystal Council to create any and every magic item under the sun, they needed a way to ensure that the Arbiters' gear could not be stripped from them. They also needed a way to make their creations as self-sufficient as possible.

Thus they created the Arbiters' Skins. The Skin is actually a part of the Arbiter, taking up all of his/her/its (the latter, as the Council refers to them) magic item slots. The Skins grow with the Arbiters, gaining new abilities and/or evolving the old ones. To put it in gamespeak, I equipped the Skins according to a GP value appropriate to the PC's total ECL -2. This was to adjust for the Arbiters lack of need for sleep, food, or water, and for the fact that no part of the Skin can be dispelled, disjoined, disarmed, or sundered. (They do not, however, function within Antimagic Fields).

This served two functions. First, the intended function of equipping 10th level characters appropriately. Second, we no longer need to spend hours of game time "shopping" for magic items and dispersing "loot". The players are also happy because it means they're no long confined to creating things you can find in a magic item. If they wanted to add the Shadow template to their characters, for example, we might devise a numeric gp value and assign it to their Skins. When the characters leveled, they would "spend" this illusory gp on that template.

As you find out in the Story Hour, the Arbiters are set free long before they are completed. As such, they are only half of what they should be- incomplete projects that are still evolving. How they evolve now will be determined by their experiences and interactions. Slowly, they'll begin to understand and appreciate their free will, as well as use their abilities for whatever cause they happen to fall in with.

More to come later.
 
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Velenne

Explorer
Wrath, Male Medium-size ? (Titanotrope)
Class Psion(Egoist) 8
Hit Dice 8d4+24 (56hp)
Speed 30 ft.
Armor 14 (+4 inertial armor); Touch: 10; Flat-footed: 14
Attacks +9 melee (+4 BAB, +5 STR)
Damage 1d3+5 (unarmed)
Special Attacks Psionics
Special Qualities Size Alteration
Alignment (To be determined)
Saves Fort +7, Ref +2, Will +8
Abilities Str 20, Dex 10, Con 16, Int 10, Wis 15, Cha 6
Skills Concentration +14, Intimidate +16 (STR Based), Jump +16, Spot +9
Feats Inertial Armor, (There are more, of course, but after some discussion I remember them being altered. I don't currently have the results of that alteration.)

PP's - 46, Power DC (15 + Power Level)
0 - Chrysalis, Burst, Catfall, Missive, My Light, Far Hand, Finger of Fire, Know Direction
1 - Biofeedback, Object Reading, Grease, Call Weaponry, Compresison
2 - Channel Power, Animal Affinity, Ectoplasmic Cocoon
3 - Displacement, Schism
4 - Improved Body Adjustment

Arbiter's Skin

Flight(Su)- Arbiter may fly at will at a Speed of 60 with Perfect maneuverability. This ability is activated as a Move-Equivalent Action and requires concentration to maintain. If the Arbiter is damaged while flying, it must make a Concentration check (DC 12 + damage dealt) or be knocked from the air.

Regeneration(Su)- Arbiter may enter a meditative trance wherein it regains lost hit points at a rate of 1 per minute, and/or ability points at a rate of 1 per hour. This time must be continuous.

Stalwart(Ex)- Arbiter is immune to stunning, paralysis and fear effects.

Might(Su)- As a Free Action, or as a reaction, Arbiter may add +5 to any Strength check but in doing so deals 5 points of subdual damage to itself.

Missile Barrage(Sp)- Up to 3 times per day, Arbiter may fire 6 beams of Force from an apparatus on its right shoulder which unerringly strike their target for 1d6 damage each. Multiple targets may be selected, but no two targets may be more than 30 feet apart. This attack has an effective range of 90 feet.

Redoubtable Mind(Ex)- Should the Arbiter fail a Will saving throw, it may roll a second saving throw at a –4 penalty to further avoid the effect, but in doing so deals 5 points of subdual damage to itself
 

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Velenne

Explorer
Mourn Male Medium-Sized ? (Half-Kyton)
Class: Fighter 5/Master of Chains 2 (ECL 10)
Hit Dice: 5d10 + 5 plus 2d10 + 2 (77 hp)
Speed: 30'; fly 60' (perfect)
Armor: 20 (+2 Dex, +8 Natural)
Touch: 12 (+2 Dex)
Flat-footed: 18 (+8 Natural)
Attacks: +11/+9 melee (Virus) (+7 BAB, +2 Dex finesse, +1 Enhancement, +1 Feat)
Damage: 2d4+3 plus poison (Virus +1 Enhancement, +2 feat)
Special Attacks: Synaptic Scream, Unnerving Gaze
Special Qualities: SR 17, DR 20/+2, Cold Immune, Inhalant Gas Immune, Does not breath or eat, Die Hard, Scare, Climb Fighting, Regen 1/minute (ability points 1/hour), Darkvision 60'
Alignment TBD
Saves: Fort +5 Ref +5 Will +2
Abilities Str 10, Dex 14, Con 13, Int 13, Wis 12, Cha 14
Skills and Feats Balance +15, Craft (chains) +15, Escape Artist +15, Hide +15, Intimidate +15, Open Lock +15; Expertise, Improved Disarm, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Improved Trip, Weapon Finesse (spiked chain)

Arbiter's Skin

Flight(Su)- Arbiter may fly at will at a Speed of 60 with Perfect maneuverability. This ability is activated as a Move-Equivalent Action and requires concentration to maintain. If the Arbiter is damaged while flying, it must make a Concentration check (DC 12 + damage dealt) or be knocked from the air.

Regeneration(Su)- Arbiter may enter a meditative trance wherein it regains lost hit points at a rate of 1 per minute, and/or ability points at a rate of 1 per hour. This time must be continuous.

Virus*

Spell Resistance*

Synaptic Scream*

Die Hard*

*The rest shall be withheld for the sake of mystery. ;)
 

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Velenne

Explorer
Puma, Male Medium-size ? (Fiendish Panther Felin)
Class Psychic Warrior 8
Hit Dice 8d8+24 (88hp)
Speed 40 ft.
Armor 13 (+3 Dex); Touch: 13; Flat-footed: 10
Attacks +14/+9 melee (+8 BAB, + 5 STR + 1 Focus)
Damage 2d4+7 (20/x4, Scythe)
Special Attacks Psionics, Natural Weapons, Smite Good 1/day (+8 dmg)
Special Qualities Darkvision 60', Acid and Cold Resistance 15, DR 5/+2, SR 16, Felin Leap
Alignment (To be determined)
Saves Fort +9, Ref +7, Will +2
Abilities Str 20, Dex 16, Con 16, Int 10, Wis 10, Cha 8
Skills Autohypnosis +5, Balance +10, Climb +10, Concentration +7, Hide +5, Jump +12, Listen +2, Move Silently +5, Stabilize Self +7, Spot +2, Swim +10, Tumble +10, Use Psionic Device +3;
Feats (1) Dodge, (PsW1) Power Attack, (PsW2) Deep Impact, (3) Mobility, (PsW5) Psionic Dodge, (6) Weapon Focus (Scythe), (PsW6) Weapon Specialization (Scythe), (PsW8) Psychic Weapon


Power Points per day: 48
0-Catfall, Talons, Valor, Burst, Far Punch
1-Compression, Expanded Vision, Lesser Metaphysical Weapon, Bio-FeedBack
2-Animal Affinity, Vigilance, Expansion
3-Metaphysical Weapon, Improved Bio-FeedBack.


Arbiter's Skin

Flight(Su)- Arbiter may fly at will at a Speed of 60 with Perfect maneuverability. This ability is activated as a Move-Equivalent Action and requires concentration to maintain. If the Arbiter is damaged while flying, it must make a Concentration check (DC 12 + damage dealt) or be knocked from the air.

Regeneration(Su)- Arbiter may enter a meditative trance wherein it regains lost hit points at a rate of 1 per minute, and/or ability points at a rate of 1 per hour. This time must be continuous.

Sprint(Sp)- Arbiter may increase its Speed fourfold for up to 10 rounds per day. This time need not be continuous. Should it be required, it may extend this time beyond the allotted amount, but in doing so deals 2 points of subdual damage per extra round utilized.

Impaler- This +1 Lucky Crystal Scythe materializes in either hand upon mental command as a move-equivalent action. Possession of the Quickdraw feat reduces this time to a free action as does including the materialization as part of a Move action.

Armored- The Skin of this Arbiter is plated and grants a +6 armor bonus to its AC. This hinders the Arbiter, however, with a –3 Armor Check penalty to appropriate skills.

Lucky(Ex)- This Arbiter is extraordinarily lucky and possesses a +1 Luck bonus to all attacks, saves, and Armor Class.
 

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Velenne

Explorer
Mirage, Female Medium-size ? (Cheetah Felin)
Class Specialist Wizard(Insinuator) 7/Neuromancer 3
Hit Dice 5d4 + 5d4 (40 hp)
Speed 60 ft.
Armor 11 (+1 Dex); Touch: 11; Flat-footed: 10
Attacks +5 ranged by spell (+4 BAB, +1 Dex)
Damage By Spell
Special Attacks Change of Heart, Magnify/Diminish Senses, Emoting Gaze
Special Qualities One Mind, Great Empathy, Felin Leap
Alignment (To be determined)
Saves Fort +3, Ref +4, Will +9
Abilities Str 7, Dex 12, Con 10, Int 18, Wis 13, Cha 15
Skills Diplomacy +19, Concentration +13, Knowledge (arcana) +17, Knowledge (nobility) +11, Scry +13, Spellcraft +17
Feats ( [Scribe Scroll], Skill Focus: Diplomacy, Still Spell, Silent Spell, Spell Girding, Spell Focus (Psychology)

Spellbook

Cantrips
Attract Eyes
Disrupt Undead
Distraction
Enchanting Flavor
False Flavor
Mage Hand
Mental Alarm
Phantasmal Whisper
Ray of Frost
Recent Occupant
Tongue of Fiends
Unnerving Gaze

First Level
Compelling Question
Comprehend Languages
Dolent's Helm
Elina's Wardrobe
Guilt
Identify
Know Protections
Mage Armor
Obscure Shadow
Serpent's Stare
Shield
Veil of Cobwebs
Web Spheres

Second Level
Aura of Menace
Blindness/Deafness
Cause Fear
Eagle's Splendor
Fox's Cunning
Ghoul Touch
Lethality Denied
Locate Object
Mirror Image
Power Shell
Static Veil

Third Level
Arcane Parry
Bolt of Conjuring
Dispel Magic
Greater Sleep
Hold Person
Jevicca's Just Reversal
Mind Raid
Nondetection
Protection From Elements
Seek the Soulless
Veil of Lust

Fourth Level
Boorishness
Dimensional Anchor
Fear
Greater Magical Flow Enhancer
Improved Invisibility
Otiluke's Dispelling Screen
Psychic Poison
Zone of Revelation


Fifth Level
Contact Other Plane
Dominate Person
Feeblemind
Nightmare
Prying Eyes
Seeming
Shadow Evocation
Teleport



Arbiter's Skin

Flight(Su)- Arbiter may fly at will at a Speed of 60 with Perfect maneuverability. This ability is activated as a Move-Equivalent Action and requires concentration to maintain. If the Arbiter is damaged while flying, it must make a Concentration check (DC 12 + damage dealt) or be knocked from the air.

Regeneration(Su)- Arbiter may enter a meditative trance wherein it regains lost hit points at a rate of 1 per minute, and/or ability points at a rate of 1 per hour. This time must be continuous.

Arcane Athenaeum(Ex)- The Skin of this Arbiter is capable of storing spells in the same way as a spellbook, but its capacity is unlimited. During daily spell preparation, its eyes glow with a bluish light as it reads the floating symbols that only it can see.

Spell Matrix(Sp)- Once per day, Arbiter may utilize Simbul’s Spell Matrix, except that the duration is 1 hour per level.

Ego(Sp)- Arbiter simultaneously gains a +6 enhancement bonus to its Charisma and Intelligence for up to 10 rounds per day. This time need not be continuous. Should it be required, it may extend this time beyond the allotted amount, but in doing so deals 3 points of subdual damage per extra round utilized.

Spell Extension(Su)- The Arbiter can cast up to three spells per day of 3rd level or less that are extended as though using the Extend Spell feat.
 

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Velenne

Explorer
Penumbra, Female Medium-size ? (Tiefling)
Class Rogue 4/Monk 3/Shadowdancer 3
Hit Dice 4d6 plus 4 + 3d8 plus 3 + 3d8 plus 3 (hp 82
Speed 40 ft.
Armor 18 (+5 Dex, +3 Wis) Touch: 18. Flat-footed: 10
Attacks 10/+5 melee (+7/+2 BAB, +3 Str; unarmed strike)
Damage 1d6+3 unarmed strike or 1d6+3 nunchaku
Special Attacks Darkness, Sneak Attack +2d6, Stunning Attack, Summon Shadow
Special Qualities Evasion, Still Mind, Uncanny Dodge (Dex to AC), Hide in Plain Sight, Darkness 1/day, Energy Resistance (Fire, Cold, Electricity): 5
Alignment (To be determined)
Saves Fort +6 Ref +15 Will +8
Abilities Str 16, Dex 20, Con 13, Int 13, Wis 17, Cha 8
Skills Balance +18, Escape Artist +18, Hide +15, Intimidate +10, Jump +9, Listen +11, Move Silently +18, Perform +4, Spot +8, Tumble +18
Feats Improved Unarmed Strike (V), Stunning Fist (V), Dodge, Power Attack (V), Mobility, Combat Reflexes, Spring Attack


Arbiter's Skin

Flight(Su)- Arbiter may fly at will at a Speed of 60 with Perfect maneuverability. This ability is activated as a Move-Equivalent Action and requires concentration to maintain. If the Arbiter is damaged while flying, it must make a Concentration check (DC 12 + damage dealt) or be knocked from the air.

Regeneration(Su)- Arbiter may enter a meditative trance wherein it regains lost hit points at a rate of 1 per minute, and/or ability points at a rate of 1 per hour. This time must be continuous.

Dimensional Leap(Sp)- Arbiter may translocate across the Plane of Shadow at will, but in doing so deals 10 points of subdual damage minus 1 per level of Shadowdancer. This ability supercedes the Shadow Jump ability of that prestige class and functions the same as the Dimensional Slide psionic power.

Quick(Su)- Arbiter gains a +2 enhancement bonus to its dexterity. Further, once per day it may make an extra attack at its highest attack bonus when using the Full-Attack action.

Resilient(Ex)- The Skin of this Arbiter is extraordinarily tough, granting it inherent Damage Reduction 5/+1.

Shadow Blast(Su)- As an Attack action, Arbiter may fire a blast of pure shadow from black hemispheres on the top of its hands. These blasts have a range of 40 feet and deal 1d8 points of cold damage + the Arbiter’s wisdom modifier.
 

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