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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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<blockquote data-quote="Scotley" data-source="post: 2618602" data-attributes="member: 11520"><p><strong>Orlaff Traveillian</strong></p><p></p><p>Death Knight Undead (Human) Cleric 10 </p><p>Chaotic Evil</p><p></p><p>Str: 23 (17+4 DK+2 enhancement) +6</p><p>Dex: 12 (11+1 4th level bonus+2 enhancement) +2</p><p>Con: - (10 no Con for undead)</p><p>Int: 14 () +2</p><p>Wis: 21 (17+2 DK+2 enhancement) +5</p><p>Cha: 18 (13+2 DK+2 enhancement+1 8th level bonus) +5</p><p></p><p>Hp: 81 </p><p>AC 31, Touch 14, Flat 28</p><p>Init +2 </p><p>BAB +7/+2, Grap +13</p><p>Speed 20’ (base 30’, heavy armor)</p><p>Fort +9 (generally immune unless also effects objects), Ref +9, Will +14</p><p></p><p>Melee</p><p></p><p>+15/+10 +3 Large Alchemical Silver Impacting (double threat range) Mage Bane (extra +2 and +2d6 damage vs. arcane casters and those with arcane spell-like abilities) Heavy Mace 2d6+8 b 19-20/x2 50,192gp </p><p>+14/+9 MW Long Spear 1d8+6 20/x3 p 308gp reach</p><p>+14/+9 MW Cold Iron Sickle 1d6+6 20/x2 s 312gp </p><p></p><p>Ranged</p><p></p><p>+9/+4 Dagger 1d4+5, 19-20/x2, p/s 10'r 2gp (x3) (three at belt)</p><p>+9/+4 Javelin 1d6+5 20/x3, p 30’r 1gp (x12)(extra x12 on mount)</p><p>+9/+4 Hammer, Light 20/x2 b 20’r 1gp (x2)</p><p></p><p>Medium, 6'1" tall, 130 wt, yrs old</p><p>A few strands of Black hair, Glowing points of orange for eyes, rotting blackened skin. </p><p></p><p>Speaks Common, Abyssal and Infernal </p><p></p><p>Skills 65 (2x13+26Int+13Hum.)</p><p></p><p>Concentration (12+4Cha)</p><p>Diplomacy (10+4Cha)</p><p>Heal (5+5Wis+2 Kit)</p><p>Intimidation xx (2+4Cha)</p><p>Knowledge (arcana) (5+2Int)</p><p>Knowledge (history) (1+2Int)</p><p>Knowledge (religion) (5+2Int)</p><p>Listen (+5Wis+2Ioun)</p><p>Profession (soldier) (1+5Wis)</p><p>Ride xx (5+2Dex+1 MW saddle, +2 to stay in saddle) </p><p>Search xx (+2Int)</p><p>Sense Motive xx (1+5Wis)</p><p>Spellcraft (10+2Int)</p><p>Spot xx (+5Wis+2Ioun)</p><p></p><p>Feats</p><p>-Extra Turning (Domain Bonus)</p><p>-Weapon Focus Mace (Domain Bonus)</p><p>-Quickdraw</p><p>-Spell Penetration</p><p>-Lightning Reflexes </p><p>-Improved Spell Penetration</p><p>-Blind Fight</p><p></p><p>Death Knight Traits</p><p>-all current and future HD are d12’s</p><p>-Natural Armor +5</p><p>-Touch attack 1d8+cha mod and Con. Drain of one, Will Save DC10+1/2 HD+Cha Mod for half and no Con. Loss. </p><p>-Abyssal Blast 10d6 eldritch fire 20’ radius spread within 800’ damage is half fire and half divine power Reflex save DC 10+1/2HD+Cha mod for half. Once per day. </p><p>-Fear Aura Creatures of less than 5HD within 15’ must make a Will save DC10+1/2HD+Cha mod or be affected by a fear spell as cast by a sorcerer of DK’s level. </p><p>-Undead Followers up to 2x level in Hit Dice of Followers. (see details below)</p><p>-Damage Reduction 15/magic</p><p>-Immune to Cold, Electricity, and polymorph</p><p>-Spell resistance 20</p><p>-Summon Mount—Nightmare (see details below)</p><p>-Undead Traits—Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and effects that require a Fort save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. A death knight cannot be raised and resurrection works only if willing. </p><p>-Darkvision 60’ range</p><p></p><p>Human Traits</p><p>-Bonus feat and skills</p><p></p><p>Cleric Abilities</p><p>-Rebuke/Control Undead 1d20+4+Cha. Mod--Damage 2d6+level+4+Cha. Mod</p><p>-Evil and Chaotic Aura</p><p>-Divine Spells</p><p>-Domain Undeath Extra turning feat, Spells--Detect Undead, Desecrate, Animate Dead, Death Ward, Circle of Doom, Create Undead, Control Undead, Create Greater Undead, Energy Drain</p><p>-Domain War Weapon Focus Mace, Spells--Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Blind, Power Word Stun, Power Word Kill</p><p></p><p>Spells per Day 6, 5+1, 5+1, 4+1, 4+1, 2+1</p><p>Spells typically memorized</p><p>-0 Level DC: 15</p><p>--Cure Minor Wounds, Detect Magicx2, Light, Read Magic, Virtue</p><p>-1st Level DC: 16 </p><p>--Bless, Bane, Detect Undead (D), Shield of Faith, Command </p><p>-2nd Level 2 DC: 17</p><p>--Bull’s Strength, Align Weapon, Spiritual Weapon (D), Eagle’s Splendor, Energy Resistance </p><p>-3rd Level DC: 17</p><p>--Animate Dead (D), Prayer, Invisibility Purge, Dispel Magic, Searing Light</p><p>-4th Level DC: 18</p><p>--Divine Power (D), Recitation (Complete Divine), Cure Critical Wounds, Restoration, Summon Monster IV (Howler, Fiendish monstrous spider, Large, or Fiendish Snake, Huge Viper) </p><p>-5th Level DC: 19</p><p>Flame Strike (D), Righteous Might, Subvert Planer Essence (Complete Divine)</p><p>-6th Level DC: 20</p><p>--Not Applicable until next level</p><p></p><p>Gear</p><p></p><p>Armor +3 Mithral Heavy Plate (races of stone) of Fire Resistance +12 AC Max. dex. +2, armor check penalty -5 38,000 gp.</p><p>Boots Winged 15,000gp</p><p>Minor Cloak of Displacement 24,000gp</p><p>Phylactery of Undead Turning (+4 levels when turning) 11,000gp</p><p>Periapt of Wisdom (+2) 4,000gp</p><p>Ioun Stones (+1 Insight to AC, +2 enhancement to Str., Cha., Dex. and Alertness)</p><p>39,000gp </p><p>Ring of Protection +1 2,000gp</p><p>Ring of Resistance +2 4,000gp</p><p>True Holy Symbol of Orcus (neck) 500gp (+2 turning)</p><p>Scroll spells—Protection from Law, Sanctuary, Remove Paralysis, Restoration, lesser, Desecratex2, Cloak of Chaos 4150gp</p><p>Wand of Cure Light Wounds 750gp (wand sheath on belt)</p><p>Wand of Inflict Light Wounds 750gp (wand sheath on belt)</p><p>Potion of inflict light wounds x2 100gp (pouch) </p><p>Unholy text of Orcus</p><p>Triple Weapon Capsule retainer loaded with Ghostblight x2 and Quickspark 675gp </p><p>--(on mace)</p><p>Triple Weapon Capsule retainer loaded with Quicksilver x2 and Quickspark 575gp </p><p>--(on longspear)</p><p></p><p>Backpack (center back) 2gp</p><p>Map/Scroll Case (side) 1gp</p><p>4 Torches (2 backpack 2 saddle bags) 4cp</p><p>Flint & Steel (Belt pouch) 1gp</p><p>5 Tindertwigs (Belt pouch) 5gp</p><p>Silk Rope 100’ with grapnel (backpack) 15gp</p><p>Sunrodx5 (backpack) 10gp</p><p>Healers’ Bag 50gp (larger belt pouch)</p><p>Cleric’s Vestments </p><p></p><p>MW Military saddle 210gp</p><p>Saddle Bags 4gp</p><p>Bit and Bridle 2gp</p><p>MW Studded Leather horse Barding 250gp</p><p>20 days animal feed 1gp</p><p></p><p>Coins- 4pp, 13gp, 9sp, 6cp (pouch)</p><p>gems 500gp x6, 100gp x7, 50gp x1, 10gp x6(pouch)</p><p></p><p>Appearance/Personality</p><p>-Orlaff Traveillian was perhaps once a handsome man, tall and powerfully built if pale and with a certain aloof harshness. Now his visage is a blackened skull with a few bits of rotting flesh, stands of once lustrous hair hanging limply, and glowing orange pinpoints for eyes. An aura of fear and evil surrounds him and lesser men shrink before him. Undead seem attracted to him and a pack of them follow him around eager to do his bidding. A collection of gem stones or crystals whirl eerily in the air about his head. They seem to move in an erratic pattern, but never collide. He always wears a suit of very heavy plate armor, once beautifully crafted of Mithral, but now marked with countless battle scars. In his hand a large silvery skull headed mace he calls simply ‘Thirst’, stained with the blood of countless victims is always present. A pale sickly light emanates from eyes of the skull when Orlaff wields it in combat. A silver holy symbol to Orcus is worn about the neck along with a large black pearl on a red gold chain. A quiver of javelins hangs at his shoulder. His cloak swirls about him almost as if it has mind of its own and his image seems to flicker with movement even when standing still. He moves with a slow steady martial stride. His movements are relentless and he never tires. His voice when he speaks is seems to come with great effort from far away. It is soft and papery, but he can manage to shout orders with great force. He rides a black horse with flaming hooves and steaming nostrils into battle. </p><p></p><p>History/Background</p><p>-Orlaff Traveillian was born into an old aristocratic family, once proud, but fallen on hard times. The family had a long history of military service and Orlaff was trained from a young age to be a soldier. He could have had a promising future. His parents however, were cruel and intolerant. At even the slightest failing young Orlaff was beaten and locked in the family crypt. In the darkness, surrounded by the dead, he slowly developed a hatred of his parents and indeed all living people. Orcus reached out to the spirit of this boy and molded him in that dark place of the dead. Eventually, when he was only 12 he slew his parents and tossed their bodies into the moat below the castle walls, not wishing to spoil his crypt with their bodies. The servants fled from the blood stained lad and for some months he was alone with the dead and his own dark thoughts. He performed dark rites to his patron and grew in power. He tricked all who came to the castle and slew them. Though still only a boy, he rode to battle fulfilling his family’s obligation to serve and reveled in the killing. He became fear far and wide as a warrior/priest of unequaled cruelty and violence. As his evil and power grew Orcus rewarded him with the gift of undead status and he became a Death Night. For many more years he spread death and destruction on the mortal plane. Most often his troops were undead hoards. He enjoys torturing information from prisoners with a gentle caress that slowly painfully rips the life from them. Eventually, the forces of good arrayed an overwhelming force to end his evil and rather than face defeat he traveled to the Abyss to serve his Demonic masters more directly, though he longs for a chance to return to the mortal realm and slay more of the hated living. </p><p></p><p>Mount</p><p>-‘Bonestrider’ Nightmare </p><p>[sblock]</p><p>Size/Type:Large Outsider (Evil, Extraplanar)</p><p>Hit Dice:5d8+15 (38 hp)</p><p>Initiative: +6</p><p>Speed: 40 ft. (8 squares), fly 90 ft. (good)</p><p>Armor Class: 27* (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 25</p><p>Base Attack/Grapple: +6/+14</p><p>Attack: Hoof +9 melee (1d8+4 plus 1d4 fire)</p><p>Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Flaming hooves, smoke</p><p>Special Qualities: Astral projection, darkvision 60 ft., etherealness</p><p>Saves: Fort +8, Ref +7, Will +6</p><p>Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12</p><p>Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)</p><p>Feats: Alertness, Improved Initiative, Run</p><p>Environment: A evil-aligned plane</p><p>Alignment: Always neutral evil</p><p>Advancement: 7-10 HD (Large); 11-18 HD (Huge)</p><p>Level Adjustment: +4 (cohort)</p><p>*MW Studded Leather Barding</p><p></p><p>A nightmare is about the size of a light war horse. </p><p></p><p>Combat</p><p>A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check. A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. </p><p></p><p>Flaming Hooves (Su) A blow from a nightmare’s hooves sets combustible materials alight. </p><p></p><p>Smoke (Su) During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based. Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all. </p><p></p><p>Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will. </p><p></p><p>Carrying Capacity A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. </p><p>[/sblock]</p><p></p><p>Undead Minions</p><p></p><p>[sblock]</p><p>-Currently 3 Ghouls, 1 Ghast, 6 Med. Skeletons, 1 Wight</p><p>--as book, but add light crossbows with 10 bolts to each skeleton 216gp, and leather armor 60gp to each skeleton. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 2618602, member: 11520"] [b]Orlaff Traveillian[/b] Death Knight Undead (Human) Cleric 10 Chaotic Evil Str: 23 (17+4 DK+2 enhancement) +6 Dex: 12 (11+1 4th level bonus+2 enhancement) +2 Con: - (10 no Con for undead) Int: 14 () +2 Wis: 21 (17+2 DK+2 enhancement) +5 Cha: 18 (13+2 DK+2 enhancement+1 8th level bonus) +5 Hp: 81 AC 31, Touch 14, Flat 28 Init +2 BAB +7/+2, Grap +13 Speed 20’ (base 30’, heavy armor) Fort +9 (generally immune unless also effects objects), Ref +9, Will +14 Melee +15/+10 +3 Large Alchemical Silver Impacting (double threat range) Mage Bane (extra +2 and +2d6 damage vs. arcane casters and those with arcane spell-like abilities) Heavy Mace 2d6+8 b 19-20/x2 50,192gp +14/+9 MW Long Spear 1d8+6 20/x3 p 308gp reach +14/+9 MW Cold Iron Sickle 1d6+6 20/x2 s 312gp Ranged +9/+4 Dagger 1d4+5, 19-20/x2, p/s 10'r 2gp (x3) (three at belt) +9/+4 Javelin 1d6+5 20/x3, p 30’r 1gp (x12)(extra x12 on mount) +9/+4 Hammer, Light 20/x2 b 20’r 1gp (x2) Medium, 6'1" tall, 130 wt, yrs old A few strands of Black hair, Glowing points of orange for eyes, rotting blackened skin. Speaks Common, Abyssal and Infernal Skills 65 (2x13+26Int+13Hum.) Concentration (12+4Cha) Diplomacy (10+4Cha) Heal (5+5Wis+2 Kit) Intimidation xx (2+4Cha) Knowledge (arcana) (5+2Int) Knowledge (history) (1+2Int) Knowledge (religion) (5+2Int) Listen (+5Wis+2Ioun) Profession (soldier) (1+5Wis) Ride xx (5+2Dex+1 MW saddle, +2 to stay in saddle) Search xx (+2Int) Sense Motive xx (1+5Wis) Spellcraft (10+2Int) Spot xx (+5Wis+2Ioun) Feats -Extra Turning (Domain Bonus) -Weapon Focus Mace (Domain Bonus) -Quickdraw -Spell Penetration -Lightning Reflexes -Improved Spell Penetration -Blind Fight Death Knight Traits -all current and future HD are d12’s -Natural Armor +5 -Touch attack 1d8+cha mod and Con. Drain of one, Will Save DC10+1/2 HD+Cha Mod for half and no Con. Loss. -Abyssal Blast 10d6 eldritch fire 20’ radius spread within 800’ damage is half fire and half divine power Reflex save DC 10+1/2HD+Cha mod for half. Once per day. -Fear Aura Creatures of less than 5HD within 15’ must make a Will save DC10+1/2HD+Cha mod or be affected by a fear spell as cast by a sorcerer of DK’s level. -Undead Followers up to 2x level in Hit Dice of Followers. (see details below) -Damage Reduction 15/magic -Immune to Cold, Electricity, and polymorph -Spell resistance 20 -Summon Mount—Nightmare (see details below) -Undead Traits—Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and effects that require a Fort save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. A death knight cannot be raised and resurrection works only if willing. -Darkvision 60’ range Human Traits -Bonus feat and skills Cleric Abilities -Rebuke/Control Undead 1d20+4+Cha. Mod--Damage 2d6+level+4+Cha. Mod -Evil and Chaotic Aura -Divine Spells -Domain Undeath Extra turning feat, Spells--Detect Undead, Desecrate, Animate Dead, Death Ward, Circle of Doom, Create Undead, Control Undead, Create Greater Undead, Energy Drain -Domain War Weapon Focus Mace, Spells--Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Blind, Power Word Stun, Power Word Kill Spells per Day 6, 5+1, 5+1, 4+1, 4+1, 2+1 Spells typically memorized -0 Level DC: 15 --Cure Minor Wounds, Detect Magicx2, Light, Read Magic, Virtue -1st Level DC: 16 --Bless, Bane, Detect Undead (D), Shield of Faith, Command -2nd Level 2 DC: 17 --Bull’s Strength, Align Weapon, Spiritual Weapon (D), Eagle’s Splendor, Energy Resistance -3rd Level DC: 17 --Animate Dead (D), Prayer, Invisibility Purge, Dispel Magic, Searing Light -4th Level DC: 18 --Divine Power (D), Recitation (Complete Divine), Cure Critical Wounds, Restoration, Summon Monster IV (Howler, Fiendish monstrous spider, Large, or Fiendish Snake, Huge Viper) -5th Level DC: 19 Flame Strike (D), Righteous Might, Subvert Planer Essence (Complete Divine) -6th Level DC: 20 --Not Applicable until next level Gear Armor +3 Mithral Heavy Plate (races of stone) of Fire Resistance +12 AC Max. dex. +2, armor check penalty -5 38,000 gp. Boots Winged 15,000gp Minor Cloak of Displacement 24,000gp Phylactery of Undead Turning (+4 levels when turning) 11,000gp Periapt of Wisdom (+2) 4,000gp Ioun Stones (+1 Insight to AC, +2 enhancement to Str., Cha., Dex. and Alertness) 39,000gp Ring of Protection +1 2,000gp Ring of Resistance +2 4,000gp True Holy Symbol of Orcus (neck) 500gp (+2 turning) Scroll spells—Protection from Law, Sanctuary, Remove Paralysis, Restoration, lesser, Desecratex2, Cloak of Chaos 4150gp Wand of Cure Light Wounds 750gp (wand sheath on belt) Wand of Inflict Light Wounds 750gp (wand sheath on belt) Potion of inflict light wounds x2 100gp (pouch) Unholy text of Orcus Triple Weapon Capsule retainer loaded with Ghostblight x2 and Quickspark 675gp --(on mace) Triple Weapon Capsule retainer loaded with Quicksilver x2 and Quickspark 575gp --(on longspear) Backpack (center back) 2gp Map/Scroll Case (side) 1gp 4 Torches (2 backpack 2 saddle bags) 4cp Flint & Steel (Belt pouch) 1gp 5 Tindertwigs (Belt pouch) 5gp Silk Rope 100’ with grapnel (backpack) 15gp Sunrodx5 (backpack) 10gp Healers’ Bag 50gp (larger belt pouch) Cleric’s Vestments MW Military saddle 210gp Saddle Bags 4gp Bit and Bridle 2gp MW Studded Leather horse Barding 250gp 20 days animal feed 1gp Coins- 4pp, 13gp, 9sp, 6cp (pouch) gems 500gp x6, 100gp x7, 50gp x1, 10gp x6(pouch) Appearance/Personality -Orlaff Traveillian was perhaps once a handsome man, tall and powerfully built if pale and with a certain aloof harshness. Now his visage is a blackened skull with a few bits of rotting flesh, stands of once lustrous hair hanging limply, and glowing orange pinpoints for eyes. An aura of fear and evil surrounds him and lesser men shrink before him. Undead seem attracted to him and a pack of them follow him around eager to do his bidding. A collection of gem stones or crystals whirl eerily in the air about his head. They seem to move in an erratic pattern, but never collide. He always wears a suit of very heavy plate armor, once beautifully crafted of Mithral, but now marked with countless battle scars. In his hand a large silvery skull headed mace he calls simply ‘Thirst’, stained with the blood of countless victims is always present. A pale sickly light emanates from eyes of the skull when Orlaff wields it in combat. A silver holy symbol to Orcus is worn about the neck along with a large black pearl on a red gold chain. A quiver of javelins hangs at his shoulder. His cloak swirls about him almost as if it has mind of its own and his image seems to flicker with movement even when standing still. He moves with a slow steady martial stride. His movements are relentless and he never tires. His voice when he speaks is seems to come with great effort from far away. It is soft and papery, but he can manage to shout orders with great force. He rides a black horse with flaming hooves and steaming nostrils into battle. History/Background -Orlaff Traveillian was born into an old aristocratic family, once proud, but fallen on hard times. The family had a long history of military service and Orlaff was trained from a young age to be a soldier. He could have had a promising future. His parents however, were cruel and intolerant. At even the slightest failing young Orlaff was beaten and locked in the family crypt. In the darkness, surrounded by the dead, he slowly developed a hatred of his parents and indeed all living people. Orcus reached out to the spirit of this boy and molded him in that dark place of the dead. Eventually, when he was only 12 he slew his parents and tossed their bodies into the moat below the castle walls, not wishing to spoil his crypt with their bodies. The servants fled from the blood stained lad and for some months he was alone with the dead and his own dark thoughts. He performed dark rites to his patron and grew in power. He tricked all who came to the castle and slew them. Though still only a boy, he rode to battle fulfilling his family’s obligation to serve and reveled in the killing. He became fear far and wide as a warrior/priest of unequaled cruelty and violence. As his evil and power grew Orcus rewarded him with the gift of undead status and he became a Death Night. For many more years he spread death and destruction on the mortal plane. Most often his troops were undead hoards. He enjoys torturing information from prisoners with a gentle caress that slowly painfully rips the life from them. Eventually, the forces of good arrayed an overwhelming force to end his evil and rather than face defeat he traveled to the Abyss to serve his Demonic masters more directly, though he longs for a chance to return to the mortal realm and slay more of the hated living. Mount -‘Bonestrider’ Nightmare [sblock] Size/Type:Large Outsider (Evil, Extraplanar) Hit Dice:5d8+15 (38 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 90 ft. (good) Armor Class: 27* (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 25 Base Attack/Grapple: +6/+14 Attack: Hoof +9 melee (1d8+4 plus 1d4 fire) Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Flaming hooves, smoke Special Qualities: Astral projection, darkvision 60 ft., etherealness Saves: Fort +8, Ref +7, Will +6 Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) Feats: Alertness, Improved Initiative, Run Environment: A evil-aligned plane Alignment: Always neutral evil Advancement: 7-10 HD (Large); 11-18 HD (Huge) Level Adjustment: +4 (cohort) *MW Studded Leather Barding A nightmare is about the size of a light war horse. Combat A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check. A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Flaming Hooves (Su) A blow from a nightmare’s hooves sets combustible materials alight. Smoke (Su) During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based. Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all. Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will. Carrying Capacity A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. [/sblock] Undead Minions [sblock] -Currently 3 Ghouls, 1 Ghast, 6 Med. Skeletons, 1 Wight --as book, but add light crossbows with 10 bolts to each skeleton 216gp, and leather armor 60gp to each skeleton. [/sblock] [/QUOTE]
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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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