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Dawn Under Union of Darkness: characters
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 475282" data-attributes="member: 748"><p><strong>The Disciple of Gargauth</strong></p><p></p><p><strong>Kaz Zaer’Tam</strong> (Usually he assumes another alias wihle adventuring)</p><p>Male Human (Native Outsider of Evil and Law) Cleric 7/Divine Disciple 5 of Gargauth</p><p>HD 12d8+24 (78)</p><p>AC 15 (+3 Lawyer’s Suit, +3 shield, -1 dexterity) </p><p>Init: +3</p><p>Stats: Str 8, Dex 9, Con 14, Int 16, Wis 18 (22), Cha 16 (18). Alignment: Lawful Evil</p><p></p><p>BAB +7/+2</p><p>Attacks: Melee +7/+2 (Dagger), Range +7 (Dagger), damage 1d4-1</p><p>Saves: Fort +15, Reflex +6, Will+19</p><p></p><p>Skills: Bluff +29, Concentration +17, Diplomacy +29, Knowledge (religion) +18, Profession (Lawyer) +31, Spellcraft +18</p><p>Feats (6): Extend Spell, Improved Initiative, Leadership, Spellcasting Prodigy, Spell Focus: Enchantment, Spell Girding </p><p></p><p>Chosen Protection: Protection vs. Evil (for Divine Disciple PrC)</p><p></p><p>Items: </p><p>Masterwork Silver Dagger (310), +1 Lawyer’s Suit (as Leather Armor) of Charming (16,160), Terror (+1 Fearsome Large Steel Shield) (9,170).</p><p></p><p>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)</p><p></p><p>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). </p><p></p><p>Costly Components: Nondetection x5 (250), True Seeing x2 (500)</p><p></p><p>*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</p><p>**Book of Vile Darkness</p><p>+Allows wearer to use Undeath after Death (Magic of Faerun) Once every 5 days on a command word (caster level 15). Neck slot</p><p>++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).</p><p></p><p>Spells per Day (6/7+1/6+1/6+1/4+1/3+1/2+1):</p><p>Domains: Charm, Mysticism, Trickery</p><p>0-Detect Magic x6</p><p>1-Charm Person*, Cure Light Wounds (x2), Protection from Good, Sanctuary (x2), Wieldskill (x2). </p><p>2-Eagle's Splendor, Endurance, Hold Person (x2), Invisibility*, Lesser Restoration (x2)</p><p>3-Bestow Curse, Cure Serious Wounds, Magic Circle vs. Good, Magic Vestment, Nondetection*, Remove Curse, Touch of Jubilex++</p><p>4-Cure Critical Wounds (x2), Dimensional Anchor (x2), Weapon of the Deity**</p><p>5-Charm Monster*, Power Leech++ x2, True Seeing</p><p>6-Aspect of the Deity*, Geas, Heal</p><p>*Domain Spell</p><p>**Gargauth’s favored weapon is an enchanted Dagger of Returning</p><p>+Book of Vile Darkness</p><p>++Book of Vile Darkness, Corrupt spell</p><p></p><p>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.</p><p></p><p>From Faiths and Pantheons:</p><p></p><p></p><p></p><p></p><p></p><p><strong>The Lawyers of Gargauth</strong></p><p>25 Level 1 Human Experts (Feats: Smooth Talk, Street Smart)</p><p>2 level 2 Human Experts </p><p>1 level 3 Human Expert (Feats: Skill Focus: Diplomacy, Smooth Talk, Street Smart)</p><p>Skill list includes: Bluff, Diplomacy, Gather Information, Knowledge (arcana), Knowledge (local law: Waterdeep), Knowledge (religion), Profession (Lawyer), Sense Motive, Spellcraft, Use Magic Device.</p><p>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.</p><p></p><p></p><p><u>Kaz's Cohort</u></p><p></p><p><strong>The Wraith King, male wraith (formerly human) Sor5:</strong> 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.</p><p>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.</p><p>Sorcerer Spells Known (cast 6/8/6): </p><p>0-Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Prestidigitation</p><p>1-Mage Armor, Negative Energy Ray, Shield, True Strike</p><p>2-Command Undead, Darkness</p><p>Equipment: Most of the equipment is on the Wraith King’s bat familiar:</p><p>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).</p><p></p><p>Abilities:</p><p>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.</p><p>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.</p><p>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.</p><p>Incorporeal: Wraiths are incorporeal. (See the MM for a description)</p><p>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.</p><p></p><p></p><p>Familiar: Albino Bat: <strong>Winter</strong></p><p>Diminutive Magical Beast</p><p>HD: 1/4 (5) HP: 29</p><p>Init +2 (Dex)</p><p>Speed: 5ft, fly 40ft (good)</p><p>AC: 19 (+4 size, +2 dex +3 Natural Armor)</p><p>Face/Reach: 1ft by 1ft/0ft</p><p>SQ: Blindsight</p><p>Saves: Fort +2, Ref +4, Will +2</p><p>Abilities: Str: 1, Dex 15 (17), Con 10, Int 8, Wis 14, Cha 6</p><p>Skills: Hide +40, Listen +19*, Move Silently +27, Spot +19*</p><p>Familiar Abilities: Improved Evasion, Share Spells, Empathic Link Grants Owner Alertness, Touch, Speak with Master</p><p>Possessions: (See above in stats of Wraith King)</p><p></p><p>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.</p><p>Skills: *Bats receive a +4 racial bonus to Spot and Listen check. These bonuses are lost if Blindsight is negated.</p><p></p><p>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. </p><p>(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)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 475282, member: 748"] [b]The Disciple of Gargauth[/b] [b]Kaz Zaer’Tam[/b] (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: [b]The Lawyers of Gargauth[/b] 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. [u]Kaz's Cohort[/u] [b]The Wraith King, male wraith (formerly human) Sor5:[/b] 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: [b]Winter[/b] 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. [/QUOTE]
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