D&D 3E/3.5 [Kulan] The Lands of Harqual (Updated: Feb 3/2022)


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Knightfall

World of Kulan DM
Just a note...

Many of my World of Kulan characters are getting an update because I have decided to advance my campaign world's timeline. It has been stagnating at around the same year for over 15 years, so it needs an update.

The campaign originally started in the Year of the Dawn (748 N.C.) and several campaigns, including 2E and 3E, have been adventured through from that date to around the first few months of 752 N.C.

I've decided to advance the time line to 757 N.C., and any new campaign I start will go from that point forward. The next campaign I want to run is Savage Tide, and I'm considering running it as a PbP campaign. I haven't decided yet.
 

Knightfall

World of Kulan DM
THESSA SIMMIAL
High Priestess of Mt. Rockwood

Thessa Simmial (CR 17)
Thessa is the daughter of a rockwood gnome forester, Villy Simmial [LN male gnome (rockwood) Rgr8]. She is the first daughter born to the Simmial family in two generations and has four older brothers. Pushed, from a very early age, to enter the priesthood of Gaerdal, Thessa found herself at odds with her father over the spiritual path that she should take.

Thessa’s parents had prayed fervently to Gaerdal for a girl after having had four sons. They had promised the god that Thessa would become a devote priestess to The Stern. Gaerdal was moved by the gnome couples devotion and blessed them with a girl. However, Baervan, known as the Masked Leaf, took a shine to the newborn gnome girl from an early age and bestowed upon her a love of nature and an insatiable desire to wander.

Thessa had no desire to follow the path of The Stern, even though she admires the Gnome God of Protection and War as much as any of her kin. She was always disappearing into the depths of Heverkent Forest to explore and play with the animals. As she spent more and more time following the path of Baervan, Gaerdal saw that forcing Thessa into his priesthood would only suffocate the young gnome girl’s spirit. He appeared to Thessa in a dream and gave his consent that Thessa was free to join Baervan’s clergy.

Thessa’s father felt that his daughter owed it to Gaerdal to forgo her desires and join his clergy anyway. Villy knew that life, as a cleric of Baervan, would take his daughter away from him due to the priesthood’s dogma of traveling the world. He wished for his daughter to remain close to home and would have put his foot down had his wife, Anna, not interceded on her daughter’s behalf. Gaerdal had manifested a warning to Anna, telling her that tragedy would befall the gnomes of Mt. Rockwood if Thessa weren’t allowed to choose her own path.

This warning would save the rockwood gnome clans and families when a young dwarf, Dvalin Thunderstone, from the north would come to Mt. Rockwood’s aid against a vile band of humanoids. Thessa met the dwarf on her journey to the north, several months before, and the two had become close friends. When Thessa begged Dvalin for aid, the dwarf didn’t hesitate. He had fallen in love with the gnome priestess during their short time together, and she too fell in love with him.

After the danger to Mt. Rockwood had passed and Dvalin, who almost died during the fighting, had healed, the two lovers walked the Marriage Path into the Heverkent Forest. There, the treant known as the Lord of the Forest married them, with the blessing of Yondalla, Baervan, Berronar (the dwarven Matron of Home and Hearth) and Thessa’s parents.

The couple has been inseparable ever since. They now have a young son who has his father’s strength and his mother’s good looks. Thessa often travels to the northern lands with Dvalin to visit old friends. She feels a strange bond towards Dvalin’s lifelong friends, especially Bactra Redwind and Mesik Tindertwig.

Since she and Dvalin saved the people of her homeland, they have been marked as heroes and leaders of the Realm of the Little Trees. Thessa is now the High Priestess of Mt. Rockwood while Dvalin is the city’s Defender, in the tradition of his homeland. They share rulership with a council of elders who make most of the important day-to-day decisions, which leaves the couple time adventuring and traveling.

As an earth dreamer, Thessa has seen a new direction for the rockwood gnomes of the Far South. She has had visions that show her people returning to the northern lands, slowly, over the decades, to rekindle the race’s lost heritage in the north. She has begun to preach to her fellow gnomes that the northern lands have as much to offer as the southern lands do.

She knows about the reclamation of the old gnomish enclave of Jzadirune, under Cauldron City, but hasn’t had time to visit it yet. She believes that, at some point, she and her new family will be called upon to lead a new gnomish migration, back to the northern lands. She believes that this migration will end up near the Duchy of Minar.

hp 84 (12d8+12 plus 5d4+5)
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Female rockwood gnome cleric 12 (Baervan) / earth dreamer 5 3
NG Small humanoid (gnome)
Init +5; Senses Earth Sight 30 ft; Low-light Vision; Tremorsense 10 ft; Listen +8, Spot +6
Aura Good
Languages Common, Gnome, and Suar
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AC 26 (+1 size, +5 Dex, +7 armor, +3 deflection), touch 19, flat-footed 21; +4 dodge bonus against creatures of the Giant type
Fort +16, Ref +13, Will +21 (+23 against illusions)
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Speed 20 feet (4 squares)
Melee +4 shortspear +16 (1d4+4/x2) or
--- +4 shortspear +16/+11/+6 (1d4+4/x2)
Ranged +4 shortspear +21 (1d4+4/x2, 20 ft.) or
--- +4 shortspear +21/+16/+11 (1d4+4/x2, 20 ft.)
Ranged +3 sling of speed +21 (1d3+3/x2, 50 ft.) or
--- +3 sling of speed +21/+21 (1d3+3/x2, 50 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +11
Atk Options +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds (x2), potion of neutralize poison
Cleric Spells Prepared (CL 17th; save DC = 16 + spell level)
--- 9th (1+1/day) — mass heal, shapechange *
--- 8th (2+1/day) — holy aura, phase door *, stormrage 1
--- 7th (3+1/day) — control weather, greater teleport *, mass spell resistance 1, renewal pact 1
--- 6th (5+1/day) — banishment, find the path *, greater dispel magic, heroes’ feast, vigorous circle 1, wind walk
--- 5th (5+1/day) — commune with nature *, dance of the unicorn 1, earth hammer 3, greater vigor 1, true seeing, wall of stone
--- 4th (6+1/day) — control water, death ward, dimensional anchor, imbue with spell ability, recitation 1, summon nature’s ally IV *, weather eye 1
--- 3rd (6+1/day) — blessed aim 1, briar web 1, cloak of bravery 2, daylight, fly *, searing light, wind wall
--- 2nd (7+1/day) — align weapon, bull’s strength, curse of ill fortune 1, eagle’s splendor, hold animal *, owl’s wisdom, status, stone fist 3
--- 1st (7+1/day) — bless, bless water, calm animals *, detect evil, hide from undead, nimbus of light 1, resurgence 1, sanctuary
--- 0th (6/day) — create water, detect magic, detect poison, light, purify food and drink, read magic
* Domain spell. Domains: Animal (speak with animals 1/day), Travel (freedom of movement)
Spell-like Abilities (CL 17th)
--- 1/day — dancing lights, detect magic, ghost sound, Nystul's magical aura, prestidigitation, read magic
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Abilities Str 10 (+0), Dex 21 (+5), Con 13 (+1), Int 10 (+0), Wis 22 (+6), Cha 16 (+3)
SA Divine spells, turn undead (+2 on checks), weapon familiarity
SQ Earth dream 3, earth friend 3, earth glide 3, earth sight 3, pass without trace, speak with animals, spell-like abilities, spontaneous casting of healing spells
Feats Brew Potion, Combat Casting, Craft Rune Circle 3, Earth Sense 3, Endurance, Skill Focus [Knowledge (nature)]
Skills Concentration +4, Craft (alchemy) +2, Diplomacy +6, Jump -1, Knowledge (arcana) +2, Knowledge (dungeoneering) +3, Knowledge (nature) +8, Knowledge (religion) +3, Heal +9, Hide +13 *, Listen +8, Ride +8, Speak Language (x1), Spellcraft +12, Spot +6, Survival +11 (+13 in aboveground natural environments)
Possessions +5 leather armor, +4 shortspear, +3 sling of speed w/20 bullets, backpack, bracers of dawn 2, cloak of resistance +3, explorer’s outfit, gloves of Dexterity +6, periapt of Wisdom +4, ring of protection +3, spell component pouch, wooden holy symbol (Baervan), waterskin, and a belt pouch containing 50 gp and 50 sp
--- Mount Warpony w/ bit & bridle, riding saddle, saddlebags; Extra Gear Bullseye lantern, cleric’s vestments, healer’s kit, magnifying glass, oil (two 1-pint flasks), sack, small steel mirror, soap (1 lb.), torch (x3)
Level Adjustment +2; ECL 19; Favored Class Sorcerer
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Age 87; Personality Friendly, quiet, and observant
Description Thessa is a beauty amongst her race with delicate facial features, as well as perfect grace and style. Thessa has woody brown skin, long blonde hair and cinnamon eyes, a rarity amongst her people. She most often wears clothing that is both practical and pleasing to the eye. In the southern lands, her homeland, she tends towards form fitting flowing garments made of silk and light cotton. When visiting her friends in the north, she dresses in warm bundles of heavy cotton or wool. Regardless, she always looks stylish.
Height 3 feet 10 inches; Weight 47 lbs.
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Speak with Animals (Sp) Once per day Thessa can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).
Skills Thessa receives a +2 racial bonus to Listen checks, for her keen hearing, and to Craft (alchemy) checks, because her sensitive nose allows her to monitor alchemical processes by smell. Thessa receives a +2 racial bonus on Knowledge (arcana) and Spellcraft checks. Thessa can use Knowledge (arcana) and Spellcraft untrained. *Thessa receives a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.
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1 D&D Complete Divine
2 D&D Complete Warrior
3 D&D Races of Stone
 
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Knightfall

World of Kulan DM
HOUGWARTH MEDINTON
The Sellsword

Hougwarth Medinton (CR 14)
Hougwarth Medinton, or “Hugh” to his close friends, is a member of a reclusive race of elven giants once thought to be extinct on Harqual. In truth, the vonakyndra are isolationists, in their forest homes, almost to the point of being xenophobic. Hougwarth never had such feelings. He was the complete opposite of what was expected from his people and it constantly got him into trouble, in his youth.

Unable to withstand the strictures placed on him by his clan’s overzealous need to remain isolated, Hougwarth made plans to leave his people and see the world. On the appointed day, he started out, but was caught by the elders. They sentenced him to be locked away in a nearby cave until he came to his senses. They provided him only the most basic essentials, and barred him from communicating with anyone, unless it was to revoke his plans to leave.

Hougwarth would have spent his entire lifetime imprisoned, if Fate hadn’t intervened. A powerful earthquake rocked the area around his home, deep in the Great Forest. The rockslide that followed the earthquake collapsed the cave, but not before it opened a passage, which allowed the young forest giant to escape. When his people came to check on him, they found the cave collapsed and assumed that he had died. They mourned his passing, as he watched, hidden, from a distance.

Truly alone for the first time in whole life, Hougwarth left his home, wandering through the Great Forest of Harqual, in search of other forest races and places to visit. He learned the basics of survival, on his own, and fought off many goblin and worg attacks. He nearly died fighting a group of ogres, prevailing only because they feared him, as many legends speak of the “ghost men” of the deep forest.

Eventually, Hougwarth met a group of young adventurers, as they were traveling from the Knotwood to the Kingdom of the Silver Leaves. Hougwarth took to these bold travelers right away, and they found him an amusing companion and strong ally. (The first time they met him he accidentally dropped his sword on the ground, as he was introducing himself, while doing a heroic flourish.) Since then, Bactra Redwind, Dabuk Tigerstorm, Dvalin Thunderstone, Mesik Tindertwig, and Thessa Simmial have become his best friends in the world.

He mourned the loss of another good friend, Jeddar Silversun, with a heavy heart. He also enjoys the company of Salisan Marg, a famous reef giant, and the sky knight known as Sir Mojo Rising. He was also a great admirer of Kellin One-Eye, as the two of them often adventured together, while the ogre hero was alive. Kellin told Hougwarth his secret, about who he really was, long before the ogre told Dabuk.

Note, however, that Hougwarth isn’t as closely allied to his friends, as they are to each other. He often disappears for months at a time, going his own way, and selling his services as a sword-for-hire. He earns a modest living as a soldier, but will never lead armies into battle. More often than not, he ends up traveling with other adventurers and protecting the homes and livestock of farmers and ranchers.

Hougwarth has been all over the continent, from the Northlands to the Far South. He spends a great deal of time visiting the Realm of the Little Trees, in order to catch up with Dvalin and Thessa, and to tell young Brekk about his latest adventures. The young half-dwarf/half-gnome calls the vonakyndra “Uncle You”, which Hougwarth finds endearing.

hp 158 (2d8+10 plus 13d10+65)
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Male vonakyndra fighter 13
NG Large giant (elf)
Init +3; Senses Low-light Vision; Listen +7, Spot +7
Languages Elven, Common, and Giant
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AC 30 (-1 size, +3 Dex, +4 natural, +9 armor, +2 shield, +3 deflection), touch 15, flat-footed 27; Dodge, Mobility
Immune Sleep spells and effects
Fort +14, Ref +7, Will +7 (+9 against Enchantment spells and effects)
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Speed 40 feet (8 squares)
Melee +4 greatsword +21 (3d6+10/19-20/x2) or
--- +4 greatsword +21/+16/+11 (3d6+10/19-20/x2)
Melee +3 spear +20 (2d6+9/x3) or
--- +3 spear +20/+15/+10 (2d6+9/x3)
Ranged +4 composite longbow [+4 Str] +20 (2d6+8/x3, 110 ft.) or
--- +4 composite longbow [+4 Str] +20/+15/+10 (2d6+8/x3, 110 ft.)
Ranged +3 spear +19 (2d6+7/x3, 20 ft.)
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +22
Atk Options Cleave, Combat Expertise, Dodge, Improved Combat Expertise, Mobility, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run
Combat Gear Elixir of hiding, potion of cat’s grace, potion of cure moderate wounds (x2), potion of invisibility, sunrod (x2)
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Abilities Str 18 (+4), Dex 16 (+3), Con 20 (+5), Int 13 (+1), Wis 13 (+1), Cha 14 (+2)
SQ Elven blood
Feats Alertness, Cleave, Combat Expertise, Cumbrous Will 2, Dodge, Endurance, Improved Combat Expertise 1, Improved Natural Armor, Iron Will, Mobility, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run
Skills Bluff +4, Climb +10 (+12), Craft (bowmaking) +7, Diplomacy +4, Handle Animal +8, Hide +0 (+2), Intimidate +7, Jump +6 (+8), Listen +7, Ride +5, Search +5, Sense Motive +3, Spot +7, Survival +6*, Swim +6 (+10), Tumble +2 (+4)
--- Numbers in braces are while unarmored
Possessions +5 chain shirt, +4 composite longbow [+4 Str] w/40 arrows, +4 greatsword, +3 spear, 100 ft of silk rope, amulet of health +4, bedroll, boots of the winterlands, bowmaker’s tools, climber’s kit, cloak of charms 2, cold weather outfit, explorer’s outfit, flint and steel, gloves of arrow snaring, grappling hook, Heward’s handy haversack, masterwork heavy steel shield, ring of protection +3, ring of wordtwisting 2, spyglass, tent, waterskin, whetstone, winter blanket, and a belt pouch containing 100 gp
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Age 50 *; Personality Proud, sociable, and a little naïve; *Vonakyndra have life spans similar to half-elves
Description Hougwarth is fairly typical for one of his race. He is both lean and muscular, and his skin is a deep bronze in color. His hair is pitch black, and he has dark brown eyes. Hougwarth dresses more like how a human would then his own people, and he often mimics what his friends like to wear. However, he often changes his wardrobe’s appearance depending on the local styles of wherever he is. Hougwarth likes to be fashionable, but always dresses appropriately for the given situation. Hougwarth is also fond of jewelry and tassels, but tries to use such adornments to enhance a garment without being too gaudy.
Height 10 feet 4 inches; Weight 242 lbs.
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Level Adjustment +4; ECL 19; Favored Class Fighter
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Elven Blood For all effects related to race, Hougwarth is considered an elf.
Skills Hougwarth’s racial class skills are Climb, Hide, Listen, Search, Spot, and Survival. Hougwarth gains a +2 racial bonus to Search, Spot, and Listen checks. *Hougwarth gains a +2 competence bonus on Survival checks to avoid becoming lost in a forest.
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1 D&D Complete Warrior
2 D&D Savage Species
 
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Knightfall

World of Kulan DM
SALISAN MARG
Captain of The Friend of my Forefathers

Salisan Marg (CR 15)
Salisan Marg is both common and unusual for his race. He is friendly, outgoing, and has a tremendous boisterous voice. However, he is also not content to live in the shoals of the Karmine Sea, having a tremendous wanderlust. He enjoys going inland and exploring the civilizations of the land-dwelling races and has made many friends in those lands in his 183 years of life.

However, it is most recent group of companions that have intrigued him the most. He feels that they are made for greatness and are blessed by the gods. He is especially fond of the halfling Mesik Tindertwig, the rockwood gnome Thessa Simmial and the forest elf Bactra Redwind. He has a grudging respect for the half-elf Dabuk Tigerstorm, but finds him a bit aloof. He isn’t sure of what to make of the dwarf Dvalin Thunderstone and his blood brother Rikin Stonefossil, however. They are connected to the earth, like he is, but aren’t fond of the water. He has great respect for the human Sir Mojo Rising, although he doesn’t always share the paladin’s zealous views.

Regardless of his feelings, he understands that most of them feel a deep connection to each other. Thus, he accepts them all as his friends. He feels bad that he can’t spend more time with the adventurers, but family responsibilities often take him away for months at a time. Also, most of his new friends live in the cold north, which he finds very uncomfortable to visit anytime other than late spring and the summer months.

He was thrilled to travel with them to the Isle of Dread and to the Fallenlands. It gave him a chance to see parts of the world he had yet to visit, as well as experience other cultures. He was saddened by the deaths of Mesik and Jeddar and the disappearance of Bactra, Dabuk, and Mojo in the Fallenlands and spent many months searching and mourning for his lost friends before having to begin the long swim back to Harqual, a journey that in itself was perilous.

(Salisan was forced to swim back because the Opposition sank the main ship they had sailed to the Fallenlands, Hela’s Storm, and The Ishtar had been “borrowed” by Johna the Rakasta. Unable to find anyone in the Fallenlands willing to brave the Black Storm Sea, Salisan was forced to swim the whole way.)

After returning to his family's steading, he was ecstatic to receive a sending spell from Thessa inviting him to her and Dvalin’s wedding. It was during this time that he finally found a kinship with Dvalin, and a grudging respect for Rikin, as well. Unwilling to give up on Bactra and Dabuk, Salisan began formulating a plan to return to the Fallenlands, with a new ship, and search again for his lost friends. He spent nearly a year in the port cities of the Far South to find a suitable ship and a crew to sail it.

The ship, an old caravel, was to become known as The Friend of my Forefathers. The name was homage to Salisan’s family history, and the crew became incredibly loyal to the reef giant captain. Salisan and his crew sailed to the Fallenlands searching for his friends, and he soon discovered that Mesik Tindertwig was alive and he had taken over and sailed The Ishtar back to Harqual. The two ships had likely passed each other on the Karmine Sea.

Overjoyed that his friend was alive, Salisan took his crew home to Harqual, hoping that Mesik would know where Bactra, Dabuk, and Mojo were. He discovered that The Ishtar had passed through the Port City of Selquin, learning a great deal from Johna, before sailing north towards Fruen, the Capital City of Thallin. He made it all the way to the Port City of Sunwater, on the Jagged Peninsula, before deciding that Mesik would not likely have returned there with the civil war going on there.

Salisan sailed south from Sunwater stopping in various port cities and towns until he came across The Ishtar anchored in the Town of Sandbreak. He was glad to see that Hegron Barrensson was alive and well, and the two spent several nights trading stories of their journeys to and from the Fallenlands. Salisan sent messengers inland to find Mesik and ask him to return to Sandbreak. Mesik’s reply comes a week later telling Salisan and the barbarian that Bactra, Dabuk, and Mojo had been magically transported back to Harqual by the World Goddess, for some unknown reason, and that they were all alive and in the City of Tian.

Once again overjoyed, Salisan left that very night to meet with his friends and swap stories. They drank together for days and nights before the call of the sea forced Salisan to return to Sandbreak, his ship, and his crew. (Before the reef giant left, the friends stood in a circle and said a prayer for Jeddar and all their other fallen comrades.) With him, Salisan took permission from Dabuk and Mesik for Hegron to take over the captaincy of The Ishtar in their name. They could not return to the ship with Bactra and Dabuk’s homelands in so much peril.

Now, years later, Salisan has become a famous (some would say infamous) captain known throughout the Karmine Sea, and beyond. He has traveled from the Fallenlands to the Isle of Dread and has visited the infamous port city known as Freeport, although it isn't much to his liking. He still adventures with his favorite friends form time to time, but he now prefers the company of The Friend of my Forefathers, and his steadfast crew. Hegron and he have become good friends, over the years, but they rarely sail the same waters anymore. (Hegron prefers the colder climate of the north.)

Salisan still manages to watch over his family’s traditional steading, but believes it might be time for him to pass that responsibility on to another. His crew is his family now, especially his First Mate, a middle-aged woman named Red Kate [CG female human Swashbuckler15 CW]. It is believed that they are lovers, but no one knows for sure. And they aren’t telling.

hp 190 (20d8+100)
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Male reef giant legendary captain 6 2
NG Large giant (aquatic, earth)
Init +3; Senses Low-light Vision; Listen +6, Spot +6
Languages Common, Giant, Suar
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AC 35 (-1 size, +3 Dex, +13 natural, +6 armor, +4 deflection), touch 16, flat-footed 32
Fort +23, Ref +15, Will +14
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Speed 40 feet (8 squares); swim 40 ft.
Melee +4 aquatic returning trident +23 (2d6+10/x3) or
--- +4 aquatic returning trident +23/+18/+13 (2d6+10/x3)
Melee +3 icy burst dagger +22 (1d6+9 plus 1d6/19-20/x2) or
--- +3 icy burst dagger +22/+17/+12 (1d6+9 plus 1d6/19-20/x2)
Melee Mwk dagger +20 (1d6+6/19-20/x2) or
--- Mwk dagger +20/+15/+10 (1d6+6/19-20/x2)
Ranged +4 aquatic returning trident +20 (2d6+10/x3, 10 ft.)
Ranged Mwk dagger +17 (1d6+6/x2, 10 ft.)
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +24
Atk Options Cleave, Combat Reflexes, Power Attack
Combat Gear Antitoxin, potion of cat’s grace, potion of cure serious wounds (x2), potion of protection from arrows 15/magic, potion of water walk, sunrod (x2)
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Abilities Str 22 (+6), Dex 16 (+3), Con 20 (+5), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
SA Rock throwing
SQ Accelerated firing 2, luck of the wind 1/day 2, rake 2, rock catching, scent, steady stance 2, uncanny navigation 2, weather gauge 2, wind at your back 2
Feats Alertness, Cleave, Combat Reflexes, Great Captain (B) 2, Leadership (+6 to ECL for attracting followers), Lightning Reflexes, Power Attack, Skill Focus [Profession (sailor)]
Skills Balance +11, Bluff +7, Climb +11 (+13 involving climbing ropes), Diplomacy +4, Disguise +2 (+4 to act), Escape Artist +3 (+5 involving ropes), Hide +2*, Intimidate +4, Jump +15, Knowledge (architecture and engineering) +4, Knowledge (geography) +6, Listen +6, Perform (sing) +4, Profession (sailor) +22 (+26 to navigate aquatic hazards), Spot +6 (+12 to spot aquatic hazards), Survival +6 (+8 to keep from getting lost or for avoiding a hazard), Swim +19, Tumble +6, Use Rope +8
Possessions +4 aquatic 2 returning trident, +3 icy burst dagger, bracers of armor +6, cloak of resistance +4, magnificent captain’s coat 2, ring of protection +4, ring of shrinking 1, rod of the legendary mariner 2, sextant, travelers’ outfit, waterskin
--- Ship Caravel (“The Friend of my Forefathers”) w/ballista, captain’s lantern 2, catapult, davit, everfull sails 2, grappling ramp, netting, secure lines 2; Extra Gear 100 ft. of hempen rope, 4 map cases w/dozens of maps, 2 flasks of oil, 2 inkpens, 2 vials of ink, bandoleer w/4 mwk daggers, chest, clay pitcher, cold weather outfit, flint and steel, hooded lantern, loincloth, shovel, whetstone
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Age 183; Personality Friendly, quick-minded, and protective
Description Salisan rarely wears anything but a loincloth when swimming in the warm waters of the Karmine Sea. However, when traveling in civilized lands he usually wears clothes based on the climate, and his personal tastes. Salisan has olive skin, stark white hair, and green eyes. He never goes anywhere without his magical trident, a weapon passed down throughout the history of his family. He always carries a magical dagger as a backup weapon and if he suspects trouble he often carries more masterwork daggers on a bandoleer. Salisan also doesn’t go anywhere without his ring of shrinking.
Height 15 feet 2 inches; Weight 3,150 lbs.
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Level Adjustment +6; ECL 26; Favored Class Barbarian
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Rock Throwing (Ex) Salisan receives a +1 racial bonus to attack rolls when throwing rocks. He can hurl rocks weighing 40 to 50 pounds each (Small object) up to 5 range increments.
Rock Catching (Ex) Salisan can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, if Salisan would normally be hit by a rock he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) Salisan must be ready for and aware of the attack.
Skills Salisan’s racial class skills are Climb, Hide, Jump, Spot, and Swim. Salisan’s Swim speed provides a +8 racial bonus on Swim checks. *Salisan gains a +8 racial bonus to Hide checks underwater near reefs.
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1 D&D Savage Species
2 D&D Stormwrack

When they first met Salisan
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Knightfall

World of Kulan DM
Another old 2e Pc, made new again...

MOJO RISING
Sky Knight of Navirosov

Mojo Rising (CR 16)
Mojo Rising was born the son of a fisherman in the Town of Jalivien, a small, isolated community on one of The Honored Islands of the Light. Mojo was never much of a fisherman, however, and his father let him apprentice to a local blacksmith named Laird Fulmain. Mojo proved to be an excellent student and had an aptitude for crafting weapons. He often accompanied Laird to the Port City of Ralt by ship to sell their wares, but the young smith still felt there was more he should be doing with his life.

One of Mojo’s earliest memories was that of a sky rider winging in over Jalivien to help defend the community from a pack of sea devils. That memory stayed with Mojo, in the back of his mind, until the first time Laird took the young boy to the City of Magdalene, the capital of the Kingdom of Navirosov, for a trade fair that happened in the city every 5 years.

The instant Mojo saw the sky riders winging over the city in tight formations he knew what he wanted in life. Laird had never seen the boy’s eyes so full of life and he knew he’d never get Mojo to take being a simple blacksmith seriously. Luckily for Mojo, an old sky rider named Dannan Ravenhouse owed Laird a favor, and Mojo soon found himself the old knight’s squire. Mojo was elated and so was his father when Mojo told him the news.

The rest of Mojo’s childhood and adolescence passed quickly in the service Sir Dannan, as the young man took to the role of a sky rider of Navirosov with much vigor. He soon became one of the kingdom’s most promising young recruits and was an instant hero amongst the lowborn of the kingdom. For if an unknown fisherman’s son from Jalivien could become a sky knight then anyone could.

Mojo even had the favor of the High King of Navirosov, Jacard Winternight, and it was this relationship that would eventually lead him out into the world as an adventurer alongside Bactra Redwind, Dabuk Tigerstorm, and the young heroes destined to become his best friends. Mojo and his giant eagle mount were rarely apart, but the eagle often had a mind of its own, and would disappear for months at a time. It was during one of these times, that it was severely wounded and would have died if it hadn’t come across The Ishtar.

Dabuk nursed the eagle back to health. The eagle immediately flew back to Mojo and through the bond they shared Mojo learned that he owed someone a thank you and a debt of service. (He only knew the name of the ship as his guide, which he learned through the bond with his mount.) He petitioned his king and Sir Dannan for freedom from his bond of servitude, and was surprised when the king relented against the wishes of Sir Dannan. Jacard Winternight [LG male human Pal10 (Jalivier)/Sky Rider of Navirosov10] is one of the heroes of the Second Ogre War, and fought alongside the members of the Tigerstorm family.

He immediately knew who these young heroes were, as he often conversed with Garth Tigerstorm through letters, and knew of the mission to the Fallenlands aboard a ship called The Ishtar. It was not a coincidence, it was Fate, and he knew he had to let Mojo go. He kept the ‘Fate’ part to himself, however, and only told Sir Dannan after Mojo had left.

Mojo quickly found The Ishtar, with his mounts help, and joined his new companions on the journey to the Fallenlands. He saved their lives many time and they his. He considers them all to be his friends for life, even if they don’t always agree. Mojo tries to be the voice of reason, which usually falls on deaf ears, especially when it comes to Dabuk. The two are complete opposites, and sometime come to blows regarding the concepts of honor and righteousness.

Yet, they always manage to stay allies.

Mojo considers Mesik Tindertwig to be a stalwart ally since his death and resurrection. He is fond of Bactra’s wit and ability to see beyond the present. He considers Crystal Tigerstorm, Dvalin Thunderstone, Rikin Stonefossil, Thessa Simmial, the throkr named Cheng-Dû, and the nagpa named Firewalker to be amongst his circle of close friends. He is more neutral towards Hegron Barrensson and Salisan Marg, but he respects their courage.

Since the civil war in the Kingdom of Thallin, Mojo has spent more time away from his friends and companions. The Mad King of Thallin has begun to spread his need for destruction to other lands and his privateers often prey on the ships of Mojo’s homeland. He saw it as his duty to protect the citizens of the Honored Islands and spends most of his time fighting priests of Nether in the service of King Varath Dragonguard. He has become an even more, well-known hero in his homeland and many believe he is destined to become the next King Prince of the Kingdom of Jalivier’s Honor.

When he’s not defending his homeland, Mojo often visits Tigerstorm Hall and fights alongside his friends against the demons and minions in the service of the demon lord Wyrknari Vok. He considers the demons and corrupted blood elves of the Knotwood to be a stain of evil that must be dealt with, no matter what the cost. It is one of the things that he and Dabuk always agree on.

hp 129 (9d10+27 plus 7d8+21)
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Male human paladin 9 (Jalivier) / sky rider of Navirosov 7 1
LG Medium humanoid (human)
Init +2; Senses Listen +3, Spot +3
Auras Courage and good
Languages Common, Dwarven, Elven
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AC 31 (+2 Dex, +10 armor, +4 shield, +3 deflection, +2 sacred), touch 17, flat-footed 29; AC 27, touch 17, flat-footed 25 without shield
Immune Death spells*, disease, energy drain*, fear, magical death effects*, and negative energy effects*
*Only applies when wearing his armor
Fort +20, Ref +18, Will +18
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Speed 30 feet (6 squares)
Melee +4 blessed cold iron bastard sword +24 (1d10+8/19-20/x2) or
--- +4 blessed cold iron bastard sword +24/+19/+14/+9 (1d10+8/19-20/x2)
Melee +3 heavenly burst darkwood lance +23 (1d8+9/x3) or
--- +3 heavenly burst darkwood lance +23/+18/+13/+8 (1d8+9/x3) or
--- +3 heavenly burst darkwood lance +23 (2d8+14/x3) during a mounted charge
Melee +2 blessed silvered dagger +22 (1d4+5/19-20/x2) or
--- +2 blessed silvered dagger +22/+17/+12/+7 (1d4+5/19-20/x2)
Ranged +2 banishing light crossbow +20 (1d8+2/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Base Atk +16; Grp +20
Atk Options Exalted Smite, Mounted Combat, Ride-By Attack, charging smite, smite evil 2/day
Special Actions Turn undead 7/day
Combat Gear Potion of bear’s endurance, potion of bull’s strength, potion of cat’s grace, potion of owl’s wisdom
Paladin Spells Prepared (CL 4th; save DC = 13 + spell level)
--- 2nd (1/day) – zeal 3
--- 1st (2/day) – divine sacrifice 3, second wind 2
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Abilities Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4)
SA Charging smite 4, dive attack, mounted bonuses, smite evil, turn undead
SQ Bond with mount, code of conduct, detect evil, divine grace, divine health, guard mount, lay on hands (32 hp), linked saving throws, remove disease 2/week
Feats Disciple of the Sun 3, Exalted Smite 2, Exalted Turning 2, Exotic Weapon Proficiency (bastard sword) (B), Iron Will, Mounted Combat, Ride-By Attack
Skills Balance +6 (+8), Concentration +7, Craft (weaponsmithing) +6, Diplomacy +11, Handle Animal +12, Heal +7, Knowledge (religion) +6, Listen +3, Ride +14, Sense Motive +8, Spot +3, Survival +5
--- Number in brace is while unarmored
Possessions +5 soulfire 2 mithral chainmail, +4 blessed 2 cold iron bastard sword, +3 heavenly burst 2 darkwood lance, +3 light steel shield, +2 banishing 2 light crossbow w/20 bolts, +2 blessed 2 silvered dagger, belt of giant strength +4, boots of the winterlands, cloak of resistance +4, explorer’s outfit, gloves of Dexterity +4, retributive amulet 2, ring of health (same as an amulet of health +4), ring of protection +3, waterskin, whetstone, winter blanket, and a belt pouch containing 50 pp, 50 gp, & 50 sp
--- Bonded Mount (a giant eagle) w/+3 padded barding, bridle of intelligence +4, exotic riding saddle, halter, saddlebags
--- Increased Maneuverability (Ex) Because of its specialized training, Mojo’s giant eagle mount's maneuverability class increases by one category.
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Age 28; Personality Optimistic, watchful, and a little righteous
Description Mojo is always well dressed, regardless of the occasion. He often spends the earliest parts of each morning grooming for the day’s activities, whether it be for a day of adventuring or a day in the High Court of Navirosov. He is always clean-shaven except for his long, trimmed mustache. (Mesik nicknamed him the Mustachioed One soon after they met.) Mojo’s clothes are always as clean as he can get them and the longer he has to go without washing them or his body tends to make him irritable. Mojo prefers to travel in comfortable clothes and rarely goes anywhere without his enchanted armor and bastard sword. He also keeps his mount’s gear as immaculate as his own, spending a great deal of time in the early evening making sure the gear is properly cleaned and stored. Mojo is a little obsessive about his appearance, but when the lives of his companions or the innocent are at risk then he always puts such concerns ahead of how ‘dirty’ he might look.
Height 6 feet; Weight 175 lbs.
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Dive Attack (Ex) Three times per day, Mojo may use his giant eagle mount to dive and attack with exceptional speed. Mojo and his mount must be at least 30 ft. from the victim. Mojo’s attack acts as a mounted charge, but does 6 points of additional damage if it hits. The damage stacks with all other bonuses, including critical hits, Mojo’s own Mounted Bonuses, and damage from Spirited Charge and other feats, but is added after the other damage is calculated. If the attack misses then one use of this ability is lost for the day, as if the attack had succeeded. When carrying a heavy load Mojo’s mount cannot perform this attack action.
Mounted Bonuses (Ex) Mojo gains a +2 proficiency bonus to attack and damage rolls when mounted.
Bond with Mount (Su) Mojo has a unique bond with his mount. This bond gives them an empathic link, as per a wizard and his familiar. With this link, Mojo may communicate commands or receive information. Mojo and his giant eagle mount can also communicate verbally in a language that other creatures cannot understand without magical assistance. Mojo's mount knows four unusual tricks per intelligence point. Mojo can also automatically attack from the back of his mount without making a Ride check.
Guard Mount (Ex) Mojo gains a +4 bonus to his Ride Skill whenever he uses the Mounted Combat feat to negate a hit to his mount.
Linked Saving Throws (Su) When Mojo is within one mile of his giant eagle mount and has an empathic link, both he and the mount benefit. Mojo may use any of the saving throws of the mount if they are higher, and if they are not he gains a +2 empathy bonus to any of his saves that are higher than his mount's. Similarly, his mount may use any of Mojo’s saves if they are higher, and if they are not it gains a +2 empathy bonus to its saves that are higher than Mojo's.
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1 A unique Farland prestige class modified for World of Kulan
2 D&D Book of Exalted Deeds
3 D&D Complete Divine
4 D&D Player’s Handbook II
 
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Knightfall

World of Kulan DM
ELYAS TALAVIIN

Elyas Talaviin (CR 14)
Elyas Talaviin considers himself fortunate to be alive. He is one of six adventurers that became marooned on the Isle of Dread, south of Harqual’s most southern shore. They were stranded there for years until a sailing ship, called The Last Chance agreed to take them on in exchange for half the treasure they discovered on the island.

Elyas spent most of his time on the Isle of Dread tracking game and trying not to get eaten by dinosaurs, and worse. He was killed roughly two years after initially being stranded, victim of a deadly lightning bolt spell cast by a yuan-ti, who then cut Elyas in half with a large two-handed blade. His companions eventually found a way to raise him from the dead with the help of the locals.

This event left Elyas in the villagers’ debt, which he paid for by becoming a virtual slave to the natives for a year and a day. This “enslavement” brought Elyas much closer to the natives and after his servitude was over he remained a friend to the local shamans and a “good” friend to several tribal women. He found life amongst his old compatriots somewhat unfulfilling after that and he decided to stay on with The Last Chance.

As a result, Elyas has become a decent sailor and has traveled extensively through the Wakuna Islands. His latest voyage on The Last Chance has brought him to the Isles of Valossa. The island chain is rumored to have both undead and yuan-ti problems, which Elyas hopes to help rectify. He considered both undead and yuan-ti to be his personal enemies.

The Last Chance is currently docked at the port city known as Freeport.

hp 77 (14d8+14)
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Male half-elf ranger 7 / druid 7
NG Medium humanoid (elf, human)
Init +5; Senses Low-light Vision; Listen +8, Spot +8
Languages Common, Druidic, Elven
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AC 25 (+5 Dex, +7 armor, +3 shield), touch 15, flat-footed 20; Dodge, Mobility
Immune Sleep spells and effects
Fort +11, Ref +12, Will +10 (+12 against Enchantment spells and effects; +14 against spell-like abilities of fey)
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Speed 30 feet (6 squares)
Melee +3 undeadbane scimitar +18 (1d6+6/18-20/x2) or
--- +3 undeadbane scimitar +18/+13/+8 (1d6+6/18-20/x2) or
--- +3 undeadbane scimitar +14/+9/+4 (1d6+6/18-20/x2) and
--- Mwk hatchet +7 (1d6+3/x2)
Melee +5 undeadbane scimitar +20 (1d6+8 plus 2d6/18-20/x2) against undead or
--- +5 undeadbane scimitar +20/+15/+10 (1d6+8 plus 2d6/18-20/x2) against undead or
--- +5 undeadbane scimitar +16/+11/+6 (1d6+8 plus 2d6/18-20/x2) against undead and
--- Mwk hatchet +7 (1d6+3/x3)
Ranged +4 distance longbow +22 (1d8+4/x3, 200 ft.) or
--- +4 distance longbow +22/+17/+12 (1d8+4/x3, 200 ft.)
Ranged Mwk hatchet +17 (1d6+3/x2, 10 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, favored enemies (undead +4, monstrous humanoid +2)
Combat Gear Arrow of finding (x2), caltrops, potion of bear’s endurance, potion of cure serious wounds, potion of owl’s wisdom
Druid Spells Prepared (CL 7th; save DC = 13 + spell level)
--- 4th — cure serious wounds
--- 3rd — call lightning, favorable wind 3, swift fly 1
--- 2nd — barkskin, cloudburst 2, scent 2, swim 3
--- 1st — camouflage 2, cure light wounds, hawkeye 2, healthful rest 1, kuo-toa skin 3
--- 0th — create water, cure minor wounds, detect poison, guidance, know direction, purify food and drink
Ranger Spells Prepared (CL 3rd; save DC = 13 + spell level)
--- 1st — accelerated movement 1, guided shot 1
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Abilities Str 17 (+3), Dex 20 (+5), Con 13 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
SA Combat style (archery), favored enemies, improved combat style (archery)
SQ Animal companion (donkey), cannot cast Evil spells, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 3/day, woodland stride
Feats Dodge, Endurance B, Manyshot B, Mobility, Point Blank Shot, Precise Shot, Rapid Shot B, Track B, Weapon Focus (longbow)
Skills Balance +7, Concentration +4, Craft (bowmaking) +5, Diplomacy +6, Gather Information +2, Handle Animal +5, Heal +7, Hide +10, Jump +10, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +7, Listen +8, Move Silently +10, Profession (sailor) +10, Ride +7, Search +5, Spot +8, Survival +10 (+12 while underground, to keep from getting lost or for avoiding hazards, and in aboveground natural environments), Swim +8, Tumble +12, Use Rope +5
Possessions +4 distance longbow w/20 arrows, +4 wild studded leather, +3 undeadbane scimitar, +2 light wooden shield, amulet of health +2, backpack, bag of teeth 3, bedroll, belt pouch (x2), ceramic flask, clay mug, clay pitcher, finned gauntlets 3, flint and steel, fowler’s snare, holy water (x2), masterwork hatchet (x3), pearlsteel turtle figurine 3, ring of sustenance, signal whistle, silk rope, stormrider cloak 3, tent, traveler’s outfit, waterskin, whetstone, winter blanket, wooden holy symbol
--- Animal Companion A donkey (named Old Pete) w/ bit & bridle and pack saddle
--- Mount Heavy warhorse (named Stirrup)
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Age 40; Personality Careful, devoted, and spirited
Description Elyas is fairly non-descript, which comes from his half-elven heritage. He prefers to grow a beard and wear his brown hair long to hide his slightly pointed ears. His most striking feature is his bright green eyes. He wears clothes that are comfortable and appropriate to the situation, but prefers dark colors, especially greens and browns. When adventuring he always carries his +3 undeadbane scimitar and +4 distance crossbow and wears his magical armor. On long trips, overland, he brings as much gear as possible and rides his light warhorse. When at sea he travels with a lot less and leaves his warhorse on the Isle of Dread, but he almost always travels with his donkey animal companion, “Old Pete”. (The donkey stays in the hold of The Last Chance, when at sea.)
Height 5 feet 1 inch; Weight 136 lbs.
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Skills Elyas gains a +1 racial bonus on Listen, Search, and Spot checks, and a +2 racial bonus on Diplomacy and Gather Information checks.
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1 D&D Complete Adventurer
2 D&D Complete Divine
3 D&D Stormwrack
 
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Knightfall

World of Kulan DM
DRAGANA
Tentacled Sibyl of Tu

Dragana (CR 20)
Dragana was born during the last decade of the tabaxi’s banishment to an unknown prison plane beyond the boundaries of the Material Plane. This mysterious demiplane is believed too have been linked to several other planes such as the Elemental Planes and the Plane of Twilight. However, the truth is unknown, and Dragana only remembers that other races and creatures, which were banished there by Mirella, inhabit the prison plane including drow, duergar, mind flayers, and undead.

During her birth, she was corrupted by a powerful illithid mindbender. Her mother died during the birth and Dragana was forced into slavery as soon as she was old enough to do manual labor. She was considered to be less than the lowliest humanoid slave, since her blood was unclean, as the priests of Tu claimed. Her life was one trial after another, but she refused to let her enemies keep her down. Dragana believed that Tu had blessed her and she prayed to the cat god every night.

Tu was initially disgusted by her devotion, as racial purity is very important to the cat god, but her stubbornness and unrelenting arrogance eventually won The King of Cats over. He had Dragana brought before him as one last test of her faith, and she stared him down without fear, but with awe and reverence. Dragana swore that she would never betray him, and that she would kill anyone who wronged the tabaxi race. Pleased with her strength of will Tu granted her the status of ‘acolyte’ and told her that her place in his clergy would be assured after she brought him the head of the illithid that corrupted her birth.

She did this without hesitation and more. Tu continued to test her, even after the tabaxi returned to Harqual, and she never failed in her missions. That is, until she was sent to the Dominion of Cauldron to find a priest of Bast, named Ruphus Laro, who had committed crimes against the tabaxi race. Dragana easily tracked down Ruphus, and she and her strike force attacked him and his fellow clergy members in the Temple of the Cat, in Cauldron City.

The assault was unsuccessful, due in part to the adventuring group known as the Order of the Silver Hand. She was the only member of the team to escape alive and she barely made it back to the Storm Peninsula. Tu was unhappy with her inability to kill one priest and stripped her of her powers until she atoned for her failure. She spent years in exile, killing and maiming in Tu’s name, working tirelessly to redeem herself in her god’s eyes. Eventually, Tu took her back, but she isn’t considered one of his favored clerics anymore.

This has only made her more determined to kill Ruphus Laro, who is now a warpriest, and the members of the Order of the Silver Hand. Yet, these enemies of her people continue to defy Tu’s right to rule the continent, which only makes her more enraged. She considers Ruphus to be her personal nemesis, and goes out her way to harm the people of the City-state of Tallawan whenever possible. She also wishes to corrupt the followers of Argo Flameheart, the de facto leader of the Order of the Silver Hand. Twice she has tried to kidnap Amaryllis Greenbottle, but failed both times.

hp 120 (16d8+48)
---------------------------------------
Female half-illithid 2 tabaxi cleric 14 (Tu)
LE Medium monstrous humanoid (feline)
Init +7; Senses Darkvision 60 ft.; Scent; Listen +12, Spot +12
Auras Evil and law
Languages Common, Infernal, Orc, Tabaxi; telepathy 100 ft.
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AC 29 (+3 Dex, +2 natural, +10 armor, +4 deflection), touch 17, flat-footed 26
PR 16; SR 26
Fort +12, Ref +10, Will +18
Weakness Intolerance
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Speed 30 ft. (6 squares), climb 20 ft
Melee +4 humanbane spear of speed +19 (1d8+7/x3) or
--- +4 humanbane spear of speed +19/+19/+14/+9 (1d8+7/x3)
Melee +6 humanbane spear of speed +21 (1d8+9 plus 2d6/x3) against humans or
--- +6 humanbane spear of speed +21/+21/+16/+11 (1d8+9 plus 2d6/x3) against humans
Melee Claw +18 (1d6+6/x2) or
--- 2 claws +18 (1d6+6/x2) and
--- 4 tentacles +13 (1d4+5/x2)
Ranged +4 humanbane spear of speed +20 (1d8+6/x3, 20 ft.)
Ranged +6 humanbane spear of speed +22 (1d8+8 plus 2d6/x3, 20 ft.) against humans
Ranged +3 light crossbow +18 (1d8+6/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +14
Atk Options Improved grab, mind blast, pounce
Special Actions Profane Aura, extract, rebuke undead (7/day)
Combat Gear Antitoxin (2 vials), elixir of sneaking, elixir of swimming, potion of bull’s strength, potion of cure serious wounds, potion of owl’s wisdom, thunderstone
Cleric Spells Prepared (CL 14th; base DC = 17 + spell level)
--- 7th — destruction, mass animalistic power 3, plague 3, power word blind
--- 6th — blade barrier *, chasing perfection 3, greater dispel magic, harm, Silenced plane shift
--- 5th — break enchantment, flame strike, mark of justice *, Silenced energy vortex 1, spell resistance
--- 4th — bleakness 3, death ward, fire shield *, freedom of movement, Silenced cure serious wounds, spell immunity
--- 3rd — bestow curse, chain of eyes 1, cure serious wounds, energy aegis 3, invisibility purge, lesser telepathic bond * 1, protection from energy, Silenced deific vengeance 1
--- 2nd — animalistic power 3, bull’s strength, cure moderate wounds, death knell, eagle’s splendor, owl’s wisdom, silence, spiritual weapon *
--- 1st — bane, bless, cure light wounds, deathwatch, divine favor, doom, sanctuary, shield of faith *
--- 0th — cure minor wounds, detect magic, guidance, resistance, virtue (x2)
*Domain Spell. Domains: Mind (+2 bonus on Bluff, Diplomacy, and Sense Motive checks), Retribution (strike of vengeance, see below), and War (Weapon Focus bonus feat)
Psionics 3/day — detect thoughts (DC 15), levitate, suggestion (DC 16); 1/day — charm monster (DC 17)
---------------------------------------
Abilities Str 14 (+2), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 24 (+7), Cha 18 (+4)
SA Extract, improved grab, mind blast, pounce, psionics, rebuke undead (+2 to checks)
SQ Cannot cast Chaos or Good spells, ethereal jaunt (1/day) *, psionics, spontaneous casting
*Only when wearing her magical armor
Feats Combat Casting, Extra Domain (Mind), Improved Initiative B, Profane Aura 3, Sectarian, Silent Spell, True Believer 1, Weapon Focus (spear) B
Skills Balance +8 (+11), Bluff +14, Concentration +9, Diplomacy +17, Disguise +7 (+9 when acting), Heal +11, Hide +12 (+15)*, Intimidate +9, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Listen +12, Move Silently +8 (+11), Sense Motive +12, Spellcraft +11, Spot +12, Survival +10 (+12 when on other planes), Swim +0 (+6)
--- Numbers in braces are while unarmored
Possessions +5 breastplate of etherealness, +4 humanbane spear of speed, +3 light crossbow w/30 bolts, amulet of mighty fists +4, cloak of the bat, circlet of persuasion, Daern’s instant fortress, explorer’s outfit, flint and steel, Murlynd’s spoon, orb of storms, ring of protection +4, unholy symbol of Tu, waterskin, and a bag of holding (type II) containing 50 ft. of silk rope, a bedroll, cleric’s vestments, a cold weather outfit, a disguise kit, a healer’s kit, masterwork manacles, a map case, a shovel, a small steel mirror, a tent, a winter blanket, as well as 1d8 gems, 100 pp, 200 gp, & 400 sp
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Level Adjustment +9; ECL 25; Favored Class Cleric
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Extract (Ex) If Dragana successfully maintains her hold with all four tentacles for 1 round automatically extracts the opponent’s brain at the beginning of her next turn, instantly killing that creature.
Improved Grab (Ex) To use this ability, Dragana must hit with a claw or tentacle attack.
Mind Blast (Sp) This attack, usable once per day, is a 40-foot cone. Anyone caught in this cone must succeed on a Will save (DC 14) or be stunned for 1d4 rounds.
Pounce (Ex) If Dragana leaps upon a foe during the first round of combat, she can make a full attack even if she has already taken a move action.
Intolerance Dragana doesn’t consider herself a racist, but the reality is that as a tabaxi she has an over-inflated view of her race and tends to look down upon others. Dragana has a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation.
Skills Dragana receives a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
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1 D&D Complete Divine
2 D&D Fiend Folio
3 D&D Player’s Handbook II
 
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