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

Knightfall

World of Kulan DM
HELM BLACKHEART
Elemental Master of Bergunter Mass​
Helm Blackheart (CR 22)
Long ago, before Deepwater existed, Helm Blackheart and several of his followers arrived on the shores of the Chara Coast and made his lair in an old, abandoned cave complex near Deepwater Bay. An elementalist of undeniable prowess, Helm transformed the ancient caves into a fearsome dungeon destined to become known as Bergunter Mass.

Helm's life before Bergunter Mass is unknown. It is rumored that he was once a scion of a highborn clan living in the Mines of Morhan but that he betrayed his clan to the Empire of Swords. Others claim he is from another world entirely. What is known is that he is completely insane and loves to trap people in his dungeon complex.

Helm has had several allies and apprentices over the years but these alliances rarely last long as he is too unstable to completely trust anyone. His greatest ally, currently, is the arcanist known as the Metal Master.

hp 230 (20d6+80)
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Male half-earth-elemental dwarf (sundered) elementalist 15 1 / para-elementalist 5 1
CE Medium humanoid (dwarf, earth)
Init +8; Senses Darkvision 120 ft. [robe of eyes], perceive elemental; see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +8, Smell +6, Spot +18, Taste +6
Languages Common, Dwarven, Giant, Taal, Terran, Undercommon; speak with elementals 1/day
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AC 22 (+4 Dex, +3 natural, +5 deflection), touch 19, flat-footed 18; AC 26, touch 23, flat-footed 22 against Giant creatures
Fort +19 (+21 against poison), Ref +9, Will +11 (+13 against spells and spell-like abilities)
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Speed 20 feet (4 squares), burrow 20 ft.
Melee +4 quarterstaff +19 (1d6+5/x2) or
Melee +4 quarterstaff +15/+10/+5 (1d6+5/x2) and +4 quarterstaff +11 (1d6+4/x2) or
Melee +4 quarterstaff +16 (1d6+5/x2) [against gnolls or ogres] or
Melee +4 quarterstaff +16/+11/+6 (1d6+5/x2) and +4 quarterstaff +12 (1d6+4/x2) [against gnolls or ogres] or
Melee Touch +15 (by spell) or
Ranged Touch +18 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +15
Special Actions Command elemental, dismiss elemental, persuade elemental, plane shift 1/day, unnatural force
Combat Gear Potion of cure critical wounds (x3)
Elemental Spells Prepared (CL 20th; save DC = 19 + spell level; save DC = 20 + spell level for all Magma spells; save DC = 21 + spell level for all Air spells; save DC = 22 + spell level for all Water spells; save DC = 24 + spell level for all Fire spells; save DC = 25 + spell level for all Earth spells) 2
9th (4/day) — create swamp, elemental aura, one step beyond, raise volcano
8th (4/day) — dead air, heart of stone, mudform, volcanic eruption
7th (5/day) — acid storm, firestorm, planar bubble, phase door, repel metal or stone
6th (6/day) — chain lightning, corrosive touch, flesh to stone, rain of lava, seal portal, unquenchable flame
5th (7/day) — arc of lightning, flesh to ice, greater fireburst, hungry earth, move earth, mudstorm, transmute rock to magma
4th (8/day) — darkfire, detect scrying, dimension door, earth reaver, lava blade, Otiluke's dispelling screen, scrying, transmute rock to mud
3rd (8/day) — dispel magic, drown, fire grenade, hail of stone, magma walk, sinkhole, steam jet, xorn movement
2nd (9/day) — earthen grasp, fiery flies, gust of wind, lightning bolt, mark of earth, meld into stone, Melf's acid arrow, protection from energy, water walk
1st (10/day) — blast of cold, burning hands, gembomb, grease, heat metal, identify scrier, lesser orb of fire, quakethrust, scatterspray, whirlwind of ice
0th (7/day) — create water, detect magic, endure elements, faerie fire, fist of stone, mage hand, strength of mind
Spell-like Abilities (CL 20th)
1/day — earthquake, elemental swarm *, iron body, magic stone, plane shift, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone
*Cast as earth spell only.
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Abilities Str 13 (+1), Dex 16 (+3), Con 26 (+8), Int 18 (+4), Wis 22 (+6), Cha 8 (-1)
SA Command elemental, dismiss elemental, persuade elemental, unnatural force, weapon familiarity
SQ Darkvision 60 ft. (120 ft. with robe of eyes), favored elements (1st – earth, 2nd – fire, 3rd – water, 4th – air), favored para-elements (1st – magma, 2nd – ooze), perceive elemental, plane shift, speak with elementals, stability, stonecunning, strain resistance 12, +2 to Fortitude checks to avoid taking non-lethal strain damage when casting elementalist spells
Feats Craft Extraordinary Item, Craft Wondrous Item, Create Portal 3, Delay Spell 4, Improved Initiative B, Maximize Spell, Scribe Roll, Skill Focus (Spellcraft), Spell Focus (earth), Spell Focus (fire), Spellcasting Prodigy 3.
Skills Appraise +4 (+6 related to alchemy, gemcutting, and trapmaking and stone or metal items), Craft (alchemy) +12, Craft (gemcutting) +12, Craft (trapmaking) +12 (+14 related to stone or metal traps), Disable Device +10, Gather Information +1, Heal +10, Hide +4, Knowledge (arcana) +14, Knowledge (architecture and engineering) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (the elements) +14, Knowledge (the planes) +14, Listen +8, Profession (herbalist) +12, Profession (siege engineer) +8, Search +15 (+17 involving secret doors and similar compartments), Smell +6, Spellcraft +19, Spot +18, Stamina +18, Survival +6 (+8 when on other planes), Taste +6, Use Rope +4.
Possessions +4 quarterstaff, ring of protection +5, ring of regeneration, robe of eyes
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Command Elemental (Su): Helm may attempt to rebuke or command elementals of any of his favored types within 60 feet. This can be done once per day and functions just like a cleric’s ability to rebuke or command undead. If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed Charisma checks to control the creature from round to round.
Dismiss Elemental (Su): Once per day, Helm may attempt to dismiss elementals of a favored type within 60 ft., sending it back to its home plane. Each target must make a Will save (DC 16) or return to its home plane. This ability will affect up to 2 HD of elemental creatures per class level of the elementalist, no two of which are more than 20 feet from each other. This ability is a standard action. It does not provoke attacks of opportunity. There is no saving throw.
Persuade Elemental (Ex): Helm can attempt to persuade elementals not to attack, to allow him passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. Helm gains a bonus to Diplomacy rolls on creatures of the elemental type equal to twice his favored element bonus for that element.
Unnatural Force (Su): Helm may radiate energies inimical to elementals, attempting to turn them at his caster level. This ability functions just like turning undead except that it is para-elemental energy being channeled and it affects all elementals rather than undead. This is a standard action.
Perceive Elemental (Su): Helm can discriminate between elementals and the surrounding element. For example, he can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain concealment from their element against Helm who favors that element, and he can perceive an elemental that is invisible due to its elemental surroundings (such as an invisible stalker). Note that an elemental creature can still hide from Helm normally.
Plane Shift (Sp): Helm may plane shift to a favored elemental plane (as per a plane shift spell) or back to his home plane, but only from a favored plane. The ability functions just as the spell, except it hasn’t any components.
Speak With Elementals (Sp): Helm can communicate with creatures with the elemental type or with genies of any of his favored elements. This power can be activated once per day for up to 1 minute/level.
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1 A class or prestige class from the “New_Modified Classes” document for World of Kulan.
2 See the “Elementalist Spell List” for World of Kulan for details on which spells are from which sourcebooks.
3 From the Forgotten Realms Campaign Setting.
4 From D&D Complete Arcane.
 
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Knightfall

World of Kulan DM
LAUHREN STORMWINDEN
Lady Mage of Deepwater​
Lauhren Stormwinden (CR 20)
Lauhren is the consort of Kharkos Arren (although, they aren't officially married) and one of the most well known citizens of the City of Deepwater. She isn't a native of the city but has lived in The Shining City for so long that she considers Deepwater her home. While many of the city's highborn consider her a bit of rebel the general populace of the city love her, especially the common layperson.

Lauhren is an ex-adventurer with ties to many groups throughout the West and the Far South. She has traveled the continent extensively and there is little that she hasn't seen or heard. She tends to act first and think second, which complements the Lord Mage's more thoughtful mind. They see each other as two sides of the same coin rather than direct opposites. However, her and Kharkos relationship is often stormy.

During her youth, Lauhren was beyond wild and her behavior often got her into trouble. She suffered a metal collapse after being subjugated by an evil force for many years and it was only through the intervention of the Lord Mage that she regained her sanity. Still, the experience left her morose for several years and she retreated from society during that time.

It is rumored that Lauhren has several sisters living in other places throughout the Lands of Harqual but the truth of these rumors is unknown. There are “Stormwindens” living in other areas of along the Chara Coast and on the Storm Peninsula but these people are not her close relatives. Amy of them are her kin, but they appear to be distant third-cousins, at best. However, that hasn't stopped many of them from trying to petition the Lady Mage of Deepwater for a hereditary consul.

So far, she has ignored these requests.

The only known relatives she has is her and Kharkos son, Frath, and a young woman living in the City-state of Hellekan named Franciska Uhaan [CG female human, Clr4 (Apollo)/Sor4]. Franny, as Lauhren loving calls her, is the Lady Mage's older, second-cousin.

hp 118 (4d8+12 plus 16d4+48)
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Female human ranger 4 / sorcerer 4 / wizard 12
CN Medium humanoid (human)
Init +10; Senses Darkvision 120 ft. [robe of eyes], see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +5, Smell +5, Spot +21, Taste +5
Languages Anorian, Charan, Common, Elven, Taal.
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AC 21 (+5 Dex, +6 armor), touch 15, flat-footed 16
Resist acid 5; SR 21 [mantle of major resistance]
Fort +17, Ref +19, Will +23
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Speed 30 feet (6 squares); freedom of movement [ring]
Melee Morgan's staff +14 (1d6+2 plus thundering on critical/x2) or
Melee Morgan's staff +12/+7 (1d6+2 plus thundering on critical/x2) and Morgan's staff +12 (1d6+1 plus 1d6 electricity/x2) or
Melee Rod of Alertness +14 (1d6+2/x2) or
Melee Rod of Alertness +14/+9 (1d6+2/x2) or
Melee Touch +13 (by spell) or
Ranged Touch +17 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +13
Atk Options Favored enemy (+2 bonus on weapon damage rolls against monstrous humanoids)
Special Actions Wild empathy (+7 to check to improve the attitude of an animal)
Combat Gear Potion of cat's grace, potion of cure critical wounds (x2), potion of invisibility
Ranger Spells Prepared (CL 2nd; save DC = 15 + spell level)
1st (2/day) — charm animal, resist energy
Sorcerer Spells Known (6/6/3 per day; CL 4th; save DC = 13 + spell level)
2nd (4/day) — spider climb
1st (7/day) — disguise self, magic missile, shield
0th (6/day) — arcane mark, detect poison, light, message, prestidigitation, read magic
Wizard Spells Prepared (CL 12th; save DC = 14 + spell level)
6th (2/day) — greater heroism, true seeing
5th (3/day) — feeblemind, seeming, telekinesis
4th (4/day) — backlash 1, lesser globe of invulnerability, polymorph, stoneskin
3rd (5/day) — fireball, fly, haste, resonating bolt 1, tongues
2nd (5/day) — detect thoughts, eagle's splendor, ectoplasmic feedback 1, fox's cunning, spider climb
1st (5/day) — feather fall, forcewave 1, low-light vision 1, magic missile, unseen servant
0th (4/day) — arcane mark, mage hand, message, prestidigitation
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Abilities Str 13 (+1), Dex 16 (+3) (20 [+5] with gloves of Dexterity +4), Con 16 (+3), Int 18 (+4), Wis 20 (+5), Cha 17 (+3)
SA Combat style (two-weapon combat), favored enemy (monstrous humanoids)
SQ Animal companion (owl), summon familiar, wild empathy
Feats Brew Potion, Combat Casting, Combat Expertise, Craft Cane, Craft Extraordinary Item, Craft Lesser Magic Arms and Armor, Craft Virge, [Endurance], Improved Counterspell, Improved Initiative B, Quicken Spell, [Scribe Roll], [Track], [Two-Weapon Fighting]
Skills Bluff +9, Concentration +17, Diplomacy +7, Disguise +3 (+5 to act), Gather Information +7, Heal +11, Hide +9, Intimidate +8, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +20, Knowledge (religion) +18, Listen +5, Move Silently +9, Perform (singing) +5, Ride +9, Search +20, Sense Motive +8, Smell +5, Spellcraft +20, Spot +21, Survival +11 (+13 to keep from getting lost/avoid a hazard, in aboveground natural environments, or when following tracks), Swim +7, Taste +5
Possessions Anklets of armor +6 (as per bracers of armor +6; D&D DMG v.3.5, pg. 250), belt of many pockets 2, gloves of Dexterity +4, mantle of major resistance *, Morgan's staff (30 charges) 3, ring of animal friendship (not usually worn), ring of freedom of movement, ring of shooting stars, rod of alertness, robe of eyes, virge of hold person (15 charges), virge of magic missiles (15 charges), virge of summon monster III (15 charges). *This cloak acts as a mantle of spell resistance and a cloak of resistance +5, and it gives Lauhren acid resistance 5.
Spellbook Lauhren knows many worthwhile spells and a few spells of particular use to her. She knows most of the wizard/sorcerer spells in the D&D Player's Handbook v.3.5 and D&D Spell Compendium as well as the following spells from Forgotten Realms City of Splendors: Waterdeep: Jhanifer's deliquescence, jumpgout, Laeral's silver lance, Palarandusk's fire breath, steelsting.
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1 From D&D Spell Compendium.
2 From D&D Complete Arcane.
3 From Forgotten Realms City of Splendors: Waterdeep.
 
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Knightfall

World of Kulan DM
My verison of the Paladinson!

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PIATRAN PERHKES
The Open Lord of Deepwater

Piatran Perhkes (CR 12)
The Open Lord of Deepwater is known to be fair and thoughtful; although, many people consider him thick-headed and a little dull-witted. Those that make this mistake often regret it later, for while Piatran might not be as intelligent as, say, Kharkos Arren, he is not stupid. Plus, he relates well to the common folk of the city-state.

Still, he must deal with the powerful noble families of Deepwater every day, and he handles the responsibilities better than most others would. He has a knack for diplomacy that often comes in handy when settling mercantile disputes or marriage contracts, which he often agrees to witness.

Piatran is a strong believer in law, but he also believes in justice and protecting good-hearted people. He has stood on the city's walls defending the city-state alongside its soldiers throughout his fifty plus years. He even stood with them when several small bands of tabaxi from the Storm Peninsula infiltrated Deepwater during the Year of the Return.

He can still swing a sword as well as he can mediate a dispute, so those who wish to make a name for themselves in Deepwater should tread carefully.

hp 90 (12d10+24)
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Male human paladin 9 / shining blade (Dike) 3 1
LG Medium humanoid (human)
Init +5; Senses Listen +3, Smell +3, Spot +3, Taste +3
Auras Aura of courage, aura of good [strong]
Languages Common, Taal.
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AC 23 (+1 Dex, +8 armor, +2 shield, +2 deflection), touch 13, flat-footed 22
Immune Disease, fear, poison [lords' ring]
Fort +16, Ref +10, Will +14
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Speed 30 feet (6 squares)
Melee +3 longsword +18 (1d8+6/19-20/x2) or
Melee +3 longsword +18/+13 (1d8+6/19-20/x2) or
Melee +3 longsword +18 (1d8+6 plus 1d6 electricity/19-20/x2) w/ shock blade or
Melee +3 longsword +18/+13 (1d8+6 plus 1d6 electricity/19-20/x2) w/ shock blade
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options Shock blade 3/day, smite evil 2/day
Special Actions Lay on hands (27 points), turn undead 6/day
Combat Gear Potion of cat's grace, potion cure critical wounds (x2), potion of eagle's splendor
Paladin Spells Prepared (CL 8th; save DC = 13 + spell level)
2nd (1/day) – zone of truth
1st (2/day) – bless weapon, protection from evil
Restrictions Associates, code of conduct
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Abilities Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
SA Shock blade, smite evil, turn undead (+2 to checks)
SQ Associates, code of conduct, detect evil, divine grace, divine health, lay on hands, remove disease, special mount
Feats Blind-Fight, Combat Casting, Improved Initiative B, Practiced Spellcaster 1, Sacred Healing 1, Skill Focus (Diplomacy)
Skills Concentration +7, Diplomacy +20, Heal +13, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility and royalty) +6, Knowledge (religion) +6, Knowledge (the undead) +7, Listen +3, Sense Motive +4, Smell +3, Spellcraft +5, Spot +3, Taste +3
Possessions +3 breastplate, +3 longsword, lords' amulet 2, cloak of resistance +2, lords' ring 2, masterwork large steel shield, ring of protection +2.
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Shock Blade (Su) Three times per day, as a standard action, Piatran can cause a slashing or piercing weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enchanted this way for 6 rounds, but only so long as Piatran is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.
Smite Evil (Su) Twice per day, Piatran may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+3) to his attack roll and deals 9 extra points of damage on a successful hit. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up in the attempt.
Turn Undead (Su) Six times per day, Piatran has the ability to turn undead as a 6th-level cleric. (See Turn or Rebuke Undead, D&D PHB v.3.5, pg. 159.)
Associates While he may adventure with characters of any good or neutral alignment, Piatran will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. Piatran may accept only henchmen, followers, or cohorts who are lawful good.
Aura of Courage (Su) Piatran is immune to fear (magical and otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Aura of Good (Ex) The power of Piatran's aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity.
Code of Conduct Piatran must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, Piatran's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Detect Evil (Sp) Piatran can use detect evil, as the spell.
Divine Grace (Su) Piatran has a +3 bonus on all saving throws.
Divine Health (Ex) Piatran is immune to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Lay on Hands (Su) Piatran can heal wounds (his own or those of others) by touch. Each day he can heal 27 hit points of damage. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action.
Remove Disease (Sp) Piatran can produce a remove disease effect, as the spell, twice per week.
Special Mount (Sp) Once per day, as a full-round action, Piatran may magically call his mount (a heavy warhorse) from the celestial realms in which it resides. The mount immediately appears adjacent to Piatran and remains for 18 hours; it may be dismissed at any time as a free action. See pg. 44 and 45 of the D&D Player's Handbook v.3.5 for more details on a paladin's special mount.
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1 D&D Complete Divine
2 Forgotten Realms City of Splendors: Waterdeep
 
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Knightfall

World of Kulan DM
HEWARD TALLINSON
The Sorcerer

Heward Tallinson (CR 25)
The man known as The Sorcerer is one of the most powerful arcanists in the Lands of Harqual. He is the Regent of External Concerns for the College of Wizardry and an ex-adventurer who has traveled the world and beyond. He's been a sailor on both airships and spelljammers. He's been a soldier and fought in the Second Ogre War.

Heward survived the Purge in the Kingdom of Thallin by the King Varath and Nether's Deathtide. He helped Japheth Arcane, the Chancellor of the Arcane Order, and the other Regents of the College of Wizardry magically move Mathghamhna from Thallin to the isolated island it nows stands on near the center of Lake Qualitian.

Heward was pivotal in helping strengthen the magical wards protecting the Kingdom of the Silver Leaves in the Year of the Return (749 N.C.) after the Knotwood was corrupted. He has always been a friend to the elves of the Great Forest and continues to work with adventuring groups to battle the blood elves and demons now infesting the Knotwood.

Heward's age has always been a matter of conjecture and rumor. Some believe that he is hundreds of years older than he appears. Others believe that he actually immortal and a great deal more powerful than he lets on. There may be some truth behind this rumor as many historical documents make reference to a powerful arcanist named Heward who lived and fought in the West during and before the time of the First Ogre War.

Other, more outrageous, claims say that he is the son of the Interloper God of the same name or that he an immortal avatar of The Bard. Heward just laughs when questioned about the matter.

hp 114 (25d4+50)
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Male human sorcerer 5 / wizard 5 / ultimate magus 10 1 / archmage 5 2
LN Medium humanoid (human)
Init +3; Senses Listen +5, Smell +3, Spot +5, Taste +3
Languages Common, Denila, Draconic, Dwarven, Elven, Giant, Nagpa, Suar
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AC 27 (+3 Dex, +4 natural, +5 armor, +4 deflection, +1 insight), touch 18, flat-footed 24
Resist Cold 10 [minor ring of cold resistance], Fire 10; SR 18 [robe of the archmagi]
Fort +11, Ref +13, Will +21
Epic Save Bonus +2 [included above]
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Speed 30 feet (6 squares)
Melee +3 adamantine dagger +15 (1d4+3/19-20/x2) or
Melee Touch +12 (by spell) or
Ranged Touch +15 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +12
Epic Atk Bonus +3
Atk Options Arcane reach
Special Actions Master of counterspelling
Combat Gear Potion of bear's endurance, potion of bull's strength, potion of cat's grace, elixir of fire breath
Sorcerer Spells Known (CL 18th; save DC = 16 + spell level; save DC = 17 + spell level for all Conjuration and Evocation spells)
8th (2/day) — greater shout
7th (4/day) — Bigby's grasping hand, phase door
6th (6/day) — chain lightning, globe of invulnerability, summon monster VI
5th (6/day) — ball lightning 3, cone of cold, greater blink 3, overland flight, teleport
4th (7/day) — dimension door, dispelling screen 3, enervation, metal melt 3, wall of fire
3rd (7/day) — bands of steel 3, caustic smoke 1, chain missile 3, lightning bolt, phantom steed
2nd (8/day) — bull's strength, gust of wind, Melf's acid arrow, scorch 3, swift fly 3, whispering wind
1st (8/day) — benign transposition 3, cause fear, endure elements, lesser orb of electricity 3, magic missile, shield
0th (6/day) — arcane mark, acid splash, caltrops 3, electric jolt 3, mage hand, prestidigitation, ray of frost, sonic snap 3, touch of fatigue
Wizard Spells Prepared (CL 18th; save DC = 17 + spell level; save DC = 18 + spell level for all Conjuration and Evocation spells)
8th (2/day) — deadly lahar 1, polar ray
7th (3/day) — banishment, Maximized orb of sound 3, plane shift
6th (4/day) — analyze dweomer, disintegrate, familiar refuge 1, planar binding
5th (4/day) — break enchantment, channeled sonic blast 1, dimension jumper 1, telekinesis
4th (5/day) — dimensional anchor, greater invisibility, incendiary surge 1, orb of electricity 3, Transdimensional fireball
3rd (6/day) — anticipate teleportation 3, deep slumber, hailstones 3, haste, sleet storm, Transdimensional fireburst 3
2nd (6/day) — detect thoughts, entice gift 3, incendiary slime 1, invisibility, resist energy, scare
1st (6/day) — disguise self, feather fall, hold portal, jet of steam 1, scatterspray 3, unseen servant
0th (4/day) — detect magic, disrupt undead, read magic, open/close
Spell-like Abilities (CL 18th)
2/day — Maximized sound lance 3
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Abilities Str 11 (+0), Dex 12 (+1) [16 (+3) with gloves of Dexterity +4], Con 14 (+2), Int 20 (+5) [24 (+7) with headband of intellect +4], Wis 16 (+3), Cha 20 (+5) [22 (+6) with pink and green sphere ioun stone]
SA High arcana (arcane reach, master of counterspelling, mastery of elements, spell power, spell-like ability)
SQ +2 to caster level checks to overcome spell resistance, arcane spell power, augmented casting, expanded spell knowledge, familiar (snake)
Feats Alertness [dark blue rhomboid ioun stone] B, Brew Potion, Cooperative Spell 4, Craft Cane, Craft Extraordinary Item, Craft Staff, Craft Wondrous Item, Maximize Spell, [Scribe Roll], Scribe Scroll, Skill Focus (Spellcraft) B, Spell Focus (conjuration), Spell Focus (evocation), Transdimensional Spell 4
Epic Feats Energy Resistance (Fire)
Skills Bluff +16 [+19 with snake familiar], Concentration +25, Craft (alchemy) +25, Craft (bookbinding) +22, Decipher Script +24, Diplomacy +20, Disguise +6 (+8 to act), Forgery +9, Gather Information +8, Intimidate +8, Knowledge (arcana) +26, Knowledge (history) +20, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nobility and royalty) +20, Knowledge (ships and shipping) +20, Knowledge (the planes) +20, Knowledge (war) +20, Listen +5, Profession (sailor) +12, Profession (scribe) +12, Profession (soldier) +15, Search +17, Smell +3, Spellcraft +35 (+37 to decipher spells on rolls/scrolls), Spot +5, Survival +3 (see below) *, Taste +3, Use Magic Device +16 (+20 involving rolls/scrolls)
*Heward gains a +2 synergy bonus on the following Survival checks: to keep from getting lost or for avoiding hazards; in aboveground natural environments; when on other planes; when following tracks.
Possessions +3 adamantine dagger, amulet of natural armor +4, boots of teleportation, cane of thunder and lightning (Moderate evocation; CL 8th; great thunderclap, lightning bolt, thunderhead; Price TBD) (15 charges), gloves of Dexterity +4, headband of intellect +4, ioun stones (dark blue rhomboid, dusty rose prism, pink and green sphere) minor ring of cold resistance, ring of protection +4, robe of the archmagi, staff of transmutation (30 charges)
Spellbooks Heward's knowledge of magic is quite substantial even though he doesn't know the highest order of arcane spells. His library of spellbooks includes all 1st through 8th-level Conjuration and Evocation spells from the D&D Player's Handbook v.3.5 and D&D Spell Compendium as well as many additional spells from the following sources: D&D Complete Mage, D&D Dragon Magic, and D&D Player's Handbook II. His extensive travels has also exposed him to magic from other continents and worlds, which means he knows several of the unique spells from Ancient Kingdoms: Mesopotamia, D&D Oriental Adventures, Gary Gygax's Necropolis, Relics & Rituals: Excalibur, The Complete Book of Eldritch Might, and the Spells 3.5 document for World of Kulan.
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Arcane Reach (Su) Heward can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack.
Arcane Spell Power (Ex) Heward's caster level for all arcane spells is increased by 4.
Augmented Casting (Su) Heward can choose to sacrifice a spell or slot from one of his classes to apply the effect of a metamagic feat that he knows to a spell cast using another arcane class. The sacrificed spell or slot is lost (just as if he cast the spell) in addition to the spell he is actually casting. See pg. 78 of D&D Complete Mage for more details on this class ability.
Expanded Spell Knowledge (Ex) Heward has added the following spells selected from his spellbook to the list of arcane spells known for his sorcerer class: lesser orb of electricity (1st), scorch (2nd), bands of steel (3rd), dispelling screen (4th), and greater blink (5th).
Mastery of Counterspelling When Heward counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Elements Heward can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. Heward decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Spell Power Heward’s effective caster level is increased by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
Spell-Like Ability Heward has used one of his arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare a maximized version of sound lance as a spell-like ability, which he can use twice per day. He does not use any components when casting the spell; although, a spell that costs XP to cast still does so and a spell with a costly material component instead costs him 10 times that amount in XP.
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1 D&D Complete Mage
2 D&D Dungeon Master's Guide v.3.5
3 D&D Spell Compendium
4 D&D Complete Arcane
 
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Knightfall

World of Kulan DM
ELYINIIA THE FOULSOUL
The Betrayer, The Enigma Sorceress

Elyiniia (CR 25)
Elyiniia is mystery wrapped in an enigma. Those that have heard of her refer to her as The Foulsoul, The Betrayer, or The Enigma Sorceress. Her history and appearance is clouded in superstition and misdirection. It is believed that she was once a scion of the gray elves of Amylinyon before it was destroyed (-30 N.C.). If true then she would be 783-years-old yet she always appears to be youthful (for an elf).

Elyiniia is a member of the evil group known as The Opposition. She is one of that group's most powerful members, who are known as Overlords. It is believed that she is one of the only Overlords who has seen The Father's true appearance.

As a Opposition Overlord, Elyiniia has access to almost any sort of magical item. She prefers items that increase the effectiveness of her class abilities, especially items that duplicate necromantic effects; however, she hates to rely too much on magical trinkets. Instead, she surrounds herself with undead that she can control without too much difficulty.

hp 114 (25d4+50); DR 4/bludgeoning and magic
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Female gray elf dread necromancer 10 1 / sorcerer 10 / mindbender 5 2
CE Medium humanoid (elf)
Init +2; Senses Low-light vision; Listen +5, Smell +3, Spot +5, Taste +3
Aura Fear (5 feet; shaken on failed Will save; DC 21)
Languages Abyssal, Common, Draconic, Elven, Giant; telepathy 100 ft. with any creature that has a language
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AC 30 (+2 Dex, +5 natural, +6 armor, +2 shield, +5 deflection), touch 17, flat-footed 28; light fortification 25%
Resist Cold 20 [vest of anti-cold]; SR 21 [mantle of spell resistance]
Fort +10, Ref +10, Will +17 (+19 against Enchantment spells or effects); +2 bonus on saves made to resist sleep, stunning, paralysis, poison, or disease; +4 bonus on saves made to resist negative energy effects
Epic Save Bonus +2
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Speed 30 feet (6 squares)
Melee Staff of Vile Necromancy +18 (1d6+5 plus 1 vile/x2) or
Melee Staff of Vile Necromancy +14 (1d6+5 plus 1 vile/x2) and Staff of Vile Necromancy +10 (1d6+4 plus 1 vile/x2) or
Melee Touch +14 (by spell) or
Melee Charnel touch +14 (1d8+2/x2) or
Ranged Touch +15 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +14
Epic Atk Bonus +3
Atk Options Charnel touch, negative energy burst 2/day (Will save [DC 21]), scabrous touch 1/day (Will save [DC 21])
Special Actions Eternal charm 1/day (Will save [DC 20]), mindread 2/day (Will save [DC 18]), push the weak mind 2/day (Will save [DC 19]), rebuke undead 9/day
Combat Gear Elixir of magic jar, elixir of polymorph, potion of cat's grace, potion of cure critical wounds (x2), potion of eagle's splendor
Dread Necromancer Spells Known (CL 12th; save DC = 16 + spell level; save DC = 17 + spell level for all Enchantment and Necromancy spells)
6th (4/day) — acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, waves of exhaustion
5th (6/day) — blight, cloudkill, fire in the blood 1, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood 1, slay living, summon undead V 1, undeath to death, unhallow, waves of fatigue
4th (7/day) — animate dead, bestow curse, burning blood 3, contagion, death ward, dispel magic, enervation, Evard's black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV 1
3rd (7/day) — crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III 1, vampiric touch
2nd (8/day) — blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul glyph 3, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II 1
1st (8/day) — bane, bestow wound 1, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I 1, undetectable alignment
Sorcerer Spells Known (CL 11th; save DC 16 + spell level; save DC = 17 + spell level for all Enchantment and Necromancy spells)
5th (5/day) — ball lightning 3, dominate person
4th (7/day) — charm monster, greater rebuke 3, shout
3rd (7/day) — fireball, hold person, mesmerizing gaze 3, suggestion
2nd (8/day) — daze monster, entice gift 3, ray of stupidity 3, rebuke 3, shatter
1st (8/day) — charm person, distract 3, incite 3, inhibit 3, magic missile
0th (6/day) — daze, disrupt undead, electric jolt 3, ghost sound, ray of frost, read magic, silent portal 3, sonic snap 3, touch of fatigue
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Abilities Str 12 (+1), Dex 15 (+2), Con 14 (+2), Int 18 (+4), Wis 17 (+3), Cha 22 (+6)
SA Charnel touch 1, eternal charm (1) 2, fear aura 1, mindread 2, negative energy burst 1, push the weak mind 2, rebuke undead (+2 to checks), scabrous touch 1
SQ Advanced learning (burning blood, ghoul glyph) 1, elven traits, lich body 1, mental bastion 1, negative energy resistance 1, skill boost 2, summon familiar, undead mastery 1
Feats Brew Potion B, Craft Cane, Craft Staff, Craft Extraordinary Item, Craft Wondrous Item, Martial Weapon Proficiency (longbow) B, Martial Weapon Proficiency (longsword) B, Martial Weapon Proficiency (rapier) B, Martial Weapon Proficiency (longbow) B, Quicken Spell, Spell Focus (Enchantment), Spell Focus (Necromancy), Still Spell
Epic Feat Additional Magic Item Space (ring)
Skills Bluff +34, Concentration +27, Diplomacy +22, Disguise +19 (+21 to act), Hide +15, Intimidate +28, Knowledge (arcana) +29, Knowledge (history) +11, Knowledge (the undead) +11, Listen +5, Search +6, Sense Motive +15, Smell +3, Spot +5, Spellcraft +31, Taste +3
Possessions Amulet of natural armor +5, bracers of armor +6, Elyiniia's ring (see below), hat of disguise, mantle of spell resistance, ring of counterspells (dominate person), ring of protection +5, staff of vile necromancy (as per staff of necromancy plus +4 weapon bonus with Vile special quality [BoVD, pg. 112]) (30 charges), vest of anti-cold (as per major ring of cold resistance)
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Elyiniia's Ring This special ring was crafted specifically for Elyiniia by an evil archmage who was in love with her. She poisoned him after he gave it to her. The ring is equivalent to a ring of force shield combined with a ring of spell storing. It also has the following additional abilities –– once per month (within a 24 hour period), Elyiniia can use the ring as if it was a lesser empower metamagic rod; once per week, Elyiniia can use the ring as if it was a major circlet of blasting; Elyiniia can use each of the following spells as a spell-like ability once per day: clone, contingency, haste, lesser geas, teleport; Elyiniia gains Brew Potion as a bonus feat while wearing this ring.
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1 D&D Heroes of Horror
2 D&D Complete Arcane
3 D&D Spell Compendium
 
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Knightfall

World of Kulan DM
Okay, I wrote this for my Distilled Prose night class. It's based on the Ruphus Laro vackground NPC from the Shackled City Adventure Path. My version of Ruphus is a lot different than the official one from DUNGEON Magazine.

I've modified this version (slightly) to incorporate it more into my Lands of Harqual campaign.
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The doors opened and a young soldier entered the room from the vestibule.

“Master Ruphus, they are ready to leave.”

The young priest of the Bast the Protector did not move a muscle as he knelt before the statue of his goddess.

“I will be there shortly,” Ruphus replied.

The young soldier left the priest to finish his prayers closing the door quietly behind him.

Ruphus of Cauldron went over the events of the past few months in his mind. The journey from his homeland had been arduous and long. He had been relieved to see the looming gates of the city of Tallawan appear over the horizon. The relief soon turned into sorrow as he passed through the gates of the city and saw the conditions in the city.

The citizens of the city were a beaten down people living in abject fear of a race of catfolk that were more like beasts then men. The people shirked from the streets as he and his escorts walked through the city towards the temple dedicated to the Protector. The city was on the verge of collapse. Hundreds of buildings laid in ruins from a dozen assaults by the tabaxi.

It had taken Ruphus over three weeks to gain any sort of trust from the city's populace. Hours of ministering to the sick and wounded had helped but his skirmish with the tabaxi outside the city had been the real turning point. He had been asked to help treat an outbreak in one of the nearby villages.

The tabaxi had come out of nowhere.

The battle had been quick and brutal. The catfolk wore savage headdresses and wielded wicked weapons with jagged edges. They showed no mercy attacking both soldiers and villagers alike. Ruphus had balked when he first saw their catlike forms -- with long, sharp claws and teeth.

Ruphus had looked into their faces and couldn't help but see the face of the Protector but twisted into a horrid form. One of the catfolk had jumped him and only the instinct to protect his life had saved him. He had skewed the tabaxi warrior with his sword but not before it had clawed away half his face including his left eye.

Ruphus let out a breath of sorrow as he opened his good eye and looked up into the catlike visage of Bast the Protector. The attack on the village had occurred over two weeks ago. He still wore the scars of the tabaxi's claws across his face. He had underestimated the creature's ferocity. It was a mistake he would not make again.

“Now I understand why you chose me to make this journey, goddess. I have always doubted my own ferocity. I have always felt out of place at home. Here, I have found my purpose. I'm Ruphus Laro, battle priest of Bast.”

Ruphus stood donning his helmet. He walked from the temple to join the soldiers going to war.
 

Knightfall

World of Kulan DM
ANNAH BREDLEDER
Lady of House Taskerhill​
Annah Bredleder (CR 13)
Annah grew up the privileged daughter of a ruthless, uncaring nobleman. Her father, Ankhin Taskerhill, had little time for her or her mother after Annah was born. From an early age, she felt that it was her right to lead others whether or not they be commoners or nobles. She used her remarkable gift with words and her exotic good looks to gather together a group of young Cauldronite socialites into her inner circle. Out of this circle of admirers she formed an adventuring group known as The Stormblades, which included Cora Lathenmire, Todd Vanderboren, and Zachary Aslaxin II (see below).

The Stormblades soon became known as Cauldron City's most well known adventuring group due to Annah's persuasiveness. Her song's of Stormblade glory brought prestige to the young nobles and their families. Other adventuring groups known throughout the Dominion of Cauldron never had as notable a standing as The Stormblades — that is, until the founding of the Order of the Silver Hand in 750 N.C. The Order was everything that The Stormblades were not and the two groups soon became rivals, at least in the minds of The Stormblades.

Annah took an instant dislike to the members of the Order since they were commoners and did everything she could to discourage the other Stormblades from associating with them. She even went so far as to offer membership to an old traveling companion and rival of Toryn Stonecutter, a foppish and cruel swashbuckler from the Kingdom of Stonn named Ionesco Valdeshar. Valdeshar was of noble birth and he fit right in with the other Stormblades but Annah soon came to resent him for his twisted sense of honor.

That resentment turned to hate after the group forced her to step down as leader of The Stormblades. It had been her decision to take on a mission that lead the Stormblades to be trapped on the Abyssal layer known as Occipitus. While struggling to survive there, the other members of the group voted her out as leader and chose Ionesco to replace her. Her anger towards the swashbuckler nearly got them killed and if the Order of the Silver Hand hadn't come to their rescue the young nobles would have perished as they were betrayed by young Vanderboren who is now the new demon lord of Occipitus.

The Stormblades, as a group, dissolved shortly thereafter.

Annah did not take her failures well and her time in the Abyss left her scarred and near catatonic. She fell into a deep depression and refused to leave her family's home. She spent the next few months wandering around the halls of the Taskerhill Estate outside the city wailing sad dirges. Her father, unable to stand her moods any longer, had her sent away to an insane asylum in the City of Shaule just before the Cagewright crisis in the Dominion of Cauldron nearly destroyed the capital city. She spent over a year in Shaule, nearly forgotten by her family.

After her father's death, Annah inherited the rulership of House Taskerhill but was in no condition to run it. Her grandfather, Jacob Taskerhill, took control of the mercantile house and took control of the care of his granddaughter. He moved her to a local hospice outside of Shaule where she was cared for by a upper-middle class family known as The Bredleders. It was here that Annah found the strength to heal her mind and her heart. She met and fell in love with Timur Bredleder, a young ranger of Ehlonna. The two were married soon after and the couple moved to the Dominion of Cauldron in 755 N.C. They have a one-year-old daughter named Hannah.

Annah and Timur now control the holdings of House Taskerhill. Annah takes care of the business matters while her husband has joined the Wardens of Cauldron and works under the direct supervision of Karr'Toomba, a member of the Order of the Silver Hand. Annah has let go of the hate she had for the Order and even sworn an oath of fealty to Hezekiah Grofus, the new Lord Mayor of Cauldron and another member of the Order. The former Stormblade doesn't adventure anymore and considers that part of her life over. She will protect her family, community, and country if called on to do battle.

Annah's one vice is her and her husbands very “open” relationship. They both have additional lovers but they are always discrete.

hp 60 (6d8+6 plus 7d6+7 plus 1d10+1)
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Female human aristocrat 6 / bard 7 / fighter 1
NG Medium humanoid (human)
Init +2; Senses Listen +5, Smell +7, Spot +5, Taste +7
Languages Common, Draconic, Dwarven, Elven, Halfling, Kuo-Toan
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AC 20 (+2 Dex, +6 armor, +2 deflection), touch 14, flat-footed 18
Immune All harmful vapors and gases (i.e. cloudkill, inhaled poisons, etc.)
Fort +7, Ref +9, Will +10
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Speed 30 feet (6 squares)
Melee +2 rapier +15 (1d6+1/18-20/x2) or
Ranged +1 light crossbow +14 (1d8+1/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +9
Atk Options None
Special Actions Bardic music
Combat Gear Acorns of heaven 1, potion of cure light wounds
Bard Spells Known (CL 7th; DC = 15 + spell level)
3rd (1/day) — blink, invisibility sphere
2nd (3/day) — analyze ancestry 1, eagle’s splendor, enthrall, invisibility
1st (4/day) — block the seed 1, charm person, cure light wounds, expeditious retreat
0th (3/day) — dancing lights, detect magic, light, mage hand, mending, read magic
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Abilities Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 15 (+2), Wis 10 (+0), Cha 17 (+3)
SA Bardic music, countersong, fascinate, suggestion, spells
SQ Bardic knowledge, inspire competence, inspire courage +1
Feats Combat Reflexes, Exotic Weapon Proficiency (whip), Limber 1, Weapon Finesse B, Weapon Focus (light crossbow), Weapon Focus (rapier)
Skills Appraise +7 (+9 involving perfumes), Bluff +12, Charioteering +4, Climb +4, Concentration +6, Decipher Script +7, Diplomacy +16, Disguise +3 (+5 to act), Forgery +8, Gather Information +12, Handle Animal +8, Hide +7, Intimidate +12, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +12, Knowledge (nobility and royalty) +12, Listen +5, Move Silently +7, Perform (sing) +13, Ride +4, Search +2 (+4 involving looting), Sense Motive +7, Smell +7, Speak Language (x3), Spot +5, Survival +5, Taste +7
Possessions +1 light crossbow, +2 mithral shirt, +2 rapier, cloak of Charisma +2, crossbow bolts (20), necklace of adaptation, merchant's scale, noble's outfit, ring of feather falling, ring of protection +2, signet ring.
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1 Book of Erotic Fantasy
 
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Knightfall

World of Kulan DM
ZACHARY ASLAXIN II
High Priest of the Temple of Lordly Might​
Zachary Aslaxin II (CR 15)
Zachary Aslaxin II is tall and ruggedly handsome with a well-trimmed beard and curly dark brown hair. He was probably the most levelheaded member of the Stormblades – perhaps because of his faith in Kord. He finally embraced the teachings of his deity after being stuck on Occipitus. That experience changed his outlook on life. He saw evil up close and personal and it made him resolute to return to Cauldron City and “truly” join the ranks of the Warriors of Kord.

Zachary had noticed a change in Todd Vanderboren, but he had never guessed that his “friend” had become a wererat. Zachary had always known that Todd has a wicked soul, but he had always hoped he could have change him. Therefore, he'd been horrified by Todd’s wererat form when the former Stormblade revealed it in order to kill Cora Lathenmire. Since Todd's betrayal of the Stormblades on Occipitus, Zachary has made it his personal mission to hunt down the new demon lord.

After his return from the Abyss, Zachary became one of the favored members of the Temple of Lordly Might, which was mainly due to his association with the Order of the Silver Hand. He advanced through the ranks quickly and was set to become the third highest-ranking member of the church (behind Omar Tiskinsen) when the forces of Anoria and Flamerule invaded the Dominion of Cauldron. Unfortunately, Zachary was one of the first Cauldronites to be dominated by the duergar known as “Grey Shadow.”

The gray dwarf had gotten lucky, as one of his arcanist minions had managed to successfully cast bestow curse on Zachary just before Grey Shadow manifested psionic dominate. Zachary managed to break free from the duergar’s control several times, but the evil wilder and his allies always managed to keep control over the Priest of Kord due to the bestow curse spell as well as the slave ring that Grey Shadow had forced Zachary to wear.

Grey Shadow had forced Zachary to lead his own father to the gallows where the gray dwarf's executioner killed the nobleman. The young priest of Kord nearly lost hope after that. He would have remained Grey Shadow's thrall if the Order hadn't returned to Cauldron City and freed its people from the machinations of the devil worshipers of Flamerule. Still, it took Zachary almost a year to forgive himself for his father's death and for being forced to betray his own temple.

He had been content to retire from public life and try to bury his past but Lord Mayor Hezekiah Grofus insisted that he lead the reconstructed Temple of Lordly Might. Zachary lead the Kordites into battle alongside the Order of the Silver Hand and the Disciples of the Bloodsun against the armies of Flamerule. The young priest found redemption for his soul during that war.

Zachary, as the High Priest of Kord in Cauldron, keeps a close association with his sister, Jendy Aslaxin, who became the new Mistress of the Temple of the Cat after Mistress Jenya died in the war. He also considers the members of the Order to be his closest friends even though the feeling isn't always mutual. They often see him and Annah Bredleder as ex-Stormblades first and Cauldronites second.

hp 92 (16d8+16)
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Male human aristocrat 4 / ranger 4 / cleric 8 (Kord)
CG medium humanoid (human)
Init +3; Senses Listen +5, Smell +5, Spot +5, Taste +5
Auras Chaos and good
Language Common
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AC 22 (+3 Dex, +7 armor, +2 deflection), touch 15, flat-footed 19
Resist Fire 10; SR 21
Fort +12, Ref +10, Will +16
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Speed 30 feet (6 squares)
Melee +2 bastard sword +19 (1d10+6/19-20/x2) or
Melee +2 bastard sword +17/+12 (1d10+6/19-20/x2) and mwk. kukri +15 (1d4+1/18-20/x2) or
Ranged Heavy crossbow w/mwk. silvered bolts +13 (1d10-1/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +17
Atk Options Two-weapon fighting, favored enemy vs. reptilian creatures (+2)
Special Actions Turn undead 4/day
Combat Gear Potion of cure critical wounds (x2), potion of cat's grace, potion of bear's endurance, potion of bull's strength
Cleric Spells Prepared (CL 8th; save DC = 15 + spell level)
4th (3/day) — control water, freedom of movement *, sound lance 1
3rd (5/day) — bestow curse, invisibility purge, flame of faith 1, magic vestment, protection from energy *
2nd (5/day) — aid *, align weapon, hand of divinity 1, hold person, spiritual weapon
1st (6/day) — bless, command, detect evil, entropic shield *, shield of faith, vision of glory 1
0th (6/day) — create water, guidance, light, mending, purify food and drink, read magic
* Domain spell. Domains: Luck (re-roll 1/day), Strength (feat of strength 1/day)
Restriction Cannot cast spells with the Evil or Law descriptor.
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Abilities Str 19 (+4), Dex 16 (+3), Con 12 (+1), Int 9 (-1), Wis 21 (+5), Cha 15 (+2)
SA Combat style (two-weapon fighting), favored enemy
SQ Animal companion (dog), turn undead, wild empathy
Feats Blind-Fight B, Brew Potion, Dodge, Endurance B, Combat Casting, Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (hand crossbow) B, Spell Penetration, Track B, Two-Weapon Fighting B, Weapon Focus (bastard sword)
Skills Concentration +9, Diplomacy +10, Heal +13, Intimidate +8, Knowledge (history) +5, Knowledge (nature) +7, Knowledge (nobility and royalty) +5, Knowledge (religion) +5, Listen +5, Profession (scribe) +13, Smell +5, Spot +5, Survival +11 (+13 in aboveground natural environments), Taste +5
Possessions +2 bastard sword, +2 mithral breastplate, amulet of health +2, belt of giant strength +6 (belongs to the temple), backpack, cleric’s vestments, heavy crossbow, helm of the wise man (as per a periapt of Wisdom +4), holy symbol (Kord), mantle of spell resistance, masterwork silvered bolts (20), masterwork kukri, minor ring of fire resistance, noble’s outfit, ring of protection +2.
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1 D&D Spell Compendium
 
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