[Rogue's Gallery] Paths of Legend: Paths of Madness

pneumatik

The 8th Evil Sage
Xoan the Elan

Xoan the Elan Psychic Warrior

[sblock=stats]
Xoan
Male Elan Psychic Warrior 6
Neutral
Representing Pneumatik
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 7 (-2)

Size: Medium
Age: 32
Height: 5' 6"
Weight: 157 lb
Skin: Pale
Eyes: Blue
Hair: Blonde
Total Hit Points: 57 (8+5d8+12[psionic feats + psionic body]
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]; +4-7 if (augmented; overchanneled) intertial armor is up
Touch AC: 12
Flat-footed: 10; or 16 if aug. inertial armor
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +7 = 5 [base] +2 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): +8 = 4 [base] +4 [strength]
Attack (unarmed):+8 = 4 [base] +4 [strength]
Attack (missile):+6 = 4 [base] +2 [dexterity]
Grapple check: 8 = 4 [base] +4 [strength]

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.

Languages: Common

Feats: (3 base + 3 bonus from Psychic Warrior)
Psionic Body
Psionic Talent x 4
Overchannel

Skills
Concentration Con: 11 =+2 +9

Power Points: 33 = 6 (wis) + 11 (PsiWar) + 14 (Psionic Talent x 4) + 2 (Elan)
Powers known:
Level 1:
Expansion
Vigor
Inertial Armor
Level 2:
Strength of My Enemy
Energy Adaptation, Specified
Detect Hostile Intent
[/sblock]
[sblock=background]
Xoan remembers life before Awakening, before the Touch, but it's unimportant. He used the same explanation others had used, that before it was like seeing in black and white, and after like color, but that's a lie. Not a malicious one, there's just no way to explain it to someone who isn't Touched. He could see and sense so much more now. He remembered competing to earn his awakening, and how that involved practicing body awareness. But now, Awakened, he knew himself so much better. Not simply on a crude, physical level. Now he could feel his personal energy flowing through himself. And control it. He moved it from one hand to another, to his head, to his feat. Then outside himself – to the air, to objects, to others.

Even more amazing, the One Mind had a purpose for his awakening. A task vital to It that he was assigned. It meant he had to leave the Awakened Lands. That was the first and only difficult thing he'd done Awakened – the Touch made so many things easier, trivial even.

Traveling through the closed lands wasn't hard, not in any real sense. He had been given special shoes to help him move faster and more nimbly*, and his strides ate up the leagues as he traveled south. The travel was confusing, though. Everyone in the Awakened Lands were of one purpose, working together in glorious harmony. Closed Lands were so different. It wasn't that he couldn't tell anyone what his mission was – he couldn't, but there was secrecy among the Awakened when it suited the One Mind. But he also couldn't say that he was on a mission for the One Mind, either. Though even if he had, it wouldn't have helped.

He tried lying. It was the easiest option, and less dangerous than fighting. It was also less successful than fighting. Much less, if he was to be honest. So there was plenty of fighting, too. And he was good at fighting. In fact, up until just recently he'd never really lost. Thay was organized, like the Awakened Lands. Full of magic, too. One of those was hard to beat. Both was, it turned out, impossible. And so now he was locked away with a bunch closed minds.

He'd been in worse situations though. And he was close, so close to his goal. He'd make it, of course. Success was the only option. Even if it means more lying.[/sblock]
Pre-capture equipment is just a pair of boots of striding and springing.
 

log in or register to remove this ad

Myth and Legend

First Post
Dace Bloodhoof

Chaotic Neutral Male Minotaur 6

Patron Deity: nature

EXP: ?

HP: 41.5

Racial modifiers: + 8 Strength, +4 Constitution, -4 Intelligence, -2 Charisma Large Size, +4 Natural Armor, Keen Senses +3

Strength 24 (+7)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 4 (-3)
Wisdom 14 (+2)
Charisma 6 (-2)

Size: Large
Age: 20
Height: 8' 6"
Weight: 736 lb
Eyes: Amber
Hair: Dark Brown
Skin: Tan

Appearance:

A large and very muscular Minotaur male, with only his amber coloured eyes glowing from his dark, fur-covered frame. He has the manners and appearance of a fighter about him, with the wild and ferocious appearance typical of his kind. He wears little in the ways of accessories and clothes, apart from the brass hoop he uses as a nose ring on his black snout, and the large Greataxe he wields with proficiency when needed. Dace is missing a small triangle piece from his right ear, a battle scar from one of his arena matches, and bears numerous bruises form his violent life, that lay hidden beneath his brown mane.


Total Hit Points: ?


Speed: 30 feet

Armor Class: 15 = 10 + 4 [natural] + 2 [dexterity] - 1 [large size]

Touch AC: 12
Flat-footed: 13

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 6 = = 1 [base] + 5 [constitution]
Reflex save: + 6 = 4 [base] + 2 [dexterity]
Will save: + 6 = 4 [base] + 2 [wisdom]
Attack (handheld): + 10 = 4 [base] + 7 [strength] - 1 [Large size]
Attack (missile): + 5 = 4 [base] + 2 [dexterity] - 1 [Large size]
Grapple check: + 19 = 4 [base] + 7 [strength] + 4 [Large size] + 4 [Improved Grapple feat]

Possesses Darkvision 60 feet.

Light load: 466 lb. or less
Medium load: 467-934 lb.
Heavy load: 935-1870 lb.
Lift over head: 1870 lb.
Lift off ground: 3740 lb.
Push or drag: 9350 lb.



Languages: Common, Giant


Feats:

Improved Unarmed Strike (You do not provoke attacks or opportunity from armed opponents when you attack them while unarmed.)

Improved Grapple (You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.)

Spent 6 skill points in Escape Artist (cross-class)

Appraise -4
Balance +2
Bluff -2
Climb +7
Concentration +5
Diplomacy -2
Disguise -2
Escape Artist +5 ()
Forgery -2
Gather Information -2
Heal +2
Hide -2
Intimidate -2
Jump +7 (speed 30)
Listen +5
Move Silently +2
Ride +2
Search -1
Spot +5
Sense Motive +2
Survival +2
Swim +7
Use Rope +2


Dace Bloodhoof's Equipment:


Greataraxe (large) 40 gp 24 lb
Backpack 2gp 2lb
Flint and Steel 1 gp
Bedroll 1 sp 5 lb
Blanket, winter 5 sp 3 lb
Rations x 7 3 gp 5 sp 7 lb
Waterskins x 3 3 gp 12 lb

_____
Total: 50 gp and 1 sp ; 53 lb

GP on person: 0

HP: ?


[sblock= Minotaur]


Racial Traits

Starting Ability Score Adjustments: +2 Str, + 2 Dex, -4 Int, -2 Cha.

Size: Medium. At 6th level the minotaur becomes Large and incurs the usual bonuses and penalties for being a Large size creature (-1 to attacks and AC, -4 to Hide checks, +4 on grapple checks).

Speed: Minotaur base land speed is 30 feet.

Darkvision 60’

Minotaurs are Monstrous Humanoids. This means that they are not affected by spells that affect only humanoids, such as charm person.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran

Favored Class: Barbarian

Class Skills
The minotaur’s class skills (and the key ability for each skill) are Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).


Class Features

Feats: A minotaur gains feats just as a normal character, at 1st, 3rd, and 6th HD. For the minotaur, this occurs at 1st, 4th and 8th overall character level respectively. After 8th level, the minotaur gains feats normally according to its total HD from the minotaur class and from class levels.
Ability Score Increases: As a monster class, the minotaur does not receive the normal ability score increases at every four HD, instead gaining specific increases to Strength and Constitution (and one decrease to Dexterity) over the course of 8 levels. These changes occur at the levels indicated on the table above. After 8th level, the minotaur gains ability score increases as normal for its HD and class levels.

Natural Armor: Beginning at 1st level, the minotaur has a +2 natural armor bonus to its AC. This bonus increases as indicated on the table above. The bonus listed is the total bonus at that level and does not stack with bonuses listed for previous levels.

Gore: At 1st level, the minotaur gains a natural gore attack that deals the damage indicated on the table, which increases as the minotaur gains levels. The minotaur’s gore attack is a natural weapon that deals piercing damage.

Powerful Charge: At 1st level, the minotaur can charge for increased damage, in addition to the normal benefits and penalties associated with a charge. The increased damage is dependent on the normal damage for the gore attack, as indicated below. The charge attack adds 1½ time the minotaur’s Str bonus to the damage.

Gore Damage
Charge Damage
1d4
2d6
1d6
2d8
1d8
4d6

Keen Senses: At 2nd level, the minotaur gains a +1 racial bonus to Listen, Search and Spot checks. This bonus increases to +2 at 4th level, +3 at 6th level, and +4 at 8th level.

Natural Cunning: At 2nd level, the minotaur can no longer become lost, automatically succeeding on any Survival check to avoid becoming lost in the wilderness. At 4th level, the minotaur gains the ability to track enemies, providing the minotaur with Track as a bonus feat and a +8 racial bonus to Survival checks involving the Track feat.
At 7th level, the minotaur is never caught flat-footed and gains immunity to maze spells and effects.

Scent: At 4th level, the minotaur gains the Scent special quality, with a range of 10 ft. The range increases to 20 ft. at 6th level and 30 ft. at 8th level.

Large Size: At 6th level, the minotaur becomes a Large creature. The minotaur takes up a space 10 ft by 10 ft, and gains 10 ft reach. The minotaur can use weapons designed for larger creatures, but must pay double the listed cost for weapons, and the weapons weigh twice as much. The minotaur now has a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 size penalty to Hide checks, +4 bonus on grapple checks, and, can lift and carry double normal amount listed for its Strength score.


[/sblock]


Dace Bloodhoof:


Born the bastard son of a guard in the Abjurer's Labyrinth, Dace has been neglected since he was a calf. As soon as he could walk and did not need to suckle on his mother's milk, he was herded in to the large training grounds that prepared young calfs for their race's roles as jailers and executioners in the Red Wizard's labyrinth. Being among hundreds of his kind, many of which were older and stronger, met the young Minotaur with the grim reality of the brutal laws that his species followed - the strong dominate the weak, and ferocity trumps mental potency.

As such, Dace was forced to adopt these ways and fight each of his meals and to keep his possessions from the hands of others. Stronger and older Minotaurs that had been in the academy for several years beat Dace more than once, and left him broken and hungry to spend the night on his hay filled bunk. They could never crush his spirit however, and Dace filled his amber eyes with grim determination and sharp, cold hate.

As he grew in to adolescence, the Minotaur displayed a remarkable physique even for one of his kind. He had taught himself how to fight unarmed and by his sixteenth year, no one dared go up against him alone, especially after he nearly strangled one of the older Minotaurs. In the academy things went well and Dace was taught in the use of the Greataxe, and also learned how to track enemies trough the corridors of the Abjurer's Labyrinth.

As he finally stepped in to Minotaur manhood and grew to the appropriate size for an adult of his species, Dace grew more and more resentful of his birthplace. Nothing tied him to it, and his freedom loving spirit craved more than the simple life of a prison guard. He had never enjoyed the prospect of imprisonment to begin with, and that was becoming more and more apparent as the elders tried to steer him in to joining the ranks of the guards.

One night, Dace packed what little possessions he had gathered during his nineteen years of life, and left for the surface world. Both the world above and Thay had much to offer, and the Minotaur was quickly reeled in the busy and colorful life of human kind. The need for money and shelter however, drove him to apply as a gladiator in one of the arenas. He was not the best, but his kind was an attraction on it's own. Several times he bested other gladiators, often using his bare hands and nothing else. Once he even fought to the death wielding his Greataxe, lopping off his opponent's arm from the wrist, but losing a small triangle peace off his ear in the process.

All was going well for Dace however, as he made enough gold to provide food, shelter and ale for himself, and the gladiatorial profession was by no means worse than the years of fighting and struggling Dace had spent amongst his own ferocious kind. It was at that point that an unfortunate Thavian nobleborn lad decided to fight with Dace to win the favor of a local merchant's daughter. He was still young and in the beginning of his career as a Wizard, and that is why he bribed the arena master to ensure that Dace threw the fight.

The Minotaur refused at first, valuing his pride more than the few silver pieces he would have gotten as compensation, but when the arena master threatened him with maiming and removal from the arena, Dace had little choice. He faced the young Wizard and did his best to lose the fight, even throwing himself prone after the lad cast an incantation that was obviously useless against one such as he.

The boy took things too far however, as he attempted to step on Dace's snout and yank out the brass ring that ran trough his nostrils. That brought bitter memories to the Minotaur and rage quickly blinded his reason. In an instant, he sprung up and grabbed the surprised Thavian by the throat. Before the guards could rush in and dislodge the human from Dace's fierce grasp, he had already squeezed the life out of the human, reducing his throat to bloody goo.

Needless to say the young Wizard's parents were furious with Dace and the arena master. The latter, however, had enough money to compensate for the blunder and had even paid for the boy's revival by a high ranking cleric.

Dace, however, was not as fortunate. He was almost beaten to death by the arena guards, and then thrown in prison to await his execution. The Minotaur is furious with the humans and Thay's ruling class in particular, and wants nothing more than to break out and rip apart the arena master who betrayed him, and the young noble lad if he was indeed resurrected, because he tried to mock the Minotaur warrior. Despite his rage, Dace is not of malicious nature, and desires freedom and revenge, not mindless slaughter.
 
Last edited:

Vox Fini

First Post
[FONT=&quot]Varon Meyer[/FONT]
[FONT=&quot]
[sblock]
Male Human Diviner 6
Neutral Good
Representing Vox Fini[/FONT]
[FONT=&quot]Strength[/FONT] [FONT=&quot]8[/FONT] [FONT=&quot](-1)[/FONT]
[FONT=&quot]Dexterity[/FONT] [FONT=&quot]14[/FONT] [FONT=&quot](+2)[/FONT]
[FONT=&quot]Constitution[/FONT] [FONT=&quot]16[/FONT] [FONT=&quot](+3)[/FONT]
[FONT=&quot]Intelligence[/FONT] [FONT=&quot]19[/FONT] [FONT=&quot](+4)[/FONT]
[FONT=&quot]Wisdom[/FONT] [FONT=&quot]8[/FONT] [FONT=&quot](-1)[/FONT]
[FONT=&quot]Charisma[/FONT] [FONT=&quot]8[/FONT] [FONT=&quot](-1)[/FONT]
[FONT=&quot]
Size:[/FONT] [FONT=&quot]Medium[/FONT]
[FONT=&quot]Height:[/FONT] [FONT=&quot]6' 1"[/FONT]
[FONT=&quot]Weight:[/FONT] [FONT=&quot]185 lb[/FONT]
[FONT=&quot]Skin:[/FONT] [FONT=&quot]Pale[/FONT]
[FONT=&quot]Eyes:[/FONT] [FONT=&quot]Blue[/FONT]
[FONT=&quot]Hair:[/FONT] [FONT=&quot]Blonde[/FONT]
[FONT=&quot]Specialty: Divination[/FONT]
[FONT=&quot]Gave up: Evocation [/FONT]
[FONT=&quot]Total Hit Points: 35[/FONT]
[FONT=&quot]Speed: 30 feet[/FONT]
[FONT=&quot]Armor Class: 12 = 10 +2 [dexterity] [/FONT]
[FONT=&quot]Touch AC: 12
Flat-footed: 10[/FONT]
[FONT=&quot]Initiative modifier:[/FONT] [FONT=&quot]+2[/FONT] [FONT=&quot]= +2 [dexterity] [/FONT]
[FONT=&quot]Fortitude save:[/FONT] [FONT=&quot]+5[/FONT] [FONT=&quot]= 2 [base] +3 [constitution] [/FONT]
[FONT=&quot]Reflex save: [/FONT][FONT=&quot]+4[/FONT] [FONT=&quot]= 2 [base] +2 [dexterity] [/FONT]
[FONT=&quot]Will save: [/FONT][FONT=&quot]+4[/FONT] [FONT=&quot]= 5 [base] -1 [wisdom] [/FONT]
[FONT=&quot]Attack (handheld):[/FONT] [FONT=&quot]+2[/FONT] [FONT=&quot]= 3 [base] -1 [strength][/FONT]
[FONT=&quot]Attack (unarmed):[/FONT][FONT=&quot]+2[/FONT] [FONT=&quot]= 3 [base] -1 [strength][/FONT]
[FONT=&quot]Attack (missile):[/FONT][FONT=&quot]+5[/FONT] [FONT=&quot]= 3 [base] +2 [dexterity] [/FONT]
[FONT=&quot]Grapple check: [/FONT][FONT=&quot]2[/FONT] [FONT=&quot]= 3 [base] -1 [strength] [/FONT]

[FONT=&quot]
[/FONT]
[FONT=&quot]
[/FONT]
[FONT=&quot]Light load: [/FONT][FONT=&quot]26 lb. or less[/FONT]
[FONT=&quot] Medium load: [/FONT][FONT=&quot]27-53 lb.[/FONT]
[FONT=&quot] Heavy load: [/FONT][FONT=&quot]54-80 lb.[/FONT]
[FONT=&quot] Lift over head: [/FONT][FONT=&quot]80 lb.[/FONT]
[FONT=&quot] Lift off ground: [/FONT][FONT=&quot]160 lb.[/FONT]
[FONT=&quot] Push or drag:[/FONT] [FONT=&quot]400 lb.[/FONT]
[FONT=&quot]




[/FONT]

[FONT=&quot]Languages:[/FONT] [FONT=&quot]Celestial Common Azgundi, Thayan Draconic Elven [/FONT]

[FONT=&quot]Feats:[/FONT]
[FONT=&quot]Skill Focus (Spellcraft)[/FONT]
[FONT=&quot]Spell Focus (Enchantment)[/FONT]
[FONT=&quot]Spell Focus (Illusion)[/FONT]
[FONT=&quot]Sculpt Spell[/FONT]
[FONT=&quot]Scribe Scroll[/FONT] [FONT=&quot][free to wizard][/FONT]
[FONT=&quot]Extend Spell[/FONT]

Skills
[FONT=&quot]Concentration[/FONT] [FONT=&quot]Con[/FONT] [FONT=&quot]12 =[/FONT][FONT=&quot]+3[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Decipher Script[/FONT] [FONT=&quot]Int[/FONT][FONT=&quot] 13 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Knowledge (arcana) [/FONT][FONT=&quot]Int[/FONT] [FONT=&quot]13 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Knowledge (history) [/FONT][FONT=&quot]Int[/FONT] [FONT=&quot]13 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Knowledge (religion) [/FONT][FONT=&quot]Int[/FONT] [FONT=&quot]13 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Knowledge (planes) [/FONT][FONT=&quot]Int[/FONT] [FONT=&quot]13 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT]
[FONT=&quot]Spellcraft [/FONT][FONT=&quot]Int[/FONT] [FONT=&quot]18 =[/FONT] [FONT=&quot]+4[/FONT] [FONT=&quot]+9[/FONT] [FONT=&quot]+2 [Knowledge, arcane] +3 [skill focus]
[/FONT]





[FONT=&quot]Spells known:[/FONT]
[FONT=&quot]Zero-level Diviner spells: 5 (4+1) per day[/FONT]
[FONT=&quot]All Cantrips[/FONT]
[FONT=&quot]First-level Diviner spells: 5 (3+1+1) per day[/FONT]
[FONT=&quot]Grease[/FONT]
[FONT=&quot]Mage Armor[/FONT]
[FONT=&quot]Silent Image[/FONT]
[FONT=&quot]Color Spray[/FONT]
[FONT=&quot]Ray of Enfeeblement[/FONT]
[FONT=&quot]Ray of Clumsiness[/FONT]
[FONT=&quot]Mount[/FONT]
[FONT=&quot]Protection from Evil[/FONT]
[FONT=&quot]Identify[/FONT]
[FONT=&quot]Second-level Diviner spells: 5 (3+1+1) per day[/FONT]
[FONT=&quot]Glitterdust[/FONT]
[FONT=&quot]Cloud of Bewilderment[/FONT]
[FONT=&quot]Detect Thoughts[/FONT]
[FONT=&quot]Mirror Image[/FONT]

[FONT=&quot]Third-level Diviner spells: 4 (2+1+1) per day[/FONT]
[FONT=&quot]Unluck[/FONT]
[FONT=&quot]Fly[/FONT]
[FONT=&quot]Dispel Magic[/FONT]
[FONT=&quot]Slow[/FONT]

[FONT=&quot]Spells Memorized[/FONT]
[FONT=&quot]0th Level:[/FONT]
[FONT=&quot]Caltrops[/FONT]
[FONT=&quot]Message[/FONT]
[FONT=&quot]Prestidigitation[/FONT]
[FONT=&quot]Mage Hand[/FONT]
[FONT=&quot]Detect Magic[/FONT]

[FONT=&quot]1st Level:[/FONT]
[FONT=&quot]Mage Armour[/FONT]
[FONT=&quot]Grease[/FONT]
[FONT=&quot]Colour Spray[/FONT]
[FONT=&quot]Silent Image[/FONT]
[FONT=&quot]Identify[/FONT]

[FONT=&quot]2nd Level:[/FONT]
[FONT=&quot]Mirror Image[/FONT]
[FONT=&quot]Cloud of Bewilderment[/FONT]
[FONT=&quot]Sculpted Colour Spray[/FONT]
[FONT=&quot]Glitterdust[/FONT]
[FONT=&quot]Detect Thoughts[/FONT]

[FONT=&quot]3rd Level:[/FONT]
[FONT=&quot]Sculpted Cloud of Bewilderment[/FONT]
[FONT=&quot]Fly[/FONT]
[FONT=&quot]Slow[/FONT]
[FONT=&quot]Unluck[/FONT]

[/sblock]


Born to relatively inauspicious beginning’s, Varon’s parents ran a small weaver’s shop in an insignificant village near the northern borders of Azgund. Varon was physically an unremarkable child in his early years, and it was generally accepted that he would follow in his parents footsteps as a weaver. Fate, and a band of slavers, had different ideas, and a raid on the village saw Varon’s parents, along with most of his peers, carried away in chains or struck down where they stood. Varon’s mother managed to stuff him beneath several bolts of heavy, coarse cloth, which the raiders overlooked in their sacking of the village.

Lacking the strength to free himself from beneath the heavy fabrics, Varon lay helpless until a hunting party returned to the village. A thorough search turned up the child, along with a few others whose parents had thought on their feet well enough to spare their offspring from sharing their fate.

With most of the village population dead or enslaved, there was no longer the critical mass of people needed to keep such a settlement alive. The few survivors gathered what few belongings they could carry and began the slow trek to the nearest major city.

Varon was more fortunate than his peers, and was adopted by an independent scholar of the arcane arts. His guardian, a kind-hearted but vague and distant man of middle years, for the most part left the child alone with stacks of books to read. Presented with the kind of stimulus not available to the child of weavers in a frontier town, Varon’s intellect rapidly began to shine through, as did his natural aptitude for the arts magical.

As he grew, he found his obsession with the art of Divination growing. Here was the true power of magic, the power to find what was lost, what had been taken. This magic could detect threats before they ever occurred, prevent attacks such as the kind that had taken his parents, his friends, his family.

In his early twenties, he realized that there was little point in knowing an attack was coming if one did nothing to prevent it, so he attempted to broaden his studies, but he discovered at this point that his mind had already grown too rigid. Certain forms of magic would always be denied to him. He cursed his stupidity, and redoubled his efforts in his studies.

His hatred of slavery, and those who practiced it, burned in his heart and mind, and late nights often found him in a tavern, drunk beyond sense of station or decorum, yelling at some stranger about the inviolable Right to Freedom, and the great evils practiced by the nation of Thay. Seeing an opportunity, an Azgundi agent trawling for recruits made contact.

It took very little convincing.

Within a month, Varon was on his way to Thay. Within a week of arrival, he had already decided on the quickest path to bringing down the Thayvia empire. The entire power structure was built on a single lynchpin: magic, and the lies that had been spread regarding its true nature.
With the funds that had been provided to him for this operation, he set up in a small basement beneath a tavern. Warded against spells, he began to churn out pamphlets decrying the arcane council, claiming that magic was a skill available to all, and that the rulers of Thay were corrupt and deceitful.

Varon was, and remains, a brilliant young man. But like so many young men, he greatly overestimates his own ability. In some cases, the lesson taught by life is a gentle one, a reminder that the world is a big place and that there are always those who stand above you. In Varon’s case, the lesson was rather a sharper one.
He had been quietly disseminating the pamphlets for only a matter of days when, ensconced within his basement, working on literature for the next day, the world around him simply exploded.

When he finally came to, he was informed that his location had been divined relatively quickly, his wards broken through with the greatest of ease, and his workshop destroyed with but a thought. He had only survived the explosion through the Council’s desire to see him publicly executed, a fate which now lay only days away.

Now, all that is left is to wait for death.
 
Last edited:

Vertexx69

First Post
Ma’haretek
Height: 6ft 8in
Weight: 300lbs
Gender: Male?
Eyes: black (8 spread around his head like a circlet)
Hair: Coarse black hairs like spines protrude evenly over his body
Skin: moddled tan and brown chitinous plates cover his entire body and head.

[sblock=Stat Block]Ma’haretek
Level 2 Fighter, 1 Sorceress
Feral, Insectile, Human (Djihon Islander)
Abberation

Hit Dice: 10+1d10+1d4 +3 +3 (24)
Speed: 40 ft./climb 20ft
Armor Class: 16/14 (+4 Natural, +2 dex)

Base Attack: +2

Space/reach: 5ft/5ft

Attack: Claw X2 +8 (1d8+5 /x2) and claw X4 +6(1d6+2 /x2)

Special Qualities:
Lowlight vision
Darvision 60ft
Pounce

Saves: Fort +4 Ref +2 Will +2

Abilities: (base, + racial, + lvl)
Str 20 +5 (18+2)
Dex 14 +2 (12+2)
Con 12 +1 (12)
Int 6 -2 (12-6)
Wis 10 +0 (8+2)
Cha 12 +1 (12)

Skills: (12 pts)
Spot 6+4+2
Knowledge Arcana 1-2
Spellcraft 1-2

Languages: Common, Djihonian, Draconic, Thayyan

Feats:
Alertness (bonus Racial)
Toughness (bonus Racial)
Weapon Focus: Claw (bonus Fighter 1)
Rake (bonus Human)
1 Improved Natural Attack: Claw
Multi-Attack (bonus Fighter 2)
3 Rend

Alignment: Chaotic Neutral

Spells known/cast: (5/4)
0: Detect magic, Read magic, Mage Hand, Ghost sound
1: Blood Wind, Stonefist


Missing items
6 armed +1 Full Plate 2,650
Beastclaws 9,610g
Healing belt 750g
(still have)
Beat-up old hooded brown cloak
Breeches
6 armed shirt[/sblock][sblock=background] Ma’haretek is quite literally a monster of a man standing over six and a half feet tall, he tends to walk on his toes most of the time. Born a feral slave to his Yuan-ti masters, he was made the target of cruel magical experiments that left him in his current state. Seeing a chance to create a fearsome weapon out of him, the snake lords sent him to Thay as an assassin to wreak as much confusion and havoc as possible before he was killed. So he was taken half way around the world as a nasty surprise against the red wizards.

When the horrified thayyans saw the mindless beast casting spells as he rampaged through the center of the city, they new he must he destroyed, even as bloody red mist rose from the creature's thrashing limbs and body. Ma’haretek's haunting bellow echoed down the streets of fleeing townsfolk. He targeted anyone that dared to wiggle their pink little sausages at him, making short work of many of the frail casters before they overwhelmed the frenzied weapon of flesh.[/sblock][sblock=Description]Height: 6ft 8in
Weight: 300lbs
Eyes: black (8 spread around his head like a circlet)
Hair: Coarse black hairs like spines protrude evenly over his body
Skin: moddled tan and brown chitinous plates cover his entire body and head.

Ma’haretek has 6 arms as well as a strong pair of legs. The 5 fingers of each hand end in a viscious looking claw with a thick boney ridge down the back for extra strength. His eight unblinking black eyes wrap all the way around his head like a crown, though the 2 in front are in the same place as most bipedal humanoids. His jaw is an amazing compound structure of moving parts and gnashing teeth, but make his facial area look almost human when they have settled into a fully closed position. The thick spines that cover his boney plated body are longer at the outside edges of his many limbs, and at his jawline for a somewhat fringed appearance. Two lines of spines grow up and over his head from above his main set of eyes that are longer still, and have grown down the back, like a pair of spiked mohawks. His body is covered in primitive green tattooes in a variety of spiral and spiked patterns that flow seamlessly over the various interlocking plates that form his outer covering.

He walks on his toes like an animal ready to pounce, but under all that chitinous armor its impossible to tell if he actually is or not. Aside from a noticable hiss and some slightly sharper consenants, his voice is still disturbingly human, but can quickly turn into a bone-scraping screech when he gets agitated.[/sblock]
 

Remove ads

Top