Traal Yeroth, Master Hunter
Movanic devas are found primarily on the Positive, Negative, and Material planes. They often directly aid the mortal followers of good deities, doing this only in moments of dire need and usually only for the more prominent or powerful mortals.
They have milky white skin, silver hair, and colorless eyes. Their wings are white with a silver sheen. They otherwise resemble very strong humans, with broad shoulders and heroic build.
Male Movanic Deva Paladin 1/Rogue 7/Duelist 1/Monk 1
Medium-size Outsider (Good)
Alignment: Lawful Good
Deity: Hoar
HD: 11d8 + 6d6 + 2d10 + 80 (170/170)
Init: +24 (+15 Dex; +5 Kaupaer's Skittish Nerves; +4 Improved Initiative)
Speed: 40ft, fly 120ft (good)
AC: 50 (+15 Dex; +11 Natural Armor; +8 Int; +6 Wis)
Attacks:
Fang of the Hunter: +46/+46/+41/+36/+31
w/Rapid Shot: +44/+44/+44/+39/+34/+29
Unarmed Strike: +20/+15/+10/+5
Damage:
Fang of the Hunter: 1d12 + 1d6 (elemental: lightning) + 2d8 (searing light, 4d6 vs: undead, 4d8 vs: undead creatures vunerable to sunlight, +2d6 vs: constructs) + 2
Unarmed Strike: 1d6+3
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Evasion, Uncanny Dodge (Racial, +2 against traps), Divine Grace, Lay on Hands, Divine Health, Canny Defense, Unarmed Strike, Stunning Attack, Spell-like Abilities, Damage Reduction 10/+1, SR 24, PR 24, Celestial Qualities, Darkvision 60 ft, Low-light Vision
Saves: Fort: +33, Ref: +47, Will +33
Abilities: Str 17 (+3), Dex 40 (+15), Con 18 (+4), Int 26 (+8), Wis 22 (+6), Cha 30 (+10)
Skills: Appraise +9; Balance +16; Bluff +20; Climb +4; Concentration +15; Craft (Generic) +9; Diplomacy +34; Disguise +13; Escape Artist +39; Forgery +9; Gather Information +34; Heal +7; Hide +59; Innuendo +18; Intimidate +11; Jump +4; Knowledge (Generic) +9; Knowledge (Space) +32; Knowledge (Technology) +32; Listen +54; Move Silently +59; Perform (Generic) +11; Perform (Storytelling) +14; Pilot (Space) +39; Psicraft +25; Ride +16; Scry +9; Search +52; Sense Motive +34; Spellcraft +25; Spot +61; Swim +4; Tumble +21; Use Computers +32; Use Rope +16; Wilderness Lore +7
Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Dodge, Quick Reload, Lightning Reload, Mobility, Ambidexterity, Quicken Spell-like Ability (Antipsi Field), Quicken Spell-like Ability (Antimagic Field), Weapon Focus (Automatic Rifle), Live for Stealth, Improved Initiative (virtual feat)
Languages: All
Encumbrance: Light (21.5lb / 100lb)
Equipment:
"Fang," Intelligent, Adamantite, Automatic Rifle: (With silencer and flash suppressor equiped; 1000ft range increment; crit 20, x3)
Hardness: 30
Hit Points: 120
Enchantments:
+1, Distance, Shock, Searing Automatic Rifle of Speed.
Ability Scores:
Int: 22 (+6)
Wis: 24 (+7)
Cha: 11 (+0)
Ego: 48
Primary Powers:
Wielder does not need to breathe
Wielder has free use of Improved Initiative
Wielder can See Invisible at will
Extraordinary Powers:
Heal 1/day
Haste (wielder only, 10 rounds)
Magic Missile (200ft range, 3 missiles) 3/day
Summon Monster VI 1/day
Purposes:
Slay servants of Anhur- Web, centered on impact point of first bullet fired each round
Slay diametrically opposed alignment- Shocking Grasp cast on first bullet fired each round
Other Abilities:
True Strike on command.
Hunter's Mercy on command.
Make Whole on command 1/day.
Rifle Scope of Clairaudience/Clairvoyance (attached to Fang of the Hunter):
Use activated Clairaudience/Clairvoyance.
Power of the Hunter:
Ring.
Use activated Wind Tunnel. (Whatever ranged weapon is wielded by the wearer acts under the effect of a constant Wind Tunnel spell).
Its magic only functions in the hands of a character of lawful good alignment.
Senses of the Hunter:
Ring.
+20 to all Spot checks.
+20 to all Search checks.
+20 to all Listen checks.
Use activated Hawkeye.
Use activated Kaupaer's Skittish Nerves.
Its magic only functions in the hands of a character of lawful good alignment.
Headband of Resistance:
+5 Resistance bonus to saving throws.
Shape of the Hunter:
Cloak.
+20 to all Hide checks.
+20 to all Move Silently checks.
Use activated Pass Without Trace.
Robe of Teleportation
User can use Teleportation as the spell 2/day.
Manual of Quickness of Action (+5):
Traal Yeroth has read a manual of Quickness of Action (+5).
Wish
Traal Yeroth gained the feat Weapon Focus (Automatic Rifle) through the use of a Wish spell.
Claw Bracers of Dexterity (+6):
+6 Dexterity bonus.
Medallion of Charisma (+4):
+4 Charisma bonus.
Boots of Hermes:
Doubles flight speed (natural or magical) while worn.
Luckstone.
+1 Luck bonus on Skill Checks, Saving Throws, and Ability Checks.
Heward's Handy Haversack
Extradimensional storage device.
The following items are in the Haversack:
5 Bullets of Greater Undead Slaying (DC 23)
5 Bullets of Greater Construct Slaying (DC 23)
30 x Metal cartridge clip, rifle (30)
4 x Metal cartridge clip, rifle (30) - +1 Sure-Striking Bullets
Green, High-output Laser
PC Watch
4 x Portable Solar Charger
Terapin Mine Handheld
2 x Soudbug
GPS and Environmental Detection Unit
Delta Shockproof Lighter
Photon Light 3 - White
5-Million Candlelight Power Flashlight
Mini Bug Detector
DX3900 Digital Camera
DX-Series Camera Dock
2 x 128MB Compact Flash Card
Laptop (2GHz, 1GB DDR RAM, 21 inch)
Scrambler/Encryption Device
Infrared Datastream Connection Kit
Satellite-Uplink Communications System
Standard Headset with Infrared Eye-piece and Encrypted Radio Transceiver
Waterproof, Lightweight Camping Tent
All-weather, Waterproof Sleeping Bag
Satellite-Uplink Communications System
Mirror
Silver Holy Symbol of Hoar
20 Spare Sets of Rechargeable Batteries
Miscellaneous Data Disks with program copies (Llortmils Software Division)
68gp
*All equipment runs off of quick recharging batteries compatabile with the Portable Solar Chargers.
Class/Racial Abilities:
Live for Stealth:
Benefit: Add rogue to your favored class list.
Special: This feat can only be taken at first level.
Evasion (Ex): At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor.
Uncanny Dodge (Ex): +2 bonus to Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks by traps.
Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
Lay on Hands (Sp): A paladin can heal wounds by tough. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn't have to use it all at once. Lay on Hands takes a standard action to use.
Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Canny Defense: When not wearing armor, duelists add their Intelligence bonus (if any) to their Dexterity bonus to modify Armor Class while wielding a melee weapon. If the duelist is caught flatfooted or otherwise denied his Dexterity bonus, he also loses this bonus.
Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantaes when doing so. They deal more damage than normal. A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.
Stunning Attack (Su): A monk has the ability to stun a creature damage by her unarmed attacks. The monk can use this supernatural ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 16), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round. A stunned character can't act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the monk's stunning attack.
Movanic Deva Racial Abilities:
Spell-like Abilities (Sp): At will-aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, dispel psionics, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-cure light wounds, antimagic field, and antipsi field; 1/day-protection from arrows and spell turning. These abilities are as the spells cast by an 8th-level sorcerer (DC 20 + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Movanic devas are never caught flat-footed and cannot be flanked.
Skills: Extremely alert, movanic devas receive a +4 racial bonus to Spot and Listen checks.
Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equals to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
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Created by Hoar in his divine realm, Traal Yeroth appears to be a normal Movanic Deva. However, during his creation, Hoar infused his being with greater power than normal, easily making him a match for Planetars, and nearly reaching the power of a Solar. Traal Yeroth serves as Hoar's divine servant in matters that require more subtlety than a Solar or other celestial can provide.
Some centuries after his creation, Traal Yeroth was sent to Toril to gather information on the growing event called the "First Industrial Revolution." Taking the guise of a human, he began gathering as much information about the technology being developed as he could, and surprisingly, found the "taste" of it to his liking. Unfortunately, from his point of view, his presence was needed by Hoar on the world of Oerth, to assist the training of a cleric of Hoar before his quest to retrive an ancient holy artifact. It was during this time that he began to dabble in the unarmed fighting arts, finding them interesting, but not quite as much to his liking as the technology of Toril.
Though, as fate would have it, the Industrial Revolution came to him. He began to hear rumors of new developments in an area calling itself the Llortmils Technomancy. With the blessing of Hoar, he again took up a human guise, and worked his way into the Technomancy to learn more of these developments. Recognizing the designs as Torilian, he began working with the gnomes, still disguised, in earnest. Then, Vecna and his legions came forth from the annals of time, and Traal Yeroth was forced to show his true form while helping in the defense of the Technomancy.
It was during the battle against Vecna's legions which later spawned the Blood Waste, that Traal was struck down by an archmage of great power. As the archmage was muttering the final words to a spell to finish him off, Traal began to pray to Hoar for assistance. With his eyes closed, he waited there for the death he was certain would come. After nearly a minute, he opened his eyes to see what had happened. The archmage was dead on the ground, killed by the rifle which had appeared in Traal's hands…
That battle made Traal realize he had been shirking his responsibilities to bring vengeance upon the deserving. Praying for forgiveness from Hoar, Traal, and his new companion, the intelligent rifle named Fang, set off traveling Oerth, delivering justice and earning the reputation of "Master Hunter," as it is said that none who are targeted for vengeance escape him.
(remainder of background comming soon)
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Hoar
The Doombringer, Lord of Three Thunders
Faerunian Demigod
Symbol: Black-gloved hand holding a coin with a two-faced head
Home Plane: The Barrens of Doom and Despair
Alignment: LN
Portfolio: Revenge, retribution, poetic justice
Worshipers: Assassins, fighters, rogues, seekers of retribution
Cleric Alignments: LE, LG, LN
Domains: Fate, Law, Retribution, Travel
Favored Weapon: "Retribution's Sting" [javelin of lightning] (javelin)
Hoar (hore) is the vengeful deity of retribution invoked by those who seek to repay an eye for an eye. He is a moody deity, prone to violence and with a penchant toward bitter humor.
Since the Time of Troubles, the Doombringer has been consumed with bringing about the downfall of Anhur, the Mulhorandi deity of war, and to a lesser extent the pantheon that spawned him.
Aside from a handful of temples, the church of Hoar is composed primarily of itinerant wanderers whot ravel from town to town agreeing to pay for Hoar's intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee.
Charlatans receive a fitting ounishment by Hoar's hand.
Hoar's clergy also seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting form of punishment.
No injustice is too large or too small for revenge to be sought and a fitting punishment meted out, earning the church of Hoar the ire of town watches and Tyrists alike as well as the adulation of the downtrodden.
Clerics of Hoar pray for their spells at midnight, when the bells toll for those deserving of fitting justice.
Clerics of Hoar are encouraged to celebrate the anniversery of the most fitting and sweetest act of revenge.
Silent or thunderous priests (as appropriate) must be given to Hoar each and every time some form of vengeance is extracted
In addition, the churhc of Hoar observes two official holy days.
On the 11th of Eleint, the Penultimate Thunder is celebrated with feasts of game, bead, fruits, and mead, marking the defeat of the Untheric war god Ramman.
On the 11th of Marpenoth, the Impending Doom is observed with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be rememberd.
Many clerics of Hoar multiclass as assassins, fighters, or rogues
History/Relationships:
Hoar is actually the ancient Untheric deity worsihpped in the eastern Inner Sea lands as Assuran. Centuries ago, he was driven from Unther by Ramman, although his cult remained strong in Chessenta. He eventually slew his rival during the Time of Troubles, but Anhur stole Ramman's unclaimed portfolio before Hoar could act, eearning Hoar's ire. Both Tyr and Shar contest for Hoar's tormented soul, as the Dark Goddess seeks to turn him into a servant of blind vengeance and bitterness while the Maimed God seeks to unlock Hoar's bittersweet humor and shift his portfolio to favor irony and poetic justice.
Meanwhile, Hoar conspires with Beshaba in unleashing bad luck on the deserving.
Dogma:
Uphold true and fitting justice and maintain the spirit of the law, not the letter of the law.
Fitting recompense will always accrue for ones actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. Walk the line of the Doombringer's teachings, seeking retribution, but do not fall into the trap of pursuing evil acts for evil's sake, for that way is seductive and leads only to ones downfall. Vengeance must be sought out for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.
Kal read: Character finally done!
