Showing posts with label npcs. Show all posts
Showing posts with label npcs. Show all posts

Tuesday, April 9, 2013

Dingle's Games - A Pathfinder GM's Dream Site



While looking for blogs and resources on Pathfinder I stumbled (again) across Paul Singleton's website Dingle's Games. The last time I found the site was some time ago, and while it looked useful, it had  limited functionality for non subscribers and I ended up forgetting about it....until now! I paid out roughly $7 for a three month subscription to try it out.

Dingle's Games provides several resources, the coolest of which is a character and NPC generator that lets you create pretty much any monster/class combination you are looking for. It's got utilities for classic 3.5 edition D&D and Pathfinder. My experience with the Pathfinder side is pretty good so far; I've made a few rather astonishingly complex characters, and the printed sheets are loaded with everything you could possibly need, including summaries of feats, spell descriptions and more.

Here's a sample of what the text-based printout would look like (barring blogger's mashing the formatting from the original doc file):


WARNING! To my OSR readers, please be warned to avert your eyes at the following wall-o-text-blocks, they are evil and may take other forms....:




Anton Taro, The Sword Wraith of Corlione
Human Graveknight               CR 11              XP 12800
NE Medium Humanoid (Undead)
Fighter level 10 (skill points 50) –Fighter (Fighter )
Init +5; Senses Darkvision 60; Perception +12
Aura Sacrilegious Aura (Su) 30ft radius as desecrate spell, +1 to hit +1 damage +1 saves, Sacrilegious Aura (Su) any positive channeling needs Concentration check DC 10 + HD
DEFENSE
AC 24, Touch 12, flat footed 22 (+2 Breastplate, Shield, none) (+1 Dex, +4 Natural, +8 armour, +1 feats)
hp 85 (0d8+10d10+10+10+10); Fort +8, Ref +4, Will +5

Damage reduction 10/magic, Immunity to cold, electricity, and any additional type noted by its ruinous revivification, Resistance to positive channeling +4, Spell Resistance CR + 11 (22)
OFFENSE
Speed 20
Melee

Single Attack(+2/+2) Greatsword +21 (2d6+15/17-20) Flaming Burst or Pistol +11 (1d8 X4)
Full Attack

(+2/+2) Greatsword +21/16 (2d6+15/17-20) Flaming Burst or Pistol +11 (1d8 X4) range 20
Space 5ft.; Reach 5
Special Attacks

Channel Destruction (Su) energy type determined by the ruinous revivification special quality.,
Devastating Blast (Su) DC(16) 3/day 30ft cone 8d6 damage,
Undead Mastery (Su) DC(15) 50ft range Will DC to save. can control 5HD per 1HD
Weapon Training become proficient in a weapon group 2
STATISTICS
Str 23, Dex 13, Con 0, Int 15, Wis 15, Chr 12
Base Attack 10 CMB 16; CMD 27

Feats 
Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1 ,
Exotic Weapon Prof,

Lunge: -2 to AC for 5ft extra reach,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Weapon Focus: +1 to attack rolls,

Weapon Specialization: +2 to damage rolls,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,

Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Combat Reflexes: DEX mod additional attacks of opportunity,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Dodge: Add 1 to AC ,

Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn ,
Improved Critical: Doubles critical chance of weapon,
Improved Initiative: +4 Initiative checks,

Martial Weap Prof,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,

Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice,

Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Climb 18, Disguise 19, Handle Animal 9, Intimidate 14, Know Arch & Eng 10, Know Dungeon 9, Perception 12, Ride 14, Survival 15, Swim 9
Languages Common
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
Phantom Mount (Su) 1/hour can summon skeletal horse as Phantom Steed spell
Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead
Ruinous Revivification (Su) choose 1 energy type to use in special attacks
Armour Training Reduced armour check penalty and increases dex bonus by 2
Bravery Save vs fear + 3
MAGIC ITEMS (max value 16350)
+2 (+1 special ability) Breastplate (9000gp) 
Glamered : On Command changes shape and appearance to assume a normal set of clothing. (2700gp)
 
Hat of disguise +10 Disguise (1800gp)
 
Figurine of wondrous power (onyx dog) - (15500gp)
 
+2 (+3 special ability) Greatsword (50000gp)
 
Flaming Burst +1d6 fire damage,+1d10 on a critical hit (+2 bonus)
 


The NPC generator also offers a "short text" stat block version of the same. Here's what that looks like (basic copy and paste):



Name HumanFighter level 10 (skill points 50) -Fighter
(Fighter )
 
hp 85 (0d8+10d10+10+10+10), Graveknight CR 11 XP Any Medium Humanoid (Undead)
Init +5 Speed 20 AC 24, Touch 12, flat footed 22 (+2 Breastplate, Shield, none)
(+1 Dex, +4 Natural, +8 armour, +1 feats) 
Melee Base Attack 10 CMB 16; CMD 27, Single Attack(+2/+2) Greatsword +21 (2d6+15/17-20) or Pistol +11 (1d8 X4)

Full Attack (+2/+2) Greatsword +21/16 (2d6+15/17-20) or Pistol +11 (1d8 X4) range 20; Space5ft.; Reach 5 
SA Channel Destruction (Su) energy type determined by the ruinous revivification special quality., Devastating Blast (Su) DC(16) 3/day 30ft cone 8d6 damage, Undead Mastery (Su) DC(15) 50ft range Will DC to save. can control 5HD per 1HD, SQ Damage reduction 10/magic, Darkvision 60, Immunity to cold, electricity, and any additional type noted by its ruinous revivification, Phantom Mount (Su) 1/hour can summon skeletal horse as Phantom Steed spell, Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead, Resistance to positive channeling +4, Ruinous Revivification (Su) choose 1 energy type to use in special attacks, Sacrilegious Aura (Su) 30ft radius as desicrate spell, +1 tohit +1 damage +1 saves, Sacrilegious Aura (Su) any positive channeling needs Concentration check DC 10 + HD, Spell Resistance CR + 11, Armour Training 2, Bravery 3
Fort +8, Ref +4, Will +5, 
Str 23, Dex 13, Con 0, Int 15, Wis 15, Chr 12

Skills Climb 18, Disguise 19, Handle Animal 9, Intimidate 14, Know Arch & Eng 10, Know Dungeon 9, Perception 12, Ride 14, Survival 15, Swim 9 Feats: Combat Expertise, Exotic Weapon Prof, Lunge, Power Attack, Weapon Focus, Weapon Specialization, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Improved Critical, Improved Initiative, Martial Weap Prof, Mounted Combat, Ride-by Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency; Languages Common
ITEMS: +2 (+1 special ability) Breastplate, Glamered : On Command changes shape and appearance to assume a normal set of clothing., Hat of disguise +10 Disguise, Figurine of wondrous power (onyx dog) -, +2 (+3 special ability) Greatsword, Flaming Burst +1d6 fire damage,+1d10 on a critical hit


Dingle's Games also includes a monster creator program, encounter generator (which will also auto-generate the NPCs it devises), and a treasure generator. It lets you save your creations on the site, and have a pretty reasonable price for annual subscriptions (roughly $22 US).

Friday, September 21, 2012

The Fearsome Four Get the 3.5 Treatment

So as I continue to have fun with the new AD&D and 3.5 D&D reprints I took a bit of time to translate the Fearsome Four into 3rd edition. It was a fun exercise, and also interesting to really be reminded of the subtle but distinct differences between straight-up 3.5 and Pathfinder. The AD&D versions are right here. For now, though: the 3.5 edition versions!





Corlance dan Veraskon, a human knight of the southern Octzellan kingdom of Valance. He was formerly of the Order of the Southern Crescent out of Pheralin, but left on a journey to earn his title of true knight (dan) as a knight errant, aiding the poor and needy. Corlance chose the most difficult and demanding task imaginable, in the name of his goddess Enki: the forsaken lands of Golmadras. Aware that his survival in that land depends on a measure of will and trickery, he has arrived anticipating the need to be discreet about his identity. Not long after arriving he was nearly killed by a rabble of drunken templars in the service of the Shadow Temple but was saved by the timely intervention of Syberis Darkmoon and her short ally Quentin Chance. He later made friends with lacuna Helbyrn, who he attempted (and succeeded) in beating at a drinking contest, earning a mild amount of admiration from her at his tenacity. The four have been traveling since, and Corlance plans to see the ruins of Thystivianen next (naga and lamia be damned).

Corlance dan Veraskon, human male Age 22, lawful good Paladin Level 1, native to Pheralin, Valance; STR 14 (+2), DEX 11(0), CON 18(+4), INT 14 (+2), WIS 18(+4), CHA 17(+3); HP 14, BAB +1; Fort +6, Ref +0, Will +4; Armored AC 16; Flat-Footed AC 16, Touch AC 10

 Paladin Features: Aura of God, detect evil, smite evil 1/day

Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)

Languages: Middle Tongue (common), Golmadran, Elvish, Orcish

Skills:  Diplomacy +7, Heal +7, Knowledge (nobility & royalty) +4, Knowledge (religion) +5, Ride +4, Survival +5(cc)

Gear: Bastard Sword (+4 attack; 1D10+2 damage; 19-20/X2 crit); chainmail and light steel shield (+5 and +1 AB)

XP Earned: 120
  
 

Syberis Darkmoon is an ashtarth (drow) dark elf  and the youngest daughter of house Plagistron, though she does not advertise this. House Plagistron is a ruling figure in the northern city of Senempar, but she fled from that dominion years ago after an altercation that led to a call for her execution. She has since made her home in Golmadras, where a dark elf on the surface is a common sight. She provides guidance to foreigners  visiting the land to help them avoid coming into conflict with the oft-times draconian local laws. She is also a remarkably good fence and pickpocket.

Syberis Darkmoon, dark elf female Age 74, chaotic neutral rogue level 2 /wizard level 2 (ECL 6), native to Senempar; STR 16 (+3), INT 19 (+4), WIS 14 (+2), DEX 18 (+4), CON 11 (0), CHA 12 (+1); HP 13, BAB +2; Fort +0, Ref +6, Will +4; Armored AC 17;Flat-Footed AC 13; Touch AC 15

Spells/Day: cantrips - 3; 1st level spells- 2

Drow Features: darkvision 120 feet; Spell Resistance 15; +2 Will save vs. spells and spell-like abilities; Spell Like Abilities 1/day: dancing lights, darkness, faerie fire (CL 4); drow weapon proficiencies, light blindness; Level Adjustment +2

Rogue Features: Sneak Attack +1D6, trap-finding, Evasion

Wizard Features: summon familiar (lizard), scribe scroll

Feats: point-blank shot, precise shot

Spell Book: Cantrips: all; 1st Level Spells: Burning Hands, Charm Person, Comp. Languages, Feather Fall, Hypnotism, Identify, Jump, Shield, Sleep, Silent Image, Truestrike, Ventriloquism 

Languages: Dark Elf (ashtarthic), Middle Tongue (common), Golmadran, Elvish, Orcish, draconic, Undercommon (deep speech)

Skills: Appraise +8, Balance +9, Climb +8(+11 w/familiar), Decipher Script +9, Disable Device +9, Disguise +6, Hide +8, Knowledge (arcana) +9, Listen +7, Move Silently +9, Open Lock +9, Search +8, Sleight of Hand +9, Spellcraft +7, Spot +7, Tumble +6

Gear: Short Sword (+5 attack; 1D6+3 damage; 19-20/X2 crit); light crossbow (+6 attack; 1D8 damage; 19-20/X2 crit) with 20 bolts; studded leather +1 magical (+3 AB total)

XP Earned: 10,500


Quentin Chance is a sylenic Halfling of the South Shores (fighter/thief, CG) and a bold adventurer by the standards of his people. Quentin had a profound experience on his fortieth birthday when a gypsy woman of the Avernan Nomads read his fortune and proclaimed that he would die in the comfort of his own home, unexpectedly. He decided to thwart death by marching off into adventure, to become a roaming nomad of sorts (counter-logical thinking being common among the Chance family) and has prided himself on his adventures ever since. He took a liking to Corlance when he first met the knight, and has followed him ever since as a loyal companion.

Quentin Chance, Mixed Blood Halfling male Age 44, chaotic good fighter level 2 /rogue level 2, native to the Golmadran Coast; STR 14 (+2), DEX 14 (+2), CON 18 (+4), INT 7 (-2), WIS 16 (+3), CHA 17 (+3); BAB +3; HP 31; Fort +8; Ref +6; Will +4; Armored  AC 16; Flat-Footed AC 14, Touch AC 13

Halfling Features: Small creature (+1 attacks, +1 AC, +4 Hide, small weapons, ¾ lift), base speed 20 feet, +1 to all saves, +2 morale bonus to save vs. fear, +1 attack with slings and thrown weapons, +2 racial listen bonus (bonuses added in)

Rogue Features: Sneak Attack +1D6, trap-finding, Evasion

Feats: Cleave, Combat Reflexes, Power Attack, Weapon Focus (scimitar)

Languages: Golmadran, Halfling, thieves cant

Skills: Balance +6, Bluff +7, Climb +6, Escape Artist +6, Gather Information +7, Hide +6, Listen +9, Profession (fisherman) +6,  Spot +6, Swim +4

Gear: Small scimitar +1 (+8* attack; 1D4+3 damage; 18-20/X2 crit); small dagger (+6* attack; 1D3+2 damage; 19-20/X2 crit); studded leather armor (+3 AB)*size bonuses added in

XP Earned: 7,000

 

Lakuna Helbyrn is a human woman in her late twenties and a former Royal Guardsman of the Imperial Court in Golmadras who once went by the name Aerys Daion. She was cast out after an altercation that led to the death of her commanding officer, but for reasons unknown the Emperor himself intervened in what was ordinarily a death sentence, instead stripping her of name, rank and status and putting her on the streets. Lakuna adopted the name of the legendary warrior woman who was written about at length by the historians during the fabled War of Strife in old Imperial Hyrkania, for her prowess at laying low a balor summoned by the old armies of chaos, and she claims that her ancestry can be traced back to that very warrior so long ago. In any case, she encountered Quentin and became good friends with the scamp, reluctantly agreeing to assist his new friend Corlance in an exploratory journey of Golmadras under her assumed identity.

Lakuna Helbyrn (formerly Aerys Daion), human female Age 31, lawful neutral fighter Level 4 , native to Golmadras; STR 16 (+3), DEX 15 (+2), CON 16 (+3), INT 10 (0), WIS 10 (0), CHA 18 (+4); HP 45; BAB +4; Fort +7; Ref +3; Will +4; Armored AC 17; Flat-Footed AC 17; Touch AC 11

Fighter Features: specialization (two-handed sword; +1 attack, +2 damage; 3/2 attack rate)

Languages: Golmadran (common)

Feats: blind-fighting, cleave, power attack, weapon specialization (two handed sword)

Skills: Climb +6, Intimidate +10, Jump +5, Ride +7, Swim +8

Gear: Two-Handed Sword +1 Dragon Bane (+9 attack; 2D6+7 damage; 19-20/X2 crit; +2 magical and +2D6 damage vs. dragons); long bow (+6 attack; 1D8 damage; 20/X3 crit) and a quiver with 30 arrows, Invisible splint mail +1 magical (+7 AB; +4 charisma modifier when armor is invisible)

XP Earned: 9,900 

Wednesday, August 8, 2012

Personalities of Thelaed



Personalities of Thelaed

1. Captain Aerinos

Human male Fighter Level 5 lawful good

   Aerinos is captain of the guard for the city watch, the distinct militia company assigned to the protection and oversight of Thelaed. His men also serve as first-watch against pirates, and man two small war galleys for the protection of trade lanes. He is a stressed man, but believes in his job, and is not above recruiting foreigners to investigate or handle issues involving other foreigners or demihumans.

2. Talia Ezistaer, alias “The Witch of the Black Woods”

Human female witch Level 12 neutral

   Talia is a practicing witch, who dwells in the woods west of the city in an undisclosed location. She is regarded with suspicion by most, although she hides her reputation as the “Witch of the Black Woods” from all; certain people who are desperate will seek her out for help, if they feel sorcery will aid them, but she is very careful about those who approach her. She is protected by a large cylops named Edaeos.

3. Morigon Dranae

Werewolf human male ranger Level 9 lawful neutral

   Morigon is a tall, gruff man who is of the Dranae tribe, exiled from his homeland of Ekarthask. He now manages a vineyard and winery and exports a great deal of wine on his three trading vessels to regions all along the eastern coastlands. He is good natured and friendly to foreigners, being one himself.

4. Alden the Sly

Halfling male Rogue Level 10 lawful evil

   Alden the Sly is the leader of a local guild of thieves called the Shanksters, who are fond o casing wealthy houses, managing a union of beggars, and running all sorts of illicit operations along the waterfront. He works with (though does not believe in) cultists of the Eleven, getting them and their vile goods in and out of the city. He has a shantytown of sorts south along the coast in the swamps called Shankstertown.

5. Silas Kaer

Human male Cleric 6 neutral good

   Silas Kaer is a priest of Pallath Eridanos who also has an obsession with the mysterious Preservationists of the White Desert, and he will pay handsomely for any books or lore from their order, though such is forbidden in the city proper, due to their advocacy of sorcery. Silas is well-intended, and believes that the Preservationists reflect another extension of the truth and mystery of his own god.

6. Sheligan and Nemari Araes

Human commoners level 1 lawful good

   Sheligan and his wife Nemari are two local land owners and community members who are respected by all. Lately, their fields and livestock have been raided by unknown forces from the mountains, and they are looking for help in stopping this. Evidence so far suggests a mixture of goblins and cyclopses.

7. Tenithos

Human male bard level 6 chaotic good

   Tenithos is a traveling bard and good-natured fellow. He has an innate skill for lyrical magic, which he hides, relying on theatrics instead to disguise any potential revelation of his talent. Tenithos has an ear to the ground for interesting events and keeps an eye on people around Thelaed. He makes an annual pilgrimage to several other cities, and even to Nuliria, so he is rather worldly.

8. Chaspar Comedea

Human male wizard Level 12 neutral

   Chaspar is officially a member of the council, and privately a respected tradesman. In secret he is a wizard, and has practiced his art for decades, since he was indoctrinated in to the Order of Ahael, founded centuries ago by a dissident priest of the temple of Eridanos who felt that the suppression and rejection of sorcery was the wrong way to go. This secretive order has about two dozen members locally. Chaspar is its most respected member, and uses his council influence to work toward better rights for those with natural and inspired talents for sorcery.

9.  Karida Taene

Human female rogue level 13 neutral evil

   Karida began her life as a slave, and gradually clawed her way to freedom and then eventually got lucky and married a wealthy businessman, who subsequently gave her a small fortune in wealth and property. She now manages one of the more prestigious bath houses and brothels in the city, and is a central socialite in the ongoing charades that the young members of the gentry engage in. At thirty Karida is believed to be the second most powerful woman in Thelaed after the general’s wife, the high priestess Aetra.

10. High Priestess Laeon Aetra

Human female oracle Level 14 lawful good

   Laeon Aetra has a poltical marriage to general Tiraeus, and is herself a powerful influence on the community. She is publically the voice and oracle of Pallath Eridanos, which means she is supposedly visited by him in her dreams and considered his spiritual wife. Privately, she is suspected by all to be his heir apparent, and the priesthood feel she is manifesting traits characteristic of the living gods in Nuliria, which worries some, for there is a strong disdain for those so-called false cults in foreign lands. The high priestess herself seems unconcerned with these beliefs, and embraced whatever her powers offer her as she continues to expand her divine talents.

11. General Anton Tiraeus

Human male cavalier level 15 lawful good

   Anton Tiraeus is the appointed general-regent, selected by vote two years ago to act as Theliad’s political and military defender against outside influences. He has so far proven to be a charismatic figure and reliable; he has personally led a raid against the Akarthaskan warlord Geminos, destroying the enemy’s fleet and setting fire to their harbor in retaliation for several raids by the warlord’s troops.

12. Darius Esaen

Human male ranger level 10 neutral good

   Darius Esaen is a favored knight who has served for a decade as a champion of Thelaed. In his mid thirties, Darius has traveled across the region and gone as far as the White City itself and back. His tales are legendary, his stories of slaying sorcerers and slaughtering demons quite spectacular. Some think he boasts, but others know the truth of it. Secretly, Darius is obsessed with Talia Ezistaer, the witch of the black woods.



Saturday, October 1, 2011

Personalities of Kharabys



And now for the Third and Final chapter on the many odd characters and NPCs, this time in the city of Kharabys and Isnathar at large. In going over all this stuff I wrote for the Astral Island I have to admit I would like to run some future games set here. Perhaps, I could do it in Castles & Crusades, using the Cosmos Builder and Planescape as plug ins.....

Personalities of Kharabys

Peredon Naylor                                                AL CG    human sorcerer 7
   Peredon is a human from the kingdom of Narzham, on a remote material plane that appears to have disappeared or is impossible to find. He’s been searching for years now for a way of finding his home, and has in the process built up an impressive local navigational collection of the hundreds of planar routes that manifest in Isnathar, and he eventually opened a business to display his impressive clockwork construction of the local planar gate space called the Planeum. He is rumored to have been forced into exile from the Imperial Demi-Plane of Naelythia after being caught with the emperor’s youngest daughter, Ialatha, some years ago.

Galon Skord
   Galon Skord is a notorious local knave who might more likely fit in to the devil-run Port Draemen, but for the fact that he hates being outshined in his villainy. He is a native of the material plane of Chirak, from the island of Espanea, where he works for a society called the Order of the Ebon Skull, securing rare and valuable artifacts of evil from the planar realms or use by the Ebon Skulls on his home plane. His principle allegiance is to his immediate superiors, but he has sworn a pact of fealty to the demon lord Kraish’degar. To rise in status and power Galon has commissioned the recovery of an ancient coffin containing the corrupted chaos-flesh of the dead demon lord Nasur, said to have been slain eons ago by Metatron himself, then interred in a sarcophagus that insured the demon lord would never return.
   Galon relies on three agents are a trio of sultry tiefling women who carry out his dirty work. They are called Etheri, Thalia, and Tresanielle. All three were found as young orphan girls plying their trade in the back alleys of Kharabys (where tieflings are regardes as second-class citizens) and raised to be cunning assassins by Galon. Indeed, Galon himself is not nearly as skilled at his planar acquisitions without their aid.
AL: LE     Race: human                                        Class:      anti-paladin 5        Deity: Kraish’degar
App: Gaunt and pale, wears heavy lacquered ebony platemail, and a horned helm.
Init:        -1            AC 21 (Tch 9  FF 21)            FT +7 RF +3 WL +8               HP 47                    
Senses: normal     Armor: platemail +1 and heavy steel shield shield ( AB 9+1 and +2 shield)
Speed 20 ft. (30 unarmored)             Melee +1 magical scimitar +10 or +11 with boon; (1D6+6; 18-20/X2)    
Space 5 ft; Reach 5 ft.
Special Attacks Smite good 4/day (+5 damage/+10 vs. good subtype, bypass DR, and +3 to AC against that target), Touch of corruption (2D6 damage touch), Aura of Cowardice (-4 vs. fear on enemies within 10 feet)
STR 17(+3); DEX 8(-1); CON 10(+0); INT 10(0); WS 12(+1); CH 15(+3)     Base Atk +5; CMB +8; CMD 17
Anti-Paladin Feats and Abilities Aura of Evil, Detect Good, Smite Good 4/day (+5 dmg/+`0 vs. good subtype, bypass DR, +3 AC), Unholy Resilience, touch of corruption 5/day (2D6 damage touch), aura of cowardice (-4 vs fear on enemies in 10 ft), plague bringer, cruelty (sickened), channel negative energy, Fiendish Boon (weapon +1, unholy light, added to scimitar), Weapon Focus (scimitar), Toughness    
Spell Slots 1st level: 1/day (DC 14) Memorized: Summon Monster I (fiendish fire beetle)
Skills Bluff +11, Disguise +9, Intimidate +16, K/History +4, K/the Planes +5, Sense Motive +10
Languages Espanean (common), Planar Common
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 582 gold pieces, 75 platinum pieces, 10 gems worth 50 GP each, scimitar +1, shield, platemail +1, backpack, sheaf of planar maps, gate key to Chirak (aligned with portal in Corlione), Ring of Detect Magic 3/day, Potion of Invisibiity (1 dose)
Fiendish Fire Beetle (small, N, Init 0; AC 12/touch 11/ff 12; HP 7, Fort +2 Ref 0 Will 0; Resist fire and cold 5; Immune mind-affecting spells, Spd 30/fly 30; darkvision 60 feet; Melee: Bite +1 (1D4 damage), SQ luminescence

Etheri, Thalia and Tresanielle
   These three comely female tieflings delight in dressing in the finest dresses in fashion among the Naethlythian elves; they are more unusually demonic than normal, with cloven hooves beneath their dresses as well as tails and horns. They are personal agents of Galon Skord, and were raised from a young age by him to become efficient agents for his illicit Planar Acquisitions business.

Other Personalities of the Demi-Plane of Isnathar

Nezmeth the Outcast                                    CN Bone Devil
   Nezmeth is a bone devil who was accused of terrible unknown crimes in the Nine Hells, and fled to the isle of Isnathar specifically to escape his eternal punishment. He arrived in Port Draemen, where he dwelt on the streets for some time, unable to provide any useful job skills outside of killing, when he developed an unusual phobia of small creatures, specifically children, Halflings and other beings with disproportionately small hands and higher-pitched voices. After a terrible incident at the Sacred Wisdom Orphanage (which was subsequently shut down and is now said to be haunted) he was forced in to exile by the Chain Lord herself, who at once pitied him for being an aberration of his own kind (a chaotic being who lacked an evil soul) and yet could not forgive him for slaughtering an orphanage of innocents, even if it was out of sheer terror.
   Nezmeth now wanders the wastes of the island, and is somewhat of an authority on the isle as a whole, providing useful guidance to those in need. He lives in a hut built on the back of an immense, ancient animated lizard skeleton, which meanders across the island, usually near the shore, where he spends his days beach-combing and hunting for the exotic dog-sized trilobites and sea scorpions that wash ashore.

Scorion                                                                 NE Naelythian Elf rogue 7 eldritch blade 4
   Scorion is the notorious local lord of a mess of astral pirates, a mixed group of naelythians and other outcasts who are for various reasons very angry with the Astral Empire of the Naelythians. No one knows what Scorion’s personal anger stems from, though rumors abound that he is a bastard son to the emperor, or that his house was destroyed during the time of the Great Purge two centuries ago, when civil war rocked the empire in its formative years, to be squelched by the total destruction of the opposition. All anyone can say for sure is that Scorion seeks to do damage wherever he can.
   Most recently Scorion and his crew have taken up refuge in the mountains of Isnathar, and have developed a keen interest in the ruins and relics to be found upon the curious demi-plane. Exactly what he has up his sleeves remains to be seen, however.

Copyright 2011 by Nicholas Bergquist, all rights reserved

Friday, September 30, 2011

Personalities of Port Draemen


And now for part 2 of the NPCs of Kharabys. This section provides short bios and a couple stat blocks on the noted personalities of the chain-devil run independent Port Draemen:

Personalities of Port Draemen

Meenlock Radamarch                                    AL NE    Goblin Rogue 6 Assassin 4
   Goblin assassin for hire; a mean little old coot, notorious locally for his cunning efficiency and network of young tiefling and kytonian urchins that work for him, a gang known as the Shadow Coins.

Kaelie “Sultry” Neramas                              AL LE      Kyton Expert 7
   A female Kyton who runs “Astarte’s House of Please,” a den of iniquity that caters to the sadomasochistic set and promises any number of possible fantasies made horribly real. Sultry is nonetheless an excellent ear to the streets and hears about many strange goings-on no one else does, especially in the Abyssal quarter, known for its lawlessness.

Skalam Veruun                                                 AL LN     Ifrit Expert 10
   The most notoriously efficient planar merchant in Draemen is Skalam, a fireblooded ifrit who trades directly with the elemental lower planes and has known connections in the fabled City of Brass. Skalam is always looking for reliable agents and mercenaries to protect his cargo and ships, and will proactively seek out and destroy planar raiders and pirates that threaten his business.

Jazastar the Mirthless                                   AL NE    Mummy Bard 5
   Jazastar is the most notorious entertainer in Draemen, and is considered the personal entertainer of the Chain Lord. His dirges are impressive, but his efforts at humor can be disturbing, as he engages in uncharacteristically dark gallows humor. He is accompanied by a troop of abyssal ghouls, called Merol, Dring and Splast, who work with him for some impressively deranged skits. The Chain Lord loves him. Precisely where he came from originally, or how he came to be free of any confinement is unknown.

Salaam Ragast                                                   AL TN    Mercane
   Salaam is a famous local mercane who does a great deal of business in the magical device trade in Port Draemen. He funds the Office of Investigative Research on Baranask (ORB), focused on hiring brave teams to enter the haunted ruins of the Abyssal City and find new and fabulous ancient artifacts for his collections. Rumors abound that he is backed by powerful abyssal agents who are barred from the city by an ancient Devanic Curse.

Krugal Silth                                                         AL CN    Human cleric of Hades
   Krugal is a relentless stalker of petitioners and other beings that rightly should have been claimed by the dark domain of Hades, but who have somehow escaped its grasp. He works exclusively out of Port Draemen for unknown reasons, and is famous for his periodic sermons in the region. On occasion he will receive a missive from his god, sending him out to unknown planes in search of the offending escapee from the Stygian Darkness. Krugal has been known to recruit mercenaries to aid him on his astral barge, the Death Bringer, piloted by a skeletal bone devil called Kharos, who says he’s Charon’s cousin.

Chain Lord Andressa Nytu                           AL LE female Kyton fighter 12
   The ruthless and powerful chain lord is the dark mistress and protector of Port Draemen, latest in a long line of appointees given the position by popular vote. The story goes that Andressa Nytu received her commission a century ago, during an attempted invasion by the Chaos Hordes of the demon god Lloragesh. The story ends with saying that you can see the skinned and tanned hide of Lloragesh on the floor of the Council Chamber in the Chain Lord’s Palace, and that Andressa carries a phylactery with the demon god’s soul around her neck. No one disputes this story, least of all the kytons of the region, who are very long lived.

General Zanj                                                      AL LN male cambion fighter 8
   Zanj is known only by his one name, and is known also for being a mixed humand and kytonian halfbreed, but he is favored by the Chain Lord and acts as her consort. Zan is also responsible for running the all-volunteer and mercenary-focused standing army, which serves to protect the city from attacks both regional and extraplanar. He is said to have been made famous for his efforts at stopping the last Uprising of Souls on the plane of Abaddon. He is also known to be a member of the church of Osiris, and is a long time friend of Jazastar the Mirthless.

Tereneka Vile                                                   AL CE female Succubus Wizard 10
   Tereneka Vile is one of the few demons to be allowed within the walls of Port Draemen, and also one of the few who seem to be unpeturbed by the ancient devanic curse placed on the city thousands of years ago by Metatron. Tereneka runs a spy network and provides espionage services to the highest bidder, and has a strong force of tieflings and other planetouched in her service called the Burning Guard. Tereneka seems to have earned the trust of the Chain Lord, for she directly contracts out to the palace, and seems to rely on many contacts in the lower planes to aid the protection of the city. Exactly how she came to be exiled from the Abyssal realms, to find herself working for chain devils, remains unknown.
 
Skaz The Mad                                                    AL CN male kobold sorcerer 20
   Skaz wanders the streets of Port Draemen acting most of the time like a cooky old kobold who knows a few cantrips that he performs for money. Many foreigners have mistaken him for a common kobold however, and died horribly for it. Skaz is in reality the most powerful sorcerer in the city, and the Chain Lord relies on him as a sorcerous adviser at times, calling upon Skaz when it fancies her. Skaz, it is said, went mad when he was young, after he was gifted with the Vision of Cosmic Insight after he travelled to the Realms Beyond and allegedly had direct contact with the progenitor god Ea.

Fendren Lore                                                     AL LG male aasimar wizard 3 ranger 5 arcane archer 6
   Fendren is a rare example of an agent of good that has somehow found a home within Port Draemen’s walls. He travels between Draemen and Kharabys on regular business, and often engages in interplanar journeys of various unknown natures. Fendren is said to have once been a ranger and scholar in the service of Athena, but something happened and he fell out of grace with the goddess. Fendren now provides his services as a seeker, aiding those in need of a way of finding something or someone that has hidden themselves away in the infinite planes. Rumor is he is extremely good at his job.

Gelek Samursan                                               AL CG male aranea Rogue 4
   Gelek gets around, and he is another local odd fellow who is known throughout the streets of Draemen and generally regarded as a curiosity. He appears as a Halfling with tiefling traits, though his spider form is largely unknown. Gelek is not that powerful, but he represents a subterranean society of his kind that dwell beneath the city, and he is especially good at keeping up on the gossip and goings-on in Draemen.

Skaeldron. alias Mournweaver                 AL CE Adult Umbral Dragon
   Skaeldron is a true wolf in sheep’s clothing, masquerading in a polymorphed form as an older hunch-backed tiefling man who goes by his proper name, acting as a local seer and engaging in palmistry in various local taverns. He is seen as yet another of the many eccentrics in the city. Deep beneath the city, in the catacombs that stretch well in to Baranask, Skaeldron’s secret lair and slowly growing army of monsters awaits. There, as Mournweaver, he intends to drive the kytons and their allies out, and to claim the city and the ruins of Baranask for his own. What stops him right now primarily is his knowledge that the ruins are guarded by an ancient devanic curse, and he has not yet unraveled how to break it.

Thresha the Handmaiden                            AL LE Gylou (Devil’s Handmaiden)
   Thresha is a terrifying creature who is feared by all children in the city. She is real enough, dwelling in the Northern Tower, tallest pinnacle in the city which overlooks the ruins of Baranask, and the base of which serves as the only secure gateway therein. She has an unknown relation with the Chain Lord, but sought refuge in the city some fifty years ago to escape some crime in the Nine Hells. Thresha’s indiscretions are tolerated, and it is generally accepted among all kyton children that she is the city’s punishment for weak children who cry.

Yan Kor Nag                                                       AL NE Human male wizard 5 Cleric of Eragoth 10
   Yan Kor Nag is a mysterious fellow, and dwells in the Eastern Tower of the city, highest pinnacle to the eastern edge of the Great Ruins. He is said to have been here since before the Kyton migration, and to have tolerated them in exchange for services they offered as guards and agents. Yan Kor Nag is the only cleric of the enigmatic Eragoth, whom some say is one of the destructive Star Gods.

Bilious Vern                                                       AL LE Immolation Devil
   Bilious Vern is known for his propensity for drink and vomiting. He is one of the legendary immolation devils, even more terrifying than a pit fiend some day, and yet he is a nothing, a no-one who has lived for as long as any can remember as a drunken lout who barely seems to remember his own name. Some claim he was stripped of most of his mental faculties by an aggressive enemy, left a bumbling idiot for the most part, but no one really knows his curious story.

Mister Quareg                                                  AL CN Shoggoth
   Quareg is a strange sort of “man” who works with a small group of skum along the waterfront. He manages a curio shop, and is known for his proud display of ancient and often very disturbing religious iconography. He is abreast of all the latest manifestations of the Star Gods throughout the prime material planes, and regards himself as somewhat of an authority on planar eschatology.

Skarzbana, keeper of the Strangling Vine Inn
   Skarzbana is the well-known innkeep of the prestigious and formerly haunted Strangling Vine Inn, built around an ancient Strangling Vine tree, which itself is said to have been in Draemen for a thousand years. Skarzbana is a sucker for hard-luck cases and always helping down and out adventurers who arrive in Draemen get on their feet.
AL: LN    Race: tiefling                                        Class: expert 3                      Deity: Isis
App: female tiefling, blonde hair in a bun, thick horns and a long tail, a very large, robust woman
Init:        +0           AC 12 (Tch 10 FF 12)           FT +1 RF +1 WL +3               HP 15                    
DR none; Immune none; SR none   Senses: Darkvision 60 feet                 Armor: Leather Apron (+2)
Speed 30 ft.          Melee Broom (as a staff) +1 (1D6-1)                Space 5 ft; Reach 5 ft.
Special Attacks Silvered Dagger +1 magical +2 (1D4 damage)
STR 8 (-1); DEX 10(+0); CON 9(-1); INT 11(0); WS 13(+1); CH 12(+1)       Base Atk +2; CMB +1; CMD 11
Feats toughness, skill focus (cooking)
Skills Appraisal +6, Craft (cooking) +10, Diplomacy +7, Knowledge (local) +6, Perception +7, Sense Motive +7
Languages Planar Common, Abyssal                 SQ Darkness once.day (tiefling ability)                                                            
Wealth 2,504 gold pieces in hidden coffer in her room; carries 50 gold, 100 silver and 100 copper

Doctor Vigoron                                                 AL NE Flesh Golem alchemist 10
   Vigoron is a local chirurgeon who specializes in alternative means of healing and fixing wounds, as well as mechanisms for removing curses and diseases that do not use divine magic. He is a sentient golem, a rare breed, with a cunning intelligence and (some say) a hidden laboratory in the catacombs and sewers of the city where he performs diabolical experiments in his effort to create a master race of golems.

Maleus Torimaer
   Maleus is a notorious local knave who regularly is looking for the Big Ticket out of Draemen. His father was ostensibly an elf, but his mother was a cambion with kyton blood. Presently Maleus is in trouble with a local gang of rogues called the Hooded Legion, whom he owes money. He recently stumbled across a map that leads to a legendary abyssal tomb within the ruins of Baranask, and is trying to find some naive planar visitors that he can use as cannon fodder to rob the tomb to pay off his debts.
AL: NE    Race: tiefling                                        Class:      rogue 8  Deity: Loki
App: Male tiefling, dusky red skin, a persistent smirk, shaggy dark hair, short horns and tail
Init:        +4           AC 19 (Tch 14 FF 15)           FT +2 RF +10 WL +1            HP 48                    
Resist cold 5, electricity 5, fire 5      Senses: Darkvision 60 feet                 Armor: Studded Leather +2 (+5 AB)
Speed 30 ft.          Melee +2 rapier anarchic +13/+8 (1D6+3; 18-20/X2) Space 5 ft; Reach 5 ft.
Special Attacks sneak attack (add 4D6 plus 4 bleed); anarchic rapier does +2D6 to lawful beings
STR 12(+1); DEX 19(+4); CON 10(+0); INT 15(+2); WS 8(-1); CH 12(+1)   Base Atk +6/+1; CMB +10; CMD 21
Rogue Abilities Sneak Attack +4D6, Trapfinding +4, Evasion, Trap Sense +2, Improved Uncanny Dodge, Rogue Talents: bleeding attack 4, fast stealth, finesse rogue, surprise attack
Feats Agile Maneuvers, Combat Expertise (-2 att/+2 AC), Weapon Focus (rapier), Lunge (-2 att/reach)
Skills Acrobatics +15, Appraise +13, Bluff +14, Climb +12, Disable Device+15, Knowledge (local) +12, Linguistics +13, Perception +10, Sleight of Hand +15, Stealth +17
Languages Planar Common, Infernal, Abyssal, Sylvan, Terran, Ignan, Elvish, Orcish                XP: 51,000
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 157 PP, 353 GP, two +1 daggers, 4 normal daggers, 2 silver daggers




Copyright 2011 by Nicholas Bergquist, all rights reserved