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| The Vorpal Tribble12-12-05, 04:59 PM | I'm working on an extensive campaign taking place on a mostly frozen artic world and I'm working on some of the famous folk of the land. The players are very unlikely to meet many of them, but I like to have them there anyway so that its complete. Thought I might share them :cool: Emporer Laffin (http://boards1.wizards.com/showpost.php?p=7986885&postcount=2) Warlord Teh (http://boards1.wizards.com/showpost.php?p=7986918&postcount=3) Harkatottom, most revered ancestor (http://boards1.wizards.com/showpost.php?p=7986949&postcount=4) Mahogany of the Many Trails (http://boards1.wizards.com/showpost.php?p=8083368&postcount=5) |
| The Vorpal Tribble12-12-05, 05:03 PM | Emporer Laffin With the fall of the comet and the cold invading the lands a great migration began, taking thousands to search for the warmer lands. Scouts from one of the largest group of wanderers following a river came to the edge of the falls and their eyes widened with wonder. Before them was a valley that spread out for as far as the eye could see, and green, a green of verdant profusion such as only the old tales told. Meandering through the valley was the river, but tumbling hundreds of feet below in a magnificent waterfall, which joined with two other rivers halfway down to form a single massive cloud of turbulent froth. And so they reported back. It took several days for a path to be found to the valley, but once down there was room enough for all to have their space. Over the course of weeks rumors were heard of a strange being that walked in the evening mists that formed over the camp. A man, some said, with long white hair, and dressed in such finery as had never been seen before, but one of a thin frame that would leave him dying in a colder area. Many believed it a ghost of some sort and here and there men would disapear in the fog and never return. Upon setting the first boat upon the river the mystery was solved however. A form surfaced from below the water and with a raising of his hands a great wave rose and hurled the craft to pieces upon the shore. "You have asked no permission, and garnered no admiration or thanks from me." the being said, and its icy blue eyes glistened with anger. "You cross my waters and your men draw their weapons upon me as I walk peacefully about you. None shall sail it now, or ever." There was a great uproar over the presence of the Fossergrim, and several of the leaders of the band were called to the waters. There they nearly came to blows with the being as the argument grew hot. However, the fey knew that he would not be able to defeat such a multitude and an idea came to him that brought a private smile. A deal was struck thusly. He would allow them to use his river and surrounding lands, but on one condition... his son would rule them for life. With great reluctance they agreed, fearing the power he could wield against them if they did not. But they made a condition as well, humans would raise the boy, though he could visit his sire whenever wished. The difficulty now was to find one who would agree to such a request. Despite his gaunt build the Fossergrim was exceedingly comely and as he strolled through the camp many a woman looked up to catch his eye. He showed no interest however, and many began to believe he was merely playing an elaborate game as the spirits of the world were wont. This changed three weeks later however as a young woman vowing never to marry the man her father had chosen threw herself off the top of the waterfall. The fey, watching the whole episode caught her halfway down, and swam gently down the falls with her in his arms. She, shaking with fear and cold, was taken by he to his grotto behind the falls and there he calmed her and listened to her tales. He returned her later that day to the surprise and thanks of her family who had thought her dashed on the rocks below somewhere. He came up several days later, inquiring of her state of health. He continued to visit, and a genuine friendship built up between the two. Though she was wary of marriage to any, he woo'd her and subtely courted her. She found to her surprise that she has fallen in love with the strange being and she found he felt the same way. This romance became an epic tale that was to be told for centuries to come, and many a poem came of it. Her parents and chosen husband were wrathful upon finding out to the point he was forced to steal her away once more. They were wed and soon bore a healthy son. The fey taught the son much in the ways of nature and the waters of the world while his mother, revered amongst the people of Gelid Falls, taught him the ways of his people and history and tradition. In the meantime however, the man she had been betrothed to had never forgiven the fossergrim, and had been sceming for quite some time. He gained a large following of folk who were not content to be told how to use the waters by this being and they waited for one of the rare visits the fey made from his protective home to see his wife and son. The fey was not taken completely by surprise, wary to this kind of trickery, but though he put up a fight that cost the lives of many, he was outnumbered. Mother and son were grief stricken, but more than ever she was determined to see that her son become a fair and benevolent leader. And so the months and passed, and the boy, named Laffin, began to feel a great homesickness for the falls and took his father's place as its protecter and guardian. The decades past and to the astonishment of all, he never aged, for the blood of the fossergrimm was strong in him. He made friendly contact with the dwarves of the mountains halls above and below the valley who helped design the city and roads. He allowed the use of the river for boating, but was quick to punish those he defiled it in any way. His palace was built by the finest of dwarven artisans, and farmland plowed in the hilly land past Lake Soothing and the people of many races flourished and multiplied. Orcs of the harsh southern artics however found out about this great land and were only narrowly defeated. Thus was born the Fell Fallman, the personal army and bodyguards of the Emporer. When next the orcs attacked they were pushed back all the way to the frosts beyond the human lands, which at this point had spread to much of the equator and beyond. They continued to poke and prod at the lands however, but with the organization of the Blue Phoenices, even these small raids were rarely wholey successful. Laffin's empire has many enemies, but so far it has remained undefeated, even when a Hoary Hunter challenged the emporer himself. For the Unseelie Court did not hold with how Laffin allowed his land to be used by the vermin that was humanity. They sent forth one of their might warriors to challenge the emporer, a hoary hunter of great reknown. The Emporer was challenged to a duel, but would not except until the hunter began to fetch and imprison the people of Gelid Falls that winter. Left with no choice Laffin and those loyal to him defeated the hunter. Every winter for five years he returned, each time with greater forces, but the emporer in his element was a force that few could approach. After the defeat of the fifth year however the Hunter bowed to his adversary and was not seen again. The Court of Faerie let him be, and it was shortly afterward that the domovoi, keepers of the hearths, began to appear, a gift to the Emporer. For three thousand years now Laffin has ruled over his people, and every century or two takes a new wife who has given him hundreds of sons. Serving him until they have proven themselves loyal to the empire, he then releases them to find their own fall, many starting yet another town or city. Through them he recieves word of how the world goes for despite his power, he must remain forever tied to his falls, but he is content, and his people thrive. -=-=-=-=-=-=- Medium Fey, Level 10 Aristocrat, Level 1 Druid, Level 7 Wavekeeper Hit Dice: 15d6+60 + 10d8+40 + 1d8+4 + 7d8+28 (264 hp) Initiative: +9 Speed: 30 ft., swim 90 ft. Armor Class: 19 (+5 dex, +1 dodge (if wielding halberd), +3 natural), Touch 15, Flat-footed 13 Base Attack/Grapple: +19/+22 Attack: +4 Dancing Halberd +27/+22 melee (1d10+9/1d6+1), or +2 keen battleaxe +22 melee (1d8+6) and +2 defending handaxe +20 melee (1d6+6) Full Attack: +4 Dancing Halberd +27/+22/+17 and +22/+17/+12 melee (1d10+9/1d6+1), or +2 keen battleaxe +24/+19/+14 melee (1d8+6, 19/20 x3) and +2 defending handaxe +20/+15/+10 melee (1d6+6) Space/Reach: 5 ft./5 ft. Special Attacks: Druid spells, true strike (in water only), wave form, wave master Special Qualities: Animal companion, current mastery, fast healing 5 (In Splashing water), low light vision, nature sense, resistance to cold 5, SR 15 (In Splashing water only), water breathing, waterfall dependency, wild empathy Saves: Fort +19, Ref +19, Will +27 Abilities: Str 16, Dex 21, Con 19, Int 14, Wis 19, Cha 20 Skills: Concentration +16, Diplomacy +37, Gather Information +11, Handle Animal +13, Heal +14, Hide +20, Knowledge (geography) +8, Knowledge (local) +30, Knowledge (nature) +35, Listen +14, Move Silently +15, Sense Motive +28, Spot +25, Survival +30, Swim +26 Feats: Ability Focus (Wave Master), Cold Endurance, Combat Reflexes, Eagle's Wings, Improved Cold Endurance, Improved Initiative, Leadership, Rapid Swimming, Spinning Halberd, Swim-By Attack, Two-Weapon Fighting, Weapon Focus (halberd) Environment: Gelid Falls Organization: Ring Empire Challenge Rating: 25 Treasure: +4 dancing halberd, +2 keen battleaxe, and +2 defending handaxe Alignment: Lawful Neutral Advancement: - Outwardly Emporer Laffin appears much as any other Fossergrim, though is a bit more comely, and he extrudes a calm yet commanding presence of such confidence that even in a crowded room he would be noticed the first of all. His eyes are hard and cold as ice and tempered with a bright spark of intelligence. He wears a simple yet exquisitely tailored suit of dark grey and cream-colored silk in which he moves with a languid grace. Instead of a crown, hanging from right hip to left shoulder is a beautiful sash of white. Wires of blue ice have been woven into the fabric to form three waterfalls cascading down and meeting in a frothing pool. At the shoulder where all three meet is a large clasp of silver dominated by three deep blue opals that glisten like wet ice. Oddly enough his pale feet are bare. Emporer Laffin speaks Common, Dwarven, and Sylvan COMBAT: All of Emporer Laffins weapons are made of blue ice, and so though of a druidic following can wield these weapons normally made of metal. Beast of the Sea (Ex): Emporer Laffin's animal companion continues to advance. He subtracts 1 from his class level and adds the results to his effective druid level for determining the abilities of his animal companion. Current Mastery (Ex): Emporer Laffin has the ability to create currents that move water in his vicinity. The current flows in a direction he specifies and affects water within 30 feet of his position. Creatures, including himself, are moved in the direction the water flows. The current moves at ten feet per round. He can use his current mastery to increase or impede the speed of a ship, though if he attempts to impede a ship with sails that ship's speed is only reduced by five feet. Druid Spells: Caster level 7th. (Spells per day: (6/5/4/3/2); Save DC 14 + spell level): 0 - Create Water, Detect Magic, Detect Poison, Flare, Guidance, Purify Food and Water 1st - Animate Water, Faerie Fire, *Obscuring Mist, Omen of Peril, Quickswim, Wood Wose 2nd - Cloudburst, Creeping Cold, Flash Freeze, *Fog Cloud, Thaw 3rd - Sleet Storm, Standing Wave, Stone Shape, *Water Breathing 4th - *Control Water, Murderous Mist, Scrying *Domain Spell. Domain: Water Fast Healing(Ex): When in splashing water, Emperor Laffen regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Emperor Laffen to regrow or reattach lost body parts. Mysteries of the Water: Emporer Laffin has mastered the power of nature that makes up the waters. He gains the Water Domain. The spells of that domain are added to his druid spell list, and can prepare then normally. He also gains the granted power associated with that domain. Granted Power - Emporer Laffin can turn or destroy fire creatures as a good cleric turns undead and rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He can use these abilities a total number of 8 times per day. This granted power is a supernatural ability. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. True Strike (Sp): As long as both Emperor Laffen and his opponent are standing in Emperor Laffen's river, Emperor Laffen gains a +20 insight bonus on attack rolls as if affected by the spell True Strike. The distance between Emperor Laffen and his target does not matter, although range increments sill apply. Water Breathing (Sp): Emporer Laffin has the ability to use a Water Breathing effect once per day. Waterfall Dependency (Su): Emperor Laffen is mystically bound to his waterfall and must never stray more than 1,000 feet from it. If he does, he will become ill and die within 4d6 hours. Emperor Laffen's waterfall does not radiate magic. Wave Form (Su): Emporer Laffin has the ability to transform into a Small, Medium, or Large water elemental (usually an Ice Wierd). This otherwise functions as the druid's wild shape abilty. In addition to the normal effects of wild shape you gain all the elemental's extraordinary, supernatural, and spell-like abilities. You also gain the elemental's feats for as long as you maintain the wild shape but retain your own creature type. Wave Master (Su): Four times a day when near a body of water Emporer Laffin can focus a rush of water at a single creature within 30 feet. This jet of water can bludgeon or push back the creature at his option. As a bludgeoning attack, the water deals 7d6 points of non-lethal damage. A reflex save reduces damage to half (DC 19). If you instead choose to push back a creature, treat the shove of water as a bull rush with a +15 bonus on the Strength check. Skills: Emperor Laffen has a +8 racial bonus on any swim check to perform some special action or avoid a hazard and can always choose to take 10 on swim checks, even if distracted or endangered. ---- Emporer's Sash The blue ice that has been used in Emporer Laffin's sash is directly from the waterfalls which sustains him. This allows him to retain his fast healing, spell resistance, and true strike even when not directly in contact with the falls. This of course has no effect on another who would wear it. -=-=-=-=-=-=- The Grotto Lord, familiar of the Emporer Dire Gar (using stats of dire barracuda) Large Animal Hit Dice: 12d8+24 (78 hp) Initiative: +3 Speed: 80 ft. (16 squares) Armor Class: 21 (-1 size, +2 dex, +10 natural), touch 11, flat-footed 19 Base Attack/Grapple: +9/+18 Attack: Bite +15 melee (1d8+7) Full attack: Bite +15/+10 melee (1d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Sprint Special Qualities: Devotion, evasion, link, low-light vision, share spells, scent Saves: Fort +10, Ref +11, Will +7 Abilities: Str 21, Dex 17, Con 14, Int 1, Wis 12, Cha 2 Skills: Listen +7, Jump +31, Spot +7, Swim +14 Feats: Alertness, Improved Bull Rush, Iron Will, Power Attack, Run, Weapon Focus (bite) Environment: Gelid Falls Challenge Rating: 7 Combat: Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Sprint (Ex): A dire gar can move up to three times its normal speed (240 feet) when it makes a charge. Skills: A dire gar has a +8 racial bonus on any Swim check to to perform a special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| The Vorpal Tribble12-12-05, 05:07 PM | Warlord Teh, The Vicious Chillbeast, Terror of the Frost A figure rose out of the nearby snow and glanced about. A pounding sleet stung the exposed face, the only skin exposed to a chill that gnawed with a hungered intensity. Though dark as only a moonless night beneath thick clouds could be, the figure surveyed the surrounding area with piercing scrutiny. All around the figure lay dozens of bodies, the slush of frozen blood spotting their forms. The figure bared fangs and the jaw muscles strained to keep in the rage that threatened to bleed from between the chapped lips. It reached down and retrieved a huge spear with a head carved of bone. As it straightened up however a grunt escaped its lips and a hand went to its swollen belly. She clenched her jaw and squared her shoulders proudly, refusing to give in to even the weakness that her child-to-be imposed upon her already weakened stamina. For four days she hiked without food or sleep, fleeing the nearby human lands and the noses of their hounds as fast as she could manage. Pangs of the approaching birth filled her with agony, but she resolutely refused by sheer will to allow her child to be born where it would surely die. As the horizon darkened on that fourth evening she stumbled from weariness and fell into a stupor. "AAAAGH!" she roared as brutal pain jolted her awake. Her eyes flying open and rolling to her feet in a single motion. Before her hulked a massive beast of fur and muscle. An overwhelming stench emanated from its form and fresh blood dribbled down its jaw. Momentarily glancing to her left arm she saw a great ammount of flesh had been torn away clear to the bone. The rumble sounded in the beast's chest and its nostrils flared, taking in her scent. It lunged forward but she through herself to the side and fell the stiffness of the spear beneath her. Clutching it with her good hand she circled around the brute. She knew that the chances of defeating such a creature was slim, for even the wolverine of minimal stature commanded respect. The horror before her however was of the deep frosts, and it commanded anything it wished. Taking a moment to sniff the air and locate its former prey in the lightless murk, it found the scent and turned. Allowing it to approach, she awaited an opening. As its maw parted she hurled the spear forward, but instead of piercing the roof of its mouth it sunk into gums. A canine longer than her hand splintered off at the root and disapeared down its gullet as it inhaled in the sudden pain. However, the expected roar never came, replaced with a rasping cough deep with its chest. It arched its back and thew its head from side to side, but breath refused to come. Take advantage of this, the soon-to-be mother pulled the spear out with a spew of froth. It fell to one knee with wretched hacking and so she clambered up atop its lowered back. She stood a moment in triumph and then drove the spear deep into its back. She went along the ridge, piercing its spine along the full length. As it lost control of its muscles the beast began to twitch violently and she had to leap clear as it fall to its side. Finally its chest rattled and the upwards staring eye glazed over. Its paws continued to jerk, but she knew the beast was dead. Despite the cold a sweat had formed on her brow, and as the wind blew she realized just how close to death she was herself. As she looked upon her kill a thought came into her mind, "A warm place... for a cold night." Retrieving the spear once more, she approached its belly and drove in its head. With its ragged edge she sawed open the beast's bowels, releasing a great torrent of ichor and organs. Without a moment's thought she grabbed at the steaming entrails and fed. When she could hold no more she scraped clean its body cavity and bundled within. The squeal of a newborn was heard that night, and those with clear hearing might also have noticed how when it met with the howling wind it seemed to combine to form the roar of the once live beast. There was great surprise when she approached the edge of a city of tents, holding a large bundle of fur. The massacre weeks before was well known, and all were killed or captured by the worm-crapping human soldiers. Respect turned to great admiration as the woman told her story. None doubted her tale, and the chief of the great orc tribe of the southern frosts we entranced by her resilience. He took her as his head wife, and the babe was raised as his own. Teh he was called, and he grew quickly, which was well, for such a terror few orcs had encounted in one so young. Within but a few months all teeth had grown and he bit and howled whenever he didn't roll about in a sleep that would be disturbed by a mere breath of wind. By the age of one he was quick on his feet and would chase other children with whatever hard object he could get his little hands on. It was after a fit of rage in his third year that he killed the chief's son who was three years Teh's elder. Found smashing the head of the already dead body repeatedly into the ground, it took two grown guards to forcefully pry him off. The chief was greatly angered, but he saw that one with such a spirit would be of great aid to him and though younger by far than any normally trained, he was allowed to join early the training groups taught by battle-hardened veterans. He learned with a will that was near frightening to see, but it was soon apparent that the child was possessed of something. Mercy, even in practise spats was foreign to him, and once he was locked in combat, he could not stop. Every training exercise, every spar was to the death unless the combatants were forcefully seperated. He was threatened and then punished, but as all this did was fuel whatever inner demons writhed within and in whatever way he could, he had his revenge. As he went from boy to man he and his brethren were sent out into the wilds to test their worthiness to become full warriors. Only Teh returned. He simply ignored all questions until his his adopted sire called him forth. With a tone of near bragging he eventually told of his exploits in the mountains, and how one by one he hunted down the others and fed upon them to strength himself. In a great fury over the loss of a whole troop of potential warriors the chief commanded him to be put to death. Teh threw back his head in a laugh and hair sprouted all over his body as he grew large enough for the tent to be lifted from the ground. Within moments a horrible creature stood before the chief and his guards. He howled as he dispatched the bodyguards and with a disdaining gesture crushed in the chest of the chief himself. Teh's mother approached and grinned fiercely and lifted her fist to her son. "OUR LORD!" she shouted, and as she repeated these words nearby orcs joined in the call until the entire village echoed with it. During the ceremony his mother presented him with a gift. A great bow, fashioned of the very bones and preserved tendons of the great dire wolverine that she had brought down so long ago. Along with this came a quiver of arrows, each tipped with the tooth of the great beast. As he took the bow it suddenly began to twist and strange spots speckled over ts surface. Within moments flesh and fur grew thickly over the bones and it became warm to the touch. Beneath his hands he felt a distinct pulse of hot blood flowing through it, matching the rythum of his own. A horrible smile formed on his face and he bowed his head to his parent. From that time forward the nearby human lands found it much more difficult to defeat the hoardes, and none at all survived that went out to scout for the home of the intruders. Along with gaining the support of other tribes Teh has gained to his side a great number of Shifters, along with a variety of other evil weres who revere him to the point of near godhood. Those who join with the tribe never again leave, for those who attempt it are soon tracked and found, the great howl of Teh the last sound they ever hear. He amuses himself with these chases and the gathering of his forces until the day he can strike into the capitals of the civilized lands themselves... -=-=-=-=-=-=-=-=- Barbarian 12, Fighter 4, Orc Paragon 3 Orc Dire Werewolverine, Hybrid Form, Large Humanoid (shapechanger) Hit Dice: 24d8+195 (303 hp) Initiative: +5 Speed: 40 ft. Armor Class: 20 (+5 dex, +6 natural, -1 size) Base Attack/Grapple: +22/+37 Attack: Claw +33 melee (1d6+11), or Bow of the Hot Blood +36 ranged (1d10+15/19-20 x3) Full attack: Claw +33 melee (1d6+11) and Bite +27 melee (1d8+5); or Bite +27 melee (1d8+5) and Bow of the Hot Blood +36 ranged (1d10+15/19-20 x3) Space/Reach: 10 ft./10 ft. Special Attacks: Greater rage, improved uncanny dodge, rage 4/day, uncanny dodge Special Qualities: Cold resistance 5, darkvision 90 ft., damage reduction 12/silver, low-light vision, scent, trap sense +4 Saves: Fort +27, Ref +15, Will +15 Abilities: Str 33, Dex 21, Con 26, Int 10, Wis 16, Cha 17 Skills: Climb +17, Intimidate +24, Jump +24, Listen +14, Spot +19, Survival +19 Feats: Alertness, Cold Endurance, Endurance, Far Shot, Improved Cold Endurance, Improved Critical (bonebow), Iron Will, Point Blank Shot, Power Attack, Rapid Shot, Toughness, Track, Weapon Focus (bonebow), Weapon Specialization (bonebow) Challenge Rating: 29 Treasure: Bow of the Hot Blood Alignment: Chaotic Evil Combat: Human Slayer (Ex): Teh can channel his hatred of the human race. He gains a +2 bonus on weapon damage rolls against humans. Improved Uncanny Dodge (Ex): Teh canot be flanked. This defense denies a rogue the ability to sneak attack by flanking him, unless the attacker has at least four more rogue levels than Teh has barbarian levels. Rage (Ex): Warlord Teh can fly into a rage 4 times per day. He temporarily gains a +6 bonus to Strength, a +6 bonus to Constitution, and a +3 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. Trap Sense (Ex): Teh gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Teg retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. -=-=-=-=-=-=- Bow of the Hot Blood The bow of the hot blood is considered a Seeking, Wounding +2 bone bow (Frostburn, p. 75). The wielder of the bow hears a growl in his mind when he wields it and feels it pulse in time with his own heartbeat. A flash of heat seems to course through the new wielder as it joins, dealing 1d6 points of fire damage, but until another take possession of the bow it never strikes again. For every point of constitution it drains with its wounding ability when it hits, the wielder gains a temporary hit point that fades away within 24 hours. |
| The Vorpal Tribble12-12-05, 05:11 PM | Harkatottom Demi-God (Chaotic Good) Harkatottom, most revered of the Ancestors of the Spirit World, is a fierce opposer of tyrrany and sadism. He was once a great and wise shaman of the half-orc people, leading them away from the blood-thirsty raging and hopelessness that dwelt within them. He showed them the life of freedom of spirit and body that would allow them to lead joyous lives. Living life to its fullest and competing with death not viciously but as a friendly, albeit agressive, competition. He spent much of his life delivering half-orcs from slavery and cruelty from both orc and human. It is said that a great spirit, an ancient ancestor in roc form, came down from above and carried him bodily to the Spirit World within his 87th year, where he attained the rank of a deity. Harkatottom appears as an ancient strapping half-orc with wind-whipped, pure white hair hanging wild and uncombed down to his back. Within a braided strand of hair is a giant feather several feet long. He is possessed of many scars and deep wrinkles showing rigorous venerability. Harkatottom's favorite weapon is the iuak. Portfolio: Blood, Freedom, Half-orcs, High Spirits, Song Domains: Good, Liberation, Luck, Sap, Strength Cleric Training: Clerics of Harkatottom normally go on vision quests to prove themselves worthy. This may take them down raging rapids and waterfalls, or to distant mountain peaks. While on this journey they do not eat but spend every waking moment singing and chanting as they push their body to the limits, and stretch their luck time and time again. Only those who experience a vision leading them to serve Harkatottom come to be priests. If hunger seriously weakens them they will take of their stored rations and return without answer. Quests: Followers of Harkatottom often set out to try to bring full-blooded orcs from their blood-thirsty ways and enlighten them with the joys of living, not killing. They also seek to free slaves and release hostages and non-criminals held against their will. Prayers: Prayers to Harkatottom usually consists of melodius chants, favorably in conjunction with percussion instruments or dance. Temples: Harkatottom disdains structures, saying one should be free to the open air. His worship generally takes place around roaring fires, preferably within areas of untamed wilderness. Rites: Wild, joyous celebrations of life where song, dance and instrument playing take the place of ceremonies for the those of Harkatottom. Ritual, decorative scarring is normally given to male followers as they come into adulthood, though is not as common amongst females. Relics:Feather of Biting Wind, Kayak of the Soaring Spirit Herald and Allies: A roc paragon is Harkatottom's favorite herald. His planar allies are leskylors, moon dogs, and behemoth eagles. -=-=-=-=-=-=-=-=- Sap Domain Spells Granted Powers: You can control the flow of vital fluids in your body and do not suffer from any kind of blood-loss (this includes damage from wounding weapons and vampirical bites). This granted power is a supernatural ability. 1. Ivory Flesh 2. Evergreen 3. Plant Growth 4. Bloodlink 5. Hibernate 6. Heartfreeze 7. Raise Ice Forest 8. Dire Drought 9. Hydrate Bloodlink Necromancy Level: Sap 4 Components: M, S Casting Time: 1 minute Range: See text Target or Area: See text Duration: 1 year per level Saving Throw: None Spell Resistance: No You forge a blood link with a willing target. You continuously share vague emotions and always know when the other is in danger or being harmed. With a DC 20 concentration check you may even determine the general direction in which your blood brother can be found, and if he is near (within 10 miles), far (11-100 miles), very far (101-1000 miles), or extremely far (1,000+ miles) away. For every cleric level one point of constitution can be given up to boost your blood brother's. You can retake these points at any time, but never more than that which was given. If a blood brother dies while possessing bonus constitution, the constitution is lost. Once the link is formed, it works over any distance (although not from one plane to another). An individual blood brother may only be linked to up to five others. Component: The blood of another mingled with your own. Normally a cut is made into the wrist of each whom wishes to be linked and then pressed together, allowing the blood of all to mix. Within a minute the blood is reabsorbed by all and the wound closes. XP Cost: 100 XP per link. -=-=-=-=-=-=-=-=-=- Kayak of the Soaring Spirit This raft was built by the hands of Harkatottom himself and carved with the scenes of his dancing people. Then with the power of the land he turned the wood to iron. He was told it would never float but he merely laughed and climbed in. He then asked fo volunteers to take him to the rapids, nearby the falls. It took six strong men to lift him and carry him, but as they layed the craft within the water it floated, and no water was misplaced. Looking them in the eye he put a hand to his chest and told them that the lightness in his heart and the freedom of his spirit gave him lift. He then brought out his paddles and started powerfully pushing himself forward. All those watching bellowed for him to stop, but he waved them off and as all wailed he approached the edge. He went over... and floated. He let out a cry and lifted his fist, and the kayak sailed into the air and circled his astonished people. "All you need is a soaring spirit!" he crowed and sailed up higher and higher... From this time forward the craft never dropped, never touched the ground, and only brushing the surface of water. After his taking into the Spirit World however, they wondered what would be done with the wonderous kayak. A great-great grand nephew, one of barely twelve years begged permission to try the craft. As he was a particular favorite of Harkatottom he was allowed to board it. Though resting at the edge of a ravine the young boy ran for it and without hesitation, leaped, and landed inside. The craft took his wait and a stiff breeze lifted it up and he sped about for several minutes. When he came back to the place and leaped out he was filled with elation. That is until another lad several years his elder and known for his bullying ways pushed him to the side. He carefully reached out to grasp the edge over the ravine and pulled himself in. The craft then fell like a stone, the cries of the bully echoing the length of his fall. Far down he landed with a great splash within the river below and the kayak sunk. Several moments later it resurfaced and the bully was nowhere to be seen. The craft continued down the river and out of sight. It is now said that any whom may come across the craft must have a soaring spirit and a light heart or he will fall or sink. If he is light though the winds will obey the one within the craft and take the kayak where it is willed. Anyone with a chaotic good alignment can sit within the kayak without it sinking or dropping, but cannot fly within it. To use this relic, you must worship Harkatottom and either sacrifice a 8th level divine spell slot ot have the True Believer feat and at least 15 HD. -------- Feather of Biting Wind The feather of biting wind is said to be a flight feather of a giant eagle that was always braided within Harkatottom's hair. While being taken up to the Spirit World the wind of the flight loosened his braid and it floated down. The feather seems to have a slight glow to it and its edge is sharp, though far too flimsy to be usable as a weapon. Those whom wear it freely upon their person gain immunity to fear and despair and a +2 morale bonus on all saves. Once per day if the feather is waved at an opponent within sight that you roughly know the position of it produces a sudden gust of wind that can circle around other foes, allies and obstacles without harming them, striking inerringly for the victim. The victim is suddenly bombarded with wind for 4 rounds as if caught in a windstorm (DMG page 95). Every round while within the wind the victim takes 4d6 slashing damage. To use this relic, you must worship Harkatottom and either sacrifice a 6th-level divine spell slot or have the True Believer feat and at least 11 HD. |
| The Vorpal Tribble12-25-05, 12:48 PM | Mahogany of the Many Trails A scream came from a nearby cottage. Arlus's mother quickly pulled the blanket over the window and dashed to take a pitcher from the table. Her hands trembled as she doused the dying embers in the hearth. She grabbed him by the arm and half pulled him over. "Arlus," she started with a quavering voice, "You must be hidden. Lets cover yourself in the ashes. No, just DO IT!." she implored frantically. She wrapped him in a cloak and held him tight a moment before using her bare hands to sweep a section of the deep char to the side. He rubbed the soot over his face and throat as she piled the soot about him, and drew his head back within the hood as she sprinkled the last bit. She quickly wiped clean her hands with an old rag. The door was quickly pulled open and tall men entered, their skin stained with filth and blood. One grinned, showing yellowed teeth and stood towards her. She backed towards the table and as he advanced she reached around and grabbed the earthen pitcher, slamming it over his head. He staggered a moment as two more barbarians grabbed her. A hand to a bleeding cut on his forehead, the wounded man made a swift movement with his other fist and she crumpled. Arlus gasped unthinkingly and drew in a lungful of ash. The bleeding man quickly jerked his head to the hearth as a wheezing sound was accompanied by a billow of soot. The man reached down and drew a dagger from the still form at his feet and stalked towards Arlus with a sadistic grin. Arlus saw his reflection in the blade for a brief moment as the point came to his eye... "Arlus... ARLUS!" a voice came to him. His eyes opened but he could see little for the tears streaming down his face. "Arlus, its alright, its alright. Wake up, heed me little one." A bit of cloth was wiped across his face and he blinked up to see his mother worried face. He realized then that he was still screaming and stopped, taking quick, frantic breaths. "MAMA!" he whispered loudly, and wrapped his small arms around her, shuddering violently. She rubbed his shoulders and murmered to him until he calmed before asking him what had so frightened him. He began to tell her when a thought occured to him. "Mama, we must go, now!" he insisted, sliding out of her lap and pulling at her hand. "Arlus it was only a dream, you..." "NO! WE MUST! Mama, we MUST!" She looked down into his red eyes and smiled. It would help him to forget afterall. "Alright." she proclaimed. "How about we go pick some berries for breakfast." He quickly nodded and hobbled out the door, limping on his clubbed foot. He twitched fearfully at her leisurely pace until she finally came out with the basket. He tugged and scolded her at her slowness until they were out of the village and down into the valleys between the hills. A dense blackberry thicket was giving up the last of its fruit for the year, and... a long scream echoed from the distance. "Arlus, stay HERE!" she said strictly and hiking up her skirts jogged up the side of the hill. A hand went to her mouth at the sight of a hoarde of barely clothed men in skins barging into cottages and dragging out bodies. She half slid, half ran down the hill. "We must fly, little one!" she exclaimed and picking him up in her arms, shielded him from the thorns of the bushes and she shoved her way through. She hurried past scavenged fields and burning farms for some time before she set Arlus down and lie in the grass, breathing hard. It would be several months before they stopped fleeing, as the barbarians made raid after raid. They finally stopped as they reached a rural town of many huts sprawled out amongst the nearby mountain ranges. Here Arlus and his mother spent the next twenty years of their life. With his club foot none were willing to take him as an apprentice, and so he and his mother made do with him earning an odd copper here or there for him carting manure, keeping goats, along with repairing boots and the occassional bit of leather. It was their twenty-first winter there his mother passed away from pneumonia. She smiled and reached up and ruffled his red hair. With a rattling breath she said, "Goodbye, my mahogany haired lad." and though her lungs rose and struggled, another breath did not follow. Having come from nothing, and dying with nothing, her death was of little interest to any but Arlus. By himself he carted her body to a small plateau where she and him had so long ago picked wildflowers. He covered her over with stones, and set beside it as the sun slowly disapeared below the peaks. He lied a hand atop the stone pile and bowed his head. He then recovered his meager sack and started down the hill. A sad smile came to him as he thought, 'Lets see whats over there...' "MAHOGANY! Mahogany is coming!" the children called as he leaned against his walking stick and grinned. Mothers stood impartially inside doorways, watching with a hint of disaproval, but also curiosity. Bards and travelers alike were ofton hounded by the townspeople, hungry for a news or song, but Mahogany was different. The old vagabond always had too much... or, well, he shouldn't know about... decent people were never known to go into those reaches, but... it was difficult for others to explain their feelings. Many only remembered him from their own childhood, a fleeting memory of his tales, a line from an odd song whistled. However, the man was completely harmless, this was apparent. The children loved him and they slept soundly nights when he was about, dreaming the night long of the places he had visited, the people he had met, which was an inexhaustible list to say the least. Besides the children, map makers and the occassional learned one was known to take him to the side and question him on details of this and that region. Then, once dusk came, and the men returned from the fields, there would always be something needing repaired, or a need of aid here, something that would gain him something hot from a pot. A loaf of bread here, some stew there, or even a few farthings for a new vest or shirt, and then he would be on his way again, not to be seen again for years, if ever. Thieves, highwaymen, even the casual pick pocket; none of this type had ever seen him. The inside of his sack and pockets were a mystery to all. By chance he simply managed to show when they were preoccupied elsewhere. Eventually many ceased to care, though a curiosity of that sort was not so easily put aside. -- Arlus smiled and waved to the small number of children who had awaken to see him off, many having slipped out of windows and stood barefoot on the chilly streets. His heart always soared to see their honest, uncomplicated faces. Their insatiable curiosity, so much like his, waiting to be filled with ideas and stories. Despite this he felt relief as he nodded to a passing night watchmen wearily plodding home. No town or city was... large enough. Even the most sprawling metropolis was cramped and narrow compared to the vast plains and hills. Freedom and never ending discoverings were to be found out here. Weeks, months, even years could go by before he stumbled across the next village. But never was he bored or lonely, for his time was filled with thinking and pondering over existence. Wondering what might be over the next mile, the next hill, over the horizon till it met with the sea. Dark places of reported evil he passed by unscathed, and areas supposedly filled with lurking beasts and demons he traveled through without difficulty. Kingdoms and villages, caverns and beaches and fields that no story or tale mentioned he saw, and such was his life. Contentment was to be found out upon svelt and wood. Many times he had even led warriors and historians and others to places, guiding them through its long-familiar hazards and returning them safely to be given rewards of gold he was wont to give to the poor, never realizing he had far less than most. Such joy it was as these he lead discovered new things and revealed secrets. This was his reward. A universe of surprises was the one thing he wished, if anyone had asked. Nearing his fifty fourth year of wandering, he pondered the direction of a split in the road to a place yet untred by his feet. One did not appeal to him while the other... he had an inexplicable feeling that he might be needed, and that it would lead to that path. Such feelings were so much reflex to him. He had long since ceased to notice that his instincts were so invariably correct. He was old, and had seen many things. Let his feet take him where they would lead, all paths were one to him... -=-=-=-=-=- Uses in game Mahogany does not realize he is anything special. He simply listens to his 'guts' or goes by the 'feelings in his bones'. His powers are always manifested subconsciously, as he needs them. For deep down he knows what he is capable of, but will not acknowledge them, perhaps out of fear of himself. Mahogany always has a tale to tell and from his ability to read the history of any area always knows something of the latest gossip, and is in turn told much. If there is a rumor going about its likely he knows something of it. He can be used to bring information to the group, or be a guide to escort players through a treacherous area or some far land he has been to. If the world has a famous explorer its this kind ole fellow. -=-=-=-=-=- Medium Humanoid (psionic) Bard 1, Psion 11, Horizon Walker 3 Hit Dice: 1d6+3 + 11d4+33 + 3d8+9 (99 HP) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 14 (-1 dex, +5 staff) Base Attack/Grapple: +8/+8 Attack: Staff of Fharlanghn +13 melee (1d6 Full attack: Staff of Fharlanghn +13 melee/+11 melee (1d6+5/1d6+5) Space/Reach: 5 ft./5 ft. Special Attacks: Psionics Special Qualities: Terrain mastery (fields, hills, mountains) Saves: Fort +10, Ref +11, Will +18 Abilities: Str 10, Dex 8, Con 17, Int 18, Wis 21, Cha 16 Skills: Autohypnosis +10, Climb +7, Concentration +21, Craft (leatherworking) +9, Diplomacy +20, Knowledge (Geography) +23, Knowledge (History) +23, Knowledge (nature) +22, Listen +27, Perform (oratory) +24, Perform (sing) +8, Profession (cook) +2, Spot +27, Survival +23 Feats: Endurance, Improved Initiative, Insightful Reflexes, Iron Will, Jack of All Trades, Psionic Body, Psionic Endowment, Psionic Meditation, Skill Focus (Perform: Oratory), Speed of Thought, Unconditional Power Environment: Any land Organization: Solitary Challenge Rating: 15 Treasure: Luckstone, Staff of Fharlanghn Alignment: Neutral Good Advancement: By class Mahogany is a slightly interesting seeming individual with a vague aura of... comfortableness. His ugly, careworn face has the same sort of appeal to the eyes as a pair of broken-in slippers would to a pair of tired feet. Where exposed his skin is deeply tanned with a sunburned looking red tinge. His fuzzy hair has been cropped short and is of a deep auburn hue, as is his stubble of a beard. Sharp, thoughtful dark green eyes peer out from beneath bushy brows. He is of just slightly below normal height, and heavyset, with a slight pot-belly. His movements are casual and unhurried, not exactly thoughtful, but as if the proper rythem was achieved and continues to be maintained. His feet are large and flat, or his right one would be if not for a clubbed curvature expressed in the make of his hand-made leather boots, and a slight limp that accompanies it. Mahogany speaks common, dwarven, giant, gnomish, gul-kaa, and sylvan fluently, but can understand and speak any language via his Tongues ability. Combat Mahogany rarely fights, instead using his powers to see the future and avoid combatants or his skills of tongue to defuse the situaition. If his visions and words are not enough however to keep him from a fight he goes into full defense and tries to escape. Psionics: Seer Powers Known(5,4,4,4,4,2, 11th level seer, DC 15 + power level, 128 power points): 1st - Call to Mind, Destiny Dissonance, Know Direction and Location*, Precognition, Precognition, Defensive. 2nd - Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions, *Tongues 3rd - Fate Link, Faint Memory, Sense Danger, Time Hop 4th - Aura Sight, Divination, Empathic Feedback, Remote Viewing 5th - Adapt Body, Incarnate, Second Chance, True Seeing 6th - Precognition, Greater, Temporal Acceleration *Permanent from use of Incarnate. Terrain Mastery: Terrain mastery gives Mahogany a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. Mahogany also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. Mahogany only gains the bonus if the creature description specifically lists the terrain type. Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not. Hills - Mahogany gains a +4 competence bonus on Listen checks. He gains a +1 insight bonus on attack and damage rolls against hills creatures. Mountains - Mahogany gains a +4 competence bonus on Climb checks. He gains a +1 insight bonus on attack and damage rolls against mountain creatures. Plains - Mahogany gains a +4 competence bonus on Spot checks. He gains a +1 insight bonus on attack and damage rolls against plains creatures. -=-=-=-=- Equipment: Backpack, bedroll, blanket, winter, candle x4, dagger, explorer's outfit, fish hook, flint and steel, iron pot, luckstone, mess kit, mill, hand, percolator, staff of Fharlanghn, sewing needle x2, soap. Staff of Fharlanghn The staff of the roads is said to have been given by the God of Roads himself. It is as a +5 defending quarterstaff made of darkwood and grants the Two Weapon Fighting feat to whomever wields it whether or not they meet the prerequisites, but otherwise seems wholey unassuming. |