Grave, warforged psychotic (villain) [Archive] - Wizards Community

Post/Author/DateTimePost
Vharuck

03-07-07, 01:22 PM
Grave

Genderless Warforged Wilder 7
Neutral Evil

Strength: 12 (+1)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 4 (-3)
Charisma: 18 (+4)

Size: Medium
Height: 6' 2"
Weight: 280 lb
Skin: Silvery mithral

Total Hit Points: 59
Speed: 30 feet
Armor Class: 16 = 10 +1 [dexterity] +5 [mithral plating]
Touch AC: 15 (=10 +1 [dexterity] +4 [charisma, elude touch])
Flat-footed: 15
Initiative: +1

Saves:
Fort: +5
Ref: +3
Will: +9 (see madness quality)

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Region of Origin: Mournland
Languages: Common

Attacks:
+1 returning spear +7 melee/ranged[1d8+2, crit x3, range incr 20 ft., piercing]

Grapple: +6

Feats:
Mithral Body
Expanded Knowledge (aversion)
Psionic Body

Skills: Concentration +14, Diplomacy +9, Intimidate +14, Listen -3, Spot -3, Psicraft +10

Special Abilities / Qualities
• Does not eat, sleep, breathe
• 25% chance to avoid criticals and sneaks
• -1 to -9 hp, inert but not progressing to death
• Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
• Wild Surge +3
• Elude Touch
• Surging Euphoria +1
• Volatile Mind (1 pp)
• Madness: Grave uses its Charisma modifier on Will saves instead of its Wisdom modifier, and has immunity to confusion and insanity effects. Grave cannot be restored to sanity by any means short of a miracle or wish spell. Grave’s madness provides a +2 bonus to his Charisma scores and a –2 penalty to his Wisdom scores. If Grave is restored to sanity, he gains 2 points of Wisdom and loses 2 points of Charisma.

Possessions: +1 spear, living docent, cloak of charisma +2

Powers (60 Power Points/Day)
Powers Known (4 + aversion from Expanded Knowledge):
1- Mind thrust, deja vu
2- Aversion, energy stun
3- Telekinetic thrust

Description: Two days before the Mourning, Cannith artificers in Whitehearth, oblivious to their coming demise, continued experimentation on the warforged as normal. One such experiment hoped to determine the effects of total sensory deprivation on a warforged's psyche. As it was the cheapest method of achieving total sensory deprivation, the researchers buried a living warforged half a dozen feet beneath the ground. They planned to unearth it a week later for study.

However, nobody lived to free the trapped warforged after a week. For two years, the warforged remained underground. Though terrible itself, its situation actually prevented the Mourning from destroying it. During this time of loneliness and isolation, the warforged slowly began hearing more than one voice during among inner thoughts. This voice whispered messages that at first seemed completely nonsensical to the warforged, but then evenetually molded its mind into a similar state of madness which allowed the warforged to comprehend the voice. Unbeknownst to the warforged, the voice was that of a nearby daelkyr lord.

Recently, a cult led by an illithid ventured into the Mournland and dug up the warforged. They found a strange thing in its docent slot, a ball of flesh dotted with small eyes and writhing tentacles. The warforged, calling itself Grave, asserted that the living docent was a gift from its master. It then slaughtered the cultists (the illithid, of course, knew this would happen and so did not join the team on the trip) and now wanders Khorvaire, doing the bidding of the insane messages its lord sends through the living docent.

Cold and uncaring, Grave is more amoral than immoral. It does not find pleasure in helping or hurting (although Grave enjoys making sane people mad), only completing tasks for its lord. Despite this, it is very charismatic and has acquired a small following, mostly mad cultists but some warforged who are merely seeking out a place to belong.

How to Use Grave: Because it is mad, Grave isn't too hard to fit in anything. Sometimes it sets up complicated plans that result in completely illogical goals, while sometimes it merely commits random acts. it could be used in an overarching campaign dealing with the Cults of the Dragon Below (maybe even being the BBEG itself), or it might only be a side adventure.

In combat, Grave uses its warped mind to inflict pain and madness on its foes' psyches. It starts, however, with telekinetic thrust in attempt to quickly remove the obstacle (unless it is tasked with killing the target, in which case it either uses this power to inflict damage or uses other powers instead). If this does not end the fight, Grave will use a mind thrust bolstered by a wild surge to quickly crush its target. Grave enjoys fostering madness in others, instilling phobias with aversion or making others feel compelled to repeat themselves with deja vu (however, Grave does not always use these powers to their best tactical uses, and often uses them out of combat for the love of spreading madness). Grave has no qualms about staying in melee combat with those who engage him, but he usually prefers his psionic powers over his magic spear. Grave will not flee from battle unless his lord specifically orders him to do so.
Lancer2010

03-07-07, 01:47 PM
I like.