| Post/Author/DateTime | Post |
|---|---|
| Capn Charlie01-23-04, 04:04 AM | My campaign is currently taking place around the liberation of Unther. To help me out, and to let all you fans of the kingdom pitch in to help your nation I am requesting stats of Untheric npcs. A force of thayan backed mercenaries and troops led by A band of foreign adventurers; Kyros Devanto: Red wizard Evoker, Captain Arkemn Trefore: Mercenary Leader, Lord Darkwolf: Turmian Druid, and Vitrael Thorikaust: Charismatic elementalist; have taken it upon themselves to win fame, glory, and wealth by liberating the land. With the spoils of adventure and thayan gold they seek to secure themselves high positions in the nobility of a larger than before unther. Like foul jackals the oppurtunistic heathens of Mulhorand have struck in our time of weakness. Just as we prepared to join the world, and forge a kingdom of peace the treacherous dogs have betrayed our trust and taken the hard won riches of our homeland like thieves in the night. Our long lost brothers to the north, having also suffered under the cruel yoke of Mulhorandi aggression and not wishing to see us suffer as well, have lent us aid in this our time of need! Where Horustep sought to see us starve, or come begging Thay has fed us. We have all eaten of their granaries. Where Anhur has seeks to slay our very Gods and punish our people with magic, Kossuth has lent us aid freely. We have all been healed by their priests and warmed by the fires that fight back the darkness. This very day has seen the liberation of Shussel. The allies of our northern friends even some gnolls and orcs, have died on field of battle to give us freedom, how can we do less? I bid you come now, all true sons and daughters of Unther! We must push back the tides of darkness that seek to smother us! The magics of my order will strengthen our defense, just as the magics of the Red Robes have smote our enemies! Come forth from hill and cave, be fed, and help us regain our freedom! -Isimud on the walls of Marsemprar, 8th of Mirtul 1373 Whether villain, PC, npc, novel character, whatever you have! Feel free to make use of any 3e product as I have dang near all of em! If your character has a love for his native land then post it here! Just a couple of suggestions :w: Heroes are great, but don't neglect lower levels! Commoner leveled slaves signing on for promises of freedom and glory, 1-3 leveled legions, 12th level commanders, 4-8th level clerics. :w: Background stories are good! Be it a single paragraph or a summation of a beloved characters adventuring career, I can use all of it! :w: I use the War Magic spells from Dragon 309 so chuck in a couple of war magic usin' priests of anhur, along with your favorite homebrew spells. Got any homebrew, pointers, or suggestions, heck evenshort stories you wrote set in the region, I am all ears. Well, care to help out me and by proxy Unther? |
| Capn Charlie01-25-04, 03:56 PM | Well, at least I only have to concentrate my time on unther. The mulhorand fans are already starting to sign up. Iguess noone likes unther... |
| King_Sloth01-25-04, 04:44 PM | Originally posted by Capn Charlie Well, at least I only have to concentrate my time on unther. The mulhorand fans are already starting to sign up. Iguess noone likes unther... :eek: Unther's position is not good... almost hopeless. In the FRCS it says " Unless a major nation ( Like Thay or Chessenta ) steps in Unthers days are numbered and it is likely by next campaign season Mulhorand shall complete their conquest or their sister state." So, no one wants to be on a losing side. Good luck. :king: |
| Capn Charlie01-25-04, 05:08 PM | Well, that's true. In my campaign the pcs are using their stacks of gold, and thayan support, to prop up unther and lead a conquest with an air of legitimacy. They want a military campaign and I want to give it to them. And with dnd philosophy, the npcs don't have a lot of a chance. I will make them work for it, and they will have no easy victories, but the game is just no fun if the (anti?)heroes lose and have no chance of victory. The odds are in their favor so to say. |
| Harlamond01-28-04, 05:04 AM | Hi there Capn Charlie, I decided to take up the task of inventing a small band of privateers to aid the Unther cause. Well unfortunately I suffer from attention deficit disorder so sorry to say I didn’t finish it but lucky for you I almost did theres only a few things missing. The things missing are labeled with <(Blank)> and also most of the characters need a brief background I started it but only got to the ship and a minor character. Wish I had a longer attention span I enjoyed creating these characters and had a good ideal on what I was going to write as there background but my mind keeps racing around and I cant stay focused enough on this topic to remember what it was so here’s what I got for you so far. Have fun with it and enjoy! :D One other thing, I hope you start another thread to let us know how the war played out, I’m curious as how the war will unfold in your campaign. Crew of the Wind Catcher (pirate/ privateer/ smuggling vessel) The Wind Catcher is known for piracy against Zhentarim/Sembian trading vessels on the western coast of the Sea of Fallen Stars also as a smuggling vessel in the Dragon Coast bringing in illicit goods into Cormyr From Westgate and now recently as a privateer vessel running under a banner and letter of Marquee for the Unther government aiding them in there resistance against the overwhelming odds of the Mulhorand forces. Galvin Waverunner a half gold elf from the Pirate Isles a very unpredictable and very resourceful captain captains the Wind Catcher, a liberated Cutting edge Sembian Warship with 3 mounted ballistae which also rumor has it that it was the fastest of there fleet until Captain Waverunner and his crew of misfits stole her from the well policed harbor of Yhaunn which the city is still trying to figure out how he was able to pull it off right under there nose. Captain Galvin Waverunner Male Half-Gold Elf (Pirate Isles) Rouge6/Sashbuckler4/Bard4 CR: 14 Medium-size humanoid (half-elf); HD: 5d6+18 plus 4d10+12 plus 4d6+12;hp 92; Init: +9; Spd: 30ft; AC: 27(up to 35 vs. chosen opponent*) (touch: 25, Flat-Footed: 22); Atk18/13/8 melee (Cutlass+3 Defending (add +6vs. disarm) 1d6+7 /19-20,x2); SA Insightful strike, Sneak Attack +3d6; SQ Evasion, Uncanny Dodge, Bardic Music, Countersong, Fascinate, Half-elven traits; AL CN; SV Fort+11, Ref+15, Wil+7; Str 10, Dex 18 (20), Con 16, Int 18, Wis 10, Cha 16; Height 5’10” <(46 skill points left to be spent)> Skills and Feats: Appraise 10, Balance 12, Bluff 10, Climb 10, Craft (Ship building/repair) 10, Decipher Script 10, Diplomacy 14, Disguise 10, Escape Artist 12, Forgery 10, Gather Information 10, Hide 10, Intimidate 10, Jump 10, Knowledge Skill Local (Sea of Fallen Stars) 10, Knowledge Skill (Oceanography) 12, Listen 10, Move Silently 10, Perform (Story telling) 10, Profession (Sailor) 10, Search 10, Slight of Hand 12, Sence Motive 10, Spellcraft 10, Spot 10, Swim 10, Tumble 12, Use Magic Device 12, Use Rope 12, Languages: Elven, Chondathan, Damaran, Aquan, Mulhorandi, Unthric; Weapon Finesse, Combat Expertise, Leadership(18), Improved Disarm, Improved Feint, Improved Initiative. Special Qualities: Grace +1, Insightful strike, Sneak Attack +3d6, Evasion, Uncanny Dodge, Trap Sense+2, Trapfinding, Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage+1, Inspire Competence, Half-elven traits. Possessions: Cutlass +3 Defending (+2vs.disarm), Dagger, Leather Armor +3, Darkwood Buckler +4, Spyglass, Signal Whistle, Potion Belt, 6 potion cure light wounds, 2 potion of protection from law, 3 potion of sanctuary, 5 potions of cure serious wounds, potion remove blindness/deafness, 2 potion water breathing, ring of protection +2, ring of mind shielding, 3 scroll of wind wall (3rd-level arcane spell), scrolls of teleport (5th-level arcane spell), Amulet of natural armor +1, Cloak of the manta ray, Gloves of dexterity +2; Spells Known: (4/3/1 base DC= 13+spell level) 0th-level spells: Detect Magic, Mending, Know Direction, Prestidigitation. 1st-level spells: Cure Light wounds, Charm Person, Undetectable Alignment. 2nd-level spells: Cure Moderate Wounds. First Mate Ivan Mendoza (Cohort) Male Human (Maztican) Rouge 7/Divine Seeker of Akadi 5 CR: 12 Medium-size humanoid (human); HD: 7d6+7 plus 5d6+5; hp60; Init: +3; Spd: 30ft (40ft); AC: 18 (touch: 17, Flat-Footed: 15); Atk12/7 melee (short sword1d6+4 /19-20,x2); SA: Sneak Attack +6d6 SQ: Sanctuary, Thwart Glyph, Sacred Defense +2, Locate Object, Obscure Object, Locate Creature, Divine Perseverance, Trapfinding, Evasion, Uncanny Dodge, Tap Sense +2; AL CG; SV Fort+4, Ref+12, Wil+5; Str 12, Dex 16, Con 12, Int 20(24), Wis 14, Cha 12; Height 5’11” Skills and Feats: Appraise 7, Balance 10, Bluff 6, Climb 13, Craft (Ship building/repair) 10, Decipher Script 12, Diplomacy 5, Disable Device 29(glyphs, runes, symbols, 33), Disguise 3, Escape Artist 10, Forgery 10, Gather Information 6, Hide 20, Intimidate 3, Jump 13, Knowledge Skill Local (Sea of Fallen Stars) 7, Knowledge Skill (Oceanography) 7, Knowledge Skill (Religion) 10, Listen 12, Move Silently 20, Open Lock 22, Profession (Sailor) 12, Search 27(glyphs, runes, symbols, 31), Slight of Hand 5, Sence Motive 7, Spellcraft 16, Spot 12, Swim 10, Tumble 15, Use Magic Device 22, Use Rope 10, Languages: Maztican, Chondathan, Mulhorandi, Unthric, Aglarondan, Rashemi. Magical Aptitude, Nimble Fingers, Skill focus (Disable Device), Skill focus (Search), Investigator, and Stealthy. Special Qualities: Sneak Attack +6d6, Sanctuary, Thwart Glyph, Sacred Defense +2, Locate Object, Obscure Object, Locate Creature, Divine Perseverance, Trapfinding, Evasion, Uncanny Dodge, Tap Sense +2. Possessions: Short Sword+3, Dagger, leather Armor+3, Masterwork Thieves tools, Masterwork potion belt, 3 alchemist fire, 2 vials of acid, Wand of Detect Magic 50 Charges, Wand of Dispel Magic (10th) 50 charges, Headband of intellect +4, Glove of Storing, Bag of holding type 3, boots of striding and springing, cloak of the manta ray, heward’s handy haversack, amulet of armor +1, 4 potions of cure moderate wounds, 2 potion of darkvision, potion of Displacement, potion of fly, potion of gaseous form, scroll of teleport, scroll of passwall. Ships Wizard/Physician Valerie Iborns Female Human (Halruaan) Wizard 3/Cleric of Valkur 3/Mystic Theurge 6 CR: 12 Medium-size humanoid (human); HD: 3d8+3 plus 3d4+3plus 6d4+6; hp56; Init: +2; Spd: 30ft; AC: 12 (touch: 12, Flat-Footed: 10); Atk6/1 melee (light mace + 1d6+ /); SA: SQ: Turn Undead, AL CG; SV Fort+7, Ref+6, Wil+14; Str 10, Dex 14, Con 12, Int 19 (23), Wis 17 (21), Cha 14; Height 5’6” Skills and Feats: Concentration 16, Craft (Alchemy) 21, Craft (ship Building/Repair) 10, Diplomacy 4, Decipher Script 4, Heal 20, Knowledge (Arcana) 21, Knowledge (Halruaan History) 10, Knowledge (Religion) 10, Knowledge (the planes) 10, Profession (Sailor) 10, Spellcraft 21, Swimming 3. Languages: Halruaan, Dambrathan, Shaaran, Tashalan, Chondathan. Scribe scroll, Summon Familiar, Maximize spell, Brew potion, Craft wonders Item, Craft Wand, Craft Arms and Armor, and Craft Staff. Special Qualities: Summon Familiar, Turn Undead, Possessions: light mace+2, Dagger, Holy symbol of Valkur, 2 Holy water, 3-alchemist fire, 6 potion of cure moderate wounds, potion of sanctuary, Ring of protection +3, Scroll of teleportation, Headband of intellect +4, Periapt of wisdom +4, Cloak of the manta ray, Heward’s handy haversack, Horn of fog, Wind fan, Wand of Fire Balls (6th) 50 charges. Spells: Arcane per day; 4/4/4/3/2/1 (DC: 16+ spell level) Clerical per day; 6/4/4/3/2/1 (DC: 15+spell level) <(Need’s a spell list)> Master at Arms Grog Upheaval Male Half-Orc (Theskan) Barbarian 10/Fighter 5 CR: 15 Medium-size humanoid (Half-Orc); HD: 10d12+50 plus 5d10+25; hp181 (211hp); Init: +2; Spd: 40ft; AC: 25 (touch: 20, Flat-Footed: 23); Atk30/25/21 melee (Greataxe +5: 1d12+16 /x3); SA: Rage 3/day SQ: Trap sense +3, Improved Uncanny Dodge, Damage Reduction 2/-, Illiteracy AL CN; SV Fort+17, Ref+6, Wil+5; Str 22(28), Dex 14, Con 20(22), Int 12, Wis 12, Cha 8; Height 6’4” Skills and Feats: Languages: Damaran, Orc, Chondathan. Extended Rage, Instantaneous Rage, Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Reflexes, Weapon Focus Greataxe, Weapon Specialization Greataxe Special Qualities: Rage 3/day, Trap sense +3, Improved Uncanny Dodge, Damage Reduction 2/-, Illiteracy. Possessions: Greataxe +5, Dagger+2, Light Crossbow, 20 bolts, Breastplate +5, Masterwork potion belt, 3 potions of sanctuary, 2 potions of invisibility, 2 potions of lesser restoration, 6 potion of cure serious wounds, potion of water breathing, Ring of protection +3, Belt of giant strength +6, Cloak of the manta ray, amulet of health +2 Sergeant: Gorg Halfaxe Male Dwarf (Impiltur) Fighter 4 HD: 4d10+8 hp 38; Init+2; Spd 20; AC 18(+4vs Giant); Atk 9 (add +1 vs. Orc’s and Goblinoids)(Dwarven Waraxe 1d10+5/x3); SA; SQ Dwarven Traits; AL CN; SV Fort +6 (+8 vs. Poison), Ref+3, Wil+1 (Add +2 vs. spells and spell like abilities). Str.16 Dex.15 Con.14 Int.12 Wis.10 Cha.10 Skills and Feats: Climb 5, Craft (weapon Smith) 10, Craft (Armor smith) 10, Intimidate 2, Jump 3, Swim 6, Weapon Focus Dwarven Waraxe, Power Attack, Weapon Specialization Dwarven Waraxe, Combat Reflexes, and Cleave. Items: Dwarven Waraxe+1, light crossbow, 20 bolts, Breastplate+1, 6 potions of cure light wounds, potion of sanctuary, potion of water breathing, Quaal’s feather token, swan boat, master work potion belt. 80gp 30sp 20cp Bio. Captain Waverunner rescued Gorg from a Thayan slave ship that thought it was safe on the high seas and saved his life on countless occasions upon their many adventures. Gorg feels he owes the captain a life dept for his rescue from slavery and many more times over since he has joined the crew taking up a life of piracy. Gorg’s most common sayings are “What ever it takes captain, I’ll follow you to the ends of the earth and back again.” “I owe you my life, but now that I’ve grown sea legs I’d wish you’d just take it.” And “ Who’s ever heard of a Dwarven sailor? I should of never left the warmth of my forge.” Sergeant: Jastra Eveningfall Female Moon Elf (Evereska) Rouge2/Bard 1 HD: 2d6 plus 1d6 hp15; Init+3; Spd 30; AC 16; Atk1 (rapier 1d6+1/18-20,x2); SA Sneak Attack +1d6; SQ Elven Traits, Trapfinding, Evasion, Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1; AL CG; SV Fort +1, Ref+ 9, Wil+ 4 (Add +2 vs. enchantment type spells). Str.11 Dex.16 Con.10 Int.14 Wis.12 Cha.16 Skills and Feats: Appraise 2, Balance 5, Bluff 3, Climb 2, Concentration 0, Craft (ship building/Repair) 4, Decipher Script 2, Diplomacy 3, Disable Device 11, Disguise 3, Escape Artist 3, Forgery 2, Gather Information 3, Hide 11, Intimidate 3, Jump 0, Knowledge Skill Local (Sea of Fallen Stars) 3, Knowledge Skill (Oceanography) 3, Knowledge Skill (Religion) 3, Knowledge Skill (Local Evermeet) 3, Knowledge Skill (Elven History) 2, Listen 3, Move Silently 11, Open Lock 11, Perform (Singing) 3, Perform (Story telling) 3, Perform (Dancing) 3, Perform (Lute) 9, Profession (Sailor) 4, Search 10, Slight of Hand 3, Sence Motive 1, Spellcraft 4, Spot 3, Swim 3, Tumble 5, Use Magic Device 3, Use Rope 5, Languages: Elven, Chondathan, Sylvan, Nimble Fingers, Stealthy. Items: Masterwork Rapier, Studded Leather, masterwork potion belt, masterwork lute, masterwork thieves tools, 6 potions of cure light wounds, potion of mage armor, potion of sanctuary, potion of water breathing, Cloak of resistance +1; 50gp 20sp 10cp Spells Known: (3/- = DC 13+spell level) Detect Magic, Ghost Sound, and Summon Instrument. Senior deck hands: 3 Human (Pirate Isles) Swashbucklers 2 HD: 2d10+2 hp17; Init+6; Spd30; AC 15; Atk 5(rapier 1d6+2/18-20,x2); SA-; SQ Grace+1; AL CN; SV Fort +4, Ref+3, Wil+0. Str.12 Dex.14 Con.12 Int.14 Wis.10 Cha.12 Skills and Feats: Balance 6, Bluff 3, Climb 5, Craft (Ship Building/Repair) 7, Diplomacy 3, Escape Artist 2, Jump 5, Profession (Sailor) 5, Sense Motive 2, Swim 6, Tumble 4, Use Rope 6,Weapon Finesse, Weapon Focus Rapier, Improved Initiative Items: Masterwork Rapier, Studded Leather, Light cross bow, 20 bolts, 4 potions of light healing, potion of mage armor, potion of sanctuary, masterwork potion belt, 3 alchemist fire, and tangle foot bag. 30gp 20sp 10cp Deck hands35 Human (Pirate Isles) Swashbucklers 1 HD: 1d10+1 hp11; Init+6; Spd; 30 AC 15; Atk 4 (rapier 1d6+2/18-20,x2); SA-; SQ-; AL CN; SV Fort +3, Ref+2, Wil+0. Str.12 Dex.14 Con.12 Int.14 Wis.10 Cha.12 Skills and Feats: Balance 6, Bluff 3, Climb 5, Craft (Ship Building/Repair) 6, Diplomacy 3, Escape Artist 2, Jump 5, Profession (Sailor) 4, Sense Motive 0, Swim 5, Tumble 2, Use Rope 6, Weapon Finesse, Weapon Focus Rapier, Improved Initiative. Items: Masterwork Rapier, Studded Leather, Light cross bow, 20 bolts, Dagger, potion belt, 2 potions of cure light wounds, potion of sanctuary, 3 alchemist fire, and tangle foot bag. 10gp 20sp 10cp Notes Recourses left over 74,590gp to be divvied up amongst the officers or for purchases on more gear, ship upgrades, hired solders/sailors, or whatever the DM sees fit. |
| Harlamond01-28-04, 05:13 AM | Oops! Just realized the half orc and dwarf sergeant have the same first name. |
| Capn Charlie01-28-04, 06:26 PM | Thanks! The campaign is just picking up steam right now and consists of them hiring and organizing their forces. In game time it is Midwinter and the campaign to liberate shussel the first day in spring when it is feasible to move an army. Thanks for the privateers! They will surely see use. As things progress I will be sure to keep notes and post for everyone's perusal. |
| sxoa02-10-04, 10:31 AM | Halious Shale’s mother was dying of gangrene while she was pregnant with him. The disease had spread to parts of her brain leaving her in a coma, before it was fought to a stand still by the herbal remedies of a wise women. She was unconcious throughout the remainder of her pregnancy, during the last bit of pregnancy the gangrene again regained the upper hand, and the rot continued to spread. The labor proved to much for her body to handle on top of the gangrene and she died in childbirth. The child was named Halious Shale and given to her sister as the father was nowhere to be found. Halious grew up poor and unwanted. He looked thin and sickly but actually had an incredibly robust health, and was as tough as nails. He often played with rats near his tenement, and never contracted any diseases, even when they would nip his hands and fingers. When being picked on by an older child, Halious splattered his assailant with some slimy doom he had gathered. The bully died a slow agonizing death, and Halious felt the first callings of an immense power. A plague swept through the city that summer, and Halious saw people dying left and right, as their bodies rotted from within. When his adoptive parents succumbed to the disease, he left the city and trekked out into the wilderness hoping to find whatever it was that was calling to him. He lived alone, fending for himself in the wild before an elderly druid took him in teaching him the ways of nature and trying to temper the youth’s darker side. Halious was fascinated by the myriad of plagues, funguses, and other pestilences that could be found in the natural world. Eventually his mentor succumbed to a cough in his old age, and again Halious went out into the world. Alone once more as those around him fell to illness. At first he simply observed diseases and followed the ebb and flow of plagues, but eventual he grew tired of waiting and began helping the pestilence along. After meeting a wandering cleric and finding a like minded individual he joined the church of Talonas. Halious began focusing more and more on illness and less on the broader scope of nature. He traveled far and wide, visiting Maztica, Kara Tur, the jungles of Chult and the deepest reaches of the Underdark, searching for new and wonderful plagues. Halious has decided to side with Unther in the coming war because he sees the Pharoes armies as giant testing grounds for his diseases. The population of Mulhorand is larger, the armies will be denser and more succeptible to disease. Halious Shale: Male Human, Druid 6, Disease Lord (http://boards1.wizards.com/showthread.php?s=&threadid=162341) 9 CR 15; HD 6d8+36 (Druid), 9d6+52(Disease Lord); hp 154; Init +1; Spd 20; AC 29 (Flatfooted: 29 Touch: 15); BAB/Grapple +12/+7/+2; Attack (with Scim+2) +14/+9/+4; Damage Scimitar 1d6+2 (18-20 x2) inflicts Fungus SA and warptouch; SA: Fungus, Inhalation Anthrax Cloud, Spell-like abilities, Wild Empathy, Wild shape, Wound; SQ: Immunities, Nature Sense, Resist Nature’s Lure, Spell Caster, Trackless Step, Woodland Stride; AL NE; SV Fort+18, Ref+6, Will+15; Str 8(+2) Con 17(+6) Dex 12 Int 13 Wis 16 Cha 10 Skills: Concentration 19(+6) Heal 9(+3), Knowledge (Nature) 19(+1), Spellcraft 10(+1), Spot 19(+3), Survival 19(+3) Feats: Armor Proficiency (Heavy), Craft Magic Arms and Armor, Extra Wild Shape, Great Fortitude, Natural Spell, Speaking Wild Shape Weapon Finesse (Claw) Spells/day: 6/6/5/5/3/2/1 Wildshape twice/day uses a mountain raven (a real world species of raven that is small as opposed to tiny) form and spends most of his time in that form. Equipment: Warp Sword Scimitar (from Book of Vile Darkness), Amulet of health +6, Ring of Protection +5, Ring of Freedom of Movement, Wild +2 (wooden with the spell ironwood cast on it weekly) Heavy Plate (Heavy Plate is from the book Underdark), Wild +2 Large Wooden Shield, Wilding Clasp x3 (On amulet, and both rings), Gauntlets of Ogre Power (4000), Periapt of Health(Animal Companion's) Animal Companion: Raven named Pox with the plague carrier template (http://www.wizards.com/dnd/article.asp?x=fr/pg20011219b) and warbeast template from Savage Species (or maybe MMII? I don't remember) Halious Shale leads a murder of ravens that awaken has been cast on each member of (either by him directly or by someone else). His group is known as The Plague Wing and some of the members have picked up a level in rogue, and a few have the plague carrier template (http://www.wizards.com/dnd/article.asp?x=fr/pg20011219b) as well. (a murder is the name for a group of ravens or crows, like a pod of whales or a heard of cattle) Typical member of the The Plague Wing: RAVEN Tiny Magical Beast (augmented animal) Hit Dice: 1/4d8 (1 hp)+2d10(from awaken) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (Good) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +3/–10 Attack: Claws +7 melee (1d2–5) Full Attack: Claws +4 melee (1d2–5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: - Special Qualities: Low-light vision Saves: Fort +3, Ref +5, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 11, Wis 14, Cha 8 Skills: Listen +6, Spot +8 Feats: Weapon Finesse; Improved Flight Environment: Temperate forests Organization: Murder The Plague Wing is very much a terror unit. They will come in at night and peck tied up horses, oxen, other beasts of burden and lone patrols to death. They also will drop dead rats and other plague laden material in water barrels or food stores. Occasionally they drop small ceramic pots filled with green slime on enemy animals or soldiers at night. Halious makes effective use of his epidemic spell-like ability, prefering the diseases slimy doom (because it can cause permanent damage) and blinding sickness (nothing amuses him and his squad more than pecking to death blinded soldiers who can't fight back). He uses a grain blight to cast the spell on Mulhorandi crops, destroying whole harvests and causing further unrest. His unit makes use of its extreme mobility (all of them can fly), and inconspicuousness (they're just birds) to operate deep within enemy territory, disrupting supply lines and lowering morale. While he spreads terror and chaos, Halious operates with a definitive plan of action, he is neutral evil, not chaotic. |