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| HomebrewedMonster07-09-04, 06:53 PM | I have an adventure planned where a drow wizard exiled from his underdark homeland for foul experimentation. (Yes, the drow thought it was foul.) Wanting to wreak revenge on his homeland, he searches the world at night for a power that will grant him his wish. Traveling through the Dales and Myth Dranar (FR campaign), he has found clues of an ancient eldritch engine in Anaroch that was once part of the Netheresse empire. During his travels he has come to call four individuals that he has come to call "companions". Hjorgath, an orc barbarian from the north, Salia, a human female assassin from the dragon sea, Kalian, drow cleric that is fasinated with death, and Thazzaran, an human leper that hates most of society since they shunned him. Traveling to an ancient Netheresse city, fighting off the Blue Dragon that claimed it as his home. Scouring through the city his promise of power seemed to be fleeting quickly. Filled with frustration of failure (alleration owns) the unnamed drow wizard started to unleash his fury upon the ruined city. When the dust of shattered stone and clay cleared the land was filled with glowing ruins. With his own frustration he had accidently activated the power of the machine he was had be searching for all along. The eldritch engine was under the city, and what is known after that is hazy. The city is now covered in a eering blue mist, where moans of pain and death can be heard from within. Each of the four companions have be transformed by the magic of the engine, Hjorgath, with his every need to fight turned into the Aspect of War. Aspect of War Large Outsider (Evil, Native) Hit Dice: 12d8+108 (162 hp) Initiative: +0 Speed: 40ft. Armor Class: 27 (-1 size, +6 +1 breastplate , +3 +1 heavy steel shield , +9 natural) Base Attack/Grapple: +12/+26 Attack: +1 throwing battleax of return +22 melee (2d6+11); or +1 throwing battleax of return +12 (2d6+10) Full Attack: +1 throwing battleax of return +22/+17/+12 (2d6+11); or +1 throwing battleax of return +12 ranged (2d6+11) Space/Reach: 10ft./10ft. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 10/adamantine, darkvision 60ft., immunity to posion, electricity, fire, cold, acid 10, spell resistance 21 Saves: Fort +17 Ref +9 Will +11 Abilities: Str 21, Dex 10, Con 29, Int 13, Wis 16, Cha 20 Skills: Concentrate +24, Diplomacy +9, Disguise +10, Intimidate +24, Knowledge (arcana) +15, Knowledge (warfare) +15, Spellcraft +15, Sense Motive +18, Spot +26, Jump +25 Feats: Power Attack, Improved Sunder, Combat Brute, Awsome Blow, Cleave Environment: Any Organzation: Solitary Challenge Rating: 13 Treasure: +1 throwing battleax of return +1 breastplate, +1 heavy steel shield Alignment: Neutral Evil Advancement: - A beast of a man stands before you, face hide behind a huge horned helm, his eyes glow with an unholy red. Doning armor that looks crafted from skin and bone, a shield of crimson red, and an axe dripping with blood. When the Aspect of War is not killing any that come across his path, he also enjoys creating civil wars, infighting, and breaking alliances. Any chance he sees to start a larger scale battle that he will be able to participate in he shall do all that he can to make sure it starts. When he comes to combat he charges head long into any melee swinging his ax, usually casting rage before he charges. He uses his spells against other spellcasters to try and nuetralize them until he can wade through his worthy opponents in hand to hand. Spell-like Abilities: At will - Confusion (DC 19), Dispel Magic, Polymorph, Rage, Unholy Blight (DC19) 1/day - power word stun. Caster level 14th level. Any comments are welcomed, as long as they don't involve fire. |