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| * * * It was late into the night when Lyar touched the hand of his wife, Krysa, and leaned over to kiss her goodnight, whispering that he loved her and that she would soon find it in her heart to let go of the fear of their newborn son, and awaken once again.
Months had passed since that faithful day of Rajaat’s premature birth, which caused Krysa’s mind to close in on itself, making her slip into a coma, and every night since Lyar has made a point to visit his wife, with Rajaat safely bundled in his arms. Lyar’s hope was that she would one day forgive herself for whatever she blamed herself for, letting go of her fear and accepting the fact that they have a deformed child, a child prophesied by the high one Sarla to bring about evil things.
Lyar couldn’t believe it, refused to believe it, but so far she was right about two things, that Krysa had indeed been carrying a boy, and that the child would be physically deformed. Whether the child was mentally handicapped as well was hard to tell at this point. Still, it wasn’t enough for Lyar, he needed more proof. He refused to give up on the hope that what Sarla saw was a false vision of sorts, brought on by strong emotions and other intrusions of her mind on her seer eye, which caused her to misread whatever vision she received. Sarla was still tight-lipped about just what exactly she had seen, which only reinforced Lyar’s hope that maybe the vision was false.
It was Rajaat’s change of mood from cooing to constant squirming and the beginning of a fuss that made Lyar come back from his daydreaming. He reflected too much about this so-called prophecy, it was time to stop worrying and start thinking about raising Rajaat properly, which would unfortunately be by himself, since he had no idea when Krysa would wake up again, if at all. Lyar let Rajaat look at his mother one last time for the night, before bundling him up and leaving the room she stayed in at the healer’s hut. He let out a sigh walking home while looking up at the stars, it felt good to be working on moving on, it was better for him and Rajaat that he succeed in doing this. He would continue to see his wife every night before bed, which was good for all three. He just wasn’t going to waste any more time worrying about Sarla’s vision, or at least try not to. Tomorrow would be the dawning of a new day for Rajaat and himself, and Lyar was going to make sure it was as auspicious as could be.
* * * * Sarla walked around and surveyed the landscape. What was once green was dying quickly before her eyes, leaving only a grayish layer of ash behind. In the distance she heard screaming and shouting, the clashing of weapons, all over the sounds of battle surrounding her. She wasn’t sure where she was, but it certainly wasn’t home. She began walking calmly, then running at full speed in order to reach a hilltop to get a better look at things.
What she saw took her breath away. Hundreds, if not thousands of people where fighting one another and dying. One group was lead by mostly humans, with a few dwarves here and there, while the defending group was entirely elves. The elves were outnumbered one hundred to one, and couldn’t take the onslaught much longer. Soon after the lead elf sounded the retreat, and most of the army retreated while a few stayed behind to cover their escape.
The scene she saw before her eyes was brutal, and it brought tears to her eyes as she looked at the landscape and what it had become: grayish, ash-like material mixed in with blood, more elven than human. Then suddenly a booming voice was heard across the countryside, a voice which seemed to be laughing in deep-throated fashion. Twin cerulean blue eyes sparkled in the sky and looked down at Sarla as a voice was heard. Jaw dropping and shaking with fear, Sarla listened as much as her fear allowed her.
“Now, woman, you see my beautiful work of art. The day will come when it will be reality! All that live now shall perish, and those that once were will reign again! Beware, crone, for your days are numbered, no one will be able to stop me!” And with that Sarla awoke, her body drenched in sweat and shaking. All that she could get out was a whisper, “It’s worse than I thought, the child must be destroyed now, before it’s too late…”, before she passed out from exhaustion.
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| Freedom NPCs d20™ System Conversion of: “ Freedom” An ESD copy of the above product can be obtained from: http://store.yahoo.com/svgames-store/ds2401esd.html This material was converted by: Mark Hope and is hosted at Crimsonsun.org in compliance with Wizards of the Coast, Inc. ESD Conversion Agreement v1.0. This material was edited by: Elonarc and is hosted at Crimsonsun.org in compliance with Wizards of the Coast, Inc. ESD Conversion Agreement v1.0.
Chch’kraran «Under orders from his pack, Chch’kraran came to Tyr to obtain the famed steel weapons of Tyrian craftsmen.» ― Freedom, David “Zeb” Cook Chch’kraran is a mantis-warrior fallen foul of the strange ways of humanity. He debuts in Freedom Part 1E “Shanghaied” and may feature as an ally in Part 2 and later in the adventure. Chch’kraran, Male Thri-Kreen Ftr 3: CR 4: Medium Monstrous Humanoid; HD 2d8+2(thri-kreen) plus 3d10+3 (fighter); hp 30; Init+3; Spd 40’; AC 16, touch 13, flat-footed 13 (Dex +3, Natural Armor +3); Base Atk/Grapple +5/+7, Atk +7 melee (1d4+2, 4 claws), +6 melee (1d4+1 plus poison, bite); Space/Reach 5ft./5ft.; SV Fort +4; Ref +7; Will +6; AL N; Str 15; Dex 16; Con 13; Int 12; Wis 14; Cha 13. Thri-Kreen Traits: Deflect Arrows, Leap, Natural Armor, Natural Weapons, Poison (DC 12), Sleep Immunity, Weapon Familiarity (gythka, chatkcha). Skills & Feats: Balance 5 (+8), Climb 5 (+7), Hide 5 (+8), Jump 4 (+36), Spot 5 (+7), Blind-Fight, Deflect Arrows, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (bite).
Cruerex «Beyond your cluster of slaves, you spot a shadowy shape that, instead of huddling for warmth, furtively picks its way among the sleeping forms.» ― Freedom, David “Zeb” Cook Cruerex is an informer, a slave who attempts to reveal the plans of other slaves to his secret masters. He features as an adversary in Freedom Part 2D “Plots”. Cruerex, Male Human Com 3: CR 2: Medium Humanoid; HD 3d4+3; hp 10; Init+0; Spd 30’; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +1/+2, Atk +2 melee (1d3+1, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +2; Ref +1; Will +0; AL NE; Str 12; Dex 11; Con 13; Int 10; Wis 9; Cha 8. Skills & Feats: Climb 3 (+4), Listen 5 (+6), Spot 5 (+6), Use Rope 5 (+5), Alertness, Dodge, Endurance.
Dwarven Gladiator These statistics are for a typical dwarf gladiator, as featured on the Master NPC Table in Freedom. Gladiator, Male/Female Dwarf Gla 5: CR 5; Medium Humanoid (dwarf); HD 5d12+10; hp 42; Init+5; Spd 20ft; AC 11, touch 11, flat-footed 10 (Dex +1); Base Atk/Grapple +5/+6; Atk+6 melee (1d3+1, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +6; Ref +2; Will +0; AL Var; Str 13; Dex 12; Con 14; Int 10; Wis 9; Cha 6. Dwarf Traits: Darkvision 60 ft., Dwarven Focus, Poison Save Bonus, Spell Save Bonus, Weapons Familiarity (urgrosh). Gladiator Abilities: Arena Guile +2, Armor Optimization (breastplate), Exotic Weapon (talid, wrist razors), Improved Feint, Mercy, Unarmed Strike, Uncanny Dodge. Skills and Feats: Bluff 7 (+5), Climb 5 (+6), Intimidate 5 (+3), Jump 5 (+6), Sense Motive 5 (+4), Tumble 5 (+6), Exotic Weapon Proficiency (talid), Exotic Weapon Proficiency (wrist razors), Freedom, Improved Feint, Improved Initiative, Improved Unarmed Strike.
Dwarven Overseer These statistics are for a typical dwarf overseer, as featured on the Master NPC Table in Freedom. Overseer, Male/Female Dwarf War 4: CR 3; Medium Humanoid (dwarf); HD 4d8+8; hp 26; Init+0; Spd 20ft; AC 12, touch 10, flat-footed 10 (leather armor); Base Atk/Grapple +4/+5; Atk+5 melee (1d3+1, whip); Space/Reach 5ft./5ft.; SV Fort +6; Ref +1; Will +1; AL NE; Str 13; Dex 11; Con 14; Int 10; Wis 10; Cha 6. Dwarf Traits: Darkvision 60 ft., Dwarven Focus, Poison Save Bonus, Spell Save Bonus, Weapons Familiarity (urgrosh). Skills and Feats: Climb 3 (+4), Intimidate 4 (+2), Jump 3 (+4), Use Rope 2 (+2), Endurance, Exotic Weapon Proficiency (master’s whip).
Dwarven Slave These statistics are for a typical dwarf slave, as featured on the Master NPC Table in Freedom. Slave, Male/Female Dwarf Com 1: CR 1/2; Medium Humanoid (dwarf); HD 1d4+2; hp 4; Init+0; Spd 20ft; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +0/+1; Atk+1 melee (1d3+1, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +2; Ref +0; Will +0; AL Var; Str 13; Dex 11; Con 14; Int 10; Wis 10; Cha 6. Dwarf Traits: Darkvision 60 ft., Dwarven Focus, Poison Save Bonus, Spell Save Bonus, Weapons Familiarity (urgrosh). Skills and Feats: Climb 2 (+3), Craft (any) 2 (+2), Jump 2 (+3), Use Rope 2 (+2), Endurance.
Elven Slave These statistics are for a typical elf slave, as featured on the Master NPC Table in Freedom. Slave, Male/Female Elf Com 1: CR 1/2; Medium Humanoid (elf); HD 1d4-1; hp 1; Init +1; Spd 40’; AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk/Grapple +0/+0; Atk -1 melee (d4, 19-20/x2, bone dagger); Space/Reach 5ft./5ft.; SV Fort -1; Ref +1; Will +0; AL Var; Str 10, Dex 13, Con 8, Int 11, Wis 10, Cha 11. Elf Traits (Ex): Elf Run, Low-light vision, Proficient with all bows, Resistant to Temperature Extremes, Skill Bonuses (Listen, Perform, Search, Spot), Weapon Familiarity (Elven Longblade). Skills and Feats: Climb 2 (+2), Craft (any) 2 (+2), Jump 2 (+2), Use Rope 2 (+3), Run.
Elven Slaves (Part 2A) «Six elves tease a clumsy half-giant, using speed and agility to slip his grasp.» ― Freedom, David “Zeb” Cook These elven slaves make sport of the unfortunate Urrgos in Freedom Part 2A “A Friend In Need”. They are more skilled than other elven slaves in Kalak’s labor pens. Slaves (6), Male/Female Elves Com 3: CR 2; Medium Humanoid (elf); HD 3d4; hp 7; Init +7; Spd 40’; AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk/Grapple +1/+2; Atk +2 melee (d4+1, 19-20/x2, bone dagger); Space/Reach 5ft./5ft.; SV Fort +1; Ref +4; Will +1; AL CE; Str 12; Dex 16; Con 11; Int 15; Wis 10; Cha 14. Elf Traits (Ex): Elf Run, Low-light vision, Proficient with all bows, Resistant to Temperature Extremes, Skill Bonuses (Listen, Perform, Search, Spot), Weapon Familiarity (Elven Longblade). Skills and Feats: Handle Animal 6 (+8), Listen 6 (+8), Spot 6 (+8), Use Rope 6 (+9), Endurance, Improved Initiative.
Eramas « Eramas came to Tyr's dusty alleys to seek refuge from his gladiatorial life in Urik. The brutal city of Tyr seemed refuge indeed after the bloody crucible of Urik's arena. » ― Freedom, David “Zeb” Cook Eramas is a gladiator fallen into slavery in Tyr. He may be used as an ally in Freedom, Part 1D “Press Gang” and later sections of the adventure. Eramas, Male Human Gla 3: CR 3; Medium Humanoid; HD 3d12+6; hp 25; Init+5; Spd 30ft; AC 13, touch 11, flat-footed 12 (Dex +1, leather armor); Base Atk/Grapple +3/+7; Atk+8 melee (1d6+4, 18-20/x2, wrist razor); SV Fort +5; Ref +2; Will -1; AL NG; Str 19; Dex 13; Con 15; Int 14; Wis 7; Cha 8. Gladiator Abilities: Arena Guile +1, Exotic Weapon (wrist razors), Mercy, Unarmed Strike. Skills and Feats: Balance 6 (+7), Bluff 6 (+5), Climb 6 (+10), Intimidate 6 (+5), Perform 6 (+5), Sense Motive 6 (+4), Tumble 6 (+8), Exotic Weapon Proficiency (wrist razor), Freedom, Improved Feint, Improved Initiative, Improved Unarmed Strike, Weapon Focus (wrist razor).
Gith Slave These statistics are for a typical gith slave, as featured on the Master NPC Table in Freedom. Slave, Male Gith War 1: CR 1/2: Medium Humanoid (Gith); HD 1d8; hp 4; Init +5; Spd: 30ft; AC 15, touch 11, flat-footed 14 (+1 Dex, +2 natural, leather armor); Base Atk/Grapple +1/+1; Atk: +1 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SV Fort +2, Ref +1, Will +0; AL CE; Str 11, Dex 12, Con 11, Int 9, Wis 10, Cha 8. Gith Traits: Lowlight vision, Natural Armor, Skill Bonuses (Hide, Jump, Move Silently). Skills and Feats: Hide 0 (+5), Jump 4 (+14), Move Silently 0 (+5), Improved Initiative.
Half-Giant Guard These statistics are for a typical half-giant guard, as featured on the Master NPC Table in Freedom. Guards, Male/Female Half-Giant War 3: CR 3; Large Giant; HD 5d8+10; hp 32; Init+3; Spd 40’; AC 14, touch 8, flat-footed 14 (Dex -1, Natural Armor +2, Size –1, kank chitin); Base Atk/Grapple +4/+12; Atk +7 melee (3d6+5, large obsidian greatsword); Space/Reach 10ft./10ft.; SV Fort +8; Ref +0; Will -1; AL N?; Str 18, Dex 8, Con 15, Int 6, Wis 7, Cha 6. Half-Giant Traits: Axis Alignment, Darkvision 60 ft, Natural Armor. Skills and Feats: Climb 2 (+6), Jump 2 (+6), Intimidate 4 (+2), Improved Initiative, Weapon Focus (greatsword).
Hamash «As a free man, Hamash had his hands in everyone’s pockets, and this larcenous nature quickly landed him in shackles...» ― Freedom, David “Zeb” Cook Hamash is an enslaved fruit vendor who ends up sent to Kalak’s labor pits along with PCs captured in Freedom, Part 1B “Serious Offense”. He features as a possible ally in Part 2 and later in the adventure. Hamash, Male Mul, Rog 2: CR 3; Medium Humanoid (mul); HD 2d6+6; hp 13; Init+3; Spd 30ft; AC 13, touch 13, flat-footed 10 (Dex +3); Atk+4 (club, d6+3); Space/Reach 5ft./5ft.; SV Fort +3; Ref +6; Will -1; AL N; Str 17; Dex 17; Con 16; Int 13; Wis 9; Cha 12. Mul Traits: Darkvision 30ft., Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Rogue Abilities: Evasion, Sneak Attack +1d6, Trapfinding. Skills & Feats: Appraise 5 (+6), Balance 5 (+8), Bluff 4 (+5), Decipher Script 4 (+5), Disable Device 4 (+5), Forgery 4 (+5), Gather Information 5 (+6), Hide 5 (+8), Pick Pocket 5 (+8), Profession (trader) 4 (+3), Speak Language (Urikite), Dodge.
Human Citizen These statistics are for a typical citizen, as featured on the Master NPC Table in Freedom. Citizen, Male/Female Human Com 1: CR 1/2; Medium Humanoid; HD 1d4; hp 2; Init+0; Spd 30’; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +0/+0, Atk +0 melee (1d4, bone dagger); Space/Reach 5ft./5ft.; SV Fort +0; Ref +0; Will +0; AL Var; Str 11; Dex 10; Con 11; Int 10; Wis 10; Cha 10. Skills & Feats: Climb 3 (+3), Craft (any) 3 (+3), Listen 3 (+3), Spot 3 (+3), Dodge, Endurance.
Human Gladiator These statistics are for a typical human gladiator, as featured on the Master NPC Table in Freedom. Gladiator, Male/Female Human Gla 4: CR 4; Medium Humanoid; HD 4d12+4; hp 30; Init+0; Spd 30ft; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +4/+5; Atk+5 melee (1d8, obsidian longsword); Space/Reach 5ft./5ft.; SV Fort +5; Ref +1; Will +1; AL Var; Str 13; Dex 11; Con 12; Int 9; Wis 10; Cha 10. Gladiator Abilities: Arena Guile +2, Exotic Weapon (singing sticks), Improved Feint, Mercy, Unarmed Strike, Uncanny Dodge. Skills and Feats: Balance 5 (+5), Bluff 5 (+5), Intimidate 5 (+5), Jump 5 (+6), Sense Motive 4 (+4), Tumble 4 (+4), Dodge, Exotic Weapon Proficiency (singing sticks), Improved Feint, Improved Initiative, Improved Unarmed Strike, Weapon Focus (longsword).
Human Guard These statistics are for a typical human guard, as featured on the Master NPC Table in Freedom. Guard, Male/Female Human War 4: CR 3; Medium Humanoid; HD 4d8+4; hp 22; Init+4; Spd 30’; AC 12, touch 10, flat-footed 12 (leather armor); Base Atk/Grapple +4/+5, Atk +6 melee (1d6+1, bone spear); Space/Reach 5ft./5ft.; SV Fort +5; Ref +1; Will +0; AL NE; Str 13; Dex 11; Con 12; Int 10; Wis 8; Cha 9. Skills & Feats: Climb 5 (+6), Handle Animal 5 (+4), Intimidate 7 (+6), Ride 4 (+4), Dodge, Improved Initiative, Weapon Focus (spear).
Human Noble These statistics are for a typical human noble, as featured on the Master NPC Table in Freedom. Noble, Male/Female Human Ari 1: CR 1/2; Medium Humanoid; HD 1d8; hp 4; Init -1; Spd 30’; AC 9, touch 9, flat-footed 9; Base Atk/Grapple +0/-1, Atk -1 melee (1d4-1, 19-20/x2, dagger); Space/Reach 5ft./5ft.; SV Fort +0; Ref -1; Will +4; AL Var; Str 8, Dex 9; Con 10; Int 13; Wis 11; Cha 12. Skills & Feats: Appraise 4 (+5), Diplomacy 4 (+5), Gather Information 4 (+5), Intimidate 4 (+5), Knowledge (any) 3 (+4), Ride 2 (+1), Sense Motive 3 (+3), Iron Will, Lightning Reflexes.
Human Officer These statistics are for a typical human officer, as featured on the Master NPC Table in Freedom. Guard, Male/Female Human Ftr 7: CR 7; Medium Humanoid; HD 7d10+7; hp 45; Init+0; Spd 20’; AC 16, touch 11, flat-footed 15 (Dex +1, braxat chitin); Base Atk/Grapple +7/+8, Atk +8/+3 melee (1d4, 19-20/x2, dagger) or +9/+4 ranged (1d4, 19-20/x2, dagger); Space/Reach 5ft./5ft.; SV Fort +6; Ref +2; Will +2; AL N; Str 11; Dex 13; Con 12; Int 10; Wis 10; Cha 10. Skills & Feats: Climb 3 (+0), Handle Animal 5 (+5), Intimidate 10 (+10), Jump 7 (+7), Knowledge (law) 1 (+1), Ride 3 (+3), Dodge, Mobility, Point Blank Shot, Quick Draw, Rapid Shot, Shot on the Run, Two Weapon Fighting Weapon Focus (dagger).
Human Overseer These statistics are for a typical human overseer, as featured on the Master NPC Table in Freedom. Overseer, Male/Female Human War 2: CR 1; Medium Humanoid; HD 2d8+2; hp 11; Init+1; Spd 30’; AC 11, touch 11, flat-footed 10 (Dex +1); Base Atk/Grapple +2/+2, Atk +2 melee (1d3, master’s whip); Space/Reach 5ft./10ft.; SV Fort +4; Ref +1; Will -1; AL Var; Str 11; Dex 12; Con 13; Int 9; Wis 8; Cha 10. Skills & Feats: Climb 2 (+2), Handle Animal 2 (+1), Intimidate 4 (+4), Ride 2 (+3), Endurance, Exotic Weapon Proficiency (master’s whip).
Human Slave These statistics are for a typical human slave, as featured on the Master NPC Table in Freedom. Slave, Male/Female Human War 2: CR 1; Medium Humanoid; HD 2d8; hp 9; Init+0; Spd 30’; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +2/+2, Atk +2 melee (1d3, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +3; Ref +0; Will +0; AL Var; Str 11; Dex 10; Con 11; Int 10; Wis 10; Cha 10. Skills & Feats: Climb 4 (+4), Craft (any) 3 (+3), Listen 2 (+2), Use Rope 2 (+2), Dodge, Endurance.
Human Thugs «The thugs retreat for the night, promising to “teach you guys a lesson.”» ― Freedom, David “Zeb” Cook Members of a slave gang led by a mul bully boy, these five humans feature as potential foes in Freedom, Part 2. Thugs, Male Humans War 2: CR 1; Medium Humanoid; HD 2d8+2; hp 11; Init+0; Spd 30ft; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +2/+3; Atk+3 melee (1d3+1, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +4; Ref +0; Will -1; AL NE; Str 13; Dex 11; Con 12; Int 10; Wis 8; Cha 9. Skills and Feats: Climb 5 (+6), Intimidate 4 (+3), Jump 2 (+3), Ride 4 (+4), Improved Unarmed Strike, Power Attack.
Kanla «“I am stronger, faster and tougher than you! I should have been his partner.”» ― Freedom, David “Zeb” Cook Kanla is one of a pair of brawling gladiators who feature in Freedom Part 2B “Girl Trouble”. She may prove to be ally or adversary, depending upon how the characters deal with the situation. Kanla, Female Human Gla 6: CR 6; Medium Humanoid; HD 6d12+18; hp 51; Init+4; Spd 30ft; AC 14, touch 14, flat-footed 10 (Dex +4); Base Atk/Grapple +6/+10; Atk+10/+5 ranged (1d4+4, bolas); Space/Reach 5ft./5ft.; SV Fort +8; Ref +8; Will +1; AL NE; Str 19; Dex 18; Con 17; Int 11; Wis 9; Cha 10. Gladiator Abilities: Arena Guile +3, Armor Optimization (scale mail), Exotic Weapon (bolas, net), Improved Feint, Mercy, No Mercy, Unarmed Strike, Uncanny Dodge. Skills and Feats: Bluff 9 (+9), Climb 9 (+13), Intimidate 6 (+6), Perform 6 (+6), Sense Motive 9 (+8), Tumble 6 (+10), Blind Fight, Combat Reflexes, Dodge, Exotic Weapon (bolas), Exotic Weapon (net), Improved Feint, Improved Unarmed Strike, Lightning Reflexes.
Lissan «Despite her lifelong slavery, Lissan is fiercely independent. Only her tenacity kept her alive in the Asticles slave farms and gladiator pits where she grew up.» ― Freedom, David “Zeb” Cook Lissan is one half of a pair of brawling gladiators who feature in Freedom Part 2B “Girl Trouble”. She requires the assistance of the PCs and may prove a valuable ally as a consequence. Kanla, Female Human Gla 6: CR 6; Medium Humanoid; HD 6d12+18; hp 57; Init+2; Spd 30ft; AC 12, touch 12, flat-footed 10 (Dex +2); Base Atk/Grapple +6/+8; Atk+8/+3 melee (1d6+3, quarterstaff); Space/Reach 5ft./5ft.; SV Fort +8; Ref +4; Will +5; AL N; Str 15; Dex 15; Con 16; Int 15; Wis 16; Cha 16. Gladiator Abilities: Arena Guile +3, Armor Optimization (scale mail), Exotic Weapon (cahulak, singing sticks), Improved Feint, Mercy, No Mercy, Unarmed Strike, Uncanny Dodge. Skills and Feats: Balance 7 (+9), Bluff 9 (+12), Climb 9 (+11), Intimidate 6 (+9), Jump 9 (+11), Perform 9 (+12), Sense Motive 8 (+11), Tumble 6 (+8), Combat Expertise, Dodge, Exotic Weapon (cahulak), Exotic Weapon (singing sticks), Improved Feint, Improved Unarmed Strike, Mobility, Spring Attack.
Liurgand «Liurgand – a slave who has listened in on all escape plans.» ― Freedom, David “Zeb” Cook Liurgand is a mul bard and a slave informer in Kalak’s labor pits. He appears as an adversary in Freedom Part 2. Liurgand, Male Mul, Brd 2: CR 3; Medium Humanoid (dwarf); HD 2d6+4; hp 11; Init+4; Spd 30ft; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +1/+4; Atk+4 melee (1d4+3, 19-20/x2, bone dagger); Space/Reach 5ft./5ft.; SV Fort +5; Ref +3; Will +2; AL NE; Str 16; Dex 10; Con 15; Int 11; Wis 9; Cha 6. Mul Traits: Darkvision 30ft, Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Skills & Feats: Appraise 3 (+3), Bluff 5 (+3), Escape Artist 3 (+3), Gather Information 5 (+3), Move Silently 3 (+3), Search 4 (+4), Sense Motive 4 (+3), Tumble 3 (+3), Improved Initiative.
Mahlanda «Even drawing breath in the city of Tyr puts Mahlanda at risk. As a Preserver, her renegade magic opposes that of King Kalak and his templars.» ― Freedom, David “Zeb” Cook Mahlanda first appears as a preserver-in-need in Part 1C “Preservers!”. She features as a potential ally and Veiled Alliance contact in later parts of the adventure. Mahlanda, Female Human, Wiz 3 (preserver): CR 3; Medium Humanoid; HD 3d4+3; hp 12; Init+3; Spd 30ft; AC 13, touch 13, flat-footed 10 (Dex +3); Base Atk/Grapple +1/+2; Atk+2 melee (1d6+1, quarterstaff); Space/Reach 5ft./5ft.; SV Fort +2; Ref +4; Will +6; AL CG; Str 13; Dex 17; Con 13; Int 16; Wis 16; Cha 14. Wizard Abilities: Scribe Scroll, Summon Familiar. Feats and Skills: Bluff 6 (+8), Concentration 6 (+7), Gather Information 3 (+5), Knowledge (Alchemy) 6 (+9), Knowledge (Tyr geography) 4 (+7), Spellcraft 4 (+7), Survival 2 (+5), Combat Casting, Eschew Materials, Scribe Scroll, Still Spell. Spells: (4/3/2; DC is 13 + spell level); 0― message, prestidigitation, resistance, slave scent; 1st―cause fear, cooling canopy, sleep; 2nd―invisibility, wakefulness.
Mul Gang Leader «Clearly this gang of six has bullied more than a few weaklings for their goods.» ― Freedom, David “Zeb” Cook This unnamed adversary leads a gang of five human thugs in Kalak’s labor pits. He features as an opponent in Part 2 of Freedom. Gang leader, Male Mul, War 5: CR 5; Medium Humanoid (dwarf); HD 5d8+5; hp 27; Init+2; Spd 30ft; AC 12, touch 12, flat-footed 10 (Dex +2); Base Atk/Grapple +5/+10; Atk+10 melee (1d3+5, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +5; Ref +3; Will +0; AL CE; Str 20; Dex 15; Con 12; Int 11; Wis 9; Cha 10. Mul Traits: Darkvision 30ft., Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Skills & Feats: Climb 4 (+9), Intimidate 6 (+6), Jump 3 (+8), Ride 3 (+5), Improved Unarmed Strike, Power Attack.
Mul Gladiator These statistics are for a typical mul gladiator, as featured on the Master NPC Table in Freedom. Gladiator, Male Mul, Gla 4: CR 5; Medium Humanoid (dwarf); HD 4d12+8; hp 34; Init+0; Spd 30ft; AC 15, touch 11, flat-footed 14 (Dex +1, kank chitin); Base Atk/Grapple +4/+7; Atk+7 melee (1d10+4, 19-20/x2, bastard sword) or +6 missile (1d4+3, dart); Space/Reach 5ft./5ft.; SV Fort +6; Ref +2; Will +0; AL Var; Str 17; Dex 12; Con 14; Int 10; Wis 9; Cha 6. Mul Traits: Darkvision 30ft., Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Gladiator Abilities: Arena Guile +2, Exotic Weapon (bastard sword), Improved Feint, Mercy, Unarmed Strike, Uncanny Dodge. Skills & Feats: Bluff 6 (+4), Climb 4 (+7), Jump 4 (+9), Perform 4 (+2), Sense Motive 5 (+4), Tumble 5 (+8), Acrobatic, Improved Feint, Improved Unarmed Strike, Weapon Focus (dart).
Mul Overseer This nameless slave overseer is a thorn in the characters’ side during their time in Kalak’s labor pits, featuring in Part 2 of the adventure. His short temper may well brew bad blood between himself and the PCs. Overseer, Male Mul, Com 4: CR 4; Medium Humanoid (dwarf); HD 4d4+8; hp 18; Init+2; Spd 30ft; AC 12, touch 12, flat-footed 10 (Dex +2); Base Atk/Grapple +2/+5; Atk+5 melee (1d3+3, master's whip); Space/Reach 5ft./10ft.; SV Fort +3; Ref +3; Will +1; AL NE; Str 17; Dex 14; Con 14; Int 10; Wis 10; Cha 11. Mul Traits: Darkvision 30ft., Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Skills & Feats: Climb 3 (+6), Handle Animal 3 (+3), Profession (overseer) 5 (+5), Use Rope 3 (+5), Endurance, Exotic Weapon (master's whip).
Mul Slave These statistics are for a typical mul slave, as featured on the Master NPC Table in Freedom. Slave, Male/Female Mul Com 1: CR 1; Medium Humanoid (dwarf); HD 1d4+1; hp 3; Init+0; Spd 30’; AC 10, touch 10, flat-footed 10; Base Atk/Grapple +0/+2, Atk +2 melee (1d3+2, unarmed attack); Space/Reach 5ft./5ft.; SV Fort +1; Ref +0; Will +0; AL Var; Str 15; Dex 10; Con 13; Int 10; Wis 10; Cha 8. Mul Traits: Darkvision 30ft., Dwarven Blood, Extended Activity, Nonlethal DR 1/-, Tireless. Skills & Feats: Climb 2 (+4), Craft (any) 2 (+2), Listen 2 (+2), Use Rope 2 (+2), Endurance.
Orman of the Wastes «Abandoning hope and happiness, Orman has little esteem left.» ― Freedom, David “Zeb” Cook Orman appears initially in Freedom, Part 1A “Elf Brawl” as a potential victim in need of aid from the PCs. Those that lend aid to Orman in this scene may find him an ally in Part 2 of the adventure. Orman, Male Half Elf, Rng 3: CR 3; Medium Humanoid (elf); HD 3d8+9; hp 22; Init+2; Spd 40ft; AC 12, touch 12, flat-footed 10 (Dex +2); Base Atk/Grapple +3/+6; Atk +6 melee or +5 ranged (1d4+3, 19-20/x2, obsidian dagger); Space/Reach 5ft./5ft.; SV Fort +6; Ref +5; Will +3; AL NG; Str 16; Dex 14; Con 16; Int 11; Wis 15; Cha 9. Half-Elf Traits: Elven Blood, Lowlight vision, Skill Bonuses (Disguise, Handle Animal, Listen, Search Spot, Survival). Ranger Abilities: Combat Style (archery), Endurance, Favored Enemy (gith), Track, Wild Empathy Skills and Feats: Climb 4 (+7), Handle Animal 5 (+6), Hide 5 (+7), Knowledge (Tablelands geography) 6 (+6), Listen 4 (+7), Ride 6 (+8), Survival 6 (+10), Endurance, Far Shot, Point Blank Shot, Rapid Shot, Track.
Prithen and Nandlex « A pair of raffish looking elves enter the plaza... They are tall and slender, their skin a crinkly brown from the sun. Their somber but finely-cut clothes denote high status within their tribe. » ― Freedom, David “Zeb” Cook Prithen and Nandlex are elves of whatever elven tribe is currently in Tyr according to the DM’s campaign. These two feature as adversaries in Freedom, Part 1A “Elf Brawl”. Prithen and Nandlex, Male Elves Rog 3: CR 3; Medium Humanoid (elf); HD 3d6+2; hp 9, 14; Init +2; Spd 40’; AC 14, touch 12, flat-footed 12 (+2 Dex, leather armor); Base Atk/Grapple +2/+3 Atk +3 melee (d4+1, 19-20/x2, bone dagger); Space/Reach 5ft./5ft.; SV Fort +2; Ref +5; Will +1; AL CE; Str 13; Dex 15; Con 12; Int 13; Wis 11; Cha 14. Elf Traits (Ex): Elf Run, Low-light vision, Proficient with all bows, Resistant to Temperature Extremes, Skill Bonuses (Listen, Perform, Search, Spot), Weapon Familiarity (Elven Longblade). Rogue Abilities: Evasion, sneak attack +2d6, trapfinding. Skills and Feats: Bluff 6 (+8), Hide 6 (+8), Intimidate 6 (+8), Listen 6 (+8), Move Silently 6 (+8), Perform 6 (+10), Search 6 (+9), Sleight of Hand 6 (+8), Spot 6 (+8), Point Blank Shot, Rapid Shot.
Ramachil Ramachil is an elven thief who features as an adversary in Freedom, Part 2. No statistics are featured for him but the DM is advised to use the statistics for Prithen and Nandlex, as these match those of Ramachil and other typical elves (Rog 3).
Templars – Mid Level These statistics are for a typical mid-level templar, as featured on the Master NPC Table in Freedom. Templar, Male/Female Human Tmp 6: CR 6; Medium Humanoid; HD 6d8+6; hp 33; Init+4; Spd 20’; AC 15, touch 10, flat-footed 15 (braxat chitin armor); Base Atk/Grapple +4/+4; Atk +4 melee (1d4, 19-20/x2, dagger); Space/Reach 5ft./5ft.; SV Fort +6; Ref +2; Will +5; AL LE; Str 10; Dex 11; Con 12; Int 12; Wis 10; Cha 13. Templar Abilities: Secular Authority, Sigil, Turn/Rebuke Undead. Skills and Feats: Appraise 7 (+8), Bluff 7 (+8), Diplomacy 8 (+9), ), Gather Information 9 (+10), Heal 7 (+7), Knowledge (law) 8 (+9), Literacy 1, Spellcraft 7 (+8), Assistance, Combat Casting, Extend Spell, Improved Initiative. Spells: (6/7/5/3; DC is 11 + spell level); 0― cure minor wounds, defiler scent, detect magic (assigned) detect poison, guidance, mending, resistance, virtue; 1st―black cairn, bless (assigned), cause fear, cure light wounds, death watch, hand of the sorcerer-king, sanctuary; 2nd―battlefield healing, hold person (assigned), resist energy; 3rd―dispel magic (assigned), speak with dead.
Templars – Minor «They order the homeless and indigent to assemble along one wall. Only merchants and nobles are allowed through the cordon.» ― Freedom, David “Zeb” Cook Torban is assisted by a pair of templars. They are not particularly well armed, serving as back up for Torban and his half-giant guards in Freedom, Part 1D “Press Gang”. These statistics also serve for minor templars, as described on the NPC Master Table. Templars (x2), Male/Female Human Tmp 3: CR 3; Medium Humanoid; HD 3d8+3; hp 16; Init+0; Spd 30’; AC 12, touch 10, flat-footed 12 (leather armor); Base Atk/Grapple +2/+2; Atk +2 melee (1d4, obsidian dagger); Space/Reach 5ft./5ft.; SV Fort +4; Ref +1; Will +4; AL NE; Str 10; Dex 10; Con 12; Int 12; Wis 13; Cha 11. Templar Abilities: Secular Authority, Sigil, Turn/Rebuke Undead. Skills and Feats: Appraise 6 (+7), Bluff 5 (+5), Diplomacy 6 (+6), Gather Information 6 (+6), Knowledge (law) 6 (+7), Literacy 1, Spellcraft 6 (+7), Assistance, Combat Casting, Extend Spell. Spells: (6/5; DC is 10 + spell level); 0― cure minor wounds, defiler scent, detect magic (assigned) guidance, resistance, virtue; 1st―bless (assigned), cure light wounds, hand of the sorcerer-king, sanctuary.
Torban « …a squad of the sorcerer-king’s guards seals off all streets and alleys… The soldiers move down the street, accosting everyone in their path.» ― Freedom, David “Zeb” Cook Torban is the half-giant commander of a squadron of Kalak’s guards. He leads a patrol of four half-giants, assisted by a pair of templars. Torban features as an adversary in Freedom, Part 1D “Press Gang”. Torban, Male Half-Giant Ftr 6: CR 7; Large Giant; HD 2d8+6 (half-giant) plus 6d10+18 (Ftr); hp 75; Init+4; Spd 30’; AC 16, touch 10, flat-footed 16 (natural armor +2, size –1, braxat chitin); Base Atk/Grapple +7/+18; Atk +14/+9 melee (2d8+12, large copper greatclub); Space/Reach 10ft./10ft.; SV Fort +11; Ref +2; Will +3; AL LE; Str 24; Dex 11; Con 16; Int 12; Wis 13; Cha 9 Half-Giant Traits: Axis Alignment, Darkvision 60 ft, Natural Armor. Skills and Feats: Climb 7 (+14), Jump 8 (+15), Intimidate 10 (+9), Knowledge (law) 4 (+5), Cleave, Great Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub).
Torban’s Half-Giant Guards Torban’s guards are four elite half-giants, their abilities a cut above the normal for their kind. They feature as adversaries in Freedom, Part 1D “Press Gang”. Guards (x4), Male/Female Half-Giant Ftr 4: CR 5; Large Giant; HD 2d8+6 (half-giant) plus 4d10+12 (Ftr); hp 55; Init+6; Spd 40’; AC 17, touch 11, flat-footed 15 (Dex +2, natural armor +2, size –1, kank chitin); Base Atk/Grapple +5/+12; Atk +7 melee (2d6+4, large obsidian longsword); Space/Reach 10ft./10ft.; SV Fort +10; Ref +3; Will +0; AL LN; Str 17; Dex 14; Con 16; Int 11; Wis 9; Cha 9. Half-Giant Traits: Axis Alignment, Darkvision 60 ft., Natural Armor. Skills and Feats: Climb 5 (+8), Jump 5 (+8), Intimidate 8 (+7), Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub).
Urrgos «”You go away! You just leave alone! Urrgos not want to be like you, little bug.”» ― Freedom, David “Zeb” Cook Urrgos is a half-giant slave sent to work on Kalak’s ziggurat. He features in Freedom, Part 2A “A Friend In Need” and later in the adventure as a potential ally. Urrgos, Male Half-Giant War 4: CR 4; Large Giant; HD 6d8+12; hp 39; Init+1; Spd 40’; AC 12, touch 10, flat-footed 11 (Dex +1, natural armor +2, size –1); Base Atk/Grapple +5/+16; Atk +11 melee (1d4+7, unarmed attack); Space/Reach 10ft./10ft.; SV Fort +11; Ref +2; Will -1; AL N?; Str 24; Dex 12; Con 15; Int 10; Wis 7; Cha 9. Half-Giant Traits: Axis Alignment, Darkvision 60 ft., Natural Armor. Skills & Feats: Climb 4 (+11), Intimidate 6 (+5), Jump 4 (+11), Listen 2 (+1), Spot 2 (+1), Great Fortitude, Improved Unarmed Strike, Power Attack.
Tembo «”You win, you live. You lose, you’re dead. That’s it.”» ― Freedom, David “Zeb” Cook Part of the gladiator stable of the trainer Morvak, this beast is used to test the mettle of prospective gladiator PCs in Freedom Part 3B “To the Arena”. Tembo: CR 5; Medium Magical Beast; HD 4d10+12; hp 34; Init +4; Spd: 30’; AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural), Base Atk/Grapple: +4/+7; Atk +7 melee (1d4+3, claw), +5 melee (1d6+1 plus energy drain, bite); Space/Reach: 5 ft./5 ft.; SA energy drain, improved grab, psionics, pounce, rake 1d4+1; SQ evasion, scent; SV Fort +7, Ref +8, Will +2; AL CE; Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 12. Skills and Feats: Climb +4, Hide +8, Listen +5, Move Silently +11, Spot +6, Deflect Arrows(B), Dodge, Multiattack.
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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Freedom © 1991 Wizards of the Coast, Inc. d20™ System Conversion of Freedom, ©2004 Pennarin. |
| Kalid-Ma/Ravenloft Contradiction
Author: Shei-Nad
Ok, having gotten my hands on the Domains of Dread accessory, I've given some thought to the matter of Kalidnay and I think you could actually have both descriptions of the Kalidnay destruction come together in a unified and original story, with very little adjustments and some flavor parts added into it, to do with as you'd like:
Kalid-Ma was the sorcerer-king of Kalidnay, and was also one of the most powerful defilers the land had ever known, rivaling the magical prowess of Sacha of Arala or Dregoth. He was never too warm to the First Sorcerer Rajaat, but was still elevated as one of his champions, because of his great power.
However, Kalid-Ma was knighted last amongst the champions of Rajaat, and was given the task of rooting out and killing the tari, a rat-people seen more as nuisance than anything else, but notoriously resistant and known for multiplying and spreading quite rapidly. The 15th Champion undertook the task grudgingly, and campaigned only as much as was required for him not to displease Rajaat, and though he might have intended to do so eventually, he never completed his appointed task.
When word reached the champions about the true plan of Rajaat, Kalid-Ma was eager to join in Borys' rebellion. Kalid-Ma helped banish the first sorcerer, and became Sorcerer King of the city of Kalidnay, of which he changed the name after his own.
Like all those who followed Borys of Ebe, Kalid-Ma was given the secrets of dragon metamorphosis, and he searched for ways to reach full dragonhood, as most other sorcerer-monarchs. But it was Dregoth, combining his own immense power and findings from a lost age allowed him to reach this goal far quicker than the rest of the sorcerer kings. However, at the request of Abalach-Re, the other sorcerer kings, including Kalid-Ma, banded together to attack and defeat Dregoth at the eve of his victory.
That event demonstrated to Kalid-Ma that he would have to find a different way to reach dragonhood. If the other sorcerer-monarchs were made aware of his plans and had time to prepare against a progressive transformation, they would certainly do the same thing to him as they did to Dregoth. So Kalid-Ma, already a 2nd stage dragon, researched a bolder way to reach is goal, one that would transform him into a full dragon in one swift strike.
After centuries of research, Kalid-Ma had developed the procedures and materials needed, of which were 5 perfect obsidian orbs and a huge Ziggurat, all of which would serve as energy conduits for the deed he was to attempt. When Kalid-Ma would initiate the transformation, each night would take him to a new stage of Dragonhood. But that was not quite quick enough...
Kalak of Tyr, who was always observant of his rivals, seeking ways to attain the level of power that they had been given as champions of Rajaat, learned of his southern neighbor's endeavors, and also learned how to capitalize on the only major flaw in Kalid-Ma's plan. The great defiler that was Kalid-Ma was too powerful for him to challenge, but during his accelerated transformation, Kalid-Ma would be left weak and vulnerable inside his ziggurat, and though the transformation was relatively fast, he would have ample time to strike at him when the ritual was initiated.
Kalak warned Hammanu of Urik that he believed Kalid-Ma was secretly on his last stages of dragonhood, and that he would certainly reach his ends very soon. Kalak gave this information to the Lion of Urik in exchange for the help of the armies of Hammanu and the collaboration of the sorcerer-king himself in the downfall of their rival. The armies of Urik were to attack and sack the city while the two sorcerer-kings would strike at Kalid-Ma himself. They alone would share the spoils of their victory before the other sorcerer kings would have time to react.
Urik prepared for war as Kalid-Ma put his plan in motion. However, as its armies were marshaled, the High Templar of Kalidnay, Thakok-An, became aware of the threat to her king, and decided to act upon it.
Thakok-An was a young female half-elf who had risen through the ranks of the templarate as one of Kalid-Ma's favorites. When she was only an infant, the sorcerer-king had sentenced her elven father to death after a transgression on his part, and taken her as a slave to compensate the city-state for her father's crime. However, she was later found to have great psionic potential and was schooled in the Way. Kalid-Ma also had her enroll in the templarate as continuing service to his city, but allowed her to return to her mother and siblings.
Somewhere in Thakok-An's twisted mind, she perceived all these gestures as favors from a great king, and she became enamored with Kalid-Ma, rising quickly through the ranks of the templarate as one of her most devout followers, though the monarch never actually showed any sign of returning her feelings.
When she learned of the threat, Thakok-An looked for a way to save her King from the danger on her own, for she desperately wished to prove her worth to him. Entering into the Royal Libraries, she searched through the personal records of Kalid-Ma himself, now that her king was locked away in his ziggurat. Driven almost mad by the imminent threat to her love, she read through descriptions of magical rituals and transformation ceremonies she little understood, until she found what she thought was a way to speed up the process.
The dragon transformation required the energy from the life of an enormous amount of people, being siphoned slowly through the whole procedure to empower 5 special orbs of obsidian that were to be gradually ingested by the sorcerer king as his draconic form grew progressively larger. However, Thakok-An believed that sacrificing a smaller number of lives, but the lives of those who had the greatest importance to the one who made the sacrifice, could provide more life energy and complete the transformation much more quickly. If this could be achieved, Kalid-Ma would be transformed into a full dragon in one great and final ritual, becoming mighty enough that he could defeat even the combined armies of Urik and the might of the sorcerer-kings of the North.
So, on one of the first nights of the ritual, Thakok-An brought her mother and sisters to the top of the ziggurat, into which the King dwelt, performing the ceremonies which were transforming him into a dragon. There, in the depths of the night, she took her carved bone rod, symbol of her magistrate's position, and beat her family to death, until their blood ran on the ziggurat. The life energy was siphoned into the orbs, but unknown to both Thakok-An and Kalidnay, they had surcharged the orbs, and caused the magic which was transforming Kalid-Ma to go horribly wrong.
A tremendous wave of defiling energy burst out of the ziggurat and threw Thakok-An to the ground, where she lost consciousness. Emerging from the debris was a fully grown and transformed dragon. However, in addition to the inborn aggressiveness of the newly transformed dragon, the beast was not Kalid-Ma, or more accurately, was deprived of Kalid-Ma's consciousness.
On the same night of Thakok-An's sacrifice, Kalid-Ma ingested the first orb which was to quicken his transformation. However, a great surge of power flooded him, much greater than what he had hoped, and his transformation quickened immensely, but his mind was submerged. Half-conscious and deprived of much of his sanity, Kalid-Ma ingested the remaining orbs in the same ritual night, until he was changed into a full Dragon. However, as the energy from the orbs was released into the dragon's body, his mind had been absorbed by them. The excess energy surged forth from the dragon into a great wave that cracked the ziggurat and tore down much of the adjacent buildings.
It was a mindless and raging dragon that emerged from the ziggurat, and the beast leveled what was left of the city of Kalidnay and slaughtered most of the survivors of the catastrophe. In great convulsions, the beast regurgitated the orbs throughout the ruins as he did so. After most of the Kalidnay had been destroyed, the creature moved on.
Much to the surprise and dismay of Kalak and Hammanu, a full dragon came to meet them on the battlefield, and both sorcerer-kings withdrew, leaving the Urikite army to be slaughtered by the beast. Hammanu managed to contact Borys, the Dragon, to meet this new threat, and they and Kalak searched for the newly born dragon, and following a trail of destruction, they quickly found the creature and managed to slay it before it attacked any other major settlements.
The Dragon then returned to Ur Draxa and Hammanu, deprived of his main forces and any spoils worth taking in Kalidnay, returned to his city-state. Kalak did much the same, but sent many agents over the years to the ruins of Kalidnay, to see if he could find how Kalid-Ma had achieved dragonhood so quickly. Many agents never returned, and those that did had reports of many undead lurking in the city. Centuries later, it was Dote Mal Payne, a necromancer of some power, who manage to circumvent the undead lurking in the ruined city and find what Kalak was looking for to accomplish his own goals.
And so was the story of Kalidnay... in Athas.
When Thakok-An awoke, she found herself in an almost empty city, and impossible as it seemed, it was now stranded on an island in the middle of the Sea of Silt. Quickly, she managed to restore order in what remained of Kalidnay, and found that a small village had been established some leagues from the city-state. After a month of cleaning and restoring Kalidnay and its ziggurat, Thakok-An found Kalid-Ma's body in a sealed chamber of the ziggurat. There he was, looking as he ever had, human in appearance, and asleep. In fact, nothing could wake the sorcerer-king, and he sleeps to this date.
Thakok-An quickly discovered that the entire city-state and all its inhabitants, which numbered now to a mere fifth of their former numbers, were not on Athas anymore, but on some other plane of existence. There she had to endure a miserable life, tyrant of her small domain, deprived of her master's love, he who would seemingly sleep eternally, so near yet so far from her. She rules the people of the domain in the name of the sorcerer-king, and life has become something similar to what it was, yet twisted in some way.
Though Thakok-An doesn't actually know what happened, her involvement into her master's plan caused the magic of Kalid-Ma to attract powerful extraplanar entities, much like the dragon transformation of Borys had once attracted the elemental vortices. However, the gruesome and evil nature of her involvement caught the attention the Demi-Plane of Dread, and as the blood of her relatives was being spilt on the ziggurat, Kalid-Ma, Thakok-An and the survivors of Kalidnay were taken to Ravenloft, where the high templar unwillingly created a small domain of dread with herself as lord.
Moreover, the transformation magics of the ritual had a strange side effect to the event. The physical forms of all creatures so transported were essentially duplicated into the demi-plane, and their original bodies were left in Athas. The consciousness of the victims, however, was not duplicated in that way, and was taken to Ravenloft, leaving mindless corpses behind, which animated as undead due to the nature of the event. The only two exceptions are that of Kalid-Ma, who's consciousness was instead transferred into the magical orbs of obsidian and could not be stripped from Athas, and Thakok-An, who was utterly and irreversibly transferred to the domain she created.
In other words, a copy of Kalid-Ma's untransformed body was taken to Ravenloft, while his true body was indeed transformed into a dragon on Athas, and his consciousness was sealed into the Orbs of Kalid-Ma. The Kalidnay of Athas has been destroyed by the event and the raging dragon, and the city-state also exists in the Demi-Plane of Dread.
Use as you see fit.
Shei-Nad |
| Irikos and Kalak contradiction
Author: NytCrawlr
The Book of Artifacts, in the Silencer of Bodach entry, talks about a “warlord” named Irikos who possessed the blade. According to the Scorcher entry in Psionic Artifacts of Athas, the Silencer was a gift from Rajaat for Irikos to use to help his conquest of the orcs, which apparently he is champion of, even though the word champion is never used in the Book of Artifacts entry. Psionic Artifacts of Athas, however, does state that the Silencer, Scorcher and Scourge were given to Rajaat’s “most favored champions”, and names Irikos among these, along with Myron and Borys.
Irikos is successful in destroying all the orcs then moves on to the last main preserver stronghold, Bodach. Irikos succeeds but is destroyed by a heroic attempt by the last, and most powerful preserver wizards, who cast a mighty spell of destruction against him, blasting Irikos to ashes while his horde sacked what remained of Bodach. The sword, unfortunately, is the only survivor of this event.
Taking information from the official timeline, as well as Rise and Fall of a Dragon King by Lynn Abbey, also check out her notes, leads me to believe that this may not be a contradiction, but a lie by Rajaat or Kalak himself and a change in the history books, so to speak. According to Rise and Fall of a Dragon King, Hammanu talks about how he does not believe Kalak was a champion and was indeed an usurper who just happened to be in the right place at the right time. Taking this into consideration, I think Irikos was actually a champion and Kalak was just a very powerful defiler/psionicist who later attempts to become a full-blown dragon. This brings up some issues though:
• 1: How was Kalak able to survive for so long then if he wasn’t a champion of Rajaat? He would be several thousands of years old and no normal mortal can attain that easily. • 2: Uyness a.k.a. Abalach-Re was the champion of the orcs, not Kalak. • 3: How were Kalak’s templars able to get spells then?
Unto which I have the following suggestions on how to clean it up:
• 1: Kalak was a very powerful defiler/psionicist, probably close to the same level as the champions. It makes sense to me that he was able to create a spell of particular power that would extend his life some till he was able to get his hands on what the champions had. • 2: This could merely be a typo, and I am treating it as such. Irikos is actually the champion of the ogres, like Kalak was, not orcs. • 3: Borys asks Kalak to help him and the champions with the rebellion against Rajaat, knowing full well how Kalak feels about Rajaat. Kalak excepts, and in return Borys grants him the same gift he grants to the other champions, the ability to grant spells to their templars.
So in retrospect, the official timeline concerning this would be re-written like so:
• 160th King's Age (-2,310) • -Guthay's Defiance: Irikos, 2nd Champion of Rajaat kills the last of the ogres of Athas. • -Ral's Reverence: Gallard (later known as Nibenay), 6th Champion of Rajaat massacres the last of Athas's gnomes. Keltis, Lizard Man Executioner arrives at Saragar despite the powers of the Mind Lords. The Mind Lord's cleverness hides the entire population of lizard men from the Champion, and he soon leaves the Last Sea. • -Desert's Reverence The First Sorcerer orders the defiler Qwith to explore the workings of the Inner Planes as a possible means of power. • -Wind's Fury The great cities of Ebe, Waverly, and Arala are swallowed by the expanding Silt Sea, though later it recedes from Waverly. The nearby city of Bodach is spared, but becomes surrounded by silt. • -Mountain's Vengeance The champion Irikos, the left hand of Rajaat, sacks the city of Bodach, but is killed at the conclusion of the battle. His sword (a creation of Rajaat's), the Silencer, is lost for 2,000 years.
So in conclusion I submit the following:
During the time of the Cleansing Wars, a very power defiler/psionicist named Kalak, who was earlier dismissed by Rajaat because he was not deemed powerful enough to be one of the first sorcerer’s champions, came into contact with the 2nd champion Irikos and offered him a deal. Kalak would help him with killing off the ogres, if Irikos would, in exchange, give him a partial amount of his army to be used to help him take over Tyr. Irikos of course concurred, and they went on from there as agreed.
Irikos succeeded, with Kalak’s help naturally, in wiping out the ogres in the 160th King’s Age. Irikos then gave Kalak a small portion of his army, which was now under Kalak’s command, for Kalak to use to go invade Tyr. Kalak’s invasion was duly successful.
Irikos went on much later to take on the city of Bodach, the last main force of preservers and those who refused to stand with Rajaat. Since it was now Irikos’s task to take on such groups, he took the job without question. He ultimately succeeded in sacking Bodach, but with a price, his own life, leaving the Silencer and some of his army the only survivors.
Because of this Rajaat is disappointed in Irikos and rewrites history to say that it was instead Kalak who took out the ogres and not Irikos, the Silencer is left out of history totally.
Borys approaches Kalak before the rebellion against Rajaat, knowing full well his hatred towards Rajaat and asks that he join the other champions in destroying him. Kalak of course accepts and does what he can to help when the rebellion on Rajaat begins. Borys then gives Kalak the same gift as he does the other champions, which enables Kalak to grant spells to his templar followers.
The beheaded champions Sacha and Wyan are then given to Kalak to torture once he returns to Tyr. Kalak tortures Sacha and Wyan relentlessly due to their devotion to Rajaat, and as well forces information out of them on how to make himself become a dragon.
This helps Kalak later about finding out what Kalid-Ma plans and getting the aid of Borys and Hammanu to help him stop Kalid-Ma. Kalak is then able to get ahold of Kalid-Ma’s records on said process (another article I plan to write that will clean up the Kalid-Ma/Ravenloft contradiction) after the destruction of Kalidnay and Kalid-Ma, something the other champions failed to remember to obtain in which Kalak did once they left after the cleanup.
New writings surface thousands of years later about the existence of Irikos and the Silencer, hence creating the contradiction.
The reason for this article is because I always felt that Kalak was too weak to be a champion. According to the 1st Prism Pentad book, the Verdant Passage it took a group of mid to high level PCs (8th-10th level possibly), along with the help of two artifacts, both of which were not made by Rajaat mind you, to take Kalak down.
Later on the 5th Prism Pentad book, The Cerulean Storm, told of the same group of heroes (probably around 10th-13th level by now), minus or plus a few more, along with a couple of artifacts, one of which was made by Rajaat, to take out not one, but two of the former champions (Abalach-Re and Borys). Not only that, but both champions were taken out the same way, by Rajaat's artifact the Scourge, which only happened because Rajaat's essence was tied to said artifact and was broken, allowing Rajaat's essence to leak out along with the essence of the Black which destroyed both champions after engulfing them with said essence.
This overall, just makes more sense to me, other than what is written in the history currently.
Feel free to use this in your campaigns or tear it apart and change it some. Hope you enjoyed the information.
Nathan P. Guest, NytCrawlr |
| Based on the 3.5 conversion at Athas.org Alternative Half Giant Due to the Expanded Psionics Handbook coming out, the current version of Athas.org's Half-giant will need to be updated or it will be a poor choice for all of the psionic classes, and is also still shy of what I envision a Half-giant to be. So, I present the following changes to the stat block for consideration: Half-giant Racial Traits
Half Giants receive the following changes to their stat block, everything else stays as per Athas.org.
- +10 Strength, -4 Dexterity, +6 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma:
- Extra Hit Points: Starting at 1HD and for every HD they obtain (this includes racial Hit Dice as well as character classes as per the normal rules), the Half-giant receives a +1 bonus to his hit point total.
- Mental Handicap: The Half-giant receives a -2 racial penalty to all saves regarding mental affecting effects.
- Level Adjustment: +1. Half-giants are more powerful than the other races of the Tablelands and gain levels accordingly. A Half-giant is a three Hit Die monster and may be played without class levels as the equivalent of a fourth level character.
The ability score adjustments enable the Half-giant to not be very good at being a psion or a wilder, but decent at being a psychic warrior. As far as upping his ECL, it had to be done in order to capture the spirit of the Half-giant in my opinion. You can either use Savage Species or Forgotten Realms rules for lowering ECLs, or just start your campaign at 4th level, no reason to stick to 3rd level just because 2nd edition did it. Time to break the mold, enjoy. |
| Psi-Monk
Psi-Monk
Alignment: Any Lawful
Hit Die: d8
Class Skills: The psi-monk's class skills (and the ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st level: (4+Int modifier) x4.
Skill Points at Each Additional Level: (4+Int modifier).
Class Features
Weapon and Armor Proficiency: Psi-monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, puchik, ko, quarterstaff, singing sticks, blowgun (greater), wrist razor, and sling.
Psi-monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a psi-monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored, unencumbered, and retaining her psionic focus, the psi-monk adds her Wisdom bonus (if any) to her AC. In addition, a psi-monk gains a +1 bonus to AC at 5th level as long as she retains her psionic focus. This bonus increases by 1 for every five psi-monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the psi-monk is flat-footed. She loses these bonuses when she is immobilized, helpless, loses her psionic focus, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a psi-monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Psi-monk. This penalty applies for 1 round, so it also affects attacks of opportunity the psi-monk might make before her next action. When a psi-monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A psi-monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a psi-monk may attack only with unarmed strikes or with special psi-monk weapons (puchik, ko, quarterstaff, singing sticks, blowgun (greater), and wrist razor). She may attack with unarmed strikes and special psi-monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a psi-monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The psi-monk can’t use any weapon other than a special psi-monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a psi-monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a psi-monk reaches 11th level and when she expends her psionic focus, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a psi-monk gains Improved Unarmed Strike as a bonus feat. A psi-monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a psi-monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a psi-monk striking unarmed. A psi-monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a psi-monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A psi-monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A psi-monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Psi-monk. The unarmed damage on Table: The Psi-monk is for Medium psi-monks. A Small psi-monk deals less damage than the amount given there with her unarmed attacks, while a Large psi-monk deals more damage; see Table: Small or Large Psi-monk Unarmed Damage.
Bonus Feat: At 1st level, a psi-monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A psi-monk need not have any of the prerequisites normally required for these feats to select them.
Psi-Surge: At 1st level when she expends her psionic focus, she can increase her current unarmed damage to the next higher die (see tables for exact numbers). This effects lasts for the current round in which the psi-monk expended her psionic focus. She can then try to retain her psionic focus next round as per normal rules.
Evasion: At 2nd level or higher if a psi-monk retains her psionic focus, and makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a psi-monk is wearing light armor or no armor, or loses her psionic focus. A helpless psi-monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a psi-monk gains an enhancement bonus to her speed as long as she retains her psionic focus, as shown on Table: The Psi-monk. A psi-monk who loses her psionic focus, in armor or carrying a medium or heavy load loses this extra speed.
Wild Talent: A psi-monk gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to maintain and expend his psionic focus, if he has no power points otherwise.).
Still Mind (Ex): A psi-monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Psi Strike (Su): At 4th level, a psi-monk’s unarmed attacks are empowered with her psionic energy. As long as she retains her psionic focus, her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Psi-strike improves with the character’s psi-monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a psi-monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The psi-monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her psi-monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a psi-monk gains immunity to all diseases except for supernatural and magical diseases as long as she retains her psionic focus.
Wholeness of Body (Su): At 7th level or higher, a psi-monk can heal her own wounds when she expends her psionic focus. She can heal a number of hit points of damage equal to twice her current psi-monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a psi-monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless psi-monk, or psi-monk that has lost her psionic focus does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a psi-monk gains immunity to poisons of all kinds as long as she retains her psionic focus.
Abundant Step (Su): At 12th level or higher, and while retaining her psionic focus, a psi-monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her psi-monk level (rounded down).
Diamond Soul (Ex): At 13th level, a psi-monk gains psionic resistance equal to her current psi-monk level + 10. In order to affect the psi-monk with a psionic power, a manifester must get a result on a caster level check (1d20 + manifester level) that equals or exceeds the psi-monk’s psionic resistance.
Quivering Palm (Su): Starting at 15th level and expending her psionic focus, a psi-monk can set up vibrations within the body of another creature that can thereafter be fatal if the psi-monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the psi-monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the psi-monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her psi-monk level. To make such an attempt, the psi-monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the psi-monk’s level + the psi-monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a psi-monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the psi-monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A psi-monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level and when retaining her psionic focus, a psi-monk gains the ability to assume an ethereal state for 1 round per psi-monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her psi-monk level.
Perfect Self: At 20th level, a psi-monk becomes a psionic creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the psi-monk’s creature type was) for the purpose of spells, psionics, and magical effects. Additionally, the psi-monk gains damage reduction 10/psionic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the psi-monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Psi-Monks
A psi-monk who becomes nonlawful cannot gain new levels as a psi-monk but retains all psi-monk abilities.
Like a member of any other class, a psi-monk may be a multiclass character, but multiclass psi-monks face a special restriction. A psi-monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her psi-monk level, though she retains all her psi-monk abilities.
Note also that psi-monks are allowed to take any “psionic” type feat as long as it doesn’t deal with manifesting a power.
| Smaller or Large Psi-monk Unarmed Damage |
|
Damage |
Psi-Surge Damage |
Damage |
Psi-Surge Damage |
| Level |
(Small Psi-monk) |
(Small Psi-monk) |
(Large Psi-monk) |
(Large Psi-monk) |
| 1st-3rd |
1d3 |
1d4 |
1d6 |
1d8 |
| 4th-7th |
1d4 |
1d6 |
1d8 |
2d6 |
| 8th-11th |
1d6 |
1d8 |
1d10 |
2d8 |
| 12th-15th |
1d8 |
1d10 |
1d12 |
3d6 |
| 16th-19th |
1d10 |
2d6 |
2d8 |
3d8 |
| 20th |
1d12 |
2d8 |
2d10 |
4d8 |
| Psi-Monk |
|
Base |
Fort |
Reflex |
Will |
|
Flurry of Blows |
Unarmed |
Psi-Surge |
AC |
Unarmored |
| Level |
Attack Bonus |
Save |
Save |
Save |
Special |
Attack Bonus |
Damage |
Damage |
Bonus |
Speed Bonus |
| 1 |
+0 |
+2 |
+2 |
+2 |
Bonus feat, unarmed strike, flurry of blows, psi-surge, wild talent |
–2/–2 |
1d4 |
1d6 |
+0 |
+0 ft. |
| 2 |
+1 |
+3 |
+3 |
+3 |
Bonus feat, evasion |
–1/–1 |
1d4 |
1d6 |
+0 |
+0 ft. |
| 3 |
+2 |
+3 |
+3 |
+3 |
Still mind |
+0/+0 |
1d4 |
1d6 |
+0 |
+10 ft. |
| 4 |
+3 |
+4 |
+4 |
+4 |
Psi-strike (magic), slow fall 20 ft. |
+1/+1 |
1d6 |
1d8 |
+0 |
+10 ft. |
| 5 |
+3 |
+4 |
+4 |
+4 |
Purity of body |
+2/+2 |
1d6 |
1d8 |
+1 |
+10 ft. |
| 6 |
+4 |
+5 |
+5 |
+5 |
Bonus feat, slow fall 30 ft. |
+3/+3 |
1d6 |
1d8 |
+1 |
+20 ft. |
| 7 |
+5 |
+5 |
+5 |
+5 |
Wholeness of body |
+4/+4 |
1d6 |
1d8 |
+1 |
+20 ft. |
| 8 |
+6/+1 |
+6 |
+6 |
+6 |
Slow fall 40 ft. |
+5/+5/+0 |
1d8 |
1d10 |
+1 |
+20 ft. |
| 9 |
+6/+1 |
+6 |
+6 |
+6 |
Improved evasion |
+6/+6/+1 |
1d8 |
1d10 |
+1 |
+30 ft. |
| 10 |
+7/+2 |
+7 |
+7 |
+7 |
Psi-strike (lawful), slow fall 50 ft. |
+7/+7/+2 |
1d8 |
1d10 |
+2 |
+30 ft. |
| 11 |
+8/+3 |
+7 |
+7 |
+7 |
Diamond body, greater flurry |
+8/+8/+8/+3 |
1d8 |
1d10 |
+2 |
+30 ft. |
| 12 |
+9/+4 |
+8 |
+8 |
+8 |
Abundant step, slow fall 60 ft. |
+9/+9/+9/+4 |
1d10 |
2d6 |
+2 |
+40 ft. |
| 13 |
+9/+4 |
+8 |
+8 |
+8 |
Diamond soul |
+9/+9/+9/+4 |
1d10 |
2d6 |
+2 |
+40 ft. |
| 14 |
+10/+5 |
+9 |
+9 |
+9 |
Slow fall 70 ft. |
+10/+10/+10/+5 |
1d10 |
2d6 |
+2 |
+40 ft. |
| 15 |
+11/+6/+1 |
+9 |
+9 |
+9 |
Quivering palm |
+11/+11/+11/+6/+1 |
1d10 |
2d6 |
+3 |
+50 ft. |
| 16 |
+12/+7/+2 |
+10 |
+10 |
+10 |
Psi-strike (adamantine), slow fall 80 ft. |
+12/+12/+12/+7/+2 |
1d12 |
2d8 |
+3 |
+50 ft. |
| 17 |
+12/+7/+2 |
+10 |
+10 |
+10 |
Timeless body, tongue of the sun and moon |
+12/+12/+12/+7/+2 |
1d12 |
2d8 |
+3 |
+50 ft. |
| 18 |
+13/+8/+3 |
+11 |
+11 |
+11 |
Slow fall 90 ft. |
+13/+13/+13/+8/+3 |
1d12 |
2d8 |
+3 |
+60 ft. |
| 19 |
+14/+9/+4 |
+11 |
+11 |
+11 |
Empty body |
+14/+14/+14/+9/+4 |
1d12 |
2d8 |
+3 |
+60 ft. |
| 20 |
+15/+10/+5 |
+12 |
+12 |
+12 |
Perfect self, slow fall any distance |
+15/+15/+15/+10/+5 |
2d8 |
2d10 |
+4 |
+60 ft. |
|
| The land was green and new. The Rebirth races having only existing for a little over two hundred years by now, and the rhulisti were getting used to their new existence, slowly forgetting their former lives little by little each day. Life was good.
It was the 11th King’s Age, and many births had come about on that faithful year. One of particular interest was from a well known and liked couple, the male Lyar Th’ Annel and the female Krysa Se’ Charla, both respected members of an organization dedicated to the study of the age before, striving to retain its knowledge so that the Rebirth races could learn from the mistakes they caused in their former lives. The couple was expecting and the mother was several months from being due.
They lived in a small village known as Cranash, working as knowledge hounds for the local area. On that day Krysa went about her duties as usual, reviewing the notes she and her husband made relative to the projects they had witnessed done during the Blue Age. Their memories were already fading, the secrets of the past becoming lost even to them, and as such wanted to scribe as much information as they could remember. Krysa’s husband Lyar was doing the same, every once in a while comparing notes with her to see if they had come to the same conclusion on a particular subject, or recalled a similar experience.
Soon they both stopped for a meal. They took their meal outside their home, enjoying it in the open spaces and taking in what the world had become, and what it would become in time, now that they were no longer the masters of the world but its protectors of sorts, the pyreen. As they were finishing their meal, Sarla Ka’ Zennel, the village’s elder, also known as the High One, came to visit.
Both Krysa and Lyar greeted her affectionately as Sarla bowed, getting closer to Krysa to inspect her belly. “I tell you, child, the visions I have seen of your unborn child are unsettling. I say we be cautious with its upbringing and watch for signs.” Sarla stated matter-of-factly, scowling as she rubbed her hand across Krysa’s exposed belly. Krysa merely removed her hand and looked the High One straight in the eyes, with a cold look about her “I will raise this child properly, don’t you worry. I have faith that Lyar and I will be great parents.” Sarla made a sniffing gesture then turned to sit down to face them both. “I’m not so sure it will be you and your husband’s fault, these visions are hazy at times, but I don’t see you as being the catalyst. What if it follows the path I have seen in my visions, no matter what you do? I’m telling you child, I have seen his image, and it isn’t pleasant, in more ways than one. I have also seen part of the future, and I did not like what I saw. The future looked bleak, but maybe because it didn’t look like the present and I just fear change again. However, I know there will be no warning when the changes come, they will just happen, and it will be too late to reverse their course.” Sarla sighed, looking at them both, watching the expressions on their faces turn from stoicism to anger. “His?” Krysa questioned. “It’s a boy? I was so hoping for a girl.” She stated slowly as she began to calm down from her anger towards Sarla for prematurely learning of her child’s gender. “All I will say, Sarla, is this: Just give us your blessing and be on your way, I will raise this child proper, and it will have all the love it wants. His will be a pleasant and full childhood.” Sarla sighed. “Very well, I give you my blessing in the hope that you will heed my warning when the signs come and do as you must before it’s too late.” With that, Sarla nodded to them both, got up, and left.
Krysa and Lyar watched her depart while hugging each other for comfort. They linked their minds for an instant, sharing this moment of uncertainty in the most intimate fashion a husband and wife could experience. They both shivered, not understanding why Sarla was receiving such visions of her unborn child and wondered what exactly was going to happen with it, and feared just how bad the changes might be.
At that moment Krysa felt a sudden great pain she feared might be labor. At first she ignored it, since she had had several false alarms earlier and they usually went away after a few minutes. However, these pains increased and persisted for about half an hour before Lyar finally noticed her displeasure. “What is it?” he asked. “I think I’m going into labor this time my love.” she responded while reaching for his hand and gripping it tightly, squinting at the pain. “It’s too soon, you still have several months to go!” Lyar exclaimed as he took his wife back into their house and slowly lowered her on their bed in hopes of making her more comfortable. “Well, boy or girl, it is ready to come out!” Krysa screamed, as the pain increased many fold.
As Lyar removed Krysa’s robe so he could inspect her belly more closely, he noticed that her waters had indeed broken, and that a lot of blood was mixed in with it as well. Lyar hurriedly removed the rest of her clothes and put his hands on her moving belly and began calling upon the land to help his pained wife. His hand began to glow and grow warm, warming up Krysa’s delicate skin and causing her to partially relax, but still leaving her with a smaller amount of pain. Lyar ended the healing after seeing that the blood had stopped flowing and he prepared Krysa for birthing. A few instants later Krysa screamed as she gave one final push and then collapsed, almost unconscious. Lyar caught the baby as it came out of the womb…and was stricken in horror! What he saw was their worse nightmare come true. The babe had a normal human head for the most part, but with a drooping chin, a smaller than normal jawbone, and flat cheekbones. He also had a rounded-hunched back, with longer than normal gangly arms that ended in small barb talons where his fingernails should be. As the babe cried and cried, Lyar thought he saw, for an instant, a crown of lightning flicker into existence over the babe’s head. Cerulean blue eyes sparkled up at Lyar until he blinked and the vision was gone. Before Lyar could wonder what just transpired, the infant abruptly stopped crying, a crooked smile dawning on his face.
As Krysa struggled to sit up and look at her baby, she first saw her husband’s expression and then looked at her child and screamed, falling back down on the soaked fabric of their bed, mumbling softly to herself as her tears continued to flow.
Sobbing, all Lyar could say was “It’s a boy Krysa…it’s Rajaat, our little boy…she was right…”
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