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Malhavoc
Press
The
Bonds of Magic: Cabal Preview
By
Sean K Reynolds
Illustrations by Toren "MacBin" Atkinson
UPDATED for v. 3.5 April 15, 2004
As a
preview of the first volume of Skreyn's Register, here are
two arcane spellcasters from the book:
Fanatrax
Fanatrax: Male half-dragon (red) human Sor6; CR 8;
Eq. Lvl. 9; Medium dragon (augmented human); HD 6d4+12;
hp 27; Init +6; Speed 30 feet; AC 16 (touch 12, flat-footed
14); Base Attack +3; Grapple +6; Attack +6 melee (1d4+3,
claws), or +7 melee (1d8+6/x3, +1 shortspear), or +7 ranged
(1d10+2/1920, +1 heavy crossbow with masterwork crossbow
bolts); Full Attack +6 melee (1d4+3, 2 claws), +4 melee
(1d6+1, bite), or +7 melee (1d8+6/x3, +1 shortspear), +5
melee (1d6+1, bite), or +7 ranged (1d10+2/1920, +1
heavy crossbow with masterwork crossbow bolts);; SA Breath
weapon (6d8 fire, 30-foot cone, DC 12); SQ Dragon traits;
AL CN; SV Fort +6, Ref +4, Will +5; Str 16, Dex 14, Con
14, Int 15, Wis 10, Cha 18
Skills
and Feats: Balance +4, Climb +7, Concentration +9, Knowledge
(arcana) +6, Knowledge (local) +4, Listen +5, Spellcraft
+6, Spot +6; Alertness, Great Fortitude, Improved Initiative,
Multiattack
Breath
Weapon (Su): 1/day, 6d8 fire, 30-foot cone, DC 12
Dragon
Traits: Immune to sleep and paralysis effects; darkvision;
low-light vision; immune to fire
Sorcerer
Spells Known: (6/7/6/4; base DC = 14 + spell level):
0 -- daze, detect magic, ghost sound, mage hand, mending,
ray of frost, read magic; 1st -- Fanatrax's breathtwist†,
feather fall, mage armor, shocking grasp; 2nd -- see
invisibility, vivid discharge; 3rd -- lightning
bolt
Gear:
+1 shortspear (item image, deals +1 damage [included
in the above totals]), +1 heavy crossbow (item image,
deals +1 damage [included in the above totals]), masterwork
crossbow bolts (50), wand of lightning bolt (21 charges,
item image, +2 DC), potions of cure moderate wounds,
invisibility, and alter self; 602 gp
PC
Gear: Ring of protection +2, rope of climbing, wand of keen
edge (30 charges, item image, +2 caster level);
upgrade: shortspear to +2
Born
of a red dragon father and a dragon cultist, Fanatrax was
seen by his human mother as a blessing from the gods. Raised
by the cult and pampered his entire life, he believed himself
to be the son of a divine being. When his sorcery manifested,
he surprised everyone with its electrical nature, leading
to some speculation that the red dragon had some blue dragon
blood in him.
When
he reached adulthood his father was driven off after a fight
with another dragon, and the new arrival forced out Fanatrax
as well (the female didn't want the other dragon's spawn
in her new lair, although she liked the presence of the
cultists). Setting out on his own, Fanatrax was surprised
to find that most people considered him a freak instead
of a divinity. He killed many people in fights after they
vocally suspected he was some kind of demon. Pushed by draconic
desires but tempered by his humanity, Fanatrax is trying
to find a place for himself in the world.
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Fanatraxs
Breathtwist
Transmutation [Varies, See Text]
Level: Sor/Wiz 1
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute or until discharged
You
change the nature of your energy breath weapon so
that it deals a different type of energy (acid, cold,
electricity, fire, or sonic) the next time you use
it within one minute. All other parameters of the
breath weapon (range, shape, damage, and so on) remain
unchanged. This spell is an acid spell when you change
your breath weapon to acid, a cold spell when you
change it to cold, and so on.
This
spell has no effect on creatures without a breath
weapon. Using a magic item such as a potion of
fire breath counts as having a breath weapon.
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Personality
Fanatrax is hotheaded, vain, and greedy. He loves the taste
of meat and disdains creatures like elves that prefer lighter
meals. He likes to jump into battle without giving time
for planning or strategy, confident in his physical and
magical power to pull him through any situation. Despite
the bravado, he wants to be accepted as part of a group
as he once was, although his preference is to have the adoration
of lesser beings rather than an equal partnership. Those
who respect him and do not consider him an outcast are more
likely to earn his friendship and trust.
Uses
Fanatrax makes a good villain, particularly if you set him
up as the leader of a cult of sorcerers. As he is immune
to fire, having a volcano as his base of operations suits
his draconic heritage and makes his lair a dangerous place
for visitors. He would make an excellent bodyguard or assassin
for an evil organization or a servant to an actual red dragon
(who may or may not be his father). As a PC, Fanatrax is
a good choice for players who want a character experiencing
some conflict over his heritage. Fanatrax could easily be
the son of a gold dragon instead of a red, with a LN or
LG alignment. This option allows him to remain conflicted
though less tainted by innate evil.
Tactics
Fanatrax loves clawing and biting at humanoid creatures,
enjoying the taste of blood in his mouth. Against stranger
creatures he girds himself with mage armor and vivid
discharge. Although he lacks the blindsight of true
dragons, he can use magic to sense invisible things and
likes to pretend he doesn't see invisible creatures until
he's near enough to attack them. Against undead and other
weird monsters that he doesn't recognize (or doesn't want
to put his mouth on), he is more likely to use his ranged
spells and breath weapon.
Orvin
Orvin: Male human Cjr 8; CR 8; Medium humanoid (human);
HD hp 44; Init +1; Speed 30 feet; AC 13 (touch 12, flat-footed
12); Base Attack +4; Grapple +4; Attack/Full Attack +5 melee
(1d4/1920, masterwork dagger); SQ Empathic link with
familiar, prohibited schools (enchantment, evocation), quasit
familiar, share spells with familiar, touch spells (via
familiar); AL CE; SV Fort +5, Ref +3, Will +7; Str 10, Dex
12, Con 16, Int 15, Wis 13, Cha 8
Skills
and Feats: Concentration +11, Craft (alchemy) +11,
Heal +5, Jump +10, Knowledge (arcana) +6, Knowledge (nature)
+8, Listen +3, Search +5, Spellcraft +8, Spot +7; Alertness,
Brew Potion, Combat Casting, Combat Expertise, Quasit Familiar,
Scribe Scroll
Wizard
Spells Prepared: (5/6/5/4/3; base DC = 12 + spell level):
0 -- arcane mark, detect magic, detect poison, disrupt
undead, mage hand; 1st -- chill touch, detect undead,
endure elements, grease, mage armor, obscuring mist;
2nd -- darkvision, ghoul touch (2), Mel's acid
arrow, summon monster II; 3rd -- gaseous form, halt
undead, stinking cloud, vampiric touch; 4th -- black
slime†, minor creation, polymorph
Spellbook:
0 -- arcane mark, daze, detect magic, detect poison,
disrupt undead, ghost sound, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic; 1st -- chill
touch, detect undead, endure elements, grease, mage armor,
obscuring mist, spider climb; 2nd -- darkvision,
ghoul touch, invisibility, Mel's acid arrow, summon monster
II, web; 3rd -- gaseous form, halt undead, protection
from energy, slow, stinking cloud, vampiric touch; 4th
-- black slime†, dimension door, minor creation, polymorph
Gear:
Masterwork dagger, ring of protection +1, ring of
warmth, boots of the winterlands, robe of armor +1 (as
bracers), potions of neutralize poison, spider climb,
invisibility, protection from energy (acid),
and protection from energy (electricity);
298 gp
PC
Gear: Amulet of natural armor +2, potion of protection from
energy (fire), scroll of cloudkill; upgrade:
robe to +3
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Black
Slime
Conjuration (Creation) [Disease]
Level: Drd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: One action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You
create a coating of black slime on your hand. A creature
you touch with this hand pulls the slime completely
free from you, at which point it acts like green slime,
dealing 1d6 points of temporary Constitution damage
per round while it devours flesh. Anything that destroys
green slime (scraping, freezing, burning, cutting,
sunlight, or remove disease) destroys this slime as
well. If the slime kills a creature, it consumes the
body and then dies. It cannot transfer to a creature
other than the original target.
Material
Components: A drop of acid and a black glass sphere.
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Orvin's
birthplace is unknown, although he speaks with the accent
of someone native to the colder lands. He has been found
skulking about in the cesspools and sewers of several large
cities, collecting samples of disgusting material and looking
out for exotic slimes and oozes he can bring to his druid
friend Umbrus. (His description appears in Vol. 2: The
Faithful.) Orvin has been in and out of favor with various
thieves' guilds for, while he knows the ins and outs of
every major sewer (which guild members sometimes use to
sneak about), he has a bad habit of deliberately infecting
guild members with small oozes to observe the results.
Personality
Orvin is a thoroughly disgusting individual. His complete
lack of bathing and frequent wadings through pools of sewage
give him a horrible smell that ought to attract otyughs
for miles around. Even his more mundane spells (such as
grease, mage armor, and obscuring mist) tend to smell pungent,
and when people complain he only grins. This warped individual
actually loves being filthy and obsesses over creatures
that live in or on offal. He doesn't take kindly to attempts
to clean him, and anyone who tries would be subject to several
minor diseases that he probably carries.
Uses
Orvin is a good villain that even the most reticent heroes
won't be afraid to dispose of. He can serve as an ally of
a rat cult (or any similarly secluded group that lives in
sewers), the tender of the moat-otyugh in an evil lord's
castle, or the man responsible for unleashing oozes into
an orphanage or green slime into a city's water supply.
As a player character, Orvin works well as a hermit or exile
coming out of isolation. In this scenario, his problems
stem from culture shock and ignorance of civilized behavior
rather than deliberate vileness.
Tactics
Orvin prefers to remain out of melee combat at all costs,
although if confronted in melee he might try to grapple
an opponent just to cause revulsion. He prefers to use ranged
spells such as grease, acid arrow, and stinking
cloud to harry enemies at a distance, or use his quasit
familiar to transmit touch spells like chill touch, vampiric
touch, and (his favorite) black slime. Just for
the sake of annoying paladins and good clerics, he likes
to use summon monster II to conjure a lemure, which
he considers the ideal summoned monster.
Refers to material introduced in The Book of Eldritch
Might
Indicates material introduced in The
Book of Eldritch Might II: Songs and Souls of Power
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This content is produced under version 1.0, 1.0a, and/or
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of Wizards of the Coast. Designation of Product Identity:
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Malhavoc Press product names, page design, and all illustration.
The characters of Fanatrax and Orvin, including their statistics,
descriptions, and associated boxed spells, are considered
Open Game Content.
"Fanatrax"
and "Orvin" from Skreyn's Register: The Bonds
of Magic ©2002 Sean K Reynolds.
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