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Malhavoc
Press
The
Bonds of Magic: The Faithful Preview
By
Sean K Reynolds
Illustrations by Toren "MacBin" Atkinson
As a
preview of the second volume of Skreyn's Register, here
is a druid and a cleric from the book:
Olorie
Olorie:
Female elf Drd7; CR 7; Medium humanoid (elf); HD 7d8;
hp 31; Init +4; Speed 30 feet; AC 17 (touch 14, flat-footed
13); Base Attack +5; Grapple +5; Attack/Full Attack +5 melee
(1d6/x3, halfspear) or +9 ranged (1d6, sling); SQ Animal
companion, wild empathy, elf traits, nature sense, resist
natures lure, trackless step, wild shape (Small or
Medium animal 3/day), woodland stride; AL NG; SV Fort +7,
Ref +6, Will +7; Str 10, Dex 18, Con 10, Int 13, Wis 14,
Cha 12
Skills
and Feats: Concentration +10, Diplomacy +3, Handle Animal
+8, Heal +10, Knowledge (nature) +8, Listen +7, Ride +6,
Search +3, Spellcraft +6, Spot +8, Survival +5, Swim +5;
Dodge, Expertise, Great Fortitude
Druid
Spells Prepared: (6/5/4/2/1; base DC = 12 + spell level):
0create water, detect magic, detect poison, light,
mending,purify food and drink; 1stcalm animals,
charm animal, endure elements, entangle, faerie fire;
2ndbarkskin (2), delay poison, lesser restoration;
3rdgreater magic fang, protection from energy;
4thcure serious wounds
Animal
Companion: Arykath (constrictor snake); +2 HD, +2 natural
armor increase, +1 Strength and Dexterity, 2 bonus tricks,
link, share spells, evasion.
Gear:
+1 leather armor, halfspear, potions of blur, cats
grace, and spider climb; Quarls feather
token (tree), sling, sling bullets (50), snake spirit
gem, 288 gp
PC
Gear: Druids vestment, pearl of power (1st), ring
of protection +1; upgrade: leather armor to +2
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Snake
Spirit Gem:
This gem looks like a green snake eye. It is worn
on the forehead and counts as a headband for the purpose
of items that use a limited space. A divine spellcaster
with cure spells on her spell list (such as a druid,
paladin, or ranger) who wears this stone may convert
prepared spells of 3rd level or lower to cure spells
as if she were a cleric (clerics who wear the stone
gain no benefit from it). When someone uses this item,
harmless phantom snakes appear out of the air and
crawl into the stone.
Moderate
conjuration aura; caster level 11th; Craft Wondrous
Item, heal, creator must be a cleric; Price 5,000
gp; Weight
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As she
grew to adulthood, Olorie began experiencing dreams and
visions of snakestwining, crawling, swimming, and
biting. Confused and vaguely threatened by these persistent
images that interrupted her daily life, she went to her
villages spiritual guide, Jastrali. This very old
elf explained that the snake, a powerful symbol of the spirit
world, represented healing; her visions indicated that she
should learn the healing arts. Olorie began studying with
Jastrali and adopted the snake as her totem animal. When
she had completed her education she went on a quest and
found the snake spirit gem (see sidebar), which she
considers a sacred item.
Olorie
continues to receive visions every once in a while, and
following them has led her hundreds of miles from home.
On one journey she found herself surprised by orcs, but
a reclusive elf named Hilarrin rescued her. Olorie convinced
Hilarrin to leave her mist-shrouded home and see more of
the world. After a few months of traveling together, Olorie
chose to remain in a human village to help stave off a plague,
while her friend continued on. With the humans now recovered,
Olorie once again feels ready to go where her visions lead.
Personality
Somewhat mysterious and detached most of the time, Olorie
is kind and patient when dealing with an injured person.
She believes that healing, though easily evidenced in the
body, often originates in the mind. She always welcomes
hearing a patients personal troubles in the hopes
that her knowledge and advice can help overcome them. She
understands the need for violence in the world but loathes
needless aggression, which accomplishes little but hurt.
Uses
Olorie could easily lead a small elven community or church,
or she might arrive after a particularly difficult wilderness
battle to aid needy adventurers. As an antagonist, she can
help neutralize a group of destructive player characters
without causing them serious harm, or intervene to prevent
the slaughter of snakes by ignorant folk. As a cohort she
would suit any nonevil character who doesnt engage
in reckless violence. As a player character she can fit
into almost any group in need of a healer, functioning in
that role almost as well as a true cleric.
Tactics
Olorie prefers to let her animal companions and allies (if
any) deal with foes. She likes to use her magic to enhance
her snakes, protect herself and others, or negate the powers
of enemies rather than causing direct harm. She spends a
lot of time in snake form, often sleeping as a snake. When
she has to enter melee, whether in her own form or in her
wild shape, she uses Dodge and Expertise to increase her
Armor Class; while this makes her less effective in combat,
it makes foes less likely to incur great harm and gives
her allies time to come to her aid.
Erun
Tegraath
Erun
Tegraath: Male ghoul Clr4; CR 5; Equiv. Lvl. 9; Medium
undead; HD 2d12, 4d8; hp 31; Init +4; Speed 20 feet; AC
22 (touch 14, flat-footed 19); Base Attack +4; Grapple +8;
Attack +8 melee (1d6+6 plus paralysis, bite); Full Attack
+8 melee (1d6+6 plus paralysis, bite), +6 melee (1d3+4 plus
paralysis, 2 claws); SA Create spawn, paralysis, ghoul fever,
rebuke undead 9/day; SQ Turn resistance +4, undead traits;
AL CE; SV Fort +4, Ref +5, Will +10; Str 19, Dex 18, Con
, Int 10, Wis 16, Cha 22
Skills
and Feats: Balance +0, Climb +6, Concentration +8, Escape
Artist +0, Hide +6, Intimidate +7, Jump +1, Knowledge (religion)
+2, Move Silently +4, Search +1, Sleight of Hand +0, Spot
+8, Swim -2, Tumble +0; Improved Turn Resistance, Multiattack,
Profane Strength
Create
Spawn (Su): Humanoid creatures killed (but not eaten)
by a ghouls natural attacks rise as ghouls in 1d4
days. Casting protection from evil on the body before the
end of that time negates the transformation.
Paralysis
(Ex): Those hit by a ghouls claw or bite attack
must succeed at a Fortitude save (DC 17) or become paralyzed
for 1d6+2 minutes. Elves remain immune to this paralysis.
Ghoul
Fever (Su): Diseasebite, Fortitude DC 17, incubation
period one day, damage 1d3 Constitution and 1d3 Dexterity.
The save DC is Charisma based.
Undead
Traits: Immune to poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, mind-influencing
effects, and any effect requiring a Fortitude save unless
it also works on objects; not subject to critical hits,
subdual damage, ability damage, ability drain, or energy
drain; negative energy heals; not at risk of death from
massive damage, but destroyed at 0 hit points or less; darkvision;
cannot be raised; resurrection works only if creature is
willing.
Cleric
Spells Prepared: (5/5/4; base DC = 13 + spell level):
0detect magic (2), mending, read magic,
resistance; 1stcause fear*, detect undead,
endure elements (2), entropic shield; 2nddeath
knell, desecrate*, hold person, spiritual weapon
*Domain
spell. Deity: Halgrin the Screaming Lord. Domains:
Death (death touch 1/day), Evil (cast evil spells at +1
caster level)
Gear:
Belt of ogre power +2 (as gauntlets), +1 breastplate,
cloak of charisma +2, necklace of protection +1 (as
ring), potion of invisibility, 350 gp
PC
Gear: Boots of levitation, potion of hiding, scroll
of blasphemy, wand of inflict light wounds (5 charges);
upgrade: breastplate to +3, necklace to +2
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Improved
Turn Resistance [General]
You are better able to resist the channeling of positive
or negative energy by clerics and similar classes.
Prerequisites: Must be undead
Benefit: You gain turn resistance +2. If you
already have turn resistance, it increases by +2.
Profane
Strength [General]
You can channel negative energy into your undead form,
temporarily bolstering yourself and increasing your
Strength.
Prerequisite: Able to rebuke undead, must be
undead
Benefit: Spend one of your rebuke attempts
to give yourself a +4 bonus to Strength for 10 rounds.
For this duration you are bolstered against turning
as if you had rolled a 20 on your turning check to
bolster yourself. Multiple uses of this feat do not
stack.
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Erun
was the son of a cruel sorcerer who had fallen in with evil
cultists. Indoctrinated in the ways of the cult at a young
age, Erun might have become a sorcerer like his father if
he hadnt been chosen as a willing sacrifice to Halgrin
the Screaming Lord. After he was sacrificed, a priest of
the cult used the create undead spell to turn him into a
ghoul. Due to some unknown quirk in the creation process,
however, the undead Erun could not stomach the taste of
living or dead fleshhe could only consume the flesh
of other undead. When the cult fell apart due to infighting,
Erun left with a small stable of ghoul spawn he used as
livestock and melee fodder. Now he wanders the edges of
civilized lands, allying with necromancers in exchange for
zombies to eat, or kidnapping peasants to torture, turn
into ghouls, and consume.
Personality
Like most ghouls, Erun is cunning and almost feral. However,
his great physical strength and strong belief in the Screaming
Lord make him something more. Considering himself doubly
blessed for being a sacrifice to Halgrin and his cleric,
the zealous Erun enjoys practicing his religious ritualsmost
of which involve torture and terrorupon unwilling
victims. He harbors no feelings of pity or mercy; he understands
those concepts and will let his prisoners believe he may
release them, but only because it makes their screams that
much richer when they find out their hope has been betrayed.
Uses
Erun is a good cult leader and an appropriate final villain
for low-level characters. As a mid-level villain he can
be a ranking member of a group of cultists or a lackey to
a death cleric or necromancer. Because of his character
levels, increased turn resistance, and ability to bolster
himself, it is nearly impossible for clerics to turn him
unless they are several levels higher than he is. This makes
him a good foe for cocky clerics with a habit of disparaging
the effectiveness of undead. By changing his alignment,
domains, and deity, Erun becomes a reasonable player character,
as his unusual taste in food makes him less of a threat
to other living party members, much like the vampire
with a conscience paradigm.
Tactics
Eschewing weapons, Erun uses his natural attacks. He prefers
to boost his power with the Profane Strength feat or bulls
strength spell, or both. If expecting battle, he leads
with a spiritual weapon spell and hold person.
If facing a powerful cleric, he usually casts desecrate
to provide an extra level of protection against turning
attempts.
* "d20
System" and the "d20 System" logo are Trademarks
owned by Wizards of the Coast and are used according to
the terms of the d20 System License version 3.0. A copy
of this License can be found at Wizards' d20 home page.
This content is produced under version 1.0, 1.0a, and/or
draft versions of the Open Game License, the d20 System
Trademark Logo Guide, and System Reference Document by permission
of Wizards of the Coast. Designation of Product Identity:
The following items are hereby designated as Product Identity
in accordance with Section 1(e) of the Open Game License,
version 1.0a: Any and all Malhavoc Press or montecook.com
logos and identifying marks and trade dress, including all
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.
"Olorie"
and "Erun" from Skreyn's Register: The Bonds
of Magic ©2002 Sean K Reynolds.
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