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Korvoen Mallyon
By : LeonDelgado
Nobody
knows the origin of Korvoen, he is known as the shadow of Dramapur, a distant
city in the shadow world. Recently he was witness of the actions of a group of
mercenaries in the city on At-Tarah, where those manage to defeat several
enemies, including a powerful black dragon.
Soon
Korvoen and his followers swear loyalty to one of those mercenaries and join
them, for mysterious reasons.
Korvoen CR 7
LE Medium (?),
Rogue 5
Init +6; Senses darkvision 120 ft. and blindsense 60 ft.; Perception +14
Init +6; Senses darkvision 120 ft. and blindsense 60 ft.; Perception +14
DEFENSE
DF: 25, touch 12, flat-footed 23 (+2 Dex, +9 natural,
+2 Ring of Protection, +2 Bracers of Armor)
hp: 108 (8d12+5d6+39)
Fort +13, Ref +9, Will +7
Immune: acid, paralysis, sleep
hp: 108 (8d12+5d6+39)
Fort +13, Ref +9, Will +7
Immune: acid, paralysis, sleep
OFFENSE
Speed 60 ft., fly 150
ft . (average), swim 60 ft .
Melee bite +16 (1d8+6), Double dagger of Dramapur +15/+15 (1d6+4/19-20).
Special Attacks: Magical Horn of Acid (60-ft. line, DC 17, 6d6 acid;1d4 recharge), Sneak attack +3d6.
Melee bite +16 (1d8+6), Double dagger of Dramapur +15/+15 (1d6+4/19-20).
Special Attacks: Magical Horn of Acid (60-ft. line, DC 17, 6d6 acid;1d4 recharge), Sneak attack +3d6.
Special Abilities: Uncanny Dodge, Evasion, trap sense +1, trapfinding, Bleeding
attack (RT) 3, Quick Disable (RT).
Spells Known/ Prepared (MP 4):
0 (at will, DC
12)- ray of frost, touch of fatigue (DC 13)
1st (1 MP,
DC 13)- chill touch (DC 14), ray of enfeeblement, shield
STATISTICS
Str 19, Dex 14, Con 17, Int 12, Wis 13, Cha 14
Base Atk +11; CMB +15; CMD 27 (31 vs. trip)
Feats: Alertness, Improved Initiative, Skill Focus(Stealth), Weapon Focus (bite)
Trained Skills (+6): Acrobatics +12, Arcana +10, Bluff +12, Forgery +11, Intimidate +12, Perception +11, Stealth +12, Swim +18, Use Magical devise +12.
Languages Draconic, Moran, Elven, Abissal.
Base Atk +11; CMB +15; CMD 27 (31 vs. trip)
Feats: Alertness, Improved Initiative, Skill Focus(Stealth), Weapon Focus (bite)
Trained Skills (+6): Acrobatics +12, Arcana +10, Bluff +12, Forgery +11, Intimidate +12, Perception +11, Stealth +12, Swim +18, Use Magical devise +12.
Languages Draconic, Moran, Elven, Abissal.
SPECIAL ABILITIES
Speak with Reptiles (Sp)
Korvoen has
the constant spell-like ability to speak with reptiles. This functions as speak
with animals, but only with reptilian animals.
Water Breathing (Ex)
Thanks to
the black gem, Korvoen can breathe underwater indefinitely and can freely use
its breath weapon, spells, and other abilities while submerged.
Farae Istmelion, the shadow of the moon
By : LeonDelgado
Farae is a powerful
elven wizard from the Silvari city of
She was at
first fascinated with Oak, as he was easy to learn the ways of the Druids, but
she soon learned that because of her household low position she was expedted to
never reach the same places than his childhood friend, and she decided to prove
all that she could not bear true power but also that she will bring justice and
balance to Aldaras.
She left her
town, and wondered by herself for some years until she found Almawt, the person
that will become her mentor, and soon Farae become a Necromancer.
With her is
always her skeletal minion, Theodred, a elf warrior that was always following
her as his love was true, and when he tried to stop her in become a true
necromancer Farae got bored of him and reduce him to bones.
Now, she is
working with the Demon prince of Undead, and accumulating power so she can
bring to Aldaras the same lesson Theodred learned, and in the process bring
balance to all…
FARAE ISTMELION
CR 15
Silvari
Wizard (Necromancer) 15
NG Medium
Humanoid (Human)
Init: +7; Senses: Perception
+5 (+8 in shadows)
DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1
training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor
raise his defence up to 23, Touch 16, Flat- footed 20
OFFENSE
Speed: 30
ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3),
ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make
at 30 ft or less.
Special Actions: With time cast Shield and Mage
armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges);
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP,
DC 26)— Clone, create greater undead, horrid wilting (DC
28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
STATISTICS
Abilities Str
10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial
Traits (already applied):
Feats: scribe Scroll*, Improve
initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP),
Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn
resistance), necromantic might (+ 2 attacks and saves).
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20,
Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20,
Perception +11, Diplomacy +11, Use Magic devise +13.
Combat Gear: potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural
armor +3, belt of mighty constitution +4, clear spindle
ioun stone (no need food to live), cloak of resistance +4, dusty
rose prism ioun stone (+1 DF insight), headband of vast
intelligence +6, restorative ointment, ring of major (20) energy
resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp),
spellbook, 8,973 gp
Theodred
Skeleton
Sylvari Fighter 15
CN Medium Undead
(elf)
Int: +11; Senses: Perception +7, darkvision 60 ft .
Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9
natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity
to cold, undead traits
For: +5, Ref: +5, Will: +9,
Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or
2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -
Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis :
10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft ., immunity to cold,
undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20
arrows.
NPC Spotlight: CrawLey SilverCoin
By : LeonDelgado
Tengu Rogue
4
CN Medium Humanoid
(Human)
Int: +4; Senses: Perception +6, Low-light vision
Defences
DF: 21, Touch 18, Flat- footed 17 (+4
Dex);
DR (from Armor): 2/-
CMD: 18
Hp: 23 (3D8+3+3)
Resistances: -
For: +2, Ref: +8, Will: +3,
Offence
Melee: Masterwork Long sword +4 (1d8 +1/19-20), Claws +3 (1d3+1/x2)
Ranged: +1 Composite Long bow +9 (1d8 +2/x3)
Base Atk: +3
CMB: +4
Attack Options: Sneak attack +2d6
Special Actions:
Great Ally (Ex): Tengus work
exceptionally well with their allies. When successfully aided on a skill check
or attack roll by an ally, or when aiding another, a kenku applies or gains a
+3 bonus on its check or attack roll (instead of the normal +2 bonus).
Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked
by an ally (instead of the normal +2 bonus).
Mimicry (Ex): A Tengu can perfectly
mimic familiar sounds, voices, and accents. This ability does not enable the
kenku to speak languages it can’t normally speak. To duplicate a specific individual’s
voice, a kenku makes a Bluff check; a listener familiar with the voice being
imitated must succeed on an opposed Sense Motive check to discern that the
voice isn’t genuine.
Combat gear (use in combat): x1 Potion of Cure light wounds, x2
Potion of Cure moderate wounds, x1 Potion of Cats grace
Statistics
Str: 12 (+1), Dex: 18 (+4), Con: 12
(+1), Int: 11 (+0), Wis :
14 (+2), Cha: 15 (+2),
Feast: weapon Focus (Long bow), Point
blank shot.
Trained Skills (LB +2): Bluff +8, Disable Devise +6, Perception
+6, Search +6, Sense Motive +8, Steath +12, Intimidate +8, Knowledge (Sethra) +6, Use Magical Devise +8.
Lenguages: 1 Local lenguage.
Racial Traits (already applied): Great
Ally, Mimicry, +2 racial bonus on Stealth, Low-light vision.
SQ: Destiny points 1, Uncanny Dodge,
Trap Sense +1, Sneak attack +2d6, Evasion, trap finding, black marked
conections (RT), Detect magic 3/day (RT).
Gear: Masterwork
chain Shirt, buckler, +1 composite longbow (+1 Str) with 20 arrows, Masterwork
Long sword, sap, x1 Potion of Cure light wounds,
x2 Potion of Cure moderate wounds, x1 Potion of Cats grace, thieft tools,
backpack, bag of holding II, shovel, silk rope, 2x Silver Daggers.
Story
Not much is know about the
past of this Tengu. The only information that CrawLey (if that is his real
name) has ever reveal to his past employers is that he is from the land of Ryukan . Sometimes when he is really
drunk (he loves Mastika, as he refers that remembers him the Sake), he tells
crazy stories of a land ruled by dragons, and a place called Akumuren, but that
is all that is know about him (yet).
He loves to get gold, and
works in many occasions as mercenary for adventures that are looking for
treasures. He dislike dragons and half dragons, for some reason.
