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Here quite a while
(2/18/03 11:58 am)
pg. 53 (C40) - Tippesh
Tippesh was born in the northern barbarian lands, where her small village was raided and plundered by orcs. The half-orc wizard in the orc tribe took her in, as his prize, and began teaching her the ways of wizardry. He also tortured her on a regular basis, teaching her the intricacies of the flesh.

She surpassed her teacher and killed him for his spellbooks. She left the orc tribe, but still had a fascination for half-orcs and for cutting into her own flesh, nearly masochistically. Eventually, she learned to harness this masochistic tendency and cut into her own flesh in order to power her spells. The resistance to pain also lets her remain conscious despite grievous wounds.

Female human Evoker 5/Blood Magus 1; CR 6; Medium-size humanoid (human); HD 6d4+9; hp 24; Init +2; Spd 30ft; AC 12 (touch 12, flat-footed 10); Atk +2 melee (1d4/19-20, dagger) or +4 ranged (1d4/19-20, dagger); AL NE; SV Fort +4, Ref +3, Will +3; Str 11, Dex 14, Con 12, Int 15, Wis 9, Cha 10.

Skills: Alchemy +11, Concentration +10, Heal +5, Knowledge (arcana) +10, Spellcraft +11.

Feats: Brew Potion, Energy Substitution (sonic), Empower Spell, Scribe Scroll, Spell Focus (evocation), Toughness.

SQ: Blood Component, Stanch.

Spells Prepared (5/5/4/2, base DC = 12+spell level): 0 - detect magic, detect poison, light*, read magic, resistance; 1 - magic missile (2)*, charm person (2), lesser sonic orb; 2 - darkness*, flaming sphere (sonic)*, false life, see invisible; 3 - fireball (sonic)*, lightning bolt*.

Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare*, ghostsound, light*, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1 - alarm, charm person, identify, magic missile*, lesser sonic orb, Tenser's floating disk*; 2 - darkness*, daylight*, flaming sphere*, false life, see invisible, shatter*; 3 - dispel magic, explosive runes, fireball*, gust of wind*, lightning bolt*.

* Evocation spell: these spells have a save DC of 14 + spell level, if applicable, and is the specialized school. Prohibited school: conjuration.

Edit: Good point, Andorax!

Edited by: Infiniti2000 at: 2/18/03 1:57:19 pm
Still here? Wow.
(2/18/03 1:24 pm)
Re: pg. 53 (C40) - Tippesh
Can I recommend Identify on Tippesh's list (and that of most other mages) so that PC-taken items can be identified and parseled out to the locals.

Especially in Tippesh's case, with Blood Component a handy substitute for an otherwise-expensive pearl.

"Whadda ya mean, Orcs get levels too?!?"

Here quite a while
(3/2/03 4:20 pm)
pg. 45 (C8 ) - Mereclar, revise skills to include Ride: Heal +5, Hide +5, Listen +8, Move Silently +5, Ride (Howler) +9, Search +1, Spot +11, Wilderness Lore +9. Replace Quick Draw with Off-Hand Parry.

pg. 73 (C113) - Arlainth, replace burning hands with lesser fire orb. Replace Run with Greater Spell Focus (Evocation). Her spells lesser fire orb, flaming sphere, and fireball have a DC of 18 + spell level.

pg. 73 (C115) - Skassik, replace Sunder with Pyro. He can't sunder much with a nonmagical weapon anyway, but now his tail slap will do a little extra.

pg. 73 (C116) - Zert, replace Dodge with Pyro. With two flaming weapons, this feat should make things a little more interesting.

pg. 74 (C119) - Jurrikath Musseloto, replace Ambidexterity and TWF with Extra Music and Obscure Lore. With Obscure Lore, his bardic knowledge check is +10. Replace minor image with crescendo, sleep with lullaby, and ghost sound with easy math.

The guy from Belgium
Here for a while
(3/3/03 6:00 am)
Re: Miscellaneous
mmm... blood magus... nice class... but don't the prereqs state that in order to become one, you must have DIED and be brought back? just a minor detail, but still... that should drop her one level...

Here quite a while
(3/3/03 7:12 am)
Re: Miscellaneous
True, but maybe she should have been one level higher already? Or, maybe she got a true resurrection. ;)

Here for a while
(3/12/03 10:29 pm)
Main Gate Guards
Following my compulsive need to tweak everything, I have finally reached the CRMs. Here are some changes I made to the named members of the main gate guards-- Mereclar, his mount, and Wormspike. I used Masters of the Wild and Savage Species.

First off, I made Mereclar a human (partly for aesthetic reasons, partly for the bonus feat), used Monte's Ranger class, and gave him a level of Deepwood Sniper (making him CR 6). Next, I used Savage Species to almost completely redo Wormspike, and gave him 2 levels of Barbarian instead of Warrior (CR 4). Finally, because of the many problems with the advanced Howler, and because I buffed up the other two, I made it an advanced Worg instead (CR 4).

Mereclar, Wormspike, and Sascha
Hailing from the rugged lands of the north, Mereclar was always a loner, even an outcast, among the people of his small village. His father, the town constable, was an abusive drunk…this instilled a strong sense of independence and resentment toward authority figures. He ran away at age 12 after murdering his father, and grew up in the wild. He saved a wounded worg pup from a poacher’s trap, and raised her as a pet and companion. He befriended the ogre Wormspike after a chance meeting on the road nearly ended in both of their deaths—an encounter that created a strong mutual respect between them. After some time as bandits in dwarven territories, they were recruited by servants of the EEE. Eventually, they were promoted to guard captains in charge of the main entrance, due mostly to their highly effective teamwork.

Mereclar is a tall, wiry man with dark brown hair and a scraggly beard. He dresses in black studded leather armor and most often wields his bow. Wormspike is prodigally large, even for an ogre. The not-so-bright look on his face is replaced with a yellow, toothy grin when he flies into a battle rage. If prepared for combat, Mereclar rides Sascha (his large worg) into battle, hanging back and firing arrows while Wormspike and any other guards present engage opponents in melee.

Mereclar: Male human Rgr5/ Deepwood Sniper 1; CR 6; Medium humanoid (human); HD 6d8+6; hp 45; Init +3; Spd 30 ft; AC 16 (touch 13, flat-footed 13); Atk +9/+4 melee (1d8+2, 19-20/x2, MW Longsword), ranged +12/+7 (1d8+3, 19-20/x3, +1 Mighty Composite Longbow (+2 Str bonus)); SA Favored enemies (humans +2, dwarves +1); SQ Keen arrows, +10 range increment; AL CE; SV Fort +5, Ref +9, Will +2; Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 10, Wis 12 (+1), Cha 8 (-1).

        Skill and Feats: Heal +10, Hide +12, Listen +10, Move Silently +13, Ride +13, Search +9, Spot +10, Wilderness Lore +10; Track, Point Blank Shot, Precise Shot, Far Shot, Weapon Focus: Composite Longbow, Mounted Combat, Mounted Archery

        Spells (Caster level Rgr1; DC 11+lvl; spells 1): (1st) Resist Elements

        Possessions: MW Longsword, MW Arrows (20), MW Studded Leather Armor, +1 Composite Longbow (Mighty +2), +1 Arrows (20), Potion of Cure Moderate Wounds

Wormspike: Male ogre (8 ) / Bbn2; CR 4; Large giant; HD4d8+2d12+24; hp 78; Init -1; Spd 40 ft; AC 16 (touch 8, flat-footed 16); Atk +13 melee (2d6+10, huge greatclub), +4 ranged (2d6+7, huge shortspear); SA Rage (1/day); Reach 10 ft; AL CE; SV Fort +10, Ref +0, Will +1; Str 25 (+7), Dex 8 (-1), Con 16 (+3), Int 6 (-2), Wis 10, Cha 7 (-2).

        Skill and Feats: Climb +8, Listen +4, Spot +3; Weapon Focus: greatclub, Power Attack, Cleave, Dwarf’s Toughness.

        Possessions: Huge greatclub, huge hide armor, 4 huge shortspears, gold necklace (500gp)

Sascha: Female worg, advanced; CR 4; Large magical beast; HD 8d10+32; hp 80; Init +1; Spd 50 ft; AC 14 (touch 9, flat-footed 13); Atk +14 melee (1d8+7, bite); SA Trip; SQ Scent; AL NE; SV Fort +10, Ref +7, Will +4; Str 25 (+7), Dex 13 (+1), Con 19 (+4), Int 6 (-2), Wis 14 (+2), Cha 10.

        Skill and Feats: Hide +4, Listen +10, Move Silently +8, Spot +10; Alertness

Edited by: errant42 at: 3/12/03 10:35:14 pm
Still here? Wow.
(3/13/03 7:16 am)
Re: Main Gate Guards
VERY nice, errant42! I might just need to steal that! :) I think it would be a neat addition to give Sascha some pups, maybe 1HD worgs, and put a worg pelt draped across the earth temple altar (the daddy).

Here for a while
(3/13/03 9:58 am)
Re: Main Gate Guards

That's an interesting idea. It would also play into the overall temple politics... Mereclar would be none-too-happy with whoever slew the worg, and with the Earth Temple in general for flaunting the pelt. That, and he already doesn't like Troglodytes...

EDIT: The more I think about it, the more I like the idea of the worg pups. The elf in our party won't let anyone kill them (they are helpless animals, afterall), so they'll have to figure out what to do with them. Too bad Tobias the Ranger/Druid (aspiring to Wolflord) isn't still with the party... he probably wouldn't even let them kill Sascha.

Edited by: errant42 at: 3/13/03 10:43:29 am
Still here? Wow.
(3/17/03 7:55 am)
Druid NPC
According to the Recovered Temple, area 8 (pg 140), Kella the Druid (stats on pg. ) is spying on the Recovered Temple, "shapechanged" as an Ogre. Apparently, this is by means of a new magic item, the "phylactery of change", that she carries.

However, for those who might be interested, Masters of the Wild offers a new option. Here's a revised version of Kella who can do so without resorting to a magic item:

Kella: Female half-elf Druid 5/Shifter* 4; CR 9; Medium-size humanoid (half-elf); HD 9d8+9; hp 51; Init +3; Spd 20 ft.; AC 17 (touch 13, flat-footed 14); Atk +8/+3 melee (1d6+2/18-20, +1 scimitar) or +10/+5 ranged (1d4, sling with masterwork bullet); SQ Druid abilities, immune to sleep, low-light vision, +2 bonus on saves against enchantment effects; AL NG; SV Fort +9, Ref +8, Will +8; Str 12, Dex 16, Con 13, Int 11, Wis 16, Cha 15.
Skills and Feats: Animal Empathy +8, Concentration +7, Diplomacy +8, Handle Animal +8, Heal +7, Intuit Direction +7, Knowledge (nature) +6, Listen +6, Ride (horse) +5, Search +1, Spot +6, Wilderness Lore +13; Alertness, Dodge, Endurance, Track
Druid Abilities: Nature sense, woodland stride, trackless step, resist nature's lure, wild shape (1/day, Small, Medium-size)
Shifter Abilities: Greater wild shape (3/day, Tiny thru Large size, Humanoid, Animal, Monsterous Humanoid, beast, plant, vermin or giant shapes).
Spells Prepared (5/4/3/2; base DC = 13 + spell level): 0--create water, cure minor wounds, detect poison, light, purify food and drink; 1st-- calm animals, cure light wounds (2), summon nature's ally I; 2nd-- animal messenger, balrskin, lesser restoration; 3rd-- cure moderate wounds, stone shape
Possessions: +3 hide armor on a Wilding Clasp*, +1 scimintar, sling, 10 masterwork bullets, wand of cure light wounds (12 charges), 10 gp.

* Masters of the Wild

"Whadda ya mean, Orcs get levels too?!?"

Boden Blagden
Here for a while
(3/17/03 12:01 pm)
Satau the mind flayer.
Has any one thought of making Satau a Psion. He could easily be a Clairsentience. I think I will write it up and see what it looks like and have you decide.

Here for a while
(3/17/03 2:19 pm)

+3 hide armor on a Wilding Clasp*

Greater Wildshape obviates the need for the Wildling Clasp.

Good idea, I'll probably make Kella a Shifter in my campaign.

Here for a while
(3/17/03 3:28 pm)

I would be very interested in seeing any psion version of Saatu that you come up with. My party just gained a psion and they are not too far from Saatu, so it would be neat to have something to let the new psion get his teeth into, so to speak.

Still here? Wow.
(3/19/03 7:44 am)
Re: Psion
My bad on the Wilding Clasp...was mainly trying to find something that would fill the rest of the "lost" GPs for losing the Phylactery of Change...alternate suggestions welcomed.

Actually, I don't plan on redoing Saatu as a Psion, but I *do* plan to take a few minutes (as soon as I have them) and rebuild Saatu as an Illithid Savant (Savage Species). I just haven't had the opportunity to as of yet.

Only one bump in level (to IS 3 instead of Sor 2) and he can still have sorcerous spellcasting ability, and thus access to his arcane magic items as well...but may well have several other more "interesting" abilities to accompany it.

"Whadda ya mean, Orcs get levels too?!?"

Boden Blagden
Here for a while
(3/19/03 6:40 pm)
Re: Psion
The Illithid Savant does look good. I may use that instead. I will probably have the Psion version up soon. It is hard figuring out what powers to take. I did switch all of the wands with Dorjes though. I wonder if detect magic would pick those up as being powerful or not.

I think I will skip the Saatu as a psion. It really does nothing for him. I think the idea for the Illithid Savant is the best idea. I did however mess with Kadiss and made him into a 6th level Telepath. Although I did switch his intelligence and Charisma score.

Kadiss: Male elf Telepath 6; CR 6; Medium-sized humanoid (elf)
HD 6d4+18; hp 38; Init. +2; Spd 30 ft.; AC 19 (touch 12, flat-footed 16); Atk +4 melee (1d8/19-20, masterwork longsword) or +6 ranged (1d8+1/x3, longbow +1); SQ Immune to sleep, low-light vision, +2 bonus on saves against enchantment effects, Ego Whip, Id Insinuation, Mental Barrier, Mind Blast, Psicrystal, Psion 0 level powers (9 free/day), Psychic Crush, Thought Shield, Tower of Iron Will; AL NE; SV fort +2, Ref +4, Will +7; Str 11, Dex 14, Con 11, Int 13, Wis 14, Chr 18.

Skills and feats: Concentration +9, Diplomacy +13, Gather Information +9, Knowledge (Psionics) +7, Listen +4, Psicraft +7, Remote View +7, Search + 3, Sense Motive +8, Spot +4; Inertial Armor, Psionic Body (Chr), Psionic Focus (Telepathy).

Powers Known (4+1, 2+1, 1+1, 0+1): 0- Catfall, Daze, Distract, Far Hand, Lesser Natural Armor; 1st- Astral Construst I, Charm Person, Disable; 2nd- Inflict Pain, Suggestion; 3rd- Crisis of Breath.

Possesions: +1 Longbow, 20 arrows, Cloak of Charisma +2, masterwork longsword, Psicrystal (friendly).

Edited by: Boden Blagden at: 3/20/03 9:50:20 am
Here for a while
(3/20/03 11:55 pm)
From distant lands: Western Bridge Guards
A few changes to the characters in the Western Bridge complex: namely D'Gran and Heunar. Some of the changes use the Oriental Adventures book, others are just reworked with standard (PHB) material. Though it's not required, I am assuming the use Infiniti's revised (Blood Magus) Tippish, since I'm using her in mine.

Justifications: D'Gran is an Ogre Mage, a creature which classically has an oriental twist, so I decided to drop the Half-Demon template and add a few levels of Wu Jen (from OA).
The presence of the dinosaurs in the complex prompted me to consider making Heunar a Tamer of Beasts... but that would require making him at least 8th level, a doubling in his CR. So I settled with making him a Druid, and presupposing the existance of a new spell: Beast Friendship. This spell is identical to Animal Friendship, except that it works on beasts and is a 3rd level Druid spell. Of course, with 3.5e merging the Animal and Beast types, this may be a moot point...

In any case, both of their CRs go up by one, so if you use them, you might consider pulling some punches in other areas of the complex.

D’Gran was a wanderer from the Far East, seeking wealth, knowledge, and (above all) power. In his travels, he discovered tales of an ancient entity of staggering power that was imprisoned beyond time and space. After deducing that the cult of the Elder Elemental Eye was somehow related, has allied himself with them. He is not particularly loyal to any of the elemental temples (though currently the Fire Temple pays him well enough to at least feign loyalty), but seeks to gain the attention of the Doomdreamers in hopes of being initiated into their inner circle and learning their forbidden truths.

Male Ogre Mage Wu Jen 3; CR 11; Large Giant; AL NE
Str 25 (+7), Dex 12 (+1), Con 21 (+5), Int 20 (+5), Wis 15 (+2), Cha 21 (+5)
HD 5d8 + 3d4 + 40; hp 81
Init +5; Spd 40 ft, Fly 40 ft (good)
AC 17 (touch 10, flat-footed 16)
Melee Huge MW Naginata: +11 (2d6+10, x3)
Ranged Huge MW Mighty Composite Daikyu (+4 Str bonus): +5 (2d6+4, x3)
SA 10 ft reach, Spell-like abilities
SQ Darkvision 60 ft, Regeneration 2, SR 18, sudden action (+4 init, 1/day), spell secret: Silent Fire Shuriken, taboos: cannot cut hair, daily offering (blood)
SV Fort +10, Ref +3, Will +6
Skills: Concentration +17, Knowledge: Arcana +16, Listen +8, Spellcraft +16, Spot +8
Feats: Combat Casting, Expertise, Improved Initiative, Still Spell

Spell-Like Abilities: (Sor9; DC 15 + spell level; 1/day unless noted) Charm Person, Sleep, Darkness (at will), Invisibility (at will), Gaseous Form, Polymorph Self, Cone of Cold

Spells (Wu Jen 3; DC 15 + spell level; 4/5/2) *=prepared
0: arcane mark, dancing lights, daze, *detect magic, detect poison, disrupt undead, *flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, *ray of frost, read magic, *resistance
1: *elemental burst, *hail of stone, *cobra’s breathe, *backbiter, comprehend languages, *ghost light, true strike
2: resist elements, *fire shuriken, *hold person

Possessions: Huge MW Naginata, Huge MW Mighty Composite Daikyu (+4 Str bonus), 12 large arrows, Bracers of Armor +2

Heunar hails from tribe of orcs in a forgotten jungle in the distant south. They worship the great carnivorous lizards native to their lands, and the tribal shamans have learned to commune with—even tame—the beasts. Not content with the petty tribal wars that his kinfolk waged, Huenar traveled north and met with an exotic wizard woman named Tippish. She took a liking to him, fascinated by his ability to control the savage beasts with which he traveled. They became lovers and partners, and gained employment with the growing cult of the Elder Elemental Eye.

Male half-orc Drd5; CR 5; Medium humanoid; AL NE
Str 15 (+2), Dex 10, Con 12 (+1), Int 10, Wis 14 (+2), Cha 8 (-1)
HD 5d8+5; hp 39
Init +0; Spd 30 ft
AC 15 (touch 10, flat-footed 15)
Melee MW scimitar: +7 (1d6+2, 18-20)
SQ Nature sense, Woodland stride, Trackless step, Resist Nature’s Lure, Wild Shape 1/day
SV Fort +5, Ref +1, Will +6

Skills: Animal Empathy +7, Concentration +9, Heal +6, Knowledge: Nature +4, Spellcraft +4, Wilderness Lore +6

Feats: Combat Casting, Weapon Focus: Scimitar

Spells (Drd5; DC 12 + spell level; 5/4/3/1)
0: create water, cure minor wounds, detect magic, flare, light
1: cure light wounds, endure elements, faerie fire, magic fang
2: barkskin, flame blade, heat metal
3: poison

Possessions: Hide armor, large wooden shield, MW scimitar, potion of levitate, wand of cure moderate wounds (10)

Edited by: errant42 at: 3/21/03 12:09:16 am
Still here? Wow.
(3/21/03 7:23 am)
Re: From distant lands: Western Bridge Guards
I have to disagree on the change to Heunar to make him a Druid. Why does everyone preassume that the *only* way to get an animal/beast to do what you want is levels of Ranger, Druid, or even some Tamer of Beasts prestige class?

I would think that a few ranks of Animal Handling (cross-class, if need be), some determination, and the right feedback (positive and negative) can result in a well-enough trained creature.

It's quite doable if you like it that way...I'm not meaning to take away from your efforts here. I just get tired of invariably seeing that if there's an animal present, there *has* to have been a Druid or Ranger that put it there and controls it.

Next straight Fighter I play, I'm buying two trained attack dogs...just because.

"Whadda ya mean, Orcs get levels too?!?"

Here for a while
(3/21/03 8:35 am)
Re: From distant lands: Western Bridge Guards
Heh, I can see where you're coming from. It is a fairly standard knee-jerk reaction to assume that anyone who deals with animals MUST be one of those classes. I had several reasons to decide on Druid (and I considered others, including Adept and Shaman):

1. A dinosaur isn't a simple animal. Working with one is not even like taming a lion (and I'd argue that most lion-tamers are specialized enough to have Animal Empathy and Handle Animal as class skills). These are aggressive, cunning, carnivorous beasts... and in order to reach the level of training they have (it specifically states that they won't attack Heunar and Tippish, even though they are always hungry), you'd need to get inside the beasts' heads. Mind you, I'm going on pure speculation here, but it makes sense to me.

2. It fits with the background I came up with, which is (IMHO) more interesting than "there's this half-orc guy in the dungeon. Oh, yeh, and he's got some dinosaurs as pets." The Druid class doesn't necessarily imply that this guy is an archetypal druid, staunch Guardian of Gaia, card-carrying member of the Fraternal Order of Druids, etc. Like any other class, it's a set of abilities, and can be viewed from different perspectives within the given framework. For the angle that I was working with (tribal shaman), it fit the bill best of all the options.

3. It's a more interesting pairing with Tippish, both on an interpersonal level, and with respect to the encounter (Wizard and Druid, instead of 2 Wizards). Given her background (provided by Infiniti), I had trouble seeing why she'd hang out with a half-orc Wizard two levels lower than she, and not real bright (for a Wizard) to boot. She's an interesting character, and deserves an interesting partner.

Anyway, I guess I just felt the need to justify my work. I plan to use it because it works for me, others won't because it doesn't. No big deal, just rambling.

Still here? Wow.
(3/27/03 6:52 pm)
Re: Psion
Andorax: "My bad on the Wilding Clasp...was mainly trying to find something that would fill the rest of the "lost" GPs for losing the Phylactery of Change...alternate suggestions welcomed."

I'd suggest using the +3 hide armor as you provide and adding in a cloak of elvenkind. this would give her Hide +11 (Cloak +10 Dex +3 AC penalty -2). You have her AC incorrectly written. It should be 19 (+3Hide +6 Dex +3).

Here for a while
(4/1/03 10:46 pm)
Some other changes
Since moving the previous occupant of this post to his very own thread, I found that I had some space to use up.

The following revisions to Fire Temple personnel use various class books (which I gather are the true "splat" books), primarily S&F, T&B, and MotW. I've tried to note the source of anything that doesn't come from the core books, using standard abbreviations.

Note that all of these changes add to the CR of the individuals in question, quite significantly in some cases. My party is a little ahead of the curve due to some side treks and additional encounters, so I've chosen to beef up some of the pivotal challenges to make sure they don't get bored...

For Tessimon, I took away her demon arm and boosted her 1 level (of Elemental Savant). Zert, who had Improved 2-Weapon Fighting despite not meeting the BAB requirements, got a level of Ftr and one of Tempest. For Virith, who is presented as both male (on pg. 71) and female (in the appendix), I chose male, and made him an Order of the Bow Initiate-- this significantly increased his power (though he's still well within the range that the party should be able to handle), and hopefully made him a more interesting challenge.

The Fire Temple
Currently the most powerful of the elemental temples, the Fire Temple ascended to power some time ago, and has held its position through intrigue and force of arms. Tessimon rules the temple with an iron fist, brooking no opposition to her authority. She achieved her position though intrigue and assassination. She suspected many lower-ranking Fire clerics of attempting the same, so had them “removed.” Only Firre remains, because he seems devoid of ambition, more than content to retain his position as jailer and torturer. Skassik is her most trusted (and feared) lieutenant, though Zert is the current champion of the temple and bearer of the lesser key and Sword of Fire.

Tessimon was the eldest daughter of an influential cleric of Pelor, and was groomed from a young age to join the clergy herself. Her weight problem, however, made her the focus of the other children’s teasing. She thought to threaten them with the power of Pelor, but all knew that he was a kind and forgiving god... this only made them tease her more. "Tess-i-mon, big as the sun, can't catch us, too fat to run!"
This engendered a strong desire to gain power-- power to make them stop, to make them respect her, to get even. Pelor's church did not offer this.... so she sought another path. She found the cult of the Elder Elemental Eye.
She is a short, thickly built woman (she prefers the term “voluptuous”). Her long, black hair has been bleached and dyed deep red at the ends, and her skin is beginning to take on an orange tint as result of her progression as a Fire Savant. Likewise, her irises have become deep red, and the whites of her eyes are smoky orange-- features that she uses to unnerve others. Though in control of the most powerful temple in the mines, she is not content; she covets power above all, and wishes to be initiated into the inner circle. To this end, she seizes any opportunity to inflict destruction on any of the other temples, believing that this will gain the attention of the Doomdreamers and convince them to initiate her. The Earth Temple was recently routed on a whim, and is only beginning to recover under the new troglodyte clergy.

Zert is a dark-skinned man of stocky frame, with short but unkempt dark brown hair, grey eyes, and surprising quickness and agility for his build. He hails from the coast, and was once a pirate. An inability to develop his sea legs (and a general dislike of the ocean) prompted him to seek employment inland as a mercenary. After gaining very profitable employment with the cult, he climbed the ranks quickly through his exceptional combat prowess and ruthless manner. He is a cunning warrior and demanding leader; his leadership of the Fire Temple’s forces is as responsible as anything for their climb to dominance. He doesn’t share (or even really understand) the cult’s philosophical views, but enjoys his job very much.

Virith is a renegade from the elven Order of the Bow. His lack of magical aptitude kept him becoming an Arcane Archer, and his ambition prompted him to seek greater power elsewhere. After some time as a wandering mercenary and assassin, he fell in with Zert, and subsequently with the cult. He is a tall elf with blue-black hair and eyes, and stern demeanor. Though he and Zert were companions before being hired by the cult, they have no specific loyalty to one another.

Tessimon: Female human Clr5/ Elemental Savant 5 [T&B]; CR 10; Medium humanoid; AL CE
Str 12 (+1), Dex 9 (-1), Con 14 (+2), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
HD 5d8 + 5d4 +20; hp 69
Init -1; Spd 20 ft
AC 19 (touch 9, flat-footed 19)
Melee MW heavy mace: +7 (1d8+1)
Ranged MW light crossbow: +5 (1d8, 19-20)
SA Rebuke undead (5/day, lvl 5, 1d20+2, 2d6+7 HD)
SQ Fire resistance 10, fire focus +2, fire penetration +1
SV Fort +7, Ref +1, Will +11

Skills: Concentration +15, Knowledge (arcane) +15, Knowledge (the planes) +15, Scry +15, Spellcraft +15

Feats: Energy Substitution (Fire) [T&B], Empower Spell, Energy Admixture (Fire) [T&B], Combat Casting, Scribe Scroll

Spells (Clr10; DC 13 + spell level [Fire: 15]; 6/ 5+1/ 5+1/ 4+1/ 3+1/ 2+1)
0: cure minor wounds (x2), detect magic, guidance, light, resistance
1: bane, cure light wounds (x2), sanctuary, shield of faith +burning hands
2: cure moderate wounds, hold person, silence, darkbolt (x2) [BoVD], +produce flame
3: cure serious wounds, dispel magic (x2), flame of faith [DotF], +magic circle against good
4: divine power, lesser planar ally, summon monster iv, +wall of fire
5: flame strike, summon monster v, +fire shield

Deity: Elder Elemental Eye (Imix). Domains: Evil (caster level 11 for Evil spells); Fire (Turn Water Elem, Rebuke Fire Elem)

Possessions: MW full plate armor, large steel shield, MW heavy mace, MW light crossbow (10 bolts), lesser tentacle rod, potion of heroism, lesser key of fire, divine scrolls: raise dead, flame strike (x2), cure moderate wounds (x2)

Zert: Male human Ftr9/ Tempest 1 [MotW]; CR 10; Medium humanoid; AL LE
Str 17 (+3), Dex 15 (+2), Con 12 (+1), Int 13 (+1), Wis 9 (-1), Cha 10
HD 10d10 + 10; hp 80
Init +6; Spd 30 ft
AC 18 (touch 12, flat-footed 16)
Melee Sword of Fire: +14/+9 (1d6+7, 17-20); +1 flaming short sword: +13/+8 (1d6+4+1d6, 17-20)
SV Fort +9, Ref +5, Will +2

Skills: Climb +13, Intimidate +7, Jump +13, Listen +10, Swim +12

Feats: Dodge, Expertise, Ambidexterity, Two-Weapon Fighting, Mobility, Spring Attack, Weapon Focus (Short Sword), Weapon Specialization (Short Sword), Improved Critical (Short Sword), Improved Initiative, (Improved Two-Weapon Fighting)

Possessions: Sword of Fire (+2), +1 flaming short sword, potion of endurance, +2 chain shirt, lesser key of fire, iron key (chest in area 116)

Virith: Male moon elf Ftr5/ Order of the Bow Initiate 2 [S&F]; CR 7; Medium humanoid; AL CE
Str 13 (+1), Dex 20 (+5), Con 10, Int 9 (-1), Wis 10, Cha 12 (+1)
HD 7d10; hp 52
Init +5; Spd 30 ft
AC 20 (touch 15, flat-footed 15)
Melee MW longsword: +9/+4 (1d8+1, 19-20)
Ranged +1 keen longbow: +15/+10 [PB: +16/+11] (1d8+2 [PB: +5], 19-20/x2)
SA Ranged Sneak Attack +1d6
SQ Immune to sleep, low-light vision, +2 saves vs. enchantment, Close Combat Shot
SV Fort +4, Ref +9, Will +3

Skills: Knowledge (Religion) +1, Spot +5, Listen +5

Feats: Weapon Focus (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Specialization (Longbow), Dodge

Possessions: +1 keen longbow, +1 mithril shirt, +1 arrows (20), MW arrow (20), MW longsword

Edited by: errant42 at: 4/2/03 10:05:46 am
Still here? Wow.
(4/2/03 7:14 am)
Re: Any excuse to use the Book of Vile Darkness
A great suggestion, errant42, but one that ought to be put in the old (if not already gone) or a new (if it is) BoVD Additions. BoVD isn't really a "splatbook".

"Whadda ya mean, Orcs get levels too?!?"

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