Boyovyy Klych (Battle Cry)

A member of "The Amazons", an all-girl adventuring party from the south that has been operating in Phlan for some time.

Description:

Boyovyy Klych (Battle Cry in her native tongue), is from the southern land of Hlondath. There she trained as a skald, a warrior-poet, learning the epic oral histories of the great Yuan-ti empire and the human tribes that bowed to them. Eventually, though, she came to recognize the evils of the serpents who ruled her land, and slowly turned to the teachings of Hoar, god of retribution. When she spoke out, declaring vengeance against the Yuan-ti, she was forced to flee (or die). She traveled to the Dragon Coast, boarding a ship in Westgate called Valkur’s Wake, which promised free passage north. There she met a band of similarly unattached women, calling themselves “The Amazons”.

The ship eventually landed in Phlan. That was a year ago. Since then she has focused on gaining greater understanding of the teachings of Hoar, meeting vengeance on the enemies of Phlan. She considers “The Amazons” to be her sisters, her new tribe, and works defends them to the utmost. She has recently heard rumors of Yuan-ti living in the swamps east of Phlan and has been trying to encourage her ‘sisters’ to join her in rooting out the evil snake-men.

Battle Cry is an attractive woman with long, blond hair, blue eyes, and olive skin. She wears the simple garb of a warrior-monk. Despite her dislike of the Yuan-ti, she still has a weak-spot for the gold, snake-themed jewelry common in her homeland. The three golden dots on her fore-head (repeated on her hat), mark her as being able to use magic.

The_Amazons.jpg

Bio:

Race: Human, Female
Homeland: Hlondath
Class: Monk (dual-class former Bard)
Kit: Tribal Defender (Skald)
Alignment: Lawful Neutral
Religion: Hoar
Level: 5th (4th)
Experience: 232819 (5000)
Next Level: 27500 (N/A)
Max Level: Unlimited


Ability Scores: http://invisiblecastle.com/roller/search/1502353/

Str 12 Stamina 13
Muscle 10
Dex 15 Aim 13
Balance 16
Con 14 Health 14
Fitness 14
Int 16 Reason 14
Knowledge 18
Wis 17 Intuition 18 +15% experience
Willpower 15 +1 mental saves
Cha 15 Leadership 14
Appearance 15

Reactions:

  • Initiative: -2
  • Surprise: +1
  • NPC Reaction: +3

Combat Statistics:
Hit Points: 15
Armor Class: 14 (Dex, Monk)
Base Attack Bonus: +2
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Wrestling 2 +5 3 3 0 melee +2 chart, +2 Strength, +14% KO, unarmed
Cursed Sword 1 +4 2d4+2 1d6+3 3 melee magic, berserk
Nightbringer 1 +2 1d6+4 1d6+3 4 melee magic, save or blinded

Thief Skills: (no armor)

PP 45% HS
OL HN 45%
F/RT CW 75%
MS RL

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, Wizard, Psionicist

Modern Languages (Common) 16 Religion 17
Modern Languages (Chessan Family1) 16 Prayer 17
Modern Languages (Tharian) 16 Oratory 15
Modern Languages (Yuan-ti) 16 Singing 15
Musical Instrument (Lirica) 15 Poetry 14
Local History (Vilhoun Reach) 15 Mediation 14
Ancient History (Yuan-ti) 15 Heat Protection 14
Survival (Coastal) 16 Water Finding 16
Mental Warmth 15 Dark Lore 13
Order of the Light NA Hunting 16
Street Fighting 16 Rejuvination 16
Astrology 16 Trailing 16

1 Chessan Family: Chessic, Alambic, Akalan, Akurian, Shaartan, Sespechian

Weapon Proficiencies:
Wrestling (2x Specialized)
Pole Weapons Group
Axe Group
Broadsword
Sling


Special Powers:

  • Infravision (as the spell) at will, but requires concentration.
  • If killed unjustly (as adjudicated by the DM) and not raised from the dead, a cleric of Hoar will always rise as a revenant.
  • When a monk makes an unarmed attack against an armed opponent, he disregards the Weapons in Defense rule, since he is trained in dealing with armed enemies.
  • Beginning at 5th level, monks are entitled to a saving throw vs. spell to block detection, scrying, or mind-reading through magical or psionic means (as the 3rd-level wizard spell nondetection).
  • By chanting a war song, a Skald can inspire allies as they go forward into combat. For the chant to have an effect, the Skald must begin chanting at least three rounds before combat begins, otherwise his allies are too caught up in the events about them to benefit from this ability. Such chanting has an effective range of 40-ft. The effects end as soon as the Skald receives his first wound. If the Skald does not enter the fray (and avoids being wounded), the effects end after 4 rounds.
    Chanting can elevate spirits, remove concerns about danger, keep men’s minds focused on combat, and fill friendly forces with a sense of being larger than life. The Skald can choose two of the following effects per battle. The Skald player chooses the effects, and can change them from one battle to the next.
    • 4 bonus hit points.
    • A +1 bonus to morale.
    • A +1 bonus to all attack rolls.
    • A +1 bonus to all damage rolls.
    • A +1 bonus to all saving throws.
    • A +1 bonus to everyone’s Armor Class.
  • The Skald fights with a +1 attack roll bonus any time he is singing or chanting during combat, even a soft chant under his breath. In addition, the Skald gains a +1 damage bonus when using a broadsword, axe (any type), or spear (any type) while he is chanting, provided that he has proficiency with the weapon. These bonuses almost always apply, unless the bard is silenced, under water, etc.
  • Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard’s player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction (see NPC Reactions). Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.
  • Counter Song: Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle.
    Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).
    Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).
  • Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. This does not necessarily require actually handling the item, but it must be fully visible to the bard.
    Scrutiny takes 1d10 rounds, after which a percentile roll is made. The bard has a 20% chance of knowing something about the item. The exact information revealed is up to the DM. The bard draws upon history, rumors, and clues based on the item’s construction to gain this information. Typical information revealed includes the item’s history, maker, name, and other less technical aspects. Information such as the number of pluses, exact command words, etc., are rarely learned. This type of specific information is left for spells, such as identify, commune, limited wish, and so on.
  • After long years defending a particular territory (Vilhoun Reach), the character is intimately familiar with it. Any proficiency checks made in the area in regards to interacting with the area and its inhabitants receive a +2 bonus.
  • Because the tribal defender is intimately concerned with the activities of the tribe members and expends much effort in keeping track of their thoughts and desires, he can cast the ESP spell free once per day. This spell doesn’t need to be prepared, nor does he need to have it in his spell book or spell list. He must, however, have a material component for the spell which either belongs to the subject of the spell or which is associated with the subject. He thus keeps relics belonging to each tribe member for such purposes.
  • Tribal defenders can always find food, water, and assistance with their tribe, no matter what the circumstances. The tribal defender can also arrange for up to one guest per level to receive similar aid. Note that while a tribe can always accommodate the tribal defender himself, a large number of guests may severely strain the tribe’s resources, and the tribal defender should never bring more guests than the tribe can support.
  • Tribal defenders are recognized throughout the wilderlands as important people. When dealing with any nomad, raider, tribe, or herdsman, the tribal defender gains a +3 on his reaction check. This can be a disadvantage, as an outside tribe desperately in need of a new tribal defender may be inclined to seize the PC tribal defender for their own if he impresses them too much.

Monk Spells: as 5th-level Priest

1st 2nd 3rd 4th 5th 6th 7th
5 5 2

Spheres:

  • Major: All, Divination, Guardian, Law, Numbers, Thought
  • Minor: Combat, Healing, Necromantic, Protection, Time
  • Prepared Spells:
    • 1st: Blood Bond, Cure Light Wounds x2, Invisibility to Undead, Protection from Chaos
    • 2nd: Aid, Cure Moderate Wounds, Death Curse, Exorcism, Warning
    • 3rd: Bird of Prey, Repair Injury

Bard Spells: as 4th-level Bard

1st 2nd 3rd 4th 5th 6th 7th
2 1

Paths: Alchemist’s Path, Flame Dancer’s Path, Glassblower’s Path, Nybor’s Path, Parched Road, Path of the Mind, Path of the Yuan-ti, Sea Children’s Path

Spellbook:

  • 1st level: Burning Hands, Burning Sands, Chameleon, Charm Person, Dancing Light, Dolent’s Helm, Empathic Seizure, Empathy, Firewater, Flamespin, Lasting Breath, Metamorphose Liquids, Nybor’s Gentle Reminder, Oilskin, Sea Sight, Spoil Holy Water, Swim, Tipple, Waterbane
  • 2nd level: Agannazar’s Scorcher, Animate Water, Bloodglass, Camouflage, Circle Dance, Circle of Flame, Darkness 15-ft. Radius, Deny Cold/Fire, Detect Psionics, Dustcurtain, ESP, Filter, Forget, Glitterdust, Insatiable Thirst, Power Word Sleep, Protection from Poison, Shark Bolt, Whispering Tide
  • Prepared Spells:
    • 1st: Charm Person, Metamorphose Liquids
    • 2nd: Agannazar’s Scorcher

Order of the Light Spells: as 5th-level Priest

1st 2nd 3rd 4th 5th 6th 7th
3 2

Spell List:

  • 1st: Shepherd, Bestow, Blessed Hammer, Holy Shield
  • 2nd: Holy Bolt, Sacrifice, Vengeance
  • Prepared Spells:
    • 1st: Shepherd, Bestow, Blessed Hammer
    • 2nd: Vengeance x2

Psionic Wild Talents:

Power Points: 36

Power Discipline Level Power Score Initial Cost Maintenance
Contact Telepathic Devotion 17 3+ 1 per round
Sight Link Telepathic Devotion 10 contact 5 per turn
Mind Link Telepathic Science 12 contact 8 per round

Penalties:

  • The yuan-ti have not been idle in Hlondeth. Over the years they have gradually been working to assume control of the city. They have focused their knowledge toward making the people of the city mentally pliable and receptive to psionic domination. In game terms this weakness manifests itself whenever the character is attacked with any spell from the Enchantment school or the priestly Charm sphere. In either case, the victim suffers a -4 penalty on any saving throw that he is allowed to make.
  • Perhaps it is due to the yuan-ti rulership or the serpent influence on the city’s ancient history, but Hlondethans have an irrational fear of birds, especially birds of prey or giant versions of common birds. Around normal birds (crows, sparrows, pigeons, doves, seagulls), Hlondethans experience an uneasiness that translates into a -1 penalty on attack rolls and initiative rolls.
    When a Hlondethan is within 60’ of a bird of prey (eagle, hawk, falcon), or is in sight of a giant species of bird (such as a roc), he must make a saving throw vs wands or suffer the effects of a fear spell. This effect lasts 2d4+2 rounds or until the bird leaves.
  • There are many folks outside the Vilhon Reach and the Old Empires regions that are leery of dealing with folks who are ruled by the yuan-ti, an evil serpent race. When interacting with NPCs beyond the Vilhon Reach/Old Empire areas, NPC reactions suffer a -2 penalty.
  • Suspicious of strangers, tribal defenders are originally stand-offish and difficult to get to know. They suffer a -2 penalty to reaction when meeting strangers. This penalty is reduced to a -1 if they are meeting strangers in some official capacity as a representative of their community.
  • The tribal defender is tied to his tribe. Although it is assumed that he can occasionally leave the tribe to go adventuring, there are times when he is needed by his people. There is a 30% chance that the tribal defender is required by his tribe anytime he considers undertaking an adventure that would take him away for a long time. The DM should enforce this rigidly for a character that tends to neglect his background, and be more generous with players who are role-playing their characters well.
  • Another hindrance lies in the fact that the tribe’s enemies are the character’s enemies as well. The character must select three distinct groups to become his tribe’s enemies (All Yuan-ti, City-state of Hlondath, Church of Xvim). Whenever the character encounters these enemies, he suffers a -4 penalty on his reaction check with them, since his tribal markings and attitudes clearly mark him as a potential foe.

Advancement Notes

Armor Allowed:

  • No armor.

Weapons Allowed:

  • Any Bludgeoning weapons
  • Gain 4 psionic power points per additional monk level.
  • Additional instruments can be learned by spending proficiency slots, the bard can learn two instruments for every proficiency slot spent.
  • Monks are trained to avoid blows through misdirection and positioning, and their base Armor Class improves by one point at every even level (AC 11 at 2nd level, AC 12 at 4th level, AC 13 at 6th level, and so on). Note that a monk must see the attack coming in order to use this benefit—backstabs, ambushes, or missile attacks from behind the monk will strike him as if he were unarmored.
  • Gain 1 bonus weapon proficiency slot to spend on unarmed combat specialization per 4 Monk levels.
  • At 7th level, monks gain the special granted power of continual free action, which duplicates the effects of the 4th-level priest spell.
  • Monks never gain followers, but at 9th level a monk may receive permission to establish a monastery as an outpost of his order; if he does so, 10 to 40 monks of lower level will come to his monastery and take up their studies there, recognizing the PC monk as the head of their abbey.

Equipment:

  • Gold Holy Symbol of Hoar
  • Gold Snake Bracelet (40gp value)
  • Breeches
  • Tunic
  • Cap
  • Leather Shoes
  • Leather Jerkin
  • Backpack
  • Lirica
  • Wineskin (1 gallon of Evermead)
  • Sword of the Bandit Lord
  • Nightbringer
  • Liquid Iron
    • When kept inside a container, this substance remains liquid. When poured from the container, the liquid turns into iron. Before the iron hardens, it can be formed into any number of useful items.
  • Priest Scroll
    • Om, See All Faces, Animate Statue, Impending Permission, Thoughtwave
  • 38gp 11sp 5cp

Boyovyy Klych (Battle Cry)

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