Ruins of Adventure
The self-proclaimed son of the kobold god Kurtulmak and champion of kobold-kind.
“Gore” as his friends call him, claims to be descended from the kobold gods (regardless of whether this is true, he does seem to be blessed in some way). Gore sees himself as a champion of the downtrodden. Raised amidst the racially integrated “Mooneye” tribe, Goremeyen was appalled at the mistreatment of kobolds that he saw elsewhere when he ventured into the outside world. Everywhere he turns, Gore sees his people being oppressed, ostracized, and killed—always at the hands of larger creatures, but especially by the Orcs that dominate the city of Old Phlan. Enraged by the violence visited on kobolds, he regularly lashes out the Orcs, earning him the moniker Cinayet (Man-killer) among the kobolds.
Gore is a supreme specimen of kobold virility—Tall (almost 3 and a half feet), Dark (coal-black in fact), Flashing (red) eyes, Clever, Quick, and possessed of a musk that would make most skunks shrink back in disgust. His success with the ladies is a thing of legend (at least among local kobolds), and there are even rumors that he has fathered a half-goblin whelp or two.
NPC Reactions: +7 vs. Kobolds, -7 vs. Non-Kobolds
Hit Points: 5
Armor Class: 17 (3 dex, 4 armor spell)
Base Attack Bonus: +0
- Paralyzation/Poison/Death: 14
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 13
- Breath Weapon: 15
- Spells: 12
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Morningstar||3 / 2 rounds||+1||2d4+2||1d6+3||7||melee||two-handed, P/B|
Non-Weapon Proficiencies: General, Priest, Warrior, Wizard
|Modern Languages (Yip Yak)||17||Fungi Regognition||20|
|Modern Languages (Chuklian)||17||Winemaking||17|
|Modern Languages (Tharian)||17||Brewing||17|
|Modern Languages (Common)||17||Herbalism||15|
|Local History (Moonsea)||15||Zeal||11|
Crushing and Cleaving Weapons Broad Group
- Battle Axe, Belaying Pin, Bladeback Mace, Bo Stick, Branding Iron, Celt, Claw Hammer, Club, Cording Mallet, Fang, Footman’s Mace, Footman’s Pick, Forearm Axe, Great Club, Hanbo, Hand/Throwing Axe, Hatchet, Horseman’s Mace, Horseman’s Pick, Ice Pick, Iceaxe, Jitte, Jo Stick, Kiseru, Mallet, Maul, Miner’s Pick, Morningstar, Sap, Sledge, Smith’s Hammer, Spiked Club, Stone-setting Hammer, Tetsubo, Throwing Club, Tonfa, Two-handed Axe, War Hammer, Weeding Claw, Woodsman’s Axe
- Infravision 30 feet.
- +1 on attack rolls vs. gnomes.
- -5% to opponent’s chance to Find/Remove traps that you set.
- Opponents suffer -1 on saves vs. your Enchantment spells.
- Prepare one additional Enchantment spell per spell level.
- +15% chance to learn Enchantment spells.
- Cast find familiar once per year (requires material components).
- Identify Poisons (IP): % chance to recognize a poison by symptoms (-20% by sight, -15% by odor, -5% by taste) and know its antidote.
- Double normal number of attacks vs. foes of less than 1 HD.
- Favor of the Gods: roll 1d8 once per adventure.
- Special Enemy: +1 attack, damage, and AC vs. Orcs
- +1 AC when fighting solo (double with back against a wall).
- 10% chance that any NPC has heard of them.
- -5% to earned experience (from sub-standard ability scores).
- -15% chance to learn Non-Enchantment spells.
- Small Size: Medium weapons are two-handed. No Large weapons. 2/3 carrying capacity.
- -1 on attack rolls in direct sunlight.
- Musk: Charisma modifier to NPC reactions is reversed vs. non-kobolds.
- Willpower check (15 or less) or automatically attack Orcs if given the opportunity.
- WIllpower check (15 or less) or be unable to withdraw from combat once engaged.
- 10% chance per month that some punk shows up trying to prove how tough he is.
- Never attract followers.
- The CRUSHING HAND OF FATE will drop eventually.
Enchanter Spells: as 1st-level Wizard
|1 + E|
Forbidden Schools: Abjuration, Evocation, Necromancy
Paths: Path of Staves, Path of the Mind, Councilor’s Path, Knight’s Road, Road of Dreams, Giant’s Path
- 1st: Armor, Divining Rod [E], Empathic Seizure [E], Enlarge, Friends [E], Giant Fur, Message, Mount, Sleep [E], Wandbane
- +5% per level to Identify Poisons and reduce opponent’s trapfinding.
- Gain Weapon proficiencies every 2 Fighter levels.
- Gain Non-weapon proficiencies every 3 Wizard levels.
- 3rd Fighter level: Can teach others to use specialized weapons (1 month training grants free proficiency).
- 4th Fighter level: Can use heavy siege engines.
- 6th Fighter level: Can oversee construction of fortifications.
- 7th Fighter level: Can command up to 100 troops per level.
- 5th Wizard level: Extend lifespan by 5 years per level.
- 9th Wizard level: Can craft magical items.
- 11th Wizard level: Cast free action on self 1/day for 1 hour.
- 14th Wizard level: Immune to all charm effects.
Equipment: “A true hero doesn’t need money!”