Ruins of Adventure
Korë Arkoúda Griff
Her name means "Bear Maiden" (pronounced Ko-ree Ar-koo-da).
Korë Arkoúda Griff is a rarity among dwarves, in that she tries to treat creatures of all races (even such undesirables as goblins, giants, and elves) kindly and fairly. As a girl of Clan Griff, Korë trained from a young age in the religion, history, and runic language of her people, and was always expected to become a priestess in the order of Clangeddin, the lord of battles. After her father took an infant firbolg into their family, she altered her studies and became a priestess of Meriadar, god of racial tolerance, the first in her clan to do so.
Korë is very protective of her “little” brother Hektor, as well as his pet bear, Hooch, whom she has taken as the totem animal of her faith. She is fond of pointed out how her family has grown to encompass both the giant and the bear peacefully. She is the kind of person who tends to collect family members—the kind that calls any older man who is nice to her “Uncle” and is a sucker for hard-luck cases. She will become just as protective and sisterly towards the rest of the party as she is to Hektor.
Despite her general dedication to peace and tolerance, if combat is inevitable, she responds with overwhelming force—either by taking the form of a bear herself or else with her explosive crossbow bolts. Growing up, Korë got in a lot of fights with the other young dwarves of the clan who might have been less accepting of the formal adoption of a non-dwarf, and still gets very upset over even the slightest insult directed at her “brother” (probably more than he would).
Korë highly into dwarven runic and ritual magic, with many spells requiring casting times as long as 8 to 12 hours, and thus is a bit of an introvert—regularly holing up in her room for half a day at a time to perform divinations and contemplate the mysteries of the runes and the universe. When she got done with her “funks” though, she always shows up with a new little magical present for Hektor (shots of weird magical booze, glowing rocks, pewter bear figurines that let him know when she’s hurt, etc.)
|Muscle||16||+1 damage, 9 Open Doors, 10% BB/LG|
|Con||15†||Health||14||88% system shock|
|Fitness||16||+2 hit point per die, 96% resurrection|
|Knowledge||14||60% chance to learn spells|
|Willpower||15||+1 mental saves|
|Cha||15||Leadership||14||+1 NPC loyalty|
† +1 Constitution and Immune to Disease from weekly doses of Soma Juice.
- Initiative: +0
- Surprise: +0
- NPC Reaction: +4
Hit Points: 22
Armor Class: 11 (bear fur outfit), 14 in Bear form
Base Attack Bonus: +2
Saves: († includes Dwarf bonus)
- Paralyzation/Poison/Death: 9
- Rod/Staff/Wand: 10†
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 11†
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Heavy Crossbow||1 / 2 rds||+2||2d4+1||2d6+1||10||80 / 160 / 240|
|+Exploding Bolt||1 / 2 rds||+4||6d4+3||6d6+3||always last||80 / 160 / 240||one-shot, one-kill|
|Unarmed (wrestling)||1||+3||3 dmg||3 dmg||3||melee||+1 chart bonus, +2 Str to maintain hold|
|Claws (as bear)||2||+5||1d6||1d6||6||melee||Hug on 18+ (2d6 damage)|
|Bite (as bear)||1||+5||1d8||1d8||6||melee|
† Bear claws and bite count as +1 magic weapons for what she can hit.
Thief Skills: (no armor)
Non-Weapon Proficiencies: General, Priest
|Modern Languages (Common)||14||Mountaineering||N/A|
|Modern Languages (Dethek)||14||Stonemasonry||15|
|Modern Languages (Tharian)||14||Endurance||14|
|Modern Languages (Chuklian)||14||Prayer||16|
|Modern Languages (Jotun)||14||Diplomacy||14|
|Detect slope in passage||20||Dwarven Runes||16|
|Detect new construction||20||Dwarf History||17|
|Detect shifting walls||18||Mediation||14|
|Detect stonework traps||16||Religion||16|
|Determine depth underground||16||Observation||14|
|Artistic Ability (pewter casting)||16||Tracking||10|
|Animal Training||16 (20 bears)||Weather Sense||15|
|Animal Handling||15 (19 bears)||Healing||14 (18 bears)|
|Animal Lore (bears only)||14|
One-Shot, One-Kill Style
- One-shot One-kill: A character proficient in this style can make an aimed shot. The character must wait until the end of the round, acting last in initiative, and make a single ranged attack with a +2 bonus (instead of his normal rate of fire).
- By nature, dwarves are nonmagical. This gives a +3 bonus to dwarves’ saving throws against attacks from magical wands, staves, rods, and spells.
- In melee, dwarves add 1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
- Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Dwarven infravision enables them to see up to 60 feet in the dark.
- Detection proficiencies may be used any time a dwarf is underground, within 15 feet of the particular phenomena. Determining depth underground is the exception to this rule and may be attempted any time. To use a detection proficiency, a dwarf must concentrate for one round. These otherwise work as normal non-weapon proficiencies, and can be improved beyond these initial values by spending proficiency slots. If successful, the dwarf sees the phenomenon or becomes aware of his approximate depth underground. If he fails, he cannot try again within that 15-foot area.
- Clerics can always count on assistance from temples of their faith. Assuming a local temple of the appropriate faith is available, a cleric can request and expect the following aid (and perhaps more):
- Safe haven, food, and board within the temple. In exchange, the cleric is expected to help the other clergy present. This hospitality is automatically extended to as many companions as the priest has levels. (A generous and gracious temple may extend it to anyone.)
- A loan. Moneys borrowed may equal up to twice the cleric’s level times a hundred (in gold pieces). The loan must be repaid within 30 days.
- Muscle. An cleric may request the services of a number of 1st-level fighters equaling twice the priest’s level. All fighters will be equipped with chain mail and the traditional weapon of their faith (i.e. warhammers for Tyr or battle axes for Tempus). The time of service cannot exceed the cleric’s level in days, and the purpose of the mission should somehow advance the cause of the priest’s faith.
- A cleric assistant of the same faith. The helper’s experience level equals half that of the priest served, rounded down; up to a maximum of 4th level. The assistant may be kept for up to one week per level of the priest before having to leave.
- Totem-sisters are trained in the use of totemic magic and inscription. This works identically to a Runecaster’s rune magic. A totem-sister learns one rune of her choice per level of experience, but never gains bonus runes for a high Wisdom score. She can use and cast these runes exactly as a Runecaster of equal level.
- The Totem-sister is able to cast wizard spells from the Divination school as priest spells of the same level. All spells that fall exclusively into the Divination school are available to the priestess, regardless of Paths.
- Totem Animal — Bear:
- The Totem-sister is able to use speak with animals at will with her totem species.
- A Totem-sister can shapechange into the form of her totem animal, as the druid’s shapechange ability, except that she does not regain hit points when shapechanging into or out of the totem form. The Totem-sister takes the form of her totem animal, including all statistics of the animal (except hit points). These statistics remain the same, regardless of the priestess’s level. Any Totem-sister slain in animal form must successfully save vs. death magic or also die in her natural form. If the saving throw is successful, she does not die, but lies in a coma for 2d4 days. The frequency and duration of her change increases with level, according to the following chart.
- Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.
- Because of their prolonged exposure to lead and the corrupted nature of the Stojanow River (a.k.a. the Barren River), the dwarves of the Griff Clan are much more susceptible to poisons than their kin. They do not gain the normal dwarven bonus on saving throws against poison.
- All metal weapons and armor purchased by a Griff Clan dwarf at character creation are made of lead (instead of steel or iron). These items are the normal price, but weigh 150% the normal amount. Slashing weapons made of lead suffer a -1 penalty on damage (due to the inability to hold an edge). Armor made of lead provides 1 less point of AC bonus, but grants immunity to certain divination spells and effects.
- Totem Sisters do not gain the Clerical ability to Turn Undead.
- Totem Sisters may not wear armor of any kind, or carry a shield.
- A Totem-sister may never harm an animal of the type chosen as her totem unless it is in self defense and no other non-damaging options are available. If she harms such a creature in the above manner she must atone for her sins in a manner decided by the DM. If she kills such an animal without just cause, she loses her spellcasting ability and powers permanently.
Priest Spells: as 4th-level Priest
Major Spheres: All, Animal, Combat, Divination†, Healing, Protection, Summoning
Minor Spheres: Creation
† Including wizard spells that are exclusively Divination.
- 1st level: Animal Companion, Animal Friendship, Animal Sanctuary, Animate Weapon, Beastmask, Beneficence, Bless, Blood Bond, Call Animal or Bird, Call Upon Faith, Calm Animals, Ceremony, Claws of Thard Harr, Cleanse, Combine, Cure Light Wounds, Deflection, Detect Balance, Detect Disease, Detect Dwarves, Detect Evil, Detect Harmful Gas, Detect Harmony, Detect Illusion (wizard), Detect Magic, Detect Metals and Minerals (wizard), Detect Phase (wizard), Detect Poison, Detect Predator, Detect Secret Passages (wizard), Detect Untruth, Detect Weapons, Discern Elven Influence, Divining Rod, Due North (wizard), Empathy, Endure Cold/Heat, Find Direction (wizard), Find Water, Fire Truth (wizard), Identify (wizard), Invisibility to Animals, Khinasi Trade Tongue (wizard), Know Faction, Know History, Know School (wizard), Know Weight (wizard), Magical Stone, Mending, Om, Omen, Orison, Protection from Evil, Protection from Prime, Protection from Silver, Purify Food & Drink, Purify Self, Rainshield, Rary’s Empathic Perception (wizard), Read Languages, Read Magic (wizard), Regenerate Light Wounds, Resist, Revitalize Animal, Ring of Hands, Sanctify Ghi, Scribe, Sea Sight (wizard), Shadow Scry (wizard), Silverbeard, Trance, Treasure Scent, Waterfloat, Weapon Bless, Weathertell (wizard)
- 2nd level: Animal Eyes, Animal Speech, Animal Spy, Arm Hammers, Augury, Banish Dazzle (wizard), Bat Sense, Beastspite, Breathsense (wizard), Brightmantle, Calder’s Starry Sky (wizard), Chant, Charm Person or Mammal, Circle Dance (wizard), Commune with Lesser Spirits, Cure Moderate Wounds, Death Prayer, Death Talisman, Depth Warning (wizard), Detect Enemies, Detect Evil (wizard), Detect Invisibility (wizard), Detect Life, Detect Lycanthrope (wizard), Detect Poison (wizard), Detect Psionics (wizard), Detect Thought (wizard), Disentangle, Dragonbane (wizard), Draw Upon Holy Might, Ecdysis, Enchant Runestones, Enhance Turning, ESP (wizard), Find Traps, Footsteps of the Quarry (wizard), Fortifying Stew, Gift of Speech, Gloom, Haela’s Battle Blessing, Heartsense (wizard), Holy Symbol, Hurl Rock, Know Alignment, Know Intent (wizard), Know Language, Locate Object (wizard), Mark of Brotherhood, Marthamor’s Intuition, Messenger, Mystic Transfer, Omen (wizard), Past Life (wizard), Priest Lock, Protection from Animals, Protection from Orisons, Protection from Serpents, Protection from Spirits, Request, Resist Acid and Corrosion, Resist Fire/Cold, Rockburst, Sanctify, See Through Other Eyes (wizard), Slow Poison, Snake Summoning, Speak with Animals, Spiritual Hammer, Steep Soma-Juice, Tracking, Translate, True Bearing (wizard), Warning, Warp Sense, Warp Sense (wizard), Wild Deer Speed, Withdraw
- 1st level: Cure Light Wounds, Protection from Evil, Rary’s Empathic Perception, Shadow Scry
- 2nd level: Animal Eyes,
Charm Person or Mammal, Cure Moderate Wounds, Detect Enemies
Runes: as 4th-level Runecaster
Scribing a rune is a three-step process known as skapeng (shaping). The first step is the gormeng (planning). During this stage, the caster begins to concentrate on the essential truths and modifies the rune’s ideal image in his mind in accordance with the circumstances. The second step is the skrapeng (scraping), during which the rune is actually carved, drawn, or inscribed. No special tools or items are necessary to shape most runes (any old carving knife or quill will do). The third step is the virkreng (activation); only then does the caster summon forth the rune’s power. The final step in any activation is wetting or “baptizing” the rune to release its energies. Any non-poisonous liquid is quite suitable for this purpose (ale, water, blood, or even saliva will do). After baptizing the rune, the caster makes a save vs. spells (the “activation roll”). If the save succeeds, the rune becomes active. If it fails, the rune is useless and the caster must begin all over again.
Unlike other magical writing, once a rune has taken effect, it does not disappear. Once its effects are exhausted, however, the rune becomes an ordinary carving with no magical properties. To renew the rune’s power, the caster must shape it all over again. , though the rune may stand ready in its activated state for years before its power is called upon. Note that at any given time, (4 runes). Should the caster shape more runes, the power automatically fades from one of his earlier runes.
- Shaping Time: 1d8 hours
- Prerequisites: None
- Learned: Once
This rune is placed upon the blade of a weapon. If the rune was properly shaped, the weapon automatically inflicts double damage against an enemy of a specified race, breed, organization or nationality (determined by the caster at the moment of shapingthe name of the target group is inscribed upon the weapon next to the rune). This effect lasts only until the weapon has been used to kill a member of the targeted group. Thereafter, the weapon functions normally in all respects. Learning the death rune twice has no additional effects, but a caster who has learned it three times can scribe runes that cause triple damage to their specified targets.
- Shaping Time: 1d4 rounds
- Prerequisites: Death
- Learned: Twice
This rune is inscribed upon an arrow or bolt. When fired, this arrow inflicts explodes upon impact, inflicting triple damage to its target.
- Shaping Time: 1d8 hours
- Prerequisites: None
- Learned: Once
Once activated, this rune turns the first undead creature that views it (as a 6th-level Cleric). If the rune is learned twice, its effectiveness improves to that of an 8th-level priest. If learned three times, the rune is as effective as a 10th-level priest. Regardless of the number of potential targets who stumble across the rune, it turns only the very first undead to see it.
The blinding light rune gets its name from the brilliant flash that accompanies its effects. The resulting burst of light illuminates everything within 200 feet for a single round. All creatures in the area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds (2d4 rounds if they were using infravision at the time). Creatures to whom sunlight is harmful or unnatural (such as vampires or drow) suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect lose any infravision capabilities for 1d4+1 rounds.
- Shaping Time: 1d12 hours
- Prerequisites: Blinding Light
This image can be carved upon a staff, wand, or amulet, and provides the equivalent of a clerical continual light spell. The light is permanent so long as the object bearing the rune is not destroyed.
A firefly rune only counts against the runecasters limit on active runes for 24 hours after it is activated. After that time it no longer counts against his limit of one active rune per level.
Armor Allowed: No Armor or Shields.
Weapons Allowed: Any Crossbows, Club, Dagger, Javelin, Knife, Longbow, Quarterstaff, Shortbow, Sling, Spear
- Griff Clan dwarves are all taught at least the rudiments of the ancient arts of rune magic. A Griff dwarf begins knowing a single rune at 1st level, and learns 1 additional rune at 5th, 10th, 15th, and 20th levels. These are in addition to any runes the dwarf may learn based on his class or kit.
- At 5th level, the Totem-sister can charm animals of her totem species. She can affect up to 1 HD of animal per level each day. Affected creatures are allowed a saving throw vs. spells to resist the effect, as per the charm person/mammal spell.
- At 9th level, Totem-sister gains the ability to summon up to 1 HD of totem animals per level each day. If the creature has more hit dice than the priestess has levels, she may not summon one until her level equals the hit dice of the animal. The creatures serve until dismissed, slain, or 10 turns have elapsed.
- Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 (2d10 x10) of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.
- At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
- 2 Black Bears (Mo̱ró, and Mi̱téra — baby and mama, she calls Hektor’s bear Bampás [papa])
- Pale Yellow Lozenge Ioun Stone
- Fine Fur Cloak (bear fur)
- Bear Fur Loincloth
- Leather Skirt (bear fur and hide)
- Leather Bustenhalt (tanned bear hide)
- Waterproof Boots
- Leather Belt
- 2 Large Belt Pouches (w/ Priest Lock)
- 21gp, 4cp
- 2 Chain Leashes (for taking the bears into cities)
- 2 Wooden Soup Bowl Holy Symbols (w/ Blinding Light runes on the bottoms)
- Enchanted Runestones (grant +10% accuracy to Augury spells, good for 1 week)
- 8 vials of Sanctified Ghi (heal 1d3 hit points per dose)
- Potion of Extra Healing
- This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.
- Excellent Quality, Lead-tipped Long Spear (w/ Continual Light, leather sack over the head)
- Heavy Crossbow
- Quiver w/ 25 Lead-tipped Crossbow Bolts (2 have Exploding Arrow runes ready)
- Frame Backpack (w/ Priest Lock on all flaps, reduces encumbrance 1 category)
- Mess Kit
- Flint & Steel
- Sleeping Bag
- Loaf of Black Bread
- 2 lbs. Salted Pork
- 2 lbs. Saurkraut
- 2 lbs. Pickled Gerkhins
- Waterskin (1 gallon)
- 4 sticks Divination Incense (+5% accuracy when burning)
- Cauldron of Foretelling
Base Speed: 6 (12 as bear)
Total Weight of Gear: 123.7 lbs. (Light encumbrance)
|Weight||0 – 60 lbs.||61-94 lbs.||95-128 lbs.||129-161 lbs.||162-195 lbs.|