Wicker Vicar

Description:

Race: Kenku
Homeland: Mulmaster
Class: Mountain Druid / Thief
Kit: Silent Brother
Alignment: True Neutral
Religion: Shar
Level: 3rd / 4th
Experience: 5,750
Next Level: 7,500 / 10,000
Max Level: 15th / 12th


Ability Scores:

Str 17 Stamina 18 +1 base speed
Muscle 16 +1 damage
Dex 16 Aim 14
Balance 18 +4 AC
Con 14 Health 12 80% system shock
Fitness 15 +1 hit point, 94% resurrection
Int 15 Reason 13
Knowledge 16
Wis 17 Intuition 18 +15% experience
Willpower 16 +2 mental saves
Cha 15 Leadership 16 8 henchmen, +4 loyalty
Appearance 14 +2 reactions

Reactions:

  • Initiative: +0
  • Surprise: +2
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 20
Armor Class: 19 (natural, Dex)
Base Attack Bonus: +1
Saves:

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spells: 15
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Martial Arts 2 +2 1d3+3 1d3+3 3 melee +1 chart bonus, ground only
Beak 2 +1 1d6+2 1d6+2 3 melee flying or ground
Talons 2 +1 1d4+2 1d4+2 3 melee flying only

Thief Skills: (no armor)

PP 45% HS 50%
OL 25% HN 20%
F/RT 20% CW 95%
MS 55% RL 40%

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

Modern Languages (Kenku) 15 Religion 17
Modern Languages (Drueidan) 15 Disguise 15
Modern Languages (Shadow Cant) 15 Observation 15
Modern Languages (Dwarven) 15 Herbalism 13
Modern Languages (Tharian) 15 Brewing 15
Modern Languages (Chuklian) 15 Ceremony 17
Sign Language (Griff Clan Signs) 17 Sound Analysis 17
Detect Earth Tremors 21 Reading Lips 13
Detect Stonework Traps 17 Drinking 14
Survival (Mountains) 15 Mountaineering
Natural Fighting 18

Weapon Proficiencies:
Martial Arts (Specialized)
Quarterstaff
Dagger


Special Powers:

  • Priests of Shar can see normally in total darkness.
  • A Kenku’s tough hide grants him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor.
  • While they lack claws on their hands, Kenku are able to attack with their powerful beaks and talons. Talons may only be used when flying, allowing two attacks for 1d4 damage each. Beak attacks can be used both on foot or in the air, dealing 1d6 points of damage. Kenku wielding weapons can also make a beak attack, but suffer the normal penalties for fighting with two weapons when doing so.
  • Kenku are able to fly but do so clumsily (speed 18, maneuverability class D). They are somewhat slow to reach maximum speed, and they make wide turns. Forward movement equal to at least half the movement rate is required. Turns are limited to 60 degrees in a single round. In aerial combat, a Kenku make only one pass every three rounds.
  • All kenku have well-developed disguise skills. They are adept at passing for human, suffering only a -4 penalty on such checks (instead of the typical -7 to pass as another race), although their disguises often have telltale large noses.
  • Kenku are able to communicate telepathically with other Kenku within a range of about one-half mile. This telepathic communication is selective, and all Kenku involved in the communication must be aware of each others presence and rough location. It cannot be used to determine the presence or location of other kenku (unless they deliberately announce such).
  • At 3rd level, a Kenku gains the ability to Shape Change (as the spell) once per month into any generally humanoid or avian form, and can retain their new shape for up to seven days. The Kenku can return to his original form whenever he wishes, but may not assume more than a single alternate form per use of this ability.
  • Silent Brothers gain a +4 bonus on saving throws or checks made to resist any effect that would force them to speak. Similarly, others suffer a -4 penalty on any checks made to force a Silent Brother to speak (such as Intimidation attempts).
  • Silent Brothers are so practiced at speechless communication that they gain a +2 on any proficiency check made to convey meaning without speaking (such as with the Sign Language or Signalling proficiencies). Similarly, other characters gain a +2 bonus on proficiency checks to understand a non-verbal message from a Silent Brother (such as the Detect Signing, Body Language, or Reading Lips proficiencies).
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes. The weapon’s standard damage is multiplied (x2 damage). Then Strength and magical weapon bonuses are added.
    To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
    Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn’t be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn’t going to be as effective.
  • A Mountain Druid receives a +4 bonus to all saving throws vs. electrical attacks.
  • A Mountain Druid gains a modifier of +3 to his effective level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains.
  • A Mountain Druid has the ability to Detect Earth Tremors (such as avalanches, volcanic eruptions, and rockfalls) one turn before they happen and Detect Stonework Traps.
  • A Mountain Druid identifies plants, animals, and pure water with perfect accuracy at 3rd level.
  • The aptly-named “City of Danger” produces lethal fighters who survive at any cost. Each Mulman thus is hard to surprise; they are successfully surprised only on a 1-2 on a d10.
  • As characters from Mulmaster advance in levels, they are able to create poisons for themselves if they have the Herbalism proficiency.
    • Type B, D, and N poisons. Type B antidotes.

Penalties:

  • Kenku have 30% magic resistance, even against magic that is beneficial. They may not voluntarily lower this magic resistance.
  • Kenku may never wear armor of any sort (their wings get in the way), but will occasionally uses bracers, shields, and similar defensive aids.
  • Silent Brothers live by a vow of silence. They may not speak above a whisper, may not cast any spells with verbal components, may not use any proficiency which requires making significant noise (singing, oratory, whistling, etc.), and may not use any class or racial abilities which are dependent on making noise (such as a Bard’s performance-related abilities).
  • Because they are unused to loud noises, Silent Brothers suffer a -2 penalty on saving throws against spells with auditory effects, such as shout.
  • Hillsfarran Red Plumes attack Mulmans on sight.
  • This air of suspicion and paranoia that surrounds the people of Mulmaster has a major effect on the training of characters wishing to acquire new proficiencies or advance in level. Instead of the usual fee for training, Mulmans must pay twice the normal amount. In addition, their natural suspicion of others makes it difficult for them to put their trust in an instructor. This results in longer training times and a higher chance of failure. Normally, the minimum length of a training course is determined by subtracting the teacher’s Wisdom score from 19. When teaching a character from Mulmaster, the Wisdom score is subtracted from 23. If the character fails his first check to master the subject before him, he must wait 10 days before making another check instead of the usual seven days.

Druid Spells: as 3rd-level Priest

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

Major Spheres: All, Animal, Elemental (All), Healing, Plant, Sun, Travelers, and Weather
Minor Spheres: Divination

Spell List:

  • 1st level: Analyze Opponent, Calculate, Dark Path, Daydream, Divine Romantic Interest, Druid’s Ceremony, Invisibility to Animals, Pressure Resistance, Protection from Silver, Snake Charm, Spittle, Truemetal, Wind Column
  • 2nd level: Animal Spy, Bliss, Camouflage, Clues of Ash, Cure Moderate Wounds, Dark Fire, Dream Sight, Impart Knowledge, Vicissitude
  • 3rd level: Blackhand, Bramblestaff, Corpse Whisper, Curse of Black Sands, Dispel Silence, Divine Purpose, Invisibility to Animals 10-ft. Radius, Resist Injury, Stealth of Brandobaris, Thunderclap
  • 4th level: Animal Sight, Darkbolt, Endurance, Image of the Sorcerer Kings, Infestation, Magma Blade, Misfire, Plague, Sand Warrior, Stone of Sharpening, Stone Walk, Thorns of Binding
  • 5th level: Dimensional Translocation, Gaseous Form, Kiss of Sharess, Misfortune
  • 6th level: Enmesh, Mark of the Hunted, Sand Blade
  • 7th level: Heart of Ice, Magma Tunnel
  • Prepared Spells:
    • 1st: Analyze Opponent, Invisibility to Animals, Spittle, Wind Column
    • 2nd: Animal Spy, Cure Moderate Wounds x2

Advancement Notes

Armor Allowed: No armor. Wooden shields.

Weapons Allowed: Club, dagger, dart, sickle, spear, scimitar, scythe, sling, and quarterstaff (see below).

  • A character from Mulmaster may use and gain proficiency in any weapon, even those normally barred to their class. Learning a weapon outside of those normally available costs 2 slots (instead of the normal 1 slot).
  • When a Mulman character gains a level, they roll percentile dice and refers to the following table to determine the exact type of poison he is now capable of creating. As the character advances in level, he eventually rolls and gets a toxin that he already knows how to make. When this happens, it indicates that the character has created an antidote for that type of poison. Antidotes are injected if the percentile die roll is odd; even rolls indicate the antidote is ingested. Antidotes are fast-acting and neutralize the poison they are created for instantly if administered during the onset time of the toxin.
  • Gain +5% to Move Silently and Hear Noise thief skills per Druid level.
  • Gain 30 points to spend on Thief skills per Thief level.
  • At each Druid level, a Silent Brother may add one spell of any spell-level he can cast to the above list of available spells. These spells must be chosen from the spheres available to other priests of his class and religion. The Silent Brother is able to cast the chosen spell with no verbal components.
  • A Mountain Druid learns the languages of mountain-dwelling sentient creatures (such as dwarves, red dragons, stone or storm giants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).
  • At 4th level, the Kenku gains the ability to turn Invisible at will with no limitation on duration or frequency of use. The Kenku can become visible again whenever he or she chooses. The Kenku will also become visible as a result of an offensive action (as per the Invisibility spell).
  • At 5th level, the Kenku gains the innate ability to Call Lightning once per day (as the spell). Kenku have such control over this ability, they do not need to concentrate to invoke it. When a storm is nearby, all they simply need to do is let out a bird-like screech to initiate the calling of lightning from the sky.
  • A Mountain Druid shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly as described for common Druids. Each animal form (reptile, bird, or mammal, excluding giant forms) can be used only once per day.
  • At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected).
  • Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows.

Equipment:

Cash: 3sp

  • Dustblower Walking Stick
  • Iron Pin Ring (can hold 1 dose of poison, called shot to deliver)
  • Belt w/ 2 Large Belt Pouches
    • 1 Oil of Etherealness
    • 1 Potion of Treasure Finding
    • 1 flask Sleep Gas
    • 2 Flashpowder Grenades
    • 2 Smoke Grenades
    • 4 vials of Type B poison (Injected, 2-12 minute onset, 20/1d3 dmg)
    • 3 vials of Type D poison (Injected, 1-2 minute onset, 30/2d6 dmg)
    • 1 vial of Type N poison (Contact, 1 minute onset, Death/25 dmg)
    • 4 vials of Type B Antitoxin (ingested)
    • Lock Picks
    • 2 large sacks (empty, wadded up)
  • Wicker Vicar’s Cursed Robe of Blending
    • This seemingly ordinary robe cannot be detected by magical means. When it is put on, however, the wearer knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his or her choice.
      The robe does have its limits—it does not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities, neither understanding nor imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state the desired form in which the robe is to camouflage him or her.)
      Creatures have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguised with a robe of blending. Creatures with 10 or more levels of experience or Hit Dice have a 10% chance per level, +1% per additional Hit Die of likewise noting something unusual about a robed character. (The latter is cumulative with the former chance for detection, so an 18-Intelligence wizard of 12th level has a 30% chance of noting something awry.) After an initial check for each eligible creature, successive checks should be made every turn after that, if the same creatures are within the 30-foot range. All creatures acquainted with and friendly to the wearer see him or her normally.
    • Wicker Vicar’s robe is cursed. She cannot remove it for more than one turn without experiencing extreme pain, as if she were freezing to death. Secondly, it functions normally only during daylight hours—during hours of darkness, it becomes a robe of contrast, changing color and texture to set it apart from its surroundings. Finally, due to its magically contrasting nature, this strange robe temporarily becomes a good-aligned item when touched by any evil creatures, inflicting 1d10 points of damage per touch.

Encumbrance:

Base Speed: 7, Fly 19 [D]

Total Weight of Gear: 10 lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – 110 lbs. 111-131 lbs. 132-153 lbs. 154-174 lbs. 175-195 lbs.
Movement 7 5 4 3 1
Flying 19 15 10 8 4
Bio:

Wicker Vicar

Ruins of Adventure Brand_Darklight SirKnightly