Zander Payne

Oviously not his real name, but he thinks it's "edgy".

Description:

Alexander Peregrin Farnsworth grew up in Hillsfar, he was born there, he was raised there, and he attended the university there. Alexander’s parents wanted him to become a physician, and paid handsomely for him to attend Gothmagog University, studying under the auspices of the esteemed Professor Aidern. He became a respectable scholar, but not what they wanted, instead spending his time studying poetry, philosophy, and rhetoric. His interest in poetics inevitably led him to the seedier cafes and pubs in Hillsfar, where he, just-as-inevitably, fell in with a “bad crowd”. Alexander gauged his ears, grew a mohawk, tattooed everything, and started insisting that people call him “Zander Payne” (because “Life is pain, man!”).

When the smoking-hot prophetess Termantha began preaching the word of the “Chaos Messiah” in the streets of Hillsfar, Zander was one of her first converts. It was only a small leap from his interest in laissez faire economics and anti-foundationalism to the nihilistic worship of the Chaos Messiah. He reveled in the “freedom” espoused by Termantha and became especially talented at the drinking, the shop-lifting, and the stabbing.

When, during the height of the Hillsfar plague, his cult was overthrown and his god slain by a priestess of Mask, he happily converted to the worship of the god of thieves and traveled with those who defeated him (including his old professor) to Phlan. There he hung on the coattails of his conquerors and was among the first to join them in Kryptgarten. When the hobgoblin Grinkle insisted that the Squire Grimnir was a god, he was quick to join that cult too (being quite the joiner despite his “chaos” worship).

Unlike his previous two cults, Zander “got into” the worship of the bizarre pantheism practiced at Kryptgarten and actually became a cleric under high-priest Grinkle. He poured his academic tendencies into the study of the local religions (hobgoblin, Maskarran, and Chauntean) that formed the backbone of the new heresy, and excitedly took part in all the faith’s rights. He especially liked the parts that involved getting to boil people and the ascetic self-flagellation of their cleaning rituals (because, “You know, life is pain!”). He got quite into soap-making also, and discovered that the glycerine from the soap-making could be combined with certain acids to make a very explosive reaction. He spent much time considering how he might “bring down the man” with his new discoveries.

When the squire, and his worship, became outlawed, Zander ran off with “High Priest” Grinkle and some of the other non-human residents of Kryptgarten and embraced the life of an outlaw himself. He began teaching himself how to fight (dirty) and use a variety of weapons, with the goal of eventually overthrowing the government of Phlan and the church of Tyr and instilling Grimnir as ruler in some kind of bizarre Anarcho-Theo-Dictatorship which really only makes sense in Zander’s own head…

Bio:

Race: Human
Homeland: Hillsfar
Class: Fighter (Former Cleric / Former Spy)
Kit: Outlaw (Former Scholar)
Alignment: Neutral, Non-Good
Religion: Kryptgarten Pantheist
Level: 6th (4th / 3rd)
Experience: 47819 (7500 / 2500)
Next Level: 64000
Max Level: Unlimited


Ability Scores:

Str 16 Stamina 14
Muscle 17 +1 attack and damage
Dex 15 Aim 14
Balance 15 +1 AC
Con 15 Health 12
Fitness 18 +4 hit points per level
Int 14 Reason 13
Knowledge 14
Wis 16 Intuition 16 +10% experience
Willpower 15
Cha 12 Leadership 8
Appearance 15

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +1 (see below)

Combat Statistics:
Hit Points: 45
Armor Class: 17 (Dex, Chainmail, Shield)
Base Attack Bonus: +5
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 13
  • Spells: 13
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Licata 3 / 2 rounds +8 1d4+5 1d4+5 5 melee magic, dancing lights
Pommel Spike 1 +6 1d4+1 1d3+1 2 melee extra attack with licata
Shield Smite 1 +6 1d4+1 1d4+1 3 melee extra attack, Stun 1d4-1 rounds, lose AC bonus
Flail of Rotting 3 / 2 rounds +6 1d4+3 1d4+3 6 melee Rotting, breaks on 1 or 20

Thief Skills: (in armor)

PP -35% HS 30%
OL HN 0%
F/RT 30% CW 45%
MS 30% RL 21%
BP 30% DI 35%
LL 15%

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

Modern Languages (Common) 15 Boating 18
Modern Languages (Tharian) 15 Religion 17
Modern Languages (Chuklian) 15 Prayer 17
Modern Languages (Thieves’ Cant) 16 Philosophy 16
Reading/Writing (Common) 17 Tattooing 15
Humanoid Grooming 17 Drinking 15
Detect Signing 16 Looting 15
Agriculture 15 Forgery 14
Psychology 15 Hiding 15
Debate 15 Reading Lips 13
Shield Smite 13 Dirty Fighting 12
Screed Lore 14 Herbalism 13
Sabotage 14 Poetry 13
Fast Talking 12 Disguise 11
Local History (Moonsea) 12 Teaching 11
Underground Navigation 14

Weapon Proficiencies:
Horseman’s Flail (Specialized)
Rope and Chain Weapons Group
Blades Broad Group
Crossbows Group
Staves Group
Bows Group


Special Powers:

  • Hillsfar natives can come and go from Hillsfar at will.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).
  • The scholar receives a +1 bonus on all Intelligence and Wisdom based ability checks or proficiency checks (included above)
  • Under a scholar’s close supervision, any character can temporarily gain any proficiency the scholar has, using the student character’s ability scores for success. The time required for this compacted teaching equals as many days as 20, minus the student’s Intelligence score (1 day minimum). This temporary proficiency is a result of the scholar’s extraordinary ability to teach. The proficiency is forgotten after a number of days equal to the student’s Intelligence score. Only one temporary proficiency may be held by any character at any time; if another temporary proficiency is taught, the older one is promptly forgotten.
  • Scholars maintain an extensive correspondence with other scholars throughout the world. Additionally, a scholar’s reputation as a man of wisdom often precedes him. When encountering an NPC who is familiar with his reputation, who turns out to be one of his correspondents, who fancies himself an intellectual, or who is an author, researcher, teacher, journalist, or fellow scholar, the scholar receives a +3 bonus on NPC reactions.
  • Because of their stubborn, obsessive nature, scholars are naturally resistant to Enchantment magic. They gain a +1 on all saves against such spells and, whenever commanded to perform an
    action that would be against the welfare of their collections, they are entitled to another, immediate saving throw at +5 to resist. If successful, the spell is broken.
  • A scholar knows how to use a library properly to gain information, even if the library is completely unorganized. In any circumstance in which a certain critical piece of information can be found if searched for in a library or any other collection of books and scrolls, the scholar can find that item in half the time anyone else can find it. This ability varies according to circumstance but should be played up when possible.
  • When handling any magical book, libram, tome, scroll, or other magical writing, the scholar gains a +4 to any saving throw required to escape the writing’s negative effects, if any. If no saving throw is normally allowed, the scholar receives one but without the +4 bonus. This power applies to anything from handling a page with explosive runes on it (to which the scholar would get a saving throw vs. spell that is not usually given) to reading a libram of ineffable damnation (to which a scholar would also get a bonus saving throw vs. spell). A scholar has a 9% of identifying magical writing on the spot without triggering its baneful effects. The scholar must be within 10 feet of an object to identify it.
  • Legend Lore: A scholar is widely read enough to have a 15% chance to know the history, purpose, and legends surrounding any single magical item he can examine closely (without touching) for 1d4 hours.
  • Back Protection (BP): Because of their constant alertness, a spy has a chance of detecting an attack from behind, made by any character or creature. If the spy successfully detects the attack, he avoids it. Additionally, the spy is entitled to counter-attack the attacker immediately, even if the spy already attacked that turn.
  • Detect illusion: Spies, masters of deception themselves, can see through visible illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist. The more real the illusion, the more solid the image. For example, phantasmal force would be totally translucent, while a simulacrum would be mostly solid. Demishadow monsters would be somewhere in between the two. Invisibility and other nonvisible effects cannot be discerned.
    Detection is not automatic, and the spy must spend a round concentrating on the area of effect to discover its illusionary qualities. Knowing that something is an illusion is not necessarily a fail-safe defense against illusionary magic, such as in the case of a simulacrum.
  • Backstab: Spies are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a spy 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 (x4 damage).
    To use this ability, the spy must be behind his victim and the victim must be unaware that the spy intends to attack him. If an enemy sees the spy, 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 spy 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 spy is behind him.
  • Kryptgarten Pantheists have access to the religion-specific spells of both Mask and Chauntea. Which is taken as a tacit sign of approval from those deities.
  • Kryptgarten Pantheists can cast the Cantrip wizard spell 4/day. This can be used to produce one of the following effects: Clean, Dust, Exterminate, Freshen, Polish, or Shine (See Wizards Spell Compendium: Appendix 1).
  • The Kryptgarten Pantheist can give a special bless to a farm’s crops, once a day. This blessing will make the land produce at 150% its normal yield. A collective field of crops can only be so blessed once a year.
  • Kryptgarten Pantheist have a 40% chance of diagnosing a disease or identifying a poison. The pantheist can brew an antidote to any poison that is properly identified. This requires a proficiency check using the Herbalism proficiency and takes 7 rounds.
  • Underworld contacts: Being more criminally aware than other adventurers, the outlaw is an expert at finding contacts among local thieves. Given an hour in a seedy tavern, and four or five gold pieces for drinks and bribes, an outlaw can find a contact-—typically a thief of levels 1-4. This contact can lead the character to other rogues, take him to the local thieves’ guild, exchange information about possible “jobs,” or even buy stolen goods to fence at a later date.
  • Once per day, prior to making an attack, an outlaw may spend 1d4+1 rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the outlaw makes a successful Leadership check afterwards, the companions enjoy a +2 bonus to their morale for the next 3d4 rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn’t affect animals or himself. The outlaw can’t attempt to inspire his companions in the midst of battle or while they’re occupied in any other activity.
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
  • A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.

Penalties:

  • Zhentilar and Mulman warriors attack Hillsfarrans on sight.
  • Kryptgarten Pantheists cannot turn or control undead.
  • All NPC encounters against non-humanoids are penalized at -2 due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
  • Scholars lack the training and instinct to make good hand-to-hand fighters. When attacking with any type of melee weapon, the scholar always has a -1 penalty to hit on his first attack against any given opponent. Subsequent blows-when the scholar has had an opportunity to size up his opponent and adjust his attacks accordingly-are made without this penalty. However, if the scholar attacks a different opponent, his first blow against his new victim is also made at -1.
  • Because of his lack of social skills, a scholar suffers a -1 penalty to his loyalty base and NPC reaction adjustment when dealing with anyone who is not a scholar, sage, priest, or wizard. As the character becomes progressively more a recluse, this penalty worsens to one-half the scholar’s level (rounded down).
  • Outlaws may only keep as much treasure and equipment as they can carry.
  • The major problem with being an outlaw is that the law is always after the characters. Though the authorities do not have to put in an appearance in every single play-session, they’re always out there, plotting against the heroes. Many of them are quite clever, they probably have more money, ships, and men than the heroes, and they’ll continue to plague the heroes until the campaign is done.
  • Any time after reaching 4th level, the Outlaw will acquire a personal nemesis. This is an NPC of equal level whose campaign goal is to capture or kill the Outlaw.

Priest Spells: as 4th-level Priest

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

Domains:

  • Major: All, Chaos, Combat, Creation, Divination, Plant, Protection, Summoning, Sun
  • Minor: Charm, Elemental (Earth, Water), Healing

Spell List:

  • 1st level: Allergy Field, Battlefate, Beneficence, Bless, Blood Bond, Call Upon Faith, Calm, Ceremony, Cleanse, Combine, Create Water, Cure Light Wounds, Deflection, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Magic, Detect Metals and Minerals, Detect Poison, Detect Predator, Detect Untruth, Discern Elven Influence, Divining Rod, Empathy, Endure Cold/Heat, Entangle, Find Water, Heal Plants, Hibernate, Know Faction, Know History, Leaf into Dagger, Magic Creeper, Magical Stone, Mistaken Missive, Nectar, Om, Omen, Orison, Pass Without Trace, Petrify Wood, Portent, Precipitation, Protection from Evil, Protection from Prime, Protection from Silver, Puffball, Purify Food & Drink, Purify Self, Purify Water, Rainshield, Read Languages, Recover Trail, Regenerate Light Wounds, Remove Fear, Resist, Ring of Hands, Ripen, Sanctify Ghi, Santuary, Scribe, Seeking Mote, Sense Direction, Shillelagh, Spark of Blinding, Sunscorch, Trance, Treasure Scent, Waterfloat, Weapon Bless
  • 2nd level: Arm Hammers, Augury, Barkskin, Chant, Chaos Ward, Clear Water, Commune with Lesser Spirits, Create Mirage, Create Spring, Crystallize, Cure Moderate Wounds, Death Prayer, Death Talisman, Detect Charm, Detect Life, Dissension’s Feast, Draw Upon Holy Might, Ela’s Accounts, Enhance Turning, Favor of the Goddess, Find Traps, Firebreak, Fortifying Stew, Gloom, Goodberry, Grassdart, Hailstone, Holy Symbol, Know Alignment, Know Language, Mystic Transfer, Priest Lock, Protection from Charm, Protection from Orisons, Protection from Spirits, Renewed Ability, Request, Resist Acid and Corrosion, Resist Fire/Cold, Ripen Plant, Sanctify, Sharpleaf, Siren Song, Slow Poison, Speak with Water, Spiritual Hammer, Spring, Steep Soma-Juice, Tracking, Translate, Trip, Warning, Warp Sense, Warp Wood, Water Witch, Watery Fist, Wave, Withdraw

Prepared Spells:

  • 1st:
  • 2nd:

Advancement Notes

  • Armor Allowed:Any Armor or Shields.
  • Weapons Allowed: Any weapons.
  • Dual-class Options: Abjurer, Barbarian, Diviner, Harper, Necromancer, Psionicist, Runecaster, Shaman
  • Outlaws gain an extra 5 points every time he advances a (Fighter) level to be spent on Thief skills.
  • At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
  • Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter (that is, if the fighter is part of a barbarian tribe, so is his first unit of followers). The first unit consists of 2d4 stands (20-80 individuals). Roll 1d3 to determine the level of the unit. As the fighter gains each new level beyond the 10th, he attracts another unit of followers. Roll dice to determine the number of stands in the unit and the level of the followers. These subsequent followers may be of very different backgrounds than the fighter himself.

Equipment:

Zander Payne

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