Ruins of Adventure
Beryl of Beshaba
Beryl, aside from slightly oversized teeth, looks more-or-less perfectly human — though not enough to fool professional racists.
An initiate of the church of Beshaba in Westgate, she drew the short straw, as they say, and was thus chosen by her goddess to travel north and convert the heathen in Phlan to the worship of the Maid of Misfortune. Given the series of disasters that have befallen that city though, she doesn’t expect it to be a difficult job to find converts…
Despite serving the goddess of disaster, Beryl is a staunch pacifist — insisting that to deliberately cause harm would be to deprive her goddess of an opportunity to bring accidental misfortune. “Better to leave death up to fate and the goddess’s whims, than to play god and take it into your own hands.”
Like all followers of Beshaba, Beryl is Murphy’s Law incarnate…
|Str||15||Stamina||17||Weight 85||+1 movement|
|Muscle||12||Max Press 140||Open Doors 7||Bend Bars 4%|
|Con||11||Health||13||System Shock 85%|
|Fitness||9||Resurrection Chance 70%|
|Wis||12||Intuition||15||+5% Earned XP||Bonus Spells 1st x2, 2nd x1|
|Appearance||15||+3 NPC reactions|
- Initiative: -2 bonus
- Surprise: +0
- NPC Reaction: +5 (unless opposed to passive fatalism)
Hit Points: 21
Armor Class: 12 (ornamental armor)
Base Attack Bonus: +2
- 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|
|Mancatcher||1/round||+2||7||melee|| Ignore all bonuses to AC, except Dex.
Trap target on hit. Deals 1d2 damage per round.
Bend Bars roll to escape, deals 1d2 damage per attempt.
Thief Skills: (no armor)
Non-Weapon Proficiencies: General, Priest, Rogue
|Modern Languages (Common)||13||Local History||12|
|Modern Languages (Orcish)||13||Etiquette||12|
|Modern Languages (Telpi)||13||Healing||10|
|Modern Languages (Easting)||13||Mediation||11|
|Modern Languages (Cormanthan)||13||Oratory||12|
|Modern Languages (Chondathian)||13||Alms||12|
|Magic Energy Conservation||—||Swimming||15|
- Half-orc infravision enables them to see up to 60 feet in the dark.
- Nonsubstantive: The temporary loss of her soul has permanently displaced most of herr metaphysical mass. Beryl never sets off weight-based traps, leaves no footprints in soft surfaces, and is treated as weighing only 20 pounds for the purpose of carrying her. She cannot lift any item(s) made of iron (regardless of their weight).
- Westgaters are harder to interrogate, intimidate, or coerce than other folk. Westgate characters gain a 20% or +4 bonus (or their opponents suffer a -20% penalty) against attempts to interrogate, intimidate, cheat, con, or swindle them.
- A Westgaters skill in matters of subtle violence imposes a -2 penalty on an opponent’s surprise roll if the character is acting alone or in the company only of others with similar abilities (such as Elves or Halflings).
- Characters from Westgate have the same ability to know “a little bit of everything” that bards do. The character has a 3% chance per level to know something of the background of any character, item, or place that he encounters.
- Once per day, the cleric of Beshaba can alter a die roll to these effects:
- One victim’s die roll changes to an automatic failure.
- One victim’s failed die roll regresses into a disastrous result.
- A minor accident (no fatalities) occurs to NPCs encountered by the cleric.
- Clerics of Beshaba can Turn Undead, but a failed attempt causes all the undead to immediately converge on the unlucky priest.
- This priest is a very compelling personality. She receives a +2 reaction from anyone who is not utterly opposed to his philosophy. (Beings opposed to her philosophy include priests and devoted adherents of any gods specifically associated with war, violence, or death, priests of Tymora, and certain warlike nonhuman races like orcs, ogres and trolls.)
- Pacifists have the ability to speak soothing words to ease tempers and calm savage beasts. This power can remove the effects of a fear spell, calm an enraged animal, or pacify a hostile crowd. The Pacifist can use this power a number of times per day equal to her experience level (3/day). Using soothing words accomplishes one of the following:
- Negates one fear spell (or similar effect) on a single victim.
- Halts a single creature’s berserker rage (or similar ability).
- Temporarily calms down a number of animals, characters, or monsters (whose combined levels or Hit Dice total no more than twice the priest’s level). A calmed group usually remains calm for 1d4+1 rounds, as long as others refrain from hostile action against them, their allies, or their property. During this time, the pacifist or others can attempt to escape or to negotiate a resolution to the situation.
- 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 cleirc 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.
- Once a day, the cleric of Beshaba must make a saving throw vs spell, or one of the above mishaps happens to him.
- This priest may never wear armor, and may never use weapons, spells or any other tactics to harm a human, demihuman, nonhuman, or sentient monster. If she ever violates this decree, her god will not punish her, but her own guilt will deprive her of all magic spells for the span of one month. In addition, she encourages her companions to use the minimum required force during encounters: to ask foes to surrender before attacking them, let retreating enemies flee if she thinks they won’t be a menace again, and so on.
The Pacifist’s code against violence does not extend to undead. These creatures are already dead but need help finding their rest; in other words, the pacifist will destroy them.
- All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
- Westgaters, regardless of class, cannot use magical scrolls.
- Any character from Westgate always has a Night Mask thief shadowing him anywhere. This foil is always one experience level ahead of the character; the Night Mask’s job is to steal from the character, foil plans, and inevitably to kill or kidnap the character and bring him back to Westgate. The thief will send periodic reports back to the Night Masks, citing the character’s successes. If the character gets rich, the thief attempts break-ins, hires brigands for an ambush, and does whatever it takes to get the Night Masks’ “share” of the income.
- The Faceless, the leader of the Night Masks, believes that every native of Westgate works for him. Occasionally the Faceless becomes interested in and actively reaches out to non-guild members. Any Westgate native, anywhere in the world, may be targeted by the Faceless. There is a 12% chance of this happening. The DM makes this check at the start of each month to see if this happens. A character singled out in this way will find themselves the recipients of enigmatic instructions, orders, or tips, usually pointing them at some risky mission that will advance the Night Masks’ agendas.
Priest Spells: as 5th-level Priest
Major Spheres: All, Charm, Creation, Divination, Guardian, Healing, Necromantic, Protection
Minor Spheres: Elemental
- Prepared Spells:
- Orisons: Elemental Shield, Malediction, Remove Pain
- 1st: Cure Light Wounds, Curse, Detect Magic, Sense Direction, Waterfloat
- 2nd: Death Curse, Silence 15-ft. Radius, Speak with Water, Wave
- 3rd: Bestow Minor Curse
- Armor Allowed: None.
- Weapons Allowed: Lasso, Mancatcher, and Net
- The Pacifist can use some or all of her weapon proficiency slots to buy non-weapon proficiencies.
- 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.
- At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent.
- Mancatcher (8 lbs)
- Red Robe embroidered with black thorns, tied with a black Silk Sash
- 1 vial of Holy Water
- 2 Dust Grenades
- Silver Plate Bustenhalt (12 lbs, worn under robes)
- Broad Belt (12 lbs)
- Leather Skirt (5 lbs, worn under robes)
- Thigh-high Waterproof Boots (2 lbs, worn under robes)
- White Barrister’s Wig (acts as her holy symbol)
- Sack Backpack
- Chain Loincloth (2 lbs)
- Chain bustenhalt (10 lbs)
Base Speed: 13
Total Weight of Gear: 39 lbs.
|Weight||0 – 85 lbs.||86-99 lbs.||100-113 lbs.||114-126 lbs.||127-139 lbs.||140 lbs|