Ruins of Adventure
Yass Util, the Handsome Hobgoblin
Description:
Nearly 300 years ago, the hobgoblins hordes of the Giantspire Mountains were soundly defeated by Imphras the Great, paladin-king of Impiltur. Being both pragmatic and merciful in a way that is uncommon for either kings or paladins, Imphras invited the defeated hobgoblins to lay down arms and become citizens of Impiltur. Many did, and, the mining skills of their people contributed greatly to the wealth and prosperity of the nation.
Consequently, Yass had an odd life, for a hobgoblin, born not to war and military discipline, but to wealth and cosmopolitan privilege. Yass’s extended family worked a silver mine in the foothills of the Earthfast Mountains, not far from the bustling port-city of Hlammach. Yass, who even at a young age was the best looking of his people (at least by human standards), often went into town to hawk the shipments of ore from the mine, and there grew to love the sea, and the tall ships, and the god who ruled them.
All was well for Yass, until one day, while Yass was out watching the ships in Hlammach, his family delved a bit too deep. When exploring a new vein, an uncle broke through a wall into an ancient tomb. Yass returned to find his entire family dead, drained of life by the spectres that they had unleashed. Alone and terrified, Yass fled into the sunlight and never returned to his family’s mine. He fled to Hlammach and threw himself down on the steps of Valkur’s temple, swearing his eternal devotion in exchange for the power to defeat the undead who had killed his family.
Of course, Spectres are truly powerful and terrifying creatures, and not even the gifts of the Captain of the Waves could help the young hobgoblin immediately. Called by Valkur, a visiting priest and ship’s captain, Donal Stormhammer, found Yass asleep on the steps of the temple and coaxed the young hobgoblin postulate to his ship.
“A holy vow”, Donal explained, “was not something to take lightly, and not something one does for immediate personal gain, but the vow was made nonetheless.” Donal agreed to train Yass in the ways of their god, and what he knew of the lore of the dead, in exchange for Yass’s working aboard his ship — for no one could serve the Patron of Sailors who had not themselves sailed.
For two years, Yass served aboard Valkur’s Wake, always on the move and learning about his god and the vow he had made. Finally, he felt he was ready to avenge his family, but Donal again cautioned him against rash action. Instead, Donal had heard of great armies of undead threatening the city of Phlan, coming from the ruins of the old town, and also that the city’s new council had need of ships to ferry would-be heroes. In that way, Yass could earn some much-needed hands-on experience in combating the undead, and also serve the wishes of their god.
So, Yass is on his way to Phlan to crack some skulls…literally.
Bio:
Race: Hobgoblin
Homeland: Impiltur
Class: Crusader
Kit: Deathslayer
Alignment: Chaotic, Non-Evil
Religion: Valkur
Level: 1st
Experience: 0
Next Level: 1500
Max Level: 12th
Ability Scores:
Str | 15 | Stamina | 13 | ||
Muscle | 16 | +1 damage | 10% Bend Bars | ||
Dex | 12 | Aim | 10 | ||
Balance | 13 | ||||
Con | 15 | Health | 13 | 85% System Shock | |
Fitness | 16 | +2 hit points per level | 96% Res Survival | ||
Int | 14 | Reason | 13 | ||
Knowledge | 15 | 4 bonus proficiencies | |||
Wis | 14 | Intuition | 15 | Bonus Spells 1st x2, 2nd | +5% earned XP |
Willpower | 12 | ||||
Cha | 15 | Leadership | 13 | Max 5 Henchmen | |
Appearance | 17 | +6 NPC reactions |
Reactions:
- Initiative: -1 bonus
- Surprise: +0
- NPC Reaction: +3
Combat Statistics:
Hit Points: 10
Armor Class: 13 (Leather Cuirass)
Base Attack Bonus: +0
Saves:
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 14
- Petrification/Polymorph: 13
- Breath Weapon: 16
- Spells: 15
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Sledge | 1 | +0 | 3d6+1 | 3d6+1 | 13 | melee | two-handed |
Morningstar | 1 | +0 | 2d4+1 | 1d6+2 | 7 | melee | |
Handaxe | 1 | +0 | 1d6+1 | 1d6+1 | 4 | 10/20/30 | melee or thrown |
Thief Skills: (in armor)
PP | 0% | HS | 0% |
OL | 0% | HN | 10% |
F/RT | 0% | CW | 35% |
MS | 0% | RL | 0% |
Non-Weapon Proficiencies: General, Priest, Warrior
Modern Languages (Common) | 14 | Swimming | 15 |
Modern Languages (Easting) | 14 | Rowing | 14 |
Modern Languages (Chuklian) | 14 | Weather Sense | 13 |
Modern Languages (Carnivorous Ape) | 14 | Navigation | 12 |
Detect Grade or Slope | 18 | Religion | 14 |
Detect New Construction | 18 | Prayer | 14 |
Detect Shifting Walls | 16 | Alms | 15 |
Appraising (metals) | 16 | Necrology | 14 |
Appraising (non-metals) | 12 | Ancient History | 13 |
Blind-Fighting | N/A | Dark Lore | 11 |
Charge | 12 | Signaling (bugle calls) | 12 |
Weapon Proficiencies:
- Ambidexterity
- Two-weapon Style Specialization
- Cleaving/Crushing Weapons Broad Group
Special Powers:
- Hobgoblins have infravision to a range of 60 feet.
- Crusaders may use any magical items normally usable by Priests or by Fighters.
- Due to the direct duties performed for his deity, a crusader can cast Augury once per week per level.
- Characters from Impiltur can accurately be described as “gutsy”. They gain a +1 bonus to their saving throws vs fear. If circumstances exist where no saving throw is allowed against fear or panic effects, Impilturans get a saving throw without their usual bonus.
- The knowledge and affinity these characters possess for things made of precious metals allows them great insights into the nature of such objects. By simply examining an item made from precious metals, these characters can sense if it has magical properties. Any attempt to do this requires the character to make a successful saving throw vs. breath weapon. If the roll succeeds, the results are just as if the character had cast a detect magic spell on the object.
- Impilturans radiate such an aura of confidence and leadership that the Morale rating of any allies within 25 feet of their location is increased one step.
- The deathslayer is specially trained to defend himself against undead of all kinds. He gains a +2 bonus to AC against attacks made by undead creatures, and a +1 bonus on all saving throws against attacks made by the undead.
- Many undead radiate auras that cause the normal adventurer or commoner to flee in horror or fright. The deathslayer is immune to fear effect generated by undead creatures of the same level/hit dice or lower.
- Deathslayers have the ability to detect undead as the 1st-level wizard spell with a base 50’ radius. This increases at a rate of 5’ per level. One round of concentration is required to activate this ability. The deathslayer can determine direction and distance to the undead, but not the exact type of undead. The effect lasts for one round, and can be used three times per day.
- At the start of his career, a deathslayer chooses a single type of undead against which to focus his efforts (specters). The deathslayer gains the following benefits when fighting his chosen enemy:
- Mental Fortitude: The deathslayer gains a +2 bonus on saving throws against mental attacks (such as charm or fear) caused by the Enemy.
- Battle Prowess: The deathslayer gains a +2 bonus on all attack rolls and damage rolls against the Enemy (including spells that require a touch attack and spell damage).
- Spell Prowess: The Enemy suffers a -2 penalty on saving throws against the deathslayer’s spells.
Penalties:
- Most other humanoid and human societies attack hobgoblins on sight (initial NPC Reactions should always be rolled on the “Threatening” column at best).
- The deathslayer never relents in the pursuit of the enemy. He is fanatically driven, as if by a gaes or compulsion, on an endless quest to seek out and destroy undead. In combat, a deathslayer will always seek out and destroy undead in preference over living targets. A deathslayer who willingly ignores this responsibility (such as targeting a living necromancer rather than the skeletons he controls) forgoes any experience he would have gained for the encounter.
- While greatly appreciated by the populace they serve, deathslayers are also regarded with extreme caution and fear. The mere sight of a known deathslayer can cause a panic in people as they wonder what foul creature brings him to their community. For this reason, deathslayers suffer a -3 to reaction roles from non-adventuring NPCs who know of their profession.
Priest Spells: as 1st-level Priest
1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
3 | 0 |
Major Spheres: All, Chaos, Combat, Guardian, Healing, Protection, War, Wards
Minor Spheres: Necromantic
Spell List:
- 1st level: Beneficence, Bless, Ceremony, Cleanse, Combine, Detect Magic, Om, Orison, Purify Food & Drink, Purify Self, Sanctify Ghi, Scribe, Battlefate, Mistaken Missive, Blood Bond, Magical Stone, Weapon Bless, Sacred Guardian, Sea Legs, Cure Light Wounds, Regenerate Light Wounds, Dispel Fatigue, Ebony Hand, Eternal Sleep, Invisibility to Undead, Skeletal Servant, Deflection, Endure Cold/Heat, Protection from Evil, Protection from Prime, Protection from Silver, Rainshield, Resist, Ring of Hands, Waterfloat, Courage, Morale, Anti-Vermin Barrier, Weighty Chest
-
Prepared Spells:
- 1st: Battlefate, Sea Legs, Weapon Bless
Advancement Notes
Armor Allowed: Any Armor or Shields.
Weapons Allowed: Any weapons.
- The calm and rational nature of these characters is invaluable in times of crisis. In game terms this is reflected in an adjustment to the Leadership score of the character. When an Impilturan advances to a new level of experience, the player rolls a 20-sided die. If the result of that roll equals or exceeds the Leadership score of the character, this ability increases by 1 point. In time, such a character’s Leadership could rise as high as 21.
- At 5th level, the crusader can cast Divination once per week for every five levels. At 7th level, a crusader can cast Commune once a week. These are special gifts to keep them on the correct path intended by their gods.
- At 3rd level, crusaders gain the granted power to cast Lighten Load once per day. This spell effectively halves the weight of equipment and gear for a day, reducing the party’s encumberance. At 7th level, the crusader may cast Easy March once per week, which basically allows a small party to force march without accumulating fatigue penalties.
- When a crusader reaches 8th level, he automatically attracts 20 to 200 fanatical followers. These followers are normal 0-level soldiers armed and equipped with weapons appropriate for a typical soldier in the campaign. Unlike clerics, crusaders do not need to establish a permanent place of worship to attract these followers. Since they are great battle leaders, the soldiers will serve them as free-roving companies if no stronghold is available. At 9th level, a crusader may receive official sanction to establish a religious stronghold or fortified temple.
- Kelemvor, the god of the dead, despises undead and grants gifts even to deathslayers who do not worship him. As long as the deathslayer maintains respect for Kelemvor and doesn’t do anything to damage his standing with him, he receives the following priest spells as he advances in level. He may cast these spells once per day each.
- 4th level: Invisibility to Undead
- 6th level: Cure Disease
- 8th level: Negative Plane Protection
- 10th level: Dispel Evil
- Starting at 9th level, the deathslayer treats any weapon he wields as a +1 magical weapon when determining what undead creatures can be harmed with it. The weapon gains no other magical properties, does not grant attack or damage bonuses, and does not gain the ability to harm creatures other than undead that require magical weapons to hit.
Equipment:
- Tulwac (Rain Coat)
- Leather Jerkin
- Breeches
- Waterproof Boots
- Bronze Holy Symbol (on chain around neck)
- Leather Cuirass
- Frame Backpack (shift encumbrance down 1 stage)
- Morningstar
- 2 Handaxes
- 30-lb. Sledge
- Woolen Blanket
- Straw-stuffed Pillow
- Dry Rations (1 week)
- Wooden Soup Bowl
- Wooden Spoon
- Bundle of Charcoal
- Cosmetics Kit
- Bar of Soap
- Flint & Steel
- Hacksaw (w/ spare blade)
- Scissors
- Sewing Needle
- Spool of Thread (100-ft.)
- Spool of Yarn (100-ft.)
- Small Magnet
- 2 Medium Glass Rods
- Small Sack (empty)
Cash:
- 29 copper pieces
Encumbrance:
Base Speed: 9
Total Weight of Gear: 87.5 lbs.
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 55 lbs. | 56-90 lbs. | 91-125 lbs. | 126-160 lbs. | 161-194 lbs. | 195 lbs |
Movement | 9 | 7 | 5 | 4 | 2 | 1 |