Ruins of Adventure
When most people think of the ancient empires of Unther and Mulhorand, they imagine barren, windswept deserts, but in the northern reaches of Unther lies the Methwood, a dense forest of cedars, cypress, and date palms. It was here that Hevelek met Jina, the Hamadryad, and there that the two fell in love. It was a strange relationship—a wealthy, attractive man from a the highly atheistic Untheric nobility, and a near-divine woodland spirit.
That all changed though, when a merchant dug up Jira’s palm tree and put it, roots and all on a ship heading north. Hevelek was devestated when he went to visit his love and found a hole where her home had been. He tracked down the merchant and scared the news out him—the tree had been sold to a wealthy bishop in the far off city of Phlan to be planted in the pleasure gardens of his temple.
Less than a week after Jira’s disappearance, Hevelek was himself bound for Phlan…
|Str||13||Stamina||11||45 lb Weight allowance|
|Muscle||15||170 lb Max press||Open Doors 8||Bend Bars 7%|
|Con||12||Health||11||System Shock 75%|
|Fitness||13||Resurrection Chance 90%|
|Int||10||Reason||7||Max Spell Level 3rd|
|Wis||12||Intuition||13||Bonus Spells 1st|
|Appearance||16||+5 NPC Reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +2
Hit Points: 17
Armor Class: 15 (elven chain)
Base Attack Bonus: +1
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 14
- Petrification/Polymorph: 12
- Breath Weapon: 16
- Spells: 15
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Bowstaff||2||+1||1d6||1d6||7||50 / 100 / 150||Spells|
Thief Skills: (in armor)
Non-Weapon Proficiencies: General, Rogue
|Modern Languages (Common)||10||Survival (Forest)||10|
|Modern Languages (Untheric)||10||Animal Lore||10|
|Modern Languages (Dryad)||10||Ancient History||9|
|Modern Languages (Thieves’ Cant)||10||Charioteering||11|
|Order of the Light||—||Alertness||13|
- Backstab: Thieves 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 thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deal double damage on a successful attack. This multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
- Untherites receive a +2 bonus to their attack and damage rolls when attacking any priest, regardless of his religion.
- Untherites have limited magic resistance that applies only to spells cast by priests. Whenever such a spell is cast at an Untherite, there is a percentage chance equal to twice his experience level (8%) that it will fail. This functions just like the magic resistance that some monsters and other creatures possess.
- An Untherite can attempt to intimidate another creature in combat simply by standing up and looking mean. The Untherite warrior makes an Intimidation check. If the check succeeds, the victim is intimidated, and suffers a -1 penalty on attack rolls against the Untherite for the remainder of the combat and must immediately make a Morale check or either quickly leave in fear, or immediately acquiesce to the intimidating Untherite’s wishes (within reason).
- At 1st, 5th, and 10th levels, a Greenfellow can sing the Song of Companionship, which lasts for 2d12 hours. The player should roll randomly for a naturally occurring wild animal appropriate to the current terrain and the selected animal emerges from the nearby woods or over the next hill. The animal is a faithful companion to the Greenfellow from that day onward. The Greenfellow and animal can communicate simple thoughts and desires. Such communication must be in the form of song by the Greenfellow, and a growl, caw, hiss, or some other appropriate sound by the animal. Others cannot understand the communication. A Greenfellow’s companions are his best friends. If one is slain, the mental strain of the loss forces the Greenfellow to roll a successful system shock check or die (Likewise, if the Greenfellow is slain, the companion animals must also make a system shock check). If the check is successful, the Greenfellow goes into deep mourning for 101 days, during which he cannot adventure. A Greenfellow can call for one replacement companion each time he advances in level (he is not required to call for a replacement). The replacement is the same size as the lost companion and confers the same abilities upon the Greenfellow.
The companion has hit points equal to those of the Greenfellow at his current level. The companion’s hit points do not increase as the Greenfellow rises in level.
The companion gained at 1st level should be tiny or small size. The animal transfers its primary sensory power onto the Greenfellow. This is much like the find familiar spell, but it is not identical and does not take the place of that spell.
- Skunk (5hp)
- Because of their constant exposure to the magic and illusion of the fey realm, greenfellows all possess a +2 bonus on saves vs. Enchantment magic and a +1 bonus against Illusion magic.
- When having any dealings with their foster race (Dryads or Hamadryads), a greenfellow gains a +4 reaction adjustment. As the faerie realm holds many allies, a greenfellow also has a +2 reaction adjustment when encountering any True Neutral-aligned fey folk.
- All the thieving skills of the greenfellow are meant to be used in rural and wilderness conditions. Stuck in an urban environment, the character begins to feel edgy and uncomfortable. All thief skills operate at half their normal percentage (round down) when in urban environments.
- Much as the mortal world is split by factions and nations, so too is the fey realm. Greenfellows suffer a -2 reaction adjustment with fey folk of different alignment than the sort that raised the character. (This restriction includes even slight differences, such as that between Chaotic Good and Neutral Good).
- Just as the character can call upon his foster kind for assistance, they too may one day need the greenfellow’s help, to which refusal would strip the character of all special abilities.
- Greenfellows do not gain followers, regardless of class, nor do they build typical strongholds. Their animal companions serve as their followers, and they tend to either live with their fey family or else build several small cottages or huts throughout the lands they patrol.
- Untherites are such spoiled individuals that they suffer a -3 penalty to all NPC interactions, even within the borders of Unther itself.
- Due to their acclimation to the hot climate, Untherites suffer a -1 to their saving throws against cold-based attacks.
- Another handicap these characters suffer is directly related to their resistance to priestly magic. Unlike normal magic resistance, which can be suppressed when desired, this effect is constant. As a result, magical healing and other beneficial priestly magic has a chance of failing when cast upon Untherites. This applies even to potions and devices, so a potion of extra healing may fail to have any effect on an Untherite imbiber.
- The aura of fatalism that surrounds these characters is readily apparent to anyone in their company. Every NPC associated with an adventuring party that has one or more Untherites has his Morale lowered by 2 points as a result.
Order of the Arrow Spells: Caster level 4th
- 0th level: Arrow Bides, Seek the Stream, Trail Lilt, Venery Call
- 1st level: Charged Arrow, Elhonna’s Bowstaff, Fire Arrow, Forest’s Simple Fare, Inner Sight, Magic Arrow, Woodland Ruse Woodland Wile
- 2nd level: Call for the Woods, Cold Arrow, Feathered Watcher, Poison Arrow, Power Strike, Sheltered Form
- 0th: Arrow Bides x2, Seek the Stream, Forest’s Simple Fare
- 1st: Elhonna’s Bowstaff, Charged Arrow x3
- 2nd: Feathered Watcher, Sheltered Form
- Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain
- Weapons Allowed: club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, quarterstaff, or any one-handed sword
- Must spend 1 proficiency slot (weapon or non-weapon) every 3 levels. Failure to do so stops the advancement of Order of the Arrow spellcasting until sufficient slots have been spent to make up the shortfall.
- The 5th-level companion should be small or medium in size. The Greenfellow gains the ability to polymorph his arms and head into those of this companion, for purposes of unarmed combat. Attacks are made using the Greenfellow’s normal attack bonus, but successful attacks cause damage equal to that of the animal’s natural weaponry. The Greenfellow also receives multiple attacks, if the animal is entitled to them.
- At 6th level, a greenfellow can summon some of his foster fey race. This can occur only when the rogue is in an area where such faeries are known to live. The summoning takes 1 full turn and 1-3 of the faeries then appear. There is no guarantee that the faeries will listen to the rogue’s request, but bear in mind the reaction adjustment mentioned above.
- At 9th level, the greenfellow becomes immune to charm and suggestion spells.
- The 10th-level companion should be medium or large. The Greenfellow gains the ability to shape change (as the 9th-level wizard spell) into this companion’s form once per day.
- Tunic, Breeches, Doublet, Surcoat, Fullcloth, Hose, Silent Shoes
- Elven Chainmail (20 lbs)
- Quarterstaff (4 lbs)
- Quiver w/ 12 Flight Arrows (2 lbs)
- Leather Backpack (2 lbs)
- Lock Picks
Base Speed: 12
Total Weight of Gear: 28 lbs. (unencumbered)
|Weight||0 – 45 lbs.||46-76 lbs.||77-108 lbs.||109-139 lbs.||140-169 lbs.||170 lbs|