Seabhag aka ol'Blue Eyes

A kenku, with somewhat darker feathers than usual, but who would know?

Description:

Seabhag (pronounced SHEH-veh) is a Kenku (Hawk-like not Raven-like) with darker feathers than usual.
His visual skin is dark greyish and scaly like any bird.
most stunning feature are his piercing blue eyes.
As a mulhorran Kenku, he is a compulsive liar and very skilled in poisons.

He fights with a crossbow and a poisoned Katar ( Push dagger). When his victim his down but not dead, he will crush the skull with one of his taloned feet, also poisoned.

For money he cares not exept living. Potions, poisons, rare ingredients, recipes, spellbooks, magical items is what he cares for.

219-Raub_Kondor.gif

Bio:

Race: Kenku
Homeland: Mulmaster
Class: Thief / Mage
Kit: Hedge Wizard
Alignment: Neutral Evil
Religion:
Age: 40 years (middle age)
Level: 6th / 5th
Experience: 41,365 (ready to level again)
Next Level: 40,000 / 40,000
Max Level: 13th / 12th


Ability Scores:

Stamina 10 Weight Allowance: 40 lbs Movement Bonus +0
Muscle 13 Max Press 140 lbs Attack +0 Damage +0 Feat of Strength 20%
Aim 12 Missile Attack +0
Balance 17 Surprise +2 AC +3
Health 12 System Shock 70% Poison Save +0 PSPs +0 Regeneration 0
Fitness 13 Resurrection 85% Hit Points +0 / level
Reason 12 Max Spell Level 6th Max Spells/Level 16 PSPs +0 Illusion Immunity: none
Knowledge 13 Bonus Profs +3 Bonus Paths +1 Learn Spell 55%
Intuition 16 Spell Failure 0% Bonus Runes 2 Bonus Spells
1st x2, 2nd x2
Earned XP +10%
Willpower 22 Mental Save +4 PSPs +7 Spell Immunity: Cause Fear, Charm Person, Command, Friends, Hypnosis, Fear Forget, Hold Person, Ray of Enfeeblement, Scare, Charm Monster, Confusion, Emotion, Fumble, Suggestion
Leadership 14 Max Henchmen: 6 NPC Loyalty +1
Appearance 11 NPC Reactions +0

Reactions:

  • Initiative: +0
  • Surprise: +2 (only surprised on 1 or 2)
  • NPC Reaction: -4
  • Movement: 6, Fly 18 (D)

Combat Statistics:
Hit Points: 20
Armor Class: 19 (natural, Dex, bracers)
Base Attack Bonus: +2
Saves: 30% Magic Resistance

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Katar 1 / round +2 1d3+1 1d3 2 melee
Katar 2 / round +4 1d3+3 1d3+2 0 melee Magic. Berserking.
Talons 2 / round +2 1d4 1d4 3 melee when flying only
Beak +1 / round +0 1d6 1d6 3 melee In addition to talons or katar
Lightbringer 1/round +3 1d8+1 1d12+1 3 melee Magical. Continual light.

Thief Skills: (no armor)

PP 25% HS 15%
OL 35% HN 25%
F/RT 90% CW 65%
MS 30% RL 30%

Non-Weapon Proficiencies:

  • Available Groups: Academic, Craft, Detection, Larceny, Martial, Pastoral, Social, Sorcerous
Proficiency Proficiency Score Notes
Modern Languages (Kenku) 14 Bonus Kenku.
Modern Languages (Tharian) 14 Bonus Homeland.
Secret Languages (Thieves’ Cant) 14 Bonus Thief.
Ancient Languages (Auld Cormanthan) 14 Bonus Vinum Deorum.
Literacy 15 Bonus Wizard.
Alchemy 13 Bonus Hedge Wizard.
Brewing 15 1 slot
Herbalism 12 Bonus Homeland.
Poison Use 13 Bonus Homeland.
Fungi Recognition 17 2 slots
Venom Handling 14 2 slots
Animal Handling 15 Bonus Hedge Wizard.
Animal Lore 14 Bonus Hedge Wizard.
Survival (Mountains) 15 Bonus Hedge Wizard.
Disguise 10 Bonus Kenku.
Signature Spell (Metamorphose Liquids) 2 slots

Weapon Proficiencies:
Hand Crossbow
Katar (punch dagger)
Longsword


Special Powers:

  • 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 are adept at passing for human, suffering only a -4 penalty on Disguise 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).
  • Kenku gain several magical abilities as they increase in levels.
    • 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.
    • 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).
  • 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 deals double (2x) normal damage with the blow. The 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.
  • 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.
    • Known Poisons: Type C, Type D, Type E, Type F, Type H, Type J, Type L, Type O
    • Known Antidotes: Type E, Type F, Type J
  • A hedge wizard can create antidote for any poison. Brewing takes up to a day (assuming materials are available). The brew remains effective for three days per level of the wizard (9 days). Its chance of successfully countering a poison is 25% + 5% per wizard’s level (40%).
  • Due to their ability to learn the nature of strange creatures, hedge wizards gain a +2 on all saving throws vs. any attack from a mutated animal with whose source stock the mage is familiar. This includes gigantic versions of species (like giant hamsters) to ones magically enhanced (like winter wolves).
  • A hedge wizard can find food in even the most barren of environments. In a 24-hour period, a hedge wizard can find enough food to feed himself and a number of people equal to his level.
  • Due to their experience in unusual environments (and perhaps some experimentation on themselves), a hedge wizard suffers no penalties, damage, or other restrictions in environments of extreme cold. These immunities apply to natural conditions only, not against spells or attacks that use cold or ice.
  • Once per week, a hedge wizard can cast a special good fortune spell on himself and a number of people equal to his level; the effect of good fortune lasts for a number of turns equal to his level. All opponents have a -1 penalty on their chance to hit when attacking those under the effect of good fortune. This ability is innate; a hedge wizard is not required to memorize good fortune, nor does it count against his daily spell limit.

Deck of Many Things Granted Abilities:

  • Any area of natural darkness the character enters will become lit up as if by starlight, with tiny pin-prick motes of light at the edges of the gloom. Hereafter the character earns double the normal amount of experience for any combat that occurs entirely in light no greater than a moonless night.
  • The character is overwhelmed with remorse for their past violent acts and undertakes a vow of pacifism. Before attempting any act that would harm another creature, the character must FAIL a Willpower check to succumb to their violent urges; on a successful save, their desire for peace wins out and the character must choose some other course of action. “Creature” here is defined as anything able to move of its own volition, whether that be a humanoid, a tiny insect, an animated corpse, a colossal tentacled monstrosity, or anything else in between. The character’s outward calm and peaceful demeanor makes it harder for others to attack them as well, protecting the character as per a permanent Sanctuary spell.

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.
  • Because of his appearance and strange manner, a hedge wizard suffers a -2 reaction penalty from all NPCs, save other hedge wizards.
  • All druids despise hedge wizards because of their experimentation on nature and will never have anything better than a Cautious reaction.
  • Characters of the third evil Moonsea city are penalized by -2 in all NPC encounters.
  • Hillsfarran Red Plumes attack known 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.
  • Because of their callous view of life, a hedge wizard may never use the Find Familiar spell, nor attract a Familiar by any other means.
  • A hedge wizard suffers a -1 penalty on all d20 rolls when in environments with temperatures above 100 degrees F.

Wizard Spells: Caster level 5th

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6 + S 4 1

Forbidden Schools: Abjuration

Paths Known: Alchemist’s Path, Apprentice’s Path, Path of the Merlane,
Path of Doors, Path of Thieves, Servant’s Path

Spell Book:

  • 1st level (16of 16): Cantrip, Conjure Spell Components, Fire Water,Oilskin, Tipple, Read Magic, Detect Magic, Detect Secret Passages and Portals, Enhance Trait, Gate Ward, Spirit Servant, Metamorphose Liquids, [S], Portal Beacon, Holy Water, Wizard Mark, Wizard Lock
  • 2nd level (10 of 16): Discern Sire, Filter, Protection from Cantrips, Degrass Pilfering Fingers, Protection from poison, Wizard Lock, Unbridle the Wild Beast, Portal Alarm, Quimbys enchanting gourmet, Sinister Cantrip
  • 3rd level (5 of 16): Wizard Sight, Teratism I, Filverel’s Doorward, Gate Seal, Remove Spell
  • Prepared Spells:
    • 1st: Detect Magic, Spoil Holy water, Metamorphose Liquids [S]
    • 2nd: Wizard Lock, Degrass Pilfering Fingers, Protection From Poison,
    • 3rd: Remove Spell

Advancement Notes

  • Armor Allowed: None.
  • Weapons Allowed: club, dagger, dart, hand crossbow, knife, lasso, pistol, quarterstaff, sling, any bow, any spear, or any one-handed sword
  • 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
  • When a Mulman character gains a level, they learn a new Poison recipe. Roll percentile dice and refers to the following table to determine the exact type of poison he is now capable of creating.
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level.
  • 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.
  • At 7th level, the hedge wizard can brew magical potions, according to the rules in the Dungeon Master’s Guide.
  • Once he reaches 9th level, a wizard can pen magical scrolls. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).
  • Use Scrolls: 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.
  • 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:


Encumbrance:

Base Speed: 6, Fly 18 (D)

Total Weight of Gear: 94 lbs. (heavy)

Unencumbered Light Moderate Heavy Severe
Weight 0 – 45 lbs. 46-69 lbs. 70-93 lbs. 94-116 lbs. 117-140 lbs.
Movement (Land) 6 4 3 2 1
Movement (Flight) 18 12 9 6 1

Seabhag aka ol'Blue Eyes

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