Ruins of Adventure
A female Ogre Mage of noble birth.
Her last name means Daughter of the Tharsu, being connected by birthright to the heritage of the ancient rulers of the Kur-Tharsu.
Description and appearance:
Pale brown skin, almond shaped black eyes, black nails.
Ivory horns, curled backwards and white tusks.
Heavily tattooed arms (snake design).
85 years old.
Oriental in appearance, hoor and respect.
Mov-bray comes from a long line of rulers amongst the Kur-tharsu. There is no throne to be inherited though.
After the last destruction of Phlann, she bought a mansion just North of the city with all the paperwork necessary. A way to provide the City with hard needed cash. Including citizenship of course, since you cannot own property without being a citizen. Unfortunately for her, the things living in that part of the city have never recognized the authority of the Council, and her manor is completely unfit for humanoid inhabitation—being surrounded by, and infested with, monsters which not even an ogre could commune with. Thus, the mansion was never
completely searched, and there might be are definitely some secrets to be discovered.
Due to several long lasting affairs in the family she made the decision to permanently live there in the vincity of New Phlann last fall. Up untill now she usually visited only once or twice a year her mansion. It is furnished and hospitable but repairs are necessary. During her visits she met Ohlo and Osahk several times.
Independable as she is, she is rarely seen in the company of manservants or suitors.
Being a noble and 85, she is well mannered, but not stupid. Treat her with respect and you’ll have a friend for years.
Mov-bray is, although born with a silver spoon, not spoiled or bored but a free spirited sorceress and has led a somewhat adventurous life so far.
The large katana at her side is not for status, she knows how to use it.
|Stamina||13||Weight Allowance: 82 lbs||Movement Bonus +0|
|Muscle||14||Max Press 255 lbs||Attack +0||Damage +0||Feat of Strength 23%|
|Aim||12||Missile Attack +0|
|Balance||10||Surprise +0||AC +0|
|Health||15||System Shock 85%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||9||Resurrection 65%||Hit Points +0 / level|
|Reason||15||Max Spell Level 7th||Max Spells/Level 21||PSPs +0||Illusion Immunity: none|
|Knowledge||19||Bonus Profs 8||Bonus Paths +5||Learn Spell 85%|
|Intuition||14||Spell Failure 0%||Bonus Runes 0||Bonus Spells 0||Earned XP +5%|
|Willpower||11||Mental Save +0||PSPs +0||Spell Immunity: none|
|Leadership||15||Max Henchmen: 7||NPC Loyalty +3|
|Appearance||12||NPC Reactions +0|
NPC Reaction: +0
- +2 vs. Nobles
- Surprise: +0
- Initiative: +0
- Movement: 9, Fly 15 (B)
Hit Points: 14
Armor Class: 16 (natural) or 17 (in armor)
Base Attack Bonus: +1
Saves: 16% Magic Resistance
- Paralyzation/Poison/Death: 14
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 13
- Breath Weapon: 15
- Spells: 12
- Fear: 15
- Horror: 14
- Madness: 18
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Katana||1/round||+1||2d6||2d6||4||melee||Magic. Varies by lighting.|
|Modern Languages (Jogishk)||19||Bonus Ogre.|
|Modern Languages (Tharian)||19||Bonus Kur-Tharsu.|
|Ancient Languages (Auld Tharian)||19||Bonus Ogre.|
|Ancient History (Kur-Tharsu)||18||Bonus Kur-Tharsu.|
|Local History (Northern Moonsea)||19||Bonus Noble.|
|Survival (Arctic)||15||Bonus Kur-Tharsu.|
|Spellcraft||Bonus Kur-Tharsu. Starting at 7th level.|
|Land-based Riding||14||Bonus Noble.|
|Elemental Resistance||15||2 slots.|
|Signature Spell||—||Fang Fist (2nd). 2 slots.|
|Somatic concealment||11||1 slot.|
|Law (Phlan)||14||1 slot.|
- Punching or Wrestling Specialization
- Ogre magi are large creatures and can carry 50% more than a human of similar strength.
- An ogre magi’s tough hide grants him +6 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +6 or less grants a +1 bonus to the ogre magi’s AC (this does stack).
- Ogre magi receive a +1 bonus to their morale scores, including Fear saves.
- Ogre magi develop special abilities as they gain levels:
- 1st: Gaseous Form 1/day (as the potion).
- 1st: Fly at a base speed of 15 (maneuverability class B) for 12 turns per day (broken up into 1 turn increments).
- 2nd: Invisibility (as the spell) at will.
- 2nd: Charm Person (as the spell) 1/day.
- 3rd: Sleep (as the spell) 1/day.
- 3rd: Regenerate 1hp per round (lost members must be reattached to regenerate).
- 4th: Darkness 15-ft. radius (as the spell) at will.
- Because of their magical nature and familiarity with many ancient arts, the Kar-Thursu have some resistance to magical effects. They gain 4% magic resistance per level (16%). This resistance applies to beneficial magic as well, but not to their innate spell-like abilities.
- The various tribes of orcs, goblins, and ogres in Thar have great respect for the Kur-Tharsu, and dream of conquest as only these great ones can bring. Kur-Tharsu can use the Raise Army proficiency starting at 7th level (instead of 10th). The Kur-Tharsu can substitute humanoid monsters of the appropriate hit dice (typically ogres, orogs, trolls, or giants) for higher-level members of the horde, if he so desires.
- The noble has a family, clan, or estate to support her. If she wishes, the noble can live with her relations indefinitely, enjoying a life of ease and luxury. When not living on her family’s estates, the noble can choose to accept a stipend of 10gp per level (40gp) each month from her family, though a noble living off her family’s fortune will find that her family expects her full loyalty.
- The noble receives a +3 bonus on NPC reactions from anyone of her own culture, and a +2 bonus against nobles of other cultures. When travelling, she can demand shelter from anyone in her own nation who is of lower social status than she. Likewise, most people of her own status or higher (regardless of homeland) will offer her shelter as well—plus shelter for up to two additional persons per level.
- In her own land, the noble can administer low justice upon commoners—acting as judge, jury, and executioner for minor crimes she comes across (subject to the laws of her homeland).
Wizard Spells: Caster level 4th (3rd in Armor)
|3||2 + S|
Paths Known: Apprentice’s Path, Frozen Path, Hishna’s Path, King’s Road, Knight’s Road, Path of Hands, Path of the Yuan-Ti, Serpent’s Path, Servant’s Path, Shapeshifter’s Path
- 1st level (3 of 21): Read Magic, serpent missile, disarm
(21) cantrip,conjure spell component, detect magic, read magic, wizard mark, serpent missile, Spirit Servant, Unseen Servant, Change Self, Honor Mark, Know Faction, Disarm, Mount, Phantom Armor, Gauntlet, Magic Fist, Hishna’s Disguise, Protection, Talonblade, Chill Touch, Charm Person
- 2nd level (2 of 21): Fang Fist (Signature), nimodes unseen butler, flying fist
(21) protection from cantrips, sinister cantrip, wizard lock, Fang Fist, Fist of the Adder, Nimode’s Unseen Butler, Alter Self, Call Society, Deeppockets, Speedmount, Summon Equine Beings, Ebony Hand, Flying Fist, Ambush, Hypnosis, Scalesnare, Scrollsee, Frostfire, Improved Chill Touch, Darkness 15-ft. Radius, Detect Psionics
- 1st: Read Magic, Phantom Armour, serpent missile
- 2nd: Fang Fist (S), Fist of the Adder, improved chill touch
- Phantom Armor: AC 17, +1 saves, reduce damage by 1 point per blow. Lasts until Dispelled or until opponent disbelieves (save vs. spell).
- Ogre magi take damage as Large creatures.
- Ogre magi must earn twice the normal number of experience points to advance each level (i.e. a 5th level Wizard requires 40,000xp instead of the usual 20,000xp).
- If possible, the Kur-Tharsu are even more terrifying than other ogres. They suffer a -2 penalty to their starting Appearance scores. (included above)
- Humans and demihumans living in the north fear few things more than the resurgence of the ogre kingdoms. Any bonuses that a human or demihuman character possesses that specifically target ogres (such as a dwarf’s AC bonus or a ranger’s favored enemy) are increased by 50% when battling Kur-Tharsu.
- A wizard wearing metal armor has their effective casting level decreased by one-half the AC bonus granted by the armor (thus a wizard in Scale Mail would cast spells as if he were 2 levels lower), to a minimum caster level of 1st.
- Required Weapon Proficiencies: Horseman’s Mace or Flail, Sword (any one-handed), Lance (any one), Dagger. Must spend weapon proficiency slots to learn each of these before learning any other weapon.
- After character creation, the noble must spend an additional +10% per level (40%) on ALL goods, services, and equipment she buys. This extra cost is not a tip, the character is buying higher quality goods to reflect her noble tastes and requirements.
If the noble is unable to spend this extra money because of lack of funds, she may settle for lesser goods, but her bonus on reactions will be reduced, at -1 per such incident (to a minimum of a -3 penalty), as she develops a reputation as a miser, penny-pincher, and shabby dresser. If enough of her equipment is shabby, common-quality goods, people may not believe that she is a noble and may refuse her shelter or other benefits of the kit (DMs discretion).
- She can only regain his former bonus through conspicuous consumption—buying a new set of clothes and new equipment for herself and all of her retainers (with the necessary mark up) and throwing a large banquette or similar gathering (at a cost of 1000gp per level).
- Just as other nobles are expected to extend shelter to the Noble PC, she is expected to offer shelter to other nobles when they are travelling through her territory or when they meet on the road while she is encamped and they are not.
- If the noble is living off her family and using their estate, her relations are glad to have her around and will often ask her for favors or support. At least once per week, the character will have to fulfill some family obligation; she may have to use her skills as an adventurer against the house’s enemies, she may be asked to spy on a rival house, she may be asked to serve as the house’s representative in a legal court, or she may even be subject to an arranged political marriage.
- While the noble is able to administer justice, her decisions can always be overruled by a noble of greater status (in some nations her decisions may also be subject to review by an official court system).
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Dagger, Dart, Knife, Quarterstaff, Sling, Any Lance, Any One-handed Sword, Horseman’s Flail, Horseman’s Mace
- Ogre magi develop special abilities as they gain levels:
- 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. In addition he does not suffer any loss of Reason when reaching Old or Venerable age. He still suffers all the other effects of aging at the same rate as other members of his race.
- At 9th level, a wizard can pen magical scrolls and brew potions.
- At 12th level, a wizard can construct more powerful single-use magical items, if she has studied the Artificer’s Path.
- At 16th level a wizard may begin creating permanent magic items.
Buried with Her:
- Silk Dress, Oriental style
- Embroidered Robe, Oriental style
- Kur-Tharsu Signet Ring
- Riding Boots
- Broadbelt (6 lbs)
- New Phlan Citizenship ID (unchartered, not tax-exempt)
- Dāb Ngeā (6 lbs, Katana)
- Banded Mail (35 lbs, Japanese Laminar Style)
Base Speed: 9
Fly Speed: 15 (Maneuverability Class B)
Total Weight of Gear: 51 lbs.
|Weight||0 – 82 lbs.||83-125 lbs.||126-169 lbs.||117-212 lbs.||213-255 lbs.|