Number 538

An ancient Nogese slave, kept alive by the _Razored Lock_ for thousands of years.

Description:

Always a slave, Number 538 never had a name, only a designation. Once a great fighter in the Nogese wars of conquest during the Founding Time, Number 538 eventually grew to hate his masters and attempted to foment rebellion among the slaves of the Deep Carbon Observatory. He failed. As punishment, he got to watch his fellow slaves be dropped one by one into the Gravity Knife, and was then clapped into the Razored Lock to be tortured for an eternity.

He looks human, except impossibly old and emaciated — nothing but wrinkled, withered, leathery skin stretched over bones. His whispy, gray-white hair hangs down to the floor. His gnarled fingernails have grown so long that they’ve curled into great knots in the palms of his hands.

Contrary to the opinion of most modern scholars (at least those very few willing to acknowledge the existence of the Nogese at all), his eternal punishment was par-for-the-course for uppity Nogese slaves and does not connotate any special status. He was finally killed out of mercy by Father Aram and his spirit bound to his corpse so that he could continue the fight against his ancient Nogese masters. Being a slave, he knows next to nothing about the purpose and workings of the Deep Carbon Observatory.

Age: 4,981 years, 6 months, and 11 days old.

Bio:

Race: Human (Unique Undead / Thinking Zombie)
Homeland: Nog
Class: Fighter
Kit: Slave Warrior
Alignment: Chaotic Non-Good
Religion: The Blessed Afflictor
Level: 10th
Experience: 660,000
Next Level: N/A
Max Level: N/A
XP Value: 745


Ability Scores:

Str 18 Stamina 18 +1 Movement
Muscle 18 +1 Attack +3 Damage 36% Feat of Strength
Dex 5 Aim 5 -1 Missile attacks
Balance 4 -2 Surprise -3 AC
Con 7 Health 5
Fitness 8
Int 16 Reason 16 Max Spell Level 8th Spells/Level 22
Knowledge 15 +2 Paths Learn Spell 65%
Wis 15 Intuition 16 +10% Earned XP
Willpower 13
Cha 11 Leadership 11
Appearance 10

Reactions:

  • Initiative: +0
  • Surprise: -2
  • NPC Reaction: -3
  • Movement: 13

Combat Statistics:
Hit Points: 58
Armor Class: 11 (natural, Dex)
Base Attack Bonus: +9
Saves:

  • Paralyzation/Poison/Death: 8
  • Rod/Staff/Wand: 10
  • Petrification/Polymorph: 9
  • Breath Weapon: 9
  • Spells: 7 (+4 vs. Enchantments)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Unarmed 2 / round +10 1d6+3 1d6+3 3 melee plus Aging (5d6 years, save vs. spells negates)

Non-Weapon Proficiencies: Craft, Martial, Pastoral, Sorcerous

Ancient Languages (Thorass) 16 Ancient History (Nogese) 15
Ancient Languages (Nogese) 16 Bureaucracy 16
Ancient Languages (Auld Cormanthan) 16 Heraldry 16
Ancient Languages (Jotunalder) 16 Spellcraft 14
Mining 12 Numeracy 16
Engineering 13 Endurance 7
Stonemasonry 5 Dark Sense 13

Weapon Proficiencies:
Chains Tight Group
Angon, Specialized
Finhead Sword


Special Powers:

  • The bite of a thinking zombie has the same effect as the 3rd level priest spell Cause Disease, infecting the victim with a fatal disease.
  • Thinking zombies are immune to all sleep, hold, charm, illusions, mind-affecting spells, death magic, and all cold-based spells, and all forms of poison and paralysis. They suffer only half damage from magic missiles and all fire and electrical attacks. Holy water causes them 2-8 (2d4) points of damage. Raise dead requires them to make a successful save vs. spell or be destroyed.
  • Because of his unique history (being preserved nearly 5000 years beyond his proper time of death), Number 538 has the power to cause a living victim to age 5-30 (5d6) years with his touch. The victim receives a save vs. spells, gaining +1 to their save for each HD they have greater than that of the undead.
  • Because of his unique history (spending nearly 5000 years in complete darkness), Number 538 is completely nocturnal. Direct sunlight causes him 1-6 (1d6) points of damage per round.
  • All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.”
  • A fighter can operate heavy war machines when he reaches 4th level.
  • A fighter can supervise the construction of defenses when he reaches 6th level.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
  • A freed or fugitive slave starts with a +4 bonus to all saving throws vs. wizard spells from the enchantment/charm school and priest spells from the Charm sphere. If placed under any form of charm spell, a slave warrior makes new saving throws against the spell as if his Intellgence was 3 points higher, shortening the time between checks. He gains his +4 bonus vs. enchantment/charm spells on new rolls.
  • Once per day, a slave warrior may summon all his willpower and channel it into a sudden burst of energy that raises his Muscle score by 3 points for as many rounds as he has levels. This may occur during combat, when attempting to bend bars or lift gates, or under any other circumstance when strength is needed.
  • A fugitive slave can survive on a minimum of food and water each day, half the amount anyone else of his race uses.
  • So potent is the magic of the Nogese that few can resist their spells. Anyone making a saving throw to escape a spell cast by a Noga does so with a -4 penalty. If a Noga must make a saving throw to escape the effects of a magical spell, he receives a +4 bonus.
  • When a Nogese fighter reaches fourth level, he gains the ability to cast wizard spells as a bard of half his current level (halve the levels and round down). Fighters of Nog are subject to the same restrictions on spellcasting as bards and wizards (paths, memorization, spellbooks, etc.). These warriors can only cast spells from the Evocation and Divination schools of magic.

Penalties:

  • Even freed slaves have lived as slaves all their lives and suffer a -3 reaction penalty in dealing with non-slave civilized characters. Escaped characters are suspicious and paranoid, and legitimately free characters still carry the social stigma of a slave’s birth.
  • Halruaan fighters cannot cast spells in metal armor unless it is magical. They cannot wear metal helmets unless they are magical items. Fighters of Halruaa never use shields. As another side-effect of their magical abilities, a fighter of Halruaa uses the paladin/ranger experience point table for level advancement.

Wizard Spells: Caster level 5th

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

Allowed Schools: Divination, Evocation

Paths Known: Bigby’s Path, Misty Road, Path of Missiles, Path of the Phaerim, Southern Road

Spell Book:

  • 1st level (11 of 22): Bigby’s Bookworm Bane, Bigby’s Feeling Fingers, Dancing Fire, Fogbolt, Ignite Flame, Magic Missile, Read Southern Magic, Serpent Missile, Shield, Snilloc’s Snowball, Wall of Fog
  • 2nd level (9 of 22): Bigby’s Dexterous Digits, Detect Thought, Germidan’s Paralytic Missile, Odeen’s Magic Cloud, Snilloc’s Cream Pie, Snilloc’s Snowball Swarm, Stinking Cloud, Thunderball, Toothed Tentacle
  • Prepared Spells:
    • 1st: Magic Missile, Shield, Wall of Fog
    • 2nd: Stinking Cloud

Equipment:

  • None.

Encumbrance:

Base Speed: 13

Total Weight of Gear: ??? lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 110 lbs. 111 – 146 147 – 183 184 – 219 220 – 254 255 lbs
Movement 13 10 7 5 3 1

Number 538

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