Ruins of Adventure
A member of "The Amazons", an all-girl adventuring party from the south that has been operating in Phlan for some time.
Princess, not her real name, but her real title, is Imogen Jedea, the younger daughter of the Crown Duke of Threskul. She is flighty, strong-willed, rude to lower classes, and has little regard for the law. She was given ‘leave’ by her father to explore the realms, or at least that is what the forged papers that she showed the palace guards said. Her father did, in fact, make the arrangement official after-the-fact, rather than let it be known that his daughter had duped his guards and run away, so she still is able to draw upon the royal coffers for her day-to-day expenses, so long as she is discreet about the amounts.
After leaving Threskul, Princess linked up with a group of lady-adventurers known as ‘The Amazons’ and traveled to the far-northern city of Phlan where she now works as a ‘professional treasure hunter’. Her chaotic nature rubs many of her companions the wrong way, but her skill at navigating Phlan’s bureaucracy has proven invaluable to them on many occasions. Despite their differences of opinion, Princess has a pretty good relationship with her new ‘Sisters’—especially Battle Cry with who has taught her the arts of unarmed combat and with who she can regularly be found sparring.
Class: Shadow Walker
Alignment: Chaotic Good
Religion: Tchazzar (state church of Chessenta)
Next Level: 36000
Max Level: Unlimited
Ability Scores: http://invisiblecastle.com/roller/search/1502755/
|Willpower||19||+4 saves, immune to Cause Fear, Charm Person, Command, Friends, and Hypnosis|
- Initiative: -1
- Surprise: +3
- NPC Reaction: -1
Hit Points: 19
Armor Class: 15 (Dex, armor)
Base Attack Bonus: +1
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 10
- Petrification/Polymorph: 10
- Breath Weapon: 14
- Spells: 11
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Wrestling||1||+3||3||3||3||melee||unarmed, +1 Chart, +2 Strength|
|Sling Blades||1||-3||1d6+1||1d6+1||3||20 / 40 / 60|
Thief Skills: (in armor)
Non-Weapon Proficiencies: General, Rogue
|Modern Languages (Common)||16||Etiquette||12|
|Modern Languages (Chessic)||16||Heraldry||16|
|Modern Languages (Untheric)||16||Spellcraft||14|
|Modern Languages (Tharian)||16||Bureaucracy||16|
|Modern Languages (Thieves’ Cant)||16||Forgery||15|
|Ancient History (Chessenta)||15||Intrigue||10|
|Local History (Chessenta)||12||Tease||11|
Short Blades Group
- Chessentans launch themselves into tasks with such inspiring zeal and drive that it is almost frightening. To reflect this single-minded intensity, a Chessentan gains a +1/-1 bonus (whichever is appropriate) to all die rolls (attack, damage, initiative, surprise, proficiency checks, saving throws, etc).
- included above for Attacks, Saves, Thief Skills, Initiative, Surprise, NPC Reactions, and Proficiencies.
- Any spell cast by a Chessentan spellcaster has its casting time halved, with uneven results being rounded up. For example, a magic missile spell still has a casting time of 1, but a lightning bolt has a casting time of 2 (instead of its normal 3).
- 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 greatly increase the amount of damage his blow causes (x3 damage). 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.
To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
- The noble can choose to accept a stipend of 50gp each month from his family, though a noble living off his family’s fortune will find that his family expects his full loyalty.
- The noble receives a +3 bonus on NPC reactions from anyone of his own culture, and a +2 bonus against nobles of other cultures. When travelling, he can demand shelter from anyone in his own nation who is of lower social status than he. Likewise, most people of his own status or higher (regardless of homeland) will offer him shelter as well—plus shelter for up to two additional persons per level.
- In his own land, the noble can administer low justice upon commoners—acting as judge, jury, and executioner for minor crimes her comes across (subject to the laws of his homeland).
- Night Vision: A shadow walkers eyes are naturally attuned to darkness and are able to register more subtle illumination sources than normal humans can. They can see normally in all but absolute darkness. The range of their night vision is equal to 10 feet per experience level (50 feet).
- Shadow Aura: Upon reaching the 3rd level of experience, a shadow walker is able to raise a semi-magical aura of darkness about his body. This increases his ability to hide in shadows by +25% if the character has at least one round to prepare himself. Once the shadow aura is erected, he can maintain it for a number of rounds equal to his level (5 rounds). This power can be used three times each day.
- Shadow walkers devote a great deal of time to the mastery of magical devices. They can use any item intended for thieves but not those fashioned specifically for bards. They can use magical items intended for wizards as well but must always take care when doing so. Because of this, they suffer a +4 penalty to their initiative roll when using magical items intended for wizards in combat.
- Chessentans, despite the intensity that they invest into their tasks, are also a chaotic, almost crazy group of people. It takes them slightly longer to assimilate their experience, so they use the paladin/ranger experience point table for level advancement, regardless of class.
- It is said that only a fool trusts a Chessentan. The stigma associated with Chessentans is reflected in a Chessentan’s inability to acquire a henchman. No matter how high the character’s Charisma score, no henchman will ever agree to follow or serve him. In addition, the characters loyalty base and reaction adjustment scores (as determined by his Charisma score) are always negative.
- A noble is expected to live well. After character creation, the noble must spend an additional +10% per level on all goods, services, and equipment he buys. This extra cost is not a tip, the character is buying higher quality goods to reflect his noble tastes and requirements.
If the noble is unable to spend this extra money because of lack of funds, he may settle for lesser goods, but his bonus on reactions will be reduced, at -1 per such incident (to a minimum of a -3 penalty), as he develops a reputation as a miser, penny-pincher, and shabby dresser. If enough of his equipment is shabby, common-quality goods, people may not believe that he is a nobleman and may refuse him shelter or other benefits of the kit (DMs discretion).
He can only regain his former bonus through conspicuous consumption—buying a new set of clothes and new equipment for himself and all of his 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, he is expected to offer shelter to other nobles when they are travelling through his territory or when they meet on the road while he is encamped and they are not. Whenever a Noble PC is getting too cocky, the DM can have him visited by a nice, large crowd of nobles to whom he is expected to offer food and shelter—and who proceed to eat him out of house and home.
- While the noble is able to administer justice, his decisions can always be overruled by a noble or greater status (in some nations his decisions may also be subject to review by an official court system).
Shadow Walker Spells: as 5th-level Wizard
Allowed Schools: Alteration, Abjuration, Divination, Illusion
Paths: Chromatic Path, Corsair’s Path, Councilor’s Path, Eagle’s Path, Howling Path, Path of Spiders
- 1st level: Chromatic Orb, Color Spray, Comprehend Languages, Detect Untruth, Feather Fall, Float, Little Bird, Message, Murdock’s Feathery Flyer, Protection from Vermin, Spider Climb, Spidereyes, Spook, Water Protection, Wind Compass
- 2nd level: Deafness, Hypnotic Pattern, Power Word Sleep, Summon Swarm, True Bearing, Wings
- Prepared Spells:
- 1st: Color Spray, Murdock’s Feathery Flyer, Spiderclimb, Spook
- 2nd: Power Word Sleep
- Studded Leather or lighter. No shields.
- Horseman’s mace or flail, Any one-handed sword (any one-handed), Any Lance, Any small one-handed aelee weapons, slings.
- At each additional experience level, she receives another 25 points to distribute (and may put no more than 10 points into a skill). As with the thief, the Shadow Walker cannot raise any skill above 95%, including all adjustments for Dexterity, race, and armor.
- Increased Backstab multiplier.
- Stipend increases by 10gp per level.
- Shadow Cloak: When a shadow walker attains the 8th level of experience, he can assume a shadowy form. This makes him invisible (as the spell) in dimly lighted areas and increases his chance to hide in shadows by 50% in other places. As with the shadow aura, this requires one round to manifest and can be maintained for a number of rounds equal to the level of the character. This ability may be employed three times in any 24-hour period.
When wrapped in his cloak of shadows, the character is uncommonly vulnerable to light-based attacks. Any weapon or spell that causes damage via light has a +2 bonus to its effects and causes normal plus half damage. Saving throws the character makes as a result of light-based special attacks have a -2 penalty.
- Shadow Form: After he reaches 12th level, a shadow walker becomes truly attuned to shadows and darkness. If he has one round to mentally prepare himself, the character may totally transform himself into an animate shadow. The effects of this power are similar to those of the wraithform spell, except the character is also invisible in all but the brightest light. As with the lesser abilities of this class, the character can maintain this power for a number of rounds equal to his level and can employ this power three times in any 24-hour period.
When in this form, however, the character is very vulnerable to light-based attacks. Any saving throw the character makes against such an attack suffers a -4 penalty. Any attack against the character that causes damage with light inflicts double damage and has a +4 bonus on any applicable attack roll.
- “Kalýteri̱” (Better)—Light War Horse
- Riding Saddle, Horseshoes, Bit & Bridle, Halter, Saddle Blanket
- Leather Cuirass
- Bracers (+1 AC vs. one attack per round)
- Thieves’ Helmet
- Silent Shoes
- Linen Tunic and Skirt
- Horseman’s Mace
- Rutterkin Sling Blades (non-magical)
- Thieves’ Tools
- Potion of Ugliness
- Handsome Prince (shortsword of wounding)
- Scroll of Communication
- This “scroll” actually consists of two scrolls, one wrapped inside the other. They are easily separated. If a message is written on one scroll, it immediately appears on the other. There is no limit to the range, as long as both scrolls are on the same plane of existence. The message may be up to 100 words in length. If one message is erased, the other disappears as well. Each must be erased before another can be written, and there is a 5% chance (not cumulative) that erasing destroys the magic of both scrolls.
- 340pp, 112gp, 5sp, 8cp