Ruins of Adventure
Gorilla-Arm Yuri they call him.
Yuri is a native of the Moonsea and the son of of a Yagnoloth, one of the nobles of Yugoloth society, or so it is believed based on his gigantic arm and ability to speak their language, and a Gypsy girl. Despite his moniker, which means “Gorilla-Armed”, Yuri is surprisingly weak, preferring to use a mixture of cunning and his innate magic and psionics to get himself out of scrapes.
Yuri looks mostly human, save for his unruly, spiky black hair, and an extraneous, third nipple…oh, and his gigantic, right arm and long prehensile tail, both of which are covered with keratinous plates similar to those on a pangolan. His arm is so large, that he has trouble lifting it and usually just drags it along behind him.
Freak that he is, he found no home until he met Noriss the Grey. Weak as he is, his giant arm, combined with his knife-skills, strange powers, and tendency to wear armor made from human bones (at Noriss’s encouragement) makes him extremely good at intimidating people—a thing which the bandit gang puts to great use.
Yuri thinks of the gang as his family and is very loyal to Noriss for taking him in. He takes most of his queues from the bandit leader and is usually willing to put his own interests (but not his life or safety) aside for the good of the gang.
Race: Tiefling, Male
Alignment: True Neutral
Class (level): Lone Wolf 5th
Max Level: 18th
Homeland: Moonsea City-States
Languages: Common, Yugoloth, Gurri, Planar Slang, Tharian, Cormanthan
Hit Points: 13
AC: 16 (1 Dex, 5 bone armor)
|Weapon||# Att||Att Bonus||Damage||Dmg vs Large||Init||Range||Special|
|Thrown Dagger||3||+4||1d4+3||1d3+3||2||10 / 20 / 30||sharpened|
|Dagger||3 / 2 rds||+4||1d4+3||1d3+3||2||melee||sharpened|
|Gunung Mbobol||1||+0||2d4||1d10||9||melee||cold-iron, bypass protections of earth elementals|
Saves: (must get number or greater on 1d20)
- Paralyzation/Poison/Death Magic: 12
- Rod/Staff/Wand: 12
- Petrification/Polymorph: 11
- Breath Weapon: 15
- Spell: 13
- Initiative: +0
- Surprise: +0
- NPC Reaction: +1
Thief Skills: (no armor)
Weapon Proficiencies: (-3 non-proficiency penalty)
- Blades Broad Group
- Dagger (Specialized)
Non-Weapon Proficiencies: (roll number or less on 1d20)
|Modern Languages (Common)||15||Direction Sense||14|
|Modern Languages (Planar Slang)||15||Animal Handling||12|
|Modern Languages (Yugoloth)||15||Animal Training||13|
|Modern Languages (Gurri)||15||Animal Lore||15|
|Modern Languages (Tharian)||15||Looting||15|
|Modern Languages (Cormanthan)||15||Etiquette||15|
|Ancient History (The Blood War)||14||Heraldry||15|
|Weapon Sharpening||14||Bone Armor||15|
Non-Weapon Proficiency Groups:
- General, Priest, Rogue, Warrior, and Wizard
- No armor or shields.
- One-handed melee weapons, Bows, Crossbows.
Lone Wolf Spells: Caster level 5th
- Allowed Schools: Abjuration
- Paths Known: Path of the Smuggler, Locksmith’s Path, Alchemist’s Path, Zala’s Path
- 1st: Alarm, Oilskin, Protective Amulet, Sound Bubble, Zala’s Icejacket
- 2nd: Dark Mirror, Lesser Sign of Sealing, Protection from Mechanical Traps, Protection from Poison, Zala’s Lifeforce Guardian
Psionic Wild Talents:
Power Points: 84
|Power||Discipline||Level||Power Score||Initial Cost||Maintenance|
|Contact||Telepathy||Devotion||13||3+||1 per round|
|Control Flames||Psychokinesis||Devotion||12||6||3 per round|
|Dream Travel||Psychoportation||Devotion||9||1 per 25 miles||NA|
|Mind Link||Telepathy||Science||8||contact||8 per round|
|Telekinesis||Psychokinesis||Science||10||3+||1+ per round|
- Tieflings have infravision to a range of 60 feet.
- You have a peculiar sight that allows you to see the state of a creature’s soul. You can immediately tell by sight whether a creature is alive, dead, undead, or neither alive nor dead (such as an animated construct).
- Your fiendish blood leaves you unbound by mortal concepts of distance. You can cast Teleport once per week. This ability affects only yourself.
- You can cast Blur and Web once per day each.
- You can prepare an additional spell for each spell level available to them. These additional spells must come from the Abjuration school. This stacks with any bonus spells from high ability scores, specialization, or other sources.
- A gypsy can freely use any magical items that emulate Divination spells or effects (including any scrolls containing Divination spells), even if the item is intended for another class, and regardless of any limitations their own class may place on might item use.
- By using any magical item suited for scrying, such as a crystal ball, a Gypsy can divine the future, gaining the benefits of an augury spell. Each day, the Gypsy can ask one question per five levels of experience (rounded up).
Besides items suited for scrying, Gypsies are able to perform the same feat with a deck of many things. Additionally, when a deck of many things is used for this purpose, the gypsy suffers none of the normal effects of drawing a card from the deck. However, the deck still functions normally when used for purposes other than the augury.
- Because of their rapport with animals, Gypsies gain the ability to cause certain spell-like effects, each once per day. At 5th level, they are able to cause the effects of animal friendship by speaking kindly in their own language.
- These characters have only the normal Moonsea native bias to overcome. Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
- Characters from the city-states have a lax attitude towards petty or non-violent crimes, being more concerned with the constant violence and calamity in the region. Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
- While these spellcasters have mastered the art of protective magic, they have become less proficient when using magic to inflict damage on their enemies. Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
- A Gypsy’s climbing ability works best when climbing trees. They are not skilled at climbing cliffs, building walls, or cave walls; they suffer a -25% penalty when scaling these surfaces.
- Because the gypsies are generally distrusted by most common folk, they suffer a marked disadvantage in earning their trust. Whenever a gypsy is called upon to make an NPC reaction check against a non-gypsy, his result is automatically shifted one place toward hostile. Thus, a gypsy never receives a result of “friendly” when dealing with a non-gypsy.
- Gain 6 psionic power points per level above 1st.
- The traditional weapon of the gypsy is the knife. For that reason, any gypsy can specialize and even gain mastery in the use of the knife or dagger just as if he were a fighter. This specialization requires the normal allocation of proficiency slots.
- Because of their rapport with animals, Gypsies gain the ability to cause certain spell-like effects, each once per day. At 10th level, they can concentrate and gain the benefits of a locate animals or plants spell. Finally, at 15th level, they gain the speak with animals ability.
- When the Lone Wolf reaches 17th level, he acquires immunity to all forms of Hold spells and adds a +1 bonus when saving against poison, paralyzation, and death magic.
- When the Lone Wolf reaches 20th level, his mastery of magical protective forces has become so powerful that he receives a +1 bonus to Armor Class (this stacks with all other AC bonuses). He is still forbidden to wear armor.