Despite the demonic blood running in her veins (as it does in most Impilturran nobles), Thákane looks perfectly normal, with beautiful ebony skin, black hair in tight corn-rows, and eyes that are quick to smile. When she goes berserk or becomes angered or distracted, however, Thákane reverts to her natural form. In her natural form, Thákane’s skin is gunmetal gray with a metallic sheen, with short black-iron spurs growing from her elbows and the backs of her hands, sharp, bristly hair like a metal, wire brush, and gleaming silver teeth.

Thákane was the eldest daughter of one of the many feudal lords of Impiltur. After said lord died, she was unfortunately saddled with the responsibility of raising her two lazy brothers. After months of Thákane taking them to school at the Monastery of St. Sollars the Twice-Martyred in the mountains, then preparing their clothes, shields, and weapons for graduation, they refused to leave. Because the clothes weren’t good enough. That’s right. These lazy bozos were like, “since we’re the sons of a great lord, we should be wearing something better than everyone else. We’re not leaving this monastery until we each have a cloak and a shield all made out of dragon skin.”

“Dad would have whupped your ass,” she grumbled as she went back to her holdings and gathered up people to help. Predictably, they were like, “you want to do what!? That’s crazy, Thákane!” To which she was like, “if dad was around, they’d be having dragon-skin jamboree, right?” Understanding that, culturally, she was expected to pick up the slack, her people groaned and fell in behind her.

So a huge group of the bravest warriors left the village, hunting for dragons. Finally they got to a very wide river with thick reeds, and threw increasing quantities of meat into the river as dragon-bait, until, when they tossed in an entire ox, the river started bubbling. They stood back, ready for a fight, but the only thing to emerge was an old hag.

The hag took them down underneath the water. The dragons, she explained, had eaten everyone in her village, except the hag, whose skin was too tough. So they left her alive. She hid Thákane’s party in a deep hole, and soon the dragons came back. They stomped around the village, looking for the humans they smelled, but unable to find them, they gave up and went to sleep. As soon as they were asleep, Thákane snuck up to the biggest one and slaughtered it. Ice cold.

And so Thákane had a guy make shields, armor, and cloaks out of the dragon’s skin for herself and her brothers – it was a big mo’fo. Delighted at having unique dragonhide bling, her two brothers left the monastery to show off to everyone else.

Thákane, for her part, had so enjoyed the dragon-hunt that she gave up her leadership of her family’s holdings, leaving it to her two worthless brothers, and went off to look for more of the big lizards to gut. When people address her in Common, she often calls herself by the name “Dragon Bait”.


Race: Tiefling
Homeland: Impiltur
Class: Berserker / Thief
Kit: Dragon Slayer
Alignment: Chaotic Good
Level: 4th / 5th
Experience: 113,653
Next Level: 19800 / 22000
Max Level: 8th / 15th

Ability Scores:

Str 15 Stamina 14
Muscle 16 +1 damage
Dex 15 Aim 13
Balance 16 +2 AC
Con 15 Health 12
Fitness 18 +4 hit points per level
Int 14 Reason 11
Knowledge 16
Wis 8 Intuition 10
Willpower 6 -1 mental saves
Cha 16 Leadership 16
Appearance 15


  • Initiative: -1
  • Surprise: +2
  • NPC Reaction: +1 (including charisma, class, and kit modifiers)

Combat Statistics:
Hit Points: 41
Armor Class: 14 (Dex, Cloak, Shield)
Base Attack Bonus: +3

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 13
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Body Spikes 1 +3 1d3+1 1d3+1 2 melee
Spear 1 +3 1d6+1 1d8+1 6 10 / 20 / 30 one-handed, melee or thrown
Spear 1 +3 1d8+2 2d6+1 6 melee two-handed

Thief Skills: (no armor)

PP 35% HS 65%
OL 25% HN 30%
F/RT 25% CW 85%
MS 75% RL 20%

Non-Weapon Proficiencies: General, Rogue, Warrior

Modern Languages (Common) 14 Appraising 14
Modern Languages (Easting) 14 Alertness 9
Modern Languages (Chromatic Dragon) 14 Spellcraft 12
Modern Languages (Thieves’ Cant) 14 Tracking 2
Modern Languages (Planar Slang) 14 Persuasion 16
Modern Languages (Tanar’ri) 14 Dragon Lore 14
Modern Languages (Tharian) 14 Jumping 15
Weaponsmithing 11 Blacksmithing 15
Dirty Fighting 12

Weapon Proficiencies:
Close Combat Weapons Group
Breath Stun (special attack)
Short Sword

Special Powers:

  • Tieflings have infravision to a range of 60 feet.
  • You suffer only half-damage from Electricity-based attacks.
  • By concentrating, you may suppress your unusual tiefling physical features, thus appearing as a normal human. This works just like concentrating on a spell—you cannot concentrate on another spell while maintaining this change, and your concentration can be broken in any way that a spell could.
  • You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor. You are automatically proficient with these spikes.
  • 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).
  • Characters from Impiltur can accurately be described as “gutsy”. They gain a +1 bonus to their saving throws vs fear. If circumstances exist where no saving throw is allowed against fear or panic effects, Impilturans get a saving throw without their usual bonus.
  • These characters receive a +2 bonus to his Appraise checks when used to evaluate the worth of an item made from precious metal. When appraising anything else, they suffer a -2 penalty.
  • By simply examining an item made from precious metals, these characters can sense if it has magical properties. Any attempt to do this requires the character to make a successful saving throw vs. breath weapon. If the roll succeeds, the results are just as if the character had cast a detect magic spell on the object.
  • Impilturans radiate such an aura of confidence and leadership that the Morale rating of any allies within 25 feet of their location is increased one step.
  • Whenever attacking a dragon with a melee weapon, the dragonslayer’s Strength and magical bonuses are doubled for both attack and damage rolls. These benefits apply only to dragons in their true form, not to those who have assumed human or other shape.
  • Dragonslayers can issue a mortal challenge to any dragon simply by bellowing their threats to the sky; the dragonslayer must fight alone for the challenge to work. Magic resistance provides the dragon with no protection; if it fails a saving throw vs. death magic, it must land and engage the dragonslayer on the ground. However, cowardly dragons may still choose to fight their foes on home terrain; a dragon that fails its saving throw against a mortal challenge may still retreat to fight in its lair.
  • Dragonslayers suffer less damage from dragon’s breath weapons, both because they can anticipate the moment when a dragon chooses to use one and because they know the best countermeasures to avoid harm from each one (grounding, wetting clothes, holding one’s breath, and so on). On a successful saving throw vs. dragon breath, dragonslayers suffer only one quarter damage. Even a failed result means only one half damage to these warriors.
  • As part of the dragonslayer’s natural confidence, he receives a +2 bonus on saving throws vs. dragon fear.
  • The dragon slayer is accompanied by a mount of heroic proportions, either a war horse or a flying mount. As long as the slayer is with it, the mount receives the same fear immunity, attack bonus, and breath weapon defense as the dragon slayer.
  • 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 (3x damage).
    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 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.
  • All berserkers have the ability to “go berserk,” to enter into a wild frenzy that increases their effectiveness in battle. The frenzy is not automatic; the character cannot turn it on at will. A berserker must spend one round working himself into a frenzy, during which he can take no other action. At the end of the round, the berserker makes a saving throw vs. death magic. If the save is successful, the character reaches the berserk state. If failed, the character has not managed to reach the wild mental state needed to go berserk. He can continue making attempts for up to ten consecutive rounds. At the end of the tenth round, the character automatically succeeds. As soon as the berserk rage ends, all powers gained (increased Strength, hit points, armor class and charm resistance) vanish. The berserk state has several benefits:
    • The berserker’s Muscle score increases by 2 points (18). The character gains all bonuses (attack, damage, weight allowance, etc.) for his increased Strength.
    • The berserker instantly gains two additional hit points for every level (+8 hit points). The hit points gained do not heal existing wounds; they are simply added to the character’s current
      total. All damage suffered is taken from the temporary hit points first. Only after all these hit points are lost does the character suffer actual wounds.
    • The berserker’s base armor class improves by 1 for every level of the character, to a maximum of AC 20 (+4 AC). This adjustment is to the character’s normal unarmored rating. A 5th level berserker fighting without armor would have an armor class of 5. This armor class adjustment can be combined with modifications for Dexterity, magical items, spells, and shields. This bonus does not apply if the character is wearing armor. In this case, the armor’s AC is used, not that created by the berserk fury.
    • While berserk, the character gains a +2 to all saving throws vs. charms or mental-
      based attacks.
    • Once a character goes berserk, he must enter melee combat with the enemy. Though the berserker can pick and choose his targets, he cannot hang back from battle. If he does, the berserk fury leaves him within two rounds.
    • Once in combat, a berserk character cannot change opponents until the current foe is either slain or flees and cannot be pursued. The restriction on changing opponents applies only after the berserker has actually entered into combat. If not actually engaged in melee, the character can move and attack whomever he chooses.
    • Once a berserker has entered his battle fury, he cannot retreat from combat without breaking the delicate psychological state that generates his power. If the berserk character withdraws from combat, routs, or is forced to retreat, the berserk fury immediately ends.
    • Going berserk is a voluntary action; the player can choose to end it at any time. (It can also fail involuntarily should the character fail to enter combat or retreat from battle.) However, berserking can be physically draining. The character can only remain berserk for a number of rounds equal to his Fitness score. If he has not ended the rage before before this time, it instantly ceases. As soon as the character stops being berserk, he must make another saving throw vs. death. If the saving throw is successful, the character is unaffected by his fury. Should he fail the saving throw, the berserker is immediately drained and exhausted. The character’s Strength (both Muscle and Stamina) is reduced by 5 (from its normal non-berserk state) and remains reduced until the character has time to rest. Strength recovers at the rate of 1 point per turn of rest. The character cannot again attempt to go berserk until his Strength has returned to its normal level.
  • A berserker can shapechange into a wolf once per week. The berserker’s hit points, THACO, number of attacks, and saving throws remain unchanged. However, the berserker gains the movement, armor class, and damage of a wolf (MV 18, AC 13, Damage 2d4). The character receives no bonuses for Strength and cannot go berserk while in wolf form. The character can understand human speech, but cannot communicate back without magical means. He can understand and speak the language of wolves while shapechanged. This knowledge is lost upon transforming back. The transformation takes one round to effect and the berserker’s clothes are gear are not transformed with him.
  • Breath stun: Aimed at the dragon’s gullet, this attack tries to disable a dragon’s breath weapon. It is made at a -4 penalty. If successful, the dragon takes damage and cannot use its breath weapon for 1 round per point of damage inflicted.


  • Dragon slayers must earn an extra 10% experience to advance a level, above the normal requirements of their class.
  • These characters cannot allocate proficiency slots to skills beyond those needed to purchase them in the first place. Additional slots cannot be used to increase the character’s chances of success with the skill. This applies to weapon specialization and style specialization, as well as improving non-weapon proficiencies.
  • No spellcaster from Impiltur can cast spells that affect the minds or emotions of others and that all spells from the Enchantment school or Charm sphere are forbidden. This prohibition extends even to magical items, so no Impilturan is able to employ a ring of human influence or drums of panic or similar items.
  • A dragonslayers’ squires and companions are magically affected by the dragonslayer’s aura. If they enter combat with a dragon at the dragonslayer’s side, they suffer a -2 penalty to AC for the duration of the combat, as the dragon furiously seeks to knock them aside to concentrate on its primary foe—the dragonslayer. For this reason, most dragonslayers work alone.
  • A dragonslayer may never attack to subdue nor work with those who do. He is obliged to meet any attempt to do so with force. Showing mercy to a dragon under any circumstances results in the loss of all kit bonuses and makes the former dragonslayer an ordinary member of his class. Good-aligned dragons are no exception to this rule. Their training and dedication means dragon slayers often abandon other activities to engage dragons over other foes at the first reasonable opportunity.
  • The enmity that exists between dragon slayers and dragons gives dragon slayers a -4 penalty on all encounter reactions with dragons.

Advancement Notes

Armor Allowed: Any Armor or Shields.

Weapons Allowed: Any Melee weapons, dart, hand crossbow, short bow, sling.

  • When an Impilturan advances to a new level of experience, the player rolls a 20-sided die. If the result of that roll equals or exceeds the Leadership score of the character, this ability increases by 1 point. In time, such a character’s Leadership could rise as high as 21.
  • Your tiefling heritage makes you unnaturally tough. You gain 1 additional hit point per level.
  • 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. At 13th level and up, they can make 2 attacks per round.
  • 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). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).
  • The dragonslayer can perform special quests every level after 3rd to increase the enchantment of his dragon cloak. In no case will the enchantment increase by more than +1 during a level, and it will never increase beyond a cumulative +5 bonus against dragons.
  • As part of the dragonslayer’s natural confidence, he receives a +1 bonus on saving throws vs. dragon fear. As he increases in experience, this bravado swells, and the bonus increases by 1 for every three levels of ability.
  • Any time the dragonslayer would gain a weapon proficiency, he may choose to spend a weapon proficiency slot to learn one of the following special attack forms. They can be used only against dragons. All of these attacks must be announced at the beginning of the round that they are made.
  • The berserker can shapechange into a cave bear at 7th level. The berserker can assume bear form (and change back again) once per week. While in bear form, the berserker retains his hit points, THACO and saving throws. In bear form, the berserker moves 12, has an armor class of 14, and can make 3 attacks per round. These attacks do 1d6/1d6/1d8 points of damage. If either paw hits with a roll of 18 or better, the berserker can hug for an additional 2d12 points of damage.
  • Berserkers attract followers upon attaining 9th level. Those willing to serve the berserker are few, but noteworthy. The berserker will attract 1d4+1 heroes. These followers are fanatically loyal to the berserker, willing to stand by him even to the death.
  • 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. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected).
  • 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. They are generally loyal to him, but a wise thief is always suspicious of his comrades. All such followers will be members of the Thief class (though this may be combined with other classes appropriate to the follower’s race).
  • The berserker can shape-journey (hamfarir) at 12th level. A shape-journey is when the character sends his spirit out into the world in the form of an animal, typically a raven, wolf, bear, or bull (but never as a horse). To shapejourney, the berserker must place himself in a deep trance. During the shape-journey he cannot be disturbed and is not aware of events around him. One turn after entering the trance, the berserker’s spirit form appears within 100 yards of the character. After this, the spirit form can move any distance from the character. This spirit form is always that of an animal.


  • Worthy of Vengeance
  • Blue Dragonhide Cloak (+1 AC, +2 vs. Dragons)
  • Red Steel Spear (counts as magic vs. DR)
  • Medium Dragonhide Shield
  • Blue linen dress
  • Sash
  • Plain Gold Anklets
  • Gold Razor Ring
  • Lock Picks
  • 1 flask Greek Fire
  • “Mfara Prifamfa” (literally ‘my boyfriend’): Paladin’s Warhorse (+2 Int, +2 Hit Dice, +3 speed, morale 20)
    • Riding Saddle, Horseshoes, Bit & Bridle

24 sp


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