Ruins of Adventure
Kewth Key Qabl (Worthy of Armor)
A member of "The Amazons", an all-girl adventuring party from the south that has been operating in Phlan for some time.
Kewth (Couth kay Kabal), or ‘Worthy of Armor’ in the Common tongue, is Ronin. According to the laws and customs of her native Turmish, she is no longer ‘worthy’ to bear arms, but such distinctions do not seem to bother the law-givers of New Phlan, which she has adopted as her new homeland, nor does it bother her sisters—‘The Amazons’.
An en-feuded warrior from the exotic land of Turmish, Kewth failed to obey an order from her lord when it went against the teachings of her gods. Kewth follows the gods of old Mulhorand and Unther, once dominant in the south, but declining in favor of newer gods, claiming Ishtar/Inanna, goddess of Love and War as her patron. When her lord demanded that she kidnap the daughter of rival lord to be his wife, she refused, instead warning the lady and her lord, and was ordered by her lord to take her own life in recompense. She fled Turmish, boarding a ship bound for Phlan, where she joined a band of like-minded lady-warriors calling themselves ‘The Amazons’ who were fighting against the monsters in that city on behalf of the city’s Council of lords.
Kewth has strict ideas regarding what constitutes “good” and strives to uphold them at all cost. Regarding the law she is much more flexible—citing the central axioms of her faith ‘All is Fair’ and ‘Love your enemies’ (though love, she reminds people, is often a violent affair). This has, of course, gotten her into trouble in the past and is likely to do so again in the future.
Her closest ‘Sister’ is Battle Cry, from the neighboring kingdom of Hlondath and a servant of Hoar (Assuran as he was referred in the old pantheon) god of Vengeance, who is a close ally and agent of Ishtar and of similar mind.
She’s wearing royal Turmish armor. Her cap is this peculiar piece of headwear that you see a lot in old depictions of Amazons. It’s basically a funnel that you pull hair through on the top, and have out like a ponytail. The laurels of victory are painted onto it. Also, normally she’d be wielding a sword, but since they’re all just roughhousing, I gave her a stick to beat people with.
Alignment: Lawful Good
Religion: Muhorandi Pantheon (Ishtar/Inanna/Isis)
Next Level: 36000
Max Level: Unlimited
|Muscle||17||+1 attack and damage|
- Initiative: -2
- Surprise: +0
- NPC Reaction: +3
Hit Points: 23
Armor Class: 15 (Dex, Scale)
Base Attack Bonus: +4
- Paralyzation/Poison/Death: 9
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 10
- Breath Weapon: 11
- Spells: 12
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Katana||3 / 2 rounds||+7||2d6+5||2d6+5||1||melee||two-handed, sharpened|
|Bokken||3 / 2 rounds||+6||1d6+4||1d3+4||1||melee||two-handed|
|Wakizashi||3 / 2 rounds||+7||1d8+4||1d8+4||3||melee||one-handed, sharpened|
|Scimitar||1||+9||1d8+5||1d8+5||2||10 / 20 / 30||magic, thrown, sever on natural 20|
Thief Skills: (in armor)
Non-Weapon Proficiencies: General, Priest, Warrior
|Modern Languages (Common)||14||Astrology||14|
|Modern Languages (Turmic)||14||Etiquette||16|
|Modern Languages (Sespechian)||14||Intimidation||14|
|Modern Languages (Tharian)||14||Sacred Legends||12|
|Ancient Languages (Mulhorandi)||14||Tactics||13|
|Land-based Riding||17||Time Sense||14|
Blades Broad Group
Two-handed Style Specialization
- 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 paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
- A paladin is immune to all forms of disease. (Note that certain magical afflictions-lycanthropy and mummy rot-are curses and not diseases.)
- A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level (10hp). He can heal himself or someone else, but only once per day.
- A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).
- A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
- A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin’s experience level.
- Turn Undead (as a 3rd-level Cleric)
- The adventurers of the Vilhon Reach are so skillful at predicting the outcome of political struggles, military conflicts, and other contests that they have acquired quite a reputation for soothsaying. This knack gives them a -2 bonus to all initiative rolls.
- Turmishites are from a nation that is generally respected and well-liked, especially their merchants. Turmishites get a +1 reaction bonus when interacting with NPCs. Naturally, this assumes that the character is acting civil, not being rude or not actively participating in some drunken brawl.
- Every suit of armor, shield, and helm are decorated in the distinctive Turmish fashion. Thus, when purchasing their initial armor, its true value is actually an additional 20% of the list price. Still, the character only pays the list price. The additional value comes into play only if the items are being resold or repaired.
- Cultures that favor displays of ornamentation are usually quite impressed by Turmishite armor. With such cultures, a Turmishite gains a +2 bonus on NPC interactions when wearing armor constructed in Turmish. Note that this is cumulative with the base +1 reaction bonus mentioned earlier.
- Turmishite spellcasters are especially skilled at the casting of information-gathering spells. These include the spells of the Divination priest sphere. When they cast these spells, the listed duration, range, and area of effect is increased by half.
- In addition, a Turmishite who uses a scrying device (such as a crystal ball) automatically gains use of clairaudience when using that device. This is in addition to any other abilities the particular magical item possesses.
- Kiai Shout: Once per day per experience level (5/day), the ronin can increase his Muscle score to 18/00. This lasts for one full round, and must be preceded by a loud kiai shout (making it impossible for him to summon this strength silently or stealthily). For that one round, all his hit probability, damage adjustment, weight allowance, maximum press, open doors, and bend bars/lift gates rolls and functions are calculated as if his Muscle score were 18/00. If his Muscle is already 18/00 or higher, he instead gains a +1 bonus to his Muscle score. Any opponents seeing and hearing a Samurai using his kiai shout ability must make immediate Morale Checks.
- While the peaceful and sagacious nature of these characters is impressive, they are not without their weaknesses. The most pronounced of these is a lack of combat experience. The penalty for using a weapon without proficiency increases by 3 for such characters (thus a warrior has a -5 non-proficiency penalty).
- Parties of adventurers outside the Vilhon Reach area that have a Turmishite in their midst cannot be inconspicuous. The face of the Turmishite will definitely be remembered by innkeepers and tavern bartenders. In addition, the companions of the Turmishite are 65% likely to also be remembered by NPCs that they meet. On missions that require stealth, anonymity, or a subdued presence, this drawback can be catastrophic.
- The Ronin has his own great difficulty: He earns experience points at half the normal rate. When the DM awards the characters their experience, the ronin receives only half what he would if he were still a samurai. This particular hindrance goes away when the character once again swears allegiance to a lord and becomes a samurai (of course, once he does so, he is again subject to the whims of his lord).
- Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: He is ever after a fighter. The character’s level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters.
- If the paladin commits an evil act while enchanted or controlled by magic, he loses his paladin status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly requires completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains no experience prior to or during the course of this mission, and regains his standing as a paladin only upon completing the quest.
- A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
- A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.
- A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin’s income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
- A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.
- Any Armor or Shields.
- Any weapons.
- 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).
- A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the Combat, Divination, Healing, Law, and Protective spheres. The acquisition and casting of these spells abide by the rules given for priests. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group.