Twilight Isles – Ahriman Malchior, Level Two Thunder Dwarf

   Here we have a possibly-temporary replacement character. Ysmir has – thanks to the massed efforts of the parties various spellcasters, a magical storm, and a near-suicidal self-sacrificing tactic, been transformed into a giant, firebreathing, magic-resistant, snake-monster. The party does have a plan to try and change him back – but at the moment, the player needs another character, and would like to try a Thunder Dwarf.

   Thunder Dwarf Racial Summary (+0 ECL Race)

  • May use Charms, Talismans, and up to four character points worth of Relics.
  • +2d8 bonus level one hit dice.
  • 60′ Darkvision
  • All their spells with non-instantaneous durations last for twenty-four hours.
  • +4 bonus on saves against Poison, Sleep, Paralysis, and Stunning effects.
  • Eat, sleep, drink, breathe, and age, at only one-half the usual rate.
  • Automatically gain Create Item (select type) with Harvest of Artifice, Specialized/only usable to create items related to their elemental theme.
  • +1 bonus to their effective Wealth Level.
  • Universal (affects both physical and energy attacks) DR 3/-.
  • Are always tied to a specific “Thunder” – one of the eight (Fire, Earth, Water, Air, Spirit, Life, Death, and Magic) elemental powers of the Twilight Seas. Which is determined at birth.
  • May invoke their affinity eight times per day, producing an effect based on that element of up to three, binding such a spell into a potion or talisman triggered by some simple action for later use at the cost of (Spell Level x Caster Level x 2) XP and having to find the right ingredients, or invoking a defensive or self-enhancing effect based on the element of up to level two as a swift action.
  • Can sense and analyze items and occult energies within their elemental affinity.
  • Gain a +4 bonus on checks closely related to their elemental affinities – appraising or crafting an appropriate item, searching for a relevant effect, or trying to analyze an appropriate magic.
  • Can communicate with elemental spirits of the appropriate type.
  • May inflict 1d6 lethal damage unarmed and are never considered unarmed.
  • Other abilities depending on elemental affinity – including a couple of minimim attributes. If the initial value is below the one listed, raise it to the listed value.
Base 20 16 NA Special Abilities
Air Dex Cha +2 Acrobatics with Light Foot, +4 Improved Initiative, Takes no damage from falls.
Earth Str Con +6 No additional special abilities.
Fire Dex Int +2 Fire Resistance 30, Produce Flame at will, Improved Initiative +4, Lunge (+5′ Reach).
Water Con Str +4 Swim 30′, Elemental Resistance 5.
Spirit Wis Cha +2 Spirit Sight, Spirit Speech, Witchcraft I and access to The Shamans Way magical path.
Life Cha Con +2 Improved Healing Touch with Switch, Negative Energy Resistance 12/+4 on relevant saves.
Magic Int Dex +2 +2d6 Mana, Rite of Chi with +4 Bonus Uses.
Death Con Str +4 +4d6 Sneak Attack.

   On the downside:

  • Local environmental conditions affect their moods and general condition.
  • They must make fortitude saves against Dispel and Anti-magical effects to resist being stunned for 1d4 rounds.
  • They are easily detected by senses such as Detect Magic or elemental detections.
  • -10 base movement. This is not cumulative with the effects of armor and encumbrance.
  • Can only tolerate carrying (Con) “points” worth of standard magic items. The value of any given item is up to the game master. As a rule, low-level single-charge items are little trouble (several to the point), spell storing items are only moderately troublesome (1-2 points), and permanently-active personal enhancement items are very troublesome (2+ points)). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).

   Now, Ahriman is supposed to be a recent graduate of the dwarvish military academy – a steady warrior who can assist his companions and who

   Ahriman Malchior

   Affinity: Earth. Minimum Str 20, Minimum Con 16, +6 Natural Armor.

  • Disadvantages: Compulsive (Hates to let an enemy escape), Irreverent, and Unluck (+10 CP).
  • Duties: Assigned to this trip by Parliament, on active service in the Thunder Dwarf military +2 CP/Level) (+2 CP).
  • Total available character points: 72 (Level Two Base) + 10 (Disadvantages) +4 (Duties) + 6 (Level One Bonus Feat) = 92.

   Basic Attributes: Str 20/+5, Dex 16/+3, Con 16/+3, Int 17/+3, Wis 14/+2, Cha 14/+2 Originally rolled 14, 16, 10, 14,11, 17.

Base Power 7, Base Spell Points 5, Personal Mana 6 (Spell Enhancement Option).

   Basic Purchases (56 CP):

  • Proficient with All Simple and Martial Weapons (9 CP) and Light, Medium, and Heavy Armor (24 CP).
  • +10 Skill Points (10 CP).
  • Total: 10 (CP Spent) + 15 (Intelligence) = 25.
  • +2 on Reflex and Fortitude Saves (12 CP).
    • Totals: Reflex +5 (+3 Dex +2 Purchased), Fortitude +5 (+3 Con +2 Purchased), Will +2 (+2 Wis).
  • 2d10 Hit Die (12 CP). Hit Points 19 + 16 (Racial) +12 (4x Con Mod) = 47 HP.
  • BAB +3, Corrupted/does not add to iterative attacks (12 CP).

   Special Abilities (34 CP):

  • Auras (34 CP): Ahriman can draw power from the energies of the earth beneath him to create a variety of “Auras” – effects equivalent to relatively minor spells. Unlike such spells, an aura automatically affects up to eight targets within sixty feet.
    • Path of the Dragon/Shaping (4 CP), Pulse (4 CP), and Heart (12 CP), Specialized and Corrupted (only produces a very limited list of effects, some of which are selected by the game master, effects have no duration once he stops generating them). Specialized for double effect, corrupted to reduce cost, covers second level effects)
    • Reflex Training (6 CP): May activate one aura per round as a free action.
    • Area Metamagic (Specialized and Corrupted/Only for use with his Auras, and thus only for one effect at a time, 2 CP).
    • Streamline (Specialized and Corrupted/Only for Area Metamagic, only for use with his Auras, +3 levels to give all his effects the ability to affect up to eight targets, 6 CP).
  • Ahriman gets three effects chosen by the game master to suit the local magical conditions and (1 + Int Mod + Level) other effects. He may opt to drop an old effect and select a replacement each time he goes up a level as well as adding a new one. Such effects are equivalent to second level spells (he started with first level spell effects). In general, only continuous effects are eligible. His current Auras include:
    • Resistance 10 to any one energy type chosen when the aura is activated.
    • Fast Healing I, to a maximum to total of sixty points per day per target.
    • Weapon Infusion: Target’s mundane weapons gain a +2 Enhancement bonus.
    • A +6 Shield bonus to AC.
    • Dr 10/magic.
    • Haste. +30′ Movement, +1 AC, +1 Attack at full BAB when making a full attack.

   Unfortunately, there’s no way to quite finish up this character yet; the player hasn’t yet provided any notion of what sort of skills, martial arts, or weapons the character would favor.


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