Tarlin Malority, Death-Affinity Thunder Dwarf

   Here we have another character for the Twilight Isles campaign – in this case one Tarlin Malority, a Thunder Dwarf with the Death affinity.

   That isn’t a common affinity. Dwarven mothers and midwives do their best to avoid having a child born when the magical tides of death are dominant, and their spells and devices are quite efficient – but the powers of death are the powers of disruption, decay, destruction, and chaos – and when those powers are dominant, even the best spells and magical implements will sometimes fail.

   Like most children with the death affinity, Tarlin spent his early childhood isolated from others. While the control needed to focus their inborn power into major elemental magics takes time to develop, their lesser affinity powers need no such development – and the ability to kill with a touch is no blessing in a child too young to control themselves.

   As an adult, Tarlin – like many another isolated child of death – drifted towards the darker fringes of society…

   While the player hasn’t finished his background yet, Tarlin – apparently working as an assassin – found it wise to take an extended vacation, somewhere very far away. Fortunately, his powers made it easy to slip aboard a ship and remain almost ignored for some time.

   Unfortunately, that trip left him stranded on the tiny island of Valear – a place too small for even his powers to keep him unremarked for long if he got up to anything much. Sadly, however, it has begun to look like he has little choice about getting involved.

   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 minimum 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.
  • They 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).

   Personal Information:

  • Disadvantages: Healing Resistant (not uncommon amongst those with a death affinity), Valuable (there are some rewards out on Tarlin), and Hunted (by people seeking those rewards), for a grand total of +10 CP.
  • Duties: Tarlin, as isolated from his people’s culture as he is, has rejected the Thunder Dwarves (rather loose) mainstream religion in favor of mysteries of the Cult of Haerun, God of Trickery and Concealment – one of the numerous minor faiths of the Shadow Elves. That’s a tricky faith to join, since the cult only accepts those applicants who can pass their tests and make a serious commitment to the faith – and does not explain exactly what sort of commitment a would-be member is making until AFTER the applicant has sworn some rather binding oaths. Followers of Haerun regard disguises, thievery, and assassination as excellent tools and are obliged to:
    • Maintain the secrecy of the faith.
    • Deal fairly with allies.
    • Refrain from the use of summoning magic and the creation of undead.
    • Only tolerate the undead if there is no other practical choice.
    • Collect religious artifacts of the Ancient Gods (preferably by adventuring or theft).
    • Oppose, and – if possible – destroy, the Lord of Treachery and his followers.
    • Share new discoveries, knowledge, and magics, with the other members of the cult.
    • Encourage the expansion of the Faith, preferably beyond the bounds of the Twilight Seas.
    • Refrain from the use of encumbering armor; agility is far more valuable.
  • Restriction: Tarlin, personally, has renounced the use of weapons – believing that stealth, and the power of his deadly touch, are far superior to such things.
  • Total Available Character Points: 96 (Level Three Base) +10 (Disadvantages) +6 (Duties) +3 (Restriction) +12 (Level One and Level Three Bonus Feats) +2 (Experience) = 129.127 Spent. As a Twilight Isles character, Tarlin isn’t subject to the restrictions of the adventurer template, and so can spend his points however he pleases – no matter how overspecialized or unbalanced that may make him. Of course, in the Twilight Isles, you’ll generally need every edge you can find.

   Basic Attributes: Strength 16/+3, Dexterity 18 (20, Wealth)/+5, Constitution 20/+5, Intelligence 14/+2, Wisdom 15/+2, Charisma 12/+2. Rolled Stats 09, 09, 12, 14, 15, 16, 18.

   Base Power 6, Base Spell Points: 6, Personal Mana: 5 (13 total).

   Basics (30 CP)

  • Saves:
    • Fortitude +2 (Purchased, 6 CP) +5 (Con) +1 (Resistance) = +8
    • Reflex +0 (Purchased, 0 CP) +5 (Dex) +1 (Resistance) = +6
    • Will +2 (Purchased, 6 CP) +2 (Wis) +1 (Resistance) = +5
      • +4 racial bonus on saves against Poison, Sleep, Paralysis, and Stunning effects.
  • Hit Dice: L1-3: d10 (10, 8, 9, 18 CP), +2d8 Racial (16 HP).
    • Hit Points: 43 + 25 (5x Con Mod) +6 (Wealth) = 74.

   Combat Information (18 CP)

  • Proficiencies: Light Armor (3 CP).
  • Armor Class: 10 (Base) +6 (Armor, a concealed chain shirt with +2 wealth bonus, no armor check penalty) +5 (Dex) +4 (Natural) 2 (Deflection) = 27.
  • Move: 20′ (50′ with Personal Haste)
  • Initiative: +5 (Dex).
  • BAB: +0 (0 CP).
  • Preferred Weapons:
    • Hand to Hand: +8/+8 (+3 Str +3 Martial Arts +2 Wealth), 1d6 (base) +5 (+3 Strength +2 Wealth) +12d6 Sneak Attack (4d6 Racial, 2d6 Martial Art, 4d6 Purchased, 2d6 Domain), Crit 19-20/x2. Five Attacks of Opportunity.
    • Thrown Small Object +7/+7 (+5 Dex +2 Wealth), 1d8 (base) +5 (+3 Str +2 Wealth) + 10d6 Sneak Attack within 30′ (4d6 Racial, 4d6 Purchased, 2d6 Domain), Crit 19-20/x2, 80′ range increment.

   Special Abilities (61 CP):

  • Wealth Level/Affluent (Wealthy after racial bonus) (6 CP): May use seven charms and three talismans, +2 to Diplomacy, Gather Information, and Intimidate, masterwork tools and references are presumed available. His “weapons” gain +2 wealth bonuses and are considered to be adamantine. The secret patronage of his god improves his training bonuses to the Imperial level (+2 SP, +2 HP, and +2 CP per level gained at this wealth level, +2 wealth bonus to any one attribute).
  • Augment Attack/+4d6 Sneak Attack (12 CP).
  • Reflex Training/Three Actions per Day variant (6 CP).
  • +2d6 Personal Mana, Corrupted/only for use in Spell Enhancement with a limited set of his spell racial spell conversion effects (the ability to invoke effects) (8 CP)
  • Rite of Chi with +2 Bonus Uses, Specialized and Corrupted/requires ten minutes and the performance of a ritual prayer and minor offering to Haerun to perform, only usable to regain mana, will only work if performed in private (3 CP).
  • Channeling/The Path of the Hand of Darkness: May expend a daily use of Channeling to invoke Shadowmastery (create sphere of darkness in which the user has shadowsense), Fearspeaker (gain frightful presence), and The Dark Veil (may erase memories of yourself) (18 CP).
  • Clerical Spellcasting Package, Level One (10 CP):
    • Daily Spellcasting: 3x L0 Spells, 2x L1 Spells, L1 Domain Spell.
    • Domain Spell Slots: Currently a L1 spell slot, see above.
    • Spell Conversion to Harming Spells (Currently Inflict Minor Wounds, Inflict Light Wounds)
    • Thievery Domain: Grants +2d6 Sneak Attack. L1; Personal Haste, L2; Knock, L3; Shrink Item, L4; Tricky Fingers (Skill Mastery/+10 Competence Bonus to thief skills).
    • Trickery Domain: Grants +2 Bluff, Disguise, and Hide. L1; Disguise Self, L2; Invisibility, L3; Non-Detection, L4; Confusion.
      • Tarlin usually carries Detect Magic, Read Magic, and Resistance as his L0 spells, along with Personal Haste and Shield of Faith as his L1 spells. Since they last all day for him, he usually casts them all in the morning…

   Skill Points: 12 (Intelligence) +18 (CP) +6 (Wealth) = 36.

Skill Base Att Bonuses Net
Balance 1 +5   +6
Bluff +2 +2 Do +4
Climb 1 +3 +2 MW +6
Diplomacy 1 +1 +2 We +4
Disguise 2 +1 +2 MW +10 Vapors +2 Do +17
Escape Artist 2 +5   +7
Gather Information 1 +1 +2 We +4
Hide 5 +5 +2 MW +4 Cloak +2 Do +18
Intimidate 1 +1 +2 We +4
Jump 1 +3   +4
Knowledge/Arcana +2 +4 Scroll +6
Knowledge/Religion 2 +2   +4
Listen 1 +2   +3
M.A. Shadow Fang 6 +5   +11
Move Silently 4 +5   +9
Open Locks 1 +5 +2 MW +8
Spot 2 +2   +4
Survival 1 +2   +3
Swim 1 +3   +4
Tumble 2 +5   +7
Use Rope 1 +5 +4 Rope +10

   +2 MW refers to the availability of Masterwork Tools and References, as per his wealth level.

   Martial Art: Shadowfang (Dex)

   Based on quick, darting, strikes, Shadowfang specializes in precise strikes to vital locations – preferably baffling the defender with a series of feints and concealed movements. Advanced students will usually employ a cloak, trailing sleeves, or some other piece of dark cloth or clothing to further confuse the issue. At its most advanced, the school focuses on evading attacks with agility, rather than attempting to meet them with raw power.

  • Requires: Natural Weapons of 1d6 or more or equivalent point buy.
  • Basic Techniques: Attack 3, Defenses 2, Power 3, Strike, Synergy: Move Silently
  • Advanced and Master Techniques: Sneak Attack III, Combat Reflexes
  • Occult Techniques: Inner Strength, Ki Block, Light Foot, and Serpent Strike
  • Known Techniques (6): Attack 3, Sneak Attack II, Combat Reflexes.

   Magical Equipment:

  • Relics:
  • The Favor of the Dark God (1 CP Relic):
    • This curiously-twisted iron amulet is said to be a congealed drop of the molten blood of Haerun himself, and to carry a touch of his blessing.
    • Luck with +8 Bonus Uses, Specialized/for Saving Throws only, Corrupted/the user must attune it with his or her own character points and must be a follower of Haerun – or have successfully stolen the talisman from it’s previous owner – to use it (6 CP).
  • The Guard of Shadows (1 CP Relic):
    • This simple eyepatch is made of insubstantial shadows, and does not actually block the wearer’s vision. Instead, it draws around him a slight veil of ancient shadow, concealing his or her spells – or at least those which draw upon the power of Haerun – within the bottomless wells of night.
    • Immunity/Dispelling and Antimagic (Common, Major, Great, Specialized and Corrupted/only protects clerical spells granted by Haerun which are cast by the user upon his or her person, the user must attune it with his or her own character points, 6 CP).
  • Charms (7):
    • Elfin Cloak. Provides +4 to Hide.
    • Elfin Rope. Light, strong, unties on command, and a +4 to Use Rope.
    • Fireworks Pouch. Supplies up do 20 small fireworks per day.
    • Foothold Boots. Provides a momentary foothold three times per hour.
    • Lore Scroll. Provides Knowledge/Arcana 4.
    • The Ocean’s Arms. Provides floatation.
    • Vanishing Cloak. Provides a few moments of invisibility four times per day.
  • Talismans (3):
    • Merasian Vapors. +10 to Disguise.
    • Bracers of Hurling. May throw small objects as if they were thrown from a light crossbow.
    • Stone of Sustenance. May go without food, drink, or rest, for up to four weeks – but must make up for it afterwards.

   As usual for the Twilight Isles, Tarlin is a low-level powerhouse – although a lot of his abilities, also as usual, won’t improve all that much with level. Of course, in the Twilight Isles, the characters are expected to find a way to handle whatever comes along – even if that is (at the moment) leading the fight against multiple undead armies.

One Response

  1. […] Tarlin Malority, a Thunder Dwarf. As a resident of the Twilight Isles, Tarlin gets most of his initial powers from his race, but is a minor cleric. […]

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