Tarlin “Magma” Malority, Transformed Thunder Dwarf

   Recently, Tarlin Malority was caught in a massive magical explosion caused by a massive inflow of positive energy and raw magic. He used his death-magic powers to try and survive by holding back his own death while allowing the positive energy to maintain his life and adapt him to his current environment.

   Of course, that happened to be a pool of magma many miles across.

   The experience burned away most traces of his original species, transforming him into a Magma Elemental or “Salamander”. However, it left his determination to do something about Fredronon – who caused the disaster with his reckless magic – quite intact.

The Elementals of the Twilight Isles:

   The elemental creatures of the Twilight Isles tend to be larger and more powerful than those of most worlds; the “elemental planes” are simply aspects of the realms physical structure – which means that elemental creatures are free to draw on those energies as needed. In general, an elemental creature in the Twilight Isles gains:

  • Maximum hit points.
  • +One die base damage.
  • +5/Magic DR.
  • The ability to change their amorphous shapes somewhat. This provides the Amorphous ability, +5′ Reach, the power to engulf people (improved grab to begin, opposed strength checks to break free, does damage each round as per their physical attacks and does not require the elemental’s actions), and the ability to rebuild their structure rapidly, repairing one point of damage per round and slowly restoring body parts. Sadly, these powers cannot be transferred to someone who’s merely hosting an elemental spirit, since they depend on its physical form.
  • The ability to project blasts of their element with a 40′ range increment. These are equivalent to their normal physical attacks.
  • They may invoke an appropriate elemental magical effect of up to level zero (small), one (medium), two (large), three (huge) (etc) up to (3 + Con Mod) times per day with a casting level equal to their hit dice. If they wish, they may maintain a non-instantaneous effect for up to twenty-four hours.
  • They are essentially immortal; disrupting them simply leads to them reforming again some time later – although their soul (if any) may or may not return.
  • They can sense elemental forces within a range of 120′ – or further for really large disturbances.
  • They can be summoned, bound, and banished.
  • They are easily detected by spells such as “detect magic” or elemental detections.
  • They may not, in general, use equipment, including Charms, Talismans, and Relics, and are not affected by Wealth.
  • They’re obvious lumps of elemental matter, don’t fit in socially, cannot disguise themselves, etc, etc, etc…

   Large Magma Elemental (Earth and Fire) Racial Summary:

  • Hit Dice: 8d8 (64 HP)
  • Speed: 30′, Burn through Earth 5′
  • AC: +7 Natural
  • BAB: +6
  • Damage: 2d6 Slam +2d6 Fire plus 1d6 Fire damage per round for 1d4+1 rounds, although this is not cumulative with itself. It will affect anyone who hits them with a natural weapon or otherwise gets into physical contact though.
  • Space/Reach: 5×5/10 ft.
  • Elemental Qualities: DR 5 (10)/Magic, Fire and Earth Immunity, Darkvision 60′, need not eat, sleep, or breathe, immune to poison, sleep effects, paralysis, stunning, critical hits, and flanking. Cold and Water attacks do double damage – although one-half of it is nonlethal damage which can be removed by reheating them.
  • Saves: +6 Fortitude, +4 Reflex, +2 Will
  • Attributes: Str +14, Dex -2, Con +8, Int -4,
  • Skills: (2 + Int Mod) * 11
  • Feats: Select Three (For Tarlin, these have not yet been selected).

   Tarlin Magmaty (Sic) (Basic Version):

   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.

Unfortunately, I don’t have his upgraded sheet handy; ergo some adjustments will need to be made…

  • Disadvantages: History, Valuable (there are some rewards out on Tarlin), and Hunted (by people seeking those rewards), for a grand total of +10 CP.
  • Duties: Tarlin is a priest 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.

   Basic Attributes: Strength 24/+7, Dexterity 16/+3, Constitution 18/+4, Intelligence 10/+0, Wisdom 15/+2, Charisma 12/+1

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

   Basics (30 CP)

  • Saves:
    • Fortitude +2 (Purchased, 6 CP) +4 (Con) +6 (Race) = +12
    • Reflex +0 (Purchased, 0 CP) +3 (Dex) +4 (Race) = +7
    • Will +2 (Purchased, 6 CP) +2 (Wis) +2 (Race) = +6
  • Hit Dice: 27 (L1-3: d10, 10, 8, 9, 18 CP) +64 (8d6 Racial) +44 (Con Mod x 11) = 135

   Combat Information (18 CP)

  • Proficiencies: Light Armor (3 CP).
  • Armor Class: 10 (Base) +7 (Natural) +3 (Dex) = 20
  • Move: 30
  • Initiative: +3 (Dex).
  • BAB: +6 (Racial).
  • Preferred Weapons:
  • Hand to Hand: +16/+11 (+6 BAB +7 Str +3 Martial Arts), 2d6 (base) +7 (Strength) +2d6 (Fire) + 1d6 for 1d4+1 Round (Fire) +8d6 Sneak Attack (2d6 Martial Art, 4d6 Purchased, 2d6 Domain), Crit 20/x2. Three Attacks of Opportunity. 40′ Range increment due to Elemental Blast.

   Special Abilities (61 CP):

  • 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.

   Skill Points: 22 (Racial) +18 (CP) = 40

Skill Base Att Bonus Net
Balance 1 +3   +4
Bluff +2 +2 Do +4
Climb 1 +7   +8
Diplomacy 1 +1   +2
Disguise 2 +1 +2 Do +5
Escape Artist 2 +3   +5
Gather Information 1 +1   +2
Hide 5 +3 +2 Do +10
Intimidate 1 +1   +2
Jump 1 +7   +8
Knowledge/Religion 2 +0   +2
Listen 1 +2   +3
M.A. Shadow Fang 8 +3   +11
Move Silently 4 +3   +7
Open Locks 1 +3   +4
Spot 2 +2   +4
Survival 1 +2   +3
Swim (in Magma) 4 +7   +11
Tumble 2 +3   +5

   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.

   Relics (Sadly, he can’t use these at the moment).

   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 Eye 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).
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