Karthon salaiset

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Versio hetkellä 20. tammikuuta 2008 kello 15.12 – tehnyt KoneV (keskustelu | muokkaukset)
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Karthon


Tausta:

Karthon seikkaili nuorena fey-partyssä ja harrasti perinteistä luolastojen putsausta. Ohessa he pelastivat myös porukkaa (joista pitivät) julmilta kohtaloilta tai ryöstelivät rikkaita ja ärsyttäviä tyyppejä.
He tapasivat tyypin, joka oli tehnyt oman planensa ja kaipasi sinne vähän järjestystä. Porukka hajaantui ja osa jäi primelle, kun muut menivät hallitsijoiksi ja järjestyksenvalvojiksi. Planella meni ihan hyvin, ja porukka alkoi toivoa sen nopeampaa laajenemista, joten Karthon lähti kavereidensa kanssa etsimään jotain toista tyyppiä, jolla olisi oma plane ja joka haluaisi tehdä yhteistyötä.
Planen omistaja löytyi, mutta yhteistyö ei kelvannut. Karthon vietti jokusen vuoden hankkiessaan tyypin luottamusta ja todettuaan, että tyyppi ei silti voisi suostua planejen yhdistämiseen, hän tappoi omistajan ja niinpä planet yhdistettiin.

Plane on olevinaan lawful neutral. Mitään tarpeetonta pahaa ei aiheuteta, mutta tietyn rotuista porukkaa (feyt, haltiat, monet psioniset rodut, jne.?) suositaan, koska he vain ovat parempia. Orjarotujakaan ei täysin syrjitä; jos sieltä nousee joku lahjakas/älykäs/kyvykäs yksilö, hänet otetaan kyllä mukaan "kunnon" kansan pariin. Orjiakin koitetaan kohdella suhteellisen hyvin ja tasapuolisesti (ainakin muihin orjiin nähden); ovathan hekin henkilöitä.

Planen neuvosto teki sopimuksen Asmodeuksen (JanneF) kanssa, että kunhan tarpeeksi orjien sieluja päätyy helvettiin, he saavat 10 Hellfire engineä käytettäväkseen ja sata lahjusorjaa jne.
Samoin hyvisten kanssa halutaan sopimus, jotta tasapaino säilyy. Tehdään tietysti suunnitelma, että mitä jos helvetintulenkoneille tapahtuu jotain odottamatonta tai jos ne tekevät jotain odottamatonta.

Karthon alkoi käyttää nykyistä nimeään, kun muuttui kyborgiksi.

Faerunissa lawful good -valta korruptoituu lawful eviliksi, ja lopulta taivaalta alkaa sataa demoneita (chaotic evil). Karthonin mielestä se on mielenkiintoista, ja hommaa pois haluavat kaverinsa, tarpeeksi maksamaan kykenevät henkilöt ja muita tarpeeksi mielenkiintoisia ja suhteellisen vaarattomia tyyppejä omalle planelleen turvaan.
Seuranta jatkuu. Odotellaan homman hälvenemistä ja seurataan, miten vakava soppa on syntymässä. Kaikki lawfulit liittoutuvat hirveää kaaosta vastaan. Demonien virtaa ehdytetään tuhoamalla helvetin tasoja ja omituisten demonien virtaa tuhoamalla varjotaso. Mielenkiintoista, voisiko tämä jotenkin vaikuttaa omaan tasoon? Pistetään maagit tutkimushommiin. Onko Toril menossa siihen suuntaan, että siitä ei jää mitään jäljelle, vai valloittavatko paholaiset sen (mitä sitten tapahtuu?) vai jääkö siitä jotain hyödyllistä jäljelle? Olisiko mitään ideaa vallata prime?
Kummallisten otusten alkuperä selviää: toisesta kosmologiasta! Ihmeellistä, mitä nyt tehdään? Ovatko hyökkäämässä kaikkialle, muillekin tasoille? Se ei ehkä olisi kivaa, mitä tehdään?


Karthon
Oikea nimi (jota ei ole käyttänyt pitkään aikaan): Aaloi Giilinel

(Korvataan kursivoidut jollain muulla (kyberillä), korjataan lihavoidut?)
Sprite, Pixie (MM) !
Small Fey
Speed: 20 ft., fly 60 ft. (good)
Natural Armor: +1
*Special Attacks*
-Spell-like abilities: 1/day--lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only). CL 8th
-Special arrows (Ex): Memory loss: An opponent struck by this arrow must succeed on a Will save or lose all memory. Charisma-based with a +2 racial bonus. Sleep: An opponent struck by this arrow must succeed on a Fort save or be affected as though a sleep spell (with no HD limit). Charisma-based with a +2 racial bonus

  • Special Qualities*

-Damage reduction 10/cold iron
-Greater invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action
-Low-light vision
-Spell resistance 15 + HD
Abilities: -4 Str, +8 Dex, +6 Int, +4 Wis, +6 Cha
Skills: +2 Listen, Search, Spot
Bonus Feats: Dodge, Weapon Finesse
Automatic Languages: Common, Sylvan
Bonus Languages: Elven, Gnome, Halfling
Favored Class: Sorcerer
Alignment: Always neutral good (?)
LA: +4 (?)


Kamalista:
Kyborgi -> DR, SR, energy resistance, loitsut eivät vaikuta tms., armor AC, kristallipaikat "aseille" ja "panssarille", elemental body? (Korvaa jotain pixien ominaisuuksia.)
Kyberkäsiä voi venyttää reachin lisäämiseksi, mutta damage kärsii vähän?
Regeneraatio?
"asekristalli", jolla saa tehtyä sneakkia kasveihin, elementaaleihin, mönjiin jne. (jatke demolition- ja truedeath-kristalleille)
Ring of magnificence +10?
Monk's belt (kasvaako unarmed damage tasolle "25"? Yläraja on tasolla 20.)
Joku näköesine (true seeing, see invisibility, low-light, darkvision, blindsight,identify jne.) Kybersilmät!
Joku suojausesine (ts. joku wand, josta saa haluamansa suojausloitsun vaikka muutaman kerran päivässä)
Bracerit, joista unarmed damage kasvaa colossaaliseksi tms. ja damage lisääntyy muutenkin (bracers of mighty fists)
Hanskat, joista lähtee energialämää
Resistance-viitta, Mantle of great stealth (vastaava, +30 hide / move silently, total concealment)
Popot, joissa Freedom, haste, flawless stride (Scout), Boots of swiftness?
Ring of protection +10?
Reroll-amuletti (monta rerollia!)
Skill-equja? (Haa, kyberraajoihin voisi saada ties mitä skill-bonuksia)
Planenvaihtoesine (jonkin sortin Gate Key?)
Ioun stone: AC, sustenance
Haversack, seikkailijakamaa, reikä
Trinket of trickery (?)
Dead magic zonea aiheuttava kivi, joka on aina kentän estävässä erikoislaatikossa.


Kykyehdokkaita:

Ascetic Rogue

Greater Ascetic Rogue: munkki- ja rogue-levelit stackaavat sneakin suhteen!

Darkstalker (mutta hahmolla ei ole HIPSiä)

Improved Unarmed Strike [General]
You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Combat Reflexes [General]
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15.
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Improved Two-Weapon Fighting [General]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Superior Unarmed Strike (ToB) [Improved Unarmed Strike, base attack bonus +3]
You deal more damage with your unarmed strikes as shown on a table in the Tome of Battle. If you are a monk, you instead deal unarmed damage as a monk four levels higher.

Deft Opportunist (CAd) [Dex 15, Combat Reflexes]
You get a +4 bonus on attack rolls when making AoO:s.

Improved natural attack

Large unarmed damage.

Improved Trip [General]
Prerequisites: Int 13, Combat Expertise.
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.

Stunning Fist [General]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Versatile Unarmed Strike (PH2) [Improved Unarmed Strike] (F)
As a swift action you can default for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage.

Blind-Fight [General]
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Close-Quarters Fighting (CW) [Base attack bonus +3] (F)
You can make an AoO when someone tries to initiate a grapple with you if you are not flat-footed, and even if the attacker has an ability to start a grapple without provoking AoO:s. Any damage you deal with your AoO applies as a bonus to the ensuing grapple check (if any) you make to avoid becoming grappled.

Pulverize Foe (CoR) [Str 15, base attack bonus +6, proficient with bludgeoning melee weapon] (F)
If you hit the same foe more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.

Skewer Foe (CoR) [Str 15, base attack bonus +6, proficient with piercing melee weapon] (F)
If you hit the same foe more than once in a single round with a piercing melee weapon, you deal an extra 1d6 points of damage with each hit after the first.

Epic Dodge
Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature. Once per round, when struck by an attack from an opponent you have designated as the object of your dodge, you may automatically avoid all damage from the attack.

Leadership, epic leadership?

Improved Ki Strike [Epic]
Prerequisites: Wis 21, Ki strike (adamantine).
Your unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

Improved Low-Light Vision [Epic]
Prerequisite: Low-light vision.
The range of your low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects. Stackable.

Improved Sneak Attack [Epic]
Prerequisite: Sneak attack +8d6.
Add +1d6 to your sneak attack damage. Stackable.

Perfect Two-Weapon Fighting [Epic]
Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.
You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

Spellcasting Harrier [Epic]
Prerequisite: Combat Reflexes.
Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

Two-Weapon Rend [Epic]
Prerequisites:Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.
If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 ½ times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

Vorpal Strike [Epic]
Prerequisites: Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine). Your unarmed strike is considered to be a slashing vorpal weapon. (At your option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn’t stack with similar abilities

Keen Strike [Epic]
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, ki strike (adamantine). Your unarmed strike has a critical threat range of 18-20 and deals slashing damage (at your option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand your unarmed strike’s threat range.

Improved Critical [General]
Prerequisite: Proficient with weapon, base attack bonus +8.
When using the weapon you selected, your threat range is doubled. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.