Zaharak The Unburned

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The Wilderlands of Absalom

Zaharak's company had fought the goblins and beasts to a standstill at the Battle of Autark. Calling on the few surviving warriors to make one last effort, Zaharak prepared them for a final, doomed, charge.

But then the Anchorite Priestess Sylanna arrived, bearing a missive from the Scarlet Prince. It was Sylanna herself, rather than the silken words on the Prince's scroll that convinced him.

Zaharak lead the Prince's troops that following dawn, to a victory neither could have attained on their own. As reward Zaharak accepted an amnesty from the Prince, gold, and the service of Sylanna. He has now joined a band of Conquerors that will be pacifying the west on behalf of the Princes.

Perhaps in time Zaharak will return to marshal the Prince's troops....or lead a rebellion against him.

Rank[edit]

  • L4 Shadowcrown Ruinguard (Son of Ruin)
  • XP: 26,855 / 30,800 (5% bonus) - updated per post 981
  • Neutral Alignment
  • Full PC with one henchwoman: Anchorite Sylanna
  • Titles / Holdings: None
  • Age: 60 (looks 24)

Attributes[edit]

  • STR: 18 (+3) with Gauntlets of Ogre Power, Max encumbrance is 23s + 10s carried (Regular STR is 13 +1 to Attack and Damage, +1s to max enc)
  • INT: 13 (+1 General Proficiency, +1 Spell in Repertoire)
  • WIS: 11 (+0)
  • DEX: 10 (+0)
  • CON: 11 (+0)
  • CHA: 12 (+0)

Skills[edit]

  • Languages
    • Common
    • Goblin
    • Chaotic
    • Bestial
  • General Proficiencies
    • Adventuring The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
    • Siege Engineering The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. if the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
    • Riding
      • Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is.
      • Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+.
      • Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill.
    • Military Strategy see below
  • Class Proficiencies
    • Command The character has mastered the art of command. His authority inspires men to follow him into danger. The character's henchmen and mercenaries receive a +2 bonus to morale.
    • Military Strategy (2) The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times adding an additional +1 bonus to mass combat initiative, to a maximum of +3. This is both a General proficiency and a Class proficiency for the Ruinguard.
    • Mystic Aura The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. he gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subject acts as if 'Charmed' while in his presence.
  • Class Abilities
    • Dark Blessing +2 to saving throws
    • Preternatural Quickening +1 to Initiative, +1 to Surprise
    • Weapon Focus Broadsword Double damage on natural 20
    • Arcanist Cast spells at L2 Mage, can cast in any armour. 2 x 1st level spells. Repertoire = 3 x1st level spells
    • Arcane Tools Use magical weapons available to fighters and mages
    • Inexorable immune to natural and magical fear
    • After The Flesh if become undead, can increase in power
    • Slow Ageing Lifespan three times that of a normal human
    • Arcane Striking can expend spell slot to deal 1d6 damage per spell level
    • Death Healing having slayed a sentient creature, Ruinguard can, in lieu of 'Cleaving' (pg 105), can expend a spell slot to heal 1d6 per spell level. Max healing = victim’s starting HP

Combat[edit]

    • Primary AC 9 - Mastercrafted Plate Armour +1AC, plus Shield +1
    • Secondary AC 7 - Mastercrafted Plate +1AC, no Shield
    • Maximum HP 14
    • Mounted Movement Rate (Exploration)
      • Normal Load: 180' per turn
      • Encumbered: 90' per turn
    • Foot Movement Rate
      • Exploration: 60' per turn
      • Combat: 20' per round
      • Running: 60' per round
    • Initiative Modifier +1
    • Primary Melee Attack 1H Broadsword
      • Attack 7+
      • Damage 1d6+3 (Double damage on natural 20)
    • Secondary Melee Attack 2H Broadsword
      • Attack 7+
      • Damage 1d8+3 (Double damage on natural 20)
    • Class Combat Specialities
      • Arcane Striking: can expend spell slot to deal 1d6 damage per spell level
      • Death Healing: having slayed a sentient creature, Ruinguard can, in lieu of Cleaving (pg 105), can expend a spell slot to heal 1d6 per spell level. Max healing = victim’s starting HP
    • Saves:
      • Petrification & Paralysis 11+
      • Poison & Death 10+
      • Blast & Breath 12+
      • Staves & Wands 12+
      • Spells (Wisdom included) 12+
      • Spells (Wisdom excluded) 13+
    • Spells
      • First Level (Cast 2/Day)
        • Magic Mouth
        • Hold Portal
        • Protection From Evil

Equipment[edit]

    • Mastercraft Plate Armour (+1AC, -1s) and Light Helmet
    • Shield
    • Broadsword
    • Backpack
      • Military oil (2)
      • Iron rations (2 days)
      • Torches (6)
      • Tinder box (flint and steel)
      • Waterskin
      • Spellbook
    • Pouch
      • Comfrey (4) (heal 1d3hp with Healing Proficiency, max one application per day)
      • Birthwort (1) (+2 to neutralise poison with Healing Proficiency)
      • Goldenrod (1) (+2 to treat disease with with Healing Proficiency)
      • 200gp in coins


    • War Dog Bax Move 90' (30'), AC5, HPx, HD2+2 08hp, dmg 1d6+1, Save as F1, (Leather armour and spiked collar, reduced speed)
    • War Dog Jax Move 90' (30'), AC5, HPx, HD2+2 13hp, dmg 1d6+1, Save as F1, (Leather armour and spiked collar, reduced speed)


    • Medium Riding Horse - named Tralax
    • 3HD 17hp
      • Saddle and tack (riding)
      • Saddle bags
        • Iron rations (5 days)
        • Blanket
        • Grappling Hook + Rope
        • Hammer and Spikes
        • Sack, Large (2)


    • Medium Warhorse (lead by Jonas, see below) - named Senquo
    • 3HD 24hp
    • 2 attacks (including during charge) dmg 1d6 / 1d6
      • Plate barding
      • Saddle and tack (war)
      • Saddle bags
      • Heavy Helmet (-1 Surprise, -4 Hear Noise, +2 Mortal Wounds)
      • Flail
      • Broadsword, spare
      • 2H Sword


    • Hawk (held by Myra, see below) - named Queltar
    • 'Queltar Fly 480' (160'), AC1, HD 2hp, Attacks 2 talons, dmg 1d2 / 1d2 (doubled after a dive attack). Save as 0 level human

Entourage (normal men and women)[edit]

  • Jonas, Personal groom to Zaharak
    • Riding horse
    • Leads Zaharak's main battle mount - (Senquo 3HD 24hp)
    • Leads Zaharak's spare riding mount - (Axloy 3HD 19hp)
    • Leads Sylanna's spare riding mount - (Amity 3HD 14hp)
      • Zaharak's tent
      • Sylanna's tent
      • Zaharak's dress clothes (armiger quality)
      • Zaharak's spare armour and weapons
      • 250' of rope (5 coils)
      • 5 flasks of oil, military
      • 10 flasks of oil, common
      • Lantern x2


  • Zamizzah, Dog Trainer
    • Riding Horse
    • Trains, leads and commands Bax and Jax, Zaharak's war dogs
      • (Bax 2HD+2 08hp)
      • (Jax 2HD+2 13hp)
    • Custodian of Zaharak's pack of Hunting Dogs (non-combatant, more or less!)


  • Leshar, Horse groom
    • Riding horse
    • Cares for Zaharak's squadron (see below)
    • Leads spare riding mounts
    • Leads Zaharak's spare warhorse - (Dollan, 3HD, 16hp, dmg 1d6 / 1d6, including during charge)


  • Myra, Hawk trainer
    • Riding horse
    • Trains and holds Queltar for Zaharak


  • With Entourage
  • 5 riding horses with draft tack
  • 1 warhorse
  • 10 obsolete riding horses (for butchery)
  • Grain for horses 40 weeks worth
  • 32 weeks iron rations for grooms
  • 10 saddlebags
  • Tent for grooms
  • Basic tent for dogs
  • 20 blankets
  • 20 flasks of oil, common
  • 5 flasks of oil, military
  • 4 barrels for water
  • 5 tinderboxes
  • 2 lanterns