Difference between revisions of "WoA Qutai"

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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
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[[File:Qutai.jpg]]
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Qutai's entire tribe, the White Khanate, was decimated by constant fighting against competing tribes in a succession crisis. When the tribal chieftain was slain in battle (after ignoring Qutai's advice) and the host was scattered, Qutai -- the tribe's elderly shaman and adviser -- rescued the chief's son, a youth named Jochi, and gathered what remained of the tribe's fighting men to look for greener pastures.
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Qutai is ornery, rude, and has no patience for fools, but as an exceptionally canny and experienced warrior, his word carries great weight and the men respect him for saving them from certain death after their last defeat. Jochi leads the remainder of the host but he takes his cues from the old shaman who speaks not only to the great sky spirit but to the horses of the tribe's herd, without which they have nothing.
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== Rank ==
 
== Rank ==
*Human Shaman 5
+
*Human Shaman 6
*XP: 20,000 / 24,000
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*XP: 89175 / 100,000
 
*Alignment Neutral
 
*Alignment Neutral
 
*Full PC
 
*Full PC
Line 32: Line 39:
 
** Spirit Ritual (spend an hour to recover an expended spell slot, cannot recover the same level spell slot on the same day)
 
** Spirit Ritual (spend an hour to recover an expended spell slot, cannot recover the same level spell slot on the same day)
 
** Shapechange (turn into a horse 1/day)
 
** Shapechange (turn into a horse 1/day)
 +
** Spirit Walk (1/week, spend 1 turn then fall unconscious, move around as invisible intangible phantom for 1 hour, cannot enter warded areas)
 
** Command (henchmen and mercs get +2 morale)
 
** Command (henchmen and mercs get +2 morale)
  
 
== Combat ==
 
== Combat ==
 
*AC 5 (leather + shield + dex)
 
*AC 5 (leather + shield + dex)
*HP 29/29
+
*HP 33/33
 
*Movement Rate 150' explore / 50' combat
 
*Movement Rate 150' explore / 50' combat
 
*Initiative Modifier +2
 
*Initiative Modifier +2
 
*Attacks
 
*Attacks
**Primary Melee Attack: Spear -- 9+ for 1d6-1
+
**Primary Melee Attack: Club [+1] -- 7+ for 1d6
**Primary Ranged Attack: Thrown Dagger -- 6+ for 1d4-1
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**Primary Ranged Attack: Thrown Dagger -- 5+ for 1d4-1
  
 
*Saves: (+2 from Wisdom NOT included)
 
*Saves: (+2 from Wisdom NOT included)
**Petrification & Paralysis 11
+
**Petrification & Paralysis 10
**Poison & Death 8
+
**Poison & Death 7
**Blast & Breath 14
+
**Blast & Breath 13
**Staves & Wands 11
+
**Staves & Wands 10
**Spells 13
+
**Spells 12
  
 
== Spells ==
 
== Spells ==
 
*First Level: 2
 
*First Level: 2
 +
** Command Word
 
** Cure Light Wounds (Touch, heal 1d6+1)
 
** Cure Light Wounds (Touch, heal 1d6+1)
 
** Faerie Fire (Range 60, Duration 5 rounds, grants +2 to hit one man sized creature)
 
** Faerie Fire (Range 60, Duration 5 rounds, grants +2 to hit one man sized creature)
 +
** Locate Animal or Plant
 +
** Pass Without Trace
 +
** Predict Weather
 +
** Purify Food and Water
 +
** Remove Fear
 +
** Resist Cold
 +
** Trance
  
 
*Second Level: 2
 
*Second Level: 2
 +
** Bless
 
** Charm Animal (no save, animal becomes friendly)
 
** Charm Animal (no save, animal becomes friendly)
 +
** Delay Poison
 
** Holy Chant (allies within 30' are +1 to hit and enemies suffer -1 to hit, must maintain chanting)
 
** Holy Chant (allies within 30' are +1 to hit and enemies suffer -1 to hit, must maintain chanting)
 +
** Obscuring Cloud
 +
** Produce Fire
 +
** Resist Fire
 +
** Snake Charm
 +
** Speak with Animals
 +
** Striking (weapon does +1d6 for 3 turns HOUSE RULED TO SECOND LEVEL)
 +
** Warp Wood
  
== Equipment ==
+
*Third Level: 2
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
+
**Call Lightning (during storm, call down 1 bolt / turn for 8d6 in 20' radius)
**Then list
+
**Cure Blindness
**Those things
+
**Cure Disease
**Individually
+
**Detect Curse (determine if item is cursed, 30% of specifics)
 +
**Eyes of the Eagle (see 100x further, reduces range penalties)
 +
**Growth of Animals (animal gets +2 AC, double damage, double carrying capacity)
 +
**Water Breathing
 +
**Water Walking
 +
**Winged Flight (fly 120' for 1 turn/level)
  
 +
*Fourth Level: 1
 +
**Command Animals (command 6 HD of animals after which they become angry)
 +
**Create Water
 +
**Cure Serious Wounds (heal 2d6+6 damage)
 +
**Dispel Magic
 +
**Divination (66% chance to see into the future up to one week)
 +
**Fate (see target's ultimate fate)
 +
**Neutralize Poison
 +
**Skinchange (turn into normal or giant animal each round, 6 turn duration)
 +
**Sticks to Snakes (transform 2d8 sticks into snakes under your command, 50% poisonous)
 +
**Summon Animals (summon up to 6 HD of normal animals within 360' to come to your aid)
  
leather armor
+
*Fifth Level: 1
shield
+
**Call Dragon (1/week call 14 HD Old Dragon with 1 special ability to do task that takes 7 turns or less)
spear
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**Control Animals (control 3d6 HD of animals as if charmed for 7 turns, yet another in a long line of "I can control animals" spells)
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**Control Winds (change wind from still to gale force over 1 turn. Gales ground fliers, halve ground movement rates, and render missile weapons unusuable. Also, can push boats around!)
 +
**Create Food (feed 12 men + horses for 1 day)
 +
**Finger of Death (120' range, one target save vs. Death or die)
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**Insect Plague (summon four 4 HD swarms of bugs, must concentrate to maintain them)
 +
**Quest (give the target an open ended command, if they fail to follow it they suffer horrific penalties, used to enforce bargains)
 +
**Reincarnation (bring someone back to life as a Rock Baboon 100% of the time)
 +
**Sword of Fire (create a self-only +2 flaming sword for 12 turns)
 +
**Summon Weather (move weather conditions from 5 miles away, so no creating storms for Call Lightning)
  
 
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== Equipment ==
20 mounted archers is 900gp / month, say 6 months of loyalty pre-purchased = 5400gp
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*Gear, Armor, Weapons: Total Encumbrance.
4th level explorer is 8000gp
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**Spear
leave 1600gp for equipment for me and the explorer
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**Silver Dagger
5000 gp remaining
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**Shield
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**Leather armor
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**Warhorse (Light)
 +
***Leather barding
 +
***Saddle and tack (war)
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***Saddle bags
 +
****Grappling Hook + Rope
 +
****Hammer and Spikes
 +
****Philter of Love
 +
****Blanket
 +
****Tent
 +
****Sack, Large (2)
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**Backpack
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***Military oil (2)
 +
***Iron rations (1 wk)
 +
***Torches (6)
 +
***Tinder box
 +
***Waterskin
 +
**Pouch
 +
***Comfey (4) (heal extra 1d3 with healing prof)
 +
***Goldenrod (+2 to treat disease)

Latest revision as of 10:26, 30 November 2016

The Wilderlands of Absalom

Qutai.jpg

Qutai's entire tribe, the White Khanate, was decimated by constant fighting against competing tribes in a succession crisis. When the tribal chieftain was slain in battle (after ignoring Qutai's advice) and the host was scattered, Qutai -- the tribe's elderly shaman and adviser -- rescued the chief's son, a youth named Jochi, and gathered what remained of the tribe's fighting men to look for greener pastures.

Qutai is ornery, rude, and has no patience for fools, but as an exceptionally canny and experienced warrior, his word carries great weight and the men respect him for saving them from certain death after their last defeat. Jochi leads the remainder of the host but he takes his cues from the old shaman who speaks not only to the great sky spirit but to the horses of the tribe's herd, without which they have nothing.

Rank[edit]

  • Human Shaman 6
  • XP: 89175 / 100,000
  • Alignment Neutral
  • Full PC

Attributes[edit]

  • STR 8 (-1)
  • INT 15 (+1)
  • WIS 17 (+2)
  • DEX 16 (+2)
  • CON 13 (+1)
  • CHA 6 (-1)

Skills[edit]

  • Languages
    • Common
    • Giant
  • General Proficiencies
    • Animal Husbandry (use herbs, heal 1d3 extra per day on animals)
    • Animal Training (train horses to do tricks)
    • Healing (use herbs, heal 1d3 extra per day)
    • Riding x2 (horse archery/casting, mount +2 morale, +2 to animal husbandry and animal training throws on horses, use horse as shield for +3 AC and can cast on 7+ throw)
  • Class Proficiencies
    • Commune with Spirits (1/week the spirits will answer 3 yes-or-no questions)
    • Totem Animal -- Horse
      • Move 240', AC 4, 11 HP, #AT 2, Dmg 1d4/1d4, can be ridden. Intelligence 7, can speak to master
    • Running (+30' movement speed)
    • Spirit Ritual (spend an hour to recover an expended spell slot, cannot recover the same level spell slot on the same day)
    • Shapechange (turn into a horse 1/day)
    • Spirit Walk (1/week, spend 1 turn then fall unconscious, move around as invisible intangible phantom for 1 hour, cannot enter warded areas)
    • Command (henchmen and mercs get +2 morale)

Combat[edit]

  • AC 5 (leather + shield + dex)
  • HP 33/33
  • Movement Rate 150' explore / 50' combat
  • Initiative Modifier +2
  • Attacks
    • Primary Melee Attack: Club [+1] -- 7+ for 1d6
    • Primary Ranged Attack: Thrown Dagger -- 5+ for 1d4-1
  • Saves: (+2 from Wisdom NOT included)
    • Petrification & Paralysis 10
    • Poison & Death 7
    • Blast & Breath 13
    • Staves & Wands 10
    • Spells 12

Spells[edit]

  • First Level: 2
    • Command Word
    • Cure Light Wounds (Touch, heal 1d6+1)
    • Faerie Fire (Range 60, Duration 5 rounds, grants +2 to hit one man sized creature)
    • Locate Animal or Plant
    • Pass Without Trace
    • Predict Weather
    • Purify Food and Water
    • Remove Fear
    • Resist Cold
    • Trance
  • Second Level: 2
    • Bless
    • Charm Animal (no save, animal becomes friendly)
    • Delay Poison
    • Holy Chant (allies within 30' are +1 to hit and enemies suffer -1 to hit, must maintain chanting)
    • Obscuring Cloud
    • Produce Fire
    • Resist Fire
    • Snake Charm
    • Speak with Animals
    • Striking (weapon does +1d6 for 3 turns HOUSE RULED TO SECOND LEVEL)
    • Warp Wood
  • Third Level: 2
    • Call Lightning (during storm, call down 1 bolt / turn for 8d6 in 20' radius)
    • Cure Blindness
    • Cure Disease
    • Detect Curse (determine if item is cursed, 30% of specifics)
    • Eyes of the Eagle (see 100x further, reduces range penalties)
    • Growth of Animals (animal gets +2 AC, double damage, double carrying capacity)
    • Water Breathing
    • Water Walking
    • Winged Flight (fly 120' for 1 turn/level)
  • Fourth Level: 1
    • Command Animals (command 6 HD of animals after which they become angry)
    • Create Water
    • Cure Serious Wounds (heal 2d6+6 damage)
    • Dispel Magic
    • Divination (66% chance to see into the future up to one week)
    • Fate (see target's ultimate fate)
    • Neutralize Poison
    • Skinchange (turn into normal or giant animal each round, 6 turn duration)
    • Sticks to Snakes (transform 2d8 sticks into snakes under your command, 50% poisonous)
    • Summon Animals (summon up to 6 HD of normal animals within 360' to come to your aid)
  • Fifth Level: 1
    • Call Dragon (1/week call 14 HD Old Dragon with 1 special ability to do task that takes 7 turns or less)
    • Control Animals (control 3d6 HD of animals as if charmed for 7 turns, yet another in a long line of "I can control animals" spells)
    • Control Winds (change wind from still to gale force over 1 turn. Gales ground fliers, halve ground movement rates, and render missile weapons unusuable. Also, can push boats around!)
    • Create Food (feed 12 men + horses for 1 day)
    • Finger of Death (120' range, one target save vs. Death or die)
    • Insect Plague (summon four 4 HD swarms of bugs, must concentrate to maintain them)
    • Quest (give the target an open ended command, if they fail to follow it they suffer horrific penalties, used to enforce bargains)
    • Reincarnation (bring someone back to life as a Rock Baboon 100% of the time)
    • Sword of Fire (create a self-only +2 flaming sword for 12 turns)
    • Summon Weather (move weather conditions from 5 miles away, so no creating storms for Call Lightning)

Equipment[edit]

  • Gear, Armor, Weapons: Total Encumbrance.
    • Spear
    • Silver Dagger
    • Shield
    • Leather armor
    • Warhorse (Light)
      • Leather barding
      • Saddle and tack (war)
      • Saddle bags
        • Grappling Hook + Rope
        • Hammer and Spikes
        • Philter of Love
        • Blanket
        • Tent
        • Sack, Large (2)
    • Backpack
      • Military oil (2)
      • Iron rations (1 wk)
      • Torches (6)
      • Tinder box
      • Waterskin
    • Pouch
      • Comfey (4) (heal extra 1d3 with healing prof)
      • Goldenrod (+2 to treat disease)