Tuesday, July 14, 2015

The Current State of Affairs: Aurelia Raza and Mardak Droverson

Let no fool tell you that cliches have no place in an RPG.

This is important, as the next two gladiators are definitely a cliche.
Many of the gladiator fights will be team fights, two gladiators versus two gladiators. One team is composed of the Paladin Aurelia Raza, and her young charge, Mardak Droverson, the Adept.
"Wait, did he say Adept?" you might be asking yourself now. "Why would you make someone who is supposed to be a challenge using NPC class levels?"
Because Mardak is not supposed to be a challenge.
His parents went missing at a young age, venturing off into the forest to explore an old ruin. Both were archaeologists of surpassing skill. Both never returned.
Mardak has always been hoping that his parents will one day come back to him. Likewise, he hopes to one day be able to go after them himself, to become a strong enough cleric to defeat those that would stand in his way, and rescue his parents.
He has been, for now, stopped from starting this mad quest by his over-protective guardian, the Killoren paladin Aurelia.
She, rightly so, believes that Mardak will only get himself killed should he try and strike off to find his parents, even with her there to guard him. And so, she insists that he stay in Tashluta until he has become stronger.
Or, rather, she did until he ran away.
Mardak received a letter from the master of the arena, Ven Rhexis, saying that Ven would help him find his parents, were he to come compete in the games.
Mardak leapt at the chance, leapt out his window, and then ran into the forest.
Aurelia finally caught up with him partway there, but she could not force him to return to Tashluta while protecting him.
Instead, she agreed to continue to the arena, and bargain the information out of Ven.
Well, Ven was adamant that the only way he would trade information was if they placed in the tournament. He also assured them that it was nonlethal, entirely safe, and so Aurelia agreed to enter as a team, provided that Mardak agree to play only a support role, and allow her to deal with the enemies.
Everyone agreed, the pair entered the tournament.

Aurelia Raza Killoren (Fey) Paladin 5/Soulborn 3/Cleric 1 CR 9


Init +1    Senses S/L +1/+1 Low-Light   Languages: Common, Sylvan
Defenses AC 19 (+1 dex, +5 armour, +3 shld) Will +10   Ref +8   Fort +16
HP 71 (8d10+1d8+18)  
Speed 30 ft
Melee:
Longsword +12 (1d8+4/19-20)
Longsword (all smites) +33 (1d8+1d6+32/19-20) / +28 (1d8+1d6+21/19-20)
Longsword (all but evil) +28 (1d8+1d6+25/19-20) / +23 (1d8+1d6+14/19-20)


Ranged:
Shortbow +10 (1d9/X3)


Base attack +8     grp +11
Special actions: detect evil, Lay on Hands 50/50
Special abilities: Aura of courage, Divine Grace, Divine Health, Turn Undead, Special Mount
Abilities   STR 16  DEX 12  CON 14  INT 8  WIS 12  CHA 20 [18]
Feats: Improved Smiting, Sapphire Smite, Cobalt Charge, Killoren Destroyer, Extra Smite
Skills: Heal +5, Sense Motive +5, Diplomacy +9
Equipment: Cloak of Charisma +2, +1 Mighty Smiting Longsword, +1 hideaway heavy steel shield, +2 Hide armour


Spells: Domains (Protection and Destruction)
  • 0 - detect magic, guidance, virtue
  • 1 (cleric) - shield of faith, sanctuary
  • 1 (paladin) - cure light wounds


Smite Evil - 6/day
  • +5 to attack roll, +7 damage
Smite Opposition - 5/day
  • +5 to attack roll, +5 damage
Destructive Smite - 5/day
  • +4 to attack roll, +3 damage
Smite Nature’s Foe - 9/day
  • +5 to attack roll , +11 damage, DC 19 Fort save, or dazed for 1 round


Essentia: 2
  • Sapphire Smite:
  • Cobalt Charge:


Killoren Aspect
  • Currently Aspect of Hunter (Smite)

Design Notes:
So, this is a maybe illegal use of the Smite ability. But, the rules seem unclear, and I decided it'd be fun. So, here we have Aurelia with her 4 kinds of Smite attack. She can indeed use them all on the same attack (by my ruling). Enjoy responsibly.
Also, I ruled that Improved Smite, Extra Smite, and Sapphire Smite apply to all her different Smites.

Mardak Droverson Young Human Adept 3 CR 1


Init +2    Senses S/L +1/+1   Languages: Common
Defenses AC 15 (+2 dex, +1 armour, +1 def, +1 size) Will +4   Ref +3   Fort +3
HP 12 (3d6)  
Speed 30 ft
Melee:
Quarterstaff +1 (1d4)


Ranged:
Crossbow +4 (1d6/19-20)


Base attack +1     grp +0
Abilities   STR 8  DEX 14  CON 10  INT 10  WIS 12  CHA 10 (Point buy 20)
Feats: Healer’s Luck, Unbelievable Luck, Advantageous Avoidance
Skills: Hide +6, Heal +7, Spellcraft +6
Equipment: Bracers of armour +1, Ring of protection +1


Spells:
  • 0 - detect magic, cure minor wounds, ghost sound
  • 1 - burning hands, cure light wounds, obscuring mist


Luck rerolls: 4/day
  • Advantageous Avoidance: Use 2 luck rerolls to force opponent to re-roll attack roll.
  • Healer’s Luck: Reroll the number of HP healed by spell you just cast
  • Unbelievable luck: As long as you have a luck re-roll remaining, you get a +2 bonus to your worst save.

Design notes:
How do you make a thirteen year old boy an interesting combatant? Hell, how do you even stat him out? I did so by assigning arbitrary negatives to some of his stats, giving him NPC class levels, and Luck feats (Complete Scoundrel), to represent the uncanny luck that children seem to have.


If you want to use these two in your campaign, but feel that the given backstory is not useful, feel free to change it. If you want to use one without the other, also feel free to do so, although be sure to give Aurelia a reason to do what she does. She isn't the type to go hunting evil for the sake of hunting evil; she'd rather sit at home and raise children (Not her own; she is, sadly, infertile), using her powers only to defend the community that she chooses to live in.

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