Aiur

Basic Info

Race: Cambion

Level: 7

Align: Chaotic Evil

Fighter (Kit: Beserker)

Age: Unknown

Height: 8’3”

Weight: 430Lbs

HP 56

AC 2

THACO 14

EXP: 115,000




Ability Scores

Str:

19

Weight Allowance: 485lbs

Bend Bars/Lift Gates: 50%

 

 

Attack Adj: +3

Damage Adj: +7

Max. Press: 640 lbs

Open Doors: 16(8)

Dex:

12

Missile Adjustment: +0

Reaction Adjustment: +0

Defensive Adjustment: 0

Con:

15

System Shock: 90%

Poison Save: +0

 

 

Hit Point Adjustment: +1

Resurrection Chance: nil

Int:

12

Max. Spell Level:6

Max. Spells Per Level:7

 

 

 

 

Chance to Learn New Spell: 50%

Wis:

8

Bonus Clerical Spells: 0, 0, 0, 0

Clerical Spell Failure Chance: 25%

 

 

Magic Defense Adjustment: 0

Spell Immunity: -

Cha:

5

Loyalty Base: -4

Maximum Number of Henchmen: 2

 

 

Initial Reaction Adjustment: -3

 

Saving Throws

Paralyzation: 6

Poison: 6

Death Magic: 6

Petrification: 7

Polymorph: 7

Rod: 8

Staff: 8

Wand: 8

Breath Weap: 8

Spell: 9

 




Combat

Hit Points:

56

Base THAC0:

14

Melee THAC0:

8

Missile THAC0:

14

 

Weapons (carried):

Claws

Halberd

 

Weapon Proficiencies:

Hand to Hand (Master)

Halberd (Expert)

Hand Axe

 

Weapons

 

THAC0

Attacks/

Speed

Damage

 

 

Range

(-2)

(-5)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

T

S

Short

Medium

Long

Claws

8

--

4

n/a

1d4+10

1d4+10

S

S

--

--

--

Halberd

11

--

2

9

1d10+7

2d6+7

p/s

L

--

--

--

Hand Axe

14

14

1

4

1d6

1d4

S

M

10

20

30

 

Nonweapon Proficiencies: (3+2+2+1=8)

Endurance (Kit Bonus)

Survival (Desert)

Intimidation (Master)

Wild Fighting (Adept)

 

Languages:

Gondwanapal [Kireshku dialect] - (Common)

Jabbala-Khojath [goblinoid common tongue of the al-Khojath]

Tanar'rijiki (Demonic)

 

Equipment:

Vest

Breeches

Backpack

Belt

Grappling-hook

50’ Hemp Rope

10 Torches

Wineskin

Halberd

Cloak of Protection +3

 

Spending Money

Coin Type

Amount

Platinum Pieces (Assorted currency)

 

Gold Pieces (Assorted currency)

600

Silver Pieces(Assorted currency)

12

Copper Pieces (Assorted currency)

 

 


Description: Towering Monstrosity with Blue scaly skin, when looked upon in the face his orange glowing eyes tends to unsettle event he most stalwart of  men.His massive 8'3", 430 lbs., well-muscled form clearly lets everyone know his role as a being that is always found in the thick of the battle.

Personality: Aiur's grim and humorless, and never fights just to give someone a hurting. He  fights to slaughter and render his victim beyond recognition. He's driven by some powerful, unsympathetic motivation a near-psychotic desire to kill anyone perceived as "Prey" . Being a half-demon drives him to do this as he hates what he is, the only release he finds is in killing savagely.  He has been psychically altered by the Hegemon, to confine this savagery to only those declared to be enemies of the HegemonAuir may be very clever at time, but he prefers force to trickery or persuasion as it feels good to maul those who stand against the Hegemon.

Background: Auir does not know who his father is, his father being summoned by a black sha'ir for the purpose of his creation.  His mother died in childbirth.  He was raised to be a servitor of the Sha'ir by the name of Hasalaam, who had a stronghold in the al-Khojhath.   Aiur however eventually rebelled.  He killed Hasalaam by terrible slow torture, and then ate his liver, kidneys,heart and brain.   Auir  spent the next few years as a marauder across the arid regions, becoming a brigand chieftain with a large following.  Eventually his stronghold was attacked by the Haz and destroyed, but Auir escaped, but not before killing many of the lizardmenGharash who was impressed by his growing power as a brigand leader, had already made overtures for alliance with Aiur, and when his fortunes turned south, he went tot he Hegemon for aid.  The Hegemon seeing his potential as "muscle" took him on as a Champion, but did some alterations of his thought processes to make him more useful.  When Rhun returned with the Hammer to report news from Barku and the northeast, the Hegemon decided that the Champions needed the type of reinforcement that only Auir could provide.

Kit Information: Berserkers chew the Janiz root, which gives them the capability to enter into berserker rage.  Yellow spittle dribbling down from the sides of their mouth is often noted.  They are addicted to this root and are vulnerable if cut off from it for long.  (Variable deleterious effects and loss of berserker powers)

 

Special Benefits: Berserkers receive a +3 reaction adjustment bonus from NPCs belonging to any tribe that also has Berserkers, they recognize the Berserker instinctively and respect him, even if he is an enemy.

 

      The other benefit the Berserker receives is his Berserk.

 

      At any time, the Berserker may choose to Go Berserk. This isn't an instantaneous process.   He must spend a little time to "psych himself up." It takes a full turn (ten combat rounds) to Go Berserk.  In that time, the character is growling, moaning, uttering imprecations . . . it's impossible to be quiet when trying to Go Berserk.  He may also be fighting during that time, meaning that he can start to Go Berserk on the round the fight begins, fight for ten full rounds, and then be Berserk on the eleventh round.

 

      Of course, when the Berserker knows a fight is coming, he can begin to Go Berserk, even if there is no fight currently going on. At the end of a full turn of preparation, he can become Berserk instantaneously. If there's no enemy in sight yet, he can hold the Berserk until combat is engaged. But if no combat takes place within five more full turns, he automatically reverts to "normal" and suffers the ordinary consequences for coming out of a Berserk (described below). The character can come out of his Berserk once the last enemy is down (he must literally be down on the ground, even if still alive and surrendering; the Berserker will stay berserk and continue fighting so long as there are enemies still on their feet). Once the fight ends, the Berserker must come out of his Berserk state.

 

      For these reasons, Berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about. If the characters are, instead, jumped by a small party of orcs, it's usually not worth the effort to Go Berserk; the consequences and effort outweigh the benefits.

 

      When Berserk, the character has phenomenal endurance and resistance to pain and some forms of magic. Only while Berserk, he gains the following benefits:

 

      (1) He is immune (no Saving Throw is necessary) to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol.

 

      (2) He gets a +4 to save against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal.

 

      (3) The emotion spell has no effect on the Berserker, unless the caster chose the fear result. If fear was chosen, the Berserker gets a normal Saving Throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his Berserk, with all the normal effects of coming out of the Berserk (but he doesn't suffer other fear effect). The fear spell has exactly the same effect: If he saves, there is no effect, and if he doesn't save, he's snapped out of the Berserk. If he fails a saving throw against charm monster, he simply counts the caster as one of his allies; he doesn't come out of the Berserk or obey the caster's commands.

 

      (4) Being Berserk offers no real protection from finger of death, except that the spell effects do not take place until the character has come out of his Berserk. If the Berserker saves, he doesn't suffer the 2d8+1 damage until immediately after he snaps out of the Berserk. If he fails to save, he doesn't die until he snaps out of the Berserk.

 

      (5) The Berserker, while Berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.

 

(6) While Berserk, the character gets +1 to attack, +3 to damage, and +5 hp.

 

Special Hindrances: The Berserker has hindrances as severe as all those benefits he receives.

 

      (1) The Berserker character receives a –3 reaction from all NPCs (except, that is, characters from tribes which have berserkers in them, as described above).

 

      (2) When the Berserker goes Berserk, the DM should immediately say to him, "Tell me how many hit points you currently have." From that point until the fight is done and the Berserker has returned to normal, the DM keeps track of his hit points. The player is not told how many hp he has left, nor how many points of damage he is taking with each attack. (After all, the character can feel no pain . . . so he cannot keep track of how close he is to death.) The DM simply tells him something like:  "The orc-captain hits you with his axe, a mighty blow which you barely feel . . ." It is therefore very possible for a Berserker to be nickled and dimed to death and not know it until he drops dead. The DM can also, if he so chooses, roll all Saving Throws for the Berserker, not telling the player whether they were failures or successes.

 

      (3) While Berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.

 

      (4) While Berserk, he must fight each opponent until that opponent is down. Once an opponent is felled, the Berserker must move to the nearest enemy and attack him. He can't, for instance, choose to attack the enemy leader if that leader is behind seven ranks of spearmen. The Berserker must keep fighting until all enemies are down, as described earlier.

 

      (5) While Berserk, the character cannot take cover against missile fire.

 

      (6) If, while the character is Berserk, another character tries something he can interpret as attack (for instance, hits him to move him out of the way of an incoming attack,) the Berserker must roll 1d20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer Berserk.

 

      (7) While Berserk, the character is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate (and wither). He will gain the benefits of those spells only after he has come out of his Berserk and suffered any and all damages which occurred then.

 

      (8) The taunt spell is automatically successful, and will cause the Berserker to abandon his current enemy and rush to attack the taunter.

 

            (9) Finally, when the character comes out of his Berserk, bad things happen to him. He loses the 5 hp he gained when he became Berserk. (This could drop him to or below 0 hp and kill him, of course.) He collapses in exhaustion (exactly as if hit by a ray of enfeeblement, no saving throw possible, for one round for every round he was Berserk. He suffers the effects of any spells which wait until he's returned to normal before affecting him (finger of death, for instance). And only then can healing spells affect him