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% |
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Attack Adj: +3 |
Damage Adj: +7 |
Max. Press: 640 lbs |
Open Doors: 16(8) |
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Dex: |
12 |
Missile Adjustment: +0 |
Reaction Adjustment: +0 |
Defensive Adjustment: 0 |
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Con: |
15 |
System Shock: 90% |
Poison Save: +0 |
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Hit Point Adjustment: +1 |
Resurrection Chance: nil |
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Int: |
12 |
Max. Spell Level:6 |
Max. Spells Per Level:7 |
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Chance to Learn New Spell: 50% |
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8 |
Bonus Clerical Spells: 0, 0, 0, 0 |
Clerical Spell Failure Chance: 25% |
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Magic Defense Adjustment: 0 |
Spell Immunity: - |
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Cha: |
5 |
Loyalty Base: -4 |
Maximum Number of Henchmen: 2 |
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Initial Reaction Adjustment: -3 |
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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
Weapons
Spending Money
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 Hegemon. Auir 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 lizardmen. Gharash 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 |