Barbarian 1st/ Rogue 5th/ Fighter 2nd/
Imperial Warrior 10th/ Adamantine Warrior 5th
Hit Dice: 5d6+12d10+6d12+138 (261 hit points)
Speed: 40 ft.
AC: 30 (+4 Dex, +5 Armor, +5 Armor Enhancement, +1 Shield, +5 Shield Enhancement), touch 14, flat-footed 26
Attack: +5 Wounding Axiomatic Ghost Touch Scimitar +31 melee (1d8+10/18-20/x2 plus Con damage, +2d6 if chaotic) or +5 undead-destroying, construct destroying, monstrous humanoid-bane thundering distance Composite (+5) Longbow +30 ranged (1d8+10/x3/allows crits on undead and constructs)
Full Attack: +5 Wounding Axiomatic Ghost Touch Scimitar +31/+26/+21/+16 melee (1d8+10/18-20/x2 plus Con damage, +2d6 if chaotic) or +5 undead-destroying, construct destroying, monstrous humanoid-bane thundering distance Composite (+5) Longbow +30/+25/+20/+15 ranged (1d8+10/x3/allows crits on undead and constructs)
Space/Reach: 5 ft./ 5ft.
Special Attacks: Sneak attack +3d6
Special Qualities: Rage 1/day, fast movement, trapfinding, evasion, trap sense +1, uncanny dodge, imperial charter, defend the empire +4, cover identity, assistance, loyalty beyond death, granite body, adamantine attack, unrelenting, cheat death, sorcery overpower, SR 19
Saves: Fort +20, Ref +17, Will +16
Abilities: Str 14 (20), Dex 12 (18), Con 22, Int 10, Wis 13 (19), Cha 12 (16)
Skills: Balance +12, Bluff +23, Climb +16, Diplomacy +11, Escape Artist +12, Gather Information +23, Intimidate +23, Listen +6, Ride +7, Search +12, Spot +13, Survival +8, Use Magic Device +11
Feats: Alertness, Iron Will, Leadership, Toughness, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Investigator, Quick Draw, Persuasive, Track
Organization: The Imperial Warriors of Yam ibn Saud
Challenge Rating: 23
Treasure: +5 Wounding Axiomatic Ghost Touch Scimitar, Belt of Giant Strength +6, Gloves of Dexterity +6, Cloak of Charisma +4, Tome of Understanding +5, Periapt of Wisdom +6, Wand of Cure Critical Wounds (35 charges), Ring of Mind Shielding, Ring of Regeneration, +5 Greater Sonic Deflection Heavy Fortification Chain Shirt, +5 Spell Resistance (19) Light Shield, +5 undead-destroying (allows crits on undead), construct destroying (allows crits on constructs), monstrous humanoid-bane (esp. for the destruction of sahuagin) thundering distance Composite (+5) Longbow; 50 masterwork arrows
Alignment: Lawful Neutral
Maerg Al-Zaln grew up as a Barachan in Morgul's tribe. Under Morgul's leadership, Maerg grew to love Yam ibn Saud, and, when the time for the invasion of Inzeladun came, Maerg signed on to travel north with Morgul. Learning to investigate and find information, Maerg quickly became one of Morgul's scouts and, later, spies. Eventually, his loyal service came to the attention of Yam ibn Saud, and he hand-picked Maerg to be the hands, eyes, and voice of the Emperor… and his sword. In the name of the Empire, Maerg rooted out traitors and enemies, and put them to death.
He faced death regularly, and he gained fame by cheating death, returning triumphant from suicide missions. He felt he was invincible, and that we was destined to be the next Adamantine Warrior of Barachan legend. With Yam ibn Saud's permission, he challenged an entire army of Lamapachan foes. He, alone, with the strength of his god and the strength of his sword, slaughtered his enemies. He was outnumbered by two hundred warriors, and he did not retreat. He returned to his god with the head of the army general, and Yam ibn Saud agreed that he may indeed be a legendary Adamantine Warrior. The god began to test Maerg. The period of testing lasted a full month, and consisted of endless ordeals to confirm the strength and resilience of the warrior. He walked naked through armed gauntlets of warriors, faced down charging warhorses, walked for three days without stopping while carrying a deer on his shoulders, trekked through the desert for two days with a mouthful of water, and returned with the same mouthful. Finally he was announced to be the Adamantine Warrior in a celebration that lasted for days.
The slayer of Morgul, Maerg leads the forces of Yam ibn Saud against the coasts of Lamapacher, and he continues to root out tyranny, enforcing the Empire's will on an entire coast of frightened Lamapachans. He is fanatical and loyal to the death… and to this date, the only one of Yam ibn Saud's men willing to speak out against Iss'ul. He has no fear of the lizard; he doesn't even fear death. He has been promoted to the leader of Yam ibn Saud's Imperial Warriors. Currently, he has been moved away from Inzeladun's coastal armies and stationed in Alisander, disguised as one of Nadam's men, to watch and to gather information for the Emperor on Ordiss Ool…
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).
Sneak Attack: If this character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, this character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
This character can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. This character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
This character who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, this character can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, this character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, this character can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If this character already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Imperial Charter: This is the basis of the Imperial Warrior. By revealing the symbol of the Empire to anyone sworn to obey Imperial Law, the warrior can request aid, supplies, or information. This is not a charm spell, however, and while the power of an Imperial Warrior is theoretically unlimited, the reality is that many people will find ways to put their own interests first. The Imperial Charter allows the warrior to add twice his class level (+20) to any Bluff, Diplomacy, or Gather Information checks made when acting "in the service of the Empire" and when he is dealing with someone who generally obeys Imperial Law. Regardless of the outcome, any requests that he makes will be reported (for compensation in many cases) and warriors who abuse this power may find themselves outcast or dead.
Defend the Empire: When in combat against "enemies of the Empire", the Warrior is consumed with fury, granting him a +4 bonus to attack rolls, damage rolls, and AC.
Cover Identity: An Imperial Warrior often has to establish himself in a location in order to root out traitors. A cover identity creates a complete disguise, with full documentation issued by the appropriate authorities. These documents are not forgeries, they are authentic imperial issue – only the name on them is false. Detecting this requires a successful Gather Information (DC 30) check.
Assistance: The Imperial Warrior can order almost any loyal citizen of the Empire to work with him, provided the citizen is of a lower level than the warrior. For all purposes, the citizen is treated as a cohort of the warrior, but will only serve for one week per point of the warrior's charisma modifier. This assistant is not a charmed slave, but someone working for the good of the Empire and obeying the law, and he will act accordingly – he will not go marching into a dragon's mouth, murder close friends, or commit other such acts. Any expenses incurred while acting at the behest of the warrior are expected to be reimbursed, and, if the assistant is killed, the family must be compensated appropriately. Such compensation usually comes from the warrior himself, as a reminder that the lives of the citizens of the Empire are not to be thrown away lightly.
Loyalty Beyond Death: When in battle against an enemy of the Empire, if the warrior falls to 0 hit points, he does not go unconscious, but continues fighting. He may keep fighting until he has reached -10 hit points, at which point he does indeed die. If the warrior conquers his enemies, he immediately falls unconscious and begins dying.
Granite Body (Su): Once per day, the Warrior may declare a successful attack against him to have a chance of shattering the weapon that struck him. This ability may be used after a successful strike that deals damage, but must be announced before damage is rolled. The weapon must make a Fort save (DC 12); failure means the weapon still deals damage, but then shatters against the warrior and is destroyed. Magical weapons add their enchantment bonus to their save. Only weapons may be shattered, and this ability does not work on natural weapons, unarmed strikes, touch attacks, and ranged touch attacks.
Adamantine Attack (Ex): The adamantine warrior can double his base strength for two rounds per day. He must declare he is using this ability before the attack is made, and both attack and damage rolls benefit from the increased strength.
Unrelenting: Tireless and unrelenting, the adamantine warrior gains a +3 legendary bonus to Constitution.
Cheat Death: When death comes to claim the warrior, he forces it to back down and leave him alive. Four times in his life an attack that would normally kill the warrior fails to deal any damage. This works against any effect, be it physical damage, a death spell, or any other means of killing the warrior. Adamantine warriors hold this ability sacred, for once it has been used it never returns.
Sorcery Overpower (Su): The adamantine warrior shrugs off magical attacks as well as physical. He may ignore up to fifteen spell levels per day. The spell is not dispelled or negated, but simply has no effect on the warrior. He may choose to use this ability after a saving throw has been failed, but before damage is rolled.