Barbarian 1st/ Rogue 5th/ Fighter 2nd/
Imperial Warrior 10th/ Adamantine Warrior 5th
Hit Dice: 5d6+12d10+6d12+138 (261 hit
points)
Initiative: +4
Speed: 40 ft.
AC: 30 (+4 Dex, +5 Armor, +5 Armor
Enhancement, +1 Shield, +5 Shield Enhancement), touch 14, flat-footed 26
BAB/Grapple:
+21/+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
Climate/Terrain: Any
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.