Saurischian Oracle 2/ Warrior 1 | HP 20/20 | AC 20, TAC 9, FAC 10, CMD 16 | Perception +6 (low-light), Initiative +3 (roll twice) Move 20' | F +5 (+7 vs. poison), R -1, W +2 (+4 vs. mind-af.)|
Alignment
NG
Strength
18
Dexterity
8
Constitution
16
Intelligence
12
Wisdom
8
Charisma
16
About Izússavar
Build:
18, 8 +12 points = 10, 12, 14, 14
STR 18
DEX 10 -2 = 08
CON 14 +2 = 16
INT 12
WIS 08
CHA 14 +2 = 16
"Yes, but the NPC level only gives you HP if its hit die is larger than the one for your PC class (so if your PC class is d6 and your NPC class d8 you get +1HP, if the NPC class was d10 you would get 2) and you don't get the save bonuses from your NPC class, only a +1 to that save if it was a good save for the NPC class"
NPC Class: Warrior
+1 BAB, +1 Fort, +1 HP, Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str). Proficient with Simple & Martial Weapons and all armor and shields.
Actual Class: Oracle
brainstorm:
A Nagaji Time oracle. A reptilian noble warrior who was snatched from his time (when reptiles ruled the world) and sent into the far future.
Eons ago (maybe 10,000 to 100,000 years ago) the world was a tropical paradise and the dominant species were a variety of related reptilian humanoid races. Primitive, but strong and proud, they created empires built from stone and wood, and though they had riches in gold and silver they never mastered the use of bronze or iron.
Mammalian humanoid races, such as humans, elves, and others, were kept as slaves, and only had their freedom in the remote cold areas near the poles, which were too cold for the reptilians to bear comfortably. The mammalians, chafing under the domination of the reptilians, made a bargain with dark powers to end the reign of the reptilians. These powers diverted a huge comet towards the world, which burst over one of the great seas. A worldwide catastrophe ensued, and an ice age began. The mammalians were able to migrate out of the poles and dominate the world, leaving the reptilian races with only a narrow band of jungles and deserts near the equator.
The mammalian races forgot the dark bargains they had made and built new civilizations, embracing gods of warmth and light. But the dark gods remembered the bargain, and now begin to draw near the world to exact their payment, while the mad gods of the reptilians and armies of ghosts demand revenge for the slaughter they faced as a result.
The Story of Izússavar:
Story of Izússavar
* Izússavar was a young noble in the ancient Empire of Sarzura. This was one of many reptilian empires that ruled the world 56,000 years ago, and used mammalian races such as proto-humans as slaves.
* The empire was in turmoil, as slave uprisings had occurred all over the empire, provoked by action of the "free" mammalians who lived in the arctic where it was too cold for reptilians to live.
* Izússavar's family encouraged him to join the military, both to support the empire in its time of need and to prove his worth to the noble caste.
* Izússavar became a soldier and joined the Imperial Army. The army marched north to an outpost city held by the empire, a stronghold against the northern barbarians.
* In several battles, the Sazurans managed to defeat a large force of norhern barbarians, and captured thousands. This was a great victory, as not only was the horde defeated, but the slaved represented great wealth as they could be shipped to the slave markets of the south. Izússavar was a hero as he had personally slain one of the enemy chiefs in single combat. He became known for both his great strength and also his good luck.
* But before the slaves could be shipped, the stronghold was attacked by the Otzeolokans, a rival empire whose army had lain in wait for the Sazurans to be weakened by their battles with the horde. They fell upon the Sarzurans and overwhelmed the stronghold.
* Izússavar stood atop the central ziggurat of the city along with the last of the garrison, fighting the Otzeolokans (though the situation seemed hopeless), when suddenly...
* For a moment, time seemed to stop. Then suddenly everything was whirring by as if he was frozen and everything else was going incredibly fast around him. The armies fought then disappeared. The sun rose and fell and rose and fell. The winter came, then the summer again, then winter. Trees grew and died and were replaced by new trees. The ziggurat upon which he stood wore away to a heap of rubble, which was soon covered with earth and grass and trees. And then...
* Everything returned to normal. Izússavar was alone, on a hill within a forest. The air was cool. He did not know where he was and began to explore.
* He found a river and followed it downriver for a ways. He travelled for a day and a half, until he was set upon by a group of humans, bearing weapons made of a strange bright material, shiny like water. Not recognizing their species (humans had developed significantly since his time), but recognizing them as mammals, Izússavar prepared to fight. But the humans indicated he should surrender. Thinking the humans intended to ransom him back to his family, he threw down his weapons.
* The humans were a group of bandits. Not sure what do with Izússavar, they kept him tied up until they decided to sell him to a travelling circus.
* The circus put Izússavar on display in a cage as the "Dragon-Man" and charged admission for gawkers to come and look at him. They would poke and prod Izússavar to try and get fearsome reactions from him to please the crowd.
* Gradually Izússavar learned to understand the speech of those around him. He kept this information to himself, not wanting to lose an advantage. He also realized he now had the power to heal and other miraculous abilities.
* After a drunken knife fight, the circus' juggler stubled into the tent where Izússavar was being kept. He stumbled against Izússavar's cage, nearly unconscuious. He would have died for loss of blood, but Izússavar reached out and healed him. The juggler recoiled and looked at Izússavar with wonder. "Don't tell anyone," said Izússavar.
* The juggler, whose name was Baran the Quick, began to speak with Izússavar in secret. At first, Baran wanted to profit from the abilities of Izússavar, having him cast healing spells for money on the sly, without the caravan master knowing. But they gradually became friends, and Baran, whose hands were always nimble, picked the pocket of the showman who had the key to Izússavar's cage. In the early hours of the morning while the moon was rising, Izússavar escaped.
* He made his way to the City of Morningport, where Baran had suggested he might find a ship to take him south. But when he reached Morningport he truly realized how much the world had changed. The people of Morningport, being more cosmopolitan, were more willing to deal with a Nagaji despite his strangeness. He sought out sages to learn where and when he was.
* Now, having realized he has travelled in time to a future where his people have been driven out of most of their lands, he seeks a way to return to his own time, hoping that he may change the outcome of the battle where he was taken, though he does not know how that might be achieved. His first thought is to return to the hill where he 'arrived,' though he is not sure where that is, having lost track while traveling with the circus.
* He knows he can hire guides that might help him find it, but has no money with which to pay them. So now he is looking for work, hoping to earn enough gold to mount his expedition.
GM: This assumes the adventure begins in Morningport. If it starts somewhere else I can change the details.
What Izússavar doesn't know:
* When he traveled forward in time, he traded places with an older version of himself, but fell short of the time his older self left. This older self returned to the past to carry on where Izússavar disappeared, only now with much greater power and expertise. This older self would be the Izússavar as he exists at the end of the campaign (at a much higher level).
* The "switch" was made by an even older version of Izússavar, who had been living since those ancient times. Since he eventually reached 20th level, he no longer ages. This "ancient Izússavar" has been waiting for eons for himself to arrive in what is now the present.
* The ancient Izússavar has decided to support the humans and other mammalian races in the past, because the less help they need from the dark gods, the less indebted they will be to them, and this the less of a hold the dark gods will have on the world when they come to collect, thus reducing the devastation of the coming apocalypse. He waited until the young Izússavar was old enough to learn to appreciate mammalian people as equals and powerful enough to do what was necessary in the past (which would presumably be at the end of the actual adventure).
The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
The Warrior's Class Skills are: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), and Swim (Str)
Class Skills: An oracle with the time mystery adds Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), and Use Magic Device (Cha) to her list of class skills.
+1d6 Inspiration for free on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive