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RPG Superstar 2008 Top 16. 36 posts. No reviews. No lists. No wishlists.



RPG Superstar 2008 Top 16

Limro, The Constructor CR 15

Male Human Wizard 15
LE Medium Humanoid
Init +1; Senses Darkvision 60ft; Listen +2, Spot +2

DEFENSE

AC 18 [Math +10 base, +7 deflection, +1 Dex], touch 18 [Math +10 base, +7 deflection, +1 Dex], flat-footed 17 [Math +10 base, +7 deflection]
(+7 deflection, +1 Dex)
hp 62 (15d4+2)[Math 4 (Full hit dice at first level) + 2 Con + {14(2 hit dice per level + 2 Con)}]
Fort +11 [Math +5 base, +2 Con, +4 resistance], Ref +10 [Math +5 base, +1 Dex, +4 Resistance], Will +15 [Math +9 base, +4 resistance, +2 Wis]
Defensive Abilities Blink Effect from Ring of Blinking, Shield Other Effect from Shield Guardian

OFFENSE

Spd 30 ft.
Melee Adamantine Dagger +7/+2 [Math +7 base, +1 masterwork, -1 Str] (1d6-1, x2)
Ranged Wand of Scorching Ray (CL15) 3 rays +8 (4d6 fire)
Space 5 ft.; Reach 5 ft.
Spells Known (CL 14th):
8th (1/day)Ñ Dimensional Lock, Discern location, Temporal Stasis (DC 23), Trap the Soul (DC 23)
7th (2/day)Ñ Forcecage, Limited Wish (DC 22), Scrying, Greater, Spell Turning, Symbol of Stunning (DC 22), Teleport, Greater (DC 22), Teleport Object (DC 22),
6th (3/day)Ñ Analyze Dweomer (DC 21), Antimagic Field, Disintegrate (DC 21), Dispel Magic, Greater, Geas, Globe of Invulnerability, Guards and Wards, Legend Lore, Mislead (DC 21), Repulsion (DC 21), True Seeing (DC 21),
5th (5/day)Ñ Break Enchantment, Dismissal, Dominate Person (DC 20), Fabricate, Hold Monster (DC 20), Magic Jar (DC 20), Major Creation, Permanency, Planar Binding, Lesser (DC 20), Secret Chest, Sending (DC XX), Telekinesis (DC 20), Teleport (DC 20), Wall of Force
4th (5/day)Ñ Arcane Eye, Charm Monster (DC 19), Detect Scrying, Dimensional Anchor, Dimension Door (DC 19), Geas, Lesser (DC 19), Globe of Invulnerability, Lesser, Fear (DC 19), Locate Creature, Minor Creation, Polymorph, Resilient Sphere (DC 19), Scrying, Stone Shape,
3rd (5/day)Ñ Animate Dead, Arcane Sight, Blink, Daylight, Displacement (DC 18), Dispel Magic, Explosive Runes (DC 28), Fireball (DC 18), Fly (DC 18), Gentle Repose (DC 18), Haste (DC 18), Hold Person (DC 18), Lighting Bolt (DC 18), Magic Circle against Chaos/Evil/Good/Law (DC 18), Nondetection (DC 18), Protection from Energy (DC 18), Shrink Item (DC 18), Slow (DC 18), Suggestion (DC 18), Tongues (DC 18), Water Breathing (DC 18),
2nd (5/day)Ñ Acid Arrow, Alter Self, Arcane Lock, Bear’s Endurance (DC 17), Blur (DC 17), Bull’s Strength (DC 17), Cat’s Grace (DC 17), Continual Flame (DC 17), Darkness, Darkvision (DC 17), Daze Monster (DC 17), Detect Thoughts (DC 17), Eagle’s Splendor (DC 17), False Life, Fox’s Cunning (DC 17), Invisibility (DC 17), Knock, Levitate, Locate Object, Mirror Image, Misdirection (DC 17), Protection from Arrows (DC 17), Obscure Object (DC 17), Owl’s Wisdom (DC 17), Resist Energy (DC 17), Scorching Ray, See Invisibility, Shatter (DC 17), Spider Climb (DC 17), Web (DC 17)
1st (6/day)Ñ Alarm, Animate Rope, Cause Fear (DC 16), Charm Person (DC 16), Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements (DC 16), Erase (DC 16), Feather Fall (DC 16), Floating Disk, Hold Portal, Identify, Obscuring Mist, Protection from Chaos/Evil/Good/Law (DC 16), Mage Armor (DC 16), Magic Aura (DC 16), Magic Missile, Ray of Enfeeblement, Shield, Silent Image (DC 16), Sleep (DC 16), Unseen Servant
0 (4/day)Ñ Acid Splash, Arcane Mark, Detect Poison, Detect Magic, Disrupt Undead, Light, Mage Hand, Mending (DC 15), Message, Open/Close (DC 15), Prestidigitation (DC 15), Ray of Frost, Read Magic, Resistance (DC 15), Touch of Fatigue (DC 15)

Spells Prepared (CL 14th):
8thÑDimensional Lock
7thÑTeleport Object (DC 22, x2)
6thÑDisintegrate (DC 21), Dispel Magic, Greater, Globe of Invulnerability
5thÑDominate Person (DC 20, x2), Hold Monster (DC 20, x2), Wall of Force
4thÑDetect Scrying, Fear (DC 19, x2), Polymorph (x2)
3rdÑArcane Sight, Lighting Bolt (DC 18, x2), Nondetection* (DC 18), Protection from Energy (DC 18)
2ndÑDarkness, Misdirection* (DC 17,), Obscure Object (DC 17, x3)
1stÑAlarm, Identify (x2), Protection from Chaos/Evil/Good/Law (DC 16), Ray of Enfeeblement (x2)
Detect Magic, Read Magic, Mage Hand (x2)

* Already Cast

TACTICS

Before Combat Limro always has his Ring of Mind Shielding active and his Rod of Absorption (0 spell charges) on his person. If combat is evident, he will go to his lab, activate is Ring of Blinking , put on his Goggles of Night, and cast Protection from Good or whichever alignment will protect from the party’s spellcasters. Limro will deactivate all light sources in the laboratory. Using hidden homunculi through out the lab and shop, he will track the party’s movements and send his flesh golems to soften them up. Spark will hide in the area of the lab where the new construct body is.
During Combat Limro will sit back with Delar and let his stone golem attack. The golem is ordered to prevent anyone from passing. In the first round of combat, he will cast Globe of Invulnerability. If the party is only using one light source, Limro will cast Darkness on that area. Then Limro will retrieve his Wand of Hold Person, Heightened (4th) (DC 19) from one of his Gloves of Storing targeting spellcasters first. If the wand is ineffective, he will then try Dominate Person or Hold Monster (both DC 20). Dominated characters will be commanded to attack their party. If Limro feels he has the upper hand, he will retrieve is Wand of Scorching Ray from his other Gloves of Storing and attack any paralyzed characters. He is save his prepared Disintegrate (DC 21) to escape anything force effects, but will it at adventurers using any spell levels charged in the Rod of Absorption. Delar will always stand next to and guard Limro, releasing it’s stored spell Fear (DC 19) at the first target to engage Limro.
Morale If the stone golem or Delar are destroyed or Limro is damaged to half his hit points, he will attempt to flee. First he will move back with Delar (if it isn’t destroyed) and cast Wall of Force between himself and the party. Next he will retreat to the area that contains his new body and use Teleport Object to send it to a safe house near by. Then he will cast Teleport Object on Delar. Lastly, Limro will use his Boots of Teleportation. Before leaving he will command all his homunculi to flee into the sewers and meet him at the safe house. But if it is impossible for Limro to escape with his new body, he will fight to the death.

STATISTICS

Str 9, Dex 12, Con 14, Int 21, Wis 14, Cha 15
Base Atk +7/+2; Grp +6 [Math +7 base, -1 Str]
Feats Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Heighten Spell, Scribe Scroll, Spell Penetration

Skills Alchemy +17 [Math +2 circumstance, +5 Int, +10 ranks], Appraise +9 (+11); +2 synergy bonus to checks involving Alchemy, Armorsmithing, Leatherworking, Sculpting, Weaponsmithing [Math +5 Int, +4 ranks], Armorsmithing +17 [Math +2 circumstance, +5 Int, +10 ranks], Bluff +7 [Math +2 Cha, +5 ranks], Concetration +20 [Math +2 Con, +18 ranks], Leatherworking +17 [Math +2 circumstance, +5 Int, +10 ranks], Knowledge (Arcana) +21 [Math +5 Int, +16 ranks], Knowledge (Nature) +14 [Math +5 Int, +9 ranks], Knowledge (Planes) +16 [Math +5 Int, +11 ranks], Sculpting +17 [Math +2 circumstance, +5 Int, +10 ranks], Spellcraft +19 [Math +5 Int, +12 ranks, +2 synergy], Weaponsmithing +17 [Math +2 circumstance, +5 Int, +10 ranks]
Languages Celestial, Common, Draconic, Dwarven, Elven
Combat Gear Adamantine Dagger, Amulet of the Shield Guardian, Boots of Teleportation, +7 Bracers of Armor, +4 Cloak of Resistance, Glove of Storing (2), Goggles of Night, Potion of Cure Serious Wounds (2), Ring of Blinking, Ring of Mind Shielding, Rod of Absorption, Wand of Hold Person, Heightened (4th) (36 charges, DC 19) [note: it is located in the Glove of Storing in the right hand, Wand of Scorching Ray (CL 15, 23 charges) [note it is located in the Glove of Storing on the left hand]; Other Gear Alchemist’s Lab; Artisan’s Tools, Masterwork; Spell Books (3)

Limro is a well-groomed unassuming man that stands six feet high and is a lean 100 pounds. Bright eyes and a sharp expression look out from a wrinkled face, bearing a long, braided grey beard and short cropped hair. Limro stands straight, his bearing that of a younger man, yet he seems weak with the ravages of old age. Perched on his shoulder is Spark, his raven, and looming at his side is Delar, a 10 foot tall humanoid figure in robes. The robes hide that Delar is a Shield Guardian. Limro operates a magic emporium called “The Constructor” in the back allies of the merchant district of any major city. Renowned for his magic object craftsmanship and stern grim personality, Limro’s business turns a tidy profit, but it is just a facade for his true activities.

For the past 20 years, Limro has been creating himself a new perfect construct body. He is consumed with the belief that living beings are imperfect and that constructs are the only true form. Limro has a hidden laboratory filled with homunculi and golems deep underneath the shop. In the lab there are 20 homunculi, five flesh golems, and a stone golem. The drain of creating so many constructs has caused Limro to age prematurely. A lift leads from the shop to the lab. Limro experiments on magical beings and artifacts to deconstruct (sometimes painfully) their powers and imbue them into the new body and his constructs.

Limro has yet to find a means to permanently transfer his soul into the construct body. If he unlocks that puzzle, he will become one of the most powerful known beings and then turn his attention into “constructing” a perfect world to replace all living things. Despite his expert skills, he has not been able to truly breathe life into his creations. Limro believes the answer to that mystery can be found in the Inevatibles, the only living, thinking constructs.

Limro never leaves his shop or lab. Using his Ring of Mind Shielding, he hires adventurers to collect the objects and creatures needed for his experiments. If a group is proven competent, Limro will attempt to gain their trust by appraising magic items for free and giving discounts at his shop. If asked, the jobs are at the request of a secret client. Once in a while this is actually true. Limro will track groups with Scrying, Greater focusing on items brought from him.

Often Limro’s studies create magical pollution which he vents into the sewers. The pollution has the unfortunate tendency of either breathing life into discarded junk or forming spell-effecting gases. It is very possible that the same adventurers that work for Limro will be hired by some other group to solve the pollution problem. If at any point Limro feels the adventurers are discovering his secret, he will send them on a suicide mission. If that fails, he will wait for them in his lab so his “children” can strike them down.

RPG Superstar 2008 Top 16

Akram Zafir
“Empire of the Sun�
Alignment: LN
Capital: Osztun (pop. 54,980)
Notable Settlements: Gate of the Western Winds (pop. 7,577), Seri Ary (pop. 20,465)
Ruler: Grand Merchant Dwodek, Judge of the Five, Lord of the Ironhelm Clan
Government: A council composed of five Grand Merchants, one from each of the founding families of Akram Zafir. The council is known as the Five. The head of The Five is called The Judge. Every 100 years a new Judge is chosen. The Judge determines the laws and alignment of Akram Zafir, but the alignment is never evil.

Description: Akram Zafir has existed for over 2,000 years and is located in the Sea of Sand, the largest desert in the world, spanning thousands of miles. Surrounded by the massive peaks of the Ouroboros Mountains, this desert is a harsh wasteland full of violent sandstorms, flaying winds, and nomadic monsters. There are only four passes through the mountains into Akram Zafir. The largest and most traveled is the Gate of the Western Winds, which allows trade with the Kingdoms of Lorian and Highguard.

In the heart of the Sea of Sand is the Forest of Stone, an area where hundreds of massive gray pillars seem to grow from barren wilderness, slightly bending and twisting as they reach for the sky. The outer pillars start at 300 feet high and 100 feet wide, but grow larger toward the center of the “forest� reaching heights of over 1,000 feet and more than 300 feet wide. The distance between pillars ranges from 300 feet to three miles. Most of the tops of the pillars are flat and growing from them are amazing forests of darkwood. Also found deep in the core of most pillars is fresh water, along with veins of gold, mithral, and adamantine. Using these rich resources and the crafting skills of the Five, Akram Zafir is one of the most powerful economic countries in the world. No one knows what type of stone the pillars are made from and scholars feel that over the course of hundreds of years the pillars seem to be growing taller.

The Forest of Stone is also the source of the deadly winds that desiccate the land. Found in the center of this region is the largest pillar, The Finger of God. It stands 1,526 feet high and is 837 feet wide. Starting from the bottom and ending 500 feet from the top are massive fissures that belch forth powerful gales. Within five miles of this pillar the winds have swept away over 200 feet of sand, exposing the desert floor. As these gusts break against the other pillars, they split and change directions creating deadly crosswinds that are unpredictable. Only the most highly skilled sandship or windrider captains can navigate through these passes.

Atop the pillars are the 32 cities of Akram Zafir with Osztun, the capital, perched on the Finger of God. Each city is controlled by one of the Five, who determines the culture and architecture for that city with Osztun being a combination of all.

The Five Families
Gilham – Medieval European
Teth – Greco-Roman
Ironhelm – Dwarven
Windleaf – Elven
Merar – Islamic/Arabic

The Grand Council and the main houses of the Five are located here. All cities are either carved directly into or built from pieces of a pillar’s crown. Surrounding each settlement is a wind-breaking wall to prevent stray winds or storms from blowing a whole city to the desert below. For this reason, no building is taller then this 50 foot wall. Generally the rich live in the middle of a pillar while the poorest cling to life in homes carved into a pillar’s sides. Regardless of a pillar’s height, a wall-like ring has been constructed 100 feet from the top to protect a city from Akram Zafir’s main threat, the Formians.

A few hundred years ago, the city of Seri Ary was invaded by an army of Formians who came from the desert. Unprepared for the attack, most of the citizens of Seri Ary were butchered. It took months to mount a counter-attack to drive the Formians away and years to build the protective rings along with a standing army. Now the Formians mainly threaten trade routes to and from the Forest of Stone. Where they come from and why they are attacking is a mystery, but the presence of the Formians has halted most expeditions into the desert.

Other than magic, travel between the pillars is accomplished with sandships and windriders. Windriders are vessels that use windstones to fly. Windstones are pieces of the Finger of God which have absorbed the power of the winds. One pound of windstone can lift 1,000 pounds. Mining the pieces from the sides of the great pillar is dangerous and the work of the Ironhelm Dwarves. Windstones only work around Osztun, limiting windriders to a 50 mile flight range. Large elevators powered by the wind move goods and people to and from the cities.

DM Secrets: The pillars are not stone, but the branches of a massive petrified tree. Eons ago, the region was not a desert, but a lush jungle. At its heart was a great tree that contained a portal to the Plane of Water. From this source, life-giving waters flowed into the land through the tree’s massive root system. Unfortunately mysterious forces shifted the gate from the Plane of Water to the Plane of Air causing powerful winds to burst from the massive tree eventually desiccating the land thus creating the Sea of Sand. What would if the gate changed back?
One of the Five has a dark secret. A race of insect-like creatures known as the Scarabosians has taken over the family’s Grand Merchant in hopes of being elected The Judge. What plans do they have for Akram Zafir?
The Formians were once the servants of a lost desert civilization. Though now gone, a sinister group has learned the secret to controlling the Formians. Why are they attacking Akram Zafir?

RPG Superstar 2008 Top 16

Mask of the Elemental Guardian: This full face mask comes in four types: Air, Earth, Fire, and Water. The air is made of clear glass, the earth of gray stone, the fire of charred wood, and the water is made of blue crystal. Each mask grants the wearer energy residence 10 based on the mask’s type: Air is electricity, Earth is acid, Fire is fire, and Water is cold. Also once per day as a full round action, the mask can grow around the wearer forming into a Huge Elemental of the mask’s type for 1 minute. Functions as a Summon Monster VI spell except the wearer may take no action other than mentally directing the elemental and there is no line of effect to the wearer. If the elemental form’s hit points are reduced to 0, the elemental crumbles and the mask breaks into pieces. It can not be repaired once this occurs
Faint Abjuration and Moderate Conjuration; CL 11; Craft Wondrous Item, Resist Energy, Summon Monster VI; Price 70,400
Activation: - ; Use-activated (mental)