My Take on Ravenloft, Chapter Two.

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Mistmaster
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My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

Children of the Light; Lightlords of the Mistworld

In this Chapter I'm going to detail the Lightlords I created for my Mistworld, the good paragons who balance the evil of the Darklords; In this first Post, I shall put a list of all the Lightlords; As I submitted Sergeji von Zarovich for publication I shall wait for QTR23 to be online, before I post him here too.

Lords of the Core

Sergeji von Zarovich (Barovia)
The Angel of Death aka Irik (Darkon)
The Lost King aka Gondegal Adallyn (Falkovnia)
Allan Ray (Dementlieu)
Ivana Boritsi (Borca)
The Midwife aka Katrina Dilisnya (Dorvinia)
Lord Simon Audaire (Richemulot)
Elisa von Mordenheim (Lamordia)
Night-King Ezekiel (Lazendrak)
Difforme and Izmara (Pureterre)
Theobald Everlast(Haringhton Dale)
Turchese, aka the Blue Fairy (Collodi)
Anton Kharchov aka The Chain Breaker (Nova Vaasa)
Olyvar Aderre (Invidia)
Conestable Ion Ursinescu (Sanguinia)
Baba Yaga aka Grand-Duchess Maria Yargorova (Okraina)
The Panther aka Lady Elena von Starntraxis (Valachan)
Don Alejandro de la Mirra Espinada
Meera Enjivin (Hazlan)
Magda Kulchevich (Sithicus)
Princess Blanche von Schnee (Tepest)
Noah Timothy (Verbrek)
Orinda Nahle, Meistersinger of Chord (Kartakass)
Lady Isabeu apBlanc and Thomas mcRuad (Forlorn)
The Scarlet Lion, in secret Taron Gundar (Gundarak)
Queen Maeve Hightstar (Shadow Forrest)
The Shadowborn Tiara (Possessed by Keteri Shadowborn) (Nidala)
Kalista van der Bergen (Zeindost)
The Shadow Cat, Secretly the soul of Tristen Hiregard (Zherisia)
Tiger Khan (Markovia)
Prince Consort Perseus Polymenidis (Demise)
Captain Mathias Finnfoot (Whäl)
Andrik D'Polarno (Ghastria)
Baroness Lia Lidhaangor (Bluetspur)
Prince Connor Morrell (Blaustein)
Francois Monette(L'île de la Tempête)
Ulian Steeltalon (Raven Island)
Ulmar Skellingtron Skulland
Captain Marcus Graben (Nebligtode Islands)
Jander Sunstar (Liffe)

Lords of the Newlands

Prince Mikahil Zolnik (Northlands)
Ramsay Rains (New Zherisia)
Alala, aka the Maiden of the Swamp (Souragne)
Black Cloud (Wakan Taki)
Tlatoani Ichaicuatl III of Ectanztalco (Mictlan)
Commander Boris Savitzi (Pacha Tiki)
Hermann Welser (Endaurum)
Quickbranch Swiftleaf Lightroot (Megaselva)
Giuseppe Arambaldi (New Lamordia)
Captain "Red Sam" Samwell Bellam (New Zeindost)
Alaine Sweetsong (Saragoss Islands)
Elder Karl Darvein (Schildkröten Archipel)

Lords of the Verdourous Lands

Marie Karnes Farelle
General Rắn Cao Quý (Dat Cua Nheng)
The Lord of the Jungle aka Jonathan Greystorm (Mulongo)
Durga (Sri Raji)
Gatwe (N'zari)
Saderine (Ophir)
Golden Fang (Pellsidar)
A'Kchai taBashoga aka the Black Lion (Jaranga)
King Itah (Seownee)
Hight King Odum the Lion (Wildlands)
Nzima koTashanga (Afshanga)
Desmond Mpilo (Zaaltland)
The Raja of Kiltara, Sanjaran (Katagem Islands)
Magnus (Kalibasha)
Shinpi Atsushi (Rokushima Táiyoo)
Tagaloa Maui'ii (Aoronga)

Lords of Amber Reaches

Ahnktepok V (Har'Akir)
Shadua (Sebua)
Uran-Tor (Kalidnay)
Hannibal Barro (Melqart)
Sheick Alahan al-Rashaan (Pharazia)
His Holiness Mathis Tewdoris (Axiom)
Oduzai Qhan (Jade Steppe)
Abbess Karai Marqo (G'henna)
Jabiro the Wanderer (Dream Desert)
Prince Ali al-Kassim (Yarabad)
Catherine Stone (Muraman)
Qarat IV (Zalem)
Great Queen Lamhanna (As-Ur)
Princess Shernazade (Al-Khatos)
Renegade Magistrate Maximillian Deadknight (Glass Plains)
Sir John Falconheight (Trinacre)
Bela Shinx (Nurage)
Queen Elise III Firebright (Wayward Islands)
Captain Nathaniel Everthere (Black Sands Islands)

Lords of the Lands of Always Winter

Princess Saarin ar Polarian (Polaris)
Paramount Chief Tagalook Bearbane (Nightfrost Plateu)
King Aaro Starchild (Insanity Mountains)
Magnus I Stronghammer(Frozensteel Coast)

As always feedback is wellcomed.
Last edited by Mistmaster on Sat Feb 15, 2020 2:22 pm, edited 6 times in total.
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Re: My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

The Angel of Death aka Irik

Background
Irik Zal'hohan was born in Darkon, at the and of the age of Darkness, the son of Firan Zal'hohan, one of the last Princes of the ancient Darkonese nobility; His father, in an age of chaos and anarchy was one of the few to embrace order; When he was a little boy, his father was his hero, more so, when, using the magic learned in a life of hard study he defeated the last of the Undead Emperors, and took his place, rebuilding the glory of Darkon; But as he grew older, he learned about the price that his father's new order exacted; he learned about the price his father magic exacted on him, and was horrified; his father had become a tyrant, and he was bent on the same path of cold eternity of his predecessors; So, even if he loved his father, he started to subtly jeopardize his rule. When his father discovered it he went in clandestinity, but when he was given the chance to kill his father, he refused to do it, because he believed there was another way; but he naver managed to finf it, because his farger captured him and publically executed him, and he wielded the axe personallY; He died, forgiving his father and prayng for his people freedom; The Mists heard him, and when his father used necromancy to bind his wayward son's soul, he unexplicabily made a mistake and his soul was infused with positive energy; thus the Angel of Death was born, the only being able to free Darkonians from his father's oppression.

Current Sketches

Irik continues to do as the Angel of Death as he did when he was Irik; he frees people; both from the oppression of his father rule and from the eternal imprisoning in an undead form, which happens after theyr death; Irik brings hope to Darkoneses, in the guise of rest and liberation;
However he still love his father, and he still hopes he can be saved; this is his main goal, and also his burden;
A small cult is born in Darkon, who venerates Irik as an avatar di Sseth, which is absurd, as Sseth is an evil deity; still the cult shares the values and goals of theyr reluctant patron.
Irik will actively help the PCs if they should try to free some prisoner or to rescue people from oppression; he would also actively fight any undead expecially an agent of the Kargat.
While he is trying to free the people, Azalin control on it is really strong, extending insome case, to the mind and the soul; To break his father's hold on a victim of his memory-affecting powers is a painstakingly long endevour, which distracts Irik from any other activity; he is reserching on means to speed up the process.
Other then his more dirct acrivities, he had endevoured himself in the task to educate the people, to free theyr minds from his father's inregimantation, which he start in schools; he has create a net of free-thinking teachers, who helps him in this task. He is very involved with his collaborators, and loath himself for putting them at risk; his father often try to take advantade from that to capture him, so he has started to employ mercenaries to free his collabarators. He could offer a job to the PC's for that.
If the PCs are collaborating with the Kargatene or directly with his father, Irik will first attempt to persuade them to his side; if they aren't prone to compromise, only than he will fight, possibly only to neutralize them temporanely. In spite of his nickname, the Angel of Death is loathe of killing living beings.

The Angel of Death aka Irik Zal'hohan
C/G Unique Medium Outsider Cleric 15, ( Augmented Humanoid, Elemental, Incorporeal, Native)
Challenge Rating: 20
Initiative +4. Senses: Detect Undead 30 feet, Darkvision 60 feet, Superior low-light vision, Spectral Vision 30 feet; +25 Perception.

Defense
AC 26 (+4 Dexterity, +7 Deflection, +5 Armor)
Touch:26, Flat-footed 22.
Hp:135 (15d8+75)
Fort:+14, Ref:+9, Will:+23
Immunities: Critical Hits, Negative Energy Damage, Abilty Damage, Ability Draining, Negative Levels, Fear, Mind Influence, Precision Damage from not ethereal sources, non-magical weapon damage.
Defensive Abilities: Aura of Peace, 60 feet; Fast Healing 15, Regeneration, Liberation 15 Rounds /day.
Resistences: Half Damage from magical weapons, and from spells which do not specifically works against ethereal cretures.
Vulnerabilities: His father's touch spells inflict him double damage, ignoring his invulnerabilities and his resistences.

Offense
Speed:30 feet, Fly 100 feet (Perfect)
Melee: Two Touches, +15, Sleep, 1 hours, it works even on otherwise immune creature; Will Save 21 deny, or 8d6 +11 positive energy damage to undead (heal living beings) + Destruction, fortitude save DC 21 deny.

Supernatural Abilities: Freedom's Call (15 Rounds/day), Gentle Rest (14 times/day, Undead Staggered 11 rounds), Ward against Death (15 rounds/day). Channel Positive Energy: 30 feet radius, 8d6 Will Save partial DC 30, or Fortitude Save DC 25; if fails, the undead get destroyed.
He can heal the living and damage the Undeads in the same time.)
Sleep, radius 30 feet, DC 30 Fortitude Negate, Standard Action, at Will.
Spell Like Abilities:
Daylight at will (DC25, CL 15.)
Spells Prepared: (CL 15)
8°: Quickened Holy Smite (25),Spell Immunity, Greater, Silent Stlll Heal (27).
7°: Holy Word (28),Quickened Searing Light, Restoration,Greater, Resurrection, Word of Chaos (28),
6°: Blade Barrier, Dispell Magic, Greater x2, Find the Path, Heal x2 (27), Undeath to death (27),
5°:Atonement, Breath of Life x3, Break Enchantement, Dispell Evil (26) x2, Dispell Law (26).
4°: Death Ward x2, Flame Strike (25), Freedom of Movement, Holy Smite (25), Neutralize Poison, Restoration x2.
3°: Blindness/ Deafness (24), Invisibility Purge, Remove Blindness/Deafness, Remove Curse, Searing Light x3 (24), Wind Wall.
2°: Calm Emotion (24), Gentle Repose (24), Make Whole, Restoration, Lesser x3, Shield Other x2,
1°: Deathwatch, Detect Undead, Detect Evil, Divine Favor, Hide from Undead, Remove Fear x 4,
0: Detect Magic, Detect Poison, Mending, Stabilize.
Domains:Liberation and Repose.

Statistics
Str:-/10(16), Dex:12 (18), Con:12 (18), Int:13(19), Wis:26(32), Cha :18(24)
Base Atk:+11, CMB:+15/+14, CMD:25/28.
Feats:Extended Spell, Great Fortitude, Iron Will, Lightning Reflexes, Maximized Spell, Quickend Spell, Turn Undead, Silent Spell, Still Spell Weapon Focus (Touch).
Skills: Diplomacy +25, Heal:+29, Knowledge (Arcana) +22, Knowledge (Religion) +22, Perception: +25, Sense Motive:+29, Spellcraft:+22.
Languages: Common, Darkonian, Celestial, Draconic.
Special Qualities: Hollow Aura, 60 feet; Lightlord of Darkon;
Beacon of Goodness 5 Rank.
Undead to Living, at will, only with willing intelligent Undead.
Positive Energy Mastery: he does not require any material component to use spells which resurrect people or otherwhise restore health, or which contrast necromantic effects.

Ecology
Environment: Any in Darkon.
Organization: Solitary, Sect (1 +Four Clerics 7, and Three Fighters 5) or Conspirancy (1+ Ten Rogues 7, Five Fighters 9 + Three Wizards 9)
Treasure: Ghost touch +1 Chainmail, Ghost Touch +6 Belt of Phisical Perfection, Ghost Touch +6 Headband of Mental Perfection.

Combat
Irik starts a combat trying to neutralize any living opposition with his Sleep attack; if that fails he will use his Sleep touch and his spells. He will unleash his radiant fury on any mindless undead, but will offer his mercy to intelligent ones. Only one time, thought.

Burden of the lightlord:
As every lightlord, Irik has one self imposed burden; He is a champion of freedom and can't stand any form of oppression without actively trying to end it; he still cares deeply for his father, and wants to free him from his own prison, made up by himself, with is rutheless puesuing of order and power.
The easy way out would be accepting his father can't be saved and destroy him; after all, he knows were Azalin's Philactery is hidden, and can easily enter in the place. Azalin never fight seriously against his son, because he knows Irik can't being himself to kill him; Should he take the easy way up, it would be quite easy to kill him....but the price?
Less easy way is to find someother champion for freedom who would accept the burden on themselves.
The hard, almost impossible way out is to find a way to free Azalin mind and Soul freeing Darkon in the same time.

Closing/ Opening the border: Since Irik is not the temporal ruler of Drakon he can't close the orders, he can, however force them open, if only for a couple of hours; He can cross the borders, but he will loose his powers if he would go too far; that would be against his values, becusa it would mean to leave people to suffer under his father's yoke.
He can also open the borders using his own mighty powers to destroy easily all the undeads who attack him and the people he is with.

Lair:
The old Zal'hohan manor lay eighty miles north of Il-atuk; Irik has turned it in his own general headquarter; It's a Beacon of Goodness of rank five who has a permanent Shield against Undeath on it's whole estate; It counts as an hollowed place.
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Re: My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

The Lost King aka Gondegal Adallyn

Background
Gondegal Adallyn was born during the Age of War which saw the end of the Lamordian Empire,
in the same village as Vlad Drakov, born earlier that year. They soon became friends, inseparable; both were ambitious, and both were capable fighters, Gondegal was the better horseman and tactician, Vlad was the better swordman and strategist. They entered in what survived of the imperial army, and made a brilliant career; When the Lamordian empire collapsed, and the southern regions (nowaday Flakovnia) were left to themselves, Drakov e Adallyn decided to cave a kingdom for themselves; They pacified the region with theyr army, and finally they became Co-kings of Falkovnia; Drakov was the Furherr, military leader, and responsable for internal security and law enforcing; while Adallyn was the Kaiser, responsable for law making, economy and diplomacy. However, the relationship beetwn Gondegal and Vlad started to sour very soon after; Gondegal heavily criticised the methods of law enforcing used by Drakov, while Drakov felt frustrated by the peacefull stance taken by Adallyn in foreign policy. Shoves came to pushes, and Drakov staged a coup against Gondegal, self-declarating himself Kaiser-Furherr. Wounded and on the ran, Gondegal would have been lost without the intervention of one of the persons he always had seen as terrorists; a Knight of the Shadow; She saved him and and they fell in love; Initially he fought to take back Falkovnia from Drakov and for himself; but the more he fought alongside Samira, the more his ambitions changed; he now wanted to free Falkovnia from tyranny once and forever; Than one day, a traitor in theyr ranks sold them to Drakov, who led personally an expedition against them; Gondegal and Vlad fought to the death that day, but Samira was the one to lay down at the end; instead than let his own followers getting slayed pursuing revenge, Gondegal managed to have them escaping.
For that decision, the Mists rewarded him, giving him the power of Shadow Traveling; thanks to that, the rebels managed to take agvantage from Drakov massive mobilitation, and they counter-striked, freeing a lot of people from a working camp and raiding the camp store. That they the Lost King's legend began.

The Lost King Aka Gonedegal Adallyn

C/G Medium Humanoid Cavalier 17.
Challenge Rating: 20
Initiative +10 Senses: Low-light Vision, Darkvision 120 feet; Perception +26

Defense
AC 37 (+2 Dexterity, +3 Natural, +1 Dodge, +3 Deviation, +12 Armor, +6 Shield)
Touch:16, Flat-footed 34.
Hp:204 (17d10+119)
Fort:+16, Ref:11, Will:+10 (+4 against Figments and Compulsions)
Immunities: Critical Hits, Sneak Attacks, Blinding.

Offense
Speed:30 feet, mounted 50 feet
Melee: +3 Dismounting Lance+28/+23/+18/+13, (1d8+10 + trip attempt; Crit:X3).
Ranged:+1 Composite Longbow (+8 Str modifier) +23/+18/+13/+8 (1d8+9, Crit X3)

Extraordinaire Abilities: Cavalier's Charge,Challange (6/Day, +17 Danni, +4 CMB), Demanding Challenge, Tactician, Greater Tactician, Master Tactician; Banner, Greater Banner; Abilities of the Order of the Shadow.
Supernatural Abilities: Shadow Travel, 17 /day. (on himself and up to 100 people in a row)


Statistics
Str:22(26), Dex:18 (22), Con:16 (20), Int:14, Wis:15, Cha :16
Base Atk:+17, CMB:+25 (+29 Trip) CMD:43 (47 against Trip).
Feats: Combat Expertise,Coordinated Defense, Dodge, Focus Shield, Greater Trip, Iron Will, Improved Trip, Mounted Combat, Outflank, Paired Opportunist, Power Attack, Ride-by Attack, Spirited Charge, Toughtness, Trample.
Skills: Animal Handling:+23, Bluff:+23, Diplomacy +23, Intimidate:+23, Ride:+26, Sense Motive:+22, Perception (+26) (+34 to avoid to be caught unaware).
Languages: Common, Darkonian, Celestial, Draconic.
Special Qualities: Lightlord of Falkovnia;
Beacon of Goodness 2 Rank.

Ecology
Environment: Any in Falkovnia.
Organization: Solitary, Company (1+ten fighters 7) or Brigade (1+50 fighter 5-10)
Treasure: Standard, including +3 Dismounting Lance, +3 Heavy Fortification Fullplate, +3 Dancing Heavy Shield, +4 Belt of Physical Perfection, +3 Ring of Protection, +3 Amulet of Natural Armor.


Special Abilities
Mount, Steelfax
Neutral Large Animal
Low Lighty Vision, Scent. Perception:+22.

Defense
AC: 30 (-1 size, +4 Dex, +1 Dodge +6 Armor, +10 Natural)
14 Touch, 25 Flat-Footed.
Hp: 140(14d8+84)
Fort:+14, Ref:14, Will:+7
Evasion, Improved Evasion,

Offense
Speed 50 feet
Two hooves+17 (1d8+6/crit 20) and one Bite+14 (1d4+6/Crit 20)

Statistics
Str:23, Dex:18, Con:20, Int:2, Wis:12, Cha:6
Base Atk: 10, CMB:+17 (Overrun+19), CMD:31 (Against 0verrun 33, against Trip 35)
Feats: Armor Profiency (Light Armor), Focus Weapon (Hoove), Great Fortitude, Improved Natural Weapon (Hoove), Iron Will, Lightning Reflex, Multiattack, Power Attack, Toughtness,
Skills:+22 Perception.
Tricks:attack, come, defend, down, deliver, guard, heel, perform, seek, stay, work, track. (Combat Trained, Huntng Trained, Fighting Trained)
Special qualities: Link.
Proprieties:+2 Adamantine Battle Horseshoes, +2 Mithral Chainmail Barde

Order of The Shadow
Edicts: The Cavalier of the Shadow must protect the common people of a nation, even from it's own governement, if necessary; he has to put theyr wellfare above his own.

Challenge:As long as there is at least one of his allies (not including his mount) threatening the challenged opponed, the Cavalier of the Shadow get a +1 morale bonus to all Combat Manouvers rolls.

Skills: An order of The Shadow's Cavalier adds Knowledge (Local) (Int) and Perception (Wis) to her class skills. Any time a Cavalier of The Shadow make a perception check to avoid to be caught unaware, she adds 1/2 her cavalier level (minimum +1) to the roll.

Order Abilities:
Level 2:
Free Thinker (ex): at level 2 a Cavalier of the Shadow gains the ability to resist Compulsions and doubt Figments; He obtains a +1 Bonus to all Saving Throws against Compulsions and Figments; she gets a saving throw to doubt a figment even without interacting with it. At 6th level he gets another +1 and +1 every 4 levels thereafter.

Level 8:
Shadow Watcher (Ex): at level 8 a Cavalier of the Shadow's Order's senses become sharper, expecially his sight; she gains a +4 bonus to Perception checks, and she gains Darkvision 60 feet and Low-Light Vision; if she already had one of these abilities, she gains superior Low-Vision or Darkvision 120 feet.

Level 15:
Freedom for all (Su) : Once for combat a Cavalier of the Shadow level 15 can make every ally in a radius of 30 feet fro him to act as like they were under the Freedom of Movement spell, it last for 1 round x Charisma modifier.


Burden of the lightlord:
As every lightlord, Gondegal has a self imposed burden on his shoulders; he must free Falkovnian people; as the main bane in Falkovnian existence is the continous warring, Gondegal main goal is to stop Drakov war-machine; however, as Falkovnian are his people he refuse to abide to terrorist tactics; his personal code of honour is maybe his main hinderance; he refuse to debase himself to Drakov level; this has allowed the Kaiserfurherr to gain the upper hand on his old friend many times; however he is still a big thorn in the iron side of Vlad.
The easy way out would be Shadow Travelling in Drakov rooms and killing him off; but that would plunge Falkovnia in anarchy, and that is not what Adallyn wants; Than there is the ideaof migrating with all the Falkovnian who would like it, and build a new society in another land; however that would mean to fprsake his vows, and the memory of Samira; He is quite reluctant to do such thing.
Than there is the hard way, building up an alternative to Drakov rule, and have the country changing from its roots. That is what Adallyn is trying to do; his organization, the Lost Kingdom, aims to infiltrate Drakov 's regime; This resistence movement is well organized and it will aids or oppose the PCs depending if they are pro-drakov or against him.

Closing/ Opening the border: as Drakov do not understand his own nature of Darklord, he lacks the will and the know-how to close the border; he sates himself sending well armed patrols on the borders; so, in spite of not being the temporal ruler of Falkovnia, is Gondegal Adallyn the one who can close the border, even if only for a couple of hours, creating a wall of shadows who force every creature to a Save Throw against Fear every round DC 22; with failure one ran for 10 rounds in the direction he came from. It strike even fearless creatures, but only once every five rounds.
He can leave Falkovnia, but his Shadow Travelling get less precise any 50 miles he distancehimself from the border.

Combat
Gondegal will exploit any possible tactical advantage with the goal of minimize his casualities. If the fight appear not winnable without heavy loss, he will order a retreat.

Lair:
The Lost Kingdom has many secret hideways in all Falkovnia, and the Lost King travels continuosly to reduce the risk of betrayal.

And this is the second lightlord; Feedback is wellcomed.
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Re: My Take on Ravenloft, Chapter Two.

Post by jamesfirecat »

Mistmaster wrote:The Lost King aka Gondegal Adallyn

Background
Gondegal Adallyn was born during the Age of War which saw the end of the Lamordian Empire,
in the same village as Vlad Drakov, born earlier that year. They soon became friends, inseparable; both were ambitious, and both were capable fighters, Gondegal was the better horseman and tactician, Vlad was the better swordman and strategist. They entered in what survived of the imperial army, and made a brilliant career; When the Lamordian empire collapsed, and the southern regions (nowaday Flakovnia) were left to themselves, Drakov e Adallyn decided to cave a kingdom for themselves; They pacified the region with theyr army, and finally they became Co-kings of Falkovnia; Drakov was the Furherr, military leader, and responsable for internal security and law enforcing; while Adallyn was the Kaiser, responsable for law making, economy and diplomacy. However, the relationship beetwn Gondegal and Vlad started to sour very soon after; Gondegal heavily criticised the methods of law enforcing used by Drakov, while Drakov felt frustrated by the peacefull stance taken by Adallyn in foreign policy. Shoves came to pushes, and Drakov staged a coup against Gondegal, self-declarating himself Kaiser-Furherr. Wounded and on the ran, Gondegal would have been lost without the intervention of one of the persons he always had seen as terrorists; a Knight of the Shadow; She saved him and and they fell in love; Initially he fought to take back Falkovnia from Drakov and for himself; but the more he fought alongside Samira, the more his ambitions changed; he now wanted to free Falkovnia from tyranny once and forever; Than one day, a traitor in theyr ranks sold them to Drakov, who led personally an expedition against them; Gondegal and Vlad fought to the death that day, but Samira was the one to lay down at the end; instead than let his own followers getting slayed pursuing revenge, Gondegal managed to have them escaping.
For that decision, the Mists rewarded him, giving him the power of Shadow Traveling; thanks to that, the rebels managed to take agvantage from Drakov massive mobilitation, and they counter-striked, freeing a lot of people from a working camp and raiding the camp store. That they the Lost King's legend began.

The Lost King Aka Gonedegal Adallyn

C/G Medium Humanoid Cavalier 17.
Challenge Rating: 20
Initiative +10 Senses: Low-light Vision, Darkvision 120 feet; Perception +26

Defense
AC 37 (+2 Dexterity, +3 Natural, +1 Dodge, +3 Deviation, +12 Armor, +6 Shield)
Touch:16, Flat-footed 34.
Hp:204 (17d10+119)
Fort:+16, Ref:11, Will:+10 (+4 against Figments and Compulsions)
Immunities: Critical Hits, Sneak Attacks, Blinding.

Offense
Speed:30 feet, mounted 50 feet
Melee: +3 Dismounting Lance+28/+23/+18/+13, (1d8+10 + trip attempt; Crit:X3).
Ranged:+1 Composite Longbow (+8 Str modifier) +23/+18/+13/+8 (1d8+9, Crit X3)

Extraordinaire Abilities: Cavalier's Charge,Challange (6/Day, +17 Danni, +4 CMB), Demanding Challenge, Tactician, Greater Tactician, Master Tactician; Banner, Greater Banner; Abilities of the Order of the Shadow.
Supernatural Abilities: Shadow Travel, 17 /day. (on himself and up to 100 people in a row)


Statistics
Str:22(26), Dex:18 (22), Con:16 (20), Int:14, Wis:15, Cha :16
Base Atk:+17, CMB:+25 (+29 Trip) CMD:43 (47 against Trip).
Feats: Combat Expertise,Coordinated Defense, Dodge, Focus Shield, Greater Trip, Iron Will, Improved Trip, Mounted Combat, Outflank, Paired Opportunist, Power Attack, Ride-by Attack, Spirited Charge, Toughtness, Trample.
Skills: Animal Handling:+23, Bluff:+23, Diplomacy +23, Intimidate:+23, Ride:+26, Sense Motive:+22, Perception (+26) (+34 to avoid to be caught unaware).
Languages: Common, Darkonian, Celestial, Draconic.
Special Qualities: Lightlord of Falkovnia;
Beacon of Goodness 2 Rank.

Ecology
Environment: Any in Falkovnia.
Organization: Solitary, Company (1+ten fighters 7) or Brigade (1+50 fighter 5-10)
Treasure: Standard, including +3 Dismounting Lance, +3 Heavy Fortification Fullplate, +3 Dancing Heavy Shield, +4 Belt of Physical Perfection, +3 Ring of Protection, +3 Amulet of Natural Armor.


Special Abilities
Mount, Steelfax
Neutral Large Animal
Low Lighty Vision, Scent. Perception:+22.

Defense
AC: 30 (-1 size, +4 Dex, +1 Dodge +6 Armor, +10 Natural)
14 Touch, 25 Flat-Footed.
Hp: 140(14d8+84)
Fort:+14, Ref:14, Will:+7
Evasion, Improved Evasion,

Offense
Speed 50 feet
Two hooves+17 (1d8+6/crit 20) and one Bite+14 (1d4+6/Crit 20)

Statistics
Str:23, Dex:18, Con:20, Int:2, Wis:12, Cha:6
Base Atk: 10, CMB:+17 (Overrun+19), CMD:31 (Against 0verrun 33, against Trip 35)
Feats: Armor Profiency (Light Armor), Focus Weapon (Hoove), Great Fortitude, Improved Natural Weapon (Hoove), Iron Will, Lightning Reflex, Multiattack, Power Attack, Toughtness,
Skills:+22 Perception.
Tricks:attack, come, defend, down, deliver, guard, heel, perform, seek, stay, work, track. (Combat Trained, Huntng Trained, Fighting Trained)
Special qualities: Link.
Proprieties:+2 Adamantine Battle Horseshoes, +2 Mithral Chainmail Barde

Order of The Shadow
Edicts: The Cavalier of the Shadow must protect the common people of a nation, even from it's own governement, if necessary; he has to put theyr wellfare above his own.

Challenge:As long as there is at least one of his allies (not including his mount) threatening the challenged opponed, the Cavalier of the Shadow get a +1 morale bonus to all Combat Manouvers rolls.

Skills: An order of The Shadow's Cavalier adds Knowledge (Local) (Int) and Perception (Wis) to her class skills. Any time a Cavalier of The Shadow make a perception check to avoid to be caught unaware, she adds 1/2 her cavalier level (minimum +1) to the roll.

Order Abilities:
Level 2:
Free Thinker (ex): at level 2 a Cavalier of the Shadow gains the ability to resist Compulsions and doubt Figments; He obtains a +1 Bonus to all Saving Throws against Compulsions and Figments; she gets a saving throw to doubt a figment even without interacting with it. At 6th level he gets another +1 and +1 every 4 levels thereafter.

Level 8:
Shadow Watcher (Ex): at level 8 a Cavalier of the Shadow's Order's senses become sharper, expecially his sight; she gains a +4 bonus to Perception checks, and she gains Darkvision 60 feet and Low-Light Vision; if she already had one of these abilities, she gains superior Low-Vision or Darkvision 120 feet.

Level 15:
Freedom for all (Su) : Once for combat a Cavalier of the Shadow level 15 can make every ally in a radius of 30 feet fro him to act as like they were under the Freedom of Movement spell, it last for 1 round x Charisma modifier.


Burden of the lightlord:
As every lightlord, Gondegal has a self imposed burden on his shoulders; he must free Falkovnian people; as the main bane in Falkovnian existence is the continous warring, Gondegal main goal is to stop Drakov war-machine; however, as Falkovnian are his people he refuse to abide to terrorist tactics; his personal code of honour is maybe his main hinderance; he refuse to debase himself to Drakov level; this has allowed the Kaiserfurherr to gain the upper hand on his old friend many times; however he is still a big thorn in the iron side of Vlad.
The easy way out would be Shadow Travelling in Drakov rooms and killing him off; but that would plunge Falkovnia in anarchy, and that is not what Adallyn wants; Than there is the ideaof migrating with all the Falkovnian who would like it, and build a new society in another land; however that would mean to fprsake his vows, and the memory of Samira; He is quite reluctant to do such thing.
Than there is the hard way, building up an alternative to Drakov rule, and have the country changing from its roots. That is what Adallyn is trying to do; his organization, the Lost Kingdom, aims to infiltrate Drakov 's regime; This resistence movement is well organized and it will aids or oppose the PCs depending if they are pro-drakov or against him.

Closing/ Opening the border: as Drakov do not understand his own nature of Darklord, he lacks the will and the know-how to close the border; he sates himself sending well armed patrols on the borders; so, in spite of not being the temporal ruler of Falkovnia, is Gondegal Adallyn the one who can close the border, even if only for a couple of hours, creating a wall of shadows who force every creature to a Save Throw against Fear every round DC 22; with failure one ran for 10 rounds in the direction he came from. It strike even fearless creatures, but only once every five rounds.
He can leave Falkovnia, but his Shadow Travelling get less precise any 50 miles he distancehimself from the border.

Combat
Gondegal will exploit any possible tactical advantage with the goal of minimize his casualities. If the fight appear not winnable without heavy loss, he will order a retreat.

Lair:
The Lost Kingdom has many secret hideways in all Falkovnia, and the Lost King travels continuosly to reduce the risk of betrayal.

And this is the second lightlord; Feedback is wellcomed.

Sorry to say this, but I much prefer Gondegal's original backstory where until he winds up in Ravenloft he has nothing at all to do with Falkovnia or Vlad Drakov. The point of that backstory was that prior to being sent to Ravenloft Gondegal was, well a bad guy, he lead a mercenary army to conquer a nation by force, and only got kicked out when several other leaders rebelled. He no doubt got sent to Ravenloft because the dark powers took an interest in him, but just like Jander Sunstar, though the Dark Powers might have had him on the hook, the line broke before they could reel him in, if anything seeing Falkovnia and what became of a nation ruled by a man suited only for military rather than diplomatic/internal maters was a major shock to Gondegal and made him realize exactly how wrong he'd been and why he decided to reform his ways.


That version of Gondegal is interesting because while many are brought to Ravenloft to become darklords, some who are brought there find redemption for their past sins, and manage to become better people.

Your version seems like he was just basically always a nice guy and that isn't as compelling as someone who goes from thinking "Might (applied reasonably enough to get what you want and not impaling people just because you like the sound of their screaming) makes right, I'm the best at military stuff, I should be able to carve out a nice little kingdom for myself for when I'm too old to fight..." To realizing that the idea of a nation ruled by someone whose only virtues are related to warfare will inevitably turn into some form of Falkovnia, some from of despotic distopia.

Which was also I believe part of the point of Shakespeare's MacBeth, and given we still sadly have plenty of examples of strong men today in real life it continues to resonate.

Mercenary who realizes the error of his entire way of thinking and value system to transform himself into a protector of the innocent who fights to protect civilians from people like who he used to be, much more interesting character. Also having him already know Vlad/having Vlad have done a personal wrong to Gondegal feels like a misstep in my book, Vlad's system of government is so oppressive and evil that all decent men who experience it should end up feeling wronged just by its existence, no need for it to be a matter of personal revenge between the two.
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Re: My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

I thank you for your feedback but I need to point out some things:
First, my Gondegal was not a nice guy, he was simply more diplomatic and political than Vlad, and less orientated to go and try to conquer the world;
Second my Drakov and my Falkovnia are not the same as canon, but are those Neo Tiamat designed in Qtr 21; so, Falkovnia is still an hard place were to live, but Drakov is more a Napoleon crossed with Stalin tha an Adolf Hitler crossed with Vlad the Impaler;
Third my point is to enphatize the way two people with similar upbringing, similar mindset and similar goals (who were actually friends, to begin with) can become two very different people.
Fourth and last, my ravenlost is not a parchwork of people and places sucked from other worlds, it's a real place with real people and real histoey, and I like to enphatize this point in the dynamics between the two lords.
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Re: My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

Sergeji von Zarovich

Background:
Sergeji von Zarovich was born in Vallaki in 20 BS, the second born son of King Barov IV and his wife; when Sergeji was growing up, he always heard about the glorious deeds of his elder brother, prince Strahd, future king of Barovia.

Sergeji hero-worshipping of Strahd never flickered, not even when the war was over and Strahd come back a bitter man.

He modelled himself on the man he was convinced Strahd was, becaming a brave and loyal fencer, with a great reputation for generousity and selflessness.

When Strahd founded a new capital city, Barovia Town, to honour theyr father in the lands won from the Tergs, and Castle Ravenloft, a new seat to honour theyr mother, he enthusiastically went to live with him, becoming his second in command.

After Barov IV and his wife's deaths Strahd became the king, and Sergeji was the heir to the crown.

His brother was adamantly against the idea of marrying, and Sergeji accepted it.
One day he met a young, beatiful woman called Tatyana; They fell one for the other at first sight.

After months of clandestine meetings, Strahd one day simply asked him "Who is she?"
He told him all; he was worried about his reaction to him loving a girl belove his station, but Strahd chided him for his lack of trust in him; "I have seen many men of noble houses ran, screaming like little girls, in the battles against the Tergs; and as many peasants fighting bravely! Bring her here, and marry her, if you love her!" He told Sergeji.
His love for his brother in that moment was at his peak, thus, he missed the gleam of envy in Strahd's eyes.

The day after he introduced Tatyana to Strahd she told him she didn't like the way the Count-King looked to her; but he just smiled and explained her it was easy to misunderstand Strahd, as the elder man was never too good to express his emotion.

Tatyana calmed down, and they went on, to prepare for theyr wedding. The day they were waiting for come fast;

Sergeji was nervous as every groom-to-be usually usually is, even more, because he had learned there was a conspiration against his brother to be enacted just that day. But Strahd had smiled a wierd smile and assured him that all would be taken care of.

When he saw his brother dressed with his finest clothes, entering the room he was preparing in, Sergeji smiled to his brother; He smiled back, again, weirdly, and took a sheated dagger out of his belt. "This is the dagger of the von Zarovich, it has been wore by the males of our family during weddings for centuries!" He explained unsheating it and coming close to his brother, so he could observe it better.

Sergeji nodded and went to hug his brother, than, he felt a pang of sharp pain beetween his ribs "I'm sorry brother, but this is the price for my happiness!" Strahd said freeing the dagger from his brother chest.

Sergeji fell on the chair, blood flowing from his wound, confusion and pain clouding his mind.
"W-why?" He managed to ask him. Strahd didn't reply, as he took a cup, filled it with his brother's blood and drunk it;

Under the bewildered eyes of his dying brother Strahd became young again; He cleaned the blade of the dagger, and sheated it again, pulling it back to his belt.

With his last breath, Sergeji did not curse his brother; The only thing he said was:
"Take c-care of...." He never ended that line. All went black.

So ended the mortal life of Sergeji von Zarovich, a man who loved his brother, his bethrothed and his people.

But death was not the end, only the beginning; As he was passing from the world of living the living, he saw his beloved escaping with death from the hand of his brother; but the darkness with which Strahd made a pact didn't left Tatyana to part from the world; Tatyana became the eternal goal of the now immortal Count-King; again and again his brother and Tatyana were doomed to meet and bring sorrow to each other, with the people of Barovia eternally forced to suffer with them.

That Sergeji could not allow; So the same Mists which had turned Strahd in a vampire, turned Segeji in a ghost;
He swore to protect Barovia, Strahd and Tatyana, and that is what he still does.

Current Sketches

Many years are passed since that fateful night, and still Segeji bear his burden; Again and again he has tryed to convince his stubborn brother to accept that his happiness never resided in Tatyana, but Strahd has always rejected that, convinced that Segeji only wants revenge, nothing could be more far from the truth.

While he did manage to save some of Tatyana's reicarnation from Strahd, he had always had to accept they had to leave for theyr safety. Currently he is trying to find someone who could love Strahd and be loved by him, for real, so to break that cursed cycle, but the the dark side of the Mists keeps twarting his plans tempting him to take an easier way out, to marry Tatyana and leave. But so far he has refused it, because it would mean giving up on his brother and, worse of all, leaving Barovia to the darkness.

Sergeji helps people as he always did in life, and in the many insulated vilages of Barovia there is always someone to help; He has recruited many likely minded ghosts to help him in this goal, but he has started to look for some living recruit, as ghosts tend to not have the necessary freedom of movement.

As he did in life Segeji still helps and advises his brother, and some of Strahd better decisions came from heeding those advices; pityfully, Tatyana is the one matter Strahd never listen to Sergeji on.

Sergeji acts to counter every scheme which could endanger people, and he avoids bloodshedding as much as it is possible. He is smart, however, and will have always a good backup plan.

Death by betrayal had an effect on Sergeji's ethics, were in life he was straightforward, completly loyal and direct, in death he became more subtle, and prone to use underhanded techniques, to reach is goals; he still have bonduaries, however.

Couples soon to wed are Sergeji softest spot, and he will always act in first person to help such a couple in need.

Sergeji von Zarovich
C/G human adult 5th rank ghost, swashbuckler 20.
Medum undead (augmented humanoid)
Speed:30 feet, Flying 60 feet, good manovrability.
HD: 20 d10+100 (200 hp)
Initiative:+12
AC: 37 ( Dexterity +5, +4 Ghost Touch Mithril Chainmail +8, Deviation +9, Dodge +6)
Unprepared 25, Touch 37.
Attack:+5 Mercyfull Ghost Touch Rapier +37/+32/+27/+22
CMB:+25 (+29 Trip and Disarm), CMD 36 (40 against Trip and Disarm Manouvers)
Special Qualities: Incorporeal, DR 10/Silver and Magic, SR 29, Nimble +5, Turn Immunity, Beacon of Good +5, Panache Points 9, vulnerable to the von Zarovich Dagger, Charmed Life 7 Times for day (+9 to any Saving throw). Distinctive ghost abilities: Fly, Spell Resistence, Damage Reduction (x2), Dreamwalker, Aura of Peace 40 Feet radius (Like Sanctuary, but the people in the area which pass theyr saving trow are still unable to attack Sergeji for 9 rounds, if he doesn't attack them firs; they are immune to this power for 24 hour, after; peoples who fails would not attack any of Sergeji allies, either, until an ally attack that person, and it lasts 9 minutes.) DC Will Partial 33. Friend of Animals (Any animal within the Aura of Peace radius start the encounter friendly with Sergeji, and won't attack him if he does not attack them or theyr masters first.) Quick Manifestation (He can pass from the ethereal to the material plane and viceversa as a move action),Phantasmagoria. Rejuvination, Swashbuckler's Finess; senses of the lightlord; burden.
Special attacks: Dexterity Drain, Touch +25, (1d4 Ability Drain on Dexterity), Open the Border.
Abilities: Str 12 (or - if not ethereal), Dex:23; Con: -, Int: 16, Wis: 15, Cha: 28.
Saving Throws: Fort: +15, Ref: +17, Will:+8.
Skills:Acrobatics:+29, Bluff:+31, Diplomacy: +31; Escape Artist: +29, Intimidate: +31, Knowledge (Nobility):+26, Perception +15, Ride:+19, Sleight of Hand: +29.
Feats: Agile Manouvers, Combat Expertise, Focus Weapon (Rapier), Weapon Specialization (Rapier), Greater Focus Weapon (Rapier), Greater Weapon Specialization (Rapier), Penetrating Strike (Rapier), Greater Penetrating Strike (Rapier), Dodge, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Quick Draw, Improved Initiative.
Environement: Barovia (any)
Encounter: Solitary or with a bad of 4-6 Ghosts, 10 HDs each.
CR:23


Deeds

(The deeds marked with * give bonuses already included in the above stats)

Derring-Do (Ex): Sergeji can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as she rolls natural 6s, up to a number of times equal to 5.

Dodging Panache (Ex): When an opponent attempts a melee attack against the Sergeji, he can as an immediate action spend 1 panache point to move 5 feet; doing so grants him a dodge bonus to AC equal to 9 against the triggering attack. This movement doesn't negate the attack, which is still resolved as if Sergeji had not moved from his previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. Sergeji can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against Sergeji, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. He makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than him , Segeji takes a –2 penalty on this roll. If his result is greater than the attacking creature's result, the creature's attack automatically misses. Sergeji must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, Sergeji can, as an immediate action, make an attack against the creature whose attack he parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): While Sergeji has at least 1 panache point, he can stand up from prone as a move action without provoking an attack of opportunity. He can stand up from prone as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): While he has at least 1 panache point, when Sergeji hits an opponent with a light or one-handed piercing melee weapon, he can use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): While he has at least 1 panache point, Sergeji gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding 20 to the damage dealt. To use this deed, Sergeji cannot attack with a weapon in her off hand or use a shield other than a buckler. He can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, Segeji can spend 1 panache point to double his precise strike's damage bonus on her next attack. This benefit must be used before the end of his turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative* (Ex): While the Sergeji has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, her hands are free and unrestrained, and he has a light or one-handed piercing melee weapon that's unhidden and ready to draw, he can draw that weapon as part of the initiative check.

Swashbuckler's Grace (Ex): While Sergeji has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Superior Feint (Ex): If Sergeji has still at least 1 panache point left he can, as a standard action, purposely miss a creature she could make a melee attack against with a wielded light or one-handed piercing melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.

Targeted Strike (Ex): As a full-round action, Sergeji can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. Sergeji chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted (see below). If a creature doesn't have one of these body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

Arms: The target takes no damage from the attack, but it drops one carried item of Sergeji's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.


Bleeding Wound (Ex): When Sergeji hits a living creature with a light or one-handed piercing melee weapon, as a free action he can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to 5. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (Sergeji's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Evasive (Ex)*: While Sergeji has at least 1 panache point, he gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features.
He uses his swashbuckler level as his rogue level for improved uncanny dodge.

Subtle Blade* (Ex): While Sergeji has at least 1 panache point, he is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon he is wielding.

Dizzying Defense (Ex): While wielding a light or one-handed piercing melee weapon in one hand,Sergeji can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When he fights defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Perfect Thrust (Ex): While Segeji has at least 1 panache point, he can make a perfect thrust, pooling all of her attack potential into a single melee attack as a full-round action made with a light or one-handed piercing melee weapon. When she does, he makes the attack against the target's touch AC and ignores all damage reduction possessed by the target.

Swashbuckler's Edge (Ex): While Sergeji has at least 1 panache point, he can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. He can use this ability in conjunction with the derring-do deed.

Cheat Death (Ex): While Sergeji has at least 1 panache point, when he is reduced to 0 or fewer hit points, she can spend all of her remaining panache points to instead be reduced to 1 hit point.

Deadly Stab (Ex): When Sergeji confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, he can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 26. This is a death attack. Performing this deed does not restore panache to the swashbuckler.

Stunning Stab (Ex): When Sergeji hits a creature with a light or one-handed piercing melee weapon, he can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 26) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Open the Borders:
Sergeji can force the borders of Barovia to open themselves, when Strahd close them; While Sergeji could also close the borders, if he would like to, he never does that. As Sergeji is not the temporal ruler of Barovia, he can keep the borders opened against Strahd will only for one hour each day.

Beacon of Goodness: It's the exact opposite of the Sinkhole of Evil feature; In an aura of 30 feets of radius, every good creature is subject to one of five emotion (Hope, Courage, Righteous Fury (which work as Rage), Calm or Compassion) at discretion of Sergeji. The also get a bonus morale +5 to all dice rolls.

Senses of the lightlord:
Sergeji percieve any unusual force of evil entering Barovia, and any threat for Barovian peoples, Strahd or both appearing withit it. He can also sense the return of Tatyana.

Burden:Sergeji is utterly devoted to Barovia and it's people, to Strahd and to Tatyana; these conflicting loyalties force him to choises which are very painfull, in a phisical way; each time he fails to protect a barovian, Tatyana or Strahd he relive the moment of his stabbing and get destroyed. (See Rejuvination below).
Ways out: The Burden has four ways out, one it's easy, but will probably replace Strahd with his brother as darklord: Sergeji could Marry Tatyana's reincarnation, than kill his brother with the Dagger of von Zaroviches. He would return alive, but than he would be damned as his brother was.
The second way out would be to marry Tatyana and leave Barovia with her; He would return alive the moment he steps outside. No retribution for that, save the knowledge that he would have forsaken his brother and Barovia forever.
The third way out is to find someone from the von Zarovich blood line who takes his place, passing the burden onto her; until now, no one of the family has ptoven suitedor willing to accept it, and Sergeji won't neverr leave Batovia and his brother in untrustworthy hands.
Four and last, Sergeji could be free, and be returned to life, if Strahd would accept the truth, give up on Tatyana and apologize; unlikely as it seems, it's Sergeji main goal.


Rejuvenation: If Sergeji is destroyed he awakens himself in his Mausoleum, near the west wall of Castle Ravenloft, in 24 hours. He could be killed for good only by Tatyana wielding the Dagger of the von Zaroviches.

Fighting:

Sergeji would rather talk than fight; only if forced to he will fight with all his skill, to knock quickly his opponent out. He is quite carefull, and has often a backup plan readied. He takes full advantages of his ghostly abilities, when he fights.

Lair:
While he is free to live and wander Barovia, being able to even leave it, if for brief periods, his Mausoleum stay his headquarter; it is a Beacon of Gooddness ranked 5.
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Re: My Take on Ravenloft, Chapter Two.

Post by Mistmaster »

Allan Ray, The Great Detective

Background
Allan Ray was born 38 Years ago in Paridon, Zherisia, from a Darkonian father and a Zherisian mother, which moved soon in Dementlieu capital city, Pont-a-Lucine. A brilliant, if moody child, plagued by his father and elder brother disappearence, he managed to win a scholarship in Dementliu University, where he forged a friendly rivalry with two other brilliant students, Rudolph von Aubreker, and Dominic d'Honaire; with the first the rivalry will degenerate after the former transformation in the Brain; with d'Honaire, an endless game of check is going on since years, a game played both at the letter (they play without a board, they meet rarely, and when they do, the excange a couple of moves) and, without Allan direct knowledge, on a more vast scale, since d'Honaire is the mysterious criminal mastermind, only known as the Master, who rules Dementlieu from the shadow, dwarfing even the Brain in scope and influence. He fought in the War of Falkovnian Occupation, were he met his only real friend, Dr Sedgewick. After the war, he tried to build himself a normal life, with a beautiful woman called Irina Havlar, but fate was waiting to strike; the day of his marriage, he his wife to be and his best man Sedgewick were victims of an assassination attempt; He survived unscathed, but the same can't be said for Irina and Sedgewick; Irina died, but Sedgewick survived after lingering for a week on the doorsteps of death; that day, he decided to devolve himself to the cause of truth, aiming to penetrate the curtain of secrets and corruption which lays behind a facade of smiles and honeyed words.

The Great Detective Allan Ray

N/G Medium Humanoid Investigator 10.
Challenge Rating: 13
Initiative +8 Senses: Low-light Vision, Perception +29

Defense
AC 24 (+4 Dexterity, +10 deviazione)
Touch:24, Flat-footed 20.
Hp:70 (10d8+30)
Fort:+8, Ref:+14, Will:+13 (+6 vs Poison)
Immunities: Charme, Figments.

Offense
Speed:30 feet
Melee: +1 Dagger+12/+7, (1d6+3 Crit:19-20 X2).
Ranged:+3 Pistol ) +15/+10 (1d6, Crit X4)

Extraordinaire Abilities: Inspiration(21 Pt), Trapfinding, Trap Sense:+3, Poison Lore, Poison Resistence (+6), Investigator Talents( Infusion,Combat Inspiration(Pistol),Perceptive Training, Sapping Offensive ) Keen Recollection, Studied Combat(+5/10 Round), Studied Strike (+4D6), Swift Alchemy, Eidetic Memory, Flawless Perception; Logical Intuition, Deductive Perception.
Supernatural Abilities:Alchemy,Empathy, True Vision, 10 Rounds every day.

Statistics
Str:13, Dex:18, Con:15, Int:30, Wis:16, Cha:16
Base Atk:+7, CMB:+11 (+13 Disarm) CMD:22 (24 against Disarm).
Feats: Improved Initiative, Skill Focus (Perception, Sense Motive)B, Firearm Competence, Extra Inspiration (x2) B, Finesse Weapon, Agiile Manouvers, Combat Mastery, Improved Disarm, Point Blank Shot, Non-lethal Strike (B).
Skills: Appraise (+23), Bluff (+16), Craft (Alchemy) (+28), Disable Device (+17), Disguise (+16), Escape Artist (+17), Heal (+16), Knowledge (Local) (+23), Knowledge (Arcana) (+23), Linguistics (+23), Perception (+29), Perform (String instruments) (+16), Sense Motive (+29), Sleight of Hand (+17), Spellcraft (+23), Stealth (+17), and Use Magic Device (+16).
Languages: All Core, Amber Reach and Verdurous Lands humanoids one, plus Draconic, Celestial, Undercommon and Infernal.
Special Qualities: Lightlord of Dementlieu; Beacon of Goodness 1 Rank, Eidetic Memory, Flawless Perception, Logical Intuition, Deductive Perception.
Alchemic Extracts: DC 20+spell level. 8/6/5/3

Known Formulaes:
I level:ant haul , comprehend languages, cure light wounds, detect secret doors, detect undead, disguise self, expeditious retreat, identify, jump, keen senses, negate aroma, shield, stone fist, true strike.

II level:aid, alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, cure moderate wounds, darkvision, eagle's splendor, fox's cunning, invisibility, owl's wisdom, perceive cues, protection from arrows, r restoration (lesser).

III level: arcane sight, beast shape I, , cure serious wounds, displacement, fly, haste, heroism, remove blindness/deafness, remove curse, remove disease, tongues, water breathing.

IV level: cure critical wounds, death ward, elemental body I, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin.

Ecology
Environment: Any in Dementlieu.
Organization: Solitary or with Dr Sedgewick (Human Alchimist 5)
Treasure: Standard, including +1 Dagger, +1 Pistol, 10 Potions of Serious Cure Wound, Six doses of Drow Poison, Practical Backpack, Ammunitions, Cloack of Resistence +3.

New Feat: Non-Lethal Strike: Prerequisite: BBA 1 or more; Benefit: You can deal non-lethal damage with lethal melee weapons without the usual -4 penalty; addictionally, you can deal non-lethal damage with ranged lethal weapons with a -4 penalty (usually you can't do non-lethal damage with lethal ranged weapons)




Burden of the lightlord:
As every lightlord, Alanik has a self imposed burden: he must dicover the truth which killed his beloved Irina, his father, and his brother, no matter the cost for himself; he will devolve himself to his job, uncovering secrets, unraveling mysteries and unmasking criminals, no matter the risk; he will close himself to human relationships, barred for Sedgewick, his anchor to humanity; The easy way out would be to start to use the same tools his opponents use, blackmail, deception, intimidation and violence; he refuses to debase himself in this way; another solution would be retiring, and going to live in some peaceful place far from all the intrigue and the plotting, but he loathe the idea of giving up;
The hard way is winning, discovering all the secrets of Dementlieu, the secrets which kill; he is playing the ultimate chess-game, and only winning he will be free.

Special qualities:
Eidetic Memory: Her can take 20 to any Knowledge, Spellcraft or Lingustic check. He treat any result as ten times highter, for the purpose to recall usefull information on monsters, places or other things.

Flawless Perception: He can take 20 to any perception and Intuition check ignoring any circumstances modifier up to 30 feet.

Logical Intuition: Apply Int Modifiers instead Wis to Intuition Checks.

Deductive Perception: Apply Int Modifiers instead Wis to Perception Checks.

Empathy:If Allan studies an opponent as a move action for ten rounds, he automatically succed in any Intuition and Perception check against that opponent for 15 round. He can renounce to this bonus to read it's superficial thoughts up to one minutes.

Combat
Allan Ray would resort to violence only as a last resort, and he will try to incapacitate his enemies and neutralize them without injuries.

Sinkhole of Goodness 1

Lair:
He lives and receive his clients in his apartment at 121 of Rue du Pâtissier, in Pont-a-Lucine.

Closing Borders:
Allan can't close the borders of Dementlieu, however, he is completely immune to it; He can leave the domain, however, he develope a crescent paranoia starting 3 day out of Dementlieu; He needs to pass a Will Test DC 25 to win the tentation of returning home with the faster road.

And this is, at long last the fourth lightlord; Feedback is wellcomed.
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