Dec 13, 2007 12:00:39
This text has been taken from the "VILLAGES OF THE WASTES version 1.1"
Gonna be doing all the NPC´s (since I´m running a DS campaign in Draj, I´ll start with this one, suggestions are always welcomed.


Dukkoti Airhunter (2nd)
Male Elf-Windancer Tribe, Preserver/ Air Cleric, Chaotic Good
AC: 2 (Bracer of defense, Dex)
Str 11, Dex 17, Con 13, Int 20, Wis 17, Cha 14
Movement: 16
Level: 7/ 8
Hit Points: 30
THAC0: 16 (13 w/ bow or thrown spear)
No. of Attacks: 1
Damage/Attack: 1d6 (Spear), or 1d8-1 (Elven long bow)

Psionic Summary: PSPs 58, Wild Talent: Shadow Form
Power Score: 7
Attack/ Defense Modes: none/ MB, TW, MBk.
Spells: Wizard- (4/3/2/1)
Priest- (5/5/4/2); major sphere – air, minor sphere – cosmos
Granted Powers: Ignore air (8 rounds), gate air (2 cubic feet), refreshing breeze, feather fall, missile deflection.

Dukkoti Airhunter is a former trader for the Windancer Tribe, but after the twin disasters of a kank pestilence and a thri-kreen assault, he was forced into raiding. But his skills were in negotiation and a little preserver magic, as he was training to replace the Windancer's wizard after his death. That death came too soon, when the chatkcha of one of the hundreds of mantis warriors sealed Dukkoti's mentor's fate. Dukkoti did not have the devotion or the training to be a successful raider, and he fell from a rocky outcropping while in hiding during a raid and was left for dead.
He did recover but he was never able to forget what it was like, falling, flying, finally being free. This compounded with his inborn elven sense of freedom and wanderlust; he quickly sought out an air cleric to teach him the way. He was able to find an instructor and from the minute he leapt from the highest peak of the mountain that would later shield his village, his life changed forever.

He took the pact to heart, and began making raids on Draj and Raam, freeing slaves. But these slaves had nowhere to go, they could not follow Dukkoti, the desert path he ran was too harsh for many elves, let along starving, weak slaves. So more often than not, they ended up as beggars in the city they had just escaped from or dying of exposure in the merciless desert. After he established Arla, he almost fell at the hands of a templar during a slave “run”. He felt that his clerical spells were not enough, and so he took up the path of the preserver once again, using ancient texts found in ruins that dotted Arla's surrounding mountains to expand his understanding of magic.
He also has been known to perform clerical services (healing, etc.) or trade relics scavenged from the ruins to renegade and elven wizards in exchange for a little magical training. It was in one of these ruins that he found the bracers that have saved his life many a time. He has kept his non-clerical magic usage hidden from everyone except Kara, Theis, and his late wife Mares.

A tall elf, with long black hair, Dukkoti has a sense of freedom and independence unmatched by anyone else in the village. He wanders for months at a time, but will always return to Arla. His wife found this hard at first, but realized she could never tie down an elven air cleric. Recently, Dukkoti has been missing for over four months after his wife's death at the hands of raiding gith. He strode in the mountains and declared he would have vengeance or die trying. The villagers whisper that Theis knows where Dukkoti is, but that is probably just a rumor.

Dukkoti Airhunter 3.5
Male Elf-Windancer Tribe, 7th Level Preserver/ 8th Level Air Cleric

Str 11, Dex 18, Con 14, Int 20, Wis 18, Cha 14

Base Attack Bonus: +9/+4
Grapple: +9/+4
Ranged: +13/+8
Spear: +10/+5 - Dmg 1d8-1 - Critical 20x3
Long Bow: +13/+8 - Dmg 1d8-1 - Critical 20x3
AC: 19/ Touch: 14/ Flat Footed: 15
Fortitude: +10, Reflex: +8, Will: +15
HP: 103
Initiative: +8
Gear: Bracers of Armor +5, Mwk Spear, Long Bow

Skills: 126 pts.
Balance +11, Bluff +12, Climb +7, Concentration +20, Decipher Script +12, Diplomacy +7, Heal +9, Knowledge Arcana +12, Knowledge Religion +12, Knowledge Nature +9, Knowledge Astronomy +9, Listen +10, Literacy (2), Profession: Trader +7, Search +10, Spellcraft +20, Spot +10, Survival +7/(+9 Desert)

Feats: 7
Improved Initiative, Combat Casting, Point Blank Shot, Precise Shot, ANY SUGGESTIONS WOULD BE GOOD

Domain: Soaring Spirit
Granted Power: For a total time per day of 1 round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

GONNA UPDATE IT SOON (gotta work too u know) hehehe


Dec 14, 2007 10:31:54
Thanks. Could you add it to the main thread about VotW ?


Dec 14, 2007 11:59:24
Thanks. Could you add it to the main thread about VotW ?

Sure, NP