Natural son of Thalion Paurgiliath Arch Duke of Eltán
Founding member of the Gatekeepers of the Benevolent Grotto
Alexander Paurgiliath's Character Sheet
Battleguard(Demon Hunter) L7 CG Half Elf - Church of Tempus
From Faiths and Avatars
Temple Spells:
Holy Flail
Natural son of Thalion Paurgiliath.
Alexander was never the brightest boy, though he had surprisingly deep currents. Huge and hulking, he was always exceedingly poilite, but slightly random and often clueless. He loves his family very much, and they help him figure things out, and do the hard things like washing his face. He carries extra hankerchiefs now.
His mother was a barbarian lady in the Dale Lands of Realmspace. She and her people were slain, passing through a demon haunted wood, but Alexander, at the age of ten, laid his hands on a demon banishing relic of Tempus, god of war, and was invested with power. (See Kusurigama of Demon Abatement below.) He sent the demons back to the abyss, and buried his people. He had no idea how to get to anywhere much, but he was noticed as missing by the home legion geneology surveyor, and various search and rescue missions were undertaken.
When a family expidition finally found him two years later, he had adopted a local pack of giant wolf-dogs, he was covered in horrible disfiguring purple scars, he had become an untaught Battleguard of Tempus wielding a frightening black chain, and he was very very dirty.
Aaron Paurgiliath, who led the rescue mission, is a holy strategist of the Red Knight, who is a lieutenant of Tempus. Between Aaron and the two churches, he was partially recivilized, frighteningly trained, excellently equipped, and well loved. He maintains a particular hatred of demons, and has pursued this interest in his own ways, with support from church and family.
He is the best thug available to the Grotto founders, and loves all of his brothers very much.
He is excited to meet his brother the Emperor, and to see his father. He hopes his Warrior(Tempus) is the same as(an aspect of) his Dad's Warrior(Tulkas), then he could help guard the Emperor too sometimes!
Kusuri-Gama of Demon Abatement
Forged by an holy artificer of Tempus who had been tricked into the Abyss. He was ordered to make a weapon for a war between armies of demons, but used his own creativity to make something they hated so much that it was thrown out of the Abyss. On the Prime Material it is only +3, but it returns to a full +5 in the Abyss.
Unfortunately, while he was ejected along from the Abyss along with his horrible nasty chain, he was killed by the demons evicting him. His chain was abandoned along with his body, and the demons set up terrorizing a small wood in the Dale Lands of Toril in Realmspace.
It is a 12' chain, with a Kama on each end, seperatable in the middle of the chain on a command word. Made of a mysterious black metal with threads of -holy- silver running through, it is visibly the work of a master smith. Both ends may be attacked with at up to 6' range, or 1 at the reach of a handheld kama, and one at 12'. Like all Gusari, it grants the wielder +4 on strength checks resulting from trip or grapple attacks
It does D6 +3 damage vs Sm/M or D4+3 vs Large, but does 2D6 +3 or 2D4+3 vs Extra-planar, evil, or undead targets. Evil creatures trying to hold it take d4 holy electrical damage each round.
Three times per day it can cause an entangled extra-planar creature to save vs death magic or be banished to their home plane. In the Abyss this power is 'of slaying' vs natives, rather than banishment, killing outright those who fail their save.
Once per day, if wielded by a good aligned monk, priest, or paladin, it can be wreathed in holy lightning, lasting 1 turn/wielder level, doing an extra d4 electricity damage on each impact and each round of continued grappling, and causing d2 rounds of stun to any grappled target which fails a constitution check. The constitution check is at -1 if grappled, and -3 if both ends are in simultaneous contact, forming a current loop. The electricity does not harm the wielder.
Girdle of Fire Giant Strength
This belt looks similar to ordinary belts, but it is imbued with very powerful magic. When worn it increases the physical prowess of its wearer, giving him the Strength of a giant. (It doesn't cause the wearer to grow to giant size, however!) To determine how strong the wearer becomes and the bonuses he gets, roll percentile dice and consult the table below. The Strength gained is not cumulative with normal or magical Strength bonuses except in combination with gauntlets of ogre power and magical warhammers.
The wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a potion of giant strength. These abilities are:
Copyright 1999 TSR, Inc.
Full Armor, Leather, Spiked +5
A variation of studded leather that is sometimes seen among barbarians of northern climes (and, oddly, among some hill giant clans) is spiked leather. Much as it sounds, spiked leather armor is studded leather armor in which the rivets have been augmented by sharp spikes. (Most intelligent beings would be worried about mounting spikes into their armor, just in case they should trip and fall, not to mention the problems packing or storing the armor).
Overbearing and grappling while wearing such armor inflicts additional damage based on the wearer's size. A small creature inflicts 1-2 points of piercing damage, a man-sized creature inflicts 1-3 points, and a large creature inflicts 1-4 points. These values are considered for each individual attack, not for every round that a creature is grappled.
Copyright 1999 TSR Inc.
Boots of Displacement
As Cloak of Displacement:
This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.
After the first attack, the cloak affords a +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).
Grappling Str. checks are at +4 with kusari.
Lock 1: Choke Hold
The martial artist must make a successful grapple maneuver and hold it until the end of the next round. During that time, he can make no other attack and take no other action. The opponent can attempt to escape by making a successful attack roll with a -2 penalty, once per attack he normally has until the end of the next round. The opponent cannot cry out for help or cast spells with verbal components.
If the hold is successful, the victim is knoced unconscious for 1d3 rounds.
The martial artist can use any weapon that can be used to choke with to perform this maneuver.
Lock 2: Locking Attack
The martial artist can use this maneuver instead of a normal attack. It allows him to grab an arm, leg, weapon, etc. in an arm-lock, and that element cannot be used to make attacks until freed (with a successful attack roll). This attack does no damage.
If failed, there are no ill effects if the opponent is unarmed. If trying to grab a weapon, however, the martial artist will suffer normal damage.
Any kind of weapon is allowed to make this maneuver, but martial artists using sai or jitte get a +2 to hit with this maneuver.
Lock 3: Incapacitator
The martial artist can use this maneuver to grab and twist an opponent's joints, rendering one finger, arm or leg useless for the next 24 hours and doing an extra 1d4 damage.
If the martial artist's attack roll is successful, the opponent is not paralyzed but still suffers the extra damage.
Application of a Cure Wounds or Remove Paralysis will instantly restore use of the limb to the victim.
Any kind of blunt weapon is allowed to make this maneuver.
Lock 4: Immobilizing Lock
The martial artist can use this maneuver to grip and hold an opponent in such a way that the opponent cannot take any action. A successful attack roll must be made to initiate this maneuver, but the attack does no damage. Vicitms can attempt to break out of this maneuver with a successful attack roll, but that roll is made at a -6 penalty.
If the attack roll fails, the martial artist suffers a -4 to hit on his next attack.
This maneuver can be performed with lash, chain, and rope weapons.