| Display a Printer Friendly Version Runar - The Rainbow Paladin [comments:(6),
views:(4337), rating:(5.0)] Author: Trevor Paquette Homepage: System: AD&D 2nd Edition Type: NPC Category: Fantasy Requirements: Runar was choosen to be the Rainbow Paladin by Lapoy, the Arch-Mage of the
Circle of Doshil and Celestian. His execptional wisdom and intelligence were the
reason for his summoning. Under Lapoy's training and guidance he learned the
uses and the powers of Lapoy's newly created Doshil Rainbow Items. Lapoy is also
know as the Rainbow Mage, and Mar-la-madir the Navigator.
Background:The powers of the Rainbow items are the ways in which new powers are put into
them. Lapoy and Runar are known opponents of most devils and demons. Through
Celestian's help each time a devil,deamon or Lower Plane creature is killed by
Runar, 'points' are earned for that kill. The number of points depends on the
experience value of the creature. For every 500 XP of the creature killed, 1
point is earned. (The only exception are Gith-Yanki, 250 exp for 1 point). So a
creature of 3200 experience would be worth 6.4 points. (A Gith-Yanki would be
12.8 points) The points go toward the next item on Runars list of 'things to
get'. Each 'thing' is assigned a point value by Celestian. A sample list of
things already earned and values are below:
Item Points to get to make
Long Sword +1 10
Long Sword +2 20 (This is not 10 more then LongSword +1
this is 20 MORE ie 30 points)
Long Sword +3 35
Long Sword +4 50
Long Sword +5 70
Once +5 then to make Holy 100 then an Evil lord of at least 50, then travel
to Lunia for 1 month.
Minor Globe for Shield 100 (this has to include at least 1 Arcanadaemon)
Armor RainBow Bridge(2week)40/30 (40 points for first cast, 30 to get second
for the day)
The Circle of Doshil is an order of the kingdoms of Solana, started to fight the
powers of the kingdom of Moraga. This fight has been going on for over 10,000
years. Each kingdom has held power for many times only to loose it to the other
in time. The Doshil Color of a member of the Circle is determined by his/her
level:
Color Level Color Level The Doshil Flower is a symbol of good and courage.
Black 0 Green 8 The flower is considered holy and pure by Solana.
Red 1 Blue 10 As it grows it cycles through the Doshil Colors.
Orange 3 Violet 13 The flower has four petals each in the shape of a
Yellow 5 Grey 15 circle. Each circle overlaps the other (ala
White 18 Olympic Rings).
Runar being a Paladin will come to the aid of all who need it. He is not stupid
though. He keeps 'the big picture' in mind and will not lose his life to save
someone who is already lost, dead or worse. If someone is being help captive by
an Arch-Lich with a hord of undead guarding him, he will not rush in head first
just to die at the hands of all the undead. He will get help and return with
what he feels should prove to be an effective force. He will seek out the more
powerful opponent for himself (if he feels that he has the best chance against
that opponent)
Runar has killed many devils, deamons, deamon lords etc.. Because of this anyone
traveling with Runar should be aware that an attack by such creatures could come
at any moment.
He does not give out his real name to anyone (except Lapoy) for reasons that
should be obvious. (ie Deamons would really like to get ahold of it to cast
spells on him etc..) Stats:(NOTE: The Rainbow Paladin is not a 'true' paladin, ie from the ADD Players
Handbook. He is a paladin from the ADD PH with a few modifications.)
The Rainbow Paladin (of the Circle of Doshil)
Also know as:
Runar by the humans
Chromos by denizens of the 9 Hells and other signficant
Lower Plane Creatures
Lohana by the Elves
Kertok by the Dwarves
Level : 20 THAC0: 1
God : Celestian HPS: 161
Alignment: Lawful Good
Stats:
STR: 18/92 +2 to Hit, +5 to Damage
INT: 18 7 Additional Languages
WIS: 18 +4 to Save, Bonus [+2/+2/+1/+1] Cleric Spells
DEX: 18/43 +3 Initiative Adj., -4 to AC
CON: 18/41 +4 hps per die
CHA: 18/00
COM: 15
Saves: Base-Armour Bonus-Paladin Bonus= X
Para/Poison/Death: 1 - 2 - 2 = 1
Petri/Poly: 2 - 2 - 2 = 1
Rods/Staves/Wands: 2 - 2 - 2 = 1
Breath: 1 - 2 - 2 = 1
Spell: 3 - 2 - 2 = 1
AC:Base-Armour-Armour Bon.-Shield-Shield Bon.-Dex Bon.= X
10 - 7 - 5 - 1 - 5 - 4 = -12 (-14 vs Evil)
Paladin(Cavalier) Abilities:
- Detect Evil up to 60'
- Immunity to all disease, fear
- Lay on hands (heals 2hps/level/day)
- Cure disease (1/week for every 5 levels)
- Protection from Evil, Fear 10' radius
- Turn undead as cleric 2 levels lower
- Call warhorse once every ten years
- Parry attacks (Apply "To hit" bonus to AC to Parry one attack)
- Function up to -13 hps
- 2" speed bonus on mount for 6 turns
- 90% immune to mind-affecting phenomena
Special Abilites (Granted by Celestian)
- Limited Wish 1/month
- Wish 1/6 months
Cleric Spells Code:
Level 1 2 3 4 - Noble service cheerfully rendered
Number 3 3 3 3 - Respect for all good
WIS Bonus 2 2 1 1 - Honor/Respect to all above station
-- -- -- --
Total 5 5 4 4
|num |TO HIT |DAMAGE |Base Dam. Vs
Weapons |attks|STR+Weapon+Caval+Misc:X |STR+Weap+Misc:X |Small Large
------------------|-------------------------|------------------|--------------
Long Sword | 3/1 | 2 + 5 + 3 + 1 :+11| 5 + 5 :+10@| 1-8 1-12
Horse. Mace | 5/2 | 2 + + 2 :+4 | 5 :+5 | 1-6 1-4
Heavy Lance | 5/2 | 2 + + 3 :+5 | 5 :+5 | 3-9* 3-18*
Medium Lance| 5/2 | 2 + + 3 :+5 | 5 :+5 | 3-9* 3-18*
Light Lance | 5/2 | 2 + + 3 :+5 | 5 :+5 | 3-9* 3-18*
Horse. Flail| 5/2 | 2 :+2 | 5 :+5 | 2-5 2-5
Scimitar | 5/2 | 2 :+2 | 5 :+5 | 1-8 1-8
2-Hand Sword| 5/2 | 2 :+2 | 5 :+5 | 1-10 3-18
Short Sword | 5/2 | 2 :+2 | 5 :+5 | 1-6 1-8
Broad Sword | 5/2 | 2 :+2 | 5 :+5 | 2-8 2-7
Dagger | 5/2 | 2 :+2 | 5 :+5 | 1-4 1-3
@: +10 per hit vs Chaotic Evil with Holy Sword
on a natural 19 or 20 attack has two options
1) +20 damage and subject to Holy Word
2) Sent to plane of Radiance
Misc +1 is from giving up 2 proficiency slots and training xtra
*: x2 Damage when mounted
Suggested Cleric Spells
1st Level 2nd Level 3rd Level 4th Level
Cure Light Find Traps Death's Door Cure Serious
Cure Light Withdraw OPEN OPEN
Cure Light OPEN OPEN OPEN
OPEN OPEN OPEN OPEN
OPEN OPEN
NOTE: OPEN means.. free slots.. depending on what he feels the day will bring he
will get spells for that slot.
Items (Short Form)
Doshil Rainbow Armour/Helm (+5 Plate)
Doshil Rainbow Shield (+5 Shield)
Spectrum (+5 Holy Long Sword, Unbreakable Glass-Steel)
Rainbow Steed (AC 0, HD 9, 63 hps, 24", 8hrs/day, +Horseshoes of Zypher)
(Very much like Obsedian Steed)
The Gloh (Prononced Glow)
Ring of Lapoy
Cloak of Celestian
Periapt of Wound Closure
NOTE: All above items have permanent 'return' spells on them.
Can recall a max of 1 item per day. Items will return to Runar
from wherever they are.
GP: 1000 SP: 50 CP: 50 Gems: 3x500GP, 2x100GP, 1x1000GP
Items (Long Form)
Doshil Rainbow Armour (Doshil Artifact)
(Plate Mail + 5) Appears as very pearly silver armour. The trim is Runar's
current Doshil Color (White). It is very light and wearer move 10", 4" faster
then normal plate. Due to the contruction methode it will retain its plus on
any plane (as will all Doshil Rainbow items). The plus os the Armour will
add to save as a ring of protection of that plus up to +2. Once per month if
Runar is below 0 hps, he can erect a prismatic sphere around himself and will
be raised to 1 hit point. 1/day it can Rainbow Pattern, though it will stay
in the armour. 1/turn it can Rainbow Cantrip. The armour also gives Runar
the following abilities:
- Immunity to Prismatic Spray, Choromatic Orb
- Passthrough Prismatic Sphere/Wall at the rate of 1 color/rnd
- Anti-Kenisis (cannot be tele-kenisised unwillingly)
- Negative Plane Protection
- Rainbow Flight (24", Manouver. class A). As Runar flies faster a "Rainbow"
grows behind him. For every 1" of speed the rainbow grows one foot. (ie at
24", there is a 24 foot rainbow behind him.) Can be used up to 6 hrs/day.
- Rainbow Bridge 2/week
- Rainbow Elevator 1/week
- Prismatic Wall 1/month
- Protection from Fire OR Lighting OR Cold 3/day (as if a druid)
(ie 3 PfF or 1 PfF/2 PfL or 1 PfF/1 PfC/1 PfL etc..)
- Astral Travel 1/week
- Astral Project 1/week
- Dimension Door 1/day
- Dimension Walk 1/month
- Improved Invisibility 1/week
- Evil Fear 1/month (All Evil viewing the armor must save vs Spell at -4
or run in terror for 1-20 turns)
Doshil Rainbow Helm (Doshil Artifact)
(Full Face Helm) Its appearance matches the armour in its color and its trim
and is as light. There is a Doshil mounted on the forehead of the helm.
The eyeslits have an oily glass like lens over them. They will allow Runar
to look at very brite objects and be immune to the blinding effects of such
light. The slits also have a permanent Gaze Reflection on them.
The helm also gives the following abilities:
- Dancing Lights 3/day \
- Light at will \ each any color of the spectrum
- Continual Light 3/day /
- Pyrotechnics 3/day /
- SunBurst 1/rnd (up to 3 times in 8 hours)
(See Wand of Illumination DM Guide p135)
- True Seeing 1/week
- InfraVision 2/day
- UltraVision 2/day
- Detect Magic 3/day
- Detect Invisible 3/day
- Detect Illision 3/day
- Other plane breathing (Can breath normally on any plane, ie water etc..)
Doshil Rainbow Shield (Doshil Artifact)
(Shield + 5) Its appearance again matches armour and is as light. The shield
gives the following abilities:
- Color Spray 3/day
- Shield Spell 1/day
- Protection from Normal Missles 1/week
- Scry as Magic Mirror 1/week
- Minor Globe 1/day
- Major Globe 1/week
- Ressurection OR Restoration OR Regeneration 1/ 2 weeks
Spectrum (Doshil Holy Artifact)
(Holy Long Sword +5) An unbreakable Glass-steel long sword which has a
Ruby, Garnet and Blue Sapphire in the pommel. Engraved along the length
of the Sword in an Ancient language of Emlar is engraved,
"Forever may the Light of the Circle shine on all peoples"
along with the symbol of the Rainbow Warrior Runar. The sword gives Runar
the following abilites:
- Heal 1/day (Self Only)
- Cure Serious 3/day
- Starshine 1/day
- Moonbeam 1/day
- Prismatic Spray 1/week
- Sunray 1/week
- Distance Attack (can attack up to 60 yards away)
- On a natural attack roll of 19 or 20 Runar has two options
1) the opponent is given another 20 hps of damage and is subject to a
'Holy Word' spell.
2) the opponent is sent to the plane of Radiance
- In the hands of a Paladin
o 50% magic resistance at his current level
o Dispel Magic at his current level
o +10 hp damage vs Chaotic Evil
Rainbow Steed
Very much like an Obsidian Steed, but it is multi colored. It is AC 0, HD 9, 63
hps, 24". I can be used a total of 8hrs/day and is equipped with Horseshoes of
Zephyr
The Gloh
(Creation of Lapoy) The Gloh is an inter-dimensional sphere that is always just
over Runars right shoulder. Because it is not really on any plane it is not
visible, however a detect magic (at a level equal to Runar) will reveal a
shimmering sphere about 10 feet in diameter there. The Gloh is Runar's place of
refuge. When the activation word is spoken, a portal in the current plane is
opened to the Gloh and Runar (and all who he wishes) may enter)
Inside the Gloh there are 9 rooms, each a color of the Doshil and approx
30'x30'. White is Runar's room, Grey is the Study/Library, Violet is the common
room (with fireplace (that does not billow smoke), tapestries etc), Black is the
entrance room, Red is for storage and all others are guest rooms.
Ring of Lapoy
This is a diamond ring worth at least 1500 gp for the gem alone. The ring has a
word of recall back to the White room in the Gloh. It also allows a Polymorph
Self 1/day. Runars favored forms are a falcon and a white panther. (Any creature
that Runar polymorphs into, will have Rainbow colored eyes) 1/9 days it can
summon a total of 9 'rings'. These shimmering rings are about 3' in diameter.
The caster can see thru these rings which travel at 9". The rings last for the
duration of concentration. The colors of the rings are the same as the colors of
the Doshil (Black,Red,Orange,Yellow,Green,Blue,Violet, Grey and White). These
rings can also carry clerical spells cast by a cleric of good. Only the colored
rings can carry spells thus a maximum of sixth level spells can be carried by
the rings. One ring is needed for each level of the spell. These rings glow
faintly and can be automatically dispelled with a Dispel Magic. The Neutral
rings are usually used to guide the spell holding rings, the latter rings not
being able to transmit vision to the caster.
[EX: A person summons a Red, Orange, Yellow and Green ring to hold a neuralize
poison (4th lvl) spell cast by a nearby good cleric (or the ring bearer). To
guide these rings when they leave the sight of the ring bearer, he also summons
a black ring joined to the first four to look through. When they get to their
destination all five rings vanish and the neutralize poison is cast. The ring
bearer now has four more rings he can summon in the following nine days. Casting
time is 1 seg per ring]
All other items (See DM guide)
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