Name: Sir Taran Denebar
Race: Human (Kellion)
Age: 90+
Hair/Eye/Skin: Grey / Grey / Pale
Ht/Wt: 6' 8”, 280lbs
Muscle Tone: Bearlike
HP: 91
EP: 29
Style: 22
HYPEOMETER: 30%
Money: 9 platinum 19 gold 28 silver
Elan: 33g
Faith: Daishenic 80
Martial Arts: Meridian 40
Alignment: Lawful Good
Score Modifier
STR 20 5
DEX 15 2
CON 16 3
INT 16 3
WIS 16 3
CHA 14 2
ECL Paladin of The Realm 5
Experience 13000
Element: Air (Thunder / Lightning)
Chosen Element: N/A
Chosen Sorcery base: N/A
Theme Song: Imperitax Mundi from Carmina Burana for now - "King Of The World"
AC: 12 / 22
BaB: +6/+1
Grapple: 20/30
Trip: 4
Init: 2
Fort: 11
Ref: 8
Will: 9
DmR 1
Items
Backpack
Camping Kit
Pockets & Pouches
Pipe & Tobacco (2 ounces)
Sealing Wax
Purse
3 Hipflasks
Bag of Karkossan cigarettes (24)
Saddlebags
Bundle of books
Sealed Trade & Treaty Documents
Box of Kellion cigars (12)
Quin's Superior Cigarettes (48)
Belt/Other:
Fine Quality Dagger
Way Knife
Kellion Knight's Pedigree
Phoenix Signet Ring
Magic Items
Avallian Scabbard
Magic Writing Kit
Bottle of Frozen Fire
Potion of Night
Mounts
Warhorse
Weapons & Armour
-Avallian Mastersword “Kaladnir”(Magical +3 Bastard Sword in a bejewelled scabbard)
2d10 damage, +3 to hit, crit x2, crit +1 modifier on Magic Number
UNLOCK: The ability to control storms, lightning, and thunder in a limited, enscribed area.
Given to Denebar by the Perfected Knight Sir Kirin Baltu, in the sacred valley of Avellar. The sword commands storm, lightning and thunder. If lost or apparently destroyed by any means, the sword will mysteriously return to Avellar intact.
-Bejewelled Scabbard (matches Kaladnir)
Masks and contains its powers when sheathed
-Daishenic Hammer (Blessed +3 One-Handed Warhammer / Military Pick, Red Steel)
2d6 Armor-piercing/2d8 Bludgeoning, crit x2/x2, blessed+3 (versus demons, undead, and magical foes)
Weapons from the armoury of Pen Daishen, forged of unique red steel, are nigh impossile to damage and potent against demons, undead, and magical foes.
-Holy Lance of The Daishen (+3 Ancient Boar Spear)
2d6, crit x3/x5 (versus charging), crits 19-20 if used while mounted, +3 to hit, +1 versus Large opponents, future
Wielded by countless heroes in the Daishen's name, this is the most ancient of the Daishenic arms; psychometry will reveal the spear over a thousand years old, and oddly, also from the future.
-Threshal - two-handed flail
2d8+STR mod pierce and thrust/ 1d8+STR mod bludgeon, crit x2, -2 to hit (on all attack rolls with Threshal)
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
UNLOCK: train and gain the Exotic Weapon Proficiency: Flail to get rid of the -2 blonus and improve crit to 19-20/x3
-Morisinos+3 AC 10/20
Living suit of armour
Mordu Fog level 1 - has the ability to create a smokescreen that grants +1 AC as a dodge bonus. Takes a full round action to deploy, but lasts until the end of combat/direct other effects. This is a biological technique, one that can be done "Mordu Fog levels" per day.
Favored Weapons
1) Hammer – Deeply satisfied by the crunch of hammer on helm.
2) Sword – Famed swordsman in his homeland
3) Lance – Fascinated by and noted for skill at mounted arms.
Favored Clothes -
Denebar is not a fashion-conscious man. In Dolan, he dresses exclusively (with possible rare exceptions) in a suit of living Mordu Armour answering to the name of Sir Morsinos Khulain. Morsinos acts almost as a butler, playing straight-man to Denebar's surreal sense of humour.
Major Personal Gear: None, currently
Overview:
Denebar looks, acts and sounds like a bluff Brigadier, an image he plays up to. He makes a point of memorizing the name and face of every soldier under his command; his given reason is to put them at ease. Denebar however knows it does no such thing, but does it for the half dozen other genuine boosts it gives to morale.
Denebar has been described, accurately, as a progressive, wise, insightful and nigh-saintly man. He was described so at the Battle of Lake Karmensis, while smashing witch-hunters' skulls with a hammer.
As Lord Protector of the Realm, Denebar's “Questing” nowadays mostly involves escaping from his Lifeguard. He has become extremely good at this, and often enlists the aid of Sir Morsinos. The Mordu Knight rarely laughs, but it does have a sense of humour, and it has known Sir Denebar a very long time.
While wearing Morsinos in Dolan, Denebar will chat to the Mordu entirely naturally, appearing to talk to himself until the Mordu deigns to respond.
Skills Score Modifier
Ride (Dex) 7 2
Handle Animal (Cha) 1 2
Knowledge: 3 3
Social Sciences (Int)
Knowledge: Religion
(Daishenic Faith)(Int) 3 3
Diplomacy (Cha) 2 2
Knowledge: 2 3
Military Sciences (Int)
Survival (Wis) 3 3+2
(Spec: Arctic )
(Spec: Jungle)
Knowledge: Architecture 1 3
(Spec: Fortifications)(Int)
Concentration (Con) 1 3
Sense Motive (Wis) 1 3
Heal 1 3+2
(Spec: First Aid)(Wis)
Gather Information (Cha) 1 2
Wall Running
Z-Running
Meleé Attack 4
(Spec: Sword+1)
Melee Atttack (Damage) 2
(Spec: Sword+1)
Meleé Defence 1
(Spec: Sword+1)
Unarmed Attack (Damage) 2
Favored Attack Strings
Straight attack with sword - BaB 6/1, Melee Attack Specialization Sword +5, Sword Bonus+3, melee attack (damage) +2, Str Mod (To Hit), Str Mod (Damage)
TO HIT: +19/+14
DMG: 2d10+5+2 damage/2d10+5+2 damage
Unarmed - BaB 6/1, Brawl (+1 to hit), Str Mod (To Hit), Str Mod (To Damage)
TO HIT: 12/7
DMG: 1d6+1d4+2+5/1d6+2+5
Grab and Stab - BaB 6, Grapple Score (with Grapple Dap)/BaB 1, Melee Attack Specialization Sword +5, Sword Bonus +3, melee attack (damage) +1, Str Mod (To Hit), Str Mod (Damage)
TO HIT: 35/+15
DMG: 2d10+5+2 damage
NOTE: Negates Dex bonus (grabbed status) and stops enemy movements.
Grab and Slam - BaB 6, Grapple Score (with Grapple Dap)/BaB 1, Brawl (+1 to hit), Str Mod (To Hit), Str Mod (Damage)
TO HIT: 35/8
DMG: 1d6+1d4+2+5
Mounted Charge (outside of combat) - 1d20, Mounted Combat (1)
TO HIT: 1
DMG: (Horse Damage)+1
Special Attacks
Mofo Threshal (Unique Ability x2, Unique Defect x2, 4d8+Equipped Enemy AC+Str Mod. Disabilities: Melee, Slow 1) - grabs an enemy and upon successful grapple "equips" them as a weapon. Enemy cannot be larger than two sizes more, and enemy modifiers (counter-grapple, Bulwark and more) can negate attempt.
Unique Ability: Grab Opponent to determine To Hit. Successful grapple equals successful equip.
Unique Ability: Opponents wielded as thus are considered Exotic Weapon (Damage: Enemy AC + Weapon Rank + Situational Modifier dependent on what equipped enemy is wearing)
Unique Disability: At the top of the round Equipped Enemy must Break Pin to be unequipped, is considered prone if successful.
Unique Disability: Equipped Enemy takes equal amount of damage as they give as an equipped weapon.
Spell List
Declare your acquired/learned spells here
Favored Spell List
Declare your most used spells here
Faith Table - Daishenic Faith 10
1 - Can use The Daishenic Code as a part of your supers and Finishers.
10 - Trance: Rebirth - Having become a Knight of the Daishenic Code, the Knight can access a special Trance mode. It takes one standard action to enter, and lasts until the end of combat/scenario. The Knight is now Fearless, Mindless, and cannot be affected by Charm, Brainwashing, or any other mind-controlling abilities. This is a Trance ability.
50 - Power Play - The Knight may, at will, choose to take damage to their EP instead of HP. This must be declared before damage is rolled (after To Hit). This is a supernatural ability.
Feats
Detect Evil
Smite Evil
Aura of Good
Mounted Combat
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Brawl
Trample
Endurance
Improved Unarmed Strike
Improved Grapple +4
Weapon Focus (Sword) +1
Aura of Courage - Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health - At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Power Attack
Ride By Attack
Turn Jackasses 2
NOTE: when Denebar successfully turns a Jackass, they recieve an immediate 1d6 points of damage from getting hit by Louis's bladder on a stick.
Battle Cry
Special Mount (Battle Goat)
Dynamic Sorcery 0
Jolt Trigger
Detect Good/Evil
Spirited Charge
Quick Draw
Smite 2/day
Abilities
Aura of Command 2/6
Attack Combat Mastery 2
Wealth 2
Damn Healthy 1
Highly Skilled 3
Enhanced – Str & Con
Sea Legs (can take an action to acquire his balance - in combat, counts as Take 10 and one standard action)
Darian Regeneration (+1 HP at the end of the round, counts as Regeneration+1)
Darian Strength (+2 to Strength)
Grace (+Cha Mod to All Saving Throws)
Fata Morgana (+Cha Mod to To-Hit and Damage, once per day)
Madness of Meat - Taran must make a will save three times after smelling monster flesh. At first round of failure he bites the target. At second round, he becomes obsessed with eating the target. At third round he enters a berserker like state with the following stats: +2 STR, -2 all other stats, max HP halved.
It is heavily implied that the second round his focus is completely on the target, with little to change it.
It is also heavily implied that it is hard as hell to knock him out of this state.
Streetfighting
Self-Sufficient (+2 to Heal and Survival)
Athletic (+2 to climbing)
Combination Attack (Zedd) - pulls Taran up in the Initiative List should Zedd give up his last attack action to CA with Denebar. Both do a To Hit roll and if it surpasses enemy AC+1d20 (defense roll), then they roll up standard damage combined x2. If both crit rolls on To Hit, then damage is standard damage x (crit x crit)
Mordu Wield 1 - MW1 replaces either ambidextrous or dual wield for dual wielding trees. It'll cost you 2 style point right now if you want it, and it's superior in that MW1 also grants Mori the ability to take over (so to speak) should Denebar ever be incapacitated or knocked out.
(5 style points) Mordu Wield 2 - MW2, on the other hand, grants an immediate +5 to hit bonus while dual wielding weapons, allows for Morisinos or Denebar to "swap" who's performing the attack without synching or the need to roll, and while "swapping" attacks grants a -2 situational blonus to anyone who's never seen such a thing before.
Achievements
Survived Level 0
Mast-Stabber (+1 When Charging)
Counter Eater (Counter attacks -10% damage, rounded down)
Ambassador's Road (Presenting your papers can get you out of (most) legal troubles, so long as you're not the original source of said trouble)
So Close Yet So Far Cheevo - (when a dice-off ends in a tie during a situation where three points means success or failure, it's considered a win)
Defects
Code of Conduct
Ineptitude: Ranged Combat -3
Red Tape -1
Smoker -1
Phobia: Hypersexual Teenagers -2
Famous -3
Nemesis -3
Wanted -1
Special Modifiers
Declare Special Modifiers here
Martial Arts Table - Meridian Combat System 40
Weightless - heavy armor doesn't affect you at all, and is not counted as part of your weight limits, as well as checks towards balance, swim, speed, or anything laborious. Allows user to choose one Specialization to learn from.
Grapple Dap - while wearing heavy gauntlets, all grapple attempts gain +10 and user is never considered off-balance or flat-footed.
Hype Attack
Level 1 - an unblockable, undodgeable attack against one target that does standard damage x (Aura of Command). Immediately afterwards all sentient targets with lower gnosis than Denebar must make a will save (DC 10+Denebar's ECL) or immediately fall under his sway as if under a Charm spell. The only way to get rid of the effect is through death, brainwashing, mind control spells or abilities, or a Wish/Miracle/Act of God.
(Future Hype Attack plans: The Man Who Would Not Be King
Denebar invokes the full righteous wrath of a man who is indeed a Good King and far too good to ever say so. This may apply to combat or diplomatic interactions (not general social; the nature of the ability means that Denebar neither could nor would use it to browbeat a peasant, literally or otherwise).
Combined with another attack or skill, Denebar is momentarily revealed in his full power, as if Inter-D sickness did not apply:
In Social/Diplomatic situations, Denebar delivers a rousing speech (Skill Check).
In combat, Denebar delivers a devastating blow to a significant opponent (To-Hit roll vs an opponent of HD+1).
Denebar is wreathed in light; local ambient light is enhanced so that Denebar's armour shines and a halo glows about his head and shoulders. In darkness, Denebar provides light equal to one candle for 1d6 seconds.
He appears 1d2 feet taller, seeming to stand head and shoulders above the crowd.
Denebar's theme tune plays.
In combat, slo-mo, extra gore, resounding impact, and other special effects occur.
Diplomatically, opponents and audience are sufficiently stunned for Denebar to deliver a speech without interruption. The direct subject/target of the speech falls back, stunned.
Aura of Command 6 is activated, with the additional effect of affecting hostiles (some kind of Save probably applicable). Against hostiles, this is momentary; Denebar can give one brief and immediate command to the enemy and their troops (i.e. “Stop!” “Fall back!” or similar). This works in the moment, but can be countermanded; at worst it should buy 1d6 seconds of hesitation from all parties. Towards allies, this grants an instant rally/leadership roll for fleeing allied troops and permits Denebar to give direct military command to all friendly combatants in earshot. Neutral NPCs may respond depending on the personal risk involved. Versus a mixed group of enemies, allies and neutrals, Denebar's personal eloquence dictates who is affected; he can deliver reasonably complex orders in one articulate battlefield roar, but performances vary (so he can in theory issue a complex order to friendlies, or up to three simple orders to friendlies, enemies and neutrals; GM rules precise effect based on Rule of Cool). )
Finishers
Declare your Finishing Moves here
NOTES:
Denebar's camping kit contains...
Leather tarp (4'x6')
Net (4' x 6')
Leather bedroll & blankets
30ft rope
Hunting knife
Tinderbox, flint & steel
10ft Fishing/snare line
6 iron tent pegs
3 flares (small fireworks)
Mess tins
Containing:
Box of matches
Spare flint & steel
Small penknife
2 spoons
Emergency cigar
Emergency tea (loose, small pouch)
6ft linen strip (bandages/kindling)
Stick of jerk beef
Waterskin
5 oz loose tea (pouch)
Emergency brandy (small flask)
Collapsible leather mug
Bag of boiled sweets (AKA hard candy)
Bag of dried fruit (equivalent to one meal)
Money is no object to Denebar, ethically and literally. He could fill his pockets with as much gold as he wanted; he has access to the Realm's Treasury, if the thought ever occurred. Denebar habitually has 6d6 Gold and 6d6 Silver.
Denebar carries three hipflasks secreted about his person:
Silvan Cognac
Utryce Whiskey
Kellion Brandy
Karkossan Cigarettes are small “bullets” of tobacco (or other herbs), spiked on a toothpick and smoked with a lighted taper, or else lit like incense or smoked on a hookah.
Bundle of Books:
Five books from the Realm, representative of the linguistic and cultural heritage:
The 1st Regimental Songbook (Cpl Rosen Adathen, RWR)
Ak Har? or Who Approaches? (A book of Darian poetry, by Warmaster Kron Naider)
On The Walls Of Silveneir (A book of Silvan theology, anonymous)
Monte's Run (Part travel guide to the inns and brothels of Narillion in Old Kellia, part libellous self-alleged biography of a resident therefrom, reads like sheer porn).
Kian's Way (An illustrated manual of Kellion knightly weapons drills, including longsword, greatsword, battleaxe, polearm, 2-handed flail, sword and mace/axe).
A tubular leather case, waterproofed, locking, with a wax seal bearing the Daishen's sign of the phoenix.
Quin's Superior Cigarettes are literal modern cigarettes; pre-rolled, with filters. Their origin is a mystery known only to Quin.
An Utryce dirk, attached to a knuckleduster by a length of plaited red hair.
This weapon is unique to Old Kellion culture, and largely ceremonial (rarely used in combat, except for highly ritualized duelling). See notes on Marriage and Kellion Duelling.
Denebar's Pedigree is a tiny, ancient scroll recounting his lineage back to the original explorers who founded Kellia. Such documents are nigh impossible to forge, and covered with seals and sigils amounting to “knight's ID”. Denebar carries this rolled up, in the hollow hilt of his sword, where other paladin's might keep a holy relic.
A phoenix, worked in gold over a knuckle-sized ruby.
Avallian Scabbard
This bejewelled scabbard suppresses the powers of Denebar's sword. Sheathed, it will retain its current charges of lightning and contain any excess stored power. The scabbard also partially masks the sword from detection; people and entities sensitive to such things will detect a magic sword, but not its power level.
This is a leather folder containing:
6d6 sheets of magic paper
A bottle of golden ink
A phoenix feather quill pen
Letters written with this kit can be sent home; Denebar need simply address each letter and toss it to the wind, into a fire, or just leave it wherever it was written; the letter will find its own way from there. This only works infallibly for mundane letters home, i.e. to Denebar's wife. It is reasonably accurate for letters to new friends Denebar might meet on his travels, and “narratively” accurate for emergency messages (i.e Denebar could in theory call for heavy-duty backup from home, but how long the message and its response might take to arrive is entirely GM fiat... )
Potion of Tears
Yup, it's teargas. Anyone affected breaks down coughing, crying and snotting.
In open air, creates a small cloud that persists for 1d6 minutes, affecting everyone within 2d6 feet. Inflicts -2d6 to all attributes, causes Confusion. Effects wear off 2d6 minutes after escaping the affected area.
In enclosed areas, creates a dense cloud that persists for 1d6 hours; ventilating the area (i.e. opening a window) causes the cloud to disperse in 2d6 minutes to the “open-air” effects above. Inflicts 1d4 damage, -3d6 to all attributes for the duration, and causes Confusion.
Kellion Schnapps, “Frozen Fire”, a rare and astonishingly expensive liquor, mildly magical.
Frozen Fire gets colder from being heated.
Mildly enchanted, Frozen Fire has an alcoholic effect on creatures normally immune to such things (demons, undead, etc).
At room temperature, each shot of Frozen Fire counts as two “doses” for purposes of alcohol / poisoning. Chilled, each shot = 3 doses, ice-cold (at which point the schnapps begins to fume pale blue flames) each shot inflicts 1d6 doses.
Each shot of Frozen Fire is valued at roughly 10 Gold. This full bottle, which Denebar has brought as a diplomatic gift, contains 42 shots (properly chilled, amounting to 120+ shots of normal liquor).
A bottle seemingly containing black liquid. If opened, it releases nine hours of darkness: Night falls immediately and time effectively stops; all persons on the scene when the potion is used are granted nine extra hours. Denebar first experienced this potion as a weapon of the undead in the Witch War, and knows well the value and danger of nine extra hours of night in an emergency.
+3 Avallian Mastersword
Discharges lightning bolts (as lightning bolt spell, 2d6 charges daily, re-rolled daily but see scabbard), summons thunderclouds overhead when so used.
The sword can be charged in natural lightning (+1d6 charges for standing on a hill in a thunder storm with the sword drawn, for example). At 24+ charges, the sword begins to arc and sputter blue sparks, discharging on impact (+1d6 damage, electrical, to all living creatures within 6 feet, -1 charge per blow struck in melee).
Absorbs lightning and electricity (each 12 points of damage absorbed = +1 charge of lightning in the sword). Denebar is effectively immune to lightning while the sword is drawn.
Divine Thunder – Invokes a veritable thundering spear of heavenly fire from on high, blasting the local area. This power costs 12 Mana, drains all charges in the sword and can only be used once per day. In the open air, this is semi-targeted; 50% of striking each hostile, 25% of striking each friendly in the same meleé (+10% chance in both cases if using metal weapons, +15% for metal armour, +10% if raining). Indoors, this power simply blasts the building apart (it would take a lot of rubble to bury Denebar, he's a big chap).
Cannot be lost or stolen. The sword can be given away, but if lost by any other means will always find its way back to the rightful owner when needed. If the rightful owner is slain, the sword will mysteriously make its way back to Avellar.
Avallian swords need no sharpening, never rust, and are immune to most damage (Kaladnir has, for example, withstood petrification; other Avallian swords have survived immersion in lava). The blade can only be damaged if the wielder knowingly uses it in an unjust cause.
Holy and Magical weapon – harms demons, undead and other creatures immune to non-magical weapons.
In the hollow hilt of the sword, Denebar still carries his family pedigree, a tiny scroll tracing his family back through the centuries. The age and authenticating marks on such scrolls make them extremely difficult to forge; they are often so old that the names have faded beyond legibility, and a true Kellion knight is expected to be able to recite the family line if called upon to present proof of his pedigree.
+3 one-handed war-hammer / military pick, forged of the same unique red steel as the Daishen's armour.
Holy / Blessed weapon – injures demons and undead.
Armour piercing.
This is an ancient +3 boar-spear.
Wounds creatures Immune To Non-Magical Weapons.
Blessed, x2 Damage vs Demons and Undead.
Dragonsbane, x2 Damage vs Dragons
The cross-bar of the boar-spear makes it ideal to “set” against a charging opponent. When being charged, the wielder of this spear automatically takes initiative in combat.
Threshal
A two-handed flail. Denebar has no skill with this weapon, but is learning it. He has a book (see item, Bundle o' Books) containing forms for this weapon, but presently is inept.
Denebar once wore a suit of Mordu armour, an heirloom of his house. Since donning the Daishen's armour, this Mordu warrior has continued to follow him. In the role of Denebar's bodyguard, it has earned knighthood and been dubbed Sir Morsinos Khulain.
While worn as armour, Morsinos grants:
Darian Regeneration
Darian Strength Boost
+3 Plate Armour (or equivalent)
Negates penalties for wearing heavy armour.
x2 Daily Marching distance
In this mode, Morsinos will occasionally speak (deadpan), but other than refusing to let Denebar take him off, will not himself take action. If Denebar is knocked out in combat, Morsinos will take over and fight his way out. He has his own Hit Points and other statistics, in this situation.
As an NPC...
Mordu are nigh impossible to kill; literally tough as plate armour, with a completely inhuman system of internal organs, massive strength and regenerative abilities surpassing Darians. When bonded to a human host (that is, when worn) they impart these powers to the wearer. When wounded, a Mordu can also feed off a human host, bolstering its own regenerative powers. A Mordu must be virtually dismembered to kill it; the cardio-vascular, nervous and all other systems are distributed around the creatures' bodies (countless small valves instead of a single heart, direct absorption of oxygen to the blood via minute gills rather than lungs, membranes equating to human digestive processes, and so on). With an exoskeleton, they have no central spinal column or equivalent; the only sure way to put a Mordu down is to hack its armoured sternum apart from neck to groin, but this only disables the creature long enough to try some more permanent method. Only when “opening” to receive or release a host are Mordu easily vulnerable, their inner organs exposed (a mass of living “webs” within the armour, corresponding to different vital systems). The Mordu's open “neck” is vulnerable to grenades or liquids being “posted” in, but is otherwise extremely difficult to hit in combat except from directly above (spears or arrows from an overhanging tree, murder-holes in a gatehouse, etc). When dismembered, Mordu go into a hibernative shock that in theory permits them to survive indefinitely; hibernating Mordu “bits” are not immune to the ravages of time and environment, and it is much easier to reassemble and revive a “fresh” Mordu” than a long-buried ancient. A suitably strong host, however, may in theory revive any seemingly “dead” Mordu. Single pieces of Mordu may also be so revived; this is generally termed “Akurite Armour”, lacking the intellect of a complete Mordu. Full suits of Akurite Armour have been known, but their wearers were universally insane.
Mordu are also old, the very youngest of them centuries at least, the oldest up to a millennia. All Mordu are highly skilled swordsmen, besides having expertise in all knightly arms. Their level of consciousness is comparable to humans, but... different. Lacking human sensory organs, Mordu “see” by a combination of minute, invisibly fine hairs on their carapace and tiny vibrational chambers within, emulating a form of sonar. An adaptation of this organ produces speech, amplified within the breastplate and the hollow trunk of the torso (a Mordu's voice becomes slightly muted when bonded to a human host). The Mordu's own senses do not permit it to read written words, but a Mordu with a host can see through their eyes (their nervous systems become interfaced, the eye is only a camera). The host of a Mordu likewise gains the creature's sonar sense, becoming very difficult to surprise (Mordu have 360 “vision”, with a limited ability to “see” through walls).
The motives and emotions of Mordu are hard for humans to grasp; they have a feeling akin to pride in their adherence to the Pact, an ancient gaes between their race and the knights of Kellia. The Pact simply stated that once sworn to the service of a Kellion knight, the Mordu would be provided with a willing host for the duration of the knightly line. Thus, Mordu armour was passed down through generations of Kellia's knights from father to son.
As a knight himself, Morsinos Khulain has “completed” his Pact with Denebar, a rare outcome for any dealings with Mordu. In his time as Denebar's armour, however, Morsinos himself became converted to the cause of Sabra Daishen; bonded to Denebar, the Mordu experienced the same metabolic and emotional states, and has sworn a new Pact to the Daishen's Quest.
Mordu are innately disconcerting and cause Fear in combat (by night, or when mounted, Mordu cause Terror). As a result, Morsinos has very few friends barring Sir Denebar himself. Morsinos possesses an extremely dry sense of humour developed over long years in Sir Denebar's company; Mordu are not generally known for their comedic styling.
Finally, Mordu possess certain magical talents:
They can generate a mist or fog at will, which at most basic acts as a smokescreen in battle.
By night, Mordu travel incredibly quickly. They do not sleep and can march implacably day and night (a host wearing a Mordu can march 24/7, sleeping while the Mordu itself marches on). When enveloped in their inherent fog, however, and marching by night, Mordu travel uncannily fast. This effect is magnified the more Mordu are marching; an army of Mordu on foot travels almost as fast as normal cavalry, over any terrain short of mountains or open water, mounted Mordu (see below) may potentially pace aerial cavalry.
Mordu have an affinity for magical and outre animals, and can track, catch and temporarily tame such creatures very easily. They do not train or trade their steeds though; the Mordu think in terms of the Pact, and will always release an animal that has been helpful on a journey or in battle. Wherever Mordu settle, they will quickly cultivate a herd of local creatures based on mutual co-existence (although generally considered parasites, Mordu are in fact symbiotic, and operate on that basis for preference). When mounted, the Mordu's own minor travel magic stacks with any native or magical abilities of the steed.
By their great age, most Mordu are steeped in lore and history: They may speak and read many languages, including Arcane, Demonic and ancient forms. They are walking encyclopedias of history, and may have deep knowledge of obscure subjects acquired from previous hosts.
This knowledge is not transferred by symbiosis; the host does not gain the Mordu's total learning, but is free to ask its council. Likewise, the Mordu does not automatically know its host's mind and learning; it knowledge derives from paying attention.
Denebar's enhanced Strength...
Kellion Knights are first measured for plate armour at the age of twelve, and raised on a diet of venison and spinach, alongside a strict regimen of daily weapons drills. K
All Daishenic Knights who have passed through Dor Avellar display longevity, perfect health and enhanced physique.
Denebar has observed the Daishenic rule of wearing full armour at all times, 24 hours a day, seven days a week (except when enjoined otherwise by his good lady wife), for over twenty years...
Denebar consequently stands almost seven feet tall, and is built like a black bear.
Denebar's Intelligence is weighted towards wisdom. He is an educated man, but his intellect is guided by gut reaction and instinctive insight. Only when at a complete loss does Denebar resort to contemplation: He is patent in his temper, but swift to act given sufficient firm information to rely on a hunch.
Or Wisdom, whatever.
Aura of Command
Denebar is a veteran battlefield commander, besides being a very large man with a very large personality; he has a massively commanding presence.
Aura of Command 2 – as in BESM, an always-on physical presence and ability to inspire a small group to action on the spot.
Aura of Command 6 (restricted) – An occasional/emergency ability to rally a small army.
Virtu At Arms / Attack Combat Mastery
Highly Skilled /2
Denebar, as noted elsewhere, is old. He's been around, and so has a wide education.
Int Mod 3 +2 (paladin) x4 = 20, +8 (Highly Skilled), +4 (Human) = 32 initial skill points
Paladin + Int Mod = 5 skill points per level
Code of Conduct:
The strictures on a Daishenic Knight are unusual, being based upon a merger of Kellion knightly traditions with heretic Silvan theosophy.
Never lie to an ally, friend or neutral. It is fine to lie to an enemy; this is seen as a ruse of war.
Never withdraw from combat leaving a foe unharmed; Deneber must score a least one point of damage before he can withdraw from any fight.
Never permit an attack to go unreturned; if struck, literally or metaphorically, Denebar must strike back. To attack the Paladin's friends or those under his protection is to attack him.
Never withhold charity or aid in some form from those in need.
Never to own any slave (combined with the charity requirement, Denebar must act to mitigate any slavery situation he encounters).
Red Tape
Denebar is very aware of his own profile, and will endeavour to avoid scandals and major disruptions of Dolanese society. As a result, he will take measures before or after any public incident to mitigate any legal or diplomatic consequences.
Smoker
Denebar has something of a tobacco habit. Being an old campaigner, privations are of minimal importance; he likes a smoke, but only gets mildly irritable if his supply is depleted.