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===Wastri's Avatar=== (Monk 20, Thief 10) Wastri can often be found roaming the Vast Swamp in and around the Sacred Polystery, hunting down any [[demihuman]]s unfortunate enough to cross his path. Wastri's primary avatar form is known as the Hopping Prophet. He appears as a well built, if not oddly proportioned, bald male that has somehow mutated to become both less and more than human. He has a hunched gait, bulging eyes, and splotched skin, in addition to a plethora of warts. Wastri dresses in parti-colored clothing of gray and dull yellow, wearing no armor, relying on his speed and evasive agility instead. He is unmistakable due to his batrachian features and odd gait, a repulsive being with an odd croaking voice to match. Still, he can move quickly enough and hop for considerable distance with ease and accuracy. The other avatar form of Wastri is that of a massive gray toad, well over 10' in length. This form has been referred to as the Gray Maw, by a fortunate soul who was lucky enough to escape after seeing it. In either form, Wastri can cast spells from any sphere, though he is highly unlikely to cast any spells while rampaging as the Gray Maw. ::AC -3; MV 18 Hp 3 HP 129 THACO 8 #AT 2 ::DMG: 2d6 + 6 or 2d6+2 ::MR: 50% SZ M (6') ::STR: 18 DEX: 22 CON: 19 INT: 10 WIS: 20 CHA: 2 (20 to amphibians) ::Spells P: 12/12/11/10/7/5/2 ::Saves: PPDM 2 , RSW 6 , PP 5 , BW 8 , Sp 7 Special Att/Def: Wastri's preferred method of attack is to use Vaktra, his famous glaive-guisarme+4, a weapon that has sent more than its share of demi-humans to the nether regions. He especially enjoys catching and impaling demihumans with its long end spike. Wastri is also quite capable in unarmed combat, being the equivalent of a grand master in martial arts and wrestling. In addition to his normal attacks and spells, Wastri can utter a croak that acts as a confusion spell upon all creatures within 40 feet who hear the sound, unless a successful save vs. Spell is made. Wastri also can cast a warts enchantment that covers the victim with huge, knobby warts unless a successful save vs. Spell is made. The warts make it difficult to grasp any weapon or other object (50% chance per round to drop the weapon or object)and the victims Charisma drops to 3. The affected individual must also save vs. Paralysis (mind affecting bonuses apply) or fall into a dejected state of hopelessness for 2-12 rounds. Finally, Wastri can cast a dampness spell over an area of one square mile, lasting for a duration of 5-60 rounds. The dweomer reduces the effective range of archery, limits visibility to 60 yards, extinguishes normal fires, and reduces the effect of magical fires by 50%. Each of these spell-like powers can be used once per day. Wastri can speak with any amphibian, and command them as he wishes. He is able to summon any or all of the following creatures, one per turn, once per week. The creatures appear one round after being summoned; ::10-40 bullywugs ::2-20 giant toads ::2-8 poisonous toads ::1-4 ice toads These creatures are always the largest of their kind (maximum hp) and are fearsome in combat (+1 to hit and to damage rolls). Under usual conditions, Wastri is accompanied by the Immaculate Image, three Greater Servants (Abbots, Fathers, or Masters), a pair of Champions, and a pair of huge toads. Other Manifestations Wastri, like most deities in the Flanaess, keeps his direct interactions with mortals limited, and therefore his avatar is not found outside the Vast Swamp. (Indeed, it is unknown whether Wastri has ventured in avatar form outside of the Vast Swamp since his liberation in 570 C.Y.) Therefore, his priests and others are more likely to encounter his manifestations, which most often are a chorus of croaking frogs, which indicates displeasure or failure, or sometimes a small gray toad, which may lead the priest somewhere or simply vanish. The most common manifestation, though, is a glowing red glaive-guisarme in the likeness of Vaktra, which may point a certain direction and then disappear, leading the priest on. Rarely, the manifestation may move towards the weapon of the priest and merge with it; the weapon then either shatters (indicating displeasure, obviously), or begins to glow with a red enchantment, which then fades in a few rounds. Such a weapon will then be permanently under the effect of an enchanted glaive spell, as if cast by the wielder.
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