Part Two: Characters of the Diamond Throne
Aarach If one could get Aarach’s version of the tale, he would say that when he was young, the river spoke to him. He would explain that the river awoke something inside of him with its words, and he joined with the river’s tribe and abandoned his own. Getting that story would be an impressive feat, however, for Aarach would still sooner kill and eat the questioner than respond. He is still a rhodin. (See Chapter Four: Creatures in The Diamond Throne.) Aarach has lived alone for most of his life, abandoned by his kind due to a strange feeling that they got about him. Expected to die in the desert, he found an isolated stream and was saved. Along the river’s banks, he grew—and grew. Years later, he joined with a new band of rhodin as its fearsome skurg leader. The raiding band prospered, not due to his leadership, but due to his might, ferocity, and skill in combat. However, Aarach still felt a strange stirring within him. With no one to teach him of such things, he manifested his witchery power and spellcasting abilities through trial and error. He still has not realized, for example, that his spells frequently fail in battle because he wears armor and carries a shield. Aarach, in fact, does not think of himself as a witch or even as a spellcaster. (Although technically a sea witch, Aarach certainly would never use that term. He’s never even seen the sea, having lived in the hot, dry wastes all his life.) In his mind, his powers come from being in the “tribe of the river.” The river no longer speaks to Aarach, but he doesn’t care. He looks upon it as a human might look upon a parent, never straying too far from its banks. A monstrous, hulking brute, Aarach is even more dullwitted than most of his kind. However, he has keen intuition and a way about him that draws other rhodin to his side, even as he repelled them when he was young.
Combat Aarach begins most fights with his liquid fire ability, then charges into melee. His only thought toward tactics is that he prefers to fight opponents weaker than himself, although he has no problem with fighting multiple foes. Like most rhodin, he gives no thought to honor or bravery. He is only interested in survival and success. Thus, he doesn’t hesitate to flee if needed.
Using Aarach Aarach dwells in the Southern Wastes with his band of rhodin. Folk in those parts refer to him as “the skurg witch,” which is quite descriptive—he’s the only rhodin/skurg witch anyone has ever heard of. Because they hate and fear him so, they might be inclined to raise funds to put a bounty on his head. Aarach would never do anything to help someone else unless it was only the indirect result of his benefiting himself.
Therefore, he is not likely usable as an ally of the player characters—he can become an effective opponent for them, however. Aarach, male rhodin (skurg) War3/Wtc3 (sea): CR 9; Large humanoid; HD 6d8+18 + 3d8+9 + 3d6+9; hp 103; Dying/Dead –4/–17; Init +1; Speed 30 feet; AC 21 (–1 size, +1 Dex, +3 natural, +5 armor, +4 shield), touch 10, flatfooted 13; Armor Check–7, Spell Failure 45%; Space/Reach 10 feet/10 feet (Face/Reach 5 feet by 5 feet/10 feet); BAB +9; Grapple +15; Attack +15 melee (2d6+6, critical 20/×3, heavy mangler); Full Attack +15/+10 melee (2d6+6, critical 20/×3, heavy mangler) and +12 melee (1d8+2, horns); SA Liquid fire; SQ Darkvision 60 feet, low-light vision, breathe water; Hero Points 0; SV Fort +12, Ref +5, Will +8; Str 21, Dex 12, Con 17, Int 7, Wis 14, Cha 15 Languages: Common, Rhodin Skills and Feats: Climb +2, Heal +4, Intimidate +7, Jump +2, Listen +3, Spot +4, Swim +1; Cleave, Exotic Weapon Proficiency (heavy), Multiattack, Night Owl, Power Attack, Skill Focus (Swim), Weapon Focus (heavy mangler). Liquid Fire (Su): Once per day Aarach can spray burning liquid in a 180-degree arc with a 20-foot range, inflicting 2d6 points of acid damage (Reflex save, DC 13, for half damage). Water Breathing (Su): Once per day, for up to 30 minutes, Aarach can breathe water as well as air. Possessions: +1 heavy mangler, breastplate, +2 Devanian great shield, witchbag, 3 tindertwigs, 25 gp Spell Slots: 3/3 Spells Readied: 4/3: 0—bash, ghost sound, lesser repair, scent bane; 1st—acrobatics, resistance, touch of fear
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