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View Full Version : [PORTRAIT] Qoppa-en-san, ettin bard



palcosmo
2005-12-23, 02:37 PM
http://i26.photobucket.com/albums/c121/palcosmo/Ettin2.gif

Despite the great chains around his ankles, the ettin -- a creature solely composed of bulk, muscle and fur -- holds himself with an internal power rare for such a being. He does not bite or pull against the chains, or even loosen unearthly two-headed howls against his captors. Instead, he sings. Both heads producing song that harmonizes mysteriously, but captivatingly. Children and adults alike have circled around the monster, delighting in his voices. Some villagers standing so close that they can touch the great beast, but with no consequence, as the ettin only continues his song, both heads smiling warmly.

Qoppa-en-san (CR 11/ECL 20)
Ettin Bard 5
CG Large Giant
Init +1
Senses Low-light vision, Listen +10, Spot +10
Languages "Ettin Pidgin", Orcish

AC 19, Touch 11, Flat-footed 18
hp 106 (15 HD)
Fort +11*, Ref +8*, Will +9*

Speed 40 ft. (8 squares)
Melee 2 Frost Morningstars +1 +12/+7 (2d6+3 plus 1d6 frost)
Space 10 ft.
Reach 10 ft.
Base Atk +10; Grp +16
Special Actions Countersong, Fascinate, Icy Harmonics, Inspire Competence, Inspire Courage +1, Spring Attack

Spells Per Day:
2nd: 3
1st: 4
0th: 2

Spells Known (CL 5th):
2nd -- Cat's Grace, Cure Moderate Wounds, Whispering Wind
1st -- Alarm (DC 14), Grease (DC 14), Silent Image (DC 14), Summon Monster I
0th -- Dancing Lights, Know Direction, Lullaby (DC 13), Mage Hand, Prestidigitation, Resistance

Abilities Srt 15, Dex 13, Con 17, Int 11, Wis 8, Cha 17
Special Qualities Superior two-weapon fighting; Bardic Knowledge +5; Bardic Music 9/day
Feats Dodge, Cold Endurance (Frostburn), Extra Music (Complete Adventurer), Icy Harmonics (Frostburn), Mobility, Spring Attack
Skills Climb +7, Diplomacy +5, Gather Information +8, Perform (sing) +18, Search +4, Swim +4
Possessions Combat gear plus Cloak of Charisma +2

*+2 to saves versus cold effects

Forever enfeebled by a childhood disease, "Qoppa-en-san" (Qoppa and San) is comparatively much weaker than his ettin kin. In order to survive in the cruel environment afforded to him -- living amongst a nomadic band of monstrous sellswords that haunt the northernmost mountain ranges -- Qoppa-en-san has had to rely on his wit and charm, rather than the great strength the vast majority of ettins revel in. Furthermore, living with constant abuse has, strangely, birthed a kind of empathy in the ettin's shared heart: he abhors the suffering of the weak -- like himself -- and often covertly sabotages the jobs of his fellow mercenaries. That is, he typically warns those who are about to be attacked.

Qoppa-en-san would surely leave the savagery of his kin behind if he were not forever reminded of the debt he owes his mother, Su-akka, the matriarch of the Frozen Cross mercenary band: his life. "How easy," she often muses aloud, "how easy it would have been for me to leave you behind, naked and helpless in the snow. But I took you, even though you were useless and small." This constant badgering has kept Qoppa-en-san's otherwise wandering and kind spirit in check; though Su-akka mocks Qoppa-en-san's usefulness to the band, she knows his bardic talents are rare and useful amongst her kind.

Encounters with Qoppa-en-san:
Adventurers may be hired to protect a series of mountain villages from the Frozen Cross mercenaries. PCs would most likely learn of Qoppa-en-san as the strange savior of the communities, the ettin hero who at least warned the communities of the upcoming attack. Perhaps villagers are torn regarding the ettin, having since captured him out of fear and racist beliefs ("he's an ettin, he's a monster"). It may be up to the PCs to divine the ettin's true nature.

Here are more idea to help evolve any adventure with Qoppa-en-san:

Incorporate the numerous hazards of the icy wastes. These may challenge and surprise the PCs.

Have the Frozen Cross band use various hit-and-run tactics against the communities, allowing the adventure to be more than just a final stand against the monsters. Now the more suspenseful adventure can include tracking, interrogation, and trapsmithing.

The Frozen Cross band may be too vast or powerful for the PCs: it may be wiser to bargain with the mercenaries. The adventure could then take a political turn, as PCs try and wrestle control of the Frozen Cross from Su-akka, so that they may be led by her gentler and charismatic son, Qoppa-en-san. Not only are PCs trying to defame Su-akka, and better Qoppa-en-san's standing amongst the mercenaries, but it may be interesting to reason with Orc barbarians.


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Hey, thanks for taking the time to check out my entry. :) Your feedback is really appreciated.

Vaynor
2005-12-24, 12:55 AM
Love the picture, it's awesome. A good interpretation of OOTS art. :P