Tryll - Redemption Kharrr (Fire)  
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     Kharrr is the Troll god of fire (Kharrr being the Troll word for fire). He delights in burning all he sees, and loves nothing better than destruction by fire. Kharrr appears as a gigantic burning troll, some 25' feet tall. The god is clever, but never stops to reason or talk. It has only one goal, to burn, attack and destroy.

Table 1. Basic Information
Alignment: Chaotic Evil
Worshipper's Align: Any Evil or CN
Domain: Wild, uncontrolled Fires
Major Spheres: Chaos, Healing (reversed) and Elemental Fire
Minor Spheres: Combat, Protection and Sun

Table 2. Chra's Statistics
STR 20 WIS 17 AC 0 HP 114
DEX 16 CHA 10 THAC0 2 MR 35%
CON 20 COM 7 MV 18, Fly 24 (B) Dmg 1d4+4/1d4+4/1d8+12
INT 16 PER 18 Size 25' tall # ATT 3

Special Attacks/Defenses: Each successful attack from Kharrr's avatar causes the victim to suffer 2d6 hps of flame damage (save vs. spells with a -6 penalty for half). Any spell designed to quench flames will put the avatar's fires out (providing it bypasses his magic resistance) for 1d3 rounds. At this time, he will automatically burst into flame again.

     Kharrr's avatar is not only immune to fire damage, he is directly healed by fire spells, at a 1:1 ratio. Thus, if the avatar were hit by a fireball for 36 hps of damage, he would be healed by 36 hps, rather than hurt. Kharrr regenerates 1d10+10 hps per round.

     On a successful roll of 20, Kharrr is able to immolate his target. This target must pass a save vs. spells (with a -6 penalty), or catch fire, suffering 4d6 hps of damage the first round, 3d6 on the second, 2d6 on the third, and 1d6 on the fourth. The flames then burn out. These flames cannot be extinguished by any means other than magical.

Duties of Clerics: Clerics of Kharrr are the worst pyromaniacs imaginable. They like to burn things - any thing. Trees, houses, frogs, benches, themselves - anything which can burn, should burn, in their opinion.

Requirements: AB Con 13; AL Chaotic Evil; WP any; AR any metal.

Table 3. Granted Abilities
Level Ability Explanation
1 Resist fire damage The cleric is capable of ignoring 4 hps of fire damage per level, per day.
4 Extra fire damage All spells cast by the cleric deliver an extra +2hps of damage per die for all fire based spells - this applies even if the cleric is a dual/multi-classed mage/cleric combo, and is casting mage fire spells.
8 Regeneration Regenerate 1 hp of damage per round. If already capable of regeneration, the regeneration rate remains the same, but can now regenerate fire damage
12 Immolate Any one attack per day can set the enemy ablaze, as per the immolate ability of the Kharrr himself.
16 Fire immunity Total immunity to natural fires, +4 bonus to saving throws vs. magical fire.
20 Advanced fire immunity Completely immune to all fires, both magical and non-magical.

Summoning Kharrr: Kharrr can only be summoned if a significantly large fire is started in his honor. The fire must be large and impressive - at least the size of a small home. The larger the fire, the better. Also, for each sentient creature burned alive in the fire, add a +1% bonus to the summoning attempt. Should Kharrr be summoned, there is a 100% chance he will simply begin attacking and burning everything around him.

     Modify that chance downward by applying a -5% penalty if the summoner is not a cleric of Kharrr, or by the cleric's level as a percent, if he is. Every sentient creature sacrificed by fire in Kharrr's summoning adds a +1% bonus to the chance of Kharrr stopping to hear his summoner out.

     Kharrr despises anything and anyone who keeps him from burning. If he stops to listen to his summoner, then that summoner had better have a very, very good reason for summoning the avatar. Simply being in need is not, in the eyes of the Troll gods, good reason.


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