Grthmrthrynyll (AKA Smiles)

Friendly Undead

Description:

Like most boneclaws, Smiles is nearly eight feet tall and gaunt looking. He has razorsharp claws that can grow to extraordinary lengths. However he hunches over and wearers a robe that covers him from the ground up. To the casual observer her might appear to be a mere seven feet tall. He also keeps his hands interlocked on the opposite wrists with the robe sleeves meeting in the middle, so his claws are hidden.

<table>

&lt;tr>
        &lt;td>Alignment &lt;/td>
        &lt;td>Neutral Good&lt;/td>
        &lt;td>Diety &lt;/td>
        &lt;td>None Yet&lt;/td>
        &lt;td>Age &lt;/td>
&lt;/table>
&lt;td> 5 &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> Gender &lt;/td>
    &lt;td> Male &lt;/td>
    &lt;td> Height &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Eyes &lt;/td>
&lt;td> Black &lt;/td>
&lt;td> Hair &lt;/td>
&lt;td> None &lt;/td>
&lt;td> Skin &lt;/td>
&lt;td> Pasty and Splotchy &lt;/td>
&lt;/tr>


<table> <tr> <td>Abilities </td>

&lt;/tr>
    &lt;tr>
        &lt;td> Ability &lt;/td>
        &lt;td> Score &lt;/td>
        &lt;td> Modifier &lt;/td>
&lt;/table>
&lt;/tr>
&lt;tr>
    &lt;td> Str     &lt;/td>
    &lt;td> 22 &lt;/td>
    &lt;td> +6 &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> Dex     &lt;/td>
    &lt;td> 18 &lt;/td>
    &lt;td> +4 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
    &lt;td> Int     &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> Wis     &lt;/td>
    &lt;td> 18 &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> Cha     &lt;/td>
    &lt;td> 18  &lt;/td>
    &lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;/tr>

Notes:


<table> <tr>

&lt;td> HP &lt;/td>
        &lt;td> 38 &lt;/td>
        &lt;td> Speed &lt;/td>
        &lt;td> 30 ft. &lt;/td>
    &lt;/tr>
&lt;/table>
&lt;tr>
    &lt;td>Initiative&lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Total       &lt;/td>
    &lt;td>Dex Mod&lt;/td>
    &lt;td>Misc&lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> +4 &lt;/td>
    &lt;td> +4 &lt;/td>
    &lt;td> +0 &lt;/td>
&lt;/tr>


<table> <tr> <td>Armor Class</td> </tr> <tr> <td>Total </td>

&lt;td> Base &lt;/td>
        &lt;td> Armor &lt;/td>
        &lt;td> Shield &lt;/td>
        &lt;td> Dex Mod &lt;/td>
&lt;/table>
&lt;td> Size &lt;/td>
    &lt;td> Natural &lt;/td>
    &lt;td> Deflection &lt;/td>
    &lt;td> Misc &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> 15 &lt;/td>
    &lt;td>10 &lt;/td>
    &lt;td>0 &lt;/td>
    &lt;td>0 &lt;/td>
    &lt;td>+4&lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Touch &lt;/td>
&lt;/tr>
&lt;td> 14 &lt;/td>
&lt;td>Flat-Footed &lt;/td>
&lt;td> 11 &lt;/td>


<table> <tr> <td>Saving Throws</td> </tr> <tr> <td>Save</td> <td>Total</td>

&lt;td>Base&lt;/td>
        &lt;td>Abil Mod&lt;/td>
        &lt;td>Magic Mod&lt;/td>
        &lt;td>Misc&lt;/td>
    &lt;/tr>
    &lt;tr>
        &lt;td>Fortitude (Con)&lt;/td>
&lt;/table>
&lt;td> +3 &lt;/td>
    &lt;td> +1 &lt;/td>
    &lt;td> -  &lt;/td>
    &lt;td> 0 &lt;/td>
    &lt;td> +2 (profane) &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Reflex (Dex) &lt;/td>
    &lt;td> +7 &lt;/td>
    &lt;td> +1 &lt;/td>
    &lt;td> +4 &lt;/td>
    &lt;td> 0 &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Will (Wis) &lt;/td>
    &lt;td> +9 &lt;/td>
    &lt;td> +3 &lt;/td>
&lt;/tr>
&lt;td> +4 &lt;/td>
&lt;td> 0 &lt;/td>
&lt;td> +2 (profane) &lt;/td>


<table> <tr> <td>Base Attack Bonus </td> <td> +1 </td> </tr> <tr> <td>Grapple </td>

&lt;/tr>
    &lt;tr>
        &lt;td>Total&lt;/td>
        &lt;td>Base Att Bonus&lt;/td>
        &lt;td>Str Mod&lt;/td>
        &lt;td>Size Mod&lt;/td>
        &lt;td>Misc&lt;/td>
&lt;/table>
&lt;/tr>
&lt;tr>
    &lt;td> +7 &lt;/td>
    &lt;td> +1 &lt;/td>
    &lt;td> +6 &lt;/td>
    &lt;td> 0 &lt;/td>
    &lt;td> 0 &lt;/td>
&lt;/tr>


<table> <tr> <td>Attacks</td> </tr>

&lt;tr>
        &lt;td>Attack&lt;/td>
        &lt;td>Att Bonus&lt;/td>
        &lt;td>Damage&lt;/td>
        &lt;td>Critical&lt;/td>
    &lt;/tr>
    &lt;tr>
&lt;/table>
&lt;td>Piercing Claws &lt;/td>
    &lt;td> +8 (+6/+6) &lt;/td>
    &lt;td> d10+6 &lt;/td>
    &lt;td> x2 &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td>Range &lt;/td>
&lt;/tr>
&lt;tr>
    &lt;td> Melee &lt;/td>
    &lt;td> Piercing &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Notes&lt;/td>
&lt;td> None - For Now!  &lt;/td>


<table> Price (Item Level): 3,400 gp (8th) Body Slot: Head Caster Level: 9th Aura: Moderate; (DC 19) divination Activation: — and standard (command) Weight: — This tattered strip of cloth is strangely resilient, and when you hold it, elven runes appear along its length. A scout’s headband grants you a +2 competence bonus on Spot checks. This is a continuous effect and requires no activation. In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges enhances your visual acuity as described below. 1 charge: You gain darkvision out to 60 feet for 1 hour. 2 charges: You can see invisible creatures and objects (as see invisibility) for 10 minutes. 3 charges: You gain true seeing (as the spell) for 1 minute.

&lt;tr>
        &lt;td>Special Abilities &lt;/td>
        &lt;td> Undead Traits,  Darkvision 60', Immunity to Cold, Unnatural Toughness, Turn Resistance +2, and Spell Resistance 14&lt;/td>
&lt;td>Feats &lt;/td>
        &lt;td> Quicken Spell-Like Ability, Weapon Focus (Claw), and Combat Reflexes&lt;/td>
&lt;td>Spell Like Abilities &lt;/td>
        &lt;td>     1st level Spells – Mage Armor 2/day & Inflict Light Wounds 2/day 
2nd level Spells – Bull's Strength 1/day & Create Magic Tattoo 3/day
3rd level Spells – Haste 1/day & Weapon of Energy 1/day
4th level Spells – Inflict Critical Wounds 1/day & Iron Bones 1/day
5th level Spells – Teleport 1/day & Dimension Door, Greater 1/day&lt;/td> &lt;/tr> &lt;tr> &lt;td>Items &lt;/td> &lt;td> SCOUT’S HEADBAND
&lt;/tr>
&lt;tr>

AMULET OF MIGHTY FISTS This amulet grants an enhancement bonus of +1 on attack and damage rolls with unarmed attacks and natural weapons.

BOOTS OF LANDING Price (Item Level): 500 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb. These light blue leather boots have very thick soles. Walking in them is like dancing in clouds. While wearing boots of landing, you land on your feet no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).

BRACERS OF OPPORTUNITY Price (Item Level): 2,300 gp (6th) Body Slot: Arms Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — and immediate (mental) Weight: 1/2 lb. These matching leather wristbands feel light but strong. Bracers of opportunity allow you to take advantage of opponents who let down their defenses. If you have the Combat Reflexes feat, you gain a +2 competence bonus on any attack of opportunity you make (whether the attack of opportunity is granted by the bracers or not). This is a continuous effect and requires no activation. When you activate these bracers, you can take an attack of opportunity granted to you by an opponent, even if you have already reached your normal limit of attacks of opportunity in the round. This ability functions two times per day. </td> </tr>

</table>

<table>

&lt;tr>
        &lt;td>

Skills

&lt;/td> &lt;td> Max&lt;/td> &lt;td> 6 &lt;/td> &lt;/tr> &lt;/table>
&lt;tr>
    &lt;td>Skill &lt;/td>
    &lt;td>Ability &lt;/td>
    &lt;td>Modifier &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
    &lt;td>Balance1 &lt;/td>
    &lt;td>DEX &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Decipher Script &lt;/td>
&lt;td>INT &lt;/td>
&lt;td> - &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Disable Device&lt;/td>
&lt;td>INT&lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Escape Artist1 &lt;/td>
&lt;td>DEX2 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Gather Information1 &lt;/td>
&lt;td>CHA&lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Heal1 &lt;/td>
&lt;td>WIS&lt;/td>
&lt;td>+7 &lt;/td>
&lt;td>+4 &lt;/td>
&lt;td> 3 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Intimidate1 &lt;/td>
&lt;td>CHA&lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Knowledge (Religion)&lt;/td>
&lt;td>INT&lt;/td>
&lt;td> +5 &lt;/td>
&lt;td> +2 &lt;/td>
&lt;td> 3 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Knowledge &lt;/td>
&lt;td>INT&lt;/td>
&lt;td> +2 &lt;/td>
&lt;td> +2 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Move Silenty1 &lt;/td>
&lt;td>DEX2 &lt;/td>
&lt;td> +7 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> 3 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Perform &lt;/td>
&lt;td>CHA&lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Profession &lt;/td>
&lt;td>WIS&lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Search1  &lt;/td>
&lt;td>INT&lt;/td>
&lt;td> +5 &lt;/td>
&lt;td> +2 &lt;/td>
&lt;td> 3 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Spell Craft &lt;/td>
&lt;td>INT&lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Survival1  &lt;/td>
&lt;td>WIS&lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;td>Tumble &lt;/td>
&lt;td>DEX2 &lt;/td>
&lt;td> +5 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> 1 &lt;/td>
&lt;td>0 &lt;/td>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;tr>
&lt;/tr>
&lt;td>Use Rope1  &lt;/td>
&lt;td>DEX&lt;/td>
&lt;td> +4 &lt;/td>
&lt;td> +4 &lt;/td>
&lt;td>0 &lt;/td>
&lt;td>0 &lt;/td>
&lt;tr>
    &lt;td>1Skill can be used untrained
2Armor penalty, if any, applies
3Double armor penalty, if any, applies &lt;/td> &lt;/tr>
Bio:

Boneclaws are the result of a powerful spell that animates the corpses of Ogre Magi. “Smiles” is a little different from the rest of his kind though for a few reasons. The first is the eerie smile on his face. He was animated using the corpse of an Ogre Magi who had been killed while under the effect of Tasha’s Hideous Laughter. So this Ogre Mage died with his face contorted in an unnatural smile which continued into this current form of undead.

Second is the fact that most Necromancers are well versed enough in the dark arts to get the result they want. “Smiles” was not so lucky. His necromancer was still a fledgling and incapable of harnessing the powers necessary. So the void was filled by ambient magic in the area, and he was twisted. Now keep in mind. Boneclaws are vicious undead killers, so his version of twisted is a little bit different then you might think.

He is a good guy. He doesn’t like to watch people suffer.

Finally the last thing that makes him completely different from most people, is that people just don’t like undead. Regardless of him being good, and even quite a nice guy, people just don’t want to talk to him. So he actually abandonned his creator for a while to spend some time at a monastery where people wouldn’t judge him based on his outward appearance. The monks there taught him what it was to be living. I know rather ironic for an huge clawed undead, but they did just the same.

Everyone at the monastery earns their keep, and they made him do the same. Although he showed some talent for painting and tattooing (his claws made him especially good at the latter!) it was in brewing that he showed his best prowess. His keen senses and the ability to taste on a frequent basis without dulling those same senses made his drinks some of the most sought after in the region. He was rather happy tending to his plants (after all you need grapes, barley, honey [okay side not of the side note – I know Honey is not a plant, but you have to tend the flowers for the honey bees.], and other plants for your drinks).

They also taught him things like philosophy, and acrobatics. Although he was far better at the former then the latter. Even the things he did not excel at brought him peace of mind though. The monks accepted him for who he was. He had not spent long about the world, but just one stroll through one town would have been enough. Parents screaming at their children to get away, teenagers running in terror, and even the town guard attacking him for no other offense then not breathing. So although it was not perfect, it was peaceful. However it was not meant to be.

There was a brash group of young adventurers who jump to rather large conclusions. They surmised that since he was undead therefore he was evil. They also figured that since these monks were aiding him, they too must be evil. Obviously they did not have one member with their wits about them enough to point out the fact that this supposedly “Evil” undead spent his time tending plants and making fine beverages. So they laid siege to this monastery. Within the day all the monks were dead, and Smiles had escaped.

So he returned to his creator. More understanding and a better person (for lack of a better word) however also more jaded. I know you might wonder why he would return to his creator, but this had been his plan all along. You see this same event that made him far from your normal undead also cascaded into the twisting of his young necromancers village. So although it is not his fault and deep down he knows this, deep down he also feels responsible. Yes, I know it’s not rational, but good people seldom are. They want to aid those who give them nothing in return or risk their lives for total strangers.

So now he travels with this necromancer hoping to bring something bright into his life, for all the suffering that he has had.

To this day he enjoys brewing and painting, and his tale is used as a fable to teach kids not to jump to conclusions.

Grthmrthrynyll (AKA Smiles)

Mix and Match Jaximus