ARMOR CLASS: -8
MOVE: 24"
HIT POINTS: 77
NO. OF ATTACKS: 4
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: see below
SPECIAL DEFENSES: see below
MAGIC RESISTANCE: 77%
SIZE: M (5' 6" tall)
ALIGNMENT: Neutral (Good)
WORSHIPERS' ALIGNMENT: NA
SYMBOL: NA
PLANE: see below
CLERIC/DRUID: C14
FIGHTER: nil
MAGIC-USER/ILLUSIONIST: MU18, I16
THIEF/ASSASSIN: nil
MONK/BARD: M10, B12
PSIONIC ABILITY: VI
Attack/Defense Modes: nil/nil
S: 12 | I: 19 | W: 18 |
D: 20 | C: 15 | CH: 16 |
Com: 13 | - | - |
Keoghtom appears as a young, slightly-
built man, typically arrayed in green garb
of elven sort or else resplendant in silken
finery. Of course, he can use magic to
alter his appearance, but he seldom does
so.
Being quick of movement and deadly of
AIM, Keoghtom usu. bears a short bow
and a short sword. He is adept with and
has the following bonuses "to hit" and
damage:
- | Dexterity | Expertise | Total |
Short Bow* | +3/- | +2/+2 | +5/+2* |
Short Sword | - | +2/+4 | +2/+4 |
* Bonus applies at all ranges; Damage at
point blank and short range is doubled.
Although Keoghtom does not USE spells
as a deity does, he is not subject to the
usual restrictions of class, either. He is
able to USE weapons, spells, and various
abilities of professional sort in complete
freedom. Thus, Keoghtom combines the
abilities of many classes, and he can
employ whatever weapon suits him without
proficiency penalty. Likewise, any
sort of armor can be worn, although Keoghtom
typically wears magical Bracers
(AC2),
a cloak if Blending and Displacement,
and a Ring of Protection +4.
(This gives AC-4 sans DEX bonus, -8
when DEX is incl.)
It need not be said that Keoghtom knows
virtually all spells, and in +addition+ he has
several unique to himself.
One of the major powers of Keoghtom is
his unique MR. That is, the
77% applies to all spells, whether CAST by a
1st level individual, an arch-mage, or
some deity.
Keoghtom seldom, if ever, sets foot on
the PMP, although he
once dwelled there. He now roams the
Astral and similar planes or visits the
extra-dimensional planes which are home
to certain of his associates, such as Murlynd. <link: EX2>
Keoghtom is also on good terms
with such deities as Celestian and Zagyg
and will occasionally be found in their
company.
The #number# of usual and special magical
items and devices possessed by Keoghtom
is vast. He will usu. be equipped with
the following things in +addition+ to the
items mentioned previously:
As Keoghtom is basically non-hostile, the
items he carries are usu. used for self-protection
or beneficial reasons.
Keoghtom does not initiate aggression,
although he is not loathe to answer in kind
if attacked.
Those persons particularly interested in
associations and relationships have noted
the following interrelationships between
Keoghtom and certain others:
Zagyg and Keoghtom are great friends,
as are Keoghtom and Murlynd. Zagyg is
related to Heward by some distant kinship,
and Heward and arch-mage Mordenkainen
are likewise kin. Heward
often visits Mordenkainen, who, in turn,
is known to be close to both Keoghtom
and Murlynd. Celestian is an associate of
Keoghtom and on good terms with Zagyg.
This gives the following
groupings:
Zagyg and Keoghtom
Keoghtom and Murlynd
Zagyg, Keoghtom and Murlynd
Keoghtom, Murlynd and Mordenkainen
Zagyg, Keoghtom and Mordenkainen
Keoghtom, Heward and Mordenkainen
Zagyg, Keoghtom and Heward
Celestian and Keoghtom
Celestian, Keoghtom and Murlynd
Celestian, Zagyg, and Keoghtom
If one assumed that Keoghtom would be
encountered alone half of the time, the
probability of group encounter fills the
balance, with accompanying deities being
less likely than other associate groups.
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Reduce - Reuse - Recycle
Yes indeed.
An imaginary entity that
draws power from all of the swords in the world and posthumous tributes
to a couple of my dear departed friends and a cousin did actually add to
the mystique of the game
Cheerio,
Gary