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Post by Marance Talendar on Nov 19, 2003 15:18:54 GMT -5
Marance Talendar Part I
Name: Marance Talendar Race: Human Gender: Male Alignment: True Neutral (Uncaring) Classes: Wizard/Planeshifter Class Levels: 25/2 Character Level: 27 Experience: 358760 Next Level: 378000
Strength: 11 (+0) Dexterity: 17 (+3) Constitution: 15 (+2) Intelligence: 22 (+6) Wisdom: 15 (+2) Charisma: 13 (+1)
Physical Age: 72 Real Age: 118 Height: 5’5ft (162,5cm) Weight: 134lb (67kg) Size: Medium Speed: 30ft Eye Color: Gray Hair Color: White Complexion: Parchment-yellow
Hit Points: 121 Armor Class: 18 (+3 Armor, +3 Dexterity, +2 Natural) Initiative: +3 (+3 Dexterity)
Fortitude Save: +11 Reflex Save: +12 Will Save: +19
Base Attack Bonus: +14/+9/+4 Melee Attack Bonus: +14/+9/+4 Ranged Attack Bonus: +17/+12/+7
Quarterstaff of Pain (+3 Quarterstaff): attack: +17/+12/+7 melee; damage: 1d6+3 melee; critical: 20/x2; damage type: bludgeoning; weapon size: large; special: Hold Monster at successful hit, Will DC = 20.
Skills: Alchemy+35, Bluff+4, Concentration+30, Diplomacy+5, Gather Information+4, Hide+6, Intuit Direction+6, Knowledge(Arcana)+35, Knowledge(Nature)+13, Knowledge(The Planes)+35, Knowledge(Religion)+12, Knowledge(Local[Nine Hells of Baator])+8, Listen+4, Move Silently+5, Ride(Horse)+5, Scry+29, Search+9, Sense Motive+5, Spellcraft+39, Spot+4, Swim(equipment weight penalty is not included)+2, Wilderness Lore+4.
Feats: Scribe Scroll, Alertness, Combat Casting, Endurance, Force Ring, Iron Will, Leadership(25), Weapon Focus(Quarterstaff), Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Magic Arms and Armor.
Epic Feats: Great Intelligence, Epic Spellcasting, Augmented Alchemy, Energy Resistance (Fire).
Special Abilities: Summon Familiar Physically Unaging: Marance doesn’t age, at last not physically. He isn’t receiving new age penalties, although he retains all already acquired age penalties, but Marance keeps receiving age bonuses. Furthermore, Marance will never die from the old age. Nobody really knows, how Marance acquired this ability, but many believe, that this ability is result of accurately casted Wish spell. Plane Shift (Spell-Like Ability): Marance has Spell-Like Ability to Plane Shift once per day, as if he was 27th level sorcerer. Enhanced Constitution: Marance used Wish spells to increase his Constitution. His Constitution score has a +2 inherent bonus included in its value. Spell Exchange (Spellshaping Ability): Through use of his Spellshaping powers, Marance is able to exchange one of the spells he memorised to another spell, even to a spell he doesn't know. In result of use of this ability, Marance immediately 'forgotts' one of the spells he memorised, as if he casted this spell. But instead of casting this spell, Marance casts another spell, even if he doesn't know this spell and even if this spell cannot be normally casted by a wizard. However, the casted spell should be at least one level lower then the spell Marance 'forgotten'. If the casted spell should be at least three levels lower then the spell Marance 'forgotten', Marance casts this spell without requiring any somatic or verbal components. If the casted spell should be at least three levels lower then the spell Marance 'forgotten', Marance casts this spell without requiring any material components or focuses. If the spell can be casted by different spellcasters at the different spell levels, consider the highest of this spell levels as actual spell level for the casting of this spell. Epic spells are considered 10th level spells for the purpose of use of Spell Exchange Spellshaping Ability, and in case of exchanging epic spell for another spell, Marance losses one use of epic spells per day. The save DC for the spells casted through Spell Exchange Spellshaping Ability are always modified by Marance's Intelligence Modifier. Marance is able to use Spell Exchange Spellshaping Ability only twice per day. Enhanced Wisdom: Marance used Wish spells to increase his Wisdom. His Wisdom score has a +2 inherent bonus included in its value. Analyze Portal (Spell-Like Ability): Marance has Spell-Like Ability to Analyze Portal twice per day, as if he was 26th level sorcerer.
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Post by Marance Talendar on Nov 19, 2003 15:20:19 GMT -5
Marance TalendarPart IIEquipment (that’s what Marance usually carry with him; Marance has much more treasure stored in his tower at Nine Hells of Baator): Marance’s Black Robe (Intelligent [well, sort of…] Item; see statistics bellow) Dark purple cape with a hood (nonmagical) Quarterstaff of Pain (+3 Quarterstaff, with effect of Hold Monster after successful strike; looks like simple oaken quarterstaff) Rings of Plane Shifting x2 (allow to Plane Shift without mishap chance, but only into previously designated location; currently this location is Marance’s tower in Nine Hells of Baator; for activating both rings must be worn and clicked together) Bag of Holding IV Winged Boots +3 Bracers of Armor +2 Amulet of Natural Armor Wand of Magic Missiles (9th caster level; 21 charge left) Potion of Invisibility Potion of Lesser Restoration Potion of Gaseous Form Spell Component Paunch Marance’s Boundless Spellbook (Minor Artifact; see statistics bellow) Bedroll Winter Blanket Tent Tinderbox Flint and Steel Waterskins x2 Trail rations for two weeks of travel Moneybag with 300pp, 648 gp, 50sp and 75cp. “Marance’s Boundless Spellbook” Minor Artifact Description: Marance’s Boundless Spellbook appears to be normal spellbook with leather cover and paper pages. However, the number of pages in it is infinite – while you list pages further, the previous pages disappear, only to appear when you list pages backward. At same time Marance’s Boundless Spellbook always contains only 100 pages, and the rest comes into existence when they are needed. Thus Marance’s Boundless Spellbook is valuable to Marance, as it is able to contain all the Marance’s spells. History: It is unknown, how Marance come to possess this spellbook, but it is widely believed, that Marance managed to create it somehow, even though knowledge of creating the artifacts is supposed to be lost. “Marance’s Black Robe” Description: Battled black robe, with no apparent manifestation of magical power. Alignment: True Neutral Alignment notes: As nearly mindless item, Marance’s Black Robe doesn’t care about its wearer’s alignment, and thus, it doesn’t bestow any negative levels or others penalties on wearer, whose alignment is different from its own. Ego: 0 Communication: Marance’s Black Robe is unable to communicate with its wearer in any way. Intelligence: 5 (-3) Wisdom: 3 (-4) Charisma: 3 (-4) History: Even though Marance’s Black Robe was nonmagical by design, it started to develop hints of personality and intelligence due to some unknown reason. Even Marance doesn’t seem to know, what this reason is, but most likely, this happened either during one of Marance’s magical experiments, or as result to one of powerful magical attacks, which was directed at Marance. In either case, Marance believes, that his Black Robe’s intelligence and magical power might grow on its own in the future, even though it will most likely take a lot of time. But as Marance has eternity before him, he is able and willing to wait for this time to come. Effective Caster Level (Wizard): 26th Spells per Day: 4/6/6/5/5/5/5/4/4/4 Spell Save DC: 16+spell level Epic Spells per Day: 3 Epic Spells Save DC: 26 Spells Known: 0th level spells (cantrips): Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic. 1st level spells: Shield, Grease, Mage Armor, Summon Monster I, Identify, Charm Person, Magic Missile, Silent Image, Feather Fall, Message, Reduce, Marance’s Copy*. 2nd level spells: Arcane Lock, Protection from Arrows, Summon Monster II, Summon Swarm, Web, Invisibility, Mirror Image, Ghoul Touch, Darkvision, Knock, Levitate. 3rd level spells: Dispel Magic, Magic Circle against Good, Sleet Storm, Summon Monster III, Suggestion, Lightning Bolt, Wind Wall, Invisibility Sphere, Major Image, Vampiric Touch, Fly, Shrink Item, Arcane Sight. 4th level spells: Minor Globe of Invulnerability, Evard’s Black Tentacles, Summon Monster IV, Scrying, Ice Storm, Otiluke’s Resilient Sphere, Wall of Ice, Improved Invisibility. 5th level spells: Lesser Planar Binding, Summon Monster V, Contact Other Plane, Dominate Person, Clone of Cold, Wall of Force, Nightmare, Magic Jar, Telekinesis, Teleport, Dream. 6th level spells: Globe of Invulnerability, Greater Dispelling, Planar Binding, Summon Monster VI, Legend Lore, True Seeing, Chain Lightning, Disintegrate, Eyebite, Move Earth. 7th level spells: Spell Turning, Power Word Stun, Summon Monster VII, Greater Scrying, Vision, Mass Invisibility, Finger of Death, Plane Shift, Teleport without Error, Limited Wish, Marance's Teleport Other*. 8th level spells: Greater Planar Binding, Maze, Power Word Blind, Summon Monster VIII, Otto’s Irresistible Dance, Polymorph Any Object, Horrid Wilting, Clone, Dimensional Lock. 9th level spells: Mordenkainen’s Disjunction, Gate, Power Word Kill, Summon Monster IX, Meteor Swarm, Energy Drain, Teleportation Circle, Time Stop, Wish, Astral Projection, Marance's Teleport Other Without Error*. Epic Spells Known: Ruin, Epic Mage Armor, Dreamscape, Rain of Fire. Spells Notes: Spells marked with '*' are created by me. The descriptions for these spells can be found in the following thread:shadowdragons69.proboards2.com/index.cgi?board=3dnd&action=display&n=1&thread=586History: Very little is known about Marance, except that originally he came from the World of Toril. He currently resides in his tower somewhere in the Nine Hells of Baator, but only few know its exact location. Then Marance began to visit Sigil more and more frequently, joining various adventuring parties and/or working for Mercykillers, Harmonim, or Fraternity of Order. He remains unaffiliated, and considered to be Independent in Sigil, but Mercykillers, Harmonim, and Fraternity of Order count Marance to be their ally, and quite valuable at that. Marance rarely enters combat, and even when he does, he prefers to use others as his shield, casting spells from behind their backs. While Marance isn’t very effective in combat, or at last not as effective as many others wizards, as very powerful wizard he is still a force to be reckoning with. However then Marance has gone for a few years, and returned only recently. Marance power has slightly increased since then, although nobody found any significant differences there. There is also a rumor, that Marance began to study very rare and powerful form of magic know as Spellshaping, but there are no facts to confirm or deny it. Many who see Marance nowdays, claim that he seems to be troubled by something, although nobody is sure about what troubles him.
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Drazeel
Peasant
Hunter-Killer
Posts: 46
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Post by Drazeel on Nov 23, 2003 10:01:05 GMT -5
Drazeel The Vrock-Sergeant
Gender: Male Race: Vrock (Demon/Tanar’ri) Creature Type: Outsider (Chaotic/Evil) Alignment: Chaotic Evil Classes: Ranger/Fighter Class Levels: 1/2 Extra Hit Dices (Outsider): 8 Character Level: 3 Effective Character Level: 15 Experience: 107820 Next Level: 120000
Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3)
Age: Unknown Height: 8’1ft (242,5cm) Weight: 315lb (157,5kg) Size: Large (-1 penalty to all Attack Rolls, -1 penalty to Armor Class, -4 penalty to Hide skill checks) Speed: 30ft Flight Speed: 50ft Flight Maneuverability: Average
Patron Deity: - Homeworld: Infinite Layers of the Abyss Languages: Abyssal, Common, Auran
Hit Points: 116 Armor Class: 29 (+6 Dexterity, +14 Natural Armor, -1 Size) Initiative: +6 (+6 Dexterity)
Based Attack Bonus: +11/+6/+1 Melee Attack Bonus: +18/+13/+8 Ranged Attack Bonus: +16/+11/+6
Fortitude Save: +16 Reflex Save: +12 Will Save: +8
Tanar’ri Qualities:
Summon Tanar’ri (Spell-Like Ability): Tanar’ri can summon other tanar’ri much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no tanar’ri answer the summons. Summoned creatures automatically return whence they came after 1 hour. A tanar’ri that has just been summoned cannot use its own summon ability for 1 hour. Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success.
Immunities (Extraordinary Ability): Tanar’ri are immune to poison and electricity.
Resistances (Extraordinary Ability): Tanar’ri have cold, fire, and acid resistance 20.
Telepathy (Supernatural Ability): Tanar’ri can communicate telepathically with any creature within 100 feet that has a language.
Vrock Abilities:
Spell-Like Abilities: At will: darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Spores (Extraordinary Ability): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Supernatural Ability): Once per hour a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 17) or be stunned for 1 round.
Dance of Ruin (Supernatural Ability): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the vrocks to break the circle stops the dance.
Skills: Vrocks receive a +8 racial bonus to Listen and Spot checks.
Natural Armor: +14
Damage Reduction: 20/+2
Spell Resistance: 22
Darkvision: 60ft
Ranger Class Features:
1st favorite enemy: Elves (+1 bonus to all Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as weapon damage in 30ft range)
Free use of Ambidexterity and Two-weapon Fighting feats, when fighting with two weapons, and wearing light armor or no armor.
Drazeel's Special Abilities:
Chain of Command (Supernatural Ability): Ever coomand (either verbal or telepathic), which Drazeel gives to Dretches-Corporals in Temir's army must be fulfilled as if by Greater Command spell, but without Will saving throw, spell resistance, or even number of words limit.
Feats: 1st Hit Dice: Multiattack 4th Hit Dice: Power Attack 8th Hit Dice: Cleave 1st level character: Improved Multiattack 1st level ranger: Track 1st level fighter: Weapon Focus (Scimitar) 3rd level character: Sunder 2nd level fighter: Weapon Focus (Light Crossbow)
Skills: Bluff+6 (3 ranks, +3 Charisma) Concentration+14 (9 ranks, +5 Constitution) Hide+13 (11 ranks, +6 Dexterity, -4 size) Intimidate+9 (6 ranks, +3 Charisma) Intuit Direction+5 (3 ranks, +2 Wisdom) Knowledge (Arcana)+8 (6 ranks, +2 Intelligence) Knowledge (Local/Infinite Layers of Abyss)+11 (9 ranks, +2 Intelligence) Knowledge (Nature)+5 (3 ranks, +2 Intelligence) Knowledge (The Planes/Lower Plane)+11 (9 ranks, +2 Intelligence) Knowledge (War)+8 (6 ranks, +2 Intelligence) Listen+21 (11 ranks, +2 Wisdom, +8 racial) Move Silently+17 (11 ranks, +6 Dexterity) Search+7 (5 ranks, +2 Intelligence) Sense Motive+5 (3 ranks, +2 Wisdom) Spellcraft+8 (6 ranks, +2 Intelligence) Spot+21 (11 ranks, +2 Wisdom, +8 racial) Wilderness Lore+5 (3 ranks, +2 Wisdom)
Equipment: +1 Scimitar +1 Scimitar +1 Light Crossbow +1 Bolts x20 Hardleather Belt Collar of Temir’s Minion
Fighting Styles:
1. Attacks: Claws +18/+18 melee; Bite +18 melee; Rakes +18/+18 melee Damage: Claws 1d8+8; Bite 1d6+4; Rakes 1d4+4 Threat Range/Multiplier: Claw 20/x2; Bite 20/x2; Rake 20/x2 2. Attacks: +1 Scimitar (main hand) +16/+11/+6 melee; +1 Scimitar (off-hand) +16 melee; Bite +18 melee; Rakes +18/+18 melee Damage: +1 Scimitar (main hand) 1d6+8; +1 Scimitar (off-hand) 1d6+4; Bite 1d6+4; Rakes 1d4+4 Threat Range/Multiplier: +1 Scimitar (main hand) 18-20/x2; +1 Scimitar (off-hand) 18-20/x2; Bite 20/x2; Rake 20/x2
3. Attacks: +1 Light Crossbow/+1 Bolts +19 ranged Damage: 1d8+2 Threat Range/Multiplier: 19-20/x2 Range Incensement: 80ft
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Sparky
Peasant
Draconic Ranger
Posts: 16
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Post by Sparky on Nov 29, 2003 7:01:37 GMT -5
Sparky
Gender: Female Race: Red Dragon Creature Type: Dragon (Fire) Alignment: Chaotic Evil Class: Draconic Ranger Class Level: 1 Character Level: 1 Extra Hit Dices (Dragon): 13 Effective Character Level: 15 Experience: 117360 Next Level: 120000
Strength: 25 (+7) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: 12 (+1)
Age: 19 Age Category: Young Size: Large (-1 penalty to all Attack Rolls, -1 penalty to Armor Class, -4 penalty to Hide skill checks) Speed: 40 ft. Flight Speed: 150 ft. Flight Maneuverability: Average (Improved Flight maneuverability improvement has been included) Appearance: Sparky’s body is covered by scarlet scales. Sparky’s leather wings of moderate wingspan are of deeper shade of red.
Patron Deity: Tiamat Homeworld: Oerth Languages: Draconic, Common, Ignan, Dwarven.
Hit Points: 136 Armor Class: 21 (-1 size, +12 natural armor) Initiative: +0
Based Attack Bonus: +14/+9/+4 Melee Attack Bonus: +21/+16/+11 Ranged Attack Bonus: +14/+9/+4
Fortitude Save: +13 Reflex Save: +8 Will Save: +9
Draconic Features: Fire Subtype Free Jump Skill: 13 free ranks in Jump skill Free Spellcraft Skill: 13 free ranks in Spellcraft skill Immunity to Sleep Immunity to Paralysis Blindsight: 90 feet range Keen Vision: Sparky can see four times farther then a human in low-light condition; and twice farther then a human in normal light condition. Darkvision: 300 feet range
Class Features: 1st draconic favorite enemy: Silver Dragons (+1 bonus to all Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as weapon damage in 30ft range)
Feats: 1st Hit Dice: Multiattack 4th Hit Dice: Improved Multiattack 8th Hit Dice: Flyby Attack 12th Hit Dice: Improved Flight 1st level character: Alertness 1st level draconic ranger: Track
Skills: Appraise+6 (5 ranks, +1 Intelligence) Bluff+6 (5 ranks, +1 Charisma) Climb+8 (1 rank, +7 Strength) Concentration+6 (3 ranks, +3 Constitution) Diplomacy+4 (3 ranks, +1 Charisma) Hide-1 (3 rank, -4 size) Intimidate+6 (5 ranks, +1 Charisma) Intuit Direction+4 (3 rank, +1 Wisdom) Jump+20 (13 ranks, +7 Strength) Knowledge (Arcana)+4 (3 rank, +1 Intelligence) Knowledge (Nature)+6 (5 ranks, +1 Intelligence) Listen+13 (10 ranks, +1 Wisdom, +2 Alertness) Move Silently+3 (3 rank) Search+6 (5 ranks, +1 Intelligence) Sense Motive+4 (3 ranks, +1 Wisdom) Speak Languages (2 ranks) Spellcraft+14 (13 ranks, +1 Intelligence) Spot+13 (10 ranks, +1 Wisdom, +2 Alertness) Swim+8 (1 rank, +7 Strength) Wilderness Lore+6 (5 ranks, +1 Wisdom)
Effective Caster Level (Sorcerer): 1st Spellcasting Ability Modifier (Charisma): +1 Spells per day: 5/4 Spells save DC: 11+Spell Level Spells known: 0th level: Dragon Mark (Sparky’s Dragon Mark is shooting star at the background of mountain peak), Find Lair, Detect Magic, Read Magic. 1st level: Alarm, Cause Fear.
Breath Weapon: 40 ft. Clone of Fire Amount of Damage: 6d10 Reflex Save DC: 19 Damage Type: Fire
Natural Attacks:
Bite Attack Bonus: +21 Damage: 2d6+7 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning/Piercing/Slashing
Claw Attack Bonus: +21/+21 Damage: 1d8+3 Threat Range/Multiplier: 20/x2 Damage Type: Piercing/Slashing
Wing Attack Bonus: +21/+21 Damage: 1d6+3 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning
Tail Slap Attack Bonus: +21 Damage: 1d8+10 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning
Sparky’s Hoard: 400 gp Azurite (worth 13gp) Large black pearl (worth 800gp) Rock crystal (worth 20gp) Freshwater pearl (worth 10gp) Collar of Temir’s Minion x41 +4 Bracers of Armor +3 Cloak of Resistance Ring of Mind Shielding +3 Ring of Protection Ring of Shooting Stars Rod of Thunder and Lightning Temir's Ring
Sparky’s Hoard Guardians: Hoard Sentinel Hoard Beetles x4
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Post by Erothil & Barandor on Dec 1, 2003 8:34:37 GMT -5
Erothil & Barandor
Name: Erothil Gender: Male Race: Wild Elf Creature Type: Humanoid Alignment: True Neutral (with slight Good tendencies) Classes: Druid/Verdant Lord Class Levels: 10/2 Character Level: 12 Experience: 67500 Next Level: 78000
Strength: 13 (+1) Dexterity: 15 (+2) Constitution: 13 (+1) Intelligence: 11 (+0) Wisdom: 22 (+6) Charisma: 13 (+1)
Age: 191 (Middle Age) Height: 5’3 ft. (157,5 cm.) Weight: 95 lb. (47,5 kg) Size: Medium Speed: 30 ft. Eye Color: Dark Green Hair Color: Black Complexion: Grayish-Brown
Patron Deity: Beory Homeworld: Oerth Languages: Common, Elven, Druidic, Sylvan.
Hit Points: 82 Armor Class: 12 (+2 Dexterity) Initiative: +2 (+2 Dexterity)
Based Attack Bonus: +9/+4 Melee Attack Bonus: +10/+5 Ranged Attack Bonus: +11/+6
Fortitude Save: +11 Reflex Save: +5 Will Save: +16
Racial Abilities: Immunity to Sleep +2 Saves vs. Enchantments +2 Listen, Search, Spot Detect Secret Doors: 5ft range Low-Light Vision
Class Abilities: Nature Sense Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Spell-Like Ability): Erothil can take form of any small, medium or large animal, but not a dire animal, as per Polymorph Self spell, up to four times per day. Venom Immunity: Erothil is immune to all organic poisons. Expert Infusion: Erothil can automatically identify the spell contained in an infusion and the caster level of that spell. He also gains a bonus equal to his verdant lord level (+2) on both Profession (Herbalist) checks and Wilderness Lore checks related to plants, including the use of these skills to forage for plants. Sun Sustenance (Extraordinary Ability): Erothil is able to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive.
Feats: 1st level character: Track 3rd level character: Power Attack 6th level character: Plant Defiance 9th level character: Plant Control 1st level verdant lord: Create Infusion 12th level character: Endurance
Skills: Animal Empathy+5 (4 ranks, +1 Charisma) Climb+5 (4 ranks, +1 Strength) Craft (Boneworking)+2 (2 ranks) Craft (Leatherworking)+2 (2 ranks) Craft (Woodworking)+2 (2 ranks) Handle Animal+5 (4 ranks, +1 Charisma) Heal+10 (2 ranks, +6 Wisdom, +2 synergy) Hide+6 (4 ranks, +2 Dexterity) Intuit Direction+10 (4 ranks, +6 Wisdom) Jump+5 (4 ranks, +1 Strength) Knowledge (Nature)+4 (4 ranks) Move Silently+6 (4 ranks, +2 Dexterity) Profession (Herbalist)+14/+16 (8 ranks, +6 Wisdom/+2 Expert Infusion) Ride (Bear)-2 (1 rank, +2 Dexteirty, -5 bareback riding penalty) Spellcraft+1 (1 rank) Speak Languages (1 rank) Wilderness Lore)+14/+16 (8 ranks, +6 Wisdom/+2 Expert Infusion)
Effective Caster Level (Druid): 12th Spellcasting Ability Modifier (Wisdom): +6 Spells per day: 6/7/6/5/4/4/3 Spells save DC: 16+Spell Level Spells known: All 0th level druid spells from Player’s Handbook and Masters of the Wild All 1st level druid spells from Player’s Handbook and Masters of the Wild All 2nd level druid spells from Player’s Handbook and Masters of the Wild All 3rd level druid spells from Player’s Handbook and Masters of the Wild All 4th level druid spells from Player’s Handbook and Masters of the Wild All 5th level druid spells from Player’s Handbook and Masters of the Wild All 6th level druid spells from Player’s Handbook and Masters of the Wild
Equipment: Erothil’s outfit (mismatched leather clothes) Club Longspear Sling Small pouch Stones x20 Small shoulder bag Dry meat and dry fruits for twelve days of travel Waterskins (filled with fresh water) x2 Spellcomponent pouch Holly and mistletoe
Weapons Statistics:
1. Weapon: Club (melee) Attack Bonus: +10/+5 Damage: 1d6+1 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Medium
2. Weapon: Longspear Attack Bonus: +10/+5 Damage: 1d8+1 Threat Range/Multiplier: 20/x3 Damage Type: Piercing Weapon Size: Large Special: A longspear has reach. Erothil can strike opponents 10 feet away with it, but he can’t use it against adjacent foe.
3. Weapon: Club (thrown) Attack Bonus: +11/+6 Damage: 1d6+1 Threat Range/Multiplier: 20/x2 Range Incensement: 10 ft. Damage Type: Bludgeoning Weapon Size: Medium
4. Weapon: Sling Ammunition: Stones (when fired from sling, these stones bestow –1 penalty to attack roll and damage roll, because unlike sling bullets, they are poorly balanced; these penalties included in the statistics) Attack Bonus: +10/+5 Damage: 1d4 Threat Range/Multiplier: 20/x2 Range Incensement: 50 ft. Damage Type: Bludgeoning Weapon Size: Small
‘Barandor’ Erothil’s Companion Awakened Dire Bear Brown Male Size: Large Creature Type: Magical Beast Alignment: True Neutral (Balance Maintainer) Hit Dice: 14d8+56 Hit Points: 129 Initiative: +1 (+1 Dexterity) Speed: 40 ft. AC: 17 (-1 size, +1 Dexterity, +7 natural armor) Attacks: 2 Claws +24/+24 melee; Bite +19 melee Damage: Claw 2d4+10; Bite 2d8+5 Threat Range/Multiplier: Claw 20/x2; Bite 20/x2 Face/Reach: 10 ft. by 20ft./10 ft. Special Attacks: Improved Grab Special Qualities: Scent Saves: Fortitude+13, Reflex+10, Will+5 Abilities: Strength 31, Dexterity 13, Constitution 19, Intelligence 5, Wisdom 12, Charisma 11 Skills: Listen+7, Spot+7, Swim+13 Feats: - Language Known: Druidic
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Grudge
Peasant
Oozemaster
Posts: 6
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Post by Grudge on Dec 1, 2003 10:33:03 GMT -5
GrudgeThe OozemasterGender: Male Race: Ooze Para-Genasi Creature Type: Outsider (Chaotic/Evil) Alignment: Chaotic Evil Classes: Adept/Oozemaster Class Levels: 10/1 Character Level: 11 Effective Character Level: 12 Experience: 73100 Next Level: 78000 Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 10 (+0) Age: 39 Height: 4’10 ft. (145 cm.) Weight: 160 lb. (80 kg.) Size: Medium Speed: 30 ft. Eye Color: Dull Yellow Hair Color: None Complexion: Slimy Green Patron Deity: Erythnul Homeworld: Oerth Language: Common Hit Points: 68 Armor Class: 12 (+2 Dexterity) Initiative: +2 (+2 Dexterity) Based Attack Bonus: +5 Melee Attack Bonus: +7 Ranged Attack Bonus: +7 Fortitude Save: +9 Reflex Save: +5 Will Save: +10 Racial Abilities: Darkvision: 60 ft. +3 racial bonus on saving throws against acid spells and effects Grease (Spell-Like Ability): Grudge can cast Grease spell once per day, as if he was 11th level sorcerer. Class Abilities: Summon Familiar Minor Oozy Touch 1 (Supernatural Ability): Brown Mold; touch deals 1d6+1 points of cold subdual damage to flesh; usable at will. Feats: 1st level character: Great Fortitude 3rd level character: Improved Unarmed Strike 6th level character: Martial Weapon Profeciency (Greatclub) 9th level character: Toughness Skills: Alchemy+3 (4 ranks, -1 Intelligence) Intuit Direction+5 (2 ranks, +3 Wisdom) Knowledge (Nature)+1 (2 ranks, -1 Intelligence) Spellcraft+1 (2 ranks, -1 Intelligence) Swim+6 (4 ranks, +2 Strength) Wilderness Lore+5 (2 ranks, +3 Wisdom) Effective Caster Level (Adept): 10th Spellcasting Ability Modifier (Wisdom): +3 Spells per day: 3/4/3/2 Spells save DC: 13+Spell Level Spells known: 0th level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic. 1st level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep, grudge’s detect ooze or mold*. 2nd level: aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web. 3rd level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues, grudge’s estivation*, grudge’s hibernation*. Note: spells marked with ‘*’ have been researched or adjusted by Grudge himself. Information about these spells can be located in following thread: shadowdragons69.proboards2.com/index.cgi?board=3dnd&action=display&n=1&thread=574&start=0Equipment: Grudge’s outfit (mismatched leather clothes) Greatclub Heavy Crossbow Bolts x20 Small shoulder bag Slightly rotten meat for eleven days of travel Waterskin (filled with fresh water) x2 Spellcomponent pouch Weapons Statistics: 1. Weapon: Unarmed Strike (for subdual damage) Attack Bonus: +7 Damage: 1d3+2 (subdual damage only) Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning (Subdual) 2. Weapon: Unarmed Strike (for normal damage) Attack Bonus: +3 Damage: 1d3+2 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning 3. Weapon: Greatclub Attack Bonus: +7 Damage: 1d10+3 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Large 4. Weapon: Heavy Crossbow Ammunition: Bolts Attack Bonus: +7 Damage: 1d10 Threat Range/Multiplier: 19-20/x2 Range Incensement: 120ft Damage Type: Piercing Weapon Size: Medium
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Post by Arvolion the Undead on Dec 17, 2003 5:40:52 GMT -5
Arvolion Celebrindor The Skeleton Captain
Gender: Male Race: Skeleton Creature Type: Undead Alignment: Lawful Evil Class: Fighter Class Level: 11 Character Level: 11 Experience: 63813 Next Level: 66000 Strength: 10 (+0) Dexterity: 12 (+1) Constitution: N/A (+0) Intelligence: 17 (+3) Wisdom: 15 (+2) Charisma: 19 (+4)
Age: 186 Height: 5’6ft (165cm) Weight: 62lb (31kg) Size: Medium Speed: 20ft.
Patron Deity: - Homeworld: Oerth Languages: Elven, Common, Dwarven, Gnome, Halfling
Hit Points: 74 Armor Class: 33 (+13 Armor, +2 Natural Armor, +1 Dexterity, +7 Shield) Initiative: +5 (+1 Dexterity, +4 Improved Initiative)
Based Attack Bonus: +11/+6/+1 Melee Attack Bonus: +11/+6/+1 Ranged Attack Bonus: +12/+7/+2
Fortitude Save: +7 Reflex Save: +4 Will Save: +5
Undead Qualities: Immunity to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skeleton Qualities: Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Feats: 1st level character: Improved Initiative 1st level fighter: Weapon Focus (Longsword) 2nd level fighter: Weapon Focus (Longbow) 3rd level character: Expertise 4th level fighter: Weapon Specialization (Longsword) 6th level character: Dodge 6th level fighter: Weapon Specialization (Longbow) 8th level fighter: Improved Critical (Longsword) 9th level character: Leadership (14) 10th level fighter: Improved Critical (Longbow)
Feats Note: Arvolion no longer gains benefits from his Dodge feat, as he no longer fulfils the prerequisites for this feat.
Skills: Climb-1 (5 ranks, -6 armor check penalty) Handle Animal+9 (5 ranks, +4 Charisma) Jump-1 (5 ranks, -6 armor check penalty) Knowledge (Arcana)+4 (1 rank, +3 Intelligence) Knowledge (Geography/Oerth)+5 (2 ranks, +3 Intelligence) Knowledge (History/Oerth)+5 (2 ranks, +3 Intelligence) Knowledge (Local/Celene)+8 (5 ranks, +3 Intelligence) Knowledge (War)+8 (5 ranks, +3 Intelligence) Listen+4 (2 ranks, +2 Wisdom) Ride (Horse)+6 (5 ranks, +1 Dexterity) Search+4 (1 rank, +3 Intelligence) Spot+4 (2 ranks, +2 Wisdom) Swim+5 (5 ranks)
Equipment: +5 Full plate of Invulnerability +5 Unholy Longsword of Elfbane +5 Animated Large Steel Shield of Arrow Deflection +3 Longbow of Distance +3 Keen Arrows x48 Helm of Teleportation Arvolion’s Cape of Mountebank (Works exactly like normal Cape of Mountebank, but allows wearer to use Dimension Door spell three times per day; appears to be simple dark brown cape.)
Armor and Shield penalties: Armor Check Penalty: -6 Maximum Dexterity Bonus: +1 Arcane Spell Failure: 50% Speed limitation: 20ft Special: When running, Arvolion moves only with his triple speed, not with his quadruple speed. Combat Statistics:
1. Weapon: +5 Unholy Longsword of Elfbane Attack Bonus: +16/+11 Damage: 1d8+7 Threat Range: 17-20/x2 Damage Type: Slashing Weapon Size: Medium Special: deals +2d6 points of unholy damage against all good-alignmented creatures; deals +2d6 points of unholy damage against elves; works as +7 weapon (for purpose of attack bonus, damage and penetrating damage reduction) against elves.
2. Weapon: +3 Longbow of Distance Ammunition: +3 Keen Arrows Attack Bonus: +18/+13 Damage: 1d8+8 Threat Range: 19-20/x3 Range Incensement: 200ft Damage Type: Piercing Weapon Size: Large
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Post by Elitdir Alcarion on Dec 19, 2003 10:52:01 GMT -5
Elitdir Alcarion
Gender: Male Race: Gray Elf Creature Type: Humanoid Alignment: Lawful Neutral Class: Wizard (Evoker) Class Level: 5 Character Level: 5 Experience: 10000 Next Level: 15000
Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 21 (+5) Wisdom: 14 (+2) Charisma: 12 (+1)
Age: 144 (Adult) Height: 5’6ft (165cm) Weight: 118lb (59kg) Size: Medium Speed: 30ft Eye Color: Gray Hair Color: Dark Brown Complexion: Light
Hit Points: 26 Armor Class: 16 (+1 Armor, +3 Dexterity, +2 Shield) Initiative: +3 (+3 Dexterity)
Based Attack Bonus: +2 Melee Attack Bonus: +4 Ranged Attack Bonus: +5
Fortitude Save: +4 Reflex Save: +5 Will Save: +7 Special Adjustment: Elitdir gain +2 bonus to his saving throws against spells and effects from Enchantment and Evocation schools.
Racial Abilities: Immunity to Sleep +2 Saves vs. Enchantments +2 Listen, Search, Spot Detect Secret Doors: 5ft range Low-Light Vision
Class Abilities: Summon Familiar School of Specialization: Evocation Prohibited School: Enchantment Prohibited School: Illusion
Feats: 1st level character: Spell Focus (Evocation) 1st level wizard: Scribe Scroll 3rd level character: Arcane Defense (Evocation) 5th level wizard: Enlarge Spell
Skills: Alchemy+7 (2 ranks, +5 Intelligence) Concentration+10 (8 ranks, +2 Constitution) Handle Animal+2 (2 ranks, +1 Charisma) Knowledge+13 (Arcana) (8 ranks, +5 Intelligence) Knowledge (History)+7 (2 ranks, +5 Intelligence) Knowledge (Geography)+7 (2 ranks, +5 Intelligence) Listen+6 (2 ranks, +2 Wisdom, +2 racial) Ride (Horse)+7 (4 ranks, +3 Dexterity) Scry+7 (2 ranks, +5 Intelligence) Search+9 (2 ranks, +5 Intelligence, +2 racial) Spellcraft+13 (Arcana) (8 ranks, +5 Intelligence) Spot+6 (2 ranks, +2 Wisdom, +2 racial)
Effective Caster Level (Wizard): 5th Spellcasting Ability Modifier (Intelligence): +5 Spells per day: 4+1/5+1/3+1/2+1 Spells save DC: 15+Spell Level Special Adjustment: Save DC from Elitdir’s Evocation spell is 17+Spell Level Spells known: 0th level (totally 14 spells): Resistance, Ray of Frost, Detect Poison, Flare, Light, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Repair Minor Damage. 1st level (totally 18 spells): Alarm, Endure Elements, Protection from Chaos, Shield, Mage Armor, Mount, Obscuring Mist, Comprehend Languages, Identify, True Strike, Magic Missile, Enlarge, Erase, Expeditious Retreat, Father Fall, Magic Weapon, Message, Reduce. 2nd level (totally 11 spells): Protection from Arrows, Melf’s Acid Arrow, See Invisibility, Darkness, Daylight, Alter Self, Blindness/Deafness, Cat’s Grace, Darkvision, Levitate, Whispering Wind. 3rd level spells (totally 20 spells): Dispel Magic, Magic Circle against Chaos, Nondetection, Flame Arrow, Phantom Steed, Clairaudience/Clairvoyance, Tongues, Fireball, Gust of Wind, Lightning Bolt, Wind Wall, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Slow, Water Breathing, Arcane Sight, Enhance Familiar.
Equipment: Traveler’s Outfit +1 Longsword +1 Dagger Caster’s Shield (with Fly spell currently stored) +1 Robe of Armor and Resistance (Appears to be simple gray robe) Bag of Holding I Boccob’s Blessed Book I (Contains all Elitdir’s 0th and 1st level spells; can contain 13 more spells) Boccob’s Blessed Book II (Contains all Elitdir’s 2nd and 3rd level spells; can contain 14 more spells) Boccob’s Blessed Book III (Doesn’t contain any spells; can contain 45 more spells) Spellcomponent Pouches x2 Traveler’s Outfits (spare) x3 Scrollcase Sheets of paper x20 Vials of Ink x2 Inkpens x2 Moneypouch with 16 pp, 160 gp, 240 sp, and 320 cp
Armor and Shield penalties: Armor Check Penalty: 0 Maximum Dexterity Bonus: Unlimited Arcane Spell Failure: 5% Speed limitation: Unlimited
Combat Statistics:
1. Weapon: +1 Longsword Attack Bonus: +5 Damage: 1d8+3 Threat Range/Multiplier: 19-20/x2 Damage Type: Slashing Weapon Size: Medium
2. Weapon: +1 Dagger Attack Bonus: +5 Damage: 1d4+3 Threat Range/Multiplier: 19-20/x2 Damage Type: Piercing Weapon Size: Tiny
3. Weapon: +1 Dagger Attack Bonus: +6 Damage: 1d4+3 Threat Range/Multiplier: 19-20/x2 Range Incensement: 10 ft. Maximum Range: 50ft. Damage Type: Piercing Weapon Size: Tiny
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Post by Girwen Menethael on Dec 19, 2003 15:10:32 GMT -5
Girwen Menethael
Gender: Female Race: Gray Elf Creature Type: Humanoid Alignment: Chaotic Good Class: Ranger Class Level: 4 Character Level: 4 Experience: 6000 Next Level: 10000
Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1)
Age: 116 (Adult) Height: 5’0ft (150cm) Weight: 101lb (50,5kg) Size: Medium Speed: 30ft Eye Color: Amber Hair Color: Black Complexion: Light
Patron Deity: Ehlenestra (Elven name for Ehlonna) Homeworld: Oerth Languages: Elven, Common, Orc, Sylvan
Hit Points: 32 Armor Class: 15 (+2 Armor, +3 Dexterity) Initiative: +3 (+3 Dexterity)
Based Attack Bonus: +4 Melee Attack Bonus: +4 Ranged Attack Bonus: +7
Fortitude Save: +4 Reflex Save: +4 Will Save: +2
Racial Abilities: Immunity to Sleep +2 Saves vs. Enchantments +2 Listen, Search, Spot Detect Secret Doors: 5ft range Low-Light Vision
Class Abilities: 1st favorite enemy: Orcs (+1 bonus to all Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as weapon damage in 30ft range) Free use of Ambidexterity and Two-weapon Fighting feats, when fighting with two weapons, and wearing light armor or no armor.
Feats: 1st level character: Point Blank Shot 1st level ranger: Track 3rd level character: Far Shot
Skills: Animal Empathy+1 (1 rank, +1 Charisma) Climb+1 (1 rank) Concentration+1 (1 rank) Craft (Bowmaking)+2 (1 rank, +1 Intelligence) Handle Animal+2 (1 rank, +1 Charisma) Hide+8 (5 ranks, +3 Dexterity) Intuit Direction+4 (3 ranks, +1 Wisdom) Jump+1 (1 rank) Knowledge (Nature)+2 (1 rank, +1 Intelligence) Listen+8 (5 ranks, +1 Wisdom, +2 racial) Move Silently+8 (5 ranks, +3 Dexterity) Search+3 (1 rank, +1 Intelligence, +2 racial) Speak Languages (1 rank) Spot+8 (5 ranks, +1 Wisdom, +2 racial) Swim+1 (1 rank) Wilderness Lore+2 (1 ranks, +1 Wisdom)
Effective Caster Level (Ranger): 2nd Spellcasting Ability Modifier (Wisdom): +1 Spells per day: 1 Spells save DC: 11+Spell Level Spells known: All 1st level ranger spells from Player’s Handbook and Masters of the Wild
Equipment: Traveler’s Outfit Leather Armor Longsword Shortsword Longbow Arrows x48 Backpack Bedroll Winter Blanket Tent Traveler’s Outfits (spare) x3 Cold Weather Outfit x3 Flint and Steel Trail rations for month of travel Waterskins (filled with fresh water) x4 Whetstone Moneypouch with 1pp, 8gp, 80sp, and 120cp
Armor and Shield penalties: Arcane Spell Failure: 10% Armor Check Penalty: 0 Armor Type: Light Maximum Dexterity Bonus: +6 Speed Limitation: None
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Post by Leiton Ashwand on Dec 22, 2003 8:49:09 GMT -5
Leiton Ashwand Part I
Name: Leiton Ashwand Gender: Male Race: Human Creature Type: Outsider (Evil) Alignment: Chaotic Evil Class: Wizard/Acolyte of the Skin Class Level: 10/10 Character Level: 20 Experience: 195800 Next Level: 210000
Strength: 12 (+1) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 29 (+9) Wisdom: 18 (+4) Charisma: 16 (+3)
Age: 56 (Old Age) Height: 6’1ft (182,5cm) Weight: 150lb (75kg) Size: Medium Speed: 30ft Eye Color: Red Hair Color: None Complexion: Jet-Black
Patron Deity: Vecna Homeworld: Oerth Languages: Common, Draconic, Elven, Dwarven, Infernal, Abyssal, Terran, Ignan, Undercommon, Orc.
Hit Points: 102 Armor Class: 25 (+5 Armor, +5 Deflection, +3 Dexterity, +2 Natural Armor) Initiative: +3 (+3 Dexterity)
Based Attack Bonus: +10/+5 Melee Attack Bonus: +11/+6 Ranged Attack Bonus: +13/+8
Fortitude Save: +17 Reflex Save: +14 Will Save: +23
Class Features:
Summon Familiar
Wear Fiend (Supernatural Ability): An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not be undertaken lightly. The ritual requires 10 rounds from initi-ation to completion, and once begun, nothing can halt its progress. The fiendish essence subsumes the caster's own skin, an agoniz-ing process that deals 1d4 points of damage each round of the ritual—wise candidates keep some cure potions on hand. At the end of the rite, the acolyte's skin sports an oily, almost unnoticeable sheen. However, as he gains addi-tional levels of the prestige class, his skin darkens, sprouts spikes, and gradually gives the wearer a fiend-ish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temperament.) The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a + 1 natural armor bo-nus, a+ 2 inherent modifier to Dexter-ity, 60-foot dark-vision, and the spell-like ability Poi-son once per day as cast by a 16th-level caster.
Flame Resistant (Extraordinary Ability): At 2nd level, the fiendish skin binds tighter, granting the acolyte fire resistance 20.
Fiendish Glare (Supernatural Ability): At 3rd level, the acolyte of the skin gains the supernatu-ral ability to unnerve op-ponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any creature he can see within 100 feet. Opponents must succeed at a Will save (DC20) or be appalled by the terrible promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned but still suffers the -2 morale penalty if it fails its saving throw.
Skin Adaptation (Supernatural Ability): By 5th level, skin and wearer have grown more comfortable together, as if they had never been separate. The natural armor bonus granted by the fiendish skin increases to+ 2, the acolyte's darkvision improves to a 120-foot range, and he can now use Poison twice per day as cast by a 16th-level caster. In addition, the acolyte gains an inherent +2 modifier to Constitution.
Cold Resistant (Extraordinary Ability): At 6th level, the fiendish skin confers cold resistance 20.
Glare of the Pit (Supernatural Ability): At 7th level, the acolyte gains the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two different targets, by making a ranged touch attack. A ray that hits the target deals 8d6 points of fire damage. If both rays hit the same target, the damage is 16d6.
Summon fiend (Spell-Like Ability): At 9th level, the acolyte learns to draw on another power of his fiendish skin. Once per day he can attempt to summon a vrock with a 35% chance of success. The summoned creatures do the acolyte's bidding but automatically return whence they came after 1 hour. A fiend that has just been summoned cannot use its own summon ability for 1 hour.
Symbiosis: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to "outsider," which means (among other things) that he is no longer affected by spells that specifically target humanoids, such as charm person, but he can be hedged out by a magic circle spell against his alignment. Additionally, the acolyte gains damage reduc-tion 20/+ 1.
Special Qualities: Enhanced Strength: Leiton has a read Manual of Gainful Exercise+3. His Strength score has +3 inherent bonus included in its value. Enhanced Dexterity: Leiton has a read Manual of Quickness and Action+3. His Dexterity score has +3 inherent bonus included in its value. Enhanced Constitution: Leiton has a read Manual of Bodily Health+3. His Constitution score has +3 inherent bonus included in its value. Enhanced Intelligence: Leiton has a read Tome of Clear Thought+5. His Intelligence score has +5 inherent bonus included in its value.
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Post by Leiton Ashwand on Dec 22, 2003 8:50:46 GMT -5
Leiton Ashwand Part II
Feats: Human bonus feat: Skill Focus (Spellcraft) 1st level character: Skill Focus (Knowledge [Arcana]) 1st level wizard: Scribe Scroll 3rd level character: Craft Wondrous Items 5th level wizard: Craft Magic Arms and Armor 6th level character: Still Spell 9th level character: Silent Spell 4th level acolyte of the skin: Empower Spell 12th level character: Craft Staff 8th level acolyte of the skin: Maximize Spell 15th level character: Forge Ring 18th level character: Eschew Materials 10th level wizard: Quicken Spell
Skills: Alchemy+21 (12 ranks, +9 Intelligence) Appraise+15 (6 ranks, +9 Intelligence) Bluff+9 (6 ranks, +3 Charisma) Concentration+25 (23 ranks, +2 Constitution) Craft (Sculpture)+14 (5 ranks, +9 Intelligence) Craft (Metalworking)+14 (5 ranks, +9 Intelligence) Craft (Woodcarving)+14 (5 ranks, +9 Intelligence) Craft (Armorsmithing)+14 (5 ranks, +9 Intelligence) Craft (Weaponsmithing)+14 (5 ranks, +9 Intelligence) Diplomacy+5 (2 ranks, +3 Charisma) Forgery+15 (6 ranks, +9 Intelligence) Gather Information+5 (2 ranks, +3 Charisma) Handle Animal+5 (2 ranks, +3 Charisma) Hide+6 (3 ranks, +3 Dexterity) Innuendo+6 (2 ranks, +4 Wisdom) Intimidate+9 (6 ranks, +3 Charisma) Knowledge (Arcana)+34 (23 ranks, +9 Intelligence, +2 Skill Focus) Knowledge (Architecture)+14 (5 ranks, +9 Intelligence) Knowledge (Engineering)+14 (5 ranks, +9 Intelligence) Knowledge (The Planes/Outer Planes)+19 (10 ranks, +9 Intelligence) Knowledge (War)+15 (6 ranks, +9 Intelligence) Listen+9 (6 ranks, +4 Wisdom) Move Silently+5 (3 ranks, +3 Dexterity) Profession (Engineering)+9 (5 ranks, +4 Wisdom) Profession (Sculptor)+8 (5 ranks, +3 Wisdom) Profession (Blacksmith)+8 (5 ranks, +3 Wisdom) Scry+19 (10 ranks, +9 Intelligence) Search+15 (6 ranks, +9 Intelligence) Sense Motive+10 (6 ranks, +4 Wisdom) Spellcraft+34 (23 ranks, +9 Intelligence, +2 Skill Focus) Spot+10 (6 ranks, +4 Wisdom)
Effective Caster Level (Wizard): 15th Spellcasting Ability Modifier (Intelligence): +9 Spells per day: 4/7/6/10/6/6/4/3/2 Spells save DC: 19+Spell Level Spells known: 0th level (totally spells 17): Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Repair Minor Damage. 1st level (total spells 25): Alarm, Endure Elements, Protection from Good, Shield, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Comprehend Languages, Identify, Charm Person, Sleep, Magic Missile, Tenser’s Floating Disc, Change Self, Cause Fear, Ray of Enfeeblement, Burning Hands, Enlarge, Erase, Expeditious Retreat, Father Fall, Message, Reduce, Repair Light Damage. 2nd level (total spells 27): Arcane Lock, Protection from Arrows, Resist Elements, Melf’s Acid Arrow, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Darkness, Daylight, Flaming Sphere, Shatter, Blur, Continual Flame, Invisibility, Scare, Spectral Hand, Blindness/Deafness, Darkvision, Knock, Levitate, Whispering Wind, Filter, Gaze Screen, Choke. 3rd level (total spells 25): Dispel Magic, Magic Circle against Good, Nondetection, Protection from Elements, Flame Arrow, Phantom Steed, Stinking Cloud, Summon Monster III, Clairaudience/Clairvoyance, Tongues, Hold Person, Suggestion, Fireball, Gust of Wind, Lightning Bolt, Wind Wall, Displacement, Invisibility Sphere, Fly, Gaseous Form, Haste, Secret Page, Slow, Arcane Sight, Repair Serious Damage. 4th level (total spells 25): Dimensional Anchor, Minor Globe of Invulnerability, Remove Curse, Stoneskin, Evard’s Black Tentacles, Summon Monster IV, Arcane Eye, Detect Scrying, Scrying, Charm Monster, Confusion, Fire Shield, Otiluke’s Resilient Sphere, Wall of Fire, Improved Invisibility, Enervation, Fear, Bestow Curse, Dimension Door, Polymorph Other, Polymorph Self, Otiluke’s Dispelling Screen, Repair Critical Damage, Ice Storm, Wall of Ice, Contagion. 5th level (total spells 19): Dismissal, Cloudkill, Lesser Planar Binding, Summon Monster V, Contact Other Plane, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Sending, Wall of Force, Dream, Telekinesis, Teleport, Permanency, Energy Buffer, Clone of Cold, Magic Jar. 6th level (total spells 17): Antimagic Field, Globe of Invulnerability, Greater Dispelling, Acidic Fog, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Mass Suggestion, Chain Lightning, Contingency, Circle of Death, Disintegrate, Eyebite, Tenser’s Transformation, Undeath to Death. 7th level (total spells 13): Sequester, Spell Turning, Power Word Stun, Summon Monster VII, Greater Scrying, Delayed Blast Fireball, Finger of Death, Plane Shift, Reverse Gravity, Teleport Without Error, Limited Wish, Energy Immunity, Otiluke’s Greater Dispelling Screen. 8th level (total spells 10): Protection from Spells, Greater Planar Binding, Power Word Blind, Summon Monster VIII, Trap the Soul, Demand, Otiluke’s Telekinetic Sphere, Clone, Horrid Wilting, Dimensional Lock.
Equipment: +5 Robe of Armor and Resistance (Appears to be loose black robe) Leiton’s Amulet (black opal on the golden chain; grants Leiton ability to communicate with his minions telepathically in 20 miles range and forces Leiton’s minions to obey any of Leiton’s direct orders and commands.) Ring of Wizardry III +5 Ring of Protection Leiton’s Staff of the Fallen (see description bellow) Bag of Holding IV Boccob’s Blessed Book I (contains all Leiton’s 0th level spells) Boccob’s Blessed Book II (contains all Leiton’s 1st level spells) Boccob’s Blessed Book III (contains all Leiton’s 2nd level spells) Boccob’s Blessed Book IV (contains all Leiton’s 3rd level spells) Boccob’s Blessed Book V (contains all Leiton’s 4th level spells) Boccob’s Blessed Book VI (contains all Leiton’s 5th level spells) Boccob’s Blessed Book VII (contains all Leiton’s 6th level spells) Boccob’s Blessed Book VIII (contains all Leiton’s 7th level spells) Boccob’s Blessed Book IX (contains all Leiton’s 8th level spells) Boccob’s Blessed Book X (doesn’t contain any spells) Spellcomponent Pouches x2 Trail rations for a month of travel Waterskins (filled with fresh water) x4 Tent Bedroll Winter Blanket Flint and Steel Scrollcase Sheets of Paper x20 Vials of Ink x2 Inkpens x2 Silk Rope (100 ft. long) Everburning Torch Ashstone (Minor Magical Artifact; exact powers unknown; appears to be jet-black gemstone 3 ft. high and 0’6 ft. in diameter)
“Leiton’s Staff of the Fallen” This is a heavy iron staff, fairly short, and decorated with images of demonic faces and leering skulls. When used for combat, Leiton’s Staff of the Fallen has all the statistics of +5 Club. Leiton’s Staff of the Fallen also contains 50 charges. When all the charges are used up, Leiton’s Staff of the Fallen becomes ordinary +5 Club; but while it still have any charges, Leiton’s Staff of the Fallen allows use of the following spells: Shatter (1 charge) Contagion (2 charge) Summon Monster IV (Evil creatures only; 2 charges) All these spells are used as if they were casted by 15th level wizard. Spell Save DC, where it is applied, is 19+Spell Level.
Weapon Statistics:
1. Weapon: Leiton’s Staff of the Fallen (see statistics above) Attack Bonus: +16/+11 Damage: 1d6+6 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Medium
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Post by Myu Windrivver on Dec 24, 2003 8:19:13 GMT -5
Myu Windrivver Part I
Name: Myu Windrivver Gender: Female Race: Human (Weretiger) Creature Type: Shapechanger Alignment: Neutral Good Classes: Wizard/Cleric/Geomancer/Queen of the Forest/Queen of the Mountains Class Levels: 3/3/4/1/1 Character Level: 12 Effective Character Level: 16 Experience: 134500 Next Level: 136000
Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 15 (+2)
Age: 18 (Adult) Height: 6’1 ft. (182,5 cm.) Weight: 125 lb. (62,5 kg.) Size: Medium Speed: 30 ft. Eye Color: Yellow Hair Color: Chestnut Brown Complexion: Tanned with black tiger-like stripes
Patron Deity: Selune Homeworld: Toril Languages: Chondathan, Common, Illuskan, Chultan, Sylvan, Elven, Draconic
Hit Points: 87 Armor Class: 16 (+4 Dexterity, +2 Natural Armor) Initiative: +4 (+4 Dexterity)
Based Attack Bonus: +8/+3 Melee Attack Bonus: +12/+7 Ranged Attack Bonus: +12/+7
Fortitude Save: +16 Reflex Save: +7 Will Save: +21
Racial Abilities: +2 Natural Armor Lycanthropic Empathy: Tigers Alternative Form (Supernatural Ability): Either tiger animal form, or human-tiger hybrid form. +2 Fortitude Saves +2 Will Saves +4 racial bonus on all Listen checks +4 racial bonus on all Spot checks Darkvision: 60 ft.
Class Abilities: Summon Familiar Myu has access to Good Domain Myu has access to Moon Domain Spontaneous Casting: Cure Spells Myu is unable to cast spells with Evil descriptor Myu is unable to cast spells with Law descriptor Rebuke/Command Undead (Supernatural Ability): 5 times per day Spell Versatility: 3 Lay Lines: While Myu is in the forest, her effective caster level for all spells she casts is increased by +1. Forest Skill Bonuses: While Myu is in the forest, she gains +2 insight bonus to all her Climb and Wilderness Lore checks. Mountain Skill Bonuses: While Myu is in the mountains, she gains +2 insight bonus to all her Climb and Wilderness Lore checks.
Drifts: Drift 1: Myu’s eyes became cat-like and yellow in color. Drift 1: Black tiger-like stripes appeared on Myu’s body. Drift 2: Myu is as comely as a dryad. Myu gains +4 racial bonus on all her Diplomacy skill checks. Drift 2: Myu is as graceful as a cat. Myu gains +4 racial bonus on all her Balance skill checks.
Feats: Natural lycanthrope bonus feat: Improved Control Shape Human bonus feat: Spellcasting Prodigy (Wizard) 1st level character: Spellcasting Prodigy (Cleric) 1st level wizard: Scribe Scroll 3rd level character: Lycanthropic Spell 6th level character: Track 9th level character: Endurance 12th level character: Brachiation
Skills: Alchemy+6 (1 ranks, +5 Intelligence) Animal Empathy+6 (4 ranks, +2 Charisma) Balance+16 (6 ranks, +4 Dexterity, +4 racial, +2 synergy) Climb+10/+12 (6 ranks, +4 Strength/+2 insight) Concentration+8 (6 ranks, +2 Constitution) Craft (Bowmaking)+8 (3 ranks, +5 Intelligence) Craft (Cooking)+11 (6 ranks, +5 Intelligence) Craft (Leatherworking)+8 (3 ranks, +5 Intelligence) Craft (Tailoring)+6 (1 rank, +5 Intelligence) Diplomacy+14 (6 ranks, +2 Charisma, +4 racial, +2 synergy) Handle Animal+6 (4 ranks, +2 Charisma) Heal+13 (6 ranks, +5 Wisdom, +2 synergy) Hide+12 (8 ranks, +4 Dexterity) Intuit Direction+13 (8 ranks, +5 Wisdom) Jump+12 (6 ranks, +4 Strength, +2 synergy) Knowledge (Arcana)+13 (8 ranks, +5 Intelligence) Knowledge (Local/High Forest)+13 (8 ranks, +5 Intelligence) Knowledge (Nature)+13 (8 ranks, +5 Intelligence) Knowledge (Religion)+13 (8 ranks, +5 Intelligence) Listen+13 (4 ranks, +5 Wisdom, +4 racial) Move Silently+12 (8 ranks, +4 Dexterity) Perform (Dancing, Singing)+5 (2 ranks, +3 Charisma) Profession (Cook)+11 (6 ranks, +5 Wisdom) Profession (Herbalism)+11 (6 ranks, +5 Wisdom) Profession (Laundress)+6 (1 ranks, +5 Wisdom) Profession (Dressmaker)+6 (1 ranks, +5 Wisdom) Scry+7 (2 ranks, +5 Intelligence) Search+9 (4 ranks, +5 Intelligence) Sense Motive+11 (6 ranks, +5 Wisdom) Spellcraft+9 (4 ranks, +5 Intelligence) Spot+13 (4 ranks, +5 Wisdom, +4 racial) Swim+10 (6 ranks, +4 Strength) Tumble+12 (6 ranks, +4 Dexterity, +2 synergy) Wilderness Lore+13/+15 (8 ranks, +5 Wisdom/+2 insight)
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Post by Myu Windrivver on Dec 24, 2003 8:19:42 GMT -5
Myu Windrivver Part II
Effective Caster Level (Wizard): 3rd Spellcasting Ability Modifier (Intelligence): +6 Spells per day: 4/4/3 Spells save DC: 16+Spell Level Spells known: 0th level (totally spells 22): Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Repair Minor Damage, Acid Splash, Electric Jolt, Horizikaul’s Cough, Silent Portal, Launch Bolt. 1st level (totally spells 21): Alarm, Endure Elements, Protection from Evil, Shield, Mage Armor, Identify, Charm Person, Sleep, Magic Missile, Color Spray, Change Self, Silent Image, Enlarge, Erase, Expedition Retreat, Feather Fall, Jump, Reduce, Laeral’s Cutting Hand, Low-Light Vision, Speed Swim. 2nd level (total spells 14): Protection from Arrows, Resist Elements, See Invisibility, Levitate, Darkvision, Filter, Gaze Screen, Scent, Bull’s Strength, Cat’s Grace, Endurance, Fox’s Cunning, Owl’s Wisdom, Eagle’s Splendor.
Effective Caster Level (Cleric): 7th Spellcasting Ability Modifier (Wisdom): +6 Spells per day: 6/6+1/5+1/3+1/2+1 Spells save DC: 16+Spell Level Spells known: All 0th level cleric spells from Player’s Handbook and Defenders of the Faith. All 1st level cleric spells from Player’s Handbook, Defenders of the Faith, Magic of Faerun, and Masters of the Wild. All 2nd level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun. All 3rd level cleric spells from Player’s Handbook, Defenders of the Faith, Magic of Faerun, and Masters of the Wild. All 4th level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun.
Clerical Domains:
Good Domain Granted Power: Myu casts good spells at +1 caster level. Good Domain Spells: 1. Protection from Evil 2. Aid 3. Magic Circle Against Evil 4. Holy Smite 5. Dispel Evil 6. Blade Barrier 7. Holy Word 8. Holy Aura 9. Summon Monster IX (Cast as a good spell only)
Moon Domain Granted Power: Myu can turn or destroy lycanthropes as a good cleric turns or destroys undead. Myu can use this ability up to 5 times per day. Moon Domain Spells: 1. Faerie Fire 2. Moonbeam 3. Moon blade 4. Emotion 5. Moon path 6. Permanent Image 7. Insanity 8. Animal Shapes 9. Moonfire
Equipment: Myu’s Outfit (Sleeveless green tunic, knee-long green pants, leather belt, and light boots) Wooden Holy Symbol of Selune Spellcomponent Pouch Myu’s Spellbook I (Thin wooden cover and parchment pages; hardness 3; hit points 2; Waterproof enchantment; 0 of 100 pages are still unused) Myu’s Spellbook II (Thin wooden cover and parchment pages; hardness 3; hit points 2; Waterproof enchantment; 80 of 100 pages are still unused) Masterwork Heavy Mace Masterwork Mighty (Strength 18) Composite Longbow Masterwork Arrows x24 Masterwork Silvered Dagger Backpack Bedrolls x2 Winter Blankets x2 Grappling Hook Silk Rope (100 feet long) Flint and Steel
Weapons Statistics:
1. Weapon: Masterwork Heavy Mace Attack Bonus: +13/+8 Damage: 1d8+4 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Medium
2. Weapon: Masterwork Silvered Dagger Attack Bonus: +13/+8 Damage: 1d4+4 Threat Range/Multiplier: 19-20/x2 Damage Type: Piercing Weapon Size: Tiny Special: Able to penetrate damage reduction of some creatures
3. Weapon: Masterwork Mighty (Strength 18) Composite Longbow Ammunition: Masterwork Arrows Attack Bonus: +14/+9 Damage: 1d8+4 Threat Range/Multiplier: 20/x3 Range Incensement: 110 ft. Maximum Range: 1100 ft. Damage Type: Piercing Weapon Size: Large
4. Weapon: Masterwork Silvered Dagger Attack Bonus: +13 Damage: 1d4+4 Threat Range/Multiplier: 19-20/x2 Range Incensement: 10 ft. Maximum Range: 50ft. Damage Type: Piercing Weapon Size: Tiny Special: Able to penetrate damage reduction of some creatures
Hybrid Form Size: Medium Creature Type: Shapechanger Alignment: Neutral Good Hit Points: 123 Initiative: +6 (+6 Dexterity) Speed: 40 ft. AC: 21 (+6 Dexterity, +5 Natural Armor) Attacks: 2 claws +17/+17; bite +15 Damage: claw 1d8+10; bite 2d6+5 Threat Range/Multiplier: claw 20/x2; bite 20/x2 Face/Reach: 5 ft. By 5 ft./5 ft. Special Attacks: Turn/Destroy Undead 5/day, Turn/Destroy Lycanthropes 5/day, Pounce, Improved Grab, Rake 1d8+5, Curse of Lycanthropy. Special Qualities: Tiger Empathy, Scent, Damage Reduction 15/silver. Saves: Fortitude+19, Reflex+9, Will+21 Abilities: Strength 30, Dexterity 22, Constitution 20, Intelligence 20, Wisdom 20, Charisma 15 Skills: Animal Empathy+6, Balance+18, Climb+16/+18, Concentration+11, Diplomacy+14, Hide+14, Intuit Direction+11, Jump+18, Knowledge (Arcana)+13, Knowledge (Local/High Forest)+13, Knowledge (Nature)+13, Knowledge (Religion)+13, Listen+15, Move Silently+14, Scry+7, Search+11, Sense Motive+11, Spellcraft+9, Spot+15, Swim+16, Tumble+14, Wilderness Lore+13/+15. Feats: Improved Control Shape, Spellcasting Prodigy (Wizard), Spellcasting Prodigy (Cleric), Lycanthropic Spell, Track, Endurance, Blind-Fight, Multiattack, Power Attack.
Animal Form Size: Large Creature Type: Shapechanger Alignment: Neutral Good Hit Points: 123 Initiative: +6 (+6 Dexterity) Speed: 40 ft. AC: 20 (+6 Dexterity, +5 Natural Armor, -1 Size) Attacks: 2 claws +16/+16; bite +14 Damage: claw 1d8+10; bite 2d6+5 Threat Range/Multiplier: claw 20/x2; bite 20/x2 Face/Reach: 5 ft. By 10 ft./5 ft. Special Attacks: Turn/Destroy Undead 5/day, Turn/Destroy Lycanthropes 5/day, Pounce, Improved Grab, Rake 1d8+5, Curse of Lycanthropy. Special Qualities: Tiger Empathy, Scent, Damage Reduction 15/silver. Saves: Fortitude+19, Reflex+9, Will+21 Abilities: Strength 30, Dexterity 22, Constitution 20, Intelligence 20, Wisdom 20, Charisma 15 Skills: Animal Empathy+6, Balance+18, Climb+16/+18, Concentration+11, Hide+10, Intuit Direction+11, Jump+18, Knowledge (Arcana)+13, Knowledge (Local/High Forest)+13, Knowledge (Nature)+13, Knowledge (Religion)+13, Listen+15, Move Silently+14, Scry+7, Search+11, Sense Motive+11, Spellcraft+9, Spot+15, Swim+16, Tumble+14, Wilderness Lore+13/+15. Feats: Improved Control Shape, Spellcasting Prodigy (Wizard), Spellcasting Prodigy (Cleric), Lycanthropic Spell, Track, Endurance, Blind-Fight, Multiattack, Power Attack.
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Post by Deepengleam (Dragon Form) on Dec 24, 2003 8:21:06 GMT -5
Deepengleam Dragon Form
Name: Deepengleam Gender: Female Race: Silver Dragon Creature Type: Dragon (Air) Alignment: Neutral Good Classes: Draconic Druid/Draconic Bard Class Levels: 3/2 Character Level: 5 Extra Hit Dices (Dragon): 16 Effective Character Level: 22 Experience: 233600 Next Level: 253000
Strength: 19 (+4) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 18 (+4) Wisdom: 19 (+4) Charisma: 18 (+4)
Age: 33 Age Category: Juvenile Size: Large (-1 penalty to all Attack Rolls, -1 penalty to Armor Class, -4 penalty to Hide skill checks) Speed: 40 ft. Flight Speed: 150 ft. Flight Maneuverability: Average Appearance: Silver scaled body and deep blue eyes.
Patron Deity: Bahamut Homeworld: Toril Languages: Draconic, Common, Chondathan, Dwarven, Elven, Auran, Celestial, Sylvan, Druidic
Hit Points: 226 Armor Class: 24 (-1 Size, +15 Natural Armor) Initiative: +0
Based Attack Bonus: +19 Melee Attack Bonus: +22 Ranged Attack Bonus: +18
Fortitude Save: +14 Reflex Save: +14 Will Save: +18
Draconic Features: Free Jump Skill: 16 free ranks in Jump skill Free Spellcraft Skill: 16 free ranks in Spellcraft skill Blindsight (Extraordinary Ability): 120 feet range Keen Vision (Extraordinary Ability): Deepengleam can see four times farther then a human in low-light condition; and twice farther then a human in normal light condition. Darkvision (Extraordinary Ability): 400 feet range Immunity to Acid (Extraordinary Ability) Immunity to Cold (Extraordinary Ability) Immunity to Paralysis (Extraordinary Ability) Immunity to Sleep (Extraordinary Ability) Cloudwalking (Supernatural Ability) Spell-Like Abilities: 3/day – Polymorph Self; 2/day – Feather Fall
Class Features: Nature Sense Wild Shape: 2/day Dragon Music 2/day One Thousand Eyes Of The Wood
Feats: 1st hit dice: Multiattack 4th hit dice: Improved Multiattack 8th hit dice: Improved Flight 12th hit dice: Flyby Attack 16th hit dice: Wingover 1st level character: Hover 3rd level character: Speaking Wild Shape
Skills: Alchemy+8 (4 ranks, +4 Intelligence) Animal Empathy+20 (16 ranks, +4 Charisma) Appraise+8 (4 ranks, +4 Intelligence) Bluff+8 (4 ranks, +4 Charisma) Climb+12 (8 ranks, +4 Strength) Concentration+19 (16 ranks, +3 Constitution) Craft (Musical Instrument)+8 (4 ranks, +4 Intelligence) Craft (Composition)+8 (4 ranks, +4 Intelligence) Diplomacy+12 (8 ranks, +4 Charisma) Disguise+8 (4 ranks, +4 Charisma) Gather Information+8 (4 ranks, +4 Charisma) Heal+12 (8 ranks, +4 Wisdom) Intimidate+8 (4 ranks, +4 Charisma) Intuit Direction+20 (16 ranks, +4 Wisdom) Jump+20 (16 ranks, +4 Strength) Knowledge (Arcana)+20 (16 ranks, +4 Intelligence) Knowledge (Geography/Toril)+8 (4 ranks, +4 Intelligence) Knowledge (Local/High Forest)+12 (8 ranks, +4 Intelligence) Knowledge (Nature)+20 (16 ranks, +4 Intelligence) Knowledge (Religion)+8 (4 ranks, +4 Intelligence) Listen+16 (12 ranks, +4 Wisdom) Perform (Ballad, Dance, Harp, Lute, Singing)+8 (4 ranks, +4 Charisma) Scry+8 (4 ranks, +4 Intelligence) Search+12 (8 ranks, +4 Intelligence) Sense Motive+12 (8 ranks, +4 Wisdom) Spellcraft+20 (16 ranks, +4 Intelligence) Spot+16 (12 ranks, +4 Wisdom) Swim+12 (8 ranks, +4 Strength) Wilderness Lore+20 (16 ranks, +4 Wisdom)
Effective Caster Level (Sorcerer): 3rd Spellcasting Ability Modifier (Charisma): +4 Spells per day: 6/6 Spells save DC: 14+Spell Level Spells known: 0th level: Mage Hand, Mending, Open/Close, Detect Magic, Read Magic. 1st level: Identify, Laeral’s Cutting Hand, Speed Swim.
Effective Caster Level (Cleric): 3rd Spellcasting Ability Modifier (Wisdom): +4 Spells per day: 4/3+1/2+1 Spells save DC: 14+Spell Level Spells known: All 0th level cleric spells from Player’s Handbook and Defenders of the Faith. All 1st level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun. All 2nd level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun.
Clerical Domains:
Air Domain Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. Air Domain Spells: 1. Obscuring Mist. Fog surrounds you. 2. Wind Wall. Deflects arrows, smaller creatures, and gases. 3. Gaseous Form. Subject becomes insubstantial and can fly slowly. 4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle). 5. Control Winds. Change wind direction and speed. 6. Chain Lightning. 1d6 damage/level; secondary bolts. 7. Control Weather. Changes weather in local area. 8. Whirlwind. Cyclone inflicts damage and can pick up creatures. 9. Elemental Swarm.* Summons 2d4 Large, 1d4 Huge elementals. *Cast as an air spell only.
Good Domain Granted Power: You cast good spells at +1 caster level. Good Domain Spells: 1. Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders. 2. Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points. 3. Magic Circle against Evil. As protection spells, but 10-ft. radius and 10 min./level. 4. Holy Smite. Damages and blinds evil creatures. 5. Dispel Evil. +4 bonus against attacks by evil creatures. 6. Blade Barrier. Blades encircling you deal 1d6 damage/level. 7. Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects. 8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. 9. Summon Monster IX.* Calls outsider to fight for you. *Cast as a good spell only.
Law Domain Granted Power: You cast law spells at +1 caster level. Law Domain Spells: 1. Protection from Chaos. +2 AC and saves, counter mind control, hedge out elementals and outsiders. 2. Calm Emotions. Calms 1d6 creatures/level, negating emotion effects. 3. Magic Circle against Chaos. As protection spells, but 10-ft. radius and 10 min./level. 4. Order’s Wrath. Damages and dazes chaotic creatures. 5. Dispel Chaos. +4 bonus against attacks by chaotic creatures. 6. Hold Monster. As hold person, but any creature. 7. Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects. 8. Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells. 9. Summon Monster IX.* Calls outsider to fight for you. *Cast as a law spell only.
Sun Domain Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead. Sun Domain Spells: 1. Endure Elements.* Ignores 5 damage/round from one energy type. 2. Heat Metal. Make metal so hot it damages those that touch it. 3. Searing Light. Ray deals 1d8/two levels, more against undead. 4. Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold. 5. Flame Strike. Smite foes with divine fire (1d8/level). 6. Fire Seeds. Acorns and berries become grenades and bombs. 7. Sunbeam. Beam blinds and deals 3d6 damage. 8. Sunburst. Blinds all within 10 ft., deals 3d6 damage. 9. Prismatic Sphere. As prismatic wall, but surrounds on all sides. *Endure cold or fire only.
Effective Caster Level (Druid): 3rd Spellcasting Ability Modifier (Wisdom): +4 Spells per day: 4/3/2 Spells save DC: 14+Spell Level Spells known: All 0th level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun. All 1st level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun. All 2nd level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun.
Effective Caster Level (Bard): 2nd Spellcasting Ability Modifier (Charisma): +4 Spells per day: 3/1 Spells save DC: 14+Spell Level Spells known: 0th level: Daze, Ghost Sound, Prestidigitation, Fine-Tuning, Percussion. 1st level: Charm Person, Sleep.
Breath Weapons:
Primary Breath Weapon 40 ft. Clone of Cold Amount of Damage: 8d8 Reflex Save DC: 21 Damage Type: Cold
Secondary Breath Weapon 40 ft. Clone of Paralyzing Gas Effect: Paralysis Duration: 1d6+4 Fortitude Save DC: 21
Natural Attacks:
Bite Attack Bonus: +22 Damage: 2d6+4 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning/Piercing/Slashing
Claw Attack Bonus: +22/+22 Damage: 1d8+2 Threat Range/Multiplier: 20/x2 Damage Type: Piercing/Slashing
Wing Attack Bonus: +22/+22 Damage: 1d6+2 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning
Tail Slap Attack Bonus: +22 Damage: 1d8+6 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning
Deepengleam’s Hoard: 85000 SP 17000 GP 850 PP Platinum circlet with four aquamarines (worth 6000 gp)* Silver-plated steel longsword with amethyst in the hilt (worth 600 gp)* Golden music box (worth 2500 gp) Ancient painting which depict the long-gone elven city of Miyeritar (worth 1800 gp) Silver ring with three small violet garnets (worth 1000 gp)* Silver ring with large moonstone (worth 100 gp)* Carved harp of exotic wood with ivory inlay and zircon gems (worth 800 gp)* Amber (worth 80 gp) Golden Yellow Topaz (worth 700 gp) Aventurine (worth 70 gp) Amethyst (worth 100 gp) Azurite (worth 11 gp) Blue-White Diamond (worth 7000 gp) Crown of Silver (worth 12 gp) Blue Star Sapphire (worth 1100 gp) Laeral’s Tear (worth 100 gp) Jade (worth 70 gp) Turquoise (worth 11 gp) Star Ruby (worth 1000 gp) +4 Full Plate +3 Mighty (Strength 18) Composite Longbow of Distance and Shocking Burst Scabbard of Keen Edges* A several gowns (color and style is different, but quality of each gown is equal to that of courtier’s outfit)* Leather belt* A few spellcomponent pouches*
Deepengleam’s Hoard: Items marked with ‘*’ are usually carried and or widely used by Deepengleam while she is in her human form.
Deepengleam’s Hoard Guardians: Huge Air Elementals x2 Large Air Elementals x3 Medium Air Elementals x5 Small Air Elementals x14
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Post by Deepengleam (Human Form) on Dec 24, 2003 8:22:28 GMT -5
Deepengleam Human Form
Name: Deepengleam Gender: Female Race: Human Creature Type: Dragon (Air) Alignment: Neutral Good Classes: Draconic Druid/Draconic Bard Class Levels: 3/2 Character Level: 5 Extra Hit Dices (Dragon): 16 Effective Character Level: 22 Experience: 233600 Next Level: 253000
Strength: 10 (+0) Dexterity: 11 (+0) Constitution: 10 (+0) Intelligence: 18 (+4) Wisdom: 19 (+4) Charisma: 18 (+4)
Age: 33 Age Category: Juvenile Height: 5’5 ft. (162,5 cm) Weight: 110 lb. (55 kg.) Size: Medium Speed: 30 ft. Eyes Color: Deep Blue Hair Color: Silver Complexion: Light
Patron Deity: Bahamut Homeworld: Toril Languages: Draconic, Common, Chondathan, Dwarven, Elven, Auran, Celestial, Sylvan, Druidic
Hit Points: 226 Armor Class: 10 Initiative: +0
Based Attack Bonus: +19 Melee Attack Bonus: +19 Ranged Attack Bonus: +19
Fortitude Save: +11 Reflex Save: +14 Will Save: +18
Draconic Features: Free Jump Skill: 16 free ranks in Jump skill Free Spellcraft Skill: 16 free ranks in Spellcraft skill Blindsight (Extraordinary Ability): 120 feet range Keen Vision (Extraordinary Ability): Deepengleam can see four times farther then a human in low-light condition; and twice farther then a human in normal light condition. Darkvision (Extraordinary Ability): 400 feet range Immunity to Acid (Extraordinary Ability) Immunity to Cold (Extraordinary Ability) Immunity to Paralysis (Extraordinary Ability) Immunity to Sleep (Extraordinary Ability) Spell-Like Abilities: 3/day – Polymorph Self; 2/day – Feather Fall
Class Features: Nature Sense Wild Shape: 2/day Dragon Music 2/day One Thousand Eyes Of The Wood
Feats: 1st hit dice: Multiattack 4th hit dice: Improved Multiattack 8th hit dice: Improved Flight 12th hit dice: Flyby Attack 16th hit dice: Wingover 1st level character: Hover 3rd level character: Speaking Wild Shape
Skills: Alchemy+8 (4 ranks, +4 Intelligence) Animal Empathy+20 (16 ranks, +4 Charisma) Appraise+8 (4 ranks, +4 Intelligence) Bluff+8 (4 ranks, +4 Charisma) Climb+12 (8 ranks, +4 Strength) Concentration+19 (16 ranks, +3 Constitution) Craft (Musical Instrument)+8 (4 ranks, +4 Intelligence) Craft (Composition)+8 (4 ranks, +4 Intelligence) Diplomacy+12 (8 ranks, +4 Charisma) Disguise+8 (4 ranks, +4 Charisma) Gather Information+8 (4 ranks, +4 Charisma) Heal+12 (8 ranks, +4 Wisdom) Intimidate+8 (4 ranks, +4 Charisma) Intuit Direction+20 (16 ranks, +4 Wisdom) Jump+20 (16 ranks, +4 Strength) Knowledge (Arcana)+20 (16 ranks, +4 Intelligence) Knowledge (Geography/Toril)+8 (4 ranks, +4 Intelligence) Knowledge (Local/High Forest)+12 (8 ranks, +4 Intelligence) Knowledge (Nature)+20 (16 ranks, +4 Intelligence) Knowledge (Religion)+8 (4 ranks, +4 Intelligence) Listen+16 (12 ranks, +4 Wisdom) Perform (Ballad, Dance, Harp, Lute, Singing)+8 (4 ranks, +4 Charisma) Scry+8 (4 ranks, +4 Intelligence) Search+12 (8 ranks, +4 Intelligence) Sense Motive+12 (8 ranks, +4 Wisdom) Spellcraft+20 (16 ranks, +4 Intelligence) Spot+16 (12 ranks, +4 Wisdom) Swim+12 (8 ranks, +4 Strength) Wilderness Lore+20 (16 ranks, +4 Wisdom)
Effective Caster Level (Sorcerer): 3rd Spellcasting Ability Modifier (Charisma): +4 Spells per day: 6/6 Spells save DC: 14+Spell Level Spells known: 0th level: Mage Hand, Mending, Open/Close, Detect Magic, Read Magic. 1st level: Identify, Laeral’s Cutting Hand, Speed Swim.
Effective Caster Level (Cleric): 3rd Spellcasting Ability Modifier (Wisdom): +4 Spells per day: 4/3+1/2+1 Spells save DC: 14+Spell Level Spells known: All 0th level cleric spells from Player’s Handbook and Defenders of the Faith. All 1st level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun. All 2nd level cleric spells from Player’s Handbook, Defenders of the Faith, and Magic of Faerun.
Clerical Domains:
Air Domain Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. Air Domain Spells: 1. Obscuring Mist. Fog surrounds you. 2. Wind Wall. Deflects arrows, smaller creatures, and gases. 3. Gaseous Form. Subject becomes insubstantial and can fly slowly. 4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle). 5. Control Winds. Change wind direction and speed. 6. Chain Lightning. 1d6 damage/level; secondary bolts. 7. Control Weather. Changes weather in local area. 8. Whirlwind. Cyclone inflicts damage and can pick up creatures. 9. Elemental Swarm.* Summons 2d4 Large, 1d4 Huge elementals. *Cast as an air spell only.
Good Domain Granted Power: You cast good spells at +1 caster level. Good Domain Spells: 1. Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders. 2. Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points. 3. Magic Circle against Evil. As protection spells, but 10-ft. radius and 10 min./level. 4. Holy Smite. Damages and blinds evil creatures. 5. Dispel Evil. +4 bonus against attacks by evil creatures. 6. Blade Barrier. Blades encircling you deal 1d6 damage/level. 7. Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects. 8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. 9. Summon Monster IX.* Calls outsider to fight for you. *Cast as a good spell only.
Law Domain Granted Power: You cast law spells at +1 caster level. Law Domain Spells: 1. Protection from Chaos. +2 AC and saves, counter mind control, hedge out elementals and outsiders. 2. Calm Emotions. Calms 1d6 creatures/level, negating emotion effects. 3. Magic Circle against Chaos. As protection spells, but 10-ft. radius and 10 min./level. 4. Order’s Wrath. Damages and dazes chaotic creatures. 5. Dispel Chaos. +4 bonus against attacks by chaotic creatures. 6. Hold Monster. As hold person, but any creature. 7. Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects. 8. Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells. 9. Summon Monster IX.* Calls outsider to fight for you. *Cast as a law spell only.
Sun Domain Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead. Sun Domain Spells: 1. Endure Elements.* Ignores 5 damage/round from one energy type. 2. Heat Metal. Make metal so hot it damages those that touch it. 3. Searing Light. Ray deals 1d8/two levels, more against undead. 4. Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold. 5. Flame Strike. Smite foes with divine fire (1d8/level). 6. Fire Seeds. Acorns and berries become grenades and bombs. 7. Sunbeam. Beam blinds and deals 3d6 damage. 8. Sunburst. Blinds all within 10 ft., deals 3d6 damage. 9. Prismatic Sphere. As prismatic wall, but surrounds on all sides. *Endure cold or fire only.
Effective Caster Level (Druid): 3rd Spellcasting Ability Modifier (Wisdom): +4 Spells per day: 4/3/2 Spells save DC: 14+Spell Level Spells known: All 0th level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun. All 1st level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun. All 2nd level druid spells from Player’s Handbook and Masters of the Wild, and Magic of Faerun.
Effective Caster Level (Bard): 2nd Spellcasting Ability Modifier (Charisma): +4 Spells per day: 3/1 Spells save DC: 14+Spell Level Spells known: 0th level: Daze, Ghost Sound, Prestidigitation, Fine-Tuning, Percussion. 1st level: Charm Person, Sleep.
Equipment: Elegant light blue gown Leather belt Spellcomponent Pouch Platinum circlet with four aquamarines Silver-plated steel longsword with amethyst in the hilt Silver ring with three small violet garnets Silver ring with large moonstone Carved harp of exotic wood with ivory inlay and zircon gems Scabbard of Keen Edges
Weapons Statistics:
1. Weapon: Silver-plated steel longsword with amethyst in the hilt Attack Bonus: +19 Damage: 1d8 Threat Range/Multiplier: 19-20/x2 (or 17-20/x2 when under effect of Scabbard of Keen Edges) Damage Type: Slashing Weapon Size: Medium Special: Because this steel longsword is silver-plated, it has 50% chance to ignore damage reduction of the creature, which can normally be penetrated by fully silvered weapons.
2. Weapon: Hand strike, while under effect of Laeral’s Cutting Hand spell Attack Bonus: +21 Damage: 1d3+2 Threat Range/Multiplier: 20/x2 Damage Type: Slashing Weapon Size: Medium Special: Effectively considered to be +2 weapon for all purposes, i.e. attack bonus, amount of damage dealt and penetration of damage reduction.
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