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
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