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6 years ago  ::  Feb 06, 2007 - 11:03AM #421
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906

Evandar_TAybara wrote:

Actually, no. My family just think I'm a bit odd, and my bride to be is still coming to terms with my geekdom, and finds it rather ammusing I think.
She was the one who introduced me to one of my gaming groups however, as they are ex-colleagues or partners of ex-colleagues of hers, so I think she secretly wants me to be a geek even though she assumes the role of "desparing non-geek partner", which I'm guessing is just for the sympathy vote from our mutual friends.


Hence "pitty me, for i marry the lord of the geeks?" type thing? Been there.. My ex-wife made me give up d&d, said it wasn't "good for the kids".. Hence to say you can see how well I took that.. :evillaugh

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6 years ago  ::  Feb 09, 2007 - 2:15PM #422
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
[FONT="Arial"]The Feat Fountain[/FONT]

Summary: A magical fountain bestowing small powers or curses upon those who drink of its waters. Very useful as the destination of a quest or adventure arc.

EL 5 to 11

This is based upon a magic fountain in the OD&D classic adventure B5: Horror on the Hill.

This fountain was created long ago as a sacred spring. A detect magic spell reveals that the waters coming out of the spring radiate moderate transmutation and conjuration.

Any who drink of its waters recieves a magical effect based on sacred judgement of his or her inner virtue.

In game terms, the player should roll 1d20, and consult the table below. All effects are permanent (except #4). Any individual character may be bestowed upon by only one effect. Further drinking from the fountain is mearly refreshing and thirst-quenching.


THE MAGIC FOUNTAIN
Die Roll Effect of Drink
[LIST=1]
  • Character permanently loses 1 hit point.
  • Character subtracts 1 rank from Skill with most ranks. If more than one, determine randomly.
  • Character is blinded.
  • Character is paralyzed for 2d12 hours.
  • Character gains 1 action point, permanently. (If you don't use action points, change to "Character gains 1 (random) language")
  • Character permanently gains 1 hit point.
  • Character gains the Acrobatic feat
  • Character gains the Agile feat
  • Character gains the Alertness feat
  • Character gains the Athletic feat
  • Character gains the Deft Hands feat
  • Character gains the Diligent feat
  • Character gains the Investigator feat
  • Character gains the Mountaineer feat (Miniatures Handbook, +2 Climb and +2 Survival)
  • Character gains the Negotiator feat
  • Character gains the Persuasive feat
  • Character gains the Self-Sufficient feat
  • Character gains the Skill Focus (random) feat (determine randomly which skill this applies to).
  • Character gains the Toughness feat
  • Character adds 1 to random ability score.


    Treasure Value: The magic fountain should count for 1600 gp per character in the party. Subtract this amount from the total treasure you assign for the adventure.

    Books: Core, with one instance from Miniatures Handbook.
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    6 years ago  ::  Feb 11, 2007 - 2:01AM #423
    Oompa
    Date Joined: Jun 10, 2003
    Posts: 28
    I've got an request

    Im in need of an BBEG character, maybe with a minion around ecl 8 - 9, he is raising undead to create a mini army to rampage threw the neighbourhood.. can anyone help?
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    6 years ago  ::  Feb 11, 2007 - 10:44AM #424
    zombiegleemax
    Date Joined: Aug 10, 2009
    Posts: 470,906

    Oompa wrote:

    I've got an request

    Im in need of an BBEG character, maybe with a minion around ecl 8 - 9, he is raising undead to create a mini army to rampage threw the neighbourhood.. can anyone help?


    Well, how about a Tainted Minion Dragon that's stealing women but using them to create an undead army of half-dragon minions. I don't have the stats on me, but you just have to add the Tainted Minion Template to it (It's in Heroes of Horror).

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    6 years ago  ::  Feb 12, 2007 - 8:13AM #425
    Oompa
    Date Joined: Jun 10, 2003
    Posts: 28

    Regular_K wrote:

    Well, how about a Tainted Minion Dragon that's stealing women but using them to create an undead army of half-dragon minions. I don't have the stats on me, but you just have to add the Tainted Minion Template to it (It's in Heroes of Horror).


    Dont have that book :P

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    6 years ago  ::  Feb 13, 2007 - 11:29AM #426
    Evandar_TAybara
    Date Joined: Feb 24, 2002
    Posts: 519
    Well the closest NPC in the resource I can find is Morgak though it's not exactly what you're after. Good luck in your hunting

    Evan.
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    6 years ago  ::  Feb 14, 2007 - 11:23AM #427
    Oompa
    Date Joined: Jun 10, 2003
    Posts: 28

    Evandar_TAybara wrote:

    Well the closest NPC in the resource I can find is Morgak though it's not exactly what you're after. Good luck in your hunting

    Evan.


    He is nice, i can use him The only prob i have, the party are level 7, 6 of them.. I could make him prepare before the pc's come.. Levitate him so the fighter can't reach him.. should be fun

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    6 years ago  ::  Feb 17, 2007 - 11:14PM #428
    zombiegleemax
    Date Joined: Aug 10, 2009
    Posts: 470,906
    EL: 5 to 9

    Summary:  A nice, humorous outdoor encounter involving freeing a damsel from a couple of giants.

    Note: Even though this is an EL 9 encounter, it is suitable for 5th-level characters due to the circumstances.

    Books: Core, except one spell from the Minis Handbook.

    CAMPFIRE COOKOUT (EL 9)
    Light: Large campfire.
    Creatures: Two hill giants, and one drow (or substitute any damsel in distress).

    The two hill giants, Nack and Huk, have captured the beautiful female drow cleric, Jazurntha, and are now arguing over how to divide her, as well as how to cook elf.

    As you settle down for the night, you notice the smell of a campfire burning.  The breeze is blowing out of the southwest, so that is probably where it is coming from.


    If the PCs go investigate, read the following.

    You make your way through the forest for about 100 yards, the smell of campfire getting stronger, but now mixed with body odor.  Ahead, through the trees, you can just make out the glow of a the campfire.


    At this point give the PCs a chance to make Listen checks, DC 0 to hear the giants talking, and DC 10 to make out what they are saying (they are speaking in Common).  When the PCs can hear what is being said read the following (this may require moving closer).

    “…and I say we cut ‘er in ‘aff, right down der midder.”
    “But, Nack, I don’ts likes the breasts.  I’ll trad-ja mine fer yer thigh.”
    “I want duh thighs too, Huk.”
    “You always gets duh thighs!”
    “Cuz I is odor den you is.”
    “Is not!”
    “Is is!”
    “Is NOT!”
    “Is IS!”


    At this point, the two giants start grappling.  They will continue grappling until one of them pins the other.
    To run this efficiently, roll 2d20 (one red, one blue) on each round.  If one color wins three rounds in a row, that is a pin.  Count ties as a push (as if that round hadn’t occurred).
    When one of them is pinned, he remains so for three full rounds, after which the wrestling is over.  During the time that one brother has the other pinned, both brothers are allowed Spot and Listen checks versus any Hide or Move Silently that the PCs might be making, but the pinned brother makes such checks at –4.

    All throughout the wrestling, the brothers should be calling one another very childish names: “you smelly head,” “you fish butt breath,” “mama like me more’n you,” etc.

    If the PCs don’t use this opportunity to free Jazurntha, they will have another.  After the first wrestling match is decided (over who gets the thighs), the giant brothers will again argue (this time about how to cook dark elf, roasted or stewed) and subsequently wrestle.

    When the PCs approach the camp and can see the scene, read the following.

    The scene before you is almost funny.  Two large, dull-witted giants are wrestling one another around a campfire.  The giants look identical, perhaps they are twins, except one wears a dirty red vest and the other’s vest is blue.  Occasionally one will land a sucker punch, the other, a strategic bite, all the while calling out childish insults.
    Meanwhile, on the far side of the campsite is a beautiful young girl with smooth dark skin, pointed ears, almond eyes, and shimmering white hair seated with her back against a large boulder.  She is gagged, her hands and feet bound with some tattered rope.  Her violet eyes meet yours, and they plead silently for you to rescue her.
    Next to the girl are two huge burlap sacks.


    Jazurntha is tied up pretty well, and gagged.  If a character tries to untie Jazurntha’s bonds, he must make an opposed roll using either Use Rope or Escape Artist DC 14.  To break, the DC is 23, and to cut requires 2 hp from a sharp object.  A character can try to hide behind Jazurntha while working on her bonds, but the Hide check is at –5.

    A character may try to hide while searching the bags as well.  Such a Hide check is made at –10.  A DC 10 Search check finds the most valuable items in each sack.  A DC 5 Search check finds a handful of coins.  Searching a single bag is a full-round action.

    If the PCs rescue Jazurntha without killing the giants, award them a CR 7 bonus (3000 XP).  If they leave her to die, that could be dire consequences for any good-aligned clerics or paladins in the party.  Jazurntha is a 3rd-level cleric of Olidamarra (yes, she is an outcast from the drow society).  She will give the PCs one of her valued possessions—the ring of protection +1—if they rescue her.

    If asked to join the party, Jazurntha politely refuses, claiming to be too busy “hunting ghouls.”  In reality, she is running from the law after the band of thieves she belongs to was broken up in [Insert Town Here] (for operating outside the approval of [Insert Leader of Thieves' Guild Here]).

    Jazurntha, Clr3 (Olidamarra/Chaos, Luck)
    Medium Humanoid (drow), female
    HD: 3d8 (19 hp)
    Init: +2
    Spd: 30 ft.
    AC: 15 (+2 Dex, +2 leather, +1 ring of protection),
    touch 13, flat-footed 13.
    Base Atk: +2
    Atk:  dagger + 0 melee (1d4–2) or
    mwk hand crossbow +4 ranged (1d4, 19–20/2)
    Full Atk:  dagger + 0 melee (1d4–2) or
    mwk hand crossbow +4 ranged (1d4, 19–20/2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, poison, spell-like abilities.
    Special Qualities: Drow traits, darkvision 120 ft., +2 Will vs. spells, light blindness, immune to sleep, spell resistance 14, turn undead.
    Saves: Fort +3, Ref +3, Will +5.
    Abilities: Str 7, Dex 14, Con 11, Int 15, Wis 14, Cha 16.
    Skills: Concentration +6, Spellcraft +8, Heal +8,
    Knowledge (religion) +8, Listen +6, Spot +6, Search +4
    Feats:  Alertness, Dodge
    CR: 4.
    Alignment: CN
    Languages: Common, elven, undercommon, drow sign language, gnome.
    Treasure: leather armor, mwk hand crossbow, dagger, ring of protection +1.

    Spells: (DC 12 + spell level).
    2nd—aid (D), veil of shadow (see Minis pg. 30), silence;
    1st—entropic shield (D), obscuring mist, sanctuary, doom;
    0th—resistance, virtue, guidance, cure minor wounds.

    HILL GIANTS (Nack and Huk)
    Large Giants
    HD: 12d8+48 (104, 100 hp)
    Init: –1
    Spd: 30 ft. in hide armor
    AC: 20 (–1, size, –1 Dex, +9 natural, +3 hide armor),
    touch 8, flat-footed 20
    Base Atk: +9
    Atk:  Greatclub +16 melee (2d8+10) or
    slam +15 melee (1d4+7) or
    rock +8 ranged (2d6+7)
    Full Atk:  Greatclub +16 melee (2d8+10) or
    2 slams +15 melee (1d4+7) or
    rock +8 ranged (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock throwing.
    Special Qualities: Low-light vision, rock catching
    Saves: Fort +12, Ref +3, Will +4.
    Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
    Skills: Climb +7, Jump +7, Listen +3, Spot +6.
    Feats:  Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub).
    CR: 7.
    Alignment: CE
    Languages: Common, giant.
    Treasure:  Their bags contain the following in addition to their well worn, filty, and stinky personal items.
    Nack:  5 throwing rocks, chime of opening, 10 gp, 5 sp.
    Huk: 4 throwing rocks, silence scroll (at 3rd level), 8 gp, 11 sp.

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    6 years ago  ::  Mar 23, 2007 - 3:45PM #429
    neilthrun
    Date Joined: Oct 30, 2004
    Posts: 56
    Tendoak's Cavern
    Summary: A disillusioned elf ranger and his band of goblins protect a swamp
    Encounter lvl: The following encounter includes Tendoak, a mummified elf ranger6/dungeon lord3. Tendoak's CR is 12, if he is encountered in his cave with his cohort, followers and traps the encounter lvl rises. His gear and traps still reflect the expected wealth for a 12th lvl character[/i]

    Tendoak was a young elf ranger when he first became disillusioned with his elders. With human logging encroaching on his ancestral forests and brigands terrorizing the country side he no longer could contain his hatred for civilization. After slaying a band of human travelers in cold blood he was exiled from his homeland. He traveled to the murky swamps and caves south of his homeland and began plotting his revenge. He came across an ancient elven crypt in his journeys and inside found the secret of eternal life. Preforming the rituals he shed his mortal form and became a mummified undead, pledging to protect his new homeland at all costs. In his time spent near the swamps and caves he took control of the Mudtounge goblin tribe. What remains of that tribe now follows him loyally living his complex of swamp caves, or struggles to live outside of the caves.

    Tendoak increased his intelligence at fourth level, became a mummified creature between 5 and 6th level, and increased his wisdom at 8th lvl. This accounts for his awkward skill points.

    Tendoak's dungeon is a very large natural mazing cave complex, made up of narrow passage ways, natural springs and streams, 1 large acid pool and 3 large chambers. 1 Chamber houses his goblins and the other two are uninhabited. In addition a small crypt was carved into the cave and hidden (DC 30 Search), this is where Tendoak rests and prepares his spells. Tendoak has set up a large number of traps to keep invaders out, his remaining character wealth(9,000 gold) should be used for upkeep of these traps and creating new ones. Tendoak refuses to create any traps which are permanent or alter the caves geology, instead using its natural form to his advantage.The cave complex has 2 entrances, the main entrance, and a hidden entrance deeper into the cave complex that exits underwater.
    His leadership feat gives him a small number of troops and a cohort. With a leadership score of 11(+4 cha, +2 stronghold, -2 animal companion, -2 cruelty) he has at his command 4 goblin warriors of 1st lvl and 2 goblin experts of 1st level. His cohort is Godoshk a lvl 7 goblin barbarian, Godoshk is primarily in charge of keeping the other goblin disciplined and leading them in battle. In addition Tendoak has an animal companion, Tylsadon a crocodile. Tylsadon swims around the springs and streams of the cave complex, patrolling for invaders.
    If the Caves are invaded Tendoak uses his goblin troops to lure the invaders into traps and ambushes. He only reveals himself if needed, preferring to keep his presence secret.

    Tendoak CR 12
    Mummified Elf Ranger 6/Dungeon Lord3
    NE Medium Undead(Augmented Elf)
    Init +3; Senses Lowlight Vision, Darkvision 60ft; Listen +16, Spot +16
    Languages Common, Elven, Sylvan, Goblin
    ------------------------------------------------------
    AC 24, touch 9, flatfooted 24
    (-1 dex, +10 natural, +5 armor)
    hp 53 (9 HD)
    ImmuneDamage Reduction 5, Undead immunities, Turn Resistance +4
    Fort +6, Reflex +7, Will +9
    Weakness Fire Vulnerability(+50% damage from fire)
    ------------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +1 keen rapier +14/+9 (1d6+8/15-20) and +1 shortsword +14/+9 (1d6+4/19-20) or
    Melee +1 keen rapier +15/+10 (1d6+8/15-20) or
    Melee slam +14 (1d8+9)
    Ranged mwk composite longbow +8/+3 (1d8+6/x3) 110ft
    Base Attack +8, Grapple +15
    Attack Options Mummy Rot(DC 17, incubation 1 minute, 1d6 con+1d6 cha), Favored Enemy(Humanoid[Human])+4, Favored Enemy(Humanoid[Elf]) +2
    Combat Gear 40 arrows
    Ranger Spells Prepared(CL 3)
    1st Speak with animals, resist energy
    ------------------------------------------------------
    Abilities Str 24, Dex 8, Con -, Int 12, Wis 18, Cha 16
    SQ able to notice secret or concealed doors, Wild Empathy, Animal Companion, Dungeon Mastery, Dungeon Minions, Horde Lord +1,
    Feats Improved Toughness, Improved Initiative, Ability Focus(Despair), Leadership, Track, Two Weapon Fighting, Endurance, Improved Two Weapon Fighting
    Skills Climb +11, Craft(Trap making)+13, Handle Animal +13, Intimidate +11, Knowledge(Nature) +10, Listen +16, Search +6, Sense Motive +8, Spot +16, Survival +13
    Possesions combat gear plus +1 keen rapier, +1 shortsword, +1 chain shirt, Cloak of Turn Resistance, Composte Longbow(+6 str), Gauntlets of Ogre Power

    Despair (Su): At the mere sight of a Tendoak, the viewer must succeed on a DC 19 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Tendoak’s despair ability for 24 hours.
    Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
    Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
    Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
    To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
    An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

    Possible plot hooks and complications
    The cave complex that makes up Tendoaks dungeon is deeper than he thinks. Deep into the cave complex is a secret entrance into the underdark. Adventurers might unwittingly find themselves deep in the Cave system or other enemies might exploit this entrance.

    Tendoak's old village has learned of his blasphemous ritual and disturbing of ancient burial grounds and sends the players to cleanse the caves.

    The crypt Tendoak found is just one of many hidden crypts through out the cave. Tendoak is searching for the rest to make use of their ancient artifacts.

    Survivors of the Mudtounge clan are planning an assault on the caves and ask the players for help.

    Brigands have taken up residence in the swamp outside the caves. Tendoak seeks help from a druid or ranger player to help destroy the bandits.

    Tendoak's isn't merely protecting the swamp and cave complex. Deep within the bowels of his caves, far from where he and his goblins patrol, is an ancient shambling mound(24HD, huge size). The shambling mound is of such tremendous size that it can no longer leave the cave(If it wants to is completely unknown).Tendoak worships the shambling mound and is patiently waiting the day that the entrance of the shambling mounds domain is eroded by a small stream nearby. Tendoak has no intention of excavating the entrance or doing anything else to upset the natural ecosystem of the caverns.

    Tendoak is in contact with evil treants and druids nearby. While having no interest in leaving his cave, he lends what resources he can to their more militant activities.

    Sources
    Dungeon Lord-Dungeonscape pg 108
    Cloak of turn resistance-Libris Mortis pg 78
    Mummified template-Libris Mortis pg 110
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    6 years ago  ::  Mar 24, 2007 - 11:26AM #430
    neilthrun
    Date Joined: Oct 30, 2004
    Posts: 56
    Going back to the old stat block for this one, was to statisfied with using the new stat block last time.

    Gerald Sinclaire EL 10

    Gerald Sinclaire is a traveling cleric of Fharlanghn. Gerald knows a few things here and their, but lacks any real depth of knowledge. He is as skilled as the finest rogue in find traps, disabling traps and picking locks. He is also a skilled wilderness guide. Gerald is a good natured fellow, and helps travelers and strangers if he can. He will come to the aid of anyone down on their luck or outnumbered, although he prefers to not fight if possible. Gerald is extremely lucky, and uses this to his advantage.

    Players are just are likely to encounter Gerald on the road, or in a city. He often travels with others going his way and befriends all he can. Gerald is always interested in new modes of transportation. Players with access to strange methods of getting from one place to another, like teleportation, strange mounts, magical devices or Planar travel will likely find that Gerald is interested in coming along, even if he has no interest in the destination. Gerald doesn't simply beg to come along though, he has ample resources to reimburse the players in either wealth, information, spells or skills. Gerald will be opposed to staying anywhere to long, and will leave the PCs if they do so. Gerald has ample interest in legend and lore, and will engage bards or characters with ranks in knowledge skills on the topic.

    Gerald will most likely advance into the Divine Oracle prestige class. If a bard player impresses Gerald enough with an abundance of knowledge, he may pursue the bard class, and eventually Loremaster.

    Gerald makes use of the Luck feats and Fortunes Friend prestige class in Complete Scoundrel, as well as the able learner feat from Races of Destiny and the trapfinder ranger variant in Dungeonscape. The skillful weapon enchantment is located in Complete Arcane. If you dont have Complete Scoundrel, Dungeonscape or Races of Destiny you are better off creating a new character from scratch, as readjusting his skills and class levels will be bothersome. If you don't have Complete Arcane, replace the skillful enchantment with another +1 weapon enhancement. Readjust his attacks accordingly.

    Gerald Sinclaire
    Ranger1/Cleric1/Human Paragon3/FortunesFriend5
    (Fharlanghn/Travel, Luck)
    Medium Humanoid (Human), male
    HD: 4d8+1d10+5d6 ( 49 hp)
    Init: -1
    Spd: 30 ft.
    AC: 15 (-1 Dex, +6 +2 Chain Shirt),
    touch 9, flat-footed 15.
    Base Atk: +5 Grapple: +7
    Atk: +1 Skillful Quarterstaff +10 (2d4+4)
    Full Atk: +1 Skillful Quarterstaff +10/+5 (2d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Favored Enemy(Magical Beasts), Lucky Strike.
    Special Qualities: Trapfinding, Wild Empathy Adaptive Learning, turn undead, Easy Luck, More Luck than Skill, Fortune's Favorite, Extra Luckx3.
    Saves: Fort +8(+10 Unbelievable Luck), Ref +6, Will +8.
    Abilities: Str 12, Dex 8, Con 14, Int 18, Wis 14, Cha 10.
    Skills: Balance +2, Climb+9, Disable Device+17, Escape Artist+8, Jump+9, Knowledge (Arcana, Architecture and Engineering, Dungeoneering, Geography, History, Local, Nature, Nobility and Royalty, The Planes, Psionics)+5, Knowledge(Religion) +15, Open Lock +18, Listen +15, Spot +15, Search +15, Survival +15, Swim +6, Tumble +2
    Feats: Lucky Start, Unbelievable Luck, Healer's Luck, Able Learner, Third Time's the Charm, Skill Focus(Knowledge [Religion]), Tempting Fate, Fortuitous Luck, Survivor's Luck, Dumb Luck
    CR: 10.
    Alignment: TN
    Languages: Common, elven (See spells)
    Treasure: +1 skillful quarter staff, +2 chain shirt, Ring of Jumping, Ring of Sustenance, Boots of the Winterlands, Cloak of Resistance +2, Gloves of Swimming and Climbing, Vest of Escape, Potion of Cure Serious Wounds x10, 700 platinum, 500 Gold.
    Advancement: See above.
    Spells: (DC 12 + spell level, CL 5).
    3rd—Waterwalk/Domain Slot-Fly
    2nd—Augury, Augury, Bull's Strength/Domain Slot-Locate Object
    1st—Comprehend Languages, Command, Endure Elements, Sanctuary/Domain Slot-Longstrider
    0th—Detect Magic, Purify Food and Drink, Mending, Light, Detect Poison

    Can spontaneously cast cure spells.

    12 Luck rerolls to be used on [Luck] feats per day.

    Adaptive Learning was used with Knowledge(Architecture and Engineering, Local, Nobility and Royalty, Psionics), Open Lock, Use Magic Device, Escape Artist, Preform, Appraise andUse Psionic Device.
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