Vren (Female Werewolf) [Rog5/Assassin3] Medium Humanoid (Human, Shapechanger) – Human Form Hit Dice: 5d6+6 plus 3d6+3 plus 2d8+2 (45hp) Initiative: +3 Speed: 30ft (6 squares) AC: 20 (+2 Natural, +3 Dex, +4 Bracers, +1 Ring), touch 13, flat-footed 20 Base Attack/Grapple: +6/+6 Attack: +1 Keen Kukri +10 melee (1d4+1/15-20) or Thrown Dagger +10 ranged (1d4/19-20) Full Attack: +1 Keen Kukri +10/+5 melee (1d4+1/15-20) or Thrown Dagger +10 ranged (1d4/19-20) Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +5d6, Death Attack Special Qualities: Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge (Retain Dex when Flat Footed), Poison Use, +1 Save against Poison, Improved Uncanny Dodge (Can’t be Flanked), Spells, Alternate Form, Wolf Empathy, Low-light Vision, Scent Saves: Fort +6, Ref+13, Will+6 Abilities: Str10, Dex16, Con12, Int14, Wis14, Cha10 Skills: Balance+10, Bluff+11, Climb+8, Disable Device+7, Disguise+8, Escape Artist+9, Hide+19, Intimidate+6, Jump+6, Listen+9, Move Silently+19, Open Lock+7, Search+6, Sense Motive+13, Sleight of Hand+9, Spot+12, Survival +2*, Tumble+8, Use Rope+8 (*+4 When Tracking by Scent) Feats: Dodge, Martial Weapon Proficiency (Kukri), Mobility, Weapon Finesse plus Iron Will, Track, Weapon Focus (Bite) as Bonus Feats Environment: Urban Organisation: Solitary Challenge Rating: 10 Treasure: +1 Keen Kukri, 3x Masterwork Daggers, Cloak of Elvenkind, Boots of Elvenkind, Ring of Mind Shielding, Bag of Holding III, Bracers of Armour +4, Ring of Protection +1, 4x doses Large Scorpion Venom, Potion of Cure Moderate Wounds (6th), Potion of Gaseous Form (6th), Potion of Invisibility (5th), 20pp, 1,028gp Alignment: CE Advancement: By Character Class Level Adjustment: +3
Medium Humanoid (Human, Shapechanger) – Hybrid Form Hit Dice: 5d6+15 plus 3d6+9 plus 2d8+6 (64hp) Initiative: +5 Speed: 30ft (6 squares) AC: 24 (+4 Natural, +5 Dex, +4 Bracers, +1 Ring), touch 15, flat-footed 24 Base Attack/Grapple: +6/+7 Attack: Claw +7 melee (1d4+1) Full Attack: 2 Claws +7 melee (1d4+1) and Bite +3 melee (1d6) Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +5d6, Death Attack, Curse of Lycanthropy Special Qualities: Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge (Retain Dex when Flat Footed), Poison Use, +1 Save against Poison, Improved Uncanny Dodge (Can’t be Flanked), Spells, Alternate Form, Wolf Empathy, Low-light Vision, Scent, DR 10/Silver Saves: Fort +8, Ref+15, Will+6 Abilities: Str12, Dex20, Con16, Int14, Wis14, Cha10 Skills: Balance+12, Bluff+11, Climb+9, Disable Device+7, Disguise+8, Escape Artist+11, Hide+21, Intimidate+6, Jump+7, Listen+9, Move Silently+21, Open Lock+9, Search+6, Sense Motive+13, Sleight of Hand+11, Spot+12, Survival +2*, Tumble+10, Use Rope+10 (*+4 When Tracking by Scent) Feats: As Human
Medium Humanoid (Human, Shapechanger) – Animal Form Hit Dice: 5d6+15 plus 3d6+9 plus 2d8+6 (64hp) Initiative: +5 Speed: 50ft (10 squares) AC: 24 (+4 Natural, +5 Dex, +4 Bracers, +1 Ring), touch 15, flat-footed 24 Base Attack/Grapple: +6/+7 Attack: Bite +8 melee (1d6+1) Full Attack: Bite +8/+3 melee (1d6+1) Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +5d6, Death Attack, Curse of Lycanthropy, Trip Special Qualities: Evasion, Trap Sense +1, Uncanny Dodge (Retain Dex when Flat Footed), +1 Save against Poison, Improved Uncanny Dodge (Can’t be Flanked), Alternate Form, Wolf Empathy, Low-light Vision, Scent, DR10/Silver Saves: Fort +8, Ref+15, Will+6 Abilities: Str12, Dex20, Con16, Int14, Wis14, Cha10 Skills: Balance+12, Bluff+11, Climb+9, Disable Device+7, Disguise+8, Escape Artist+11, Hide+16, Intimidate+6, Jump+7, Listen+9, Move Silently+16, Open Lock+9, Search+6, Sense Motive+13, Sleight of Hand+11, Spot+12, Survival +2*, Tumble+10, Use Rope+10 (*+4 When Tracking by Scent) Feats: As Human
Special Abilities Death Attack: If Vren studies an opponent for 3 rounds, she may attempt a Death Attack to paralyze or kill her target, who must take a Fort save DC15. The paralysis lasts 1d6+3 rounds. She has to make the attack within 3 rounds of studying. If she misses, or does not attack, she must study for a further 3 rounds to attempt again. Trip (Ex): If Vren hits with a bite attack in wolf form, she may attempt to trip the opponent as a free action (+1 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Vren. Curse of Lycanthropy (Su): If Vren hits with a bite attack in wolf of hybrid form, and the opponent is within one size category (Small, Medium or Large) then they must succeed a DC15 Fort save or contract Lycanthropy. Spells: Vren knows 3x 1st level spells and 2x 2nd level spells. She can cast 3x 1st level spells and 1x 2nd level spells per day. Her spells known are: 1st – Disguise Self, Feather Fall, True Strike; 2nd – Darkness, Spider Climb. All spells are at Caster Level 3.
Vren is a woman who loves her job. She is completely without a conscience, loves carnage, and possesses a deep and abiding hatred of authority figures. She sells her services to anyone who will pay her large fees, although she is likely to turn on her benefactor as well if the mood takes her. Her favorite pastime is appropriately evil. She likes to make a trusted friend of any authority figure using her formidable skills in deception, and then turning on them in one sweet moment. She usually attaches herself to powerful members of the underworld, but is even fonder of becoming the trusted ally of people in legitimate government.
Vren prefers to keep her Lycanthropy a secret, although she always keeps one servant who knows the truth. Vren refers to this servant as her ‘handler’ and uses an interesting tactic to spy and surprise foes. Vren assumes wolf form, and the handler attaches a leash to the wolf and walks Vren around. The people that the handler speaks to may be impressed by this ‘pet’, but rarely catch wise. Vren moves from place to place frequently to avoid her secrets being discovered and carries all of her possessions in her bag of holding.
Vren much prefers sneaky combat, and will not openly confront any opponent unless reasonably confident of victory. If forced into combat, she is likely to flee by any means necessary. If she cannot flee, she will fight as viciously as possible. If she succeeds in fleeing, she will seek revenge as soon as it is prudent, using sneaky tactics to gain the upper hand against her opponents.
Eena can speak Draconic, Common, Goblin, Orc, Sylvan and Undercommon. She is 2ft 4in tall, and only weighs 40lb. Her skin is light purple in colour, and her eyes are a light red.
Eena was hatched into a normal kobold enclave, but she was not a normal kobold. She found herself to be far smarter than her brethren, and disgusted by their animalistic practices. When a young farm boy from a nearby village was brought into the enclave as a prisoner, Eena offered him freedom if he would help her establish a life on the ‘outside’. The boy agreed, and Eena helped him escape. The boy’s family was wary but grateful, and they honored their son’s promise and helped Eena to learn the ways of the more civilized world.
Eena was not born with the natural inclination to magic that some other kobolds have, but she realized that magic was the only way for someone of her small stature and strangeness to survive in the world. The farm boy helped her to find a job as an apprentice of a nearby mage who was especially open-minded. Eena proved to be a fast learner and worthy student, and soon surpassed her master in ability. She left to seek fame and fortune in a bigger city.
During her trek through the wilderness, she met Gaaki, a half-orc druid who understood Eena’s difficult life very well. The two became close, if unlikely, friends. Eena is likely to be spotted riding on the back of Gaaki’s bear companion, Melvin. When Eena is not seeking knowledge and prestige in a city, she is always found living in the woods with her friend.
Eena has one driving force in her life- she longs to be accepted by genteel society. She will stop at nothing to further this ambition, although she is not cruel and will avoid hurting anyone if possible. She is amusingly well groomed for a kobold. She loathes being dirty and insists on always wearing heavy velvet robes, opulent jewelry, and a special headdress that fits over her horns. She is well spoken and friendly, although she tends to be a little arrogant.
Eena dislikes combat, and will use her powerful enchantment magics to avoid a fight if she can. She will run if she is forced into a physical confrontation, because she is far too weak to face that sort of fight and is not too proud to admit it. She relies on physically powerful allies if physical combat is unavoidable.
Eena is currently pursuing her goal to become a respected member of polite society. She is certain that riches will buy her the regard she craves, so she has been using her skills to amass as much wealth as possible. Whether money will make people overlook her kobold exterior remains to be seen.
Name: Giorath. Role: Gnoll hunting pack leader. Setting: Anywhere. Background: An experienced scout and hunt leaded of her tribe, Giorath is happiest when chasing down desperate quarry through familiar territory in the dead of night. A loner from a young age, this large muscular gnoll spent most of her time on the fringes of her society, and began learning the skills of the hunt almost as soon as she learnt how to walk. As she grew up, her tribe leader recognised the talent she had developed, and put it to use by making her a hunt pack leader. Though unwilling to argue against this discussion due to the risk of banishment or execution, Giorath has always hated this position of authority thrust upon her. As such, whenever she is called upon to lead a hunt pack, she does so, but with barely concealed anger for the order, and contempt for those that accompany her. She cares nothing for those whom she leads and does little to keep them protected, and it has not been unknown for her to kill one of her hunting pack members when a stupid decision or blundering error ruined that particular hunt. It is perhaps unsurprising that there are few volunteers whenever Giorath is called to lead a hunt. Giorath particularly likes hunting elves, and has developed her hunting skills specifically towards this purpose. The reasons for this are a cruel enjoyment of the sound of elf screams, and perhaps more importantly, an almost addictive partiality to elf flesh. Giorath prefers to hunt at night, and tries to avoid hunting during the day if at all possible. Usage: Giorath is most likely usable as a random night time encounter, either as a lone hunter or with a hunting party of 1-4 standard gnolls and 1 or 2 trained hyenas. Additional hunt members will push the CR of this encounter upwards. If she is with a hunting pack, she is more likely to favour a frontal assault, using her companions to protect her flanks as she wades into combat. If alone, she is much more likely to use stealth to get close to her foes, and try to pick them off one by one. In any situation, she tends to target elven foes first, especially spellcasters. Stats: Giorath Ranger 2 (ECL 5, CR 3) Female Medium Humanoid (gnoll). Hit Dice: 2d8+4, plus 2d8+4. Hit Points: 32. Initiative: +1. Speed: 30 ft. Armour Class: 16(17*), touch 12(13*), flatfooted 14. BAB: +3; Grapple: +8. Attack: +10 melee (1d8+5/x3, mwk battleaxe). Full Atk: +8 melee (1d8+5/x3, mwk battleaxe) and +7 melee (1d6+2/x3, handaxe). Space/Reach: 5 ft./5 ft. Special Qualities: Darkvision 60 ft., favoured enemy elves (+2), wild empathy. Alignment: CE Saving Throws: Fort +8, Rex +5, Will +1. Abilities: Str 20[+5], Dex 14[+2], Con 14[+2], Int 8[-1], Wis 13[+1], Cha 6[-2]. Skills: Heal +3, Listen +5, Move Silently +4, Spot +6, Survival +3. Feats: *Dodge, Track, Two-Weapon Fighting, Weapon Focus (battleaxe). Languages Spoken: Gnoll. Deity: Erythnul Favoured Enemy (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls vs. elves. Wild Empathy (Ex): See PH p47. Possessions: Mwk studded leather armour, mwk battleaxe, mwk handaxe, 150 gp, greenstone (5 gp), black opal (650 gp), backpack with travelling gear.
Name: Kytris ("Wonky"). Role: Unicorn bard and insatiable chatterbox. Setting: Any forest. Background: Kytris picked up the nickname "Wonky" when he was little more than a foal, for his tendency to take the most convoluted means of getting from point A to point B, whether those points be physical, philosophical or conversational. A free spirited individual of the highest degree, Kytris makes other unicorns appear stuck in their ways in comparison. A constant wanderer, Kytris is just as unlikely to be encountered as the rest of his kin, but unlike most of them, once encountered it is likely that he will accompany those he encounters until they leave the boundaries of his forest. A collector of songs and tales, Kytris has slowly picked up the basics of the bardic talents over the years, the time spent with those bards he has guided through his forest slowly developing his own natural magical talents into something more formalised and structured, something that the innate charisma and wisdom of his species has made relatively simple for him to do. Though his kin see him as a bit of an oddity, they keep in regular contact with him as they know him to be the best source of information for what is happening both within and outside of the boundaries of their forest. Although his wanderings seem completely random on the surface of things, Kytris always seems to turn up whenever anything of interest is happening. Whether this is just coincidence or some sense or magic is unknown, but the fact that Kytris is a great source of information is common knowledge - even if it takes half an hour of conversation for him to answer a simple question. Usage: Kytris can be used in a number of ways, but the most likely is as a passive encounter within a forest that the PCs are travelling through. Whether this is as a guide, as light relief encounter, or because the PCs seek knowledge of the forest depends on why the PCs are there. The most likely introduction to Kytris will be that his deep baritone voice is heard from distance through the trees, singing some elven ballad or fey epic. Any conversations with Kytris will likely be long-winded, convoluted and comical, but if talked to long enough, he is usually willing to part with any information he possesses, assuming that the sharing of such information will not endanger his kin or homeland. If attacked, he will flee without hesitation, using his greater teleport ability if necessary, and will almost certainly return with others to drive such attackers from the reaches of his home. Stats: Kytris (“Wonky”. Unicorn Bard 2 (ECL 10, CR 5). Male Large Magical Beast. Hit Dice: 4d10+20, plus 2d6+10. Hit Points: 61. Initiative: +3. Speed: 60 ft. Armour Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flatfooted 15. BAB: +5; Grapple: +14. Attack: Horn +12 melee (1d8+8). Full Atk: Horn +12 melee (1d8+8) and 2 hooves +4 melee (1d4+2). Space/Reach: 10 ft./5 ft. Special Qualities: Bardic knowledge, bardic music, darkvision 60 ft., immunity to poison, charm and compulsion, low-light vision, scent, magic circle against evil, spell-like abilities, spells, wild empathy. Alignment: Chaotic Good. Saving Throws: Fort +9, Rex +10, Will +10. Abilities: Str 21[+5], Dex 17[+3], Con 21[+5], Int 13[+1], Wis 23[+6], Cha 30[+10]. Skills: Gather Information +16, Listen +7, Move Silently +7, Perform (oratory) +15, Perform (sing) +22, Spot +7, Survival +13(+16*). Feats: Alertness, Eschew Materials, Skill Focus (perform [sing]). Languages Spoken: Common, elven, sylvan. Deity: Ehlonna. Bardic Knowledge: Modifier +3 (see PHB pg 28). Bardic Music (varies): 2/day - countersong, fascinate, inspire courage (see PHB pg 29). Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability. Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 23, caster level 8th) with a touch of its horn. The save DC is Charisma-based. Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check. Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Possessions: Copper wire, wrapped around base of horn (focus for message spell). Spells Known (3/3, save DC 20 + spell level): 0 - daze, ghost sound, know direction, mage hand, message; 1st - charm person, comprehend languages.
I also posted this in the DM Competition Thread, then realized I was in the wrong thread.
Evandar: I have an idea that might improve the visibility of your thread, which is a very cool resource.
If psionichamster and others are going to contribute to your thread, you might want to plant your flag as a thread that doesn't duplicate the entries to the Master DM Competitions. The reason is that we've already got a sticky for the Master DM Competition. These entries are now about as accessible as anything on a message board ever gets.
Here's my idea: why don't you start an Encounter Resource thread with your original material (ie, not the competition entries), and I'll put a link to it in the first page of the Master DM Competition as: "Evandar's Book of Entries that Never Were," or Evandar's Never-Entered Resources," or something like that. You choose the title. Then, we've got a link at the top of the board which points specifically to a bunch of resources that AREN'T in the competition threads. If you're creating a thread for non-duplicative DM Resources similar to what the competition creates, I'd be happy to link to it in the Contest's Sticky Thread. It makes less sense to do so if your thread duplicates lots of the Contest entries.
You shouldn't fight to try and remain at the top of the board by frequent posting - the boards move too fast. The only way to create links down into the board is to use the links in the sticky threads. I've already nominated you (and I'm sure Kaya will agree) for a link in the Useful DM Links thread.
Another possibility, using your talents as an archivist rather than as a creative force, admittedly), might be to deliberately take the contest entries and index them in some fashion. The contests produce lots of resources and judge them, so that a DM can quickly identify the top submissions if he wants to cut down on his reading time. There is a lot of room for further indexing the entries. They could be reposted with their scores, in order of score. They could have your additional review added to them ("I disagree with the judges, here: I think this should have been the gold medalist") -- this sort of thing. If you want to do this, I'll also link to such a thread from the stickied thread. In fact, you don't even need my help to do that. You can add links to your "Evandar's Improved Index" thread as replies to the sticky thread.
Thanks for the suggestion Mythmere, but I'm actually quite happy with the way I'm doing this at the moment . It may appear that all I'm doing is just reposting the competition thread as it gathers posts, and to a great extent I guess I am at the moment. But this is purely because it has currently been the best source of relevant items that fit the parameters of what I'm doing. Certain topics for the various competitions will not be so relevant and will be unlikely to make it into this thread. For example, I have no idea how relevant the entries for the Vicious Venues competition will be until I've seen them . I guess it will depend on the parameters you set for the competion, but I get the feeling most will be too much information for what I want to gather here. I want this thread to be made of instantly accessable encounters that can be slotted into just about any adventure, dependent only on location and encouter level. My manic cutting and pastings have not been a drastic attempt to keep the thread in view (though I can see why it might appear that way). Neither have my own entries - these are things that I've been cutting from my existing adventures, and I've pretty much run out of those which I consider relevant or developed enough for inclusion here. Rather, I obviously have too much time on my hands at the moment . After PaladinKD's suggestion of creating links in this thread, I was considering just posting direct links to the entries in the competion thread, rather than copying the entries into this thread and posting links here instead. I decided against this because I wanted all the entries collected in a single thread in case I ever need to archive it or if anyone wanted to copy the entire thread for their own use. If by copying the competition entries soon after they've been posted you feel I'm diluting the impact of the thread or confusing posters, then I'm more than happy to wait until each competition is over before I start stealing posts .
If you need to discuss this further then drop me an IM/email.
I like the way you're doing the thread - it's just that from my own experience with my Citythread, it's frustrating when after all the work you've done, a good thread sinks out of sight until someone bumps it weeks later.
Well, if Kaya pops a link in the DM useful link thread (thanks for the plug), then at least it'll be accessable, wherever it ends up. Also, if... *ahem* rather, when they fix the search facility I'm sure I'll find enough things to pinch from the boards to keep this active .
Background- Lebil came from a small halfling farming village near the edge of a large forest. Near the summer harvest a wave of poisonous gas went through the village night killing livestock and ruining crops. The villages income for the entire year was gone. Without money the village slowly turned into a horrible place. Neighbors stole what little they had from one another eventually the stealing turned to bloodshed and much of village died. The remaining halflings were doomed and more died of starvation or a knife in the back day by day. A green dragon showed up from the forest claiming that if they served her she would grant them food and a safe place to live. The town had little choice and packed their bags. The dragon led them to a mine where upon reaching it the halflings were immediately enslaved and sent to work mining precious metals for her horde. The few that resisted were slaughtered before the others eyes. Lebil then learned that the crop failure was all the work of the dragon. She escaped in the night and ran into the forest. On the brink of starvation and literally crawling on the ground for water she came across a small pond with a grove. There stood an elven druid allowed her to drink from the pond and gave her some food. Never once did he speak to her, he only once looked her in the eyes seeing her fierce determination for revenge, nodded approvingly and pointed one finger out into the forest. Lebil went into the forest and discovered what the druid meant. The forest was an excellent place for ambushes and although not powerful enough to defeat the dragon alone she could eventually. Living in the forest she learned how the beasts fought and survived. She began training herself in the art of combat and stealth and eventually she returned the dragons lair. Upon arrival she discovered the dragon had laid a clutch of a dozen eggs. Seeing this as a prime target she began her hunt. Killing all the wyrmling dragons that walked a little too far out into the forest and bringing the bodies back to the mother. Striking from the night she is the one hope of freedom the enslaved halflings. Because they never actually saw her face of know who she was rumor began and they started calling her the Shadowbird.
Weapons and armor- Small wooden shield, small rapier, and small masterwork longbow. Hide armor.
Special items/clothing- Wears green and brown camouflage clothing while in the forest and nondescript clothing while in the city to blend in. Always carries rations, caltrops, rope, and various trap making supplies.
Tactics- Lebil hides in the forest and uses ambush tactics to defeat her foes. Around her home the forest are numerous snares, traps, and false trails. Most of these false traps lead into more traps of into the lairs of dangerous animals. One in particular leads to the lair of one very angry dire bear who has claimed the lives of many evil travelers and green dragon wyrmlings. Although not powerful enough to be able to fight a green dragon wyrmling by herself she does all she can to make their lives miserable. Lebil scares away local game and lets off an arrow to at the little dragon under the cover of dusk before quickly slipping away back into the forest. She has as of today slain 6 green dragon wyrmlings using these tactics.
Background- Kym was raised in a typical kender village, and had a typical kender childhood. He was always verry curious, more so than every other kender in town (if thats possible). Over the past few years, Kym started collectin things from travellers. Among those items are, a chain shirt from a gnome warrior, and a short bow from an elvin ranger. Shortly after his 20th birthday, Kym was introduced to a group of unreasonable travellers. The village neede a diplomat to reason with the travellers, and he was the only one in the immediate area. Kym decided to start the conversation by asking what the outside world was like, as was his usual when talking to the myriad of travellers that came through by the main road. After several hours of talking and eventual merryment in the tavern, Kym decided to go with them on their adventures. He has since gotten them into and out of much trouble with his hoopak and trusty clawhammer.
Weapons and Armor- ^Masterwork claw hammer, short bow, Chain shirt, and Dastana*
Attacks- ^Masterwork claw hammer: +6, 1d3+2 x2 short bow: +5, 1d6 x3 Special Features that brings flavor to the Character- Dispite being a kender, where if you'r not using an item, dont expect to find it where you put it, Kym is unusually possessive about his claw hammer and will not let anyone even touch it, without him watching their every move. Due to this possessiveness, he has come up with dozens of ways of making sure royal guards don't find it. A few assassination attempts have been stoped because of those actions.
*The Dastana is from the Arms and Equipment guide page 14 ^Treat this as a light hammer