Community

 
Jump Menu:
Post Reply
Page 1 of 71  •  1 2 3 4 5 6 ... 71 Next
Switch to Forum Live View Descent into Midnight
2 years ago  ::  Apr 04, 2011 - 10:04AM #1
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269


Descent into Midnight


The cloud of bats continued for minutes that seemed like hours, but we kept moving, trying to stay ahead of the demonic shrieks. The bats gave us some cover, time to find a hiding place. The vrocks were close, but they were toying with us, giving us time to run. Where would we go, after all? Tellar found the caverns behind a faceless statue, a narrow tunnel wet with black water but enclosed and easier to defend. Something within had died and left the stench of a thousand hells. The demons mocked us from outside the caves, but seemed reluctant to enter. The tunnel water pulsed and quaked. The waters trickled over runes barely more than a scratch in the walls. Charda runes. What, tell me, makes a demon hesitate in fear? In the Land of Black Blood, even the mighty learn caution.
—Scrap 138 of the Journal of Bhorvhar Flintheim

After discovering Allevrah's whereabouts in the drow city of Zirnakaynin, our heroes are now headed to follow her steps towards the Land of Black Blood, acutely aware that they have left an enemy in their back. If they want to survive and bring their mission to a successful end, they will have to step carefully, for the deep reaches of Orv tolerate no mistake.

- approved by seTiny-
Quick Reply
Cancel
2 years ago  ::  Apr 04, 2011 - 10:05AM #2
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269
Alicavniss' Inscturctions Show
Checking  your packs as instructed, you do indeed find a map where your current  location is marked, as well as that of the portal to the land of Black  Blood.

The portal is not that far away, probably about fifteen  minutes to half an hour's walk, but not so close that you need to worry  about getting discovered right now.

The second parchment contains  concise instructions on how to operate the portal, including the  indication that you'll have to catch Tiryin as he has the key needed to  open it. Otherwise, you'll have to find a different way to do so.

Lastly, the instructions on how to reach Haitan are quite simple: Follow  the passage in which you arrive downward. You'll enter a great cave.  Continue straight forward, you'll reach a temple surrounded by stone  statues: this is Haitan's domain. P.S.
She likes gems.
Quick Reply
Cancel
2 years ago  ::  Apr 04, 2011 - 10:45AM #3
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Throndon Bar Show

Throndon Bar


male human, Humanoid (human)
Medium size, Height 5', Weight 120lbs
Lawful Good
Fighter 2/Paladin 12, ECL 14
XP: 61600 / XP for Next Level: 66000

STR 20 {+5} (8 pts) {15, +1 @8th, +4 enh}
DEX 12 {+1} (4 pts)
CON 20 {+5} (6 pts) {14, +6 enh}
INT 10 {--} (2 pts)
WIS 13 {+1} (4 pts) {12, +1 @12th}
CHA 20 {+5} (8 pts) {15, +1 @4th, +4 enh}

Hit Points: 151.5 {14d10 HD +70 Con}
AC 27 {+1 dex, +11 armor, +1 natural, +4 shield}, Touch 11, Flat 26; {+1 deflect vs projectiles and thrown weapons}
Initiative: +1
BAB/Grap: +14/+19 {+14bab, +5str}
Speed 20ft {base 30ft}
Mounted Speed 80ft, climb 40ft

Saves:
Fort +21 {+3 Fighter, +8 Paladin, +5 Cha, +5 Con}
Refl +10 {+4 Paladin, +5 Cha, +1 Dex}
Will +14 {+4 Paladin, +5 Cha, +1 Wis, +4 insight}

Attacks:
+1 Cold Iron Evil Outsider-bane Lance +20/+15/+10 melee, 1d8+6 dmg, x3 crit (+14 BAB, +5 Str, +1 enh) {reach weapon} {triple dmg on mounted charge (x5 on critted charge)}
-- vs Evil Outsiders +22/+17/+12 melee, 1d8+8+2d6 dmg, x3 crit (+14 BAB, +5 Str, +3 enh) {reach weapon} {triple dmg on mounted charge (x5 on critted charge)}
+1 Construct-bane Longsword +20/+15/+10 melee, 1d8+6 dmg, 19-20/x2 crit (+14 BAB, +5 Str, +1 enh)
-- vs Constructs +22/+17/+12 melee, 1d8+8+2d6 dmg, 19-20/x2 crit (+14 BAB, +5 Str, +3 enh)
{Ma} Mighty (+4 str) Composite Long Bow, +16/+11/+6 ranged, 1d8+4 dmg, x3 crit, 110ft range increment (+14 BAB, +1 Dex, +1 enh)
Javelin +15/+10/+5 ranged, 1d6+4 dmg, 20/x2 crit, 30ft range increment (+14 BAB, +1 Dex)

{+1 hit when on higher ground (mounted vs a medium or smaller-sized character)}
{3/3 remaining Smite Evil - +5 hit/+12 dmg from Smite Evil for one attack}
{Divine Might - use 1 turn attempt to gain +5 damage to all attacks for 1 round}
{10/10 rounds remaining of Speed. When active: +20ft speed, +1 dodge to AC and Reflex saves, +1 to hit, extra attack at full BAB during a full attack}

Feats:
Mounted Combat {human}
Quickdraw {1st}
Ride-by-Attack {Fighter 1}
Power Attack {Fighter 2}
Spirited Charge {3rd}
Divine Might {6th}
Cleave {9th}
Extra Turning {12th}

Skills (39: 15 points Fighter, 36 points Paladin)
-4 Balance {+1 dex, -5 ACP}
+0 Climb {5 fighter, +5 str, -5 ACP} {5 ranks}
+10 Handle Animal {5 fighter, +5 cha} {5 ranks}
-4 Hide {+1 dex, -5 ACP}
-6 Jump {+5 str, -5 ACP, -6 speed}
+12 Knowledge (Religion) {12 paladin} {12 ranks}
+1 Listen {+1 wis}
-4 Move Silently {+1 dex, -5 ACP}
+20 Ride {5 fighter, 12 paladin, +1 dex, +2 syn (handle animal)} {17 ranks}
+13 Sense Motive {12 paladin, +1 wis} {12 ranks}
+1 Spot {+1 wis}

Speaks Common
Speak Language {1} {1 total language}

Spells memorized: {2/1/1} {CL6}
1: {DC 12} Bless Weapon, Protection from Evil
2: {DC 13} Resist Energy
3: {DC 14} Heal Mount

Equipment:
Traveler's Outfit {5lbs}
+3 Full Plate {50lbs} {10650gp}
+2 Darkwood Heavy Shield of Arrow Catching {5lbs} {9257gp}
+1 Cold Iron Evil Outsider-bane Lance {10lbs} (10320gp}
+1 Construct-bane Longsword {4lbs} (10315gp}
{Ma} Mighty (+4 Str) Composite Long Bow {3lbs} {800gp}
40 Arrows {6lbs} {2gp}
6 Javelins {12lbs} {6gp}
Cloak of Charisma +4 {2lbs} {16000gp}
Gauntlets of Ogre Power +4 {0lbs} {16000gp} Weight included in armor
Boots of Speed {0lbs} {12000gp} Weight included in armor
Silver Holy Symbol of Pelor {1lbs} {25gp}
Crystal Mask of Mindarmor {10000gp}
Amulet of Health +6 {0lbs} {2000gp} (on loan from Rosy)
Handy Haversack  {5lbs} {2000gp}
3 Weeks of Trail Rations {21lbs} {10gp, 5sp}
50ft Silk Rope {5lbs} {10gp}
3 Sacks {1.5lbs} {3sp}
Flint and Steel {1gp}
5 Torches {5lbs} {5cp}
Tent {20lbs} {10gp}
10 Pitons {5lbs} {1gp}
Grappling Hook {4lbs} {1gp}
{Ma} Silver Long Sword {4lbs} {405gp}
{Ma} Cold Iron Long Sword {4lbs} {330gp}
4 Tanglefoot Bags {16lbs} {200gp}
{Ma} Long Sword {4lbs} {315gp}
Wand of Cure Light Wounds (CL1, 50 charges) {750gp}
2 Earth Elemental Gems {4500gp}

Allies and Equipment:
"Duskclaw" - Special Mount: Griffon
Exotic Riding Saddle {30lbs} {30gp}
Bit and Bridle {1lb} {2gp}
Ankle Bracers of Speed {12lbs} {3000gp} Horseshoes of Speed
Studded Leather Barding +1 {40lbs} {1250gp}
Crystal Mask of Mindarmor {10000gp}
Amulet of Natural Armor +1 {2000gp}

2624gp, 1sp, 5cp

Miscellaneous Statistics:
Encumbrance: 0-133 (light), 134-266 (medium), 267-400 (heavy)
Weight carried: 103 lbs

Duskclaw, Griffon (Large Magical Beast)

HD 11d10+33; hp 93; init +2; speed 70ft, fly 90ft (avg); AC 27 (-1 sz, +2 dex, +13 nat, +4 armor), touch 11, flat-footed 25

BAB +11; Grapple +20;

Bite +16 melee (3d6+5) and 2 Claws +13 melee (1d4+2); Saves +10/+9/+10

S 21 D 15 C 16 I 7 W 13 Ch 8

Skills: Jump +9, Listen +6, Spot +14

Feats: Iron Will, Multiattack, Weapon Focus (Bite), Improved Natural Attack (Bite)

Specials: Pounce, Rake (1d6+2), Darkvision 60ft, Low-light vision, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws


Encumbrance for Duskclaw: 0-460 (light), 461-920 (medium), 921-1380 (heavy)

Weight carried: 306lbs {120lbs + 103lbs + 83lbs (barding, saddle, bit)}



Race and Class Abilities Show

Racial and Class Abilities


Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Fighter
Bonus feat at 1st and even levels
All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)

Class Abilities: Paladin
Aura of Good (radiates good aura equal to his Paladin class levels)
Detect Evil, at will, to 60 foot radius, as spell
Smite Evil (3/day, +5 to hit (Cha), +12 damage vs Evil creature for 1 attack)
Divine Grace (add Charisma bonus to all saving throws)
Lay on Hands (heal up to 60hp/day, divide as needed)
Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear)
Divine Health (Immune to all diseases (supernatural and magical too))
Turn Undead (11/day, as a 9th level cleric)
Spells (CL 6)
Special Mount (full round action, CL3, 22 hours, dismiss as a free action) {Griffon - paladin level -3 for abilities}
Remove Disease (3/week as the spell)


Character Background Show

Character Background


Short in stature and sleek of form, Throndon Bar was entered at an early age to train as a member of the Dennovar Blades - a rank of elite soldiers in charge of protecting Dennovar. Arrayed in the glorious white and sapphire tabards, he quickly gained ranks in the organization with proven and sound tactics and execution.

Throndon Bar answered a religious calling during his tour as a Dennovar Blade - the call being sent from Pelor and he answered swiftly and with all confidence he will perform his new duties with excellence. His prowess as a warrior and a servant of Pelor gained him recognition among his peers and among his superiors alike. Soon, he found himself in front of Blade Captain Yelsharra - and in response to his operation responsible for throwing back a band of trolls - asked him to be her second in command. He accepted the position with all haste.

Commanding a small group of soldiers and responsible for training up and coming members, when the Blades heard of the incoming attacks on Brindol and the call from the priests of Pelor there, Throndon was the first to volunteer his squad. Yelsharra, continuously impressed by Throndon's confidence and his initiative, sent him and his team on their way and with well wishes for a successful venture.

Throndon's short stature is only evident when he is walking about. He attributes his shortness to some dwarf blood in his heritage, though he has never been able to pin down where it originated from - his father was shorter than he is however. Normally atop his friend and ally, Duskclaw, it is difficult to judge him for his height and he looks all the more resplendant on Duskclaw's back.

Throndon is a confident and well-spoken paladin. Even in situations where his men face insurmountable odds, he stands solid and ready for more.

Throndon keeps his beard cut short and neat - as well as his thick brown hair. With his full faced helm, his hair and beard are rarely visible anyway. His piercing brown eyes are tough to read, though honesty is always behind them.

Throndon's family is native to Dennovar. His father was a swordsman in the Dennovar Blades and his sword is the one Throndon wields today. His mother took care of the household and his two younger siblings up until their death from the winter wastes three years ago.

Since The Red Hand's defeat and with the new plan to infiltrate the Underdark, Throndon has had to bid farewell to Duskclaw in favor of a divine mount who would be better acclimated to service under the surface. He is still getting to know the new Cave Gecko under him, but Eleto (translates to Swift Thunder from Draconic) is proving to be a very reliable mount.

Throndon has outfitted the gecko with a special saddle that enables him to stay mounted no matter Eleto's orientation - whether on the surface, a wall or even the ceiling. He still feels uncomfortable riding upside down - but he is getting more used to it as the days go by and he practices every day.

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
Quick Reply
Cancel
2 years ago  ::  Apr 05, 2011 - 10:19PM #4
Waterhammer
Date Joined: Sep 24, 2005
Posts: 1,080





Quill Arlestaem Show



Male Elf Wizard 14th level
Neutral Good
XP: 91,000 next: 105,000 (? XP on sroll scribing)

Str:12 (+1)  4pts
Dex:18 (+4) Elf mod +2  6pts  (Gloves of Dexterity, +2)
Con:12 (+1) Elf mod -2  6pts
Int: 23 (+6)   10pts  Level increase: +3   Headband of Intellect, +4 (19, +4)
Wis: 12 (+1)  4pts
Cha: 10 (+0)  2pts

HP: 50/50    Nonlethal dmg:  

AC: 21 . . .Touch: 17 . . .Flat-foot: 17  (ring +3, bracers +4, gloves of dex +2)

Initiative:+3

Fort save:+11 (great fortitude +2) Reflex save:+12 . . . Will save:+14 (Cloak of resistance, +4)

Speed 30'

BAB: +7/+2 . . . Grapple: +8

Attack: ranged +10/+5 Composite longbow Dmg:1d8 Crit:x3 Range:110' piercing
Attack: melee +9/+4 Masterwork Longsword Dmg:1d8+1 Crit:19-20x2...... slashing
Attack: melee +8/+3 dagger Dmg:1d4 Crit:19-20x2 . . . Range:10 (attack+10/+5) slashing or piercing

Feats: Great Fortitude, Eschew Materials, Spell Penatration, Spell Mastery*, Improved Familiar,
Extra Slot (5th), Spell Penetration, Greater (+17 vs resistance); Alertness (from familiar)

Special abilities: Elf traits-immune to sleep spells and effects; +2 vs.enchantment spells, and effects; lowlight vision; proficiency with:longsword,rapier,longbow,shortbow (including composite versions of bows) +2 on listen, search, and spot checks; secret door location by proximity.


 
Wizard abilities-spells, scribe scroll, summon familiar.

Skills: Max ranks: 17/8.5  Total points: 91
total (ranks)
Bluff +1 (+1) 2 points cc
Concentration+18 (+17)
Decipher script+16 (+11)
Diplomacy+1 (+1) 2 points cc
Knowledge,Arcana+18 (+13)
Knowledge,Dungeoneering+12 (+7)
Knowledge,geography+10 (+5)
Knowledge,history+10 (+5)
listen+5 (0) racial bonus+2, Alertness +2
search+7 (+0) racial bonus+2
spellcraft+22 (+17)
spot+6 (+2) racial bonus +2 Alertness +2 2pts cc
swim+4 (+3) 6 points cc
Speak Language-Abyssal, Celestial (4) cc 


Spells per day: 0-level: 4, 1st-level: 6, 2nd level: 6, 3rd level: 5, 4th level: 5, 5th level: 5, 6th level: 3, 7th level:1

Spell book: all cantrips (0 level)

1st level: Alarm, shield, sleep, magic missile, identify, comprehend languages*, grease, obscuring mist, Alarm, Ray of enfeeblement, Charm Person, Burning Hands, Unseen Servant, Shocking Grasp, Detect Secret Doors, Ventriloquism, Feather Fall.

2nd level: Glitterdust, Web, Melf's Acid Arrow, Invisibility*, Bull's Strength, Knock*, See Invisibility, Minor Image, Command Undead, Eagles Splendor, Rope Trick, Pyrotechnics.

3rd level:Despel Magic ,Summon Monster III , Invisibility Sphere, Sleet Storm, Magic Circle vs Evil, Nondetection, Stinking Cloud, Blink, Water Breathing.

4th level: Detect Scrying, Wall of Fire, Lesser Globe of Invulnerability, Wall of Ice, Evard's Black Tentacles, Arcane Eye, Charm Monster, Stone Shape, Orb of Force.

5th level: Teleport, Rary's Telepathic Bond, Mordenkainen's Private Sanctum, Cloud Kill, Break Enchantment, Mass Fly, Wall of Force, Seeming, Passwall.

6th level: Disintegrate, True seeing, Antimagic Field, Chain Lightning, Summon Monster VI, Greater Dispel Magic.

7th level: Bigby's Grasping Hand, Spell Turning, Delayed Blast Fireball.


Spells memorized:0 level-Detect Magic, Detect Magic, Read Magic, Light, Message.

1st level- Shield, Magic Missile, Grease, Burning Hands, Feather Fall, Detect Secret Doors.

2nd level- Knock, Web, Web, Melf's Acid Arrow, Glitterdust, Rope Trick.

3rd level- Nondetection, Dispel Magic, Summon Monster III, Invisibility Sphere, Stinking Cloud.

4th level- Detect Scrying Orb of Force, Wall of Fire, Orb of Force, Evard's Black Tentacles.

5th level- Rary's Telepathic Bond, Break Enchantment, Mass Fly, Teleport, Cloudkill 

6th level- Disintegrate, Antimagic Field, True Seeing.

7th level- Spell Turning,Bigby's Grasping Hand. 

scrolls-scribed to spell books  Show

detect secret doors,ventriloquism,feather fall. 25 gp each, 100 gp each to transcribe into book. total: 375 gp
see invisibility, invisibility, minor image, command undead, eagles splendor, rope trick, pyrotechnics.
200 gp each 200 gp to transribe. total: 2,800.
magic circle, nondetection (425 gp), stinking cloud, blink, water breathing.
375 gp each 300 gp to transcribe. total: 3,425
evard's black tentacles, arcane eye, charm monster, stone shape.
700 gp each, 400 gp each to transcribe. total: 4,400
break enchantment, mass fly, wall of force, seeming, passwall
1,125 gp each, 500 each to transcribe. total: 8,125
antimagic field, chain lightning _ 1650 each 600 each to transcribe. total: 4,500




Languages:common, elvin, draconic, goblin, sylvan, Abyssal, Celestial.

Gear:
+4 Headband of Intellect (16,000)
+4 Bracers of Armor 1lb (16,000)
+3 Ring of Protection - (18,000)
+4 Cloak of Resistance 1lb (16,000)
+2 Gloves of Dexterity - (4,000)
Scroll, Teleport - (1,125)
Wand, Magic missile - (750)  charges 50/49

travelers outfit 5 lbs worn (no cost)
MW composite longbow 3 lbs in hand or slung on back (500 gp)
MW longsword 4 lbs scabbard-leftside hip (315 gp)
arrows(20) 3 lbs quiver slung on back (1gp)
Heward's Handy Haversack 5 lbs on back (2,000gp)
rations-2 days 2 lbs in pack (1gp)
bedroll 5 lbs in pack (1sp)
x2 spellbook 6 lbs in pack (15gp)
x3 torch 3 lb in pack (3cp)
whetstone 1 lb in pack (2cp)
waterskin 4 lbs in pack (1gp)
Rope, silk 5 lbs in pack (10 gp)
Scroll: Alarm, Ventriloquism, Command Undead (25, 25, 150 gp)
Potion, cure light wounds (50 gp)
signal whistle - on neck cord (8sp)
belt pouch 1/2 lb belted on right (1gp)
flint&steel - in pouch (1gp)
5 candles - in pouch (5cp)
tindertwig x5- in pouch (5gp)
coins; 9cp, 9sp, 5gp, 300pp - in pouch [185gp and platinum in haversack.]
1 vial ink - in pouch (8gp)
1 chalk - in pouch (1cp)
spell component pouch 2lbs belted in front (5gp)
Pearl of Power 1st level spell - (1,000 gp)
Pearl of Power 1st level spell - (1,000 gp)
Pearl of Power 2nd level spell - (4,000 gp)
x2 pearls gpv 100 (200)
diamond dust (150)
x4 True Seeing ointment doses (1,000)
dagger 1lb belted with sword, x2 daggers on bandoleer 2 lbs (6gp)
map case 1/2 in pack (1gp)
2 sheets paper - in map case (8sp)
ink pen - in pocket on map case (1sp)
dagger 1lb in right boot (2gp)

Total:26.5 lbs

light load:43 . . medium load:86 . . heavy load:130

Appearance:
height:5'5"
weight:118 lbs
Age: 120
Quill has glacial blue eyes, and iron-gray hair cut medium short. His skin is a light tan from spending some time out-doors. Quill is dour for an elf, the constant fighting against the Drow has made him grim. His face bears a three-pronged scar below his right eye. This was recieved in close combat with a claw wielding Drow. The claw was poisoned, but Quill survived by luck. Perhaps the poison had already been used up on other victims. 
Quill wears loose fitting trousers of pale brown, and a leaf-green tunic. His leather boots, and bracers are of darker brown. Quill wears a wide brimmed felt hat of dark blue-gray, and matching cloak. Quill's clothing has seen a bit of road wear. It's not shiny new.


Personality: Quill is serious about his magic, but he does not let "the art" keep him away from life. The conflict with the Drow has forced him to study magic far more diligently than he otherwise would have.
 He longs for peace, but knows that there will be none as long as the Drow below threaten his people. Quill is used to supporting troops with his spells so he is quite willing to cast useful spells on his team mates. Quill usually wants to avoid conflict, but he can be quite stubborn when he feels he right.

Background: Quill was born, and raised in the Crying Leaf villiage. In his early youth he  traveled abroad to widen his world view, and perfect his magic. When the war against the Drow started Eviana sent out the call, and of course Quill returned home to fight for his family, and villiage.

Graznaft the Pseudodragon Show



 PSEUDODRAGON




 



 


Tiny Dragon 




 


Hit Dice: 
 


2d12+2 (20 hp) 




 


Initiative: 



 


+2 




 


Speed: 
 


15 ft. (3 squares), fly 60 ft. (good) 


 


Armor Class: 
 


18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 




 


Base Attack/Grapple: 
 


+2/–8 


 


Attack: 


Sting +4 melee (1d3–2 plus poison) 


Full Attack: 

 


Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1) 


Space/Reach: 


2-1/2 ft./0 ft. (5 ft. with tail) 



Special Attacks: 


 



Poison 


Special Qualities: 



 


Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft. 



Saves: 
 



Fort +4, Ref +5, Will +4 


Abilities: 


 


Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 


Skills: 


Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks) 



Feats: 
 



Weapon Finesse 


Environment: 
 


Temperate forests 


Organization: 
 


Solitary, pair, or clutch (3–5)


Challenge Rating: 


1


Treasure: 
 


None


Alignment:


Always neutral good


Advancement:
 


3–4 HD (Tiny)


Level Adjustment:


 



 

+3




 


A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.


 A pseudodragon can communicate telepathically and can also vocalize animal noises.




 COMBAT


A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.




 Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.




 Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.




 Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.




 Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.




Beaksley the Griffon Show


 


GRIFFON


 


Large Magical Beast


Hit Dice:


7d10+21 (59 hp)


Initiative:


+2


Speed:


30 ft. (6 squares), fly 80 ft. (average)


Armor Class:


17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15


Base Attack/Grapple:


+7/+15


Attack:


Bite +11 melee (2d6+4)


Full Attack:


Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)


Space/Reach:


10 ft./5 ft.


Special Attacks:


Pounce, rake 1d6+2


Special Qualities:


Darkvision 60 ft., low-light vision, scent


Saves:


Fort +8, Ref +7, Will +5


Abilities:


Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8


Skills:


Jump +8, Listen +6, Spot +10


Feats:


Iron Will, Multiattack, Weapon Focus (bite)


Environment:


Temperate hills


Organization:


Solitary, pair, or pride (6–10)


Challenge Rating:


4


Treasure:


None


Alignment:


Always neutral


Advancement:


8–10 HD (Large); 11–21 HD (Huge)


Level Adjustment:


+3 (cohort)


Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.


A griffon cannot speak, but understands Common.


COMBAT


Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.


Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +8 melee, damage 1d6+2.


Skills: Griffons have a +4 racial bonus on Jump and Spot checks.




 
Quick Reply
Cancel
2 years ago  ::  Apr 07, 2011 - 8:47PM #5
dulsi
  • Heroic Dungeon Master
Date Joined: Aug 27, 2006
Posts: 1,506
Kritasect Show

Kritasect



male insectare, Humanoid
Medium size, Height 6', Weight 187lbs
Lawful neutral
Cleric of Klikral 3, Sorcerer 4, Mystic Theurge 7, ECL 14 (+1 LA bought off)

Attributes
STR 10 (+0) [02 pts] [10 Base]
DEX 14 (+2) [02 pts] [10 Base, +2 Racial] [+2 gloves of dexterity]
CON 12 (+1) [06 pts] [14 Base, -2 Racial]
INT 12 (+1) [02 pts] [10 Base, +2 Racial]
WIS 24 (+7) [02 pts] [16 Base, +1 @4th, +1 @8th] [+6 periapt of wisdom]
CHA 21 (+5) [10 pts] [16 Base, +2 Racial, +1 @12th] [+2 cloak of charisma]

Hit Points: 72.5 3d8 HD + 4d4 + 7d4 + 14 + 14 feat
AC: 19 [+2 Dex, +2 natural armor, +3 ring of protection, +2 bracers] [+2 mage armor]
Initiative: +2
BAB/Grapple: +6/+6
Speed 30ft

Saves:
Fort +9 +3 Cleric, +1 Sorcerer, +2 Mystic Theurge, +1 Con, +3 vest of resistance
Refl +8 +1 Cleric, +1 Sorcerer, +2 Mystic Theurge, +2 Dex, +3 vest of resistance
Will +21 +3 Cleric, +3 Sorcerer, +5 Mystic Theurge, +7 Wis, +3 vest of resistance

Feats:
Spell Penetration {1st}
Practiced Spellcaster (Cleric) {3rd}
Practiced Spellcaster (Sorcerer) {6th}
Improved Toughness(CW) {9th}
Greater Spell Penetration {12th}

Cleric Caster Level Check: 1d20 + 14 [+4 overcome spell resistance]
Cleric Domains: Trickery, Vermin
Cleric Spells Memorized: {6/6+1/5+1/4+1/4+1/3+1} {CL10}
0: {DC 17} Guidance, Read Magic, Resistance (x2), Virtue (x2)
1: {DC 18} Bless (x2), Doom, Entropic Shield, Protection from Chaos, Santuary, Spider Climb*
2: {DC 19} Align Weapon, Bull's Strength, Death Knell, Lesser Restoration, Sound Burst, Invisibility*
3: {DC 20} Locate Object, Contagion, Speak with Dead, Prayer, Poison*
4: {DC 21} Death Ward, Freedom of Movement, Giant Vermin, Restoration, Confusion*
5: {DC 22} Insect Plague (x2), Wall of Stone, Giant Vermin*

Sorcerer Caster Level Check: 1d20 + 14 [+4 overcome spell resistance]
Sorcerer Spells Per Day: {6/16/7/7/7/5} {CL11} used: {0/1/0/0/0/0}
Sorcerer Spells Known: {9/5/5/4/3/2}
0: {DC 15} Acid Splash, Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Read Magic
1: {DC 16} Disguise Self, Grease, Mage Armor, Magic Missile, Summon Monster I
2: {DC 17} Acid Arrow, Blur, Detect Thoughts, Resist Energy, Summon Swarm
3: {DC 18} Fireball, Fly, Haste, Tongues
4: {DC 19} Confusion, Lesser Globe of Invulnerability, Shout
5: {DC 20} Dismissal, Summon Monster V

Race
Darkvision 60ft
Antennae rake: 2 antennea treating off-hand weapon 1d3 + 1/2 Str Mod
Elven blood: considered elf for effects related to race.

Languages: Common, Undercommon

Skills
(42: 18 points Cleric, 12 points Sorcerer, 21 points Mystic Theurge)
+9 Bluff {5 cha, 4 sorcerer}
+13 Concentration {1 con, 2 cleric, 10 mystic theurge}
+9 Disguise {5 cha, 4 cleric}
+7 Diplomacy {5 cha, 2 cleric}
+4 Hide {2 dex, 2 cleric}
+10 Knowledge (Arcana) {1 int, 6 sorcerer, 3 mystic theurge}
+8 Knowledge (Religion) {1 int, 6 cleric, 1 mystic theurge}
+2 Knowledge (The Planes) {1 int, 2 mystic theurge(CC)}
+10 Spellcraft {1 int, 2 cleric, 2 sorcerer, 5 mystic theurge}

Equipment
Ring of Wizardry I (20,000gp)
Ring of Protection +3 (18,000gp)
Vest of Resistance +3 (9,000gp)
Cloak of Charisma +2 (4,000gp)
Wand of Cure Light Wounds (750gp)
Handy Haversack (2,000gp)
Dust of Disappearance (3,500gp)
Sustaining Spoon (5,400gp)
Morningstar (MW) (308gp)
Periapt of Wisdom +6 (36,000gp)
Pearl of Power (3rd level) (9,000gp)
Gloves of Dexterity +2 (4,000gp)
Bracers of armor +2 - 4000gp (2000gp)
Lesser Rod of Empower (9,000gp)
Silver Holy Symbol (25gp) - About size of a coin, it is a spider web with a spider and centipede near the outer edge.
Spell Component Pouch (5gp)
Disguse Kit (50gp)
Iron pot (0.5gp)
Ink (8gp)
Inkpen (0.1gp)
Journal (15gp)
Waterskin (1gp)
3 potions of cure moderate wounds
1 potion of cat’s grace - 300gp (150gp)
1 potion of barkskin +5 - 1,200gp (600gp)
1 +1 hand crossbow - 2 400gp (1 200gp) - 2 pounds
1 hat of disguise - 1 800gp (900gp)
Giant fly (4,000gp) (As hippogriff but with Attack: Bite +6 melee (1d4 plus disease:Filth Fever DC15))
[68162.6gp]

6114.9gp

Vermin Domain
Granted Power: Rebuke or command vermin as an evil cleric rebukes or  commands undead. You can use this ability a number of times per day  equal to 3 + your Cha modifier.
Spells:
1. Spider Climb.
2. Summon Swarm.
3. Poison.
4. Repel Vermin.
5. Giant Vermin.
6. Insect Plague.
7. Antilife Shell.
8. Creeping Doom.
9. Summon Monster IX (vermin only).

backgroud Show
Inducted into the priesthood, Kritasect underwent the ritual to convert his multifaceted eyes to the ordinary eyes of elves. Priests are expected to devote their time completely to Klikral. Kritasect choose to harness his inner magical talents in addition to serving Klikral.

Kritasect is not an corrupted as the typical insectare. He is more driven by the quest for knowledge than anything else. While not as interested in dominating other species, he doesn't think of other creatures as being important. Killing a human or elf is no different to him than squishing a bug is to most people.

The insectare had been attempting to inflitrate the drow to learn what secrets they hold but have been unable to do so. Kritasect decided to try some more radical than had been attempted. He allowed himself to be discovered by the drow. He ran but prentended to slip. When a large spider came over to kill him, he seemed to cower and plead for his life. In actually he used Klikral gift to stop the spider. The spider stopped which caused the drow to joke that even the spider didn't think he was a good meal.

The drow kept him as a slave. He has shown them a little of his arcane talents to win there favor. He used magic aura to hide his magical equipment. He understands the expectations of him, displaying his insect features more promenently to the drow and adding some insectare sounds to his speech. Kritasect is the name he claimed but the drow tend to refer to him as bug or Click due to the sounds he make while speaking.

In his dealing with the drow, Kritasect has come to find them extremely loathsome. They squander their power with internal strife. Living underground they are more likely to direct compete with the insectare. He is interested in finding ways to promote the infighting amoungst the drow so as to decrease the threat they pose.
D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more)
Core Coliseum Characters: (Not Converted to Wiki yet) [3E] Morro Earthshaker - ECL 5, Orgauth - ECL 4; [4E] Epsilon-6 (Unfinished) L1
D&D Material including my Master/Expert DM Competition entries
Identical Games
Quick Reply
Cancel
2 years ago  ::  Apr 08, 2011 - 1:18PM #6
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973

Dwarf-1.jpg


Rosy Show


"Rosy" Foibugred Frygnerd
Deep Dwarf, Male, Ranger/Scout, 7th/7th lvl
Medium Size, 3'11" tall, 140 wt, 60 yrs old
Bright Red hair, Washed out Blue eyes, Reddish Tinge skin
Alignment: Lawful Good
Experience Points: ??
Experience Needed: ??

Str 18 +4 (08 pts, +1 at 4th, +2 belt)
Dex 20 +5 (10 pts, +1 at 8th and 12th, +2 gloves)
Con 16 +3 (06 pts, +2 racial)
Int 12 +1 (04 pts)
Wis 12 +1 (04 pts)
Cha 06 -2 (00 pts, -2 racial)

Hit Points 119
AC 24 (+7 Armor, +5 Dex, +2 defl) +3 if moves 10+' or +5 if 20+'
 Touch 17, Flat 24
Init +6
BAB +12/+7/+2, Grap +16
Speed 40 (base 20 (30 with amulet), load 0/33, light armor)
Fort +13, Ref +17, Will +7

+17/+12/+7 Melee, Dwarven Waraxe, 1d10+5, 20/x3
+19/+14/+9 Melee, Dwarven Waraxe, 1d10+13+2d6, 20/x3 vs elves
+17/+12/+7 Melee, Hand Axe, 1d6+5 (+4 vs favored enemies), 20/x3
+15/+10/+5  +15/+10 Melee, Dwarven Waraxe/Hand Axe, 1d10+5/1d10+5 1d6+3/1d6+3, 20/x3
 (+2 to attacks and damage if elves and +2d6+6 extra damage from waraxe)
 (+2 to attacks and damage if evil outsiders and +2d6 extra damage from waraxe)
 (+4 to damage of hand axe if target is a favored enemy, +10 if elf)
+18/+13/+8 Ranged, Long Composite Bow, 1d8+5/1d8+5, 20/x3, 110'r
 (+1 to attack and damage if within 30')
 (+2 to attacks and damage if evil outsider and +2d6 extra damage from bow)

Speaks Dwarf, Common, and Undercommon

SkillS: Max Ranks (17 C / 8.5 cc): Total Ranks: 90 Sc + 49 R
+11 Climb (str) (3Sc + 4R)
+14 Disable Device (int) (11 Sc) +2 tools
+08 Heal (wis) (7R)
+19 Hide (dex) (8Sc + 6R)
+20 Jump (str) (8Sc + 6R) +2 Tumble synergy
+07 Knowledge - Dungeoneering (int)(3Sc + 3 R)
+07 Knowledge - Geoprahy (int) (3Sc + 3 R)
+10 Listen (wis) (5Sc + 4R)
+19 Move Silently (dex) (8Sc + 6R)
+14 Open Locks (dex) (7Sc) +2 tools
+14 Search (int) (13 Sc)
+10 Spot (wis) (5Sc + 4R)
+15 Survival (wis) (8Sc + 6R) +2 underground, +2 vs getting lost/avoid natural hazards, +2 to track
+07 Swim (str) (3Sc)
+13 Tumble (dex) (6Sc) +2 Jump synergy

Feats
-Track (ranger bonus)
-Dodge (1st level)
-Two Weapon Fighting (2nd level ranger bonus)
-Mobility (3rd level)
-Swift Hunter (6th level): combine scout and ranger levels for determining skirmish damage and AC bonus and for number of favored enemy and the bonuses.
-Improved Skirmisher (4th level scout bonus):  if you move 20' in a round you add +2d6 to skirmish damage and +2 bonus to AC to your normal skirmish stats. (+6d6 damage and +5 AC)
-Spring Attack (9th level)
-Improved Two Weapon Fighting (6th level ranger bonus): gains an extra attack with his offhand weapon when using a full round attack.
-Point Blank Shot

Deep Dwarf Traits
-Darkvision 90'
-Stonecunning
-Weapon Familiarity: Dwarven Waraxes and Urgosh are considered martial weapons.
-Stability: +4 bonus to resist being bull rushed or tripped while standing on the ground.
-Racial bonus of +3 on saving throws against poison, spells and spell-like effects.
-Racial bonus of +1 to attack rolls against orcs and goblinoids.
-Dodge bonus of +4 to AC against monsters of the giant type.
-Racial bonus of +2 on Appraise and Craft checks that are related to stone or metal.
-Light Sensitivity: is dazzled in bright sunlight or within the radius of a daylight spell.

Ranger Abilities
-Proficient in all Simple and Martial weapons.
-Proficient in Light armor and shields (except tower shields)
-Favored Enemy: Elves,- +6 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. elves.
-Gains Track as a bonus feat.
-Wild Empathy: +5  (rolls 1d20 + ranger level + Cha mod) to diplomacy-like check to improve attitudes of an animal.
-Combat Style 1: Two-Weapon Combat, gains Two Weapon Fighting as a bonus feat.
-Gains Endurance as a bonus feat.
-Animal Companion.
-Can cast spells.
-Second Favored Enemy: Goblinoid - +2 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. goblinoids.
-Improved Combat Style: gains Improved Two Weapon Fighting as a bonus feat.
-3rd Favored enemy: Orc, +2 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. orcs.
-Woodland Stride


Scout Abilities
-Proficient in all Simple weapons, plus the handaxe, throwing axe, short sword, and shortbow.
-Proficient with Light armor, but not with shields.
-Skirmish: +4d6 damage and +3 bonus to AC if he moves at least 10' during the round.
-Trapfinding
-Battle Fortitude +1: +1 to intiative and Fortitude saves.
-Uncanny Dodge: cannot be caught flat-footed and never loses Dex bonus to AC except when immobilized.
-Fast movement +10 ft.
-Trackless step: cannot be tracked in natural suroundings.
-Bonus Feat at 4th level:  Improved Skirmisher
-Evasion: with a successful Reflex save he takes no damage instead of half.
-Flawless Stride

Spells per day: 2 – 1st

Spells Prepared
1st- Resist Energy (30 min, 10 resist), Ram’s Might (3 min, +2 Str and unarmed attacks are lethal)


Equipment:
+3 Mithril Shirt (worn, 10 wt) 10,100 gp
Explorer's Outfit (worn, 0 wt) 0 gp

+1 Dwarven Crafted Hand Axe of Hunting (belt left, 3 wt) 8,608 gp 
 Dwarvencraft = hardness +2, +10 hit points, +2 to all saves.
 Hunting = +4 to damage vs favored enemies.
+1 Dwarven Crafted Dwarven Waraxe - Bane of Elvesand Evil Outsiders (belt right, 8 wt) 18,630 gp
 Dwarvencraft = hardness +2, +10 hit points, +2 to all saves.
 Bane = +3 vs elves and +2d6 damage vs elves and evil outsiders.
Belt Pouch (belt front, 0.5 wt)  1 gp
Dagger (belt rear, 1 wt) 2 gp

+1 Composite Long Bow (+4 Str) - Bane of Evil Outsiders (left shoulder, 3 wt) 8,800 gp
 (+3 vs Evil Outsiders and +2d6 damage)
Quiver of Ehlona – 10 regular arows and 50 +1 seeker (right shoulder, 3 wt) 1,800 gp
Hewards Handy Haversack (center back, 5 wt) 2,000 gp
Bedroll (HHH, 5 wt) 1 sp

Safewing Amulet (Neck, 0 wt) 250 gp
Cloak of Resistance +2 (worn, 1 wt) 4,000 gp
Ring of Protection +2/Adamantine Touch (left 4th finger, - wt) 14,000 gp
 Adamantine touch = all melee attacks treated as adamantine for purposes of overcoming DR.
Ring of Darkhidden (right 4th finger, - wt) 2,000 gp
 Darkhidden = invisible to darkvision. still visible in all other light sources.
Necklace of Fireballs Type VII (worn, 0 wt) 8,700 gp
 (1 - 10d6, 2 - 9d6, 2 - 7d6, 2 - 5d6, 2 - 3d6) 
Belt of Strength +2(worn, 1 wt) 4,000 gp
Gloves of Dexterity +2 (hands, 0 wt) 4,000 gp
Boots of the Skirmisher/Mountain King (feet, 1 wt) 5,450 gp
 Skirmisher = +2 to damage made with skirmish attacks, 2/day can make an extra attack if he has moved 10+'. Attack made at full base attack bonus.
 Mountain King = you can move at normal speed through light and dense rubble with no penalties, can move up stairs or slopes at normal speed and run downhill without making a Balance check.
Bloodlink Amulet Show


While worn you take on the shape and some characteristics of a drow. You become medium size if you were not and your base land speed is 30 feet if that is different than your actual race. You gain darkvision out to 120 feet. You gain immunity to sleep effects as an elf. Light Blindness: abrupt exposure to bright light, like the sunlight or a daylight spell, causes blindness for 1 round. After that you are dazzled as long as you remain in the affected area. You gain spell resistance equal to 11 + your class levels. You may cast dancing lights, darkness and faerie fire 1/day as a spell-like ability. While wearing the amulet you understand Undercommon and gain proficiency in the hand crossbow, rapier and short sword. Also spells that detect alignment will detect you as chaotic evil.

Rod of Ropes (HHH, 4 wt) 4,000 gp (Complete Scoundrel pg 116)
Wand of Cure Light Wounds  (39 ch) (HHH, 1 wt) 750 gp
Wand of Pass without Trace (50 ch) (HHH, 1 wt) 750 gp

Potion of Cure Moderate Wounds x3 (HHH, 0 wt) 300 gp
Potion of Cure Light Wounds x4 (HHH, 0 wt) 200 gp
Potion of Protection from Evil x5 (HHH, 0 wt) 250 gp


Scroll of Speak with Animals x2 (HHH, 0 wt) 50 gp
Scroll of Delay Poison x2 (HHH, 0 wt) 50 gp
Scroll of Rams Might x2 (HHH, 0 wt) 50 gp
Scroll of Remove Scent x3 (HHH, 0 wt) 75 gp
Scroll of Pass without Trace x3 (HHH, 0 wt) 75 gp
Scroll of Surefoot x2 (HHH, 0 wt) 50 gp
Scroll of Climb Walls x2 (HHH, 0 wt) 50 gp
Scroll of Hunter’s Mercy x2 (HHH, 0 wt) 50 gp

Vial of Alchemists Fire x6 (HHH, 0 wt) 120 gp

Replenishing Skin (HHH, 4 wt) 1,000 gp
 (refills with cool water in 1d4 hours)
Everburning Torch (HHH, 1 wt) 110 gp
Flint & Steel (backpack, 0 wt) 1 gp
Everlasting Rations (HHH, 2 wt) 350 gp
60 arrows (HHH, 9 wt) 3 gp
50 +1 Seeking arrows (Quiver, 5 wt) 8,350 gp
Vial of Ink (HHH, 0 wt) 8 gp
Ink Pen (HHH, 0 wt) 1 sp
Sheet of Parchment x 10 (HHH, 0 wt) 2 gp
Scroll Case (HHH, 0.5 wt) 1 gp
Whetstone (HHH, 1 wt) 2 cp
Empty Vial x 10 (HHH, 1 wt) 10 gp
Chalk x 10 (HHH, 0 wt) 1 sp
Masterwork Thieves Tools (HHH, 2 wt) 100 gp
Pitons x 20 (HHH, 10 wt) 2 gp
Small Hammer (HHH, 2 wt) 5 sp
MW Repeating Crossbow (HHH, ?? wt)
100 Bolts +1 (HHH, 10 wt)
6 Screaming bolts (HHH, 0.6 wt)

Coins- 0 gp, 1 sp, 8 cp (pouch, 0.2wt)

Background:
Rosys’ life started deep underground in a deep dwarven community. Life was fairly hard as they had to beware of Drow, and other underdark denizens, raids. At the very young age of 30 his home was attacked by a large force of Drow who wished to enslave his people. Either that or wipe them out. He was never sure as he and about one fourth of the community managed to escape. He lost his father that day, but his mother and younger sister made it out with him. They moved closer to the surface and ended up forming a new community and meeting a group of surface elves. They formed an alliance with the elves and have been working with them ever since in trying to keep the drow underground. It was one of these elves that first saw him and nick named him Rosy and the name stuck.

When he came of age Rosy started wandering the caves around his home and eventually learned them well enough that he was hired on by the elves as a scout and guide when they made their forays into the underdark to drive back the drow. The elves were surprised at how stealthy he could be and a few of them took him under the care and taught him almost all he knows about scouting and killing drow.

In one of his trips to the surface, Rosy encountered and worked with a large elf, large as elves go, named Arifand. The two found they had a lot in common and even struck up a friendship. Arifand preferred to wander all over the surface world in the valley and Rosy preferred to stay near his home on the surface or underground. They have met several times over the years and have worked together on about a dozen different occasions, each promising to respond to any call for aid form the other.

Personality:
Rosy is a bit reserved and appears shy around others. He is not really shy he just prefers to keep quiet unless he has something important to say. For the most part he likes to be alone, but he does understand the value of larger groups.

Rosy believes that one must always do what is going to cause the least amount of harm to the least amount of people. He has no qualms about killing someone in cold blood if he is sure that that person would go on to continue to cause many others harm. Drow are the one exception to this rule. He is more than happy to kill any drow he sees or encouners.

He believes one should be responsible for ones actions and if his cause a problem he is willing to take his punishment and not drag anyone else into it with him.

Appearance:
When one sees Rosy the word “red” comes to mind. His hair and beard are a bright red color and his skin has a very red tinge too it. In contrast, his blue eyes seem to  sparkle and almost glow. All of his equipment is a dark gray. Even his weapons have a subdued color to them instead of the shiny metal most people prefer. He is a little short for a dwarf, but his muscle mass more than makes up for it and most are surprised at how lightly and quick he can move when he wants to.

Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 10:06AM #7
Blanket_Thunder
Date Joined: Mar 22, 2011
Posts: 1,159
OOC: Added some extra stuff and took away some. Fixed my sats and made my character sheet more awesome.

Spoiler: Show

Exelar Show

Name: Exelar
Race: Aasimar
Classes & Levels: Bard (12)
ECL: 13 (12+1 LA)
Alignment: Neutral
Height: 6'0"
Weight: 190 lbs.
Languages: Abyssal, Common, Celestial, Draconic, Dwarven, Elven, Giant, Infernal, Terran, Undercommon


Ability Scores:
STR: 12 (+1) (2 points) (+2 from Gauntlets)
DEX: 18 (+4) (10 points),(+2 from lvls 4 & 8)
CON: 10 (+0) (2 points)
INT: 16 (+3) (8 points),(+1 from lvl 12)
WIS: 10 (+0) (+2 Racial Mod)
CHA: 18 (+4) (+2 Racial Mod)


Saving Throws:
Fortitude: +4
Reflex: +12
Will: +8


AC: 23 [10 (base) + 4 + 2 (armor & Enhancement) + 1 + 2 (shield & enhancement) + 4 (Dex mod)]
Touch AC: 14 (+4 for Dex)
Flat-Footed AC: 19 [10 (base) + 4 + 2 (armor & Enhancement) + 1 + 2 (shield & enhancement)]
Initiative: +4
Speed: 30 ft.
BAB: +9/+4; Grapple: +10
Hit Points: 44.5
Hit Dice: d6 (3.5)


Skills:
Skill: #/Ranks (Total Modifier w/ Armor Penalty, if any)
Concentration: 15 (+15)
Disguise Self: 15 (+19)
Diplomacy: 15 (+19)
Hide: 15 (+19)
Move Silently: 15 (+19)
Perform (Dance, Sing, String, Wind*): 15 (+19)
Sense Motive: 10 (+10)
Speak Languages: 5
Tumble: 15 (+19)
UMD: 15 (+19)


Feats:
1- Extra Music (pg. 109 of Complete Adventurer)
3- Weapon Finesse
6- Lyric Spell (pg. 113 of Complete Adventurer)
9- Versatile Performer (Dance, String, Wind) (pg. 112 of Complete Adventurer)
12- Disguise Spell (pg. 108 of Complete Adventurer)


Racial Abilities:
- Outsider (native)
- Darkvision: 60 ft.
- Daylight 1/day as a caster of my level
- Resistance to Acid 5, Cold 5, & Electricity 5
- +2 to Listen & Spot checks


Class Abilities:
- Bardic Music: # per Day: 16
- Bardic Knowledge: Check: +15
- Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom


Equipment:
+2 Flaming Light Mace, +2 Ghost Touch Rapier, +2 Mithral Shirt of Light Fortification, +2 Darkwood Buckler of Arrow Deflection, Gauntlets of Ogre Power, Wand of Cure Serious Wounds, Wand of Fireball (5th), Wand of Lightning Bolt (5th), Bag of Holding (Type I), Ring of Sustenence, Hat of Disguise, Masterwork Lyre, Masterwork Flute, Bedroll, Tent, 100 days' trail rations, Spell Component Pouch, 'Identify' Spell Components (2), Traveler's Outfit, 1249.5gp


Scrolls:
Silence (1), Summon Monster VI (1)


Spells Known:
0- Detect Magic, Ghost Sound, Know Direction, Light, Message, Read Magic
1- Charm Person, Cure Light Wounds, Distort Speech, Identify
2- Cure Moderate Wounds, Invisibility, Silence, Sound Burst
3- Cure Serious Wounds, Dissonant Chord, Invisibility Sphere, See Invisibility
4- Cure Critical Wounds, Dominate Person, Greater Invisibility


Spells Per Day:
0- 3
1- 4
2- 4
3- 4
4- 3



Stat-Block Show

Name: Exelar
Initiative: +4 Senses: Darkvision
HP: 44/44
AC: 23; Touch: 14; Flat-footed: 19
Resistances: 5 acid, 5 cold, 5 electricity
Speed: 30 ft.


Weight Carried: 41.5


Saves:
Fortitude: +4
Reflex: +12
Will: +8


Attacks:
Ghost Touch Rapier: +14/+9 vs. AC; 1d6 + 3 (Crit: 18-20/x2)
Flaming Light Mace: +14/+9 vs. AC; 1d6 + 3 (Crit: x2) + 1d6 fire damage.


Bardic Music Uses: 16/16


Spells Used:
Daylight: 1/1
0- 3/3
1- 4/4
2- 4/4
3- 4/4
4- 3/3


Items:
Wand of CSW: 50/50 charges
Wand of Fireball: 50/50 charges
Wand of Lightning Bolt: 50/50 charges



Description Show
  Exelar, staing at about sic feet, has shoulder-length brown hair. His eyes are an eerie amber color. Not eerie as in "bad", but an enchanting, illuminating eerie. His skin is fair and pale. He always wears thick clothing, as if he is always cold. In truth, due to his outsider heritage, he is resistant to some cold, but he likes to remain well-clothed. His voice is a sweet tenor and a sweeter falsetto, reaching notes into a high alto range. He carries around a flute and a lyre, made of oak and dragon-bone, respectively. The lyre is string with hairs of some obscure, and rare, monster. He is also a very superb dancer. Hs gold-hilted rapier appears translucent and his face-resembling mace is always on fire. His armor is light and concealed and his shield is small and has a tendency to block arrows it shouldn't.

Background Show
Coming SOON!

"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)

“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)


Spoiler: Show
Quick Reply
Cancel
2 years ago  ::  Apr 12, 2011 - 12:18AM #8
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269
Stepping through the portal, you find yourselves in a plain and  rather boring dead-end, except for the fact that the exit is covered by a  semi-translucent illusionary wall. Quite clearly, this has been set up  as a sort of safe-house. The portal meanwhile vanishes once the last of  you has come through.

As you look through your stuff and the bag Alicavniss has handed over to you, you find that she's been busy enchanting and enhancing your gear. It seems like she really wants you to succeed on this.

Throndon finds that his pack contains, among other things, a rather plain sword with an interesting enchantement: construct-bane. (+1)

Checking your packs as instructed, you do indeed find a map where your current location is marked, as well as that of the portal to the land of Black Blood.

The portal is not that far away, probably about fifteen minutes to half an hour's walk, but not so close that you need to worry about getting discovered right now.

The second parchment contains concise instructions on how to operate the portal, including the indication that you'll have to catch Tiryin as he has the key needed to open it. Otherwise, you'll have to find a different way to do so.

Lastly, the instructions on how to reach Haitan are quite simple: Follow the passage in which you arrive downward. You'll enter a great cave. Continue straight forward, you'll reach a temple surrounded by stone statues: this is Haitan's domain. P.S.
She likes gems.
Quick Reply
Cancel
2 years ago  ::  Apr 12, 2011 - 6:43AM #9
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Without the pretense for hiding his identity anymore, Throndon is happy to call Duskclaw by his side. He spends several minutes reacquainting the griffon and eventually mounts him. It has been too long my friend. Don't worry - soon enough we'll be tasting the sunlight again.

Once settled in, Throndon waits patiently for the others before they are ready to proceed.

I'm a little confused - we're at a location with a dead end (which is also the portal we want to get through. To get through it though - we need to find Tiryin. What I don't know is what else we can see from here. Is it wide open above us? Are we in a building? etc
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
Quick Reply
Cancel
2 years ago  ::  Apr 12, 2011 - 7:16AM #10
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
No, I believe we are in a "safe" room where we can rest and prepare spells afterwards. Then we have to travel about half an hour to the portal which is guarded by Tiryin and his minions. We need to defeat the minions and make sure Tiryin does not get away.

Does he need to be alive?
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
Quick Reply
Cancel
Page 1 of 71  •  1 2 3 4 5 6 ... 71 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing