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  1. #11
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    Myrmidon (Lvl 10)

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    Miltiades's Summonings

    Miltiades has augment summoning, stats for summoned creatures below

    Summon Monster I
    Spoiler:

    Celestial Dog
    Spoiler:

    Celestial Dog
    Size/Type: Magical Beast (Extraplanar)
    Hit Dice: 1d8+4 (8 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-1
    Attack: Bite +4 melee (1d4+3)
    Full Attack: Bite +4 melee (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Smite Evil
    Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +6, Ref +5, Will +1
    Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
    Skills: Jump +7, Listen +5, Spot +5, Survival +1*
    Feats: Alertness, TrackB


    Celestial Fire Beetle
    Spoiler:

    Celestial Giant Fire Beetle
    Size/Type: Small Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
    Base Attack/Grapple: +0/-2
    Attack: Bite +3 melee (2d4+3)
    Full Attack: Bite +3 melee (2d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Smite Evil
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
    Skills: —
    Feats: —
    Environment: Warm plains Any good-aligned plane
    Organization: Cluster (2-5) or colony (6-11)
    Challenge Rating: 1/3
    Alignment: Always neutral Always lawful good

    These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

    Celestial Giant Fire Beetle
    These celestial creatures are commonly summoned by the summon monster I spell.

    Combat
    Smite Evil (Su)
    Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.


    Celestial Owl
    Spoiler:
    Celestial Owl
    Size/Type: Tiny Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-9
    Attack: Talons +5 melee (1d4-1)
    Full Attack: Talons +5 melee (1d4-1)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Smite Evil
    Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
    Skills: Listen +14, Move Silently +17, Spot +6*
    Feats: Weapon FinesseB
    Environment: Temperate forests Any good-aligned plane
    Organization: Solitary
    Challenge Rating: ¼
    Alignment: Always lawful good

    The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

    Combat
    Owls swoop quietly down onto prey, attacking with their powerful talons.

    Skills
    Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

    Celestial Owl
    These celestial creatures are commonly summoned by the summon monster I spell.

    Combat
    Smite Evil (Su)
    Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.




    Summon Monster II
    Spoiler:

    Celestial Giant Bee
    Spoiler:

    Giant Bee
    Size/Type: Medium Magical Beast
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+4
    Attack: Sting +4 melee (1d4+3 plus poison)
    Full Attack: Sting +4 melee (1d4+3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, smite evil
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +5, Ref +3, Will +2
    Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9
    Skills: Spot +5, Survival +1*
    Feats: —
    Environment: Temperate plains

    Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.

    Poison (Ex)
    Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

    Skills
    Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

    Smite Evil (Su)
    Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe.



    Celestial Bombardier Beetle
    Spoiler:

    Size/Type: Medium Vermin
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d4+4)
    Full Attack: Bite +4 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid spray
    Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5
    Saves: Fort +7, Ref +0, Will +0
    Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9
    Skills: —
    Feats: —

    These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
    Acid Spray (Ex)

    When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

    Smite Evil (Su)
    Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe.





    Summon Monster III

    Spoiler:

    Celestial Bison
    Spoiler:

    Celestial Bison
    Size/Type: Large Magical Beast
    Hit Dice: 5d8+25 (47 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+15
    Attack: Gore +10 melee (1d8+12)
    Full Attack: Gore +10 melee (1d8+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede, Smite evil
    Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic
    Saves: Fort +9, Ref +4, Will +1
    Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance

    Combat
    Stampede (Ex)
    A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

    The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Smite Evil (Su)
    Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe.


    Air Elemental Small
    Spoiler:
    Air Elemental, Small
    Size/Type: Small Elemental (Air, Extraplanar)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +7
    Speed: Fly 100 ft. (perfect) (20 squares)
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +1/-1
    Attack: Slam +5 melee (1d4+3)
    Full Attack: Slam +5 melee (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Darkvision 60 ft., elemental traits
    Saves: Fort +2, Ref +6, Will +0
    Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
    Skills: Listen +2, Spot +3
    Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B

    Air Mastery (Ex)
    Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

    Whirlwind (Su)
    The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

    The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

    The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

    Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

    Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

    Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

    The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

    If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

    Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

    An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.



    Last edited by Voadam; Friday, 9th May, 2008 at 05:50 PM.
    PBP games:

    Death in Freeport IC OOC Adversaries RG Info
    Wildwood IC Old IC II OOC RG Info Old IC Monsters
    Dwarven Vengeance Monsters

    ToEE Sir Merrick OOC IC Old IC
    RToEE Inquisitor Miltiades OOC IC Old IC
    Ptolus Longcoat Garn OOC
    Against the Giants Voadam IC OOC
    Pool of Radiance Kordunn IC Combat OOC Info
    Invasion of Mori Snargle fiendish troll rogue IC OOC
    Red Hand of DoomSir Conrad Cyr Tiefling Soulknife


    Old Games

 

  • #12
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    Grandfather of Assassins (Lvl 19)

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    Ithiken Naru
    Neutral Good High Elf Sorcerer 5


    Stats:
    Code:
    Name:       Ithiken Naru
    Class:      Sorcerer
    Race:       High Elf
    Size:       Medium
    Gender:     Male
    Alignment:  Neutral Good    
    
    Str: 10 +0  (2p.)     Level:    5     XP: 10000
    Dex: 18 +4 (10p.)     BAB:     +2     HP: 19
    Con: 12 +1  (6p.)     Grapple: +2
    Int: 10 +0  (2p.)     Speed:   30'
    Wis: 12 +1  (4p.)     Init:    +8
    Cha: 17 +3 (10p.)
    
                          Base  Armor  Shield  Dex  Size  Misc
    Armor: 22              10     +4     +4     +4   +0    --
    Touch: 18
    Flat:  18
    
                          Base  Mod  Misc
    Fort: +2               +1    +1   --
    Ref:  +5               +1    +4   --
    Will: +5               +4    +1   --
    
    Weapon                Attack  Damage  Critical
    Rapier                 +2     1d6       18-20
    Shortbow               +6     1d6       x3
    
    Languages: Common, Elf
    
    Abilities:
    Immunity to magical sleep
    Low-light vision
    +2 racial bonus to Listen, Spot, and Search checks
    +2 racial bonus to Enchantment Saves
    Proficiency with longsword, rapier, longbow, shortbow
    
    Feats: Alertness, Improved Initiative
    
    Skill Points: 16      Max Ranks: 8/4
    
    Skills:               Ranks  Mod  Misc
    Appraise +3             0     +0   +3  (familiar)
    Balance +4              0     +4
    Bluff +3                0     +3
    Climb +0                0     +0
    Concentration +9        8     +1
    Diplomacy +3            0     +3
    Disguise +3             0     +3
    Escape Artist +4        0     +4
    Forgery +0              0     +0
    Gather Information +3   0     +3
    Heal +1                 0     +1
    Hide +4                 0     +4
    Intimidate +4           0     +4
    Jump +0                 0     +0
    Listen +5               0     +1   +4  (feat/elf)
    Move Silently +4        0     +4
    Ride +4                 0     +4
    Search +2               0     +0   +2
    Sense Motive +1         0     +1
    Sleight of Hand +4      0     +4
    Spellcraft +8           8     +0
    Spot +5                 0     +1   +4  (feat/elf)
    Survival +1             0     +1
    Swim +0                 0     +0
    Tumble +4               0     +4
    Use Rope +4             0     +4
    
    Spells Known:
    0th (6) - Daze, Disrupt Undead, Detect Magic, Mage Hand, Open/Close, Read Magic 
    1st (4) - Floating Disk, Magic Missile, Shield, Bigby's Tripping Hand
    2nd (2) - Invisibility, Bigby's Warding Hand
    
    Spells Per Day: 0th (6) / 1st (7) / 2nd (5)
    [Spells Remaining: 6/7/5]
    
    Bigby's Tripping Hand: Medium range / Reflex save negates / Force spell
    Trip attack causing no AoO
    Attack bonus: +11 (caster level + CHA modifier + 2 for STR of hand [14] + 1 / 3 caster levels)
    
    Bigby's Warding Hand:  Medium range / 1 round per level duration [5] / Force spell
    Target makes a STR check vs DC 15 each round (Base 12 + CHA modifier)
    Failure: target moves at half-speed, new check made each round
    
    Familiar: Yernn
    Raven familiar
    +3 to Appraise checks
    Speaks Elvish
    
    Equipment:                       Cost
    Bedroll                           1sp     
    Belt Pouches (2)                  2gp    
    Flint & Steel                     1gp     
    Lantern, Hooded                   7gp     
    Oil (3)                           3sp     
    Rations (4 days)                  2gp     
    Waterskin                         1gp     
    Whetstone                         2cp
    Parchment (4)     
    
    Rapier                           20gp  
    Shortbow                         30gp  
    Arrows (40)                       2gp    
    
    Wand of Mage Armor [44]         750gp
    Wand of Magic Missile 3rd [32] 2250gp
    Handy Haversack                2000gp
    Potion of Cure Mod x1           600gp
    Potion of Blur                  300gp
    Brooch Of Shielding

    Appearance:
    Ithiken Naru looks very young for a gray elf. His light blue eyes denote an air of uncertainty, and his skittish movement accent his inexperience. He has long, flowing golden hair that he keeps tied up in very intricate braids down his back. He wears deep purple robes of the finest velvet, the sleeves wide and open to allow easy access to the wands he keep strapped to his forearms. His boots are tanned and supple leather, and his raven Yerrn can always be found upon his shoulder.

    History:
    It is never easy to gain an audience to the wizard Bigby… even less so to study underneath him. It requires extreme patience and diligence to finally work your way into his good graces, and your skills at tapping and using the eldritch force is of the highest priority. All of the archmage’s “hand” spells make use of eldritch force, and he demands that his students be proficient in it too. Ithiken has been studying and using that force since his birth, his sorcerous abilities coming to him almost from the crib. As part of a family of arcane casters… his parents knew that he had to nurture his magical abilities from the earliest point, and thus Ithiken was “floating” on magical force even before he knew how to walk.

    He grew up sheltered, being the youngest of eight children… but he was never without a helping hand when he had problems with his arcane studies. Throughout his childhood and early years his progression was remarkable, and as he approached young adulthood, his reputation preceded him and several less known wizards inquired about his interest in becoming an apprentice. Ithiken certainly considered all of his options, but determined for himself that with his particular speciality in the arcane arts… only the wizard Bigby would truly be able to open up the world of being a force-caster to him.

    Of course… it is certainly a lucky thing that Ithiken is a long-living elf… because he was not accepted immediately. Quite the contrary, he had to wait twenty-five years until he was finally taken in by the aging wizard to begin his advanced studies. But throughout that entire time he never gave up hope, and the day he was finally let into Bigby’s study was the greatest day of his life.

    It is now several years later and the intensive training is over and done. Ithiken now acts as a liason to the wizard Bigby, and puts his arcane focus to a practical use… going out and performing whatever services the wizard needs him to do. He currently finds himself in the village of Hommlet as the newest representative of the Circle of Eight.
    Last edited by DEFCON 1; Tuesday, 24th March, 2009 at 02:21 PM.

  • #13

  • #14
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    Lenuran -- under new management

    Lenuran of Lortmills
    Lenuran of Lortmills CR 6 (15000 xp -- after forest creatures)
    Male Gnome Bard 6
    NG Small humanoid
    Init +2; Senses Listen +11, Spot +2
    Languages Gnomish, Common, Dwarven, Elven, Goblin, Giant, Draconic, Celestial, Abyssal, Orc
    -----------------------------------------------------------------
    AC: 20, touch 13, flat-footed 18 (+4 Dodge bonus to AC against giants)
    hp 35/35 (6 HD)
    Fort +5, Ref +8, Will +8
    -----------------------------------------------------------------
    Spd 20 ft.
    Melee: Frostfang: small blue ice longsword +1 -- +6 (1d6+1/19-20x2/S)
    Ranged: MW Light Crosbow +8 (1d6/19-20x2/P)
    Base Atk: +4; Grp +4
    Combat Possessions: 2 potions of cure light wounds, Wand of Invisibility (17 charges)
    -----------------------------------------------------------------
    Abilities Str 10, Dex 14, Con 14, Int 14, Wis 15, Cha 16
    SQ bardic music(6x/day), bardic knowledge (+14), countersong, fascinate, inspire courage +2, inspire competence, suggestion. 1/day: Ghost Sound, Dancing Lights, Prestidigitation, Read Magic, Detect Magic, Detect Secret Doors, Speak with AnimalsFeats Insightful, Negotiator, Song of the Heart
    Skills Appraise +2, Balance +2, Bluff +3, Climb +0, Concentration +7, Diplomacy +16, Disguise +3, Escape Artist +2, Forgery +2, Gather Information +5, Heal +2, Hide +6, Intimidate +3, Jump +4, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nobility and Royalty) +7, Listen +11, Move Silently +2, Perform (Orator) +11, Profession (astrologer) +6, Ride +2, Search +2, Sense Motive +10, Speak Languages +6 (Draconic, Giant, Goblin, Orc, Abyssal, and Celestial), Spellcraft +8, Spot +2, Survival +2, Swim +0, Use Rope +2
    Possessions: combat possessions plus "Frostfang": small blue ice longsword +1, small mithral chain shirt +1, small darkwood buckler +1, vest of resistance +1, small MW Light Crossbow w/40 bolts, Heward’s handy haversack, Ring of Mind-Shielding, Headband of the Lorebinder, bedroll, 2 belt pouches, traveler's outfit, journal, 1 inkpen, 2 ink vials, 4 pearls. 15 days trail rations (in Haversack) 557gp

    Greyhoof II
    Standard Pony with saddlebag, riding saddle


    Advancement

    L1->Bard 1 HP: 8 (1d6+2) SP: +32 (6+2x4)
    Listen +4, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nobility and Royalty) +4, Perform (Orator) +4, Profession (Astrologer) +3, Sense Motive +3, Speak Language +2 (Draconic and Celestial)

    Abilities: Str 10 (4pts), Dex 14 (6 pts), Con 14 (4pts), Int 14 (6pts), Wis 14 (6pts), Cha 15 (8pts)
    Feats: Insightful
    Other: Bardic Music, Bardic knowledge, Countersong, Fascinate,

    L2->Bard 2 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Listen +5, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +5, Profession (Astrologer) +3, Sense Motive +5, Speak Language +2 (Draconic and Celestial)

    L3->Bard 3 HP: 6 (1d6+2, avg up) SP: +8 (6+2)
    Diplomacy +5, Listen +5, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +6, Profession (Astrologer) +3, Sense Motive +5, Speak Language +2 (Draconic and Celestial), Spellcraft +2
    Feats: Negotiator
    Other: Inspire Competence

    L4->Bard 4 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Diplomacy +5, Listen +5, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +7, Profession (Astrologer) +6, Sense Motive +5, Speak Language +2 (Draconic and Celestial), Spellcraft +5
    Other: +1 Bonus to Wisdom from the Black Fruit, CHA +1

    L5->Bard 5 HP: 6 (1d6+2, avg up) SP: +8 (6+2)
    Concentration +2, Diplomacy +6, Listen +6, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +8, Profession (Astrologer) +6, Sense Motive +6, Speak Language +4 (Draconic, Goblin, Giant and Celestial), Spellcraft +5
    Other: Add 1 1st and 2nd level spell to known list

    L6->Bard 6 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Concentration +5, Diplomacy +7, Listen +7, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +9, Profession (Astrologer) +6, Sense Motive +6, Speak Language +6 (Draconic, Goblin, Giant, and Celestial), Spellcraft +5
    Feat: Song of the Heart (Eb 60)
    Other: Suggestion



    Song of the Heart Feat

    - Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased by 1.
    - Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1.


    Spells Known and Spells per day



    0 x3: Mage Hand, Mending, Prestidigitation, Light, Message, Detect Magic (DC 13)
    1 x4: Cure Light Wounds, Grease, Silent Image, Identify(DC 14)
    2 x3: Minor Image, Glitterdust, Bull's Strength (DC 15)

    Add +1 to the DC for any illusion spell (gnome racial bonus)





    Background
    Growing up in the gnomish community of Lortmills, Lenuran seemed to spend all of his free time with a book in his hand. He was fascinated by the power of the written word and as soon as he finished one book, he begged his family to supply him with another. Soon he was borrowing books from everyone in the village and when he encountered a writing that he did not understand; he did not rest until that too had been mastered. His family still held high hopes for him, as it seemed that even with his obsession with books there was nothing in the gnomish culture that he was not partially good at doing. On the eve of his fortieth birthday, he surprised those gathered at his surprise party by having his sister tell everyone there that he had “stepped out” for a short walk and would be back soon. This short walk took him nearly the span of the northern regions of Oerth and forty years to finish.

    When he returned to Lortmills, Lenuran’s brown hair was prematurely streaked with gray and he carried himself with an ease that instantly earned him coy smiles by many of the gnomish women, both married and single. From a comfortable seat in the inn over the course of the next three months, Lenuran told of the fierce battle he had witnessed between the glacier dwarves to the far North and the wicked frost giant who sought to enslave their village. He spoke of his time aboard a privateer vessel where he earned his keep by tracking the stars to keep them on course and of the wonders of the open sea. His tales of living with the noble wood elves in their secluded tree homes drew skeptical looks from his relatives until he showed them the fine elvish mesh shirt and nearly weightless shield they had given him when they parted ways.

    Everyone assumed that Lenuran’s wandering days were behind him and that like a respectable gnome he would settle down and take a wife, but the one story that Lenuran had not told his family was that his fate no longer was his to control as it was bound to a legend he was chasing.

    Twenty years ago, Lenuran apprenticed to the Royal Scribe and was given the task of making sense of the fragmented documents concerning a place known as the Temple of Evil. The details were vague, but Lenuran was able to gather that a small band of strangers had stormed the temple and disrupted a great evil there, but shortly afterwards they all seemed to vanish into thin air.

    Jotting down the few notes on who they were, Lenuran began tracking the legendary people down to find out what truly happened, but despite his best effort, his search brought only dead ends upon dead ends.

    Returning to Lenuran to rest and weigh the options before him, he received a letter from the Court telling him of the need for another gathering to venture to the Temple once more. As he was still in service to the Crown, albeit on an extended leave of absence from his Scribe duties, Lenuran packed his bag quickly and disappeared into the night once more.



    Appearance and Personality
    Lenuran appears to be a gnome of average height and weight with a nose that makes his race proud. His brown hair is shot with gray streaks and while he is well into adulthood, his limbs retain the last vestige of youth in them. He wears his armor under his shirt and vest when traveling, but rarely places himself in situations where he would have to draw Frostfang, the blue ice sword that was crafted for him during his stay in the Far North.

    Lenuran sees himself as nothing more than a simple scribe who has had the luck to find himself in situations no scribe should ever be. He has seen much in his eighty years and none would fault him if the road began to lose its appeal, but until Lenuran can place the mystery of what happened in the Temple so long ago to rest, his spirit will never allow him to rest.
    Last edited by s@squ@tch; Friday, 2nd September, 2011 at 01:39 AM. Reason: mark off charges for turning folks invisible
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

  • #15
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Dei
    Code:
    Name: Deimiter "Scarecrow" Witcoff
    Class: Wizard (Conjurer)
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Boccob
     
    Str: 11 +0 (03pts.)     Level: 6        XP: 15,000
    Dex: 16 +3 (08pts.)     BAB: +3         HP: 25 (6d4+6+3)
    Con: 12 +1 (04pts.)     Grapple: +3     Dmg Red: none
    Int: 19 +4 (13pts.)     Speed: 30'      Spell Res: 0%
    Wis: 12 +1 (04pts.)     Init: +3        Spell Save: 14+spell lvl  
    Cha: 10 +0 (02pts.)     ACP: -3         Spell Fail: 0%
     
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0   +3    +0    +0    +1    14
    Touch: 14              Flatfooted: 11
     
                              Base   Mod  Misc  Total
    Fort:                      2    +1          +3
    Reflex:                    2    +3          +5
    Will:                      5    +1          +6
     
    Weapon                  Attack   Damage     Critical  Range
    Club(melee)               +3       1d6         x2      ---
    Club(thrown)              +6       1d6         x2      10'
    Dagger(melee)             +3       1d4      19-20x2    ---
    Dagger(thrown)            +6       1d4      19-20x2    10'
    Lt. crossbow(mw)          +7       1d8      19-20x2    80'
     
    Languages: Common, Draconian, Elven, Gnomish 
     
    Racial Abilities:
    • bonus feat at first level
    • +4 skill points at first level
    • +1 skill points at each level after 1st
    • Favored Class: Any
     
    Class Abilities:
    • Summon Familiar
    • Bonus Feats: Scribe Scroll (at 1st lvl), additional feats at 5th, 10th,
    15th, and 20th level. Additional Feats must be 
    chosen from metamagic feats, item creation feats, or Spell Mastery
    • Spells and Spellbook
     
    Feats:
    • Simple Weapon Proficiencies: club, dagger, heavy crossbow, 
    light crossbow, quarterstaff
    • Scribe Scroll - bonus wizard
    • Toughness - bonus human
    • Spell Focus - (Conjuration) Level 1
    • Augment Summoning - Level 3
    • Heighten Spell - Level 5
    • Maximize spell - Level 6
     
    Spells:
    Per Day-
    0lvl- 5
    1st-  5
    2nd-  5
    3rd-  4
     
    Spellbook:(prohibited schools = Illusion and Necromancy)
    0lvl- All (but illusion and necromancy)
    1st lvl- comprehend languages, magic missile, shield, mage armor, sleep,
    summon monster I, mount, identify
    2nd lvl- Melf's acid arrow, flaming sphere, glitterdust, summon monster II
    3rd lvl- deep slumber, fireball, dispel magic, summon monster III
     
    Skill Points: 60 (2 + INT mod/level)      Max Ranks: 9/4.5
    Skills                   Ranks Mod  Misc ACP  Total
    Appraise[Int]             0    +4              +4 
    Balance[Dex]              0    +3        -3    +3
    Bluff[Cha]                0    +0              +0
    Climb[Str]                0    +0        -3    -3
    Concentration[Con]        9    +1              +10
    CraftInt]                 0    +0              +0
    Decipher Script[Int]      5    +4              +9
    Diplomacy[Cha]            0    +0              +0            
    Disguise[Cha]             0    +0              +0           
    Escape Artist[Dex]        0    +0        -3    -3
    Forgery[Int]              0    +4              +4
    Gather Information[Cha]   0    +0    +2        +0
    Handle Animal[Cha]        0    +0              +0
    HealWis]                  0    +3              +3
    Hide[Dex]                 0    +2        -3    -1                               
    Intimidate[Cha]           0    +0              +0                            
    Jump[Str]                 0    +0        -3    -3
    Knowledge(Architecture    0    +4              +4 
    and engineering)
    Knowledge(Dungeoneering)  0    +4              +4  
    Knowledge(Geography)      0    +4              +4
    Knowledge(History)        0    +4              +4
    Knowledge(Arcana)         8    +4              +12
    Knowledge(The Planes)     5    +4              +9
    Knowledge(Religion)       9    +4              +13
    Knowledge(Local)          5    +4              +9
    Knowledge(Nobility        0    +4              +4
    and Royalty)
    Listen[Wis]               0    +1              +1
    Move Silently[Dex]        0    +3        -3    +0
    Open Locks[Dex]           0    +3              +3           
    Perform[Cha]              0    +0              +0
    Profession[Wis]           0    +1              +1
    Ride[Dex]                 0    +3              +3
    Search[Int]               0    +4              +4
    Sleight of Hand[Dex]      0    +3        -3    +0 
    Spot[Wis]                 0    +1              +1
    Sense Motive[Wis]         0    +1              +1
    Spellcraft[Int]           5    +4   +2         +11
    Survival[Wis]             0    +1  (+2)        +1(+3 survive in other planes)
    Swim[Str]                 0    +1        -6    -5
    Tumble[Dex]               0    +3        -3    +0
    Use Magic Device[Cha]     0    +0  (+4)        +0(+4 scrolls only)
    Use Rope[Dex]             0    +3              +3
     
    Equipment:                              Cost  Weight
    Traveler's outfit                       free    0lb
    Club                                     ---    3lb
    Dagger                                   2gp    1lb
    Lt. Crossbow(masterwork)               335gp    4lb
     -Case(10 bolts)                         1gp    1lb
    Backpack                                 2gp    2lb
     -trail rations(8days)                   4gp    8lb
     -waterskins(2)                          2gp    8lb
     -spellbook                             15gp    3lb
     -candles(3)                             3cp    0lb
     -sack                                   1sp   .5lb
     -oil(2 flasks)                          2sp    2lb
     -torches(4)                             4cp    4lb
    Bedroll                                  1sp    5lb
    Rope(50'silk x2)                        20gp   10lb
    Scroll Case                              1gp   .5lb
     -scroll: comprehend languages          25gp    ---
    Scroll Case                              1gp   .5lb
     -scroll: mount                         25gp    ---
    Spell Component Pouch                    5gp    2lb
    Belt Pouch                               1gp   .5lb
     -flint & steel                          1gp    ---
     -potions:cure light wounds(3)         150gp  .75lb
     -chalk(2)                               2cp   ---
    Metamagic Rod, extended lesser       3,000gp    5lb
    Wand, magic missle(3rd)              2,250gp    ---
    Wand, burning hands                    750gp    ---
    Headband of intellect +2             4,000gp    ---
    Ring of protection +1                2,000gp    ---               
     
    Total Weight: 60.75lbs (medium)  Money:  9gp  5sp  1cp
                                             Gems: pearls(4) 100gp each
     
                                Lgt   Med   Hvy  Lift O.H./O.G. Push
    Max Weight:                 38    76    115       115/230   575
     
    Age: 21
    Height: 6'1"
    Weight: 160lbs.
    Eyes: Hazel
    Hair: Sandy Brown
    Skin: tanned
    Appearance
    Big nosed and big eared Deimiter is far from handsome. His hair is the color of straw and that with his long limbs gained him the nick name "Scarecrow". He wears basic clothing of a cloak, vest, shirt, and pants so as not to let the general populace know he is a wizard. He keeps his face clean shaven because the golden beard that grows on his face looks ridiculous.


    Background

    It wasn't to long ago but after all this traveling it seems a lifetime. Dei was finishing up a new spell that he was copying from an old spellbook of his masters. His master was in the room still working on his latest project. This had been the scene for the past dozen mornings and Dei had become use to it, finding it comfortable.

    The tower shook and dust started to fall from the rafters over head. Dei quickly went to the window but could see nothing. but looking around he noticed the shadow of the tower and on top of that something.. monstrous. He turned back into the room "Master..." he started to say but his lips clamped together and he could move. Three men werein the small workroom, two where wearing orched colored robes and hand symbols around their necks. The thrid man wore armor that was dark as midnight itself, a morningstar was at his hip. The armored man bent down and Dei couldn't move a muscle to see what he was doing, even his eyes were transfixed he couldn't close them either.

    Oh, how he wished that spell of holding would have somehow closed his ears, the screams uttered by his master were to much to bear afer awhile and tears mixed in with the watering of Dei's eyes. They kept asking about the Fire Summoner, what it did, how did he make it, and more importantly where was it. A spell of truth detection keep these evil priest alert of any deception and their knifes and maces did the rest. Eventually they left with the Fire Summoner, and they left the weeping apprentice and the broken old wizard behind.

    That was almost two years ago and Dei has been following them ever since. The morning after the attack Dei made a make shift transport and put his master in it. Summoningg a mount he lashed his carrier to the horse and took his master to Willip in the Kingdom of Furyondy. Dei didn't want to, but he left his master a week later in search of the orche robed priest and their leader. (that takes care of what would have ben lvl 1)

    Following the cleric's advice he recieved at the temple he took his master to, Dei booked passage on a boat and headed to Verbobonc to learn more about this strange cult. Dei spent the next year and a half studying adventuring and learning all he could of the attackers. I will not tell his whole story here just let it be known that he is known in every temple in Verbobonc especially the Church of Delleb where he can count Julia Fairfriend a close associate. He is also well known in Gnomesberg and the House of Jimm, where he and some friends helped the gnomes with problems they were having down in the Kron Hills.

    Finally all his searching paid off and Dei learned of the cult having been spotted around Nulb and the old Temple of Elemental Evil and in the region around Hommlet. Dei was about to follow up on these leads when but he was side treked trying to help his friends. Another four months pasted as Dei helped out around the town of Rastor, but when word of ochre robed priest in the villiage of Hagthar Dei didn't hesitate. Though his friends stayed behind he struck out alone to the villiage which was so close.

    Lenuran

    Lenuran of Lortmills CR 6 (15000 xp -- after forest creatures)
    Male Gnome Bard 6
    NG Small humanoid
    Init +2; Senses Listen +11, Spot +2
    Languages Gnomish, Common, Dwarven, Elven, Goblin, Giant, Draconic, Celestial, Abyssal, Orc
    -----------------------------------------------------------------
    AC: 20, touch 13, flat-footed 18 (+4 Dodge bonus to AC against giants)
    hp 35/35 (6 HD)
    Fort +5, Ref +8, Will +8
    -----------------------------------------------------------------
    Spd 20 ft.
    Melee: Frostfang: small blue ice longsword +1 -- +6 (1d6+1/19-20x2/S)
    Ranged: MW Light Crosbow +8 (1d6/19-20x2/P)
    Base Atk: +4; Grp +4
    Combat Possessions: 2 potions of cure light wounds, Wand of Invisibility (17 charges)
    -----------------------------------------------------------------
    Abilities Str 10, Dex 14, Con 14, Int 14, Wis 15, Cha 16
    SQ bardic music(6x/day), bardic knowledge (+14), countersong, fascinate, inspire courage +2, inspire competence, suggestion. 1/day: Ghost Sound, Dancing Lights, Prestidigitation, Read Magic, Detect Magic, Detect Secret Doors, Speak with AnimalsFeats Insightful, Negotiator, Song of the Heart
    Skills Appraise +2, Balance +2, Bluff +3, Climb +0, Concentration +7, Diplomacy +16, Disguise +3, Escape Artist +2, Forgery +2, Gather Information +5, Heal +2, Hide +6, Intimidate +3, Jump +4, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nobility and Royalty) +7, Listen +11, Move Silently +2, Perform (Orator) +11, Profession (astrologer) +6, Ride +2, Search +2, Sense Motive +10, Speak Languages +6 (Draconic, Giant, Goblin, Orc, Abyssal, and Celestial), Spellcraft +8, Spot +2, Survival +2, Swim +0, Use Rope +2
    Possessions: combat possessions plus "Frostfang": small blue ice longsword +1, small mithral chain shirt +1, small darkwood buckler +1, vest of resistance +1, small MW Light Crossbow w/40 bolts, Heward’s handy haversack, Ring of Mind-Shielding, Headband of the Lorebinder, bedroll, 2 belt pouches, traveler's outfit, journal, 1 inkpen, 2 ink vials, 4 pearls. 15 days trail rations (in Haversack), Earth lesser key, 557gp

    Greyhoof II
    Standard Pony with saddlebag, riding saddle


    Advancement

    L1->Bard 1 HP: 8 (1d6+2) SP: +32 (6+2x4)
    Listen +4, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nobility and Royalty) +4, Perform (Orator) +4, Profession (Astrologer) +3, Sense Motive +3, Speak Language +2 (Draconic and Celestial)

    Abilities: Str 10 (4pts), Dex 14 (6 pts), Con 14 (4pts), Int 14 (6pts), Wis 14 (6pts), Cha 15 (8pts)
    Feats: Insightful
    Other: Bardic Music, Bardic knowledge, Countersong, Fascinate,

    L2->Bard 2 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Listen +5, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +5, Profession (Astrologer) +3, Sense Motive +5, Speak Language +2 (Draconic and Celestial)

    L3->Bard 3 HP: 6 (1d6+2, avg up) SP: +8 (6+2)
    Diplomacy +5, Listen +5, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +6, Profession (Astrologer) +3, Sense Motive +5, Speak Language +2 (Draconic and Celestial), Spellcraft +2
    Feats: Negotiator
    Other: Inspire Competence

    L4->Bard 4 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Diplomacy +5, Listen +5, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +7, Profession (Astrologer) +6, Sense Motive +5, Speak Language +2 (Draconic and Celestial), Spellcraft +5
    Other: +1 Bonus to Wisdom from the Black Fruit, CHA +1

    L5->Bard 5 HP: 6 (1d6+2, avg up) SP: +8 (6+2)
    Concentration +2, Diplomacy +6, Listen +6, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +8, Profession (Astrologer) +6, Sense Motive +6, Speak Language +4 (Draconic, Goblin, Giant and Celestial), Spellcraft +5
    Other: Add 1 1st and 2nd level spell to known list

    L6->Bard 6 HP: 5 (1d6+2, avg down) SP: +8 (6+2)
    Concentration +5, Diplomacy +7, Listen +7, Knowledge (Arcana) +6, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Perform (Orator) +9, Profession (Astrologer) +6, Sense Motive +6, Speak Language +6 (Draconic, Goblin, Giant, and Celestial), Spellcraft +5
    Feat: Song of the Heart (Eb 60)
    Other: Suggestion



    Song of the Heart Feat

    - Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased by 1.
    - Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1.


    Spells Known and Spells per day



    0 x3: Mage Hand, Mending, Prestidigitation, Light, Message, Detect Magic (DC 13)
    1 x4: Cure Light Wounds, Grease, Silent Image, Identify(DC 14)
    2 x3: Minor Image, Glitterdust, Bull's Strength (DC 15)

    Add +1 to the DC for any illusion spell (gnome racial bonus)



    Background
    Growing up in the gnomish community of Lortmills, Lenuran seemed to spend all of his free time with a book in his hand. He was fascinated by the power of the written word and as soon as he finished one book, he begged his family to supply him with another. Soon he was borrowing books from everyone in the village and when he encountered a writing that he did not understand; he did not rest until that too had been mastered. His family still held high hopes for him, as it seemed that even with his obsession with books there was nothing in the gnomish culture that he was not partially good at doing. On the eve of his fortieth birthday, he surprised those gathered at his surprise party by having his sister tell everyone there that he had “stepped out” for a short walk and would be back soon. This short walk took him nearly the span of the northern regions of Oerth and forty years to finish.

    When he returned to Lortmills, Lenuran’s brown hair was prematurely streaked with gray and he carried himself with an ease that instantly earned him coy smiles by many of the gnomish women, both married and single. From a comfortable seat in the inn over the course of the next three months, Lenuran told of the fierce battle he had witnessed between the glacier dwarves to the far North and the wicked frost giant who sought to enslave their village. He spoke of his time aboard a privateer vessel where he earned his keep by tracking the stars to keep them on course and of the wonders of the open sea. His tales of living with the noble wood elves in their secluded tree homes drew skeptical looks from his relatives until he showed them the fine elvish mesh shirt and nearly weightless shield they had given him when they parted ways.

    Everyone assumed that Lenuran’s wandering days were behind him and that like a respectable gnome he would settle down and take a wife, but the one story that Lenuran had not told his family was that his fate no longer was his to control as it was bound to a legend he was chasing.

    Twenty years ago, Lenuran apprenticed to the Royal Scribe and was given the task of making sense of the fragmented documents concerning a place known as the Temple of Evil. The details were vague, but Lenuran was able to gather that a small band of strangers had stormed the temple and disrupted a great evil there, but shortly afterwards they all seemed to vanish into thin air.

    Jotting down the few notes on who they were, Lenuran began tracking the legendary people down to find out what truly happened, but despite his best effort, his search brought only dead ends upon dead ends.

    Returning to Lenuran to rest and weigh the options before him, he received a letter from the Court telling him of the need for another gathering to venture to the Temple once more. As he was still in service to the Crown, albeit on an extended leave of absence from his Scribe duties, Lenuran packed his bag quickly and disappeared into the night once more.



    Appearance and Personality
    Lenuran appears to be a gnome of average height and weight with a nose that makes his race proud. His brown hair is shot with gray streaks and while he is well into adulthood, his limbs retain the last vestige of youth in them. He wears his armor under his shirt and vest when traveling, but rarely places himself in situations where he would have to draw Frostfang, the blue ice sword that was crafted for him during his stay in the Far North.


    Lenuran sees himself as nothing more than a simple scribe who has had the luck to find himself in situations no scribe should ever be. He has seen much in his eighty years and none would fault him if the road began to lose its appeal, but until Lenuran can place the mystery of what happened in the Temple so long ago to rest, his spirit will never allow him to rest.
    Attached Thumbnails Attached Thumbnails Wizard_Character_Design_by_chanbarariot.jpg  
    Last edited by HolyMan; Wednesday, 18th July, 2012 at 12:15 AM.
    My UPDATED Signature is here

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  • #16
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    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

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    Code:
    Miltiades
    
    Str 12  +1  Oeridian Human cleric 6  
    Dex 12  +1  BAB +4   Grapple +5  hp 48/48
    Con 14  +2  Fort +8  Reflex +4   Will +9
    Int 14  +2  Init +1  search +2   spot +3
    Wis 17  +3  Languages: Common, Celestial, Auran
    Cha 10  +0  Deity Rao
    
    Defense
    AC 21 (+8 armor; magic +2; +1 dex) 
    Touch 13, Flat Footed 20
    
    Offense
    Weapon   Attk  dam   crit  range  type  gnotes
     spear    +5   1d8+1   x3   20'    P
    
    
    Feats: 
    Spell Focus: Conjuration
       Add +1 to the Difficulty Class for all saving throws against spells 
       from the school of magic you select. 
    Augment Summoning
       Each creature you conjure with any summon spell gains a +4 
       enhancement bonus to Strength and Constitution for the duration of
       the spell that summoned it. 
    Extra Turning
       Each time you take this feat, you can use your ability to turn or 
       rebuke creatures four more times per day than normal. 
    Improved Toughness
       Gain bonus hp = to hit die [complete warrior]
    
    Skills: (Armor check penalty -5)
    SKILL                      RANKS  ABIL  MISC  TOTAL KNOTES
    Appraise [int]                +0     +2     ---    +2
    Balance [dex]                 +0     +1     ---    +1
    Bluff [cha]                   +0     +0     ---    +0
    Climb [str]                   +0     +1     ---    +1
    Concentration [con]           +0     +2     ---    +2
    Diplomacy [cha]               +9     +0     ---    +9
    Disguise [cha]                +0     +0     ---    +0
    Escape Artist [dex]           +1     +1     ---    +2    
    Forgery [int]                 +0     +2     ---    +2
    Gather Information [cha]      +0     +0     ---    +0
    Heal [wis]                    +0     +3     ---    +3
    Hide [dex]                    +0     +1     ---    +1
    Intimidate [cha]              +0     +0     ---    +0
    Jump [str]                    +0     +1     ---    +1
    Knowledge arcana [int]        +6     +2     ---    +8
    Knowledge dungeoneering [int] +2     +2     ---    +4
    Knowledge history [int]       +8     +2     ---    +10
    Knowledge local [int]         +1     +2     ---    +3
    Knowledge nature [int]        +1     +2     ---    +3
    Knowledge religion [int]      +9     +2     ---    +11
    Knowledge planes [int]        +9     +2     ---    +11
    Listen [wis]                  +0     +3     ---    +3
    Move Silently [dex]           +0     +1     ---    +1
    Ride [dex]                    +1     +1     ---    +2
    Search [int]                  +0     +2     ---     +2
    Sense Motive [wis]            +0     +3     ---    +3
    Spellcraft [int]              +0     +2     ---    +2
    Spot [wis]                    +0     +3     ---    +3
    Survival [wis]                +0     +3     ---    +3
    Swim [str]                    +0     +1     ---    +1
    Tumble [dex]                  +0     +1     ---    +1
    Use Rope [dex]                +0     +1     ---    +1
    
    skill points: [level 1] 2 [base] + 2 [int] +1 [race] +1 [fav class] * 4 = 24
    [level 2 - 6] 2 + 2 + 1 + 1 [ * 4] = 24
    Code:
    Spell casting
    save: DC 13 + spell level
    Turning 10/10 [BASE +3; WIS +3; FEAT +4]
    Domains: Healing, Knowledge
    
    Spontaneous casting :
    1st: cure light, detect secret doors, 
    2nd cure moderate, detect thoughts, 
    3rd clairaudience/clairvoyance, cure serious wounds,
    
    
    Spells prepared 
    level  0    1    2   3    4
    base   5   3+1  3+1  2+1    ---
    bonus  X    +1  +1    +1     ---
    total  5   4+1  4+1  3+1
    Spells prepared 5, 4+1, 4+1, 3+1 DC 13 + spell level
    spells:

    orisons:



    Level 1: [pearl of power X3: recall lv 1 spell 000]




    Domain 1: Cure light wounds [d8+5]

    Level 2:






    Domain 2: Cure moderate wounds [2d8+7]

    Level 3:


    Domain 3: Cure serious wounds [3d8+7]



    Code:
    Equipment
    
    Full plate +2                      5,650 gp
    Cure light wounds wand x2          1,500 gp
    Handy haversack                    2,000 gp
    Pearl of Power 1st level x3        3,000 gp
    3.0 Necklace of Prayer Beads (blessing)   xxxx gp
    Holy symbol                                 25 gp
    Spear                                        2 gp
    Food, water, sundry gear,                   10 gp
    Historical, demonological, and 
    religious reference texts                   15 gp
    Everburning torch                          110 gp
    Cloak of protection +1                    1,000 gp
    682.09 gp
    dogma of RAO

    Description

    Rao is often depicted as an old man with bushy white hair, dark skin,
    slender hands, and a peaceful smile. Any time an offering of peace is
    made, Rao grows a day younger. With a mere glance, he can cause
    any being to fall into agreeable calmness; even Nerull is not immune to
    this. Rao is rarely seen without his Serene Staff, an undersized shepherd's
    crook that he wields as a light mace.

    Relationships

    Rao is an ally of Heironeous, Pelor, Zilchus, and Saint Cuthbert, and an
    enemy of Iuz and Incabulos. Rao is served by Zodal, lesser god of Mercy,
    Hope, and Benevolence. Allitur is said to be his younger brother. Rao
    treats Saint Cuthbert as a younger brother as well, and he may have
    originally brought the saint to Oerth from another world. Raoan priests
    gently chide priests of Zilchus for their worldliness, while clerics of Zilchus
    claim that Raoans are too idealistic, but there is genuine affection between
    the two groups.

    Dogma

    Rao teaches that the greatest gift is reason, which leads to discourse, which
    leads to peace, which leads to serenity. For those who refuse to see reason
    and resort to violence first, action—governed by reason and wisdom—is required
    to restore the peace. Sometimes this action is violent, regrettably.

    Rao's priesthood urges their followers to reject strong emotion for the calm and
    serenity of inner peace. Only when the foundations of law and good are threatened
    should they take to the battlements. When Raoans are stirred to battle, however,
    their foes find them a difficult challenge: calm, implacable, and utterly convinced
    through the power of reason of the righteousness of their cause. Though slow to
    act, Rao's followers act surely, carefully, and with great force.

    Scriptures

    The Word of Incarum, said to be written by Incarum, a deva servitor of Rao's, is regarded as the primary religious text of the faith.

    Worshippers

    Rao is most popular in Veluna, where Raoism is the official state religion. Worship of Rao is also heavily concentrated in Furyondy and Bissel. The church of Rao is a significant force in Greyhawk City, though far from the most popular faith. Temples of Rao also exist in Keoland, Gran March, and on the Wild Coast.

    The faith of Rao has never appealed greatly to commonfolk; rulers, diplomats, sages, scholars, and philosophers make up the bulk of his faithful outside of Old Ferrond, although Rao's powerful worshipers have made their deity's teachings far more influential than mere numbers would suggest. Monks and spellcasters who seek uninterrupted meditation also revere Rao. Many gurus urge their flagging pupils to be as Rao is.

    The teachings of Rao have never made great inroads among the Aerdi in the lands of the former Great Kingdom, though wandering Raoan paladins occasionally venture to the war zones there to help return things to the status quo. A Raoan paladin named Karn Serrand rules a fortress called Goldbolt near Chathold. Priests of Rao exist in secret in Rel Deven, where they are forced to lurk in the shadows like the clergy of evil cults.

    The order of Rao is divided into three parts: the masses, the priesthood, and the Temple Militant, or Holy Knights of Rao.

    Clergy

    Rao's priesthood seeks knowledge, and prefers peaceful solutions, though they are not above using violence when the situation calls for it. They are mediators and negotiators; the Patriarch of Rao in Greyhawk City (Jerome Kazinskaia) was instrumental in negotiating the end of the Greyhawk Wars. They search for new schools of thought, fabled places of peace and quietude, and powerful magic to use to further Law and Good. The most powerful cleric of Rao in the Flanaess is Canon Hazen of Veluna, who helped activate the Crook of Rao and bring about the Flight of Fiends.

    The Raoan clergy is predominantly male. They are quiet, studious people. Their motto is There is a time to think, and more rarely to act; but in that time, action is wisdom.

    The Temple Militant

    The Holy Knights of Rao include the paladins, who are supported by hundreds of fighters and retainers.

    Paladins of Rao are called Envoys or Heralds. Their motto is Peace through Strength of Words and Weight of Reason, but they know that peace must often be won by strength of arms, and do not fear to use their martial as well as their intellectual abilities to bring about the ends they seek.

    Rao's paladins generally go lightly armed and armored, unless expecting the worst. They are serene, patrician figures with spotless manners and erudition. They typically wear gray or blue-gray tunics trimmed in white and gold, and sometimes wear cowls. Rao's symbol is emblazoned on their chests.

    Temples

    Temples of Rao are generally stately, open-air affairs filled with incense, quiet chanting, and earnest philosophical discussions. Many have extensive libraries and learned sages on hand. Some are magnificent four-sided structures with a tall, thin spire on each corner and one in the center. The largest, such as the one in Veluna City, include flying buttresses.

    The walls of the Temple of Rao in Veluna City are 90 feet high, its five towers over 120 feet. Around it and in its courtyards are open gardens of flowers. Stained glass windows provide plentiful interior light during the day.

    Rituals

    Raoan services are long, including periods of quiet prayer and lamentation over the many evils of the world.

    Holy Days

    Raoan holidays are on nights of astrological importance, such as times of eclipse and comet sightings.

    Breadgiving Day. On this day, taking place on the 4th of Needfest (the Winter Solstice), Greyhawk's clerics of Pelor, Rao, and Saint Cuthbert distribute food to the poor.

    The Feast of Edoira, a major Raoan holiday within the Domain of Greyhawk, is celebrated on the fourth of Growfest.

    The Holy Day of Serenity, on Reaping 10, is celebrated in Veluna as a holy day of Rao, though it's actually the anniversary of Veluna's secession from Furyondy in 476 CY. It is celebrated with religious singing and worship.

    The Night of Hopeful Judgement, called Dark Night by most peoples, occurs on the night of Goodmonth 11. This night is a particularly holy time for the faith of Rao, as the Book of Incarum states that Rao will cleanse the world of evil on a night when neither moon shines in the sky. Raoans believe that it is during this night that Rao leads the souls of the righteous to salvation or damns the unrighteous to their eternal punishment. Those without faith in Rao call this holiday the Night of Hopeful Dawn.

    Midsummer's Night is, in the lunar calendar, the opposite of Dark Night, for it is on this night that both moons shine full in the sky. As such, this is another important time for the faith of Rao.

    Artifacts and magic items

    It has been long since Rao has interfered directly with the affairs of Oerth, but he left behind the Crook of Rao, the artifact that bears his name, to help banish the forces of evil. Devils and demons are said to shudder at the mere mention of this object. Other artifacts of Rao are said to exist as well, with similar properties against malevolence.

    The Cap of Reason was created by the order of Rao long ago to further the cause of peace. Resembling a worn cap made from dented and well-used helms, it has defensive properties against weapons and magic, as well as enchanting the tongue of its wielders to make them more skillful at diplomacy. The church often recreates this item.
    Myths and Legends
    The Gift of the Moons

    The Book of Incarum states that in the beginning, all humans respected the wisdom and reason of Rao. Then Tharizdun came and tempted them with false promises, and they turned away from reason and embraced evil. Rao took the light of his soul away from them, and the world was plunged into endless night. However, a few repented, and Rao gifted the moons Celene and Luna to the peoples of Oerth in order to light and guide the way from the darkness and tyranny. Then Rao sent the deva Incarum with the Crook of Rao to drive away the fiends of Tharizdun. Rao returned his light to the day, but true peace will not come until a night when neither moon shines in the sky.
    The Swordless Scabbard

    One pervasive legend among the paladins of Rao is that of a "man with a swordless scabbard," who defeats his opponents without the need for a weapon.
    Edoira

    Edoira is an ancient priest of Rao who united several argumentative sects of his faith within the Domain of Greyhawk, establishing the Edoiran Compact. The Edoiran Compact is a set of rules by which good-aligned faiths can exist in harmony. Edoira never became a deity, but his memory is still honored by many.
    History

    Rao is an old god whose great wisdom was long respected by the Flan peoples. He was historically worshiped by the Flan of the Vale of Luna, most sacred of the lands protected by Rao, as a god of the moons, and his worshipers welcomed the lost and wandering Vollar tribe of Oeridians who came to settle there. The Vollar interpreted this primitive god as a deity of reason and serenity, and by 9 CY, when the Crook of Rao was first located, their cultures had become as one. The location of the Crook's discovery was called Mitrik, which means "salvation" in the Velondi tongue.
    References



    Description


    A tall thin man, Miltiades has the thoughtful look of a scholar to him, though he has the bearing of one trained to wear the armor he does. Olive skinned with short cut black hair and dark brown eyes he is easily identified as an Oeridian.

    Background

    Miltiades is a church loremaster, trained in history, demonology, and arcanology. He knows the past history of the Temple and was sent by the church in Veluna to investigate rumors that indicate the possibility of a return of the elemental cults.

    A disciple of the secret Order of Serenity Miltiades is trained to confront attacks to the very fabric of Oerth's reality. Fiends walking the world, Far Realms invaders, Chaos Abominations that twist men's minds by their very presence, these are what the Order quietly works to stop. Their mission is nothing less than to save the world. Enlightenment. Peace. World-wide serenity undisturbed by Things That Should Not Be.

    Miltiades takes his ultimate mission seriously, as his most sacred trust and duty. On the surface he is a friendly scholar ready with healing magics to help those in need. But at his core underneath he is a dedicated zealot fanatically devoted to his cause.



    Miltiades has augment summoning, stats for summoned creatures below

    Summon Monster I

    Celestial Dog

    Size/Type: Magical Beast (Extraplanar)
    Hit Dice: 1d8+4 (8 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-1
    Attack: Bite +4 melee (1d4+3)
    Full Attack: Bite +4 melee (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Smite Evil
    Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +6, Ref +5, Will +1
    Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
    Skills: Jump +7, Listen +5, Spot +5, Survival +1*
    Feats: Alertness, TrackB


    Celestial Fire Beetle

    Size/Type: Small Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
    Base Attack/Grapple: +0/-2
    Attack: Bite +3 melee (2d4+3)
    Full Attack: Bite +3 melee (2d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Smite Evil
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
    Skills: —
    Feats: —
    Environment: Warm plains Any good-aligned plane
    Organization: Cluster (2-5) or colony (6-11)
    Challenge Rating: 1/3
    Alignment: Always neutral Always lawful good

    These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

    Celestial Giant Fire Beetle
    These celestial creatures are commonly summoned by the summon monster I spell.

    Combat
    Smite Evil (Su)
    Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.



    Celestial Owl

    Size/Type: Tiny Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-9
    Attack: Talons +5 melee (1d4-1)
    Full Attack: Talons +5 melee (1d4-1)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Smite Evil
    Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
    Skills: Listen +14, Move Silently +17, Spot +6*
    Feats: Weapon FinesseB
    Environment: Temperate forests Any good-aligned plane
    Organization: Solitary
    Challenge Rating: ¼
    Alignment: Always lawful good

    The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

    Combat
    Owls swoop quietly down onto prey, attacking with their powerful talons.

    Skills
    Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

    Celestial Owl
    These celestial creatures are commonly summoned by the summon monster I spell.

    Combat
    Smite Evil (Su)
    Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.



    Summon Monster II

    Celestial Giant Bee

    Giant Bee
    Size/Type: Medium Magical Beast
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+4
    Attack: Sting +4 melee (1d4+3 plus poison)
    Full Attack: Sting +4 melee (1d4+3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, smite evil
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
    Saves: Fort +5, Ref +3, Will +2
    Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9
    Skills: Spot +5, Survival +1*
    Feats: —
    Environment: Temperate plains

    Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.

    Poison (Ex)
    Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

    Skills
    Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

    Smite Evil (Su)
    Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe.




    Celestial Bombardier Beetle

    Size/Type: Medium Vermin
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d4+4)
    Full Attack: Bite +4 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid spray
    Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5
    Saves: Fort +7, Ref +0, Will +0
    Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9
    Skills: —
    Feats: —

    These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
    Acid Spray (Ex)

    When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

    Smite Evil (Su)
    Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe.



    CELESTIAL WOLF

    NEUTRAL GOOD Medium [OUTSIDER] [MAGICAL BEAST]
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Bite +3 melee (1d6+1)
    Full Attack: Bite +3 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: TrackB, Weapon Focus (bite)
    Environment: Temperate forests
    Organization: Solitary, pair, or pack (7–16)
    Challenge Rating: 1
    Advancement: 3 HD (Medium); 4–6 HD (Large)
    Level Adjustment: —
    CELESTIAL QUALITIES:
    Darkvision out to 60 feet.
    Resistance to acid, cold, and electricity [RESISTANCE 5]
    Spell resistance equal to HD + 5 (SR 7).


    Combat-Wolves are pack hunters known for their persistence and cunning.

    A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

    Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.




    [SBLOCK=Summon Monster III]
    Celestial Bison

    Size/Type: Large Magical Beast
    Hit Dice: 5d8+25 (47 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+15
    Attack: Gore +10 melee (1d8+12)
    Full Attack: Gore +10 melee (1d8+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede, Smite evil
    Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic
    Saves: Fort +9, Ref +4, Will +1
    Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance

    Combat
    Stampede (Ex)
    A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

    The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Smite Evil (Su)
    Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe.



    [sblock=Air Elemental, Small]
    Size/Type: Small Elemental (Air, Extraplanar)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +7
    Speed: Fly 100 ft. (perfect) (20 squares)
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +1/-1
    Attack: Slam +5 melee (1d4+3)
    Full Attack: Slam +5 melee (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Darkvision 60 ft., elemental traits
    Saves: Fort +2, Ref +6, Will +0
    Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
    Skills: Listen +2, Spot +3
    Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B

    Air Mastery (Ex)
    Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

    Whirlwind (Su)
    The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

    The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

    The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

    Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

    Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

    Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

    The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

    If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

    Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

    An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

    Augmented Earth Elemental stat block

    DEF:
    AC:17 TOUCH: 10 FF: 17
    HP: 22 [2D8+6] -7
    SAVES: Fort +6, Ref -1, Will +0

    OFFENSE: CR 1
    MELEE: SLAM +8 [D6+7];
    Augmented Earth Elemental stat block
    Earth mastery, power attack-2/+2 = +6/1d8+9
    FULL ROUND:
    +8 [D6+7]; Earth mastery
    RANGED: NONE
    BAB/ GRAPPLE: +1/+0

    SKILLS: Listen+3, Spot+2
    FEAT: Power Attack
    SPECIAL ATTACKS: Earth mastery, push
    SPECIAL QUALITIES: Darkvision 60 ft., earth glide, elemental traits
    Last edited by Scott DeWar; Wednesday, 26th June, 2013 at 10:54 PM.
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    Solitaire
    Solitaire
    Female Suel, 5th-Level Sorcerer/1st-level Mage of the Arcane Order
    Medium Humanoid (Human)

    Hit Dice: 6d4+12 (28/28.5 hp) (+2.5/lvl)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 12[16/20] (+2 Dex, [+4 armor with Mage Armor], [+4 shield with Shield]), touch 12, flat-footed 10[14/18]
    Base Attack/Grapple: +2/+1
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Fiery Burst [CM]
    Special Qualities: Divine Companion [CM], Domain Access (Travel) [CM], Guild Member (30gp/month) [CA], Spellpool I (½ caster level) [CA]
    Saves: Fort +3, Ref +3, Will +5
    Abilities: Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 19(21)
    Skills: Concentration +16(9), Knowledge (arcana) +11(9), Knowledge (nature) +7(1+4cc), Knowledge (the planes) +7(1+4cc), Listen -1, Spellcraft +13(9), Spot -1
    Feats: Simple Weapon Proficiency, Arcane Preparation [CA], Searing Spell [SS], Cooperative Spell [CA], Fiery Burst [CM]
    Alignment: Neutral

    Solitaire is an attractive, young woman of average height and with a slender and willowy build. She is 24 years old, has waist-long, ash-blonde hair, which is typically worn open, and emerald green eyes. Her clothes of choice are light and comfortable traveler's garb with a wide hooded cloak. To accentuate her appearance, she wears a few pieces of unostentatious jewelry. A holy symbol of Fharlanghn is worn on a simple silver chain around her neck.

    Solitaire speaks Common, Draconic and Ignan.

    Spells: As 6th-level sorcerer (+1 CL with [Fire] spells)
    Spells per Day: (6/8/6/4; save DC 15 + spell level):[/i]
    0 - ■■■■■ ■
    1st - ■■■■■ ■■□ (D: ■)
    2nd - ■■■■■ □ (D: ■)
    3rd - ■■■□ (D: ■)

    Sorcerer Spells Known:
    0 - Detect Poison, Detect Magic, Read Magic, Light, Message, Open/Close, Prestidigitation;
    1st - Shield, Mage Armor, Lesser Orb of Fire [CA], Longstrider (D);
    2nd - Web, Locate Object (D);
    3rd - Fireball, Fly (D).

    Active Spell Effects:
    --

    Spellcasting Resources:
    Divine Companion □□□□□ □
    Spellpool ■■■ (spell levels)
    Spellpool Debt 0 (spell levels)
    Lesser Metamagic Rod of Sculpting ■■■

    (■ available, □ used)

    Equipment:
    Held: --
    Head: Circlet of Charisma +2
    Face: --
    Throat: --
    Shoulders: --
    Torso: Tunic of Steady Spellcasting [CV]
    Body: --
    Waist: --
    Arms: --
    Hands: --
    Ring: --
    Ring: --
    Feet: --

    Other Equipment: Traveler's Outfit (5), Backpack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Flint and Steel, Ink, Inkpen (3), Parchment (12), Mirror, Soap, Silk Rope (50 ft.), Waterskin, Sunrod (6), Tindertwig (10), Spell Component Pouch (2), Silver Holy Symbol of Fharlanghn, Silver Brooch (Spellpool Focus), Lesser Metamagic Rod of Sculpting [CA]; 251 gp, 2 sp, 0 cp.

    Background: coming soon...
    Last edited by Thanee; Friday, 22nd March, 2013 at 11:02 AM.

    “In our world, immortality is not for the living. The legend lives on!”
    In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


    Wondering what the Dungeon Tiles are like? Take a look here.

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