Mortepierre
First Post
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Whenever possible, I’ll try to include all relevant info to allow readers to fully understand what they are facing in terms of game mechanics. Though the campaign began when 3.5E had not yet been published, I have converted everything to 3.5E for your convenience before posting it here. As new sources for old classes/feats/spells/etc.. become available, I'll update the stats to reference the latest version (assuming I buy it).
People will notice that not all characters started at the 1st level. That was a conscious decision on my part. For years, I regretted that players who wished to portray a “veteran” could do so only through role-play. Sadly, that doesn’t quite cut it. Indeed, how do you prove in-game you are a veteran of many battles when you have the same basic stats as a “youngling” and thus are reduced to the same state of quasi-helplessness in certain situations?
Hence my first house rule: players can elect to begin at the 2nd (or even the 3rd) level if they so desire. However, there is a catch, and it’s a big one.
First of all, this option is only open to players who have demonstrated their mastery of the gaming system and are veteran role-players. No quick way to power for powergaming newbies!
Second, a player who chooses this option begins the game with the same amount of money as a 1st level character and with 0 xp. In game terms, this means players will have to earn the exact amount of xp required by their current level before being able to invest any in other pursuits (such as gaining a new level, creating a magic item, etc..). In effect, they start with a “debt”.
Interestingly, my 3 veteran players all decided to give it a go and I must say it turned out even better than what I had hoped for (Eirak/Kalveig started at lvl 3, and Pelrind at level 2).
For those who wonder, we’re using the point-buy system with a little twist. Here is a small excerpt from the Character Generation document all players received:
Just for info, here are the DP totals the players began with:
- Eirak: 30
- Kalveig: 31
- Musadoc: 27
- Pelrind: 29
- Siubhan: 28
And now, without further ado, our protagonists...
(stats take everything but the armor/encumbrance penalty into account)
EDIT: stats updated as they were by the end of Chapter 1
Eirak Delkilar, Male Sundered Dwarf Fighter 3: Medium humanoid; HD 3d10+9; hp 36; Init +1; Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +3; Grp +6; Atk Nemesis +7 melee (1d8+4/x3); SQ sundered dwarf; AL LN(G); SV Fort +5, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 12; Age 80; Height 4’1”; Weight 160 lb.
Skills: Climb +5 (+7 with kit), Intimidate +5, Knowledge (military logistics*) +4, Knowledge (military tactics*) +4, Knowledge (military training*) +7.
Feats: Dodge, Endurance, Military Service** (Iron Badger battalion), Toughness.
Signature Possessions: ‘Nemesis’ (+1 warhammer), heavy steel shield, locked gauntlet, scale mail, potion (cure light wounds), potion (cure moderate wounds), potion (heroism), climber’s kit.
Languages: Dwarven, Traladaran.
* skills from the Kingdoms of Kalamar Player’s Guide
** new feat allowing you to gain access to feats with the “army training” prerequisite, and to prestige classes with a prerequisite of 5 years of service in a specific military unit.
Brother Kalveig, Male Human (Drachen) Holy Warrior* 3 (of Morwyn): Medium humanoid; HD 3d10+3; hp 27; Init +1; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +5; Atk flail +5 melee (1d8+2); SQ aura of good; AL LG; SV Fort +6, Ref +4, Will +4; Str 15, Dex 12, Con 12, Int 13, Wis 12, Cha 14; Age 33; Height 6’1”; Weight 195 lb.
Aura of Courage, Divine Grace, and Divine Health: as per the PHB.
Confer Blessings (Sp): 3/day, by touch, confers 3 temporary hit pts (D: 24 hours) & +4 morale bonus vs fear effects (D: 3 min.) to one person.
Healer’s Aid (Sp): 1/day, 1 min. preparation, maximizes any one healing spell (one’s own or another’s) and cures an additional 3 hit pts.
Sacrifice (Sp): 1/day, by touch, can transfer to himself up to 37 pts of damage from another person (1% chance per 2 pts transferred of being knocked unconscious)
Skills: Concentration +3, Diplomacy +6, Handle Animal +4, Heal +5, Knowledge (religion) +3, Ride +7, Sense Motive +7.
Feats: Combat Expertise, Diehard, Endurance.
HW’s domains: Compassion (Confer Blessings, Healer’s Aid, Sacrifice), Guardian (Aura of Courage, Divine Grace, Divine Health)
Signature Possessions: chainmail, flail, fur cloak, heavy steel shield, wooden holy symbol (Morwyn), tanglefoot bag, silver dagger (masterwork), potion (cure light wounds).
Languages: Drachen, Traladaran.
* class from the Book of the Righteous (and updated by yours truly to 3.5E)
Musadoc, Male (Lightfoot) Halfling Holy Warrior 3 (of Anwyn): Small humanoid; HD 3d10+6; hp 30; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14; Base Atk +3; Grp +0; Atk heavy pick +5 melee (1d4+1/x4) ; SQ aura of good, halfling; AL LG; SV Fort +6, Ref +4, Will +5; Str 13, Dex 14, Con 14, Int 10, Wis 13, Cha 13; Age 25; Height 3’0”; Weight 33 lb.
Cherished Bond (Su): automatic Will save to disbelief illusions whenever he encounters them, even before he has a chance to interact with them. This save benefits from a +1 bonus, and Musadoc can be considered to have rolled a 10 automatically if he wants to.
Creation’s Guardian (Su): 1/day (D: 6 rounds), may take a defensive stand to protect “things” associated with Anwyn (hearths, homes, housewives, peasants, and servants). During that time, gains a +4 dodge bonus to AC, and a +1 bonus to Str, Con, and all saving throws.
Divine Inspiration (Ex): Appraise & Craft (stonemasonry) become class skills. Gains a +1 sacred bonus whenever using them. Gains 4 skill pts to invest in them (but cannot exceed max. skill rank).
Energy Resistance (fire) (Su): 1/day, may ignore up to 3 pts of fire damage.
Fire Ken (Su): gains Ignan as free language. As a free action, 1/day, can sheathe one’s weapon (even natural weapons) with flames for 1 full round (adds 1d6+1 pts of fire damage to the attack).
Rebuke Fire Elemental (Su): may rebuke creatures from the Elemental Plane of Fire exactly as a cleric of 3rd level may rebuke undead.
Skills: Appraise +3, Craft (stonemasonry) +3, Handle Animal +3, Hide +6, Knowledge (architecture & engineering) +1, Knowledge (religion) +2, Move Silently +4, Profession (miner) +5, Sense Motive +3.
Feats: Haunted*, Iron Will.
HW’s domains: Creation (Cherished Bond, Creation’s Guardian, Divine Inspiration), Fire (Fire Ken, Energy Resistance, Rebuke Fire Elemental)
Signature Possessions: (small) heavy pick, (small) leather armor, silver holy symbol (Anwyn), (small) light wooden shield, 3 smokesticks, 2 thunderstones, potion (cat’s grace), potion (cure light wounds), figurine of wondrous power (serpentine owl of wisdom).
Languages: Ignan, Halfling, Traladaran.
* feat from the Ravenloft Player’s Handbook which I modified. Instead of the ghost offering bonus to certain skills, the incorporeal spirit acts as an advisor to the character. The catch being that sometimes it advises you when you wish to be left alone, and at other times it refuses to chime in when you feel you most need advice. In extreme cases, the ghost can “possess” temporarily its partner - if allowed to - but doing so inflicts temporary Wisdom damage to the “host” (which manifests as terrible headaches).
Moreover, in this case, the ghost isn’t truly linked to the character but to an item he carries. If Musadoc loses the item, he loses his “partner” until he manages to recover it.
Pelrind the Geomancer, Male Stone Elf Druid/Sorcerer 2/1: Medium humanoid; HD 2d8+1d4; hp 17; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +1; Grp +1; Atk staff-spear +1 melee (1d6 or 1d8/x3); SA spells; SQ climbing mastery*, disaster sense*, elemental empathy**, stone elf; AL N(G); SV Fort +5, Ref +3, Will +7; Str 11, Dex 16, Con 10, Int 12, Wis 14, Cha 14; Age 120; Height 5’4”; Weight 121 lb.
Climbing Mastery (Ex): can climb at his normal movement rate without taking any penalty to the Climb check. In addition, he retains his dexterity bonus to his AC while climbing.
Disaster Sense (Ex): can sense any natural disasters related to the mountain, mud slides, rock slides, avalanches, etc.. at least 10 minutes (per druid level) before it happens. Disasters intentionally caused by others are not detected using this ability.
Skills: Concentration +2, Heal +4, Knowledge (arcana) +2, Knowledge (nature) +8, Knowledge (the planes) +2, Listen +7, Spellcraft +7, Spot +4, Survival +9 (+11 aboveground).
Feats: Bloodline of Power*** (Fey / racial bonus), Eschew Materials (Sorcerer class bonus), Survivor****, Track.
Usual Druidic Spells Prepared (4/3; save DC 12 + spell level): 0–create water, detect magic, flare, read magic; 1st–magic stone, obscuring mist, produce flame.
Sorcerer Spells Known (5/4; save DC 12 + spell level): 0–disrupt undead, ghost sound, jolt°, ray of frost; 1st–burning hands, charm person, pounding stones°.
Signature Possessions: copy of the Codex Natura, sling, staff-spear°°, wooden symbol of the Adepts of Dvorr, vial of antitoxin, 2 tindertwigs, calisil (elven orb of light), potion (invisibility), Lisette’s ring (Hag Eye).
Languages: Druidic, Elven, Terran, Traladaran.
* we play with the Terrain Adaptation rule that was published as a web enhancement for the Quintessential Druid (Mongoose Publishing). Pelrind chose Mountain as his starting terrain (quite naturally given his race, I might add), so Nature Sense is replaced by Disaster Sense and Woodland Stride by Climbing Mastery.
** druids who are members of the Adepts of Dvorr replace their Wild Empathy by Elemental Empathy. It works the same way but only toward creatures of the Elemental type. If the creature’s Intelligence score is equal to 6 (or higher) the druid takes a -4 penalty on the check. Having 5 ranks in Knowledge (the Planes) gives you a +2 (synergy) bonus to that check
*** new feat that is a prerequisite for taking the Sorcerer class. In exchange, Sorcerers receive Eschew Materials as a bonus feat. Some races (such as the elves) receive it for free as part of their ‘inheritance’. Originally, I had developed my own feat but when I noticed those described in Dragon Mag., issues #311 & 315, I switched to them (albeit after modifying a bit the list of ‘extra-spells’)
**** feat from the Player’s Guide to Faerun
° spells from the Kingdoms of Kalamar Player’s Guide
°° this weapon is simply a quarterstaff with one end turned into a spear-head
Sister Siubhan, Female Human (Traladaran) Cleric 3 (of Morwyn): Medium humanoid; HD 3d8; hp 19; Init +1; Spd 30 ft.; AC 12, touch 12, flat-footed 11; Base Atk +2; Grp +2; Atk quarterstaff +2 melee (1d6); SA spells, turn undead; AL LG; SV Fort +3, Ref +2, Will +6; Str 10, Dex 12, Con 10, Int 12, Wis 16(+2/3), Cha 14; Age 19; Height 4’8”; Weight 85 lb.
Skills: Concentration +4, Diplomacy +8, Heal +12 (+14 with kit), Knowledge (arcana) +3, Knowledge (the planes) +2, Knowledge (religion) +6, Sense Motive* +3, Spellcraft +3.
Feats: Sacred Vow**, Skill Focus (Heal), <reserved>***.
Usual Spells Prepared (4/3+1/2+1; save DC 13 + spell level): 0–detect poison, light, purify food & drink, read magic; 1st–bless, detect secret doors°, remove fear, sanctuary; 2nd-delay poison, detect thoughts°, lesser restoration.
°Domain spell
Deity’s domains: Good, Healing, Knowledge, Protection.
Domains of choice: Healing (cast healing spells at +1 caster level), Knowledge (all Knowledge skills are considered class skills).
Domain of specialization: Healing.
Signature Possessions: healer’s kit, quarterstaff, silver holy symbol (Morwyn), ring of protection (+1), sunrod, potion (invisibility), potion (remove paralysis), scroll of remove paralysis.
Languages: Celestial, Traladaran.
* Clerics of Morwyn can also use it to sense pain (physical or psychological) in others. The smaller the wound (or the more hidden the trauma), the higher the DC of the skill check
** feat from the Book of Exalted Deeds
*** Siubhan’s player had chosen a new feat but since she couldn’t get it before visiting a temple of Morwyn, I agreed to let her leave the slot ‘on hold’
EDIT: as a small treat to loyal readers waiting for the next update, I have decided to include the "general" (as opposed to "DM's") map of Drachenhold. It should help you visualize better where the action is taking place. Full credit for the original map (which I modified for my campaign) goes to Brian K. Moseley
(apologies for the blurred details but since attachments are limited to some 0.25 Mb, I had to reduce the size drastically :\ )
Whenever possible, I’ll try to include all relevant info to allow readers to fully understand what they are facing in terms of game mechanics. Though the campaign began when 3.5E had not yet been published, I have converted everything to 3.5E for your convenience before posting it here. As new sources for old classes/feats/spells/etc.. become available, I'll update the stats to reference the latest version (assuming I buy it).
People will notice that not all characters started at the 1st level. That was a conscious decision on my part. For years, I regretted that players who wished to portray a “veteran” could do so only through role-play. Sadly, that doesn’t quite cut it. Indeed, how do you prove in-game you are a veteran of many battles when you have the same basic stats as a “youngling” and thus are reduced to the same state of quasi-helplessness in certain situations?
Hence my first house rule: players can elect to begin at the 2nd (or even the 3rd) level if they so desire. However, there is a catch, and it’s a big one.
First of all, this option is only open to players who have demonstrated their mastery of the gaming system and are veteran role-players. No quick way to power for powergaming newbies!
Second, a player who chooses this option begins the game with the same amount of money as a 1st level character and with 0 xp. In game terms, this means players will have to earn the exact amount of xp required by their current level before being able to invest any in other pursuits (such as gaining a new level, creating a magic item, etc..). In effect, they start with a “debt”.
Interestingly, my 3 veteran players all decided to give it a go and I must say it turned out even better than what I had hoped for (Eirak/Kalveig started at lvl 3, and Pelrind at level 2).
For those who wonder, we’re using the point-buy system with a little twist. Here is a small excerpt from the Character Generation document all players received:
You begin with 25 DP (development points)
You can earn additional DP by fulfilling any of the following conditions:
- character’s race is human: +1 DP
- character’s class is Fighter, or Rogue: +2 DP
- character’s class is Barbarian, Bard, Cleric, Holy Warrior (Paladin), or Ranger: +1 DP
- 1 (full) page (or more) of background (correctly typed) submitted to the DM: +2 DP
- background integrates elements and/or events requested by the DM: +1 DP
- provides a picture of character (it needn’t have been drawn by the player!): +1 DP
All rewards are cumulative. This is a one-time deal available only at character’s creation.
Justification: this system of DP bonus is a way to reward the players who are willing to go the extra mile when developing their character. It may give you the impression that I am trying to favor non-(arcane) spellcasters but there are several reasons for that.
First, this campaign is centered on the ongoing struggles of a human kingdom. While non-humans can (and will) be involved, it is my opinion that this should remain a predominantly “human campaign”.
Second, divine magic is more prevalent than arcane magic (at least in my world). While sorcerers and wizards do exist, they tend to be rare (especially at high level) and the attitude of most people toward their powers lies somewhere in-between awe and stark fear. Thus, someone playing one will have a tougher time at low level but enjoy considerable power at higher level. Hence, the need to insure that only players truly devoted to the concept of role-playing a Sorcerer/Wizard correctly will get one.
Finally, while adventurers tend to be folks above and beyond “Mr. Average Joe”, most of them still belong to the category that thinks a strong arm or a quick hand are enough to solve most problems (hence the higher DP bonus for Fighters and Rogues).
Just for info, here are the DP totals the players began with:
- Eirak: 30
- Kalveig: 31
- Musadoc: 27
- Pelrind: 29
- Siubhan: 28
And now, without further ado, our protagonists...
(stats take everything but the armor/encumbrance penalty into account)
EDIT: stats updated as they were by the end of Chapter 1
Eirak Delkilar, Male Sundered Dwarf Fighter 3: Medium humanoid; HD 3d10+9; hp 36; Init +1; Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +3; Grp +6; Atk Nemesis +7 melee (1d8+4/x3); SQ sundered dwarf; AL LN(G); SV Fort +5, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 12; Age 80; Height 4’1”; Weight 160 lb.
Skills: Climb +5 (+7 with kit), Intimidate +5, Knowledge (military logistics*) +4, Knowledge (military tactics*) +4, Knowledge (military training*) +7.
Feats: Dodge, Endurance, Military Service** (Iron Badger battalion), Toughness.
Signature Possessions: ‘Nemesis’ (+1 warhammer), heavy steel shield, locked gauntlet, scale mail, potion (cure light wounds), potion (cure moderate wounds), potion (heroism), climber’s kit.
Languages: Dwarven, Traladaran.
* skills from the Kingdoms of Kalamar Player’s Guide
** new feat allowing you to gain access to feats with the “army training” prerequisite, and to prestige classes with a prerequisite of 5 years of service in a specific military unit.
Brother Kalveig, Male Human (Drachen) Holy Warrior* 3 (of Morwyn): Medium humanoid; HD 3d10+3; hp 27; Init +1; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +5; Atk flail +5 melee (1d8+2); SQ aura of good; AL LG; SV Fort +6, Ref +4, Will +4; Str 15, Dex 12, Con 12, Int 13, Wis 12, Cha 14; Age 33; Height 6’1”; Weight 195 lb.
Aura of Courage, Divine Grace, and Divine Health: as per the PHB.
Confer Blessings (Sp): 3/day, by touch, confers 3 temporary hit pts (D: 24 hours) & +4 morale bonus vs fear effects (D: 3 min.) to one person.
Healer’s Aid (Sp): 1/day, 1 min. preparation, maximizes any one healing spell (one’s own or another’s) and cures an additional 3 hit pts.
Sacrifice (Sp): 1/day, by touch, can transfer to himself up to 37 pts of damage from another person (1% chance per 2 pts transferred of being knocked unconscious)
Skills: Concentration +3, Diplomacy +6, Handle Animal +4, Heal +5, Knowledge (religion) +3, Ride +7, Sense Motive +7.
Feats: Combat Expertise, Diehard, Endurance.
HW’s domains: Compassion (Confer Blessings, Healer’s Aid, Sacrifice), Guardian (Aura of Courage, Divine Grace, Divine Health)
Signature Possessions: chainmail, flail, fur cloak, heavy steel shield, wooden holy symbol (Morwyn), tanglefoot bag, silver dagger (masterwork), potion (cure light wounds).
Languages: Drachen, Traladaran.
* class from the Book of the Righteous (and updated by yours truly to 3.5E)
Musadoc, Male (Lightfoot) Halfling Holy Warrior 3 (of Anwyn): Small humanoid; HD 3d10+6; hp 30; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14; Base Atk +3; Grp +0; Atk heavy pick +5 melee (1d4+1/x4) ; SQ aura of good, halfling; AL LG; SV Fort +6, Ref +4, Will +5; Str 13, Dex 14, Con 14, Int 10, Wis 13, Cha 13; Age 25; Height 3’0”; Weight 33 lb.
Cherished Bond (Su): automatic Will save to disbelief illusions whenever he encounters them, even before he has a chance to interact with them. This save benefits from a +1 bonus, and Musadoc can be considered to have rolled a 10 automatically if he wants to.
Creation’s Guardian (Su): 1/day (D: 6 rounds), may take a defensive stand to protect “things” associated with Anwyn (hearths, homes, housewives, peasants, and servants). During that time, gains a +4 dodge bonus to AC, and a +1 bonus to Str, Con, and all saving throws.
Divine Inspiration (Ex): Appraise & Craft (stonemasonry) become class skills. Gains a +1 sacred bonus whenever using them. Gains 4 skill pts to invest in them (but cannot exceed max. skill rank).
Energy Resistance (fire) (Su): 1/day, may ignore up to 3 pts of fire damage.
Fire Ken (Su): gains Ignan as free language. As a free action, 1/day, can sheathe one’s weapon (even natural weapons) with flames for 1 full round (adds 1d6+1 pts of fire damage to the attack).
Rebuke Fire Elemental (Su): may rebuke creatures from the Elemental Plane of Fire exactly as a cleric of 3rd level may rebuke undead.
Skills: Appraise +3, Craft (stonemasonry) +3, Handle Animal +3, Hide +6, Knowledge (architecture & engineering) +1, Knowledge (religion) +2, Move Silently +4, Profession (miner) +5, Sense Motive +3.
Feats: Haunted*, Iron Will.
HW’s domains: Creation (Cherished Bond, Creation’s Guardian, Divine Inspiration), Fire (Fire Ken, Energy Resistance, Rebuke Fire Elemental)
Signature Possessions: (small) heavy pick, (small) leather armor, silver holy symbol (Anwyn), (small) light wooden shield, 3 smokesticks, 2 thunderstones, potion (cat’s grace), potion (cure light wounds), figurine of wondrous power (serpentine owl of wisdom).
Languages: Ignan, Halfling, Traladaran.
* feat from the Ravenloft Player’s Handbook which I modified. Instead of the ghost offering bonus to certain skills, the incorporeal spirit acts as an advisor to the character. The catch being that sometimes it advises you when you wish to be left alone, and at other times it refuses to chime in when you feel you most need advice. In extreme cases, the ghost can “possess” temporarily its partner - if allowed to - but doing so inflicts temporary Wisdom damage to the “host” (which manifests as terrible headaches).
Moreover, in this case, the ghost isn’t truly linked to the character but to an item he carries. If Musadoc loses the item, he loses his “partner” until he manages to recover it.
Pelrind the Geomancer, Male Stone Elf Druid/Sorcerer 2/1: Medium humanoid; HD 2d8+1d4; hp 17; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +1; Grp +1; Atk staff-spear +1 melee (1d6 or 1d8/x3); SA spells; SQ climbing mastery*, disaster sense*, elemental empathy**, stone elf; AL N(G); SV Fort +5, Ref +3, Will +7; Str 11, Dex 16, Con 10, Int 12, Wis 14, Cha 14; Age 120; Height 5’4”; Weight 121 lb.
Climbing Mastery (Ex): can climb at his normal movement rate without taking any penalty to the Climb check. In addition, he retains his dexterity bonus to his AC while climbing.
Disaster Sense (Ex): can sense any natural disasters related to the mountain, mud slides, rock slides, avalanches, etc.. at least 10 minutes (per druid level) before it happens. Disasters intentionally caused by others are not detected using this ability.
Skills: Concentration +2, Heal +4, Knowledge (arcana) +2, Knowledge (nature) +8, Knowledge (the planes) +2, Listen +7, Spellcraft +7, Spot +4, Survival +9 (+11 aboveground).
Feats: Bloodline of Power*** (Fey / racial bonus), Eschew Materials (Sorcerer class bonus), Survivor****, Track.
Usual Druidic Spells Prepared (4/3; save DC 12 + spell level): 0–create water, detect magic, flare, read magic; 1st–magic stone, obscuring mist, produce flame.
Sorcerer Spells Known (5/4; save DC 12 + spell level): 0–disrupt undead, ghost sound, jolt°, ray of frost; 1st–burning hands, charm person, pounding stones°.
Signature Possessions: copy of the Codex Natura, sling, staff-spear°°, wooden symbol of the Adepts of Dvorr, vial of antitoxin, 2 tindertwigs, calisil (elven orb of light), potion (invisibility), Lisette’s ring (Hag Eye).
Languages: Druidic, Elven, Terran, Traladaran.
* we play with the Terrain Adaptation rule that was published as a web enhancement for the Quintessential Druid (Mongoose Publishing). Pelrind chose Mountain as his starting terrain (quite naturally given his race, I might add), so Nature Sense is replaced by Disaster Sense and Woodland Stride by Climbing Mastery.
** druids who are members of the Adepts of Dvorr replace their Wild Empathy by Elemental Empathy. It works the same way but only toward creatures of the Elemental type. If the creature’s Intelligence score is equal to 6 (or higher) the druid takes a -4 penalty on the check. Having 5 ranks in Knowledge (the Planes) gives you a +2 (synergy) bonus to that check
*** new feat that is a prerequisite for taking the Sorcerer class. In exchange, Sorcerers receive Eschew Materials as a bonus feat. Some races (such as the elves) receive it for free as part of their ‘inheritance’. Originally, I had developed my own feat but when I noticed those described in Dragon Mag., issues #311 & 315, I switched to them (albeit after modifying a bit the list of ‘extra-spells’)
**** feat from the Player’s Guide to Faerun
° spells from the Kingdoms of Kalamar Player’s Guide
°° this weapon is simply a quarterstaff with one end turned into a spear-head
Sister Siubhan, Female Human (Traladaran) Cleric 3 (of Morwyn): Medium humanoid; HD 3d8; hp 19; Init +1; Spd 30 ft.; AC 12, touch 12, flat-footed 11; Base Atk +2; Grp +2; Atk quarterstaff +2 melee (1d6); SA spells, turn undead; AL LG; SV Fort +3, Ref +2, Will +6; Str 10, Dex 12, Con 10, Int 12, Wis 16(+2/3), Cha 14; Age 19; Height 4’8”; Weight 85 lb.
Skills: Concentration +4, Diplomacy +8, Heal +12 (+14 with kit), Knowledge (arcana) +3, Knowledge (the planes) +2, Knowledge (religion) +6, Sense Motive* +3, Spellcraft +3.
Feats: Sacred Vow**, Skill Focus (Heal), <reserved>***.
Usual Spells Prepared (4/3+1/2+1; save DC 13 + spell level): 0–detect poison, light, purify food & drink, read magic; 1st–bless, detect secret doors°, remove fear, sanctuary; 2nd-delay poison, detect thoughts°, lesser restoration.
°Domain spell
Deity’s domains: Good, Healing, Knowledge, Protection.
Domains of choice: Healing (cast healing spells at +1 caster level), Knowledge (all Knowledge skills are considered class skills).
Domain of specialization: Healing.
Signature Possessions: healer’s kit, quarterstaff, silver holy symbol (Morwyn), ring of protection (+1), sunrod, potion (invisibility), potion (remove paralysis), scroll of remove paralysis.
Languages: Celestial, Traladaran.
* Clerics of Morwyn can also use it to sense pain (physical or psychological) in others. The smaller the wound (or the more hidden the trauma), the higher the DC of the skill check
** feat from the Book of Exalted Deeds
*** Siubhan’s player had chosen a new feat but since she couldn’t get it before visiting a temple of Morwyn, I agreed to let her leave the slot ‘on hold’
EDIT: as a small treat to loyal readers waiting for the next update, I have decided to include the "general" (as opposed to "DM's") map of Drachenhold. It should help you visualize better where the action is taking place. Full credit for the original map (which I modified for my campaign) goes to Brian K. Moseley
(apologies for the blurred details but since attachments are limited to some 0.25 Mb, I had to reduce the size drastically :\ )
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