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CB's City of the Spider Queen v3.5
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<blockquote data-quote="Voadam" data-source="post: 2819006" data-attributes="member: 2209"><p><strong>Hael Boudin</strong></p><p></p><p>A greedy duergar mercenary more interested in earning money and building a solid working reputation than in any cause or personal petty cruelty. He has fought many summoners and has developed a specialty in defeating many of the beasts and fiends they summon. The underdark is full of nasty customers who want to kill each other, and that is where he makes his living.</p><p></p><p>An ashen skinned lean dwarf with a striking white beard and bald head. </p><p></p><p>Hael Boudin</p><p>Male Duergar (medium dwarf)</p><p>Ranger 9</p><p>Alignment LN</p><p>Age Heading towards middle aged</p><p>Height/Weight short, lean</p><p>Deity Laduguer</p><p></p><p>Str 18 (16 +2 advancement)</p><p>Dex 10</p><p>Con 18 (16 +2 racial)</p><p>Int 8</p><p>Wis 14</p><p>Cha 4 (-4 racial)</p><p></p><p>AC 19 (+7 armor, +2 shield) T 10, FF 19</p><p>Initiative +4</p><p>20'</p><p>Max. Hit Points 86</p><p>Current Hit Points 86</p><p>Saving Throws</p><p>F +10, R +8, W +7 (+2 racial bonus against spells and spell-like abilities)</p><p></p><p>Attacks and Damage for preferred weapons</p><p>Battle Axe +1 Wounding +14 melee 1d8+5 dmg x3 (+1 con) cold iron</p><p>Light Steel Shield +1 Bashing +14 melee 1d4+4 x2</p><p>Silver Armor Spike +13 melee 1d6+3 x2 silver</p><p>Throwing axe +9 ranged 1d6+4 10' RI</p><p>Full attack TWF Battle Axe +12/+7 1d8+5 dmg x3 (+1 con) cold iron, and/or shield +12/+7 1d4+3 x2, and/or silver armor spike +11/+6 1d6+1 silver </p><p></p><p>Feats: </p><p>Improved Shield Bash, Lightning Reflexes, Iron Will, Improved Initiative, Track (B), TWF (B), Endurance (B), ITWF (B),</p><p></p><p>Skills</p><p>Hide +11 (12 ranks +0 dex, -1 armor)</p><p>Listen + 15 (12 ranks +2 wis, +1 racial)</p><p>Move Silently +15 (12 ranks +0 dex, -1 armor, +4 racial)</p><p>Spot +15 (12 ranks +2 wis, +1 racial)</p><p>Survival + 14 (12 ranks +2 wis)</p><p></p><p>Languages Known: Common, Undercommon, Dwarven,</p><p></p><p>Possessions & Current Wealth</p><p>Mithril Breastplate +2 8,350</p><p>Light shield +1 Bashing 4,159</p><p>Cold Iron Battle Axe +1 Wounding 20,720</p><p>Silver Armor Spike 70</p><p>Winged Boots 16,000</p><p>4 Throwing Axes 32</p><p>Cure Light Wounds Wand 50 charges 750</p><p>backpack, clothes, rope, food, bedroll, waterskin, ~ 25 gp</p><p>Drider head</p><p></p><p>Spells Prepared</p><p>1 Resist Energy x2</p><p>2 Cat's Grace</p><p></p><p>Ranger Powers:</p><p>Track +14</p><p>Wild Empathy +6</p><p>Favored Enemy: Magical Beast +4, Outsider (Evil) +2</p><p>Animal Companion: Dire Bat</p><p>Swift Tracker,</p><p>Woodland Stride</p><p>Evasion</p><p></p><p>Duergar Powers:</p><p>Darkvision 120 ft</p><p>Immunity to paralysis, phantasms, and poison.</p><p>Spell-Like Abilities: 1/day enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.</p><p>Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell. </p><p></p><p>Dwarf Powers:</p><p>Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. </p><p>Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). </p><p>+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). </p><p>+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). </p><p>+2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>+2 racial bonus on Craft checks that are related to stone or metal.</p><p></p><p>Animal companion:</p><p>Dire Bat</p><p>Trick: mount.</p><p></p><p>Dire Bat</p><p>Size/Type: Large Animal </p><p>Hit Dice: 4d8+12 (30 hp) </p><p>Initiative: +6 </p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good) </p><p>Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 </p><p>Base Attack/Grapple: +3/+10 </p><p>Attack: Bite +5 melee (1d8+4) </p><p>Full Attack: Bite +5 melee (1d8+4) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: — </p><p>Special Qualities: Blindsense 40 ft. </p><p>Saves: Fort +7, Ref +10, Will +6 </p><p>Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 </p><p>Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* </p><p>Feats: Alertness, Stealthy </p><p>Environment: Temperate deserts </p><p>Organization: Solitary or colony (5-8) </p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: 5-12 HD (Large) </p><p>Level Adjustment: — </p><p></p><p>A dire bat has a wingspan of 15 feet and weighs about 200 pounds. </p><p></p><p>Combat</p><p>Dire bats swoop down upon unsuspecting prey from above. </p><p></p><p>Blindsense (Ex)</p><p>A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. </p><p></p><p>Skills</p><p>Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p><p></p><p>XP 50,957</p></blockquote><p></p>
[QUOTE="Voadam, post: 2819006, member: 2209"] [b]Hael Boudin[/b] A greedy duergar mercenary more interested in earning money and building a solid working reputation than in any cause or personal petty cruelty. He has fought many summoners and has developed a specialty in defeating many of the beasts and fiends they summon. The underdark is full of nasty customers who want to kill each other, and that is where he makes his living. An ashen skinned lean dwarf with a striking white beard and bald head. Hael Boudin Male Duergar (medium dwarf) Ranger 9 Alignment LN Age Heading towards middle aged Height/Weight short, lean Deity Laduguer Str 18 (16 +2 advancement) Dex 10 Con 18 (16 +2 racial) Int 8 Wis 14 Cha 4 (-4 racial) AC 19 (+7 armor, +2 shield) T 10, FF 19 Initiative +4 20' Max. Hit Points 86 Current Hit Points 86 Saving Throws F +10, R +8, W +7 (+2 racial bonus against spells and spell-like abilities) Attacks and Damage for preferred weapons Battle Axe +1 Wounding +14 melee 1d8+5 dmg x3 (+1 con) cold iron Light Steel Shield +1 Bashing +14 melee 1d4+4 x2 Silver Armor Spike +13 melee 1d6+3 x2 silver Throwing axe +9 ranged 1d6+4 10' RI Full attack TWF Battle Axe +12/+7 1d8+5 dmg x3 (+1 con) cold iron, and/or shield +12/+7 1d4+3 x2, and/or silver armor spike +11/+6 1d6+1 silver Feats: Improved Shield Bash, Lightning Reflexes, Iron Will, Improved Initiative, Track (B), TWF (B), Endurance (B), ITWF (B), Skills Hide +11 (12 ranks +0 dex, -1 armor) Listen + 15 (12 ranks +2 wis, +1 racial) Move Silently +15 (12 ranks +0 dex, -1 armor, +4 racial) Spot +15 (12 ranks +2 wis, +1 racial) Survival + 14 (12 ranks +2 wis) Languages Known: Common, Undercommon, Dwarven, Possessions & Current Wealth Mithril Breastplate +2 8,350 Light shield +1 Bashing 4,159 Cold Iron Battle Axe +1 Wounding 20,720 Silver Armor Spike 70 Winged Boots 16,000 4 Throwing Axes 32 Cure Light Wounds Wand 50 charges 750 backpack, clothes, rope, food, bedroll, waterskin, ~ 25 gp Drider head Spells Prepared 1 Resist Energy x2 2 Cat's Grace Ranger Powers: Track +14 Wild Empathy +6 Favored Enemy: Magical Beast +4, Outsider (Evil) +2 Animal Companion: Dire Bat Swift Tracker, Woodland Stride Evasion Duergar Powers: Darkvision 120 ft Immunity to paralysis, phantasms, and poison. Spell-Like Abilities: 1/day enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries. Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell. Dwarf Powers: Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Animal companion: Dire Bat Trick: mount. Dire Bat Size/Type: Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Blindsense 40 ft. Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy Environment: Temperate deserts Organization: Solitary or colony (5-8) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-12 HD (Large) Level Adjustment: — A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Combat Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. XP 50,957 [/QUOTE]
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