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Characters for the Risen Goddess
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<blockquote data-quote="(contact)" data-source="post: 690856" data-attributes="member: 41"><p><strong><u>Character statistics immediately prior to entry into Great Delve</u></strong></p><p></p><p><strong>Khuumar</strong>: Male drow Ftr7/Ex-Blk 4/Divine Champion 5; CR 17; Medium-size humanoid; HD 16d10+16; hp 108; Init +8; Spd 20 ft.; AC 33, flatfooted 29, touch 19 (+10 armor, +5 deflection, +4 natural, +4 Dex); BAB +16; Atk +3 shock greatsword +26/+21/+16/+11 melee (2d6+11 plus 1d6 electricity, 17-20 x2); SA Drow Spells; SQ Drow Qualities, SR 27; AL CE; SV Fort +20, Ref +17, Will +10; Str 23, Dex 19, Con 12, Int 10, Wis 10, Cha 16.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Skills & Feats:</strong> Climb +6*, Concentration +4, Hide +3*, Intimidate +7, Listen +2, Knowledge (Religion) +8, Move Silently +7*, Search +2, Spot +2; Blind Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Power Attack, Sunder, Weapon Focus (dagger), Weapon Focus (greatsword), Weapon Specialization (greatsword).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp*-5 armor check penalty.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Drow Spell-Like Abilities (Sp):</strong> 1/day—dancing lights, darkness, and faerie fire (cast at Khuumar’s character level).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Drow Qualities:</strong> Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Possessions:</strong> +2 full plate of balance, +3 shock greatsword, crappy rusted dagger of slapping, amulet of natural armor +4, belt of giant strength +4, boots of elvenkind, cloak of resistance +3, gloves of dexterity +4, potion of cure serious wounds (2), potion of endurance, ring of protection +5, ring of see invisible.</p><p></p><p></p><p><strong>Taran Tar-Ilou</strong>: Male human Rgr9 / Sor4 / Spellsword 4; CR 17; Medium Humanoid; HD 13d8+65 plus 4d4+20; hp 159; Init +3; Spd 30 ft., fly 90 ft.; AC 27, flatfooted 24, touch 18 (+9 armor, +5 deflection, +3 Dex); BAB +14; Atk +5 keen bastard sword +26/+21/+16 melee (1d10+13, 15-20/x2) and sun blade +23/+18/+13 melee (1d10+6, 17-20 x2), sun blade versus evil +25/+20/+15 melee (1d10+8), or +2 mc longbow* +23/+18/+13 ranged (1d8+8 plus 1d6 electricity [+8 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell II, Spells; SQ Kiss of Arunshee, Ignore Spell Failure 15%; AL NG; Sv Fort +17, Ref +15/+18 (shield), Will +17; Str 26, Dex 16, Con 20, Int 14, Wis 14, Cha 18.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Skills and Feats:</strong> Concentration +18, Hide +32, Intimidate +11, Knowledge (Warcraft) +8, Listen +22, Move Silently +32, Profession (Sailor) +3, Spot +22, Wilderness Lore +15; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Sun Blade:</strong> +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong> Favored Enemy (Ex):</strong> Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Channel Spell II (Sp):</strong> Taran may deliver a 1st level spell with a sword blow as a free action 3/day.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Kiss of Arunshee (Su):</strong> Taran receives a +4 divine bonus to all Cha-based skill checks when dealing with drow.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Ignore Spell Failure 15% (Ex):</strong> Taran reduces his arcane spell failure chance by 15%.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Possessions:</strong> +5 keen bastard sword (“Arunshee’s Kiss”), sun blade (“Little Sister”), +2 mighty composite longbow [Str 16], +2 shock arrows (16), +2 arrows (20), +5 silent moves shadow chain shirt, belt of giant strength +6, boots of speed (haste 10 rds/day), bracers of archery (+2 to hit, +1 damage), cloak of charisma +6, gauntlets of health +6, goggles of stalking (darkvision and see invisible), headband of intellect +4, periapt of wisdom +4, robe of teleportation (3/day), ring of flying, ring of protection +5, scroll of teleport, vest of resistance +4.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Wands:</strong> cat’s grace (3rd, 24), cure critical wounds (5th [3d8+5], 50), dispel magic (5th, 10), invisibility (3rd, 10), knock (3rd, 23), slow (5th, 7).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Potions:</strong> cure moderate wounds, cure serious wounds, heroism, neutralize poison (x2), remove disease.</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Ranger Spells Prepared</strong> (2/2): 1—resist elements (2); 2—barkskin (2).</p><p>&nbsp&nbsp&nbsp&nbsp&nbsp<strong>Sorcerer Spells</strong> (6/7/6/4; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement.</p></blockquote><p></p>
[QUOTE="(contact), post: 690856, member: 41"] [b][u]Character statistics immediately prior to entry into Great Delve[/u][/b][u][/u] [b]Khuumar[/b]: Male drow Ftr7/Ex-Blk 4/Divine Champion 5; CR 17; Medium-size humanoid; HD 16d10+16; hp 108; Init +8; Spd 20 ft.; AC 33, flatfooted 29, touch 19 (+10 armor, +5 deflection, +4 natural, +4 Dex); BAB +16; Atk +3 shock greatsword +26/+21/+16/+11 melee (2d6+11 plus 1d6 electricity, 17-20 x2); SA Drow Spells; SQ Drow Qualities, SR 27; AL CE; SV Fort +20, Ref +17, Will +10; Str 23, Dex 19, Con 12, Int 10, Wis 10, Cha 16.      [b]Skills & Feats:[/b] Climb +6*, Concentration +4, Hide +3*, Intimidate +7, Listen +2, Knowledge (Religion) +8, Move Silently +7*, Search +2, Spot +2; Blind Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Power Attack, Sunder, Weapon Focus (dagger), Weapon Focus (greatsword), Weapon Specialization (greatsword).      *-5 armor check penalty.      [b]Drow Spell-Like Abilities (Sp):[/b] 1/day—dancing lights, darkness, and faerie fire (cast at Khuumar’s character level).      [b]Drow Qualities:[/b] Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.      [b]Possessions:[/b] +2 full plate of balance, +3 shock greatsword, crappy rusted dagger of slapping, amulet of natural armor +4, belt of giant strength +4, boots of elvenkind, cloak of resistance +3, gloves of dexterity +4, potion of cure serious wounds (2), potion of endurance, ring of protection +5, ring of see invisible. [b]Taran Tar-Ilou[/b]: Male human Rgr9 / Sor4 / Spellsword 4; CR 17; Medium Humanoid; HD 13d8+65 plus 4d4+20; hp 159; Init +3; Spd 30 ft., fly 90 ft.; AC 27, flatfooted 24, touch 18 (+9 armor, +5 deflection, +3 Dex); BAB +14; Atk +5 keen bastard sword +26/+21/+16 melee (1d10+13, 15-20/x2) and sun blade +23/+18/+13 melee (1d10+6, 17-20 x2), sun blade versus evil +25/+20/+15 melee (1d10+8), or +2 mc longbow* +23/+18/+13 ranged (1d8+8 plus 1d6 electricity [+8 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell II, Spells; SQ Kiss of Arunshee, Ignore Spell Failure 15%; AL NG; Sv Fort +17, Ref +15/+18 (shield), Will +17; Str 26, Dex 16, Con 20, Int 14, Wis 14, Cha 18.      [b]Skills and Feats:[/b] Concentration +18, Hide +32, Intimidate +11, Knowledge (Warcraft) +8, Listen +22, Move Silently +32, Profession (Sailor) +3, Spot +22, Wilderness Lore +15; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).      [b]Sun Blade:[/b] +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).      [b] Favored Enemy (Ex):[/b] Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.      [b]Channel Spell II (Sp):[/b] Taran may deliver a 1st level spell with a sword blow as a free action 3/day.      [b]Kiss of Arunshee (Su):[/b] Taran receives a +4 divine bonus to all Cha-based skill checks when dealing with drow.      [b]Ignore Spell Failure 15% (Ex):[/b] Taran reduces his arcane spell failure chance by 15%.      [b]Possessions:[/b] +5 keen bastard sword (“Arunshee’s Kiss”), sun blade (“Little Sister”), +2 mighty composite longbow [Str 16], +2 shock arrows (16), +2 arrows (20), +5 silent moves shadow chain shirt, belt of giant strength +6, boots of speed (haste 10 rds/day), bracers of archery (+2 to hit, +1 damage), cloak of charisma +6, gauntlets of health +6, goggles of stalking (darkvision and see invisible), headband of intellect +4, periapt of wisdom +4, robe of teleportation (3/day), ring of flying, ring of protection +5, scroll of teleport, vest of resistance +4.      [b]Wands:[/b] cat’s grace (3rd, 24), cure critical wounds (5th [3d8+5], 50), dispel magic (5th, 10), invisibility (3rd, 10), knock (3rd, 23), slow (5th, 7).      [b]Potions:[/b] cure moderate wounds, cure serious wounds, heroism, neutralize poison (x2), remove disease.      [b]Ranger Spells Prepared[/b] (2/2): 1—resist elements (2); 2—barkskin (2).      [b]Sorcerer Spells[/b] (6/7/6/4; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement. [/QUOTE]
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