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Heroes of Deepwater Story Guide
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<blockquote data-quote="Knightfall" data-source="post: 6343806" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange"><p style="text-align: center">HELM BLACKHEART</p></span></strong></p><p style="text-align: center"><strong><span style="color: DarkOrange">Elemental Master of Bergunter Mass</p><p></span></strong><strong><span style="color: darkorange">Helm Blackheart (CR 22)</span></strong></p><p>Long ago, before Deepwater existed, Helm Blackheart and several of his followers arrived on the shores of the Chara Coast and made his lair in an old, abandoned cave complex near Deepwater Bay. An elementalist of undeniable prowess, Helm transformed the ancient caves into a fearsome dungeon destined to become known as Bergunter Mass.</p><p></p><p>Helm's life before Bergunter Mass is unknown. It is rumored that he was once a scion of a highborn clan living in the Mines of Morhan but that he betrayed his clan to the Empire of Swords. Others claim he is from another world entirely. What is known is that he is completely insane and loves to trap people in his dungeon complex.</p><p></p><p>Helm has had several allies and apprentices over the years but these alliances rarely last long as he is too unstable to completely trust anyone. His greatest ally, currently, is the arcanist known as the Metal Master.</p><p></p><p><strong>hp</strong> 230 (20d6+80)</p><p>_________________________________________________</p><p>Male half-earth-elemental dwarf (sundered) <a href="http://www.enworld.org/forum/4429401-post3.html" target="_blank">elementalist</a> 15 [sup]1[/sup] / para-elementalist 5 [sup]1[/sup]</p><p>CE Medium humanoid (dwarf, earth)</p><p><strong>Init</strong> +8; <strong>Senses</strong> Darkvision 120 ft. [robe of eyes], perceive elemental; see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +8, Smell +6, Spot +18, Taste +6</p><p><strong>Languages</strong> Common, Dwarven, Giant, Taal, Terran, Undercommon; speak with elementals 1/day</p><p>_________________________________________________</p><p><strong>AC</strong> 22 (+4 Dex, +3 natural, +5 deflection), touch 19, flat-footed 18; AC 26, touch 23, flat-footed 22 against Giant creatures</p><p><strong>Fort</strong> +19 (+21 against poison), <strong>Ref</strong> +9, <strong>Will</strong> +11 (+13 against spells and spell-like abilities)</p><p>_________________________________________________</p><p><strong>Speed</strong> 20 feet (4 squares), burrow 20 ft.</p><p><strong>Melee</strong> +4 quarterstaff +19 (1d6+5/x2) or</p><p><strong>Melee</strong> +4 quarterstaff +15/+10/+5 (1d6+5/x2) and +4 quarterstaff +11 (1d6+4/x2) or</p><p><strong>Melee</strong> +4 quarterstaff +16 (1d6+5/x2) [against gnolls or ogres] or</p><p><strong>Melee</strong> +4 quarterstaff +16/+11/+6 (1d6+5/x2) and +4 quarterstaff +12 (1d6+4/x2) [against gnolls or ogres] or</p><p><strong>Melee</strong> Touch +15 (by spell) or</p><p><strong>Ranged</strong> Touch +18 (by spell)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +14; <strong>Grp</strong> +15</p><p><strong>Special Actions</strong> Command elemental, dismiss elemental, persuade elemental, plane shift 1/day, unnatural force</p><p><strong>Combat Gear</strong> Potion of cure critical wounds (x3)</p><p><strong>Elemental Spells Prepared</strong> (CL 20th; save DC = 19 + spell level; save DC = 20 + spell level for all Magma spells; save DC = 21 + spell level for all Air spells; save DC = 22 + spell level for all Water spells; save DC = 24 + spell level for all Fire spells; save DC = 25 + spell level for all Earth spells) [sup]2[/sup]<p style="margin-left: 20px"><span style="color: White">9th (4/day) — create swamp, elemental aura, one step beyond, raise volcano</span></p> <p style="margin-left: 20px"><span style="color: White">8th (4/day) — dead air, heart of stone, mudform, volcanic eruption</span></p> <p style="margin-left: 20px"><span style="color: White">7th (5/day) — acid storm, firestorm, planar bubble, phase door, repel metal or stone</span></p> <p style="margin-left: 20px"><span style="color: White">6th (6/day) — chain lightning, corrosive touch, flesh to stone, rain of lava, seal portal, unquenchable flame</span></p> <p style="margin-left: 20px"><span style="color: White">5th (7/day) — arc of lightning, flesh to ice, greater fireburst, hungry earth, move earth, mudstorm, transmute rock to magma</span></p> <p style="margin-left: 20px"><span style="color: White">4th (8/day) — darkfire, detect scrying, dimension door, earth reaver, lava blade, Otiluke's dispelling screen, scrying, transmute rock to mud</span></p> <p style="margin-left: 20px"><span style="color: White">3rd (8/day) — dispel magic, drown, fire grenade, hail of stone, magma walk, sinkhole, steam jet, xorn movement</span></p> <p style="margin-left: 20px"><span style="color: White">2nd (9/day) — earthen grasp, fiery flies, gust of wind, lightning bolt, mark of earth, meld into stone, Melf's acid arrow, protection from energy, water walk</span></p> <p style="margin-left: 20px"><span style="color: White">1st (10/day) — blast of cold, burning hands, gembomb, grease, heat metal, identify scrier, lesser orb of fire, quakethrust, scatterspray, whirlwind of ice</span></p> <p style="margin-left: 20px"><span style="color: White">0th (7/day) — create water, detect magic, endure elements, faerie fire, fist of stone, mage hand, strength of mind</span></p><p><strong>Spell-like Abilities</strong> (CL 20th)</p><p style="margin-left: 20px"><span style="color: white">1/day — earthquake, elemental swarm *, iron body, magic stone, plane shift, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone</span></p><p>*Cast as earth spell only.</p><p>_________________________________________________</p><p><strong>Abilities</strong> Str 13 (+1), Dex 16 (+3), Con 26 (+8), Int 18 (+4), Wis 22 (+6), Cha 8 (-1)</p><p><strong>SA</strong> Command elemental, dismiss elemental, persuade elemental, unnatural force, weapon familiarity</p><p><strong>SQ</strong> Darkvision 60 ft. (120 ft. with robe of eyes), favored elements (1st – earth, 2nd – fire, 3rd – water, 4th – air), favored para-elements (1st – magma, 2nd – ooze), perceive elemental, plane shift, speak with elementals, stability, stonecunning, strain resistance 12, +2 to Fortitude checks to avoid taking non-lethal strain damage when casting elementalist spells</p><p><strong>Feats</strong> <a href="http://www.enworld.org/forum/4478746-post52.html" target="_blank">Craft Extraordinary Item</a>, <a href="http://www.enworld.org/forum/4478773-post53.html" target="_blank">Craft Wondrous Item</a>, Create Portal [sup]3[/sup], Delay Spell [sup]4[/sup], Improved Initiative [sup]B,[/sup] Maximize Spell, <a href="http://www.enworld.org/forum/4478746-post52.html" target="_blank">Scribe Roll</a>, Skill Focus (Spellcraft), Spell Focus (earth), Spell Focus (fire), Spellcasting Prodigy [sup]3[/sup].</p><p><strong>Skills</strong> Appraise +4 (+6 related to alchemy, gemcutting, and trapmaking and stone or metal items), Craft (alchemy) +12, Craft (gemcutting) +12, Craft (trapmaking) +12 (+14 related to stone or metal traps), Disable Device +10, Gather Information +1, Heal +10, Hide +4, Knowledge (arcana) +14, Knowledge (architecture and engineering) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (the elements) +14, Knowledge (the planes) +14, Listen +8, Profession (herbalist) +12, Profession (siege engineer) +8, Search +15 (+17 involving secret doors and similar compartments), Smell +6, Spellcraft +19, Spot +18, Stamina +18, Survival +6 (+8 when on other planes), Taste +6, Use Rope +4.</p><p><strong>Possessions</strong> +4 quarterstaff, ring of protection +5, ring of regeneration, robe of eyes</p><p>_________________________________________________</p><p><strong>Command Elemental (Su):</strong> Helm may attempt to rebuke or command elementals of any of his favored types within 60 feet. This can be done once per day and functions just like a cleric’s ability to rebuke or command undead. If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed Charisma checks to control the creature from round to round.</p><p><strong>Dismiss Elemental (Su):</strong> Once per day, Helm may attempt to dismiss elementals of a favored type within 60 ft., sending it back to its home plane. Each target must make a Will save (DC 16) or return to its home plane. This ability will affect up to 2 HD of elemental creatures per class level of the elementalist, no two of which are more than 20 feet from each other. This ability is a standard action. It does not provoke attacks of opportunity. There is no saving throw.</p><p><strong>Persuade Elemental (Ex):</strong> Helm can attempt to persuade elementals not to attack, to allow him passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. Helm gains a bonus to Diplomacy rolls on creatures of the elemental type equal to twice his favored element bonus for that element.</p><p><strong>Unnatural Force (Su):</strong> Helm may radiate energies inimical to elementals, attempting to turn them at his caster level. This ability functions just like turning undead except that it is para-elemental energy being channeled and it affects all elementals rather than undead. This is a standard action.</p><p><strong>Perceive Elemental (Su):</strong> Helm can discriminate between elementals and the surrounding element. For example, he can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain concealment from their element against Helm who favors that element, and he can perceive an elemental that is invisible due to its elemental surroundings (such as an invisible stalker). Note that an elemental creature can still hide from Helm normally.</p><p><strong>Plane Shift (Sp):</strong> Helm may plane shift to a favored elemental plane (as per a plane shift spell) or back to his home plane, but only from a favored plane. The ability functions just as the spell, except it hasn’t any components.</p><p><strong>Speak With Elementals (Sp):</strong> Helm can communicate with creatures with the elemental type or with genies of any of his favored elements. This power can be activated once per day for up to 1 minute/level.</p><p>_________________________________________________</p><p>[sup]1[/sup] A class or prestige class from the “New_Modified Classes” document for World of Kulan.</p><p>[sup]2[/sup] See the “Elementalist Spell List” for World of Kulan for details on which spells are from which sourcebooks.</p><p>[sup]3[/sup] From the Forgotten Realms Campaign Setting.</p><p>[sup]4[/sup] From D&D Complete Arcane.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 6343806, member: 2012"] [B][COLOR="DarkOrange"][CENTER]HELM BLACKHEART Elemental Master of Bergunter Mass[/CENTER][/COLOR][/B] [B][COLOR="darkorange"]Helm Blackheart (CR 22)[/COLOR][/B] Long ago, before Deepwater existed, Helm Blackheart and several of his followers arrived on the shores of the Chara Coast and made his lair in an old, abandoned cave complex near Deepwater Bay. An elementalist of undeniable prowess, Helm transformed the ancient caves into a fearsome dungeon destined to become known as Bergunter Mass. Helm's life before Bergunter Mass is unknown. It is rumored that he was once a scion of a highborn clan living in the Mines of Morhan but that he betrayed his clan to the Empire of Swords. Others claim he is from another world entirely. What is known is that he is completely insane and loves to trap people in his dungeon complex. Helm has had several allies and apprentices over the years but these alliances rarely last long as he is too unstable to completely trust anyone. His greatest ally, currently, is the arcanist known as the Metal Master. [B]hp[/B] 230 (20d6+80) _________________________________________________ Male half-earth-elemental dwarf (sundered) [URL="http://www.enworld.org/forum/4429401-post3.html"]elementalist[/URL] 15 [sup]1[/sup] / para-elementalist 5 [sup]1[/sup] CE Medium humanoid (dwarf, earth) [B]Init[/B] +8; [B]Senses[/B] Darkvision 120 ft. [robe of eyes], perceive elemental; see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +8, Smell +6, Spot +18, Taste +6 [B]Languages[/B] Common, Dwarven, Giant, Taal, Terran, Undercommon; speak with elementals 1/day _________________________________________________ [B]AC[/B] 22 (+4 Dex, +3 natural, +5 deflection), touch 19, flat-footed 18; AC 26, touch 23, flat-footed 22 against Giant creatures [B]Fort[/B] +19 (+21 against poison), [B]Ref[/B] +9, [B]Will[/B] +11 (+13 against spells and spell-like abilities) _________________________________________________ [B]Speed[/B] 20 feet (4 squares), burrow 20 ft. [B]Melee[/B] +4 quarterstaff +19 (1d6+5/x2) or [B]Melee[/B] +4 quarterstaff +15/+10/+5 (1d6+5/x2) and +4 quarterstaff +11 (1d6+4/x2) or [B]Melee[/B] +4 quarterstaff +16 (1d6+5/x2) [against gnolls or ogres] or [B]Melee[/B] +4 quarterstaff +16/+11/+6 (1d6+5/x2) and +4 quarterstaff +12 (1d6+4/x2) [against gnolls or ogres] or [B]Melee[/B] Touch +15 (by spell) or [B]Ranged[/B] Touch +18 (by spell) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +14; [B]Grp[/B] +15 [B]Special Actions[/B] Command elemental, dismiss elemental, persuade elemental, plane shift 1/day, unnatural force [B]Combat Gear[/B] Potion of cure critical wounds (x3) [B]Elemental Spells Prepared[/B] (CL 20th; save DC = 19 + spell level; save DC = 20 + spell level for all Magma spells; save DC = 21 + spell level for all Air spells; save DC = 22 + spell level for all Water spells; save DC = 24 + spell level for all Fire spells; save DC = 25 + spell level for all Earth spells) [sup]2[/sup][INDENT][COLOR="White"]9th (4/day) — create swamp, elemental aura, one step beyond, raise volcano 8th (4/day) — dead air, heart of stone, mudform, volcanic eruption 7th (5/day) — acid storm, firestorm, planar bubble, phase door, repel metal or stone 6th (6/day) — chain lightning, corrosive touch, flesh to stone, rain of lava, seal portal, unquenchable flame 5th (7/day) — arc of lightning, flesh to ice, greater fireburst, hungry earth, move earth, mudstorm, transmute rock to magma 4th (8/day) — darkfire, detect scrying, dimension door, earth reaver, lava blade, Otiluke's dispelling screen, scrying, transmute rock to mud 3rd (8/day) — dispel magic, drown, fire grenade, hail of stone, magma walk, sinkhole, steam jet, xorn movement 2nd (9/day) — earthen grasp, fiery flies, gust of wind, lightning bolt, mark of earth, meld into stone, Melf's acid arrow, protection from energy, water walk 1st (10/day) — blast of cold, burning hands, gembomb, grease, heat metal, identify scrier, lesser orb of fire, quakethrust, scatterspray, whirlwind of ice 0th (7/day) — create water, detect magic, endure elements, faerie fire, fist of stone, mage hand, strength of mind[/COLOR][/INDENT][B]Spell-like Abilities[/B] (CL 20th) [INDENT][COLOR="white"]1/day — earthquake, elemental swarm *, iron body, magic stone, plane shift, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone[/COLOR][/INDENT]*Cast as earth spell only. _________________________________________________ [B]Abilities[/B] Str 13 (+1), Dex 16 (+3), Con 26 (+8), Int 18 (+4), Wis 22 (+6), Cha 8 (-1) [B]SA[/B] Command elemental, dismiss elemental, persuade elemental, unnatural force, weapon familiarity [B]SQ[/B] Darkvision 60 ft. (120 ft. with robe of eyes), favored elements (1st – earth, 2nd – fire, 3rd – water, 4th – air), favored para-elements (1st – magma, 2nd – ooze), perceive elemental, plane shift, speak with elementals, stability, stonecunning, strain resistance 12, +2 to Fortitude checks to avoid taking non-lethal strain damage when casting elementalist spells [B]Feats[/B] [URL="http://www.enworld.org/forum/4478746-post52.html"]Craft Extraordinary Item[/URL], [URL="http://www.enworld.org/forum/4478773-post53.html"]Craft Wondrous Item[/URL], Create Portal [sup]3[/sup], Delay Spell [sup]4[/sup], Improved Initiative [sup]B,[/sup] Maximize Spell, [URL="http://www.enworld.org/forum/4478746-post52.html"]Scribe Roll[/URL], Skill Focus (Spellcraft), Spell Focus (earth), Spell Focus (fire), Spellcasting Prodigy [sup]3[/sup]. [B]Skills[/B] Appraise +4 (+6 related to alchemy, gemcutting, and trapmaking and stone or metal items), Craft (alchemy) +12, Craft (gemcutting) +12, Craft (trapmaking) +12 (+14 related to stone or metal traps), Disable Device +10, Gather Information +1, Heal +10, Hide +4, Knowledge (arcana) +14, Knowledge (architecture and engineering) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (the elements) +14, Knowledge (the planes) +14, Listen +8, Profession (herbalist) +12, Profession (siege engineer) +8, Search +15 (+17 involving secret doors and similar compartments), Smell +6, Spellcraft +19, Spot +18, Stamina +18, Survival +6 (+8 when on other planes), Taste +6, Use Rope +4. [B]Possessions[/B] +4 quarterstaff, ring of protection +5, ring of regeneration, robe of eyes _________________________________________________ [B]Command Elemental (Su):[/B] Helm may attempt to rebuke or command elementals of any of his favored types within 60 feet. This can be done once per day and functions just like a cleric’s ability to rebuke or command undead. If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed Charisma checks to control the creature from round to round. [B]Dismiss Elemental (Su):[/B] Once per day, Helm may attempt to dismiss elementals of a favored type within 60 ft., sending it back to its home plane. Each target must make a Will save (DC 16) or return to its home plane. This ability will affect up to 2 HD of elemental creatures per class level of the elementalist, no two of which are more than 20 feet from each other. This ability is a standard action. It does not provoke attacks of opportunity. There is no saving throw. [B]Persuade Elemental (Ex):[/B] Helm can attempt to persuade elementals not to attack, to allow him passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. Helm gains a bonus to Diplomacy rolls on creatures of the elemental type equal to twice his favored element bonus for that element. [B]Unnatural Force (Su):[/B] Helm may radiate energies inimical to elementals, attempting to turn them at his caster level. This ability functions just like turning undead except that it is para-elemental energy being channeled and it affects all elementals rather than undead. This is a standard action. [B]Perceive Elemental (Su):[/B] Helm can discriminate between elementals and the surrounding element. For example, he can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain concealment from their element against Helm who favors that element, and he can perceive an elemental that is invisible due to its elemental surroundings (such as an invisible stalker). Note that an elemental creature can still hide from Helm normally. [B]Plane Shift (Sp):[/B] Helm may plane shift to a favored elemental plane (as per a plane shift spell) or back to his home plane, but only from a favored plane. The ability functions just as the spell, except it hasn’t any components. [B]Speak With Elementals (Sp):[/B] Helm can communicate with creatures with the elemental type or with genies of any of his favored elements. This power can be activated once per day for up to 1 minute/level. _________________________________________________ [sup]1[/sup] A class or prestige class from the “New_Modified Classes” document for World of Kulan. [sup]2[/sup] See the “Elementalist Spell List” for World of Kulan for details on which spells are from which sourcebooks. [sup]3[/sup] From the Forgotten Realms Campaign Setting. [sup]4[/sup] From D&D Complete Arcane. [/QUOTE]
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