Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark Chance" data-source="post: 4118426" data-attributes="member: 2795"><p><strong>Peace's Takers</strong></p><p></p><p><span style="color: limegreen">I statted these bad guys out at the request of a fellow DM.</span></p><p></p><p>[sblock=Peace Meilaender; CR 12</p><p>Human rogue 6/fighter 2/dervish 4]</p><p>LE Medium humanoid (human)</p><p><strong>Init</strong> +7; <strong>Senses</strong> Listen +7, Spot +7</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 20 (+3 Dex, +1 dervish, +1 shield, +5 armor), touch 14, flat-footed 20; Combat Expertise, Dodge, Mobility, Two-Weapon Defense, uncanny dodge</p><p><strong>hp</strong> 78 (12 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +12, <strong>Will</strong> +5; evasion, trap sense +2</p><p>-----</p><p><strong>Speed</strong> 35 ft. (7 squares)</p><p><strong>Melee</strong> +14/+9 <em>+1 keen scimitar</em> (1d6+3/15-20), or</p><p><strong>Melee (Dervish Dance)</strong> +14/+9 <em>+1 keen scimitar</em> (1d6+5/15-20), or</p><p><strong>Melee (Two-Weapon Fighting)</strong> +12/+7 <em>+1 keen scimitar</em> (1d6+3/15-20) and +12 <em>+1 keen scimitar</em> (1d6+2/15-20), or</p><p><strong>Melee (Dervish Dance plus Two-Weapon Fighting)</strong> +12/+7 <em>+1 keen scimitar</em> (1d6+5/15-20) and +12 <em>+1 keen scimitar</em> (1d6+4/15-20), or</p><p><strong>Ranged</strong> masterwork composite shortbow [+2 Str] +14/+9 (1d6+2/x3, 70 ft. range increment)</p><p><strong>Ranged Touch</strong> tanglefoot bag +13 (DC 15 Reflex, 10 ft. range increment), or</p><p><strong>Ranged Touch (Two-Weapon Fighting)</strong> tanglefoot bag +11/+11 (DC 15 Reflex, 10 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> +12</p><p><strong>Atk Options</strong> dance of death, dervish dance 2/day, Improved Feint, slashing blades, sneak attack +3d6, Spring Attack, Two-Weapon Fighting</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 12</p><p><strong>SQ</strong> fast movement +5 ft., movement mastery, trapfinding</p><p><strong>Feats</strong> Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility, Spring Attack (B), Two-Weapon Defense (B), Two-Weapon Fighting (B), Weapon Focus (scimitar) (B)</p><p><strong>Skills (Ranks)</strong> Balance +10 (5), Bluff +8 (7), Diplomacy +3 (0), Disable Device +9 (9), Escape Artist +16 (13), Intimidate +3 (0), Jump +17 (13), Listen +7 (8), Move Silently +8 (0), Open Lock +9 (6), Perform (dance) +13 (12), Search +9 (9), Spot +7 (8), Tumble +18 (13), Use Rope +3 (+5 to bind someone) (0)</p><p><strong>Possessions</strong> two <em>+1 keen scimitars</em>, <em>+2 silent moves studded leather, potion of barkskin +3, potion of cure serious wounds, potion of invisibility, potion of shield of faith +3</em>, four tanglefoot bags, masterwork composite shortbow [+2 Str], quiver with 20 arrows, plus another 70 gp unspent</p><p>-----</p><p><strong>Dance of Death (Ex):</strong> Gains the benefits of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability.</p><p></p><p><strong>Dervish Dance (Ex):</strong> While in a dervish dance, can take a full attack option for melee attacks and still move up to his speed. Must move at least 5 feet between each attack, and cannot return to the square he just exited. Provokes attacks of opportunity as normal, but can Tumble, et cetera. If completed from making his move, his full attack ends. He gains a +2 damage bonus to slashing weapon attacks while dervish dancing. Duration equals 6 rounds. At the end of the dervish dance, he is fatigued for the duration of the encounter.</p><p></p><p><strong>Movement Mastery (Ex):</strong> Can always take 10 on Jump, Perform (dance), and Tumble checks.</p><p></p><p><strong>Slashing Blades (Ex):</strong> A scimitar is treated as a light weapon.[/sblock]</p><p>[sblock=Gilbert of the Changing Fist; CR 8</p><p>Human monk 1/transmuter 5/enlightened fist 2]</p><p>LE Medium humanoid (human)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Listen +10, Spot +10</p><p><strong>Languages</strong> Common, Draconic, Infernal</p><p>-----</p><p><strong>AC</strong> 16 (+2 Dex, +2 monk, +2 armor), touch 14, flat-footed 14</p><p><strong>hp</strong> 34 (8 HD)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +6, <strong>Will</strong> +9</p><p>-----</p><p><strong>Speed</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> +5 unarmed strike (1d6), or</p><p><strong>Ranged Touch</strong> tanglefoot bag +5 (DC 15 Reflex, 10 ft. range increment), or</p><p><strong>Ranged Touch</strong> +5 <em>wand of lesser orb of cold</em> (2d8 cold, 30 ft. range), or</p><p><strong>Ranged Touch (Double Wand Wielder)</strong> +3 <em>wand of lesser orb of cold</em> (2d8 cold, 30 ft. range) and +3 <em>wand of lesser orb of sound</em> (1d6 sonic, 25 ft. range)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +3</p><p><strong>Atk Options</strong> <em>ki</em> strike (magic), fist of energy, Stunning Fist (4/day, Fort DC 16)</p><p><strong>Spells Prepared</strong> (4+1/4+1/4+1/3+1 per day; CL 6th)<strong>:</strong></p><p>3rd - <em>dispel magic, haste*, protection from energy, ray of exhaustion</em></p><p>2nd - <em>acid arrow, cat's grace*, false life, resist energy, see invisibility</em></p><p>1st - <em>expeditious retreat*, grease</em> (x2), <em>magic missile, shield</em></p><p>0 - <em>dancing lights, detect magic, message*, ray of frost, resistance</em></p><p>* Bonus Transmutation spell. <strong>Prohibited Schools:</strong> Enchantment, Illusion.</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 8</p><p><strong>SQ</strong> monk abilities (3rd level for certain class features)</p><p><strong>Feats</strong> Combat Casting (B), Double Wand Wielder, Craft Wand (B), Improved Unarmed Strike (B), Scribe Scroll (B), Stunning Fist (B), Two-Weapon Fighting, Weapon Finesse</p><p><strong>Skills (Ranks)</strong> Balance +5 (0), Concentration +13 (8), Diplomacy +1 (0), Escape Artist +7 (5), Hide +7 (5), Jump +8 (+12 with 20 ft. running start) (6), Knowledge (arcana) +11 (8), Listen +10 (8), Sense Motive +7 (5), Spellcraft +11 (+13 to learn transmutation) (6), Spot +10 (8), Tumble +10 (6), Use Rope +2 (+4 to bind someone) (0)</p><p><strong>Possessions</strong> arcane scroll (<em>bear's endurance, protection from arrows, web</em>, CL 3rd), arcane scroll (<em>dispel magic, fireball, lightning bolt</em>, CL 5th), <em>bracers of armor +2</em>, two <em>potions of cure moderate wounds</em>, two <em>potions of mage armor</em>, <em>wand of lesser orb of cold</em> (3rd level) (50 charges), <em>wand of lesser orb of sound</em> (1st level) (50 charges), one tanglefoot bag, plus 75 gp unspent</p><p><strong>Spellbook</strong> all wizard spells listed above, including those on arcane scrolls and in wands</p><p>-----</p><p><strong>Fist of Energy (Su):</strong> Spend a Stunning Fist use to imbue unarmed strikes with +1d6 fire damage or +1d6 electricity damage for 1 round.</p><p></p><p><strong>N.B.:</strong> Regarding grease, creatures with fewer than 5 ranks in Balance are considered flat-footed while balancing. Peace, Ezekiel, and Newark could exploit this via sneak attack.[/sblock]</p><p>[sblock=Ezekiel; CR 6</p><p>Human rogue 4/ranger 2]</p><p>NE Medium humanoid (human)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Listen +9, Spot +9</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 16 (+2 Dex, +1 natural, +3 armor), touch 12, flat-footed 16; uncanny dodge</p><p><strong>hp</strong> 35 (6 HD)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +9, <strong>Will</strong> +3; evasion, trap sense +1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> masterwork shortspear +7 (1d6+1 plus poison, 40 ft. range increment), or</p><p><strong>Ranged</strong> masterwork shortspear +8 (1d6+1 plus poison, 40 ft. range increment), or</p><p><strong>Ranged (Point Blank Shot)</strong> masterwork shortspear +9 (1d6+2 plus poison), or</p><p><strong>Ranged (Rapid Shot)</strong> masterwork shortspear +5/+5 (1d6+1 plus poison, 40 ft. range increment), or</p><p><strong>Ranged (Point Blank Shot & Rapid Shot)</strong> masterwork shortspear +6/+6 (1d6+2 plus poison), or</p><p><strong>Ranged Touch</strong> tanglefoot bag +7 (DC 15 Reflex, 20 ft. range increment), or</p><p><strong>Ranged (Point Blank Shot)</strong> tanglefoot bag +8 (DC 15 Reflex, 20 ft. range increment), or</p><p><strong>Ranged (Rapid Shot)</strong> tanglefoot bag +5/+5 (DC 15 Reflex, 20 ft. range increment), or</p><p><strong>Ranged (Point Blank Shot & Rapid Shot)</strong> tanglefoot bag +6/+6 (DC 15 Reflex, 20 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> favored enemy (human) +2, Point Blank Shot, Precise Shot, Rapid Shot, sneak attack +2d6</p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 8</p><p><strong>SQ</strong> trapfinding, wild empathy +1</p><p><strong>Feats</strong> Far Shot, Point Blank Shot (B), Precise Shot, Quick Draw, Rapid Shot (B), Track (B)</p><p><strong>Skills (Ranks)</strong> Balance +4 (0), Bluff +6 (7), Diplomacy +3 (0), Disable Device +7 (7), Hide +8 (6), Intimidate +1 (0), Jump +8 (5), Listen +9 (7), Move Silently +8 (6), Open Lock +9 (7), Search +5 (5), Sense Motive +9 (7), Survival +6 (+8 to find or follow tracks) (4), Spot +9 (7), Tumble +11 (7)</p><p><strong>Possessions</strong> <em>amulet of natural armor +1</em>, four <em>jumping caltrops</em> (CAd 133), <em>potion of blur, potion of invisibility, potion of shield of faith +3</em>, three masterwork shortspears, three weapon capsule retainers (one per shortspear), three quickfrost alchemical capsules (CAd 122), masterwork studded leather, two tanglefoot bags, three doses of Large scorpion venom, plus 44 gp unspent.</p><p>-----</p><p><strong>Favored Enemy (Ex):</strong> +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against humans. +2 bonus on weapon damage rolls against humans.</p><p></p><p><strong>Poison:</strong> All three masterwork shortspears are pre-poisoned with Large scorpion venom. Injury Fort DC 18; initial and secondary damage 1d6 Str.[/sblock]</p><p>[sblock=Newark; CR 6</p><p>Half-vampire human rogue 3/fighter 2]</p><p>NE Medium humanoid (human)</p><p><strong>Init</strong> +8; <strong>Senses</strong> Listen +9, Spot +9</p><p><strong>Languages</strong> Common, Elven</p><p>-----</p><p><strong>AC</strong> 20 (+4 Dex, +2 natural, +4 armor), touch 14, flat-footed 16; Combat Expertise</p><p><strong>hp</strong> 32 (5 HD); <strong>DR</strong> 5/magic or silver; <strong>fast healing</strong> 1</p><p><strong>Resist</strong> cold 5, electricity 5</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +7, <strong>Will</strong> +2; evasion, trap sense +1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> masterwork spiked chain +9 (2d4+3), or</p><p><strong>Melee Touch (Improved Trip)</strong> masterwork spiked chain +9 (Strength check +6 plus free attack if successful), or</p><p><strong>Melee</strong> slam +6 (1d6+2), or</p><p><strong>Ranged Touch</strong> tanglefoot bag +8 (DC 15 Reflex, 10 ft. range increment), or</p><p><strong>Ranged (<em>flaming, frost</em>, or <em>shock arrow</em>)</strong> masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d6 cold, electricity, or fire/x3, 70 ft. range increment), or</p><p><strong>Ranged (<em>burrowing arrow</em>)</strong> masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d8 upon removal/x3, 70 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with spiked chain)</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> children of the night, Combat Reflexes (up to 5 AoO/round), Improved Trip, sneak attack +2d6</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 10</p><p><strong>SQ</strong> trapfinding</p><p><strong>Feats</strong> Combat Expertise (B), Combat Reflexes, Exotic Weapon Proficiency (spiked chain) (B), Improved Initiative (B), Improved Trip, Weapon Finesse (B)</p><p><strong>Skills (Ranks)</strong> Balance +5* (0), Bluff +8 (6), Climb +9* (8), Diplomacy +2 (0), Escape Artist +9* (6), Hide +11* (6), Intimidate +6 (4), Jump +11* (8), Listen +9 (6), Move Silently +11* (6), Search +7 (6), Spot +9 (6), Tumble +11* (6), Use Rope +4 (+6 to bind someone) (0) (*Includes -1 armor check penalty.)</p><p><strong>Possessions</strong> five <em>+1 burrowing arrows</em> (CW 135), five <em>+1 flaming arrows</em>, five <em>+1 frost arrows</em>, five <em>+1 shock arrows, oil of sonic weapon</em> (CAd 157), <em>potion of cure moderate wounds, potion of invisibility</em>, masterwork chain shirt, masterwork composite shortbow [+2 Str], masterwork spiked chain, quiver, two tanglefoot bags, plus 160 gp unspent</p><p>-----</p><p><strong>Children of the Night (Su):</strong> Once per day, summon 1d4 rat swarms, 1d3 bat swarms, or 1d6 wolves as a standard action. Creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.</p><p></p><p><strong>Fast Healing (Ex):</strong> A half-vampire's fast healing only kicks in when the half-vampire is reduced to less than one-half his full hit points.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4118426, member: 2795"] [b]Peace's Takers[/b] [color=limegreen]I statted these bad guys out at the request of a fellow DM.[/color] [sblock=Peace Meilaender; CR 12 Human rogue 6/fighter 2/dervish 4] LE Medium humanoid (human) [b]Init[/b] +7; [b]Senses[/b] Listen +7, Spot +7 [b]Languages[/b] Common ----- [b]AC[/b] 20 (+3 Dex, +1 dervish, +1 shield, +5 armor), touch 14, flat-footed 20; Combat Expertise, Dodge, Mobility, Two-Weapon Defense, uncanny dodge [b]hp[/b] 78 (12 HD) [b]Fort[/b] +8, [b]Ref[/b] +12, [b]Will[/b] +5; evasion, trap sense +2 ----- [b]Speed[/b] 35 ft. (7 squares) [b]Melee[/b] +14/+9 [i]+1 keen scimitar[/i] (1d6+3/15-20), or [b]Melee (Dervish Dance)[/b] +14/+9 [i]+1 keen scimitar[/i] (1d6+5/15-20), or [b]Melee (Two-Weapon Fighting)[/b] +12/+7 [i]+1 keen scimitar[/i] (1d6+3/15-20) and +12 [i]+1 keen scimitar[/i] (1d6+2/15-20), or [b]Melee (Dervish Dance plus Two-Weapon Fighting)[/b] +12/+7 [i]+1 keen scimitar[/i] (1d6+5/15-20) and +12 [i]+1 keen scimitar[/i] (1d6+4/15-20), or [b]Ranged[/b] masterwork composite shortbow [+2 Str] +14/+9 (1d6+2/x3, 70 ft. range increment) [b]Ranged Touch[/b] tanglefoot bag +13 (DC 15 Reflex, 10 ft. range increment), or [b]Ranged Touch (Two-Weapon Fighting)[/b] tanglefoot bag +11/+11 (DC 15 Reflex, 10 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +10; [b]Grp[/b] +12 [b]Atk Options[/b] dance of death, dervish dance 2/day, Improved Feint, slashing blades, sneak attack +3d6, Spring Attack, Two-Weapon Fighting ----- [b]Abilities[/b] Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 12 [b]SQ[/b] fast movement +5 ft., movement mastery, trapfinding [b]Feats[/b] Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility, Spring Attack (B), Two-Weapon Defense (B), Two-Weapon Fighting (B), Weapon Focus (scimitar) (B) [b]Skills (Ranks)[/b] Balance +10 (5), Bluff +8 (7), Diplomacy +3 (0), Disable Device +9 (9), Escape Artist +16 (13), Intimidate +3 (0), Jump +17 (13), Listen +7 (8), Move Silently +8 (0), Open Lock +9 (6), Perform (dance) +13 (12), Search +9 (9), Spot +7 (8), Tumble +18 (13), Use Rope +3 (+5 to bind someone) (0) [b]Possessions[/b] two [i]+1 keen scimitars[/i], [i]+2 silent moves studded leather, potion of barkskin +3, potion of cure serious wounds, potion of invisibility, potion of shield of faith +3[/i], four tanglefoot bags, masterwork composite shortbow [+2 Str], quiver with 20 arrows, plus another 70 gp unspent ----- [b]Dance of Death (Ex):[/b] Gains the benefits of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability. [b]Dervish Dance (Ex):[/b] While in a dervish dance, can take a full attack option for melee attacks and still move up to his speed. Must move at least 5 feet between each attack, and cannot return to the square he just exited. Provokes attacks of opportunity as normal, but can Tumble, et cetera. If completed from making his move, his full attack ends. He gains a +2 damage bonus to slashing weapon attacks while dervish dancing. Duration equals 6 rounds. At the end of the dervish dance, he is fatigued for the duration of the encounter. [b]Movement Mastery (Ex):[/b] Can always take 10 on Jump, Perform (dance), and Tumble checks. [b]Slashing Blades (Ex):[/b] A scimitar is treated as a light weapon.[/sblock] [sblock=Gilbert of the Changing Fist; CR 8 Human monk 1/transmuter 5/enlightened fist 2] LE Medium humanoid (human) [b]Init[/b] +2; [b]Senses[/b] Listen +10, Spot +10 [b]Languages[/b] Common, Draconic, Infernal ----- [b]AC[/b] 16 (+2 Dex, +2 monk, +2 armor), touch 14, flat-footed 14 [b]hp[/b] 34 (8 HD) [b]Fort[/b] +3, [b]Ref[/b] +6, [b]Will[/b] +9 ----- [b]Speed[/b] 40 ft. (8 squares) [b]Melee[/b] +5 unarmed strike (1d6), or [b]Ranged Touch[/b] tanglefoot bag +5 (DC 15 Reflex, 10 ft. range increment), or [b]Ranged Touch[/b] +5 [i]wand of lesser orb of cold[/i] (2d8 cold, 30 ft. range), or [b]Ranged Touch (Double Wand Wielder)[/b] +3 [i]wand of lesser orb of cold[/i] (2d8 cold, 30 ft. range) and +3 [i]wand of lesser orb of sound[/i] (1d6 sonic, 25 ft. range) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +3; [b]Grp[/b] +3 [b]Atk Options[/b] [i]ki[/i] strike (magic), fist of energy, Stunning Fist (4/day, Fort DC 16) [b]Spells Prepared[/b] (4+1/4+1/4+1/3+1 per day; CL 6th)[b]:[/b] 3rd - [i]dispel magic, haste*, protection from energy, ray of exhaustion[/i] 2nd - [i]acid arrow, cat's grace*, false life, resist energy, see invisibility[/i] 1st - [i]expeditious retreat*, grease[/i] (x2), [i]magic missile, shield[/i] 0 - [i]dancing lights, detect magic, message*, ray of frost, resistance[/i] * Bonus Transmutation spell. [b]Prohibited Schools:[/b] Enchantment, Illusion. ----- [b]Abilities[/b] Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 8 [b]SQ[/b] monk abilities (3rd level for certain class features) [b]Feats[/b] Combat Casting (B), Double Wand Wielder, Craft Wand (B), Improved Unarmed Strike (B), Scribe Scroll (B), Stunning Fist (B), Two-Weapon Fighting, Weapon Finesse [b]Skills (Ranks)[/b] Balance +5 (0), Concentration +13 (8), Diplomacy +1 (0), Escape Artist +7 (5), Hide +7 (5), Jump +8 (+12 with 20 ft. running start) (6), Knowledge (arcana) +11 (8), Listen +10 (8), Sense Motive +7 (5), Spellcraft +11 (+13 to learn transmutation) (6), Spot +10 (8), Tumble +10 (6), Use Rope +2 (+4 to bind someone) (0) [b]Possessions[/b] arcane scroll ([i]bear's endurance, protection from arrows, web[/i], CL 3rd), arcane scroll ([i]dispel magic, fireball, lightning bolt[/i], CL 5th), [i]bracers of armor +2[/i], two [i]potions of cure moderate wounds[/i], two [i]potions of mage armor[/i], [i]wand of lesser orb of cold[/i] (3rd level) (50 charges), [i]wand of lesser orb of sound[/i] (1st level) (50 charges), one tanglefoot bag, plus 75 gp unspent [b]Spellbook[/b] all wizard spells listed above, including those on arcane scrolls and in wands ----- [b]Fist of Energy (Su):[/b] Spend a Stunning Fist use to imbue unarmed strikes with +1d6 fire damage or +1d6 electricity damage for 1 round. [b]N.B.:[/b] Regarding grease, creatures with fewer than 5 ranks in Balance are considered flat-footed while balancing. Peace, Ezekiel, and Newark could exploit this via sneak attack.[/sblock] [sblock=Ezekiel; CR 6 Human rogue 4/ranger 2] NE Medium humanoid (human) [b]Init[/b] +2; [b]Senses[/b] Listen +9, Spot +9 [b]Languages[/b] Common ----- [b]AC[/b] 16 (+2 Dex, +1 natural, +3 armor), touch 12, flat-footed 16; uncanny dodge [b]hp[/b] 35 (6 HD) [b]Fort[/b] +6, [b]Ref[/b] +9, [b]Will[/b] +3; evasion, trap sense +1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] masterwork shortspear +7 (1d6+1 plus poison, 40 ft. range increment), or [b]Ranged[/b] masterwork shortspear +8 (1d6+1 plus poison, 40 ft. range increment), or [b]Ranged (Point Blank Shot)[/b] masterwork shortspear +9 (1d6+2 plus poison), or [b]Ranged (Rapid Shot)[/b] masterwork shortspear +5/+5 (1d6+1 plus poison, 40 ft. range increment), or [b]Ranged (Point Blank Shot & Rapid Shot)[/b] masterwork shortspear +6/+6 (1d6+2 plus poison), or [b]Ranged Touch[/b] tanglefoot bag +7 (DC 15 Reflex, 20 ft. range increment), or [b]Ranged (Point Blank Shot)[/b] tanglefoot bag +8 (DC 15 Reflex, 20 ft. range increment), or [b]Ranged (Rapid Shot)[/b] tanglefoot bag +5/+5 (DC 15 Reflex, 20 ft. range increment), or [b]Ranged (Point Blank Shot & Rapid Shot)[/b] tanglefoot bag +6/+6 (DC 15 Reflex, 20 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +5; [b]Grp[/b] +6 [b]Atk Options[/b] favored enemy (human) +2, Point Blank Shot, Precise Shot, Rapid Shot, sneak attack +2d6 ----- [b]Abilities[/b] Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 8 [b]SQ[/b] trapfinding, wild empathy +1 [b]Feats[/b] Far Shot, Point Blank Shot (B), Precise Shot, Quick Draw, Rapid Shot (B), Track (B) [b]Skills (Ranks)[/b] Balance +4 (0), Bluff +6 (7), Diplomacy +3 (0), Disable Device +7 (7), Hide +8 (6), Intimidate +1 (0), Jump +8 (5), Listen +9 (7), Move Silently +8 (6), Open Lock +9 (7), Search +5 (5), Sense Motive +9 (7), Survival +6 (+8 to find or follow tracks) (4), Spot +9 (7), Tumble +11 (7) [b]Possessions[/b] [i]amulet of natural armor +1[/i], four [i]jumping caltrops[/i] (CAd 133), [i]potion of blur, potion of invisibility, potion of shield of faith +3[/i], three masterwork shortspears, three weapon capsule retainers (one per shortspear), three quickfrost alchemical capsules (CAd 122), masterwork studded leather, two tanglefoot bags, three doses of Large scorpion venom, plus 44 gp unspent. ----- [b]Favored Enemy (Ex):[/b] +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against humans. +2 bonus on weapon damage rolls against humans. [b]Poison:[/b] All three masterwork shortspears are pre-poisoned with Large scorpion venom. Injury Fort DC 18; initial and secondary damage 1d6 Str.[/sblock] [sblock=Newark; CR 6 Half-vampire human rogue 3/fighter 2] NE Medium humanoid (human) [b]Init[/b] +8; [b]Senses[/b] Listen +9, Spot +9 [b]Languages[/b] Common, Elven ----- [b]AC[/b] 20 (+4 Dex, +2 natural, +4 armor), touch 14, flat-footed 16; Combat Expertise [b]hp[/b] 32 (5 HD); [b]DR[/b] 5/magic or silver; [b]fast healing[/b] 1 [b]Resist[/b] cold 5, electricity 5 [b]Fort[/b] +6, [b]Ref[/b] +7, [b]Will[/b] +2; evasion, trap sense +1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] masterwork spiked chain +9 (2d4+3), or [b]Melee Touch (Improved Trip)[/b] masterwork spiked chain +9 (Strength check +6 plus free attack if successful), or [b]Melee[/b] slam +6 (1d6+2), or [b]Ranged Touch[/b] tanglefoot bag +8 (DC 15 Reflex, 10 ft. range increment), or [b]Ranged ([i]flaming, frost[/i], or [i]shock arrow[/i])[/b] masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d6 cold, electricity, or fire/x3, 70 ft. range increment), or [b]Ranged ([i]burrowing arrow[/i])[/b] masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d8 upon removal/x3, 70 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with spiked chain) [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Atk Options[/b] children of the night, Combat Reflexes (up to 5 AoO/round), Improved Trip, sneak attack +2d6 ----- [b]Abilities[/b] Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 10 [b]SQ[/b] trapfinding [b]Feats[/b] Combat Expertise (B), Combat Reflexes, Exotic Weapon Proficiency (spiked chain) (B), Improved Initiative (B), Improved Trip, Weapon Finesse (B) [b]Skills (Ranks)[/b] Balance +5* (0), Bluff +8 (6), Climb +9* (8), Diplomacy +2 (0), Escape Artist +9* (6), Hide +11* (6), Intimidate +6 (4), Jump +11* (8), Listen +9 (6), Move Silently +11* (6), Search +7 (6), Spot +9 (6), Tumble +11* (6), Use Rope +4 (+6 to bind someone) (0) (*Includes -1 armor check penalty.) [b]Possessions[/b] five [i]+1 burrowing arrows[/i] (CW 135), five [i]+1 flaming arrows[/i], five [i]+1 frost arrows[/i], five [i]+1 shock arrows, oil of sonic weapon[/i] (CAd 157), [i]potion of cure moderate wounds, potion of invisibility[/i], masterwork chain shirt, masterwork composite shortbow [+2 Str], masterwork spiked chain, quiver, two tanglefoot bags, plus 160 gp unspent ----- [b]Children of the Night (Su):[/b] Once per day, summon 1d4 rat swarms, 1d3 bat swarms, or 1d6 wolves as a standard action. Creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour. [b]Fast Healing (Ex):[/b] A half-vampire's fast healing only kicks in when the half-vampire is reduced to less than one-half his full hit points.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
Top