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(OOC) FR Adventure - Vampires of Waterdeep! [FULL]
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<blockquote data-quote="Voadam" data-source="post: 2723538" data-attributes="member: 2209"><p>Wollf Henger</p><p></p><p>Aranea (3HD +4LA), rogue 2, warshaper 4, character level 9 ECL 13</p><p>Medium magical beast (shapechanger)</p><p>CG, Patron Deity Shandukul</p><p></p><p>28 point buy</p><p>Str 10=16 +2 level +4 morphic body = 22 (+6)</p><p>Dex 6=14 +4 racial = 18 (+4)</p><p>Con 10=16 +4 racial +4 morphic body = 24 (+7)</p><p>Int 0=8 +4 racial = 12 (+1)</p><p>Wis 2=10 +2 racial = 12 (+1)</p><p>Cha 0=8 +4 racial = 12 (+1)</p><p></p><p>So</p><p></p><p>Str 22 (+6)</p><p>Dex 18 (+4)</p><p>Con 24 (+7)</p><p>Int 12 (+1)</p><p>Wis 13 (+1)</p><p>Cha 12 (+1)</p><p></p><p>HD 3d10 (aranea) + 2d6 (rogue) + 4d8(warshaper) +9x7(63)</p><p>hp = ?</p><p></p><p>F +3 (ar) +4 (war) +7(con) = +14</p><p>R +3 (ar) +3 (ro) +1 (war) +4(dex) = +11</p><p>W +1 (ar) +1 (wa) +1 (wis) +2 (IW) = +5</p><p></p><p>F +14 R +11 W +5</p><p></p><p>Feats</p><p>Combat Reflexes, Iron Will (B), Two Weapon Fighting, Improved Two Weapon Fighting, Multiattack,</p><p></p><p>Skills</p><p>Aranea: climb 6 ranks, listen 6 ranks, spot 6 ranks</p><p>Rogue: Tumble 8 ranks, search 8 ranks, spot 1 rank, listen 1 rank</p><p>Warshaper climb 4 ranks, balance 6 ranks, search 1 rank(cross class),</p><p></p><p>Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.</p><p></p><p>So:</p><p>Balance 6 ranks +4 dex = +10</p><p>Climb 10 ranks +6 st +8 racial = +24 and can always take 10</p><p>Jump +7 str +2 racial = +9</p><p>Listen 7 ranks +1 wis +2 racial = +10</p><p>Search 9 ranks +1 int = +10</p><p>Spot 7 ranks +1 wis +2 racial = +10</p><p>Tumble 8 ranks +4 dex = +12 </p><p></p><p>Languages Common, Sylvan, Elven</p><p></p><p>BAB +3 aranea, +1 rogue, +3 warshaper, = +7</p><p></p><p>Grapple +7 BAB, +7 Str = +14</p><p></p><p>Initiative = +4</p><p></p><p>AC = +4 dex, +1 natural, </p><p></p><p>Attack +7 BAB, +7 str = +14</p><p></p><p>Aranea</p><p>Low light vision, darkvision 60ft.</p><p>Natural bite in hybrid form 1d6 base +poison</p><p>web, change shape, spells</p><p>[SBLOCK]</p><p><strong>Poison (Ex): </strong> Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.</p><p><strong>Spells:</strong> An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.</p><p><strong>Spells Known </strong> (6/6): 0— detect magic, open/close, prestigitation, ray of frost, read magic; 1st—disguise self, expeditious retreat, mage armor.</p><p><strong>Web (Ex): </strong> In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.</p><p>An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.</p><p><strong>Change Shape (Su): </strong> An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.</p><p>The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).</p><p>An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.[/SBLOCK]</p><p></p><p>Rogue</p><p>1d6 sneak attack, trapfinding, evasion[SBLOCK]</p><p><strong>Weapon and Armor Proficiency:</strong> Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.</p><p><strong>Sneak Attack:</strong> If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.</p><p>The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.</p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p>A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p><strong>Trapfinding:</strong> Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</p><p><strong>Evasion (Ex): </strong> At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.[/SBLOCK]</p><p></p><p>Warshaper:</p><p><strong>Morphic immunities</strong>, immune to critical hits and stunning</p><p><strong>Morphic weapons</strong>, as move action grow a natural weapon or improve one by one size</p><p><strong>Morphic body</strong>, +4 to str and con</p><p><strong>Morphic reach</strong>, increase reach by 5 ft</p><p><strong>Morphic healing</strong>, fast healing 2, full round concentration check (DC = damage taken) to heal 10.</p><p></p><p>Equipment</p><p>32K Ring of protection +4</p><p>20K +1 cold iron holy spiked gauntlet</p><p>21K +1 wounding adamantine heavy mace</p><p>04.5K wand of knock 50 charges</p><p>20K ring of invisibility</p><p>08K Silver shortsword +1 animal bane</p><p>02.5K Bag of holding Type 1</p><p> Silver holy symbol of Shandukal</p><p> Travelling clothes</p><p>1000+ gold</p><p></p><p>Background</p><p>[SBLOCK]Wollf was a restless spirit always wanting to climb the nearest mountain and see what was on the other side. This led him to adopt Shandakul as his patron deity and journey out of his native forest lands to explore the worlds as he explored the powers of a shapeshifter. His humanoid form was that of a lean human and he travelled the roads as one, developing along the path of warshaper shifting mastery. While travelling through the northlands he was ambushed by a Malarite werewolf who was seeking to create a band of infected followers. Spying Wollf's holy symbol the werewolf thought it would be most amusing to turn such a follower into a werewolf slave of a malarite. While the attack incapacitated Wollf temporarily the fact that he was not actually a human made him immune to the lycanthropic disease and his morphic healing allowed him to recover from the ambush quicker than the werewolf anticipated. Now it was the werewolf who was taken unawares and ended up fleeing after the warshaper turned the tables on him. This led to the two becoming blood enemies and hunting each other back and forth across the northlands. While Wollf has managed to kill some of the werewolf's infected minions and has clashed many times with him personally, the two have not been able to dispose of each other as of yet. Wollf has recently tracked the Malarite south to Waterdeep and is cautiosly exploring the city looking for his nemesis.[/SBLOCK]</p><p></p><p>Appearance</p><p>[SBLOCK]Wollf Henger appears as a lean, tall, dark-eyed man with a somewhat athletic and rugged physique. He wears his black hair long but is clean shaven. He favors dark travelling clothes including a broad scarf and wide brimmed hat. At his waist he bears a short sword with a wolf head pommel and a vicious looking heavy mace while a spiked gauntlet covers one hand.</p><p></p><p>When he shifts his back hunches slightly and he grows black hairs all over his body. His face transforms into that of a spider with multiple eyes and large black mandibles dripping venom.</p><p></p><p>When in extremis he will shift into the true aranea form, that of a medium-sized spider with inhuman arms extending below the mandibles.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Voadam, post: 2723538, member: 2209"] Wollf Henger Aranea (3HD +4LA), rogue 2, warshaper 4, character level 9 ECL 13 Medium magical beast (shapechanger) CG, Patron Deity Shandukul 28 point buy Str 10=16 +2 level +4 morphic body = 22 (+6) Dex 6=14 +4 racial = 18 (+4) Con 10=16 +4 racial +4 morphic body = 24 (+7) Int 0=8 +4 racial = 12 (+1) Wis 2=10 +2 racial = 12 (+1) Cha 0=8 +4 racial = 12 (+1) So Str 22 (+6) Dex 18 (+4) Con 24 (+7) Int 12 (+1) Wis 13 (+1) Cha 12 (+1) HD 3d10 (aranea) + 2d6 (rogue) + 4d8(warshaper) +9x7(63) hp = ? F +3 (ar) +4 (war) +7(con) = +14 R +3 (ar) +3 (ro) +1 (war) +4(dex) = +11 W +1 (ar) +1 (wa) +1 (wis) +2 (IW) = +5 F +14 R +11 W +5 Feats Combat Reflexes, Iron Will (B), Two Weapon Fighting, Improved Two Weapon Fighting, Multiattack, Skills Aranea: climb 6 ranks, listen 6 ranks, spot 6 ranks Rogue: Tumble 8 ranks, search 8 ranks, spot 1 rank, listen 1 rank Warshaper climb 4 ranks, balance 6 ranks, search 1 rank(cross class), Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. So: Balance 6 ranks +4 dex = +10 Climb 10 ranks +6 st +8 racial = +24 and can always take 10 Jump +7 str +2 racial = +9 Listen 7 ranks +1 wis +2 racial = +10 Search 9 ranks +1 int = +10 Spot 7 ranks +1 wis +2 racial = +10 Tumble 8 ranks +4 dex = +12 Languages Common, Sylvan, Elven BAB +3 aranea, +1 rogue, +3 warshaper, = +7 Grapple +7 BAB, +7 Str = +14 Initiative = +4 AC = +4 dex, +1 natural, Attack +7 BAB, +7 str = +14 Aranea Low light vision, darkvision 60ft. Natural bite in hybrid form 1d6 base +poison web, change shape, spells [SBLOCK] [B]Poison (Ex): [/B] Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. [B]Spells:[/B] An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells. [B]Spells Known [/B] (6/6): 0— detect magic, open/close, prestigitation, ray of frost, read magic; 1st—disguise self, expeditious retreat, mage armor. [B]Web (Ex): [/B] In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. [B]Change Shape (Su): [/B] An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison. The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares). An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.[/SBLOCK] Rogue 1d6 sneak attack, trapfinding, evasion[SBLOCK] [B]Weapon and Armor Proficiency:[/B] Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. [B]Sneak Attack:[/B] If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. [B]Trapfinding:[/B] Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. [B]Evasion (Ex): [/B] At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.[/SBLOCK] Warshaper: [B]Morphic immunities[/B], immune to critical hits and stunning [B]Morphic weapons[/B], as move action grow a natural weapon or improve one by one size [B]Morphic body[/B], +4 to str and con [B]Morphic reach[/B], increase reach by 5 ft [B]Morphic healing[/B], fast healing 2, full round concentration check (DC = damage taken) to heal 10. Equipment 32K Ring of protection +4 20K +1 cold iron holy spiked gauntlet 21K +1 wounding adamantine heavy mace 04.5K wand of knock 50 charges 20K ring of invisibility 08K Silver shortsword +1 animal bane 02.5K Bag of holding Type 1 Silver holy symbol of Shandukal Travelling clothes 1000+ gold Background [SBLOCK]Wollf was a restless spirit always wanting to climb the nearest mountain and see what was on the other side. This led him to adopt Shandakul as his patron deity and journey out of his native forest lands to explore the worlds as he explored the powers of a shapeshifter. His humanoid form was that of a lean human and he travelled the roads as one, developing along the path of warshaper shifting mastery. While travelling through the northlands he was ambushed by a Malarite werewolf who was seeking to create a band of infected followers. Spying Wollf's holy symbol the werewolf thought it would be most amusing to turn such a follower into a werewolf slave of a malarite. While the attack incapacitated Wollf temporarily the fact that he was not actually a human made him immune to the lycanthropic disease and his morphic healing allowed him to recover from the ambush quicker than the werewolf anticipated. Now it was the werewolf who was taken unawares and ended up fleeing after the warshaper turned the tables on him. This led to the two becoming blood enemies and hunting each other back and forth across the northlands. While Wollf has managed to kill some of the werewolf's infected minions and has clashed many times with him personally, the two have not been able to dispose of each other as of yet. Wollf has recently tracked the Malarite south to Waterdeep and is cautiosly exploring the city looking for his nemesis.[/SBLOCK] Appearance [SBLOCK]Wollf Henger appears as a lean, tall, dark-eyed man with a somewhat athletic and rugged physique. He wears his black hair long but is clean shaven. He favors dark travelling clothes including a broad scarf and wide brimmed hat. At his waist he bears a short sword with a wolf head pommel and a vicious looking heavy mace while a spiked gauntlet covers one hand. When he shifts his back hunches slightly and he grows black hairs all over his body. His face transforms into that of a spider with multiple eyes and large black mandibles dripping venom. When in extremis he will shift into the true aranea form, that of a medium-sized spider with inhuman arms extending below the mandibles.[/SBLOCK] [/QUOTE]
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