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Vasorn, The World Under Dragonfire Characters
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<blockquote data-quote="Dark Nemesis" data-source="post: 1518159" data-attributes="member: 11714"><p><strong>Alyshia Ra’nier</strong></p><p><strong>Female Drow [2] Rogue [3] Wizard [5] Arcane Trickster [1]</strong></p><p><strong>Experience:</strong> 59,078</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Height:</strong> 5’2”</p><p><strong>Weight:</strong> 118 lbs</p><p><strong>Hair:</strong> White</p><p><strong>Eyes:</strong> Red</p><p><strong>Age:</strong> 122</p><p></p><p><strong>Str:</strong> 12 (+1) [4 points] </p><p><strong>Dex:</strong> 19 (+4) [6 points, +2 racial, +1 at level 8, +2 Gloves of Dex]</p><p><strong>Con:</strong> 12 (+1) [6 points, -2 racial] </p><p><strong>Int:</strong> 20 (+5) [8 points, +2 racial, +1 at level 4, +2 from headband] </p><p><strong>Wis:</strong> 12 (+1) [4 points] </p><p><strong>Cha:</strong> 14 (+2) [4 points, +2 racial] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Dex, -2 Con, +2 Int, +2 Cha, Medium, </p><p>Immunity to magic sleep effects, and a +2 racial saving throw against enchantment spells or effects, +2 racial saving throw on Will saves against spells and spell-like abilities, SR 22, Darkvision 120', +2 Racial Bonus on Search, Spot and Listen checks, always looking for secret/concealed doors within 5', Weapon Proficiency (Rapier), Light Blindness, Spell Like Abilities (Sp) 1/day Dancing Lights, Darkness, Faerie Fire </p><p></p><p>Sneak attack +2d6, trapfinding, evasion, trapsense +1, ranged legerdemain 1/day.</p><p> </p><p><strong>Hit Dice:</strong> 2d8 + 3d6 + 5d4+ 1d4 + 11</p><p><strong>HP:</strong> 55</p><p><strong>AC:</strong> 20 (+4 Dex, +5 armor [Shadow Walker], +1 deflection [from ring])</p><p><strong>Init:</strong> +4 (+4 Dex)</p><p><strong>Speed:</strong> 30 ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +3 [+2 base, +1 Con]</p><p>Reflex +12 [+8 base, +4 Dex]</p><p>Will +8 [+7 base, +1 Wis]</p><p></p><p><strong>BAB:</strong> +4</p><p><strong>Melee Atk:</strong> +6 (1d6 18-20/x2/P, +1 Dragonbane Rapier [+3 vs dragons, additional 2d6 damage vs dragons]) </p><p><strong>Ranged Atk:</strong> +9 (1d8, 19/20/x2/P, MW Crossbow)</p><p></p><p><strong>Skills:</strong></p><p>Concentration +17 [12 ranks, +1 Con, +4 feat]</p><p>Decipher Script +8 [3 ranks, +5 Int]</p><p>Disable Device +22 [13 ranks, +5 Int, +2 feat, +2 tools] </p><p>Escape Artist +4 [6 ranks, +4 Dex]</p><p>Gather Information +5 [3 ranks, +2 Cha]</p><p>Hide +21 [12 ranks, +4 Dex, +5 Armor]</p><p>Knowledge (arcana) +17 [12 ranks, +5 Int]</p><p>Listen +6 [3 ranks, +1 Wis, +2 racial,]</p><p>Move Silently +15 [6 ranks, +4 Dex, +5 armor]</p><p>Open Lock +21 [13 ranks, +4 Dex, +2 Feat, +2 tools]</p><p>Search +14 [7 ranks, +5 Int, +2 racial]</p><p>Spellcraft +15 [8 ranks, +5 Int, +2 Synergy]</p><p>Spot +9 [6 ranks, +1 Wis, +2 racial]</p><p>Tumble +10 [6 ranks, +4 Dex]</p><p></p><p><strong>Feats:</strong></p><p>Nimble Fingers (1st level)</p><p>Scribe Scroll (wizard bonus 1st level)</p><p>Combat Casting (3rd level)</p><p>Silent Spell (wizard bonus 5th level)</p><p>Spell focus (Evocation) (6th level)</p><p>Spell penetration (9th level)</p><p></p><p><strong>Languages:</strong> Elven, Undercommon, Common, Abyssal, Draconic, Drow Sign Language, Goblin </p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC +5, +6 Evocation</p><p>0th - <em>Mage Hand, Flare, Read Magic, Prestidigitation.</em></p><p>1st - <em>Mage Armor, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Ray of Enfeeblement, Ray of Enfeeblement.</em></p><p>2nd - <em>Mirror Image, Melf’s Acid Arrow, Melf’s Acid Arrow, Tasha’s Hideous Laughter</em></p><p>3rd - <em>Invisibility Sphere, Fireball, Fireball, Rope Trick.</em></p><p> </p><p><strong>Spellbook</strong></p><p>0th - <em> Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt </em></p><p><em>Undead, Flare, Ghost Sounds, Light, Mage Hand, Mending, Message, Open/Close, </em></p><p><em>Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue </em></p><p>1st - <em>Alarm, Comprehend Languages, Charm Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, </em></p><p>2nd - <em>Melf’s Acid Arrow, Tasha’s Hideous Laughter, Mirror Image, Spider Climb </em></p><p>3rd - <em>Arcane Sight, Heroism, Hold Person, Fireball, Invisibility Sphere, Fly, Rope Trick</em></p><p></p><p><strong>Equipment:</strong></p><p></p><p><em><strong>Wearing or carrying</strong></em></p><p><strong>Dragon Biter</strong> (+1 dragonbane rapier, 6,000 gp)</p><p><strong>MW Heavy Crossbow</strong> (350 gp)</p><p><strong>Shadow Walker</strong> (<em>+1 Chainshirt, shadowed, silent moves</em> (8,500 gp)</p><p><strong>Headband of Intellect</strong> ( <em>headband of intellect +2</em>, 4,000gp), </p><p><strong>Ring of Protection +1 </strong> (1,000gp)</p><p><strong>Serpentine Grace</strong> (<em>Gloves of Dex +2,</em> 4,000 gp)</p><p> <strong>Belt pouch</strong> 1gp</p><p>-<strong>Waterskin</strong> 1gp</p><p>-<strong>MW Thieves Tools</strong> 100gp</p><p>-<strong>Coral Urchin</strong> 5,325 gp</p><p>-<strong>Wand of Web</strong> 4,500 gp</p><p></p><p></p><p><strong>Backpack</strong> (2 gp)</p><p>-<strong>Bedroll</strong> (1 sp)</p><p>-<strong>Scroll case</strong> (1gp)</p><p>-<strong>Flint and Steel</strong> (1gp)</p><p>-<strong>Grappling Hook</strong> (1gp)</p><p>-<strong>Spell component pouch</strong> </p><p>-<strong>Ink (two vials)</strong> 8 gp</p><p>-<strong>Inkpen</strong> 1sp</p><p>-<strong>Trail rations (10 days worth)</strong> 5 gp</p><p>-<strong>Mirror</strong> 10 gp</p><p>-<strong>Tanglefoot bags x5</strong> 150 gp</p><p>-<strong>Alchemist’s Fire x5</strong> 100 gp</p><p>-<strong>Antitoxin x2</strong> 100 gp</p><p>-<strong>Hemp Rope, 100 ft</strong> 2 gp</p><p>-<strong>Spellbook</strong> 15 gp</p><p>-<strong>Wand of Cat’s Grace</strong> 4,500 gp</p><p>-<strong>Scroll of Mirror Image</strong> - 150gp</p><p>-<strong>Scroll of Spider Climb</strong> - 150gp</p><p></p><p></p><p></p><p><strong>Money</strong></p><p>25 gp</p><p></p><p><strong>Appearance:</strong> At first glance, there is nothing remarkable about Alyshia. She is only 5’2, with a slender build. She usually wears her long white hair down, with her bangs tied into braids on either side of her face. About six months ago, on a whim, she added crimson streaks to her hair. She found that she liked the style, and decided to keep it.</p><p></p><p>When out in the field, Alyshia favors a comfortable black leather outfit, tight fitting but not tight enough to reveal the presence of the shiny chainshirt that she wears underneath. At her side hands a rapier, and a crossbow is slung over her shoulder.</p><p></p><p><strong>Background:</strong> Alyshia joined the resistance against the dragons at a very young age. She was trained by Ilmryn Colair, a drow Cagebreaker who had spent most of his life freeing slaves. She learned many lessons during the years that she spent with Ilmryn, but none more important than the lesson she learned on their final mission together. Ilmryn took his job very seriously, so seriously that it consumed every other aspect of his life. Heroism and dedication are all well and good, but there was nothing in Ilmryn’s life that would bring him joy, except for killing dragonkith and freeing slaves. </p><p></p><p>Their final mission together was supposed to be a simple one; just sneak in and free the slaves, without the ‘kith even knowing that they had been there. Ilmryn was so intent on completing the mission that he did not notice the ambush party until it was too late. Ilmryn lost his life that night, and Alyshia barely escaped with her life. She still misses her mentor, as he was like a father to her. She continues the work that he so loved, though she tries to avoid making the mistakes that he had. Dedication is a wonderful trait, but Alyshia has seen the folly of being too dedicated.</p><p></p><p><strong>Pet</strong> Coral Urchin - This is a rather odd item, created by an aboleth with a strange sense of humor. He commanded his kuo-toan minions to bring him some of the life that lived in their home, and one of the things they brought him was a sea urchin. Amused by the spiky creature, he granted it intelligence, as well as some additional powers and kept it as an odd pet. When it grew old, he used a spell to convert it into a statue form, much like a figurine of wondrous power. When he died (of old age oddly enough), his goods were given to the resistance.</p><p></p><p>It appears as a spiky, white sphere about the size of a walnut when in figurine form. When commanded (the command word is "spike" in Undercommon), it becomes a fist-sized gray sea urchin. It is intelligent, and can converse in Common, Undercommon, and Aquan, though it has an odd sense of humor. It can fly at a speed of 40 ft., however it cannot go more than 500 ft. from the owner. The owner may "see" through its senses (it has blindsense out to 20 ft.), though they cannot use their own senses when using the urchin's senses. The urchin may be activated no more than 24 hours in a week, though they need not be continuous. If destroyed in figurine form, it is gone forever, if it is destroyed in urchin form, it immediately reverts and cannot be activated for a week.</p><p></p><p><strong>Spike, awakened sea urchin</strong></p><p><strong>diminuative magical beast (aquatic)</strong></p><p><strong>Hit dice:</strong> 2d8+2 (16 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 5 ft., 5 ft. climb, 10 ft. swim, 40 ft. fly (perfect)</p><p><strong>AC:</strong> 18 (+2 Dex, +3 size, +13 natural)</p><p><strong>Attacks:</strong> none</p><p><strong>Damage:</strong> defensive only, see below</p><p><strong>Face/Reach:</strong> 1ft/1ft</p><p><strong>Special Attacks:</strong> Defensive spines</p><p><strong>Special Qualities:</strong> Blindsense 20 ft., amphibious, share senses</p><p><strong>Saves:</strong> Fort +3, Ref +4, Will +3</p><p><strong>Abilities:</strong> Str 2, Dex 14, Con 13, Int 12, Wis 13, Cha 14</p><p><strong>Skills:</strong> Hide +14, Listen +6, Spot +6</p><p><strong>Feats:</strong> Alertness</p><p></p><p>Amphibious: Spike can survive out of water for up to 13 hours. Dousing him in water can help him extend that two twice that much, but he must spend at least 4 hours immersed in water to replenish iteslf.</p><p></p><p>Defensive spines: Those that hit the urchin with a natural weapon take 1d2 damage from its spines.</p></blockquote><p></p>
[QUOTE="Dark Nemesis, post: 1518159, member: 11714"] [b]Alyshia Ra’nier Female Drow [2] Rogue [3] Wizard [5] Arcane Trickster [1][/b] [b]Experience:[/b] 59,078 [b]Alignment:[/b] Chaotic Neutral [b]Height:[/b] 5’2” [b]Weight:[/b] 118 lbs [b]Hair:[/b] White [b]Eyes:[/b] Red [b]Age:[/b] 122 [b]Str:[/b] 12 (+1) [4 points] [b]Dex:[/b] 19 (+4) [6 points, +2 racial, +1 at level 8, +2 Gloves of Dex] [b]Con:[/b] 12 (+1) [6 points, -2 racial] [b]Int:[/b] 20 (+5) [8 points, +2 racial, +1 at level 4, +2 from headband] [b]Wis:[/b] 12 (+1) [4 points] [b]Cha:[/b] 14 (+2) [4 points, +2 racial] [b]Class and Racial Abilities:[/b] +2 Dex, -2 Con, +2 Int, +2 Cha, Medium, Immunity to magic sleep effects, and a +2 racial saving throw against enchantment spells or effects, +2 racial saving throw on Will saves against spells and spell-like abilities, SR 22, Darkvision 120', +2 Racial Bonus on Search, Spot and Listen checks, always looking for secret/concealed doors within 5', Weapon Proficiency (Rapier), Light Blindness, Spell Like Abilities (Sp) 1/day Dancing Lights, Darkness, Faerie Fire Sneak attack +2d6, trapfinding, evasion, trapsense +1, ranged legerdemain 1/day. [b]Hit Dice:[/b] 2d8 + 3d6 + 5d4+ 1d4 + 11 [b]HP:[/b] 55 [b]AC:[/b] 20 (+4 Dex, +5 armor [Shadow Walker], +1 deflection [from ring]) [b]Init:[/b] +4 (+4 Dex) [b]Speed:[/b] 30 ft [b]Saves:[/b] Fortitude +3 [+2 base, +1 Con] Reflex +12 [+8 base, +4 Dex] Will +8 [+7 base, +1 Wis] [b]BAB:[/b] +4 [b]Melee Atk:[/b] +6 (1d6 18-20/x2/P, +1 Dragonbane Rapier [+3 vs dragons, additional 2d6 damage vs dragons]) [b]Ranged Atk:[/b] +9 (1d8, 19/20/x2/P, MW Crossbow) [b]Skills:[/b] Concentration +17 [12 ranks, +1 Con, +4 feat] Decipher Script +8 [3 ranks, +5 Int] Disable Device +22 [13 ranks, +5 Int, +2 feat, +2 tools] Escape Artist +4 [6 ranks, +4 Dex] Gather Information +5 [3 ranks, +2 Cha] Hide +21 [12 ranks, +4 Dex, +5 Armor] Knowledge (arcana) +17 [12 ranks, +5 Int] Listen +6 [3 ranks, +1 Wis, +2 racial,] Move Silently +15 [6 ranks, +4 Dex, +5 armor] Open Lock +21 [13 ranks, +4 Dex, +2 Feat, +2 tools] Search +14 [7 ranks, +5 Int, +2 racial] Spellcraft +15 [8 ranks, +5 Int, +2 Synergy] Spot +9 [6 ranks, +1 Wis, +2 racial] Tumble +10 [6 ranks, +4 Dex] [b]Feats:[/b] Nimble Fingers (1st level) Scribe Scroll (wizard bonus 1st level) Combat Casting (3rd level) Silent Spell (wizard bonus 5th level) Spell focus (Evocation) (6th level) Spell penetration (9th level) [b]Languages:[/b] Elven, Undercommon, Common, Abyssal, Draconic, Drow Sign Language, Goblin [b]Spells Prepared[/b] Save DC +5, +6 Evocation 0th - [i]Mage Hand, Flare, Read Magic, Prestidigitation.[/i] 1st - [I]Mage Armor, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Ray of Enfeeblement, Ray of Enfeeblement.[/I] 2nd - [I]Mirror Image, Melf’s Acid Arrow, Melf’s Acid Arrow, Tasha’s Hideous Laughter[/I] 3rd - [I]Invisibility Sphere, Fireball, Fireball, Rope Trick.[/I] [b]Spellbook[/b] 0th - [i] Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sounds, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue [/i] 1st - [i]Alarm, Comprehend Languages, Charm Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, [/i] 2nd - [i]Melf’s Acid Arrow, Tasha’s Hideous Laughter, Mirror Image, Spider Climb [/i] 3rd - [i]Arcane Sight, Heroism, Hold Person, Fireball, Invisibility Sphere, Fly, Rope Trick[/i] [b]Equipment:[/b] [i][b]Wearing or carrying[/b][/i][b][/b] [B]Dragon Biter[/B] (+1 dragonbane rapier, 6,000 gp) [B]MW Heavy Crossbow[/B] (350 gp) [B]Shadow Walker[/B] ([I]+1 Chainshirt, shadowed, silent moves[/I] (8,500 gp) [B]Headband of Intellect[/B] ( [i]headband of intellect +2[/i], 4,000gp), [B]Ring of Protection +1 [/B] (1,000gp) [B]Serpentine Grace[/b] ([I]Gloves of Dex +2,[/I] 4,000 gp) [b]Belt pouch[/b] 1gp -[b]Waterskin[/b] 1gp -[b]MW Thieves Tools[/b] 100gp -[b]Coral Urchin[/b] 5,325 gp -[b]Wand of Web[/b] 4,500 gp [B]Backpack[/B] (2 gp) -[b]Bedroll[/b] (1 sp) -[b]Scroll case[/b] (1gp) -[b]Flint and Steel[/b] (1gp) -[b]Grappling Hook[/b] (1gp) -[b]Spell component pouch[/b] -[b]Ink (two vials)[/b] 8 gp -[b]Inkpen[/b] 1sp -[b]Trail rations (10 days worth)[/b] 5 gp -[b]Mirror[/b] 10 gp -[b]Tanglefoot bags x5[/b] 150 gp -[b]Alchemist’s Fire x5[/b] 100 gp -[b]Antitoxin x2[/b] 100 gp -[b]Hemp Rope, 100 ft[/b] 2 gp -[b]Spellbook[/b] 15 gp -[b]Wand of Cat’s Grace[/b] 4,500 gp -[b]Scroll of Mirror Image[/b] - 150gp -[b]Scroll of Spider Climb[/b] - 150gp [b]Money[/b] 25 gp [b]Appearance:[/b] At first glance, there is nothing remarkable about Alyshia. She is only 5’2, with a slender build. She usually wears her long white hair down, with her bangs tied into braids on either side of her face. About six months ago, on a whim, she added crimson streaks to her hair. She found that she liked the style, and decided to keep it. When out in the field, Alyshia favors a comfortable black leather outfit, tight fitting but not tight enough to reveal the presence of the shiny chainshirt that she wears underneath. At her side hands a rapier, and a crossbow is slung over her shoulder. [b]Background:[/b] Alyshia joined the resistance against the dragons at a very young age. She was trained by Ilmryn Colair, a drow Cagebreaker who had spent most of his life freeing slaves. She learned many lessons during the years that she spent with Ilmryn, but none more important than the lesson she learned on their final mission together. Ilmryn took his job very seriously, so seriously that it consumed every other aspect of his life. Heroism and dedication are all well and good, but there was nothing in Ilmryn’s life that would bring him joy, except for killing dragonkith and freeing slaves. Their final mission together was supposed to be a simple one; just sneak in and free the slaves, without the ‘kith even knowing that they had been there. Ilmryn was so intent on completing the mission that he did not notice the ambush party until it was too late. Ilmryn lost his life that night, and Alyshia barely escaped with her life. She still misses her mentor, as he was like a father to her. She continues the work that he so loved, though she tries to avoid making the mistakes that he had. Dedication is a wonderful trait, but Alyshia has seen the folly of being too dedicated. [b]Pet[/b] Coral Urchin - This is a rather odd item, created by an aboleth with a strange sense of humor. He commanded his kuo-toan minions to bring him some of the life that lived in their home, and one of the things they brought him was a sea urchin. Amused by the spiky creature, he granted it intelligence, as well as some additional powers and kept it as an odd pet. When it grew old, he used a spell to convert it into a statue form, much like a figurine of wondrous power. When he died (of old age oddly enough), his goods were given to the resistance. It appears as a spiky, white sphere about the size of a walnut when in figurine form. When commanded (the command word is "spike" in Undercommon), it becomes a fist-sized gray sea urchin. It is intelligent, and can converse in Common, Undercommon, and Aquan, though it has an odd sense of humor. It can fly at a speed of 40 ft., however it cannot go more than 500 ft. from the owner. The owner may "see" through its senses (it has blindsense out to 20 ft.), though they cannot use their own senses when using the urchin's senses. The urchin may be activated no more than 24 hours in a week, though they need not be continuous. If destroyed in figurine form, it is gone forever, if it is destroyed in urchin form, it immediately reverts and cannot be activated for a week. [b]Spike, awakened sea urchin[/b] [b]diminuative magical beast (aquatic)[/b] [b]Hit dice:[/b] 2d8+2 (16 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 5 ft., 5 ft. climb, 10 ft. swim, 40 ft. fly (perfect) [b]AC:[/b] 18 (+2 Dex, +3 size, +13 natural) [b]Attacks:[/b] none [b]Damage:[/b] defensive only, see below [b]Face/Reach:[/b] 1ft/1ft [b]Special Attacks:[/b] Defensive spines [b]Special Qualities:[/b] Blindsense 20 ft., amphibious, share senses [b]Saves:[/b] Fort +3, Ref +4, Will +3 [b]Abilities:[/b] Str 2, Dex 14, Con 13, Int 12, Wis 13, Cha 14 [b]Skills:[/b] Hide +14, Listen +6, Spot +6 [b]Feats:[/b] Alertness Amphibious: Spike can survive out of water for up to 13 hours. Dousing him in water can help him extend that two twice that much, but he must spend at least 4 hours immersed in water to replenish iteslf. Defensive spines: Those that hit the urchin with a natural weapon take 1d2 damage from its spines. [/QUOTE]
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