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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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<blockquote data-quote="Lobo Lurker" data-source="post: 2603340" data-attributes="member: 25172"><p><strong>Havelocke Summerstar</strong>; NE Elven Male (<span style="color: White"><em>ghost</em></span>); Ranger 10/ECL+5[CODE]</p><p> [B]Str[/B]: 12 +1 [B]Dex[/B]: 26 +8 [B]Con[/B]: -- -- [B]HP[/B]: 80 [B]AC[/B]: 32 ([I]flat 24, touch 31[/I])</p><p> [B]Int[/B]: 13 +1 [B]Wis[/B]: 14 +2 [B]Cha[/B]: 28 +9 [B]BAB[/B] +10 [B]Init[/B] +8 [B]Spd[/B]: 30 (fly 30 ft)</p><p> [B]Fort[/B] +10 [B]Refl[/B] +18 [B]Will[/B] +10 [/CODE]</p><p>[CODE][B][ABILITIES & MAGIC] [/B]</p><p> Elven weapon proficiencies, Lowlight vision, +2 Search, Spot, & Listen</p><p> checks, [I]Automatically search for hidden/concealed passages w/in 10 ft[/I]., </p><p> Immune to Sleep effects, [COLOR=White]+2 save vs. Enchantments[/COLOR],</p><p> [B]Favored Enemy (+6)[/B]: Outsiders (evil)</p><p> [B]Favored Enemy (+2)[/B]: Humanoids (elves)</p><p> [B]Favored Enemy (+2)[/B]: Humanoids (humans)</p><p> Wild Empathy, Track, Combat Style I & II, Endurance, </p><p> Animal Companion (+2 HD, +2 nat amr, +1 str/dex, +2 Tricks, Link, </p><p> Share Spells, Evasion), Woodland Stride, Swift Tracker, Evasion</p><p> Flight 30 ft. (Perfect Maneuverability), Defection bonus to AC, </p><p> [COLOR=White][B]Ghost Abilities[/B][/COLOR]: [COLOR=White]Manifestation[/COLOR], [COLOR=White]Draining Touch ([I]dexterity[/I])[/COLOR], & [COLOR=White]Mavolence[/COLOR];</p><p> Turn Resistance +4, +8 racial bonus on Hide, Listen, Search, & Spot checks,</p><p> Darkvision 60 ft, [COLOR=White]Immune to mind-affecting effects, Immune to Poison, </p><p> Sleep, Paralysis, Stunning, Disease, & Death effects, Not subject to </p><p> critical hits, nonlethal damage, ability drain, or energy drain, Immune</p><p> to Ability Score damage and Fatigue/Exhaustion effects, Immunity to any </p><p> effect that requires a Fortitude save[/COLOR] ([I]unless the effect also works on</p><p> objects or is harmless[/I]), Use CHA for Concentration checks, Immune to </p><p> Death from Massive Damage, Not affected by Raise Dead or Reincarnate, </p><p> [COLOR=White]Does not breathe, does not eat, does not sleep[/COLOR]</p><p> [U]Rejuvenation[/U] (Su): In most cases, it’s difficult to destroy a ghost through</p><p> simple combat: The "destroyed" spirit will often restore itself in 2d4 days. </p><p> Even the most powerful spells are usually only temporary solutions. A </p><p> ghost that would otherwise be destroyed returns to its old haunts with a</p><p> successful level check (1d20 + 10) against DC 16. As a rule, the only way</p><p> to get rid of a ghost for sure is to determine the reason for its existence </p><p> and set right whatever prevents it from resting in peace. </p><p> SECRET: Havelocke can be put to rest by any female, not of his family, </p><p> who expresses true love for him (and means it). [/code]</p><p><u>RANGER SPELLS MEMORIZED</u>:</p><p>1st DC 13 (2): Entangle, Read Magic</p><p>2nd DC 14 (2): Protection vs. Energy, Cat's Grace</p><p>[code] [B][COMBAT][/B]</p><p> Grapple +10 ([I]+11 vs. Ethereal[/I])</p><p> Dexterity Drain* +18/+13 att, 1d4 ability dmg, 20/x2</p><p> Dexterity Drain* +16/+16/+11/+11 att, 1d4 ability dmg, 20/x2</p><p> * Incorporeal Touch Attack</p><p> +1 Warhammer +12/+7 att, 1d8+1 dmg, 20/x3 B, melee</p><p> +1 Short Sword +12/+7 att, 1d8+1 dmg, 19/x2 P, melee</p><p> --> [i]dual wielding +10/+10/+5/+5[/i] </p><p> Gaoler's Point +19/+14 att, 1d8+1 dmg, 20/x3 P, 110 ft.</p><p> vs. lawful +19/+14 att, 1d8+2d6+1 dmg, 20/x3 P, 110 ft. </p><p> vs. evil outsider +19/+14 att, 1d8+2d6+9 dmg, 20/x3 P, 110 ft.</p><p> vs. LE Outsiders +21/+16 att, 1d8+4d6+9 dmg, 20/x3 P, 110 ft. [/code]</p><p>[code] [b][SKILLS & FEATS][/b]</p><p> Track, Iron Will, Two-Weapon Fighting, Endurance, Skill Focus: Survival, </p><p> Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot</p><p> Climb +8 ([i] 6 ranks, +2 mod, +0 misc[/i])</p><p> Hide +24 ([i] 8 ranks, +8 mod, +8 misc[/i])</p><p> Know (geography) +9 ([i] 8 ranks, +1 mod, +0 misc[/i])</p><p> Know (nature) +9 ([i] 8 ranks, +1 mod, +0 misc[/i])</p><p> Know (the planes) +6 ([i] 5 ranks, +1 mod, +0 misc[/i])</p><p> Listen +21 ([i]10 ranks, +1 mod, +10 misc[/i])</p><p> Move Silently +16 ([i] 8 ranks, +8 mod, +0 misc[/i])</p><p> Search +21 ([i]10 ranks, +1 mod, +10 misc[/i])</p><p> Spot +21 ([i]10 ranks, +1 mod, +10 misc[/i])</p><p> Survival +21 ([i]13 ranks, +1 mod, +7 misc[/i])[/code]</p><p><strong>[EQUIPMENT]</strong></p><p>200,000: Cloak of Charisma +6 (36k), Gloves of Dexterity +6 (36k), +4 Ghost-Touch Padded Armor (64,155), Vest of Resistance +3 (9k), Gaoler's Point "+1 Anarchic-Evil Outsider Bane-Ghost Touch, Comp. Longbow, (50k), Minor Ring of Fire Resistance 10 (12k), Quiver, Clothes, 100 MW Arrows, +1 Warhammer, +1 Shortsword, 25 gp stashed</p><p><strong>Potions</strong>: Eagle's Splendor, Inflict Serious Wounds, (2) Protection vs. Evil, (3) Inflict Light Wounds,</p><p></p><p><u><strong>CHARACTER HISTORY</strong></u></p><p>[SBLOCK]</p><p> Havelocke was an elf raised by humans. His parents tried for the best, but due to a lack of elven influence in his upbringing, and many bouts of racism coupled with a lack of acceptance with the ladies, he came to loathe himself and his 'parents'. </p><p> One bright summer night, he declared his undying love for a local girl, and she laughed at him. Adding insult to injury, her brothers came and beat him to within an inch of his life. The next morning, he butchered the girl and fled his hometown. </p><p> In the years the followed, he made a name for himself as a heartless killer. Thinking to take advantage of his bloodthirstyness, a wandering paladin took it upon himself to channel Havelocke's anger into the hunt. For years they chased down enemies of the paladin's church, demons made manifest and Havelocke found satisfaction in his work.</p><p> However, when Havelocke began to take an interest in the Paladin's daughter, a young cleric of Pelor, the Paladin let him know, in no uncertain terms, that he would never measure up. Havelocke killed the paladin and became a bounty-hunter.</p><p> He amassed a reputation and a small forture for himself when the Blackguard, Rannick, came calling. It seems that one of the many demons that Havelock vanquished was highly regarded by a certain up & coming power in the Abyss. </p><p> Rannick left with Havelocke's head in a bag but such was the elf's anger that not even death would give him peace. He stalked the lands looking for Rannik so that he could repay the favor. </p><p> Havelocke never found Rannik, but he did find himself enslaved to a foul necromancer who sold him to a devil. That devil met his end in one of the endless wars fought between devils and demons in the Abyss. So it was the Havelock, now freed, found himself in the abyss. Upon finding the ghost, a powerful demon made him an offer the Havelock couldn't refuse... it would find Rannik for him, if Havelocke agreed to serve it's master.[/sblock]</p><p></p><p>Here's the Invisibile Castle Links: <a href="http://invisiblecastle.com/find.py?a=show&id=155463" target="_blank">http://invisiblecastle.com/find.py?a=show&id=155463</a></p><p><a href="http://invisiblecastle.com/find.py?id=155467" target="_blank">Rolling for HP (9d12+12=80)</a></p><p><a href="http://invisiblecastle.com/find.py?id=155478" target="_blank"># of Ghost Abilities (1d3=2)</a></p><p><a href="http://www.d20srd.org/srd/spells/magicJar.htm" target="_blank">http://www.d20srd.org/srd/spells/magicJar.htm</a></p><p></p><p><strong>Note I</strong>: I rolled my number of ghostly abilities. If I can just go with the maximum number (3, 1 more than I currently have) I'll pick up Corrupting Gaze as I think it fits in well with Havelocke's anger-management issues.</p><p></p><p><strong>Note II</strong>: As Havelocke is a ghost, I didn't add in an animal companion as I thought most animals would not associate with any undead creature... even if it was a ranger.</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2603340, member: 25172"] [B]Havelocke Summerstar[/B]; NE Elven Male ([COLOR=White][I]ghost[/I][/COLOR]); Ranger 10/ECL+5[CODE] [B]Str[/B]: 12 +1 [B]Dex[/B]: 26 +8 [B]Con[/B]: -- -- [B]HP[/B]: 80 [B]AC[/B]: 32 ([I]flat 24, touch 31[/I]) [B]Int[/B]: 13 +1 [B]Wis[/B]: 14 +2 [B]Cha[/B]: 28 +9 [B]BAB[/B] +10 [B]Init[/B] +8 [B]Spd[/B]: 30 (fly 30 ft) [B]Fort[/B] +10 [B]Refl[/B] +18 [B]Will[/B] +10 [/CODE] [CODE][B][ABILITIES & MAGIC] [/B] Elven weapon proficiencies, Lowlight vision, +2 Search, Spot, & Listen checks, [I]Automatically search for hidden/concealed passages w/in 10 ft[/I]., Immune to Sleep effects, [COLOR=White]+2 save vs. Enchantments[/COLOR], [B]Favored Enemy (+6)[/B]: Outsiders (evil) [B]Favored Enemy (+2)[/B]: Humanoids (elves) [B]Favored Enemy (+2)[/B]: Humanoids (humans) Wild Empathy, Track, Combat Style I & II, Endurance, Animal Companion (+2 HD, +2 nat amr, +1 str/dex, +2 Tricks, Link, Share Spells, Evasion), Woodland Stride, Swift Tracker, Evasion Flight 30 ft. (Perfect Maneuverability), Defection bonus to AC, [COLOR=White][B]Ghost Abilities[/B][/COLOR]: [COLOR=White]Manifestation[/COLOR], [COLOR=White]Draining Touch ([I]dexterity[/I])[/COLOR], & [COLOR=White]Mavolence[/COLOR]; Turn Resistance +4, +8 racial bonus on Hide, Listen, Search, & Spot checks, Darkvision 60 ft, [COLOR=White]Immune to mind-affecting effects, Immune to Poison, Sleep, Paralysis, Stunning, Disease, & Death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain, Immune to Ability Score damage and Fatigue/Exhaustion effects, Immunity to any effect that requires a Fortitude save[/COLOR] ([I]unless the effect also works on objects or is harmless[/I]), Use CHA for Concentration checks, Immune to Death from Massive Damage, Not affected by Raise Dead or Reincarnate, [COLOR=White]Does not breathe, does not eat, does not sleep[/COLOR] [U]Rejuvenation[/U] (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 10) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. SECRET: Havelocke can be put to rest by any female, not of his family, who expresses true love for him (and means it). [/code] [U]RANGER SPELLS MEMORIZED[/U]: 1st DC 13 (2): Entangle, Read Magic 2nd DC 14 (2): Protection vs. Energy, Cat's Grace [code] [B][COMBAT][/B] Grapple +10 ([I]+11 vs. Ethereal[/I]) Dexterity Drain* +18/+13 att, 1d4 ability dmg, 20/x2 Dexterity Drain* +16/+16/+11/+11 att, 1d4 ability dmg, 20/x2 * Incorporeal Touch Attack +1 Warhammer +12/+7 att, 1d8+1 dmg, 20/x3 B, melee +1 Short Sword +12/+7 att, 1d8+1 dmg, 19/x2 P, melee --> [i]dual wielding +10/+10/+5/+5[/i] Gaoler's Point +19/+14 att, 1d8+1 dmg, 20/x3 P, 110 ft. vs. lawful +19/+14 att, 1d8+2d6+1 dmg, 20/x3 P, 110 ft. vs. evil outsider +19/+14 att, 1d8+2d6+9 dmg, 20/x3 P, 110 ft. vs. LE Outsiders +21/+16 att, 1d8+4d6+9 dmg, 20/x3 P, 110 ft. [/code] [code] [b][SKILLS & FEATS][/b] Track, Iron Will, Two-Weapon Fighting, Endurance, Skill Focus: Survival, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot Climb +8 ([i] 6 ranks, +2 mod, +0 misc[/i]) Hide +24 ([i] 8 ranks, +8 mod, +8 misc[/i]) Know (geography) +9 ([i] 8 ranks, +1 mod, +0 misc[/i]) Know (nature) +9 ([i] 8 ranks, +1 mod, +0 misc[/i]) Know (the planes) +6 ([i] 5 ranks, +1 mod, +0 misc[/i]) Listen +21 ([i]10 ranks, +1 mod, +10 misc[/i]) Move Silently +16 ([i] 8 ranks, +8 mod, +0 misc[/i]) Search +21 ([i]10 ranks, +1 mod, +10 misc[/i]) Spot +21 ([i]10 ranks, +1 mod, +10 misc[/i]) Survival +21 ([i]13 ranks, +1 mod, +7 misc[/i])[/code] [B][EQUIPMENT][/B] 200,000: Cloak of Charisma +6 (36k), Gloves of Dexterity +6 (36k), +4 Ghost-Touch Padded Armor (64,155), Vest of Resistance +3 (9k), Gaoler's Point "+1 Anarchic-Evil Outsider Bane-Ghost Touch, Comp. Longbow, (50k), Minor Ring of Fire Resistance 10 (12k), Quiver, Clothes, 100 MW Arrows, +1 Warhammer, +1 Shortsword, 25 gp stashed [B]Potions[/B]: Eagle's Splendor, Inflict Serious Wounds, (2) Protection vs. Evil, (3) Inflict Light Wounds, [U][B]CHARACTER HISTORY[/B][/U] [SBLOCK] Havelocke was an elf raised by humans. His parents tried for the best, but due to a lack of elven influence in his upbringing, and many bouts of racism coupled with a lack of acceptance with the ladies, he came to loathe himself and his 'parents'. One bright summer night, he declared his undying love for a local girl, and she laughed at him. Adding insult to injury, her brothers came and beat him to within an inch of his life. The next morning, he butchered the girl and fled his hometown. In the years the followed, he made a name for himself as a heartless killer. Thinking to take advantage of his bloodthirstyness, a wandering paladin took it upon himself to channel Havelocke's anger into the hunt. For years they chased down enemies of the paladin's church, demons made manifest and Havelocke found satisfaction in his work. However, when Havelocke began to take an interest in the Paladin's daughter, a young cleric of Pelor, the Paladin let him know, in no uncertain terms, that he would never measure up. Havelocke killed the paladin and became a bounty-hunter. He amassed a reputation and a small forture for himself when the Blackguard, Rannick, came calling. It seems that one of the many demons that Havelock vanquished was highly regarded by a certain up & coming power in the Abyss. Rannick left with Havelocke's head in a bag but such was the elf's anger that not even death would give him peace. He stalked the lands looking for Rannik so that he could repay the favor. Havelocke never found Rannik, but he did find himself enslaved to a foul necromancer who sold him to a devil. That devil met his end in one of the endless wars fought between devils and demons in the Abyss. So it was the Havelock, now freed, found himself in the abyss. Upon finding the ghost, a powerful demon made him an offer the Havelock couldn't refuse... it would find Rannik for him, if Havelocke agreed to serve it's master.[/sblock] Here's the Invisibile Castle Links: [url]http://invisiblecastle.com/find.py?a=show&id=155463[/url] [url=http://invisiblecastle.com/find.py?id=155467]Rolling for HP (9d12+12=80)[/url] [url=http://invisiblecastle.com/find.py?id=155478]# of Ghost Abilities (1d3=2)[/url] [url]http://www.d20srd.org/srd/spells/magicJar.htm[/url] [B]Note I[/B]: I rolled my number of ghostly abilities. If I can just go with the maximum number (3, 1 more than I currently have) I'll pick up Corrupting Gaze as I think it fits in well with Havelocke's anger-management issues. [B]Note II[/B]: As Havelocke is a ghost, I didn't add in an animal companion as I thought most animals would not associate with any undead creature... even if it was a ranger. [/QUOTE]
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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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