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(CSToA) Touch of the Abyss [RG]
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<blockquote data-quote="Dekana" data-source="post: 3916538" data-attributes="member: 57009"><p>[sblock=Appearance]</p><p>Weight: 145lb</p><p>Eyes: Light green</p><p>Scales: Dark green[/sblock]</p><p>[sblock=Background]</p><p>Slisik began a typical reptilian life in his swamp village, learning how to respect, worship, and control nature. However, his people were constantly harassed by the nearby settlement of cave goblins, who demanded hunting rights in the swamp. Both races being fiercely territorial, the dispute eventually developed into a full-scale war. The goblins would send warbands to ambush trade caravans and hunting parties, while the dragonborn would send raids into the caverns. Finally, the goblins launched a massive assault on the village; all but a number of dragonborn were slain, their heads posted on sticks as a warning.</p><p>The survivors, enraged by their loss, launched a crazed attack on the caves while the goblin tribe was celebrating. None escaped their wrath; non-reptilian prisoners, children, and warriors alike were all cut down. With both settlements destroyed, and less than 50 survivors between them, Slisik decided to leave the swampland and try to make a life elsewhere. But he wasn't the same after the bloodshed; he lost his peaceful, naturalistic outlook on life. He now took up the sword, seeking riches and glory in what he expected would be a very short life.[/sblock]</p><p></p><p>[CODE]Name: Slisik</p><p>Class: Druid 5 / Barbarian 1</p><p>Race: Dragonborn</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Neutral Evil</p><p>Deity: Semuanya (I'm using the Lizardfolk god, since I'm not sure which one</p><p>the Dragonborn worship)</p><p></p><p>Str: 18 +3 (8p+1lvl) Level: 6+3 XP: 0/5000</p><p>Dex: 12 +1 (4p.) BAB: +4 HP: 47 (5d8+1d12+12 [8,4,5,4,5,6,1,1,1])</p><p>Con: 14 +2 (6p.) Grapple: +7 </p><p>Int: 8 +0 (4p.) Speed: 30' </p><p>Wis: 16 +3 (6p.) ACP: -5 </p><p>Cha: 8 -1 (0p.) Action Points 8/8 </p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor: 10 +7 +0 +1 +0 +0 +1 19</p><p> Touch: 12 Flatfooted: 18</p><p></p><p> Base Mod Misc Total</p><p>Fort: 6 +2 +8</p><p>Ref: 1 +1 +2</p><p>Will: 4 +3 +7</p><p></p><p>Weapon Attack Damage Critical</p><p>+2 Greatsword +11 2d6+8 19-20--x2</p><p>MW Scimitar +9 1d6+6 18-20--x2 (using it 2-handed)</p><p>Unarmed +8 1d3+4 20--x2</p><p>Longbow +5 1d8 20--x3</p><p></p><p>Spells Prepared</p><p>0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic</p><p>1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire</p><p>2 (3): Bull's Strength, Barkskin, Fog Cloud</p><p>3 (2): Call Lightning, Cure Moderate Wounds</p><p></p><p>Languages: Common, Draconic, Druidic.</p><p></p><p>Abilities: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride</p><p>Trackless Step, Resist Nature's Lure, Fast Movement (+10ft), Rage 1/day</p><p>Wild Shape 1/day</p><p></p><p>Feats: Track (1st), Power Attack (3rd), Cleave (6th), Armor Prof. (Heavy)</p><p> Wpn. Focus (Greatsword), Blind Fight</p><p></p><p>Skill Points: 36+2 Max Ranks: 9/4.5</p><p>Skills Ranks Mod Misc Total</p><p>Animal Handling 9 -1 +4 +12 (Link)</p><p>Athletics 0 +5 +5 (racial)</p><p>Concentration 9 +2 +11</p><p>Survival 9 +5 +2 +16 (Nature Sense, racial)</p><p>Initiative 3 +1 +4</p><p>Perception 9 +3 +12</p><p></p><p></p><p>Equipment: Cost Weight</p><p>+2 Greatsword 4,350gp 8lb</p><p>MW Scimitar 315gp 4lb</p><p>Longbow 75gp 3lb</p><p>20 Arrows 1gp 3lb</p><p>+1 Dragonhide Banded 1,800gp 25lb</p><p>Ring of Protection +1 2,000gp --</p><p>Backpack 2gp 2lb</p><p>Flint and Steel 1gp --</p><p>Waterskin 1g 4lb</p><p>Whetstone 2cp 1lb</p><p>Holy Symbol 400gp 50lb</p><p>Gold Ring</p><p> </p><p> </p><p>[u]Accounting[/u]</p><p>Started with 78gp, 9sp, 8cp remaining.</p><p>Gained +2 Greatsword, Holy Symbol, 289gp, 5985sp - dragon</p><p>Lost +1 Greatsword, Gained 1175gp - sold to Errol</p><p>Gained Dragonhide Banded Mail, Lost +1 Studded Leather, 2125sp - crafted</p><p>Changed Dragonhide to +1, Lost 614gp, 3860sp - enchanter</p><p>Lost 8cp - food / tip</p><p>(78gp 9sp 8cp) + (289gp 5985sp) + (1175gp) - (2125sp) - (614gp 3860sp)</p><p>- (8cp) = 928gp 9sp</p><p>Gained Gold Ring - reward for saving the Marquis</p><p></p><p>Total Weight:119lb Money: 928gp 9sp (~19lb)</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 76 153 230 460 1150[/CODE]</p><p>[sblock=Animal Companion]</p><p>Tricia, Monitor Lizard</p><p>Hit Points: 26 (3d8+9=8+4+5+9)</p><p>Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2</p><p>Speed: 30 ft., swim 30 ft.</p><p></p><p>AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p>Saves - Fort: 8, Ref: 3, Will: 2</p><p>BAB: +2</p><p>Grapple: +5</p><p>(Full) Attack: Bite +5 melee (1d8+4)</p><p>Space/Reach: 5ft/5ft</p><p></p><p>Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11</p><p>*in forested or overgrown areas</p><p>Feats: Alertness, Great Fortitude, Link, Share Spells</p><p></p><p>Bonus Tricks: Trained for Fighting[/sblock]</p><p></p><p><strong>----------Wild Shape----------</strong></p><p>[sblock=Wild Shape Mechanics]</p><p>Standard action to change form (to or back). Changing form does not provoke an AoO. Effect lasts 1 hour/druid level. When used, you regain 1hp/character level. Any worn/carried gear melds into the animal form, and cannot be used until changed back.</p><p>The animal form must be one the caster is familiar with. (I'll assume Slisik is familiar with a variety of swamp-dwelling creatures)</p><p>You cannot speak while in animal form, except to similar animals.</p><p>The new form's HD cannot exceed the druid's class level. The character retains the type and subtype of its original form, but gains the size of its new form. The character loses its natural weapons, natural armor, movement modes, and extraordinary abilities of its original form, and gains those of its new form.</p><p># The character retains the special qualities of its original form, and does not gain those of its new form.</p><p># The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.</p><p># The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.</p><p># The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.</p><p># Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.</p><p># The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.</p><p># The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.[/sblock]</p><p>[sblock=Crocodile]</p><p>Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.</p><p>Abilities: Str 19, Dex 12, Con 17</p><p>Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14</p><p>Saves- Fort: 9, Reflex: 2, Will: 4</p><p>Speed: 20', swim 30'</p><p>Attacks: Bite +8 melee (1d8+6) or tail slap +8 melee (1d12+6)</p><p></p><p>Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. [note: the creature must be small or smaller in size]</p><p></p><p>Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.[/sblock]</p><p>[sblock=Monitor Lizard]</p><p>Monitor Lizards are fairly large, carnivorous lizards from 3 to 5 feet long.</p><p>Abilities: Str 17, Dex 15, Con 17</p><p>Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p>Saves- Fort: 9, Reflex: 3, Will: 4</p><p>Speed: 30', swim 30'</p><p>Attacks: Bite +7 melee (1d8+3)[/sblock]</p><p>[sblock=Constrictor Snake, Medium]</p><p>Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.</p><p>Abilities: Str 17, Dex 17, Con 13</p><p>Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12</p><p>Saves- Fort: 7, Reflex: 4, Will: 4</p><p>Speed: 20', climb 20', swim 20'</p><p>Attacks: Bite +7 melee (1d3+4)</p><p></p><p>Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.</p><p></p><p>Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.[note: the creature must be small or smaller in size][/sblock]</p><p>[sblock=Viper Snake, Medium]</p><p>Viper snakes rely on their venomous bite to kill prey and defend themselves.</p><p>Abilities: Str 8, Dex 17, Con 11</p><p>Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13</p><p>Saves- Fort: 6, Reflex: 4, Will: 4</p><p>Speed: 20', climb 20', swim 20'</p><p>Attacks: Bite +3 melee (1d4–1 plus poison) </p><p></p><p>Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based. [Fort DC: 11][/sblock]</p></blockquote><p></p>
[QUOTE="Dekana, post: 3916538, member: 57009"] [sblock=Appearance] Weight: 145lb Eyes: Light green Scales: Dark green[/sblock] [sblock=Background] Slisik began a typical reptilian life in his swamp village, learning how to respect, worship, and control nature. However, his people were constantly harassed by the nearby settlement of cave goblins, who demanded hunting rights in the swamp. Both races being fiercely territorial, the dispute eventually developed into a full-scale war. The goblins would send warbands to ambush trade caravans and hunting parties, while the dragonborn would send raids into the caverns. Finally, the goblins launched a massive assault on the village; all but a number of dragonborn were slain, their heads posted on sticks as a warning. The survivors, enraged by their loss, launched a crazed attack on the caves while the goblin tribe was celebrating. None escaped their wrath; non-reptilian prisoners, children, and warriors alike were all cut down. With both settlements destroyed, and less than 50 survivors between them, Slisik decided to leave the swampland and try to make a life elsewhere. But he wasn't the same after the bloodshed; he lost his peaceful, naturalistic outlook on life. He now took up the sword, seeking riches and glory in what he expected would be a very short life.[/sblock] [CODE]Name: Slisik Class: Druid 5 / Barbarian 1 Race: Dragonborn Size: Medium Gender: Male Alignment: Neutral Evil Deity: Semuanya (I'm using the Lizardfolk god, since I'm not sure which one the Dragonborn worship) Str: 18 +3 (8p+1lvl) Level: 6+3 XP: 0/5000 Dex: 12 +1 (4p.) BAB: +4 HP: 47 (5d8+1d12+12 [8,4,5,4,5,6,1,1,1]) Con: 14 +2 (6p.) Grapple: +7 Int: 8 +0 (4p.) Speed: 30' Wis: 16 +3 (6p.) ACP: -5 Cha: 8 -1 (0p.) Action Points 8/8 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +7 +0 +1 +0 +0 +1 19 Touch: 12 Flatfooted: 18 Base Mod Misc Total Fort: 6 +2 +8 Ref: 1 +1 +2 Will: 4 +3 +7 Weapon Attack Damage Critical +2 Greatsword +11 2d6+8 19-20--x2 MW Scimitar +9 1d6+6 18-20--x2 (using it 2-handed) Unarmed +8 1d3+4 20--x2 Longbow +5 1d8 20--x3 Spells Prepared 0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic 1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire 2 (3): Bull's Strength, Barkskin, Fog Cloud 3 (2): Call Lightning, Cure Moderate Wounds Languages: Common, Draconic, Druidic. Abilities: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride Trackless Step, Resist Nature's Lure, Fast Movement (+10ft), Rage 1/day Wild Shape 1/day Feats: Track (1st), Power Attack (3rd), Cleave (6th), Armor Prof. (Heavy) Wpn. Focus (Greatsword), Blind Fight Skill Points: 36+2 Max Ranks: 9/4.5 Skills Ranks Mod Misc Total Animal Handling 9 -1 +4 +12 (Link) Athletics 0 +5 +5 (racial) Concentration 9 +2 +11 Survival 9 +5 +2 +16 (Nature Sense, racial) Initiative 3 +1 +4 Perception 9 +3 +12 Equipment: Cost Weight +2 Greatsword 4,350gp 8lb MW Scimitar 315gp 4lb Longbow 75gp 3lb 20 Arrows 1gp 3lb +1 Dragonhide Banded 1,800gp 25lb Ring of Protection +1 2,000gp -- Backpack 2gp 2lb Flint and Steel 1gp -- Waterskin 1g 4lb Whetstone 2cp 1lb Holy Symbol 400gp 50lb Gold Ring [u]Accounting[/u] Started with 78gp, 9sp, 8cp remaining. Gained +2 Greatsword, Holy Symbol, 289gp, 5985sp - dragon Lost +1 Greatsword, Gained 1175gp - sold to Errol Gained Dragonhide Banded Mail, Lost +1 Studded Leather, 2125sp - crafted Changed Dragonhide to +1, Lost 614gp, 3860sp - enchanter Lost 8cp - food / tip (78gp 9sp 8cp) + (289gp 5985sp) + (1175gp) - (2125sp) - (614gp 3860sp) - (8cp) = 928gp 9sp Gained Gold Ring - reward for saving the Marquis Total Weight:119lb Money: 928gp 9sp (~19lb) Lgt Med Hvy Lift Push Max Weight: 76 153 230 460 1150[/CODE] [sblock=Animal Companion] Tricia, Monitor Lizard Hit Points: 26 (3d8+9=8+4+5+9) Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2 Speed: 30 ft., swim 30 ft. AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Saves - Fort: 8, Ref: 3, Will: 2 BAB: +2 Grapple: +5 (Full) Attack: Bite +5 melee (1d8+4) Space/Reach: 5ft/5ft Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11 *in forested or overgrown areas Feats: Alertness, Great Fortitude, Link, Share Spells Bonus Tricks: Trained for Fighting[/sblock] [b]----------Wild Shape----------[/b] [sblock=Wild Shape Mechanics] Standard action to change form (to or back). Changing form does not provoke an AoO. Effect lasts 1 hour/druid level. When used, you regain 1hp/character level. Any worn/carried gear melds into the animal form, and cannot be used until changed back. The animal form must be one the caster is familiar with. (I'll assume Slisik is familiar with a variety of swamp-dwelling creatures) You cannot speak while in animal form, except to similar animals. The new form's HD cannot exceed the druid's class level. The character retains the type and subtype of its original form, but gains the size of its new form. The character loses its natural weapons, natural armor, movement modes, and extraordinary abilities of its original form, and gains those of its new form. # The character retains the special qualities of its original form, and does not gain those of its new form. # The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form. # The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution. # The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores. # Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. # The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. # The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.[/sblock] [sblock=Crocodile] Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach. Abilities: Str 19, Dex 12, Con 17 Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Saves- Fort: 9, Reflex: 2, Will: 4 Speed: 20', swim 30' Attacks: Bite +8 melee (1d8+6) or tail slap +8 melee (1d12+6) Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. [note: the creature must be small or smaller in size] Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.[/sblock] [sblock=Monitor Lizard] Monitor Lizards are fairly large, carnivorous lizards from 3 to 5 feet long. Abilities: Str 17, Dex 15, Con 17 Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Saves- Fort: 9, Reflex: 3, Will: 4 Speed: 30', swim 30' Attacks: Bite +7 melee (1d8+3)[/sblock] [sblock=Constrictor Snake, Medium] Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. Abilities: Str 17, Dex 17, Con 13 Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Saves- Fort: 7, Reflex: 4, Will: 4 Speed: 20', climb 20', swim 20' Attacks: Bite +7 melee (1d3+4) Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage. Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.[note: the creature must be small or smaller in size][/sblock] [sblock=Viper Snake, Medium] Viper snakes rely on their venomous bite to kill prey and defend themselves. Abilities: Str 8, Dex 17, Con 11 Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Saves- Fort: 6, Reflex: 4, Will: 4 Speed: 20', climb 20', swim 20' Attacks: Bite +3 melee (1d4–1 plus poison) Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based. [Fort DC: 11][/sblock] [/QUOTE]
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