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DCC #8 Mysteries of the Drow (CLOSED)

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[B]Name:[/B] Derrenil Llirthyn
[B]Class:[/B] Cleric 6 / Drow Paragon 1
[B]Race:[/B] Dark Elf (Drow)
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CN
[B]Deity:[/B]  None ([B]Domains:[/B] Drow, Time)

[B]Str:[/B] 10 -- (2p.)	[B]Level:[/B] 7	[B]XP[/B]: 36000
[B]Dex:[/B] 18 +4 (6p.)	[B]BAB:[/B] +4		[B]HP:[/B] 61 (6d8+1d6+7)
[B]Con:[/B] 12 +1 (6p.)	[B]Grapple:[/B] +0	
[B]Int:[/B] 12 +1 (2p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] Wis+1
[B]Wis:[/B] 19 +4 (10p.)	[B]Init:[/B] +8	[B]Spell Save:[/B] +2
[B]Cha:[/B] 12 +1 (2p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] N/A

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+3	+4	+0	+0	+1	24
[B]Touch:[/B]	15	[B]Flatfooted:[/B] 20

[B]Spell Res:[/B] 18
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+8	+5	+3	--
[B]Ref:[/B]	+12	+4	+6	+2
[B]Will:[/B]	+11	+5	+6	--
[B]Notes:[/B] Immunity to sleep spells and effects, +2 racial bonus on Will saves against spells and spell-like abilities. 

[B]Weapon			Attack	Damage	Critical	Range[/B]
Light Mace +1		+9	1d6+1	20/x2      	------
Shortsword +1		+9	1d6+1	19-20/x2 	------
MW Hand Crossbow	+9	1d4+0	19-20/x2 	30'

[B]Notes:[/B]

[B]Languages:[/B] Common, Elvish, Undercommon, Drow Sign Language

[B]Abilities:[/B] 
Turn or Rebuke Undead (Su)
Spontaneous Casting (Healing)
Aura (Ex) of Good

[U]Drow Traits (Ex):[/U]
+2 Intelligence, +2 Charisma, +2 Dexterity, -2 Constitution. 
Medium size. 
An elf’s base land speed is 30 feet. 
Immunity to sleep spells and effects 
Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision. 
Spell resistance equal to 11 + class levels. 
+2 racial bonus on Will saves against spells and spell-like abilities. 
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: [I]dancing lights, darkness, faerie fire[/I]. Caster level equals the drow’s class levels. 
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency. 
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages. 
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. 
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class. 
Level adjustment +2. 


[B]Feats: [/B] 
Bonus Drow Domain: Lightning Reflexes
Bonus Time Domain: Improved Initiative
Bonus +2/+2: Stealthy
1st: Weapon Finesse
3rd: Dodge
6th: Mobility

[B]Spells prepared[/B] (Save DC 14 + spell level): 
[B]Domains:[/B] Drow, Time
[B]Spells Prepared:[/B]
	0 -(6) Read Magic, Detect Magic x2, Guidance, Create Water, Detect Poison
	1st - (5+1) Bless, Lesser Vigor, , Cloak of Dark Power (D);
	2nd - (4+1) Silence, Bulls Strength, Death Knell, Claraudience/Clairvoyance (D)
	3rd -  (3+1) Prayer, Magic Circle vs Evil, Dispel Magic, Haste (D)
	4th -  (2+1) Divination, Divine Power, Freedom of Movement (D)
[B]Spell-Like Abilities:[/B] 2/day at CL7: [I]Darkness, Faerie Fire, Dancing Lights[/I]

[B]Skill Points:[/B] 58	[B]Max Ranks:[/B] 10/5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+1	0	+1	--
Balance   	+4	0	+4	--
Bluff       	+1	0	+1	--
Climb      	+0	0	--	--
[U]Concentration[/U]  	+11	10	+1	--
[U]Diplomacy[/U]	+7	6	+1	--
Disable Device 	+4	0	+4	--
Disguise   	+1	0	+1	--
Escape Artist	+4	0	+4	--
Forgery   	+1	0	+1	--
Gather Info     +1	0	+1	--
Handle Animal  	+1	0	+1	--
[U]Heal [/U]        	+10	4	+4	+2
Hide        	+10	4	+4	+2
Intimidate	+5	4	+1	--
Jump       	+0	0	--	--
[U]Know: (Religion)[/U]+6	5	+1	--
[U]Know: (Planes)[/U]  +1	0	+1	--
[U]Know: (History)[/U] +1	0	+1	--
Listen     	+10	4	+4	+2
Move Silently	+10	4	+4	+2
Open Locks   	+4	0	+4	--
Perform   	+0	0	--	--
Ride        	+4	0	+4	--
Search    	+3	0	+1	+2
Sense Motive	+4	0	+4	--
Sleight of Hand +4	0	+4	--
[U]Spellcraft[/U]  	+6	5	+1	--
Spot       	+10	4	+4	+2
Swim       	+0	0	--	--
Tumble (CC)   	+8	8	+4	--
Use Magic Device+1      0	+1	--
Use Rope 	+4	0	+4	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Light Mace +1		2305gp	4lb
Shortsword +1		2310p	2lb
MW Hand Crossbow	400p	2lb
w/ 10 bolts           	1p	1lb
+1 Mithral Breastplate	5200gp	15lb
+1 Darkwood Shield	1257gp	5lb
Periapt of Wisdom +2	4000gp	--lb
Gloves of Dexterity +2	4000gp	--lb
Wand/Cure Light Wounds	750gp	--lb
     50 Charges
Cloak of Resistance +2 4000gp	1lb
Ring of Protection +1 	2000gp	--lb
Scroll/Bull Strength 	150gp	--lb
Scroll/Cats Grace   	150gp	--lb
Scroll/Silence        	150gp	--lb
Handy Haversack              	2000gp	5lb
Holy Symbol, Silver 	25gp	1lb
Healer's Kit           	50gp	1lb
Spell Component Pouch  	5gp	2lb


[B]Total Weight:[/B]27lb	[B]Money:[/B] 7247gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500

[B]Age:[/B] 99
[B]Height:[/B] 4'9"
[B]Weight:[/B] 70
[B]Eyes:[/B] Red
[B]Hair:[/B] White

Appearance: Short cropped white hair frames a distinguished elven face, skin as dark as ebony, with crimson eyes. Derrenil is considered a beauty to other drow elves.

Personality: Curt, short, and unsuffering of delay. She doesn't have time to dawdle and projects this outwards. Brevity is the key to the armor that Derrenil protects her psyche with.
 

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Nice s@squ@tch I just did a quick glance but will finish my go overs of characters tonight

And what is a drow paragon I don't have it in any of my books (limited as they are lol)

@ Voadam another quick glance will finish are Derro size=small I didn't know that?

HM
 




Thanks Dragonwriter keep an eye out I'll probably ask alot more questions.


HM

Not a problem. I'm always happy to help where I can. And for my next bit of assistance...

Basic Stats for my character in hybrid form and that is the form I am going to use while adventuring. As for his backround I am still waiting on some more details about the setting/world where the game takes place.

Name: Gulon the glutton
Player: Bedford
Race: Human dire werewolverine
Class: Barbaian of bear totem (cc variant) /Dire werewolverine 8
Total Level: 9
ECL: 6+2 /total 8

Patron God: Tempus
Alignment: chaotic Neutral
===================================
Str: 31(18 +1 level +12 wolverine )
Dex: 16 (10+6 wolverine)
Con: 24 (16 +8 wolverine)
Int: 8
Wis: 10 (+2 lycanthrope)
Cha: 8
===================================
HP: 98 (5d8+1d12+42+4)
AC: 25 (+3 Dex,+6 natural +7 Armor) (-1 size)
Init: +2
Speed: 20 feet (30 feet base, Armor penalty)
BAB: +4
GRAPPLE: +22
Mel: +14
Rng: +7-2 (flaw)

2x Claws +14 (1d8+1d6+10)
Bite +9 (1d6+1d8+5)
Grappling +22 (1d8 claw+1d6 frost+1d8 spikes+1d6 acid+20)

===================================
Special Abilities
Race: Bonus Feat, Bonus Skill points

Class: improved grab, barbarians rage
lycanthrope : damage reduction 10 silver
wolverine : alternate forms, bonus feats:alertness, toughness, track

Other: Flaw: Shaky (-2 to ranged attacks) for bonus feat

===================================
Feats: improved unarmed strike, improved grapple, improved natural attack claws, combat reflexes, crushing hug ( lycanthropic feat from dragon magazine: double str bonus on damage rolls while grappling)


Items
Acid spiked breast plate 2950
Amulette of natural weapons (bite and claws of frost 1d6) 5200
Bracers of armor +2 4000

Chunks of meat 5lbs 30
Bedroll 1
Rope 50ft 10
Waterskin 1
Flint and steel 1



Skills:

survival (10) 10
jump (5+10) 15
swim (5+10) 15
hide (8+3) 11
climb (5+10) 15

From what I can see, this looks to be mostly in order. I don't have Complete Champion (and it's not in CrystalKeep), so I can't verify the Bear Totem Barbarian (and same goes for the amulet of natural weapons, no Savage Species). The stats add up, but Init should be +3, rather than +2. However, your AC is off. Bracers of Armor +2 won't stack with your Breastplate (they're both armor bonuses). Also, since you will be in Large form, shouldn't your breastplate be made for Large size? Also on the breastplate, in order to add the Corrosive/Acidic property to a weapon, it needs a +1 bonus beforehand, plus the masterwork cost (in other words, that breastplate is costing you a minimum of 400+150+350+8,000=8,900 GP, if my math is right).
Your skill points are a little odd... If my math is right, you should have 2 per animal HD, plus 16 for Brb 1, making a total of 26 points, while you've spent 33... Could we get a little explanation?

If HM wants to overrule anything I just said, he most certainly can. This is just what I'm seeing and figured I'd give a hand, since no one else was stepping up to review this character.
 

Seems like I have to change the skills and maybe the armor...Doesn't armor without magical bonus stack with magical bonus from bracers of armor? about the acid are you sure it cant be added to a nonmagical armor ? yes the skillpoints are wrong I belive the skillpoints should be 38 . (4+1 human-1 int x4+2 bonus)+ (2-1+1+2x5?. About the starting gold my character and saquatchs should have almost the same but we must have used different ways to figure it out. we were going to use levels and not ad LA right? The variant of barbarian grants improved grab but no fast movement.
 
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Seems like I have to change the skills and maybe the armor...Doesn't armor without magical bonus stack with magical bonus from bracers of armor? about the acid are you sure it cant be added to a nonmagical armor ? yes the skillpoints are wrong I belive the skillpoints should be 54. 4+1 human-1 int+2 bonus x4+ 4-1+1+2x5. About the starting gold my character and saquatchs should have almost the same but we must have used different ways to figure it out. we were going to use levels and not ad LA right?

Sadly, the magic bonus + non-magical armor doesn't work... Since they give the same bonus (amor), it doesn't work together according to the rules. (Think of it like wearing plate-mail, then throwing hardened leather over it. Nothing useful happens.)

The armor doesn't need to be magic (though I think it needs to be Masterwork), as far as I can tell, but the spikes need to be before you can add the acid ability on them (DMG pg. 221 says you need a +1 enhancement bonus on it before having a special ability).

You should have had 27,000 GP to work with, as HM said you get 8th-level starting gold. (S@squ@tch's character is ECL 9 and in a different group.)

And I don't get your math on the skills... Reading the Lycanthrope template description, it says you get 2+Int mod skills per Animal HD, but they are never counted as first HD (so no multiplying them). With you being Human, you should get 2 SP per HD, giving you a total of 10 points. Then you have 1 Barbarian level (4+Int mod), which should give you 4*4=16 SP, for a total of 26. At least that's how I see it... Thoughts, HM?
 

My understanding is that group #1 was all starting play as 9th level PC's, which means that mine would be lvl 7 (+2 LA), and would have 9th level starting gold.

HM, correct me if I am mistaken.

re: magical armor spikes on armor -- the SRD doesn't exactly create a clear understanding of the relation between enhancement of the blades vs. the armor. Seems to me that they are to be considered separate entities.

Armor Spikes
You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)

An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.
 


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