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<blockquote data-quote="Argent Silvermage" data-source="post: 1140659" data-attributes="member: 4322"><p>Ryzal Spirefall</p><p> Drow, 10th-Level Druid</p><p> Medium Humanoid (Drow Elf)</p><p>Hit Dice: 10d8 (44 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 16 (+1 Dex, +4 Dragonhide breastplate, +1 light shield) touch 11, flat-footed 15</p><p>Base Attack: +7/+2</p><p>Attack: Rapier +6 melee (1d6-1/18–20) or hand crossbow +8 ranged (1d4/19–20)</p><p>Full Attack: Rapier +6/+1 melee (1d6+1/18–20) or hand crossbow +8/+3 ranged (1d4/19–20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison, spell-like abilities, Magic, Wildshapes.</p><p>Special Qualities: Drow traits, spell resistance 21, Druid Abilities.</p><p>Saves: Fort +7, Ref +4, Will +11*</p><p>Abilities: Str 8, Dex 12, Con 10, Int 15, Wis 18, Cha 14</p><p>Skills: Hide +0, Listen +19, Search +4, Spot +6, Knowledge Nature +19, Knowledge Underdark +15, Survival +21, Craft Alchemy +15, Concentration +13</p><p>Feats: Nature Spell, Eschew Materials, Weapon finesse, Tracking. </p><p>Alignment: Neutral </p><p>Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.</p><p>— +2 Intelligence, +2 Charisma. </p><p>— +2 Dexterity, –2 Constitution.</p><p>— Medium size.</p><p>— An elf ’s base land speed is 30 feet.</p><p>— Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>(Not reflected in the saving throw modifiers given here.)</p><p>— +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.</p><p>— Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.</p><p>— Spell resistance 21.</p><p>— +2 racial bonus on Will saves against spells and spell-like abilities.</p><p>— Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, and faerie fire. Caster level equals the drow’s class levels.</p><p>— 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.</p><p>— 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.</p><p></p><p>Languages: Undercommon, Common, Elven, Druidic, and Drow Sign Language. </p><p></p><p>Druidic Abilities: </p><p>Spontaneous Casting: A druid can channel stored spell energy into any summon nature’s ally spell of the same level or lower. </p><p>Animal Companion (Ex): Vlad the Dire Bat. (See Below)</p><p>Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p>Wild Empathy (Ex): +12 Normal animals/+8 Magical Beasts</p><p>Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.</p><p>Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p>Resist Nature’s Lure (Ex): gains a +4 bonus on saving throws against the spell-like abilities of fey.</p><p>Wild Shape (Su): </p><p>Ryzal can Wildshape 4x per day into Small, Medium and Large creatures.</p><p>Venom Immunity (Ex): Immunity to all poisons. </p><p>Spells Known:</p><p>Orisons: Create Water, Detect Magic, Detect Poison, Light, Mending, and Purify food and Drink.</p><p>1st Level: Cure Light Wounds, Entangle, Produce Flame, Speak with Animals, and Endure Elements.</p><p>2nd Level: Barkskin, Bear’s Endurance, Flame Blade, Chill Metal, and Summon Swarm.</p><p>3rd Level: Call Lightning, Greater Magic Fang, Stone Shape, and Water Breathing.</p><p>4th Level: Dispel Magic, Flame Strike, Giant Vermin, and Rusting Grasp.</p><p>5th Level: Baleful Polymorph and Wall of Thorns.</p><p></p><p></p><p>Vlad.</p><p> Large Animal Companion (Dire Bat)</p><p>Hit Dice: 8d8+24 (30 hp)</p><p>Initiative: +7</p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good)</p><p>Armor Class: 25 (–1 size, +7 Dex, +9 natural), touch 16, flat-footed 18</p><p>Base Attack/Grapple: +6/+10</p><p>Attack: Bite +11 melee (1d8+4)</p><p>Full Attack: Bite +11/+5 melee (1d8+4)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Blindsense 40 ft, Link, share spells, Evasion, Devotion.</p><p>Saves: Fort +9, Ref +13, Will +6</p><p>Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6</p><p>Skills: Hide +5, Listen +13*, Move Silently +12, Spot +9*</p><p>Feats: Alertness, Stealthy, </p><p>Alignment: Neutral</p><p>A dire bat has a wingspan of 15 feet and weighs about 200 pounds.</p><p>Combat</p><p>Dire bats swoop down upon unsuspecting prey from above.</p><p>Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.</p><p>Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p><p>Tricks: (9)</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 1140659, member: 4322"] Ryzal Spirefall Drow, 10th-Level Druid Medium Humanoid (Drow Elf) Hit Dice: 10d8 (44 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 Dex, +4 Dragonhide breastplate, +1 light shield) touch 11, flat-footed 15 Base Attack: +7/+2 Attack: Rapier +6 melee (1d6-1/18–20) or hand crossbow +8 ranged (1d4/19–20) Full Attack: Rapier +6/+1 melee (1d6+1/18–20) or hand crossbow +8/+3 ranged (1d4/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, spell-like abilities, Magic, Wildshapes. Special Qualities: Drow traits, spell resistance 21, Druid Abilities. Saves: Fort +7, Ref +4, Will +11* Abilities: Str 8, Dex 12, Con 10, Int 15, Wis 18, Cha 14 Skills: Hide +0, Listen +19, Search +4, Spot +6, Knowledge Nature +19, Knowledge Underdark +15, Survival +21, Craft Alchemy +15, Concentration +13 Feats: Nature Spell, Eschew Materials, Weapon finesse, Tracking. Alignment: Neutral Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted. — +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, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.) — +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. — Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision. — Spell resistance 21. — +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: dancing lights, darkness, and faerie fire. Caster level equals the drow’s class levels. — 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. — 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. Languages: Undercommon, Common, Elven, Druidic, and Drow Sign Language. Druidic Abilities: Spontaneous Casting: A druid can channel stored spell energy into any summon nature’s ally spell of the same level or lower. Animal Companion (Ex): Vlad the Dire Bat. (See Below) Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): +12 Normal animals/+8 Magical Beasts Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature’s Lure (Ex): gains a +4 bonus on saving throws against the spell-like abilities of fey. Wild Shape (Su): Ryzal can Wildshape 4x per day into Small, Medium and Large creatures. Venom Immunity (Ex): Immunity to all poisons. Spells Known: Orisons: Create Water, Detect Magic, Detect Poison, Light, Mending, and Purify food and Drink. 1st Level: Cure Light Wounds, Entangle, Produce Flame, Speak with Animals, and Endure Elements. 2nd Level: Barkskin, Bear’s Endurance, Flame Blade, Chill Metal, and Summon Swarm. 3rd Level: Call Lightning, Greater Magic Fang, Stone Shape, and Water Breathing. 4th Level: Dispel Magic, Flame Strike, Giant Vermin, and Rusting Grasp. 5th Level: Baleful Polymorph and Wall of Thorns. Vlad. Large Animal Companion (Dire Bat) Hit Dice: 8d8+24 (30 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 25 (–1 size, +7 Dex, +9 natural), touch 16, flat-footed 18 Base Attack/Grapple: +6/+10 Attack: Bite +11 melee (1d8+4) Full Attack: Bite +11/+5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Blindsense 40 ft, Link, share spells, Evasion, Devotion. Saves: Fort +9, Ref +13, Will +6 Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +5, Listen +13*, Move Silently +12, Spot +9* Feats: Alertness, Stealthy, Alignment: Neutral A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Combat Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Tricks: (9) [/QUOTE]
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