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<blockquote data-quote="Snowtiger" data-source="post: 952783" data-attributes="member: 12261"><p><strong>Argon, Male Gray Elf, Ranger7/ShadowDancer8</strong></p><p></p><p><strong>Argon, Male Gray Elf, Ranger7/ShadowDancer8</strong>:</p><p>CR 15; Size: M Type HUMANOID; HD 15d8+30; hp 107;</p><p>Init +6 (+6 Dex, +0 Misc); Spd 30ft;</p><p>AC 24 (flatfooted 24, touch 16);</p><p>Melee Longsword +1 (Keen/Mithral) +14/+9/+4 0'/S</p><p>(1d8+1 15-20/x2 Carried M threat range doubled),</p><p>Melee Sword +1 (Short/Keen/Mithral) +20/+15/+10 0'/P</p><p>(1d6+1 17-20/x2 Carried S threat range doubled),</p><p>Longbow +1 (Composite/Keen/Darkwood) +22/+17/+12 110'/P</p><p>(1d8+1 19-20/x3 Carried L threat range doubled);</p><p>SA: Ranger traits, Shadowdancer traits; SQ: Elven traits;</p><p>AL: CG; Sv: Fort +9, Ref +17, Will +5;</p><p>Str 10, Dex 22, Con 14, Int 16, Wis 14, Cha 10</p><p></p><p>HP rolls: (8, 4, 4, 6, 3, 5, 2, 5, 7, 8, 3, 6, 5, 7, 4) + (15*2) = 107.</p><p></p><p>Elven traits: Automatic Search check (within 5' secret or concealed door); +2 Listen, Search and Spot; Immunity to sleep(Ex); save +2 vs enchantment spells; Automatic languages(Common, ELven, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan; Low-light vision; meditative trance 4 hours/day instead of sleep.</p><p></p><p>Ranger traits: Favored enemy (Orcs) +2, Favored enemy (Beholders) +4, Track, Divine spells, Improved Two-Weapon Fighting, Two-Weapon Fighting, Wild Empathy(Ex), Endurance, Animal Companion(Ex), Woodland Stride(Ex), Double-Weapon Proficiency.</p><p></p><p>Shadowdancer traits: Cannot be flanked, Defensive Roll 1/day, Darkvision 60'(Su), Evasion, Hide in Plain Sight(Su),Shadow Illusion 1/day (Sp:Silent Image), Shadow Jump (8x10 ft increments/day), Slippery Mind(Ex), Summon Shadow (2 +2 HD shadow), Uncanny Dodge.</p><p></p><p>Skills and Feats: Balance +13, Climb +18, Escape Artist +19, Hide +64, Jump +20, Knowledge (Nature) +4, Listen +15, Move Silently +34, Perform +5, Ride +7, Search +11, Spot +22, Survival +9, Swim +9, Tumble +26; Combat Reflexes, Dodge, Double-weapon Proficiency, Endurance, Evasion, Improved Critical (Longsword), Improved Two-Weapon Fighting, Mobility, Track, Uncanny Dodge, Weapon Finesse (Martial).</p><p></p><p>Possessions: 2 Arrows (20), 3 Bag of Tricks (Gray), 2 Arrows (20/Darkwood), 1 Backpack, 1 Bedroll, 1 Blanket (Winter), 1 Boots of Elvenkind, 1 Cloak of Elvenkind, 1 Cloak of the Bat, 1 Bracers of Archery, 1 Cart, 1 Chain Shirt +4 (Mithral/Shadow), 1 Crowbar, 1 Darkwood Shield, 2 Efficient Quiver, 1 Feather Token (Swan Boat), 3 Feather Token (Tree), 1 Gloves of Dexterity +4, 1 Grappling Hook, 1 Handy Haversack, 1 Horse (Light War), 1 Horseshoes of a Zephyr, 3 Ioun Stone (Dull Grey), 1 Lantern (Hooded), 1 Longbow, 1 Longbow +1 (Composite/Keen/Darkwood), 1 Longsword, 1 Longsword +1 (Keen/Mithral), 1 Outfit (Traveler's), 1 Potion Oil of Slipperiness, 1 Potion of Gaseous Form, 1 Potion of Tongues, 2 Pouch (Belt), 3 Rod (Immovable), 14 Rations (Trail/Per Day), 1 Ring of Blinking, 1 Ring of Chameleon Power, 1 Ring of Climbing, 1 Ring of ForceShield, 1 Ring of Jumping, 1 Robe of Blending, 3 Rope (Silk/50 Ft.), 1 Rope of Climbing, 1 Rope of Entanglement, 1 Saddlebags, 1 Slippers of Spider Climbing, 1 Spade or Shovel, 1 Sword, Short, 1 Sword +1 (Short/Keen/Mithral), 1 Tent, 1 Wand (Cure Light Wounds), 1 Wand (Entangle), 1 Waterskin, 12k left.</p><p></p><p>Ranger spells known (cast 2/-): Level 1: Alarm, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Entangle, Endure Elements, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Speak with Animals, Summon Nature's Ally I.</p><p></p><p>============================================</p><p></p><p>Animal companion: Sasha, Leopard companion;</p><p>Animal, Size M; CR2; HD 3d8+6 (19 hp); Init +4; Spd 40ft;</p><p>AL N; AC15 (+4 Dex, +1 natural);</p><p>Melee Bite +6 (1d6+3), Melee 2 claws +1 (1d3+1);</p><p>Face/Reach 5 ft x 5 ft/5 ft;</p><p>SA: Pounce, improved grab, rake;SQ: Scent;</p><p>SV Fort +5, Ref +7, Will +2;</p><p>Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6</p><p>Skills and feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6; Weapon Finesse (bite, claw);</p><p>Bonus Tricks: Link (+4 Wild Empathy and Handle Animal checks), Share Spells.</p><p></p><p>============================================</p><p></p><p>Shadow companions (2): Zhahn and Trixi, Shadow companions;</p><p>Undead (Incorporeal), Size M; CR5; HD 5d12 (32 hp); Init +2;</p><p>Spd 30ft/40ft (fly,good);</p><p>AL CG; AC 13 (+2 Dex, +1 deflection);</p><p>Melee Incorporeal touch +3 (1d6 temporary Strength);</p><p>Face/Reach 5 ft x 5 ft/5 ft;</p><p>SA: Strength Damage (Su), Create Spawn (Su); SQ: Undead, incorporeal, +2 turn resistance; </p><p>SV Fort +1, Ref +3, Will +4; <<need to fix these to +2HD values>></p><p>Str -, Dex 14, Con -, Int 6, Wis_12, Cha 13;</p><p>Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Dodge.</p><p></p><p>Bonus tricks: Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer.</p><p></p><p>Shade traits: Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies; Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds; Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.</p><p></p><p>============================================</p><p></p><p><img src="http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery1/44245_C1_climb.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>============================================</p></blockquote><p></p>
[QUOTE="Snowtiger, post: 952783, member: 12261"] [b]Argon, Male Gray Elf, Ranger7/ShadowDancer8[/b] [b]Argon, Male Gray Elf, Ranger7/ShadowDancer8[/b]: CR 15; Size: M Type HUMANOID; HD 15d8+30; hp 107; Init +6 (+6 Dex, +0 Misc); Spd 30ft; AC 24 (flatfooted 24, touch 16); Melee Longsword +1 (Keen/Mithral) +14/+9/+4 0'/S (1d8+1 15-20/x2 Carried M threat range doubled), Melee Sword +1 (Short/Keen/Mithral) +20/+15/+10 0'/P (1d6+1 17-20/x2 Carried S threat range doubled), Longbow +1 (Composite/Keen/Darkwood) +22/+17/+12 110'/P (1d8+1 19-20/x3 Carried L threat range doubled); SA: Ranger traits, Shadowdancer traits; SQ: Elven traits; AL: CG; Sv: Fort +9, Ref +17, Will +5; Str 10, Dex 22, Con 14, Int 16, Wis 14, Cha 10 HP rolls: (8, 4, 4, 6, 3, 5, 2, 5, 7, 8, 3, 6, 5, 7, 4) + (15*2) = 107. Elven traits: Automatic Search check (within 5' secret or concealed door); +2 Listen, Search and Spot; Immunity to sleep(Ex); save +2 vs enchantment spells; Automatic languages(Common, ELven, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan; Low-light vision; meditative trance 4 hours/day instead of sleep. Ranger traits: Favored enemy (Orcs) +2, Favored enemy (Beholders) +4, Track, Divine spells, Improved Two-Weapon Fighting, Two-Weapon Fighting, Wild Empathy(Ex), Endurance, Animal Companion(Ex), Woodland Stride(Ex), Double-Weapon Proficiency. Shadowdancer traits: Cannot be flanked, Defensive Roll 1/day, Darkvision 60'(Su), Evasion, Hide in Plain Sight(Su),Shadow Illusion 1/day (Sp:Silent Image), Shadow Jump (8x10 ft increments/day), Slippery Mind(Ex), Summon Shadow (2 +2 HD shadow), Uncanny Dodge. Skills and Feats: Balance +13, Climb +18, Escape Artist +19, Hide +64, Jump +20, Knowledge (Nature) +4, Listen +15, Move Silently +34, Perform +5, Ride +7, Search +11, Spot +22, Survival +9, Swim +9, Tumble +26; Combat Reflexes, Dodge, Double-weapon Proficiency, Endurance, Evasion, Improved Critical (Longsword), Improved Two-Weapon Fighting, Mobility, Track, Uncanny Dodge, Weapon Finesse (Martial). Possessions: 2 Arrows (20), 3 Bag of Tricks (Gray), 2 Arrows (20/Darkwood), 1 Backpack, 1 Bedroll, 1 Blanket (Winter), 1 Boots of Elvenkind, 1 Cloak of Elvenkind, 1 Cloak of the Bat, 1 Bracers of Archery, 1 Cart, 1 Chain Shirt +4 (Mithral/Shadow), 1 Crowbar, 1 Darkwood Shield, 2 Efficient Quiver, 1 Feather Token (Swan Boat), 3 Feather Token (Tree), 1 Gloves of Dexterity +4, 1 Grappling Hook, 1 Handy Haversack, 1 Horse (Light War), 1 Horseshoes of a Zephyr, 3 Ioun Stone (Dull Grey), 1 Lantern (Hooded), 1 Longbow, 1 Longbow +1 (Composite/Keen/Darkwood), 1 Longsword, 1 Longsword +1 (Keen/Mithral), 1 Outfit (Traveler's), 1 Potion Oil of Slipperiness, 1 Potion of Gaseous Form, 1 Potion of Tongues, 2 Pouch (Belt), 3 Rod (Immovable), 14 Rations (Trail/Per Day), 1 Ring of Blinking, 1 Ring of Chameleon Power, 1 Ring of Climbing, 1 Ring of ForceShield, 1 Ring of Jumping, 1 Robe of Blending, 3 Rope (Silk/50 Ft.), 1 Rope of Climbing, 1 Rope of Entanglement, 1 Saddlebags, 1 Slippers of Spider Climbing, 1 Spade or Shovel, 1 Sword, Short, 1 Sword +1 (Short/Keen/Mithral), 1 Tent, 1 Wand (Cure Light Wounds), 1 Wand (Entangle), 1 Waterskin, 12k left. Ranger spells known (cast 2/-): Level 1: Alarm, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Entangle, Endure Elements, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Speak with Animals, Summon Nature's Ally I. ============================================ Animal companion: Sasha, Leopard companion; Animal, Size M; CR2; HD 3d8+6 (19 hp); Init +4; Spd 40ft; AL N; AC15 (+4 Dex, +1 natural); Melee Bite +6 (1d6+3), Melee 2 claws +1 (1d3+1); Face/Reach 5 ft x 5 ft/5 ft; SA: Pounce, improved grab, rake;SQ: Scent; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Skills and feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6; Weapon Finesse (bite, claw); Bonus Tricks: Link (+4 Wild Empathy and Handle Animal checks), Share Spells. ============================================ Shadow companions (2): Zhahn and Trixi, Shadow companions; Undead (Incorporeal), Size M; CR5; HD 5d12 (32 hp); Init +2; Spd 30ft/40ft (fly,good); AL CG; AC 13 (+2 Dex, +1 deflection); Melee Incorporeal touch +3 (1d6 temporary Strength); Face/Reach 5 ft x 5 ft/5 ft; SA: Strength Damage (Su), Create Spawn (Su); SQ: Undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +3, Will +4; <<need to fix these to +2HD values>> Str -, Dex 14, Con -, Int 6, Wis_12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Dodge. Bonus tricks: Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Shade traits: Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies; Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds; Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. ============================================ [IMG]http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery1/44245_C1_climb.jpg[/IMG] ============================================ [/QUOTE]
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