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<blockquote data-quote="DM_Matt" data-source="post: 955569" data-attributes="member: 1213"><p>Rimathil of the Wood's town was raided and destroyed by the dragon (what is his/her/its name?) of Dragon Mountain the last time that it visited this area. Afterwards, he retired from adventuring to rebuild his community. Now quite old, he has come out of retirement to exact vengeance upon the dragon.</p><p></p><p>Male Wood Elf Druid(3.5e) 15</p><p>Age: 350</p><p>Str: 14 (+4 enh)</p><p>Dex: 12 (+2 enh)</p><p>Con: 18 (+1 Level. +4 enh)</p><p>Int: 16 (+3 Age)</p><p>Wis: 28 (+3 Age, +2 Level +6 enhanc)</p><p>Cha: 16 (+3 Age)</p><p></p><p>Init: +1</p><p>AC: 10+7 Armor+1 Dex =18</p><p>HP: 14d8+8+60 = 142</p><p>BaB: +11/+6/+1</p><p>Saves</p><p>F: 13</p><p>R: 6</p><p>W: 18</p><p></p><p>Skill Points: 7*18 = 126</p><p>Spot: +27 (18)</p><p>Listen +27 (18)</p><p>Concentration +22 (18)</p><p>Spellcraft: +20 (17)</p><p>Survival: +20 (9)</p><p>Knowledge (nature): +18 (10)</p><p>Hande Animal: +27 (18)</p><p>Swim: +3 (1)</p><p>Diplomacy +5 (2)</p><p>Heal: +19 (10)</p><p>Ride: +6 (5)</p><p></p><p>Class Abilities: Spontaneous Casting (Summoning Spells), Druidic Language, Animal Companion, Nature Sense (+2 Survival and Knowledge (nature), Wild Empathy (like diplomacy to animals, withe levels as ranks), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 saves vs. Fey), Venom Immunity, A thousand Faces (alter self at will), timeless Body, Wild Shape (Huge, 5/day +1 from the Druid's Vestments + 1 Wildshape Amulet = 7/day + 2/day Elemental)</p><p></p><p>Feats(6): Natural Spell (Masters of the Wild, 3.5e PHB), Fast Wild Shape (Masters of the Wild, Wild Shape as Move Equivalent), Multiattack (Masters of the Wild, attacks with additional natural weapons after the first one are at -2 instead of -5), Augment Summoning (Tome and Blood, +1 HP/HD and +1 att/dmg for your summoned creatures) , Sonic Substitution (Tome and Blood, may replace energy type with Sonic) Empower Spell</p><p></p><p>Animal Companion: Dire Bear (Name = Yigu) w/ +1 Str and Dex, Two Bonus Tricks, Evasion, Nat Armor +2, hd +2, Link, Share Spells</p><p></p><p>Spells: 6/8/7/7/6/6/4/3/2</p><p></p><p></p><p>Eq:</p><p>Periapt of Wisdom +6 (36k) in Wildling Clasp (4k)(Masters of the Wild and Magic of Faerun)</p><p>Tattoo of Str +4 (32k - number of plusses squared times 1000, doubles for slotless)</p><p>Tattoo of Con +4 (32k - number of plusses squared times 1000, doubles for slotless)</p><p>Tattoo of Dex +2 (8k - - number of plusses squared times 1000, doubles for slotless)</p><p>Druid's Vestments (5.8k)</p><p>Ring of Feather Fall (2.2k)</p><p>Wild Shape Vest (as amulet, from Mag of Faerun, Wild Shape as if level +4, 40k)</p><p>Heward's Handy Haversack (2k)</p><p>Wild Masterwork Elven Leafweave Chain Shirt +2 (27.5k)</p><p>4 Dull Grey Ioun Stones with Continual Flame (no-hands torches) (.1k)</p><p>(157.6 /160...gotta do the more standard eq)</p><p>Cash (10k)</p><p></p><p>Basic Spell List (Will add non-PHB spells later)</p><p></p><p>Spell List:</p><p>0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue; Ram's Might (Imp Unarmed for 1min/level, MaOF); Quick Sober (R&R)</p><p></p><p>1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry</p><p>Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I; Camoflage (+10 Hide Chex, MaoF), Speed Swim (target gets swim 30, MaoF)</p><p></p><p>2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape; Blood Frenzy (Half-Powered Rage, MaoF); Cloudburst (rains, MaoF); Master Air (fly 120 1round/L, MaoF); Earthfast (doubles the hardness and hp of stone, MaoF); Remedy Moderate</p><p></p><p>3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall; Healing Sting, Blindsight, Quillfire, Infestation of Maggots</p><p></p><p>4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV; Jaws of the Wolf, Mass Camo; Murderous Mist; Wind at Back;</p><p></p><p>5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns; Blinding Winds; Breath of truth, Inferno, Memory Rot, Echo Skull, Vine Mine, Wind Tunnel</p><p></p><p>6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone; Crumble, Gate Seal; Stone Hold</p><p></p><p>7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather</p><p>Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk; Aura of Vitality, Brillient Aura; Master Earth, Poison Vines, Storm Tower</p><p></p><p>8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall; Bombardment; Cocoon</p><p></p><p>9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 955569, member: 1213"] Rimathil of the Wood's town was raided and destroyed by the dragon (what is his/her/its name?) of Dragon Mountain the last time that it visited this area. Afterwards, he retired from adventuring to rebuild his community. Now quite old, he has come out of retirement to exact vengeance upon the dragon. Male Wood Elf Druid(3.5e) 15 Age: 350 Str: 14 (+4 enh) Dex: 12 (+2 enh) Con: 18 (+1 Level. +4 enh) Int: 16 (+3 Age) Wis: 28 (+3 Age, +2 Level +6 enhanc) Cha: 16 (+3 Age) Init: +1 AC: 10+7 Armor+1 Dex =18 HP: 14d8+8+60 = 142 BaB: +11/+6/+1 Saves F: 13 R: 6 W: 18 Skill Points: 7*18 = 126 Spot: +27 (18) Listen +27 (18) Concentration +22 (18) Spellcraft: +20 (17) Survival: +20 (9) Knowledge (nature): +18 (10) Hande Animal: +27 (18) Swim: +3 (1) Diplomacy +5 (2) Heal: +19 (10) Ride: +6 (5) Class Abilities: Spontaneous Casting (Summoning Spells), Druidic Language, Animal Companion, Nature Sense (+2 Survival and Knowledge (nature), Wild Empathy (like diplomacy to animals, withe levels as ranks), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 saves vs. Fey), Venom Immunity, A thousand Faces (alter self at will), timeless Body, Wild Shape (Huge, 5/day +1 from the Druid's Vestments + 1 Wildshape Amulet = 7/day + 2/day Elemental) Feats(6): Natural Spell (Masters of the Wild, 3.5e PHB), Fast Wild Shape (Masters of the Wild, Wild Shape as Move Equivalent), Multiattack (Masters of the Wild, attacks with additional natural weapons after the first one are at -2 instead of -5), Augment Summoning (Tome and Blood, +1 HP/HD and +1 att/dmg for your summoned creatures) , Sonic Substitution (Tome and Blood, may replace energy type with Sonic) Empower Spell Animal Companion: Dire Bear (Name = Yigu) w/ +1 Str and Dex, Two Bonus Tricks, Evasion, Nat Armor +2, hd +2, Link, Share Spells Spells: 6/8/7/7/6/6/4/3/2 Eq: Periapt of Wisdom +6 (36k) in Wildling Clasp (4k)(Masters of the Wild and Magic of Faerun) Tattoo of Str +4 (32k - number of plusses squared times 1000, doubles for slotless) Tattoo of Con +4 (32k - number of plusses squared times 1000, doubles for slotless) Tattoo of Dex +2 (8k - - number of plusses squared times 1000, doubles for slotless) Druid's Vestments (5.8k) Ring of Feather Fall (2.2k) Wild Shape Vest (as amulet, from Mag of Faerun, Wild Shape as if level +4, 40k) Heward's Handy Haversack (2k) Wild Masterwork Elven Leafweave Chain Shirt +2 (27.5k) 4 Dull Grey Ioun Stones with Continual Flame (no-hands torches) (.1k) (157.6 /160...gotta do the more standard eq) Cash (10k) Basic Spell List (Will add non-PHB spells later) Spell List: 0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue; Ram's Might (Imp Unarmed for 1min/level, MaOF); Quick Sober (R&R) 1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I; Camoflage (+10 Hide Chex, MaoF), Speed Swim (target gets swim 30, MaoF) 2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape; Blood Frenzy (Half-Powered Rage, MaoF); Cloudburst (rains, MaoF); Master Air (fly 120 1round/L, MaoF); Earthfast (doubles the hardness and hp of stone, MaoF); Remedy Moderate 3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall; Healing Sting, Blindsight, Quillfire, Infestation of Maggots 4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV; Jaws of the Wolf, Mass Camo; Murderous Mist; Wind at Back; 5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns; Blinding Winds; Breath of truth, Inferno, Memory Rot, Echo Skull, Vine Mine, Wind Tunnel 6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone; Crumble, Gate Seal; Stone Hold 7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk; Aura of Vitality, Brillient Aura; Master Earth, Poison Vines, Storm Tower 8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall; Bombardment; Cocoon 9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy [/QUOTE]
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