log in or register to remove this ad


D&D 3E/3.5 [Kulan] Kanpur: The Ancient Lands (& Bluffside Campaign Guide)

log in or register to remove this ad

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Name: Vinccenzo d'Lucio
Wizard [level 5]-Rogue [level 1]-swiftblade [0]
xp 15 000 [+10% to xp gained from level 6 on from item familiar]
Goal: 21 000 xp
associated with the wizard guild of transmutation
specialist: Transmutation; counter schools: Necromancy and conjuration
just attained Wizard 5, so all level 3 spells will be  Haste

str   14   +2
dex   17   +3
con   14   +2
int   17   +3
wis   18   +4
cha   14   +2

level 4 stat increase: Int
lang: 2 local + draconic
bab +2; str +2; wpn +1

AC              base  dex  magic    misc    total
chain shirt,    +4    +3     +1            18
mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Saves:  Base    attrb   misc  Total
Fort     +1      +2      x     +3
ref      +3      +3      x     +6
will     +4      +4      x     +8

Weapon          Attack   Damage     Critical     Knotes
rapier, +1          +6          1d6 +3     18-20/*2     [P]    BAB +3;Str +2; Magic +1
Dagger              +5          1d4 +2     19-20/*2     [S,P] BAB +3;Str +2
Lt X bow            +6          1d8           19-20/*2     [P]    BAB +3;Dex +3;

heirloom item: rapier, +1    free[2320 gpv]
spell book, 100 pages       free
+ starting gold      13 000 gp

spell book costs     10,350 gp
2*dagger                  4 gp
light crossbow           35 gp
*10 bolts                 1 gp
chain shirt             100 gp
*mithral             +1,000 gp
*+1 ench             +1,000 gp

total          12,490 gp

skill points:
[[8+3[+4 @1st lvl]]*4]+[[2+3+1]*5] = 60 + 30 = 90

Skill                 Mod     Ranks    Misc    Total
*Appraise (int)        3        1        x        +4   [+6]   [+2 with rings]
*Balance (dex)         3        5        2       +10   Tumble
*Bluff (cha)           2        1        x        +3
*Climb (str)           2        5        2        +9   Use rope
*Concentration (con)   2        6        7       +15   Feat, Feat
*Craft (int)           3        1        x        +4   jewelry [rings]
*Decipher (int)        3        1        x        +6
*Diplomacy (cha)       2        1        2        +5   Sense Motive
*Disable Device (int)  3        1        x        +4
*Disguise (cha)        2        1        x        +3
*Escape Artist (dex)   3        1        2        +6   Use rope, involving ropes
*Forgery (int)         3        1        x        +4
*Gather Info (cha)     2        1        x        +3
Handle Animal (wis)    4        0        x        0
Heal (wis)             4        0        x        x
*Hide (dex)            3        4        x        +7
*Intimidate (cha)      2        0        x        x
*Jump (Str)            2        5        7       +14   ring, tumble
*Arcana (int)          3        6        x        +9
*Architecture          3        1        x        +4
*Dungeoneering         3        0        x        x
*Geography             3        0        x        x
*History(int)          3        0        x        +
*Local (int)           3        1        x        +4
*Nature (int)          3        0        x        x
*Nobility              3        0        x        x
*Planes(int)           3        1        x        +4
*Religion (int)        3        0        x        +4
*Listen (wis)          4        5        x         +9
*Move Silently (dex)   3        5        x        +8
*Open Lock (dex)       3        5        x        +8
*Perform (cha)         2        1        x        +3    Acrobat
*Profession (wis)      4        0        x        xr
Ride (dex)             3        0        x         x
*Search (int)          3        5        x        +8
*Sense Motive (wis)    4        5        x        +9
*Sleight of Hand (dex) 3        1        x        +4
Speak Language (int)   3        1        x         x
*Spellcraft (int)      3        6        2       +11    Knowledge: Arcana [+2: trans to learn]
*Spot (wis)            4        5        x        +9
Survival (wis)         4        0        x         x
*Swim (str)            2        1        x        +3
*Tumble (dex)          3        5        5       +13   Feat, jump
*UMD (cha)             2        1       (2)       +3   (+5)   Spellcraft (scrolls only)
*Use rope (dex)        3        5        x        +8

Racial features: Human
Medium size - no penalties or bonuses
base move 30'
1 extra feat at first level
+4 skill points at first level
Class Features Martial rogue
lose sneak attack
gain feats of fighter
Class Features: Wizard
Item familiar
scribe scroll
H: Skill Focus: Tumbling
C1: Dodge
F1: Mobility
C3: Combat Casting
C6: Skill Focus: Concentration
W5: Item familiar (UA, 3.5 pg 170)

Level     Can   1st   2nd   3rd   4th
Base       4     3     2     1
int        0     1     1     1
spec       1     1     1     1
total      5     5     4     3
Save dc:  13    14    15    16    17
all 3rd level spells cast at level 5 MUST be Haste


Dancing Lights: Creates torches or other lights.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Silent Portal: Negates sound from door or window.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Amanuensis: Copy non-magical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Stick: Glues an object weighing 5 pounds or less to another object

Level 1

Ectoplasmic Armor
Color Spray
Critical Strike
Magic Missile
Shocking Grasp
Ice dagger

Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on
skill check.
Cutting Hand:
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Jump: Subject gets bonus on Jump checks
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Shieldbearer: Shield floats near subject to offer protection.

level 2

Balancing Lorecall
Burning Sword
Chain of Eyes
Discern Shapechanger
Electric Loop
Ethereal Chamber
Flaming Sphere
Mirror Image
Resist Energy
See Invisibility
Sting Ray

Alter Self: Assume form of a similar creature
Bear's endurance: Subject gains +4 to Con for 1 min./level
Bull's strength: Subject gains +4 to Str for 1 min./level
Cat's grace: Subject gains +4 to Dex for 1 min./level
Fox's Cunning: Subject gains +4 to Int for 1 min./level
Owl's wisdom: Subject gains +4 to Wis for 1 min./level
Knock: Opens locked or magically sealed door
Levitate: Subject moves up and down at your direction.
Wraithstrike: melee touch att for 1 round.

level 3
Haste [t]:
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves
Dispel Magic
Hold Person
Wind Wall
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.

level 4
spell book costs: [Scroll Cost]+[Writing Cost]
level 1: [50*9]+[100*9] =450+900=1350
level 2: [150*18]+[200*18] =2700+3600=6300
level 3: [375*4]+[300*4] =1500+1200=2700
10,350 gp spent
Spells Memorized

His father worked all day as a blacksmith, the typical happy homemaker left our future intrepid hero with a lot of time. as he was too young and small to help either parent, he was left to his own devices of entertainment.

As a very young child, Vincenzo was enamored with performers of circus acts. He would sneak out after bed time just to watch the local market performers. One day when on a late night excursion, he watched as a wizard was added to the evening performance - and his heart was lost.

The stars in his eyes must have shone bright to the master of ceremonies as the word that man saw was "Recruit". The lad he saw is a recurring audience and has been seen imitating the antics of the performers.
*seduced into learning the sneaky ways of rogues
*sent on first job to a wiard's lab to 'liberate' an item
*was caught and spent 5 years in he wizard's confines to see how the bow succeeded in getting in.
*the boy showed how he had learned to speak a command word on an item to defeat the defenses
*to use the item needed talent, which the wizard recognized
*at the end of 5 years the boy started in his training
*his parents had already turned him over to the guild
*because of the kind and fair treatment during his incarceration he gave his loyalty to the wizard
*from the local area, but learned the language of.... from the circus performers
*his knowledge of the streets got him a position on the guards of the wizard's district.

rogue 1 wizard 5 : 6 [max at levl 1 rogue]+3+1+3+2+4= 19 + [6*2 (con)]=31
stat rolls
best 6
14; 14; 18; 17; 14; 16
View attachment 113447
View attachment 113448

Wizard spell list - does not include restricted schools

Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
-elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an
-aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks
-of opportunity.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks
-for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.

Charm Person: Makes one person your friend.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.

Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.

Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level

Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.


Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.

Detect Thoughts: Allows “listening” to surface thoughts.
Marked Object: You gain bonus to track a specific being.
Locate Object: Senses direction toward object (specific or type).

Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Force Ladder F: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6
-damage, 2d6 against undead and evil outsiders.
Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures

Bladeweave: Your melee attack dazes your opponent.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe M: Subject is always flanked by one  creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.

Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.


Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura M: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Non-detection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Analyze Portal: Find a nearby portal and discover its properties.
Arcane Sight: Magical auras become visible to you.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.

Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.

Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb F: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage,
4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow Blast F: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.

Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item
for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence M: Object becomes programmed to create an area of silence at your command.

Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Diamondsteel M: Metal armor provides damage reduction.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremor-sense: Grants tremor-sense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.


Dispelling Screen: Targeted dispel magic on any
creatures and unattended items, +10 max on
caster level check.
Forceward: Creates a sphere of force that protects
against force effects and keeps out incorporeal
Portal Alarm, Improved: Warded portal alerts
you or a creature designated by you to creatures
passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level
to constructs.

Resistance, Greater: Subject gains +3 on saving
Resist Energy, Mass: Creatures ignore damage
from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks
creatures of opposite alignment.

Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and

Battle Hymn: Allies can reroll one Will save/
Rebuke, Greater: Subject cowers for 1d4 rounds.

Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Stone Sphere: 3-ft.-diameter stone sphere rolls
over your enemies.
Sword of Deception: Blade of energy attacks
independently, deals 1d4 damage, penalizes
subsequent save.
Thunderlance: Lance of force deals 3d6 damage
and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force
per round to all creatures in the area.
Wingbind: A net of force entangles the subject,
causing it to fall from the sky.

Sensory Deprivation: All of subject’s senses are
Shadow Well: Subject enters gloomy pocket plane
and emerges frightened.

Attune Form: Grant creature temporary
protection against overtly damaging planar
Backlash: Subject takes damage if it uses spells
against another creature.
Bite of the Werewolf: You gain the Strength and
attacks of a werewolf.
Blinding Breath: Your breath weapon blinds

Corporeal Instability: Transform a creature into
an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/
level subjects.
Displacer Form: You change into displacer beast,
gain some abilities.
Entangling Staff: Quarterstaff can grapple and
constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural
armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s
morphic essence.
Raise from the Deep: Creature or sunken ship
made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/
level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s
turn and choose one of several benefits.
Scramble Portal: You randomize the destination
of a magic portal.
Sharptooth: One of your natural weapons deals
damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the
same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy,
and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight
maneuverability improves by two steps.
Last edited:


the magical equivalent to the number zero
Well, I've Always enjoyed your games, KF, so I am seriously thinking about joining. I'll have to read the summary first, though. :)

Tellerian Hawke

Defender of Oerth
By the way, I have like 3 different copies of Big Tim in my file folder. I am attaching the most recent copy. I think he took damage? From a fireball trap, if I remember correctly?


  • Big Tim Valencia 3e Stats 6-02-17 [UPDATED].pdf
    1.2 MB · Views: 118


World of Kulan DM
Big Tim and Quinn already know each other, right?

Dude, it's been since 2017 since I played Big Tim, lol. I have no idea. But if it makes party integration easier, I am all for it. :cool:
Quinn is Scott's Crow God PC.

Very well then. Since I inherited Quinn from Voda Vosa, I did not know.
This game is on the other side of Kulan, no where near Harqual let alone the Strandlands. Of course, Big Tim started his adventuring career on another world, altogether, so anything is possible in the long run. :sneaky:


World of Kulan DM
Cast of Former PCs
Ayse Ajam
(female half-elf, Urban Ranger) – An agent of House Asuras who refused to sign Lord Rande Mateû's contract, as it would conflict with her loyalty to House Asuras. She didn't stay in Bluffside long.

Ginthalas “Gint” Silverleaf (male elf, Rogue) – An elven rogue who was one of the original PCs in the group. He was called away after the first group of PCs investigated the under-cellars under The Winesome Heart (an inn being built in New City).

Gralfinicon “Gralf” Dashtorquezip (male gnome, Fighter) – An ex-slave who was one of the original PCs in the group. He left with Pekko after the 'deal' was struck with the Rising Swords.

Koln Voolsha (male human, Fighter/Martial Rogue) – An avid diver and warrior who was around for a very short period of time during the crisis in New City.

Pekko Lempoinen (male human, Cleric of Ahto) – A cleric of Ahto from the Far North who was one of the original PCs in the group. He left with Gralf on a ship for Pekko's homeland. (This character spent some time as a NPC.)

Phellep (male dragontouched, Beguiler) – A young arcanist who was one of the original PCs in the group. He mysteriously disappeared one night. It is believed that Phelix killed him. (Phellep was @Dog Moon's PC.)

Terger Alela (male human, Rogue) – Terger is a rogue and fixer for The Five, although his loyalty leans more towards the people in the Dark Lanterns, a clandestine spy organization created by The Five to protect Bluffside from its enemies –– any enemies. He first entered the narrative in the floating city of Sordadon. He found his way to New City where he worked alongside Gralf and Pekko to help try to track the renegade sorcerer known as Phelix Del Cannitha (aka Waldo). He was recently called away by the Dark Lanterns for an important mission outside the city that only he can do due to his connections.

Thersean Stormdancer (male Taraean elf, Monk/Cleric) – Thersean is a Taraean elf from Burning Sands region to the south of Bluffside. He is an attache to the the Dragori Empire. He entered the narrative at the Dragori Embassy where he was asked by the Dragori Ambassador to join in the hunt for the renegade sorcerer. He has since gone back to the Dragori Embassy.

Thistle Ravenwood (female wood elf, Paladin (spell-less)/Elf Paragon) – A paladin of Arn who is one of the original PCs in the group. She went into seclusion for a while after the explosion. She recently died in a fight in Sem La Vah against evil creatures known as Dark Reptilians. (This character spent some time as a NPC.)

* I'm 99% ready to say that Relgar's player, willpell, isn't going to come over to EN World and continue playing his PC. I'm pretty sure he would contacted me by now.
Last edited:


World of Kulan DM
Key Current/Former NPCs
Alel Monderand, commander
(male kindred dwarf) – Towermaster of the Bluffside Regulars post at Wyndlasmere House near the Gardens in Old City.

Chalsarda Shantilayla, captain, lady (female nevae) – An up-and-coming member of the Bluffside Elite. She was promoted to captain after the fiasco in New City. She is now the de facto leader of the Bluffside Elite in that district. Shantilayla is her first name and Chalsarda is her family name.

Custodio Vecchi (male human) – A once renown member of the Bluffside Elite. He was believed to become the next lieutenant in New City but after the crisis, he has fallen out of favor with the high ups. However, the people love him still for his bravery and connection to the former PCs, Gralf, Pekko, and Thistle (who many citizens viewed as great heroes). He lost some prestige in their eyes when Gralf and Pekko chose to leave the city. Custodio is a member of the church of the Purifier and is member of the order known as The Vanquishers. (He cannot fight from a hidden position.) His family is well known in the city but they aren't considered nobles, which suits him fine. He was assigned to work with the previous group of PCs (including Big Tim, Relgar, Terger, and Thersean) to find Phelix and bring the sorcerer to justice. He plans to continue working with Big Tim and the new PCs (you guys) to continue the search for the renegade.

Demetrios Zinon Aris Rhodes (male human) – An ex-guard who was disgraced decades ago after his insane father, Tjaard, unleashed an unnatural horror in the Military District. While what happened wasn't Demetrios' fault, he did defend his father when the Bluffside Elite tried to take Tjaard into custody. He was likely dominated by his father, but he was still jailed without a trial for political reasons. He was released into Terger's custody, and when Terger left the city for his new mission, Rhodes went with him.

Elkgrar Ashhand (male hill dwarf) – A dwarven cleric of the Builder whose rich family is from Old City. He worked with the previous PCs to find Phelix. He was recruited for the group by Lady Pomander. He likes the sound of his own voice. He nominated his father for the vacant seat among The Five. (NOTE: His church has called him back to the Temple District.)

Émilienne, lady (female elf) – A powerful tower wizard/cleric of the Seventh Order.

Erwan Patenaude, captain (male human) – The gnome Gralf first meets this captain of the Elite while fighting alongside him and his men versus a basilisk and undead minotaur in New City. He worked with Gralf and the gnome's allies up until the confrontation with the Quartermaster of the Rising Swords. After that, he gave up his position and left the city for parts unknown.

"Garret" (male half-kobold) – An important member of the Bluffside Elite stationed at the Dungeon in New City. He keeps track of all inmates in the prison.

Gervas Rosenberg, master (male human) – the owner of the Golden Lantern Inn.

"The Headman" (male ?) – A man posing as the lead digger in the ruins of Sem La Vah during the events that lead to Thistle's death. He turned out to be a rogue who runs away during a fight with dangerous flying reptilians. He is currently at large and wanted for theft and murder. He is the fourth most wanted person in Bluffside.

Horatio Hollingsworth, lord (male human) – Formerly, lord mayor of Bluffside and one of The Five. He was recently found dead in his home. No one is sure how he died, but all evidence points to his wife who has disappeared.

Kinkar Kinlay (male human) – The owner of Kinley's Outfitters. Relgar met him in the Wizard District before he knew that there was a connection between Kinkar and the renegade sorcerer. It is believed that Kinkar has fled the city.

Niklas (male human) – A member of the Rising Swords who was taken prisoner by Gralf, Pekko, and Terger. He made a deal with those PCs to lead them to the Quartermaster in order to save his neck from the noose. His deal fell threw and he ended up with five years of hard labor.

"Old City" Killer (?) – Unknown serial killer who is leaving bodies all across Old City. No one has been able to divine the killer's identity. This killer is the third most wanted person in the city, but the person's infamy is rising.

Penthesilea (female ?) – The High Priestess of the World Goddess, Mirella. She and her goddess brought "Big Tim" to Kulan from the world of Almagra. While her body is sundered in the process, she doesn't truly die, as she is a Chosen in service to Mirella.

Pennant Hassenforth, master (male human) – The current head cleric and master historian of the Teacher's Library.

Phelix Del Cannitha (male human) – The former manager of The Winsome Heart who went by the name Felix Yoxell while pretending to be Lord Mateû's friend. He set up several ambushes to try to kill the previous group of PCs. It is believed that he is currently hiding somewhere in Old City (it is believed to be near the Gardens). He is the most wanted person in Bluffside right now. The previous PCs nicknamed him "Waldo," after worrying that invoking his name might somehow draw his attention after they fell prey to a set fireball trap that went off in the Silver Lantern Inn.

The Quartermaster (male ?) – This man was/is the head of the Rising Swords in Bluffside, in secret. When Niklas led the former PCs and Captain Patenaude to the hideout of the Rising Swords in the Undercity, The Quartermaster revealed that he knew much about them and the events they were embroiled in. Terger managed to finesse a deal out of the man that gave up the location of where Phelix might be hiding. Only later did Terger learn that he'd been making a deal with the devil. The Quartermaster is an evil man wanted for genocide and other vicious crimes; he is also known as Magnus the Trapmaster. He is a rogue of the worst kind and some believe he is actually a half-fiend. He is the second most wanted person in Bluffside only because Phelix has done so much damage to the city. There are people in the city who would consider him the greater threat to the security of Bluffside and the entire region. It is not known whether or not he's still in the city.

Rande Mateû, lord (male human) – the owner of The Winsome Heart. It was Rande who sent the original note that brings the first group of PCs to his inn in hopes that they can clean out creatures infesting the cellars. It all goes bad for him after he and the heroes are betrayed by his so-called friend, Felix/Phelix. He is currently 'hiding out' from his wife at Russell Cowden's house.

Reginald Oakfirst, lord commander (male human) – The commander of the Bluffside Regulars (and Elites) in every district they have sway in. He was first encountered by the gnome Gralf in the Dungeon in New City and, later on, by the previous group of PCs at the Tribunal in Old City. He set up those heroes in Oakfirst Manor –– a traditional home of his family that he no longer lives in. He is a key figure in the hunt for the renegade and has set up you as the new 'crew' to figure out where Phelix is hiding.

Revel Varian, lord mayor (male human) – A member of The Five who is obsessed with making the Great Teacher the official deity of Bluffside. He is now the interim lord mayor due mainly to his age.

Roose Simonis, lord commander (male human) – Terger's uncle; he is the Lord Commander of the Dark Lanterns. He has been nominated for the vacant spot among The Five, but he quickly declined. His brother, Terger's father, was then nominated.

Russell Cowden, lord (male human) – Former captain of the Dungeon of Bluffside. He has fallen from grace as a member of the Bluffside Regulars. Shantilayla was given his position and titles in New City.

Samantha Pomander, lady (female human) – One of The Five, the rulers of Bluffside. She was the previous group's patron in their hunt for Phelix.

Selwyn Mattick (male human) – A member of the Bluffside Elite and an able tracker. He doesn't say a whole lot and tends to blend into the background. He was quite loyal to Captain Patenaude. He now works for Shantilayla, exclusively (not his idea).

Simissin Elisine Nisselim (male dragori) – The current ambassador to Bluffside from the Dragori Empire.

Traherne Merrick, lord (male human) – A low-level member of the Wizard Council. He is a 'fixer' for the council.

Ubon Metharom (male human) – A fanatical Loyalist cleric under thrall to Phelix Del Cannitha. He is the fifth most wanted person in Bluffside.

William Wellington III, lord (male human) – A dispassionate member of The Five who cares more about archaeology than the day-to-day running of the city.

Wilton Blander, lord (male human) – An egotistical and rude member of The Five.

Yelte Gale (male human) – Minister of Urban Protections.
Last edited:


World of Kulan DM
Known Guilds with Influence
Archaeological Guild:
A powerful guild that has its origins in Bluffside. Its guildhouse is located in Old City, but there are branches in both New City and the Mining District, and it has tons of holdings out in the ruins of Sem La Vah. They scour all of The Northwest, and beyond, for artifacts both mundane and magical. They control the archaeology sites in Bluffside, including much of Sem La Vah (but usually only during the day). The Five have great respect for them.

Criers House: This new guild arose after the disaster in New City. That district is now under a constant cerfew, which has hurt several businesses that carries messages across Bluffside, including both Bluffside Crier and LaRousa's Messengers and Guides. The guild is the "mind-child" of Scribner Thriftmore and Hector LaRoussa who have often been rivals in the past. Now, they work together to make sure the bards, criers, guides, runners, touts, and other people who work for them have a voice and are more protected in the city. The House is located in the Temple District as they weren't allowed to set up in New City. There is a tiny Chapterhouse in Old City as well.

Dark Lanterns: Knowledge of this guild is an open secret among the higher-ups of Bluffside. The people aren't generally aware of them, but there are always rumors and whispers about the 'lanterns at night'. Most believe they are just another group of bards or rogues that like to keep to themselves. (The truth is more clandestine, and you wouldn't know anything about them at all if Big Tim hadn't met and worked alongside Terger. Beyond that, Tim doesn't know much other than Terger told him that his patron wanted the previous heroes to be temporary members while hunting for Phelix. You don't have to make that choice. as that patron has stepped away from the hunt.)

Miners and Burrowers Society: This guild is located primarily in the Mining District (where its guildhouse is located) and controls the licensing of all mines controlled by the city. It has strong ties to the ASC and has almost total control of the mining industry in Bluffside. Its access to vast wealth, including adamantine, makes the guild very influential. There are many dwarves and gnomes in this guild, as well as other races that tend to like the underground. The bulk of the membership is still human, however. Many of the members congregate at the Temple of the Miner in the Skills Quarter of the Undercity. It is considered a second guildhall.

Seafarer's Shanty: This old guild has its origins in Sordadon and the bulk of its membership is made up of sailors who work the docks of that floating port and Cavern Harbor in Undercity. There are very few members in Bluffside proper, although a few ex-members of the Trader's League have been forced to join the Shanty in order to keep their heads above water. The guild is full of rogues and traders that have few qualms about what they buy and sell on their ships. The guild's hose is actually an old ship known as The Shanty, which also acts as a tavern for members only. The Shanty is one of the few open guilds that accepts sorcerers and other 'wildcard' arcanists as members.

Society of Explorers and Adventurers: The SEA is a loose collective of peoples who love exploring and discovering new lands. Most of the rumors that arrive in the city, do so through this guild. Active members include well-to-do traders, travelling bards, and well-known adventurers who've struck it it rich. There is an elite group within the society known as The Explorers (a prestige class). The society isn't centralized so it doesn't have a guildhouse. There is at least one Chapterhouse in each district except the Mining District. The chapter in the Wizard District only allows wizards and other arcane spellcasters who memorize spells. Memembers of this guild often come and go from The Exploratory in the Temple District, as many of them worship The Traveler.

Trader's League: This guild has its roots in New City and was set up soon after founding of the city. New City is where it conducts most of its business and where its guildhouse is located, but the guild has holdings in both the Undercity and Sordadon as well. This guild is for ship captains, merchants, and traders only. Adventurers need not apply. Since the disaster in New City, the league is losing grip on many of its holdings. No one is crying over their losses. Much of the day-to-day activity of the guild has been forced to move to the Undercity.
Last edited:


World of Kulan DM
Other Important Locales/Organizations
Academy of Arcane Arts:
The school of magic located in the Wizard District. Its headmaster is an elderly man named Finus Lomusin.
ASC Ore Squads: These guards work exclusively in the Mining District to protect carts of unrefined Adamantine ore. They answer only to the Adamantine Security Council. Each squad has its own leader but that leader is chosen by the ASC. Failure is not an option for these squads; it can get you sent to the Dungeon.
Asylum, the: Bluffside's final rest for the broken and insane. It is currently overflowing with those affected by the disaster in New City. It is located in that district.
Bluffside Elites: The Elites are those promoted from the Regulars who have proved themselves exceptional. Rarely, new members come in without going through the Regulars. Lord Commander Reginald Oakfirst is the supreme leader of the Elites (and the Regulars). He usually delegates the day-to-day activities to his most trusted captains.
Bluffside Mountain Rangers: The first line of defense in the mountains surrounding Bluffside. Their work rarely brings them into the city. The captain of the rangers is a man named Darius Slade.
Bluffside Regulars: The day-to-day guards and soldiers of Bluffside. The city's charter says they are meant to protect every part of Bluffside, but they don't have much sway in the Mining District and Sordadon and absolutely none in the Wizard District. They tend to be overworked and underpaid, and after the disaster in New City, they are stretched very thin right now. The bulk of them are being tasked to Old City.
Citadel of Phenbras: This is the high-security prison in the Commoners' District of Sordadon where the worst criminals are sent to die (or just suffer). It used to be the old naval academy, and it is a bleak and spartan place to be imprisoned. The Citadel is hard to escape from (magically reinforced) and can hold over 200 prisoners easily. Usually, it holds twice that many.
Dungeon of Bluffside: This labyrinthine prison is in New City, and most of it exists underground. It is a dark and dangerous place and being sent to the Dungeon can be a death sentence, if you don't keep your head down and do your time. A lot of political prisoners are sent to the Dungeon. However, there are worse places to be sent, like the Citadel.
Naval Academy: This military training ground can be found in the Sea District of Sordadon. It is run by Admiral Kale Benocia.
Sectarian Guard: The elite guards of the Wizard District. Its leaders are cloaked in secrecy, and they answer only to the Wizard Council. Fear them in their own district and be wary of them when encountered in Bluffside's other districts.


World of Kulan DM
Gods of Bluffside
Here are the gods of Bluffside as they exist in my Mirrored Cosmology. Many of the domains are specific to either the Bluffside sourcebook or my setting. (A few are from other d20 sources such as the Justice domain from Crime and Punishment.) The details on home planes and godly realms are specific to my cosmology.

Alurene the Healer
The Protector

Lesser Deity
A metallic circle or interconnected circles
Home Plane: Elysium
Godly Realm: Healer's House
Alignment: Neutral good
Portfolio: Healing, protection
Worshipers: Clerics, paladins, some nevae
Cleric Alignments: LG, NG, CG
Domains: Good, Healing, Life, Peace, Protection
Favored Weapon: Any bludgeoning (sap)

Frozen One
Icy Death, Ice Demon, Lord of Ice, Mimawr

Lesser Deity
A snowflake or a disc with icicles along the outer edge pointing inward
Home Plane: Para-Elemental Ice
Godly Realm: Bleak Epoch
Alignment: Neutral evil
Portfolio: Ice, cold-based magic, undeath
Worshipers: Evil clerics and wizard, necromancers, members of the Brotherhood of Ice, frost giants, rogue white dragons
Cleric Alignments: LE, NE, CE
Domains: Cold, Demonic, Evil, Magic, Undeath
Favored Weapon: Any steel weapon (dagger)

Great Mother
Father of the Forest, Gias, Great Spirit, Lady Nature

Greater Deity
A leaf, an acorn, or an old oak tree
Home Plane: Outlands (Upper)
Godly Realm: Giasheart
Alignment: True neutral
Portfolio: Earth, nature, beasts
Worshipers: Druids, elves, sixam ieau, fey creatures
Cleric Alignments: LN, NE, N, NG, CN
Domains: Animal, Bestial, Earth, Fey, Forest, Plant, Spirit, Weather
Favored Weapon: Any weapon made primarily from wood (club, quarterstaff)

Great Provider
Bringer of Life, God of Renewal, Spring God, The Sun

Greater Deity
A disc with flames, yellow or orange discs, or the sun
Home Plane: Outlands (Upper or Lower)
Godly Realm: The Restoration (Upper Outlands); or Desert of Ire (Lower Outlands)
Alignment: True neutral
Portfolio: Anger, destruction, fire, light, love, passion, sun
Worshipers: Any; barbarians, druids, rangers, wilderness rogues, very popular among the desert peoples of the Dragon Sands
Cleric Alignments: LN, NE, N, NG, CN
Domains: Destruction, Emotion, Fire, Healing, Light, Love, Passion, Sun
Favored Weapon: Any weapon that has been forged (longsword)

Great Teacher
Dylona, The Historian, Olius, Wizened Sage

Intermediate Deity
A book, an ink pen, a blank scroll, or any combination
Home Plane: Mechanus (Ascendant)
Godly Realm: Book and Quill
Alignment: Lawful neutral
Portfolio: Magic, history, knowledge, patience, teaching
Worshipers: Bards, cloistered clerics, sorcerers, wizards, archaeologists, historians, sages
Cleric Alignments: LE, LN, LG
Domains: Craft, History, Knowledge, Law, Magic, Meditation
Favored Weapon: Any wizard weapon

Hlarin the Builder
The Great Inventor

Lesser Deity
A set of interconnected gears
Home Plane: Outlands (Upper)
Godly Realm: Dwarvish Mountain (Gearwheel)
Alignment: Neutral good
Portfolio: Architecture, craft, tinkering
Worshipers: Steam gnomes, some dwarves and regular gnomes, crafters, tinkers, sages
Cleric Alignments: LG, NG, CG
Domains: Craft, Good, Invention, Knowledge, Wall
Favored Weapon: Light hammer

Lusos the Traveler
The Wanderer

Intermediate Deity
A sextent or a set of footprints
Home Plane: n/a
Godly Realm: Wanders from Arcadia to Mechanus (Descendant)
Alignment: Lawful neutral
Portfolio: Adventure, exploration, profit, travel, trade
Worshipers: Rangers, traders, wilderness rogues, archaeologists, explorers, merchants, sailors
Cleric Alignments: LE, LN, LG
Domains: Healing, Knowledge, Law, Trade, Travel, Wealth
Favored Weapon: Quarterstaff

Cleansing Light, The Vanquisher

Intermediate Deity
Crossed swords or tipped scales
Home Plane: Celestia
Godly Realm: Light of War
Alignment: Lawful good
Portfolio: War, justice, retribution
Worshipers: Fighters, paladins, good barbarians, guards, soldiers
Cleric Alignments: LN, LG, NG
Domains: Good, Justice, Law, Protection, Retribution, War
Favored Weapon: Any sword (longsword)

Sky and Air
The Cool Breeze, Ethereal One, Night Sky, That which is and is Not

Greater Deity
A cloud and a star, the wind blowing, or a magical effect
Home Plane: Elemental Air
Godly Realm: Heart of the Sky
Alignment: True neutral
Portfolio: Air, ill omens, magic, weather
Worshipers: Any; bards, druids, rangers, rogues, sorcerers, thieves, ee'aar, sixam ieau, other aerial and noctural races
Cleric Alignments: LN, NG, N, NE, CN
Domains: Air, Magic, Skullduggery, Storm, Weather
Favored Weapon: Any thrown or shot ranged weapon (longbow)

Dark Savior, Hidden God, The Lurker

Greater Deity
A black triangle or a piece of black obsidian
Home Plane: Abyss
Godly Realm: Dark Labyrinth
Alignment: Chaotic evil
Portfolio: The underworld, sacrifice, strife, the undead
Worshipers: Evil clerics, necromancers, warlocks, duergar, morlocks
Cleric Alignments: NE, CE, CN
Domains: Affliction, Chaos, Entropy, Evil, Shadow, Skullduggery, Suffering, Undeath
Favored Weapon: Dagger, scythe, or whip

Clouded Sky, Nugua, The Rainmaker

Greater Deity
Blue disc, a disc with waves, or a rain cloud
Home Plane: Elemental Air and/or Water
Godly Realm: The Endless Cascade
Alignment: Chaotic neutral
Portfolio: Chaos, entropy, ocean, rain, water
Worshipers: Any; desert cultures, sailors and pirates, underwater races
Cleric Alignments: CE, CN, CG
Domains: Chaos, Entropy, Healing, Nautical, Ocean OR Undersea, Water, Weather
Favored Weapon: Any weapon (cutlass, rapier)

Tagore the Miner
The Digger

Lesser Deity
A pickaxe
Home Plane: Bytopia
Godly Realm: The Golden Hills (The Mithral Forge)
Alignment: True neutral
Portfolio: Mining, the earth
Worshipers: Steam gnomes, some dwarves and regular gnomes
Cleric Alignments: LN, NG, N, CN
Domains: Cavern, Earth, Mining, Strength
Favored Weapon: Light pick or handaxe


World of Kulan DM
A Quick Note About Languages
Note that there is isn't a standard 'Common' language for Kanpur, as per the PHB. However, there are two languages that fit that role in The Northwest. The first is called Cliffspeak and its origins are the coastal cities and towns of the region including not only Bluffside, but also Banbridge, Orra, and Saltmarsh to the south, as well as the Kingdom of Tarminan to the north.

The second common language is more widely spoken and originated in the Imperial Lands of Ticinum to the northeast of Bluffside across the Red Mountains. Ticin is one of the oldest languages on the continent and is this world's equivalent to Latin. Thus, Old Ticinum is basically an old Roman-style empire that has seen better days. The language endures but the Imperial Lands aren't what they used to be.

All of the standard racial languages are available with Dwarven, Gnome, and Halfling being spoken the most in Bluffside alongside Cliffspeak. Elven is more often spoken by Bluffside Mountain Rangers, if dealing with humans. Orc is often spoken by sailors and the lowborn.

Note that there are other human regional languages but Cliffspeak and Ticin are the important ones for you guys to know. :)


I plan on living forever. Or die trying.
Loremaster Ákos
CG Cloistered Cleric 3 / Warlock 2 / Eldritch Disciple 1

STR 12 +1
DEX 14 +2
CON 16 +3
INT 14 +2
WIS 17 +3 (+1@4th)
CHA 16 +3

HP: 47
AC: 20
(+8 magic skin +2 dex) FF: 18 Touch: 12
DR: 8/cold iron
Init: +2
Languages: Cliffspeak, Sylvan, Ticin, Váryar

(+1 vs spells/spell-like abilities; +3 vs Enchantment; +4 vs Fey powers)
Fort: 9 = 5 +3 (con) +1 (vest of resistance)
Ref: 4 = 1 +2 (dex) +1 (vest of resistance)
Will: 12 = 8 +3 (wis) +1 (vest of resistance)

treated as fey, +2 circumstance on cha checks, +1 saves vs spells/spell-like, +1 skill pt/level
Cloistered Cleric:
15- => +1
16-25 => +2
26-30 => +3
31-35 => +4
36+ => +5

1st: Fey Heritage - +3 Will save vs Enchantments
3rd: Fey Skin - DR 3/cold iron (stacks with the template)
6th: Imperious command - on demoralize the foe cowers for 1 round and is shaken for another

Fey - +4 saves against Fey powers
Charm - 1/day +4 CHA for 1 minute as a free action

0 (4): Amanuensis, Create Water, Light, Mending
1 (3+1): Faerie Fire (F), Bless, Command, Shield of Faith
2 (2+1: Calm Emotions (C), Close Wounds (imm 1d4+lvl), Curse of Ill Fortune (1min/lvl, Will)

Dungeon options:
Protection from evil (1)
Dark Way (2)
Eagles Splendor(2)
Hold Person (2)

Needs leveling
3: Inspired Aim, Suggestion
4: Blinding Beauty, Heroism
5: Tree Stride, Charm Monster
6: Heroes Feast, Quest
7: Liveoak, Insanity
8: Unearthly Beauty, Demand
9: Summon Nature's Ally IX, Dominate Monster

Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living; turns as Clr -2
Aura of Glory - immunity to fear, +3 (cha) bonus to allies within 10' saves vs fear
Damage Reduction 5/cold iron
Iron vulnerability - touch of iron deals 1 pt of damage. Hit with the weapon deals +1d6

Sanctuary - 1/day DC 14 (11+cha)
Spell Resistance - 16 (10 + HD)
Skill: +4 racial on (Bluff, Craft or Perform) and Diplomacy
Skill: -4 racial on Spot and Listen
1 Command, Disrupt undead, Prestidigitation
2-3 Charm person, Unseen servant
4-5 Create food and water, Enthrall
6-7 Suggestion, Minor creation*
8-9 Charm monster, Leomund's secure shelter
10-11 Major creation*
12+ Mass suggestion, Mordenkainen's magnificent mansion

Cloistered Cleric:
Poor BAB / 1d6 HD
6+int skill pts
Good Fort and Will saves
Domain access
Spontaneous casting
Turn Undead: 6/day 1d20+3 (cha)+2 (religion); HD: 2d6 +3 (level) +3 (cha)
Bardic knowledge: 1d20+3 (level) +2 (int) +2 (history) +4 (lorebinder)
Light armors and simple weapons
Adds to class skills: Decipher Script, Speak Language
Add spells to spell list: message (0), erase (1), identify (1), unseen servant (1), fox cunning(2), illusory script (3), secret page (3), tongues (3), detect scrying (4), analyze dweomer (6), sequester (7), vision (9)

Poor BAB / 1d6 HD
2+Int skills
Good will saves
Invocations (2 least)
Eldritch Blast (2d6)
Detect Magic (at-will)

Eldritch Disciple
Medium BAB / 1d8 HD / Good Fort and Ref
Invocations and Spellcasting progress
Gift of the divine patron (healing blast)
stack levels for Turn Undead

Skill                Mod    Ranks    Misc    Total
Appraise (int)        2        0        0        2
Balance (dex)         2        0        0        2
*Bluff (cha)          3        5      2+6+4     16    feat + beguiling influence + fey
Climb (str)           1        0       -6       -5
*Concentration (con)  3        5        0        8
*Craft (int)          2        0        0        2
*Descipher  (int)     2        1        0        3
*Diplomacy (cha)      3        5  2+2+2+6+4     20    feat + bluff + sense motive + beguiling influence + fey
*Disguise (cha)       3        1        2        6    feat + bluff (+2 when observed only)
Escape Artist (dex)   2        0        0        0
Forgery (int)         2        0        0        0
Gather Information (cha) 3     0        2        8    feat
Handle Animal (wis)   3        0        0        3
*Heal (wis)           3        5        2       10    healing belt 
Hide (dex)            2        0        0        2
*Intimidate (cha)     3        9    2+2+6       22    feat + bluff + beguiling influence
*Jump (Str)           1        0       -6       -5
*Arcana (int)         2        5        6       13    Draconic knowledge
Architecture          2        0        6        8    with 5 ranks +2 to Search
Dungeoneering         2        0        6        8
Geography             2        0        6        8
*History(int)         2        5        6       13    gives +2 to bardic lore
*Local (int)          2        3        6       11
*Nature (int)         2        1        6        9
Nobility              2        0        6        8
*Planes(int)          2        5        6       11    gives +2 to survival on other planes
*Religion (int)       2        5        6       11    gives +2 to turning check
Listen (wis)          2        0       -4        2    fey penalty
Move Silently (dex)   2        0        0        2
Open Lock (dex)       2        0        0        2
Perform (cha)         3        0        0        3
*Profession (wis)     3        0        0        3
Ride (dex)            2        0        0        2
Search (int)          2        0        0        2
*Sense Motive (wis)   3        5        0        5     needs +5 for diplomacy
Sleight of Hand (dex) 2        0        2        4     bluff
*Speak Language (int) 2        0        0        2
*Spellcraft (int)     2        5      2+6        9     +2 arcana; draconin knowledge
Spot (wis)            2        0       -4       -2     fey penalty
Survival (wis)        3        0        0        3
Swim (str)            1        0       -6       -5
Tumble (dex)          2        0       -6       -4
*UMD (cha)            3        9        2       14     feat; +2 scrolls
Use rope (dex)        2        0        0        2

Never Outnumbered              2                       may demoralize everyone within 10'
Collector of Stories           2                       knowledge skill done at +5

Healing Hands            
Social Recovery needs Bluff +8

Total: 78
Cloister Clr 1st = 4 x (6 + 2 int +1 human +1 nymphs kiss) = 40
Cloister Clr 2nd + 3rd = 2 x 10 = 20
Warlock 2 = 2 x (2 + 2 int + 1 human +1 nymphs kiss)= 12
Eldritch Disciple = 2 + 2 int + 1 human +1 nymphs kiss = 6

Equipment               Cost        Weight  Location
Ectoplasmic Armor       6000         2         -
Darkwood buckler         215         5       shield
Energy prot. crystal     500         -       shield
Silver Dagger             22         1       weapon
Crystal of return        300         -       weapon
Anklet of translocation 1400         -       boots
Lorebinder headband     1600         -       head
Vest of resistance +1   1000         1       torso
Healing belt             750         1       belt
Eldritch Admixture      2500 (free)  -       hands

Potion of healing         50         0,1     belt
Anti-toxin                50         -       belt
Holy water x2             50         2       belt
Tanglefoot bag            50         4       belt
Money pouch                1         0,5     belt
Wand of Grease           750         -       belt

Backpack                   2         2       back
Ink + Pen                  8,1       -       backpack
Scrollcase x2              2         2       backpack
Paper x25                 10         -       backpack
Signet ring                5         -       finger
Waterskin                  1         4       backpack
Silkrope                  50         5       backpack
Disguise kit              50         8       backpack
Healers kit               50         1       backpack
Cleric vestments           5         5       backpack
Bedroll                    0,1               backpack

Silver holy symbol        25         1       neck

Total:                 12326,2      33,6 (combat: 16,6 - no backpack)
Remaing:                  78,8 gp

Carrying capacity:
Light:  43 lb. or less	
Medium: 44-86 lb.	
Heavy:  87-130 lb.

Wand of divine insight
Wand of Healing Lorecall
Wand of lesser spell immunity
Wand of consecrate

Efficient Quiver

Ákos is a fit man in his early thirties. Well-groomed, well-spoken and intense. He holds oration in the Temple District evangelizing The Fey, encouraging others to enjoy life, play pranks, love strongly, work passionately and live well. At the same time, he abhors violence and will work long and hard to advise the peaceful resolutions, harmless pranks, going as far as to serve as a go-between in various feuds of the lower classes.
When left alone, he is self-absorbed, focused on his own life, analyzing the knowledge he acquired and not really paying attention to his surroundings. When remembering Anoria, he will smile, looking into the distance.
He always has clean water on himself and whenever possible, he goes to large bodies of water and preaches on the shore.


Titania, Queen of Seelie Court, Lady of the Summer

Zefír was born in a Batan clan grazing Hills of Hasna, near the Autumntane Woods. Yet, early in his childhood, there was a raid and part of the clan was killed or taken. He survived the pillaging by hiding into the woods. He already knew basics of survival and somehow he made it. He was lucky not to run into more dangerous denizens (and who knows, maybe he had the help of the fey even then).

Once the clan got back together, it was determined that his father was killed and mother taken. He traveled with a merchant into the great town of Bluffside, to meet with his uncle Zobor who should raise him as per the family tradition. Clansman that brought Zefír left him with the uncle and left. It was soon clear to the young Zefír that Zobor doesn't hold much with the tradition of his clan. He left the child mostly to himself, doing his own business. Zefír was fed and taken care of by an old woman who thought him tribal mores more than his uncle ever did. Eventually, he grew up enough to join Zobor in his expeditions. His role was mostly a distraction in various missions to obtain items or information. As he grew, he learned that Zobor serves a rather old spymaster of the city, running the informant network within it (Solvas Kémcéhje). Following the footsteps of his uncle, growing Zefír entered the service as little more than a messenger boy. He learned, grew cynical, witnessed several police raids, framings, spies being caught. But he had keen ears, knew what was expected and learned. Along the way, he learned his letters and ways of Bhaal his uncle favored. Life was just starting to be interesting when his uncle came home one day and brought him fine black clothes with silvery trim, told him to dress up and took him to see an old man in a mansion. The master spy Patrik Arany himself (or at least that's what Zefír thought at the time) gave him a task. He was to go to the Cloister of Brigias that was suspected of harboring the freed slaves. Specifically, its abbot was suspected of being a highly positioned priest of The Order of the Flame even though the cloister was little more than a library.

Zefír was stripped of his possessions, beaten to an inch of his life and was dragged there in chains. Malnourished, beaten and with a broken manacle still on his wrist he appeared on the cloister doorstep with the prepared story of kidnapping, raid, and slavery. And lucky chain break that enabled him to slip into the night and home in on the lights in the darkness that was the cloister. He was accepted, learned the ways of the library, listened to priests talk and sent whatever he learned back to the city as he was able. In the years time, he started learning to be a priest of The Traveller (even if he maintained the books and read about travels rather than go on them), hoping he will get to see more of the temple and maybe prove there are free slaves around. He easily passed the first year since his budding power in the power of Bhaal enabled him to cast minor spells required by the temple. But as the year progressed and nothing new was discovered he started asking himself if he was forgotten. Is there any point in his sitting in the cold cloister, being bored out of his wits. He grew slower, weaker and with nothing to do but read in the library, he did it. At first, he despised himself for the weakness and weakening of purpose. But he also started despising his uncle who forgot about him. He resented the old master that sent him here without any further word or ways to advance.

Finally, the resentment grew into full-fledged hate when he saw a group of men, barely out of boyhood he remembered from the streets, finely dressed, playing the part of some noble group and going for a rich traveler, maybe a merchant who crossed someone he shouldn't have. The boys were far advanced from where they were before and one of them was a full priest of Bhaal. And he, Zefír, their senior by at least 5 years was sitting here, reading books and cleaning the halls. He grew bitter, reclusive and people in the temple started avoiding him. He was cold and unpleasant, even rude. His sources of information dried up and he started going out into the open. He was warned more than once that it was dangerous outside. But there was nothing for him inside. And nothing for him outside. His former 'friends' within the cloister grew in the power of their priesthoods, mostly Travellers and The Great Teacher. And he still had no idea if any of Order of the Flame clergy even visited the place.

His favorite spot was a high cliff overlooking the small lake in the hills. He could contemplate in peace the way he could kill himself. Or kill anyone and everyone at the cloister. Or the teachings of various gods he learned in the library. As time passed, he accepted he will never be called back. He will never be brave enough to kill himself. And he (now that he thought about it) even enjoyed quiet evenings with his books. The life outside was meaningless when everything he could think of, he could read about.

Until such time he spotted maiden bathing in the lake. It had to be one of the priestesses, but he couldn't recognize her from the above. It could have been one of the local girls, but they never left their clans without an escort and he couldn't see anyone else. Driven by curiosity, he went down to the water and was surprised there was no trace of the girl. He shrugged and left. But this repeated two more times over the course of the summer so he decided to make an ambush. He found the place to wait unseen, much closer to the shore. And he was rewarded by his patience, the seventh summer since his arrival. The girl was beautiful, alone and free. He didn't recognize her as any of the priestesses or travelers and humans could barely enjoy the cold water of the spring lake. He waited until she came out and dressed before making himself discreetly known. In this, his former training came useful, he could boldly lie that he just arrived (even if his young body felt the difference) and asked her if she needed help or an escort. And he kept his bitterness and rudeness in check. She introduced herself as Anoria and they spoke for several minutes before she said she had to go away. Zefír was smitten. He essentially begged to see her again if she came this way again. They met several times that summer and his growing knowledge identified her at some point as one of the fey. But at that point, there was nothing that would keep him from her. As the leaves grew yellow their meetings came more often and they truly fell in love. At some point, she heard the full story of his life and in telling it, he broke free of the shackles of the past. In turn, he learned she was from the Seelie Court, stuck on this plane waiting for a gate to open back as she lacked the power to open it herself.

One day, after especially large caravan arrived at the pass, Zefír was busy providing for, cleaning and healing the men and the beasts that arrived along with several others. Thus, he was late to the meeting. And when he approached, he saw blood traces and heard harsh laughter of crude men. Fearing for his love, he rushed forward and found her bleeding, but not seriously hurt, held by two men and two others wrestling with the one charmed by her power. Yelling at them to let her go he made a mistake of ignoring the three wrestling. Charm protected the girl, but not the new arrival. Zefír got hit three times in quick succession, seized and thrown into the lake. He didn't even hear Anoria scream.

Cold. Darkness. Pain. His last thoughts were for Anoria rather than a prayer for his soul. And something in the depth answered. It promised salvation for both. But at the price of their closeness. Still, it would mean she would live and not be hurt by those men. Zefír accepted the offer and suddenly, he could breathe. He could move. He could...Eyes blazing with fury, he rocketed toward the surface. So quick was his ascent that he ended up standing at the rock the thugs tossed him down from.

"Release her!" Zefír pointed with his hand and fury flashed forward, green and silver bolt streaked toward the closest thug. Everything stopped as they gaped at the apparition advancing on them. "Release her. Or die." Another bolt. By this time, thugs recovered and went for their weapons. "You're still outnumbered, boy. Run away and let us have our fun."

"I am never outnumbered. The Queen is with me." came the answer, so full of cold fury the thugs, now close enough to look into his eyes, were shaken. The one he hit with the bolt broke and ran for safety. Others, uncertain now looked on. And one more looked into the Eyes of Fury and broke down. "You will leave now or your bones will dance at the bottom of the lake as your souls cry for release." Zefír knelt next to the girl and raised his hand and the gaze. That was the final straw for the thugs and they retreated, looking for their fun elsewhere. Zefír ignored them as he put his powers to help the girl recover. For the first time, he openly called upon The Great Teacher, the one whose teachings freed him from his former life. One that let him enjoy the love and beauty of the world. And The Historian answered. Healing energies went to the girl and her eyes opened. She looked at the boy, now a man. And saw the changes.

"You are alive..." in wonder "...but...the mark...The GATE! The gate is open!" He quickly explained what happened and the price to be paid. Nodding, she accepted the limitation of the pact.

She gave him a ring, her true name and the ritual to call her whenever next to some big body of water. The ritual had its limits and her time would be limited. But years are nothing in the life of immortal fey. And he is still young. And he will NOT be cooped up in the cloister anymore. It is time to see the sights for himself and find a way to The Seelie Court. He took new name Ákos inspired by the barely noticeable sheen visible around him when he uses Queen's powers. And went into town a changed man.

Ákos tries to avoid conflict whenever possible. He is open, gregarious and friendly. He lives his life to the fullest, enjoying the physical contests, wit challenges, jokes...any fun activity. He tries to diffuse the potential conflict situation with words or his powers. But every now and then, the words fail. While his anger is slow to wake, once it does it is terrible indeed. Just as the fey he loves, just as her Queen, his emotion always run strong. And the fury and the magic comes to the fore.
Last edited: