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D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3678900" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Icetooth</strong></span> [Old Stats]</p><p>Icetooth was the runt of his litter, or, least, that’s how they treated him. He never liked his pack mates or his liege, the frost giant Jarl named Legeröd. Thus, when Hezekiah’s fireball went off and toasted the rest of his pack mates, he decided that no amount of fealty was worth getting charred by a wizard that the winter wolf didn’t even know.</p><p></p><p>After meeting the Order of the Silver Hand, and learning that it wasn’t personally for them either, Icetooth decided that it was time for a new way of life. He quickly sided with the Order, and told them everything he knew about the Crumbling Hall, Grunhilde, Gungir, and Legeröd. He was glad to hear that they had killed Hoarfrost, who was an even bigger bully than Legeröd.</p><p></p><p>Icetooth was quite impressed with Argo Flameheart and a little afraid of Hezekiah Grofus. In fact, his experience in nearly getting fried by the arcanist has made him wary of wizards, while at the same time sparked an interest in him for understanding arcane magic. He knew stories of a powerful gema sorcerer living just east of the Cadra Forest, on the edge of the Crystal Cairns, and immediately left to find the fey sorcerer, after the PCs let him go (passing through the portal to the Hills of Antius).</p><p></p><p>He avoided several patrols from Antius and Shaule during his overland journey, and soon arrived in the Crystal Cairns. It didn’t take Icetooth long to find the gema sorcerer, and after several long weeks of proving himself Icetooth finally convinced crystalline fey spider-kin to help him unlock his hidden potential for arcane magic.</p><p></p><p>The resulting ceremony left both of them exhausted and Icetooth near death. (Icetooth became fey due to this ritual.) The gema sorcerer watched over the winter wolf as Icetooth healed and begun to explore the use of Sorcery of the Way. The winter wolf has come far in a very short period of time. He has advanced well beyond what a human could accomplish in the same amount of time. He will surpass his mentor in power, but has decided to stay with the gema sorcerer out of mutual respect.</p><p></p><p><strong>Icetooth, Wolf Sorcerer of the Way, Male Half-Fey Winter Wolf, Sor12:</strong> CR 18; Large Fey (cold); HD 6d6+12 plus 12d4+24; 87 hp; Init +5; Spd 50 ft., fly 100 ft. (good); AC 20* (-1 size, +2 Dex, +5 natural, +4 armor), touch 11, flat-footed 18; Base Atk +12; Grp +20; Atk +15 melee (1d8+6 plus 1d6 cold, bite); Full Atk +15 melee (1d8+6 plus 1d6 cold, bite); SA breath weapon, freezing bite, trip; SQ darkvision 60 ft., immunity to cold and enchantment spells & effects, low-light vision, scent, summon familiar, vulnerability to fire; AL N; SV Fort +13, Ref +11, Will +13; Str 18 (+4), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 20 (+5); LA +5; ECL 21. *AC is 28 with mage armor and shield spells.</p><p></p><p><strong><em>Skills and Feats</em>:</strong> Bluff +10, Concentration +12, Diplomacy +7, Disguise +5 (+7 to act), Hide +13*, Intimidate +7, Knowledge (nature) +4, Listen +14, Move Silently +12, Search +2, Spellcraft +10, Spot +14, Survival +10*; Alertness, Combat Casting, Eschew Components [sup]B[/sup], Improved Initiative, Iron Will, Spell Focus (Cold-based Magic), Still Spell, Track.</p><p></p><p><strong><em>Languages</em>:</strong> Common, Draconic, and Giant.</p><p></p><p><strong><em>Sorcerer Spells Known</em> (cast 6/7/7/6/6/5/3; save DC = 15 + spell level; save DC = 16 + spell level against cold-based spells):</strong> 0th — arcane mark, detect magic, ghost sound, light, message, open/close, prestidigitation, ray of frost, read magic; 1st — alarm, chill touch, endure elements, mage armor, shield; 2nd — blur, fog cloud, gust of wind, protection from arrows, see invisibility; 3rd — displacement, Leomund’s tiny hut, sleet storm, wind wall; 4th — ice storm, polymorph, wall of ice; 5th — cone of cold, Leomund’s secret chest; 6th — greater dispel magic.</p><p></p><p><strong><em>Breath Weapon</em> (Su):</strong> 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 19 half. The save DC is Constitution-based.</p><p></p><p><strong><em>Freezing Bite</em> (Su):</strong> Icetooth deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.</p><p></p><p><strong><em>Spell-Like Abilities</em>:</strong> At will — charm person; 3/day — detect law, protection from law; 1/day — enthrall, faerie fire (or glitterdust), hypnotism, suggestion (or Tasha’s hideous laughter). Caster Level: 6th; save DC = 15 + spell level.</p><p></p><p><strong><em>Trip</em> (Ex):</strong> If Icetooth hits with his bite attack, then he can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Icetooth.</p><p></p><p><strong><em>Skills</em>:</strong> Icetooth has a +1 racial bonus on Listen, Move Silently, and Spot checks. He has a +2 racial bonus on Hide checks. *His natural coloration grants him a +7 racial bonus on Hide checks in areas of snow and ice. He has a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong><em>Possessions</em>:</strong> A silver collar and a pouch, tied around his neck (while in normal form) containing 3 bloodstones (100 gp each), 10 pp, 30 gp & 100 sp. Icetooth also wears a <em>circlet of persuasion</em> on his head and a pair of <em>goggles of minute seeing</em> over his eyes. He also has a pair of <em>bracers of armor +4</em> on his front legs.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3678900, member: 2012"] [COLOR=DarkOrange][B]Icetooth[/B][/COLOR] [Old Stats] Icetooth was the runt of his litter, or, least, that’s how they treated him. He never liked his pack mates or his liege, the frost giant Jarl named Legeröd. Thus, when Hezekiah’s fireball went off and toasted the rest of his pack mates, he decided that no amount of fealty was worth getting charred by a wizard that the winter wolf didn’t even know. After meeting the Order of the Silver Hand, and learning that it wasn’t personally for them either, Icetooth decided that it was time for a new way of life. He quickly sided with the Order, and told them everything he knew about the Crumbling Hall, Grunhilde, Gungir, and Legeröd. He was glad to hear that they had killed Hoarfrost, who was an even bigger bully than Legeröd. Icetooth was quite impressed with Argo Flameheart and a little afraid of Hezekiah Grofus. In fact, his experience in nearly getting fried by the arcanist has made him wary of wizards, while at the same time sparked an interest in him for understanding arcane magic. He knew stories of a powerful gema sorcerer living just east of the Cadra Forest, on the edge of the Crystal Cairns, and immediately left to find the fey sorcerer, after the PCs let him go (passing through the portal to the Hills of Antius). He avoided several patrols from Antius and Shaule during his overland journey, and soon arrived in the Crystal Cairns. It didn’t take Icetooth long to find the gema sorcerer, and after several long weeks of proving himself Icetooth finally convinced crystalline fey spider-kin to help him unlock his hidden potential for arcane magic. The resulting ceremony left both of them exhausted and Icetooth near death. (Icetooth became fey due to this ritual.) The gema sorcerer watched over the winter wolf as Icetooth healed and begun to explore the use of Sorcery of the Way. The winter wolf has come far in a very short period of time. He has advanced well beyond what a human could accomplish in the same amount of time. He will surpass his mentor in power, but has decided to stay with the gema sorcerer out of mutual respect. [B]Icetooth, Wolf Sorcerer of the Way, Male Half-Fey Winter Wolf, Sor12:[/B] CR 18; Large Fey (cold); HD 6d6+12 plus 12d4+24; 87 hp; Init +5; Spd 50 ft., fly 100 ft. (good); AC 20* (-1 size, +2 Dex, +5 natural, +4 armor), touch 11, flat-footed 18; Base Atk +12; Grp +20; Atk +15 melee (1d8+6 plus 1d6 cold, bite); Full Atk +15 melee (1d8+6 plus 1d6 cold, bite); SA breath weapon, freezing bite, trip; SQ darkvision 60 ft., immunity to cold and enchantment spells & effects, low-light vision, scent, summon familiar, vulnerability to fire; AL N; SV Fort +13, Ref +11, Will +13; Str 18 (+4), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 20 (+5); LA +5; ECL 21. *AC is 28 with mage armor and shield spells. [B][I]Skills and Feats[/I]:[/B] Bluff +10, Concentration +12, Diplomacy +7, Disguise +5 (+7 to act), Hide +13*, Intimidate +7, Knowledge (nature) +4, Listen +14, Move Silently +12, Search +2, Spellcraft +10, Spot +14, Survival +10*; Alertness, Combat Casting, Eschew Components [sup]B[/sup], Improved Initiative, Iron Will, Spell Focus (Cold-based Magic), Still Spell, Track. [B][I]Languages[/I]:[/B] Common, Draconic, and Giant. [B][I]Sorcerer Spells Known[/I] (cast 6/7/7/6/6/5/3; save DC = 15 + spell level; save DC = 16 + spell level against cold-based spells):[/B] 0th — arcane mark, detect magic, ghost sound, light, message, open/close, prestidigitation, ray of frost, read magic; 1st — alarm, chill touch, endure elements, mage armor, shield; 2nd — blur, fog cloud, gust of wind, protection from arrows, see invisibility; 3rd — displacement, Leomund’s tiny hut, sleet storm, wind wall; 4th — ice storm, polymorph, wall of ice; 5th — cone of cold, Leomund’s secret chest; 6th — greater dispel magic. [B][I]Breath Weapon[/I] (Su):[/B] 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 19 half. The save DC is Constitution-based. [B][I]Freezing Bite[/I] (Su):[/B] Icetooth deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon. [B][I]Spell-Like Abilities[/I]:[/B] At will — charm person; 3/day — detect law, protection from law; 1/day — enthrall, faerie fire (or glitterdust), hypnotism, suggestion (or Tasha’s hideous laughter). Caster Level: 6th; save DC = 15 + spell level. [B][I]Trip[/I] (Ex):[/B] If Icetooth hits with his bite attack, then he can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Icetooth. [B][I]Skills[/I]:[/B] Icetooth has a +1 racial bonus on Listen, Move Silently, and Spot checks. He has a +2 racial bonus on Hide checks. *His natural coloration grants him a +7 racial bonus on Hide checks in areas of snow and ice. He has a +4 racial bonus on Survival checks when tracking by scent. [B][I]Possessions[/I]:[/B] A silver collar and a pouch, tied around his neck (while in normal form) containing 3 bloodstones (100 gp each), 10 pp, 30 gp & 100 sp. Icetooth also wears a [I]circlet of persuasion[/I] on his head and a pair of [I]goggles of minute seeing[/I] over his eyes. He also has a pair of [I]bracers of armor +4[/I] on his front legs. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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