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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3767658" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Brilmara Steelshadow, The Black Sorceress (CR 16)</strong></span></p><p><strong>hp</strong> 60 (16d4+16)</p><p>---------------------------------------</p><p>Female half-duergar sorcerer 16</p><p>NE Medium humanoid (dwarf, human)</p><p><strong>Init</strong> +3; <strong>Senses</strong> Darkvision 60 ft., Listen +0, Spot +0</p><p><strong>Languages</strong> Common, Dwarven, and Undercommon</p><p>---------------------------------------</p><p><strong>AC</strong> 23 (+3 Dex, +5 natural, +5 deflection), touch 18, flat-footed 20; AC 33, touch 18, flat-footed 31 with mage armor and shield spells</p><p><strong>Fort</strong> +6 (+8 against paralysis and poison), <strong>Ref</strong> +8, <strong>Will</strong> +10 (+11 against spells and spell-like abilities; +13 against phantasms)</p><p><strong>Weakness</strong> Light sensitivity</p><p>---------------------------------------</p><p><strong>Speed</strong> 20 feet (4 squares)</p><p><strong>Melee</strong> +3 vile dagger +15 (1d4+3 plus 1 vile/19-20/x2) or</p><p><strong>Melee</strong> +3 vile dagger +15/+10 (1d4+3 plus 1 vile/19-20/x2) or</p><p><strong>Ranged</strong> Touch ray spell +11 (x2) or </p><p><strong>Ranged</strong> Touch ray spell +11/+6 (x2)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +8</p><p><strong>Combat Gear</strong> Potion of cat’s grace, potion of cure serious wounds, potion of eagle’s splendor</p><p><strong>Sorcerer Spells Known</strong> (CL 16th; save DC = 14 + spell level; save DC = 16 + spell level with eagle’s splendor)</p><p>--- 8th (3/day) — polar ray</p><p>--- 7th (5/day) — prismatic ray, sword of darkness [sup]1[/sup]</p><p>--- 6th (6/day) — chain lightning, fiendform [sup]1[/sup], Tenser’s transformation</p><p>--- 5th (6/day) — baleful polymorph, greater fireburst [sup]1[/sup], teleport, wall of force</p><p>--- 4th (7/day) — blast of flame [sup]1[/sup], enervation, ice storm, shout</p><p>--- 3rd (7/day) — fireball, fly, greater mage armor [sup]1[/sup], lightning bolt</p><p>--- 2nd (7/day) — Melf’s acid arrow, resist energy, see invisibility, scorching ray, wall of gloom [sup]1[/sup]</p><p>--- 1st (7/day) — feather fall, lesser orb of sound [sup]1[/sup], magic missile, ray of enfeeblement, shield</p><p>--- 0th (6/day) — acid splash, arcane mark, dancing lights, detect magic, ray of frost, mage hand, read magic, resistance, touch of fatigue</p><p><strong>Psi-like Abilities</strong>** 1/day – expansion or invisibility (ML 16th)</p><p>**These abilities affect only the half-duergar and whatever he carries.</p><p>---------------------------------------</p><p><strong>Abilities</strong> Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 18 (+4)</p><p><strong>SA</strong> Arcane spells, psi-like abilities</p><p><strong>SQ</strong> Naturally psionic, stability, stonecunning, summon familiar</p><p><strong>Feats</strong> Brew Potion, Combat Casting, Maximize Spell, Quicken Spell, Weapon Finesse, Weapon Focus (dagger)</p><p><strong>Skills</strong> Bluff +12, Concentration +11, Diplomacy +6, Disguise +4 (+6 to act), Intimidate +6, Knowledge (arcana) +10, Move Silently +5, Spellcraft +12</p><p><strong>Possessions</strong> +3 vile dagger, amulet of natural armor +5, gloves of dexterity +6, ring of protection +5</p><p>---------------------------------------</p><p><strong>Mixed Blood (Ex)</strong> For all special abilities and effects, a half-duergar is considered both a dwarf and a human.</p><p><strong>Naturally Psionic</strong> A half-duergar gains 1 bonus power point at 1st-level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.</p><p><strong>Stability</strong> Half-duergar are exceptionally stable on their feet. A half-duergar receives a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground.).</p><p><strong>Stonecunning</strong> This ability grants a half-duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. (See the duergar entry in the Expanded Psionics Handbook for more on this ability.)</p><p><strong>Skills</strong> Half-duergar have a +2 racial bonus on Move Silently checks and a +1 racial bonus on Appraise and Craft checks related to stone or metal; these bonuses are included in the stat block.</p><p>---------------------------------------</p><p>[sup]1[/sup] D&D Complete Arcane</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3767658, member: 2012"] [COLOR=DarkOrange][B]Brilmara Steelshadow, The Black Sorceress (CR 16)[/B][/COLOR] [B]hp[/B] 60 (16d4+16) --------------------------------------- Female half-duergar sorcerer 16 NE Medium humanoid (dwarf, human) [B]Init[/B] +3; [B]Senses[/B] Darkvision 60 ft., Listen +0, Spot +0 [B]Languages[/B] Common, Dwarven, and Undercommon --------------------------------------- [B]AC[/B] 23 (+3 Dex, +5 natural, +5 deflection), touch 18, flat-footed 20; AC 33, touch 18, flat-footed 31 with mage armor and shield spells [B]Fort[/B] +6 (+8 against paralysis and poison), [B]Ref[/B] +8, [B]Will[/B] +10 (+11 against spells and spell-like abilities; +13 against phantasms) [B]Weakness[/B] Light sensitivity --------------------------------------- [B]Speed[/B] 20 feet (4 squares) [B]Melee[/B] +3 vile dagger +15 (1d4+3 plus 1 vile/19-20/x2) or [B]Melee[/B] +3 vile dagger +15/+10 (1d4+3 plus 1 vile/19-20/x2) or [B]Ranged[/B] Touch ray spell +11 (x2) or [B]Ranged[/B] Touch ray spell +11/+6 (x2) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +8; [B]Grp[/B] +8 [B]Combat Gear[/B] Potion of cat’s grace, potion of cure serious wounds, potion of eagle’s splendor [B]Sorcerer Spells Known[/B] (CL 16th; save DC = 14 + spell level; save DC = 16 + spell level with eagle’s splendor) --- 8th (3/day) — polar ray --- 7th (5/day) — prismatic ray, sword of darkness [sup]1[/sup] --- 6th (6/day) — chain lightning, fiendform [sup]1[/sup], Tenser’s transformation --- 5th (6/day) — baleful polymorph, greater fireburst [sup]1[/sup], teleport, wall of force --- 4th (7/day) — blast of flame [sup]1[/sup], enervation, ice storm, shout --- 3rd (7/day) — fireball, fly, greater mage armor [sup]1[/sup], lightning bolt --- 2nd (7/day) — Melf’s acid arrow, resist energy, see invisibility, scorching ray, wall of gloom [sup]1[/sup] --- 1st (7/day) — feather fall, lesser orb of sound [sup]1[/sup], magic missile, ray of enfeeblement, shield --- 0th (6/day) — acid splash, arcane mark, dancing lights, detect magic, ray of frost, mage hand, read magic, resistance, touch of fatigue [B]Psi-like Abilities[/B]** 1/day – expansion or invisibility (ML 16th) **These abilities affect only the half-duergar and whatever he carries. --------------------------------------- [B]Abilities[/B] Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 18 (+4) [B]SA[/B] Arcane spells, psi-like abilities [B]SQ[/B] Naturally psionic, stability, stonecunning, summon familiar [B]Feats[/B] Brew Potion, Combat Casting, Maximize Spell, Quicken Spell, Weapon Finesse, Weapon Focus (dagger) [B]Skills[/B] Bluff +12, Concentration +11, Diplomacy +6, Disguise +4 (+6 to act), Intimidate +6, Knowledge (arcana) +10, Move Silently +5, Spellcraft +12 [B]Possessions[/B] +3 vile dagger, amulet of natural armor +5, gloves of dexterity +6, ring of protection +5 --------------------------------------- [B]Mixed Blood (Ex)[/B] For all special abilities and effects, a half-duergar is considered both a dwarf and a human. [B]Naturally Psionic[/B] A half-duergar gains 1 bonus power point at 1st-level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. [B]Stability[/B] Half-duergar are exceptionally stable on their feet. A half-duergar receives a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground.). [B]Stonecunning[/B] This ability grants a half-duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. (See the duergar entry in the Expanded Psionics Handbook for more on this ability.) [B]Skills[/B] Half-duergar have a +2 racial bonus on Move Silently checks and a +1 racial bonus on Appraise and Craft checks related to stone or metal; these bonuses are included in the stat block. --------------------------------------- [sup]1[/sup] D&D Complete Arcane [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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