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<blockquote data-quote="Erekose13" data-source="post: 4635187" data-attributes="member: 3387"><p>Qad'lieae Valaj, drow druid from the Age of Giants</p><p></p><p>[sblock=Qad'lieae Valaj]<span style="font-size: 12px"><strong><span style="color: Purple">Qad'lieae Valaj</span></strong></span></p><p>female Drow Druid</p><p><strong>Initiative</strong> +2; <strong>Senses</strong> Darkvision; Passive Insight 19, Passive Perception 19</p><p><strong>HP</strong> 24; <strong>Bloodied</strong> 12; <strong>Healing Surge</strong> 6; <strong>Surges Per Day</strong> 8</p><p><strong>AC</strong> 15; <strong>Fort</strong> 11, <strong>Ref</strong> 13, <strong>Will</strong> 15</p><p><strong>Speed</strong> 7</p><p><strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><span style="color: #44AA44"><u><strong>Quarterstaff</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>+2 vs AC; 1d8 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><span style="color: #44AA44"><u><strong>Javelin</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>Range 10/20; +2 vs AC; 1d8 damage.</p><p><span style="color: #44AA44"><u><strong>Wild Shape</strong> (minor; at-will; 1/rd) ✦ <strong>Polymorph, Primal</strong></u></span></p><p>You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.</p><p>While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.</p><p>You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.</p><p>Special: You can use this power once per round. </p><p><span style="color: #44AA44"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <u><strong>Pounce</strong> (standard; at-will) ✦ <strong>Beast Form , Implement, Primal</strong></u></span></p><p>Touch; +4 vs Refl; 1d8+4 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.</p><p>Special: When charging, you can use this power in place of a melee basic attack. </p><p><span style="color: #44AA44"><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Chill Wind</strong> (standard; at-will) ✦ <strong>Cold, Implement, Primal</strong></u></span></p><p>Burst 1 within 10; +4 vs Fort; 1d6 cold damage and slide the target 1.</p><p><span style="color: #44AA44"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Storm Spike</strong> (standard; at-will) ✦ <strong>Implement, Lightning, Primal</strong></u></span></p><p>Ranged 10; +4 vs Refl; 1d8+4 lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier. </p><p><span style="color: #AA2255"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Cull the Herd</strong> (standard; encounter) ✦ <strong>Beast Form, Charm, Implement, Primal, Psychic</strong></u></span></p><p>Ranged 5; +4 vs Will. 2d8 + 4 psychic damage, and you pull the target 3 squares.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Faerie Fire</strong> (standard; daily) ✦ <strong>Implement, Primal, Radiant</strong></u></p><p>Burst 1 within 10; +4 vs. Will. The target is slowed and grants combat advantage (save ends both).</p><p>Aftereffect: 3d6 + 4 radiant damage, and the target grants combat advantage until the end of your next turn.</p><p>Miss: 1d6 + 4 radiant damage, and the target grants combat advantage until the end of your next turn. </p><p><span style="color: #AA2255"><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><u><strong>Cloud of Darkness</strong> (minor; encounter)</u></span></p><p>Burst 1; This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.</p><p><span style="color: #AA2255"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Darkfire</strong> (minor; encounter)</u></span></p><p>Ranged 10; +6 vs. Refl. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.</p><p><span style="color: #AA2255"><u><strong>Hunter's Quarry</strong></u></span></p><p>Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.</p><p>The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a</p><p>time.</p><p><u><strong>Primal Predator</strong></u></p><p>+1 speed when not wearing heavy armor.</p><p><u><strong>Ritual Caster</strong></u></p><p>You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.</p><p><u><strong>Trance</strong></u></p><p>Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and</p><p>other events as normal.</p><p><u><strong>Vulkoortouched</strong></u></p><p>Once per encounter, you can use either the cloud of darkness or darkfire power.</p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Unaligned; <strong>Languages</strong> Common, Elf</p><p><strong>Str</strong> 10 (+0) <strong>Dex</strong> 14 (+2) <strong>Wis</strong> 18 (+4)</p><p><strong>Con</strong> 12 (+1) <strong>Int</strong> 10 (+0) <strong>Cha</strong> 12 (+1)</p><p><strong>Arcana</strong> +5*, Heal +9*, <strong>Insight</strong> +9*, <strong>Intimidate</strong> +3, <strong>Nature</strong> +9*, <strong>Perception</strong> +9*, <strong>Stealth</strong> +4</p><p>* Trained Skill</p><p><strong>Feats:</strong> Warrior of the Wild</p><p><strong>Gear</strong> Hide Armor, Quarterstaff, 2 Javelins, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 40gp (66lbs)</p><p></p><p><strong>Rituals</strong></p><p>Animal Messenger</p><p>Gentle Repose</p><p></p><p><span style="color: Purple">"The Panther guides our steps in stealth, follow her and respect the natural world to escape from the Sul'at."</span></p><p></p><p><strong>Background</strong> Qad'lieae is a member of the Gyrderi drow (see Secrets of Xen'drik pg 53), drow who fled the giant overlords and turned to nature to protect them. When the Tairnadal first broke free from the shackles of the giants, Qad'lieae was there. She was instrumental in guiding the early elves to the shores of Xen'drik and helping them escape through the aid of the jungle animals. Drawn from Age of Giants Eberron, Qad'lieae would be completely out of place in modern Khorvaire but then what drow wouldn't. Her tribe was under assault by fell giants of the Sul'at League, as the epic magic drawn by the reckless giants sealed all of her kin in the forms of animals, Qad'lieae was pulled from time to another beach.</p><p></p><p><strong>Personality and Appearance</strong> Qad'lieae bears many of the tribal tattoos that future civilizations of Xen'drik drow would adopt, white lines decorating her face, arms, and chest. Her long white hair flows straight down her dark skin. She is a comely woman who wears the hide of a great snake that gifted it to her. Her prized possession though is the shard of long purple crystal that forms her staff. A storm brews within the staff, usually clouded, small flashes of lightning can sometimes be seen deep in the crystal. Qad'lieae is wise and outgoing, often relating lessons taught by the animals of the wilds of Xen'drik. Her speech patterns are a little odd to more modern ears though.</p><p></p><p><strong>Quirks</strong> Qad'lieae must always enter a trance on un-worked earth or plants preferrably outdoors and above ground. She claims that it is required to bond with the Panther.</p><p></p><p><strong>Magic Item Wishlist</strong></p><p>1st - Javelin of Distance +1</p><p>2nd - Bracers of Mighty Striking</p><p>3rd - Amulet of Health +1</p><p>4th - Darkleaf Hide +1</p><p>5th - Staff of Storms +1</p><p></p><p><strong>Links</strong></p><ul> <li data-xf-list-type="ul"><a href="http://www.wizards.com/default.asp?x=dnd/drfe/20081201a" target="_blank">Druid</a></li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Erekose13, post: 4635187, member: 3387"] Qad'lieae Valaj, drow druid from the Age of Giants [sblock=Qad'lieae Valaj][size=3][b][COLOR="Purple"]Qad'lieae Valaj[/COLOR][/b][/size] female Drow Druid [b]Initiative[/b] +2; [b]Senses[/b] Darkvision; Passive Insight 19, Passive Perception 19 [b]HP[/b] 24; [b]Bloodied[/b] 12; [b]Healing Surge[/b] 6; [b]Surges Per Day[/b] 8 [b]AC[/b] 15; [b]Fort[/b] 11, [b]Ref[/b] 13, [b]Will[/b] 15 [b]Speed[/b] 7 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[color=#44AA44][u][b]Quarterstaff[/b] (standard; at-will) ✦ [b]Weapon[/b][/u][/color] +2 vs AC; 1d8 damage. :ranged:[color=#44AA44][u][b]Javelin[/b] (standard; at-will) ✦ [b]Weapon[/b][/u][/color] Range 10/20; +2 vs AC; 1d8 damage. [color=#44AA44][u][b]Wild Shape[/b] (minor; at-will; 1/rd) ✦ [b]Polymorph, Primal[/b][/u][/color] You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. Special: You can use this power once per round. [color=#44AA44]:bmelee: [u][b]Pounce[/b] (standard; at-will) ✦ [b]Beast Form , Implement, Primal[/b][/u][/color] Touch; +4 vs Refl; 1d8+4 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. Special: When charging, you can use this power in place of a melee basic attack. [color=#44AA44]:area:[u][b]Chill Wind[/b] (standard; at-will) ✦ [b]Cold, Implement, Primal[/b][/u][/color] Burst 1 within 10; +4 vs Fort; 1d6 cold damage and slide the target 1. [color=#44AA44]:ranged:[u][b]Storm Spike[/b] (standard; at-will) ✦ [b]Implement, Lightning, Primal[/b][/u][/color] Ranged 10; +4 vs Refl; 1d8+4 lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier. [color=#AA2255]:ranged:[u][b]Cull the Herd[/b] (standard; encounter) ✦ [b]Beast Form, Charm, Implement, Primal, Psychic[/b][/u][/color] Ranged 5; +4 vs Will. 2d8 + 4 psychic damage, and you pull the target 3 squares. :area:[u][b]Faerie Fire[/b] (standard; daily) ✦ [b]Implement, Primal, Radiant[/b][/u] Burst 1 within 10; +4 vs. Will. The target is slowed and grants combat advantage (save ends both). Aftereffect: 3d6 + 4 radiant damage, and the target grants combat advantage until the end of your next turn. Miss: 1d6 + 4 radiant damage, and the target grants combat advantage until the end of your next turn. [color=#AA2255]:close:[u][b]Cloud of Darkness[/b] (minor; encounter)[/u][/color] Burst 1; This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded. [color=#AA2255]:ranged:[u][b]Darkfire[/b] (minor; encounter)[/u][/color] Ranged 10; +6 vs. Refl. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. [color=#AA2255][u][b]Hunter's Quarry[/b][/u][/color] Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. [u][b]Primal Predator[/b][/u] +1 speed when not wearing heavy armor. [u][b]Ritual Caster[/b][/u] You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components. [u][b]Trance[/b][/u] Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. [u][b]Vulkoortouched[/b][/u] Once per encounter, you can use either the cloud of darkness or darkfire power. ----------------------------------------------------------------- [b]Alignment[/b] Unaligned; [b]Languages[/b] Common, Elf [b]Str[/b] 10 (+0) [b]Dex[/b] 14 (+2) [b]Wis[/b] 18 (+4) [b]Con[/b] 12 (+1) [b]Int[/b] 10 (+0) [b]Cha[/b] 12 (+1) [b]Arcana[/b] +5*, Heal +9*, [b]Insight[/b] +9*, [b]Intimidate[/b] +3, [b]Nature[/b] +9*, [b]Perception[/b] +9*, [b]Stealth[/b] +4 * Trained Skill [b]Feats:[/b] Warrior of the Wild [b]Gear[/b] Hide Armor, Quarterstaff, 2 Javelins, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 40gp (66lbs) [b]Rituals[/b] Animal Messenger Gentle Repose [color=Purple]"The Panther guides our steps in stealth, follow her and respect the natural world to escape from the Sul'at."[/color] [b]Background[/b] Qad'lieae is a member of the Gyrderi drow (see Secrets of Xen'drik pg 53), drow who fled the giant overlords and turned to nature to protect them. When the Tairnadal first broke free from the shackles of the giants, Qad'lieae was there. She was instrumental in guiding the early elves to the shores of Xen'drik and helping them escape through the aid of the jungle animals. Drawn from Age of Giants Eberron, Qad'lieae would be completely out of place in modern Khorvaire but then what drow wouldn't. Her tribe was under assault by fell giants of the Sul'at League, as the epic magic drawn by the reckless giants sealed all of her kin in the forms of animals, Qad'lieae was pulled from time to another beach. [b]Personality and Appearance[/b] Qad'lieae bears many of the tribal tattoos that future civilizations of Xen'drik drow would adopt, white lines decorating her face, arms, and chest. Her long white hair flows straight down her dark skin. She is a comely woman who wears the hide of a great snake that gifted it to her. Her prized possession though is the shard of long purple crystal that forms her staff. A storm brews within the staff, usually clouded, small flashes of lightning can sometimes be seen deep in the crystal. Qad'lieae is wise and outgoing, often relating lessons taught by the animals of the wilds of Xen'drik. Her speech patterns are a little odd to more modern ears though. [b]Quirks[/b] Qad'lieae must always enter a trance on un-worked earth or plants preferrably outdoors and above ground. She claims that it is required to bond with the Panther. [b]Magic Item Wishlist[/b] 1st - Javelin of Distance +1 2nd - Bracers of Mighty Striking 3rd - Amulet of Health +1 4th - Darkleaf Hide +1 5th - Staff of Storms +1 [b]Links[/b] [list][*][url=http://www.wizards.com/default.asp?x=dnd/drfe/20081201a]Druid[/url][/list][/sblock] [/QUOTE]
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