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renau1g - Fort Belurian Adventure - Pathfinder
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<blockquote data-quote="Shayuri" data-source="post: 4794443" data-attributes="member: 4936"><p>Maighan</p><p>Elf Druid 8</p><p></p><p>Desc</p><p>Maighan is quintessentially elven; a slight, graceful woman of surpassing beauty and grace, but of slim and apparently frail build. Her pale skin at times lends her a hard to define ethereal quality, especially when her red-gold hair is let down and streaming behind her in the wind rather than pulled back in a formal, dizzyingly elaborate braid. Her features are at once regal and childlike; with round cheeks and dimpled smile contrasting with high, proud cheekbones and the steely, green-eyed gaze of one who is all but immortal. Maighan prefers simple garb of blue and silver, though her cloak is the deep green of an old tree's leaves. She carries no visible weapon save a longbow of obviously elven manufacture that is so intricately carved and shaped that it could be an object of art rather than an instrument of destruction.</p><p></p><p>[sblock=Stats]Strength (STR) 10 +0 (0pts)</p><p>Dexterity (DEX) 18 +4 (5 pts + 2 racial +2 enhancement)</p><p>Constitution (CON) 14 +2 (7pts -2 racial +1 level)</p><p>Intelligence (INT) 12 +1 (0pts + 2 racial)</p><p>Wisdom (WIS) 20 +5 (13pts + 1 level +2 enhancement)</p><p>Charisma (CHA) 10 +0 (0pts)</p><p></p><p>Alignment: Neutral Good</p><p>Hit Points: 70</p><p>Movement: 30'</p><p></p><p>Init: +4</p><p>Base Attack Bonus: +6/+1</p><p>Melee: +6</p><p>Ranged: +10</p><p>AC: 19 (10 + 4 Dex + 4 armor + 1 Dodge)</p><p></p><p>Fort: +11</p><p>Reflex: +9</p><p>Will: +13</p><p></p><p>Race Stuff:</p><p>+2 Dex, +2 Int, -2 Con</p><p>Immune to Sleep</p><p>+2 vs Enchantment</p><p>Low light vision</p><p>Elven Magic: +2 vs SR checks, +2 on Appraise to ID magic items</p><p>Proficiency: Longsword, rapier, and all bows</p><p>+2 Perception, check Perception vs secret doors even if not actively searching.</p><p>Favored Class: Ranger</p><p></p><p>Class Stuff:</p><p>Orisons - All prepared 0 lvl spells can be used at will as SLA's.</p><p>Nature Sense - +2 Knowledge nature, Survival</p><p>Nature Bond: Animal Companion - </p><p>Spontaneous Casting - Summon Nature's Ally</p><p>Wild Empathy - +8 to animal reaction check</p><p>Woodland Stride - Is not hampered by natural plant growths</p><p>Trackless Step - Leaves no tracks in natural terrain</p><p>Resist Nature's Lure - +4 to save vs fey magic and plant affecting spells</p><p>Wild Shape 3/day (Huge Animals as Beast Shape III, Medium Elementals as Elemental Shape II, Plants as Plant Shape I)</p><p></p><p>Skills: 40</p><p>Handle Animal +8 (5 ranks + 0 cha + 3 class)</p><p>Heal +11 Heal (3 ranks + 5 Wis + 3 class)</p><p>Fly +10 (3 ranks + 4 Dex + 3 class)</p><p>Knowledge: Nature +10 (4 ranks + 1 int + 3 class + 2 nature sense)</p><p>Perception +16 (8 ranks + 5 wis + 3 class)</p><p>Ride +10 Ride (3 ranks + 4 dex + 3 class)</p><p>Sense Motive +11 (2 ranks + 5 Wis + 3 class + 1 trait)</p><p>Spellcraft +9 (5 ranks + 1 int + 3 class)</p><p>Survival +17 (7 ranks +5 Wis + 3 class +2 nature sense)</p><p></p><p>Character Trait:</p><p>Suspicious (+1 Sense Motive, Sense Motive is class skill)</p><p></p><p>Feats</p><p>1 Dodge</p><p>3 Spell Focus: Conjuration</p><p>5 Augment Summons</p><p>7 Natural Spell</p><p></p><p>Languages - Common, Elven, Sylvan, Druidic</p><p></p><p>Spells: Base DC - 15</p><p>0 - Create Water, Detect Magic, Guidance, Light</p><p>1 - Cure Light Wounds, Entangle, Magic Fang, Produce Flame, Speak w/Animals</p><p>2 - Barkskin, Resist Energy, Lesser Restoration, Flame Blade</p><p>3 - Cure Moderate Wounds, Call Lightning, Neutralize Poison, Wind Wall</p><p>4 - Flame Strike, Freedom of Movement, Spike Stones[/sblock]</p><p></p><p>[sblock=Inventory]Money - 1008gp 9sp</p><p></p><p>Weapons -</p><p>Arms of Aliyas +2, +12 to hit, 1d8+2 damage, 100'</p><p>40 Arrows, 2gp, 2lbs</p><p></p><p>Armour -</p><p>Leather armor +2, +4 AC, ACP 0, Max Dex 6, 15lbs</p><p></p><p>Gear -</p><p>Bedroll, 1sp</p><p>50' hemp rope, 1gp</p><p>Healer's Kit, 50gp</p><p> </p><p>Magic -</p><p>Crown of the Ancients - 4000gp - Headband of +2 Wisdom</p><p>This appears to be little more than an elaborately woven band of vines and grasses with flowers of varying colors worked in around the sides. It is constantly green and in bloom, carrying with it the wisdom and power of the ancient treants of the First Circle.</p><p></p><p>Arms of Aliyas - 8375gp - Longbow +2</p><p>A hauntingly lovely bow, crafted so that its recurves form the sweepingly</p><p>outstretched arms of a female figure carved into its wood. The bowstring </p><p>ties into a notch aroung each "wrist" of the carving. The wood itself</p><p>is a deep, rich reddish tinged color, polished and gleaming. Despite the</p><p>intricity of its engraving and carving, it looks very sturdy.</p><p></p><p>Mantle of the Deep Wood - 9,000 - Cloak of Resistance +3</p><p>A dark forest-green cape that wraps around the shoulders and hangs just past the knees. It lacks a hood however. The garment sometimes moves independently of its wearer, shielding them from harm, or reaching out to touch branches and leaves of trees that it passes.</p><p></p><p>Leather Armor +2 - 4,165gp</p><p>Belt of Dexterity +2, 4,000gp</p><p>Handy Haversack - 2,000</p><p>Feather Token: Tree - 400[/sblock]</p><p></p><p>[sblock=Animal Companion]</p><p>DIRE WOLF</p><p>Large Animal</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft. (10 squares)</p><p>Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 </p><p>Base Attack/Grapple: +4/+15</p><p>Attack: Bite +11 melee (1d8+10) </p><p>Full Attack: Bite +11 melee (1d8+10) </p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Trip Special</p><p>Qualities: Low-light vision, scent</p><p>Saves: Fort +8, Ref +7, Will +6</p><p>Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10</p><p>Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*</p><p>Feats: Alertness, Run, TrackB, Weapon Focus (bite)</p><p></p><p>Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 the dire wolf.</p><p></p><p>Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.</p><p></p><p>*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]</p><p></p><p>[sblock=Wild Shapes]</p><p>Dimunitive Animals</p><p>-4 Str, +6 Dex, +1 natural armor, +12 Stealth</p><p></p><p>Tiny Animals</p><p>-2 Str, +4 Dex, +1 natural armor, +8 Stealth</p><p></p><p>Small Animals</p><p>+2 Dex, +1 natural armor, +4 Stealth</p><p></p><p>Medium Animals</p><p>+2 str, +2 natural armor</p><p></p><p>Large Animals</p><p>+4 Str, -2 Dex, +4 natural armor, -4 Stealth, +4 Combat Maneuver</p><p></p><p>Huge Animals</p><p>+6 Str, -4 Dex, +6 natural armor, -8 Stealth, +8 Combat Maneuver, 10' reach</p><p></p><p>Medium Elementals</p><p>Air: +4 Dex, +3 natural armor, Fly 60 (perfect), Darkvision 60, whirlwind</p><p>Earth: +4 Str, +5 natural armor, earthglide, darkvision 60, push</p><p>Fire: +4 Dex, +3 natural armor, +10' land speed, darkvision 60, resist fire 20, vuln to cold, burn</p><p>Water: +4 Con, +5 natural armor, swim 60', darkvision 60', vortex</p><p></p><p>Small Plants</p><p>+2 Con, +2 natural armor</p><p></p><p>Medium Plants</p><p>+2 Str, +2 Con, +2 natural armor[/sblock]</p><p></p><p>[sblock=Background]Maighan was born and raised within a sect of druids that honors and serves the legendary First Circle...the ancient and elder treants that are reputed to have originally developed the powers of druidism, long before even the elves had developed their civilization. Because treants do not travel far from their groves, they developed a system of transmitting news to one another using Animal Messengers. This information would finally find its way back to the towering Memory Trees, where each item would be magically stored and perused.</p><p></p><p>The First Circle now employs non-treant druids as traveling agents, to rove the world and look for events that may be of interest...for good or for bad...to the druids. They utilize Animal Messengers in conjunction with groves tended by treant druids that receive such messengers, then recast the spell to get to another grove along the way...eventually conveying that information all the way back to the center of the High Forest, where the ancient minds of the elder treants can evaluate it in the context of all the other reports coming in, as well as the near-infinite memories of the Trees. From there, they can take action as is deemed necessary.</p><p></p><p>Maighan is a dedicated agent for the Circle and takes her duties for them very seriously. Her personal take on druidism focuses more on the nurturing side of it, and her relationship with nature is very intense and personal, causing her to take threats to the delicate fabric of life commensurately personally.</p><p></p><p>She has arrived at the fort following rumors of disturbances that she wishes to observe the full extent of and decide if it represents a larger threat, or not. She regards Chult as one of the great and near-pristine bastions of the Green, and takes the notion of something threatening it with the greatest of concern.[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 4794443, member: 4936"] Maighan Elf Druid 8 Desc Maighan is quintessentially elven; a slight, graceful woman of surpassing beauty and grace, but of slim and apparently frail build. Her pale skin at times lends her a hard to define ethereal quality, especially when her red-gold hair is let down and streaming behind her in the wind rather than pulled back in a formal, dizzyingly elaborate braid. Her features are at once regal and childlike; with round cheeks and dimpled smile contrasting with high, proud cheekbones and the steely, green-eyed gaze of one who is all but immortal. Maighan prefers simple garb of blue and silver, though her cloak is the deep green of an old tree's leaves. She carries no visible weapon save a longbow of obviously elven manufacture that is so intricately carved and shaped that it could be an object of art rather than an instrument of destruction. [sblock=Stats]Strength (STR) 10 +0 (0pts) Dexterity (DEX) 18 +4 (5 pts + 2 racial +2 enhancement) Constitution (CON) 14 +2 (7pts -2 racial +1 level) Intelligence (INT) 12 +1 (0pts + 2 racial) Wisdom (WIS) 20 +5 (13pts + 1 level +2 enhancement) Charisma (CHA) 10 +0 (0pts) Alignment: Neutral Good Hit Points: 70 Movement: 30' Init: +4 Base Attack Bonus: +6/+1 Melee: +6 Ranged: +10 AC: 19 (10 + 4 Dex + 4 armor + 1 Dodge) Fort: +11 Reflex: +9 Will: +13 Race Stuff: +2 Dex, +2 Int, -2 Con Immune to Sleep +2 vs Enchantment Low light vision Elven Magic: +2 vs SR checks, +2 on Appraise to ID magic items Proficiency: Longsword, rapier, and all bows +2 Perception, check Perception vs secret doors even if not actively searching. Favored Class: Ranger Class Stuff: Orisons - All prepared 0 lvl spells can be used at will as SLA's. Nature Sense - +2 Knowledge nature, Survival Nature Bond: Animal Companion - Spontaneous Casting - Summon Nature's Ally Wild Empathy - +8 to animal reaction check Woodland Stride - Is not hampered by natural plant growths Trackless Step - Leaves no tracks in natural terrain Resist Nature's Lure - +4 to save vs fey magic and plant affecting spells Wild Shape 3/day (Huge Animals as Beast Shape III, Medium Elementals as Elemental Shape II, Plants as Plant Shape I) Skills: 40 Handle Animal +8 (5 ranks + 0 cha + 3 class) Heal +11 Heal (3 ranks + 5 Wis + 3 class) Fly +10 (3 ranks + 4 Dex + 3 class) Knowledge: Nature +10 (4 ranks + 1 int + 3 class + 2 nature sense) Perception +16 (8 ranks + 5 wis + 3 class) Ride +10 Ride (3 ranks + 4 dex + 3 class) Sense Motive +11 (2 ranks + 5 Wis + 3 class + 1 trait) Spellcraft +9 (5 ranks + 1 int + 3 class) Survival +17 (7 ranks +5 Wis + 3 class +2 nature sense) Character Trait: Suspicious (+1 Sense Motive, Sense Motive is class skill) Feats 1 Dodge 3 Spell Focus: Conjuration 5 Augment Summons 7 Natural Spell Languages - Common, Elven, Sylvan, Druidic Spells: Base DC - 15 0 - Create Water, Detect Magic, Guidance, Light 1 - Cure Light Wounds, Entangle, Magic Fang, Produce Flame, Speak w/Animals 2 - Barkskin, Resist Energy, Lesser Restoration, Flame Blade 3 - Cure Moderate Wounds, Call Lightning, Neutralize Poison, Wind Wall 4 - Flame Strike, Freedom of Movement, Spike Stones[/sblock] [sblock=Inventory]Money - 1008gp 9sp Weapons - Arms of Aliyas +2, +12 to hit, 1d8+2 damage, 100' 40 Arrows, 2gp, 2lbs Armour - Leather armor +2, +4 AC, ACP 0, Max Dex 6, 15lbs Gear - Bedroll, 1sp 50' hemp rope, 1gp Healer's Kit, 50gp Magic - Crown of the Ancients - 4000gp - Headband of +2 Wisdom This appears to be little more than an elaborately woven band of vines and grasses with flowers of varying colors worked in around the sides. It is constantly green and in bloom, carrying with it the wisdom and power of the ancient treants of the First Circle. Arms of Aliyas - 8375gp - Longbow +2 A hauntingly lovely bow, crafted so that its recurves form the sweepingly outstretched arms of a female figure carved into its wood. The bowstring ties into a notch aroung each "wrist" of the carving. The wood itself is a deep, rich reddish tinged color, polished and gleaming. Despite the intricity of its engraving and carving, it looks very sturdy. Mantle of the Deep Wood - 9,000 - Cloak of Resistance +3 A dark forest-green cape that wraps around the shoulders and hangs just past the knees. It lacks a hood however. The garment sometimes moves independently of its wearer, shielding them from harm, or reaching out to touch branches and leaves of trees that it passes. Leather Armor +2 - 4,165gp Belt of Dexterity +2, 4,000gp Handy Haversack - 2,000 Feather Token: Tree - 400[/sblock] [sblock=Animal Companion] DIRE WOLF Large Animal Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+15 Attack: Bite +11 melee (1d8+10) Full Attack: Bite +11 melee (1d8+10) Space/Reach: 10 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6 Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite) Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 the dire wolf. Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock] [sblock=Wild Shapes] Dimunitive Animals -4 Str, +6 Dex, +1 natural armor, +12 Stealth Tiny Animals -2 Str, +4 Dex, +1 natural armor, +8 Stealth Small Animals +2 Dex, +1 natural armor, +4 Stealth Medium Animals +2 str, +2 natural armor Large Animals +4 Str, -2 Dex, +4 natural armor, -4 Stealth, +4 Combat Maneuver Huge Animals +6 Str, -4 Dex, +6 natural armor, -8 Stealth, +8 Combat Maneuver, 10' reach Medium Elementals Air: +4 Dex, +3 natural armor, Fly 60 (perfect), Darkvision 60, whirlwind Earth: +4 Str, +5 natural armor, earthglide, darkvision 60, push Fire: +4 Dex, +3 natural armor, +10' land speed, darkvision 60, resist fire 20, vuln to cold, burn Water: +4 Con, +5 natural armor, swim 60', darkvision 60', vortex Small Plants +2 Con, +2 natural armor Medium Plants +2 Str, +2 Con, +2 natural armor[/sblock] [sblock=Background]Maighan was born and raised within a sect of druids that honors and serves the legendary First Circle...the ancient and elder treants that are reputed to have originally developed the powers of druidism, long before even the elves had developed their civilization. Because treants do not travel far from their groves, they developed a system of transmitting news to one another using Animal Messengers. This information would finally find its way back to the towering Memory Trees, where each item would be magically stored and perused. The First Circle now employs non-treant druids as traveling agents, to rove the world and look for events that may be of interest...for good or for bad...to the druids. They utilize Animal Messengers in conjunction with groves tended by treant druids that receive such messengers, then recast the spell to get to another grove along the way...eventually conveying that information all the way back to the center of the High Forest, where the ancient minds of the elder treants can evaluate it in the context of all the other reports coming in, as well as the near-infinite memories of the Trees. From there, they can take action as is deemed necessary. Maighan is a dedicated agent for the Circle and takes her duties for them very seriously. Her personal take on druidism focuses more on the nurturing side of it, and her relationship with nature is very intense and personal, causing her to take threats to the delicate fabric of life commensurately personally. She has arrived at the fort following rumors of disturbances that she wishes to observe the full extent of and decide if it represents a larger threat, or not. She regards Chult as one of the great and near-pristine bastions of the Green, and takes the notion of something threatening it with the greatest of concern.[/sblock] [/QUOTE]
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