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[RG] Return of the Runelords
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<blockquote data-quote="Neurotic" data-source="post: 7622944" data-attributes="member: 24380"><p><strong>Old Doom</strong></p><p><span style="color: rgb(163, 143, 132)">Drâth Isidar (Tree Rose), locally known as Dark Rose (twisted translation), Old Grumble, Old Doom or "that dwarven a$$" or when absolutely formal Envoy of the Janderhoff, Your Eminence and similar <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p><span style="color: rgb(163, 143, 132)"></span></p><p><span style="color: rgb(163, 143, 132)">NG Dwarf Druid 2 Cleric of Torag, 200 years old</span></p><p>4'4'' and 200 lbs</p><p></p><p>(1 token, 36 pts)</p><p>[CODE]</p><p>STR 10 (+0) (3pts 11 -3 old)</p><p>DEX 12 (+1) (7pts 15 -3 old)</p><p>CON 14 (+2) (7pts 15 +2 racial -3 old)</p><p>INT 14 (+2) (2pts 12 +2 old)</p><p>WIS 22 (+6) (17pts 18 +2 racial +2 old)</p><p>CHA 10 (+0) (0pts 10 -2 racial +2 old)</p><p>[/CODE]</p><p></p><p><strong>AC:</strong> 10 + 1 (dex) + 4 (armor) = 15</p><p><strong>Flat-footed:</strong> 14</p><p><strong>Touch:</strong> 11</p><p>AC +4 vs giants</p><p></p><p></p><p><strong>Move:</strong> 20'</p><p><strong>HP:</strong> 8 + 2 (CON) +1(favorite)x2 +8 (level + CON) x1 = 20</p><p><strong>Init:</strong> +1</p><p><strong>Languages:</strong> Common, Dwarven, Terran, Undercommon</p><p></p><p><strong>Attacks:</strong></p><p>Standard: quarterstaff +1 / 1d6</p><p>Shillelagh: quarterstaff +2 / 2d6+1</p><p>Ranged: sling +2 / 1d4+1 50' range</p><p></p><p><strong>Saves: (+2 vs. Spells; +2 vs. poison)</strong></p><p>Fort: +3 + 2 + 1(trait) = +6</p><p>Ref: +0 + 1 + 0 = +1</p><p>Will: +3 + 6 + 0 = +9</p><p></p><p><strong>CMB</strong> = 1 (BAB) + 0 (Str) = +1</p><p><strong>CMD</strong> = 10 + 1 (BAB) + 0 (Str) + 1 (Dex) = 12</p><p></p><p><strong>Traits:</strong></p><p>Audrahni’s Ally (+1 Fort)</p><p>Strength of the Land - +1 CL while standing on the ground</p><p></p><p>[CODE]</p><p>Skill Ability Mod Ranks Misc Total</p><p>Acrobatics Dex +1 -3 -2</p><p>Bluff Cha +0 0</p><p>*Climb Str +0 -3 -3</p><p>*Diplomacy Cha +0 +2 +2 +7</p><p>Disable Device Dex +1 -3 -2</p><p>Disguise Cha +0 0</p><p>Escape Artist Dex +1 -3 -2</p><p>*Fly Dex +1 -3 -2</p><p>*Heal Wis +6 +2 +11</p><p>Intimidate Cha +0 0</p><p>Know(arcana) Int +2 +2</p><p>Know(dungeon) Int +2 +2</p><p>Know (local) Int +2 +2</p><p>*Know (nature) Int +2 +2 +7</p><p>Know (planes) Int +2 +2</p><p>Know (religion) Int +2 +2</p><p>*Perception Wis +6 +2 +11</p><p>*Ride Dex +1 +2 -3 +3</p><p>*Sense Motive Wis +6 +2 +2 +13</p><p>*Spellcraft Int +2 +2</p><p>Stealth Dex +1 -3 -2</p><p>*Survival Wis +6 +6</p><p>*Swim Str +0 -3 -3</p><p>*UMD Cha +0 +0</p><p></p><p>Background skills</p><p>Appraise Int +2 +2</p><p>*Craft Int +2 +2</p><p>*Handle Animal Cha +0 +2 +5</p><p>Kn(engineer) Int +2 +2</p><p>*Kn(geography Int +2 +2</p><p>Kn(history) Int +2 +2 (+2) +4 (+6)</p><p>Kn(nobility) Int +2 +2</p><p>Linguistics Int +2 +2</p><p>Perform Cha +0 +0</p><p>*Profession Wis +6 +6</p><p>Sleight of Hand Dex +1 -3 -2</p><p>[/CODE]</p><p>* - class skill (druid)</p><p>Skill points total: (4 +2) x2 = 12</p><p></p><p>Feats:</p><p>Spell Focus (Conjuration) +1 DC on conjuration spells</p><p></p><p>[spoiler=Druid Features]</p><p>Nature bond: DOMAIN</p><p></p><p>[spoiler=Caves subdomain]</p><p>Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.</p><p></p><p>Domain Spells:</p><p>1st: magic stone,</p><p>2nd: create pit,</p><p>3rd: spiked pit,</p><p>4th: spike stones,</p><p>5th: wall of stone,</p><p>6th: hungry pit,</p><p>7th: elemental body IV (earth only),</p><p>8th: earthquake,</p><p>9th: elemental swarm (earth spell only).</p><p>[/spoiler]</p><p></p><p>Spirit Sense (Sp)</p><p>At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. (This ability replaces nature sense and wild empathy.)</p><p></p><p>Deity: At 1st level, she must select a deity TORAG within one alignment step of her own. She gains the cleric’s aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric’s spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.</p><p></p><p>Place Magic (Su)</p><p>At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.</p><p></p><p>[spoiler=Higher Levels]</p><p>Resist Death’s Touch (Ex)</p><p>At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying.</p><p></p><p>Many Lives (Ex)</p><p>At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.</p><p></p><p>Wild Shape (Su)</p><p>A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2.</p><p></p><p>Cheat Death (Ex)</p><p>At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll.</p><p></p><p>Walk the Lines (Su)</p><p>At 9th level, a menhir savant can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus.</p><p></p><p>Empty Body (Su)</p><p>At 13th level, a menhir savant can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal for a number of rounds per day equal to her druid level. These rounds do not need to be consecutive.</p><p></p><p>Tongue of the Sun and Moon (Ex)</p><p>At 15th level, a reincarnated druid can speak with any living creature.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>[spoiler=Spellcasting]</p><p>Spell DC 16 +spell level</p><p>- +1 for conjuration spells</p><p></p><p>Caster Level</p><ul> <li data-xf-list-type="ul">+1 standing on the ground (trait)</li> <li data-xf-list-type="ul">+1 (free action, 9/day)</li> </ul><p></p><p>Spells:</p><p>0: 4/day</p><p>1: 4/day</p><p></p><p>Prepared combat suite:</p><p>0: Detect Magic, Mending, Read Magic, Stabilize</p><p>1: Cure Light Wounds, Stone Shield, Entangle, Mudball</p><p></p><p>Civilized defense:</p><p>Burning Disarm, Heightened Awareness, Monkey Fish, Mudball (Ref DC 17)</p><p></p><p>Combat suite:</p><p>Ice Armor, Stone Shield, Entangle, Mudball</p><p></p><p>Casting setup:</p><p>Spirit Call, Call Animal, Charm Animal / divinations</p><p></p><p>Burning Sands</p><p>Entangle</p><p>Expeditious Construction</p><p>Firebelly</p><p>Heightened Awareness</p><p>Ice Armor</p><p>Rite of the Centered Mind (costs 100gp)</p><p>Spirit Call</p><p>Stone Shield</p><p>Summon NA 1 - goblin mite, eagle, centipede</p><p>Summon Minor Ally</p><p></p><p>[spoiler=Cleric VMC]</p><p>Domain: At 3rd level, she selects one domain her deity grants, gaining that domain’s 1st-level granted power, treating her character level as her effective cleric level.</p><p>Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1.</p><p>Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4.</p><p>Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level.</p><p>Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Racial traits]</p><p>+2 CON, +2 WIS -2 Cha</p><p>Medium, 20' speed</p><p>Common, Dwarven, Terran, Undercommon</p><p></p><p>Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p><s>Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</s> replaced by</p><p>Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.</p><p><s>Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.</s> replaced by</p><p>Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained</p><p><s>Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</s> replaced by</p><p>Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability.</p><p></p><p>Darkvision: Dwarves can see perfectly in the dark up to 60 feet.</p><p></p><p><s>Hatred<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />warves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.</s> replaced by</p><p>Fey Thoughts: gain Sense Motive and Use Magic Device as class skills</p><p>Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Items]</p><p>[CODE]</p><p>Q-staff - 4 lbs</p><p>Sling - -</p><p>Hide 15gp 25 lbs</p><p>Backpack</p><p></p><p></p><p>Warpony 30gp 800 lbs</p><p>Dog 25gp 90 lbs</p><p>Raven 2gp 3 lbs</p><p>-----------------------------</p><p> 72gp 29 lbs</p><p></p><p>Start: 120gp - 72gp</p><p></p><p>Remaining: 45gp 20sp 20cp</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p></p><p>Carrying capacity:</p><p>Light: 33 lbs. or less</p><p>Medium: 34–66 lbs.</p><p>Heavy: 67–100 lbs.</p><p></p><p>[spoiler=Wishlist]</p><p>Healers Kit 50gp 1 lbs</p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Animal Training]</p><p>[spoiler=Pony]</p><p>Init +1</p><p>Low-light, Scent, Medium</p><p>AC 11, Touch 11, Flat 10</p><p>HP 13</p><p>Fort +5 / Ref +4 / Will +0</p><p>Speed 40'</p><p>Melee 2 x hoves +2 / 1d3+1</p><p>CMB +2 / CMD 13 (17 vs trip)</p><p>Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4</p><p>Feats: Endurance, Run</p><p>Perception +5</p><p></p><p>Tricks: Attack (x2), Come, Down, Exclusive, Throw Rider</p><p>[/spoiler]</p><p></p><p>[spoiler=Dog]</p><p>Init +1</p><p>Low-light, Scent, Medium</p><p>AC 13, Touch 12, Flat 12</p><p>HP 6</p><p>Fort +4 / Ref +3 / Will +1</p><p>Speed 40'</p><p>Melee bite +2 / 1d4+1</p><p>CMB +0 / CMD 11 (15 vs trip)</p><p>Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6</p><p>Feats: Skill Focus (Perception)</p><p>Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent</p><p></p><p>Tricks: Come, Deliver, Detect, Fetch, Heel, Track</p><p>[/spoiler]</p><p></p><p>[spoiler=Raven]</p><p>Init +2</p><p>Low-light, Tiny</p><p>AC 14, Touch 14, Flat 12</p><p>HP 3</p><p>Fort +1 / Ref +4 / Will +2</p><p>Speed 10' 40' fly average</p><p>Melee bite +4 / 1d3-4</p><p>CMB +0 / CMD 6</p><p>Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7</p><p>Feats: Skill Focus (Perception), Weapon Finesse</p><p>Skills Fly +6, Perception +5</p><p></p><p>Tricks: Come, Fetch, Flee, Get Help (Audrahni), Heel, Sneak</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Description]</p><p>Carrying black staff and a great book, dressed in black armor and long robes, riding black pony, black and white dog following him and more often than not, a raven sitting on his shoulder, Drâth presents ominous figure. His damaged eye, wrinkled face, and dour disposition can make him look daunting. He can be abrupt, gruff even, but the years of interaction with various people of Varisia softened him some. Dry humor and wordplays are his way of lightening his life. For example, his pony is a mare. And he calls her Night. She is Night mare. The dog is called Snow despite his not-even-half-white fur. And the raven responds to Poe.</p><p>[/spoiler]</p><p></p><p>[spoiler=History]</p><p></p><p>A second son of a miner and a priestess, Drâth had a sheltered, ordered existence. As a second child, he got into mining simply because Durmag, his older brother, chose the cloth. Drâth was generally good within the tunnels but just didn't seem to have that instinctive feel for the stone-like most of the other dwarves did. What he did have was an interest in theory. In the knowledge of the tunnels, metals, traditions, if something came up in the conversation, he wanted to know all about it. The rich history of his people was fascinating and when Durmag visited, the brothers spent hours discussing various events and heroes of old.</p><p></p><p>At one point, Durmag cast a spell and Drâth heard/felt the thrum of power echoing from the cavern walls around them. Durmah knew enough to have his brother brought first to their mother and then into proper testing which showed his potential for the divine connection. Soon afterward, Drâth was an acolyte and Durmag, dissatisfied with sedentary life of a temple acolyte, joined to temple guard, martial branch of the city and principal defenders of everything dwarven. Watching over miners initially, patrolling the surrounding area, leading patrols and punitive expeditions against humanoids, eventually becoming a captain of a small fort guarding a pass in the mountain, Durmag made a good life for himself in barely a century.</p><p></p><p>At the same time, over the course of 30 years, Drâth got to know the tunnels surrounding Janderhoff, mountains in which it sat and its inhabitants. He learned of magic, of gods and traditions. And when he tried his first calling under the supervision of a mentor, he got a bat as big as himself. On another occasion, he got a whole swarm of normal bats. Finally, when a centipede bigger than one their mountain ponies showed up and his mentors had to intervene he was advised not to call animals until his control improved. He got the power, just not the skills needed.</p><p></p><p>As the year flew by, he joined patrols with soldiers, druids helping and guiding miners, excursions into the wilderness...but as with miners, he didn't quite fit with the druids. He was the one that talked to the occasional trapper. He was the one that guided, warned away and otherwise interacted with adventurous parties or human expeditions. And city walls and, more importantly, their libraries and temples, still held too much fascination for the young druid. The family instilled deep reverence of The Creator, Torag and while his power was drawn from the earth itself, he learned how to let Torag into this flow of power, to combine the rituals of druids and prayers to his family patron.</p><p></p><p>He never managed to bond with an animal he called, but that wasn't that rare among the dwarves where cramped living quarters or narrow passages inhibited didn't mesh well with large animals.</p><p></p><p>About a hundred years ago, he was established druid and occasional emissary to various settlements around Janderhoff. He was one of the guardians of Varisia, known to the dwarves of Mindspin mountains. The trouble was, the wild tribes of humanoids of the mountains started to look more organized by the day and the diviners and druids worked together to find the one organizing them. As always, they expected powerful warlord, but instead...they found nothing. Slight corruption noticed by druids was deemed the consequence of Fire Giants technology. But nothing could be found about the cause except that darkness was coming. Drâth was dispatched to the fort guarding a pass toward the giant territory to prepare them to receive an expedition. The same one his now middle-aged brother was captain of. Drâth warned them to strengthen the wards, to increase the patrols and always have the priests with them until the expedition arrives. The darkness was gathering.</p><p></p><p>And that faithful day...shadows, wraiths, and other insubstantial things broke through the wards in the border citadel. The priests channeled what they could, druids burned and hacked and buffed, but one by one everyone fell. But they held long enough. The help arrived, undead driven away or destroyed, dwarven paladins and priests, warriors and engineers, runecasters and sorcerers all went out and destroyed the source - an orc shaman in possession of a dark book full of rituals. And holding several depictions of the rune of sloth, ancient Thassilon curse, rearing its head once again.</p><p></p><p>But...not everyone perished. The dwarves are hardy and even those drained by the wraiths can recover. Sometimes. Drâth Isidar, Tree rose in common, was one such. Blessed by Torag, he recovered just as the first rays of the morning sun hit his body, moments before turning him into one of the undead. Some others were revived, some turned, most bodies were burned.</p><p></p><p>As he awoke, Drâth remembered. He was there the first time Thassilon was corrupted. And again when the evil magics made their way into the civilization. And again. And again. That first memory nearly overwhelmed him and his mind shut down. He never recovered his power or consciously remembered his former lives. Now with barely a power of an apprentice and at the eve of his middle age, Drâth was selected as an aide to envoy to the human land, to Magnimar, biggest city of Varisia.</p><p>He was also tasked, by both druids and the religious authorities to watch for the influence of the Sin Runes. There was a whole order of rune keepers dedicated through centuries to tracking the evil of the runes and destroying them or their corrupt practitioners and followers. And somehow, it all felt familiar to Drâth.</p><p></p><p>Time passed in Magnimar and Varisia and nothing more emerged.</p><p>(Meetup of Drâth and Audrahni)</p><p>The old envoy retired and Drâth was now official envoy of the dwarves. He visited places around Varisia, known and yet unknown. He grew dispirited as he grew older, short-tempered and withdrawn. He spent more and more time in Magnimar. But the dreams and half-remembered memories held him from retiring. Something was brewing and was here and he needed to be ready. Snapping from his funk, he resumed his travels across Varisia. His job in Magnimar was taken over by urbanite aide, youth who considered his superiors constant traveling an oddity at best and madness at worst. He enjoyed the fruits of civilization. Why would anyone willingly go into primitive villages of the humans?</p><p></p><p>A whole human generation went by as Drâth employed his diplomatic skills, druidic powers and knowledge of the land to build better relations with local humans. While not exactly welcomed, he was known, he was always helpful, if mysterious, figure in rural Varisia.</p><p></p><p>At Roderic’s Cove /second meeting of Drâth and Audrahni/</p><p>Some more years pass.</p><p></p><p>He received the summons from Audrahni, something was happening at Roderic’s Cove. And his blood was stirring. Finally, it was happening. And he was really too old for that now.</p><p>[/spoiler]</p><p></p><p>[spoiler=Quests/Knowledge]</p><p><a href="https://www.enworld.org/threads/ic-return-of-the-runelords.654489/post-8007226" target="_blank">Lullaby info</a></p><p>Roadkeepers</p><ul> <li data-xf-list-type="ul">Leader Mother Nightthrush</li> <li data-xf-list-type="ul">second-in-command, a dwarven alchemist named Dolland</li> <li data-xf-list-type="ul">Dolland’s apprentice Sharlise was killed by a trap a while back but came back from the dead and still runs with the gang as some sort of creepy 'ghostie.'</li> </ul><p></p><p>There is a secret door in the back left of the stonehouse that leads below to the basement. In the basement there is a barricaded door that encloses an invisible monster.</p><p></p><p>Goblins in Bramblemouth cave are connected to this secret passage</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7622944, member: 24380"] [B]Old Doom[/B] [COLOR=rgb(163, 143, 132)]Drâth Isidar (Tree Rose), locally known as Dark Rose (twisted translation), Old Grumble, Old Doom or "that dwarven a$$" or when absolutely formal Envoy of the Janderhoff, Your Eminence and similar :) NG Dwarf Druid 2 Cleric of Torag, 200 years old[/COLOR] 4'4'' and 200 lbs (1 token, 36 pts) [CODE] STR 10 (+0) (3pts 11 -3 old) DEX 12 (+1) (7pts 15 -3 old) CON 14 (+2) (7pts 15 +2 racial -3 old) INT 14 (+2) (2pts 12 +2 old) WIS 22 (+6) (17pts 18 +2 racial +2 old) CHA 10 (+0) (0pts 10 -2 racial +2 old) [/CODE] [B]AC:[/B] 10 + 1 (dex) + 4 (armor) = 15 [B]Flat-footed:[/B] 14 [B]Touch:[/B] 11 AC +4 vs giants [B]Move:[/B] 20' [B]HP:[/B] 8 + 2 (CON) +1(favorite)x2 +8 (level + CON) x1 = 20 [B]Init:[/B] +1 [B]Languages:[/B] Common, Dwarven, Terran, Undercommon [B]Attacks:[/B] Standard: quarterstaff +1 / 1d6 Shillelagh: quarterstaff +2 / 2d6+1 Ranged: sling +2 / 1d4+1 50' range [B]Saves: (+2 vs. Spells; +2 vs. poison)[/B] Fort: +3 + 2 + 1(trait) = +6 Ref: +0 + 1 + 0 = +1 Will: +3 + 6 + 0 = +9 [B]CMB[/B] = 1 (BAB) + 0 (Str) = +1 [B]CMD[/B] = 10 + 1 (BAB) + 0 (Str) + 1 (Dex) = 12 [B]Traits:[/B] Audrahni’s Ally (+1 Fort) Strength of the Land - +1 CL while standing on the ground [CODE] Skill Ability Mod Ranks Misc Total Acrobatics Dex +1 -3 -2 Bluff Cha +0 0 *Climb Str +0 -3 -3 *Diplomacy Cha +0 +2 +2 +7 Disable Device Dex +1 -3 -2 Disguise Cha +0 0 Escape Artist Dex +1 -3 -2 *Fly Dex +1 -3 -2 *Heal Wis +6 +2 +11 Intimidate Cha +0 0 Know(arcana) Int +2 +2 Know(dungeon) Int +2 +2 Know (local) Int +2 +2 *Know (nature) Int +2 +2 +7 Know (planes) Int +2 +2 Know (religion) Int +2 +2 *Perception Wis +6 +2 +11 *Ride Dex +1 +2 -3 +3 *Sense Motive Wis +6 +2 +2 +13 *Spellcraft Int +2 +2 Stealth Dex +1 -3 -2 *Survival Wis +6 +6 *Swim Str +0 -3 -3 *UMD Cha +0 +0 Background skills Appraise Int +2 +2 *Craft Int +2 +2 *Handle Animal Cha +0 +2 +5 Kn(engineer) Int +2 +2 *Kn(geography Int +2 +2 Kn(history) Int +2 +2 (+2) +4 (+6) Kn(nobility) Int +2 +2 Linguistics Int +2 +2 Perform Cha +0 +0 *Profession Wis +6 +6 Sleight of Hand Dex +1 -3 -2 [/CODE] * - class skill (druid) Skill points total: (4 +2) x2 = 12 Feats: Spell Focus (Conjuration) +1 DC on conjuration spells [spoiler=Druid Features] Nature bond: DOMAIN [spoiler=Caves subdomain] Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Domain Spells: 1st: magic stone, 2nd: create pit, 3rd: spiked pit, 4th: spike stones, 5th: wall of stone, 6th: hungry pit, 7th: elemental body IV (earth only), 8th: earthquake, 9th: elemental swarm (earth spell only). [/spoiler] Spirit Sense (Sp) At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. (This ability replaces nature sense and wild empathy.) Deity: At 1st level, she must select a deity TORAG within one alignment step of her own. She gains the cleric’s aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric’s spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists. Place Magic (Su) At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. [spoiler=Higher Levels] Resist Death’s Touch (Ex) At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying. Many Lives (Ex) At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated. Wild Shape (Su) A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2. Cheat Death (Ex) At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll. Walk the Lines (Su) At 9th level, a menhir savant can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus. Empty Body (Su) At 13th level, a menhir savant can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal for a number of rounds per day equal to her druid level. These rounds do not need to be consecutive. Tongue of the Sun and Moon (Ex) At 15th level, a reincarnated druid can speak with any living creature. [/spoiler] [/spoiler] [spoiler=Spellcasting] Spell DC 16 +spell level - +1 for conjuration spells Caster Level [LIST] [*]+1 standing on the ground (trait) [*]+1 (free action, 9/day) [/LIST] Spells: 0: 4/day 1: 4/day Prepared combat suite: 0: Detect Magic, Mending, Read Magic, Stabilize 1: Cure Light Wounds, Stone Shield, Entangle, Mudball Civilized defense: Burning Disarm, Heightened Awareness, Monkey Fish, Mudball (Ref DC 17) Combat suite: Ice Armor, Stone Shield, Entangle, Mudball Casting setup: Spirit Call, Call Animal, Charm Animal / divinations Burning Sands Entangle Expeditious Construction Firebelly Heightened Awareness Ice Armor Rite of the Centered Mind (costs 100gp) Spirit Call Stone Shield Summon NA 1 - goblin mite, eagle, centipede Summon Minor Ally [spoiler=Cleric VMC] Domain: At 3rd level, she selects one domain her deity grants, gaining that domain’s 1st-level granted power, treating her character level as her effective cleric level. Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1. Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4. Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level. Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2. [/spoiler] [/spoiler] [spoiler=Racial traits] +2 CON, +2 WIS -2 Cha Medium, 20' speed Common, Dwarven, Terran, Undercommon Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. [S]Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.[/S] replaced by Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. [S]Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.[/S] replaced by Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained [S]Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.[/S] replaced by Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. [S]Hatred:Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.[/S] replaced by Fey Thoughts: gain Sense Motive and Use Magic Device as class skills Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. [/spoiler] [spoiler=Items] [CODE] Q-staff - 4 lbs Sling - - Hide 15gp 25 lbs Backpack Warpony 30gp 800 lbs Dog 25gp 90 lbs Raven 2gp 3 lbs ----------------------------- 72gp 29 lbs Start: 120gp - 72gp Remaining: 45gp 20sp 20cp [/CODE] [/spoiler] Carrying capacity: Light: 33 lbs. or less Medium: 34–66 lbs. Heavy: 67–100 lbs. [spoiler=Wishlist] Healers Kit 50gp 1 lbs [/spoiler] [spoiler=Animal Training] [spoiler=Pony] Init +1 Low-light, Scent, Medium AC 11, Touch 11, Flat 10 HP 13 Fort +5 / Ref +4 / Will +0 Speed 40' Melee 2 x hoves +2 / 1d3+1 CMB +2 / CMD 13 (17 vs trip) Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Feats: Endurance, Run Perception +5 Tricks: Attack (x2), Come, Down, Exclusive, Throw Rider [/spoiler] [spoiler=Dog] Init +1 Low-light, Scent, Medium AC 13, Touch 12, Flat 12 HP 6 Fort +4 / Ref +3 / Will +1 Speed 40' Melee bite +2 / 1d4+1 CMB +0 / CMD 11 (15 vs trip) Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Feats: Skill Focus (Perception) Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Tricks: Come, Deliver, Detect, Fetch, Heel, Track [/spoiler] [spoiler=Raven] Init +2 Low-light, Tiny AC 14, Touch 14, Flat 12 HP 3 Fort +1 / Ref +4 / Will +2 Speed 10' 40' fly average Melee bite +4 / 1d3-4 CMB +0 / CMD 6 Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Feats: Skill Focus (Perception), Weapon Finesse Skills Fly +6, Perception +5 Tricks: Come, Fetch, Flee, Get Help (Audrahni), Heel, Sneak [/spoiler] [/spoiler] [spoiler=Description] Carrying black staff and a great book, dressed in black armor and long robes, riding black pony, black and white dog following him and more often than not, a raven sitting on his shoulder, Drâth presents ominous figure. His damaged eye, wrinkled face, and dour disposition can make him look daunting. He can be abrupt, gruff even, but the years of interaction with various people of Varisia softened him some. Dry humor and wordplays are his way of lightening his life. For example, his pony is a mare. And he calls her Night. She is Night mare. The dog is called Snow despite his not-even-half-white fur. And the raven responds to Poe. [/spoiler] [spoiler=History] A second son of a miner and a priestess, Drâth had a sheltered, ordered existence. As a second child, he got into mining simply because Durmag, his older brother, chose the cloth. Drâth was generally good within the tunnels but just didn't seem to have that instinctive feel for the stone-like most of the other dwarves did. What he did have was an interest in theory. In the knowledge of the tunnels, metals, traditions, if something came up in the conversation, he wanted to know all about it. The rich history of his people was fascinating and when Durmag visited, the brothers spent hours discussing various events and heroes of old. At one point, Durmag cast a spell and Drâth heard/felt the thrum of power echoing from the cavern walls around them. Durmah knew enough to have his brother brought first to their mother and then into proper testing which showed his potential for the divine connection. Soon afterward, Drâth was an acolyte and Durmag, dissatisfied with sedentary life of a temple acolyte, joined to temple guard, martial branch of the city and principal defenders of everything dwarven. Watching over miners initially, patrolling the surrounding area, leading patrols and punitive expeditions against humanoids, eventually becoming a captain of a small fort guarding a pass in the mountain, Durmag made a good life for himself in barely a century. At the same time, over the course of 30 years, Drâth got to know the tunnels surrounding Janderhoff, mountains in which it sat and its inhabitants. He learned of magic, of gods and traditions. And when he tried his first calling under the supervision of a mentor, he got a bat as big as himself. On another occasion, he got a whole swarm of normal bats. Finally, when a centipede bigger than one their mountain ponies showed up and his mentors had to intervene he was advised not to call animals until his control improved. He got the power, just not the skills needed. As the year flew by, he joined patrols with soldiers, druids helping and guiding miners, excursions into the wilderness...but as with miners, he didn't quite fit with the druids. He was the one that talked to the occasional trapper. He was the one that guided, warned away and otherwise interacted with adventurous parties or human expeditions. And city walls and, more importantly, their libraries and temples, still held too much fascination for the young druid. The family instilled deep reverence of The Creator, Torag and while his power was drawn from the earth itself, he learned how to let Torag into this flow of power, to combine the rituals of druids and prayers to his family patron. He never managed to bond with an animal he called, but that wasn't that rare among the dwarves where cramped living quarters or narrow passages inhibited didn't mesh well with large animals. About a hundred years ago, he was established druid and occasional emissary to various settlements around Janderhoff. He was one of the guardians of Varisia, known to the dwarves of Mindspin mountains. The trouble was, the wild tribes of humanoids of the mountains started to look more organized by the day and the diviners and druids worked together to find the one organizing them. As always, they expected powerful warlord, but instead...they found nothing. Slight corruption noticed by druids was deemed the consequence of Fire Giants technology. But nothing could be found about the cause except that darkness was coming. Drâth was dispatched to the fort guarding a pass toward the giant territory to prepare them to receive an expedition. The same one his now middle-aged brother was captain of. Drâth warned them to strengthen the wards, to increase the patrols and always have the priests with them until the expedition arrives. The darkness was gathering. And that faithful day...shadows, wraiths, and other insubstantial things broke through the wards in the border citadel. The priests channeled what they could, druids burned and hacked and buffed, but one by one everyone fell. But they held long enough. The help arrived, undead driven away or destroyed, dwarven paladins and priests, warriors and engineers, runecasters and sorcerers all went out and destroyed the source - an orc shaman in possession of a dark book full of rituals. And holding several depictions of the rune of sloth, ancient Thassilon curse, rearing its head once again. But...not everyone perished. The dwarves are hardy and even those drained by the wraiths can recover. Sometimes. Drâth Isidar, Tree rose in common, was one such. Blessed by Torag, he recovered just as the first rays of the morning sun hit his body, moments before turning him into one of the undead. Some others were revived, some turned, most bodies were burned. As he awoke, Drâth remembered. He was there the first time Thassilon was corrupted. And again when the evil magics made their way into the civilization. And again. And again. That first memory nearly overwhelmed him and his mind shut down. He never recovered his power or consciously remembered his former lives. Now with barely a power of an apprentice and at the eve of his middle age, Drâth was selected as an aide to envoy to the human land, to Magnimar, biggest city of Varisia. He was also tasked, by both druids and the religious authorities to watch for the influence of the Sin Runes. There was a whole order of rune keepers dedicated through centuries to tracking the evil of the runes and destroying them or their corrupt practitioners and followers. And somehow, it all felt familiar to Drâth. Time passed in Magnimar and Varisia and nothing more emerged. (Meetup of Drâth and Audrahni) The old envoy retired and Drâth was now official envoy of the dwarves. He visited places around Varisia, known and yet unknown. He grew dispirited as he grew older, short-tempered and withdrawn. He spent more and more time in Magnimar. But the dreams and half-remembered memories held him from retiring. Something was brewing and was here and he needed to be ready. Snapping from his funk, he resumed his travels across Varisia. His job in Magnimar was taken over by urbanite aide, youth who considered his superiors constant traveling an oddity at best and madness at worst. He enjoyed the fruits of civilization. Why would anyone willingly go into primitive villages of the humans? A whole human generation went by as Drâth employed his diplomatic skills, druidic powers and knowledge of the land to build better relations with local humans. While not exactly welcomed, he was known, he was always helpful, if mysterious, figure in rural Varisia. At Roderic’s Cove /second meeting of Drâth and Audrahni/ Some more years pass. He received the summons from Audrahni, something was happening at Roderic’s Cove. And his blood was stirring. Finally, it was happening. And he was really too old for that now. [/spoiler] [spoiler=Quests/Knowledge] [url=https://www.enworld.org/threads/ic-return-of-the-runelords.654489/post-8007226]Lullaby info[/url] Roadkeepers [LIST] [*]Leader Mother Nightthrush [*]second-in-command, a dwarven alchemist named Dolland [*]Dolland’s apprentice Sharlise was killed by a trap a while back but came back from the dead and still runs with the gang as some sort of creepy 'ghostie.' [/LIST] There is a secret door in the back left of the stonehouse that leads below to the basement. In the basement there is a barricaded door that encloses an invisible monster. Goblins in Bramblemouth cave are connected to this secret passage [/spoiler] [/QUOTE]
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