World's Largest Dungeon -- Closed

Voadam said:
Thinking about a druid with the new shifter PHII option and spontaneous casting option from UA. Is there an issue with summoning in WLD in addition to the wizard restrictions?

Yes, actually, there's a substantial issue with summoning -- summoned creatures don't go away.

That can be a good or bad thing, depending on just what it is you've summoned. :)
 

log in or register to remove this ad


Balund Skullseer
Neutral Human Spirit Shaman 1

Balund never fit in among city dwellers…his fondness for bones and skulls, and his odd habit of speaking to ghosts and spirits ostracized him from the society into which he had been born. When the local folk finally chased him out of the city, he took up wandering the land, and eventually fell in with nomadic tribesman who considered his ability to speak with spirits a rare gift. With the help of the tribal wisewoman, Balund developed his skills into more useful abilities. After several years with the tribe, and having adopted many of their ways, the spirits whispered to Balund that is was time to seek himself elsewhere. Traveling across the lands as the spirits whispered a path to him, Balund soon found himself in the city of Madala, looking for work to earn a few coins.

Balund is thin and wiry, and is only of average height. He has strange patterns tattooed in woad upon his face, and rubs his dark hair with a white, lumpy powder (lime, which turns his hair white and causes it to spike up in fearsome looking tufts). Balund’s eyes are a clear, icy blue, and his gaze has been known to give honest folk a chill feeling. He dresses in a tribal fashion, wearing furs and leathers, and wears jewelry fashioned out of odd bits of bones and such. He often mutters and whispers under his breath as if talking to someone, and sometimes has full conversations seemingly with the air. He also has a habit of answering questions cryptically, and often refers to “the spirits” when he speaks. Most folk who observe Balund for any significant period of time usually come to the conclusion that the man is quite mad. He is often found drawing runes and symbols in dirt and dust, or casting bones and rocks to read the portents that the spirits speak to him.


Age: 20
Gender: Male
Height: 5’ 9”
Weight: 155 lb
Eyes: Blue
Hair: Black (White)
Skin: Fair

STR: 10 [+0] 2 point
DEX: 12 [+1] 4 points
CON: 12 [+1] 4 points
INT: 10 [+0] 2 points
WIS: 16 [+3] 10 points
CHA: 14 [+2] 6 points

HP: 9 (8 + 1)
Armor Class: 16 (10 base + 1 dex + 3 armor + 2 shield)
Initiative: +1
Speed: 20' (30’ base, medium load)
BAB: +0
Attack: +0 Handaxe (1d6, x3) or +1 Javelin (1d6, x2, 30’) or +1 Short Bow (1d6, x3, 60’)

FORT: +3 (2 base + 1 con)
REFL: +1 (0 base + 1 dex)
WILL: +5 (2 base + 3 wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Spirit Guide - Snake (Alertness)
- Wild Empathy
- Spellcasting


Feats:
1st Level
-
-


Skills: (20)
Concentration +3 (2 ranks, +1 con)
Diplomacy +4 (2 ranks, +2 cha)
Heal +5 (2 ranks, +3 wis)
Knowledge (local) +2 (2 ranks)
Listen +8 (3 ranks, +3 wis, +2 alertness)
Spellcraft +2 (2 ranks)
Spot +8 (3 ranks, +3 wis, +2 alertness)
Survival +5 (2 ranks, +3 wis)
Swim +2 (2 ranks)


Languages:
- Common


Spells Per Day:
Level 0 (DC13): 3 - Cure Minor Wounds, Light, Detect Magic
Level 1 (DC14): 2 - Cure Light Wounds, Produce Flame


Equipment:

Armor & Shield
- Studded Leather (25gp, 20lb)
- Heavy Wooden Shield (7gp,10 lb)

Melee weapons
- Hand Axe (6gp,3 lb)

Ranged weapons
- Shortbow (30gp, 2lb)
- 40 arrows (2gp, 6lb)
- 2 javelins (2 gp, 4lb)

Miscellaneous Magical or Psionic Items
- N/A

Potions
- N/A

Mundane equipment
- Traveler’s Outfit (1gp, -lb)
- Backpack (2gp, 2lb)
- Bedroll (1sp, 5lb)
- Flint & steel (1gp, -lb)
- Chalk, 3 pieces (3cp, -lb)
- 4 sacks (4sp, 2lb)
- 5 days trail rations (25sp, 5 lb)
- Waterskin (1gp, 4 lb)

Weight Carried: Medium load, 63lb
Remaining money: 0 gp


Still need to choose feats, but otherwise I think he is pretty much done.
 
Last edited:

Aswan Theobold, Neraph Monk

I've resisted the cleric, and put together Aswan Theobold, a Neraph Monk. I quite like him - I hope you do too!

Background: "Enlightenment is to be found not just in the temple. You may find a harmony of body and soul in the most unusual of places"

The words echoed loud in Aswan's ears as clear as if they were said yesterday. Truth be known, he was not unhappy to leave the temple where he had trained. Partly, he wished to put himself, and the skills he had been taught, to practice. And partly he was sick of the jeering and teasing that the other students had given him. Calm your mind, seek harmony with your body, they'd said. Don't knit, knitting is for girls. For Aswan, however, it was both a pleasurable and calming past-time. A means of taking your mind from the stresses of the world and emersing yourself only in the pattern. It was a good way to pass long hours on watch as well, although complaints about the clicking of his knitting needles were not altogether uncommon. And as a bonus, you got a nice wooly jumper or scarf to keep you warm in the winter. Even with a tough hide, the chill still gets in after all.

So it was with some relish that Aswan left, seeking his destiny. Tale of the wools of far lands and planes led Aswan to Mandala, a shopping spree initially, but perhaps he might set up shop, or find some other destiny before him.

Code:
Name: Aswan Theobold
Race: Neraph     Age: 68      Height: 5'8"             Weight: 170lbs
Class: Monk 	 Level: 1     Alignment: Lawful Good   Speed 30ft/x4

STR: 14 (+2) [I](6pts)[/I]
DEX: 14 (+2) [I](6pts)[/I]
CON: 14 (+2) [I](6pts)[/I]
INT: 12 (+1) [I](4pts)[/I]
WIS: 14 (+2) [I](6pts)[/I]
CHA:  8 (-1) [I](0pts)[/I]

Hit Points: 10/10             Initiative: +2
AC: 16 (+2 Dex, +2 Natural, +2 Wisdom)
Flat-footed: 14               Touch: 14
Intiative: +2                 

Fortitude: +4 [I](Base +2, Ability +2)[/I]
Reflex: +4 [I](Base +2, Ability +2)[/I]
Will: +4 [I](Base +2, Ability +2)[/I]

BAB +0                        Grapple: +6 [I](+2 Str, +4 improved grapple)[/I]

Skills:
Balance +6 [I](+2 Dex, +4 ranks)[/I]
Craft (Knitwear) +5 [I](+1 Int, +4 ranks)[/I]
Jump +11 [I](+2 Str, +4 ranks, +5 racial)[/I]
Listen +6 [I](+2 Wis, +4 ranks)[/I]
Search +3 [I](+1 Int, +2 racial)[/I]
Spot +8 [I](+2 Wis, +4 ranks, +2 racial)[/I]

Feats: Improved unarmed Strike, Improved Grapple, Power Attack

Attacks:
Unarmed Strike +2 melee 1d6+2/20x2
Unarmed Strike, Flurry of Blows +0/+0 melee 1d6+2/20x2
Sai (Thrown) +2 ranges 10ft 1d4+2/20x2
Sai (Thrown), Flurry of Blows +0/+0 ranged 10ft, 1d4+2/20x2

Racial Abilities:
Darkvision 60ft
Neraph Camoflague (Ex): For one attack per encounter Aswan can deny his opponent their Dexterity bonus to their Armour Class during a charge or when throwing a weapon

Equipment: 
4 Sai                               4gp     4lb
Backpack                         2gp     2lb
Winter Blanket                  5sp     2lb
Knitting needles and Wool   1gp     1lb
Monks Outfit                    5gp     2lb
7 gp 5sp

Total Weight: 11lb
Light Load: 58lbs
 
Last edited:

I'm happy to cover the cleric role, though using the "Smite Evil/Aura of Courage" variant in UA. I'll have this human up soon.

EDIT:
I'l have to withdraw that offer, the frequency of my games in real life just picked up. Good luck to everyone else!
 
Last edited:

Ok Kaf, here's my submissin. She isn't quite finished. I need to finish off her equipment but you'll get the idea for her.
Code:
[B]Name:[/B] Salome
[B]Class:[/B] Bard
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral
[B]Deity:[/B] 

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d6)
[B]Con:[/B] 10 +0 (02p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] 
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +2    +0    +0    +0    15
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Shortbow                  +2     1d6        20x3
   Rapid Shot             +0/+0  1d6        20x3
Rapier                    +0     1d6        18-20x2


[B]Languages:[/B] Common, Undercommon, Goblin, Draconic, Sylvan

[B]Abilities:[/B] Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. 

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

[B]Spells[/B]
Spells per day 0 level/2
Spells known: Detect Magic, Lullaby, Message, Prestidigitation, 

[B]Feats:[/B] Point Blank Shot, Rapid Shot

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   2    +2          +4
Bluff                      4    +3          +7
Decipher Script            1    +2          +3
Diplomacy                  4    +3          +7
Escape Artist              2    +2          +4
Gather Information         3    +3          +6
Kn: Nobility and Royalty   3    +2          +5
KN: History                3    +2          +5
Listen                     2    +0          +2
Perform (Sing)              4    +3          +7
Sense Motive               3    +0          +3
Sleight of Hand            2    +2          +4
Speak Language             2    N/A         N/A
Spellcraft                 2    +2          +4 
Tumble                     2    +2          +4     
Use Magical Device         1    +3          +4

[B]Equipment:               Cost  Weight[/B]
Studded Leather          25gp   XXlb
Rapier                   20gp   XXlb
Composite Shortbow       75gp   XXlb
20 arrows                 1gp   XXlb
Backpack
Ink                         8gp
Ink pen
Parchement  10 sheets  2gp
flint and steel
5 torches
waterskin
5 days rations
Drum                        5 gp
Explorer's outfit
[B]Total Weight:[/B]XXlb      [B]Money:[/B] 15gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 19
[B]Height:[/B] 5'5"
[B]Weight:[/B] 110lb
[B]Eyes:[/B] Grey
[B]Hair:[/B] Black
[B]Skin:[/B] Dusky
Appearance: Salome is a young and very attractive woman. She hails from the hot
southern lands and bears those features. She prefers loose, and brightly colored clothes
and moves with the subtle grace and provacativeness that she was trained for.

Background: Salome was born in the hot, arid lands far to the south. She was born a slave.
Her early beauty saved her from a life of hard labor in the kitchens, and instead saw her trained
in the arts of dance, song and story telling. Her young life was dedicated to pleasing the court of the
Kalifate of Jarnatia. The courtly young men only saw her with lustful and covetous eyes, the older
appreciated her gift for stories, songs and dances. Her dances won her great fame in the court. What
few saw within her was the fierce spark of intelligence and the desire for freedom. Salome
used that fame to her advantage. Using all her wiles, subtlety and craftiness, she played off suitors agaisnt
each other, buying herself precious time before she was used as a gift to some young prince.

But Salome made good use of her time in court, listening carefully to other stories, the business of the merchants,
and whatever else she could learn. Finally as she approached her 18th birthday, the rumors around the court said
she was to be given as a gift to the young Prince Zalnij to the east, a cruel young man with whom the Kalifate
desired peace. Salome made up her mind and that evening stole away under the cover of darkness. She fled the
pampered prison for a new hard, but free life. She ran to the north, earning money in taverns and small fairs.
She loved her new life, although she always was wary of staying in one place too long should the prince track her down.

So she found herself in Mandala, where one Dactyl Fakim was searching for people to help him. People who needed to move.
Salome found the offer intruiging. Certainly she had begun to use a bow better, perhaps this adventure would be a good
way to learn more. In any case it was her choice to make and that made all the difference in the world.
 
Last edited:

Assuming you're cool with Dragonborn and Warlock (since they're both on your list). He's a Dragonborn based on a Halfling.

Code:
[B]Name:[/B] Tibur ux Eksin Tirik
[B]Class:[/B] Warlock
[B]Race:[/B] Dragonborn Halfling
[B]Size:[/B] Small
[B]Type:[/B] Humanoid (Dragonblood)
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Bahamut

[B]Str:[/B] 6 -2 (0p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d6+3)
[B]Con:[/B] 16 +3 (6p.)     [B]Grapple:[/B] -6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +X
[B]Cha:[/B] 16 +3 (10p.)    [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%(Negated)

      [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 10    +2    +0    +2    +1    +1    +0    16
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +3          +3
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Eldritch Blast            +2     1d6          x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Halfing, Dragonborn, Goblin

[B]Abilities:[/B] Eldritch Blast (1d6), Heart Aspect (Breath Weapon 1/1d4turns (1d8 damage/HD)), No ASF from Light Armor, +2 dodge bonus to Armor Class against creatures of the dragon type, immunity to frightful presence of dragons
[b]Invocations:[/b][I]Least:[/i] Baleful Utterance
[B]Feats:[/B] [i]Class:[/i] Simple Weapon Proficiency, Light Armor Proficiency, [i]Other[/i]: Dragon Wings

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              4    +3          +7
Spellcraft                 4    +1          +5
Use Magic Device           4    +3          +7

[B]Equipment:               Cost  Weight[/B]
Leather Armor            10gp   7.5lb
Pouches x8                8gp   1lb
Chain(10ft)              30gp   2lb
Mirror                   10gp   .5lb
Paper x40                 8gp   --lb
Ink x3                   24gp  --lb
Ink, Red                 16gp  --lb
Inkpen                    1sp --lb
Waterskin                 1gp  2lb
Rations x4                2gp   1lb
[B]Total Weight:[/B]13lb      [B]Money:[/B] 38gp 1sp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               15   30   40   40   200

[B]Age:[/B] 21
[B]Height:[/B] 2'8"
[B]Weight:[/B] 32lb
[B]Eyes:[/B] Black
[B]Hair:[/B] None
[B]Skin:[/B] Bluish!
Appearance: Tibur ux Eksin Tirik (Reborn as platinum Eksin [the] halfling, roughly) has an odd sort of appearance. At first glance, he sort of resembles a kobold in that he is a very small, slender reptile. The similarities tend to break down there, however; Tibur is a bluish shade, resembling the radiant scales of the great Platinum Dragons - he is almost majestic to look upon. Large wings sprout from his back, and they often rest over his shoulders, shielding his diminuitive form. He wears finely tanned leather, and his complete lack of weaponry may stand out among other adventurers. Eksin (as his fellows call him) is a friendly sort of man, and he's always concerned with the well-being of others.

Background: Tibur ux Eksin Tirik was born Eksin Tenfingers, son to Thobble Eightfingers (so named for being born without pinkies), and was raised by both of his parents in a secluded hamlet populated entirely by fellow halflings. He had a love for the dragons of lore, and spent much of his time fantasizing and talking about the creatures as a youth, often to the point of irritation or frustration in his parents or peers. When they played pretend, he was always a great wise dragon, and when stories were told, his were always tales of the majestic reptiles and their fights against evil.

When Eksin was fourteen years old, he heard the Call - something in his heart, something speaking to him. It wasn't an offer, wasn't an order, but a request. Would Eksin be willing to forsake his dreams and goals, give up his life and loves? Would he abandon his people, his flesh and blood, family and friends? Would he set aside everything and join Bahamut on the righteous crusade to rid the world of Tiamat and her evil brood?

Eksin antagonized for years. The Call had sounded only once, but he never forgot. Every day he considered the words he had heard, weighed the possibilities. For these years, he was hot and cold, so chaotic, people distances himself from him. Sometimes he was the friendliest person alive, embraced his family and friends and made his love clear, and others he was distant, quiet and detached. When he turned eighteen, he had few true friends (but was friendly with so many of the fellow villagers!), and even his family was wary of him; that year, after the annual festival to celebrate the harvest, he came to his mother and father in tears; he'd be leaving, he told them, and he'd never come back. He told them that it was not out of spite or hatred that he left, but love. Your son is going to die, he told them, so that he might be reborn to fight the greatest evils of the world.

Three years since he left his life behind, Tibur ux Eksin Tikir has fully undergone his transformation, which changed not only his body physically, but also his spirit, magically. Magic flows freely through him, and he is beginning to understand it's power and his control over it. He has only recently arrived in this nexus of travel, but he has a strong feeling that he's in the right place, at the right time.



Everything missing (inventory, mostly) will be filled in tomorrow. I need to know if I have to deduct the 100GP it costs to become Dragonborn from my cash total -_-, too.
 
Last edited:

RobotRobot -- Yes, the Dragonborn Halfling Warlock is fine. My hesitation was abou the EWP: Improvised Weapons, which I'm afraid is a no go -- and is happily a non-issue for your character. :)

Everyone, great concepts and characters. It's going to be a tough decision. I'll be closing to character submissions on Thursday, 8pm Eastern, so anyone who hasn't posted yet you have about two and a half days.
 

Work in progress

Tarn Ragnarson Silvermoore

Deep dwarf druid
Spontaneous caster (UA variant) shifter version (PHII)
Medium humanoid (Dwarf) CN
Str 14
Dex 14
Con 16
Int 10
Wis 15
Cha 6
F +5, R +2, W +4 (+3 vs spells, +3 vs poison)
hp 11
AC 17 (+2 dex, +3 armor, +2 shield), T 12, FF 15 (+4 against giants +1 dodge)
AC 16 (+2 dex, +4 natural armor), T 12, FF 14 (+4 against giants +1 dodge)
Init +2
BAB +0
Grapple +2
Attack: +4 bite 1d6+6 (+1 attack against orcs and goblinoids) or
Attack: +2 scimitar 1d6+2 18-20 cold iron (+1 attack against orcs and goblinoids) or
Attack: +2 dart 1d4+2 RI 20 ft cold iron (+1 attack against orcs and goblinoids) or
Attack: +2 ranged touch

Feats: Dodge

Skills:
Concentration +7
Spot +6
Knowledge Nature +6
Survival +8

Speaks, Dwarven, Common, Druid

Dwarf Traits (Ex)
Dwarves possess the following racial traits.

+2 Constitution, -2 Charisma.
Medium size.
A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf 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. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 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).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
Favored Class: Fighter.

Deep Dwarf Traits (Ex)
These traits are in addition to the hill dwarf traits, except where noted.

Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

Shapeshifting:
Swift action, unlimited uses, choose exact look, long medium, move 50ft, bite 1d6, +4 str, +4 natural armor, all gear melds and becomes unuseable

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Spells:
3/2 per day DC 14, 15
Spells known 5/3
0 Create Water, Cure Minor Wounds, Detect Magic, Know Direction, Read Magic,
1 Cure Light Wounds, Produce Flame, Speak With Animals, Summon Nature's Ally I

Equipment: 80 gp total
Hide Armor AC +3 Max dex +4 AP -3 15 gp
Heavy wooden shield AC +2, AP -2 7 gp
Cold Iron Scimitar 1d6 18-20 30 gp
Backpack 2 gp
Rations: food, water, ale 10 gp
Holy Symbol wooden 1 gp
10 Cold Iron Darts d4 RI 20' 10gp
5 gp

Description: Tarn is a lean looking dwarf with large washed out blue eyes and ragged red hair. His skin is pale but with a flushed red tinge. Bearing the hide of a wild Rothe with a curved sword and heavy wooden shield he looks quite the wild eyed barbarian. A druidic symbol hangs from a cord around his neck.


Background:

"I do it for the drugs. I do it for the love that I get from the bottom of a bottle."

Born to the undermountain kingdom of Ostohar Tarn grew up amidst the cosmopolitan trade city with visiting dwarves, svirfneblin, and snailfolk. Tarn was tragically unlucky in love and spends his time trying to immerse himself in things that will distract him from that fact: drink, fungal concoctions, the rush of dangerous situations, and bizaare magics. He took druidic oath vows and reshapes himself into the undermountain predators as a way to both symbolically and physically reshape himself. Fundamentally a good soul he tries to find escapes for his broken heart and took up a wandering life to dive into adventures, new intense experiences, and get out and make a new life for himself. Terrifically brave he embraces what comes his way and journeyed throughout the underdark with trade caravans and encountered the dangers of orcs, goblins, and cave giants. He has even made it to the surface roofless world in his quest to get away from his painful past.
 
Last edited:

Tyrjon (done!)

I've always wanted to try WLD so I'm going to throw my hat into the ring as well... :cool: I think Tyrjon would bring in a nice mix of front-line work, firepower and support for this one.

Should be all done now...

Name: Tyrjon Ancynd
Class: Battle Sorcerer
Race: Human, Male
Alignment: Chaotic Good
Languages: Common, Draconic
Level: 1
Hit Points: 9

Strength: 14
Dexterity: 12
Constitution: 12
Intelligence: 10
Wisdom: 10
Charisma: 16

Init: +1

AC: 14/15 w. buckler
Touch: 11
Flat-footed: 13/14 w. buckler

Saving Throws:
Fort: +1
Ref: +1
Will: +2
+2 vs Sleep, Paralysis and Fire damage.

Feats:
Bonus: Draconic Heritage
- Dragon Kind: Unknown
- Energy Type: Fire

1st Level: Inferno (aka Draconic Breath)
As a standard action, you can convert an arcane spell slot into a devastating projection of flame. A nimbus of flame briefly flares up around the battle sorcerer who may then project a 30-foot cone of fire from his body that deals 2d6 points of damage per level of the spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC 13 + level of the spell used) for half damage. This is a supernatural ability.
Note this works exactly like Draconic Breath, just a flavor change

Skills:
1st level: 12 (8 + 4 bonus)
Class Skills: Concentration, Craft, Heal (bonus), Intimidation (Battle Sorcerer), Knowledge (Arcana), Profession and Spellcraft.

Intimidation: +7 (4 Ranks, +3 Cha)
Knowledge (Arcana): +2 (2 Ranks)
Spellcraft: +2 (2 Ranks)
Concentration: +5 (4 Ranks, +1 Con)

Armor:
Studded Leather
Buckler
ACP: -1 / -2 w. buckler
Spell Failure: No spell failure in light armor.

Weapons:
Warhammer +2 (1d8+2) (x3)
Light Crossbow +1 (1d8) 19-20 (x2)
- 30 bolts
Dagger Melee: +2 (1d4+2), Missile: +1 (1d4+2)
- 2 daggers

Equipment:
Traveler’s Outfit
Rations, traveling 1 week.
Waterskin
Flint & Steel
Backpack
Bedroll
5 Sacks
Chalk
10 Sheets of Parchment
Ink
Inkpen

Carrying Capacity:
Light Load: 0-58 lbs.
Medium Load: 59-116 lbs.
Heavy Load: 117-175 lbs.
Current Load: 55.5 lbs.


Spells per Day:
0th: 4
1st: 3

Spells Known:
0th Level (3): DC 13
Daze
Mage Hand
Read Magic

1st Level (1): DC 14
Enlarge Person

Appearance:
Hair: Shoulder-length dark blonde, braided in a few areas
Eyes: Emerald Green
Height: 5’ 11”
Weight: 168 lbs.
Age: 21
Description:

Wealth: 6 gp, 7 sp


For many years Tyrjon Ancynd had called the City of Greyhawk home. Working in the employ of one of Greyhawk’s more… colorful citizens, the Guildmaster of the newly formed Portal Guild known as Grenloke, the ‘Ashen Lord’ had been a surrogate father to him for as long as he can remember.

Unfortunately he remembers little of anything more than last ten years, since his coming to the city. His childhood is little more than a fragmented nightmare of never-ending pain and terror on a twisted plane of perpetual twilight. Was he alive or dead…? Was he there by accident or design…? He does not know. Only when his mind is at ease does an unnamed guilt creep into his heart and fears that he has somehow escaped punishment for some terrible crime.

His moral centre has almost always been defined by this guilt and a deeply hidden desire for atonement guides his hand in this ‘new life’. It is also this guilt that has kept him at a distance from the gods and their servants. Secretly he fears their judgment before his time and being condemned to that nightmare realm once more.

Magic has come naturally to him for as long as he can remember and living amongst members of the Portal Guild who come from the three corners of the multiverse, he had never reason to question it. It was speculated early on Tyrjon had some draconic heritage, though the exact origins of which he had never been able to discover. Nevertheless he was certainly not first to pass through the guild doors with a questionable bloodline. During his time spent in the guild he had the opportunity to go on trade expeditions to the great planar metropolis of Sigil and several of the trade cities along the Outlands.

It was during such a trade expedition to Sigil that his past finally caught up with him. Tyrjon remembers little of the ambush, only a bright emerald light, as blinding as a sun, before losing consciousness. When he awoke in the gutters of a nameless city street, he immediately knew he wasn’t in Sigil any longer. It was several days of wandering before he discovered he wasn’t on Oerth either, but another Prime world entirely. Mandala, the city he found himself in, was not so unlike Greyhawk or Sigil… it too was a hub to lands beyond its planar boundaries. It was not long before Tyrjon sought out a way back home. After signing on with a caravan back to Sigil, the sorcerer would soon find out that going home again would not prove so easy a matter…

As the caravan approached the large trade gate, Tyrjon was struck down by a fiery pain in his chest like he had never known. With the pain piercing him like a hot poker to the heart, he tore open his shirt to find a faintly glowing emerald brand, a strange rune that threatened to burn him from the inside out. Retreating from the gate, the pain began to slowly subside.

Staggering through unfamiliar city streets, his limited funds rapidly dwindling, only one thought weighed on Tyrjon soul…

He was imprisoned once more.
 
Last edited:

Remove ads

Top