Character: Torsten Danattaway (Lvl 6)


Torsten is a dancin’ fool who also plays the flute and sings songs of youth. Though he’s no spring chicken, he has strut his stuff on stages across Onuago and his new home in the upcoming town of Arowynne. He often performs in feathers, earning him the moniker “springin’ chicken!”

In combat, he tends to remain out of the fray, slinging stones at his enemies. When forced, he draws his longsword, shouts obscenities and charges.

Torsten Danattaway
Medium-size middle-age Male Human
Bard6
Hit Dice: (6d6)+6
Hit Points: 35
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Longsword +1 -1;*Sling +1 -2; ;
Damage: *Longsword +1 1d8+1;*Sling +1 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+10), Bardic music 10/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 6 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Suggestion (Sp) Will DC 17 negates – does not count against Bardic Music uses
Saves: Fortitude: +5, Reflex: +8, Will: +6
Abilities: STR 10 (+0), DEX 17 (+3), CON 13 (+1), INT 19 (+4), WIS 12 (+1), CHA 18 (+4)
Skills: Appraise 6; Balance 6; Bluff 15; Climb -3; Concentration 1; Craft (Untrained) 4; Decipher Script 12; Diplomacy 14; Disguise 10; Escape Artist 5; Forgery 4; Gather Information 13; Heal 1; Hide 2; Intimidate 8; Jump 4; Listen 1; Move Silently 0; Perform (Dance) 13; Perform (Sing) 13; Perform (Wind Instruments) 13; Ride 3; Search 4; Sense Motive 6; Sleight of Hand 5; Spellcraft 9; Spot 1; Survival 1; Swim -6; Tumble 2;
Feats: Armor Proficiency (Light), Diligent, Extra Music, Great Fortitude, Persuasive, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good

Possessions: Arrows (50); Musical Instrument (Flute); Boots of Striding and Springing; Bullets, Sling (50); Gloves of Dexterity +2; Leather +2; Longsword +1; Traveler’s Outfit; Sling +1;
Spells:
Spells per Day: (3/4/3/0/0/0/0/0/0/ DC:14+spell level)
Bard – Known:
Level 0: Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Summon Instrument
Level 1: Charm Person, Confusion, Lesser, Feather Fall, Magic Mouth
Level 2: Heroism, Mirror Image, Sound Burst


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Character: Elfis Pressleaf (Lvl 4)

Always shakin’ his hips, this crazy elf speaks only out of the side of his mouth. Still, he’s a good ole boy, and people love him. He’s not much of fighter (more of a lover); most of the time he spent in the elven army he posed for paintings and entertained the other troops, earning him his nickname “tha que’eng,” elvish for “sequined leader” and often quoted “thenq’u, thenq’u faer’e u’mush,” elvish for “pompadoured and pampered i am.”

Though noone would say it to him (in fact many adore him for it), many despise his fashion sense. Still, this guy sings himself
into everyone’s hearts, his long, flowing sideburns hynotizing as they sway with his hips in tune with the music.

Favored songs:

  • blue suede boots
  • alehouse rock
  • hunka hunka burning hands
  • i can’t help feather falling in love with you

    Elfis Pressleaf
    Medium-size Male Elf
    Bard4
    Hit Dice: (4d6)
    Hit Points: 21
    Initiative: +3
    Speed: Walk 30 ft.
    AC: 18 (flatfooted 15, touch 13)
    Attacks: *Longsword +1 +5; ;
    Damage: *Longsword +1 1d8+2; ;
    Vision: Low-light
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Bardic knowledge (+7), Bardic music 8/day, Immunity to magic sleep effects., May wear light armor without incurring the normal arcane spell failure chance.
    Saves: Fortitude: +1, Reflex: +7, Will: +4
    Abilities: STR 13 (+1), DEX 16 (+3), CON 11 (+0), INT 16 (+3), WIS 11 (+0), CHA 20 (+5)
    Skills: Appraise 3; Autohypnosis 3; Balance 5; Bluff 11; Climb -2; Concentration 0; Craft (Untrained) 3; Diplomacy 12; Disguise 7; Escape Artist 7; Forgery 3; Gather Information 10; Heal 0; Hide 0; Intimidate 7; Jump -2; Listen 3; Move Silently 0; Perform (Dance) 6; Perform (Sing) 6; Perform (String Instruments) 6; Ride 3; Search 5; Sense Motive 7; Spellcraft 10; Spot 2; Survival 0; Swim -5; Tumble 4; Use Magic Device 11;
    Feats: Armor Proficiency (Light), Combat Casting, Extra Music, Shield Proficiency, Simple Weapon Proficiency
    Challenge Rating: 4
    Alignment: Chaotic Neutral

    Possessions: Chain Shirt; Cloak of Charisma +2; Disguise Kit; Longsword +1; Musical Instrument (Lute); Outfit (Entertainer’s); Shield, Light;
    Spells:
    Spells per Day: (3/4/1/0/0/0/0/0/0/ DC:15+spell level)
    Bard – Known:
    Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic, Summon Instrument
    Level 1: Grease, Hideous Laughter, Magic Mouth
    Level 2: Enthrall, Glossolalia


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    NPC: Yamarra Sul-ýammůn (Lvl 10)


    Rogue 7, Sorceror 3

    Named for the Silver Moon, Yamarra is a “night-elf,” one of but a few elves who thrive under the cover of darkness. Other elves often retain a great deal of disdain for such night-elves, which forces them into lonely lives. Their eyes are often attuned to the moonlight, and Yamarra can see almost twice as far as other elves.

    Spritely and nimble, Yamarra grew up as a traveling entertainer. Her acrobatic skills led her into a life as a trapeze artist and tightrope walker. She has perfect balance (natural Dex 22) and quick reflexes, often performing such stunts as juggling daggers on a tightrope while blindfolded!

    Appearance: Yamarra wears her hair in a pony-tail, keeping it dyed black and tied back. She is always dressed in black.

    Quotes:

  • “timing is everything”
  • “just watch me!”
  • Yamarra Sul-ýammůn
    Medium-size Female Elf
    Rogue7 Sorcerer3
    Hit Dice: (7d6)+(3d4)+20
    Hit Points: 65
    Initiative: +6
    Speed: Walk 30 ft.
    AC: 24 (flatfooted 24, touch 20)
    Attacks: *Longbow (Masterwork) +2 +13/+8; ;
    Damage: *Longbow (Masterwork) +2 1d8; ;
    Vision: Low-light
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Sneak Attack +4d6, Summon Familiar, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)
    Saves: Fortitude: +5, Reflex: +12, Will: +6
    Abilities: STR 12 (+1), DEX 22 (+6), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 12 (+1)
    Skills: Appraise 8; Balance 21; Bluff 1; Climb 5; Concentration 7; Craft (Untrained) 4; Diplomacy 1; Disguise 1; Escape Artist 19; Forgery 4; Gather Information 1; Heal 1; Hide 19; Intimidate 1; Jump 12; Listen 5; Move Silently 19; Open Lock 11; Ride 6; Search 6; Sense Motive 1; Sleight of Hand 19; Spellcraft 15; Spot 11; Survival 1; Swim 1; Tumble 21;
    Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
    Challenge Rating: 10
    Alignment: Neutral Good

    Possessions: Arrows (50); Arrows +2 (50); Bag of Withholding (Type 1); Bedroll; Blowgun; Charcoal (1 piece); Dagger; Dart; Glove of Storing; Grappling Hook; Leather +2; Longbow (Masterwork) +2; Phase Ring;
    Spells:
    Spells per Day: (6/6/0/0/0/0/0/0/0/ DC:11+spell level)
    Sorcerer – Known:
    Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic
    Level 1: Animate Rope, Expeditious Retreat, Silent Image

    Spells to acquire in the future: Invisibility, Tightrope (new spell, description to come), Silence Spell (new spell, description to come), Deodorize, Feather Fall

    Rat familiar


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    Information Gathering: Rumors Around Baron von Stieglitz

    (this post has already been published in issue 3 of the Claw/Claw/Bite monthly)

    Here are some rumors regarding the Baron, along with their accuracy.

    DC 10: “St. Zek’s Day isn’t being held this year… This is a first… the Baron must be going through some hard times.”

    DC 15: “The Baron has lost control of his men-at-arms. His forces are split into four competing factions and they now scour the countryside as bandits.”

    DC 20: “They say the Baron has gone mad. He is now a savage shadow of his former self.”

    DC 25: “I hear the Baron doesn’t leave his room anymore. He haunts his looted castle as a twisted creature of evil.”

    If the players fail their Gather Information check, they get false or misleading information. This isn’t because the locals are intentionally attempting to fool the party. Rather it is because the party is talking to people that have themselves received information from questionable sources or second-, third-, and fourth-hand accounts.

    If the party attempts a Gather Information and the check result is between 6 to 9, they hear partially accurate rumors:

    “I’ve heard the Baron had an affair with a young servant woman. She’s having his illegitimate child.”

    “The Baron’s not having the festival this year because his castle is haunted. One of the ghosts from his long-dead rivals, I hear.”

    If the party attempts a Gather Information and the check result is between 1 to 5, they hear outright fabrications:

    “I’ve heard tales of dragons in the Cyruk mountains. I’d beware.”

    “The Baron is dead and one of his lieutenants is pretending to be him and ruling in his place.”


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    Location: Onuago East Wharf

    This is the dilapidated East Wharf. It’s much like the other wharf, but even more haunted. The air is still and cool, even at midday. The mist holds continual dominion, and the splintered husks of ships and what was once the boardwalk litters the shore.

    Out of the creeping shadows will lunge a corrputed humanoid form.

    Locations:
    * Gnoll Den in an abandoned warehouse
    * Old Shipwright’s Warehouse
    * Otyughs in abandoned grain silo
    * Back alleys


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    Character: Pava the Wise (CR 4)

    Pava is a druid who has set up shop outside of east Onuago. Friend of the Wyndm folk and Yevgeny Divoký the Fierce. Occasionally seen wandering the rocky moor lands along the shore of the bay muttering to the gulls and controlling the flow of the Swift River, she has been blamed by some townfolk for the changes in the Lazy River, but is not actually connected. Her wolf companion helps protect her from the creepy-crawlies of the moors.

    Pava the Wise (CR 4)
    Medium-size Female Human Druid
    Hit Dice: (4d8)+8
    Hit Points: 35
    Initiative: +2
    Speed: Walk 30 ft.
    AC: 14 (flatfooted 12, touch 12)
    Attacks: ;
    Damage: ;
    Vision:
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: Animal Companion (Ex), Nature Sense (Ex), Resist Nature’s Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +5, Woodland Stride (Ex)
    Saves: Fortitude: +6, Reflex: +3, Will: +7
    Abilities: STR 13 (+1), DEX 15 (+2), CON 15 (+2), INT 11 (+0), WIS 17 (+3), CHA 9 (-1)
    Skills: Appraise 0; Balance 2; Bluff -1; Climb 2; Concentration 3; Control Shape 6; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 5; Heal 3; Hide 10; Intimidate -1; Jump 1; Listen 7; Move Silently 4; Ride 4; Search 1; Sense Motive 4; Speak Language 0; Spot 7; Survival 11; Swim 1;
    Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Shield Proficiency, Stealthy
    Challenge Rating: 4
    Alignment: True Neutral

    Possessions: Bracers of Armor +2; Brooch of Tangents; Cloak of Elvenkind; Hat of Disguise; Signet Ring;
    Spells:
    Spells per Day: (5/4/3/0/0/0/0/0/0/ DC:13+spell level)
    Druid – Known:
    Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature’s Ally I
    Level 2: Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape

    Godan: Wyndm-Wolf Companion

    Godan means “seaside” in the Wyndm forest tongue. Pava’s first love is the land near the ocean, where she can feel the gentle breeze. Godan is a friendly cub, but fully capable of launching into action when needed.


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    Creature: Flock of Ravens (CR 2)

    Flock of Ravens (CR 2)
    neutral
    Diminutive Animal (Swarm)
    Init: +2 Senses: normal
    Listen +11 Spot +11

    AC: 16 (+4 size, +2 dex)
    HP: 13 (HD 3d8)
    Resist: half damage from slashing and piercing
    Fort: +3 Ref: +7 Will: +3
    Weakness: swarm weaknesses

    MV: 20 ft. or fly 60 (good)
    Attack: Swarm (1d6)
    Space / Reach: 10 ft / 0 ft
    Base Attack: +2 Grapple: NA

    Abilities: Str: 3 Dex: 15 Con: 10 Int: 2 Wis: 14 Cha: 4
    SQ: half damage from slashing and piercing, low-light vision, swarm traits
    SA: destraction, blinding
    Feats: Alertness, Lightning Reflexes
    Skills: listen +11, spot +11

    A shreiking mass of black feathers, beaks, eyes and claws sweeps through the air.

    Normally unagressive, magic or supernatural circumstances sometimes cause these flocks of birds to become extremely agressive and dangerous.

    Combat
    A raven swarm seeks to surround and attack any prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
    Blinding (Ex): Any living creature damaged by a raven swarm may be permamently blinded unless they succeed at a DC 11 Fortitude save.

    SWARM COMBAT
    In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
    Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
    Vulnerabilities of Swarms
    Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
    as follows:
    A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
    A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
    A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.


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    Claw/Claw/Bite Issue 3 – October 2006

    In the spirit of Haloween, this month’s issue of Claw / Claw / Bite ! has a horific theme: The Haunting of Castle Steiglitz! A slight departure from the usual menagerie you find at Claw / Claw / Bite !, this month focuses on a single location, and is suitable for use as a mini-adventure for a party of 10th level characters.

    So don’t delay: right click and download it tonight!

    http://unicornrampant.com/clawclawbite/ccb3/ccb3.pdf


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    Magic Item: Bag of Withholding

    Acts like a Bag of Holding (actually is a bag of holding which casts phase object on the items, so the timing must be such that you can get the item at the right time). Holds twice the amount of a bag of holding, but has a 50% chance of not returning the item, or returning a random item. This is because the bag of withholding has a Phase Object (insert link) cast on its interior lining. The items phase in and out of the present as they oscillate forward one round and back one round.


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    Spell Component: Magesilver (Very Rare)

    Magesilver is a magical substance that, in its natural form, is a liquid, like mercury. It is used to enhance cetrain magical spells and items, especially ones of the Time Domain and the Transmutation School.

    Originating from the Astral Plane, this metal is only available deep in the earth, where it fell to earth in meteorites. There are likely deposits deep under the ocean, but they are who knows where.


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