Issue 9
Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with cool details and intriguing features.
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Four new creatures, including a new True Dragon: the Deep Forest Dragon
* Several new campaign locations
* Two new encounters
* New weapons, magic items, and special materials
* Two new spells
* New NPCs: a dead king and a triumphant new wizard-king
* Two historical events
Download a preview at unicornrampant.com and the full issue at rpgnow.
And, of course, don’t forget our previous issues!
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.
The Fall of Vandor’s Prominence and Rise of the Ten Princedoms
The autumn following Vandor’s death brought new peril to the land he left at death’s door. His ten princely heirs could not agree as to how they wanted to rule the land. His eldest son Hanik fell into an unknown illness, and could not keep the other brothers from squabbling over the remaining land. They argued, armwrestled, boxed, fenced, and displayed feats of archery to contend for the prize. The boys were at the edge of bringing their house down in complete war, when Djander, the trusted counsel to their father the king, suggested that they each have a turn at running their own region of the kingdom. He gave them each a year to prove their worthiness as king by ruling a single Princedom.
In the end, the islands were given self-governing status, and each son took control of one of the administrative regions of Vandor, in the hopes of proving their worth to each other and their people. This has proven a difficult challenge, as the people have begun to move away to the Republic of Esrun with its doctrine of individual freedom and merchant riches, the Kingdom of Altæa with its charismatic Queen Aeynn, and to the Phyloctæte, as it moves into a new era of promising peace under the half-elven mage Feryn Dyndle.
This exodus means that the once-kingdom’s power is being drained by these neighboring nations, either to fight their wars, colonize new lands, or to strengthen their markets at home. The next months will see a tenuous peace as the boys try to follow in their father’s footsteps as ruler of Vandor. Djander will be watching, trying to minimize the meddle while preventing all out war.
Posted in Uncategorized and tagged event, history by Stephen Hilderbrand with no comments yet.
Vandor’s Memorial Service
All of Vandor’s seven thousand residents, peasants and knights alike, gathered for the memorial service for King Han Vandor. The service ran three days, the first of which was a fast, the second a feast, and the third the burial. The event took place just outside of Vandor Estate outside of Hanton, the capital of the present-day Vandorn province.
Under the towering castle, the festivities ran the full three days — even though the first day was one of fast, the butchers worked hard slaughtering pigs, and the prep-work was completed for the rich dough used in the gigantic savory pastry known as Vandor Pie. The second day saw many toasts, as all in attendance were asked to say a few words, if even within their local groups. On the third day, the prayers were said, his body was lowered into a site in the family mausoleum at the back end of the Vandor Estate.
Over each of the three days, his ten sons, the future rulers of their own provinces, gave speeches praising their father and honoring his memory. His daughter was nowhere to be seen at the festivities, and various rumors circulated as to her whereabouts, ranging from her being a vagabond living in the streets of the neighboring Phyloctæte to her being dead.
The following are excerpts from the Ballad of Vandor
(as sung by the bard Torsten Danattaway)
this land had never a leader
not of the kind of man before
a man who would drink a liter
then outwit invading hordes
han vandor, han vandor
van-dor, van-dor,
left his life at death’s door
tomorrow will never be more
happier than the days of
van-dor, van-dor
left his life at death’s door
yesterday will never be more
happier than the days of yore
with you, as goes our land
into the hands of squabbling sons
who in your wisdom know must stand
hand in hand brother in brother
van-dor, van-dor…
Torsten is still working on a version of the song for print, a new technology emerging out of the industrious merchant class of the Republic of Esrun to the southwest.
Posted in Uncategorized and tagged event, history by Stephen Hilderbrand with no comments yet.
Guacna: ancestor stones
The presence of these idols allows these ancestors to protect and care for their descendents through various magical abilities. As the guacna are sometimes carried into battle as a type of magical standard, they can be useful for offense or defense.
The powers of the different guacna vary depending on the qualities of the ancestor to which they are linked. For example, a guacna made for a mighty hunter in a village might provide the hunters of that village with a +2 profound bonus on survival checks when hunting, or provide the benifits of the endurance feat. If he was a skilled archer, the guacna might provide a +1 profound bonus to attack and damage rolls with bows made in it’s presence. If the ancestor was a skilled healer, it might provide a bonus to heal skill checks, or perhaps automatically stabilize wounded and unconscious members of the tribe in it’s presence.
Crafting a guanca upon the death of an important person follows the standard rules for wondrous magic item creation.
Presented below is an example of a Naahaogo guacna.
Guacna of Baniha Long-horn
Baniha was a warrior of great renown, and over his lifetime defended his village of mountain goat people against the ice kobolds from the east, the humans from the south, and the dwarves from the west. So numerous were his battles against these people that he became very skilled at hunting and killing them. Upon his death a guanca was constructed to honor him, and to let him continue to help his descendants.
Any Naahaogo within 60 feet of Baniha’s guacna is granted his bonuses to damage against his favored enemies. They receive a holy +3 bonus against kobolds, a +2 bonus against humans, and a +1 bonus against dwarves. Additionally, sentinels near his ancestor stone receive a +2 bonus to spot and listen checks.
Posted in Character, Magic Item and tagged wondrous item by Adam A. Thompson with no comments yet.
thugs and muggers
Comprising the lowlife that make the city streets unsafe at night, examples of this type of criminal element can be found in any human city of sufficient size.
Thug or Mugger CR 1/2
human warrior 1
any Evil Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: common
AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 8 (HD 1d8+1+3)
Fort: +3 Ref: +1 Will: +0
MV: 20 ft.
Attack: +2 club (1d6+1) or +2 lt crossbow (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2
Abilities Str 13 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Feats: toughness
Skills: intimidate +3
Possessions: hide armor, club, dagger, light crossbow, 5 bolts, small sack.
Posted in Creature by Adam A. Thompson with no comments yet.
Wastaru
Wastaru is the name of the western continent on most maps and globes of the world. This continent is analogous to the New World in our mythology.
Geography
The south end of Wastaru is characterized by a long tail of a peninsula, along which lie a string of active volcanoes. Cartographers have often noted the dragon-like shape to the land as they reach the end of the dot connecting the coastlines.
A central spine of geologically young mountains clusters in the center of the continent.
On the north end of the continent is a series of glacial islands. The water is cold, and travel by ship is often fraught with danger.
Bestiary
The creatures of the Wastaru (pronounced wa-STA-ru) differ from those of the Farghoal and other continents of the world. Loxodons replace elephants, tightly organized societies of prehistoric humans and demi-humans thrive, and in the vast subterranean passages, dark elves, deep gnomes, and twisted dwarves worship occult powers thought long dead and unimagined on other continents.
Orcs are replaced with gorks, a cross between gnolls and their pig-faced orc brethren. Gorks worship a dark power that gives them damage resistance, making them more fierce than their ancestors. A might-makes-right societal view means that only the most vicious survive kind enough to procreate. As such, the youngest gorks have an even stronger damage resistance.
Lizard men are represented by Sslahs. They are hunted down by gorks for use as meat, so they tend to stick to the deep swamps where they hatch, living off the small creatures there.
Hunders are more sinister than their normal kobold cousins, needing less sleep and having twice the appetite. They wander the surface at night and burrow into shallow caves or occupy hollow lava flows to escape the sunlight during the day.
In the gulf formed when the peninsula ripped off of the mainland. The water stays about 10 degrees warmer than the water out in the open oceans.
The Emerald Sea can be found off the southeast coast of the continent. The Litlos Islands can be found in the Emerald Sea.
Civilization
The southern peninsula and areas surrounding the Marsh Tides is occupied by three races of humans known as the Shal-shekti, the Kalah, and the Zhazune. These races vie for control of these lowlands.
(These three races will be detailed in a later post)
Other humans and races (seaworthy elves and dwarves) have colonized portions of the continent, though many of these have met with ill fates. There are remote colonies along the northern and eastern seaboards.
Posted in Uncategorized and tagged continent, Location, Wastaru by Stephen Hilderbrand with no comments yet.
Press Attack
This feat allows a combatant to follow a melee opponent who is attempting to retreat. A character with this feat, if they have not taken a map move on their turn, can take a 5 ft. step to follow an opponent that they threaten.
It is not possible to use this feat wearing armor that slows ones movement, or while encumbered.
Requirement:
Dexterity 15, Dodge, Mobility. Cannot be used while the character’s movement is reduced for any reason, or while wearing medium or heavy armor, or while encumbered.
Benefit:
Normally, a character cannot move when it is not their turn. This feat allows a character who did not make a move on their turn to take a swift five foot step in pursuit of someone that they threaten. This feat can only be used once per round.
Posted in Uncategorized and tagged feat by Adam A. Thompson with no comments yet.
Headless
These horrible abominations stalk the dark forests and rocky hills of the world, muscular creatures like men or women but without any type of heads at all. How they can stalk their prey and why they kill is a mystery. Be they demon, undead or some mix of both is not known, but their horrific evil is undoubtable.
Headless CR 3
CE size medium monstrous humanoid
Init: +2 Senses: tremorsense 60 ft.
Languages: none
AC: 16 (+2 dex, +4 natural) touch 12, flatfooted 14
HP: 27 (HD 5d8+5)
Immune: mind-effecting and illusions
Fort: +6 Ref: +5 Will: +1
MV: 30 ft.
Attack: claw +7 (1d6+3) or greatclub +6 (1d10+4)
Full Attack: 2 claws +7 (1d6+3) or greatclub +6 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +10
Abilities Str 16, Dex 14, Con 14, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +11, jump +11
Headless CR 7
CE size medium monstrous humanoid
Init: +1 Senses: tremorsense 60 ft.
Languages: none
AC: 16 (+1 dex, +6 natural, -1 size) touch 10, flatfooted 16
HP: 85 (HD 10d8+40)
Immune: mind-effecting and illusions
Fort: +11 Ref: +7 Will: +3
MV: 30 ft.
Attack: claw +14 (1d6+3) or greatclub +13 (1d10+4)
Full Attack: 2 claws +14 (1d6+3) or greatclub +13 / +8 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +21
Abilities Str 24, Dex 12, Con 18, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +19, jump +19
Improved Grab (Ex): If a headless hits with both claw attacks it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple check to deal claw damage.
Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.
Thanks to Richard Garriot for all the fun. Ultima V forever!
Posted in Creature by Adam A. Thompson with no comments yet.
A Cadre of Heroes at 5th Level
This set of characters will be featured in upcoming Unicorn Rampant adventures that I run at conventions as available PCs. These characters at this level were used to playtest The Old Rock Tower, and once I finish advancing them to 10th level, they will be used at conventions (such as ProtoCon, this weekend in College Station, TX) for The Horror of the Old Ones and The Curse of Castle Stieglitz, both being released in time for Halloween.
In the meantime, feel free to use them as you see fit in your games. Just a little tweaking and they could be used singly or in groups as interesting adversaries for players anywhere from 1st to 9th level. Enjoy!
Percivin, human male paladin 5
Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0
AC: 23 (touch 10, flat-foot 23)
HD 5d10+5
Hit Points: 49
Saves: Fort +6, Ref +2, Will +3
Move: 20 ft
Attack: +10 longsword (1d8+4) or +5 ranged
Base Attack: +5 Grapple: +8
Feats: power attack, weapon focus (longsword), cleave.
Special Qualities: Aura of good, detect evil at will, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount
Str 16, Dex 11, Con 12, Int 9, Wis 12, Cha 12.
Skills: +2 diplomacy, +2 heal, +3 knowledge religion, +6 ride,
Possessions: (9000gp-7400) +1 Longsword, +1 lg steel shield, +1 full plate, cloak of resistance +1, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations.
Aeonados, half silver dragon/half elf ranger 2
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.
Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +4
AC: 25 (touch 15, flat-foot 21 )
HD 2d8+2
Hit Points: 17
Saves: Fort +5, Ref +8, Will +2
Move: 30 ft
Attack: +7 masterwork greatsword 2d6+6 or +7 longbow 1d8+5 (+1/+1 < 30') Base Attack: +2 Grapple: +6
Feats: Track, Point Blank Shot, (Rapid Shot)
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, favored enemy (magical beast?), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style
Str 18, Dex 19, Con 12, Int 11, Wis 12, Cha 14.
Skills: sp:30 +4 handle animal, +3 heal, knowledge +1 dungeoneering, +1 geography, +2 nature, +8 listen, +8 spot, +4 search, +8 survival, +6 swim
Possessions: +1 mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt, masterwork greatsword, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 845 gp, backpack, bedroll, waterskin, 5 days rations
Galonaden, high-elf fighter 5
Usually thought of as somewhere between “stiff” and “haughty” by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.
medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3
HD 5d10+5
Hit Points: 39
AC: 20 (touch 13, flat-foot 17)
Saves: Fort +5, Ref +4, Will +0
Move: 30 ft
Attack: +10 longsword 1d8+4 or +10 longbow 1d8+5
Base Attack: +5 Grapple: +8
Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm
Str 16, Dex 17, Con 13, Int 9, Wis 8, Cha 8.
Skills: +1 craft bowyer, +1 handle animal, +1 intimidate, +1 listen, +5 ride, +1 spot, +1 search
Possessions: +1 longsword, +1 elven chain, mw composite longbow (+3 str), buckler, 30 arrows, 10 +1 arrows, 2 potions of cure light wounds, 185 gp, backpack, bedroll, waterskin, 5 days rations
Veladros, wild elf barbarian 5
Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.
Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven
HD 5d12+5
Hit Points: 47
Move: 40 ft
AC: 17(18 w dodge) (touch 12, flat-foot 15)
Saves: Fort +5, Ref +3, Will +0
Attack: +10 spear 1d8+7+1d6 shock, or +7 shortbow 1d6
Base Attack: +5 Grapple: +9
Feats: Dodge, Weapon Focus spear
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement
Str 19, Dex 14, Con 12, Int 6, Wis 9, Cha 12
Skills: +10 climb, +4 intimidate, +10 jump, +4 listen, +1 spot, +0 search, +2 survival, +7 swim
Possessions: +1 shocking spear, breastplate, shortbow, 11 arrows, shortsword, backpack, bedroll, waterskin, 5 days rations
Brother Herott, half-orc cleric 5 (Kord)
Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength
Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common
HD 5d8
Hit Points: 32
Move: 20 ft
AC: 17 (touch 9, flat-foot 18)
Attack: +7 greatsword 2d6+5 or +2 sling 1d4+3
Base Attack: +3 Grapple: +6
Saves: Fort +4, Ref +0, Will +7
Feats: Power Attack, Combat Casting
Special Qualities: Darkvision 60′, Turn Undead, Cleric Spells (domains: good, strength)
Str 17, Dex 9, Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +8, diplomacy +2, heal +6
Spells: spells / day: 0th: 5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1. Save DC 14 + spell level
Possessions: (9000-8250) holy symbol of kord, +1 greatsword, +1 half-plate, sling, 20 sling bullets, periphat of wisdom +2, cloak of resistance +1, wand of cure light wounds (24 charges), potion of remove curse, potion of remove disease, 750gp, backpack, bedroll, waterskin, 5 days rations
Apeneone Tesonos, female human druid 5
Medium-Size Humanoid
Alignment: ng
Initiative: +
Languages: common, druidic, sylvan, elven, gnomish
AC: 13 (touch 13, flat-foot 11)
HD 5d8
Hit Points:
Saves: Fort +4, Ref +1, Will +7
Move: 30 ft
Attack: +3 quarterstaff 1d6 or +4 sling 1d3
Base Attack: +3 Grapple: +3
Feats: brew potion, self sufficient, track
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 2/day (small or medium animal)
Str 10, Dex 11(13), Con 10, Int 12, Wis 17, Cha 12
Skills: 40sp +2 concentration, +8 handle animal, +7 heal, knowledge +8 nature, +3 listen, +2 spellcraft, +2 spot, +7 survival, +2 swim
Possessions: quarterstaff, sling, 20 sling stones, leather armor, gloves of dexterity +2, cloak of resistance +1, druid’s vestment, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 10sp, backpack, bedroll, waterskin
Winnie Toepelt, female tallfellow halfling rogue 5
Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods on the outskirt of his jurisdiction.
Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling
AC: 19 (touch 15, flat-foot 13)
HD 5d6
Hit Points: 18
Saves: Fort +2, Ref +9, Will +2
Move: 20 ft
Attack: +5 short sword 1d4+1 or +10 sling 1d3 (+1/+1 < 30')
Base Attack: +3 Grapple: -1
Feats: point blank shot, dodge.
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +3d6, Uncanny Dodge, Trapsense +1, Evasion, Trapfinding
Str 10, Dex 18 (20), Con 10, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +8 balance, +5 climb, +8 disable device, +8 escape artist, +2 gather information, +13 hide, +5 jump, +5 listen, +15 move silently, +13 open lock, +8 search, +10 sleight of hand, +7 spot, +10 tumble, +7 use rope
Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +1 small short sword, +1 leather armor, gloves of dexterity +2, 1600 gp, backpack, 100′ silk rope, bedroll, waterskin, 5 days rations
Nobinin Glamourwright, male gnome sorcerer 5
Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.
small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome
HD 5d4+5
Hit Points: 18
AC: 15 (touch 13, flat-foot 14)
Saves: Fort +3, Ref +3, Will +6
Move: 20 ft
Attack: +3 heavy mace 1d6-1 or +5 crossbow
Base Attack: +2 Grapple: -2
Feats: extend spell, spell focus enchantment
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation
Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 16
Skills: 24 sp +3 bluff, +8 concentration, +2 listen, craft +2 alchemy, knowledge +5 arcana, profession, +8 spellcraft
Spells: spells/day: 0th:6, 1st:7, 2nd:5
DC 13 + spell level, +1 on illusion DCs, +1 on enchantment DCs.
0th: detect magic, daze, light, mage hand, message, ghost sound
1st: color spray, silent image, sleep, magic missile
2nd: invisibility, scorching ray
Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +2, ring of protection +1, cloak of resistance +1, wand of burning hands (1st level, 22 charges) backpack, bedroll, waterskin, 5 days rations, 350gp
Terin Goldwrit, dwarf wizard 5
Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it’s power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.
Medium-Size Humanoid(dwarf)
Alignment: LG
Initiative: +0
Languages: common, dwarven
AC: 12 (touch 10, flat-foot 12)
HD 5d4+10
Hit Points: 24
Saves: Fort +3, Ref +1, Will +5
Move: 20 ft
Attack: +2 dagger (1d4) or +2 ranged
Base Attack: +2 Grapple: +2
Feats: scribe scroll, craft wondrous item, craft wand, extend spell
Special Qualities: darkvision 60′, stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells
Str 10, Dex 10, Con 14, Int 17, Wis 12, Cha 9
Skills: +8 concentration, +8 craft metalsmithing, +8 knowledge arcana, +5 archetecture, +5 history, +8 spellcraft
Spells: spells / day: 0th:4, 1st:4, 2nd:3, 3rd:2 0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull’s strength, scorching ray, minor image
3rd: dispel magic, haste, fireball
Possessions: Wand of magic missile (3rd level, 40 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor+2, cloak of resistance +2, Boots of Levitation, 25gp, backpack, bedroll, waterskin, 5 days rations
Kylisa, female half-elf bard 5
Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment.
Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa’s darker sense of humor.
Medium-Size Humanoid
Alignment: ng
Initiative: +0
Languages: common, elven
AC: 14 (touch 10, flat-foot 14)
HD 5d6
Hit Points: 21
Saves: Fort +0, Ref +4, Will +4
Move: 30 ft
Attack: +4 shortsword 1d6+1 or +4 light crossbow 1d8+1 (+1/+1 > 30′)
Base Attack: +3 Grapple: +3
Feats: Combat Expertise, Point Blank Shot
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, bard spells
Str 10, Dex 10, Con 8, Int 14, Wis 10, Cha 18
Skills: 64 sp, +6 bluff, +5 decipher script, +9 diplomacy, +3 escape artist, +10 gather information, +4 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +5 listen, +4 move silently, perform +5 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +7 search, +4 sense motive, +6 spellcraft, +4 spot, +4 tumble, +7 use magic device
Spells: (spells / day: 0th: 3, 1st: 4, 2nd: 2)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust
Possessions: (9000 – 5000) +1 short sword, +1 studded leather, +1 light crossbow, 20 bolts, backpack, bedroll, waterskin, 5 days rations
Posted in Character by Adam A. Thompson with no comments yet.