Character: Will’m of Atherton (Lvl 5)
Will’m of Atherton
Medium-size Male Human
Fighter4 Cavalry1
Hit Dice: (4d10)+(1d10)+10
Hit Points: 53
Initiative: +2
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Longsword +2 (Defending) +14; ;
Damage: *Longsword +2 (Defending) 1d8+10; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Mounted Combat +1
Saves: Fortitude: +8, Reflex: +3, Will: +2
Abilities: STR 22 (+6), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 13 (+1)
Skills: Appraise 1; Balance -5; Bluff 1; Climb 2; Concentration 2; Craft (Untrained) 1; Diplomacy 1; Disguise 1; Escape Artist -5; Forgery 1; Gather Information 1; Heal 1; Hide -5; Intimidate 6; Jump -3; Knowledge (Architecture and Engineering) 2; Knowledge (Nobility and Royalty) 4; Knowledge (Tactics) 4; Listen 1; Move Silently -5; Ride 10; Search 1; Sense Motive 1; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Mounted Combat, Power Attack, Power Control (Longsword), Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Challenge Rating: 5
Alignment: Lawful Neutral
Possessions: Belt of Giant Strength +4; Boots of Riding (Ride +3); Full Plate +2; Longsword +2 (Defending); Shield, Heavy;
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Character: Bip Beppo (Lvl 6)
While recovering from a beating he received after trying to impress some ladies with his magery, Bip found religion. He is now practicing to be a preacher one day. He still plays with magic in his spare time, but he knows it doesn’t get him very far, in love or in life.
He still searches for a soothing aphrodesiac that he might wield against the ladies…
Bip Beppo
Small-size Male Gnome
Cleric3 Illusionist3
Hit Dice: (3d8)+(3d4)+18
Hit Points: 49
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: Crossbow, Light +3;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Damage: Crossbow, Light 1d8;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Spontaneous casting, Summon Familiar, Turn Undead (Su) 3/day (turn level 3) (turn damage 2d6+3)
Saves: Fortitude: +7, Reflex: +3, Will: +9
Abilities: STR 9 (-1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 17 (+3), CHA 11 (+0)
Skills: Appraise 3; Balance 1; Bluff 0; Climb -1; Concentration 12; Craft (Untrained) 3; Decipher Script 4; Diplomacy 0; Disguise 0; Escape Artist 7; Forgery 3; Gather Information 0; Heal 8; Hide 5; Intimidate 0; Jump -7; Knowledge (Arcana) 12; Knowledge (Architecture and Engineering) 4; Knowledge (History) 6; Knowledge (Religion) 8; Knowledge (The Planes) 5; Listen 5; Move Silently 1; Profession (Bookkeeper) 4; Ride 1; Search 3; Sense Motive 3; Spellcraft 14; Spot 8; Survival 3; Swim -1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Martial Weapon Proficiency (Hammer (Gnome Hooked)), Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Chaotic Good
Possessions: Bolts, Crossbow (50); Caster’s Shield; Crossbow, Light; Eyes of the Eagle; Gloves of Object Reading; Hammer +1/+1 (Gnome Hooked); Outfit (Monk’s/Small); Potion of Barkskin +5; Potion of Cure Serious Wounds; Potion of Haste; Vest of Escape;
Deity: None Domains: Creation(Cast Conjuration (creation) spells at +2 caster levels.) Knowledge(All knowledge skills are class skills. You cast divinations at +1 caster level.)
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Secret Doors, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Minor Image, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Spells per Day: (4+1/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Wizard – Known:
Level 0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
(more to be added)
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Derendil Moonshadow (Lvl 10)
Derendil once flunked out of his mage school, partying too hard and miscasting spells on important exams. Fortunately, he was so effective as a class clown that everyone liked him enough to pass him through the system. In his later adolescence, he finally found out what worked for him as a sorceror, and hw now has a mind as sharp as Occam’s Razor to complement his wit.
Derendil Moonshadow
10th Level Elven Sorcerer
Chaotic Good
Size: Medium
AC: 18
HP: 61
Init: +4
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 14 (+2)
WIS: 10 (–)
CHA: 24 (+7)
Saves: Fortitude +6 (+9)/ Reflex +9 (+12)/ Will +9 (+12)
(has a weasel familiar)
Base Attack: +7
Melee: +7
Ranged: +9
Weapon: +1 Flaming Long Composite Strength Bow
– +1 to hit/damage: 1d8(+3) 1d6 Flaming
Armor: Bracers of Armor +2
– Ring of Protection +2
– Cloak of Charisma +4
– Ring of Resistance +3
Skills:
Concentration: +16/Spellcraft: +15/Escape Artist: +10/ Tumble: +10
Feats:
Spell Penetration, Greater Spell Penetration, Iron Will, Spell Focus Enchantment
Spells/Day: 6/6/6/6/5/3
Spells Known:
0th (9) 1rst (5) 2nd (4) 3rd(3)
Prestidigitation Ray of Enfeeblement Scorching Ray Fireball
Mend Color Spray Glitter Dust Ray of Exhaustion
Daze True Strike Tasha’s H. Laughter Haste
Detect Magic Magic Missile Touch of Idiocy
Read Magic Obscuring Mist
Light
Ray of Frost
Mage Hand
Touch of Fatigue
4th (2) 5th (1)
Ice Storm Feeblemind
Posted in Character by Adam A. Thompson with no comments yet.
Creature: Fireflyers (CR 1-13)
Fireflyers are like will-o-the-wisps, except they take the form of glowing parchments that float in the night sky. The parchments represent the spells they cast when in danger, but do not disappear when the spell is cast. The most common cast burning hands, the uncommon ones fireball or flame strike, but the rare fireflyers cause earthquakes. There are tales of a wish fireflyer, but (oddly) nobody can corroborate this rumor. There are also tales of wizards trapping read magic or light fireflyers in their towers in order to take advantage of their spell-like abilities.
The effects are as scrolls of the spells cast at the lowest caster level possible.
Fireflyer
Size/Type: Tiny Construct (any terrain)
Hit Dice: variable (equal to the spell level)
Initiative: +1
Speed: fly 60 ft. (12 squares).
Armor Class: 26 (+2 size, +4 Dex, +10 natural), touch 23
Base Attack/Grapple: see text
Attack: see text
Full Attack: see text
Space/Reach: 5 ft./5 ft.
Special Attacks: spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +3+lvl, Ref +5+lvl, Will +6+lvl
Abilities: Str 3, Dex 18, Con 11, Int 18, Wis 15, Cha 11
Skills:
Feats: Combat Casting, Quicken Spell, Lightning Reflexes
Environment: any
Organization: Solitary (sheet), pamphlet (5-10), or book (30-40)
Challenge Rating: caster lvl
Treasure: none
Alignment: true neutral
Advancement: none
Level Adjustment: —
Combat
Fireflyers go about their business, but if backed into a corner, they unleash their spells.
Spells
Fireflyers cast the arcane magic written upon them at the lowest level required to cast the spell.
Posted in Creature and tagged construct by Stephen Hilderbrand with no comments yet.
Character: Moire Nia-Taín (Lvl 16)
Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok’s Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok’s Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok’s Dwarven Plate +4 (Spell Resistance); Jok’s Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Character: Wallis Dal Grof (CR 6)
A pretty-boy by half-orc standards, Wallis sees himself as the ultimate half-orc swinger. In reality, his intimidating presence usually dictates how his actions turn out, which is usually for the worse.
He always wanted to be a bard, but realized he couldn’t sing or play any instruments, so he’s made a living starting fights at taverns. Somehow he’s kept up his pretty boy appearance, despite being half orc and half manic thug. He’s now picked up the drums a little, but still prefers to beat on the heads of his opponents.
Wallis usually attacks with dual shortspears, but occasionally opts for the longspear, especially when besieged by creatures larger than himself.
Wallis Dal Grof
Medium-size Male Half-orc
Fighter6
Hit Dice: (6d10)+18
Hit Points: 63
Initiative: +2
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Longspear +1 (two handed) +11/+6;*Shortspear +4;*Shortspear (Thrown) +9/+4;*Shortspear +1 +6/+1;*Shortspear +1 (Thrown) +10/+5; ;
Damage: Longspear +1 (two handed) 1d8+7;*Shortspear 1d6+2;*Shortspear (Thrown) 1d6;*Shortspear +1 1d6+5;*Shortspear +1 (Thrown) 1d6+1; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Orc Blood
Saves: Fortitude: +8, Reflex: +4, Will: +4
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise 2; Balance -3; Bluff -1; Climb -1; Concentration 3; Craft (Untrained) 2; Craft (Weaponsmithing) 5; Diplomacy 0; Disguise -1; Escape Artist -3; Forgery 2; Gather Information -1; Heal 2; Hide -3; Intimidate 6; Jump -7; Listen 2; Move Silently -3; Ride 2; Search 2; Sense Motive 2; Spot 2; Survival 2; Swim -6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Multiattack, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortspear, Spear)
Challenge Rating: 6
Alignment: Neutral Evil
Possessions: Dragonhide Plate; Longspear +1; Outfit (Traveler’s); Shortspear; Shortspear +1;
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
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
Posted in Character by Stephen Hilderbrand with no comments yet.
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:
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
Posted in Character by Stephen Hilderbrand with no comments yet.
NPC: Yamarra Sul-ýammůn (Lvl 10)
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:
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
Posted in Character by Stephen Hilderbrand with no comments yet.
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.”
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.