Location: The Port of Onuago
Also known as Onuago Port-town by the foreigners who’ve settled it, Onuago (in the marsh tongue of the native Wyndm-folk, “where the river meets the sea”) is a colonial town, and it prospered greatly from the trade generated by the inland resources, carried out by native slaves. In the past five years, ever since the Lazy River changed its course, the town has been on a a decline. Rarely do foreign ships enter the Old Bay, and increasingly the townspeople are unwilling to venture seaward. There is still a native population in small pockets in the region which you are free to introduce at any time. A sample camp will be included in a later post.
When the party arrives by sea, read the following:
As you disembark, you note the tufts of spanish moss which dangle from the ancient oaks that dot the streets of Onuago. The streets seem desolate and a silver mist hangs in the moist air. The buildings are set close to one-another, pulling at your most closterphobic strings. To the southeast end of the town, the docks form a hedge against the Old Bay, perhaps serving a purpose more like a levee, as they are covered in sandbags. The Lazy River has overflowed its banks, dividing the town into murky east and slightly-less-murky west banks. The west bank appears inhabited, but the east bank appears deserted.
The players notice before too long that there are only elderly and children in the town. The children have smooth, olive skin and move much faster than the rest of the city’s denizens.
The town once prospered as a trading port, but now it seems stuck in time, reverted to a fishing village. Various skiffs, canoes, and other vessels line the docks, and in the early morning, the elder men still head to sea, their profiles set against a foggy backdrop. The east portion of town on the other side of the river has been abandoned, and is dangerous to travel in.
Main characters:
• Adept: 6th
• Aristocrat: 4th
• Barbarian: 3rd
• Bard: 6th
• Cleric: 4th – old drunk sod – a failure – wanted to do conversions but failed
• Commoner: 9th
• Druid: 4th
• Expert: 10th
• Fighter: 7th
• Monk: 1st
• Paladin: 2nd
• Ranger: 3rd
• Rogue: 5th
• Sorcerer: 2nd
• Warrior: 3rd
• Wizard: 3rd
Creatures in and around Onuago (for use in random or planned encounters):
• Kelp Angler (CR9) along coast
• Mud Slaad (CR6) in marsh
• Octopus Tree (CR12) in river delta, east side of Onuago
• Swamplight Lynx (CR7) in marsh
• Mudmaw (CR7) in marsh
• Morkoth (CR5) underwater
• Darktentacles (CR7) in marsh
• Catoblepas (CR6) in marsh
• Reekmurk (CR6) in water along shore
Gather Information / Divination information
• The town has fallen on hard times (DC 5)
• The annual celebration at Castle Stiegleitz is not being held as usual this month (DC 15 before ghost event, after ghost event completed DC 5)
• Baron Stieglietz isn’t coming out of his room anymore (DC 20)
• Person at the inn has been moaning in pain and disturbing other occupants, but he won’t come out of his room and has barred the door somehow – former servant of S just died and is haunting the room (DC 5)
• The priest of Kord in village of Elsemere is acting strangely (DC 20)
• The son of Elsemere’s thain refuses to go hunting anymore, though that used to be his favorite activity-and his hair has turned completely white (DC 20)
• Weird shit is going on in Elsemere (DC 15)
• Ex-knight robber baron & other bandit elements on way to castle
• Creatures taken up residence in basement of a house in the east side of Onuago and are scaring people there (talk to Bard for DC 10)
• The dead scholar was poking around about weird shit (DC 5)
• Fishermen and tales of monster at sea (DC 5)
• There is a pirate cove at harpy point (DC 10)
• People are getting killed along the way to the village and no one knows by what (DC 5)
• Bog hounds can be heard at night (DC 5 / event)
• If the party tries to secure passage on another vessel to Galorad, they find out that there are no vessels that are seaworthy enough to make a long voyage (DC 5)
• If the party makes a DC 3 Gather Information check, or if they ever ask the DM why the paint on the sign above the door is fresh, they learn that the inn used to bear a different name. If they succeed on a DC 20 Gather Information check, they succeed in getting someone to tell them what the old name is, which is something that the innkeeper doesn’t want people to know: XXXX
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Creature: The Great Earth Serpents (CR 20)
Great Earth Serpent CR 20
neutral Colossal Magical Beast (fire)
Init: +3 Senses: Tremmorsense: 60 ft, 5 x lowlight vision
Listen +1 Spot +26
AC: 31 (-8 size, +3 dex, +20 natural)
HP: 267 (HD 25d10 + 125)
Immune: fire
Fort: +17 Ref: +15 Will: +9
Weakness: cold
MV: 30 ft, burrow 20ft, swim 60ft
Attack: +38 bite 2d8 + 15 plus 2d8 fire or +37 tail slap 4d6 + 22 plus 2d8 fire
Full Attack: +38 bite 2d8 + 15 plus 2d8 fire and +32 tail slap 4d6 + 22 plus 2d8 fire
Atk Options: constrict, improved grab, swallow whole
Space / Reach: 30′ / 20′
Base Attack: +37 Grapple: +51
Abilities: Str: 41 Dex: 17 Con: 21 Int: 5 Wis: 12 Cha: 3
SQ: DR 10/frost, destroy weapon, fire immunity, heat aura, sheds light 20′
SA: constrict, improved grab, swallow whole
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Improved Sunder, Snatch, Weapon Focus (bite), Improved Bull Rush, Iron Will.
Skills: spot 25+1 = +26
Treasure: double standard, no items (as raw precious metal and uncut gems – see bolow)
A colossal serpent rears up 20 feet out of the lava, it’s body composed of molten rock and it eyes shining with white-hot light. The great heat of it’s body distorts the air.
Earth serpents, the beasts that dwell beneath and among the mountain’s roots and are the cause of earthquakes and volcanoes (according to dwarves), appear to be colossal snakes or wyrms whose bodies are composed of lava or semi-molten rock, and have eyes that gleam with a white-hot light. Dwelling in and around the lakes of molten stone that pepper the underdark and delving deeper even than dwarven lore, these creatures are mysterious and strange.
Generally content to bask in the pools of lava that their bodies create, sometimes they are seized with a sudden restlessness, burrowing through solid rock and sometimes causing disastrous shifts in the surface.
Great earth serpents are rumored by deep dwarves to have blood of molten gold, and when they die create veins of ore.
COMBAT
Great Earth Serpents are straightforward in combat, charging, swallowing and crushing any that intrude on their territory, or threaten them or their offspring.
Damage Reduction: No weapon without the magical frost ability has a chance of completely penetrating the molten metal and rock that compose an earth serpent’s scales.
Destroy Weapon (Su): Any nonmagical weapon that strikes them is destroyed by the great heat of their bodies.
Fire Trait: Great earth serpents take no damage from fire at all, and take double damage from cold except on a successful save.
Improved Grab (Ex): To use this ability, a great earth serpent must hit with its bite or tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe or constrict the following round.
Swallow Whole (Ex): A great earth serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+22 points of crushing damage plus 2d8 points of heat damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent’s interior can hold 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.
Constrict (Ex): A great earth serpent automatically deals 4d6+22 points of bludgeoning and 2d8 heat damage with a successful grapple check.
Heat Aura (Su): All creatures and objects within 10′ of an earth serpent take 2d8 damage from the immense heat of their bodies, (reflex save ½). Those failing their saves have caught fire and will burn for an additional 1d4 rounds for 1d6 points of damage per round.
Tremmorsense: Great Earth Serpents have tremorsense to a distance of 60 ft.
Lowlight vision: Great Earth Serpents can see 5 times as far as a normal human in low light.
Sheds light: Great Earth Serpents shed light in a 20′ radius.
Hide: Great Earth Serpents gain a +10 to hide checks when in lava.
Treasure: Earth serpents have significant quantities of molten precious metal in their bloodstreams and gems in their eyes and skulls. After their deaths the metals cool and can be mined from the rocklike flesh. Roll for coins and gems and award that value in raw ore by dividing the coin value by 50 to determine the number of pounds of precious metal available.
Posted in Creature and tagged fire subtype, magical beast by Adam A. Thompson with no comments yet.
Miniatures: Thunderbolt mountain
Just a quick post this Monday to show off some figures I just finished painting. They’re some of the exquisite figures from Thunderbolt Mountain, of the famous and brilliantly talented Tom Mier. This isn’t a paid shill for Tom, I just love his work. And they always throw in a free monster figure when I order from them, like a goblin or a skeleton. It’s the little extra touches that get me…
Wow! I just looked at Thunderbolt Mountain’s site, and saw the new releases for Gencon! A wood elf champion and scouts! Take a look!
Wait, forget those (although they’re cool)… I started to ready his blog here, and check this out!!! That’s truly incredible!
So I just threw them into GIMP and put a cheezy background on it. Not bad for 15 minutes of work… They look pretty heroic there. Now they just need a big dragon behind them to be fleeing from 😛
In other news, stay tuned this week for more content coming from Unicorn Rampant on Claw / Claw / Bite ! You’ll be seeing the Great Earth Serpent (CR 20), the lawful good Bronze Golem (CR 8) and more Castle Steiglitz and much, much more!
Posted in Miniatures and tagged fun by Adam A. Thompson with no comments yet.
Character: Baron von Stieglitz (CR 12)
“Baron von Stieglitz” is a title referring to the current ruler of the Barony of Stieglitz.
von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.
Baron Von Stieglitz CR 12
Medium Male Wight Fighter 7, Rogue 2
lawful evil Undead
Init: +2 Senses: Darkvision 60 ft
Listen +7 Spot +10
AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
HP: 72 (HD 7d10 and 2d6 and 4d12)
Saves: Fort: +6 Reflex: +8 Will: +6
Defensive Options: Hide +11 Move Silently +14, Combat Expertise
Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
MV: 20 ft. (50 ft hasted)
Base Attack: +10 Grapple: +13
Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
Full Attack: +13 slam (1d4+3 plus energy drain)
or +15 / +10 bastard sword (1d10+6)
or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
Face / Reach: 5 ft / 5 ft
Attack Options: energy drain, sneak attack +1d6
Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.
Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
SA: Energy Drain, Create Spawn, Sneak attack +1d6.
This grizzled warrior’s skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.
COMBAT
If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
If fighting with his family he will try to spring attack the party from behind their ranks.
Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.
Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Issue Release: Claw/Claw/Bite Issue 1 – August 2006
The PDF version of Claw/Claw/Bite‘s Issue 1 is now available for download here, and also at enworld.org here. It contains material first published on this site from July 7-25, 2006. Material published from July 25th until the end of this month will be included in Issue 2, due out September 1st.
[In our best imitation of the voice from the Justice League of America]: Stay tuned for more exciting material from Unicorn Rampant’s Claw/Claw/Bite!
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Creature: Psychic Flying Super Roper (CR 21)
Psychic Flying Super-Roper
Chaotic Evil Huge Magical Beast CR 21
Init: +0 Senses: blindsight 90′, darkvision 120′, low-light vision.
Listen +34 Spot +34
AC: 44 (-2 size, +0 dex, +36 Natural), touch 8, flat-foot 44
HP: 298 (HD 31d10+155)
Saves: Fort: 22 Reflex: 19 Will: 13
Resistances, immunities & weaknesses: SR 39, immunity to electricity, resistance to cold 10, vulnerability to fire.
MV: 10ft, fly 60ft
Base Attack: +31 Grp: +18
Attack: strand +35 or bite +37 (3d6+6, 19-20 x2)
Full Attack: strand +35 ranged touch (drag) and bite +37 (3d6+6, 19-20 x2)
Atk Options: Weakness, spell-like abilities (chain lightning, lightning bolt).
Space / Reach: 15’/15′ (75′ with strands).
Abilities: Str:27 (+8) Dex:11 Con:21 Int:12 Wis:16 Cha: 12
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand), Quicken Spell-like ability (Touch of Idiocy), Empower Spell-like Ability (lightning Bolt), Improved Critical (bite), Lightning Reflexes, Combat Expertise, Improved Disarm, Improved Multiattack.
Skills:Climb +12, Hide +30*, Listen +34, Spot +34.
SA: spell-like abilities.
SQ: immunities & resistances (see above).
Tainted and transformed by strange radiations from the deepest reaches of the outer planes, these ropers have become so dangerous that none but the most powerful of heroes can defeat them.
Tactics: Attempting to attack with surprise, or just flying at a group of creatures hurling lightning bolts, the roper will attempt to draw characters into it’s maw with it’s strands, using it’s touch of idiocy ability on them as it grabs them. Creatures using weapons to attack it’s strands will be disarmed (+4 to disarm attempts).
Spell-Like Abilities: At Will – Detect Thoughts, Ghoul Touch, Touch of Idiocy. 3/Day – Blink, Dimension Door, Lightning Bolt (DC 14). 1/Day – Chain Lightning. Spells are as by a 15th level sorcerer (save DC = 12+spell level)
Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 27 Escape artist or DC 23 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 30 HP and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 75 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex): Anyone grabbed by a strand must succeed at a DC 30 Fort save or take 2d8 points of strength damage. The save DC is Constitution-based.
* +8 Racial in stony or icy areas.
Posted in Creature by Adam A. Thompson with no comments yet.
Location: Castle von Stieglitz: Front Grounds
The Castle von Stieglitz is located in a broad valley deep within the Cyrűk Mountains along the northeast shore of the Old Bay. Its isolated location has provided Baron von Stieglitz and his militia of seventy-five men an outpost for their nefarious operations for decades. Despite being universally feared, the citizens of neighboring towns joyously attend the annual St. Zyekni’s Day festivities.
The enormous Castle von Stieglitz offers an impressive counterpoint to the distant mountains surrounding this broad valley. Atop a slightly inclining hill, its stonework glows in the afternoon sun. Normally a festive occasion, the castle grounds are abnormally quiet for this St. Zyekni’s Day. The trees within the complex are early in their barrenness, despite the planned celebration of autumn harvest season. There is no welcoming party, save a flock of ravens perched by the hundreds in the defoiled arbors. Other ravens pirouette about the main steps, rending pieces of cloth from one another’s beaks.
If the characters approach the ravens, they fly off, landing on the multi-stepped rooftops of the giant stone structure, calling out to their brethren. The players should feel a sense of approaching horror in this scene. If the characters examine the cloth, they notice that it was once a tunic, but there is no sign of the disrobed.
Map update to follow…
The front door is locked and barricaded from the other side, so the characters will most likely attempt to explore the grounds at the rear of the castle.
Behind the scenes: In his isolation, Baron von Stieglitz has allowed himself to become corrupted by dark, sinister, undead forces. His greed led him down a path of self ruin until he himself became a Wight. He has no plans to trap the party, or even the townspeople, otherwise he would hold the annual celebration as usual. He is so currupted, he has not left his bed chamber in months. The allegiances of his men have splintered, and the rival factions have set up their own mini-baronies within his lands. The party will most likely have enountered at least two of these factions, both claiming dominance over the lands, and requiring tariffs on all things traversing the road the parallels the Rychlý (Rapid) River from the lands to the northeast of the Cyrűk Mountains to the port town of Onuago. This will lead the characters to wonder who holds dominion. The answer is, it’s up for grabs, much like Russia after the Cold War.
Faction leaders include:
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Character: Gundar (Lvl 15)
Unsuited to paladinhood, Gundar Harl nevertheless continued his career as an adventuring priest. He grew wiser but eventually reached the limit of his abilities as a cleric. From within the stained-glass windowed cathedral he had built he became more interested in the natural world and the sun’s place in it, and after deep contemplation of this mystery Pelor granted him powers related to the sun the better to fight evil.
Gundar Harl LG Size Medium Male Human Cleric 14, Master of Radiance** 1 CR 15
Senses: normal vision
Listen +3 Spot +3
AC: 25 (-1 dex, +11 armor, +4 shield, +1 deflection)
HD: 15d8+15 HP: 90
MV: 20′, fly 40′ or 50′ mounted
Base Attack: +10/+5 Grp: +14
Attack: +16/+11 heavy mace (1d8+4) or +9 Heavy Crossbow (1d10, 19-20 x2)
F: +12 R: +3 W: +14
s: 16[18] (+4) d: 9 c: 12 (+1) i: 10 w: 17 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat, Improved Sunder, Negotiator, Ride-By Attack, Spell Penetration.
Skills: concentration +18, diplomacy +19, know religion +4, know history +4, know nature +8, profession (barrister) +6, sense motive +5, spellcraft +2
Gear: (76,000 gp worth) gold holy symbol of pelor, Greater Marbles of Ulthar***, +3 full plate (10,650gp), +3 flaming heavy mace (32,312gp), +2 Large Steel Sheild (4170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, gauntlets of ogre power (4000), Winged Boots (16,000), heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.
SA: Cleric Spells (Domains: Strength, Sun), Turn Undead (as 15th level), Greater Turning 1/day, Feat of Strength (+15 str 1/day for 1 rd.), Radiant Aura 1/day
Spells Prepared:
7th: (2+1): holy word, mass inflict light wounds, sunbeam*
6th: (3+1): harm, heal, undeath to death, stoneskin*
5th: (3+1): dispel evil, flame strike, spell resistance, righteous might*
4th: (4+1): death ward, divine power, dismissal, freedom of movement, fire shield*
3rd (5+1): bestow curse, blindness, dispel magic, inflict serious wounds, prayer, searing light*
2nd (6+1): aid, align weapon, inflict moderate wounds, sound burst, 2x spiritual weapon, bull strength*
1st (6+1): bless, fear, 2x divine favor, magic stone, doom, enlarge person*
0th (6): detect magic, guidance, inflict minor wounds, light, mending, resistance
* : domain spell
Radiant Aura(Su): A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30 foot radius around the character, and a shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of the bright aura. In addition, undead creatures within the radius of bright light take -2 penalty on attack rolls, damage rolls and saving throws.
Activating the radiant aura is a free action that does not provoke an attack of opportunity While her radiant aura is active, a master of radiance casts spells with the light descriptor at +2 caster level.
The aura lasts one minute, and is the equivalent of a 5th level spell with the light descriptor for the purpose of interacting with spells and effects with the darkness descriptor.
** Master of Radiance: see Libris Mortis p 45.
*** Marbles of Ulthar: see Claw / Claw / Bite at http://unicornrampant.com/newccb/?p=682
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Gundar (Lvl 10)
During this phase of his life, Gundar Harl’s main goal is to establish a temple. Useful both as a base of operations and as a source of income. He will either try to reconcile himself to the elders of his church or, failing that, build it in an area where a temple to Pelor does not yet exist.
Gundar Harl LG Size Medium Male Human Cleric 10 CR 10
Senses: normal vision
Listen +3 Spot +3
AC: 23 (-1 dex, +10 armor, +3 shield, +1 deflection)
HD: 10d8+10 HP: 62
MV: 20′, fly 40′ or 50′ mounted
Base Attack: +7/+2 Grp: +11
Attack: +12/+7 heavy mace (1d8+4) or +6 Heavy Crossbow (1d10, 19-20 x2)
F: +9 R: +3 W: +11
s: 16(18) (+4) d: 9 c: 12 (+1) i: 10 w: 16 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat, Improved Sunder, Negotiator
Skills: concentration +13, diplomacy +17, know religion +4, know history +4, profession (barrister) +6, sense motive +5, spellcraft +2
Gear: (49,000 gp worth) gold holy symbol of pelor, +2 full plate (5650gp), +2 flaming heavy mace (18,312gp), +1 Large Steel Sheild (1170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, gauntlets of ogre power (4000), Winged Boots (16000), heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.
SA: Cleric Spells (Domains: Strength, Sun), Turn Undead, Greater Turning 1/day, Feat of Strength (+10 str 1/day for 1 rd.),
Spells Prepared:
5th: (2+1): flame strike, spell resistance, righteous might*
4th: (3+1): death ward, divine power, dismissal, freedom of movement, fire shield*
3rd (4+1): bestow curse, dispel magic, inflict serious wounds, prayer, searing light*
2nd (5+1): aid, align weapon, inflict moderate wounds, sound burst, spiritual weapon, bull strength*
1st (5+1): bless, fear, divine favor, magic stone, doom, enlarge person*
0th (6): detect magic, guidance, inflict minor wounds, light, mending, resistance
* : domain spell
Posted in Character by Stephen Hilderbrand with no comments yet.
Creature: Marsh Troll Ranger (CR 6)
Marsh Troll Ranger (CR 6)
CE Large Male Troll Ranger 1
Init: +2
Senses: Darkvision 90′, Lowlight Vision, Scent
Listen +5, Spot +6
AC: 20 (-1 size, +2 dex, +5 natural, +4 armor), touch 11, flat-footed 18
HP: 90 (7d8+42)
Fort: +13 Ref: +6 Will: +3
MV: 20 ft.
Base Attack: +5 Grapple: +15
Attack: Claw +10 (1d6+6) or bow +7 (2d6+3) [+1/+1 under 30ft]
Full Attack: 2 Claws +10 (1d6+6) and bite +5 (1d6+3) or bow +7 (2d6+3) [+1/+1 under 30ft]
Space/Reach: 10ft/10ft
Special attacks: Rend (2d6+9)
Abilities: Str: 23 (+6) Dex: 14 (+2) Con: 23 (+6) Int: 10 Wis: 9 (-1) Cha: 6 (-2)
Feats: Alertness, Iron Will, Track, Point Blank Shot
Skills: Craft (trapmaking) +1, +6 Hide, Listen +5, Spot +6, +0 Survival
Gear: Hide Armor, Large Composite Longbow (+3 Str), Rope Arrows (10), Arrows (20), Dagger
SA: favored enemy (humanoid: human), Track, Wild Empathy, Regeneration 5 (fire and acid deal normal damage)
Rend (ex): If the troll hits with both claw attacks it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Posted in Creature and tagged giant by Stephen Hilderbrand with no comments yet.