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You are here: Home --> Forum Home --> Recent posts by Almerin
Topic: Lolkat's super special art request thread
Subject: well


It's been a very long time since anybody made some Audalis-related artwork. If you could try your hand at something from the setting, I'm sure it would be much appreciated.

Posted on 2009-08-20 at 22:03:43.

Topic: A Local Legend - Q/A
Subject: lol


We would both rock if you posted, Ayrn

and it seems you guys are getting somewhere... but I'm not giving away secrets that easily, though you are definitely thinking the right direction.

Posted on 2009-08-20 at 21:07:50.

Topic: Loaded Dice: Strip #7
Subject: well


I think the whisper was nicely put. What you could try is not a dotted line, but a broken one, made up of small lines. But this way is fine, I think.

Have to agree with Gin: first one to make me actually smile. But a comic doesn't always have to be comical though. It's been a good read so far.

Posted on 2009-08-20 at 21:04:58.

Topic: A Local Legend - An Audalis Short Adventure
Subject: no


"There isss nothing you can do to hhhelp the villgersss. HHHE isss eternal, and ssso isss hisss wrath."

A few of the other manlizards eyed the old one from a distance, and he caught himself and added: "And that isss a good thing! They deserve the hardship. Now, you must leave, and not tell any of the villagersss what you have found down the old well."

Posted on 2009-08-20 at 21:00:34.

Topic: A Local Legend - An Audalis Short Adventure
Subject: reply once more


"Godsss don't forgive or forget like usss mortalsss do." said the Lizardman. "We are hhhere to ensure that the villagers remain..."

he paused, then stated: "I hhhave sssaid enough. You want to understand, but I can't sssay more than I already hhhave about thisss. It will hhhave to do."

He wasn't getting angry, but it was quite obvious that he did not want to say anything else about that situation. And so the heroes found themselves at a crossroad of choices. Pushing their goals could mean enraging the manlizards, which was what they were trying to avoid. But remaining silent would mean abandoning their quest...

Posted on 2009-08-20 at 19:54:34.

Topic: A Local Legend - An Audalis Short Adventure
Subject: maybe


"Like I sssaid," the old lizard replied, "sssome thingsss are bessst left alone."

But he continued anyway.

"The woman you ssspeak of wasss a follower of our God, the mighty Gubulondil. Ssshe wasss highly loved by hhhim, but taken from hhhis ssside by a man from the village. It wasss a tragedy what hhhappened to hhher, and the village will pay for that asss long asss it existsss. Don't ask me to explain, for I cannot. It might compromise everything I've worked ssso hard for."

For a moment, there was a difference in he tone of his voice, and the expression on his face was humanly sorrowful. He looked at the chalk drawings on the walls of the cave, and his stare became that of a cold-blooded reptilian again.

"The villagersss don't know why we pester them with these monthy visitsss, and sssuch ssshould remain the sssituation. It isss for their own good."

Posted on 2009-08-19 at 21:20:20.

Topic: My Special Day.
Subject: wow


dude... you're early!

But have a great one!! I hope your exitement won't be completely gone by the time it's friday.

Posted on 2009-08-18 at 15:30:15.

Topic: A Local Legend - An Audalis Short Adventure
Subject: reply


The old lizard nodded, having peered over his shoulder at the mural.

"What about hhher?" he asked, then added: "Sssome thingsss are bessst left alone."

Posted on 2009-08-18 at 10:14:16.

Topic: A Local Legend - An Audalis Short Adventure
Subject: hmmm


The old lizard considered Tamuril's words for a moment before replying.

"Yesss," he said to himself, "perhhhaps it isss bessst." Then out loud to the adventurers: "You can wait hhhere. We are now to consssume the giftsss of our Lord in his hhhonour. You can hhhonour hhhim with usss."

With that he ordered the other manlizards to return to the carpet. Two of them remained and kept an eye on the four behind the blanket.

The old humanoid lizard returned to the altar and started hacking the big fish, which was already cut in half, into pieces. He gathered them in a bowl which was passed from lizard to lizard. Each took a small strip of the fish and ate it up, then bowed its head in prayer. Eventually, the bowl was passed to the adventurers as well. Would they eat the raw, scaley flesh?

When the bowl was returned to the altar, the old lizard spoke a few words in their native tongue, and they eyed the adventurers again. Still, most of them got up, and disappeared into other areas of the cave.

It was now that the adventurers got a good look at the hall they were in, and the drawings on the wall. Though they were worn and partially unrecognizable, they clearly depicted sea life in all its riches. On many of the chalk displays they could see a sharp contrast between the beautiful ocean and the land that defied it. On several there were high waves casting shadows over the shores. On one of them, a woman was depicted, a beautiful human woman, rising up from the sea, basking in the sunlight.

Then the old manlizard was with them again.
"Whhhat isss it you want from usss?"

Posted on 2009-08-17 at 09:43:45.

Topic: A Local Legend - An Audalis Short Adventure
Subject: here goes


While the lizardmen were caught up in the religious song of one of their children, the adventurers prepared their offering.

A blanket was put out close to the entrance of the small cave. The lizardmen did not notice them, quiet as they were. On the blanket they placed a dagger, a few coins, a loaf of bread, a fishing hook from Aldagen and their own peaceful intentions.

They could see the lizardmen from here, being very close and looking strangely alien but familiar in their humanoid ways of prayer. The child had finished its song and was returning to its place on the carpet. The old lizardman they had heard earlier returned to stand behind the altar. He raised a big butcher's knife high. While he readied himself to let it fall on a fat fish that lay on the stone surface, and then saw the adventurers. The knife dropped slowly, but his gaze did not.
One by one, the other lizardmen turned. The expression on their faces, as far as they were readable, changed from peaceful concentration to angry perplexity. Some of them got up, whispering, and started for the blanket and the non-lizardmen gathered behind it. One of them called out, which triggered the evacuation of the woman and children.
Some of the lizardmen went to get their weapons, but the old lizardman walked past all of the commotion and arrived at the blanket first.
Behind him, spears were gathered, but none of the lizardmen attacked, waiting for his decision.

Cocking his head like a bird, the old manlizard peered at them, his eyes hollow and absorbing. He glanced at the offerings on the blanket, then back at the four intruders behind it.

In a raspy voice he addressed them:
"Whhhy havve you come ghhhere? Whhhe ssshould killll you forrr thissss threat."

Posted on 2009-08-14 at 13:20:05.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: We're open for business


Guys, this Q/A is now open for business.

I know we haven't started yet, but I hope we will soon. We require two more characters, which I will need by the end of next week. Otherwise I'm going to look for additional players.



Posted on 2009-08-13 at 10:24:48.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Map


Map of the cave as known so far:



LEGEND:
Green x : struggle tracks
Red * : origin of scream
White dotted line : tracks leading away from struggle
Blue flare: mushroom with black puddle
Dark blue opening: mouth-shaped tunnel

Posted on 2009-08-13 at 10:22:02.
Edited on 2010-05-22 at 19:24:21 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Audalis Information


All information on the Audalis Settings can be found in the menu-bar of this website. Some important links are:

The Khordaldrum Race

The Kingdom of Khordal pdf

Map of Khordal

I hope this will help you somewhat with determining the kind of setting we're playing in.


Posted on 2009-08-13 at 10:21:40.
Edited on 2009-08-13 at 10:22:29 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 6 - Arduin


Name Arduin Emeraldever
Race Khorduldrum
Class Druid 5/Fighter 2/warshaper 1
Height 3’4
Weight 185 lbs
Age 123
Level 8
Hp 10+4+6+4+8+4+7+4+5+4+2+4+6+4+8+4=84
AC 10+2+3
Str 12
Dex 15
Con 18
Int 13
Wis 16
Cha 12

Speed 20 ft
Bab +5
Fort +7+4=11
Will +4+3=7
Ref+1+2=3

Skills
12+3+5+5+5+5+5+5=45
Concentration 4+4=8
Knowledge nature 5+1+2=8
Listen 8+3=11
Spot 8+3=11
Search 4/2+3+2=7
Survival 4+3+2=9
Heal 4+3+2=9
Climb 4+1=5
Gather Info 4+3+2=9
Move silently 4/2+2=4

Feats
Animal Affinity, +2 to handle animal and ride checks
Self Sufficient, +2 on Heal and Survival checks
Track
Dodge, +1 to AC against specified opponent
Shape Shifting Range, add Magical Beast to possible shifting Shapes

Class features
Nature Sense - +2 bonus on knowledge nature checks
Wild Empathy
Tunnel Stride - (traded Woodland stride for underground Khord druid)
Trackless step
Resist nature’s lure - +4 saving throw against fey
PHB 2 alternative feature Shape shift (pg39) give up animal companion and any and all wild shape features instead take on the ability to shape shift.
- 1st level benefit: predator form; shape shift into a predator form (Gravorg mm 119) +4 natural armor 5 foot reach bite attack for 1d6 dam and +4 enhancement to strength and 50 foot speed.
- 4th level benefit Gain mobility as a bonus feat in predator form.
- 5th level benefit aerial form (bat) 1d6 talon attack +2enhancement to strength +2enhancement to reflex +2natural armor fly speed of 40 feet.
Morphic immunity - adept at moving vital organs around a warshaper is immune to critical hits and stunning blows
Morphic weapons - a warshaper morph natural weapon even if the form assumed doesn’t have the natural weapon I.E. a polymorphed mage in the form of an ettin can grow claws or a shape shifted druid in the form of a wolf can grow a horn. If the creature already has the natural weapon then the warshaper can increase its size by one category for example a warshaper in the form of a wolf can increase their claws to Large dealing 2d6 instead of just the 1d6.

Racial features
·Darkvision: Khords can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khords can function just fine with no light at all.
·Stonecunning: Stonecunning grants Khords a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Khord who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a Khord can use the Search skill to find stonework traps as a rogue can. A Khord can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Khords have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
·+2 racial bonus on saving throws against poison: Khords are hardy and resistant to toxins.
·+2 racial bonus on saving throws against spells and spell-like effects.
·+1 racial bonus to attack rolls against orcs, crunaik, and goblinoids (goblins, hobgoblins, and bugbears): Khords are trained in the special combat techniques that allow them to fight their common enemies more effectively.
·+4 dodge bonus against giants: This bonus represents special training that Khords undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus, too.
·+2 racial bonus on Appraise checks that are related to rare or exotic items: Khords are familiar with valuable items of all kinds (especially those made of stone or metal).
·+2 racial bonus on Craft checks that are related to stone or metal: Khords are especially capable with stonework and metalwork.

Spells 5 0lvl 3+1 1st lvl 2+1 2nd lvl 1+1 3rd lvl
0lvl
Create water
Cure minor wounds
Guidance +1 on attack saving throw or skill check
Purify food and drink
Flare
1st lvl
Cure light wounds 1d8+1 hp/lvl
Endure Elements
Goodberry 2d4 berry heals 1 hp each
Produce flame 1d6+1/lvl touch or thrown
2nd lvl
Flaming sphere 2d6 dam last 1 round /lvl
Hold animal
Spider Climb
3rd lvl
Cure moderate wounds cures 2d8 dam+1/lvl
Meld into Stone me and gear merge with stone

Weapons
Dwarven Waraxe 1d10 dam X3 Crit
Heavy Crossbow 1d10 Dam 19-20 X2 Crit 120 ft. range

Armor
Studded Leather +3 to AC +5max dex -1Armor check penalty 15% spell failure

Other Equipment
Sleeping roll
Whetstone
Flint
3 Water skins

Backstory:
Arduin was born as the third child out of four. As such it fell to him to be the Military driven child in the family, a role he accepted with honor and truth be told glee. Glee at the prospect of defending his home and defending it’s secrets. The underworld holds many secrets perhaps more than the surface; held in the gems and moss and mushrooms and strange creatures and echoing tunnels and dark passages illuminated by those it permits. The underground breathes in a way that the surface world can only dream of. And unlike the surface world which is being raped and destroyed by the ‘enterprising races’ the underworld shifts and heals itself protecting its secrets from those unworthy. So Arduin believes for he has witnessed such wandering the tunnels both abandoned and new. In his youth while he wasn’t training with the Waraxe Arduin could be found contemplating the mysteries of the underworld while tending to his moss and mushroom farm in a small cave by his parents house. He still tends the grove now and again when he isn’t doing missions for his people. He first discovered the power to shift while daydreaming in his grove thinking how neat it would be to live life as a creature of the cave without worrying about the rules or his place in society. He first showed it to his commanding officers in a fight with a few gnolls that the Khords were sadly losing. They’d been ambushed at the end of examining whether the Khords should claim a tunnel that seemed to have a lucrative gold vein in it. The Khord party had five people in it; three soldiers a sapper and a priest. The party of gnolls had ten. The priest fell first with a soldier quickly following. The rest of the khord party made it to a tunnel entrance and settled in for a messy fight. A stalemate seemed to come about with the first three gnolls to test the khord defense falling fast. The Khords needed o make it to the other tunnel but if the moved from their position they would likely be taken out by the remaining seven gnolls. On the same hand any gnoll who tested the dwarves defense quickly fell. To end the stalemate Arduin changed into Gravorg and charged the gnolls. The sudden appearance of this fearsome predator gave Arduin and the others all the time they needed to counterattack. By the end the gnolls were dead and Arduin no longer fit into ordinary Khord society. There were no precedents or rules for a Khord who could change shape. Many of the Elders argued that Arduin was no longer a Khord but instead something else. Arduin didn’t care how the Elders found him as long as he could protect his caves and study the underworld. Eventually it was decided that here being no rules against a Khord shapeshifting that Arduin was a hero and unique. He was placed in a special position in the Khord’s military where he seemed to draw the short stick on many of the nastier missions and he often undertook these missions either with another group of elite Khords or alone. Either suited him as long as the job was done and his people and their caves were safe.

Posted on 2009-08-13 at 10:20:04.
Edited on 2010-05-22 at 19:33:12 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 5 - Gyviar


Player: Gyviar
Character Name: Gyviar Dwarftoe
Race: Khard Dwarf
Class: Ranger, level 8
Allignement: good
HD = 1d8

Stats:
Str 12 +1
Dex 17 +3 -> gloves of dex -> 20 +5
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 7 -2

Saves:
Fort 11
Refl 14
Will 7

HP: 60
Armor Class: 20 ( 10 + 5 + 1 + 4 )
Initiative: +5

Base Attack Bonus: +8/+3
Grapple: +9

Attacks:
Spiked Chain, att +14/+9, dmg 2d4+2+1d6, Cr x2
Rapier + Sword Short, att +11 +6 / +11 +6, dmg 1d6+1, Cr 18-20/x2 / 19-20/x2
Darts, att +13/+8, dmg 1d4+1, Cr x2

Equipement:
Armor: Chain Shirt (100gp), AC +4, Max Dex +4, ACP -2
Weapons:
Darts (100 pcs), Piercing, 1d4, x2
Rapier, Piercing, 1d6, 18-20/x2
Short Sword, Piercing, 1d6, 19-20/x2
Flaming Spiked Chain +1, Piercing, 2d4 + 1 + 1d6 fire damage x2

Magic Items:
- Cloak of Resistance (9000gp)
- Special Spiked Chain (8025gp)
- Gloves of Dexterity +3 (8000gp)

Backpack with waterskin, bedroll, sack, flint en steel, three torches

Race Features:
- Medium
- 20ft speed
- Darkvision
- +2 against poison
- +2 against spell saving throws
- +4 AC against giant creatures

Class Features:
- 1st favoured enemy: (Humanoid) Khord
- 2nd favoured enemy: (Reptilian) Kobold
- Wild Empathy (communicate with animals)
- Animal companion: Bat
- Combat Style: Two weapon fighting
- Improved Combat Style: Improved Two weapon fighting
- Swift tracker (normal speed while tracking)
- Woodland Stride (normal speed anywhere)

Ranger Feats:
- Endurance (remain consious at -1 till -9)
- Track (use survival skill to track)
- Two Weapon Fighting (only -2 pentalty)
- Improved Two Weapon Fighting (snd attack with off-hand is with an extra -5 penalty)
Normal Feats:
- Two weapon defense: +1 AC
- Weapon Finesse (dex instead of strength)
- Exotic Weapon Proficiency: Spiked Chain )
- Dodge (+1 AC)

Spells
1st: 2
2nd: 1
Memorised: Barkskin, Longstrider, Entangle

Skills (74 points)
Appraise +1
Balance +7
Bluff -2
- Climb +5
- Concentration +2
- Craft +1
Decipher Script +1
Diplomacy -2
Disable Device +1
Disguise -2
Escape Artist +5
Forgery +1
Gather Information –2
- Handle Animal +5
- Heal +4
- Hide +12
Intimidate -2
- Jump +5
- Knowledge
- dungeoneering +2
- nature +2
- geography +2
- Listen +9
- Move Silently +12
Open Lock +5
Perform -2
- Profession +2
-Ride +5
-Search +5
Sense Motive +2
Sleight of Hand +5
Spellcraft +1
- Spot +9
- Survival +12
- Swim +5
Tumble +3
Use Magic Device -2
Use Rope +8


Posted on 2009-08-13 at 10:19:35.
Edited on 2010-02-28 at 14:15:49 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 4 - Niaou'li


Name: Niaou’li Aniha
Class: Druid
Race: Dwarf
Sex: Female
Alignment: NG
Age: 128 lbs
Height: 3’ 11’’
Appearance: Long brown curly hair, green eyes, clothes in green, brown and blue with long pieces of fabric that wave in the wind when she is riding her deer called Firenze.
STR : 12 (+1)
DEX : 16 (+3) (18 (+4))
CON : 10 (+0)
INT : 12 (+1)
WIS : 16 (+3)
CHA : 10 (+0)

HP : 48
AC : 19 (10+4+3+2)
Init : +3
BAB : +6/+1

Fort : 9 (6+0+3
Refl : 9 (2+4+3
Will : 12 (6+3+3

Khordaldrum racial traits:
Speed 20
Darkvision
Stonecunning
Stability
+2 save against poison & magic
+1 att vs orcs
+4 dodge bonus vs giant type monsters
+2 on craft & appraise skill

Druidic traits:
Spells
Animal companion
Nature sense
Wild empathy
Woodland stride
Trackless step
Resist nature’s lure
Wild shap (3/day, Large)

Skills:
Balance: 6 (4+2
Climb: 4 (1+3
Concentration: 5
Handle Animal: 8
Heal: 5 (3+2
Hide: 8 (4+4
Knowledge (nature): 8 (1+5+2
Knowledge (religion): 2 (1+1
Knowledge (history): 2 (1+1
Listen: 7 (3+4
Move Silently: 7 (4+3
Ride: 10 (3+5+2
Search: 2 (1+1
Spellcraft: 1
Spot: 6 (3+3
Survival: 10 (3+5+2
Swim: 4 (1+3

Feats: (4)
Point Blank Shot
Precise Shot
Fast Wildshape
Natural Spell

Languages:
Common
Khordaldrum

Combat:
Light Crossbow, att +10/+5, dmg 1d8, critical 19-20/x2
Scimitar, att +7/+2, dmg 1d6+1, critical 18-20/x2

Equipment:
Crossbow
Ironwood chainshirt (+4 AC) (nonmagical)
Cloak of resistance +3
Amulet of natural armor +2 (+2 AC)
Gloves of Dex +2
Travel sack
40 bolts
Waterskin
2 weeks rations
chalk
candle
Rope (50 ft)
ink
5 empty paper scrolls in cases
Saddle bags, and some food for Firenze
Deer, called Firenze

Spells:

Level 0 (6 a day)

Level 1 (5 a day)

Level 2 (4 a day)

Level 3 (4 a day)

Level 4 (2 a day)


Description:
Niaou’li is a Khordaldrum woman. She’s a little insecure but is trying really hard to hide it. She possesses healing powers; that is why the people in her village have called her Niaou’li at birth, after the herb. She was raised by a very old woman who did not have any children of her own but who felt it was her destiny to raise Niaou’li. This woman knew everything there is to know about every herb, flower and plant in the nature surrounding Verbyn, the village where she is born, and she passed on her knowledge to Niaou’li. Because she was raised in the midst of nature, she is very anti-materialistic. She feels people who care only about money and possessions are lacking major qualities. When the old lady died, Niaou’li started wandering the lowlands, helping out those who needed to be healed.
When wandering the lowlands, Niaou’li found an ancient book. The full powers of this book are unknown to her, but she attempts to seek its mystery, and slowly she is unraveling what this book is about. Though she doesn’t fully understand why, she keeps it at her side at all times.
Niaou’li’s faithful friend is Firenze, a deer, who she rescued from the hands of trappers. Firenze has been with her for many years, as her companion and sometimes her form of transportation. Over the years they have developed a strong connection, and the deer follows Niaou’li into the heart of peril if need be.
As a Khordaldrum druid, Niaou’li is sometimes frowned upon. Some people, especially Sylvari, cannot understand that a Khord can be so close to nature. Even amongst her own kind there are those who would rather see her work the mines, cut the gems and care for the children. She has heard her calling though, and will not tolerate prejudice.

Posted on 2009-08-13 at 10:19:17.
Edited on 2009-12-05 at 23:57:29 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 3 - Crellin


Crellin “Flux” Ironspark (Rogue 1 / Wizard 7 (Wild Mage) )
Medium Humanoid (Khord M)
Alignment: Chaotic Good
Hit Dice: 6+7d4+24 (45 hp)
Initiative: +2
Speed: 20 feet
AC: 16 (+2 Dex, +2 armor (leather) +2 Deflection), touch: 14, flat footed: 14 ASF: 0%
Base Attack/Grapple: +3 / +3
Attack: Masterwork Shortsword+6 melee (1d6+0)
Full Attack: Masterwork Shortsword+6 melee (1d6+0)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Sneak attack +1d6, random deflector 1/day, student of chaos
Special Qualities: Trapfinding, chaos magic, wild mage spells, wild magic, wild magic skill, summon familiar
Saves: Fort 5, Ref +6, Will +6
Abilities: Str 10, Dex 14, Con 16, Int 18, Wis 12, Cha 6

Skills: to be completed

Languages: Common, Khordish Draconic, Sylvani, Orc
Feats: Weapon Finesse, Scribe ScrollB , Armored Spell Casting (Khord bonus), Practiced Spellcaster, Spell Mastery
Spells Per Day: (4 /5+1 /4+1 /3+1 /2+1) [Spell DC = 14 + spell level]
Caster Level: (8-14) (Base 8 (7-3(wild magic)) +4 (Practiced Spellcaster) +1d6 (wild magic)
Spellbook: 0 lvl – All zero level spells; 1st – all 1st level spells 2nd – alter self, blur, flaming sphere, gust of wind, melf’s acid arrow, mirror image, spider climb; 3rd – deep slumber,dispel magic, fireball, haste, lightning bolt, stinking cloud; 4th – charm monster, confusion, Leomund’s secure shelter, rainbow pattern,

Spells Mastered: alter self, lightning bolt, magic missile, Reckless dweomer

Typical Spells Prepared: 0 lvl – acid splash, light, prestidigitation, ray of frost; 1st – color spray, magic missilex2, feather fall; +Reckless Dwoemer 2nd – alter self, gust of wind, mirror image, spider climb;+ Chaos shield 3rd –, dispel magic, lightning bolt, stinking cloud;+ wild Armor 4th – confusion, Leomunds Secure shelter +Unluck

Equipment: ring of protection +2 , rod of wonder, tan bag of tricks, MW shortsword, leather armor
lock picks, spell component pouch, waterskin, trail rations x 1 week. Spellbook, inkpen, ink well, 3x harpy feather quills, 1x polished rock named Fran, 10x parchment 3x empty vials 2x explorers clothing sets, (100gold pieces of materials for a summon familiar ritual)

Gold: 60

Chaos Magic: Any spell that a wild mage casts has a slight chance to release some of the wild mages potent magic, causing it to break through in an uncontrollable outburst. Each time the wild mage casts a spell he also rules a 1d20 surge die. If the die rolls a natural 20 then the result is a wild surge. To determine the results of a wild surge the DM rolls secretly on the Surge Chart that follows.

Random Deflector (Su): Once per day, Crellin can activate his random deflector as an immediate action, which lasts until the end of his next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (that is, spells designating Crellin as the sole target, but not area spells in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of Crellin. Crellin himself, and his allies, are viable targets for this random selection of a new target. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on.

Sneak Attack: If Crellin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Crellin’s attacks deal an extra +1d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-lethal. Any energy damage from touch spells or ranged touch spells made within 30 feet, that qualify as a sneak attack, this additional damage is of the same energy type. For example, if Crellin hits a flat-footed opponent with an acid splash, he would deal an additional +1d6 acid damage. However, a magic missile that hit a flat-footed opponent, would not gain a bonus +1d6 force damage, since there is no attack roll involved.

Summon Familiar: Crellin does not currently have a familiar. However, he could spend 100 gold pieces worth of special materials, and spend 24 hours to summon one, if he so desired.

Student of Chaos (Ex): Whenever Crellin uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), Crellin gains no special advantage.
Trapfinding: Crellin can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.

Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. Crellin reduces his caster level by 3 for all spells he casts. However, every time he casts a spell, his use of wild magic adds 1d6 to his adjusted caster level. Thus, Crellin has a base caster level of 4th, but his actual caster level varies from 5th level to 10th level for every spell he casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Wild Magic Skill: At 1st level, the wild mage gains a +2 bonus to Spellcraft checks regarding known wild magic effects (including, if a wizard, checks made to inscribe a wild spell into a spellbook)
Wild Magic Spells: A wild mage receives one bonus spell per caster level much like a specialist wizard. This spell must be memorized from a spell on the Wild Mage spell list.

********~~~~~*~*~***********************~~~~~~*~*~~******
D100
Roll
1 Wall of force appears in front of caster
2 Caster smells like a skunk for the spell duration
3 Caster shoots forth eight nonpoisonous snakes from fingertips. Snakes do not attack.
4 Caster's Clothes itch (-2 to initiative)
5 Caster glows as per a light spell
6 Spell effect has a 60' radius centered on caster
7 Next phrase spoken by the caster becomes true, lasting for 1 turn (this one can be alot of fun provided that you wait until the caster says something that can manifest. A questions such as where are we going does not manifest. However, I wish I knew where we were going might grant a 1 turn glimpse into a random point in the future. Also if an instantaneous request is granted "were going home right now" poof they all are home then it is not countered at the end of the spell. However, the DM is granted full power over just how much power this surge may have. For instance “Drop dead” may or may not be allowed to come to pass based on your DM’s stance.
8 Caster's hair grows one foot in length
9 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster is affected by reduce person for 1d3 turns
13 Caster's head enlarges for 1d3 turns
14 Caster falls madly in love with target until remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal and adding a -4 to initiative for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years (or the equivalent for longer lived races ie 100 years for an elf)
27 silence, 15' radius centers on caster
28 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until dispel magic is cast
36 3d10 gems shoot from the caster's fingertips. Each gem is worth 1d6x10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (chosen randomly) is permanently drained
41 One normal item within 30' of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30' of caster anre increased by +2 for 1 turn (even if this would take their +bonus above 5)
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin to hiccup (-1 to attack rolls +5% spell chance failure)
46 All normal doos, secret doors, portcullises, ect. (including those locked or barred) within 60' of caster open
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60' of spells target. All those who can hear must make a constitution save of be stunned for 1d3 rounds.
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker (this does not relate to a spell or a monster - it literally shrieks like a bottle rocket)
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell take physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (Attack bonus equal to caster's).
59 All weapons within 60' of caster glow for 1d4 rounds
60 Spell funtions; any applicable saving throw it not allowed
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60' of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 Attack and Armor bonus, cannot cast spells) for 2d4 rounds
76 Wall of Fire encircles target
77 Target levitates 20' for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets (busting out my ad&d books to find this spell later)
81 Target's feet enlarge, reducing movement to half normal and adding -4 to all initiative rolls for 1-3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds)
90 Spell effect has 60' radius centered on target (all withing radius suffer effect)
91 Target's clothes itch (-2 to initiative order for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until a dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
00Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%


Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level (as opposed to variance based level) is used when calculating range, duration, area of effect, etc. of these spells. Remember, unless the wild surge specifies otherwise it is in addition and not a replacement to the original effect which is calculated as all other chaos spells are, i.e. variance dice and so on.

WILD MAGE SPELLS

0 - LEVEL SPELLS Cantrips

1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell.
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS
Chaos Shield - protects caster against their own wild surges.
Surge Mastery - partially controlled wild surge.
Improved Reckless Dweomer - as Reckless Dweomer but needing no Verbal or Somatic components.

3rd - LEVEL SPELLS
Wildmine - creates boobytrapped object.
Wild Armour - creates magic armour that surges when hit by another..

4th - LEVEL SPELLS
Unluck - makes target reroll all rolls and pick worst result each time.

5th - LEVEL SPELLS
Vortex - creates damaging tornado that is uncontrollable.

6th - LEVEL SPELLS
Wildshield - absorbs spells and wild surges.
Wildstrike - encases target in Wildzone causing target to surge if they cast spells.

7th - LEVEL SPELLS
Surge Selector - allows a choice in wild surges if one is set off.

8th - LEVEL SPELLS
Wildzone - creates an area that surges spells when cast.

9th - LEVEL SPELLS
Stabilize - negates Wild Surges upon caster.


Reckless Dweomer
Target - special.
Duration - special.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - yes.
When Casting this spell, the Wild Mage unleashes the Wild Forces within themself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.
Attempted Enhancement
Target - special.
Duration - 1 round.
Range - special.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.. Material component needed is exactly what is needed for the next spell to be cast.
Chaos Shield
Target - Caster.
Duration - 1d10 rounds + 2 rounds / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - No.
When Casting this spell, the Wild Mage protects themself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependant upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from the good and bad effects of surges while the spell is on.

Surge Mastery
Target - special.
Duration - instantaneous.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).

Improved Reckless Dweomer
As Reckless Dweomer but needs no components of either V,S.
Wildmine
Target - touched object.
Duration - permanent until triggered.
Range - touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
Once cast upon an object, the next creature to touch it, even the caster, activates a Wild Surge. The creature is the target, the object is considered the caster.
Wild Armour
Target - caster.
Duration - 1d6 + 1 round / level..
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.
Unluck
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires. The material component for the spell is a shard of a broken mirror.
Vortex
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes.
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end. Material components for this spell are a handful of straw and some silk streamers.
Wildshield
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be cancelled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster. The Material component for this spell is a small sponge.
Wildstrike
Target - one creature.
Duration - 2d4 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex Negates.
Spell Resistance - No.
This spell can be cast on another creature affectively encasing them in Wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for the duration of the spell and can be triggered multiple times.
Surge Selector
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience. The material component for this spell is a brass spinner.
Wildzone
Target - 300' x 300' square.
Duration - 2d6 turns.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanancy spell. The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.
Stabilize
Target - 30' radius circle.
Duration - 1d4 + 1 turns.
Range - touch.
Casting Time - 1 turn.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.

Posted on 2009-08-13 at 10:18:22.
Edited on 2009-12-05 at 23:53:54 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 2 - Karov


Quote: "The stone, it lives and breathes like all good Khords, it speaks too... it speaks to me."
Character Name: Karov Stonegallow
Player: Jozan1
Class & Level: Fighter/5 StoneLord/3
Race: Khordul
Alignment: Neutral Good
Deity:
Size: Medium
Age: 79
Gender: Male
Height: 4'6
Weight: 210
Eyes: Brown
Hair: Black
Skin: Deep tanned

Abilities:
STR: 16 +3 (18 +4)
DEX: 12 +1
CON: 16 +3
INT: 10 +0
WIS: 10 +0
CHA: 10 +0

HP: 13+d10+3,d10+3,d10+3,d10+3,d8+3,d8+3,d8+3,= 72
AC: 10+ 10(fullplate)+2(shield)+1(dex) = 23
EXP: 6,000/10,000
INITIATIVE: +5

Saving Throws:
FORT: Base-7, Con-3 = +10
REFL: Base-2, Dex-1 = +3
WILL: Base-1, Wis-0 = +1
BAB: +8/+3
Grapple: BAB-8, Str-3, = +11
Over-all Armour check penalty (not factored into any skills) = -6

Attacks:
Dwarven War axe- +15/+10, D10+8, x3
Short Sword- +13/+8, D6+4, 19-20 x2
Light Crossbow- +9/+4 (+10/+5 w/ Masterowork Bolts) D8, 19-20 x2

SKILLS:
Climb, ranks- 1+3 = +4
Concentation, ranks- 1+3 =+ 4
Craft (stoneworking), ranks-6+0+2 +8
Handle Animal, ranks- 0+0 = +0
Intimidate, ranks-0+0 = +0
Jump, ranks- 1+3 = +4
Knowledge(Dungeoneering), ranks- 5+0 = +5
Profession(Guard), ranks- 1+0 = +1
Ride, ranks- 0+1 = +1
Speak langauge (Terran)
Spot, ranks- 3+0 = +3
Survival, ranks- 3+0 = +3 ( +5 survival while underground from related synergy-Knowledge(duneoneering))
Swim, ranks- 0+3 = +3


Armour:
+2 Full Plate- +8 AB, +2 EB, +1 Dex mod, -5 acp
Shield/Protective Item:
Large steel shield- +2 AB, -1 acp
Protective Item:

Protective Item:

Other Possessions:
+2 Adamantine dwarven War axe- 11330
+2 Full plate- 5,650
Gauntlets of ogre power- 4,000
Master Work Shortsword- 160
Light crossbow- 35
Masterwork bolts (10)- 70
Bedroll
3 days food/water
Flint/steel
Backpack
Artisans outfit
Gold pouch ( 3 Platinum, 20 Gold, 30 Silver, 24 Copper)
2 Deep Blue Spinel gems (2x 500 gp)

Feats:
Endurance
Power attack
Cleave
Weapon focus (Dwarven War axe)
Weapon Specialization (Dwarven War axe)
Improved Sunder
Improved Initiative

Special Abilities:
Bonus Feats- lvl 1,2,4
Earths blood
Stone Powers: lvl 2, Stoneskin
Stone Shape
stone cunning

Languages:
Common
Terran
Khord

Racial Traits:
+2 Constitution, -2 Charisma:
·Medium-size: As Medium-size creatures, Khords have no special bonuses or penalties due to their size.
·Khordaldrum base speed is 20 feet.
·Darkvision: Khords can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khords can function just fine with no light at all.
·Stonecunning: Stonecunning grants Khords a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Khord who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a Khord can use the Search skill to find stonework traps as a rogue can. A Khord can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Khords have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
·+2 racial bonus on saving throws against poison: Khords are hardy and resistant to toxins.
·+2 racial bonus on saving throws against spells and spell-like effects.
·+1 racial bonus to attack rolls against orcs, crunaik, and goblinoids (goblins, hobgoblins, and bugbears): Khords are trained in the special combat techniques that allow them to fight their common enemies more effectively.
·+4 dodge bonus against giants: This bonus represents special training that Khords undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus, too.
·+2 racial bonus on Appraise checks that are related to rare or exotic items: Khords are familiar with valuable items of all kinds (especially those made of stone or metal).
·+2 racial bonus on Craft checks that are related to stone or metal: Khords are especially capable with stonework and metalwork.
·Favored Class: Fighter. A multiclass Khord's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Khordaldrum culture extols the virtues of the warrior, and the vocation comes easily to Khords.

Background:


Posted on 2009-08-13 at 10:16:23.
Edited on 2010-06-12 at 08:21:50 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Character 1 - Berodin


Player: Ayrn

GENERAL INFORMATION

Character Name: Berodin
Alignment: Neutral Good

Class(es): Cleric 6 /Radiant Servant of Solanis 2
Experience:

Race: Khord
Gender: Male
Age: 120 y.o.
Weight: 172 lbs
Height: 4 ft 4 in
Hair: Chestnut brown with a reddish tinge
Eyes: Hazel
Skin: Ruddy


RACIAL FEATURES

Ability Adjustments: +2 CON, -2 CHA

Size: Medium

Base Speed: 20 ft

Darkvision: 60 ft

Racial Save Bonuses: +2 save vs poison, +2 save vs spells and spell-like effects

Racial Attack Bonuses: +1 attack vs orcs and goblinoids

Racial AC Bonuses: +4 dodge AC vs monsters of giant type

Racial Skill Bonuses: +2 to Appraise and Craft checks with stone and metal

Additional Features: Stonecunning; Stability; Weapon Familiarity [Khord Waraxe, Khord Urgrosh]; Move at Base Speed while in medium/heavy armor or carrying a heavy load


CLASS FEATURES

Cleric Abilities: Aura of Good; Clerical Spells; Spontaneous Casting: Healing; Turn Undead; Domains [Strength, Sun]

Radiant Servant Abilities: Turn Undead; Extra Greater Turning; Radiance; Clerical Spells; Divine Health; Empower Healing

Domain Abilities: Greater Turning [Sun], Feat of Strength [Strength]


FEATS & SKILLS

Feats: Extra Turning, Power Attack, Divine Vigor, Improved Bullrush

Skills: Concentration 11 ranks, Heal 7 ranks, Knowledge [Religion] 10 ranks, Sense Motive 5 ranks

Languages: Common, Khord


SPELLS

Domains: Strength, Sun

0 Level Spells: Detect Magic, Light, Read Magic, Resistance, Guidance, Mending

1st Level Spells: Enlarge [DS], Bless, Comprehend Languages, Divine Favor, Entropic Shield, Magic Weapon

2nd Level Spells: Bull’s Strength [DS], Shatter, Lesser Restoration, Spiritual Weapon, Sound Burst

3rd Level Spells: Searing Light [DS], Prayer, Dispel Magic, Summon Monster III, Stone Shape

4th Level Spells: Fire Shield [DS], Divine Power, Summon Monster IV


EQUIPMENT

Items Worn: Full Plate +2 [5650 gp], Holy Symbol [25 gp], Cleric’s Vestments [5 gp]

Items Held: Warhammer +2 [8312 gp], Mwk Hvy Steel Shield [170 gp]

Items Carried: Metamagic Rod {Extend} [11000 gp], Wand of Cure Light Wounds [750 gp], Mwk Light Crossbow [335 gp], Bolts {20} [2 gp], Mwk Light Hammer [301 gp], 5 Sunrods [10 gp], 5 Tindertwigs [5 gp], Everburning Torch [100 gp], Holy Water Flask [25 gp], Antitoxin Vial [50 gp], Backpack [1 gp], Waterskin [1 gp], Ink & Pens [9 gp], Journal [15 gp]

Wealth: 324 gp


ABILITY SCORES

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

COMBAT INFORMATION

Hit Dice: 53 ( 9 + 5d8+5 + 2d6+2 )
Total Hit Points:
Current Hit Points:
Current Conditions:

Speed: 20 ft
Initiative: +0

FORT Save: +9
REFL Save: +2
WILL Save: +11
Additional Save Bonuses: +2 vs poison, spells, and spell-like effects

Total AC: 22
Touch AC: 10
Flat-Footed AC: 22
Additional Defenses: +4 dodge ac vs giant-types

Base Attack Bonus: +5
Additional Attack Bonuses: +1 vs orcs and goblinoids

Melee Attack Option #1: Warhammer +2; Attack +9; Damage 1d8+4/ x3
Melee Attack Option #2: Mwk Light Hammer; Attack +8; Damage 1d4+2/ x2; Range 20 ft

Ranged Attack Option #1: Mwk Light Hammer; Attack +6; Damage 1d4+2/ x2; Range 20 ft
Ranged Attack Option #2: Mwk Light Crossbow; Attack +6; Damage1d8/ 19-20x2; Range 80 ft


Posted on 2009-08-13 at 10:15:29.
Edited on 2010-02-20 at 12:48:39 by Almerin

Topic: New Spores of Itanlok Q/A ~ 1
Subject: New Spores of Itanlok Q/A ~ 1




This is the Q/A thread for group 1 in the D&D game "The Spores of Itanlok". All questions about this game, including interest in joining, can be placed here.

The players:
Ayrn - Berodin - Cleric (paused)
Jozan1 - Karov - Fighter/Stonelord
Kaelyn - Crellin - Wild Mage (paused)
Niaou'li - Niaou'li - Druid
Gyviar - Gyviar - Ranger
Ion Kired - Arduin - Druid/Warshaper

Group Cash
empty

I hope we'll have a Great Khordaldrum experience together!


Posted on 2009-08-13 at 10:13:19.
Edited on 2010-06-12 at 08:23:07 by Almerin

Topic: The Spores of Itanlok - Second Attempt
Subject: well


make sure your character is in order, and a background can really be the thing to have if we are going to make this a real roleplaying experience.

I hope to start this thing soon, but I need a few more characters, I'm afraid. Can't really start without Vesper and Drakar's character.

Posted on 2009-08-12 at 10:32:04.

Topic: A Local Legend - An Audalis Short Adventure
Subject: input


Farreus looked at the faces of his audience. They were caught up in the story as if they were actually there. It was good to see that he was still capable of entertaining and inspiring imagination.
He sat straight for a moment and rubbed his lower back. Ever since he had fallen down that well, his spine had a nasty little dent in it. But he didn't complain. He was alive, and had lived to grow old and share his story. It was one of the ways he could show his appreciation for the adventurers who saved him that day.

"You know," he addressed them all, "It's not always easy to determine what's the best thing to do in a difficult situation. Afterwards you'll always think of some better way of dealing with an obstacle or conflict. But a real hero isn't afraid of trying."

Some of the children nodded, others just gaped up at him. Farreus knew he should continue the story now, before their interest was lowered.


The request for a blanket had them all thinking. Aldagen the ranger was first to react. "They've got blankets at the inn! I'll go get one. It took us about half an hour going all carefull-like. I'm sure I can do it in 15. I'll be back later. Wait for me!"

And off he went. They waited half an hour. In the mean time, the lizardmen had stopped their chanting, and the heroes could now hear the voice of what could only be the old manlizard who had stood behind the altar. He was preaching, it seemed, and one word returned more than once: Gubulondil.
Suddenly a silence spread across the caves, and within it sounded the heavy clank of a metal blade on a stone surface. Then the lizardmen started their chanting again. Another voice singled itself out, but this time it was a high pitched one, like a child. It sounded like it was singing, but as they listened to it, Aldagen returned, with a blanket triumphantly in this hands. It had been stained a little, but was mostly dry.

"What did you want to do with this?" he asked.

Posted on 2009-08-06 at 10:49:57.

Topic: A Local Legend - Q/A
Subject: yes


Ayrn is right: I can't do anything besides write: the group moves back into the tunnel. For future posting it would be handier to assume the group moves back after your request, so you can add what it is you wanted to discuss. I really can't update in any kind of way on a single line post.
Or the idea should be to post frequently, otherwise this is going to take forever.

I'm getting the idea that this adventure is fizzling out of existence slowly. We are so very close to the conclusion. Let's try to remain focused please. I need actions or intentions in order to continue. This will not be a wait-and-see sort of ending, unless you guys are willing to spend another month down the tunnel to see every move and hear every word these creatures have to say. And if you intend to do that: tell me, so I can put in an update that spans a month. But at least give me something to work with.



Posted on 2009-08-04 at 10:18:32.

Topic: The Spores of Itanlok - Second Attempt
Subject: replies


Kaelyn, your character looks awesome. I'm curious to see how it will all develop.

Vesper: take your time. I'm currently on a vacation, with access to internet, but I'm in no real hurry to begin.

Hammer: too bad... loco would've great in this one, but alas.



Posted on 2009-08-04 at 09:52:48.

Topic: The Spores of Itanlok - Second Attempt
Subject: alright


Kaelyn, make a nice character, and you're in.

Posted on 2009-07-31 at 18:09:09.

 


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