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You are here: Home --> Forum Home --> Recent posts by Skari-dono
Topic: Dungeon of the Unhallow Q&A
Subject: Fixed


It has now been fixed. Your character is now weaker and more evil

We now have 3 characters ready. The Friday after we have the 4th character will be when the game officially starts. So when we have enough characters, you know how long before the game starts.

Posted on 2009-04-19 at 20:58:35.

Topic: Star Wars: Dark Masques
Subject: eh?


I don't want to be the GM that gives you too many ideas or tries to shoot down your own ideas, but I still don't think that shooting at the Mandalorian is the best tactic in this situation.

The droid is already damaged and the Mandalorian has Awvoor and Kate gunning at him. Personally, I would try to take down the droid first.

Posted on 2009-04-19 at 20:19:41.

Topic: Star Wars: Dark Masques
Subject: Slow weekend


Due to players' inactivity (most likely caused by real life activities) I'm not going to update today. I aim at updating next Wednesday but because I have to turn in a big essay on the 24th (Thursday?) I may not have the time for it. Assume that I will, though.

I assume you have good reasons for not posting for today but I am still going to stick with my original plan of two updates per week. If nobody adds their posts in the game before Wednesday, I am going to start asking around.

Posted on 2009-04-19 at 17:20:27.

Topic: Grugg Out A Bit
Subject: gyyaaaarrrrghhh!!!


Damn you and your real life!


See ya in a week and a bit, my furry friend

Posted on 2009-04-19 at 01:25:36.

Topic: Star Wars: Dark Masques
Subject: hmm


I intend to update the game tomorrow as planned, so if you haven't posted by then I will probably NPC your characters.

Ayrn, unless you say otherwise, I will assume Benjamin will go for the blast door and get it open.

Of course, if nobody is going to post anyway, I probably won't be updating anything.

Posted on 2009-04-18 at 20:42:25.
Edited on 2009-04-18 at 20:42:59 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: sure


You can play siblings, that's fine with me. You should know that there is only one prisoner in each cell and that all prisoners are randomly assigned to the cells. The chances that siblings would be in two cells this close to each other is suprisingly lucky

And, if you are interested in joining, I suggest you look up the recruiting thread (I forgot to add the parent thread but it is fixed now so you should be able to find it). Just something to remember in the future

I think we now have room for only one more player.

EDIT: Actually, there is no more room for any more players or characters. This game is currently full

Posted on 2009-04-18 at 20:02:54.
Edited on 2009-04-18 at 20:04:45 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Hmmm....


Well, it's hard to apply the houserule to shadowcasters because they don't actually use spells which the houserule aims at. I would say that they would benefit from the rule, getting 3/day metashadows and no modifications to their casting time, but I am going to have to read it propperly over to be sure.
For now, assume you get the 3/day thing.

Oh, and since there is no actual difference between day and night in the Dungeon of the Unhallow, a day counts as roughly 24 hours. Also, any effect that would count as a week (some spells for example) lasts seven days and not the Forgotten Realms' tenday.

Posted on 2009-04-18 at 13:10:03.

Topic: Dungeon of the Unhallow Q&A
Subject: Important notice! (I'm a meany)


!!!READ THIS!!!

Yes, I am going to be harsh and mean in this post.

For those of you who do not know it yet, I'm not here to make your characters for you. I have enough work as it is seeing as I'm the DM. I expect a finished character when you send in your charactersheets, not half-finished calculations or citations. When I say I want citations, I mean book's name and individual page number for every item, feat, spell or what-have-you that is not in the three core books. So no "feats are on pages X-Y" kind of deal. When I need to look things up, I want to be able to find it nearly instantly without having to go through a whole chapter. If you abbreviate a book's name in your citation, I want you to include a list of the abbreviation that you used and what each of them stand for. I don't abbreviate very often myself, so it is not 100% certainty that I know which books you are talking about. Don't assume I do.

I also don't like to be asked to finish anyone's character. In any possible way. I'll help you make one, but I don't want no "could you finish my inventory?" kind of trash. That is your job, but I guess I've already said that. This may seem like I want you to do all the hard work, but I also have a lot of work and more pressure than you to make this game entertaining for up to 8 people.

We've got 2 characters already and please don't think I'm trying to insult the players by pointing at the above. This is not intended to be an arguement or insulting, but a forwarning to the rest of the players who haven't sent in their characters yet. This kind of thing annoys me, and I want to avoid being to annoyed when we start the game. I might end up killing the whole party before starting.

The characters I have gotten so far are great and I applaud the players for being the first to send in their sheets.

Posted on 2009-04-17 at 18:18:56.

Topic: Dungeon of the Unhallow Q&A
Subject: 2/8 characters


I've got two out of eight possible characters in this game. I usually don't like to rush people, but I've had several games die because the characters never came.

Once we have four characters, I think we're ready to get the game started. I would like to remind you to double check your math and finish everything. I'm not a DM that likes to be looking things up at multiple places just to find results for one Skill check. I would also like to remind you to find a portrait of your character (for the mapping tool) and send me, either via e-mail or as a link in a PM.

Finally, if you have any game related questions or general character questions, ask them here so that everyone can benefit from me answering them.

Posted on 2009-04-17 at 10:05:16.

Topic: Star Wars: Dark Masques
Subject: Maps


The maps for last round have been added.

On the first one we have Arruna, Kate and that battle droid shooting flame.
On the second one we have Benjamin and Darth Malis (now dead) with Benjamin's Force Slam marked in the cone effect.
On the third one we have an overview over the current situation, so you can see where you stand in regards to everyone else (although they do appear a bit small.
Awvoor and Wrrlwarr can only just barely be seen on that last one at the very top, but since they haven't moved out of the ship yet it doesn't really matter that much. That's also why I didn't include a special map for them.

If you have any questions about the maps, feel free to ask.

Posted on 2009-04-16 at 18:49:40.

Topic: When Bad Things Happen
Subject: ...


It is always saddening when such events take place. I wish I was better with words, but the truth is that deaths have never been anything I can make others feel better after. Even now my words hardly make any sense.

My deepest sympathies go to you both and your families. A friend of mine lost his good friend and comrade in dice-rolling and stopped roleplaying for few years. He has recently started playing again, saying that although it is hard to play with your good friend it is in his honor that he continues to roll his dice.

I hope that things will improve for you, and that one day you take up your dice in his honor and memory, and continue that game that you all enjoyed together.

Game on, and God bless.

Posted on 2009-04-16 at 09:41:58.

Topic: Dungeon of the Unhallow Q&A
Subject: Oooh...


One thing I almost forgot to ask you guys. Because I'm going to be using a mapping tool for our enjoyment, I'd really like you to include a portrait with your characters which I can then use. That portrait should be fairly descriptive of your character, so if you're playing a female elf with fair skin and blonde hair don't use a portrait of an orc or a dwarf.

Posted on 2009-04-16 at 09:29:45.

Topic: The Adventurer's Guild - 4e D&D
Subject: hmm


I'm not familiar with 4th edition rules nor am I a particularly good player (considering post counts), but if you are willing to be patient and answer few questions if I bring them then I'm willing to give this game a shot.

I have absolutely no concept and I am no big fan of 4th ed, but I think I should give it a shot before damning it for all eternity.

Posted on 2009-04-15 at 18:08:11.

Topic: Star Wars: Dark Masques
Subject: eh?


What does Finland have to do with it?

I know, stupid joke. I just had to say it.

Posted on 2009-04-15 at 16:34:22.

Topic: Dungeon of the Unhallow Q&A
Subject: Easy Access Map-list


When there will be anything to add, this post will serve as a Map-library. Here you will be able to look over maps of certain places that you've been to already (unimportant hallways or such will not be added).

Posted on 2009-04-15 at 15:53:53.
Edited on 2009-04-15 at 16:33:01 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Undivided Party-Loot


When there will be anything worth adding to this post, it will house a list of items you have looted but not yet divided between yourselves. The items will also include a price-tag and weight so that you know how much you are carrying. As long as it is on this list, it is assumed to be nobody's property and anyone can grab it.

Posted on 2009-04-15 at 15:53:36.
Edited on 2009-04-15 at 16:30:09 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Character 8


coming soon

Posted on 2009-04-15 at 15:53:17.

Topic: Dungeon of the Unhallow Q&A
Subject: Character 7


coming soon

Posted on 2009-04-15 at 15:53:02.

Topic: Dungeon of the Unhallow Q&A
Subject: Dragon Mistress' character


Aurora Dawnsinger; Aasimar planetouched
Ftr2/Pal5: CR 7; ECL 8; Size M;
HD 7d10+21; hp 75;
Init +4;
Spd 30 ft;
AC 21, touch 15, FF 17;
BAB +7/+2; Grapple +11;
Atk: +11/+6 melee (1d3 + 4, Unarmed), +12/+7 melee (1d8 + 5/crit 19-20, Longsword +1);
SA Daylight;
SQ Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5;
AL LG;
SV Fort +14, Ref +9, Will +9; Str 18, Dex 18, Con 17, Int 16, Wis 18, Cha 18.
Languages spoken: Common, Celestial, Inferrnal, Abyssal, Dragonic

Skills and Feats: Climb +7, Concentration +8, Diplomacy +8, Handle Animal +8, Heal +8, Intimidate +8, Jump +7, Knowledge (Nobility) +5, Knowledge (Religion) +5, Ride +7, Sense Motive +6, Speak Language +3, Spot +9, Swim +4, Tumble +4; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack.

Special Abilities: Aura of Courage, Aura of Good, Cold, Darkvision, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Smite Evil, Special Mount, Turn Undead.

Racial Spells Known: 0--Daylight.
Racial Spells Prepared: 0--Daylight.

Possessions: 27 pp, 5 gp, Longsword +1, Chain shirt mw (adamantine), Belt of healing, Light steel +1 shield (mithral), Ring of protection +1, Oil of bless weapon, 3 Potion of cure light wounds, 2 Potion of shield of faith +2, Antitoxin (vial), Traveler's outfit.

Posted on 2009-04-15 at 15:52:48.
Edited on 2009-04-30 at 01:38:22 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Savrit's character


Name: Miliani Aelorothi
Race: Fay'Ri (+2 Level Adjustment, Races of Faerun page 118 )
Class: Binder lvl 6 (Tomb of Magic pages 9-100 )
Alignment: CN

STR: 15
DEX: 17 (+2 racial)
CON: 15 (+1 at lvl 4)(-2 racial)
INT: 18 (+2 racial)
WIS: 15
CHA: 15

HP: 60
Speed: Land 30; Air 40
Armor Class/Touch/Flat-Footed: 19/13/16 (Armor bonus 6+Dex 3+10/Dex 3+10/Armor Bonus 6+10)
Initiative: 3
Fortitude/Reflex/Will: 7/6/7 (Base 5+Ability Mod 2/Base 2+Ability Mod 3+Misc. Mod 1/Base 5+Ability Mod 2)
Base Attack Bonus: 4
Grapple: 6 (BAB 4+STR 2)

Weapons & Armor
The armor and mace seems is of Elven make, however the mace has a malevolent flare to it.

+1 Heavy Mace of Least life drinking
Attack Bonus +5, Damage 1d8+3 Critical x2 Heals +1 per hit that deals damage 10/day (Magic Item Compendium pg 64-65)

+1 Mithral Breastplate of Agility
+1 to Reflex saves (Magic Item Compendium pg 6)

Skills (listed as Ability Mod+Ranks+Misc. Mod)
Bluff - 10 (2+6+2)
Concentration - 9 (2+7+0)
Decipher Script - 9 (4+5+0)
Diplomacy - 7 (2+3+2)
Escape Artist - 4 (3+1+0)
Gather Information - 5 (2+3+0)
Hide - 5 (3+0+2)
Intimidate - 7 (2+3+2)
Knowledge Arcana - 5 (4+1+0)
Knowledge History - 5 (4+1+0)
Knowledge Religion - 5 (4+1+0)
Knowledge The Planes - 9 (4+5+0)
Listen - 4 (2+0+2)
Search - 6 (4+0+2)
Sense Motive - 7 (2+5+0)
Spot - 4 (2+0+2)
Survival - 7 (2+3+(2 other planes))
Use Rope - 6 (3+3+0)
All other skills use appropriate ability modifier

Languages
Common, Elven, Abyssal, Sylvan, Draconic, Infernal, Celestial

Feats
1) Favored Vestige (Amon) (Tome of Magic pg 74)
Effective Binder Level increases by 1 when using the abilities granted by chosen vestige

2) Ignore Special Requirements (Tome of Magic pg 74)
Ignore special requirements of vestiges with which you make pacts

3) Skilled Pact Making (Tome of Magic pg 74)
+4 Bonus on binding checks

4) Expel Vestige (Tome of Magic pg73)
Attempt to prematurely expel vestige 1/day

Special Abilities (Tome of Magic pg 11)
1st Soul binding (1 vestige)
2nd Pact augmentation (1 ability)
2nd Suppress sign
4th Bonus feat
5th Pact augmentation (2 abilities)
6th Soul guardian (immune to fear)

Currently able to summon Vestiges up to level 3
Vestiges that Miliani knows and has chosen to use. (Tome of Magic)
Amon Binding DC 20 (pg 21)
Aym Binding DC 15 (pg 24)
Naberius Binding DC 15 (pg 41)
Ronove Binding DC 15 (pg 44)
Dahlver-Nar Binding DC 17 (pg 27)
Malphas Binding DC 15 (pg 39)
Savnok Binding DC 20 (pg 45)
Andromalius Binding DC 20 (pg 23)
Focalor Binding DC 20 (pg 31)
Paimon Binding DC 20 (pg 43)

EBL 12

Possessions
Implements of Binding in bag of holding (Tome of Magic Pg 76)
Bag of holding (Type I)
Chalk in bag of holding
Magic Bed Roll strapped on back (Magic Item Compendium pg 163)
Everlasting rations in bag of holding (Magic Item Compendium pg 160)
Everfull Mug in bag of holding (Magic Item Compendium pg 160)
Cloak with black on the outside and a dark amber colored inner lining on her shoulders
Light weight, pale yellow tunic, low cut, slightly billowing sleeves, cuffs at the wrist with shiny gold clasps holding them closed.
Corset made of black silk with soft yellow trim and laces.
Black leather pants that lace all the way up the sides. Light gold colored thread embroidery traces her hips and down her right side in an elven pattern.
Black leather boots with steel toe & lined heels.
What Miliani is wearing under her armor is of elven craft so it only shows a little wear and tear after the 40 years

Description
Age: 100 years
Height: 5 feet 9 inches
Weight: 155 pounds
Eyes: Dark Amber
Hair: Fiery copper
Cheek bones and ears are of elven descent the rest of the body flaunts the darker half of her lineage. Skin is soft, smooth, snake's scales, with the dark red coloring of a blood stone. Large leathery wings and a long pointed tail that barely grazes the ground. She appears often in the world as a sun elf, changing as little about her appearance as possible. However after nigh on 40 years in a prison cell she has given up hiding her identity.

Racial (Races of Faerun page 118 )
-Land Speed 30'
-Fly Speed 40' (maneuverability rating-poor)
-Low light vision
-Dark vision 60'
-Immune to sleep spells and effects
-+2 will against enchantment spells & effects
-Alter Self, with the difference that it is at will and can remain indefinitely (PHB pg 197)
-+2 bluff, hide, listen, search, & spot (these have already been added in to the skills listed)
-Native outsider
-4 chosen demonic abilities:
Charm person (PHB pg)
Clairvoyance (PHB)
Fire resistance 10
+2 to saves against poison




Miliani Aelorothi daughter of the Aelorothi family was a disappointment to the family name. Most all Fay'Ri leaned towards the arcane arts in some way or another. Her parents had high hopes for her. But when she seemed to have no propensity for spell casting they began to worry. The young girl tried to grasp the arcane skills that seemed to come so easily to those around her, but she became insecure and temperamental when it continued to elude her. She was caught often picking fights with those that were far more powerful then she. The irony was no one ever expected her to use physical violence, so would often gain the upper-hand. One fateful afternoon while exiled to her studies in the Aelorothi library she found herself wandering up and down the isles of ancient tomes. Running her fingers along the spines she was trying to find color patterns in the way the books were arranged. She was just starting to piece together an intricate pattern and feeling very smug with herself for having done so when she received a static shock from one of the spines of the book. "Ouch..." As she put her fingers to her mouth she leaned over and looked closely at the small offender. It was a large book plain enough looking on the outside. Brown and tattered looking and actually collecting dust. It looked as though someone had stuck it on this shelf simply to forget about it. The spine of the book read Pact Binding.

How strange, she thought. What is a book about diplomacy doing stuffed in amongst books about religion and the history of the faerunin pantheon. She reached for the large volume ever so carefully fearful of a second shock. This time when she touched it the book hummed softly in her hand. It felt familiar some how, like it belonged to her. Puzzled by the familiarity of the large book she pulled it off the shelf and took it over to her desk to thumb through. Her curiosity over-riding any sense of caution.

The book opened easily and from the very start she was enraptured by the text. This wasn't diplomacy this was a kind of spell casting she had never heard of before. Binding. She made a point of keeping the book with her once her study time was done and every night before bed she would study its pages wanting to know everything before she tried yet again at something only to find that she would fail. Months went by as she memorized the symbols, names, and titles of the different vestiges that she wished to learn to summon. She couldn't believe that it was as simple as it seemed, but she would take not risk in getting it wrong. If it really was that easy why didn't others learn it. It seemed to be a very powerful form of spell casting indeed if she was willing to stick with it.

In order to get this done quickly the abbreviated version basically goes like this. At age 60 she is given an ultimatum to learn arcane arts or banishment. She refuses to give up the skill of binding that she has come to love and so is sent to the Unhallowed Dungeon with the contingency that if her form of spell casting is fit for a Fay'Ri then it will be what will allow her to return home to her rightful place amongst her people. That was 40 years ago.

Posted on 2009-04-15 at 15:52:36.
Edited on 2009-04-30 at 11:04:36 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Brianna's character


Katsumi/Human
Human Animal3/Mnk2: ECL 8
Size M
hp 64 HD 4d8+16 + 2d8+8
Alignment LN
Height 6",
Weighs about 155 lbs,
Hair Black hair,
Skin GOlden tan
Eyes Golden eyes.
FIgure/frame wiry,well muscled,definitely female.

Str 16
Dex 16
Con 18
Int 14
Wis 18
Cha 14

SV Fort +9, Ref +8, Will +10;

Spd 30 ft

AC 22, touch 17, FF 19;

Init +3;

BAB +4;
Grapple +7;
Atk:
+7 melee (1d6 + 3, Unarmed),
+5 melee (1d6 + 3, Unarmed Flurry),
+8 melee (1d8 + 4, Tetsubo +1 (Adamantine)),
+7 melee (1d6 + 3, Nunchaku),
+7 melee (1d4 + 3, Sai), +7 melee (1d6 + 3, Siangham),
+7 ranged (1d2, Shuriken);

Leopard Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite 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 rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

SQ low-light vision, scent, Alternate form, lycanthropic empathy;

Languages spoken: Common

Skills and Feats:
Acrobatics +3,
Appraise +2,
Balance +7,
Bluff +2,
Climb +4,
Concentration +4,
Control Shape +7,
Craft (Armorsmith) +2,
Craft (Bowmaking) +2,
Craft (Embroidery) +2,
Craft (Gemcutting) +2,
Craft (Locksmithing) +2,
Craft (Other) +2,
Craft (Trapmaking) +2,
Craft (Weaponsmith) +2,
Diplomacy +2,
Disguise +2,
Escape Artist +5,
Forgery +2,
Gather Information +2,
Heal +4,
Hide +9,
Intimidate +2,
Jump +15,
Listen +8,
Move Silently +9,
Perception +4,
Perform (Act) +2,
Perform (Comedy) +2,
Perform (Dance) +2,
Perform (Keyboard) +2,
Perform (Oratory) +2,
Perform (Percussion) +2,
Perform (Sing) +2, Perform
(String) +2,
Perform (Wind) +2,
Perform +2,
Ride +3,
Search +2,
Sense Motive +6,
Spot +8,
Stealth +3,
Survival +4,
Swim +3,
Tumble +8,
Use Rope +3;

Feats
Alertness*
Combat Expertise,
Improved Disarm,
Improved Trip,
Improved Unarmed Strike
Iron Will*
Weapon FInness*
Weapons Focus Natural Weapons/Unarmed strike.

Special Abilities:
Evasion,
Fast Movement,
Flurry of Blows,
Low-light Vision,
Lycanthrope Alternate Form,
Lycanthrope Base Animal,
Lycanthropic Empathy,
Monk AC Bonus,
Scent,
Unarmed Strike.

Possessions: 2 pp, (0 gp, 0 lb), (2000 gp, 0 lb), (0 gp, 0 lb), Of healing belt (750 gp, 1 lb), Bracers of armor +2 (4000 gp, 1 lb), Spiked gauntlet (5 gp, 1 lb), Monk's outfit (5 gp, 2 lb), 2 Belt pouch (1 gp, .5 lb), 8 Antitoxin (vial) (50 gp, .1 lb), Potion of bull's strength (300 gp, .1 lb), 4 Potion of cure light wounds (50 gp, .1 lb), Silk rope (50 ft.) (10 gp, 5 lb), Sai (1 gp, 1 lb), Tetsubo +1 (adamantine) (5300 gp, 4 lb), Nunchaku (2 gp, 2 lb), Sai (1 gp, 1 lb), Siangham (3 gp, 1 lb), Shuriken (1 gp, .5 lb).

Katsumi / Hybrid

HP: 70

Height: 6",
Weight: about 155 lbs,
Hair: Black hair,
Skin: plack panther, spotted black on black
Eyes Golden eyes.
Figure/frame wiry,well muscled,definitely female.

Str 22
Dex 25
Con 20
Int 14
Wis 20
Cha 14

SV Fort +10, Ref +12, Will +11;

Spd 40 ft;

AC 27, touch 22, FF 20;

Init +7

BAB +4;
Grapple +10;
Atk:
+10 melee (1d6 + 6, Unarmed),
+8 melee (1d6 + 6, Unarmed Flurry),
+11 melee (1d8 + 7, Tetsubo +1 (Adamantine)),
+10 melee (1d6 + 6, Nunchaku), +10 melee (1d4 + 6, Sai),
+10 melee (1d6 + 6, Siangham), +11 ranged (1d2, Shuriken);

Languages spoken: Common

Skills
Acrobatics +7,
Appraise +2,
Balance +11,
Bluff +2,
Climb +7,
Concentration +5,
Control Shape +8,
Craft (Armorsmith) +2,
Craft (Bowmaking) +2,
Craft (Embroidery) +2,
Craft (Gemcutting) +2,
Craft (Locksmithing) +2,
Craft (Other) +2,
Craft (Trapmaking) +2,
Craft (Weaponsmith) +2,
Diplomacy +2,
Disguise +2,
Escape Artist +9,
Forgery +2,
Gather Information +2,
Heal +5,
Hide +13,
Intimidate +2,
Jump +18,
Listen +9,
Move Silently +13,
Perception +5,
Perform (Act) +2,
Perform (Comedy) +2,
Perform (Dance) +2,
Perform (Keyboard) +2,
Perform (Oratory) +2,
Perform (Percussion) +2,
Perform (Sing) +2,
Perform (String) +2,
Perform (Wind) +2,
Perform +2, Ride +7,
Search +2,
Sense Motive +7,
Spot +9,
Stealth +7,
Survival +5,
Swim +6,
Tumble +12,
Use Rope +7;

Katsumi/Leopard;

Hp 67HD

Length: about 5.5 feet long
weight: 155
Coat: Black Panther, Black spots on Black
Eyes: Golden

Str 16
Dex 20
Con 16
Int 14
Wis 20
Cha 14

Fort +11, Ref +13, Will +12;

Spd 40 ft,

Climb 20 ft

Init +5;

AC 25, touch 20, FF 20;

BAB +5;
Grapple +8;
Atk:
+8 melee (1d6 + 3, Bite),
+4/+4 melee (1d3 + 1, claws);

Leopard Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite 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 rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.



SA Improved grab, pounce, rake 1d3+1;

SQ Low-light vision, scent; AL LN; SV

Skills
Acrobatics +5,
Appraise +2,
Balance +17,
Bluff +2,
Climb +12,
Concentration +3,
Control Shape +8,
Diplomacy +2,
Escape Artist +7,
Gather Information +2,
Heal +5,
Hide +11,
Intimidate +2,
Jump +15,
Listen +14,
Move Silently +11,
Perception +5,
Perform (Act) +2,
Perform
(Dance) +2,
Perform (Percussion) +2,
Perform (Sing) +2
Perform +2,
Ride +5,
Search +2,
Sense Motive +7,
Spot +12,
Stealth +5,
Survival +5,
Swim +3,
Tumble +10, Use


Special Abilities: Evasion, Fast Movement, Flurry of Blows, Low-light Vision, Monk AC Bonus, Scent, Unarmed Strike.

Possessions: pp, (0 gp, 0 lb), (Amulet of natural armor +2) this to show the +2 natural armor bonus a Lycanthrope gets), Shuriken (1 gp, .5 lb), Siangham (3 gp, 1 lb), Sai (1 gp, 1 lb), Nunchaku (2 gp, 2 lb), Tetsubo +1 (adamantine) (5300 gp, 4 lb), Sai (1 gp, 1 lb), Silk rope (50 ft.) (10 gp, 5 lb), Monk's outfit (5 gp, 2 lb), 2 Belt pouch (1 gp, .5 lb), 8 Antitoxin (vial) (50 gp, .1 lb), Potion of bull's strength (300 gp, .1 lb), 4 Potion of cure light wounds (50 gp, .1 lb), Spiked gauntlet (5 gp, 1 lb), Bracers of armor +2 (4000 gp, 1 lb), Of healing belt (750 gp, 1 lb), (0 gp, 0 lb), (2000 gp, 0 lb), (0 gp, 0 lb).




Leopards

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.

Posted on 2009-04-15 at 15:52:24.
Edited on 2009-04-23 at 22:50:56 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: gboy's Character


David Pil
David Pil
Wild Elf, Lawful Evil, Medium Humanoid (Elf), Fighter 5/Order of the Bow Initiate 3

(Order of the Bow Initiate can be found in Complete Warrior, described on pages 68-70)

Initiative: 7
BAB: 8
AC: 21 = 10 + 6 ( +1 Mithral Breastplate) + 5 (Dex modifier)
Touch AC: 15 Flat Footed AC: 16
HP: 69 (12 (10+2 at first level)) + 4d10+8 (36) + 3d8+6 (21)

STR: 16
DEX: 24 (Base 18 + 2 (Racial) + 2 (Gloves of Dex +2) + 2 (adjustments at 4th and 8th level)
CON: 15
INT: 10
WIS: 14
CHA: 15

FORT: 5+2 = 7
REF: 4+7 = 11
WILL: 4+2 = 6
Grapple: 11 = BAB 8+STR Mod 3
Weapon
+1 Composite Longbow (+3 Str Mod) : +17/+12 hit, 1d8+6 dmg

+1 Composite Longbow (+3 Str Mod) : +15/+15/+10 hit, 1d8+6 dmg (with Rapid Shot)

+1 Composite Longbow (+3 Str Mod) : +18 hit, 1d8+7 dmg (Within 30 feet (point blank shot))

+1 Composite Longbow (+3 Str Mod) : +16/+16/+11 hit, 1d8+7 dmg (Within 30 feet, Rapid Shot)

Special-- Fighter/Order of the Bow Initiate:
Bonus Feats every second level. (Fighter)
Ranged Precision: As a standard action you may make a single precisely aimed attack roll with a ranged weapon dealing an extra 2d8 damage. You must be within 30 feet of your target. This attack only works only on creatures with discernible anatomies. Creatures immune to critical hits and sneak attack are also immune to this attack.
Close Combat Shot: You can attack with a ranged weapon in a threatened are and not provoke an attack of opportunity.


Racial, Wild Elf:
+2 Dex/ -2 Int
Base Land Speed 30 ft.
Low-Light Vision
Immunity to Sleep effects.
+2 Racial Bonus on saving throws against enchantment spells or effects.
+2 Racial Bonus on Listen, Search and Spot checks.
Automatic Searching: When you pass within 5 feet of a secret door, you are entitled to a search check to notice the door.

Feats:
Point Blank Shot (Level 1)
Precise Shot (Level 1 Fighter Bonus Feat)
Rapid Shot (Level 2 Fighter Bonus Feat)
Weapon Focus (Composite Longbow) (Level 3 Feat)
Weapon Specialization (Composite Longbow) (Level 4 Fighter Bonus Feat)
Ranged Disarm (Level 6 Feat) (Complete Warrior page 103)

Skills:
Craft (Bowmaking): +11
Knowledge (Religion): +7


Languages
Common, Elven

Items/Equipment:
+1 Composite Longbow (Str Mod +3) (2600)
+1 Mithral Breastplate (5200)
Gloves of Dex +2 (4000)
3 Potions of Cure Moderate Wounds (300x3 = 900)
100 Arrows: 5 gp.
5 Potions of Shield of Faith +2 (5x50 = 250
Grand total: 12955

Character History:

David Pil was a simple elf who lived in seclusion. He always remained within the confines of the Law, however he didn't necessarily keep to them with the best intentions. He found his interest more in finding ways to keep to the law, bust still put his best interest before him. The exploitation of the Law, while still remaining in in the confines of it was the most fun ever.

Traveling the world, he found he was able to kill some people while providing a lawful justification. His bow never left his side, and he kept a small tally on his right arm under his bracer as to how many people he has killed.

However, one particularly nasty case came up. He had killed a man who he had accused of stealing his arrows. However, when he lost the case, he was turned upon, and accused of the murder himself. They also looked upon his precious murders, and noticed how strange many of them were. Finding him guilty on charges of murder. Feeling it was necessary, they sent David to the Unhallow Dungeon, to live out his days.

However, with the recent earthquake, David found the chance to escape. The "crimes" he had been accused of were perfectly legal. And now, he would take vengeance on those who falsely accused him.

Posted on 2009-04-15 at 15:52:10.
Edited on 2009-05-03 at 21:27:59 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Mephistopholes' Character


Germyn
Name: Germyn
Class: Ranger
Alignment: Chaotic Neutral
Deity: None
Level: 4th
Size: Medium
Age: 129
Gender: Male
Height: 5’ 8’’
Weight: 165 lbs
Eyes: Yellow
Hair: Black

Abilities
STR 18 4
DEX 16 3
CON 16 3
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 45
Base Attack Bonus: +5
Initiative: 3
Speed: 30
AC: 18 (Base+10, Shield+1, Dex+3, Magic+2, Natural+2)

Saving Throws:
Fort: 10
Refl: 10
Will: 6

Weapons:
+1 Short Sword +9 1d6+5 19-20
+1 Short Sword +9 1d6+3 19-20 (Offhand)


Feats:
Multi-Attack: Attack penalties on secondary natural attacks are reduced from -5 to -2.

Weapon Focus (Short Sword): +1 to weapon attack rolls.

Two Weapon Defense: +1 shield modifier to armor class, as long as you are wielding two weapons.

Quick Draw: Draw or sheath weapon as free action.

Two Weapon Fighting: Reduce penalties for fighting two handed.

Track: Make survival checks to track.

Favored Enemy: +2 on bluff, listen, sense motive, spot, survival and damage rolls against Evil Outsiders.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Iron Will: +2 to Will Saves

Low-Light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


Spells Prepared:
Entangle (1st Level)

Skills
Concentration: 6
Heal: 12
Hide: 12
Dungeonieering: 10
Listen: 12
Move Silently: 12
Search: 10
Spot: 12
Survival: 12
Change Shape: 12

Languages
Common, Sylvan

Gear:
Shapshifter’s Belt: This belt is specially crafted for use by shape shifters. It is magically enchanted to automatically stretch or shrink to fit the frame of a shifting lycanthrope or other creature. It has room for weapon scabbards, and on its front is large belt pouch. This pouch is in fact a small extra-dimensional space which can carry up to 35 pounds of gear. Unfortunately, only smaller items like potions or coins can fit into the bags opening. Despite its large load capacity, the belt never weighs more than 2 pounds.
Bracers of Armor +2
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x3
Potion of Spiderclimb
Potion of Haste
Potion of Invisibility






Hybrid Stats:
Abilities
STR 20 5
DEX 20 5
CON 20 5
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 47
Base Attack Bonus: +5
Initiative: 5
Speed: 30
AC: 20 (Base+10, Shield+1, Dex+5, Magic+2, Natural+2)
Damage Reduction 5/silver.

Saving Throws:
Fort: 12
Refl: 12
Will: 6

Weapons:
+1 Short Sword +10 1d6+6 19-20
+1 Short Sword +10 1d6+3 19-20 (Offhand)
Bite +8 1d6+4 x2



Wolf Stats:
Abilities
STR 20 5
DEX 20 5
CON 20 5
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 47
Base Attack Bonus: +5
Initiative: 5
Speed: 50
AC: 17 (Base+10, Dex+5, Natural+2)
Damage Reduction 5/silver.

Saving Throws:
Fort: 12
Refl: 12
Will: 6

Weapons:
Bite +8 1d6+4 x2

Background
Germyn was born in one of the deep forests of the material plane. He grew up amongst tall oaks, the fey of ancient groves and sylvan magics. Naturally, when he grew up, he wanted to become a ranger, and help to protect his ancient homeland. He learned the ways of the forest from his father, and took to them quickly. He had many adventures, the most notable of which was when he was bitten by a werewolf as he fought it. To his chagrin, he contracted the disease of Lycanthropy, and, on the next full moon, turned into a wolf and began to roam the forest. Germyn decided to keep his affliction from his parents, an to turn it to his will. He began to train himself in controlling his curse, turning it into a potent weapon. One day, he attacked and successfully destroyed a cult of Nerull that was worshiping in his forest, and making ritual sacrifices of local wildlife. Little did Germyn know, but the small cult had been in the middle of the rites of preparing a powerful artifact that would drastically increase the influence of Nerull on the material plane. At a critical juncture, Germyn burst in on the ceremony ruining it as he killed the priests. But as the last cultist breathed his final bubbling breath, he called out to his master for retribution. The god, angered by the ruination of his plan, was all to eager to oblige. A black bolt of lighting flew from the heavens and struck Germyn, striking him unconscious. When he awoke, he found himself in a cell in the world of the Unhallowed Dungeon, where he has remained for the past 100 years. Magic has lengthened his lifespan, hardly aging him at all as he suffers in his lonely cell.

Description
Germyn is a rough looking man, who could best be described as rugged. He was never refined, and 100 years in the Unhallowed Dungeon haven't done much for his appearance. His hair is a wild tangle which falls down to his shoulders, and is done up in a simple leather thong. He has full beard (thick, though it doesn't hang off his face. Like Chuck Norris), which is matted and pitch black, like the rest of his hair. However, there is a streak of silver hair that runs from his chin, along his left cheek, and continues up his head to his scalp. He is well muscled, and doesn't wear much. After learning from experience that clothes can get in a werewolves way, he wears only his magic belt, and a loin-cloth tied firmly into it.

Personality
Germyn's personality matches his appearance. Gruff, he doesn't speak much, and when he does, it tends to be short and to the point. While on the material plane, Germyn was idealistic and very much a "classic neutral good" person, a century of incarceration has made him somber. His one goal is now to escape the hellish plane on which he is imprisoned, and to punish as many of his captors as he can. The thoughts of freedom and revenge now obsess him, and he is driven almost solely by them.

Posted on 2009-04-15 at 15:51:52.
Edited on 2009-04-20 at 15:39:29 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Celediel's Character


Kaylena Kursall
Human Shade, Neutral, Medium Outsider, Shadowcaster 6

(Shade template: Forgotten Realms campaign setting, p314; Shadowcaster: Tome of Magic)

Initiative: 2
BAB: 3
AC: 13/17 = 10 + Dex modifier 2 + 1 armor bonus(+4 deflection in shadow)
Touch AC:12/16 Flat Footed AC: 11
HP: 37 (6d6+12, unless you have a special rule that would trend the kept rolls higher)

STR: 12
DEX: 15
CON: 14
INT: 18 (17 to start, +1 at lvl 4)
WIS: 16
CHA: 16

FORT: 5+2+1=8
REF: 2+2+1=5
WILL: 5+3+1=9
Grapple: 4 = BAB 3+STR Mod 1
Weapon
Dagger: +4 hit, 1d4+1 dmg

Special--Shadowcaster:
1: Fundamentals of shadow (3), apprentice mysteries (spell)
2: Bonus feat
3: Umbral sight (darkvision 30')
4: Bonus fundamental
5: Sustaining shadow (1 meal/week)

Racial, Human:
1 extra feat at level 1
4 extra skill points at level 1 and 1 extra at each additional level
Shade (looks like a lot, but costs two levels):
In shadowy illumination or darker, add the following--
Con/Cha +2
Listen/Spot +4
Hide/Move Silently +8
Fast Healing 2
Control Light
Invisibility
Darkvision 60'
Shadow Image
Speed +20'
+4 deflection to AC
+2 atk/dmg
SR 11+CL (17)

Feats
Insightful (CArc)
Empower Mystery (ToM 136)
Extend Mystery (ToM)
Shadow Familiar (ToM)
Improved Familiar (FRCS)

Skills
Concentration +11 (+12)
Hide +19
Knowledge (arcane) +12
Knowledge (the planes) +12
Move Silently +19
Spellcraft +11
Spot +12 (+16)

Languages
Common, Draconic, Dwarven, Elven

Familiar:
Sarcy, tressym, CG
(FRCS 309 and dark, ToM 161)
tiny, extraplanar animal
speed: 40, fly 60 good
special qualities: scent, poison immunity, darkvision 60', Hide in Plain Sight, resistance to cold 10, superior low-light vision.
6HD, 18 HP
Init +2
AC 17 (+2 size, +2 dex, +3 natural)
Attacks 2 claws +6 melee, bite +1 melee
Damage claws 1d2-4, bite 1d3-4
Face/Reach 2.5'x2.5'/0'
Saves Fort +7, Ref +4, Will +8
Abilities Str 3, dex 15, con 10, int 12, wis 12, cha 13
Skills Balance +10, Climb +5, Hide +24, Listen +11, Move Silently +17, Spot +10
Feats Weapon Finesse (claw, bite), Alertness (within arm's reach), improved evasion, share spells, empathic link, deliver touch spells, speak with master

Mysteries:
Fundamentals (su, each 3/day) - Arrow of Dusk, Black Candle, Shadow Hood, Umbral Hand
Apprentice (spell, each 1/day) - Dark Terrain (Carpet of Shadow, Black Fire, Clinging Darkness) and Eyes of Darkness (Bend Perspective, Piercing Sight, Killing Shadows)

Items/Equipment:
Orb of Shadow (ToM, works like a pearl of power) 1st, 1000
Heward's Handy Haversack (DMG) 2000
Bracers of armor +1 (D250) 1000
Artificer's Monocle (M72) 1500
Mask of Sweet Air (M116) 2000
Pearl of Speech (orcish) (M118 ) 600
Boots of Stomping (M78 ) 600
Cloak of Resistance +1 (D253) 1000
Brooch of Stability (M83) 1000
Potions of Cure Light Wounds x5 250 (1d8+1)
Bag of Endless Caltrops (M151) 800
bedroll, a couple bells, a few candles, some chalk, flint and steel, grappling hook, 50 ft. silken rope, a hammer, small steel mirror, 3 flasks oil, 3 days' rations, 20 sheets paper, 1 bottle ink, pen, sewing needles, thread, a whistle, sealing wax and signet ring, waterskin, peasant's outfit (a simple dirty dress), healer's kit.

Grand total: 1130. I don't expect unspent money to have been left with personal effects or to have much use in this setting.

Kaylena has pursued perfection of magical discipline from a young age. As her skills grew, the lust for the power inherent in pure shadow overcame her attachment to humanity and she underwent the transformation to shade. With those abilities, she started taking jobs as a freelance thief, whenever the objective coincided with her own interests. She traveled light (everything but the dagger and other things worn is stuffed into the pack) and wore her straight, black hair down to her waist. As she accepted riskier contracts, the need for a second set of eyes directed her research toward the small, winged cat-creatures as well as the necessary techniques to find one from the Plane of Shadow.
With Sarcy at her side, her goals grew ever loftier. She followed a lead about a magical artifact imbued with shadow energies that a cultist sect believed belonged to their deity and were willing to pay a hefty sum for it. Even though she had no intention of turning such an object over to evil-worshipers, she was caught red-handed in the sanctuary where it was held when the lights flared up around her.
Though she was not evil, the trap that had been laid was monitored by people expecting such and unwilling to listen to her pleas for mercy. Prejudice fueled her punishment and banishment to the Dungeon of the Unhallow.
Sarcy would not be separated from her, and she spent much time in a cell surrounded by continual flames which cast no shadows and gave her no respite.
One day (or night, for it was impossible to discern in this place), the foundations shook and the stone walls were rent, revealing a darkened hallway on the other side. She would become one with the blessed sanctuary of shadow yet again.

Her head was shaved when her sentence commenced, adding insult, (you decide how much time has passed and how much has grown back since) and her charcoal skin is almost the same shade as her once-white dress. Her pale-blue eyes are always wide-open and casting about for danger.

Posted on 2009-04-15 at 15:51:37.
Edited on 2009-04-20 at 10:38:27 by Skari-dono

Topic: Dungeon of the Unhallow Q&A
Subject: Notable NPCs


None as of yet, but they will be added here when you meet them.

Posted on 2009-04-15 at 15:51:17.
Edited on 2009-04-24 at 00:12:21 by Skari-dono

 


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