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Hammer
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Ariane Avendre the Human Paladin

Ariane Avendre Paladin Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
14 = +1 Attribute Modifier
DEXTERITY 14 = +1 Attribute Modifier
CONSTITUTION 12 = 0 Attribute Modifier
INTELLIGENCE 12 = 0 Attribute Modifier
WISDOM [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Understanding is 18 = +3 Attribute Modifier
CHARISMA [Prime Attribute] 16 and add the Permanent +3 from reading Tome of Leadership & Influence is 19 = +3 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +1
Strength Prime Attribute = +2
Wisdom Prime Attribute = 0
Charisma Prime Attribute = 0
Encumbrance Rating = 13

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Elven Chain is 1 EV and includes a Chain Mail Coif Helm = 0 EV
Soft Boots is 0 EV = 0 EV
+2(+5) Holy Avenger Longsword is 3 EV = 3 EV

Wand of Cure Critical Wounds [50 Charges] is 0 EV = 0 EV

Composite Long Bow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
Small Wooden Shield is 2 EV = 2 EV
2 Daggers 2x1EV is 2 EV = 2 EV


Total Encumbrance Value is 4 = 3 EV [so you can still add 10 more EV in Weapons without a Carry Penalty!]

Overburdened Encumbrance Points Remaining = 52 of 65 EV

***** I have assigned
6 Quivers of 20 Arrows 6x2EV is 12 EV = 12 EV
5 Clubs 5x2EV is 10 EV = 10 EV
5 Spears 5x2 EV is 10 EV = 10 EV
5 Javelins 5x3EV is 15 EV = 15 EV
5 Daggers 5x1EV is 5 EV = 5 EV


Posted on 2008-09-20 at 13:28:57.
Edited on 2008-09-28 at 12:41:25 by Hammer

Hammer
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ThunnGarr the Mighty and Ollie Gory NPCs

NPC ALLY
ThunnGarr the Mighty Barbarian Giant Dwarf Hit Dice 5d12 = 60 Hit Points BtH [Bonus to Hit] = +5

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
17 = +2 Attribute Modifier
DEXTERITY 16 and subtract -1 Race Attribute Modifier is 15 = +1 Attribute Modifier
CONSTITUTION[Prime Attribute] 18 and add +1 Race Attribute Modifier is 19 = +3 Attribute Modifier
INTELLIGENCE 13 = +1 Attribute Modifier
WISDOM 14 = +1 Attribute Modifier
CHARISMA 15 = +1 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +2
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Encumbrance Rating = 16

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Hide Armor is 3 EV(w) = 2 EV
Leather Coif Helm is 1 EV(w)= 0 EV
Soft Boots is 0 EV = 0 EV
+2(+3) Dwarven Thrower [War Hammer] is 4 EV = 4 EV
+1 Shield of Bashing [Large applicable against 3 foes in a round] is 4 EV = 4 EV
2 Javelins (is 3 EV x 2) is 6 EV = 6 EV
Total Encumbrance Value is 18 = 16 EV

Overburdened Encumbrance Points Remaining = 64 of 80 EV
20 Javelins x 3 EV = 60 EV
2 Quivers of 20 Arrows x 2 EV = 4 EV
Total EV for Overburdened Encumbrance Points = 64 EV added to the 16 EV is the Maximum for Encumbrance
PLEASE NOTE that ThunnGarr the Mighty selected the 2 Quivers of 20 Arrows so that his teammate Ullrich Orico Uppsdrada the Silver Bear can use them if he needs to! Both characters are positioned close to each other in the Dark Arena!
ThunnGarr the Mighty is setting the example for his teammates by carrying some Extra Arrows for his Ranger teammate because his proficiency with the Ranged Weapon May Save the Lives of His Teammates!
NPC ALLY
Ollie Gory Bard Half-Orc Hit Dice 5d10 = 50 Hit Points BtH [Bonus to Hit] = +4

CHARACTER ATTRIBUTES
STRENGTH
17 and add +1 Race Attribute Modifier is 18 = +3 Attribute Modifier
DEXTERITY 15 = +1 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 and add +1 Race Attribute Modifier is 17 = +2 Attribute Modifier
INTELLIGENCE 13 = +1 Attribute Modifier
WISDOM 14 = +1 Attribute Modifier
CHARISMA [Prime Attribute] 18 and subtract -2 Race Attribute Modifier is 16 = +2 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +3
Charisma Prime Attribute = 0
Constitution Prime Attribute = +2
Encumbrance Rating = 15

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Studded Leather Armor is 3 EV(w) = 2 EV
Leather Coif Helm is 1 EV(w) = 0 EV
Soft Boots is 0 EV = 0 EV
Wand Finger of Death [50 Charges] is 0 EV = 0 EV
Staff of Evocation [50 Charges] is 4 EV = 4 EV
Composite Long Bow is 4 EV = 4 EV
Quiver 20 Arrows is 2 EV = 2 EV
Javelin is 3 EV = 3 EV
Total Encumbrance Value is 17 = 15 EV

Overburdened Encumbrance Points Remaining = 60 of 75 EV
16 Javelins x 3 EV = 48 EV
6 Quivers of 20 Arrows x 2 EV = 12 EV
Total EV for Overburdened Encumbrance Points = 60 EV added to the 15 EV is the Maximum for Encumbrance
Having Trained with his teammates and under the guidance of ThunnGarr the Mighty, his friend the Half-Ogre Bard will be in the "Crows Nest" 10 feet above the Dark Arena sands where the Bard will be serving as the Announcer, plus with his weapons and the Extra Javelins and Arrows his proficiency with the Ranged Weapons May Help to Save Their Lives!


Posted on 2008-09-20 at 13:29:30.
Edited on 2008-09-28 at 11:13:07 by Hammer

Hammer
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NPC Fighters & Monks & Clerics

NPC ALLY
FIGHTERS #1-8 Humans Hit Dice 3d10 = 30 Hit Points BtH [Bonus to Hit] = +3

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
18 = +3 Attribute Modifier
DEXTERITY [Prime Attribute] 16 = +2 Attribute Modifier
CONSTITUTION [Prime Attribute] 17 = +2 Attribute Modifier
INTELLIGENCE 15 = +1 Attribute Modifier
WISDOM 14 = +1 Attribute Modifier
CHARISMA 13 = +1 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +3
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Encumbrance Rating = 17

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Plate Mail Armor includes Normal Helm is 4 EV(w) = 3 EV
Soft Boots is 0 EV = 0 EV
Heavy Crossbow is 5 EV = 5 EV
Quiver 12 Bolts is 2 EV = 2 EV
Two-Handed Axe is 4 EV = 4 EV
Hand/Throwing Axe is 2 EV = 2 EV
Dagger is 1 EV = 1 EV
Total Encumbrance Value is 18 = 17 EV

Overburdened Encumbrance Points Remaining = 68 of 85 EV
These 8 Human Fighters from the Free Booters Society are so Full of Pride and Arrogance in regards to their Ferocity and Ability as Mercenary Fighters that they are Convinced that the Only Weapons Needed are the Weapons They Will Carry into Battle during the Dark Arena Emancipation Sand Dance!

In Fact They Are Openly Ridiculing the Other 3 Teams for Carrying So Many Extra Weapons into the Dark Arena for the Emancipation Sand Dance!


NPC ALLY
Monks #1-8 Halflings Hit Dice 3d12 = 36 Hit Points BtH [Bonus to Hit] = +2

CHARACTER ATTRIBUTES
STRENGTH
17 and subtract -1 Race Attribute Modifier is 16 = +2 Attribute Modifier
DEXTERITY [Prime Attribute] 16 and add +1 Race Attribute Modifier is 17 = +2 Attribute Modifier
CONSTITUTION [Prime Attribute] 18 = +3 Attribute Modifier
INTELLIGENCE 15 = +1 Attribute Modifier
WISDOM 14 = +1 Attribute Modifier
CHARISMA 13 = +1 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +2
Dexterity Prime Attribute = 0
Constitution Prime Attribute = +2
Encumbrance Rating = 14

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Trousers is 1 EV(w) = 0 EV
Bare Feet is 0 EV = 0 EV
Composite Long Bow is 4 EV = 4 EV
Quiver 20 Arrows is 2 EV = 2 EV
Javelin is 3 EV = 3 EV
Club is 2 EV = 2 EV
Hand/Throwing Axe is 2 EV = 2 EV
Dagger is 1 EV = 1 EV
Total Encumbrance Value is 15 = 14 EV

Overburdened Encumbrance Points Remaining = 56 of 70 EV
16 Javelins x 3 EV = 48 EV
4 Quivers of 20 Arrows x 2 EV = 8 EV
Total EV for Overburdened Encumbrance Points = 56 EV added to the 14 EV is the Maximum for Encumbrance
These Monks from the Order of the Golden Dawn realize how ruthless the Dark Arena Consortium hirelings can be! Afterall, they were taken captive and imprisoned with a death sentence for refusing to reveal the location of the hidden treasure of the Great Golden Dragon! So They are Preparing Themselves for a War to Survive the Dark Arena Emancipation Sand Dance!
NPC ALLY
Clerics #1-8 Gnomes Hit Dice 3d8 = 24 Hit Points BtH [Bonus to Hit] = +1

CHARACTER ATTRIBUTES
STRENGTH
14 and subtract -1 Race Attribute Modifier is 13 = +1 Attribute Modifier
DEXTERITY 13 = +1 Attribute Modifier
CONSTITUTION 16 = +2 Attribute Modifier
INTELLIGENCE 15 and add +1 Race Attribute Modifier is 16 = +2 Attribute Modifier
WISDOM [Prime Attribute] 18 = +3 Attribute Modifier
CHARISMA [Prime Attribute] 17 = +2 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +1
Wisdom Prime Attribute = 0
Charisma Prime Attribute = 0
Encumbrance Rating = 11

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Scale Mail Armor includes Leather Coif Helm is 4 EV(w) = 3 EV
Bare Foot is 0 EV = 0 EV
Composite Long Bow is 4 EV = 4 EV
Quiver 20 Arrows is 2 EV = 2 EV
Club is 2 EV = 2 EV
Total Encumbrance Value is 12 = 11 EV

Overburdened Encumbrance Points Remaining = 44 of 55 EV
Quarterstaff is 4 EV = 4 EV
War Hammer is 4 EV = 4 EV
2 Clubs x 2 EV = 4 EV
6 Quivers of 20 Arrows x 2 EV = 12 EV
20 Daggers x 1 EV = 20 EV
Total EV for Overburdened Encumbrance Points = 44 EV added to the 11 EV is the Maximum for Encumbrance
These Clerics from the Clan of the Copper Caverns also realize how ruthless the Dark Arena Consortium hirelings are! They too were taken captive and imprisoned with a death sentence for refusing to reveal the location of the lost treasure of the Great Copper Dragon! As Warrior Clerics They are Preparing Themselves with as Many Diversified Weapons as Possible to Survive the Dark Arena Emancipation Sand Dance!
THIRD LEVEL CLERIC SPELLS
O Level
1. Create Water
2. First Aid
3. Light
4. Purify Food & Drink

1st Level 1. Cure Light Wounds
2. Shield of Faith
Bonus Spell. Sound Burst

2nd Level 1. Consecrate
Bonus Spell. Spiritual Weapon

GNOME ILLUSION SPELLS
1. Dancing Lights
2. Ghost Sound
3. Prestidigitation



Posted on 2008-09-20 at 13:30:00.
Edited on 2008-09-21 at 21:24:16 by Hammer

Hammer
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Ranger Abilities

COMBAT MARAUDER Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants due to intense training and study of their enemy's fighting techniques.

When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres and the like) a Ranger inflicts Extra Damage.

DAMAGE BONUS is +1 at First Level with an additional +1 gained at every level beyond first.

The use of this ability is dependent upon the armor worn. Wearing armors other than those allowed reduces the Ranger's mobility and swiftness of arm such that he cannot effectively use this ability.

Ranger Armor includes Breastplates, chainmail hauberk & shirt, curi bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mailand studded leather [Check Q&A list for Armor allowed in Dark Arena!]

CONCEAL [DEXTERITY] Rangers can conceal themselves extremely well in wilderness areas.

With a successful Dexterity check Rangers can camouflage themselves so well as to be unnoticeable by most passers-by.

Rangers cannot conceal themselves and move silently at the same time until they reach 5th Level, but at 5th Level and Beyond Rangers can attempt both, but must make a successful conceal and move silent check at -5. In this case movement is reduced to one quarter the normal movement rate.

Rangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted, unless the observer is momentarily distracted and the Ranger can attempt to use this ability.

While the observer averts its attention the Ranger can attempt to get to a hiding place of some kind.

The Attribute Check however is at a -10 Penalty because the Ranger has to move quickly to the hiding place, but the ability cannot be used if armors other than those allowed are worn.

DELAY/NEUTRALIZE POISON [WISDOM] Knowledge of flora and fauna enables a Ranger to identify dangerous toxins and their symptoms and Rangers can apply remedies to slow or even nullify their effects.

This ability can only be used with natural poisons (animals, plants, fungus etc) familiar to the Ranger - usually those found in the region where the Ranger spends most of their time be it forest, desert or mountain.

The only manufactured poisons with which a Ranger is familiar are those produced by their Favored Enemy. [See Favored Enemy Attribute Below]

To succeed at this task the Ranger must have access to herbs and antidotes. [Castle Keeper decides if herbs are available or antidotes can be produced]

On a successful Delay Poison Roll the Ranger can temporarily delay the effect of poisons.

The onset or continuation of the effects of the poison are delayed for one hour per Level of the Ranger.

This does Not cure any damage the poiison may have already caused and it takes One Round to Perform This Action and the Ranger may make Only One Attempt at this task.

If the delay poison roll exceeds the total score needed for success by 6 or more the Ranger has successfully neutralized the poison in the victim.

The afflicted creature suffers no additional damage or effect from the poison and any temporary effects are ended, but the neutralization of teh poison Does Not Reverse Any Damage or Effects that have already occurred.

MOVE SILENTLY [DEXTERITY] The Ranger is able to move silently in wilderness areas with a successful Dexterity Check and can move up to one-half the Ranger's normal speed at no penalty.

At more than one-half and up to the Ranger's full speed the Ranger suffers a -5 Penalty.

It's Practically Impossible (-20 Penalty) to move silently while running or charging and Rangers cannot perform this ability indoors and this ability cannot be used if armors other than those allowed are worn.

SCALE [DEXTERITY] This extraordinary ability allows a Ranger to climb up, down or across a dangerous natural slope or inverted incline that other would find impossible to climb.

When doing so the Ranger moves at one-half the Ranger's normal speed and a Failed Check means the the Ranger makes No Progress.

A Check that Fails by 5 or more means that the Ranger Falls from the currently attained height and must suffer Falling Damage.

Nothing can be carried in the Ranger's hands while climbing and when climbing typical natural slopes and inclines such as steep but rocky hillsides a Ranger Need Not make an Attribute Check to scale the surface.

This ability cannot be used if armors other than those allowed are worn.

TRAPS [WISDOM] A RAnger is able to Detect and Build Simple Traps in a Wilderness Environment.

When passing within 25 feet of a Wilderness Trap a Ranger is Entitled to an Attribute Check to spot it.

When Actively Searching for Traps the Ranger receives a +2 Bonus to the Check.

It takes One Round to locate a trap in a 5x5 foot area or One Turn spent searching to locate a trap in a 25x25 foot area.

Rangers Cannot Find Magical Traps with this ability.
Rangers can set simple traps in a wilderness environment. These include snares, pit traps and similar devices.

Rangers Cannot Set Complicated Mechanical Traps such as those found on treasure chests or on doorways.

On a successful Traps Check the Ranger successfully builds and conceals a snare or pit trap.

Snares can capture and hold creatures of up to medium height and Pit Traps can be dug to deliver 1d4 ponts of damage (halved if the creature falling in it makes a successful Dexterity Saving Throw).

Rangers can also disable simple wilderness traps (of any type they can build) with little or no effort. No Traps Check need be made to do this.

SURVIVAL [WISDOM] In wilderness environments Rangers can provide shelter for themselves and others and can provide decent food and water for several people all without the need for an Attribute Check Unless it is a Large Number of People.

Rangers can forage and hunt for food and water and must spend 8 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day.

If the Ranger wishes to feed or shelter a larger group of people than the Die Indicate, a successful Wisdom Check is necessary.

If successful the Ranger must spend an additional 8 hours gathering food to feed and water an additional 2-8 people. This additional effort allows the Ranger to gather food and water for up to 4-16 creatures.

The Ranger can Only Hunt and Forage for Food Twice per Day.

In addition to the ability to provide food and shelter in the wilds a Ranger can automatically determine where True North lies in relation to the Ranger in normal wilderness environments

TRACK [WISDOM] Rangers can successfully track any creature in a wilderness setting that leaves a discernable trace.

Rangers can also determine characteristics about the creature being tracked. With a successful Wisdom Check a Ranger can find and follow a creature's tracks or trail for 5 hours.

Rangers can also Hide Tracks at the same level of ability.

When Tracking or Hiding Tracks from humanoids or giants a Ranger receives a +2 Bonus to the Attribute Check and the Castle Keeper may apply Bonuses or Penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door.

A successful Track Check may also impart information about the creature(s) being tracked. Once a trail is found a Track Check cna determine the general number and tuype of creatures being tracked.

The number of creatures tracked shold be disclosed to the Ranger by using one of the following categories:

Individuals [1-6]
Band [6-30]
Troop [20-100]
Army [100+]

Beast
Fey
Giant
Humanoid
PLant
Vermin
Other [Aberration, Construct, Dragon, Elemental, Magical Beast, Ooze, Outsider, Shapechanger or Undead]

For many creature the Ranger can Not Identify its Exact Type. Only that it is a creature of such nature until some experience has been gained tracking it.

Rangers can identify Specific Animal Tracks with No Effort and after having tracked a Particular Type of Creature Several Times the Ranger can Later Identify it Tracks.

At Fifth Level a Ranger can identify the Specific Type of Creature(s) being tracked if belonging to one of the following categories and with which the Ranger has had some interaction:

Beast
fey
Giant
Humanoid
Plant
Vermin

At Third Level a Ranger can ascertain Distinguishing Characteristics about the creatures tracked, such as whether they are Wounded, Exhausted, Carrying Heavy Objects or Wearing Certain Armor.

Rangers might even be able to determine if a Spellcaster is in the group being tracked. The marks or characterizations are limited only by the Castle Keeper's imagination and desire to provide or enhance story elements during game play.

FAVORED ENEMY At Sixth Level a Ranger chooses one specific type of creature as a favored enemy.

Example: Rangers might choose goblin or gnoll or hill giant, but the Castle Keeper should require the player to choose an Enemy that is consistent with the past history and storylines involving the Ranger, which would ideally be a type of creature that the character has encountered and fought on several occasions in past adventures.

Knowledge of the Favored Enemy confers Numerous Bonuses to the Ranger's Ability Checks.

When combating a Favored Enemy the Ranger gains Additional Combat Bonuses due to an Advanced Fighting Style Developed through the Experience of Repeatedly Fighting that type of creature.

Rangers gain +2 Bonus to Hit against a Favored Enemy and the Ranger also receives a +2 Bonus to Armor Class when Fighting a Favored Enemy.

Tracking the Favored Enemy a Ranger receives a +2 Bonus to the Tracking Check and the Ranger is also able to Neutralize Poisons of the Favored Enemy whether Manufactured or Natural.

The Combat Bonus of this ability cannot be used if armors other than those allowed are worn.


Posted on 2008-09-20 at 15:28:12.
Edited on 2008-09-20 at 16:53:23 by Hammer

CirroWolf
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Yay I got praised

Hey Hammer, not sure if I can ask this, but can you send my char sheet to me via e-mail or PM?


Posted on 2008-09-20 at 17:00:32.

Hammer
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Character Info

The Reserved Areas preceding your question are going to receive updates on the pertinent info needed for the opening of our adventure1

Once I do that I could send you an Email, but I may not get on any of that until sometime Sunday as this is more involved than I anticipated to get ready by Sunday!

What you basically need to know is how much you can carry into the Dark Arena as 5 times your Encumbrance Rating for being overburdened.

Hopefully I will get those ratings posted for each character as soon as possible!

Just start figuring out what weapons you want to add to your list because in your case the Elven Chain has provided you more room for carrying something else!

You are allowed ANY ARMOR and ANY WEAPONS so Choose Wisely and we will work out the details as we go!


Posted on 2008-09-20 at 17:10:05.

Hammer
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Cleric Abilities

SPELLS Clerics cast Divine Spells and is limited to a Certain Number of Spells of Each Spell Level per Day.

Clerics prepare spells each day through prayer to their deity or deities followed by contemplation and study.

First Level gets 3 from 0 Level and 1 from 1st Level

Second Level gets 4 from 0 Level and 2 from 1st Level

Third Level gets 4 from 0 Level and 2 from 1st Level and 1 from 2nd Level

[Castle Keeper will add to this list later as needed]

BONUS SPELLS High Wisdom indicates a greater divine connection. Clerics with a High Wisdom gain Bonus Spells.

Wisdom of 13-15 receives an extra 1st Level Spell
Wisdom of 16-17 receives an extra 2nd Level Spell
Wisdom of 18-19 receives an extra 3rd Level Spell

Bonus Spells can only be acquired if the Cleric is at a High Enough Level to Cast Them.

Bonus Spells are Cumulative.

TURN UNDEAD [WISDOM] Cleric has the ability to turn or even destroy undead monsters.

To Turn Undead the Cleric Must Declare the Attempt as an Attack and then make a Successful Wisdom Attribute Check.

Clerics Must Display a Holy Symbol toward the Undead and Utter a Prayer, Chant or Other Invocation of the Cleric's deity.

Turn Undead is Considered a Special Attack and takes One Round and has a Maximum Range of 60 feet.

Turning Undead consists of channelling divine power. The ability to channel divine power is measued by the Cleric's own willpower.

CHARISMA and Not Wisdom affects the number of Undead creatures that are turned with a successful Turn Undead Check.

In Most Cases the number of Undead turned will be 1d12 plus the Cleric's Charisma Modifier.
When a Cleris is 5 or More Levels Higher than the Undead being turned the Undead are instead Destroye.


Posted on 2008-09-20 at 17:25:15.
Edited on 2008-09-20 at 17:37:55 by Hammer

Hammer
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Attention Nomad & Everyone Else!

While working on NPC Characters today I noticed that your PC Character Ranger should probably have the Prime Attribute changed from Intelligence to Wisdom because 4 of your Ranger Abilities are linked to Wisdom Attribute!

As the Castle Keeper I Think that is only fair to you as a player since I am using the Castles & Crusades version that you and everyone else does not have at their fingertips!

I will just switch the Tomes your Ranger is studying from Intelligence to boost your Wisdom from 15 to 18 and the boost to your Dexterity with that Tome plus keep the rest of your created numbers as they originally were!

The Opening Battle is being delayed by a few days while I get some of the info posted for everyone, PLUS We Need to Post Some Role Play and Get Our Weapons etc!

I will be posting the info for Bumble Brew and ThunnGarr the Mighty and Ollie Gory along with the group of Fighters, Monks and Clerics at the North End, East End and West End of the Dark Arena!

I still have to post the info for each of your PC Characters PLUS I realized that I have NOT posted the Monk Abilities nor the Knight Abilities and still have to finish the Cleric Abilities!

The Wizard and Cleric characters receive their spell abilities through Faith in their respective deities!
I will be including what spells that Cunning Fox is receiving when I post the information for Cunning Fox!


Posted on 2008-09-21 at 17:34:28.

Nomad D2
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Ullrich needs some weapons

Hammer -

I still have a few questions about Ullrich. (FYI - "The Silver Bear" was a nickname he was given as part of the Federation in the opening story. It is probably not necessary to use it all of the time in the posts. Just Ullrich, or Ullrich Uppsdrada would do.)

I had originally intended Ullrich to use the longsword and the shortsword at the same time - as the system I have previously used made that a special ranger ability. Obviously that isn't the case for this system. Ok, no biggy. However, I am not certain how big of a penalty he would suffer for using two weapns at once. Can you clarify this for me?

In general I think I would go for an off-hand shield for protection if this penalty is significant. If it isn't I like the two weapon idea.

As for armor, I'm not sure where I am supposed to look. I saw the list above of what is available, but am not sure of the relative value of each piece. Ullrich would wear the highest value possible. If I remember what you posted about Rangers correctly, heavy armor might only affect his woodlands abilities, which really won't matter in the arena setting.

As for the book change - sure, no big deal. Consider the books read.

I do know that Ullrich will want as many regular arrows (not just the Kobold arrows) as they will give him. Obviously the Dwarf already got some. He will also take a backup dagger.

Sorry - just a bit confused about a few things.


Posted on 2008-09-22 at 01:32:38.

Hammer
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Nomad

I will clear up any confusion in the next couple of days!

Monday is my Extremely Busy office day and I will be home late like maybe after 10pm my time!

My books are home because of no time today as I have to all the Sports pages!

But off the top of my head I am considering allowing you to fight with both because of your high Dexterity and being a Prime!

Not Sure what Armor is available!

NOTE TO ALL PLAYERS Looking closely at Bumble Brew, the two NPC Allies Barbarian and Bard, plus the 3 other teams of Fighters, Monks and Clerics you will notice the Encumbrance Value and Adjusted for Wearing!

I gave all characters their Armor and Weapons for their Adjusted EV value and then the maximum load they could carry for Overburdened.

The first set of Armor and Weapons shows you how much the character can carry without being penalized and slowed down!

Will post everyone's Values withing the next couple of days! Will do At Least One tonight when I get home late!


Posted on 2008-09-22 at 10:06:36.

Hammer
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Okay ...

..... today I was able to bring my Xenophobia legal pad and write in the info for the rest of you!

Will be leaving the office soon so I can double check a couple of things in my Castles & Crusades books an post the info for the rest of you!

NOMAD the C&C book does not give the Ranger a double weapon proficiency [as far as I know!]

However I am allowing Ullrich to fight with the Shortsword in his off hand without any penalties because his Primes are Strength, Dexterity and Wisdom and the reading of the Manual of Quickness and Action coupled with the Tome of Understanding that increases Ullrich's Dexterity and Wisdom by 3 each warrants him the ability in my opinion!

I have to check the C&C Players Handbook to double check the Ranger Armor restrictions and when I do I will post in the Q&A what all that Ullrich has with an explanation if necessary!

Ullrich does have a Dagger to go along with the Composite Long Bow [+2 Oathbow] plus a Quiver of 20 Arrows!

Just have to Double Check his Armor!

ABRAXIS if you are still alive and well and reading this then please respond with info!

I decided that the +2/+4 Dragon Slayer is a Longsword and your +2 Armor of Fire Resistance is Plate with the Helm of Telepathy being a Normal Helm to go along with the Armor!

We will be starting this adventure in the next few days and I really would rather have your input, but if I do not hear from you in time then I will assign your weapons and have to NPC your actions!

Darque mentioned you were in the path of Ike down in Texas so I hope all is well with you!


Posted on 2008-09-23 at 15:56:02.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Enjoyed the ...

..... posts in Land of Xenophobia by Brianna and Nomad D2 and am looking forward to more!

Dragon Mistress, ShadowDragon and Abraxis need to jump in here and post some role play writing!

Everyone needs to Finalize the Weapons that Your Characters are bringing to the Emancipation Sand Dance!

[I would rather you all do it, but I can add some Weapons in the next 2 or 3 days to move the adventure along if necessary!]

I will post some more information here in the Q&A and then I will be able to write another BUMBLE BREW entry before setting the stage as the Castle Keeper for the Opening of our adventure in Land of Xenophobia!


Posted on 2008-09-23 at 23:01:35.

CirroWolf
Veteran Visitor
Karma: 7/2
145 Posts


W00T @ Shop

Notes:
- Holy Avenger LONGSWORD
- Elven Chain Mail of course (with Surcoat please?)
- Small wooden shield (can this considered a buckler?)
- Any gauntlets?
- Yes, I'd like boots :}


Posted on 2008-09-23 at 23:22:47.

Dragon Mistress
Not Brianna
Karma: 68/55
1764 Posts


Sorry


Been swamped and trying to get my post done for last 4 days and still only have a few paragraphs. Hangs head in shame.

Will try to finish, but no guarentees as Bri and I are Showing at the LA County Fair-, Wed-Sunday, but we will be home in the evening.


Posted on 2008-09-24 at 00:34:22.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


No Problem Dragon Mistress

Your post was a great read along with all the rest of the posts that have been written!

Brought my books and laptop to do some updating at the office when I have free time!

Sometimes [Most Times!] our Real Lives Crowd In Upon Our Fantasy Lives!

Am looking forward to everyone's contributions!

You are a Great Bunch of People!

[Even the Absentees!]



Posted on 2008-09-24 at 08:28:20.

   


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