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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Q & A ~ Land of Xenophobia ~
Subject: Bucklers ...


..... are NOT available to the Prisoners!

After you are free you can buy a Buckler at a local Weapons shop!

The Cure Wand is 0 EV so you can carry it with you!

You will need that Cure Wand during one of the Waves of Opponents!

Composite Long Bow = 4 EV
Quiver of 20 Arrows = 2 EV

A total of 6 EV and then add Small Shield is 2 EV for a total of 8 EV leaves you 2 more EV to use without a Penalty!

Hand/Throwing Axe is 2 EV and a Dagger is 1 EV which would give you a total of 11 and put you one over!

You are going to need to move around unhindered because of the type and amount of opponents you will be facing!

The items listed for everyone's PC Character are what you are carrying into the battle and in Cirro's case she has 10 EV remaining to carry Plus the 52 EV for your backups that are in a pile by the wall 10 feet away when you get started in the adventure!

Cirro I had posted your 10 EV options above, so just decide if you want the Small Shield you can add 2 Daggers or just add the 1 Hand/Throwing Axe!

Posted on 2008-09-25 at 04:34:15.

Topic: Q & A Oaks Heart
Subject: Hingatuli Hammer ...


..... will use his Battle Axe to make those Orcs pay!

Posted on 2008-09-25 at 04:14:52.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Monk Abilities


MIND OVER MATTER
The Monk's mental mastery over their body imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks.

Bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level and +5 at 15th level.

STUNNING ATTACK
A foe successfully struck by the Monk's Stunning Attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds.

Those struck by a Stunning Attack always take normal unarmed attack damage.

Monks can use this ability once per round and no more than once per level per day.

Monks must declare its use before making an attack roll. A missed attack roll ruins the attempt and counts against the Monk's limitation.

UNARMED ATTACK
Monks specialize in unarmed, hand-to-hand combat and gain attacks and improve in the amount of unarmed combat damage inflicted [as shown in table in Castles & Crusades Players Handbook: 1d4 at lst level, 1d6 levels 2-4, 1d8 levels 5-8, 1d10 levels 9-12].

Monks also gain the ability to make an off-hand attack at 6th level and may choose whether the attacks inflict normal damage or subdual damage.

When Monks gain the extra off-hand attack they do not incur the penalties to their To Hit Die Rolls as described in the combat section as long as both attacks are unarmed attacks.

Monks fighting with a one-handed weapon can make an unarmed attack as an off-hand attack, but the Monk suffers the standard penalties for two-weapon fighting.

UNARMORED DEFENCE
Monks know how to use his or her body for defence and gains an armor class bonus that increases with experience as indicated on the Monk Special Abilities Table:

1st level is 10 Unarmored Armor Class
2nd level is 11
3rd - 4th level is 12
5th - 7th level is 13
8th - 11th level is 14
12th level is 15

DEFLECT MISSILES
At 2nd level Monks gain the ability to deflect arrows and other non-magical missiles, including but not limited to:

Arrows, axes, bolas, bolts, bullets, clubs, daggers, darts, hammers, harpoons, javelins, nets, rocks and spears.

Monks must have at least one hand free to use this ability.

When a Monk would normally be hit with a ranged weapon the Monk can make a Dexterity Check and if the check succeeds the Monk deflects the weapon and suffers no damage.

This can be done once per round for levels 2-6, twice per round for levels 7-11, three times per round for levels 12-16 and four times per round for levels 17-20.

Monks must be aware of the attack to use this ability. An attempt to deflect a ranged weapon counts as a Monk's primary unarmed attack.

If a Monk is a high enough level to have a secondary unarmed attack the Monk may still make the secondary attack if teh deflect missile ability has only been used once or twice.

If three or more missiles are deflected the secondary attack is considered used. This ability cannot be used against siege weapon ammunition.

FAST MOVEMENT
At 3rd level and higher a Monk moves faster thatn normal members of his Race.

Monks carrying a medium or heavy load loses this extra speed. Monk Special Abilities Chart for Fast Movement:

Levels 3-5 is 40 feet
Levels 6-9 is 50 feet
Levels 10-12 is 60 feet

KI STRIKE
AT 3rd level a Monk's unarmed attack is empowered with ki.

This attack deals damage to a creature as if from a +1 magic weapon. This ability improves as the Monk rises in levels:

5th level = +2
8th level = +3
12th level = +4
17th level = +5

SLOW FALL
At 4th level a falling Monk takes damage from a fall as if the fall were 20 feet shorter than it actually is and the Monk must be within 10 feet of a vertical surface that he or she can use to slow the descent to use this ability.

PURITY OF BODY
At 5th level Monks gain +1 to all Saving Throws versus disease and poison.

This Saving Throw Bonus increases by one for every level past 5th. A 10th level Monk would receive a +6 Bonus and after the 10th level the +1 Bonus is gained once every other level [even numbered level] to a Maximum Bonus of +10 at 18th level.

STILL BODY
AT 6th level a Monk has mastery over vital bodily functions and can slow them until he or she appears to be dead.

Monks may maintain this state of feigned death for a number of turns equal to the Monk's level.

FAST HEALING
At 7th level a Monk's body naturally heals faster than normal.

Each day a Monk heals 1d4+1 Hit Points per level as long as rest, sleep and meditation is possible.

Monks must be in a serene environment, under no physical duress or mental stress, must be able to sleep undisturbed for 12 hours and meditate undisturbed for 6 hours.

Food and water should be plentiful.

STILL MIND
At 9th level Monks gain a +2 Bonus to Saving Throws against confusion, charm, fear and spells that affect the mind.

Bonus increases to +4 at 11th level and at 13th level the Bonus is +5 and increases by +1 every other level attained thereafter [every odd numbered level].

QUIVERING PALM
At 12th level a MOnk gains a fearsome and fabled attack: the Quivering Palm.

Monks can use Quivering Palm attack once per week and the attack must be announced before an attack roll is made.

The Monk must be of a higher level than the target or have more levels than the targets Hit Dice.

If the Monk successfully deals damage with an unarmed attack the Quivering Palm succeeds.

Thereafter the Monk can choose to try to slay the victim at any later thime within 1 round per level of the Monk.

The Monk merely wills the target to die and the victim makes a Constituion check. If the victim fails it dies.

For example a 10th level Monk successfully strikes a 5th level Fighter. The Monk can then attempt to will the Fighter to die any time within the following 10 rounds.

Should the Fighter fail a Constitution Saving Throw the Fighter dies.

This attack has no effect on the undead or creatures that can only be struck by magic weapons unless the Monk is able to hit the creature with the Ki Strike ability.

Posted on 2008-09-24 at 16:14:23.
Edited on 2008-09-24 at 17:14:21 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Attention Shopper


CirroWolf the Small Wooden Shield is 2 EV which leaves you with 8 more EV to carry without penalty!

Small Wooden Shield is NOT a Buckler!

No Gauntlets are available and the Surcoat is not available either!

Remember you are still a Prisoner and have to fight your way to freedom!

As a Prisoner you are limited to the weapons and armor available, but after gaining freedom you can buy other items at a local Weapons & Armor Shop!

Same thing with the Mace Weapon that someone wanted because the Mace is NOT Available to Prisoners for the Emancipation Sand Dance! But Will Be Available After Gaining Freedom!

You also have 52 more EV maximum to carry out to the Dark Arena sands and place in a pile 2 squares behind the #8 position which is 10 feet away!

May I suggest you acquire a Composite Long Bow and Quiver of 20 Arrows which is 4 EV and 2 EV which would give you 6 of the 10 EV and then the Small Shield would be 2 EV leaving you with 2 EV to carry for the opening!

You could add a Club or Hand/Throwing Axe for the remaining 2 EV or here are 2 other possibilities:

Add the above [Long Bow and Arrows for 6 EV] with a Medium Wooden Shield for 3 EV and a Dagger for 1 EV or

Add the above [Long Bow and Arrows for 6 EV] and take a Large Wooden Shield for 4 EV to make up your remaining 10 EV points!

As for your 52 backup EV you can add a bunch of Arrows at 2 EV per Quiver and some Javelins would be a nice touch as they are a carry weight of 3 EV per Javelin and have a range of 30 feet when thrown!

I Do Not Want to Spoil the Opener, but each of the 4 Teams will be outnumbered by the type of opponents that emerge from beneath the Dark Arena in the First Wave!

The More Ranged Weapons the Better!

Especially at the beginning and then for other opponents in the following waves ......

Hand/Throwing Axes have a 10 foot range at 2 EV and Daggers have a 10 foot range at 1 EV and Clubs have a 10 foot range at 2 EV which all would be handy!

Another thing to keep in mind is that as other members of the other teams die off ... or if they succeed in causing their opponents to flee ... they could be headed in our direction!

And ALL Opponents Must Die Before the Next Wave of Opponents Emerge to do Battle!

Therefore ... the second wave of opponents will not emerge until ALL the first wave opponents Die!

What if you are facing a Dozen Opponents and they fall to the sands Seemingly Dead ... but are Only Stunned and then recuperate and get up again?

Make Sure They Are All Dead ... Meaning the Above Mentioned Ranged Weapons are Important for Finishing the Job!

Posted on 2008-09-24 at 09:36:36.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A Oaks Heart
Subject: The Orc under Muffin ...


..... is the one carrying the Mace!

Posted on 2008-09-23 at 13:17:30.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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.

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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

Topic: Q & A ~ Land of Xenophobia ~
Subject: 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

Topic: Q & A ~ Land of Xenophobia ~
Subject: Shandra the Elf Monk


Shandra Monk Elf Hit Dice 1d12 = 12 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH
16 = +2 Attribute Modifier
DEXTERITY [Prime Attribute] 17 and add +1 Race Attribute Modifier is 18 and add the Permanent +3 from reading Manual of Quickness of Action is 21 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 18 and subtract -1 Race Attribute Modifier is 17 and add the Permanent +3 from reading Manual of Bodily Health is 20 = +3 Attribute Modifier
INTELLIGENCE 15 = +1 Attribute Modifier
WISDOM 15 = +1 Attribute Modifier
CHARISMA 12 = 0 Attribute Modifier

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

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Robe is 2 EV(w) = 1 EV
Soft Boots is 0 EV = 0 EV
Bracelets of Deflection is 0 EV = 0 EV
Staff of the Woodlands [50 Charges] is 4 EV = 4 EV

Total Encumbrance Value is 6 = 5 EV

*** I am assigning the following:
Composite Long Bow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
1 Club is 2 EV = 2 EV
1 Dagger is 1 EV = 1 EV

Grand total is 15 EV = 14 EV


Dragon Mistress You Now Have 9 EV of Weapons to Add to Your Arsenal without having a Negative Effect on Movement or Dexterity!

*** See Assigned Weapons Above!

Choose from either Composite Bow or Crossbow and Quiver of 20 Arrows or 12 Bolts. Also Club, Dagger, Hand/Throwing Axe, Hatchet or Javelin as you already have a Quarterstaff with the Staff of the Woodlands!


Overburdened Encumbrance Points Remaining = 56 of 70 EV

You Already have the 10 Javelin of Lightning 10x3EV is 30 EV = 30 EV

***** I am assigning
5 Quivers of 20 Arrows 5x2EV is 10 EV = 10 EV
5 Clubs 5x2EV is 10 EV = 10 EV
6 Daggers 6x1EV is 6 EV = 6 EV




Make sure you bring more Quivers if you choose the Composite Long Bow!

Dragon Mistress just PM me or post a message in the Q&A for what weapons you want to add for the Emancipation Sand Dance!

***** See Assigned Weapons for Over Burden Carry EV Above!


Posted on 2008-09-20 at 13:28:30.
Edited on 2008-09-28 at 12:26:54 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Sirae Amberlyn Foxfire the Human Knight


Sirae Amberlyn Foxfire Knight Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
15 and add the Permanent +3 from reading Manual of Gainful Exercise is 18 = +3 Attribute Modifier
DEXTERITY 15 = +1 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Bodily Health is 19 = +3 Attribute Modifier
INTELLIGENCE 14 = +1 Attribute Modifier
WISDOM [Prime Attribute] 14 = +1 Attribute Modifier
CHARISMA [Prime Attribute] 18 = +3 Attribute Modifier

ENCUMBRANCE RATING
Base = 10
Strength Attribute Modifier = +3
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Charisma Prime Attribute = 0
Encumbrance Rating = 17

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Soft Boots is 0 EV = 0 EV
+1 Plate Armor of the Fathom including the Helm of Comprehend Languages [Normal Helm] 4 EV(w) = 3 EV
+3 Feathered Sword [Longsword]is 3 EV = 3 EV
Composite Longbow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV

NOTE to Brianna This leaves you with 5 EV to carry without penalty on your movements, so you have the following 4 options:

1. Hand/Throwing Axe is 2 EV = 2 EV
and 3 Daggers is 3 EV = 3 EV

2. Small Wood Shield is 2 EV = 2 EV
and Hand/Throwing Axe is 2 EV = 2 EV
and Dagger is 1 EV = 1 EV

3. Medium Wooden Shield is 3 EV = 3 EV
and Hand/Throwing Axe is 2 EV = 2 EV

4. Medium Wooden Shield is 3 EV = 3 EV
and 2 Daggers is 2 EV = 2 EV


*** Assigned you option #2
1 Small Wood Shield is 2 EV = 2 EV
1 Hand/Throwing Axe is 2 EV = 2 EV
1 Dagger is 1 EV = 1 EV

Overburdened Encumbrance Points Remaining = 68 of 85 EV

***** Assigned You the following:
1 Small Shield is 2 EV = 2 EV
1 Medium Shield is 3 EV = 3 EV
1 Battle Axe is 3 EV = 3 EV
10 Quivers of 20 Arrows 10x2EV is 20 EV = 20 EV
10 Daggers 10x1EV is 10 EV = 10 EV
5 Clubs 5x2EV is 10 EV = 10 EV
5 Spears 5x2EV is 10 EV = 10 EV
5 Hand/Throwing Axes is 10 EV = 10 EV



You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]

These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!


Posted on 2008-09-20 at 13:27:59.
Edited on 2008-09-28 at 11:45:40 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Ullrich the Human Ranger


Ullrich Ranger Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
18 = +3 Attribute Modifier
DEXTERITY [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Quickness and Action is 19 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 = +2 Attribute Modifier
INTELLIGENCE 17 = +2 Attribute Modifier
WISDOM [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Understanding is 18 = +3 Attribute Modifier
CHARISMA 12 = 0 Attribute Modifier

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

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Soft Boots is 0 EV = 0 EV
Full Chain Suit Armor including a Chain Mail Coif Helm is 4 EV(w) = 3 EV
+2 Oath Bow [Composite Long Bow] is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
+3 Sylvan Blade [Long Sword] is 3 EV = 3 EV
Short Sword is 2 EV = 2 EV
Dagger is 1 EV = 1 EV

Overburdened Encumbrance Points Remaining = 60 of 75 EV

***** Assigned Weapons include:
1 Quiver of 20 Slaying Arrows [Kobolds] 1x2EV is 2 EV = 2 EV
15 Quivers of 20 Arrows 15x2EV is 30 EV = 30 EV
10 Spears 10x2EV is 20 EV = 20 EV
2 Daggers 2x1EV is 2 EV = 2 EV
1 Short Sword 1x2EV is 2 EV = 2 EV
1 Club 1x2EV is 2 EV = 2 EV
1 Hand/Throwing Axe 1x2EV is 2 EV = 2 EV



Nomad Your Extra Quivers of 20 Arrows have a carry value of 2 EV so you could choose 30 Quivers, but since Rangers may fight with Any Weapons You May Want to Include Some Other Choices! Just Let Me Know by PM or in the Q&A messages!

You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]

These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!


Posted on 2008-09-20 at 13:27:31.
Edited on 2008-09-28 at 10:45:06 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Sir Yder the Human Knight


Sir Yder Knight Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
14 and add the Permanent +3 from reading Manual of Bodily Exercise is 17 = +2 Attribute Modifier
DEXTERITY 13 = +1 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Bodily Health is 19 = +3 Attribute Modifier
INTELLIGENCE 12 = 0 Attribute Modifier
WISDOM 8 = -1 Attribute Modifier
CHARISMA [Prime Attribute] 18 = +3 Attribute Modifier

ENCUMBRANCE RATING
Base = 10
Strength Attribute Modifier = +2
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Charisma Prime Attribute = 0
Encumbrance Rating = 16

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Soft Boots is 0 EV = 0 EV
+2 Armor of Fire Resistance [Plate] includes Helm of Telepathy [Normal Helm]is 4 EV(w) = 3 EV
+2/+4 Dragon Slayer [Longsword] is 3 EV = 3 EV

10 EV Points Remain for adding Weapons without Effect Against Movement and Dexterity!

*** Assigned the following:
Composite Long Bow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
Hand/Throwing Axe is 2 EV = 2 EV
Spear is 2 EV = 2 EV



If Abraxis fails to contact me in the next couple of days then I will assign Weapons so we can get on with the adventure without waiting for him!


Overburdened Encumbrance Points Remaining = 64 of 80 EV
***** Assigned the following Extra Weapons:
10 Javelins 10x3EV is 30 EV = 30 EV
10 Spears 10x2EV is 20 EV = 20 EV
5 Quivers of 20 Arrows 5x2EV is 10 EV = 10 EV
1 Club 1x2EV is 2 EV = 2 EV
1 Hand/Throwing Axe 1x2EV is 2 EV = 2 EV



Abraxis If You Read This in Time Decide What Other Weapons You Want to Use! Just Let Me Know by PM or in the Q&A messages!

You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]

These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!


Posted on 2008-09-20 at 13:26:59.
Edited on 2008-09-28 at 10:04:31 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Cunning Fox the Human Cleric


Cunning Fox Cleric Human Hit Dice 1d8 = 8 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
15 = +1 Attribute Modifier
DEXTERITY [Prime Attribute] 15 and add the Permanent +3 from reading Manual of Quickness and Action is 18 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 11 = 0 Attribute Modifier
INTELLIGENCE 10 = 0 Attribute Modifier
WISDOM [Prime Attribute] 16 and add the Permanent +3 from reading Tome of Understanding is 19 = +3 Attribute Modifier
CHARISMA 13 = +1 Attribute Modifier

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

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Soft Boots is 0 EV = 0 EV
Bag of Tricks [Rust Colored] is 0 EV = 0 EV
Ring of the Ram [50 Charges] is 0 EV = 0 EV
Staff of the Woodlands [50 Charges] is 4 EV = 4 EV
Plate Mail Armor including a Normal Helm is 4 EV(w) = 3 EV
Composite Longbow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV

Overburdened Encumbrance Points Remaining = 52 of 65 EV
15 Clubs 15x2EV is 30 EV = 30 EV
6 Quivers of 20 Arrows 6x2EV is 12 EV = 12 EV
10 Daggers 10x1EV is 10 EV = 10 EV

ShadowDragon Your Extra Quivers of 20 Arrows have a carry value of 2 EV so be sure to stock up on some extras! Cleric can also use Club, Dagger and War Hammer as well as the Quarterstaff, but you already have the Quarterstaff covered with Your Staff of the Woodlands! Just Let Me Know by PM or in the Q&A messages!

You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]

These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!

As the Castle Keeper I have decided that Cunning Fox being a Native American would Certainly Know How to Use a Bow and Arrow!

Clerics get "Special" as a Weapon Option and I have ruled that Cunning Fox receives the Composite Long Bow as a Special Weapon!


ShadowDragon below is the List of Spells that Your deity Granted You for the Emancipation Sand Dance!

Remember that Each Spell is Only Used Once!


FIRST LEVEL CLERIC SPELLS
O Level

1. Create Water [creates 2 gallons/level of pure water]
2. First Aid [bandages bleeding wound]
3. Light [object shines like a torch]

1st Level
1. Cure Light Wounds [cures 1d8 damage]
Bonus Spell. Sound Burst [a pulse of sound that causes 1d8 damage]




Posted on 2008-09-20 at 13:26:27.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Bumble Brew the Elf Wizard


Bumble Brew Wizard Elf Hit Dice 1d4 = 4 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH
13 = +1 Attribute Modifier
DEXTERITY 13 and add +1 Race Attribute Modifier is 14 = +1 Attribute Modifier
CONSTITUTION 14 and subtract -1 Race Attribute Modifier is 13 = +1 Attribute Modifier
INTELLIGENCE [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Clear Thought is 18 = +3 Attribute Modifier
WISDOM [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Understanding is 18 = +3 Attribute Modifier
CHARISMA 14 = +1 Attribute Modifier

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

ENCUMBRANCE VALUE with Final Adjustments for Wearing

Robe is 2 EV(w) = 1 EV
Soft Boots is 0 EV = 0 EV
Ring of Fire Elemental Command is 0 EV = O EV
Staff of Power [50 Charges] is 4 EV = 4 EV
Wand of Cure Critical Wounds [50 Charges] is 0 EV = 0 EV
Club is 2 EV = 2 EV
4 Daggers (is 1 EV x 4) is 4 EV = 4 EV
Total Encumbrance Value is 12 = 11 EV

Overburdened Encumbrance Points Remaining = 44 of 55 EV

10 Clubs x 2 EV = 20 EV
20 Daggers x 1 EV = 20 EV
2 Quivers of 20 Arrows x 2 EV = 4 EV
Total EV for Overburdened Encumbrance Points = 44 EV added to the 11 EV is the Maximum for Encumbrance

PLEASE NOTE that Bumble Brew selected the 2 Quivers of 20 Arrows so that her teammate Cunning Fox can use them if he needs to! Plus the Extra Clubs and Daggers can also be shared with Cunning Fox as both characters use these type weapons and they are positioned close to each other in the Dark Arena!

As the Castle Keeper I have decided that Cunning Fox being a Native American would Certainly Know How to Use a Bow and Arrow!

Clerics get "Special" as a Weapon Option and I have ruled that Cunning Fox receives the Composite Long Bow as a Special Weapon!

Having Trained with her teammates and under the guidance of ThunnGarr the Mighty, the young Wizard has the Wisdom to bring extra Clubs and Daggers for herself and Cunning Fox, plus some Arrows for her teammate because his proficiency with the Ranged Weapon May Save Her Life!


FIRST LEVEL WIZARD SPELLS
O Level

1. Ghost Sound
2. Mage Hand
3. Message
4. Prestidigitation

1st Level
1. Burning Hands
2. Magic Missle
Bonus Spell. Shocking Grasp








Posted on 2008-09-20 at 13:26:00.
Edited on 2008-09-23 at 22:15:45 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Dark Arena Prisoners Weapons Warehouse


Determining Encumbrance for PC Characters

Each Character has an Encumbrance Rating or ER base of 10

Add the Strength Modifier [if any] to the base of 10

If Strength or Constituion is a Prime Attribute then you add +2 to the ER rating and if you have both STR and CON as Prime Attributes then you would have +4 to the ER base of 10 [+2 STR and +2 CON]

Example: Ranger with STR and CON as Prime Attributes has a starting ER base of 10 +2 +2 = 14 and add the STRENGTH Modifier for an 18 Strength +3 for a total of 17 ER

You compare the EV to the ER and can carry up to 5 times your ER

Encumbrance Category
None = 0 to 1x ER
Light = 1x ER to 2x ER
Moderate = 2x ER to 3x ER
Heavy = 3x ER to 4xER
Overburdened = 4x ER to 5x ER

Any Item with a "w" in parenthesis means used for wearing and if wearing [such as armor] then deduct -1 from the EV

For example Plate Mail Armor has 4 EV but worn is -1 = 3 EV

List of Available Weapons [Non-Magical]

You will be allowed to carry 5x ER of Weapons/Armor/Clothing into the Dark Arena

You will stack these items in your own personal pile on the Square Directly Behind Your Assigned Number [10 ft behind you!] and choose what you will carry to begin the Dark Arena adventure!

Missiles and Ranged

Arrows (20) 2 EV [Encumbrance Value]
Bolts (12) 2 EV

Decided that a Quiver w/20 Arrrows or a Quiver w/12 Bolts will count for 2 EV for either one!

Composite Longbow 1d8 damage 110ft range 4 EV
Heavy Crossbow 1d10 damage 120 ft range 5 EV
Javelin 1d4 damage 30 ft range 3 EV

Clothing
Robe 2 EV(w) to be worn by Cleric and Wizard
Trousers 1 EV(w) to be worn by Monk
Soft Boots are 0 EV(w) and all PC Characters have the option of wearing Soft Boots for Combat or fighting Bare Footed

Armor and Helms [AC = Armor Class]
Please Note that Each Character has an Armor Class or AC base of 10 when wearing Normal Clothing


Leather Armor +2 AC 2 EV(w)
Ring Mail +3 AC 3 EV(w)
Hide +3 AC 4 EV(w)
Studded Leather +3 AC 3 EV(w)
Scalemail +4 AC includes a Leather Coif +1 AC for blows to the Head 4 EV(w)
Full Chain Suit +6 AC includes a Chain Mail Coif +4 AC for blows to the Head 4 EV(w)
Plate Mail +7 AC includes a Normal Helm +5 AC for blows to the Head 4 EV(w)

Helms to wear in addition to Leather Armor, Ring Mail, Hide or Studded Leather Armors
Leather Coif +1 AC for blows to the Head 1 EV(w)
Chain Mail Coif +4 AC for blows to the Head 1 EV(w)
Normal Helm +5 AC for blows to the Head 1 EV(w)

Shields
Small Wooden Shield +1 AC applicable against 1 foe per round 2 EV
Medium Wooden Shield +1 AC applicable against 2 foes per round 3 EV
Large Wooden Shield +1 AC applicable against 3 foes per round 4 EV

2-Handed Weapons
Two-Handed Axe 1d8 damage 4 EV
Great Scimitar 2d6 damage 4 EV
Two-Handed Sword 2d6 damage 5 EV

Single-Handed Weapons
Club 1d6+1 damage 10 ft range when thrown 2 EV
Dagger 1d6 damage 1 EV
War Hammer 1d8 damage 4 EV
Quarter Staff 1d6 damage 4 EV
Scimitar 1d6 damage 3 EV
Long Sword 1d8 damage 3 EV
Short Sword 1d6 damage 2 EV
Battle Axe 1d8 damage 3 EV
Hand/Throwing Axe 1d6 damage 10 ft range when thrown 2 EV
Spear 1d6 damage 20 ft range when thrown 2 EV
Broad Sword 2d4 damage 3 EV
Hatchet 1d4 damage 2 EV

Fighting with your Fist causes 1d2 damage


NOTE: This may take a tad bit longer, but I will post the ER for each PC Character so each of us can figure out what we are carrying into the Dark Arena to begin our battle!

You May Want to Consider Bringing Enough Missile & Ranged Weapons along with some Weapons that can be Thrown because you are going to need them!







Posted on 2008-09-20 at 11:01:57.
Edited on 2008-09-21 at 17:05:45 by Hammer

Topic: Vote for the Inn
Subject: New low ...


..... as the Red Dragon Inn falls to 12th place!



Posted on 2008-09-20 at 08:37:17.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Cool post ...


..... by Cirro and the dangling plot hook was a nice touch to whet my appetite for more adventure!

Looking forward to more and everyone else contributing!

Am adjusting the Dark Arena Prisoners Weapons Warehouse info to post here soon!

Posted on 2008-09-20 at 07:59:18.

 


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