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Almerin
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The Spores of Itanlok - Q/A



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

The players: Utan the Orange - Olegarn Stonesunder - Wizard 7/Loremaster 1
Wyrmsting - Grothtorg Jaspersand - Ranger lvl 8
Gboy - Baldorf Vento - Rogue lvl 5
Eol Fefalas - Crulgrin Shadebeard - Ranger 3/Rogue 5
Hammer - 'Loco' FungiHammer - Cleric lvl 8
Jozan1 - Kharov - Fighter 5/Stonelord 3

Group Cash empty

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



Posted on 2008-10-01 at 13:26:36.
Edited on 2008-10-15 at 10:29:08 by Almerin

Almerin
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Character 1 - Ole

Character 1
Olegarn "Big Ole" Stonesunder,
Male Khordaldrum
Wizard 7 /Loremaster 1,
Alignment CG
HD 6d4+12(Con), 2d4+4(Con), +3 (Secret Health) hp
Age: 112,
Height: 4 ft. 1 in. (49in/1.25m),
Weight: 174 lb. (79kg/12.4stone),
Hair/Eyes/Skin: Brown

STR 10 (+0),
DEX 16 (+3),
CON 14 (+2),
INT 18 (+4),
WIS 10 (+0),
CHA 8 (-1)

Init +3,
Fort +4,
Ref +5,
Will +8

Speed 20
AC: 16 (Flatfooted:13 Touch:16)
Base Atack Bonus(es): +3 melee, +6 ranged
+3 (1d4, Dagger)
+5 (1d6+2, +2 Darkwood Quarterstaff - NSA),
+4 (1d6+1, +1 Darkwood Quarterstaff - NSA),
+6 (1d4, Dagger, 10 ft.),
+6 (nil, Tanglefoot bag, 10 ft.)

Racial Features: Dwarven traits (Ex),
Darkvision (Ex): 60 ft., +1 Attack vs.
Orcs and Goblinoids, +2 Saves vs. Poison,
+2 Reflex Saves vs. Spells and Spell-like Effects,
+4 Dodge Bonus to AC vs. Giants,
Stonecunning (Ex)

Class Features: [Loremaster:]
Bonus Caster Level (1),
Secrets (1, Secret Health, +3 hp)
[Wizard:]
Bonus feat,
Scribe Scroll,
Spellbooks,
Spells,
Summon Familiar (Bat, caster gains +3 on Listen checks),
Wizard weapon proficiencies

Skills: Alchemy +7,
Appraise +4,
Balance +3,
Concentration +10,
Craft (Armorsmithing) +4,
Craft (Blacksmithing) +4,
Craft (Calligraphy) +12,
Craft (Gemcutting) +4,
Craft (Locksmithing) +4,
Craft (Metalworking) +4,
Craft (Stonecarving) +4,
Craft (Stonemasonry) +4,
Craft (Weaponsmithing) +4,
Decipher Script +13,
Escape Artist +3,
Forgery +4,
Hide +3,
Knowledge (Arcana) +16,
Knowledge (History) +12,
Knowledge (Local) +14,
Listen +3,
Move Silently +3,
Ride +3,
Search +4,
Spellcraft +14,
Use Rope +3

Feats: Extend Spell,
Scribe Scroll,
Silent Spell,
Skill Focus: Knowledge (Arcana),
Spell Mastery(4 - Identify, Mage Armor, Stoneskin, Truestrike), [DM bonus]
Still Spell

Spells Known (Wiz 4/5/4/4/3): 0 -- Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st -- Comprehend Languages, Detect Secret Doors, Detect Undead, Hold Portal, Identify, Mage Armor, Magic Missile, Mount, Ray of Enfeeblement, Spider Climb, Tenser`s Floating Disk, True Strike
2nd -- Locate Object, Melf`s Acid Arrow, Protection from Arrows, Rope Trick, See Invisibility, Summon Monster II, Web
3rd -- Clairaudience/Clairvoyance, Dispel Magic, Halt Undead, Hold Person, Leomund`s Tiny Hut, Lightning Bolt, Tongues
4th -- Dimension Door, Leomund`s Secure Shelter, Locate Creature, Polymorph Self, Scrying, Stoneskin, Summon Monster IV.

Spells Prepared (Wiz 4/5/4/4/3): 0 - Detect Magic, Detect Poison (s), Light x2, Read Magic
1st - Comprehend Languages, Identify (s), Mage Armor, Magic Missile x2, True Strike
2nd - Locate Object (s), Melf`s Acid Arrow, Protection from Arrows x2, Summon Monster II
3rd - Clairaudience/Clairvoyance, Dispel Magic, Leomund`s Tiny Hut, Lightning Bolt, Tongues (s)
4th - Leomund`s Secure Shelter, Scrying (s), Stoneskin, Summon Monster IV

Possessions: Wealth: 41 pp, 50 gp, 6 sp, 9 cp, Brass Mug w/jade inlays (350 gp), Ceremonial electrum dagger w/star ruby in pommel (1,050 gp), Black pearl [4] (2,000 gp); Golden pearl [5] (500 gp); Pink pearl [5] (500 gp); Silver pearl [5] (500 gp); White pearl [5] (500 gp)
Weapons: +2/+1 Darkwood Quarterstaff [NSA] (8640 gp), Dagger [2] (4 gp), Tanglefoot bag [3] (150 gp)
Mount: Pony (30 gp), Bit and bridle (2 gp), Riding Saddle (10 gp), Saddlebags (4 gp)
Goods: Spell Component pouch [2] (10 gp), Wizard'sSpellbooks [2] (30 gp), Magnifying Glass (100 gp), Explorer`s Outfit (10 gp), Cold Weather Outfit (8 gp), Trail Rations [6 days] (30 sp), Bedroll (1 sp), Winter Blanket (5 sp), Scrollcases [3] (3 gp), Flint and steel (1 gp), Small Metal Hammer (5 sp), Belt Pouch (1 gp), Sack [2] (2 sp), Signal Whistle (8 sp), Spyglass (1,000 gp), Waterskin (1 gp), Whetstone (2 cp), Canvas (2 sq. yd.) (2 sp), Antitoxin (2 vials) (100 gp), Sunrod {10] (20 gp), Tindertwig [10] (10 gp) .
Magic:
Heward`s Handy Haversack (2,000 gp),
Bracers of Armor +3 (9,000 gp),
+2/+1 Quarterstaff [NSA] (8640 gp) .

Smyert, Wizards Familiar, Bat, CR 1/10; Diminutive Animal ; HD 8d8 (Animal) ; hp 20; Init + 2; Spd 5, Fly, Good 40; AC 19; Atk + 3 base melee, + 10 base ranged; SQ: Blindsight (Ex); AL N; SV Fort + 2, Ref + 4, Will + 10; STR 1, DEX 15, CON 10, INT 8, WIS 14, CHA 10.
Skills: Concentration +10, Hide +14, Listen +9, Move Silently +5, Spot +9

Background/History:
Ole had always wanted to be a Runemaster. His earliest memories were of listening to stories of the best of them, of following them around whenever they came out of seclusion, of asking them no end of questions to see if he could "stonewall" them.

That desire "flavored" his interests, his actions and, therefore, his path. But, as it turned out, he also developed an interest in magery. Unexpected, that, and of particular interest to Ole that he seemed to have a talent that most Khords turned away from. Ole did not, for he knew instinctively that magic would help him to become what he most wanted to be -- a Runemaster.

He didn't figure on the Fates intervening in his life. When he learned of his propensity for magic, he turned to applying that talent toward the gathering of knowledge. Knowledge to learn, to have, to hold, to keep, and to guard. The gathering of this knowledge that he sought would first lead him to an adventuring.life, then to gnoch stallanh, the 'wide-land travels' to gather yet more obscure knowledge. Ole found that the travel of adventuring life suited him, and he came to desire less and less the cloistered life of seclusion the Runemasters preferred. They traveled only when a unilateral quest for specific knowledge required it. Ole was interested in gathering what knowledge he could, whether or not what information he garnered was related to another find or triggered another search entirely. As such, his adventuring as a mage, his unique ability to divine knowledge, by logic or by magic, led him to specialize in just that form of knowledge-gathering.

And so he became a Loremaster. .

A gatherer of obscure facts, empirical data, verifiable knowledge. The mere gathering of such things gives Ole a rush of satisfaction, for the knowledge he gathers is unique in perspective, if not unique in fact. The completion of a search -- any search -- that ends successfully in a bit of knowledge or information that can be passed on (or guarded, as the case may be) pleases him to no end and justifies the search entirely.

He usually carries a banded Darkwood quarterstaff with three siver bands on one end and three cold iron bands on the other end. All the bands are one inch wide and spaced one inch apart. Ole's hair, eyes, and skin are all nearly the same color of brown. His eyes are tea-colored, his skin slightly darker, and his hair only a fraction of a shade darker than his skin. He wears his hair tied back in a simple bound "horse-tail". Just above the tie in his hair is a bat, clinging to his hair with all claws and hanging upside down. It is for this reason that when bowing or simply looking around, Ole moves his head slowly. In preparation for combat (which Ole usually tries to avoid), the bat, Smyert, either flies to a safe area or crawls around to the front of Ole to hide under his cloak.


Posted on 2008-10-01 at 13:27:06.
Edited on 2008-10-15 at 10:28:15 by Almerin

Almerin
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Character 2 - Groth

Character 2
Player: Wyrmsting
Grothtorg Jaspersand,
Male Khordaldrum
Rgr8 (Caver),
HD 8d10+16(Con) ;
hp ,
Alignment: Neutral Good,
Age: 120,
Height: 50 in.,
Weight 175#.
Hair: Grey w/Black Streaks,
Eyes: Brown,
Complexion: Dark-Tan

Follower of Kharox, God of (Dwarven) Crafters ....

STR 12 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

Init +3, Fort +8, Ref +5, Will +4

Speed 20
AC:18 (Flatfooted:15 Touch:13)
Base Attacks: +9/4 melee, +11/6 ranged
+9 (1d2+1, Unarmed),
+9/4 (1d4+1, Dagger),
+10/5 (1d10+1, Greatclub),
+11/6 (1d4+1, Dagger, 10'),
+13/8 (1d6+1, +1 CompositeShortbow [SA Distance], Weapon Focus)

Special Qualities:
Dwarven traits (Ex),
Darkvision (Ex): 60 ft.

Class Features:
Endurance,
Favored Enemy 1: +2 to hit Giants,
Faviored Enemy 2: +2 to hit Outsiders [Chaotic]
Combat Style: Archery [Rapid Shot],
Improved Combat Style: Archery [Many Shot],
Martial Weapon Proficiency: All,
Spells,
Swift Tracker,
Track
Woodland Stride

Racial Features:
Stonecunning,
Stability +4 to resist being bull-rushed or tripped when standing firm,
+2 Fort save against poison,
+2 Ref save against spells,
+1 attack bonus against orcs & goblinoids,
+4 dodge bonus against giants,
+2 to Appraise items of stone or metal,
Languages: Common Khordaldrum

Skills:
Appraise +2,
Balance +2,
Climb +9,
Concentration +2,
Craft (Blacksmithing) +0,
Craft (Metalworking) +0,
Craft (Stonecarving) +0,
Craft (Stonemasonry) +0,
Craft (Weaponsmithing) +0,
Escape Artist +2,
Heal +2,
Hide +2,
Listen +2,
Move Silent +4,
Profession (Dungeoneering) +4,
Profession (Geography) +4,
Profession (Local) +4,
Profession (Nature) +4,
Profession (Miner) +4,
Profession (Trapmaker) +13,
Ride +3
Search +10,
Sense Motive +2,
Spot +10,
Use Rope +7,
Wilderness Lore +6.

Feats:
Armor Proficiency: Light, Medium,
Quick Draw,
Rapid Shot [Combat Style: Archery],
Many Shot [Improved Combat Style: Archery],
Shield Proficiency,
Simple Weapon Proficiency,
Skill Focus: Profession (Trapmaker), [DM Bonus]
Track,
Weapon Focus: Greatclub,
Weapon Focus: Composite Shortbow.

Spells Known (Rgr --/2/1):
1st -- Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits,
------ Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals,
------ Summon Nature`s Ally I;
2nd -- Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law,
------- Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature`s Ally II;
3rd -- Control Plants, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease,
------- Summon Nature`s Ally III, Tree Shape, Water Walk; 4th -- Cure Serious Wounds, Freedom of Movement,
------- Nondetection, Polymorph Self, Summon Nature`s Ally IV, Tree Stride, Wind Wall.

Spells Prepared (Rgr --/2/1):
1st - Detect Snares and Pits, Summon Nature`s Ally I
2nd - Summon Nature`s Ally II.

Possessions:
Weapons: Masterwork Iron-Bound Greatclub (305 gp), +1 Composite Shortbow [SA Distance] (8375 gp), Arrows [20] (1 gp); Silvered Arrow [10] (10 gp), Dagger [2] (4 gp) .
Armor: +2 Rhino Hide [+2d6 damage on successful charge attack] (5,165 gp).
Mount: Warpony [Morg] (100 gp), Bit/Bridle (2 gp), Riding Saddle (10 gp), Saddlebags (4 gp)
Goods: Masterwork Artisan's Tools [Trapmaker] (55 gp); Magnifying glass (100 gp), Artisan`s Outfit (1 gp), Trail Rations [7 days] (35 sp), Bedroll (1 sp); Winter Blanket (5 sp), Canvas [4 sq. yd.] (4 sp), Flint/Steel (1 gp), Belt Pouch (1 gp), Silk Rope [2@50 ft.] (20 gp), Sack [2] (2 sp), Signal Whistle (8 sp), Spyglass (1,000 gp), Waterskin (1 gp); Whetstone (2 cp)
Wealth:
50 pp, 54 gp, 4 sp, 8 cp
Emerald (1,000 gp),
Star ruby (1,000 gp),
Blue star sapphire [2@1000] (2,000 gp),
Black star sapphire [2@1000] (2,000 gp),
Golden Yellow Topaz [10@500] (5,000 gp),

Magic: Heward`s Handy Haversack (2,000 gp), +2 Rhino Hide [+2d6 damage on successful charge attack] (5,165 gp), +1 Composite Shortbow [SA Distance] (6375 gp)

Tarrgot, Animal Companion, Owl : CR 1; Tiny Animal ; HD 1d8 (Animal) ; hp 4; Init + 3; Spd AC 15; Atk + 0 base melee, + 5 base ranged; +5 ( 1d2-2, Claws ); AL LG; SV Fort + 0, Ref + 3, Will + 2; STR 6, DEX 17, CON 10, INT 1, WIS 14, CHA 10.
Skills: Hide +11, Listen +14, Move Silently +20, Spot +6.
Feats: Weapon Finesse: Claws.

Description:
Grothtorg's family was a deeper-delving clan than most of the Khordaldrum they knew and, for that reason, were one of the richest of the clans in their area -- in a very large area, for that matter. While most of those in the clan who had the wanderlust became warriors or defenders, some few had a different "slant" to their thinkiing and became clerics or "cavers" -- rangers with unique abilities attuned to life underground. Grothtorg was one of the latter. His choiceof profession and training was not looked upon with disdain, but rather with a shrug of the shoulders and mute acceptance.

Grothtorg takes inordinate pride in the premature graying of his once-black hair and beard. While it makes him look decades older than he is, it makes him as unique in looks as he is in profession. His hair is worn tied back in a simple tail with a leather strap, and his beard is loosely woven into a single braid and tied with a black string. His gray hair matches the rough gray-white of his Rhino Hide armor almost perfectly. His tanned skin and brown eyes also are nearly the same color. Taken in all, his entire appearance is just slightly out of the ordinary.

His skill with a bow is also out of the ordinary, and he prefers to use that skill as often as possible, opting to melee only when necessary. Even then, a blow from his Iron-Bound Greatclub is a formidable, bone-breaking experrience.


Posted on 2008-10-01 at 13:27:25.
Edited on 2008-10-02 at 15:01:31 by Almerin

Almerin
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3012 Posts


Character 3 - Baldorf

Player: Gboy
Name: Baldorf Vento
Race: Half Air Elemental Half Khordaldrum (dwarf)
Gender: Male
Class: Rogue 5
Alignment: Chaotic Good
Deity: None


Stats:

Strength: 10
Dexterity: 18 (16 points, +2 template)
Constitution: 16 (12 points, +2 Race, +2 Template)
Intelligence: 12 (10 points, +2 Template)
Wisdom: 10 (8 points, +2 Template)
Charisma: 20 (18 points, -2 Race, +2 Template, +2 Level based ability increase.)

HP: Determined by DM
AC: 20 (10 + 5 Armour (+1 Mithral Shirt) + 4 Dex + 1 Natural Armour (Template))
Initiative: +4
Speed: 20 ft.

Saves: +2 on Spells and Spell like abilities.
Fort: +4
Ref: +8
Will: +1

BAB: +3 (Use Dex mod instead of Str for Light Weapons)
Melee: +3
Ranged: +7

Weapon:
Masterwork Dagger.
To hit: +8
Damage: 1d4
Critical: 19-20/x2

Weapon:
Masterwork Hand Crossbow
To Hit: +8
Damage: 1d4
Critical: 19-20/x2

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

Template Abilities:

+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
+1 Natural Armour Bonus.
Can Use the following spell like abilities once per day: Obscuring mist, windwall, gaseous form (more become availible later)

Weapon and Armor proficiencies:
Rogues are proficient with light armour. Rogues are proficient with all simple and martial weapons, and the hand crossbow. Khords treat the Dwarven Urgrosh and Dwarven waraxe as martial weapons.

Uncanny Dodge: Retain Dex Bonus to AC, even if caught flat footed, or struck by an invisible attacker.

Trap Sense +1: +1 To reflex saves and AC against traps.

Evasion: On a succesful reflex save against a magical attack, take no damage.

Sneak attack: Whenever an opponent is denied their dex bonus, or is flanked, deal an extra 3d6 damage.

Trapfinding: May use the search skill to find traps with a DC above 20.

Skills:

8+int skill points: 72

Bluff: +16 (8 (ranks) + 5 (ability) + 3 (feat))
Diplomacy: + 19 (8 (ranks) + 5 (ability) + 4 (Synergy) + 2 (feat))
Disguise: +15 (8 (ranks) + 5 (ability) + 2 (feat))
Forgery: +11 (8 (ranks) + 1 (ability) + 2 (feat))
Gather Information: +13 (8 (ranks) + 5 (ability))
Hide: +22 (8 (ranks) + 4 (ability) + 10 (item)
Intimidate: +15 (8 (ranks) + 5 (ability) + 2 (synergy))
Sense Motive: +10 (8 (ranks) + (2 feat))
Speak Language: 4 (8 (ranks)

Languages unsure of the proper terms for Audalis, but I will write them by what the PHB says
Khord - racial
Common - racial
Gnome - Int mod
Elven - Speak Language
Auran - Speak Language
Undercommon - Speak Language
Halfling - Speak Language

Feats:
1st: Skill Focus (bluff)- +3 on Bluff Checks,
Negotiator - +2 on Diplomacy and Sense Motive checks.
3rd: Weapon Finesse- use Dex mod instead of Str mod for light weapons.
6th: Deceitful - +2 on Disguise and Forgery checks.

Equipment:

Weeks worth of trail rations
4 waterskins
Torch
Flint and Steel
Dagger
Hand Crossbow
20 Bolts
Bedroll
Fire Opal Pendant (1,000 gold - jewelery)
Bright Green Emerald (5,000 gold - gem)
Mithral Circlet ( 500 gold - jewelery)

Magic Items:

Ring of Chameleon Power

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Price 12,700 gp

+1 Glamered Mithral Chain Shirt

A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Price for the whole suit of armour: 4,700

Handy Haversack

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Price: 2,000 gp


Remaining Money (converted to jewelery and gem.)

6,500 gp
0 sp
0 cp


Posted on 2008-10-01 at 13:27:42.
Edited on 2008-10-07 at 18:31:39 by Almerin

Almerin
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3012 Posts


Character 4 - Crulgrin

Character 4
Name: Crulgrin Shadebeard
Race: Khord
Player: Eol Fefalas
Classes: Ranger3 Rogue5
Hit Points: 70
Experience: 28000 / 36000
Alignment: Neutral Good
Vision: Darkvision (60')
Speed: Walk 20 ft.
Languages: Common, Dwarven, Goblin

Stat Score Mod
STR 13 (+1)
DEX 17 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 9 (-1)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 7 6.0 1 0
Balance 2 2.0 3 -3
Bluff 1 2.0 -1 0
Climb 3 5.0 1 -3
Concentration 2 0.0 2 0
Craft (Untrained) 1 0.0 1 0
Diplomacy -1 0.0 -1 0
Disable Device 7 4.0 1 2
Disguise 3 4.0 -1 0
Escape Artist 11 5.0 3 3
Forgery 2 1.0 1 0
Gather Information 3 4.0 -1 0
Heal 3 3.0 0 0
Hide 7 7.0 3 -3
Intimidate -1 0.0 -1 0
Jump -6 2.0 1 -9
Listen 7 7.0 0 0
Move Silently 7 7.0 3 -3
Open Lock 12 3.0 3 6
Ride 3 0.0 3 0
Search 9 8.0 1 0
Sense Motive 0 0.0 0 0
Spot 8 8.0 0 0
Survival 4 4.0 0 0
Swim -5 0.0 1 -6
Tumble 3 3.0 3 -3
Use Rope 5 2.0 3 0
Use Rope (Bind someone) 7 2.0 3 2


-------------------------- Feats ---------------------------
Blind-Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

Improved Initiative
You get a +4 bonus on initiative checks.

Nimble Fingers
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Endurance
You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.

Martial Weapon Proficiency
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency
You make attack rolls with simple weapons normally.

Stealthy
Track
Two-Weapon Fighting

-------------------- Special Abilities ---------------------
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Evasion (Ex)
Favored Enemy (Humanoid (Goblinoid)) +2
Sneak Attack +3d6
Stability
Stonecunning
Trap Sense (Ex) +1
Trapfinding
Two Weapon Fighting Combat Style
Uncanny Dodge (Dex bonus to AC)

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 19 / 15 / 19

Initiative: +7
BAB: +6/+1
Melee tohit: +7/+2
Ranged tohit: +9/+4

Fortitude: +6
Reflex: +10
Will: +2

Unarmed attack:
to hit: +7/+2
damage: 1d3+1
critical: 20/x2

Crossbow, Light:
to hit: +9/+4
damage: 1d8
critical: 19-20/x2
range: 80 ft.

Gauntlet, Spiked:
to hit: +7/+2
damage: 1d4+1
critical: 20/x2

Waraxe, Dwarven:
to hit: +7/+2
damage: 1d10+1
critical: 20/x3

------------------------- Equipment ------------------------
Name QTY LBS
Bolts (Crossbow/50) 1 5lbs
Gauntlet (Spiked) 1 1lbs
Mithral Shirt 1 10lbs Special: 30hp/inch and 15 hardness
Ring (Protection +2) 1 0lbs
Rope (Silk/50 Ft.) 2 10lbs
Vest of Escape 1 0lbs
Waraxe (Dwarven) 1 8lbs
Waterskin (Filled) 1 4lbs

Backpack (39 lbs.)
Crowbar 1 5lbs
Disguise Kit 1 8lbs
Whetstone 1 1lbs
Sack 1 0lbs
Hammer 1 2lbs
Alchemist's Fire (Flask) 1 1lbs
Rations (Trail/Per Day) 10 10lbs
Bedroll 1 5lbs
Case (Map or Scroll) 1 0lbs
Grappling Hook 1 4lbs
Case (Map or Scroll) (0.5 lbs.)
Crossbow (Light) (4 lbs.)
Pouch (Belt) (5.5 lbs.)
Thieves' Tools 1 1lbs
Flint and Steel 1 0lbs
Caltrops 2 4lbs
Chalk (1 piece) 2 0lbs
Magnifying Glass 1 0lbs Special: a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Pouch (Belt) (5.5 lbs.)
Acid (Flask) 2 2lbs
Alchemist's Fire (Flask) 1 1lbs
Oil (1 Pt. Flask) 2 2lbs
Sack (0.5 lbs.)
Garnet (Violet) 1 0lbs
Agate (Banded) 3 0lbs
Agate (Eye) 2 0lbs
Amethyst 2 0lbs
Bloodstone 2 0lbs
Corundum (Firey Yellow) 1 0lbs
Diamond (Blue) 1 0lbs
Emerald 1 0lbs
Lapis Lazuli 2 0lbs

Total weight carried:
Current load: Medium

Encumbrance
Light: 50
Medium: 100
Heavy: 150


Posted on 2008-10-01 at 13:28:02.
Edited on 2008-10-15 at 10:32:12 by Almerin

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


Character 5 - Loco

Character 5
Player: Hammer
Name: “Loco” FungiHammer
Race: Khordaldrum (Dwarf)
Gender: Male
Class: Cleric 8
Alignment: Chaotic Good
Deity: Kith-Jora god of nature

Age: 120
Height: 4’3”
Weight: 150
Hair & Beard: Ghostly Silver with 3 braids in the beard each containing a ruby, sapphire and emerald bead from grateful families whose children were rescued during 3 separate adventures by FungiHammer!
Eyes: Deep Purple [genetic gift from his mother]
Complexion: Deep Tan that is Oklahoma Red Clay Hued [genetic gift from his father]

STR 13 +1
DEX 11 0
CON 17 +3
INT 17 +3
WIS 17 +3
CHA 1 -5

Fort: 12 – 6 +3 +3
Refl: 5 – 2 +0 +3
Will: 12 – 6 +3 +3

AC: 17 (10 +6 +1)
HP: 62
Init: +0
BaB: +6/+1

Combat: Dwarven War Axe: att +8/+3, dmg 1d10+1, crit x3

Dwarf Buckler-Axe: att +7/+2, dmg 1d6, crit x2

Skills: Balance +2 (+2
Bluff –5 (-5
Climb +6 (+5 +1
Gather information –5 (-5
Heal +15 (+10 +3 +2
Jump +2 (+1 +1
Knowledge (religion) +8 (+5 +3
Knowledge (nature) +10 (+5 +3 +2
Listen +8 (+5 +3
Search +8 (+5 +3
Sense Motive +4 (+1 +3
Spellcraft +7 (+4 +3
Spot +8 (+5 +3
Survival +12 (+5 +3 +2 +2
Swim +3 (+2 +1


Feats: Exotic Weapon Prof
Augment Healing – When casting a healing spell, add +2HP per level
Self-sufficient - +2 on Heal and Survival checks
Weapon focus (Dwarven War Axe) - +1 to attack with this weapon

Equipment: Banded Mail (+6 AC, –6 check)
Dwarf Buckler-Axe 1d6 Damage and Buckler/20 GP/4 Pounds

Magic: 1. Glove of Taarnaham the Vigilant is a single chainmail gauntlet [1 Hand] that can throw a held melee weapon as if it had the Throwing and Returning weapon features (i.e. becomes a throwing weapon with a range increment of 10 feet and after being thrown the weapon returns to the thrower at the start of the next round. It may be caught by its thrower as a Free Action!)
Price is 10,000 GP

2. Vest of Resistance +3 is worn on the Chest and provides a +3 to All Saving Throws!
Price is 9,000 GP

3. Bag of Tricks [Rust] that summons up to 10 creatures per week chosen at random from Wolverine, Wolf, Boar and Black Bear!
Price is 3,000 GP

Poisons: Insanity Mist [Fort DC 15 if Inhaled] deals 1d4 Initial Wisdom Damage and 2d6 Secondary Wisdom Damage
Price is 1,500 GP x 2 containers = 3,000 GP

Dueling Cloak has a Disarm +2 and Light Armor Proficiency is needed. Grants a +1 Shield Bonus to AC but has an Armor Check Penalty of -1 and an Arcane Spell Failure Chance of 10 %
Price is 15 GP

Alchemy Items: Acid is a Grenade-like weapon with a 10 foot range increment that does 1d6 Acid Damage on a direct hit and 1hp on a Splash
Price is 10 GP

Charm/Garlic is made from Garlic and Holy Water used as a Touch Attack against creatures repulsed by Garlic (such as Vampires) the creature takes a 1d6 hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC 14).
Price is 5 GP for single use

Alchemist’s Fire is a Grenade-like weapon with a 10 foot range increment that does 1d6 Fire Damage on a Direct Hit and 1 hp on a Splash.
On a Direct Hit the creature takes an additional 1d6 Fire Damage if he doesn’t take a Full Round Action to put himself out with a Reflex Save vs DC 15 (+2 if he rolls on the ground)
Price is 20 GP

10x Fire Grenade:
Long-Burning Alchemist's Fire is a grenade-like weapon with a 10 foot range increment that does 1d6 Fire Damage on a direct hit and 1hp on a splash
On a Direct Hit the target takes an additional 1d6 Fire Damage on each of the two following rounds if he does not take a Full Round Action to put himself out with a Reflex Save vs DC17 (+2 if he rolls on the ground)

5x Alchemist's Spark
Grenade-like weapon with a 10 foot range increment that does 1d8 Electrical Damage on a Direct Hit and 1hp on a splash

5x Alchemist's Mineral Acid
Grenade-like flask of sticky liquid with a 10 foot range increment
Does 1d6 per round for 3 rounds (ignoring hardness) to inert rock or stone
Does 1d6 damage to creatures with the (earth) subtype, plus 1d6 the next round. Any earth creature within 5 feet of the target takes 1hp of splash damage

5x Alchemist's Frost
Grenade-like weapon with 10 foot range increment and does 1d8 Cold Damage on a direct hit and 1hp on a splash

Standard Adventurer’s Kit with:
Backpack,
Belt Pouch,
Bed Roll,
Flint and Steel,
Hempen Rope (50 feet),
Sunrods (2),
Trail Rations (10 days)
Waterskin
Healer’s Kit
Cleric’s Vestments
2 Water Skins
10 Trail Bars (A 4 inch bar of vegetable matter that provides 24 hours of nourishment when eaten)

Extra: Loco FungiHammer has spent the last 10 years in seclusion in a hidden cavern somewhere within the maze of tunnels of the Caves of Madness.

His Best Friend StinkPod StoneCutter was Killed during the 3rd rescue of the children and even though Loco was hailed as a hero he went into seclusion in the Caves of Madness and has only emerged due to the disturbing visions he has been receiving from the ingestion of the Mushrooms!


Posted on 2008-10-01 at 13:28:18.
Edited on 2008-11-23 at 15:43:29 by Almerin

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


Character 6 - Kharov

Player - Jozan1
Character Name: Kharov
Class & Level: Fighter 5 / Stone Lord 3
ECL: 8
Race: Dwarf/Khord
Size: M
Gender: M
Alignment: NG
Height: 4'3
Weight 231
Religion:


STR: 20 +5
DEX: 12 +1
CON: 15 +2
INT: 12 +1
WIS: 10 +0
CHA: 7 -2

Speed: 20 ft.
Grapple: +13
BAB: +8/+3
InIT: +1
XP: 28,000/36,000
HP: Up to Dm

FORT: +9
REFL: +3
WILL: +2

AC: 24 ( +9, +4, +1)
TOUCH: 11
FF: 23



Attacks:

"Blood Greed"
+15/+10
D10+7
X3
Slashing
Melee
Special ability: Vicious

Lance
+13/+8
D8+5
X3
Reach-M
Piercing
Special ability: Master work

Light Crossbow
+9/+4
D8
19-20
80 ft. range
Piercing
Ammo: 20 bolts




Skills:
Climb +6
Craft ( stone working) +10
handle animal +5
Intimidate +5
Jump +6
Ride +10
Swim +7

Languages:
Common
Dwarven/Khord
Terran/?

Specials:
Darkvision 60 ft.
stone cunning
stability
+2 vs poison
+2 vs spells & effects
+4 ac vs giants
+2 on appraise
+2 on craft
earths blood
Earths power
stone shape

Feats:
Power attack
cleave
power critical
weapon focus
weapon specialization
endurance

GEAR:
"Blood Greed" +1 Vicious dwarven war axe
Master work Lance
Light crossbow
Quiver w/ 20 bolts
"Grumbles" Kharov's warpony
Full plate barding
+2 large shield
+1 full plate of spell resistance ( 13 )


Posted on 2008-10-01 at 13:28:38.
Edited on 2008-10-11 at 11:02:04 by Almerin

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


Audalis Information

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

The Khordaldrum Race
The Kingdom of Khordal pdf
Map of Khordal
I hope this will help you somewhat with determining the kind of setting we're playing in.

Map temporarily deleted.

This Q/A is open for questions!


Posted on 2008-10-01 at 13:33:55.
Edited on 2009-07-29 at 09:02:41 by Almerin

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Location Question?

Where exactly on the map is this area located where all the strange things are happening?


Posted on 2008-10-02 at 16:16:19.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


well

Basically, you guys have no idea what it is that is going to happen. It would spoil some of the fun or plot if I started giving away information for free already, so to speak.

So it could be happening anywhere


Posted on 2008-10-03 at 22:07:47.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Re-phrasing my question ...

..... because in the embryonic stages of creating my character he has been in seclusion in some out of the way cavern the past few years!

So where on the map is acceptable for me to have my character hiding out in a long forgotten cavern?

Unless I just make it another dimension from where he would have normally be seen!


Posted on 2008-10-04 at 13:29:18.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


ah

Well, he could've been in any of the warrens, though the most fitting to his character would be in the mushroom forest in the Warrens of Gunthras. But you could also consider the Deeper Dark, or the Caves of Madness. Both make excellent places for a Khord to get lost from society.


Posted on 2008-10-04 at 17:12:09.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


for those who are into this

I just put up Gboy's character sheet. Those of you who take time to read through other people's sheets will notice the high scores for this character. I would like you guys to know that I was first apprehensive about the addes bonuses from the template. But after PMing back and forth with Gboy about the kind of character, and seeing the fact that he sacrificed 3! levels for it, I believe it will not be that much of an advantage. This character will be of equal strength (even less in combat), and hopefully bring great roleplaying ops with him.

I really hope that I won't get any upset posts or messages about his sheet. I think I made the right choice in allowing it.


Posted on 2008-10-07 at 18:50:13.
Edited on 2008-10-07 at 18:51:07 by Almerin

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Just noticed ...

..... when I scrolled down the messages that his character was a Level 5 for some reason!

I have NO Problem with Almerin making whatever adjustments to make this a uniquely different adventure with quality characters for role play and combat drama!

"Loco" FungiHammer will have more Cleric info supplied for Almerin hopefully before he posts on Saturday!


Posted on 2008-10-08 at 21:09:03.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Maybe this question ...

..... was covered elsewhere ... but does the Cleric get to choose his Spells or does his deity grant the spells?

Almerin what is your take on Spell Casting?


Posted on 2008-10-09 at 09:50:15.

   
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