Friday, November 30, 2007

Onyx / Deep Jungle Dragon

As you may have noticed, dear readers, we're back! After a creatively-draining couple months or rehearsals for my friend's student production of Steve Martin's "Wasp", I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!

-Adam

Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.

Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.

Type
: Dragon (Fire)
Environment: Jungle and Plane of Shadow
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —


Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.

Spell-Like Abilities
3/day - blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).

Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).

Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.


Onyx Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

  1. Can also cast cleric spells and those from the Chaos, Luck and Plant domains as arcane spells.

Wyrmling

40 ft., burrow 20 ft., fly 100 ft. (average)

+1

17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16

Immunity to fire

Very young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

19 (+8 natural), touch 11, flat-footed 18

Blur

Young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

22 (+11 natural), touch 11, flat-footed 21


Juvenile

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

24 (-1 size, +14 natural), touch 10, flat-footed 23

Invisibility

1st

Young adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

27 (-1 size, +17 natural), touch 10, flat-footed 26

DR 5/magic

3rd

19

Adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

29 (-2 size, +20 natural), touch 9, flat-footed 28

Shadow Conjuration

5th

21

Mature adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

32 (-2 size, +23 natural), touch 9, flat-footed 31

DR 10/magic

7th

22

Old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

35 (-2 size, +26 natural), touch 9, flat-footed 34

Shadow Walk

9th

24

Very old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

38 (-2 size, +29 natural), touch 9, flat-footed 37

DR 15/magic

11th

25

Ancient

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

39 (-4 size, +32 natural), touch 7, flat-footed 38

Hallucinatory Terrain

13th

27

Wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

42 (-4 size, +35 natural), touch 7, flat-footed 41

DR 20/magic

15th

29

Great wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

45 (-4 size, +38 natural), touch 7, flat-footed 44

Greater Shadow Conjuration

17th

31



Onyx Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

+6/+3

+8

+6

+5

+5

2d6 (14)

Very young

M

9d12+18 (76)

15

12

15

10

11

10

+9/+11

+11

+8

+6

+6

4d6 (16)

Young

M

12d12+24 (102)

17

12

15

12

13

12

+12/+15

+15

+10

+8

+9

6d6 (18)

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

+15/+23

+18

+12

+9

+11

8d6 (20)

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

+18/+28

+23

+15

+11

+13

10d6 (23)

21

Adult

H

21d12+105 (241)

27

12

21

16

17

16

+21/+37

+27

+17

+12

+15

12d6 (25)

23

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

+24/+41

+31

+19

+14

+17

14d6 (27)

25

Old

H

27d12+162 (337)

31

12

23

18

19

18

+27/+45

+35

+21

+15

+19

16d6 (29)

27

Very old

H

30d12+180 (375)

33

12

23

18

19

18

+30/+49

+39

+23

+17

+21

18d6 (31)

29

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

+33/+57

+41

+25

+18

+23

20d6 (33)

31

Wyrm

G

36d12+288 (522)

37

12

27

20

21

20

+36/+61

+45

+28

+20

+25

22d6 (36)

33

Great wyrm

G

39d12+312 (565)

39

10

27

22

23

22

+39/+65

+49

+29

+21

+27

24d6 (37)

35

Wednesday, November 28, 2007

Animal Alarm

Transmutation (animal)

Level: Ranger 1, Druid 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates an alarm that uses animals in the area to warn of intruders. In all respects it is identical to the alarm spell except as noted here. The spellcaster enchants a group of animals native to the region to act as sentries in the warded area. When the alarm is triggered the enchanted animals will raise the alarm, warning everyone in the area. The alarm is different based on the animals, be it the howling of wolves, an explosion of birds out of the trees, or bats from the cave ceiling, rabbits thumping out a warning, or caicdas chirping.

The material component for this spell is a small amount of food for the type of animal that gives the alarm.

Tuesday, November 27, 2007

Tish Granjeur

Wander, explorer, friend to so many species, this aquatic gnome with deep sea heritage is best known for bringing ashore the first invisisquids, starting the trade in their rare hides and invisible ink. Some of his people consider him a traitor because of this, but he keeps to a steady diet of truth in nearly all of his actions, so he would be considered good to just about everyone else. Because of this rift with the deep sea gnomes of the Emerald Sea, he spends much of his undersea time exploring the waters off the coast of Farghal, either off the West Isle or just off the north waters off the Phyloctæte. He seeks a party of adventurers to travel with, as both water and land are dangerous for a single mage to wander about for too long alone.

Tish Granjeur
Small-size Male Aquatic Gnome
Illusionist 8
Hit Dice: (8d4)+24
Hit Points: 48
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: *Dagger +1 (Wounding) +4;*Dagger +1 (Wounding/Thrown) +5; ;
Damage: *Dagger +1 (Wounding) 1d4+1;*Dagger +1 (Wounding/Thrown) 1d4+1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Summon Familiar
Saves: Fortitude: +7, Reflex: +5, Will: +10
Abilities: STR 10 (+0), DEX 13 (+1), CON 16 (+3), INT 20 (+5), WIS 15 (+2), CHA 12 (+1)
Skills: Appraise 5; Balance 1; Bluff 1; Climb 0; Concentration 14; Craft (Alchemy) 10; Craft (Gemcutting) 8; Craft (Untrained) 5; Decipher Script 10; Diplomacy 1; Disguise 1; Escape Artist 1; Forgery 5; Gather Information 1; Heal 2; Hide 5; Intimidate 1; Jump -6; Knowledge (Arcana) 16; Knowledge (Dungeoneering) 8; Knowledge (Geography) 8; Knowledge (History) 8; Knowledge (Local) 7; Knowledge (Nature) 8; Listen 4; Move Silently 1; Ride 3; Search 5; Sense Motive 2; Spellcraft 18; Spot 2; Survival 2; Swim 2;
Feats: Craft Wand, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll
Challenge Rating: 8
Alignment: Chaotic Good

Possessions: Amulet of Natural Armor +2; Bag of Holding (Type 1); Cloak of Resistance +2; Dagger +1 (Wounding); Goggles of Minute Seeing;
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4+1/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell level)
Wizard - Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ghost Sound, Lock/Unlock, Mage Hand, Mending, Message, Kressmer's Moment of Deflection, Night-Vision, Open/Close, Prestidigitation, Read Magic, Resistance, Shovel, Signal Fire, Summon Bag, Summon Garment, Summon Mug, Summon Pipe
(more spells to come)

Tish travels (when underwater) with his manta ray familiar, Raydar.

Raydar
Large-size Male Manta Ray
Animal 4
Hit Dice: (4d8)
Hit Points: 24
Initiative: +4
Speed: Swim 30 ft.
AC: 16 (flatfooted 16, touch 9)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +4, Reflex: +4, Will: +7
Abilities: STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 9 (-1), WIS 12 (+1), CHA 2 (-4)
Skills: Appraise -1; Balance 0; Bluff -4; Climb 2; Concentration 11; Craft (Alchemy) 2; Craft (Gemcutting) 2; Craft (Untrained) -1; Decipher Script 4; Diplomacy -4; Disguise -4; Escape Artist 0; Forgery -1; Gather Information -4; Heal 1; Hide -4; Intimidate -4; Jump -16; Knowledge (Arcana) 10; Knowledge (Dungeoneering) 2; Knowledge (Geography) 2; Knowledge (History) 2; Knowledge (Local) 1; Knowledge (Nature) 2; Listen 2; Move Silently 0; Ride 2; Search -1; Sense Motive 1; Spellcraft 12; Spot 3; Survival 1; Swim 16;
Feats: Improved Initiative, Track
Challenge Rating: 1
Alignment: Chaotic Good

Monday, November 19, 2007

Mid-November Update

Howdy fellow role-players!

We've been up to a lot of creative thinking and brainstorming of ideas regarding getting the word out about the site, so if we've seemed distant, that's why. Never fear -- we still have plenty of drafts begun that we should be rolling out this week, including more underwater creatures and such.

We recently received 1,100 downloads from rpgnow.com! This marks a new milestone in the interest for our work. This has sparked an interest in rethinking how we bring this content to you the reader.

Soon we'll have a site up that you can all register on and receive a bunch of free content and other great extras from the Claw/Claw/Bite venture, a Unicorn Rampant production. It's a fair amount of work that's taken us a little off the creative side of things, but it's all for the greater good, improving the methods we use to bring you this stuff.

We've also been assembling Claw/Claw/Bite issue 10 from the material from October and November. Our new template makes for a much nicer look than the ones we've been using, making a very pretty product when printed.

Stay tuned later this week for more content, the end of the month for CCB10, and near the new year for a larger announcement!

-Steve/Howlingmime

Thursday, November 15, 2007

Millennium Con 10

Millennium Con 10: for those of you who don't know, is a gaming convention put on here in Austin, Texas, or rather just north of us in Round Rock, by LSHM, the Lone Star Historical Miniatures gaming society along with the Austin branch of the RPGA.

There were lots of great games this year. I always love to go and look at the great landscapes and huge armies of miniatures at the wargaming tables, even though I don't really play tabletop wargames anymore. It makes me think about dusting off the Warhammer Epic scale army I have packed away, though.

It did inspire some of the other guys from Unicorn Rampant and I to break out the Battletech and play a few battles on friday night, though. I hope it leads to a semi-regular Classic Battletech game with us. I still have all my old, original 3025 Technical Readout minis.

But the real excitement for me was running a group through a session of The Horror of the Old Ones. It was my first time running a game at a convention, so I had big pre-game jitters. This is going to be my first published adventure, after all, and I haven't run a game for complete strangers in, well, basically I've never run for strangers.

But the players were all great, and did a great job both role-playing and in combat. All of them survived, even the young teenager for whom that was his first game of D&D. Playtesting credits for them are in the works :)

So, without further ado, here are a few of the pictures from Millennium Con 10!











Wednesday, November 07, 2007

A Cadre of Heroes at 10th Level

Presented below are a group of heroic characters, all 10th level, known collectively as The Cadre of Heroes.

These versions of these characters were used this last weekend to play-test The Horror of the Old Ones at Millennium Con 10. All seven of the players, including a young first-time D&D player, had a great time and did a great job role-playing. More on that, including pictures, in tomorrow's post.

Percivin, human male paladin 10
Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0

AC: 25 (touch 11, flat-foot 24)
HD 10d10+10
Hit Points: 81
Saves: Fort +11, Ref +6, Will +9

Move: 20 ft
Attack: +16 / +11 longsword (1d8+4 plus 2d6 holy) or +10 / +5 shortbow (1d6+4)
Base Attack: +10 Grapple: +13

Feats: power attack, weapon focus (longsword), cleave, Improved Turning, Iron Will.
Special Qualities: Aura of good, detect evil at will, smite evil 3/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount, remove disease 2/week

Str 16(18), Dex 11, Con 12, Int 9, Wis 12, Cha 13.
Skills: +5 diplomacy, +4 heal, +5 knowledge religion, +1 knowledge the planes, +7 ride

Paladin Spells (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +1 Holy Longsword, mighty composite shortbow (+4 str), +2 lg steel shield, +2 full plate, cloak of resistance +3, ring of protection +1, gauntlets of ogre power, 2 potions of cure serious wounds, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations, 2,100 gold.

Heavy Warhorse
Init: +1

AC: 18
HD: 6d8+18
HP: 45
Saves: Fort +8, Ref +6, Will +3

Move: 60 ft
Attack: +6 Hoof (1d6+4)
Full Attack: 2 +6 Hooves (1d6+4) and +1 bite (1d4+2)
Space/Reach: 10ft / 5ft

Special Qualities: Empathic Link, improved evasion, share spells, share saving throws, improved speed




Aeonados, half silver dragon/half elf ranger 7

One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.

Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +9

AC: 26 (touch 16, flat-foot 21 )
HD 7d8+14
Hit Points: 51
Resistance: fire 10
Saves: Fort +8, Ref +11, Will +4

Move: 30 ft
Attack: +13 / +8 greatsword (2d6+7) or +14 / +9 longbow (1d8+5 and 1d6 fire) (+1 attack / +1 damage under 30 ft.)
Base Attack: +7 Grapple: +11

Feats: Track, Point Blank Shot, (Rapid Shot), Endurance, (Manyshot), Precise Shot, Improved Initative
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, +6 vs favored enemy (magical beasts), wild empathy, breath weapon (30' cone of cold, 6d8, reflex DC 11 half), darkvision 60', archery combat style, Animal Companion, +4 vs favored enemy (aberation), improved combat style, Woodland Stride, Swift Tracker, Evasion, +2 vs favored enemy (construct)

Str 18, Dex 20, Con 12(14), Int 11, Wis 12, Cha 14.
Skills: sp:30 +7 handle animal, +6 heal, knowledges: +1 arcana, +4 dungeoneering, +3 geography, +5 nature, +11 listen, +11 spot, +7 search, +11 survival, +9 swim

Spells: (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +2 flaming mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt of fire resistance (10 points), +1 greatsword, amulet of health +2, 2 potions of cure serious wounds, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 500 gp, backpack, bedroll, waterskin, 5 days rations.

Animal Companion: Hawk HD +2 AC +2 Str +1 Bonus Tricks 2
Special Qualities: link, share spells, evasion



Galonaden, high-elf fighter 10

Usually thought of as somewhere between "stiff" and "haughty" by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.

medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3

AC: 25 (touch 13, flat-foot 22)
HD 10d10+15
Hit Points: 68
Saves: Fort +9, Ref +6, Will +2

Move: 30 ft
Attack: +16 / +11 longsword (1d8+6 and 1d6 cold) or +15 / +10 longbow (1d8+5 )
Base Attack: +10 Grapple: +13

Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow, weapon specialization longsword, power attack, cleave, improved sunder, improved bull rush
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm

Str 16, Dex 17, Con 14, Int 9, Wis 8, Cha 8.
Skills: +2 craft bowyer, +1 handle animal, +1 intimidate, +2 listen, +5 ride, +2 spot, +1 search

Possessions: +2 frost longsword, +1 mithril full plate of speed (haste for up to 10 rounds / day), mw composite longbow (+3 str), +1 lg steel shield, 30 arrows, 10 +1 arrows, 2 potions of cure serious wounds, 2 potions of cure light wounds, 1,635 gp, backpack, bedroll, waterskin, 5 days rations





Veladros, wild elf barbarian 7 / were-cougar

Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.

Recently, as a reward for helping defend one of her temples against a goblin horde, Sithadel Veladros was given the ability to turn into a cougar by Elohna. Now, on each full moon, and whenever he is damaged in combat, he must succeed on a DC 25 control shape check or assume his cougar form, remaining so until the next dawn.

Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven
Senses: low-light vision, Scent

AC: 22 (23 w dodge) (touch 15, flat-foot 20)
HD 7d12 plus 3d8 +10
Hit Points: 67
Damage Reduction: 5 / silver
Saves: Fort +9, Ref +7, Will +6

Move: 40 ft
Attack: +16 / +11 spear 1d8 +10 and 1d6 shock, or +12 / +7 shortbow 1d6+4
Base Attack: +9 Grapple: +15

Feats: Dodge, Weapon Focus spear, Mobility, Spring Attack, Iron Will
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement, alternate form (cougar), damage reduction 5/silver, lycanthropic empathy w/cougars (+4 handle animal), scent

Str 19 (23), Dex 14, Con 12, Int 6, Wis 12, Cha 12
Skills: +10 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +7 swim

Possessions: +1 shocking spear, breastplate, +1 might composite shortbow (+4 str), ring of protection +3, belt of giant strenght +4, amulet of the beast (+5 on control shape checks), 11 arrows, shortsword, 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 500 gold

cougar form:
Initiative: +2
Languages: none

AC: 21 (22 w dodge) (touch 19, flat-foot 15)
HD 7d12 plus 3d8 +30
Hit Points: 84
Saves: Fort +11, Ref +11, Will +6

Move: 50 ft
Attack: +18 bite (1d6+9) and 2 +13 claws (1d3+4)
Base Attack: +9 Grapple: +18

Special Qualities: as above and Improved grab, pounce, +13 rake (1d3+4)

Str 25 (29), Dex 22, Con 16, Int 6, Wis 12, Cha 12
Skills: +13 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +10 swim





Brother Herott, half-orc cleric 10 (Kord)

Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength
Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common

HD 10d8
Hit Points: 52
AC: 20 (touch 10, flat-foot 20)
Saves: Fort +9, Ref +5, Will +13

Move: 30 ft
Attack: +14 / +9 greatsword 2d6+8, or +7 sling 1d4+3
Base Attack: +7 Grapple: +11

Feats: Power Attack, Combat Casting, Cleave, Weapon Focus (greatsword)
Special Qualities: Darkvision 60', Turn Undead, Cleric Spells

Str 18, Dex 9 (11), Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +10 (+14 with combat acsting), diplomacy +2, heal +5

Spells: Save DC 14 + spell level, Domains: good, strength
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: holy symbol of kord, +2 greatsword, +2 full plate, sling, 20 sling bullets, periphat of wisdom +2, gloves of dexterity +2, cloak of resistance +2, boots of striding and springing, wand of cure light wounds (13 charges), 2 potions of cure serious wounds, potion of remove curse, potion of remove disease, backpack, bedroll, waterskin, 5 days rations, 5,750 gold





Apeneone Tesonos, female human druid 10
Medium-Size Humanoid
Alignment: ng
Initiative: +2
Languages: common, druidic, sylvan, elven, gnomish

AC: 18 (touch 13, flat-foot 16)
HD 10d8
Hit Points: 54
Saves: Fort +8, Ref +6, Will +11

Move: 30 ft
Attack: +7 quarterstaff 1d6 or +8 sling 1d3
Base Attack: +7 Grapple: +7

Feats: brew potion, self sufficient, track, natural spell, lightning reflexes
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape 4/day (5 / day with vestment) (large, small or medium animal), venom immunity

Str 10, Dex 11(13), Con 10, Int 12, Wis 18, Cha 12
Skills: 40sp +8 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +5 swim

Spells: Save DC 14 + spell level
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: quarterstaff, sling, 20 sling stones, +2 leather armor, amulet of natural armor +3, gloves of dexterity +2, cloak of resistance +2, druid's vestment, wand of call lightning (at 5th level, 40 charges) 2 potions of cure serious wounds, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 2000 gold, backpack, bedroll, waterskin

In Bear Form:
Size Large
AC: 19 (touch 11, flat-foot 17)
HD 10d8 + 40
Hit Points: 94
Saves: Fort +12, Ref +7, Will +11

Move: 30 ft
Attack: 2 claws +14 melee (1d8+8) and bite +9 melee (2d6+4)
Base Attack: +7 Grapple: +19

Special Qualities: as above and Improved Grab

Str 27, Dex 13(15), Con 19, Int 12, Wis 18, Cha 12
Skills: +12 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +13 swim





Winnie Toepelt, female tallfellow halfling rogue 10

Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods that the half-dragon was traveling through.

Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling

AC: 23 (touch 15, flat-foot 28)
HD 10d6
Hit Points: 33
Saves: Fort +4, Ref +12, Will +4

Move: 20 ft
Attack: +11 / +6 short sword 1d4+3 or +14 / +9 sling 1d3 (+1/+1 < 30')
Base Attack: +7 Grapple: +3

Feats: Point Blank Shot, Dodge, Precise Shot, Rapid Shot
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +5d6, Improved Uncanny Dodge, Trapsense +3, Evasion, Trapfinding, Defensive Roll

Str 10, Dex 18 (20), Con 11, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +10 balance, +10 climb, +13 disable device, +13 escape artist, +2 gather information, +18 hide, +10 jump, +10 listen, +20 move silently, +18 open lock, +8 search, +10 sleight of hand, +12 spot, +13 tumble, +7 use rope

Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +3 ghost touch small short sword, +3 studded leather armor, gloves of dexterity +2, 9,600 gp, hewards handy haversack, 100' silk rope, bedroll, waterskin, 5 days rations




Nobinin Glamourwright, male gnome sorcerer 10
Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.

small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome

HD 10d4+10
Hit Points: 32
AC: 18 (touch 14, flat-foot 17)
Saves: Fort +6, Ref +6, Will +10

Move: 20 ft
Attack: +6 heavy mace 1d6-1 or +8 crossbow (1d8)
Base Attack: +5 Grapple: +1

Feats: extend spell, spell focus enchantment, improved spell focus enchantment, spell penetration
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation

Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 17 (21)
Skills: +6 bluff, +12 concentration, +2 listen, craft +2 alchemy, knowledge +8 arcana, +1 perform various instruments, +1 profession music composition, +11 spellcraft

Spells: spells/day: 0th:6, 1st:8, 2nd:7, 3rd:6, 4th:6, 5th:4
DC 15 + spell level, +1 on illusion DCs, +2 on enchantment DCs.
Spells Known
0th: detect magic, daze, light, mage hand, message, ghost sound, acid splash, read magic, dancing lights
1st: color spray, silent image, sleep, magic missile, shield
2nd: invisibility, scorching ray, glitterdust, hideous laughter
3rd: deep slumber, major image, fireball
4th: charm monster, dimension door
5th: hold monster

Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +4, ring of protection +2, cloak of resistance +2, robes of charisma +4, wand of burning hands (1st level, 22 charges), 1 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 1,850gp




Terin Goldwrit, dwarf wizard 10
Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it's power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.

Medium-Size Humanoid (dwarf)
Alignment: LG
Initiative: +0 Languages: common, dwarven

AC: 14 (touch 10, flat-foot 14)
HD 10d4+20
Hit Points: 48
Saves: Fort +5, Ref +3, Will +8

Move: 20 ft Attack: +5 dagger (1d4) or +5 ranged
Base Attack: +5 Grapple: +5

Feats: scribe scroll, craft wondrous item, craft wand, extend spell, Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Special Qualities: darkvision 60', stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells

Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 9
Skills: +13 concentration, +8 craft metalsmithing, +13 knowledge arcana, +5 archetecture, +5 history, +5 the planes, +2 nature, +3 religion, +5 Dungeoneering +13 spellcraft

Spells: spells / day: 0th:4, 1st:5, 2nd:5, 3rd:4, 4th:4, 5th:2
Save DC 14 + spell level (+2 on evocation spells)
Spells Known
0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull's strength, scorching ray, minor image
3rd: dispel magic, haste, fireball, lightning bolt,
4th: wall of fire
5th:

Possessions: Wand of magic missile (3rd level, 40 charges), staff of fire (38 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor +4, cloak of resistance +2, Boots of Levitation, 10,250 gp, backpack, bedroll, waterskin, 5 days rations




Kylisa, female half-elf bard 10
Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment. Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa's darker sense of humor.

Medium-Size Humanoid
Alignment: ng
Initiative: +1 Languages: common, elven

AC: 17 (touch 11, flat-foot 16)
HD 10d6 -10
Hit Points: 32
Saves: Fort +2, Ref +7, Will +7

Move: 30 ft
Attack: +8 / +3 shortsword (1d6+1 and 2d6 anarchic) or +9 light crossbow 1d8+1 (+1/+1 > 30')
Base Attack: +7 Grapple: +7

Feats: Combat Expertise, Point Blank Shot, Dodge
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, bard spells

Str 10, Dex 10 (12), Con 9, Int 14, Wis 10, Cha 18
Skills: 64 + 40 sp, +10 bluff, +5 decipher script, +13 diplomacy, +5 escape artist, +14 gather information, +8 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +8 listen, +6 move silently, perform +10 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +10 search, +6 sense motive, +8 spellcraft, +4 spot, +6 tumble, +8 use magic device

Spells: (spells / day: 0th: 3, 1st: 3, 2nd: 3, 3rd:2, 4th:0)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust, heroism
3rd: blink, dispel magic, good hope, haste
4th: freedom of movement, cure critical wounds

Possessions: +1 anarchic short sword, +3 studded leather, +1 light crossbow, 20 bolts, gloves of dexterity +2, cape of the mountebank (dimension door 1 / day), 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 8,420 gold