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Campaign guide plight of the tuatha (1) 71

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Campaign Guide the monastery in the dead of night after having a dream of his mother calling to him Pushed by what he believed was a message, Smuj never returned to his childhood home He has spent years traveling through the Stadji Mountians in the hopes of finding the orcs who destroyed his home or discovering some word of the location of his mother His search has been hard Many times he faced his own death only to survive by the strength of his resolve and the lucky turn of a blade or well-placed shelter But after slaying many ash elves in the Salt Plains of Svelgar and claiming the powerful spear Elding Logi, his name has been spread far and wide In Tir Ydrail he is known as The Great Drinker, the Ostmen know him as the Iceberg Sailor, and Avitians tell tales of the Rider of the Stone Giants He now travels the land as an aspiring merchant searching for word of his mother and carrying his iron flower While his fierce visage has hampered his goals of making coin selling off items he has acquired during his travels, it does provide gold enough to continue his search 7d6) Cleric Spells Prepared (CL 14th; concentration +22) 7th—Greater TeleportD, Destruction (DC 22), Spell TurningD 6th—Blade Barrier (DC 21), Find the PathD, Heal, Geas/ Quest 5th—Commune, Flame Strike (DC 20), Righteous Might, Spell Resistance, TeleportD 4th— Dimension DoorD, Divination, Divine Power, Freedom of Movement, Greater Magic Weapon, Holy Smite (DC 19) 3rd— Dispel Magic, FlyD, Prayer, Remove Blindness, Remove Disease 2nd—AidD, Bear’s Endurance, Bull’s Strength, Gentle Repose, Resist Energy, Spiritual Weapon 1st—Bless, Divine Favor, Entropic Shield, LongstriderD, Protection from Evil, Shield of Faith 0th (at will)—Bleed (DC 17), Light, Resistance, Virtue D Domain spell; Domains Luck, Travel Interactions Str 10, Dex 12, Con 15, Int 14, Wis 20, Cha 14 Base Atk +10/+5; CMB +12; CMD 24 (28 vs trip) Feats combat casting, craft wand, greater spell penetration, iron will, selective channel, self-sufficient, spell penetration, Skills Diplomacy +8, Heal +11, Knowledge (Arcana) +7, Knowledge (Geography) +11, Knowledge (History) +8, Knowledge (Nobility) +9, Knowledge (Planes) +10, Knowledge (Religion) + 19, Linguistics +9, Perception +7, Sense Motive +11, Spellcraft +7, Survival +11 Languages Avitian Standard, Dwarven, Giant , Issilini, Orc, Triufir SQ Agile Feet (8/day), Bit of Luck (8/day), Dimensional Hop (140ft.), Good Fortune (2/day) Combat Gear potion of cure serious wounds (2), potion of owl’s wisdom Other Gear banded mail +3 of etherealness, dancing dagger +3, heavy wooden shield +2 silver holy symbol of Myn, seeking heavy crossbow +2 ring of feather falling, bag of holding (Type IV), ioun stone (clear), Pearl of Power (4th level), 50 ft rope, bedroll, tent Smuj often finds himself moving from town to town as his tendency towards meeting complicated situations with the butt of his spear While he is generally jovial in his demeanor, he is known to inexplicably strike out at those who try to confuse him with “big words” He may aid players in a barfight in a backwater village in Tir Ydrail, or perhaps be found competing in the games in the port city of Safeharbor on the Issian Penensula Strangely enough, players might even run into him selling wares and weapons at a 10% discount out of a cart with the words “Ears and the Grey Man” crudely written in any village or city they may be at Zyf, Devoted of Myn CR 13 XP 25,600 Male dwarf cleric 14 CG Medium humanoid (dwarf ) Init +1; Senses Perception + Defense AC 25, touch 11, flat-footed 24 (+10 Armor, +1 Dex, +4 Shield) HP 94(8d14+28) Fort +11, Ref +5, Will +16 Offense Speed 20 ft Melee +3 dagger +13/+8 (1d4+3/19-20) Ranged +2 Heavy Crossbow +13 (1d10+2/19-20) Special Attacks channel positive energy 4/day (DC 18, 70 Statistics Zyf was raised in a merchant’s home His parents were artisans who worked metal and gems into beautiful pieces, but try as they might to teach the boy, none of their lessons would stick His mind always wandered and his hands fumbled the knife or the chisel Kind, loving, but not skilled, Zyf would find no career as a sculptor or jeweler or stone mason One day, a fellow dwarf came by the shop and showed

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