Author Topic: Caverns of Blood - A Subterranean DnD Adventure  (Read 12591 times)

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Offline Krakow Sam

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Caverns of Blood - A Subterranean DnD Adventure
« on: August 03, 2011, 09:17:22 am »
Better a beggar on earth than a prince under it...

An ill-conceived notion from a pitiable surface-worlder, his brain addled by this 'sun' he puts so much faith in and his body made frail by a life without exertion. You are one of those fortunate enough to have been born in the inconceivably vast network of subterranean tunnels and caverns which spans the crust of the realm of Cyona. Some call this place Underdark.
No mere afterthought to creation, the realm which you call your home is everything the surface world is and more, encompassing Empires, Oceans, titanic mountain ranges and dark abysses almost beyond mortal understanding, and its depths contain some of the most abominable monsters and most wonderful treasures the mortal plane has ever seen.
It is time to prove the striplings of the decadent surface world wrong, and claim your title as Prince of the Underworld, should you have guile and courage enough to do so, and should fate favour you enough to allow you to survive...

The Caverns of Blood



This is the thread for character sheets, info and between-game discussion for my new DnD Game, which will begin in a couple of weeks, or as soon as everyone involved is ready. Games will be held weekly via IRC, starting at 4:30pm GMT. If anyone has further questions or needs help with any aspect of character creation or playing the game, please PM me, steam message me or find me in the #Gamingsteve IRC channel.

Current players: Gorman, Erops, Sam's Flatmate

Character Creation: Characters will be made with 28 point buy and start at level 3 with 2,700 gold pieces to spend on equipment. The player's race will not be from the standard list, but a list of underdark races (see below). Any class from the core DnD 3.5 books is acceptable.

Resources:
Everything you need to play 3.5 edition, with hyperlinks and search function: http://www.d20srd.org/
Javascript character creator, looks intimidating, but very useful: http://www.pathguy.com/cg35.htm
The Lore Topic: http://www.gamingsteve.com/blab/index.php?topic=17676.0

Game Logs:
#1: Enter the Caverns
#2: Skeletons, Hobbits and Worms, oh my!
#3: Gooseberries & Goatlizards 

« Last Edit: October 17, 2011, 12:16:21 pm by Krakow Sam »


Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #1 on: August 03, 2011, 09:22:49 am »
Races

The Underworld is not a pleasant place, and the soft races of the surface wouldn't last five minutes in its cavernous depths. Luckily, life always finds a way, and a number of races have adapted to life without the sun.
Some of the races presented below are entirely homebrew, or tweaked versions of existing races. To maintain balance between player character races, I have altered some of them from their original statistics as presented in the 3.5 SRD. For example, the Dark Elf presented below does not have a natural Spell Resistance, but does not have a level adjustment either, lucky him.

Deep Men

Deep Men is the collective name for the descendents of humans who migrated to the underworld long enough ago to have physically adapted to the hostile conditions of the subterranean caverns. Deep Men are sickly pale in complexion but are able to see in very dim light conditions and are as adaptable as their surface dwelling counterparts.
The majority of humans in the underworld live within the borders of the sprawling and xenophobic Zchernan Empire.
The Zchernan Empire have a firm hold over great swathes of underworld territory and adhere to a rigid caste system, relying to a fair extent on slaves and serfs to do their manual labour. Their understanding of magic is good, though political systems are enforced which limit the personal power of spellcasters and wizard lords and the like are rare. To make up for their self-imposed magical limitation the Zchernans have a great mastery over alchemy, being able to manufacture explosives and primitive blackpowder weapons to equip their armies. The Zchernan Empire does not allow nonhumans to occupy any position in their society other than slave. Diplomacy with other races is pursued, and as a result of treaties members of other races may be free to come and go, but they are in the main treated with extreme suspicion.
Those humans which do not live within the borders of the Empire either belong to minor feudal territories, are the slaves of other races or entities, or belong to one of the numerous barbarian tribes which exist in the underworld.
Deep men worship all manner of gods and other powerful entities. The Zchernan Empire has a pantheon tied to their caste system, but the independant kingdoms and tribes follow a multitiude of faiths.

  • Medium: As Medium creatures, deep humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • Superior Low-Light Vision:Deep Humans can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination
  • Light Sensitivity: Deep men are dazzled in bright sunlight or within the radius of a daylight spell.
  • 1 extra feat at first level
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Undercommon. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Background bonuses:
Humans from within the Zchernan Empire or a similarly advanced feudal kingdom treat the musket and pistol as martial weapons rather than exotic weapons, and have access to the products of Zchernan alchemy when buying their starting equipment, should they be able to afford it.
Humans from outside the Zchernan Empire always have Survival, Move Silently and Knowledge: Underworld as trained skills, regardless of their class.

Dark Elves (Drow)
The Dark elves are of course the descendents of Elves who migrated to the Underdark long ago. Dark skinned and fiendishly cunning, the Drow are widespread and powerful in the underworld, and arrogant to boot.
The Drow are divided into Great and Lesser noble houses, sprawling extended families who hold claim to territory and political power. These houses are constantly shifting in their power and attitudes to each other and the other residents of the underworld, devoting a great deal of energy to scheming and interfactional conflict. This is as well, for if the Drow united they would easily be a match for anyone they chose to go to war with. The Drow dwell in imposing cities of spires and domes.
The Drow are masters of magic and use it even for mundane, everyday tasks. They are adept at design and construction, but their technology has been unchanged for millenia, and they rely on slaves for their manual labour. Their warriors are highly trained and follow complex codes of honour and strategy, and they are loathe to use conscripts or untrained fighters, though they will use mercenaries when the need arises.
The Drow are keen diplomats and are constantly negotiating treaties, truces and temporary alliances with other races to further their schemes. They are tolerant of other races in their lands and cities while they are still useful, but are quick to enslave or kill them once their utility has been exhausted.
The Drow sometimes worship gods, but their religions are much more focused on the veneration of their ancestors, especially their House founders. Drow worship at personal shrines or at the tombs or even mummified bodies of their dearly departed.

  • -2 Constitution, +2 Dexterity OR Intelligence OR Charisma
  • Medium size.
  • An elf’s base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Darkvision out to 120 feet.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Automatic Languages: Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Common Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Favored Class: Wizard or Cleric

Background Bonuses
Drow receive different bonuses depending on their House affiliation.

Deep Dwarfs
Deep Dwarfs are the cousins of the stocky miners prevalent higher up in the crust near the surface world. Physically they have paler skin, and their hair and beards exhibit a different variation of colour, they are also slightly shorter and stockier than regular dwarves. Deep Dwarves do not hold a great volume of territory, but are found in high concentrations where there are natural resources to be mercilessly exploited, operating out of mighty fortresses which are often carved out of existing geological features.
The Deep Dwarves are accomplished miners, and are fantastic stonemasons, though their ability to work metal is inferior to that of the surface dwarfs. The Deep dwarfs are also excellent planners, logisticians, and have a greatly accomplished system of mathematics, which makes them excell at ambitious construction and mining projects, building huge dams and bridges as easily as other races build houses. The Deep Dwarves are the deepest miners of all known races, with some of their shafts reaching so deep their miners claim to have heard the heartbeat of the world.
Magically, the Deep Dwarves are more keen to experiment with the arcane than surface dwarves, and are particularly skilled at animating golems to serve them in labour and battle.
An insular and unempathic people, the Deep Dwarves are loath to trust other races, but will be quick to make a deal if they think they stand to profit by it, and make deals with surface dwarves and Deep Humans on a fairly frequent basis.
For Aeons the Deep Dwarves worshipped Mang, the Wyrm which turned the World, and though that god is now long since dead, their legends still feature that god prominantly. The Deep Dwarves see religion as a practical matter, a transaction by which they make offerings and prayers to please their gods in return for divine favour. The majority of their worship is currently directed at Thral, the Wyrm which bears Increase.

  • +2 Constitution, +2 Intelligence -4 Charisma.
  • Medium size.
  • A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to to 120 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +3 racial bonus on saving throws against poison.
  • +3 racial bonus on saving throws against spells and spell-like effects.
  • Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell
  • +2 racial bonus on Appraise checks that are related to stone items.
  • +2 racial bonus on Craft checks that are related to stone
  • Automatic Languages: Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: Fighter.

Mandrake
The Mandrake are a race of plant-like humanoids descended from a cult of assassins which migrated to the underdark aeons ago. Given their plant-like traits, the Mandrake compensate for lack of access to life-giving sunlight by eating flesh, and they are not fussy about whether the source of their meal was an intelligent being. Mandrake society is ruled by the Matrons, females who are especially fertile, and produce hundreds of offspring in their lifetime. Like the growth of a plant, the Mandrake territorries undergo rapid periods of expansion, often followed by an equaly rapid period of extinction, before returning again with a vengeance. The Mandrake maintain a significant edge in the underdark thanks to their expertise in assassination and underhanded tactics. So feared are their killers that a legend has sprung up that simply hearing the cry of a Mandrake assassin means certain death for the listener. The Mandrake possess little expertise in metalworking or stonecraft, and do not show much interest in it, mostly foisting the jobs of building their projects and equipping their armies onto slaves. Much of their construction is accomplished by magic, especially the nature magic of their druids, making their cities half-organic places ringed with defensive walls of living thorn and lit by fantastical glowing fungi and insects.
The Mandrake are generally distrusted by the other major races of the underworld, and as such mostly ally themselves with the more minor players and unaffiliated entities which gather to their cities. On the level of individuals however, many a prince of the underworld knows the value of employing a Mandrake assassin in his household, they are simply the best killers money can buy.
The Mandrake continue their matriarchal theme into their religion, generally holding female deities in high esteem, though they of course recognise the importence of all gods, to a lesser extent.

More on mandrake...

  • +2 dexterity, -2 constitution
  • Medium: As Medium creatures, Mandrake have no special bonuses or penalties due to their size.
  • Mandrake base land speed is 30 feet
  • Plantfolk: A Mandrake has a metabolism more like that of a plant than an animal. A Mandrake can gain a small amount of sustenance by rooting itself in fertile soil. This does not provide enough nutrition to survive but may stave off starvation for a few days. Mandrake have a 50% chance to automatically resist diseases which affect non-plantfolk, but are affected by their own diseases as normal. Non-plantfolk have a 50% chance to automatically resist plantfolk diseases.
  • Pheremone spores: A number of times per day equal to her constitution bonus a Mandrake may spend a standard action to use one of the following spells as a supernatural ability. The save DC of the spells is charisma-based.  - Bane, Obscuring Mist, Cause Fear, Daze -
    The spells are considered to have the lowest caster level possible (usually 1), and all have a range of Close (25ft). The pheromone spores are treated as poison for the purpose of resistances and must be inhaled to take effect. A creature with the craft (alchemy) skill may be able do devise an antidote or protection against this ability.
    In addition as a free action a Mandrake may produce spores with no effect beyond a mildly intoxicating or numbing effect. This effect may give a very small circumstance penalty or bonus to certain saves or checks but is otherwise identical to the Mandrake's other spore abilities for the purposes of resistances and saves.
  • Black Thirst: All Mandrake are afflicted with an overpowering cannibalistic compulsion. Although they can eat and drink as normal for an omnivore, if confronted with the dead flesh of a Plantfolk or a creature of the plant type, or if they encounter a creature of that type which is seriously wounded they must pass a Will save with a DC equal to 5 + their character level or immediately enter a feeding frenzy in which they feast on the plant creature with a reckless disregard for their own safety for at least 1d5 minutes. A mandrake in a feeding frenzy counts as fascinated, with the corpse on which they are feeding being the object of the fascination. Once the feeding frenzy has ended a Mandrake does not suffer the effects of the Black Thirst for 24 hours.
  • Darkvision: Mandrake can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mandrake can function just fine with no light at all.
  • +2 Racial bonus to Hide and Move Silently Checks
  • +2 Racial bonus to skill checks relating to poisons and their use
  • Females receive a +2 bonus against sense motive checks, and a -2 penalty to diplomacy checks
  • Males receive a -2 penalty to bluff checks, and a +2 bonus to barter checks
  • Automatic Languages: Undercommon and Mandrake. Bonus Languages: Dark Elvish, Deep Dwarven, Zchernan, Fanth, Saulemic and other appropriate local langauges

Dark Halflings
A barbarous race of savage albino humanoids, Dark Halflings have none of the peaceful reputation of their forest-dwelling surface world cousins. The Dark Halflings operate out of huge ruined cities which are all that remains of some powerful long-dead civilisation which excelled in magic and technology. The largest concentration live within a huge metropolis named Urduru in the center of a large open region of the underdark cavern system from which they launch frequent raids, descending in pale hordes on the farmlands and cities of other races to plunder food and equipment. Smaller halfling settlements are loosely dispersed through the entirity of the underdark and are rumoured to be connected by some sort of magical gateway system to Urduru.
Technologically and magically the Dark halflings use only what they plunder, they have no ability to make their own tools, be they mundane or magical. However, the ancient cities the Halflings have occupied offer rich pickings where magical devices are concerned, giving them more of an edge in most matters than one would expect of barbarians.
Dark Halflings have little to no government, being ruled by whoever among them has the power to do so. As a civilisation they war with all, but individuals often leave their homelands and fight for any cause which interests them or by which they stand to profit.
The Dark Halflings have little interest in religion, even to the point where they seem to be forgotten by the gods. Those who have spent time with Dark Halflings tell of repeated references to some sort of powerful entity which dwells within Urduru and is widely worshipped, though there are few hints as to who or what this entity might be.

  • +2 Dexterity, -2 Wisdom.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A halfling’s base land speed is 20 feet.
  • Superior Low-Light Vision:Dark Halflings can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination
  • Light Sensitivity: Dark halflings are dazzled in bright sunlight or within the radius of a daylight spell.
  • +2 racial bonus on Climb, Jump, and Move Silently checks.
  • +2 racial bonus on all saving throws vs divine magic effects.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +2 bonus on saving throws vs divine magic.
  • +2 racial bonus to the Use Magic Device skill, additionally, Use Magic Device is always a trained skill for Dark halflings regardless of class
  • +2 racial bonus on Intimidate checks.
  • Automatic Languages: Undercommon, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
  • Favored Class: Barbarian.

« Last Edit: August 05, 2011, 12:09:04 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #2 on: August 03, 2011, 11:38:42 pm »
Are you adding any more races?

I'm already torn between Dwarf or Mandrake. Also, on that character gen sheet, Mandrake isn't on it so what is the analogue race to it that gives the same +2dex -2con?
« Last Edit: August 03, 2011, 11:45:19 pm by eropS »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #3 on: August 04, 2011, 12:54:48 am »
Yes, I still have to add two different types of Skirrin (Bug people), and Deep Halflings.

In the character generator there is an option you can select at the bottom of all the races which says 'Other Race' and allows you to enter the ability score adjustment by hand. All the other racial traits will have to be slotted in by hand once the sheet is generated but they aren't nearly as much of a pain as the ability scores.
Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #4 on: August 05, 2011, 12:08:31 pm »
    Races continued...

Skirrin
The Skirrin are an industrious race of insect-like humanoid miners and craftsmen. The Skirrin most commonly encountered by outsiders are the nimble and intelligent Workers and the slow-witted but formidable Drones, but their societies are directed by their Queens, who command formidable loyalty in their subjects through a combination of shrewd management and semi-magical pheremones. Despite their collectivist tendencies and weakness to the manipulations of their queens, the Skirrin possess almost as much free will and individuality as any other race, being particularly accomplished in the arts and architecture. Skirrin generally live in sprawling hives overseen by a single Queen. The Queens of several nearby hives will often form a Queen's Council, which governs on a regional level.
The Skirrin pursue magic much as the other races do, but tend to raise more wizards than sorcerers. Skirrin Queens are often powerful mages in addition to the material power they wield.
Diplomatically Skirrin generally value the defense of their homeland, and are especially vigilant about not showing weakness. Any turmoil within the Skirrin race is usually painstakingly covered up, lest outsiders try to use the disturbance as an opportunity to take advantage. They are usually loathe to deal with the Dwarves, who are their main competitors in the business of mining and construction, but trade freely with other races.
The Skirrin follow many gods, but tend to prefer the more lawfully inclined deities. A Hive will usually place more prominence on the worship of the deity their queen prefers.

Worker:
  • +2 Dexterity, -2 Constitution
  • Small: As a Small creature, a Skirrin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than medium creatures use, and their lifting and carrying limits are three-quarters of those of a Medium character.
  • Multiple limbs: Skirrin have four hands and as such may be eligible for the multi-weapon fighting feat. Skirrin cannot wear armour that was designed for a non-Skirrin. Skirrin armour is treated as non-humanoid for the purposes of cost and weight. Skirrin may carry multiple shields, and may stack shield bonuses to AC for up to two shields rather than one.
  • Natural armour: Skirrin gain a +1 natural armour bonus to AC, and may be eligible for such feats as Improved Natural Armour. This does not affect their ability to wear regular armour.
  • Skirrin base land speed is 20 feet. A Skirrin may use four limbs to run, in which case it increases its base land speed to 30 feet, but cannot make use of its those limbs and takes a -2 penalty to Dex on actions which would require the use of hands.
  • Darkvision: Skirrin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Skirrin can function just fine with no light at all.
  • +2 Racial bonus on Craft (smithing) checks.
  • +2 Racial bonus on Profession (mining) checks
  • A Skirrin may always treat the Knowledge (dungeoneering), Climb and Balance skills as Class skills regardless of their class.
  • Stonecunning: This ability grants a Skirrin a +2 racial bonus on Search 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 Skirrin who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a Skirrin can use the Search skill to find stonework traps as a rogue can. A Skirrin can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • Hivemind: A Skirrin takes a -2 penalty on the Will save to resist a Skirrin Queen's Suggestion spell-like ability.
  • Weapon proficiencies: Skirrin treat picks (both light and heavy) as simple weapons.
  • Automatic Languages: Undercommon and Skirrin. Bonus Languages: Appropriate Local Languages.
  • Favored Class: Rogue. A multiclass Skirrin’s rogue class does not count when determining whether they take an experience point penalty for multiclassing.

Drone:

  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
  • Medium: As Medium creatures, Skirrin Drones have no special bonuses or penalties due to their size.
  • Stability: Skirrin Drones walk on four legs and are exceptionally stable. A Drone has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground  and while climbing (but not when flying, riding, or otherwise not rooted firmly on a surface).
  • Natural armour: Skirrin Drones gain a +2 natural armour bonus to AC, and may be eligible for such feats as Improved Natural Armour. This does not affect their ability to wear regular armour.
  • Drone base land speed is 30 feet.
  • Darkvision: Skirrin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Skirrin can function just fine with no light at all.
  • Cranial Plates: Skirrin Drones possess thick chitinous plates on their heads which protect from falling rocks and the like in their natural homes. These plates may be used to deliver a powerful headbutt. In the attack following a Charge action in combat, the Skirrin Drone may make a natural weapon attack at -2 in addition to any other melee attacks. The headbutt deals 1d6 damage plus the Drone's strength bonus.
  • +2 Racial bonus on Craft (smithing) checks.
  • +2 Racial bonus on Profession (mining) checks
  • A Skirrin may always treat the Knowledge (dungeoneering), Climb and Balance skills as Class skills regardless of their class.
  • Stonecunning: This ability grants a Skirrin a +2 racial bonus on Search 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 Skirrin who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a Skirrin can use the Search skill to find stonework traps as a rogue can. A Skirrin can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • Hivemind: A Skirrin takes a -2 penalty on the Will save to resist a Skirrin Queen's Suggestion spell-like ability.
  • Weapon proficiencies: Skirrin treat picks (both light and heavy) as simple weapons.
  • Automatic Languages: Undercommon and Skirrin. Bonus Languages: Appropriate Local Languages.
  • Favored Class: Fighter. A multiclass Drone’s fighter class does not count when determining whether they take an experience point penalty for multiclassing.
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #5 on: August 05, 2011, 02:58:52 pm »
Are there pictures/rough drawings/analogues for the Skirrin? Atm I kind of imagine them as a more peaceful zerg.

I'm also torn between being them or the Mandrakes haha.
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #6 on: August 05, 2011, 03:19:15 pm »
No, we never got any pictures done of the Skirrin >_>

But they are a bit more humanoid than the zerg.
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #7 on: August 05, 2011, 09:13:32 pm »
What do I need to do now?

Also: Do i just write the spells i want in there?

Kyro Argentum
Male Deep Dwarf Conjuror 3
Chaotic Neutral
Representing eropS

Strength   8   (-1)
Dexterity   8   (-1)
Constitution   16   (+3)
Intelligence   20   (+5)
Wisdom   10   (+0)
Charisma   8   (-1)
Size:   Medium
Height:   3' 7"
Weight:    55 lb
Skin:   Pale
Eyes:   Silver
Hair:   Light Brown Wavy; Average Beard
Specialty: Conjuration

Gave up: Enchantment Necromancy

Total Hit Points: 20

Speed: 30 feet

Armor Class: 9 = 10 -1 [dexterity]

Touch AC: 10
Flat-footed: 10
Initiative modifier:   -1    = -1 [dexterity]
Fortitude save:   +4    = 1 [base] +3 [constitution]
Reflex save:   +0    = 1 [base] -1 [dexterity]
Will save:   +3    = 3 [base]
Attack (handheld):   +0    = 1 [base] -1 [strength]
Attack (unarmed):   +0    = 1 [base] -1 [strength]
Attack (missile):   +0    = 1 [base] -1 [dexterity]
Grapple check:   +0    = 1 [base] -1 [strength] +0 [medium]

Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.


Languages:   Abyssal Common Draconic Giant Goblin Orc Terran Undercommon

Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]

Familiar:
Snake, Tiny Viper
¼ d8 (1 hp)   
Master gains a +3 bonus on Bluff checks

Feats:

Spell Mastery x1   Spells: Summon Monster 1, Grease, Mage Armor, Identify, Unseen Servant
Spell Penetration   
Scribe Scroll   [free to wizard]
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise   Int   7 =   
+5
+2   
Balance   Dex*   -1 =   
-1
Bluff   Cha   2 =   
-1
+3
Climb   Str*   0 =   
-1
+1   
Concentration   Con   9 =   
+3
+6   
Craft_1   Int   5 =   
+5
Craft_2   Int   5 =   
+5
Craft_3   Int   5 =   
+5
Diplomacy   Cha   3 =   
-1
+4   
Disable Device   Int   6 =   
+5
+1   
Disguise   Cha   -1 =   
-1
Escape Artist   Dex*   -1 =   
-1
Forgery   Int   5 =   
+5
Gather Information   Cha   -1 =   
-1
Heal   Wis   2 =   
+0
+2   
Hide   Dex*   -1 =   
-1
+0 [medium]
Intimidate   Cha   2 =   
-1
+3   
Jump   Str*   0 =   
-1
+1   
Listen   Wis   2 =   
+0
+2   
Move Silently   Dex*   -1 =   
-1
Perform_1   Cha   -1 =   
-1
Perform_2   Cha   -1 =   
-1
Perform_3   Cha   -1 =   
-1
Perform_4   Cha   -1 =   
-1
Perform_5   Cha   -1 =   
-1
Ride   Dex   -1 =   
-1
Search   Int   9 =   
+5
+4   
Sense Motive   Wis   0 =   
+0
Spellcraft   Int   11 =   
+5
+6   
Spot   Wis   4 =   
+0
+4   
Survival   Wis   2 =   
+0
+2   
Swim   Str**   -1 =   
-1
Use Magic Device   Cha   1 =   
-1
+2   
Use Rope   Dex   -1 =   
-1
* = check penalty for wearing armor

This character also has 2 ranks in Speak Languages.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.

Zero-level Conjuror spells: 5 (4+1) per day
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.



First-level Conjuror spells: 5 (2+2+1) per day
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Identify M: Determines properties of magic item.
Endure Elements: Exist comfortably in hot or cold environments.
Disguise Self: Changes your appearance.


Second-level Conjuror spells: 3 (1+1+1) per day
Summon Monster II: Calls extraplanar creature to fight for you.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.


Deep Dwarf:

Unfamiliar race. Adjustments already included.

+0 strength

+0 dexterity

+2 constitution

+2 intelligence

+0 wisdom

-4 charisma

Medium size.
A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 120 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+3 racial bonus on saving throws against poison.
+3 racial bonus on saving throws against spells and spell-like effects.
Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell
+2 racial bonus on Appraise checks that are related to stone items.
+2 racial bonus on Craft checks that are related to stone
Automatic Languages: Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.


Be sure to know bonuses to skills, special abilities, low-light / dark vision, and any natural armor class bonus.


Wizard (Conjuror):
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily

Specialist gets 1 extra conjuration spell/level/day

Class   HP rolled   
Level 1:   Conjuror   4   
Level 2:   Conjuror   3   
Level 3:   Conjuror   4   
   
Kyro Argentum's Equipment:

1 lb
2 lb


6 lb

2 lb
1 lb
2 lb

1 lb
2 lb
1 lb
2 lb
3 lb
_____
23 lb   Weapons / Armor / Shield (from above)
Backpack
Bottle
Candle
Chain (10 feet) x3
Chalk
Flasks x1
Locks x1
Oil flasks x2
Paper sheets x5
Pouch x2
Rations (1 day) x5
Soap
Spell component pouch
Spellbook x1

Total

Also...

Scholars Outfit, Color Spray Wand, Cloak of Resistance+1


More about Kyro Argentum:
 The third child of 6, Kyro Argentum comes from a large family of dedicated miners. His family name is known among the deep dwarven world as accomplished and efficient miners. From his great great grandfather to his 3rd cousin, miners. The Argentum family keeps its mining business mostly, well, in the family. Thus there is always a range of abilities, beyond their ability to mine. The children are free to explore any field that makes them happy, but rest assured it will be molded into something related to mining. Some of Kyro's brothers were interested in fighting and becoming strong, others in trading, and others in magic.

 Kyro fell into the third field. At a young age Kyro became very interested in the field of magic. His parents were very excited as it had been a long time since an Argentum had shown such as interest, let alone a natural ability. Immediately, and foolishly some would say, they sent Kyro off to learn the ways of the conjurer. Kyro, too young to really understand the permanence of the choice his family made, happily went off to learn the ways of summoning. His parents saw it as a way for their son to summon minions to do more labor that could increase mining output. Kyro saw it as a chance to learn and further his interest.

 While training as an apprentice, Kyro, unfortunately for his parents, learned much about the world outside of the deep dwarfs. He also learned that there was much more to life beyond mining. Learning this, he at first shrugged it off, mining was all he knew after-all. However, the more Kyro began to consider what his life would be after his apprenticeship, the more he became angry at his family. What was he to be, other than a summoning slave summoning slaves to do his family's bidding? Thus, in a fashion never experienced by his rather lawful family, Kyro broke away. Before he could fully understand the ways of the conjurer, he fled one night and joined a group of adventurers. Eager to see the world, gain riches, power, and learn arcane secrets, Kyro Argentum fled his family and never turned back.

 Of course, his family was furious, and made it known that Kyro Argentum was no longer of Argentum fame, and no longer welcome to their house.

« Last Edit: September 07, 2011, 08:57:10 am by eropS »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #8 on: August 06, 2011, 02:09:55 am »
Ah yeah, its not very clear on the SRD how many spells a wizard starts off with in his spell book.

Quote
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

So you'll know all the level 0 spells, 7 level 1 spells and 2 level 2 spells. Spells are all layed out here: http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm
Remember, you can't pick any spells from the Enchantment and Necromancy schools because you gave them up to specialise in conjuration.

The spells per day section on your character sheet shows how many spells you can prepare and cast per day. Because you specialised in conjuration you get to prepare an additional spell from the conjuration school Its probably the most confusing class in the core 3rd ed rules, so if you can wrap your head around the wizard then you are good to go.

As for backstory, go with what you'd like or what you think is best. I am purposely waiting to see what characters people make before I properly pin down the story. That said ideally your character should end up in a position where they are travelling and selling their services either as a mercenary or some sort of specialist. At the start of the campaign all the player characters will already know each other and be working together, to avoid long boring introductions. (Though I might have you RP out your first meetings)
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #9 on: August 06, 2011, 07:32:49 pm »
Ok so I updated the spells section of my guy, did I do it correctly? Also I added 5 spells to my Spell Mastery, did I do that correctly? Whats it mean for those 5 spells? I don't need a book or I dont need to prepare them?

When do i tell which ones I prepared?

And so I notice I can prepare 3 level 2 spells, but I only have 2. Does that mean I can prepare the same one twice? Or three times if I include the Conjuration rule?
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #10 on: August 07, 2011, 03:19:16 am »
Spell mastery means you can prepare those five spells from memory without a spellbook. Useful if you get captured and they take your book away from you.

You prepare spells at the start of every in-game 'day' (Quote marks due to days in the underworld not synching up with the position of the sun on the surface), and yes you can prepare the same spell more than once. You can fill all your spell slots with the same spell if you want, since you can fill a higher level spells lot with a lower level spell, if you so wish.

Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #11 on: August 10, 2011, 01:32:24 pm »
I have just got done thinking o fmy backstory, going out tonight, will get it in tomorrow.
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #12 on: August 10, 2011, 01:47:09 pm »
Just looked over your character sheet Erops and noticed you're getting a bonus to AC and attack for being small, which you shouldn't be getting because dorfs are medium.
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #13 on: August 10, 2011, 01:49:54 pm »
I think thats just sort of what happened.

What do you want me to change and where?
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #14 on: August 10, 2011, 01:58:26 pm »
For armor class and the three entries for attack there's an extra +1 which says 'small'. Just have to delete that and adjust the totals.
Sam is basically right, he's just cranky.