DnD Desert Raiders Campaign Loak

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Loak the Wanderer[edit]

DnD desert campaign - Loak.jpg



















Background[edit]

Loak is an old, scrawny goblin, barely topping 3ft in height. His weather-beaten features attest to life in harsh environments. Even so, he doesn't seem to be carrying much beyond his faded tan robes and a worn-down walking staff. Even in quiet surroundings, his hair and robes flutter as if being plucked by invisible fingers.

Having abandoned his designated position as tribal shaman in favor of his commitment to Zoser, he follows what he calls the Path of the Wind, claiming it to be a spiritual path to understanding the true power of the desert.

He comes across as somewhat detached from reality, likely to spend as much time conversing with his companion wind spirit as with any allies he might be traveling with.

Not being much of a combatant himself, Loak will offer his services as a guide and shaman to any likely allies for mutual protection. He will use any resources sparingly but not stingingly, as he is confident in his own survival skills. Should any encounter turn against them, Loak would rather flee a losing battle and let the desert fill the role of equalizer and take care of his enemies.

Deity[edit]

Zoser is an unpredictable being whose heart rejoices in the wild dance of desert whirlwinds. Although he is not evil, he is heedless of the devastation his storms wreak. Dervishes are his most devoted followers, imitating his capricious might in their deadly little dances. Travelers in the waste also pay homage to Zoser in hopes that he pass them by.

His symbol is a stylized drawing of a tornado. He most often appears as a towering whirlwind; dark with dust, in whose depths a vague humanoid outline can be seen. Sometimes he instead takes the form of a lone traveler, cloaked in sand-colored robes that flutter around him even when the air is calm.

Temples to Zoser take the form of tall spires, usually natural pinnacles or buttes, with an open-air altar at the very tip. Priests scatter incense and colored dust on the wind while worshippers chant songs of praise and dance frenziedly – it is not uncommon for an overenthusiastic worshiper to fall off a spire.


Statistics[edit]

http://www.myth-weavers.com/sheetview.php?sheetid=132706



Class Variants[edit]

[SSt 47] Desert Druid

Sandstorm variant.

Lvl 2 gain Sandskimmer, lose Woodland Stride.

Lvl 4 gain Heat Endurance, lose Resist Nature's Lure.


[PHBII 39] Spontaneous Rejuvenation

Level: 1st

Gain Ability to transform stored energy of spell to grant allies within 30ft fast healing X for 3 rounds, with X being equal to the converted spell's level.

Lose Ability to spontaneously convert spells into summon nature's ally spells.


[UA 58] Druid Simple Variant

The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.

Gain

  • Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)
  • Fast movement (as monk)
  • Favored enemy (as ranger)
  • Swift tracker (as ranger)
  • Track feat (as ranger).

Lose

  • Armor and shield proficiency
  • Wild shape (all versions).


[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT

Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.

At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).


[CM 33] ELEMENTAL COMPANION

Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion.

Class: Druid.

Level: 1st-4th-10th-16th.

Special Requirement: Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan)

Replaces: You do not gain an animal companion, nor do you gain wild empathy.

Benefit: You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.

Elemental Companion[edit]

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Small Elemental

  • Height 4 ft.
  • Weight 1 lb.
  • WW Save DC 11
  • WW Damage 1d4
  • WW Height 10–20 ft.