Editing DnD Desert Raiders Campaign Loak
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+ | == Background == | ||
+ | Old, scrawny goblin, barely topping 3ft in height. Weatherbeaten features attest to life in harsh environments, although he doesn't seem to be carrying much beyond his faded robes and worndown walking staff. | ||
+ | |||
+ | == Deity == | ||
+ | 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. | ||
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+ | == Statistics == | ||
+ | |||
+ | '''Base''' | ||
+ | * Name: Loak the Wanderer | ||
+ | * Class: Druid 1 | ||
+ | * Level: 1 | ||
+ | * Race Goblin | ||
+ | * HD: 8 | ||
+ | * Speed: 30 ft. | ||
+ | * Languages: Goblin, Common, Auran | ||
+ | |||
+ | |||
+ | '''Stats:''' | ||
+ | * Str 6 (-2) | ||
+ | * Dex 14 (+2) | ||
+ | * Con 10 | ||
+ | * Int 12 (+2) | ||
+ | * Wis 17 (+3) | ||
+ | * Cha 5 (-3) | ||
+ | * Fort +2 | ||
+ | * Ref +2 | ||
+ | * Will +5 | ||
+ | |||
+ | * AC: 16 (FF 14, Touch 16) | ||
+ | * Bab: 0 | ||
+ | '''Attack:''' | ||
+ | * melee: -1 | ||
+ | * ranged: +3 | ||
+ | == Special Abilities == | ||
+ | '''[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). | ||
+ | |||
+ | == Equipment == | ||
+ | |||
+ | * Sun Lenses (protection from being dazzled by bright light) 10 gp, - lbs | ||
+ | * 2x Filter Mask (+2 vs gas-based effects, negates effects of suffocation from sand and dust up to 4 hours) 2 gp, - lbs | ||
+ | * Desert Outfit (Heat Protection Level +1) 6 gp, 1 lbs | ||
+ | * Cold Weather Outfit (Cold Protection Level +1) free, 2 lbs | ||
+ | * Waterskin 1 gp, 1 lbs | ||
+ | * Beltpouch 1 gp, 1 lbs | ||
− | |||
− | |||
− | + | * Small Quarterstaff 0 gp 2 lbs | |
+ | * Small Sling + 10 bullets 0.1 gp, 2,5 lbs | ||
+ | * Small dagger 1 gp, 0,5 lbs | ||
− | |||
− | + | Total weight: 10 lbs | |
− | |||
− | + | Cash: 58 gp | |
− | |||
− | + | == Feats == | |
− | |||
+ | == Skills == | ||
− | = | + | *Skills: .. points Ranks + Ab + i = Total |
− | + | *Concentration (con) + = | |
+ | *Craft (int) + = | ||
+ | *Diplomacy (cha) + = | ||
+ | *Handle anmial (cha) + = | ||
+ | *Heal(wis) + = | ||
+ | *Knowledge religion (int) + = | ||
+ | *Knowledge r & n (int) + = | ||
+ | *Profession (wis) + = | ||
+ | *Ride (dex) + = | ||
+ | *Sense motive (wis) + = | ||
+ | == Spells == | ||
− | + | '''Lvl 0''' | |
+ | * Create Water | ||
+ | * Cure Minor Wounds | ||
+ | * Know Direction | ||
− | ''' | + | '''Level 1''' |
+ | * Entangle | ||
+ | * Cure Light Wounds | ||
− | + | == Elemental Companion == | |
+ | [[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]] | ||
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+ | '''Combat''' | ||
+ | Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat. | ||
'''Air Mastery (Ex):''' Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. | '''Air Mastery (Ex):''' Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. | ||
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* WW Damage 1d4 | * WW Damage 1d4 | ||
* WW Height 10–20 ft. | * WW Height 10–20 ft. | ||
+ | |||
+ | == Journal == | ||
+ | |||
+ | === Day 1 === |