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== Background ==
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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.
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== Deity ==
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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.
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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.
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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 ==
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'''Base'''
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* Name: Loak the Wanderer
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* Class: Druid 1
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* Level: 1
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* Race Goblin
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* HD: 8
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* Speed: 30 ft.
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* Languages: Goblin, Common, Auran
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'''Stats:'''
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* Str 6 (-2)
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* Dex 14 (+2)
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* Con 10
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* Int 12 (+2)
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* Wis 17 (+3)
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* Cha 5 (-3)
  
  
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* Fort +2
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* Ref +2
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* Will +5
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* AC: 16 (FF 14, Touch 16)
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* Bab: 0
  
  
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'''Attack:'''
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* melee: -1
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* ranged: +3
  
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== Special Abilities ==
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'''[UA 58] Druid Simple Variant'''
  
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The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.
  
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Gain
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* Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)
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* Fast movement (as monk)
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* Favored enemy (as ranger)
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* Swift tracker (as ranger)
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* Track feat (as ranger).
  
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Lose
  
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* Armor and shield proficiency
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* Wild shape (all versions).
  
  
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'''[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT'''
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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.
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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).
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== Equipment ==
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* Sun Lenses (protection from being dazzled by bright light) 10 gp, - lbs
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* 2x Filter Mask (+2 vs gas-based effects, negates effects of suffocation from sand and dust up to 4 hours) 2 gp, - lbs
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* Desert Outfit (Heat Protection Level +1) 6 gp, 1 lbs
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* Cold Weather Outfit (Cold Protection Level +1) free, 2 lbs
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* Waterskin 1 gp, 1 lbs
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* Beltpouch 1 gp, 1 lbs
  
== Background ==
 
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.
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* Small Quarterstaff 0 gp 2 lbs
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* Small Sling + 10 bullets 0.1 gp, 2,5 lbs
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* Small dagger 1 gp, 0,5 lbs
  
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.
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Total weight: 10 lbs
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 ==
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Cash: 58 gp
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.
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== Feats ==
  
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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== Skills ==
  
== Statistics ==
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*Skills: .. points Ranks + Ab + i = Total
  
http://www.myth-weavers.com/sheetview.php?sheetid=132706
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*Concentration (con) + =
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*Craft (int) + =
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*Diplomacy (cha) + =
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*Handle anmial (cha) + =
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*Heal(wis) + =
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*Knowledge religion (int) + =
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*Knowledge r & n (int) + =
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*Profession (wis) + =
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*Ride (dex) + =
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*Sense motive (wis) + =
  
  
  
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== Spells ==
  
== Class Variants ==
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'''Lvl 0'''
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* Create Water
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* Cure Minor Wounds
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* Know Direction
  
'''[SSt 47] Desert Druid'''
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'''Level 1'''
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* Entangle
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* Cure Light Wounds
  
Sandstorm variant.
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== Elemental Companion ==
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[[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]]
  
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 ==
 
  
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'''Combat'''
  
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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.
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== Journal ==
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=== Day 1 ===

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