DnD Desert Raiders Campaign Loak

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Loak the Wanderer

DnD desert campaign - Loak.jpg













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.


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

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) + =


Elemental Companion

DnD desert campaign - Elemental Companion.jpg















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.

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.

Journal

Day 1