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Philosopher
Bill-osopher
Karma: 37/4
502 Posts


D&d 3.5 Campaign: The Dungeon Q&A

Okay. Here we go. I'm officially opening up a Questions and Answers page. Here I can answer any questions about the dungeon that you may have, unless it's a secret! Which at this point most of it is. Hmmm...

In any case, I will start by reiterating the character creation.

I want to foster creativity within the character building process. If you have a unique character idea that you've always wanted to try out then lay it on me.

Creating your Character:

We will be using the point buy system to determine stats, with 30 points available for sculpting as you see fit. If anyone needs to know how the point buy system works I'd be happy to explain.

The game will begin at level one. There will be no need to prepare equipment, or a backstory, as the beginning of the game requires neither of these things.


Posted on 2014-06-17 at 02:23:27.
Edited on 2014-06-17 at 03:19:47 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Grugg

CONSTANTLY UPDATED STATISTICS!!! Defense HP: 10
Wnds:
Sbdl:
Tmpry:

AC: 14
FF: 14
TA: 10
Tmpry:

Saves Fortitude +4 (+5 vs spells and spell-like abilities)
Reflex +0 (+1 vs spells and spell-like abilities)
Will +6 (+7 vs spells and spell-like abilities)
Tmpry:

Initiative: 0
Speed: 30ft

Attacks BAB: +0
Melee: -1
Ranged: +0
Grapple: -1

Weapon: Unarmed Strike
To Hit: -1, Crit Range 20
Damage: 1d3-1, x2 (Subdual)

XP:0

EVERYTHING ELSE!!!
Stats Str 7 (-2)
Dex 10 (+0)
Con 14 (+2)
Int 14 (+2)
Wis 18 (+4)
Cha 10 (+0)

Skills Appraise +2 (+2 Int)
Balance +0 (+0 Dex)
Bluff +2 (+0 Cha, +2 Nymph’s Kiss)
Climb -1 (-1 Str)
Concentration +6 (+2 Con, 4 ranks)
Diplomacy +8 (+0 Cha, 4 ranks, +2 Sacred Vow, +2 Nymph’s Kiss)
Disguise +2 (+0 Cha, +2 Nymph’s Kiss)
Escape Artist +0 (+0 Dex)
Forgery +2 (+2 Int)
Gather Information +2 (+0 Cha, +2 Nymph’s Kiss)
Handle Animal* +6 (+0 Cha, 4 ranks, +2 Nymph’s Kiss)
Heal +8 (+4 Wis, 4 ranks)
Hide +0 (+0 Dex)
Intimidate +2 (+0 Cha, +2 Nymph’s Kiss)
Jump -1 (-1 Str)
Knowledge (Nature)* +8 (+2 Int, 4 ranks, +2 Nature Sense)
Listen +8 (+4 Wis, 4 ranks)
Move Silently +0 (+0 Dex)
Ride +0 (+0 Dex)
Search +2 (+2 Int)
Sense Motive +4 (+4 Wis)
Spellcraft* +6 (+2 Int, 4 ranks)
Spot +8 (+4 Wis, 4 ranks)
Survival +10 (+4 Wis, 4 ranks, +2 Nature Sense)
Swim -1 (-1 Str)
Use Rope +0 (+0 Dex)


Feats Sacred Vow, Vow of Poverty, Nymph’s Kiss


Character Info Name: Unknown
Race: Human
Gender: Male
Age: 41 (Middle-Aged)
Class/Level: Druid 1
Alignment: Neutral Good

Height: 5’11
Weight: 175lbs
Eyes: Blue
Hair: Gray

Languages:
Common, Elven, Sylvan, Druidic

Racial Traits:
+1 skill point per level
Bonus Feat at 1st Level

Class Features:
Animal Companion, Nature Sense, Wild Empathy (+3)

Spells per Day: 3/2
0 - Light, Cure Minor Wounds, Guidance
1st - Entangle, Produce Flame



Gear:
None

Funds:
None

Appearance:
A tanned old man, his body is beginning to show the harrows of aging, though he still seems to have some heartiness to him. His gray hair is unkempt and shoulder length, with a few inches of bushy beard covering the lower half of his face. His body is covered in scars and marks from years of outdoor living, but his blue eyes still have a friendliness to them.



Posted on 2014-06-17 at 02:24:16.
Edited on 2014-06-24 at 16:48:07 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Chessicfayth

CONSTANTLY UPDATED STATISTICS!!! Defense HP: 10
Wnds:
Sbdl:
Tmpry:

AC: 12
FF: 10
TA: 12
Tmpry:

Saves FORT : 2
REF : 2
WILL: 0
Tmpry:

Initiative: 2
Speed: 30ft

Attacks BAB: +1
Melee Attack Bonus: 3
Ranged Attack Bonus: 3
Grapple: +3

Weapon: Unarmed Strike
To Hit: +3, Crit Range 20
Damage: 1d3 +2, x2 (Subdual)

XP:0

EVERYTHING ELSE!!!
Stats STR 15 (2)
DEX 14 (2)
CON 10 (0)
INT 12 (1)
WIS 10 (0)
CHA 15 (2)

Skills Concentration: 1
Craft: 0 + 1 (INT)
Diplomacy: 1 + 2 (CHA)
Intimidate: 2 +2 (CHA)
Knowledge (history): 1 + 1 (INT)
Knowledge (nobility and royalty): 1 +1 (INT)
Ride: 1 + 2 (DEX) + 2 (Racial)
Sense Motive: 1

Feats Exotic Weapon Proficiency: Bastard Sword, Combat Reflexes

Character Info Character Name: Roff-Mataff Unknown
Character Level: 1
Class: Level 1 Samurai
Race: Lupin
Languages: Common, Lupin, Sylvan (bonus language)
Size: Medium
Age: 21
Gender: Male
Height: 6'1''
Weight: 213 lbs
Eyes: Golden
Hair: Black. Black fur as well.
Alignment: Lawful-Neutral
Deity: Unknown




Class Features:
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.
Daisho Proficiency (Ex): In melee combat, a samurai favors the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Racial Features:
Monstrous Humanoid: As monstrous humanoids, lupins are immune to spells that only affect humanoids, such as charm person and hold person.
Darkvision: Lupins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
Acute Sense of Smell - In many ways, a lupin's acute sense of smell works like the scent ability but without the automatic nature of scent. A lupin's nose allows it to locate and identify certain races and creatures by their smell, and to aid it in tracking.
A lupin automatically gets to attempt a DC 10 Wisdom check to detect a lycanthrope within 30 feet, regardless of what form the creature takes. If the lycanthrope is upwind, the range at which a lupin can detect it doubles. If it is downwind, the range is halved.
A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet.
A lupin within 5 feet of an invisible or hidden creature is entitled to a DC 10 Wisdom check as a free action to pinpoint that creature.
A lupin gains a +2 racial bonus on all Survival checks made to follow tracks. Lupins can't track by smell alone, but the olfactory clues they find aid their tracking techniques.
Lupins take a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench).
Expert Rider: Lupins always consider Ride a class skill, and they gain a +2 bonus on all Ride checks. Lupins rely on strong mounts while making their yearly nomadic movements, and even settled lupins purchase a horse as soon as they can.
+1 bonus on attack rolls and damage rolls against werewolves. As soon as they are weaned, lupins begin learning techniques to fight their ancient foes.
+2 bonus on Listen checks: Lupins have a keen sense of hearing.
Automatic Languages: Common and Lupin. Bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan. Lupins tend to learn the languages of both their enemies and their friends.
Favored Class: Ranger. A multiclass lupin's ranger class does not count when determining whether he takes an experience point penalty for multiclassing. The lupins' keen senses make them natural trackers. Lupin rangers may choose humanoid (shapechanger) as a favored enemy.


Gear:
None

Funds:
None

Appearance:



Posted on 2014-06-17 at 02:24:34.
Edited on 2014-06-24 at 03:48:34 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Ayrn

CONSTANTLY UPDATED STATISTICS!!! Defense HP: 11 = 8 class +2 con +1 feat
Wnds:
Sbdl:
Tmpry:

Armor Class: 14 = 10 +1 size +2 dex +1 natural armor
Flat-footed: 12 = 10 +1 size +1 natural armor
Touch AC: 14 = 10 +1 size +2 dex +1 natural armor
Tmpry:

Saves FORT Save: +4 = +2 class +2 con
REFL Save: +2 = +0 class +2 dex
WILL Save: +2 = +2 class +0 wis
Misc Save: +1 untyped bonus to Saves vs Paralysis and Sleep effects (feat)
Tmpry:

Initiative: +2 = +2 dex
Speed: 30ft

Attacks BAB: +0
Melee +0 = -1 str +1 size
Ranged +3 = +2 dex +1 size
Grapple: +0

XP:0

EVERYTHING ELSE!!!
Stats Strength: 8 [-1] = 8 +4 pts -4 race
Dexterity: 14 [+2] = 8 +4 pts +2 race
Constitution: 14 [+2] = 8 +10 pts -2 race
Intelligence: 12 [+1] = 8 +4 pts
Wisdom: 10 [+0] = 8 +2 pts
Charisma: 14 [+2] = 8 +6 pts

Skills Appraise +4 = +1 int +3 ranks
Bluff +4 = +2 cha +2 ranks
Concentration +3 = +2 con +1 rank
Craft [Trapmaking] +4 = +1 int +2 race +1 rank
Decipher Script +2 = +1 int +1 rank
Diplomacy +4 = +2 cha +2 ranks
Hide +10 = +2 dex +4 size +4 slight build
Knowledge [Arcana] +2 = +1 int +1 rank
Listen +2 = +0 wis +1 feat +1 rank
Search +5 = +1 int +2 race +1 feat +1 rank
Sense Motive +2 = +0 wis +2 ranks
Speak Languages +2 = +1 int +1 rank
Spellcraft +2 = +1 int +1 rank
Spot +2 = +0 wis +1 feat +1 rank
Use Magic Device +4 = +2 cha +2 ranks


Feats Entangling Exhalation [1st] (Races of the Dragon)
Dragontouched [Class] (Dragon Magic)

Character Info Name: Achuak Gix Unknown
Alignment: Lawful Neutral (Good leaning)

GENERAL INFORMATION
Race: Kobold
Gender: Male
Height: 2 ft 5 in
Weight: 45 lbs
Scale Coloration: Green-brown
Eyes: Red

Class: Dragonfire Adept 1

RACIAL FEATURES
Attribute Adjustments: -4 STR, +2 DEX, -2 CON
Size: Small, Slight Build
Speed: 30 ft
Natural Weapons: 2 primary Claw attacks [1d3 slashing damage each], 1 secondary Bite attack [1d3 piercing damage]
Natural armor +1
Darkvision 60 ft
Light Sensitivity
+2 racial bonus to Craft [Trapmaking], Profession [Miner], and Search checks
Martial weapon proficiencies [Light pickaxe, Heavy pickaxe]
Weapon Familiarity [Great pickaxe]
Languages: Common, Draconic, Undercommon

CLASS ABILITIES
Simple weapon proficiency
No armor proficiency
Breath Weapon 1d6 damage [no attack roll, 15 ft cone or 30 ft line, fire damage, REFL save for half damage, Save DC = 12]
Invocation: Endure Exposure
Dragontouched bonus feat


Gear:
None

Funds:
None

Appearance:



Posted on 2014-06-17 at 02:24:50.
Edited on 2014-06-24 at 04:11:54 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Numi

CONSTANTLY UPDATED STATISTICS!!! Defense HP: 9
Wnds:
Sbdl:
Tmpry:

AC (Drow Form): 12 = 0 + 0 + 2 + 0 + 0
FF 10
TA 12
AC (Predator Form): 16 = 0 + 0 + 2 + 0 + 4
FF 14
TA 12
Tmpry:

Saves Fort : +3 = + 2 + 1 + 0 + 0
Refl : +2 = + 0 + 2 + 0 + 0
Will : +5 = + 2 + 3 + 0 + 0
Tmpry:

Initiative: +2 = 2 + 0
Speed: 30ft

Attacks BAB: +0
Melee +0
Ranged +2
Grapple: +0

Unarmed attack: 1d3+0(subdual)

Bite: Attack: +2
Damage:1d6+3 (predator form.


XP:0

EVERYTHING ELSE!!!
Stats STR: 10 | 0
DEX: 14 | +2
CON: 12 | +1
INT: 14 | +2
WIS: 16 | +3
CHA: 14 | +2

Skills Appraise (int) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Balance (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Bluff (cha) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Climb (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
*Concentration (con) 2 = 1 (rank) + 1 (ability mod) + 0 (misc)
*Craft (poisonmaking) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Diplomacy (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Disguise (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Escape Artist (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Forgery (int) 0 = 0 (rank) + 2 (ability mod) + 0 (misc)
Gather Information (cha) 0 = 0 (rank) + 2 (ability mod) + 0 (misc)
*Handle Animal (wis) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Heal (wis) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Hide (dex) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Intimidate (cha) 3 = 0 (rank) + 2 (ability mod) + 0 (misc)
Jump (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
Knowledge (arcana) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Knowledge (nature) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Listen (wis) 7 = 2 (rank) + 3 (ability mod) + 2 (racial)
Move Silently (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Perform (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
*Ride (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Search (int) 5 = 1 (rank) + 2 (ability mod) + 2 (racial)
Sense Motive (wis) 0 = 0 (rank) + 3 (ability mod) + 0 (misc)
*Spellcraft (int) 6 = 2 (rank) + 2 (ability mod) + 2 (drow sign language)
*Spot (wis) 7 = 2 (rank) + 3 (ability mod) + 2 (racial)
*Survival (wis) 7 = 4 (rank) + 3 (ability mod) + 0 (misc)
*Swim (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
Use Rope (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)

Feats Fascinating Illumination (Drow of the Underdark)

Spells Druid Spells Per day 3/2/0/0/0/0/0/0/0/0

Level 0: Detect Magic, Detect Poison, Resistance

Level 1: Cure Light Wounds, Entangle

Character Info NAME: Nyx Unknown
RACE: Dark Elf
GENDER: Female
HEIGHT: 5'
WEIGHT: 90 lbs
AGE: 83
HAIR: Silvery White
EYES: Yellow
HAND: Left
SIZE: Medium
SPEED: 30 (Drow), 50 (Predator)
CLASS: Shapeshift Druid 1
LEVEL: 1
ALIGN: Chaotic Neutral

RACIAL ABILITIES
+11 Spell Resistance
Immunity to sleep spells
+2 save bonus vs Enchantment spells
+2 Racial bonus on Will Saves against spells and spell-like abilities
+2 Listen, Search, Spot checks
Automatic search check to notice secret/concealed doors when passing within 5 feet of one
Dark Vision 120 Feet
Spell-Like Abilities Once Per Day: Dancing Lights, Darkness, Faerie Fire
Proficient with hand crossbow, rapier, short sword
Light Blindness
Level Adjustment +2
------------------------------------------------------------------------
CLASS ABILITIES
Nature Sense
Predator Form (+4 Strength, +4 AC, 1d6 bite attack, Speed: 50)
Wild Empathy
------------------------------------------------------------------------

------------------------------------------------------------
LANGUAGES: Common, Drow Sign Language, Druidic, Elven, Sylvan, Undercommon


Gear:
None

Funds:
None

Appearance:
This dark elf is unholy beautiful, in every way a physical personification of dark elven aesthetics. Loosely curled hair like spun starlight flows freely over dark pointed ears. Smooth, obsidian skin as dark as night offsets the pale white of her hair. Lithe bodied, she moves with a feral grace that is at once deadly and poetic. Her ever-youthful face is sculpted with finely chiseled elvish features. Exotic yellow eyes burn with a mercurial glee and a touch of madness. Those eyes, saturated with a feral yellow, mark her as something different, something solitary.



Posted on 2014-06-17 at 02:25:05.
Edited on 2014-06-24 at 04:16:54 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Schnozzle

CONSTANTLY UPDATED STATISTICS!!! Defense Hit Dice: 1d6 (Rogue) + 2d8 (Wererat)
HP: 30 (1d6=4 + 1d8=4 + 1d8=7 + 15)
Wnds:
Sbdl:
Tmpry:

AC 15
Base -----------10
Armor Bonus-----00
Shield Bonus----00
Dex Mod --------+3
Size Mod--------00
Natural Armor --+2
Deflection -----00
Misc -----------00
Tmpry:

Saves Fort -- +5
Ref --- +5
Will--- +3
Tmpry:

Initiative: +2 = 2 + 0
Speed: 30ft

Attacks BAB: +1
Melee +1
Ranged +4
Grapple: +1

XP:0

EVERYTHING ELSE!!!
Stats STR 10 -0
DEX 16 +3
CON 20 +5
INT 12 +1
WIS 14 +2
CHA 04 -3

Skills Appraise 2 (+1 misc)
Balance 8 (5 ranks)
Escape Artist 9 (6 ranks)
Hide 13 (6 ranks, 4 racial)
Jump 1 (1 misc)
Listen 8 (5 ranks, 1 misc)
Move Silently 9 (5 ranks, 1 misc)
Open Lock 8 (5 ranks(
Sense Motive 7 (5 ranks)
Sleight of Hand 12 (5 ranks, 5 RACIAL)



Feats -----Point Blank Shot
-----Craven (Champions of Ruin p17)
Bonus Feats:
----- Iron Will (Lycan)
----- Stealthy (Rat)
----- Weapon Finesse (Rat)

Languages:
Common, Infernal

Character Info Name: Unknown
Race: Mongrelfolk
Class: Rogue
Template: Wererat

-=-=-=-Rogue-=-=-=-
• Sneak attack +1d6

• Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

-=-=-=-Mongrelfolk-=-=-=-
• Low-Light Vision

• Emulate Race (Ex): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk who have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.

• Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound he has heard. Listeners must succeed on a DC 16 Will save to detect the ruse.

• Immunity to sleep spells and similar magical effects.

• Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc).

• +1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects.

• +1 racial bonus on saving throws against poison.

• +1 racial bonus on Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot checks.

• +4 racial bonus on Hide and Sleight of Hand checks.

-=-=-=-Wererat-=-=-=-

• Scent in any form

• Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.

• Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.

• Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.

• +2 natural armor bonus in any form.

• Alternate form - A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

• Rat empathy - Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

• Damage reduction 5/silver (in animal or hybrid form only).

• Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.




Posted on 2014-06-17 at 02:25:18.
Edited on 2014-06-24 at 04:44:42 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Character

Six


Posted on 2014-06-17 at 02:25:42.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Placeholder

One


Posted on 2014-06-17 at 02:26:04.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Placeholder

Two


Posted on 2014-06-17 at 02:26:24.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Placeholder

Three


Posted on 2014-06-17 at 02:26:43.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


*fades in*

Is the Lupin race acceptable? Because I have this neat idea for a Samurai....

*evaporates*


Posted on 2014-06-18 at 01:56:46.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


The Lupin.

That would be a perfectly acceptable race.


Posted on 2014-06-18 at 02:02:48.

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


...

I'm trying to work poisoning and/or diseasement into the things I hit bad guys with. Is this a thing that is doable? If so, is it worth my while?


Posted on 2014-06-18 at 02:40:39.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


The answer to both is.

Yes! You will have to do some work for it, but biological warfare is nearer than you think.


Posted on 2014-06-18 at 02:49:15.

Chessicfayth
Cheshire Cad
Karma: 107/3
1204 Posts


*fades in*

Character submitted for approval.

*evaporates*


Posted on 2014-06-18 at 15:14:44.

   
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