4th Edition D&D Actual Play: Dead by Dawn

176_CS_Dead_By_Dawn-2

Last night I got a chance to run 4th Edition Dungeons & Dragons for the first time in several years, running my players through the adventure, Dead by Dawn, from Dungeon magazine 176.

If you are unfamiliar with the adventure [SPOILERS], it is a great zombie survival horror scenario that has the characters holding out in an abandoned temple against an undead horde.

I made a few tweaks to the adventure (dropped one encounter due to time and swapped out the last encounter for an undead dragon and spawning zombies, to show my players how cool solo monsters are and how dangerous minions can be in numbers).

You can view the session at the link below and see the characters here: Kechak Ill-Born, Tyrus Khirzan, Longrunner, and Zerak the Shadow Mage.

4th Edition D&D Actual Play: Dead by Dawn

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Zerak the Shadow Mage  Level: 2

Race: Voidsoul Genasi  Class: Wizard (Mage) Theme: Ghost of the Past  Background: Ghost of the Past

Zerak Portrait

The backstory I sent the player was as follows:

Ages ago, when you lived under a different name, in a different life, you were an apprentice to a powerful Archmage. While updating an inventory of his collection of oddities and artifacts, you came upon a fragment of meteoric rock with an unusual mystic aura that seemed to…call to you.

In retrospect, you truly cannot say why you took the stone, or why you decided to use powerful divination rituals on it (rituals that were far beyond your meager skills).

What you are certain of is that it was destroyed in your final ritual…as was the Archmage’s tower, your fellow apprentices, and your former life.

When you awoke, you found everything changed. The Archmage’s tower was a decrepit ruin, overgrown with weeds and wild growth, seemingly abandoned for centuries, your former master and all your contemporaries, long dead.

You learned that over a millenia had passed since the incident and you found yourself in a strange and unfamiliar world.

Most shocking of all, you found yourself changed, bodily, by the incident. You are still unclear as to what specifically happened, but your operating theory is that the fragment caused your body to be infused with the formless void of the Primal Chaos. While you still eat, breath, and sleep, your skin has turned a dark shade of lavender, your hair has turned a dark purple, and your eyes glow with golden power. You do not seem to age. And…you are infused with a measure of mystic power unlike anything you held before.

You think that the fragment was linked the Primal Chaos because it came from a place called the Chaos Scar; a region found in a dwarven kingdom far to the North where, long ago, a star came crashing down from the sky, scattering fragments across the region that would later be known as the Scar as it fell.

You have since learned that the dwarven kingdom collapsed and faded into history long ago, and now the lands abutting the Chaos Scar are ruled by men, who watch the great dwarf-built wall, intent on keeping civilized lands safe from the horrors that lurk in the Chaos Scar.

In the past months, you have assembled a group of explorers and adventures, and traveled to Restwell Keep (known better by its informal nickname, the Keep on the Chaos Scar). You told your companions in the Seekers of the Scar (the name given to your fellowship) that you are seeking fortune and glory, but, in truth, you are simply hoping to use them to gain access to the Chaos Scar and learn more about that magics that have so utterly transformed your life, gain better control over your newfound power and, maybe, if you are lucky, find another fragment (you have further divinations in mind that you wish to try…)

Initiative +0 Speed 6
Strength 10 +0 AC 18
Dexterity 11 +0 Fortitude 12
Constitution 12 +1 Reflexes 16
Intelligence 20 +5 Will 16
Wisdom 14 +2 Hit Points 26
Charisma 8 -1 Heal Srgs 7
Hit Points 26 (Bloodied 13)

Surge Value: 7

Resist Psychic 5

Magic Missile:

Damage:

Auto-hit (22 squares)

7 force

Skills: Total Bonus
Acrobatics (Dex) +1
Arc Lightning Attack:

Damage:

+8 v Rflx (22 squares)

1d6+5 lightning

Arcana (Int)* +11
Athletics (Str) +1
Languages: Common, Abyssal, and Dwarven

 

Bluff (Cha) +0
Diplomacy (Cha)* +5
Feats:

Implement Proficiency: Echo Tome. You are proficient in the use of Echo Tomes (which add +2 to the range and +1 to hit Reflexes to powers using the Tome)

Tome Expertise: +1 feat bonus to hit when using a Tome to attack.

Unarmored Agility: +2 to AC when you are wearing no armor or cloth armor.

Dungeoneering (Wis)* +8
Endurance (Con) +4
Heal (Wis) +3
History (Int)* +11
Insight (Wis) +3
Intimidate (Cha) +0
Nature (Wis) +5
Perception (Wis) +3
Religion (Int)* +11
Stealth (Dex) +1
Streetwise (Cha) +0
Thievery (Dex) +1
Gear:

Adventurer’s Kit, Staff, Echo Tome, Reading Spectacles

*Trained

Includes +2 to Endurance and Nature

 

Special Abilities:

Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation. Use any of these at will (see below for description/particulars).

Magic Missile: Use a Standard Action to hit one target up to 22 squares away for 7 force damage.

Scorching Burst: Use a Standard Action to set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.

Arc Lightning: Use a Standard Action to roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.

Burning Hands: Use a Standard Action to roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Once you use this ability, you must take a short rest before using it again.

Guidance of the Past: Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Once you use this ability, you must take a short rest before using it again.

Moonstride: When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Once you use this ability, you must take a short rest before using it again.

Void Assumption: Use a Minor Action.  Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Once you use this ability, you must take a short rest before using it again.

Slimy Transmutation: Use a Standard Action to roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Once you use this ability, you must take a long rest before using it again.

Ritual Caster: You know the following Rituals: Alarm, Explosive Runes, Eye of Alarm, Hold Portal, Unseen Servant (see at end of sheet). You can cast 5 of these per day without using components.

Reading Spectacles: You can read any language while wearing this item in your Head slot.

 

REACTIONS AND FREE ACTIONS
Guidance of the Past Personal Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Use this once per encounter to improve your chances of hitting/succeeding.
Moonstride Personal When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Use this to stay at range from enemies or to get away from a tough opponent you just scorched with Burning Hands.
MINOR
Void Assumption Minor   Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Use this to relocate yourself away from scary enemies.
STANDARD ACTIONS
Ghost Sound Ranged 12 Make a sound Use this to distract your enemies
Light Ranged 7 Make an object shine with bright light. Use this to make light.
Mage Hand Ranged 7 Make a spectral hand that can lift up to 20 pounds. Use this to move stuff at range
Prestidigitation Ranged 4 Use this to do obvious magical stuff, like make sparks, etc. Use this to feel magical.
Arc Lightning Ranged 22 Roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.  Use this to attack two creatures at once.
Magic Missile Ranged 22 Automatically hit one target up to 22 squares away for 7 force damage Use this when you are focusing fire on a difficult to hit target.
Scorching Burst Area Burst 1 Ranged 12 Set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.  Use this when enemies are clustered together or to clear out minions.
Burning Hands Clost Blast 5 Roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Use this when a bunch of creatures are close to you.  Use this every encounter.
Slimy Transformation Personal Roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Use this to take a nasty opponent out of the fight until you are ready to fight him/her/it.
MOVE ACTIONS
       
Other Abilities
   

 

Rituals

Alarm: Time: 10 minutes, Duration: 8 hours or until discharged, Skill: Arcana

You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound.

If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm.

The result of triggering the alarm depends on the type of alarm. When an audible alarm triggers, all creatures in the warded area that are capable of hearing can hear the ringing. If they are sleeping, the noise awakens them. When a mental alarm triggers, a mental ping alerts you of the intrusion and awakens you from sleep. In either case, the alarm informs you where the warded area was breached.

Focus: While holding a tiny bell (5 gp), you use a fine silver wire (5 gp) to scribe runes on the warded area’s perimeter.

Explosive Runes: Time: 1 minute, Duration: Until discharged, Skill: Arcana

You scribe magical runes on an object such as a book, a scroll, a map, or a similar item that weighs no more than 10 pounds. These runes look like normal writing but function as a trap. As you inscribe them, you can create a password that allows a creature to read the runes without triggering the trap. If the trap is triggered or disabled, the ritual is discharged.

Explosive Runes – Level 2 Trap
Object Detect Arcana (detect magic) DC 13
Perception DC 20

Immune all damage, forced movement, all conditions

Triggered Actions Attack (force) – Encounter
Trigger: A creature reads the runes without first speaking the password.
Attack (Immediate Reaction): Close burst 2 (creatures in the burst); +5 vs. Reflex
Hit: 4d4 force damage.

Miss: Half damage.

Countermeasures Disable: Arcana or Thievery DC 20.
Failure by 5 or More: The trap is triggered.

Eye of Alarm: Time: 30 minutes, Duration 24 hours (special), Skill: Arcana

This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection.

Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess.

Arcana Check Result Eyes Created Vision or Ability
19 or lower One Normal
20-39 Three Darkvision
40 or higher Five Darkvision and tremorsense 12 squares

If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal).

The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it).

The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes.

Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of the eyes.

Hold Portal: Time: 1 standard action, Duration: 10 minutes or until discharged, Key Skill: Arcana

You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.

Unseen Servant: Time: 10 minutes, Duration: Until your next extended rest or until you dismiss the servant, Skill: Arcana

You conjure a Medium unseen servant of invisible force. It obeys your commands. moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear.

 

 

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)

D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Longrunner  Level: 2

Race: Razorclaw Shifter  Class: Ranger (Hunter)  Theme: Animal Master    Background: Treerunner

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The backstory I sent the player was as follows:

The old ones in your tribe say that your ancestors were men and women inflicted with some form of moon curse that transformed them into feral beasts. Even worse, this curse could be spread to others with a bite, like some form of unholy disease.

In response, the men of civilized lands called an extermination crusade on your fore-bearers, which forced them into hiding in the deepest and wildest places in the Known World.

As the ages passed, the curse seemed to be bred out of your lineage, and the wounds made by the teeth and claws of your kind thankfully no longer pass on the moon curse. However, the curse has not left your kind untouched. Each tribe’s features are now distinctly feral and non-human, with fangs, fur, and claws being the most common signs.

While your kind (who call themselves the Moon Kin) do not carry the infectious curse that afflicted the first of your kind, the ignorance of civilized men often leads them to treat your kind no differently than they would your savage ancestors (which is to say brutally killed with silvered weapons). As such, those who would risk travelling to man’s world are more often seen as foolish than brave.

You are one such foolishly brave individual. Using your skills as a scout, tracker, and archer, you managed to find work on the fringes of the civilized world, guarding caravans against bandits and other predators.

As your tribesmen had warned, you were treated with, at best, begrudging tolerance and, at worse, outright hostility (once, not so long ago, you fled a caravan in the dead of night, for fear of being murdered by superstitious merchants). These harsh experiences may explain why, when you met a man who seemed as equally unwelcome as yourself, a child of both Man and Dwarf named Kechak, you became fast friends in your shared isolation.

In the time since you two met, you have taken on other companions (all of whom seem rejected by the civilized world to one degree or another). Now, under the leadership of a dark-skinned wizard named Zerak, you have traveled to a Keep on edge of the Chaos Scar, where you hope to find purpose, adventure, and riches.

Initiative +9 Speed 6
Strength 13 +1 AC 17
Dexterity 18 +4 Fortitude 14
Constitution 14 +2 Reflexes 16
Intelligence 8 -1 Will 14
Wisdom 16 +3 Hit Points 30
Charisma 10 +0 Heal Srgs 8
Hit Points 31 (Bloodied 15)

Surge Value: 7

Longbow Attack:

Damage:

+9 vs. AC

1d10+4

Skills: Total Bonus
Acrobatics (Dex)* +14
Short Sword Attack:

Damage:

+9 vs. AC

1d6+4

Arcana (Int) +0
Athletics (Str)* +7
Languages: Common, Elven

You have low-light vision.

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Bow Expertise: +1 to hit with Bows and you gain +1 to damage with Bows against a single creature not adjacent to any other creature.

Light Blade Expertise: +1 to hit with Light Blades and you deal +1 damage with Light Blades when you have Combat Advantage on the Attack.

Improved Initiative: +4 to initiative (already included)

Grounding Shot: Ignore the penalty to hit prone targets at range and do +2 damage to prone targets.

Dungeoneering (Wis) +4
Endurance (Con)* +8
Heal (Wis) +4
History (Int) +0
Insight (Wis) +4
Intimidate (Cha) +1
Nature (Wis)* +9
Perception (Wis) +4
Religion (Int) +0
Stealth (Dex)* +12
Streetwise (Cha) +1
Thievery (Dex) +5
Gear:

Short sword, Longbow, Leather Armor, Adventurer’s Kit

*Trained

Includes +2 to Acrobatics and Stealth (Razorclaw) and +2 to Acrobatics (Treerunner)

 

 

 

Special Abilities:

Pet Hawk: You have a pet hawk with 1 Hit Point, Initiative +5, AC 15, Fort 10, Ref 13, Will 11, Darkvision, Perception +6, and a Fly Speed of 7.  While it is within 10 squares of you, you gain +4 bonus to Perception checks made to spot creatures.

Aimed Shot:  Use a Standard Action to make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack.

Clever Shot: Use a Standard Action to make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends)

Rapid Shot: Use a Standard Action to make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls.

Aspect of the Pouncing Lynx (Stance): Use a Minor Action to assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving.

Aspect of the Pack Wolf (Stance): Use a Minor Action to assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it.

Timely Trick: Use a Standard Action to have your pet hawk perform any standard action you wish within 10 squares of you.

Distracting Attack: Use a Minor Action to have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Once you use this ability, you must complete a short rest before using it again.

Disruptive Shot: Use a Standard Action to roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Once you use this ability, you must complete a short rest before using it again.

Razorclaw Shifting: Use a Minor Action while you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Once you use this ability, you must complete a short rest before using it again.

Floating Lantern: This lantern casts light in a 10 square radius and never needs refilling. When you let go of the lantern, it hangs in the air and you can use a Move Action to have the lantern move up to 10 squares.  You can also set the brightness of the lantern (bright, dim, or off) as a Minor Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
       
MINOR
Aspect of the Pouncing Lynx (Stance) Personal Assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving. Use this when you enter an encounter.
Aspect of the Pack Wolf (Stance) Personal Assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it. Use this when you are targeting an enemy surrounded by your allies.
Distracting Attack 5 squares Have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Use this when you want a bonus to hit a  target 5 squares away.
Razorclaw Shifting Personal Use this when you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Use this when you become bloodied in an encounter.
STANDARD ACTIONS
Aimed Shot Ranged Weapon Make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack. Use this to hit a target under cover or in concealment.
Clever Shot Ranged Weapon Make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends) Use this when the other two shots are not best.
Rapid Shot Ranged Weapon Make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls. Use this when a bunch of enemies are clustered together.
Timely Trick 10 squares Have your pet hawk perform any standard action you wish within 10 squares of you. Use this to have your pet hawk do a little trick.
Disruptive Shot Ranged Weapon Roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Use this every encounter to hinder a target.
MOVE ACTIONS
       
Other Abilities
   

 

D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Kechak Ill-Born  Level: 2

Race: Mule (Half Dwarf)       Class: Fighter (Knight)     Theme: Seer      Background: Ill-Omened Parentage

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The backstory sent to the player was as follows:

You knew neither your mother nor father, but what you have been told is that your father was a clanless dwarven mercenary and your mother was a “camp follower.”

The day you were born, a comet blazed brightly in the blue sky, which the superstitious mercenaries took as a bad omen.

That omen proved true, for by the time the sun set on the day you were born, both your mother and father would be dead (the former in childbirth and the latter on the battlefield).

Recognizing that you had nowhere else to be sent (your mother had no known kin and your father had been cast out of his clan), you were raised by your father’s mercenary company. Had the more-superstitious members of the company been the ones to say, you likely would have been left out for the wolves (a cursed child is no suitable mascot for a mercenary band). Fortunately, the captain of the company decided that the circumstances surrounding your birth spoke more of the fate of your parents, rather than your own. As such, you were raised by the mercenaries and, when you were old enough, you joined them.

Early on, you demonstrated uncanny oracular abilities (the mercenaries say that, as an infant, if you cried when a man held you, it meant he would die in the next battle) and as you grew to adulthood, you formally developed these skills, alongside your martial training (the captain hired a soothsayer to teach you how to read the runes and see the future and/or distant places).

Unfortunately, while you grew into a strong and able warrior, you realized that there would never be a place for you in the mercenary company (it rarely does men good to know when their time is most likely to come…it either makes them reckless or fatalistic, neither of which is good quality for a soldier).

And so, you left the company and struck out on your own.

While working as a caravan guard (which was good, stead work, if a bit boring), you met several other outcasts and, after many nights of talk, you decided to try to make your fortunes together, and set out for a Keep far to the north that seemed brimming with opportunities (or, at least, that is what Zerak, your company’s wizard, tells you).

Most of your father’s possessions were sold to pay the cost of your rearing (they are mercenaries, after all), but, out of sentiment, they kept your father’s flail and his battle standard, so that you would have some form of inheritance.

The rest of your gear was either purchased with your earnings as a mercenary/caravan guard, or scavenged from those who fell to your flail.

Initiative +0 Speed 5
Strength 18 +4 AC 21
Dexterity 8 -1 Fortitude 17
Constitution 16 +3 Reflexes 13
Intelligence 14 +2 Will 12
Wisdom 13 +1 Hit Points 37
Charisma 10 +0 Heal Srgs 13
Hit Points 37 (Bloodied 18)

Surge Value: 9

Flail Attack:

Damage:

+9 vs. AC

1d10+6

Skills: Total Bonus
Acrobatics (Dex) -2
Javelin Attack:

Damage:

+8 (10/20 Range)v AC

1d6+4

Arcana (Int) +5
Athletics (Str)* +7
Languages: Common, Dwarven

 

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Crushing Flail (+2 damage with Flails),

Flail Expertise (+1 to hit with Flails and when you hit with a flail and the target is pushed or slides, you can knock the target prone instead),

Flail Strike (when you use power strike, you do not do extra damage, but you knock the target prone and, when it tries to stand, you get an attack of opportunity on it)

Dungeoneering (Wis) +2
Endurance (Con)* +9
Heal (Wis)* +7
History (Int) +3
Insight (Wis) +2
Intimidate (Cha) +1
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +3
Stealth (Dex) -2
Streetwise (Cha) +3
Thievery (Dex) -2
Gear:

Flail, Heavy Shield, Plate Armor, 6 Javelins, Adventurer’s Kit, 6 Torches, Riding Horse, Battle Standard of Might

*Trained

Includes +2 to Arcana (Background), +2 to Endurance and Streetwise (Mule), and -2 Armor Check Penalty

 

 

 

Special Abilities:

Defending Aura (Aura): Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura.

Battle Guardian (Opportunity): Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss.

Cleaving Assault (Stance): Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (3).

Hammer Hands (Stance): Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Cast Fortune: Use a Standard Action to roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. Once you use this ability, you must take a short rest before using it again and you may only use it on any given ally once per day.

 Incredible Toughness: When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Once you use this ability, you must take a short rest before using it again.

 Power Strike: Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Once you use this ability, you must take a short rest before using it again.

Clairvoyance: Use a Standard Action.  You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Once you use this ability, you must take a long rest before using it again.

Oracular Insight: Once per day, you may cast the Read Omens ritual. When you use this ritual, you can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.

Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.

Successful Check: The DM tells you that the intended action should bring one of these results.

·         Weal—a good result, such as when the reward outweighs the risk.

·         Woe—a bad result, such as when the risk outweighs the reward.

·         Weal and Woe—both good and bad, such as when the reward is equal to the risk.

·         Nothing—neither a good nor a bad result.

·         Failed Check: As per “nothing” above. You can’t tell if this “nothing” is due to a successful check or a failed check.

 Battle Standard of Might: Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
Incredible Toughness Personal When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Use this every encounter, when you are subject to one of those effects.
Power Strike Free Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Use this every encounter to do some extra damage or use Flail Strike to knock it prone and then hit it again as it gets up.
Battle Guardian Melee Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss. Use this when an enemy triggers an attack of opportunity.
MINOR
Defender Aura Minor Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura. Use this at the start of the fight and keep it up to keep enemies on you.
Cleaving Assault Minor Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (4). Use this when you want to deal with minions or just spread some damage around.
Hammer Hands Minor Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy. Use this when facing one opponent you need to reposition or knock down (using your Flail Expertise)
STANDARD ACTIONS
Clairvoyance Personal You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Use this to see where you cannot.
Cast Fortune 1 Target Ally Roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. You may only use it on any given ally once per day. Use this to lend predictability to either your actions or those of an ally.
Battle Standard of Might Your square or an adjacent square Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action. Use this when your allies are all close and need a damage boost.  Use this once per day.
MOVE ACTIONS
       
Other Abilities
 

 

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Casting Call – GURPS Eberron

Howdy All and Happy Friday!

This week, I will be running my usual gaming group through a one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

The following are the characters that will be featured in the session and you are welcome to view the fun live on the Dungeon Musings YouTube channel starting at 7:00 Mountain Time!

Elric
Elric
Human Fallen Paladin – Sons of Cyre

ST 12 HP 12 Basic Lift 29 Ground Move 4
DX 12 Will 12 Damage 1d-1/1d+2 Water Move 0
IQ 12 Per 12 Basic Speed 5.75
HT 11 FP 11 Basic Move 5

Offense:
Broadsword: Attack 15, Parry 12, Reach 1, Damage: Swing 1d6+3 cut, Thrust 1d6 imp
Eldritch Blast: Attack 14, Acc 4, Range 10/100, Damage: 2d6 burn, Costs 1 FP
Composite Bow: Attack 12, Acc 3, Range 240/300, Damage 1d6+2 imp, RoF 1 (2 Ready Maneuvers to reload), Bulk: 3 (-3 to hit with Move and Attack maneuvers)
Medium Iron Shield: Attack 14, Block 12, Damage 1d6-1 cr

Defense:

Hit Points Fatigue Points
12 11

Mail Shirt (DR: 4/2 – Flexible, Torso), Heavy Leather Sleeves and Legs (DR: 2 – Arms & Legs)
Dodge 9, Parry 12, Block 12, Shield DR: 10, HP: 80

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native); Giant (Accented).

Gear:
Broadsword, Large Knife, Composite Bow, 20 arrows, Medium Iron Shield, Mail Shirt, Heavy Leather Sleeves and Leggings, Boots, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Powerstone 5

Advantages
Eldritch Blast: Innate Attack 2 (burn), Fit (get +1 to all HT rolls and recover FP at twice the normal rate), Magery 2 (Limited to Body Control and Healing Colleges), Signature Gear 3 (Order of Cyre gear).

Disadvantages
Code of Honor (Chivalry), Destiny (Major), Discipline of Faith (Ritualism), Enemy (Possessing Daelkyr, 6 or less), Lifebane (supernatural aura of death/corruption), Overconfidence (12 or less), Sense of Duty (Innocents)(Every Living Being).

Skills
Armoury (Melee Weapons) 11, Bow 12, Broadsword 15, Diplomacy 11, Eldritch Blast 14, First Aid 13, Intimidation 13, Occultism 14, Riding 11, Shield 14, Soldier 11, Spear 12, Streetwise 13, Two-Handed Sword 12

Spell Name Skill Energy Time to Cast Duration Effect
Clumsiness 14

(-1 per yard)

Max 5 points. Half that to maintain. 1 sec 1 minute Subject suffers -1 to his DX and DX-based skills for every point of energy put into spell.

Resisted by HT

Cure Disease 13

(-1 per yard)

4 to cast 10 minutes. One try. Illness is gone Eliminates one type of disease or infection from the body of the subject.
Itch 12

(-1 per yard)

2 to cast. Cannot be maintained 1 sec Until target takes a turn to scratch. Subject takes -2 DX until he takes one full second to scratch.

Resisted by HT

Lend Energy 12

(-1 per yard)

Any amount. 1 sec Permanent Restore target’s FP on a one for one basis.
Lend Vitality 12

(-1 per yard)

Any amount. 1 sec 1 hour Target gains 1 HP for each point of energy.
Major Healing 13

(-1 per yard)

1 to 4 to cast 1 sec Permanent Restores up to 8 HP to the subject. Target gains 2 HP for each energy spent.
Minor Healing 14

(-1 per yard)

1 to 3 to cast 1 sec Permanent Restores up to 3 HP to the subject. Target gains 1 HP for each energy spent.
Relieve Sickness 13

(-1 per yard)

2 to cast. Cannot be maintained. 10 seconds 10 minutes Temporarily relieves a subject of any sickness symptoms he may have.
Spasm 12

(-1 per yard)

2 to cast. Cannot be maintained. 1 sec Instant Directed against involuntary muscles. Directed against a hand it causes subject to drop what he’s holding.

Resisted by HT

Tanglefoot 14

(-1 per yard)

2 to cast

Min. 1d = 1 to cast

Max. 6d = 11 to cast

1 sec Instant Target trips and falls down.

Resisted by DX

Porthos
Porthos
Minotaur Gatekeeper Warden – Sons of Cyre

ST 16 HP 16 Basic Lift 51 Ground Move 6
DX 12 Will 10 Damage 1d+1/2d+2 Water Move 1
IQ 10 Per 11 Basic Speed 6.25
HT 13 FP 13 Basic Move 6

Offense:
Two-Handed Flail: Attack 15, Parry 11 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+6 cr (target takes -4 to parry, -2 to block and fencing weapons cannot parry)
Thrown Spear: Attack 13, Acc 2, Range 16/24, Damage: 1d6+4 imp
Horns: Attack 13, Parry 10, Reach 1, Damage: 1d6+2 imp

Hit Points Fatigue Points

16

13

Defense:
Tough Skin DR: 2, Steel Breastplate (DR: 5, Front Torso), Mail Sleeves (DR: 4/2 – Arms, Flexible)
Dodge 10, Parry 11

Social Background
Cultural Familiarities: Eldeen Reaches (Native).
Languages: Giant (Native); Common (Accented).

Gear:
Flail, Spear, Steel Breastplate, Mail Sleeves, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Amulet of Furious Might (Gain +1 ST for each 2 FP spent, to a max of +5 ST, also gains Bloodlust, 12 or less for duration, lasts one minute)

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Horns, Thick Hide: DR 2, Outdoorsman 2.

Disadvantages
Code of Honor (Gatekeeper Druids), Destiny (Minor), Discipline of Faith (Ritualism), Enemy (Cults of Khyber)(6 or less), Sense of Duty (Protect the World from Khyber)(Every living being), Social Stigma: Monster.

Skills & Techniques
Brawling 13, Camouflage 13, Fast-Draw: Two-Handed Flail 12, Navigation: Land 11, Occultism 9, Spear 11, Stealth 13, Survival: Mountain 13, Survival: Plains 12, Thrown Spear 13, Tracking 13, Two-Handed Flail 15, Weather Sense 9; Sweep 15.

Rurik
Rurik
Dragonmarked Half-Elf Warlord – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 3
DX 13 Will 11 Damage 1d/2d Water Move 0
IQ 11 Per 11 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Broadsword: Attack 15, Parry 13, Reach 1, Damage: Swing 2d6+1 cut, Thrust 1d6+2
Medium Iron Shield: Attack 14, Block 13, Damage: 1d6 cr
Regular Bow: Attack 12, Acc 2, Range 210/280, 1d6+1 imp, Shots 1 (2 to reload)
Fog Cloud: Attack 13, Acc 3, Range -/100, Obscure 6 (-6 penalty to rolls involving vision), Area 1, Duration 10 seconds, Cost 1 FP

Defense:
Scale Armor (DR: 4 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands)
Dodge 10, Parry 13, Block 13, Shield DR: 10, HP: 80

Social Background

Hit Points Fatigue Points

14

11

Cultural Familiarities: Cyre (Native).
Languages: Elven (Native); Common (Native).

Gear:
Broadsword, Medium Iron Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Born War-Leader 1 (bonus to certain skills), Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Dragonmark: Lyrandar (Fog Cloud: Ranged Obscure 6 – Costs 1 FP), Night Vision 3 (reduce darkness penalties by 3), Signature Gear 2 (Veteran’s Gear), Social Regard: Respected (Dragonmarked) 2.

Disadvantages
Code of Honor (Chivalry), Easy to Read (adversaries get +4 to Detect Lies, Gambling, Fast-Falk or Body Language rolls), Enemy (House Lyrandar Agent, 9 or less), Honesty (12 or less), Selfless (12 or less), Sense of Duty (Survivors of the Mourning), Truthfulness (12 or less).

Skills
Airshipman 11, Bow 12, Brawling 14, Broadsword 15, Carousing 11, Diplomacy 11, Fast-Draw (Sword) 15, Fog Cloud 13, Hiking 11, Knife 11, Leadership 11, Riding (Equines) 12, Savoir-Faire (Dragonmarked Houses) 11, Savoir-Faire (Military) 12, Shield 14, Soldier 10, Strategy (Land) 10, Streetwise 10, Tactics 11.

Ruggin
Ruggin
Dwarven Mercenary Warrior – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 4
DX 13 Will 10 Damage 1d/2d Water Move 0
IQ 10 Per 10 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Maul: Attack 17, Parry 12 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+8 cr
Mace: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage: Swing 2d6+5 cr

Hit Points Fatigue Points

14

11

Throwing Axe: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage 2d6+2 cut
Throw Throwing Axe: Attack 9, Acc 2, Range 14/21, 2d6+2 cut, Bulk -3

Defense:
Steel Corselet (DR: 6 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Heavy Gauntlets (DR: 5 – Hands)
Dodge 9, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Dwarven (Native); Common (Native), Goblin (Accented).

Gear:
Maul, Mace, Throwing Axe, Steel Corselet, Scale Legs and Sleeves, Heavy Gauntlets, Legionary Helmet Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Fit (+1 to HT rolls and recover FP at twice the normal rate), High Pain Threshold (never suffers shock penalties when injured and +3 on all HT rolls to avoid knockdown and stunning, +3 to resist torture), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Master: Hammers (bonus damage and other benefits with Hammers), Weapon Bond: Maul (+1 to effective skill with Maul)

Disadvantages
Addiction (Alcohol), Bad Temper (12 or less), Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Overconfidence (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Area Knowledge (Five Nations), Armoury (Melee Weapons) 10, Axe/Mace 14, Brawling 14, Crossbow 13, Fast-Draw (Two-Handed Axe/Mace) 15, Gambling 9, Hiking 11, History (Military) 10, Riding (Equines) 12, Running 10, Shield 14, Soldier 10, Streetwise 10, Tactics 9, Two-Handed Axe/Mace 16, Wrestling 12.

Kettle
Kettle
Warforged Ranger – Sons of Cyre

ST 11 HP 11 Basic Lift 24 Ground Move 6
DX 13 Will 10 Damage 1d-1/1d+1 Water Move 1
IQ 11 Per 12 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Thrusting Broadsword: Attack 12, Parry 9, Reach 1, Damage: Swing 1d6+2 cut, Thrust 1d6+1 imp
Large Knife: Attack 13, Parry 8, Reach C, 1, Damage: Swing 1d6-1 cut; Reach C, 1d6-1 imp

Hit Points Fatigue Points

11

11

Composite Bow: Attack 15 (18 with Heroic Archer), Acc 3, Range 220/275, 1d6+2 imp, Bulk -7, Shot 1 (2 rounds to reload)

Defense:
Warforged Body DR: 2
Dodge 9, Parry 9

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native).

Gear:
Composite Bow, 20 Arrows, Thrusting Broadsword, Large Knife, Leather Armor, Leather Helmet, Leather Pants, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll 

Advantages
Acute Vision 1 (+1 to vision Perception checks), Heroic Archer (add Accuracy bonus to skill roll with Bows on Attack, Committed Attack and All-Out Attack maneuvers; when you Move and Attack ignore the Bow’s Bulk penalty; make two Bow checks at -3 to ready and shoot a bow in one second), Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), Outdoorsman 1 (bonus to certain skills), Signature Gear 2 (Veteran’s Gear), Warforged Body (DR 2, Punch 1d6-1, Kick 1d6, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Loner (12 or less), Low Empathy (-3 to all skills involving understanding of emotions), No Sense of Smell/Taste, Sense of Duty (Survivors of the Mourning), Social Stigma 2 (Warforged).

Skills
Area Knowledge (Five Nations) 11, Bow 15, Broadsword 12, Camouflage 13, Climbing 12, Hiking 11, Knife 13, Mimicry (Animal Sounds) 10, Naturalist 12, Navigation (Land) 13, Stealth 14, Survival (Woodlands) 13, Swimming 11, Tracking 13.

Norn
Norn
Elven Rogue – Sons of Cyre

ST 10 HP 10 Basic Lift 20 Ground Move 6
DX 14 Will 12 Damage 1d-2/1d Water Move 1
IQ 12 Per 13 Basic Speed 6
HT 10 FP 10 Basic Move 6

Offense:
Shortsword: Attack 17, Parry 12, Reach 1, Damage: Swing 1d6 cut, Thrust 1d6-2 imp
Large Knife: Attack 14, Parry 10, Reach C, 1, Damage: Swing 1d6-2 cut; Reach C, 1d6-2 imp
Thrown Large Knife: Attack 15, Acc 0, Range 8/15, 1d6-2 imp, Bulk -2
Pistol Crossbow: Attack 16, Acc 1, Range 150/200, 1d6 imp, Shots 1 (4 rounds to reload), Bulk -4
Heavy Cloak: Use to Feint or as Unarmed Grapple with Range C, 1.

Hit Points Fatigue Points

10

10

Defense:
Dodge 12, Parry 14

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Elven (Native).

Gear:
Shortsword, 6 Large Knives, Pistol Crossbow, 10 arrows, Heavy Cloak, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Contact Group (Thieves Guild; Effective Skill 15, 12 or less, Somewhat Reliable), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Bond: Shortsword (+1 to effective skill with Shortsword).

Disadvantages
Callous, Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Green (12 or less), Loner (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Camouflage 12, Climbing 13, Cloak 16, Crossbow 16, Fast-Draw (Knife) 15, Fast-Draw (Sword) 15, Fast-Talk 11, Holdout 11, Knife 14, Lockpicking 13, Observation 12, Poisons 12, Shadowing 12, Shortsword 17, Stealth 15, Streetwise 12, Thrown Weapon (Knife) 15, Traps 12

Techniques
Feint (Shortsword) 17, Targeted Attack (Shortsword, Thrust, Vitals) 14.

Saremar
Saremar
Human Wizard – Sons of Cyre

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 14 Damage 1d-2/1d+1 Water Move 1
IQ 14 Per 14 Basic Speed 5.75
HT 11 FP 12 Basic Move 5

Offense:
Quarterstaff: Attack 12, Parry 11, Reach 1,2, Damage: Swing 1d6+1 cr, Thrust 1d6 cr
Explosive Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 2 FP and explodes.
Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 1 FP.
Lightning: Attack 15, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Draconic (Native), Elven (Accented).

Gear:
Quarterstaff, Powerstone 10, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Hit Points Fatigue Points

9

12

Advantages
Magery 3, Signature Gear 4 (Veteran’s Gear).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Enemy (Order of the Emerald Claw, 9 or less), Sense of Duty (Survivors of the Mourning), Stubbornness, Workaholic.

Skills
Alchemy 13, Area Knowledge (Five Nations) 14, Diplomacy 12, History (Five Nations) 13, Innate Attack 14, Navigation 14, Occultism 14, Research 13, Savoir-Faire (High Society) 14, Savoir-Faire (Magical) 15, Speed-Reading 13, Staff 12, Survival (Mountain ) 13, Survival (Plains) 13, Thaumatology 14, Writing 13

Spell Name Skill Energy Time to Cast Duration Effect
Analyze Magic 15

(-1 per yard)

8 1 hour Instant Identifies spells on the subject.
Apportation 15

(-1 per yard)

Weight/Energy Cost

Less than 1 pound/ 0

Up to 10 pounds/1

Up to 50 pounds/2

Up to 200 pounds/3

Maintain cost same.

1 sec 1 minute Move object at range.

Resisted by Will

Counterspell 15

(-1 per yard)

Half cost of the spell countered, minus 1. 5 seconds Instant Nullify any one ongoing spell.

Resisted by subject spell.

Create Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Breeze, bubbles last 5 seconds. Air created is permanent. Creates air where none existed before.
Create Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Fills the area of effect with fire.
Deflect Energy 15

(-1 per yard)

1 to cast Blocking Instant Deflects one energy attack about to hit the target.
Deflect Missile 15

(-1 per yard)

1 to cast Blocking Instant Deflects one missile about to hit the target.
Destroy Air 16

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec Air stays gone Destroy all air within area. Thunderclap of air rushing in does 1d6-2 damage to anyone in area who fails a HT roll.
Detect Magic 15

(-1 per yard)

1 to cast 5 seconds Instant Determines if an object is magical. Second casting tells if it magic is temporary or permanent.
Dispel Magic 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec for each energy point spent Dispelled magic is permanently gone Negates other spells within the area if successful. Each spell resists separately.
Explosive Fireball 15 Any amount up to twice his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 17 to cast

1-3 seconds Missile Target takes 1d6 burning per full two points of energy put in.

Targets further away divide damage by 3 times their distance in yards.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Extinguish Fire 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec Once out, a fire stays out. Puts out all ordinary and magical fires in area.
Fire Cloud 15

(-1 per yard)

1 to 5, minus 1. Cloud does 1 point of damage for each point of energy put into base cost.

Same cost to maintain.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 to 5 seconds, depending on base cost. 10 seconds Targets in Area take 1 point of damage for each point of energy put into base cost.
Fireball 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6 burning per point of energy put in.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Haste 15

(-1 per yard)

2 to cast per point added to the subject’s Move and Dodge, minus 1.

Half to maintain.

2 seconds 1 minute Increases the subject’s Move and Dodge scores by up to 3.
Identify Spell 15

(-1 per yard)

1 to cast 1 sec Identifies what spell or spells have just been cast within last five seconds.
Ignite Fire 15

(-1 per yard)

0 to cast – light a candle.

1 to cast – as though torch held to subject

2 to cast – as though blowtorch had been held to subject.

3 to cast – as though burning magnesium held to subject.

1 sec 1 sec
Lend Energy 15

(-1 per yard)

Any amount, energy spent by caster goes to target as restored FP. 1 sec Restores the subject’s lost Fatigue Points.
Light 15

(-1 per yard)

0 to cast

0 to maintain

1 sec 1 minute Produces a small light like a candle.

Can be moved at Move 5.

Lightning 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6-1 burning per point of energy put in; metal armor is DR 1 vs. this attack; target must make HT roll at -1 per 2 HP suffered or be stunned.

1/2D 50, Max 100, Acc 3

Purify Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Permanent Removes all impurities from the air in the area.
Rain of Fire 15

(-1 per yard)

1 to cast (minimum 2), minus 1.

Same cost to maintain.

For double base cost, double damage.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 minute 1 minute Fire rains from sky doing 1d6-1 fire damage each second to all within. Armor protects normally and shields with DB 2 or higher can be held overhead to block flames (this requires two hands and a Ready action)
Recover Energy 15

(-1 per yard)

Recover 1 FP every 5 minutes.
Shape Air 15

(-1 per yard)

1 to 10. 0 produces a gentle breeze, 3 a wind, 5 a heavy wind, 7 or more a violent blast.

Same to maintain.

1 sec 1 minute Create movement of air in small area that blows for yards equal to 5 times base cost, and does 1d6 of knockback for every 2 points in base cost.
Shape Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Shape flame or move it at Move 5
Shield 15

(-1 per yard)

Twice DB given to the subject, to a max DB of 5, minute 1. Half that to maintain. 1 sec 1 minute Grants target Defense Bonus to subject from frontal attacks.
Smoke 15

(-1 per yard)

0 to cast (1 yard radius)

Half to maintain.

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec 5 minutes, except in windy areas Create area of dense smoke. One yard thickness blocks vision. Anyone in area who fails HT roll can’t do anything other than cough and weep)
Walk on Air 15

(-1 per yard)

2 to cast, 1 to maintain. 1 sec 1 minute Target can walk on air, smoke or other gases for duration of spell.
Wall of Wind 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

Wall initial appears in 1 yard radius area and moves out one yard per second of concentration. 1 minute Creates wall one yard think, four yards high (or increased by putting in more energy). Missiles suffer -10 to hit for every yard of wall it passes through; being in wall are at -3 DX and suffer 2d6 knockback in random direction. Anyone standing in wall must also make HT check or be blinded for 1 second per point of energy in spell and suffer -3 penalty to all combat skills for 1d6 seconds after blindness passes.
Casting Call – GURPS Eberron

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

NEW MARTIAL TRADITIONS
The following is a new Magus Martial Tradition for use with the rules for the 5th Edition Dungeons & Dragons Magus class found here. This also makes extensive use of the firearms rules found here.

Special thanks to my fellow blogger, Doctor Necrotic, for suggesting this Martial Tradition!

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

DUNGEON MUSER’S NOTES
Since firearms are beginning to play a larger role in my 5th Edition Dungeons & Dragons game, I felt it would be best to take the good Doctor’s suggestion and introduce a gun-wielding variant for the Magus.

I tried to avoid duplicating the abilities of the Spellslinger Gunslinger archetype so as to give this subclass its own thematic space. In the end, I think I struck the right balance where the Gun Magus is a better spellcaster, but the Spellslinger is a better gunfighter, but I will be happy to hear your thoughts, dear readers.

RESOURCEFUL RESKINNING
As with the Magus class itself, with a few changes, this martial tradition could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
Yet another gunslinging option is ready to join your 5th Edition Dungeons & Dragons campaign!

Until next time, I remain;

THE DUNGEON MUSER

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
space_mage_by_axl99-d6ru3ej

Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EXISTING HIGH TECHNOLOGY ITEMS

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Casting Call – Survivor – Out of Time 14th Level Android Oracle

Casting Call – Foster Nikodemus – High Tech 14th Level Magus

In the coming weeks, I will be running a few short adventures for a friend in a reworked version of Monte Cook’s classic Dark Space setting, using the following PC.

These adventures are intended to test the draft rules I have worked up for the Magus and my conversions of Pathfinder’s high technology items.  I will be posting the sessions on the Dungeon Musings YouTube channel, but figured that regular readers may enjoy seeing how all these rules come together in one character.

Dark Space Redux
For those who may be curious about the setting of these adventures, the following is the pitch I sent to my buddy.

Here’s what I’m proposing as the “10 Things” breakdown for our take on Dark Space 2.0:

1) Dark Space 2.0 = Macabre Planetary Romance.
This take on the setting is swords & sorcery & sci-fi & horror, in equal parts. The galaxy is still recovering from the apocalyptic impact of the Pirathon Purging and, though civilization has returned to the Twenty Worlds (for the most part), nobody knows what has happened to the billion other inhabited planets and advanced civilizations that populated the rest of the Galaxy, before the Purging.

Rayguns and spaceships are common to the setting, but for a variety of reasons (price, reliability, etc…) a good sword still has a favored place. And, while there are organizations, like the Loremasters, that fund missions to reconnect with the Lost of the Galaxy, some urge caution, noting that the rediscovery of Dresden, the Necroworld, serves as a lesson that some things are better left undiscovered.

2) I keep my Spellbook next to my Engineering Textbook.
Magic has been around for as long as sentient species have been around (and, indeed, it most certainly predates mankind), and it developed alongside the development of science. Rather than being mutually exclusive areas of inquiry, magic and technology can and do interact freely (indeed, it is said that wizards were some of the first scientists).

However, since magic is, essentially, an individual using their skills and training to break the natural laws, and since not everyone can do that, scientists came to be more influential over time, since their discoveries often did more to benefit society, as a whole, than the discoveries of magic.

3) The Pirathon Purging.
Several thousand years ago, an extremist sect of a scientist/priests known as the Pirathon unleased a virulent pair of viruses on an unsuspecting galaxy. The two divinely augmented viruses released came to be known as the Dark and the Death…the first of which was a computer virus driven by a maliciously crafty divine spark and the second was a lethal biological agent that killed across species.

No inhabitant of the Twenty Worlds knows what happened in other parts of the Galaxy, but most inhabitants of the Twenty Worlds (well, 19 of the Worlds…Dresden was pretty much immune to the Death…) were spared extermination by the Death thanks to the divine magic of the priesthood of Immotos (a human god of discovery and exploration). This quick action left the priest of Immotos as a powerfully influential cultural force in the Post-Purging society (helped, in no small part, by the death of some rival gods when their entire body of worshippers were snuffed out by the Death and/or the effects of the Dark…).

Unfortunately, the computers were not so fortunate, and nearly all recorded knowledge was wiped out by the aggressive spread of the Dark. While some of the survivors of the Purging were able to recreate some of that lost knowledge, most complex information that required computers for calculation, such as the navigation charts used by starships, was totally lost.

In the time since, some of that information has been rediscovered by the Lorekeepers and other intrepid archaeologists, in computers that were somehow spared the effect of the Dark (indeed it was the rediscovery of a damaged, but uninfected, computer in a flooded aqua arcology on Geideri that allowed the Twenty Worlds to find each other again), and the rediscovery of this valuable knowledge is one of the key motivations behind the exploration of the “lost” areas of the Twenty Worlds and the ruins found in the Dark Space beyond.

4) Softech
The continuing threat of the Dark meant that rebuilding a society based on traditional computers would be an invitation to future disaster and, sadly, traditional biotech was susceptible to the Death, so it was not a viable alternative.

Fortunately, a somewhat unstable alternative to biotech, which came to be known as Softech, presented an alternative. Softech fused magic and biotechnology to create organisms with near-infinitely malleable, yet stable, DNA that proved remarkably resistant to the Death (the magically shifting DNA proved too slippery for the Death to get hold of), which was easily adapted for a variety of uses.

At the time of the Purging, Softech was a niche industry, used to create bizarre products for sale to the wealthy (floating pets that emitted pleasant odors and sounds, etc..), but it has since proved to be the basis for rebuilding of civilization in the Twenty Worlds.

However, nobody thought to ask whether Softtech was developed by the arcane genesplicer who first introduced it to the Twenty Worlds, or whether he/she had it given to him/her by some other creature…

5) Twenty Known Worlds
These represent the worlds that have been rediscovered, to date. Independent explorers and expeditions founded by the Loremasters try to push the boundaries of the Known Worlds into the Dark Space beyond, but without widely distributed starmaps (which some rival organizations jealously guard) or any way of knowing how the Death and the Dark may have affected the rediscovered worlds, this can be a dangerous matter of trial and error (where “error” most often means death by any one of a variety of nasty means…).

One of the things that has been utterly lost to the Dark is the means by which the Lost Galaxy used to communicate with each other. Loremasters know that there was some form of hyperspace-driven internet-type network that would relay communications from world-to-world, but nobody knows how it actually worked.

Some spacers say that they receive weird messages while travelling in hyperspace, which they attribute to the Ghost of the Hypernet, but most say that’s just superstition.

6) Hardtech is Ancient and Omnipresent
All the trappings of a rough-and-tumble sci-fi setting, like Star Wars or Firefly, are present here, though seen through a Post-Apocalyptic Softech lens.

You may have a handheld scanner, but it was likely crafted thousands of years before your birth and it features a core of Softech wiring that requires frequent nutrient baths.

You may have a “burner pistol” (slang for a plasma pistol), but it’ll be old and unreliable (since it’s cheaper to buy cartridges for an older, existing gun than to buy a brand-new one).

Also, since it wasn’t a big priority for Post-Purging society to figure out how to build hi-tech guns, manufacturers have had to try and figure out how to rebuild them, thousands of years after that knowledge passed from the minds of men, so there are still some kinks to work out in them.

Finally, you could have a ship that can get around the planet, but without either a Softech hyperspace engine (which is too large for a small ship) or a mage or psychic to power a smaller hyperspace device…you are stuck on that planet.

7) A Present based on a Fictional Past.
Post-Purging society in the Twenty Worlds tried to rebuild a civilization as close to the one they lost in the course of the Purging. Unfortunately, given the loss in life, knowledge, and technology in the course of the Purging, this has sometimes ended with results that are more poor imitations of life in the Lost Galaxy, rather than a carbon copy.

For instance, the Twenty Worlds has an Interworld Sentate, based loosely on the Intergalactic Senate of the Lost Galaxy, and an Interworld Defence Force at their disposal, but it is really just a loose alliance, like the United Nations. The IDF does have a standing army, but highly skilled members of the IDF, like your magus, are more often deployed like Old West Texas Marshals (one warrior mage, one riot) than like traditional military units.

While this is hardly ideal, the IDF has become a much sought after source of peacekeeping for much of the Twenty Worlds, so they find their resources stretched thin, a lot of the time.

8) The Pirathon.
One of the great mysteries in the Twenty Worlds is who the Pirathon were and why they unleashed the Dark and the Death. Fragments of information, found in surviving Hardtech computers have suggested that the Pirathon was an anti-technology cult, but it is not clear what  god they may have prayed to (in the D&D sense of clerics/paladins), if they even had divine backing

Whatever the case may be, every living inhabitant of the Twenty Worlds knows the name of the Pirathon and their role in bringing about the end of the civilization of the Lost Galaxy.

9) Lost Worlds.
It is estimated that only 1 in a 10,000 people survived the Purging in the Twenty Worlds, leaving vast swaths of each of the Twenty Worlds completely devoid of sentient beings (or, at least, of people).

In the thousands of years since the Purging, most efforts of the Post-Purging society has been to reconnect with the wider Lost Galaxy and rebuild their interstellar civilization, rather than to recivilize each planet. This has left many parts of the Twenty Worlds untouched and unexplored for thousands of years (some of which have been remade into savagely inhospitable climates, due to weather control satellite systems driven mad by the Dark).

The Loremasters have funded expeditions into those forgotten areas, but the survivors who return report dangerous creatures, degenerate humanoid tribes, and lethal Hardtech devices that remain potent, thousands of years after the Purging.

However, in spite of the danger, the Loremasters remain convinced that the value of the secrets that these lost areas may hold is great enough to justify the risk of plumbing the depths of these techno-ruins.

10) A New Dawn or the End of Days?
Some inhabitants of the Twenty Worlds feel that the rediscovery of the Twenty Worlds, and their alliance in forming the Interworld Senate, represents a new dawn for civilization, and the first step towards reclaiming the half-remembered splendor of the Lost Galaxy. To these folks, the Loremasters and their ilk represent the best hope for civilization.

Others, however, feel that they are the last light shining in a devastated galaxy, and that it is simply a matter of time before the Pirathon’s dark patron notices that a handful of worlds, out of the billions annihilated in the Purging, escaped the wrath of the Dark and the Death…and returns to finish what it started.

To these folks, the Loremasters represent the most significant threat to civilization, and fear that, by blindly stumbling about in the Lost Galaxy, they may bring the final doom of civilization back with them…

Foster Nikodemus is a former member of the Interworld Defence Force who has retired to work as an explorer/archaeologist for the Lorekeeper organization.

If you are curious about Foster’s name, I thought it would give the setting more “regional flavor” to set naming conventions for each world and Geideri Prime has surnames drawn from classical Greece (so last names like Achilles, Nike, Lysander) and British-sounding first names.

So something like Saint-John Thales, Elizabeth Archaeleos, or Jefferson Zoticus would be right at home on Geideri Prime.

 


Foster Nikodemus – Dark Space Redux
fc4fe12e69af949967998265b2db27ec
Male Human Lorekeeper Magus 14
XP 140,000
Neutral Good

Strength 11 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 14 (+2)
Charisma 9 (-1)
Size: Medium
Height: 5′ 10″
Weight: 185 lbs
Skin: Light
Eyes: Grey
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Smart Armor – Compact Form + Dex) or 17 (Smart Armor – Expanded Form + Dex)

Proficiency bonus: +5
Initiative modifier: + 8
Attack (handheld / thrown): + 5
Attack (missile / finesse): + 8
Strength save: +0
Dexterity save: + 3
Constitution save: + 6
Intelligence save: + 9
Wisdom save: + 2
Charisma save: -1
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Martial Weapons, Laser Pistol, Laser Rifle, Sonic Rifle, Stun Gun, Light Armor, Medium Armor, Heavy Armor, Engineer’s Tools, Technologist, Land Mounts, Shuttlecraft

Experienced Engineer: Foster’s time with the Lorekeepers has taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Cold Bringer (Rapier +1) [+9 to hit; 1d8+4 piercing, finesse]
Fire Bolt [+8 to hit; 3d10 fire damage (range 120 feet)
Laser Pistol [+8 to hit; 1d12+3 fire damage, Ammunition (range 50/200), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)
Shocking Grasp [+8 to hit; advantage on roll vs. target in metal armor, 3d8 lightning damage and target can’t take reactions until the start of its next turn]
Sonic Rifle [+8 to hit; 2d10 thunder damage, Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use)
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 2 = +2
Arcana Int 9 = +4 +5
Athletics Str 5 = +0 +5
Deception Cha -1 = -1
History Int 9 = +4 +5
Insight Wis 2 = +2
Intimidation Cha -1 = -1
Investigation Int 4 = +4
Medicine Wis 2 = +2
Nature Int 4 = +4
Perception Wis 7 = +2 +5
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 4 = +4
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 2 = +2

Feats:
Alert:

  • Foster gains a +5 bonus to initiative.
  • Foster can’t be surprised while he is conscious.
  • Other creatures don’t gain advantage on attack rolls against Foster as a result of being hidden from him.

Technomancer:

  • Foster can spend 1 hour to recondition up to three pieces of timeworn technology, after which the item no longer has a chance of glitching until he completes a long rest. He can perform this reconditioning while he completes a short or a long rest.
  • Foster gains the ability to power technological items with his spell power and vice versa, as a bonus action, as set out on the table below. Once he uses this ability he must complete a short rest or a long rest before using it again. For example, as a bonus action he could expend 5 charges from a battery to gain a 3rd level spell slot.
Spell Slot Level Charges
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • Foster’s spells that have charm effects can affect robots, ignoring their immunity to the charmed condition. Further, his conjure spells can now be used to conjure robots.

Weapon Master:

  • Proficient with Laser Pistol, Laser Rifle, Sonic Rifle, and Stun Gun.

Foster typically uses Technologist to summon four Arachnid Robots with a conjure minor elementals spell.

ARACHNID ROBOT
Arachnid Robot

Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

Magus spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

Foster’s Cantrips are Fire Bolt, Light, Mage Hand, Shocking Grasp.
Foster can prepare 11 magus spells daily.
Foster’s Spellbook (his Wizard spells are in bold).

  • First Level spells are Detect Magic, Detect Radiation, Fog Cloud, Silent Image, Technomancy.
  • Second Level spells are Invisibility, Levitate, Scorching Ray, Web.
  • Third Level spells are Fireball, Fly, Haste, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle, Recharge, Water Breathing.
  • Fourth Level spells are Arcane Eye, Conjure Minor Elementals, Fabricate, Polymorph, Remove Radioactivity.

Magus

  • The DC to resist your spells is DC 17 (8 + proficiency bonus + your intelligence modifier).
  • Spellstrike: Whenever Foster casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously casts any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If he rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Spell Combat: Once per round, when he takes the Attack action, Foster can cast any non-cantrip magus spell that he has prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, he can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Foster has 14 points in his Arcane Pool. He regains all Arcane Pool points when he completes a long rest. He can expend points from his Arcane Pool as a bonus action to grant any nonmagical weapon he are holding, or his bonded weapon, a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute. The bonus to hit and damage depends on the amount of Arcane Pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
+3 6
  • Sword Magus: Foster can use his Arcane Pool abilities with magic weapons. When he does so, his Arcane Pool ability supersedes the weapon’s bonuses and abilities for the duration of the Arcane Pool ability.
  • Spell Recall: Foster may transform unspent Arcane Pool points into one spell slot as a bonus action on his turn. The table below shows the costs of creating a spell slot of a given level.
Spell Slot Level Arcane Pool Point Cost
1 1
2 3
3 5
4 6
  • Extra Attack: Foster can attack twice when he takes the Attack action.
  • Elemental Weapon: Foster can infuse his bonded weapon with primal elemental power. Foster can expend 5 points from his Arcane Pool as a bonus action to transform any nonmagical bonded weapon into a magical weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For a duration of Concentration, up to 1 hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits
  • Knowledge Pool: As an action, Foster can transform unexpended Arcane Pool points to cast one spell from the magus spell list as if he had prepared that spell, whether he has that spell prepared or not. The table below shows the costs of casting a spell of a given level.
Spell Level Arcane Pool Point Cost
1 3
2 4
3 6
4 7

For the sake of easy reference, the Magus spell list is reproduced here:

1ST LEVEL Burning Hands, Chromatic Orb, Color Spray, Detect Magic, Earth Tremor, Expeditious Retreat, Feather Fall, Fog Cloud, Grease, Ice Knife, Jump, Longstrider, Magic Missile, Ray of Sickness, Shield, Silent Image, Tenser’s Floating Disk, Thunderwave, Unseen Servant, Witchbolt

2ND LEVEL Aganazzar’s Scorcher, Cloud of Daggers, Darkness, Enhance Ability, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Invisibility, Levitate, Magic Weapon, Mirror Image, Melf’s Acid Arrow, Misty Step, Ray of Enfeeblement, Scorching Ray, Shatter, Snilloc’s Snowball Swarm, Spider Climb, Web

3RD LEVEL Blink, Counterspell, Dispel Magic, Flame Arrows, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Major Image, Melf’s Minute Meteors, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Tidal Wave, Vampiric Touch, Water Breathing, Wind Wall

4TH LEVEL Arcane Eye, Dimension Door, Elemental Bane, Evard’s Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Phantasmal Killer, Polymorph, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire

Magus Arcana:

  • Familiar: Foster knows the find familiar spell and can cast it as a ritual.
  • Mystic Arcanum: Foster can cast the delayed blast fireball spell without expending a spell slot. He must finish a long rest before he does so again.
  • Quickened Magic: When Foster casts a spell that has a casting time of 1 action, he can expend 2 points from his Arcane Pool to change the casting time to 1 bonus action for this casting.
  • Pool Strike: Foster may expend 2 or more points from his Arcane Pool as a bonus action to charge one of his hands with mystic energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target you hit. He may expend further Arcane Pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3
5d10 5
6d10 6

Foster Nikodemus’ Gear
Batteries (10 spares), Chemalyzer, Flash Grenade, Grade 3 Hemochem (2 doses), Green E-Pick, Helmet that incorporates Black Veemods and Periapt of Proof Against Poison, Ion Tape, Jet Pack, Laser Pistol, Medlance, Smart Armor, Sonic Rifle, Zipstick

Cold Bringer: A +1 rapier that was originally crafted for an elite commander of a Dresden armed forces. It grants the wielder resistance to Cold and allows the wielder to understand and read the Dresden language.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration or a similar ability.

EXISTING HIGH TECHNOLOGY ITEMS
Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Flash Grenade
Technological Gear, Rare
Weight: 1 lb.
A grenade is a small, cylindrical device that is designed to be thrown as a ranged finesse weapon at a point up to 60 feet away or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is done as part of the Attack action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20 feet of the grenade. Deals no damage but blinds creatures for 1d4 rounds if they fail a DC 15 Dexterity saving throw.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Green E-Pick
Technological Gear, Rare
Weight 1 lb., Capacity 10, 1 charge per use
An e-pick (short for “electronic lock pick”) is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that a set of thieves’ tools can be used to dismantle mechanical locks and devices. The bonus is determined by the rating of the e-pick. A Green E-Pick grants +4 to all checks. Using the device does not grant proficiency with thieves tools, but allows the user to make rolls against electronic devices without disadvantage. If you are proficient with Engineer’s Tools, you may also add your proficiency bonus to checks when using an e-pick.

Helmet with Black Veemod
Technological Gear, Rare
Weight 2 lbs., Capacity 10, 1 charge/day
A black veemod enhances vision, and by blinking twice rapidly, the wearer can magnify what she’s seeing. Blinking twice again restores normal vision. This grants advantage on Wisdom (Perception) checks.

Ion Tape
Technological Gear, Common
Weight: 1 lb.
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining AC 15 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 20 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight. The uses for ion tape are many—it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Zipstick
Technological Gear, Common
Weight 1 lb., Capacity 10, 1 charge per use
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of lightning damage with a successful melee attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

Casting Call – Foster Nikodemus – High Tech 14th Level Magus

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Tyranny of Dragons 5th Edition Dungeons & Dragons Campaign – July 18, 2015

Beradin Toraktaalomar
Beradin
Male Dwarf Folk-Hero Cleric 7  XP: 24,695
Faction: Order of the Gauntlet Renown: 4
Neutral Good
Representing Dave

Strength 14 (+2)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 4′ 2″
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Black; Thick Beard / Hirsute

Maximum Hit Points: 59 [includes hill dwarf bonus]
Hit Dice: 7d8
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield] (Resist Poison)

Proficiency bonus: +3
Initiative modifier: -1 = -1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency] -1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: -1 = 2 [strength]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 3 [proficiency] + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

Languages: Common Dwarvish
Proficiencies: Brewer’s Tools, Healer’s Kit, Herbalism Kit, Land Vehicles, Simple Weapons, Light Armor, Medium Armor, Heavy Armor

Sacred Flame [DC 15 Dex save or 2d8 radiant damage, (range 60ft)]
Unarmed strike [+5 to hit; 3 bludgeoning]
Crossbow, light [+2 to hit; 1d8-1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Warhammer [+5 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.] Steel Shield [+2 AC; 6 lb.]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex -1 = -1
Animal Handling Wis 4 = +4
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 1 = +1
History Int 0 = +0
Insight Wis 4 = +4
Intimidation Cha 1 = +1
Investigation Int 0 = +0
Medicine Wis 7 = +4 + 3
Nature Int 0 = +0
Perception Wis 4 = +4
Performance Cha 1 = +1
Persuasion Cha 4 = +1 + 3
Religion Int 3 = +0 + 3
Sleight of Hand Dex -1 = -1
Stealth Dex -1 = -1
Survival Wis 7 = +4 + 3

Cleric spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

At cleric level 7, you know 4 cleric cantrips. Beradin knows the Guidance, Mending, Sacred Flame, and Thaumaturgy cantrips.

Beradin’s level and wisdom allow him to prepare 11 Cleric spells daily, in addition to his domain spells.

Gold Dwarf

  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Cleric

  • Ritual caster.
  • The DC to resist your spells is 15 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Channel Divinity (2 uses between short rests)
  • Channel Divinity — Turn Undead (1 action, each undead within 30ft makes Wis save DC 14. If failed, creature is turned and must move away and cannot take reactions, taking only the dash action.)

Life Cleric (domain)

  • When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
  • Level 2: Channel Divinity — Preserve Life. Distribute 25 (5 x your level) hit points to creatures within 25 feet who are at half hit points or below.
  • Level 5: Destroy Undead — if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
  • When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

First Ability Score Improvement: +2 wisdom

Beradin Toraktaalomar’s Equipment:

Money: 420 gold pieces.

Wyrm’s Breath Bitter: This pungent and bitter beer forces the imbiber to make a DC 13 Constitution saving throw or be poisoned for 1 minute (Dwarf characters have advantage on this saving throw, thanks to their Dwarven Resilience trait). For 1 minute after consuming this ale, the imbiber can use a bonus action to unleash a thunderous and noxious belch, which causes all creatures in a 10ft cone to make a DC 13 Constitution saving throw or be poisoned and deafened. Those targets affected by the belch can make a new saving throw at the end of their turn to end the poisoned and deafened conditions. After three belches, the poisoned effect on the imbiber immediately ends and he can no longer belch (at least not to cause poisoning and deafness).

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

Gear: Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit (proficient) Holy symbol (silver) Spell component pouch

Beradin Toraktaalomar’s Personality Traits: If someone is in trouble, I’m always ready to lend a hand.
Beradin Toraktaalomar’s Ideal: Sincerity: There’s no good in pretending to be something I’m not.
Beradin Toraktaalomar’s Bond: I protect those who can’t protect themselves.
Beradin Toraktaalomar’s Flaw: I put too much trust in my church’s hierarchy.

Order of the Gauntlet Contacts:

Onthar Frume: Human Paladin of Helm and Grandmaster of the Order, based out of Elturel, but roams the Sword Coast region – Contact Bond Level 2

Sir Bennett: Human Knight Captain of the Order, runs the fledgling Chapter House in Baldur’s Gate – Contact Bond Level 1

ANIMATED ARMOR – Order of the Gauntlet Follower
1365801541356
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33
Speed 25 ft.
STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 6
Languages:
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by a dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
ACTIONS
Multiattack.
The armor makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Carric Moonwhisper
104s2t4
Male Moon Elf Soldier Magus 6 XP: 13,500
Faction: Misty Kingdom  Renown: 3
Neutral Good
Representing Jadon Thiessen

Strength 8 (-1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:
Hair: Black Straight

Maximum Hit Points: 39
Hit Dice: 6d8
Speed: 30 feet
Armor Class: 16

Proficiency bonus: +3
Initiative modifier: +0 = + 0 [dexterity]
Attack (handheld / thrown): +2 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): +7 = + 3 [proficiency] +1 [dexterity]
Strength save: -1 = -1 [strength]
Dexterity save: +4
Constitution save: +4 = + 3 [proficiency] + 1 [constitution]
Intelligence save: +6 = + 3 [proficiency] + 3 [intelligence]
Wisdom save: +1 = + 1 [wisdom]
Charisma save: +0 = + 0 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Languages: Common, Elvish, Giant
Proficiency: Land Mounts, Light Armor, Medium Armor, Simple Weapons, Martial Weapons
Acid Splash [2d6 acid damage (range 60), one creature or two within 5ft of each other, DC 14 Dex save for no damage]
Ray of Frost [+6 to hit; 2d8 cold damage and target speed reduced by 10ft (range 60)]
Shocking Grasp [+6 to hit; advantage on roll vs. target in metal armor, 2d8 lightning damage and target can’t take reactions until the start of its next turn]
Unarmed strike [+2 to hit; 1-1 bludgeoning]
Rapier [+7 to hit; 1d8+4 piercing, 1 lb, finesse]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 7 = +4 + 3
Animal Handling Wis 1 = +1
Arcana Int 6 = +3 + 3
Athletics Str 2 = -1 + 3
Deception Cha 0 = +0
History Int 3 = +3
Insight Wis 4 = +1 + 3
Intimidation Cha 0 = +0
Investigation Int 3 = +3
Medicine Wis 1 = +1
Nature Int 3 = +3
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 3 = +3
Sleight of Hand Dex 4 = +4
Stealth Dex 4 = +4
Survival Wis 1 = +1

Magus spells:
First-level castings: 4/day
Second-level castings: 2/day

At magus level 5, Carrick knows 3 magus cantrips.
Acid Splash
Mage Hand
Ray of Frost
Shocking Grasp

Carrick can prepare 5 magus spells daily.

Carrick’s First Level Magus spells:
Burning Hands
Expeditious Retreat
Magic Missile
Shield
Thunderwave

Carrick’s Second Level Magus spells:
Invisibility
Misty Step
Scorching Ray

Soldier

  • You can exert influence and gain benefits from your military contacts.

Magus

  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your intelligence modifier).
  • Spell Combat: Once per round, when Carrick takes the Attack action, he can cast any non-cantrip magus spell that you have prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, Carrick can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Carrick has 5 points in his arcane pool. Carrick regains all arcane pool points when you complete a long rest. Carrick can expend points from his arcane pool as a bonus action to grant any nonmagical weapon he is holding a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute.  The bonus to hit and damage depends on the amount of arcane pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
  • Spellstrike: Whenever Carrick casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously cast any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If Carrick rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Armored Magus: Carrick is proficient with medium armor.
  • Spell Recall: Carrick can transform arcane pool points into spell slots for the following costs:
    Spell Slot Level Arcane Pool Point Cost
    1st level 1
    2nd level 3

Magus Arcana:

  • Pool Strike: Carrick may expend 2 or 3 points from your arcane pool as a bonus action to charge one of his hands with mystic energy.  Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target he hits. He may expend further arcane pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3

First Ability Score Improvement: +2 dexterity

Misty Kingdom Contacts:
Thaeriel Bitterleaf: Moon Elf Magus who roams the Sword Coast, overseeing agents of the Misty Kingdom and liasing with other allied organizations– Contact Bond Level 2.

Shaela Greenbow: Half-Moon Elf bard based out of Baldur’s Gate – Contact Bond Level 1

Diero Dundragon
Diero
Male Human Criminal Fighter 8  XP: 38,820
Faction: The Harpers Renown: 4
Neutral Good
Representing Steve-O

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 68
Hit Dice: 8d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 7 = + 3 [proficiency] + 4 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+7 to hit; 5 bludgeoning]
Handaxe [+7 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+7 to hit; 1d8+4 slashing, 5 lb, versatile (1d10+4 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 7 = +4 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 8, as a battle master you know 5 maneuvers. Check your chosen maneuvers here.

  1. Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 14 or drop an object carried to its feet.
  2. Distracting Strike. When Diero hits a creature with a weapon attack, Diero can expend 1 Sup die to add the Sup die to damage and the next attack against the target by another attacker gains advantage if it is made before the start of your next turn.
  3. Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
  4. Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.
  5. Pushing Attack. When Diero hits a target with a weapon attack, he can expend 1 Sup die to add it to damage and, if the target is Large or smaller, it must make a Str saving throw or be pushed up to 15 feet away.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+6 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — five d8 superiority dice, five maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.
  • Level 7: Know Your Enemy – If you spend 1 minute observing or interacting with a creature outside of combat you get to learn whether the creature is your equal, superior, or inferior to you in tow of the following characteristics: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, or Total fighter levels.

First Ability Score Improvement: Feat Second Ability Score Improvement: +2 Str

Diero Dundragon’s Equipment:

Money: 290 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Gear: Weapons / Armor / Shield (from above) Backpack Gaming set (proficient) Mess kit Dice (proficient) Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit Thieves’ tools (proficient)

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Kelvalos Stormwind
Kelvalos
Male Human Sage Wizard 5  XP: 6,500
Faction:
Neutral Good
Representing James

Strength 9 (-1)
Dexterity 11 (+0)
Constitution 16 (+3)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 9 (-1)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:
Hair: Blond Straight; Average Beard

Maximum Hit Points: 37 – Arcane Ward: 14
Hit Dice: 5d6
Speed: 30 feet
Armor Class: 10 (Resist Cold)

Proficiency bonus: +3
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 2 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): + 3 = + 3 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 0
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 7 = + 3 [proficiency] + 4 [intelligence]
Wisdom save: + 4 = + 3 [proficiency] + 1 [wisdom]
Charisma save: -1 = -1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 135 lb maximum

Languages: Common Draconic Dwarvish Elvish
Proficiencies: Simple Weapons

Firebolt [+7 to hit; 2d10 fire damage (range 120)]
Unarmed strike [+2 to hit; 1-1 bludgeoning]
Dagger [+3 to hit; 1d4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Feats:

Observant +1 intelligence; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 0 = +0
Animal Handling Wis 1 = +1
Arcana Int 7 = +4 + 3
Athletics Str -1 = -1
Deception Cha -1 = -1
History Int 7 = +4 + 3
Insight Wis 4 = +1 + 3
Intimidation Cha -1 = -1
Investigation Int 7 = +4 + 3
Medicine Wis 1 = +1
Nature Int 4 = +4
Perception Wis 4 = +1 + 3
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 4 = +4
Sleight of Hand Dex 0 = +0
Stealth Dex 0 = +0
Survival Wis 1 = +1

Wizard spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At wizard level 5, you know 4 wizard cantrips. Kelvalos’ cantrips are Firebolt, Friends, Light, and True Strike

Kelvalos has at least 14 wizard spells in your spellbook and he can prepare 9 Wizard spells per day.

Kelvalos’s First Level spells are Comprehend Languages, Detect Magic, Expeditious Retreat, Feather Fall, Identify, Illusory Script, Mage Armor, Unseen Servant, and Witch Bolt.

Kelvalos’ Second Level spells are Blur, Detect Thoughts, Flaming Sphere, Invisibility, and See Invisibility.

Kelvalos’ Third Level spells are Counterspell and Haste.

Abjuration spells are in bold.

Sage

  • You know at least where to find almost any piece of information.

Wizard

  • The DC to resist your spells is DC 15 (8 + proficiency bonus + your intelligence modifier).
  • Ritual casting.
  • Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level (3).

Abjuration wizard (school)

  • Level 2: Abjuration savant — the time and cost to put an abjuration spell into your spellbook is halved
  • Level 2: Arcane ward — casting abjurations generates a barrier that absorbs 14 hit points of damage for you. Recharges when you cast another abjuration.

First Ability Score Improvement: +2 intelligence

Kelvalos Stormwind’s Equipment:

Money: 270 gold pieces.

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

The Darkfrost Ring: Made of smooth white marble, this ring resizes itself to fit the wearer’s finger as if made for the wearer all along. The carvings along the ring depict the faces of deep gnome heroes wreathed in stylized fur.

Functions as a Ring of Cold Resistance (1/2 damage from Cold) and it allows the wearer to use an action to cause his voice to carry clearly for up to 300 feet until the end of the wearer’s next turn.

Scroll of Invisibility, Scroll of See Invisibility

Gear: Weapons / Armor / Shield (from above) Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit Spellbook x1

Kelvalos Stormwind’s Personality Traits: I have read every book in Candlekeep – or I like to boast that I have.

Kelvalos Stormwind’s Ideal: No Limits: Nothing should fetter the infinite possibility of existence.

Kelvalos Stormwind’s Bond: I am a book buyer for Candlekeep.

Kelvalos Stormwind’s Flaw: I am easily distracted by the promise of new info.

Malark Buckman
Malark
Male Human Folk-Hero Monk 8 XP: 39,595
Faction: The Harpers Renown: 4
Neutral Good
Representing Jeff

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 59
Hit Dice: 8d8
Speed: 55 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Common Chondathan
Proficiencies: Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
10 Darts [+6 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Eight (8) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malark hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malark’s next turn.
  • Level 6: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Level 7: Evasion – When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Level 7: Stillness of Mind – You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third.       The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malark Buckman’s Equipment:

Money: 484 gold pieces.

Gear: Weapons / Armor / Shield (from above) Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Torches x10 Waterskins x1 Painter supplies Healer kit

Malark Buckman’s Personality Traits: Thinking is for other people. I prefer action.
Malark Buckman’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malark Buckman’s Bond: I protect those who cannot protect themselves.
Malark Buckman’s Flaw: Too tall and bad temper.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Jaromir: Human Wizard/Diviner who works as a Seer, Sage, and Fortune Teller in Baldur’s Gate– Contact Bond Level 1

CHOMPER (WARHORSE) – Harper Follower
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 33
Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Senses passive Perception 11
Languages:
Trampling Charge. If Chomper moves at least 20 feet straight towards a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Chomper can take a bonus action to make another attack with its hooves against the target.
ACTIONS
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Maurgoth Son of Daurgothoth
rimas_the_dragonborn_by_fushark-d3iiidf
Male Dragonborn Charlatan Warlock 7  XP: 23,000
Faction: Host of Daurgothoth Renown: 5
Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 52
Hit Dice 7d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity] (Resist Acid and Fire)

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)
Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar
Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)
AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4;
blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 7, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch Blast, Friends, and True Strike.

Maurgoth has 2 Fourth-level spell slots, which regenerate on a short rest.

At warlock level 7, Maurgoth knows 8 warlock spells. Maurgoth’s spells are Command, Counterspell, Dimension Door, Fireball, Fly, Hex, Invisibility, and Wall of Fire.

At warlock level 7, Maurgoth knows 4 warlock invocations.

  1. Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast
  2. Devil’s Sight – Maurgoth sees normally in darkness, both magical and nonmagical, to a distance of 120 feet
  3. Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).
  4. One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 3d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves at DC 13.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (9 hps).
  • Dark One’s Own Luck – When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore.

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings.

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Wrenn Raulnor Turen Pock
Wrenn
Male Gnome Outlander Druid 7 XP 23,100
Faction: Emerald Enclave   Renown 4
Neutral Good
Representing Brent

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 10 (+0)
Size: Small
Height: 3′ 7″
Weight: 43 lb
Skin: Pale
Eyes:
Hair: Blond; Light Beard

Maximum Hit Points: 45
Hit Dice: 7d8
Speed: 25 feet
Armor Class: 16 = 10 + 2 [studded leather] + 2 [wood shield] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = + 3 [proficiency]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 0
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 5 = + 3 [proficiency] + 2 [intelligence]
Wisdom save: + 6 = + 3 [proficiency] + 3 [wisdom]
Charisma save: + 0
Insight (passive): 13 (18 with advantage)
Perception (passive): 16 (21 with advantage)

Carry: 150 lb maximum

Languages: Common Druidic Elvish Gnomish
Proficiencies: Herbalism Kit, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Light Armor, Medium Armor, Shields

Unarmed strike [+3 to hit; 1 bludgeoning]
Quarterstaff [+3 to hit; 1d6 bludgeoning, 4 lb]
Scimitar [+5 to hit; 1d6+2 slashing, 3 lb, finesse, light]

Studded leather armor [light; + 1 AC; 13 lb.] Wood Shield [+2 AC; 3 lb.]

Feats:

Observant +1 wisdom; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 3 = +3
Arcana Int 2 = +2
Athletics Str 2 = +0 + 2
Deception Cha 0 = +0
History Int 2 = +2
Insight Wis 3 = +3
Intimidation Cha 0 = +0
Investigation Int 2 = +2
Medicine Wis 3 = +3
Nature Int 4 = +2 + 2
Perception Wis 5 = +3 + 2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 2 = +2
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 5 = +3 + 2

Forest Gnomes know the Minor Illusion cantrip.

Druid spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

At druid level 7, Wrenn Raulnor Turen Pock knows 3 druid cantrips. Wrenn Raulnor Turen Pock’s cantrips are Guidance, Produce Flame, and Thorn Whip

Wrenn Raulnor Turen Pock’s level and wisdom allow him to prepare 9 Druid spells daily.

Forest Gnome

  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Gnome Cunning: Advantage on all intelligence, wisdom and charisma saves against magic
  • Forest Gnomes know the minor illusion cantrip and cast it using intelligence (see spellbook).
  • Forest gnomes can communicate simple ideas with small / smaller beasts.

Outlander

  • You are from a wilderness community.
  • You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.

Druid

  • Ritual caster.
  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Wild shape (2x, regain uses with short rest); challenge raging 2, no fly.
  • Valid Wild Shape Forms include: Badger, Cat, Frog, Lizard, Rat, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Poisonous Snake, Boar, Constrictor Snake, Elk, Giant Badger, Giant Centipede, Giant Frog, Giant Lizard, Giant Poisonous Snake, Giant Wolf Spider, Riding Horse, Wolf, Black Bear, Crocodile, Warhorse, Brown Bear, Dire Wolf, Giant Spider, Giant Toad, Polar (Grizzly) Bear, Giant Boar, Giant Constrictor Snake, Giant Elk.

Druid of the Moon (circle)

  • Level 2: Combat Wild Shape — shape change is bonus action rather than action; may expend a spell slot to regain 1d8 hp/level of the slot expended.
  • Level 2: Moon shapes — can have challenge rating one.
  • Primal Strike: Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

First Ability Score Improvement: Feat

Wrenn Raulnor Turen Pock’s Equipment:

Money: 239 gold pieces.

Globe of Contemplation: An apple-sized sphere of smooth crystal that has tiny, smooth Elvish script carved across its surface, with three stylized leaves that serve as “legs” for the globe. The design and unusual design of the script suggest that the Globe was created by craftsmen from a fallen Elven kingdom (lost over 12,000 years ago).

When the appropriate Elvish command word is spoken (Teu-iiri, Elvish for “moonlight”), it emanates light, as the Light spell.

When the Elvish word for follow (Rluuth) is spoken, the illuminated Globe rises into the air and floats no more than 5ft off the ground. It follows the speaker around, maintaining a distance of no more than 20ft. While active in this manner, the Globe also provides some warning of danger to the speaker, granting +2 to initiative.

When one stares into the illuminated globe, prophetic Elvish script in the same unusual style as the carvings along its surface appears, deep within the globe itself.

Backpack, mess kit, rations (1 day) x 10, hempen rope 50’, tinderbox, 10 torches, waterskins, herbalist kit, holly and mistletoe, holy symbol, spell component pouch, fox head trophy, and black dragon embryo head.

Wrenn Raulnor Turen Pock’s Personality Traits: I’m driven by a wanderlust that led me away from home.
Wrenn Raulnor Turen Pock’s Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Wrenn Raulnor Turen Pock’s Bond: Searching for his lost half-elf friend, Talis.
Wrenn Raulnor Turen Pock’s Flaw: There’s no room for caution in a life lived to the fullest.

Emerald Enclave Contacts:

Greymane: Wemic Druid, who roams with his tribe, moving from the Shining Plains, to the Western Heartlands, to the Sword Coast– Contact Bond Level 2. To contact Greymane, you use the Animal Messenger spell to start a chain of messages that will eventually reach Greymane. You will receive a response from, and/or Greymane’s attendance, 2d6 days after the Messenger is sent.

Elovar Grassrunner: Wood Elf Druid /Ranger who works as a trapper, guide, and scout in the region near Baldur’s Gate – Contact Bond Level 1

Casting Call – Live from the Sword Coast: Tyranny of Dragons 5th Edition Dungeons & Dragons Campaign – July 18, 2015