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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 21 Aug 2002 07:55:29 -0700 Subject: Re: One Last Riddle SJ Conversion pt 6
The Locals: As complete statistics for the town^Òs primary
personalities may be important, they have been included here along with
those of the kobold forces. Changes to Oppol made for this conversion
have also been listed. Listings are in alphabetical order by first
name. The kobolds and their lizard man mercenary are listed after the
locals in their own section so DMs can locate them easier.
Aton, hm Clr2/Ftr1 (domains: war and law): HD 1d10+2d8+3; hp 24;
Init +2; Spd 20 ft.; AC 15; Atk +3 melee (1d8, light flail); AL LN; SV
Fort +5, Ref -2, Will +4; Str 10, Dex 6, Con 10, Int 8, Wis 13, Cha 6.
Skills and Feats: Climb +2, Concentration +5, Knowledge (religion) +4;
Toughness, Endurance, Scribe Scroll, Improved Initiative, Weapon Focus
(light flail).
Spells Memorized (4/3+1; base DC = 11 + spell level): 0^× cure minor
wounds (x2), resistance, virtue; 1st^× bane, bless, cure light wounds,
magic weapon.
Carried Possessions: light flail, chainmail, large wooden shield,
pouch holding potion of cure light wounds, purse with 6 sp and 8 cp,
holy symbol of the planar church of Nirvana, scroll case with 8th level
divine scroll of bull^Òs strength and 1st level divine scroll of cure
light wounds
Brundor Ironforge, dm Exp2/War1: HD 2d6+1d8+6; hp 23; Init +2; Spd 20
ft.; AC 14; Atk +5 melee (1d8+3/x3, warhammer); SQ darkvision 60 ft.,
stonecunning, +2 racial bonus to saves vs. poison, +2 racial bonus vs.
spells and spell-like effects, +1 racial bonus to attacks vs orcs,
scro, half-orcs, goblins, hobgoblins, and bugbears, +4 dodge bonus
against giants; AL LN; SV Fort +4, Ref +2, Will +5; Str 17, Dex 14, Con
15, Int 15, Wis 15, Cha 10.
Skills and Feats: Appraise +7, Bluff +5, Climb +7,
Craft(leatherworking) +7, Craft(metalworking) +9 (includes +2 racial
bonus), Craft(woodworking) +7, Intimidate +7 (includes +2 synergy bonus
for 5 ranks in bluff), Profession(merchant) +7, Sense Motive +7, Spot
+7; Endurance, Blind-Fight.
Carried Possessions: leather armor, warhammer, purse with 17 gp, 20
sp, and 15 cp
Caramip Loopmottin, gf Exp2: HD 2d6+2; hp 13; Init +0; Spd 20 ft.; AC
11; Atk 0 or -1 melee (1d4-2/x4, light pick); SQ low light vision, +2
racial bonus to saves vs illusions, +1 racial bonus to attacks vs
kobolds, goblins, hobgoblins, and bugbears, +4 dodge bonus against
giants, cast dancing lights, ghost sound, and prestidigitation once/day
each (all operate at 1st level); AL N; SV Fort +1, Ref +0, Will +4; Str
7, Dex 10, Con 13, Int 13, Wis 13, Cha 15.
Skills and Feats: Appraise +6, Bluff +7, Gather Information +7, Listen
+10 (includes +2 racial bonus), Profession(merchant) +6, Sense Motive
+6, Spot +8; Alertness.
Possessions: None (while digging has a pick)
Duggi Ironforge, dm Exp3: HD 3d6+6; hp 17; Init +1; Spd 20 ft.; AC 13;
Atk +4 melee (1d8+2, battle axe); SQ darkvision 60 ft., stonecunning,
+2 racial bonus to saves vs. poison, +2 racial bonus vs. spells and
spell-like effects, +1 racial bonus to attacks vs orcs, scro,
half-orcs, goblins, hobgoblins, and bugbears, +4 dodge bonus against
giants; AL LG; SV Fort +3, Ref +3, Will +5; Str 15, Dex 13, Con 14, Int
12, Wis 14, Cha 10.
Skills and Feats: Appraise +6, Bluff +6, Craft(shipwright) +9,
Intimidate +8 (includes +2 synergy bonus for 5 ranks in bluff),
Profession(engineering) +8, Sense Motive +8, Search +8; Endurance,
Skill Focus (craft(shipwright)).
Carried Possessions: leather armor, battle axe, purse with 4 gp, 12
sp, and 24 cp
Hardin Ironforge, dm Ftr2/Exp1: HD 2d10+1d6; hp ; Init -1; Spd 15 ft.;
AC 14; Atk +6 melee (1d8+3, battle axe); SQ darkvision 60 ft.,
stonecunning, +2 racial bonus to saves vs. poison, +2 racial bonus vs.
spells and spell-like effects, +1 racial bonus to attacks vs orcs,
scro, half-orcs, goblins, hobgoblins, and bugbears, +4 dodge bonus
against giants; AL LN; SV Fort +6, Ref -1, Will +4; Str 17, Dex 9, Con
17, Int 14, Wis 14, Cha 7.
Skills and Feats: Appraise +6, Bluff +2, Climb +7, Craft(stoneworking)
+8 (includes +2 racial bonus), Profession(Miner) +6, Intimidate +2,
Listen +8, Search +6, Sense Motive +6, Spot +8; Blind-Fight, Weapon
Focus (battle axe), Endurance, Alertness.
Carried Possessions: chainmail armor, battle axe, pouch with potion of
cure light wounds and potion of heroism, purse with 8 gp, 15 sp, and 12
cp
Heath Moonbrook, em Rog2/Wiz1: HD 2d6+1d4; hp 14; Init +4; Spd 30 ft.;
AC 14; Atk +2 melee (1d8+1/19-20, longsword), +5 missile (1d6/x3,
shortbow); SA sneak attack +1d6; SQ low light vision, immune to sleep
spells and similar effects, +2 to saves vs. enchantment spells,
evasion; AL CG; SV Fort +0, Ref +7, Will +4; Str 12, Dex 18, Con 11,
Int 16, Wis 14, Cha 13.
Skills and Feats: Appraise +6, Balance +7, Bluff +4, Climb +4,
Decipher Script +6, Disable Device +6, Forgery +6, Hide +7, Innuendo
+5, Jump +4, Listen +8 (includes +2 racial bonus), Move Silently +9
(includes +2 bonus from familiar), Open Lock +8, Pick Pocket +7, Read
Lips +6, Scry +4, Search +6 (includes +2 racial bonus), Sense Motive
+5, Spellcraft +7, Spot +7 (includes +2 racial bonus); Scribe Scroll,
Extend Spell, Ambidexterity, Alertness while familiar in arm^Òs reach.
Spellbook: 0^× resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, disrupt undead, mage hand, mending,
open/close, arcane mark, detect magic, prestidigitation, read magic; 1^×
armor, charm person, sleep, jump, spider climb, identify
Spells Memorized (3/2; base DC = 13 + spell level): 0^× light,
prestidigation, ghost sound; 1st^× armor, sleep.
Carried Possessions: longsword, shortbow, quiver of 20 arrows, purse
with 3 gp, 12 sp, and 15 cp, scroll case with 1st level arcane scrolls
of 1) detect magic, detect poison, light, open/close, identify, and
read magic, 2) mending, mage hand, arcane mark, jump, and spider climb,
and 3) armor, sleep, and charm person
Grey Tomcat Familiar: HD 2d6+1d4; hp 7; Init +2; Spd 30; AC 16; Atk +3
melee (1d2-4, 2 claws), -1 melee (1d3-4, bite); SQ improved evasion; AL
CG; SV Fort +2, Ref +5, Will +3; Str 3, Dex 15, Con 10, Int 7, Wis 12,
Cha 7
Skills, Feats, and Powers: Balance +18 (includes +8 racial bonus),
Climb +5 (uses Dex modifier), Hide +21 (includes +4 racial bonus, Hide
increases to +25 in areas of tall grass or heavy undergrowth), Listen
+4, Move Silently +13 (includes +4 racial bonus), Spot +4; Weapon
Finesse (bite, claws); share spells if in 5^Ò of master, empathic link
with master to 1 mile, deliver touch spells for master
Juliet Ghehan, hf War9: HD 9d8+18; hp 58; Init +0; Spd 20 ft.; AC 17;
Atk +14/+9 melee (1d8+4/19-20, +2 longsword), +11/+6 (1d4+2/19-20,
dagger); AL LN; SV Fort +8, Ref +3, Will +3; Str 15, Dex 10, Con 15,
Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +14, Intimidate +12, Jump +14; Alertness,
Blind-Fight, Power Attack, Cleave, Weapon Focus (longsword).
Carried Possessions: chainmail, large steel shield, +2 longsword,
dagger, purse with 15 sp and 20 cp, potion of cure light wounds
Liffess, hef Clr1 (domains: healing and law): HD 1d8+2; hp 10; Init
+2; Spd 30 ft.; AC 14; Atk +2 melee (1d6+2, light mace); SQ low light
vision, immune to sleep spells and similar effects, +2 to saves vs.
enchantment spells; AL LN; SV Fort +4, Ref +2, Will +4; Str 14, Dex 15,
Con 15, Int 15, Wis 15, Cha 16.
Skills and Feats: Heal +6, Knowledge (religion) +6, Scry +6,
Spellcraft +6; Alertness.
Spells Memorized (3/2+1; base DC = 12 + spell level): 0^× cure minor
wounds (x3); 1st^× cure light wounds (x3).
Carried Possessions: leather armor, light mace, pouch holding potion
of cure light wounds, holy symbol of the planar church of Nirvana,
purse with 8 sp and 10 cp, bag of healing items and herbs, torch
(carried when visiting the slaves)
Lilina (^ÓLily^Ô) Silverbranch, ef Ftr1/Wiz1: HD 1d10+1d4; hp 11; Init
+1; Spd 30 ft.; AC 11; Atk +4 melee (1d8+2/19-20, masterwork
longsword), +4 missile (1d8+2/x3, mighty composite longbow); SQ low
light vision, immune to sleep spells and similar effects, +2 to saves
vs. enchantment spells; AL CG; SV Fort +2, Ref +1, Will +2; Str 14, Dex
13, Con 10, Int 14, Wis 10, Cha 11.
Skills and Feats: Concentration +4, Jump+6, Knowledge (arcana) +6,
Scry +6, Spellcraft +6; Scribe Scroll, Weapon Focus (composite
longbow), Combat Casting, Alertness while familiar in arm^Òs reach.
Spellbook: 0^× resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, disrupt undead, mage hand, mending,
open/close, arcane mark, detect magic, prestidigitation, read magic; 1^×
armor, charm person, sleep, jump, spider climb
Spells Memorized (3/2; base DC = 12 + spell level): 0^× light, mending,
ghost sound; 1st^× armor, sleep.
Carried Possessions: masterwork longsword, scroll case with 1st level
arcane scroll of armor, charm person, sleep, jump, spider climb, detect
magic, and read magic, purse with 5 gp, 15 sp, and 20 cp, mighty
composite longbow and quiver of 20 arrows (carried on militia drill
days and in early every morning when she practices on her own)
Hawk Familiar: HD 1d10+1d4; hp 5; Init +3; Spd 10, fly 60; AC 18; Atk
+4 melee (1d4-2, claw); SQ improved evasion; AL CG; SV Fort +2, Ref +5,
Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Skills and Powers: Listen +6, Spot +6 (+14 in daylight); share spells
if in 5^Ò of master, empathic link with master to 1 mile
Mayor Natal Miel, hm Com7: HD 7d4; hp 18; Init +2; Spd 30 ft.; AC 12;
Atk +3 melee (1d4/19-20, dagger); AL NE; SV Fort +2, Ref +4, Will +6;
Str 11, Dex 15, Con 11, Int 18, Wis 14, Cha 19.
Skills and Feats: Appraise +9, Bluff +9, Diplomacy +13 (includes +2
synergy bonus for having 5 ranks in bluff skill and +2 synergy bonus
for having 5 ranks in sense motive), Innuendo +9 (includes +2 synergy
bonuses to transmit and receive for 5 ranks in both bluff an sense
motive), Intimidate +11 (includes +2 synergy bonus from 5 ranks in
bluff skill), Profession(statesman) +12, Sense Motive +7; Alertness,
Ambidexterity, Iron Will, Leadership.
Carried Possessions: dagger (he^Òs taken to wearing one to make himself
look more like a leader and is thinking of getting a longsword to wear
for the same purpose), ring of feather fall (he has no idea what it
does but when he found this family heirloom in Caramip^Òs things he
liked how it looked and started wearing it), amulet (this is his
symbol of office), purse with 70 sp and 12 cp
Saul Regarson, em Exp4: HD 4d6+8; hp 24; Init +3; Spd 30 ft.; AC 13;
Atk +2 melee (1d4-1/19-20, dagger), +2 melee (1d6-1/19-20, shortsword);
SQ low light vision, +2 racial bonus to saves vs. enchantments, immune
to sleep spells and similar effects; AL N; SV Fort +3, Ref +4, Will +6;
Str 9, Dex 16, Con 15, Int 14, Wis 14, Cha 18.
Skills and Feats: Appraise +9, Bluff +11, Forgery +9, Gather
Information +11, Listen +13 (includes +2 racial bonus),
Profession(merchant) +9, Sense Motive +9, Spot +13 (includes +2 racial
bonus); Alertness, Ambidexterity.
Carried Possessions: dagger, shortsword, purse with 10 gp, 18 sp, and
25 cp
Statra, hef Clr1 (domains: war and law): HD 1d8+1; hp 6; Init +1; Spd
20 ft.; AC 18; Atk +1 melee (1d8, light flail); SQ low light vision,
immune to sleep spells and similar effects, +2 to saves vs. enchantment
spells; AL LN; SV Fort +3, Ref +1, Will +5; Str 10, Dex 13, Con 12, Int
15, Wis 16, Cha 16.
Skills and Feats: Concentration +5, Heal +7, Knowledge (religion) +6,
Spellcraft +6; Martial Weapon Proficiency (light flail), Weapon Focus
(light flail), Blind-Fight.
Spells Memorized (3/2+1; base DC = 13 + spell level): 0^× cure minor
wounds, mending, virtue; 1st^× command, cure light wounds, magic
weapon.
Carried Possessions: light flail, chainmail, large wooden shield, holy
symbol of the planar church of Nirvana, pouch holding potion of cure
light wounds, purse with 4 sp and 19 cp
Ujar Tilok, hm Clr8 (domains: war and law): HD 8d8; hp 43; Init -1;
Spd 20 ft.; AC 17; Atk +8/+3 melee (1d8+2, light flail), +8/+3 melee
(1d4+2/19-20, dagger); AL LN; SV Fort +6, Ref +1, Will +9; Str 14, Dex
9, Con 11, Int 11, Wis 17, Cha 13.
Skills and Feats: Concentration +11, Heal +14, Knowledge (religion)
+11; Martial Weapon Proficiency (light flail), Weapon Focus (light
flail), Brew Potion, Scribe Scroll, Blind-Fight, Extend Spell.
Spells Memorized (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level): 0^×
cure minor wounds (x2), mending (x2), resistance, virtue; 1st^× bane,
bless, command, deathwatch, summon monster I, magic weapon; 2nd^× bull^Òs
strength, silence, hold person, magic weapon, calm emotions; 3rd^×
create food and water, cure serious wounds (x2), prayer, magic circle
against chaos; 4th^× tongues, air walk, divine power.
Carried Possessions: light flail, banded mail, large wooden shield,
dagger, holy symbol of the planar church of Nirvana, pouch holding 3
vials of holy water, a potion of cure light wounds and a potion of cure
serious wounds, purse with 8 sp and 15 cp, scroll case with 8th level
divine scroll of bull^Òs strength and poison
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Month Index: August, 2002