Ruins of Adventure
|Muscle||17||+1 attack & damage||Open Doors 10||Bend Bars 13%|
|Dex||16||Aim||16||+1 missle attack|
|Con||16||Health||16||92% System Shock|
|Fitness||15||+1 hit point||94% Resurrection|
|Int||16||Reason||14||Max Spell Level 7th||Spells per level 19|
|Knowledge||17||6 proficiencies||+3 Paths||75% Learn Spell|
|Willpower||17||+3 Mental Saves|
|Cha||13||Leadership||14||6 Henchmen||+1 Loyalty|
- Initiative: +0
- Surprise: +0
- NPC Reaction: -2
Hit Points: 4
Armor Class: 14 (Dex, Cloak, Bone Armor)
Base Attack Bonus: +0
- Paralyzation/Poison/Death: 14
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 13
- Breath Weapon: 15
- Spells: 12
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Horse Pistol||1 / 2 rounds||+3||1d10+2||1d10+2||8||20 / 40 / 60|| Misfire on 1-3.
Ignore armor at short range.
Exploding damage dice.
| Horse Pistol
|1 / 2 rounds||+3||2d10+2||2d10+2||8||20 / 40 / 60|| Misfire on 1-3.
Ignore armor at short range.
Exploding damage dice.
Thief Skills: (bone armor)
Non-Weapon Proficiencies: General, Wizard
|Modern Languages (Common)||16||Naval Combat||16|
|Modern Languages (Lantanna)||16||Navigation||14|
|Modern Languages (Gnim)||16||Seamanship||18|
|Modern Languages (Metallic Dragons)||16||Land-based Riding||18|
|Reading/Writing (Draconic)||17||Animal Handling||14|
|Signature Spell (Shield)||—||Tracking||9|
Firearms Broad Group
- Lantanna also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency.
- Lantanna of any class may become proficient with firearms. If such a character is proficient in the use of a firearm, he receives a +2 bonus on all attack and damage rolls made with it.
- A Lantan character can purchase any manner of ocean-going vessel at 75% of the listed price.
- Spells cast at dragons receive a bonus against the target dragon’s natural magic resistance. For every level of the dragonslater, the dragon’s magic-resistance rating is reduced by 5%
- Whenever attacking a dragon with a melee weapon, the dragonslayer’s Strength and magical bonuses are doubled for both attack and damage rolls. These benefits apply only to dragons in their true form, not to those who have assumed human or other shape.
- Dragonslayers can issue a mortal challenge to any dragon simply by bellowing their threats to the sky; the dragonslayer must fight alone for the challenge to work. Magic resistance provides the dragon with no protection; if it fails a saving throw vs. death magic, it must land and engage the dragonslayer on the ground. However, cowardly dragons may still choose to fight their foes on home terrain; a dragon that fails its saving throw against a mortal challenge may still retreat to fight in its lair.
- Dragonslayers suffer less damage from dragon’s breath weapons, both because they can anticipate the moment when a dragon chooses to use one and because they know the best countermeasures to avoid harm from each one. On a successful saving throw vs. dragon breath, dragonslayers suffer only one quarter damage. Even a failed result means only one half damage to these warriors.
- As part of the dragonslayer’s natural confidence, he receives a +1 bonus on saving throws vs. dragon fear.
- The dragon slayer is accompanied by a war horse of heroic proportions. As long as the slayer is with it, the mount receives the same fear immunity, attack bonus, and breath weapon defense as the dragon slayer.
- Double Damage allows a slayer to call on his knowledge of dragon physiology to inflict greater damage with a single attack. This attack can be used alone or in combination with a breach attack. When used with a successful attack roll, the slayer’s weapon inflicts double damage. No damage bonuses are doubled, just the base damage of the weapon type. However, damage bonuses are applied normally.
- Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school.
- Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools.
- When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist.
- Cannot cast spells from the schools of Enchantment or Conjuration.
- All Lantanna share a love of the sea. No Lantanna will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea. If a Lantanna fails to meet the above conditions, he grows listless and despondent. For every 30 days away from the sea, he suffers a cumulative -2 penalty on all attack rolls, damage rolls, saving throws, and any ability checks against Wisdom or Intelligence.
- As all Lantanna do not view violence as their first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest.
- A Lantanna suffers an extra hit point of damage per die of cold damage inflicted upon him.
- In the minds of many enemies, the Lantan desire to avoid conflict translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks.
- Lantanna never wear armor, regardless of class. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical.
- Dragon slayers must earn an extra 10% experience to advance a level, above the normal requirements of their class.
- Dragonslayers tend to have short lives, since they are often hunted by dragons whose eggs or young they destroyed. They are sometimes considered soldiers of ill omen, since when they fail, a dragon’s wrath often falls on the nearest village or town. They suffer a -2 penalty to all reaction checks because of the air of gloomy, unbending fanaticism that surrounds them.
- The enmity that exists between dragon slayers and dragons gives dragon slayers a -4 penalty on all encounter reactions with dragons.
- A dragonslayers’ squires and companions are magically affected by the dragonslayer’s aura. If they enter combat with a dragon at the dragonslayer’s side, they suffer a -2 penalty to AC for the duration of the combat, as the dragon furiously seeks to knock them aside to concentrate on its primary foe—the dragonslayer. For this reason, most dragonslayers work alone.
- A dragonslayer may never attack to subdue nor work with those who do. He is obliged to meet any attempt to do so with force. Showing mercy to a dragon under any circumstances results in the loss of all kit bonuses and makes the former dragonslayer an ordinary member of his class. Good-aligned dragons are no exception to this rule.
Wizard Spells: as 4th-level Priest
|1 + E + S||0|
Paths Known: Forceful Path, Misty Path, Path of Smoke, Path of Stars, Windwielder’s Path
- 1st level: Alter Normal Winds, Affect Normal Fires, Fireburst (E), Shield (E), Wall of Fog (E)
- Prepared Spells:
- 1st: Fireburst, Shield, Wall of Fog
- When the dragonslayer reaches 3rd level, this cloak becomes enchanted, providing an additional +1 armor class bonus against attacks from dragons. The dragonslayer can perform special quests every level after 3rd to increase the enchantment of his dragon cloak. In no case will the enchantment increase by more than +1 during a level, and it will never increase beyond a cumulative +5 bonus against dragons.
- As he increases in experience, his bravado swells, and the bonus on saves vs. dragon fear increases by +1 for every three levels of ability.
- Any time the dragonslayer would gain a weapon proficiency, he may choose to spend a weapon proficiency slot to learn a special attack form. They can be used only against dragons. All of these attacks must be announced at the beginning of the round that they are made.
- Dragonslayer spellcasters come to depend on dragon remains as ingredients in their spell components, after 3rd level they suffer penalties when using components not made with these special ingredients. These penalties translate as bonuses for the targets of their castings: a +2 to all saving throws for spells that normally receive saving throws, and a saving throw with a -3 penalty for all spells that normally receive no saving throws.
- Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race.
- Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).
- At 8th level, the invoker’s bonus on saving throws against invocation/evocation spells increases to +2. This increases to +3 at 11th level.
- At 14th level, the invoker acquires immunity to one invocation or evocation spell of 3rd level or lower of his choice; however, this immunity does not extend to similar magical items or breath weapons.
- 1gp 3sp 8cp
- Bone Armor (+2 AC, good for 7 days)
- Dragon-hide Cloak (+1 AC)
- Chemical Apron & Gloves (+1 saves vs. Fire & Acid)
- Woolen Tunic & Breeches
- Cotton Drawers & Stockings
- Waterproof Boots
- Dragon-part Spell Components (12 uses of each spell)
- Leather Belt
- Snaplock Horse Pistol
- Small Belt Pouch
- Smokepowder (5 charges)
- Small Belt Pouch
- 10 Bullets
- Small Belt Pouch
- Leather Backpack
- Spellbook (100 dragon-skin parchment pages, bound in cured dragon hide)
- Sleeping Bag
- Flint & Steel
- Waterskin (1 gallon)
- Brass Fork & Wooden Soup Bowl
- Cotton Bath Towel (he is one Hoopy Frood)
- Medium Warhorse (“Pūķa Lode”)
- Riding Saddle w/ Stirrups
- Bridle (no bit)
Base Speed: 12
Total Weight of Gear: 34 lbs.
|Weight||0 – 70 lbs.||71-108 lbs.||109-145 lbs.||146-183 lbs.||184-219 lbs.||220 lbs|
The Lantanna are humans with large green or black eyes and light yellow skin. They are a people of great grace and balance, although this does not prevent some of them from being rather muscular. In fact, they move with a fluidity that often times belies their musculature.
In general, the Lantanna favor shades of yellow in their clothing, which has made more than one ignorant foreigner believe that they walk around unclothed. Lantanna wear loose robes, eschewing armor as something too confining. Even helms are rejected, in favor of traditional wide sun hats.
Lantanna speak in a rapid, melodic fashion, using an accent that some have jokingly called human-elvish.
Role-Playing: Lantanna have a fight if we must attitude, as they consider combat as a wasteful and expensive enterprise. They are more disposed towards resolving disputes with soothing words and rounds of drinks at a tavern. Failing at this option, they will not hesitate to fight. Lantanna dislike travelling too far inland from the Sea of Swords. The sea is their source of life, commerce, and it is a constant comfort to them. They truly dislike being separated from it for too long.
Adventurers from Lantan relish the mercantile traditions of their people. They are always on the lookout for a good bargain or a new potential market for Lantanna traders to exploit.
Dragonslayers typically bear the marks of their craft, appearing charred, scarred, and marred. Dragonslayers never seek to hide their profession. They wear the best armor allowed by their class, carry large weapons, and prominently display the trophies of their kills. Dragonslayers wear cloaks of dragon scales with hoods crafted from dragon skulls. They carry spell components derived from dragon parts. They wield staves of dragon bone and swords with blades of sharpened dragon teeth.
Dragon slayers are dedicated to one goal-the eradication of dragonkind, which they believe are heinous creations. They study dragons intensely, learning all they can about their foes.
Dragonslayers never pass up the opportunity to boast of their profession and the fine distinctions between it and common adventuring. Word of a dragonslayer’s visit to a village will bring out the local youths who are eager to hear of his tales and wonder if his next battle is to happen nearby. The dragonslayers often take advantage of such renown by using the attention to secure cheap lodgings and even sometimes henchman for a particularly harrowing adventure.
Dragonslayers are dedicated to destroying dragonkind, though they also have a powerful fascination for these creatures. They learn to use their magic to best effect against dragons, and obsessively study their foes so that they know them as well as they know themselves. Some dragonslayers may actually join forces with dragons of their own alignment. They do this because they have great respect and admiration for these creatures. They wish to learn more about the dragons, and about the way they view and use arcane energy.
No one knows more about dragonkind than a dragonslayer. Dragonslayers seek to understand the whole picture of dragonkind, for they use this knowledge not only to cast spells, but to find better ways to live their own lives through the examples of dragons. To the dragonslayer, dragonkind is the ultimate level of existence. However, dragons themselves have squandered their gifts and used them poorly, and therefore must be exterminated.