Arazni

Dungeon Madam's page

825 posts. Alias of Kobold Catgirl.


Classes/Levels

Three Faces of Evil Maps (Current: Slide 4); 16th of Arodus, Time: 8:24 PM

About Dungeon Madam

[dice=Perc (Broc;Briar;Ed;Rose;Kat;Alais)]1d20+1;1d20;1d20+7;1d20+5;1d20+7;1d20+1[/dice] Kata +8 vs. traps. Edrukk +9 vs. unusual stonework.
[dice=Inits (Broc;Briar;Ed;Rose;Kat;Alais)]1d20+3;1d20+2;1d20+2;1d20+4;1d20+2;1d20+2[/dice]

Diamond Lake Guide

Venelle Statblock:
Venelle CR 3 (Bowyer/Fletcher)
Female human ranger 3
NG Medium humanoid
Init +6
Senses Perception +5
Languages Common, Elven, Halfling
AC 15, touch 12, flat-footed 13
hp 17 (3 HD)
Fort +3, Ref +5, Will +0
Spd 30 ft.
Melee short sword +4 melee (1d6+1/19–20)
Ranged mwk composite longbow +6 ranged (1d8+2/x3) or mwk composite longbow +4/+4 ranged (1d8+2/x3)
Base Atk +3; CMB +4
Atk Options Point Blank Shot, Precise Shot
Combat Gear potion of cat’s grace, sleep arrows (3)
Abilities Str 13, Dex 15, Con 10, Int 14, Wis 12, Cha 8
SQ wild empathy +4, favored terrain (mountain/hills)
Feats Endurance, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Fire, Track
Skills Craft (bowmaking) +8, Perception +5, Stealth +8, Survival +5
Possessions combat gear plus short sword, masterwork composite longbow (+1) with 8 arrows, masterwork studded leather
armor, 60 gp

Monster Statblocks (don't look!):
Bloody Wolf Skeletons CR 2
NE medium undead
Init +7
Senses Perception +0
AC 15, touch 13, flat-footed 12
hp 13 (2 HD)
Fort +2, Ref +3, Will +3; channel resistance +4
Defensive Abilities DR 5/bludgeoning, immunity to cold, undead immunities, fast healing 1
Spd 50 ft.
Melee bite +2 melee (1d6+1)
Base Atk +1; CMB +2; CMD 14
Abilities Str 13, Dex 17, Con -, Int -, Wis 10, Cha 14
Feats Improved Initiative (B)

Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Action Points:
Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands.

Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared.

Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent).

Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system.

Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive.

Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.

House Rules:
This campaign uses the ABP and Dynamic Magic Item Creation variant rules.

Alignment Restrictions: Druids, barbarians and monks aren't alignment-restricted. Paladins can travel with evil individuals as long as they aren't assisting those individuals in evil acts.

Pathfinder Unchained: Optional for all classes, but summoners must use the Unchained spell list.

Knowledge: Of the monsters, only the qualities of plants, animals, vermin, and elementals are still identified through Knowledge skills. Other creatures are identified through Lore (creature type), or Lore (creature subtype) for lower DCs. Knowledge checks can still identify creatures, but not to nearly the same depths. A Knowledge (arcana) check might identify what a golem is, but not how to destroy it.

Wizards: Specialist wizards cannot cast spells from their blocked schools.

Summoners: All summoners use the Unchained spell list. Chained summoners' eidolons are believed to originate from dreams in some way—possibly via the Astral Plane.

Fighters: Fighters gain +4 skill points per level and the Combat Stamina bonus feat.

Familiars: The death of a familiar inflicts a severe backlash upon the mage—the exact nature can vary, but it's not pleasant.

3.5 Rules: The whirling frenzy barbarian "archetype" is allowed. Dvati, from Dragon Compendium, are allowed. Other rules will be accepted on a case-by-case basis.

Feat Changes:
Dirty Fighting as a bonus feat. Additionally, you may choose either Power Attack, Two-Weapon Fighting, Agile Maneuvers, Mounted Combat, Weapon Finesse, Martial Weapon Proficiency, Improved Shield Bash (with the requirements), Dodge, Still Spell, Silent Spell, Precise Shot, or Light Armor Proficiency as a bonus feat. Unless otherwise stated, you do not need to have the prerequisites for the feat.
Fleet's speed increase goes up to +10 ft at 5th level, +15 ft at 10th level, and so on, and is not limited by armor or encumbrance. It cannot be taken more than once.
Point Blank Shot doesn't exist. Precise Shot acts in its stead for prerequisites.
Still Spell and Silent Spell are replaced with one feat: Suppressed Spell. It still increases spell level by 1 for either somatic or verbal components to be removed, or 2 levels for both.

Age of Worms Campaign Traits:
Claustrophobic
Either from working in the dangerous mines, time in prison, time dungeoneering, or some other experience in tight spaces, you have developed a deep, abiding fear of being put in a box—but you have learned to channel it positively.
You gain a +1 bonus to Escape Artist, and it is always a class skill for you. Additionally, once per day, you may reroll a saving throw against a paralysis effect. You must take the second result even if it is lower.

Bomber's Luck
You used to be—or still are—a demolitions expert for the mines, and you know a thing or two about not getting yourself blown to bits.
You gain a +1 bonus on Reflex saves. This increases to a +4 bonus against area effects caused by you.

Worm Chaser
Nogwier, the leader of the Bronzewood Lodge (an ancient megalithic structure three hours northeast of Diamond Lake), often says that the Old Faith is nearing its final hour. Of late, he's been talking a lot about some “Age of Worms”, and sending you and other druids out on hunt for unkillable zombies. You've never found any, but you have found strange ruins in the hills that hint Nogwier may not be just going mad in his old age.
Prerequisites: Must worship a nature god, the Old Faith, or Nerull/Groetus.
Benefit: Choose Will, Fortitude or Reflex saves. You gain a +1 bonus to this save against effects from undead, as well as to Lore (undead) checks.

Retired Goon
You used to (and may still) work for one of the mine managers as hired muscle, or for the corrupt Sheriff Cubbin. Learning that your boss's enemies could attack at any moment, you trained yourself to be ready for anything.
You gain a +1 bonus on Initiative checks, and whichever authority figure you used to work for is one level friendlier towards you than normal, as are their employees.
Sheriff Cubbin – A man so infamous for corruption, people thought it was a joke when the Governor-Mayor appointed him.
Balabar Smenk – A corrupt titan who seeks to rule the whole town.
Ellival Moonmeadow – A silver miner and elven prince who only hires other elves.
Luzarne Parrin – The sole female mine manager who struggles to hold on despite Smenk's near-monopoly on the market.
Gelch Tilgast – An old ex-behemoth who now struggles alongside Parrin to reclaim his former glory from Smenk.
Ragnolin Dourstone – A dwarf manager who is known to mistreat his workers, most of whom are criminals or debtors who can't afford to quit.

A Little Bird Told Me
The mine managers of Diamond Lake are constantly striving to one-up each other, even when they're technically allied. One of the chief weapons at their disposal is blackmail. That was your game, and you were good at it. People learned to fear you and your keen ears, but you now are desperate to get out of the business, as you simply know far too much.
Benefit: You gain a +1 bonus to Intimidate and Perception checks, and one of these is always a class skill for you. You can add your Intelligence or Wisdom in place of your Charisma on Intimidate checks. However, Diamond Lake natives have starting attitudes one step lower than normal towards you.

Light on Your Feet
You have always felt strangely at tune with the winds.
You gain a +1 bonus on Acrobatics checks. Acrobatics is always a class skill for you, and you gain Auran as a bonus language. Additionally, you take falling damage as if falling 10 feet less than the actual distance.

Haunted by Destiny
All your life has been plagued by coincidences, quirks of fate, amazing things happening around you and to you—and not always good ones. You are destined for great things whether you like it or not.
You get +1 Action Point above normal for your level.

Ominous Patron
Be it phantom, patron, god, or something else besides, some manner of powerful entity seems to have taken interest in you. This being is mysterious and possibly quite dangerous. It often references something called the “Age of Worms” in the visions it sends you, though you can't tell if you are meant to prevent it or ensure it.
You gain a +2 bonus to Lore (the Age of Worms). This trait might have other consequences as the AP unfolds.

Allustan's Apprentice
You are the apprentice of the Mayor's brother, a powerful wizard named Allustan. Allustan is wise and cautious, and has taught you to always be on your guard.
You gain the assistance of Allustan (TN human male wizard 8). Allustan is honorable and friendly, and knows a great deal about the ancient cairns around Diamond Lake. In addition, you gain a +1 bonus on Initiative checks.

Wayward Apprentice
You come from the Mistmarshes to the south, a region of the Mushfens primarily ruled by the lizardfolk. Your mentor was wise, and knew much of the strange blight plaguing the region. Why you would have left that place for Diamond Lake is up to you—it could be related to escalating tensions between lizardfolk and humans, or the perils of the blight and the undead that carry it.
You know much of magical sickness and disease, and gain a +2 bonus on Heal checks. Heal is always a class skill for you.

This Tastes Like Rat Poison! I Love Rat Poison!
Whether you worked too often in the mines, had way too many enemies, or just drink way too much, you've grown accustomed to poisons of all kinds. In fact, they kind of have a nice kick to them.
Benefit: You gain a +2 bonus on Fortitude saves against inhaled and ingested poisons. Upon successfully fully resisting any poison effect, you gain 1 temporary hit point.

Old Rival
You once got in a fight with the chief goon of Balabar Smenk, a deadly half-orc barbarian named Kullen. You lost. He let you live, but you became virtually obsessed with defeating him one day and recovering your pride. This led you to ape his vicious style of fighting.
You gain a +1 bonus to confirm critical hits. Additionally, Kullen is one level friendlier toward you than normal, for some reason. Maybe it's a half-orc thing.

Child Explorers
Some years ago, it was a shibboleth for the children of Diamond Lake to have one of their number spend the night in various old picked-clean tombs—in particular, one called the Stirgenest Cairn, and another called the Whispering Cairn. You took part in that tradition. The custom ended when one girl went missing overnight in the latter dungeon and was never heard from again. However, your time “exploring” the already-looted areas did teach you a thing or two about how the mechanisms work.
You gain trapfinding, as per the rogue ability. If you already have trapfinding, you gain a +2 bonus on Perception checks to spot hidden mechanisms.

Horrible Lesson
When you were very young, perhaps on a dare, you ventured up to the Old Dead Tree—the ancient, twisted tree up the hill that has been dead and decaying for as long as anyone in the town can remember. You got as close as you could bring yourself to, and shuddered at the stench of rotting flesh, the buzzing of flies, the sight of the maggots and beetles crawling through the blackened wood. You got as close as you could before panicking and running away. This experience has left you with a deep understanding of the difference between true fear and simple cowardice. What you felt that day was true fear. That tree repulsed you to the core.
You gain a +2 bonus on saves against fear, and are never forced to cower if, while panicked, prevented from fleeing—you will always fight when cornered in such a way.

Horrible Gift
When you were very young, perhaps on a dare, you ventured up to the Old Dead Tree—the ancient, twisted tree up the hill that has been dead and decaying for as long as anyone in the town can remember. You got as close as you could bring yourself to, and shuddered at the stench of rotting flesh, the buzzing of flies, the sight of the maggots and beetles crawling through the blackened wood. Everything in your soul told you to run, but you kept walking closer and closer, until your friends stopped egging you on and started pleading for you to come back already. But you didn't. And then you saw it—hanging from a low branch, as if the tree was offering it to you. A tarnished iron medallion.
You begin play with a swarmbane clasp. You suffer a -2 penalty on all Will saves against undead effects that do not inflict damage. Whenever such an effect would drive you to flee, you are instead stunned. Something chose you that day.

Dangerous Curiosity
You really don't know when to stop looking.
You gain a +2 trait bonus to Perception checks, and Perception is always a class skill. You also gain a +4 trait bonus on Will saves to disbelieve specifically protective illusions, such as a disguise self on a medusa, and on Perception checks to spot things that will immediately hurt you, such as a well-concealed symbol of pain.

Ebon Exile
You are a heretic among heretics, cast out by a hateful three-god cult beneath Diamond Lake. You might have once worshiped Vecna/Norgorber, Erythnul/Gorum, or Hextor/Abadar, but your worship was twisted in a manner heretical even to worshipers of those gods—and some weeks ago, for some reason or another, you withdrew even from the cult of the Ebon Triad, giving you twice as many enemies. Now you really, really need to get out of town.
You know about the Ebon Triad. You gain a +1 bonus to Knowledge (religion) checks, and it is always a class skill.
Note: Most of the Vecnans of the Ebon Triad are tengu, or "kenku", as evil/exiled tengus are often called.

Big City Exile
You used to roll with some ne'er-do-wells in the city, but tough times saw you forced out—a new gang of shapeshifting doppelgangers was carving a deep hole for itself in Magnimar's criminal underworld, and you're still a little scared that your old enemies might have followed you here. You don't know who to trust.
You gain a +2 bonus on Sense Motive checks, and Sense Motive is always a class skill. You are never caught flat-footed by a trusted friend attacking you—at least, not by the betrayal itself. You'll still be flat-footed as normal if you lose initiative or didn't see them or the like.

New Magic Items:
Ravid Maple
When "inert", this item resembles a twisted maple switch, many flexible branches wrapping around each other to form a stiff, flexible wand. When planted in at least 1 inch of soil, the branches unfurl, and tiny silver leaves begin sprouting, eventually forming a little bonsai maple tree. Swarms of infinitesimal fireflies emerge to flurry through the branches, creating a continuous flickering glow.

This item acts as an everburning torch when planted in soil (otherwise shedding light as a candle) as well as a wand of cure light wounds. When Briar found it, it had 11 charges remaining. When the last charge is expended, the tree "dies" (though whether it is even truly alive is up for debate among arcane scholars, surely). The tree can be restored to "life" by planting it within the Positive Energy Plane or through similar massive exposure to positive energy.

Ring of Feather Falling

Mask of Power

[b]Bowl of Elemental Transference[b]