3.5

Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

Summonables: Summon Nature's Ally I

Like summon monster, the summon nature's ally spell chain is tricky to use because it summons a wide variety of different beasts that may need to be modified if the caster possesses the the Augment Summoning feat from the Core Rules.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.

Sacred Fool

. . . . he who learns must suffer. And even in our sleep, pain that cannot forget falls drop by drop upon the heart. And against our will comes wisdom by the awful grace of God.

— Aeschylus

Owl's Fletching

Divination
Level: Asn 1, Rng 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Self
Duration: 1 round

Endless Sands - Arabian Adventures

A Desert of Broken Dreams…
 
In the ENDLESS SANDS myth comes alive, and darkness is a salvation from an eternally scorching sun.  Against that lie the dangers of a desert land filled with religious strife and political turmoil.  Cities are the only shelter against the empty desert, and water equals power.
 
Ree Soesbee’s utterly original culture of the Endless Sands draws on a combination of ancient Morocco, Middle-Eastern Persia and Antioch, and the lands of mystery outlined in the ancient tales of the Badiya people.  Cities are dominated by the strong, and the weak must do whatever they can in order to survive. It is a harsh world, but if you master it, it can be paradise.  

Trogar the Axe

Son of Wrogar, son of Marit

Jameson (and Helena) Gord

Name: Jameson Gord
Occupation: Assassin, courier, information extraction specialist, negotiator

Race:Half-Elf
Sex: Male
Age: 42 years
Height: 5 feet, 4 inches
Weight: 145 pounds
Hair: Light Blond
Eyes: Gray

Wellsley Ormens, Owner of the Sandy Oasis Tavern

Male human ftr 5: CR 5; Medium humanoid; Hit Dice 5d10+20; 47 hp; Init +1; Spd 30 ft. (6 squares); AC 19 (13 touch, 16 flat-footed); BAB/Grapple +5/+6; Atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +10 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); Full atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +8/+8 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); AL CE; SV Fort +8, Ref +4, Will +1; Str 12, Dex 16, Con 18, Int 12, Wis 11, Cha 11; Weight 153 lbs., Height 5ft., 9 in.

Sir Thornton Fitzwalder

Male human ftr 15: CR 15; Medium-size humanoid (human); Hit Dice 15d10+45; 130 hp; Init +0; Spd 20 ft. (4 squares) (30 ft. base); AC 30 (touch 11, flat-footed 30); BAB/Grapple +15/+19; Atk +22 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); Full atk +22/+17/+12 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); AL LG; SV Fort +12, Ref +5, Will +6; Str 18, Dex 10, Con 16, Int 12, Wis 12, Cha 12; Height 6 ft.

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