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Friday 13 November 2015

Temple Personnel - Acolyte hd 2, Priest hd 5, High Priest hd 11, Temple Guard hd 3

Acolyte hd 2
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Proficiency +2
Speed 30 ft.
STR 9 (-1) or 10 (+0) DEX 10 (+0) CON 10 (+0) INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, detect magic, thaumaturgy
1st level (2 slots): bless, cure wounds (d8+2), sanctuary

Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

Priest hd 5
Medium humanoid (any race), any alignment
Armor Class 10 or 13 (chain shirt/light breastplate)
Hit Points 27 (5d8 + 5)
Proficiency +2
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions

Shortsword or Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing or bludgeoning damage.

Priests are the spiritual leaders of temples and shrines.

High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.

Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying

Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier

Actions

+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing  damage.

Treasure: 4605 gp in coin.

Temple Guard Veteran hd 3
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)

Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).

Actions:

• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
•  Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit:  6 (1d8+2) piercing damage.


Tuesday 10 November 2015

Gate Castle Expedition Personnel

Warriors
1. Hakeem
2. Rey
3. Thuruar
4. Zombie T-Rex

Other
1. Laara, the Greywolf Psychic Defender. hd 5 CON 9 hp 17.
2. Alicia Scarnetti - qv
3. Feani, Elf Scout of Onhir - qv

Casualties
Amber the Priestess - incinerated by Chimerae
Amdor the Mighty - murdered at Hall of the Laer

Athena Escort to Onir - returned to Temple of the Lady of Wisdom
Priestess Sora Menekakhos
2 Temple Guards

Left at Temple of the Lady of Wisdom (2)
Kaag - qv - learning wisdom!
Gail Skara, Kaag's Nerathi concubine, gift from Ernsorn Blue of Seawolf - "She has been west of the mountains, and may prove useful for more than bed-warming". hd 2 CON 7 hp 5.


Amdor, as he saw himself anyway.


Saturday 7 November 2015

Kaag Tiger-Killer, barbarian warrior hd 18

Kaag Tiger-Killer of Greywolf
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 134 (18d8 + 54)
hd 9 (d12+3)
Speed 40 ft.
STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)
Senses passive Perception 12
Languages Common
Challenge 7
Proficiency +3

Actions
Multiattack. Kaag makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, Kaag can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.

+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.

Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.

Hoards

Mathematical average per creature...
CR 1-4 = 5.4 gp (2d4gp)
CR 5-10 = 84.2 gp (2d6x10gp)
CR11-16 = 946.8 gp (2d8x100gp)
CR17+ = 6510 gp (2d6x1000gp)

Hoard cache values average
Level 1-4 = 196 (4d8x10gp)
Level 5-10 = 2,226 (6d6x100gp)
Level 11-16 = 18,900 (4d8x1000gp)
Level 17+ = 322,000 (9d6x10,000gp)

Heroic hoard:

1,000 Copper
11,000 Silver
2,000 Gold
90 Platinum
7 banded agate worth 10 gp each
8 chrysoberyl worth 100 gp each

Potion of Healing

hoard total: 4,880.00 gp

Paragon hoard:

Dragon Turtle hoard:
9,500 Gold
120,000 Silver
8 azurite worth 10 gp each
6 blue star sapphire worth 1000 gp each
gold crown set with star sapphire worth 2500gp
platinum fine chain set with a fire opal worth 2500gp
cloth-of-gold ribbon strung with pink pearls worth 2500gp

Potion of heroism
Sending stones
Potion of mind reading
Scroll of Hold Monster, (PHB 251)

hoard total: 35,080.00 gp

Epic hoard:

37,500 Gold
2,475,000 Silver
8 pearls worth 50 gp each
10 huge diamonds worth 5000 gp each
glass jeweled anklet worth 2500gp
bloodstone jeweled anklet worth 2500gp
glass bracelet set with sapphires worth 2500gp
glass child's sarcophagus worth 7500gp
glass jewelry box with platinum filligree worth 7500gp
ivory jewelry box with platinum filligree worth 7500gp
silver crown set with sapphires worth 7500gp
bloodstone statuette set with rubies worth 7500gp
carved bone game board with solid gold playing pieces worth 7500gp
felt embroidered mantle set with moonstones worth 7500gp

Potion of mind reading
Potion of fire giant strength
Elixir of Health
Potion of Invulnerability
Scroll of Mass Cure Wounds, (PHB 258)
Oil of etherealness
Quaal's Feather Token

hoard total: 395,400.00 gp