Wednesday, June 5, 2013

Expedition to the Doomed Peaks--Extra Adventurers Part 1

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index


Extra Adventurers
Part One

This group could be used by players to go through the adventure (though they are a bit sub-par). They can be used (all or in part) for the Adventurer encounters on the ship. They’ll work as replacement characters or as nasty foes. If used as characters starting the adventure, they should be equipped with some common gear of the player’s choice. Otherwise, assume they have none, as well as no firearms or other advanced gear (they lost it running from monsters). If this group is encountered on higher levels, assume that they got there by following after the player characters opened the way.


Barbarian
+3 Str and Con bonus
7th level (80 XP), Hp 69, AC 17 Chainmail, AC 12 vs firearms
Fort +8, Ref +2 Will +2
Melee: +1 Great Axe +11 to hit 1d12+4, Rage (Natural 13 up) 16 dam
Ranged +1 Spear +8 to hit 1d8+1

Detection +4
Die Hard 3 rds before unconscious


Paladin
+3 Str, Con, and Wis bonus
7th level (80 XP), Hp 61, AC 18 Splint and +2 Shield, AC 12 vs firearms
Fort +8, Ref +2, Will +8
Melee: +1 Longsword +11 to hit 1d8+4, Smite (undead, demons) 12 dam
Ranged: Holy Water (undead, demons) 2d4+4, 7 vials

Immunities: fear, charm, and disease effects.
First Aid Skill
Magical Healing: x 3 day, all Hp damage

At Will Spells:
- Bless Water: Makes holy water. At will, but only 1 vial/level (7) may be active per day. 2d4 + 1/2 level points of damage (2d4+4) to an undead creature or a demon.
- Detect Lies: Detects knowingly told falsehoods.
- Detect Magic: Detects spells and magic items and creatures within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level (70’).
- Divine Light: Object shines like a torch. At will. May be dismissed at will. Undead, demons, and heliophobic creatures will be stunned for a rd. This works once per encounter.

Encounter Spells: +7 to cast
May be attempted once per turn/encounter, DC 12 to cast.

- Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the paladin flee or cower for 1 turn.
- Gentle Repose: Preserves one corpse. Permanent.
- Neutralize Poison: Detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Remove Fear: Suppresses fear in a subject.

Daily Spells: +7 to cast
May be attempted once a day, DC 18 to cast.

- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Commune: Deity answers one simple question. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster (7).
- Hallow: Designates location as holy. Keeps out demons and undead for one day. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.


Knight
+3 Str and Con bonus
7th level (80 XP), Hp 61, AC 17 Half Plate, AC 10 vs firearms
Fort +8, Ref +2, Will +2
Melee: +1 Great Sword, 2 att, +11/+7 to hit 2d6+4
Ranged: Longbow +7 to hit, 1d8, 20 arrows

Magic Helm of Comprehend Languages



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