https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.183.183.130&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T18:33:22ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Gnomes_and_Gnolls_(3.5e_Encounter)&diff=636258Gnomes and Gnolls (3.5e Encounter)2013-09-22T07:34:09Z<p>173.183.183.130: /* Creatures */</p>
<hr />
<div>== Encounter: Gnomes and Gnolls ==<br />
<br />
*'''CR''' [[3e CR::7]]<br />
*'''Integration''' [[3e Summary::A simple random encounter for overland travel.]]<br />
*'''Prep Time''' [[3e Preparation Time::very little]]<br />
*'''Play Time''' [[3e Play Time::{{{play time}}}]]<br />
<br />
=== Introduction ===<br />
<br />
While traveling overland through the wilderness, the PCs come across a recently sacked gnome village by the name of "Treehollow." They were attacked by a raiding party of gnolls. The gnolls took all of the gnomes' valuables and kidnapped a number of their people. The gnomes don't have much by which to repay the PCs but they would be eternally grateful and would offer spell services and all of their valuables in exchange for rescuing their people.<br />
<br />
The gnolls have a head start and the PCs will have to hustle for 5 hours to catch up to them. Their trail is fairly easy to find but a search check should be required every hour and a failed check results in the number of hours of travel increased by one. If a PC has the Track feat, they should be able to follow the trail without a check. <br />
Also a fortitude save must be rolled every hour or a character will become fatigued. The first save is DC 11 and it increases by 1 for each concurrent save.<br />
<br />
If the PCs cannot catch up to the gnolls after 12 hours, the gnolls have made it to their camp where they have sentries posted and are keeping the gnomes in big cages suspended off the ground.<br />
<br />
There is a small caravan of 20 gnolls. Most are wearing light armor and are armed with longbows, nets and longspears.<br />
Four of the gnolls are well armored, are baring lances and are riding brown bears.<br />
<br />
=== Creatures ===<br />
<br />
16 Gnolls armed with a longspear, a net and a longbow,<br />
<br />
4 Gnolls armed with a lance, battleaxe, baring a heavy shield and wearing half plate armor.<br />
<br />
4 brown bears<br />
<br />
=== Tactics ===<br />
<br />
Upon spotting, hearing or smelling the PCs, the gnolls all drop their gnome captives and charge up to the PCs as quickly as possible. They all attack the weakest seeming PC first.<br />
The gnolls with nets will use them on any PC with heavy armor. The gnolls are not proficient with nets and so get a -4 penalty to hit. Once netted, they will attempt to pull the PC prone and gang up on him. They will grapple said PC, disarm him, sunder his armor and generally beat him to death in a big pile.<br />
If the PCs are beaten easily, the gnolls will attempt to knock them unconscious with sub-dual damage so as to take them prisoners and sell them as slaves.<br />
The brown bears are trained for riding and are trained to fight with their gnoll riders.<br />
The gnolls prefer melee combat to ranged combat and will only use their bows if it's the only effective way to fight.<br />
<br />
=== Treasure ===<br />
<br />
gnome slaves,<br />
<br />
gnome sized clothing,<br />
<br />
jewelry,<br />
<br />
coinage,<br />
<br />
gifts from the gnomes<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Encounter]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Gnomes_and_Gnolls_(3.5e_Encounter)&diff=636257Gnomes and Gnolls (3.5e Encounter)2013-09-22T07:33:29Z<p>173.183.183.130: /* Treasure */</p>
<hr />
<div>== Encounter: Gnomes and Gnolls ==<br />
<br />
*'''CR''' [[3e CR::7]]<br />
*'''Integration''' [[3e Summary::A simple random encounter for overland travel.]]<br />
*'''Prep Time''' [[3e Preparation Time::very little]]<br />
*'''Play Time''' [[3e Play Time::{{{play time}}}]]<br />
<br />
=== Introduction ===<br />
<br />
While traveling overland through the wilderness, the PCs come across a recently sacked gnome village by the name of "Treehollow." They were attacked by a raiding party of gnolls. The gnolls took all of the gnomes' valuables and kidnapped a number of their people. The gnomes don't have much by which to repay the PCs but they would be eternally grateful and would offer spell services and all of their valuables in exchange for rescuing their people.<br />
<br />
The gnolls have a head start and the PCs will have to hustle for 5 hours to catch up to them. Their trail is fairly easy to find but a search check should be required every hour and a failed check results in the number of hours of travel increased by one. If a PC has the Track feat, they should be able to follow the trail without a check. <br />
Also a fortitude save must be rolled every hour or a character will become fatigued. The first save is DC 11 and it increases by 1 for each concurrent save.<br />
<br />
If the PCs cannot catch up to the gnolls after 12 hours, the gnolls have made it to their camp where they have sentries posted and are keeping the gnomes in big cages suspended off the ground.<br />
<br />
There is a small caravan of 20 gnolls. Most are wearing light armor and are armed with longbows, nets and longspears.<br />
Four of the gnolls are well armored, are baring lances and are riding brown bears.<br />
<br />
=== Creatures ===<br />
<br />
16 Gnolls armed with a longspear, a net and a longbow<br />
4 Gnolls armed with a lance, battleaxe, baring a heavy shield and wearing half plate armor.<br />
4 brown bears<br />
<br />
=== Tactics ===<br />
<br />
Upon spotting, hearing or smelling the PCs, the gnolls all drop their gnome captives and charge up to the PCs as quickly as possible. They all attack the weakest seeming PC first.<br />
The gnolls with nets will use them on any PC with heavy armor. The gnolls are not proficient with nets and so get a -4 penalty to hit. Once netted, they will attempt to pull the PC prone and gang up on him. They will grapple said PC, disarm him, sunder his armor and generally beat him to death in a big pile.<br />
If the PCs are beaten easily, the gnolls will attempt to knock them unconscious with sub-dual damage so as to take them prisoners and sell them as slaves.<br />
The brown bears are trained for riding and are trained to fight with their gnoll riders.<br />
The gnolls prefer melee combat to ranged combat and will only use their bows if it's the only effective way to fight.<br />
<br />
=== Treasure ===<br />
<br />
gnome slaves,<br />
<br />
gnome sized clothing,<br />
<br />
jewelry,<br />
<br />
coinage,<br />
<br />
gifts from the gnomes<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Encounter]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Gnomes_and_Gnolls_(3.5e_Encounter)&diff=636256Gnomes and Gnolls (3.5e Encounter)2013-09-22T07:32:28Z<p>173.183.183.130: Created page with "{{subst:3.5e Encounter |name=Gnomes and Gnolls |cr=7 |integration=A simple random encounter for overland travel. |preparation time=very little |introduction=While traveling ov..."</p>
<hr />
<div>== Encounter: Gnomes and Gnolls ==<br />
<br />
*'''CR''' [[3e CR::7]]<br />
*'''Integration''' [[3e Summary::A simple random encounter for overland travel.]]<br />
*'''Prep Time''' [[3e Preparation Time::very little]]<br />
*'''Play Time''' [[3e Play Time::{{{play time}}}]]<br />
<br />
=== Introduction ===<br />
<br />
While traveling overland through the wilderness, the PCs come across a recently sacked gnome village by the name of "Treehollow." They were attacked by a raiding party of gnolls. The gnolls took all of the gnomes' valuables and kidnapped a number of their people. The gnomes don't have much by which to repay the PCs but they would be eternally grateful and would offer spell services and all of their valuables in exchange for rescuing their people.<br />
<br />
The gnolls have a head start and the PCs will have to hustle for 5 hours to catch up to them. Their trail is fairly easy to find but a search check should be required every hour and a failed check results in the number of hours of travel increased by one. If a PC has the Track feat, they should be able to follow the trail without a check. <br />
Also a fortitude save must be rolled every hour or a character will become fatigued. The first save is DC 11 and it increases by 1 for each concurrent save.<br />
<br />
If the PCs cannot catch up to the gnolls after 12 hours, the gnolls have made it to their camp where they have sentries posted and are keeping the gnomes in big cages suspended off the ground.<br />
<br />
There is a small caravan of 20 gnolls. Most are wearing light armor and are armed with longbows, nets and longspears.<br />
Four of the gnolls are well armored, are baring lances and are riding brown bears.<br />
<br />
=== Creatures ===<br />
<br />
16 Gnolls armed with a longspear, a net and a longbow<br />
4 Gnolls armed with a lance, battleaxe, baring a heavy shield and wearing half plate armor.<br />
4 brown bears<br />
<br />
=== Tactics ===<br />
<br />
Upon spotting, hearing or smelling the PCs, the gnolls all drop their gnome captives and charge up to the PCs as quickly as possible. They all attack the weakest seeming PC first.<br />
The gnolls with nets will use them on any PC with heavy armor. The gnolls are not proficient with nets and so get a -4 penalty to hit. Once netted, they will attempt to pull the PC prone and gang up on him. They will grapple said PC, disarm him, sunder his armor and generally beat him to death in a big pile.<br />
If the PCs are beaten easily, the gnolls will attempt to knock them unconscious with sub-dual damage so as to take them prisoners and sell them as slaves.<br />
The brown bears are trained for riding and are trained to fight with their gnoll riders.<br />
The gnolls prefer melee combat to ranged combat and will only use their bows if it's the only effective way to fight.<br />
<br />
=== Treasure ===<br />
<br />
gnome slaves<br />
gnome sized clothing<br />
jewelry<br />
coinage<br />
gifts from the gnomes<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Encounter]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597091Devoted Magi (3.5e Feat)2012-11-19T00:54:45Z<p>173.183.183.130: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Devoted Magi<br />
|types=General<br />
|summary= Your devotion to the righteous path harmonizes with your innate arcane abilities.<br />
|prereqs= Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells.<br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
<br />
[[Category:General Feat]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597090Devoted Magi (3.5e Feat)2012-11-19T00:52:36Z<p>173.183.183.130: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Devoted Magi<br />
|types=General<br />
|summary= Your devotion to the righteous path harmonizes with your innate arcane abilities.<br />
|prereqs= Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells.<br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[<!-- subcategory --> Feats]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
<br />
[[Category:General Feat]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597089Devoted Magi (3.5e Feat)2012-11-19T00:50:57Z<p>173.183.183.130: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Devoted Magi<br />
|types=General<br />
|summary= Your devotion to the righteous path harmonizes with your innate arcane abilities.<br />
|prereqs= Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells.<br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
<br />
[[Category:General Feat]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597087Devoted Magi (3.5e Feat)2012-11-19T00:06:57Z<p>173.183.183.130: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Devoted Magi<br />
|types=General<br />
|summary= Your devotion to the righteous path harmonizes with your innate arcane abilities.<br />
|prereqs= Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells.<br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
<br />
[[Category:General Feat]]</div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597086Devoted Magi (3.5e Feat)2012-11-19T00:06:17Z<p>173.183.183.130: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Devoted Magi<br />
|types=General<br />
|summary= Your devotion to the righteous path harmonizes with your innate arcane abilities.<br />
|prereqs= Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells.<br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
<!--<br />
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--></div>173.183.183.130https://www.dandwiki.com/w/index.php?title=Devoted_Magi_(3.5e_Feat)&diff=597038Devoted Magi (3.5e Feat)2012-11-18T12:38:01Z<p>173.183.183.130: Your devotion to the righteous path harmonizes with your innate arcane abilities.</p>
<hr />
<div>{{3.5e Feat<br />
|name=<!-- Devoted Magi --><br />
|types=<!-- General --><br />
|summary=<!-- Your devotion to the righteous path harmonizes with your innate arcane abilities. --><br />
|prereqs=<!-- Lawful Good, Access to Paladin spell list, Ability to spontaneously cast arcane spells. --><br />
|benefit= Your Paladin casting ability and spells per day are based off of your Charisma modifier instead of your Wisdom modifier. Once a day per spell level, you may prepare a Sorcerer spell known to you in a Paladin spell slot of the same level. This spell may be cast as a swift action and without somatic components. Once per day per spell level, you may spontaneously cast a spell from the Paladin spell list as a Sorcerer by using up a Sorcerer spell slot three levels higher than the Paladin spell level.<br />
You may multiclass freely between Sorcerer and Paladin but you must remain Lawful Good to retain your Paladin abilities and the normal multiclassing XP penalties are not lifted. <br />
|normal= Paladin spellcasting is based on wisdom. Paladin and Sorcerer levels cannot share spells. A Paladin who multiclasses cannot again take a level in Paladin.<br />
|special= By taking this feat, if you cast arcane spells or use spell-like abilities of the Necromancy school, that cause fear or that use negative energy it will count as violating the Paladin code of conduct. Conjuring or summoning non-good, non-lawful creatures is also against the Paladin code. If the prerequisites for this feat cease to be met, this feat will become inactive until they are restored. This feat cannot be taken more than once.<br />
}}<br />
<br />
<br />
----<br />
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