Wednesday, March 18, 2009

People and Places

Zalona (largest nation in the region)

Important Cities
Haven: Capital city
Watertown: Major port the houses the naval base and naval yards
Stronghold: Major military base & military training facility. A town has sprung up around the base.

Important People in the Area
Durnan (NG human/male, Fighter 12): owner/operator of the Yawning Portal Inn
The Mad Wizard Halaster (human/male, Wizard 15/Archmage 10): the “owner” and controlling force behind Undermountain
Gavin Kix (LG human/male, Knight 13): Lord Regent of the Zalona Council of Lords
Dayden Vhor (NE human/male, Fighter 4/Rogue 3/Dishonorable Dread Pirate 7): the leader of the island empire of T’sharra and the grandson of the former king of Zalona, Jharren Vhor.

Madonia (the nation to the south of Zalona)

Important Cities:
Krestalon: Capital city

Important People in the Area:
Khadish Thex (CE tiefling/male, Barbarian 3/Fighter 8/Blackguard 5): the dictator of Madonia. He is currently engaged in a war to gain control of the nations to the south.
Anya Stillen (NE human/female, Warlock 13): she is Khadish’s right hand. She is ambitious and seeks the thrown of power for herself.
Kisha Feathermoon (CG half-elf/female, Ranger 7/Scout 4): the leader of the resistance against Khadish Thex.

Forest of Tekish Nhar (controlled by the Elves, a vast forest)

Important Cities:
Bastion: the “capital” of the Forest

Important People in the Area:
Zess Whitemoon (CG elf/female, Cleric of Daylen 19): the leader of the Elven tribes.
Cayden Silverblade (NG elf/male, Duskblade 15): the War Chief of the elven tribes.

The Mines of Gamden (controlled by the Dwarves, includes vast mountain holdings)

Important Cities:
Zhorran: Capital city

Important People:
Mendel Underhill (dwarf/male, Fighter 14): leader of the Dwarven clans

The Frontier

Important Cities:
There are no important cities to note, because the Frontier is not well explored

Important People in the Area:
Leader of the Sovereign Tribes (TN orc/male, Spirit Shaman 17): a mysterious Orc that leads the Sovereign Tribes of the Frontier

Darkhold

Important Cities:
None. Darkhold was a vast city that covered an area the size of Haven.

Important People:
Sarek von Defel (CE undead human/male, Necromancer 15/Master Specialist 5/Archmage 2): the “thing” in charge of what is left of Darkhold
Sohn von Defel (CN human/male, Rogue 5/Fighter 4): the son of Sarek. Sohn tried to fight against his father. Rather then kill his own son, Sarek put him in a state of suspended animation until he can find away to “win” his son over to his way of thinking.

Deities

Anya, Goddess of Magic
Alignment: TN
Domains: Knowledge, Magic, Mind, Oracle, Spell*
Weapon: Dagger
Daylen, God of the Elves
Alignment: CG
Domains: Chaos, Community, Creation, Good, Protection, War
Weapon: Long Sword
Lambertus, Protector of the Forests
Alignment: CG
Domains: Animal, Celerity, Chaos, Good, Moon*, Plant, Sun
Weapon: Long Bow
Gharrin, The Traveling One
Alignment: TN
Domains: Celerity, Fate*, Luck, Protection, Travel, Weather
Weapon: Quarterstaff
Note: supports an order of Monks
Corrin, The Honor-bound
Alignment: LG
Domains: Courage*, Destruction, Glory, Good, Inquisition, Law, War
Weapon: Long Sword
Note: supports an order Paladins & Monks
Bayden, The Liberator
Alignment: CG
Domains: Celerity, Chaos, Courage*, Good, Glory, Liberation*, Luck, Strength, War
Weapon: Greataxe
Ironheart, Dwarf-Lord
Alignment: LG
Domains: Craft*, Creation, Earth, Good, Law, Metal*, Protection
Weapon: Warhammer
Note: supports an order of Paladins
Selene, Mistress of Nature
Alignment: TN
Domains: Air, Animal, Earth, Fire, Plant, Renewal*, Water, Weather
Weapon: Scythe
Vayne, Prince of Thieves
Alignment: CN
Domains: Celerity, Chaos, Liberation*, Luck, Mind, Trickery
Weapon: Rapier
Zaythe, Champion of the Sun
Alignment: NG

Domains: Glory, Good, Healing, Protection, Purification*, Renewal*, Strength, Sun
Weapon: Heavy Mace
Note: supports an order of Monks & Paladins
Nharrin, The Blade of Vengeance
Alignment: LN
Domains: Destruction, Inquisition, Law, Protection, Retribution*, Strength, War
Weapon: Bastard Sword (one-handed)
Note: supports and order of Paladins & Monks
Keena, Lord of the Halflings
Alignment: LG
Domains: Community, Creation, Good, Law, Protection
Weapon: Short Sword
Note: supports Paladins
Dharken, The Soul of Orcs
Alignment: CN
Domains: Chaos, Destruction, Fire, Retribution*, War
Weapon: Orc Double-Axe


* Domain that appears in the Spell Compendium

Character Classes

Artificer: Skill points are (6 + Int modifier) x 4 at first level & 6 + Int modifier at each additional level. Gain Listen (Wis) & Spot (Wis) as class skills. Gains a good Reflex Save. Any points left over from the Artificer's Craft XP Reserve carry over to the next level and are not lost.
Barbarian: gains Endurance (Con), Escape Artist (Dex), Profession (Wis), & Spot (Wis) as class skills.
Bard: gains proficiency in scimitar, kukri, & all bows. Bardic Music is usable Bard level plus Charisma modifier times/day. Bardic Music can also be done w/Perform (weapon drill), but the area of effect is limited to a 30-foot radius. Gains Use Psionic Device (Cha) as a class skill
Beguiler: Gains a bonus feat progression at 4th, 8th, 12th, 16th, & 20th level. These feats can come from Spell Focus (Illusion), Spell Focus (Enchantment), any metamagic feat, any item creation feat, Weapon Finesse, Skill Focus (any class skill), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Illusion), Greater Spell Focus (Enchantment), Combat Reflexes, Stealthy, or Quick Draw
Cleric: The Cleric gains Sense Motive (Wis) as a class skill. Note, the Destruction Domain's granted power works the same as Paladin Smite. Also, a Cleric that has the War Domain may take Weapon Specialization for their deity's favored weapons as long as they have base attack bonus of +4 or higher. Clerics w/the Strength Domain gain Endurance (Con) as a class skill.
Dragon Shaman: gains Diplomacy (Cha), Endurance (Con), Knowledge (arcana) (Int), & Sense Motive (Wis) as class skills. Also, the Vigor Aura functions regardless of how many hit points the target has.
Druid: gains proficiency in all bows & the scythe. Cannot be Neutral Evil.
Duskblade: gains Endurance (Con) as a class skill
Favored Soul: Does not grow wings
Fighter: gains Endurance (Con) & Knowledge (warfare) (Int) as a class skill.
Gladiator: gains Endurance (Con) as a class skill. Can take Weapon Specialization as a bonus feat as long as the Gladiator has Weapon Focus w/the given weapon and has a base attack bonus of +4 or higher.
Healer: Does not gain the Unicorn companion
Hexblade: The Hexblade gains a 1d8 hit die. The Hexblade gets a good Fortitude & Will save instead of what is listed in Complete Warrior. Also gains (4 + Int modifier) skill points at every level. The Hexblade also gains Endurance (Con), Hide (Dex), Jump (Str), & Move Silently (Dex) as class skills. The Hexblade also gets a better bonus feat progression. The Hexblade now gains bonus feats at 2nd, 5th, 8th, 11th, 14th, 17th, & 20th level. These bonus feats can come from the following list: any Fighter feat (except Weapon Specialization), Ability Focus (Hexblade Curse) (+2 to the save DC), Extra Hexblade Curse (+2/day), Combat Casting, Spell Focus (Enchantment, Necromancy, or Transmution), Greater Spell Focus (Enchantment, Necromancy, or Transmution), Spell Penetration, or Greater Spell Penetration. The Hexblade also gains a better spell progression. The Hexblade spells known & spells/day are the same as a Bard of the same level and the spells that the Hexblade knows come from the Sorcerer/Wizard spell list.
Knight: gains good Fortitude & Will saves. Gains Endurance (Con) as a class skill
Lurk: the Lurk gaines a d8 hit die. The Lurk also gets (6 + Int modifier) x 4 skill points at first level & 6 + Int modifier at each additional level. The Lurk also gains Disable Device (Int), Knowledge (local) (Int), Knowledge (streetwise), & Use Psionic Device (Cha) as class skills. The Lurk also receives Trap-Finding at 1st level. The Lurk also gets a bonus feat progression, receiving a bonus feat at 2nd, 6th, 10th, 14th, & 18th level. These feats can be selected from any feat or psionic feat that the Lurk meets the prerequisites for.
Marshal: Gains attack bonus of the Fighter. Endurance (Con), Jump (Str), & Climb (Str) are class skills. Command Auras have an effective range of (class level x 10 feet) + 60 feet. Gains bonus feats at 3rd, 6th, 9th, 12th, 15, & 18th level. These feats can come from: any Fighter feat (no Weapon Specialization), Skill Focus (any Marshal class skill), Extra Grant Move Action (+1/day), Extra Aura (+1 aura known), Extend Aura (+30 feet to the radius of effect)
Monk: any non-chaotic alignment. Gains Endurance (Con) as a class skill. Gains proficiency in the butterfly sword (1d6 slashing damage, critical 19-20/x2), tonfa (1d6 bludgeoning damage, critical 20/x2) & the sai (1d4 piercing damage, critical 20/x2) and all count as monk weapons for use w/flurry of blows.
Paladin: Any non-evil alignment & gains Endurance (Con) & Knowledge (warfare) (Int) as a class skill. Also, Smite is improved. Smite is useable 1 + (Charisma modifier) times/day. You still add your Charisma modifier to the attack roll, but the damage bonus is changed. At first level, the damage bonus is +1d6 and increases by +1d6 again at 5th, 9th, 13th, & 17th level for a maximum of +5d6 damage at 17th level. Extra Smiting is still available as a feat, it just gives your 2 additional uses of Smite each day. The Paladin also gets an increased spell progression. The Paladin's spells/day is the same as the Bard's and the Paladin draws his/her spells from the Paladin and Cleric Spell list. The Paladin can take Weapon Specialization for his/her deity's favored weapon as long as he/she has Weapon Focus for that weapon and has a base attack bonus of +4 or higher.
Psion: Proficient in all simple weapons. Gains Use Psionic Device (Cha) as a class skill.
Psychic Warrior: Gains attack bonus as the Fighter. Gains good Fortitude & Reflex saves. Gains 1 extra power point at 1st level. Gains Balance (Dex), Endurance (Con), Intimidate (Cha), Knowledge (warfare) (Int), & Tumble (Dex) as class skills. Gains (4 + Int modifier) x 4 at first level & 4 + Int modifier at each additional level. Can take Weapon Specialization as bonus feat as long as the character has Weapon Focus & a base attack bonus of +4 or higher.
Ranger: Gains Endurance (Con) as a class skill. The Ranger also gets an increased spell progression. The Ranger's spells/day is the same as the Bard's and the Ranger draws his/her spells from the Ranger and Druid Spell list. At 3rd level, gains Skill Focus (Endurance) instead of the Endurance feat)
Rogue: gains Knowledge (local) (Int), Knowledge (streetwise) (Int), & Use Psionic Device (Cha) as a class skill. Gains proficiency in the bladed gauntlet & kukri.
Scout: gains Disable Device (Int) & Endurance (Con) as a class skill. The Scout also gains proficiency in the long sword, scimitar, all bows, & the buckler.
Sorcerer: gains Use Magic Device (Cha) as a class skill.
Spellthief: gains a better spell progression. The Spellthief spells known & spells/day are the same as a Bard of the same level and the spells that the Spellthief knows come from the Sorcerer/Wizard spell list.
Spirit Shaman: Gains Knowledge (the planes) (Int) as a class skill.. Also proficient in the sickle, kukri & scythe as well as medium armor. The Spirit Shaman cannot change his/her spells known. Once a spell is selected for spells known, it is permanent.
Swashbuckler: gains proficiency in the Buckler. Gains Endurance (Con) as a class skill
Warlock: can only be any chaotic, non-evil alignment. Characters power must come from either a fey or celestial source.
Warmage: gains proficiency in three martial weapons of the player's choice. Gains Endurance (Con) as a class skill. When the Advanced Learning ability is gained, any spell can be selected as long as it effects combat.
Wizard: gains Use Magic Device (Cha) as a class skill. The Wizard also gains (4 + Int modifier) skill points at every level. At the player's option, he/she can use the Wizard school variants out of Unearthed Arcana

If you have any questions as to where to find some of these classes, email me and let me know.

Races

These are the races that are available:

Human (as Players Handbook)
Dwarf (as Players Handbook)
High Elf (as Players Handbook Elf except for the following):
+2 Dex, -2 Con, +1 Cha, -1 Str
cast the Daylight spell Charisma modifier times/day
Drow (as Players Handbook Elf except for the following):
+2 Dex, -2 Con, +1 Int, -1 Cha
cast the Darkness spell Charisma modifier times/day
proficient in the long sword, rapier, & hand crossbow
gains Darkvision 60 feet instead of lowlight vision
Wild Elf (as Players Handbook Elf except for the following):
+2 Dex, -2 Cha, +1 Wis, -1 Con
cast the Entangle spell Charisma modifier times/day
proficient in the long sword, scimitar, & all bows
Half Elf (as Players Handbook Elf except for the following):
+1 Dex, -1 Con
Halfling (as Players Handbook Elf except for the following):
+2 Dex, -2 Str, +1 Cha, -1 Con
Half-Orc (as Players Handbook Elf except for the following):
+2 Str, -2 Cha, +1 Con, -1 Int
Hobgoblin (comes from the Monster Manual I):
+2 Dex, -2 Cha, +1 Con, -1 Wis
Darkvision 60 feet
+2 racial bonus to Move Silently
Tiefling (comes from the Monster Manual I):
+2 Dex, +2 Int, -2 Cha
Darkvision 60 feet
+2 racial bonus to Bluff & Hide
cast the Darkness spell Charisma modifier times/day
Cold, Electricity, & Fire Resistance 5
Aasimar (comes from the Monster Manual I):
+2 Wis, +2 Cha
Darkvision 60 feet
cast the Daylight spell Charisma modifier times/day
+2 racial bonus to Listen & Spot
Acid, Cold, & Electricity Resistance 5
Warforged (from the Eberron campaign setting)
+2 Con, -2 Cha, +1 Str, -1 Wis
Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, &
Exhaustion effects.
Cannot heal damage naturally
Does not need to eat, sleep, or breathe. Can still use potions &
other consumables.
Composite Plating: provides +2 armor bonus to AC & 5% arcane
spell failure. This can be changed by taking Warforged specific
feats.
Light Fortification: 25% chance to ignore critical hit damage or
sneak attack damage.
Slam Attack: fists do 1d4 damage

Character Creation

Here are the character creation rules for Expedition to Undermountain:

For ability scores, roll 4d6 and keep the top three. You are allowed to reroll 1's. Please check with the DM to make sure that your stats are adequate.
Characters are to be of any Neutral or Good alignment. Evil alignments are not allowed.
All characters are to start at 2nd level.
Characters are awarded a bonus starting feat of the players choosing. Characters are also award 5 additional skill points to be distributed at the players choosing.
Characters receive either a masterwork weapon or a masterwork piece of armor at character creation.
There is no Endurance feat. This feat has been replaced with the Endurance skill. It works the same way, but characters can now improve their endurance scores. Which classes get this skill as a class skill will be shown below.

Introduction

Welcome to the Expedition to Undermountain blog. You will be able to find everything that you need here to create characters for this epic adventure.

Heroes come from far and wide to explore the infamous Undermountain. Do you have what it takes to survive & ultimately thrive in Undermountain? Well, we shall see.