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Morning Glory Blade
By Gwendolyn F.M. Kestrel

Morning Glory Blade (Drider), Brd 9 (CR 11)

Morning Glory Blade: Female drider* Brd 9; CR 11; Large aberration; HD 9d6+36; hp 31; Init +4; Spd 30 ft., climb 15 ft.; AC 20, touch 14, flat-footed 16; Atk +8 melee (1d4+4 plus poison, bite), or +9/+4 melee (1d8+4/19-20, +1 longsword) and +3 melee (1d4+1, bite), or +11/+6 ranged (1d8+3/x3, masterwork mighty composite longbow [+3 Str bonus] with masterwork arrows); Face/Reach 10 ft. by 10 ft./5 ft.; SA poison, spell-like abilities; SQ bardic knowledge +9, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 9/day, elf traits, SR 20; AL CE; SV Fort +7, Ref +10, Will +6; Str 17, Dex 18, Con 18, Int 10, Wis 10, Cha 21.

Skills and Feats: Climb +11, Diplomacy +17, Hide +4, Knowledge (history) +12, Knowledge (nobility and royalty) +12, Listen +2, Move Silently +8, Perform (singing, dancing, lute, panpipes, lyre, drum, drama, mime, juggling) +17, Search +2, Spot +2; Dodge, Mobility, Point Blank Shot, Spring Attack.

Poison (Ex): Morning Glory Blade delivers her poison (Fort DC 14) via each successful bite attack. The initial damage and secondary damage are the same (1d6 points of temporary Strength damage).

Spell-Like Abilities: 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate. Caster level 1st; save DC 15 + spell level.

Bardic Knowledge: Morning Glory Blade can make a bardic knowledge check with a bonus of +9 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.

Bardic Music: Blade can use her song or poetics to produce magical effects on those around her.

Countersong (Su): Morning Glory Blade can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 feet of her that is affected by a sonic or language-dependent magical attack can use Morning Glory Blade's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Su): Morning Glory Blade can cause a single creature within 90 feet that can see and hear her to become fascinated with her. Morning Glory Blade's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 9 rounds.

Inspire Competence (Su): An ally within 30 feet who can see and hear Morning Glory Blade gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music.

Inspire Courage (Su): Allies who can hear Morning Glory Blade receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear her.

Inspire Greatness (Su): After hearing Morning Glory Blade sing for a full round, a creature within 30 feet gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. The effect lasts until 5 rounds after the creature can no longer hear her.

Suggestion (Sp): Morning Glory Blade can make a suggestion (as the spell) to a creature she has already fascinated. A Will save (DC 18) negates the effect.

Elf Traits: Morning Glory Blade is immune to magic sleep spells and effects. She has a +2 racial bonus on saves against enchantment spells or effects. She also has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, she has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats. Morning Glory Blade also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Bard Spells Known (3/5/4/3; save DC 15 + spell level): 0 -- detect magic, flare, ghost sound, open/close, read magic, resistance; 1st -- charm person, cure light wounds, identify, mage armor; 2nd -- blur, silence, sound burst, tongues; 3rd -- confusion, dispel magic, keen edge.

Possessions: Ring of protection +1, +1 longsword, masterwork mighty composite longbow (+3 Str bonus), 25 masterwork arrows, cloak of Charisma +2, necklace of fireballs (Type VII), Heward's handy haversack, potion of jump, potion of spider climb, potion of invisibility, acid (flask) (2), alchemist's fire (2), antitoxin (vial) (2), holy water (flask) (2), smokestick (2), sunrod (2), tanglefoot bag (2), thunderstone (2), tindertwigs (2), 100 gp pearls (2).

* Uses the Monster Mayhem drider template found on the Wizard's website.

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