These are the followers of a sterotypical knight in shining armour I'm using for my campaign. There are othrs which aren't complted yet, but I will later when the hero himself is finished and at that point I'll explain more about him.
Oh, and I've managed to implement the Naruto rules too (which I've got an update for, which I'll post at the end...)
~~~
Human Ranger from Khorvaire (Eberron)
Partner of Warforged.
From House Deneith.
Keyla Shira
Human
Female
Level 1 Ranger
BAB Fort Ref Will
+1 +2 +2 +0
HD = D8 + (Con X Level)
8/8 hp
Str 11
Dex 12 +1
Con 11
Int 12 +1
Wis 12 +1
Cha 11
Special
First Favoured Enemy - Humanoid (Orc)
Track bonus feat.
Wild Empathy.
!!!Proficiencies!!!
Simple,
Martial,
Light Armour,
Shieds (ET)
!!!Skills!!!
(6+Int) X 4 + 4 (human)
32
Craft (Alchemy) 3
Heal 4
Hide 2
Knowledge Nature 3
Listen 3
Move Silently 3
Search 1
Spot 1
Survival 4
Spellcraft 2
Tumble 2
---------------------------
!!!Feats!!!
1 - Necropolis Born
In anate talent for magic allows you to cast some spells as spell-like abilities as a 1st level caster.
Use Cause Fear, Ghost Sound, Touch of Fatigue as spell-like abilities 1/day.
Save DC = 10 + Spell level + Cha mod.
---
Human - Least Dragonmark
1/day spell-like ability: -
Mage Armour
& +2 on sense motive checks.
Save = 10 + spell + cha mod.
Caster Level = 1 + level in dragonmark heir prestige class (if any)
---
Ranger Bonus - Track
----------------------------
!!!Gear!!!
Longbow
20 arrows
~~~
Warforged Fighter
(Description - 20/23 Eberron)
Medium Construct (Living Subtype)
Neutral Alignment
Languages = Common
Has no name...so far.
(Find a cute Japanese name for Hitome to have given him)
No low light vision or darkvision
Not immune to mind-affecting.
Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drains.
Cannot heal damage naturally.
Are subject to criticals, non-lethal, stunning, ability damage, ability drain, death and necromancy effects.
Can be afected by spells that target living creatures and those that target constructs.
Spells from healing subschool and supernatural abilities that cue hit points or ability damage provide only half their normal effect.
Warforged takes damage from heat metal and chill metal as if he were wearing metal armour, and repel metal or stone in the same way.
He is also repelled by repel wood.
Vulnerable to Rusting Grasp - Takes 2d6 points of damage from the spell (reflex half. DC = 14 + caster's ability mod). Takes same dmage form Rust monster's touch (Reflex 17 half).
Stone to flesh, Stone Shape, Warp Wood & Wod shape doesn't work on warforged.
Warforged are disabled at 0 hit points, like a living creature. Can only take a single move action or standard each round but strenuous ctivities do not risk further damage.
At -1 to -10, he is inert. He is unconscious and helpless. He is always stable.
Can be raised or ress'd.
Does not eat, sleep or breathe but can still benefit from heroes feast, potions, etc.
Must rest for 8 hours before preparing spells.
+2 constitution, -2 wisdom, -2 charisma.
+2 armour bonus (+8 because of adamantine body feat). Is not natural and does not stack with things that give armour bonus. Stacks with natural armour (as if that would happen...)
Occupies armour & robe slot on body.
Can be enchanted like armour.
5% arcane spell failure.
25% chance that criticals don't do critical damage and just do normal.
Has a natural weapon that does 1d4 damage.
Favoured = Fighter.
!!!Statistics!!!
Str 12
Dex 10
Con 16
Int 10
Wis 10
Cha 08
AC = 18
--------
D10 HD + (Con bonus X level)
13/13 HP
---
Skills: -
Intimidate 2
Jump 1
Spot 1
Listen 1
Climb 1
Proficiencies
Simple,
Martial,
Armour
Shields.
---
!!!Feats!!!
1 - Adamantine Body [Armour Bonus +8, DR 2/Adamantine - Speed is now 20ft)
You are considered to be wearing heavy armour.
+1 Max dex to AC, -5 on all skills that Armour Checks apply to. Arcane Spell = 35%
Fighter - Wapon Focus - Falchion
---
!!!Gear!!!
Warforged Repair Kit X3 (Page 121/124 of Eberron Book)
Falchion 2d4 18-20/X2 8lb Slashing
~~~
Hitome
Languages: -
Japanese,
Common.
Human
Level 1 Kishimoto Ninja
Str 11
Dex 12 +1
Con 12 +1
Int 10
Wis 12 +1
Cha 10
AC = 10 + Size + Dex + Armour + Ninja
AC = 12 (13 against melee, not flat or touch)
---
Hd = 1d6 + (Con X Level)
7/7
Chakra - Chakra skill + Con Bonus + Ninja Level
= 6/6
!!!Feats!!!
Monk - Unarmed Strike
1 - Chakra Focus (Allows spider climb if running)
Human - Chakra Focus 2 - Waterwalking
----
Skills: -
Chakra Use 4 Wis
Ninjutsu 2 Int
Taijutsu 3 Dex
Genjutsu 1 Wis
Tumble 4
Move Silently 3
Climb 1
Balance 2
Concentration 1
Jump 1
Listen 2
Spot 3
Heal 2
---
Gear: -
Kunai
3 X Smoke Bombs
---
Special Abilities
Sneak Attack + 1d6
AC Bonus
---
BAB Fort Ref Will
+0 +2 +2 +2
+1 to attacks because of Taijutsu
~~~
Dayo
Halfling Cleric of H'w'whiffttt't.
LG
This Deity is a Deity of The Weather.
Speaks: Common, Halfing.
8/8 HD
---
Domains: - Air, Good, Sun, Travel, Luck
Domains picked: -
Air, Sun.
AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric
turns undead. Rebuke, command, or bolster air creatures as an evil
cleric rebukes undead. Use these abilities a total number of times
per day equal to 3 + your Charisma modifier. This granted power is a
supernatural ability.
SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning
against undead in place of a regular turning. The greater turning is
like a normal turning except that the undead creatures that would
be turned are destroyed instead.
-----
Str 08 -1
Dex 14 +2
Con 10
Int 11
Wis 14 +2
Cha 11
---
+1 to AC for size
+1 on attack rolls
+4 on hide
Speed = 20ft
+2 racial on climb, jump, move silently.
+1 racial on all saving throws.
+2 morale on saves against fear. Stacks with above save on everything in general.
+1 racial on thrown weapons & slings
+2 on listen
---
BAB Fort Ref Will
+0 +2 +0 +2
---
Turn or Rebuke Dead
---
Spells
0-level
1. Detect Magic
2. Read MAgic
3. Virtue
1-level
1. Detect Undead
2. Bless
D. Obscuring Mist
2-level
1. Augury
---
Proficiencies: -
Simple,
All armour,
All shields (ET).
~~~~~
And now, Naruto rules update!
!!!Ninja rules addendum!!!
Fighter or Ninja feat at second level and every three levels after that.
Every three ranks of Taijutsu, gives a +1 to melee attacks (to hit) and +1 to AC against melee attacks. Doesn't apply to flat or touch.
Every three ranks of Genjutsu gives +1 to will saves.
Hello!
-
I’m still getting things set up around here, but feel free to explore the
gallery.
4 years ago
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