Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Monday, 7 April 2008

Playtester character for Silent Hill

I made this lass to test the strength of the creatures for my Silent Hill setting.

I figured duplicating the main character (to an extend) would mean I can better measure their effectiveness against the ones from the games. Simple no?

In fact, I would like to extend an offer to all of you gamers out there. My challange is to take this character and make her your own. I've left her story ambigious and she's only at first level.

Take her as she is and play as her and see what kind of directions you can take her in. I'm curious to see what she could do, when put in the hands of lots of different people.

Anyhow, don't worry about monsters. I'll be uploading more soon. ^_^

And now, to the NPC!

~~~~~~~~~~~~~~~~~~~~~~~~

Silent Hill Playtester

Amy Keins

Level 1 Human Commoner

An ordinary girl that stumbled in to Silent Hill...or did she?

D4 for HD.

4/4HP

Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10



BAB Fort Ref Will

+0 +0 +0 +0


Skills

(2+Int) + 1 [human] + 1 [feat]

Jump 1
Spot 2
Swim 2
Use Rope 2
Profession (Waitress) 4
Listen 1


Proficiencies: -

One simple [Dagger]

~~~

Feats

Human - Natural Skill [General]

You have a natural knack for picking up new abilities. You gain 1 extra skill point per level. This ability stacks with a human's racial ability, giving them a total of two free skill points per level.

Prerequisite: -
Character level 1st. It was something you have always had, and cannot be 'learned'.

Benefit: -
You gain 1 extra skill point per level (and 4x skill points at first level).

Normal: -
You gain skill points equal to your class + your Int score only.

---

1 - Exotic Weapon Proficiency [Firearms]

~~~

Gear: -

Dagger

Pistol, Automatic. 2d6 Damage X2 40ft 3lbs Piercing.

The magazine holding the bullets weighs 1/2 pound. [15 bullets]

The pistol can fire fifteen times befor reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks.

Releasing an empty magazine and inserting a new one is a move action.

She has on her only a single magazine.

Some NPCs (All level 1)

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.

Thursday, 3 April 2008

Another Random NPC - Marduk, Fallen Paladdin of Alessa

Fallen Palladin

NE

CR = 7

Marduk Haku

Human

4 Paladdin / 3 Fighter

(7 X D10) + 7

Was from somewhere on another world and worshipped a soon-to-be destroyed deity.

He was taken to Evosa and was tempted away by Alessa.

Str 12 +1
Dex 12 +1
Con 12 +1
Int 14 +2
Wis 11 +0
Cha 15 +2




Skills: -

28 - paladin
12 - fighter

Knowledge Religion 2
Ride 2
Sense Motive 4
Heal 5
Handle Animal 3
Knowledge Nobility 1
Diplomacy 3
Survival 3
Listen 1
Intimidate 6
Spot 3



Proficiencies: -

Martial,
Simple.
All armour.
All shields.


!!!Gear!!!

Great Scimitar.
Splint Armour.

[Make these magic later]



!!!Feats!!!

Human: - Scorpion's Resolve. Like the scorpion, you are not easily distracted. +4 to saving throws against mind-affecting spells and ablities.

First: - Scorpion's Sense. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. This increases to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth or sand. This ability only tells you what sqaure the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.

Third: - Martial Instructor. Page 254/255, Book of the righteous.

Fighter feat: - Exotic Weapon Proficiency (Great Scimitar)

200gp, 1d8, 18-20/X2, 8lbs

Fighter Feat: - Blindfight.

Sixth: - Leadership





Mount = Heartless WarHorse


This warhorse's hair is jet-black. It is wreathed in a thin aura of black mist.
It has vague symbols on it which seem to appear and dissapear, as if drawn and erased of their own accord, symbols depicting hearts and runes in blood...

L.E.

Large Outsider

HD = 4D8 + 12 = 37/37

Iniative = +1

Speed = 50ft. (10 squares)

AC = 16 (-1 size, +1 dex, +6 natural)
Touch = 10
Flat = 15

Base/Grapple = +3/+11

Attack = Hoof +6 melee (1d6+4)

Full Attack = 2 Hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

Space/Reach = 10ft/5ft

Special Attacks: - When a creature is knocked out or killed by a heartless, the heartless uses the next round to consume that creatures heart, and the body is transported to the Plane of Shadows.


Special Qualities: - Low light vision, scent.

Darkvision 60ft, Create Spawn: Any creature thats heart is consumed by a heartless automatically is revived on the Plane Of Shadows with the Heartless template.



Saves: -

Fort +7
Ref +5
Will +2

Abilities: -

Str 18 +4
Dex 13 +1
Con 17 +3
Int 02 -4
Wis 13 +1
Cha 06 -2

Skills: -

Listen +5
Spot +4

+10 racial to hide.

Feats: -

Endurance,

Run.

Silent Spell.

CR = 3



The heartless template is provided by Zal on the DandD Wiki.

New NPCs! with feats and whatnot.

I've finished a few of the NPCs I needed for my campaign, so I figured I'd share them with you.

This one's liable to be rather one as I'm just going to do them all in on post. Yes, I'm that mean.

These are all original characters and as such have no images to accompany them. Two of them are based off of concepts from one of my players, as they're pertinent to her backstory. So for those two, she pretty much dictated what they're like, I just did stats around them.

As I've used stuff from the books, I'll put links pointing to the books...because I'm lovely like that...

-----------------------------------------

And now for the first two. These character's are my own creations and will serve as antagonists and allies, both. The story currently is that a high-level Wizard the party knows has been captured by Shar's forces and is being held in the Shadow Plane. His eyes have been sown shut, his arms have been cut off and he is chained around his neck. He is naked and tortured constantly, having to life in a cell which isn't cleaned and is ignored when he isn't being tortured...

He isn't in a very good state. He just wants to die or have vengeance but he's not allowed to do eithger.

In a moment of madness and grief, he makes a prayer to anyone that will listen.

Alessa answers...

From the arms which were cut off, she forms two henchman. They're first duty is to help the party reach the Wizard and help him escape (which would make them even and she'd given in to his paryer). Once their task is complete, they will serve as Alessa's followers and do her bidding and what-not.

They are simply called "Left" and "Right," after the arms they were raised from. They both have a deathly pallor about them, except for the arm which originally came from the Wizard, which looks completely normal.

And now, to stats!

~~~

"Left"

Medium, Corrupted Human

CR = 7

This figure bears a bronze-like helmet exactly like the Pyramid head, although the figure fits the build of a bulky, muscular human. Most of his features are obscured, his face coverred by the helmet, his hands by black leather gloves and his body by long, grey robes. What little skin can be seen is grey and seems dead, except for his left arm which, if you could see it, would look normal enough.
He wields a longsword seemingly too large for him. It is as tall as he is and seems to have endured a lot of use...

He can also be seen riding his utterly horryifying mount...




Alignment = NE

+4 to natural armour bonus

Damage: Claw's lengthen, teeth multiply, and muscles harden.

Natural damage die increases by one type, as if the creature were one size larger.

Special Qualities: Gains Darkvision with a range of 60 ft.

Gains Acid immunity.

Damage Reduction: - 5/+1

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders. [Details are also below]
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].


Armour Class: -

AC: 10 + Size + Dex + Armour + Natural + Shield

AC =

Touch: 10 + Size + Dex + Deflection

Touch =

Flat: 10 + Size + Armour + Natural + Shield + Deflection

Touch

Cleric 3
Fighter 2

Cleric of Alessa

Str 20 +5
Dex 13 +1
Con 22 +6
Int 12 +1
Wis 14 +2
Cha 14 +2

HD = 3d8 (cleric) + 2d10 (fighter)


Cleric BAB Fort Ref Will

3 +2 +3 +1 +3

Fighter BAB Fort Ref Will

2 +2 +3 +0 +0

--------------------------------------------
Total BAB Fort Ref Will

5 +4 +6 +1 +3


!!!Skills!!!

Cleric

2+Int [1] X 4
2 + Int [1]
2 + Int [1]

18

Fighter

2 + Int [1]
2 + Int [1]

6



Concentration 6 Con
Craft Alchemy 2 Int
Heal 4 Wis
Knowledge Religion 2 Int
Spellcraft 2 Int
Spot 1 Wis
Intimidate 3 Cha
Listen 1 Wis
Ride 1 Dex


Proficiencies: -

Simple,
Martial
Longsword,
All Armour,
All Shields





!!!GEAR!!!

Huge Longsword

60 gp. 3d6 19-20/X2 16lbs Slashing



Armoured Robe (Ultimate Equipment Guide, Volume 1)

This mundane looking garment appears as a typical grey robe. Small, metal plates are woven in to the fabric. Whilst useful, these slightly limit agility and speed.

Medium Armour

55 gp. +3 AC Max Dex = +3 Check -4 Spell Failure = 25% Speed = 20ft/15ft 30lbs.



Pyramid Helmet.

Fashioned to look like the feared helmets of the Red Pyramids, this helmet is made from the dire metal, Dahlium, a metal forged by Alessa herself.
This helmet grants a +1 bonus to AC (stackable with other armour, so long as there is no helmet worn already). [See below for Dahlium].
The inside of the helmet is crafted with padding and inlaid with enchantments to allow it to be worn...

(I wil give stats for the normal version of this, and the Dahlium version)

Normal - Medium Armour

10 gp +1 AC Max Dex (Decrease by 3) Ac Penalty (Stackable -3) Arcane Failure (Stackable 10%) Speed 20ft/15ft 10lbs


Dahlium - Light Armour

2,010gp +1 AC (+2 at night, +3 in Otherworld) AC Penalty = 0 Arcane Failure = 0% Speed 30ft/20ft 5lbs.




!!!FEATS!!!

Most of these are taken from the Libris Mortis, The Book of the Undead.

1st Level - Tomb Tainted Soul

Prerequisite: Non-good Alignment [General]

Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.

---

Human - Tomb-Born Resilience [General]

The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.

Prerequisite: Non-good alignment, Tomb-tainted Soul.

Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.

Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.

---

3rd Level - Tomb-born Fortitude

The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.

Prerequisite: Nongood alignment, Tomb-tainted Soul.

Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.

---

Fighter Feat 1 - Huge Weapon Proficiency

Prerequisite = Proficiency with Weapon & Str = 19+

Benefit: You can wield a specific weapon that you
take this proficiency with that is two sizes larger than
you. Wielding this weapon requires two hands and all
attacks suffer a -2 circumstance penalty on the attack
rolls. Increasing a weapon’s size by one category
increases its weight four-fold.

Normal: You fall over backwards.

Special: This feat can be taken multiple times, each
time you take this feat it applies to a new weapon.

---

Fighter Feat 2 - Daunting Presence [General]

Prerequisites: Cha 13, BAB +1

Benefit: You may take a standard action to awe an opponent.
The opponent must be within 30 ft, have line of sight of you, and have an intelligence score.
If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already taken.

Special: This may be selected as a fighter feat.

---



Speaks:

Infernal
Celestial
Common



!!!SPELLS!!!

Domains: -

Pain (BoVD)

Granted power: Character converts damage that he deals in one blow per day in to healing for himself, up to 1 point of damage per level.


Death

Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).


Per Day

0-level = 4

1. Read Magic
2. Detect Magic.
3. Slash Tongue* (BoVD)
4. Resistance.

1-level = 2+1+D

1. Bane.
2. Divine Favour.
3. Doom.

D. Cause Fear.

2-level = 1+1+D

1. Spider Legs*. (BoVD)
2. Undetectable Alignment.

D. Death Knell.



Extra Spells: -




Slash Tongue

Transmutation [Evil]

Level: Cleric 0, Sorceror/Wizard 0
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5 ft/2 levels)
Target: One living creature with a tongue.
Duration: 1 round
Saving Throw: Fortitude Negates
Spell Resistance: Yes.

The subject's tongue gets a thin cut.
The subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.






Spider Legs

Transmutation

Level: Cleric 2.
Components: V, S, DF.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duration: 1 minute/level.

The caster grows four long spider legs from the sides of his torso. He can use these legs to move as a speed of 30 feet, no matter what the caster's normal speed is, as long as he carries less than his maximum load.
The caster can also use these extra legs to climb vertical surfaces or even traverse ceilings as well as a spider does, with his hands completely free. The caser has a climb speed of 15 feet.

A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.





!!!Extra Rules!!!

Dahlium Material

A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.

During the day, the material seems like new brass, though is much, much harder.

During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.

If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.

Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.

Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).

If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.

An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.

Items not primarily made from metal do not benefit from being made of Dahlium.

Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.

Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].


Type of Dahlium Item Item Cost Modifier


Light Armour + 2,000gp

Medium Armour + 6,000gp

Heavy Armour + 11,000gp

Shield + 3,000gp

Other Items + 1,500gp/lb


---

Vile Damage

Vile Damage, like regular damage, results in the loss of hit points or ability score points.
Unlike regular damage, vile damage can only be healed within the area of a Consecreate or Hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.

--------------------------------------------------------------

Corrupted Nymph

Fey Mount

Large Fey

HD = 7D6+21 (53)
Iniative = +3
Speed = 35ft (7 squares), Swim 25ft.

AC = 13(+1 dex, +1 deflection, +2 natural armour, -1 size)
Touch = 11
Flat = 12

Base/Grapple = +3/+3

Attack = 1d8 + Str slam attack.

Full attack = none...

Space/Reach = 10ft/5ft

Special Attacks: -

Blinding Beauty; affects all humanoids within 30 feet of the creature. Those who look directly at the creature must succeed on a DC17 Fortitude save or be blinded permanently as though by the Blindness spell. The creature can supress or resume this ability as a free action. The save DC is Charisma based.


Spell-like abilities; 1/day - dimension door. Caster level 7th.


Stunning glance; As a standard action, the creature can stun another creature within 30 feet with a wrathful look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2D4 rounds. The save is Charisma based.


Special Qualities: - Damage Reduction 10/cold iron

Low-light vision.

Unearthly grace; The creature adds it's charisma modifier as a bonus on all it's saving throws and as a deflection bonus to it's armour class.

Wild empathy; works like a druid's wild-empathy ability, except the creature has a +6 on the check.

Skills: -

+8 racial bonus on any swim check to avoid hazard or take special action. Can run, so long as it's a straight line. Can always take 10 on a swim check.

Saves: -

Fort +7
Ref +12
Will +12

Abilities: -

Str 12
Dex 15
Con 16
Int 10
Wis 08
Cha 12

Feats: - Dodge, Weapon Finesse.

CR = 8

Alignment = LE

The creature has the appearance of a large, naked woman with long coppery hair, perfect skin, large eyes and long, swept back ears.

It was once a nymph, a long time ago but has been corrupted and perverted and now is a haplessly loyal beast of burden, serving as a mount of dark powers.

This once large-fey has been bred with a contorted and strengthened spine and back, leaving it hunched over, therefore it uses it's hands to walk as if it were a quadraped.

This poor creature wears a bondage-esque saddle, which a rider can comfortably sit on. It seems cruel to look at; a vile mix of sexually perverted masochistic apparel and bridle equipment.

Is capable of basic speech and speaks with a slow drawl, with a seductive purr to it.

~~~~~~~~~~~~~~~~~~~~~~~~~~

"Right"

Medium, Shadow Human

Clad in long, black robes with the arcane symbol of the Halo of the Sun on the back, this figure clasps a bronze dagger and is followed by an undead cat seemingly reconstructed from the parts of formerly living cats.

His beard is shabby and his skin is dead-looking, except for his right arm which looks completely healthy.



CR = 7

Alignment = NE

Speed = 30ft

Special Qualities: -

Resistance to Cold = 11

Darkvision out to 60ft.

Low-light vision.

Shadow Blend (Su): In any other conditions other than full daylight, a shadow creature can dissapear into the shadows, giving it total concealment.
Artificial illuminations, even a Light or Continual Flame spell, does not negate this ability, but a Dalight spell will.

Plane Shift Ability (Sp): He can Plane Shift to or from the Shadow Plane to the Material Plane once a day. Caster Level = 15th.


6 Wizard


Str 11 +0
Con 11 +0
Dex 14 +2
Int 16 +3
Wis 17 +3
Cha 12 +1


HD = 6 X d4 + (Con X Char level [0])

13/13




WIZARD BAB FORT REF WILL

6 +3 +2 +2 +5

---



Skills: -

(2 + Int [3]) X 4 = 20

2 + 3 X 5 = 25


Concentration 9 Con
Decipher Script 6 Int
Knowledge Arcana 5 Int
Knowledge Planes 4 Int
Knowledge Religion 3 Int
Spellcraft 7 Int
Craft Alchemy 5 Int
Spot 1 Wis
Listen 1 Wis
Survival 1 Wis

+6 Racial on Move Silently.



---

Proficiencies: -

Club,
Dagger,
Heavy Crossbow,
Light Crossbow,
Quarterstaff.
No armour or shield.



---

Speaks: -

Sylvan,
Common,
Draconic.

--------------

Gear: -

Shadow Robes - Jet-Black Robes with the Halo of the Sun on the back in dark grey stylised embroidery.
These robes blur the wearer whenever they try to hide, granting them a +5 competence bonus on Hide checks.

Faint Illusion; CL 5th; Craft Magic Arms and Armour, Invisibility; Price +3,750

Costs 3,800 gp.

---

Dahlium Dagger

Damage 1d4 (1d4+1 in darkness, 1d4+2 in Otherworld) Crit = 19-20/X2 Range inc = 10ft. 0.5lbs

Piercing and Slashing.

1,500gp


---

Spellbook

---



!!!FEATS!!!

Most of these are taken from the Libris Mortis, The Book of the Undead.

1st Level - Tomb Tainted Soul

Prerequisite: Non-good Alignment [Gneral]

Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.

---

Human - Tomb-Born Resilience [General]

The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.

Prerequisite: Non-good alignment, Tomb-tainted Soul.

Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.

Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.

---

3rd Level - Tomb-born Fortitude

The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.

Prerequisite: Nongood alignment, Tomb-tainted Soul.

Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.

---

6th Level - Stitched Flesh Familiar [General]

When you are ready and able to acquire a nw familiar, you may choose to gain a stitchd flesh familiar.

Prerequisites: Ability to acquire a new familiar, ability to cast three or more necromancy spells.

Benefit: When choosing a familiar, you may choose a stitched flesh familiar.
A stitched flesh familiar appears similar to any of the standard familiars available in the Player's Handbook, except that the stitched flesh familiar is obviously sewn together from many different creatures of that kind and, to the practised eye, is clearly undead.

A stitched flesh familiar is magically linked to it's master in the same way as a normal familiar. A stitched flesh familiar uses the basic statistics for a creature of it's kind, as given in the Monster Manual, except as noted below:

Hit Dice: A stitched flesh famliar has a D12 hit Die and gains no bonus hit points from Constitution (since it is an undead creature). For effects that depend upon Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.

Hit Points: Use 1/2 the master's total or the familiar's normal total, whichever is higher.

Attacks: Use the master's BAB or the familiar's, whichever is higher.

Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from his character level), whichever is higher.

Familiar special abilities: Use the second table in the Familiars sidebar on page 52 on the Player's Handbook to determine additional abilities, just as you would for a normal familiar.
Stitched flesh familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Instead of the noted special ability, a stitched flesh familiar grants it's master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).

---

Wizard Bonus - Scribe Scroll

---

Wizard Bonus - Brew Potion

------------------------

Spells per day: -

0-level 4
1-level 3+1
2-level 3+1
3-level 2+1





Spells marked with "¬" are from the Libris Mortis, The Book of the Undead.

Spells marked with "*" are from the Book of Vile Deeds.

Spell Book: -

0-level

All cantrips from Player's Handbook.

---

1-level

Summon Undead I¬,
Ectoplasmic Armour¬,
Necrotic Awareness¬,
Endure Elements,
Shield,
Magic Misile,
Identify,
Sleep,
Magic Weapon.,
Tongue Tendrils*,
Darklight*,
Aberrate*

---

2-level

Summon Undead II¬,
Necrotic Cyst¬,
Melf's Acid Arrow,
Web,
Detect Thoughts,
Darkness,
Blindness/Deafness,
Darkvision,
Cat's Grace,
Spiderclimb,
Darkbolt*,
Grazz'zt's Long Grasp*.

---

3-level

Summon Undead III¬,
Phantom Steed,
Tongues,
Clairvoyance,
Hold Person,
Lightning Bolt,
Fly,
Haste,
Keen Edge,
Tongue Serpants*,
Wall of Chains*.

---



!!!Extra Rules!!!

Dahlium Material

A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.

During the day, the material seems like new brass, though is much, much harder.

During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.

If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.

Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.

Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).

If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.

An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.

Items not primarily made from metal do not benefit from being made of Dahlium.

Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.

Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].


Type of Dahlium Item Item Cost Modifier


Light Armour + 2,000gp

Medium Armour + 6,000gp

Heavy Armour + 11,000gp

Shield + 3,000gp

Other Items + 1,500gp/lb


---------------------------

Familiar: -

Vorador the stitched-flesh Cat.


Ability Granted - Ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).

HD = 6 X D12

= 33/33

Use master's BAB and saves.

Tiny Undead

Iniative = +2

Speed = 30ft

AC = 14 (+2 size, +2 dex)
Touch = 14
Flat = 12

Attack = Claw +4 melee (1d2-4)

Full Attack = 2 claws (1d2-4) and bite -1 melee (1d3-4)

Space/Reach = 2-1/2 ft/0 ft.

Special Qualities = Low light Vision, SCcent



Saves: -

Fort +2
Ref +4
Will +5 (Uses Wizard's as it's higher)



Abilities: -

Str 03
Dex 15
Con --
Int 02
Wis 12
Cha 07



Skills: -

Balance +10
Climb +6
Hide +14
Jump +10
Listen +3
Move Silently +6
Spot +3

+4 Racial on Climb, Hide and Move Silently.
+8 Racial on Balance.

Uses Dex mod instead of strength for Climb and Jump checls.

In areas of tall grass or heavy undergrowth, the racial bonus to the Hide skill rises to +8.


Feats: -

Weapon Finesse

CR = 1/4

~~~~~~~~~~~~~~~~~~~~~~

And now on to two NPCs done for the story of the Cleric in my campaign. Finn is an old friend ho went darkside and Kansei is her mentor, a busty, interesting cleric of Mytra. I just did the stats and filled in the blanks.

---

Name - Finn

Left the monastery at about fourteen.


If allowed to repent, he will escape and go looking for the city of Angia...
He knows about it, because he's coordinated the captured of two C.O. agents, who revealed it's existance under torture.
If he doesn't repend, his mission was to seek it out and report it's location to the Clergy, a well as report the new location of the Evosan colony.

N.E.


"Koma" (Real Name = Finn Teel)

Human.

Shaved head.

A little older than Nailo.

Anxious during youth. Was a nervous child and blamed his own bad behaviour as a child for the percieved scorn he feels from dillusions of his mother returning.

He also developed a false persona of a happy child in order to protect his friend, Nailo.

He couldn't take the lies anymore and left.

He didn't get to see the body of his parents and didn't get a chance to say goodbye.


Str 12 +1
Dex 14 +2
Con 12 +1
Int 10 +0
Wis 11 +0
Cha 12 +1


Level 6 human ranger.


Perhaps wanderred for a time and was a ranger...

"Evil rangers, though rare, are much to be
feared. They revel in nature’s thoughtless
cruelty and seek to emulate her most fearsome
predators. They gain divine spells just as good
rangers do, for nature herself is indifferent to
good and evil"

Found himself on the shadow plane...



Will have: -

Knowledge Religion (Low)
Knowledge (Planes)
Survival

!!Skills!!!

54 points.

Knowledge Religion (Low) 1
Knowledge (Planes) 2
Survival 7
Craft Alchemy 4
Healing 2
Listen 7
Spot 7
Search 6
Move Silently 7
Concentration 3
Handle Animal 5


Bitter and cruel. He wants the world to suffer as he suffered. He still has loving feelings for Nailo, which he denies and buries deep down.

Has feral wolf for familiar.

Specialises in diseases...and causing them.

!!!Gear!!!


Blood Glutton [Longsword]

2,560 gp.

+1 to Hit.

1d8 (Medium) 19-20/X2 4lbs Slashing

Everytime this weapon deal damage to a creature with blood, it gains 1 blood point.
When the weapon has 5 blood points, it can deal an aditional 1 point of damage at the user's behest (spending the blood points).
The weapon can stor up to 50 blood points, allowing an aditional 10 points of damage, usable at once or divided up over a number of attacks.

CL = 7th; Prerequisites: Craft Magic Arms and Armour, Bestow Curse; Vampiric Touch; Market Price: +1 bonus

(BoVD)
-----

"Defiler"

+1 Battle Axe. [+1 to hit & +1 to damage]

2,510 gp.

1d8 [Medium] X3 6lbs Slashing



---

"Pain Shroud" [Robes marked with the Oricalum Nox emblem on the back. Shifts between black and red colours, almost hypnotically.]

Has a "Masochism" spell in constant effect on the robes.

18,500 gp

Enchantment [Evil]

Level: Assassin 3, Blackguard 3, Cleric 3, Soreceror/Wizard 2.
Components: v, S, M.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duraton: 1 round/level.

For every 10 points of damage the caster (or in this case, wearer) takes in a given round, he gains a +1 luck bonus on all attack rolls, saving throws, and skill checks made in the following round.
The more damage the caster takes, the greater the luck bonus.
It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration (as these robes have a constant affect...it's likely).

Material Components: A leather strap that has been soaked in the caster's blood.




!!!Class Feats!!!

Proficiencies: - Simple & Martial Weapons , Light Armour and shields (except tower)

Favoured Enemy - Animal - +4

Favoured Enemy - Undead - +2

Track.

Wild Empathy.

Two-weapon combat fighting style (counts as having two weapon fighting feat.)

Also, Improved Two weapon fighting.

Endurance.

Spells...

Entangle, once a day.



!!!Feats!!!

Human

Lunatic: -

+1 to all attack rolls, fortitude saves, reflex saves and charisma modified checks whenever the moon is more than half full. This bonus rises to +2 during the three night period of the full mon. During thethree night period of the new moon, it's -2. The modifiers are reversed for will saves: +2 during new moon, -1 during more than half full moon, -2 during full moon. Ex. quality.


1st Level

Self Sufficient


At 3rd level.

Feral Animal Companion. (Champons of Ruin)

Instead of calling a normal animal companion, you can call a Feral Animal Companion that foams at the mouth. Any creature harmed by the animal's bite attack must succeed on a DC 15 Fortitude save or contract Red Ache (DM's guide, page 292). This disease has no harmful effect onthe Feral Animal. In addition, your feral animal gains a +2 bonus to Strength and Constitution. Attempts by others to influene your feral companion with Handle Animal checks take a -10 penalty.

Special: This does not transform a normal companion in to a feral one.



6th level

Alertness.


~~~~~~~~~~~~

Kansei

A volumptious woman, (partly)dressed in the garbs indicative of Mystra. She is a lithe figure and beautiful to look at and her demeaner indicates that she, not only isn't afraid to use that, but is proud of her form.

As wel as this, she is a charismatic and good person and is adept and turning evil to good.

Alignment = LG

Medium, Human

Level 7 Cleric of Mystra

Languages: Common
Celestial
Elven



Str 10 +0
Dex 12 +1
Con 12 +1
Int 13 +1
Wis 15 +2
Cha 16 +3

---

HD

7 X d8 + 7 (Con bonus X level)

24

---

Skills

30

Concentration 4 Con
Diplomacy 3 Cha
Bluff 3 Cha
Knowledge Religion 5 Int
Knowledge Arcana 5 Int
Spellcraft 5 Int
Spot 1 Wis

Bonuses: -

+2 Concentration
+2 Spellcraft
+5 Diplomacy
+4 Bluff
+1 Perform

---

Proficiencies: -

Simple,
All Armour,
All Shilds (except Tower).

---

BAB = +5

Fort = +5

Ref = +2

Will = +5

------------------

Spells per day: -

0-level 6

1-level 4+1+D

2-level 3+1+D

3-level 2+D

4-level 1+D


0-level

1. Create Water
2. Detect Magic
3. Guidance
4. Read Magic
5. Light
6. Virtue

1-level

1. Bless
2. Command
3. Detect Evil
4. Divine Favour
5. Shielf of Faith

D. Protection from Evil.

2-level

1. Augury
2. Consecreate
3. Bull's Strength
4. Shield Other

D. Aid.

3-level

1. Prayer
2. Create Food and wWater

D. Magic Circle Against Evil.

4-level

1. Divination

D. Holy Smite.






Domains: -

Good & Spell

---

Good: -

Granted Power: You cast spells at +1 caster level.

---

Spell: -

Granted Power: You get a +2 bonus on Concentration and Spellcraft checks.

-----------

!!!Feats!!!

1-level - Fair Visage (General) (Ultimate Feats - Mongoose Publishing)

You are unually comely for your race and gender, something you are well skilled in using to your advantage.
Others find you pleasant to look at and you can usually dominate a conversation or gathering through apperance alone.

Benefits: You gain a +1 to Diplomacy and Perform checks if the audience ivolved is primarily made of beings that would find you attractive.

---

Human - Seduction (General) (Ultimate Feats by Mongoose Publishing)

Benefit: Sex sells and friends can be won by seduction. You get a +4 bonus to Bluff and Diplomacy attempts against people who find your race and gender sexually attractive.

After you use this feat, some people might seek to be itimate with you. They will resent a blunt rejection, worseing their attitude towards you one step.

Notes: Using this feat a lot might give you some notoriety.

---

3-level - Reform (Book of Hallowed Might) (General)

You bring an evil creature into the light and show it the right
and proper path.

Prerequisites: Charisma 15, good alignment

Benefit: You use logic, moral lessons, persuasion, and
kindness to turn someone from the path of evil. After you
speak with an evil creature individually for at least one hour
per day, for one day per level of the creature, the creature
must make a Will saving throw (Difficulty Class equals your
Diplomacy skill bonus). If the saving throw fails, the creature
moves one step in alignment closer to you. For example, if a
lawful good cleric attempts to reform a captive chaotic evil
umber hulk, a failed save results in the umber hulk’s alignment
changing to either neutral evil or chaotic neutral, as
the DM considers appropriate. Further successful attempts
at reformation move the creature’s alignment closer toward
yours. The reformed creature suffers no penalties for changing
alignment.

The Difficulty Class is further modified by penalties or
bonuses that the DM deems appropriate. Reforming an evil
human may be easier than reforming a dark elf, which may
be easier than reforming a night hag. (Some creatures, like
demons, may very well be impossible to reform.) Further,
conditions can modify the saving throw by +/–2, depending
on how well you treat the creature.
A character can attempt to reform only one creature at a
time. A creature to be reformed must have Intelligence and
Charisma scores of at least 3. Note: DMs should decide for
themselves whether this feat can be used against player characters
in their campaigns.

---

6-level - Reform (Book of Hallowed Might) (General)

You skillfully bring an evil creature into the light and show it
the right and proper path.
Prerequisites: Reform†, Charisma 15, good alignment
Benefit: As Reform (see above), but you require only half
the number of days listed there to make a check. In addition,
the creature type does not modify the Difficulty Class,
although conditions can still influence the saving throw.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


There you are, all done.

Enjoy ^_^

Tuesday, 1 April 2008

Rules Addon - Naruto D&D - Fits anywhere...probably...

I'm (hopefully) not going to devote too much time to this as it was only supposed to be an errand thought...but here goes.

I've decided to do Jutsus as feats...feats that also need a Chakra Use skill.

I shall explain why. Using chakra is something that, in theory, everybody can do and each jutst is learned and used mor like feats than magic. You learn them once and can do them as many times as you like during the day, provided you have chakra...unlike the magic system in D&D. I've done a system of chakra reserve and I'll get to that in a bit.

Anyhow, each of these feats will have prerequisites...minimum skill ranks in the Use Chakra skill. This is because being able to use chakra in the first place is neccesary in order to use jutsus...simple enough? !Update! These will all be [Ninja] Feats, and be gained automatically every so often by the Ninja Class I made in another post.

This skill is also used for two things: -

1 - Determining ability to use the skill. The modifier for this is Wisdom. Therefore, ranks plus wisdom bonus.

2 - Determining how often jutsus can be used. The modifier for this is Constitution. Therefore, chakra points per day is Skill ranks plus Con bonus, plus Ninja level (so it's easier for ninjas to actually use them).

If you get to 0 in chakra reserve, you CAN do more...but it does temporary Constitution damage.

!!!EDIT!!!

I'm adding Genjutsu and Ninjutsu as skills.

I may add Taijutsu, but that's physical combat and mthinks that's represented a lot already by feats and the like.

As for Genjutsu and Ninjutsu, the way I see it working is that you gain a chance to dispell Genjutsus with that skill and Ninjutsu is essentially Spellcraft for Jutsus. It'll probably have other uses too...I'm not sure.

As for how chakra regenerates...at the time of writing, I'd not figured it out, but now I've updated and it's in a later post. [EDIT - I did!]

Also, you can't have ranks in this skill if you don't have a soul. Chakra is the soul, essentially, afterall.

Handseals must be performed in order to do these jutsus...so they're essentially somatic components. The trick is, do I allow things without hands to do them, like other somatic components...or do I do it faithfully to the series and they have to be specific hand seals. For humans, this makes little difference (as well as most humanoid species) but it will make the difference between a dragon being able to do it or not...

Also, I think it'd be alright to have a feat that enables you to do them one-handed.

As for another one that allows no handed...I'm not sure. Moving on...

As for the jutsus themelves...they're essentially feats. They have prerequisites and what not. However, since they're also magical-ish...To learn these complex techniques, you have to spend time to learn them. The time is the same amount of weeks + the amount of prerequisites to gain the feat (not including prerequisites concerning alignment or ability numbers {such as strength and whatnot}), divided by 2, minimum time 1 week.

And now...to the jutsus I've already prepared.

All of these require that the person have ranks in Chakra Use. This can't be used untrained. This prerequisite also doesn't count towads the time it takes to learn it.


--------------------


Chakra Focus - The user can focus their chakra better. User can run up walls. Same as spider climb ability, but can only be performed with run actions. Must have chakra reserve left to perform. Can not perform with 0 chakra with Con as a replacement.

Chakra Focus 2 - Allows Waterwalking as a spell like ability. Cannot be used at 0 chakra.
(Prerequisite - Chakra Focus 1)

Chakra Focus 3 - Allows spiderclimb ability. Costs 1 chakra reserve point per round.
(Prerequisite - Chakra Focus 1 & 2)



Medical Ninja - (Prerequisite: Chakra Focus 1) - You gain Cure Minor Wounds as a Supernatural Ability. Costs 1 chakra reserve point per round.

Medical Ninja 2 - (Prerequisite: Chakra Focus 1 & Previous Medical Ninja feats) - You gain Cure Light Wounds as a Supernatural Ability. Costs 1 chakra reserve point per round.

Medical Ninja 3 - (Prerequisite: Chakra Focus 2 & Previous Medical Ninja feats) - You gain Cure Moderate Wounds as a Supernatural Ability. Costs 2 chakra reserve points per round.

Medical Ninja 4 - (Prerequisite: Chakra Focus 3 & Previous Medical Ninja feats) - You gain Cure Serious Wounds as a Supernatural Ability. Costs 2 chakra reserve point per round.


Henge - The same as the disguise skill. Can be synergised with Disguise, if you have the neccessary minimum ranks for synergy. Costs 1 chakra point per ten minutes use (10 rounds).

Bunshin - This jutsu creates the visual illusion of yourself. This illusion cannot speak but can move around. You can move the image within a radius equal to miles X your wisdom modifier + 50o feet. Costs 1 chaka point for each Bunshin created.

Kage Bunshin (Prerequisite: Bunshin*) - The bunshin is a copy of you in every way. It can use any jutsus you know and anything it learns when it dispells, you now know. This can be used to cheat with learning skills and whatnot (if your DM makes you take time out to do it). To make this copy, you must sacrifice chakra points. 1 point goes to creating the body and the rest is the kage bunshin's chakra reserve. If the original person loses chakra points or becomes unconscious, then the bunshin's dispell. This is because they have an intangible link to the user.


And now, to tackle bloodlines.

Bloodlined abilities are ALSO feats..but having these is part of having an inherited template.

It's simply called the Bloodline template as it's remarkably simple. You can only get bloodline feats if you have this template and have the neccessary prerequisites. For example. To get Sharingan 2 you not only need the template, but Sharingan 1.

I'm not sure whether to do level adjustments as the amount of bloodlined feats -1 (rounded down to nearest 1) or whether each individual bloodline feat will hav their own level adjustment.

Oh well. That's all I have for now. Input would be appreciated.

I'll work on this later, using one of my own Naruto RP charaters as a base.


Until then, have fun folks...

Monday, 31 March 2008

An update...running late...whoops

The other day I was asked by someone in an IRC to do some stats for the creatures in Gears of War.

I said I'd have one done by now...I don't.

Whoops.

I promise I'm doing it though ^_^

Check back soon...

Saturday, 29 March 2008

Anastacia - True Neutral Wizard - Lich - CR14 (Plus Vampire Unicorns and Zombie Crocodiles - CR 5&2)


I wasn't going to post this until I'd figured out what magic weapon she was using, but I figured it's not that important, so long as the rest of her was done...

Anyway, backstoryness...

She was the former lover of the BBEG from my campaign. He treated her horrible and she endured a very abusive relationship with him. She was batshit insane and a genius to match and eventually managed to transform herself in to a Lich (I've severly abridged the full story so you can make up your own stuff). No longer alive, she wasn't subject to the insanity of mortals and eventually grew repentant. She locked herself in her tower, forever hating her former lover.

Her tower stands in the middle of a forest, which her sadness and grief has corrupted. The inahabitants, a herd of unicorn, have been corrupted in to vampiric versions...(They're included after the Lich). As well as this, she has zombie crocodiles guarding the now dried-up moat (also included afterwards).

Anyhow, this is the first image I found on deviantart that I'm actually making a significant character out of...at least as far as my campaign is concerned. It's made by a guy called "gotitguey" and can be found here. Please visit his gallery, as all of his images are amazing.

And now, on to the creatures!

As always, some of this may still be in note form. If that is the case, then I've probably left it there to help me work out what I did later...

--------------------------

Anastasia,

female lich Wiz11/Ftr1:

Medium Undead

CR 14;

Size M (5 ft., 3 in. tall);

HD 12d12; 81/81;

Init +0;

Spd 30 ft.;


Calculating AC = 10 + Dex + Natural Armour[+5] + Armour + Magic


AC = 15
Flat = 15
Touch: AC 10;

Attack +7/+2 melee, or +6/+1 ranged;

Touch Attack - 1 per round. Can use that or weapon.
Negative Energy = 1d8+5 points of damage to living creatures. Will halves (DC17)

Fear Aura - Shrouded in a dreadful aura of evil and death. Creatures of less than 5 HD in a 60-foot radius that look at a lich must suceed on a Will Save or be affected as though by a Fear spell from a sorceror of the Lich's level.
A creature that saves cannot be affected by the same lich's aura for 24 hours.

Paralyzing Touch - Any living creature a lich touches with it's touch attack must suceed on a fortitude save or be permenantly paralyzed Remove paralysis or any spell that can remove a curse can free the victim. This effect cannot be dispelled. Anyone paralysed by a lich seems dead though a DC 20 spot check or a DC 15 heal check reveals that the victim is alive.

Turn Resistance - +4

Damage Reduction = 15/Bludgeoning and Magic.

Immunities - Cold, Electricity, polymorph (though she can use polymorph effects on herself) and mind-affecting attacks.



SV Fort +5, Ref +3, Will +7;

AL N;

Str 12, Dex 10, Con --, Int 16, Wis 12, Cha 12.

Languages Spoken: Common.


Skills and feats: Craft (Blacksmithing) +16, Handle Animal +1, Hide +0, Intimidate +4, Knowledge (Dungeoneering) +15, Knowledge (Nobility and Royalty) +10, Knowledge (The Planes) +16, Listen +0, Move Silently +0, Perform (Oratory) +0.5, Perform (Percussion Instruments) +0.5, Spellcraft +16, Spot +0;

RACIALS - +8 to hide, listen, move silently, search, sense motive, spot.

Brew Potion, Combat Casting, Combat Expertise, Enlarge Spell, Craft Construct, Persuasive, [Scribe Scroll], Skill Focus (Knowledge (Dungeoneering)), Still Spell, Craft Wondrous Item.




Wizard Spells Known (4/5/5/5/3):

0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st -- Cause Fear, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Erase, Hypnotism, Identify, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement.

2nd -- Acid Arrow, Blur, Detect Thoughts, Invisibility, Rope Trick.

3rd -- Flame Arrow, Fly, Haste, Heroism, Magic Circle against Chaos, Slow.

4th -- Bestow Curse, Enervation, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Scrying, Summon Monster IV, Wall of Fire.



TREASURE - STANDARD COINS, DOUBLE GOODS, DOUBLE ITEMS


Phylactery - CL = 11
Sealed in a metal box containing strips of parchment o which magical phrases are inscribed. The box is Tiny and has 40 hit points, hardness 20 and a break DC of 40.

Unless destoryed, the lich reappears 1D10 days after apparent death.


She used to be mad, cursed by an insanity of the mind. In her twisted state, she made herelf a lich. Free from her madness in undeath, she is sorrowful and regretful.

Now she works to change herself once more, in to something better.


----------------------

Vampire Unicorn

AL = CE

Undead (Augmented Magical Beast)

This powerful equine creature has a mirky white coat and feral glowing red eyes. Long, shagy white hair hangs down in a mane and forelock. A single ivory-coloured horn, about two feet long, grows from the centre of the forehead and it's hooves are cloven and black. It casts no shadow (Spot DC = 28 in shadow) throws no reflection in mirror.

About 8 feet in length, stands 5 feet high and weighs 1,200 pounds.

Unicorns speak Sylvan and Common.

Horn of a living, ordinary unicorn can fetch for 2K for helaing potions and devices. An undead one...who knows?

Horn is a +3 magic weapon though it's power fades if removed from the unicorn.

!!!WEAKNESS!!!

Cannot tolerate the odour of garlic and will not enter an area laced with it.

Will recoil from a mirror or strongly presented holy symbol. They don't harm it, just keep it at bay.

Must stay away at least 5 feet and cannot touch or go within 5 feet of said thing or creature with thing.

Holding a vampire at bay is a standard action.

Vampire can't cross running water although they can be carried over it in a ship or in a coffin.

They can't enter a home or building unless invited in by someone with the authority to do so. They can freely enter public places.

SLAYING A VAMPIRE: - Reducing to 0 hit points incapacitates but doesn't kill the vampire. However certain atacks can slay vampires.

Exposing any vampire t odirect sunlight disorientates it. It can take only a single move action or attack action and is utterly destroyed in the next round if it cannot escape.

Immersing a vampire in running water robs it of 1/3 of it's hit points each round it is submerged until it is destroyed.

Driving a wooden stake through the vampire's heart instantly slays the monster. However, it returns to life if that stake is removed unless the body is destroyed. A popular tactic is to cut off the creature's head and fill it's mouth with holy wafers (or their equivalent).




Magic Circle Against Evil (Su): This ability continually duplicates the effect of a spell. A unicorn cannot supress this ability.

Damage Reduction: - 10/Silver or Magic.

Fast Healing (Ex): - So long as the vampire has 1 HP, it heals at a rate of 5HP per round. If reduced to 0 hit points in combat it automatically assumes a gaseous form and attempts to escape. It must reach it's coffin home (a hollow mounds under a large tree) within 2 hours or be utterly destroyed. Any additional damage done to the vampire in gaseous form has no effect. Once at rest in it's coffin a vampire is helpless. It regains 1 hit point after 1 hour then it is no longer helpless and resumes healing at a rate of 5 HP per round.

Gaseous Form (Su): - As a standard action, th vampire can assume gaseous form at will as the spell (CL-5) but it can remain gaseous indefinitely and has a fly sped of 20feet with perfect maneuverability.


Spell-like abilities: - Can use Detect Evil at will as a free action. Once per day, can use Greater Teleport to move anywhere witin it's home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use Cure Light Wounds three times a day and Cue Moderate once (CL-5) by touching a wounded creature with it's horn.

Once per day it can use Neutralie Poison (DC 21, CL-8) with a touch of it's horn. The save is Charisma based.

Wild Empathy: - This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Alternative Form (Su): - Can asume the shape of a bat, dire bat, wolf or dire wolf as a standard action. This is similar to a Polymorph spell cast by a 12th-level character except that the vampire does not regain hit points for changing form.

Whilst in it's alternate form, it loses it's slam attack and dominate ability but gains the natural weapons and extraordinary abilities of the new form. It can remain in that form until it assumes another or until the next sunrise.

Skills: - +8 racial on Move Silently. +3 competance on survival inside it's forest. +8 racial on Bluff, Hide, Listen, Search, Sense Motive, Spot.

Jump +25
Listen +12
Move S. +2
Spot +12
Survive +9

Immune to poison, charm, compulsion.

Resistance (ex): - Resistance to Cold 10 and Electricity 10.

Spider Climb (ex): - Can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (ex): - +4 turn resistance.

Has low-light vision, scent.

Dark vision, 60ft.


HD = 4D12

Iniative = +9

Speed = 60ft.

AC = 26 (-1 size, +5 dex, +12 (6) natural)
Touch = 20
Flat = 21

Base/Grapple = +4/+13

Attack = Horn +11 melee (1d8+10)

or Slam Attack (1d8+10)

Full Attack = Horn + 2 Hooves +3 melee (1d4+4)

Special Attacks: -

DC = 21


Blood Drain (Ex): - Can suck blood from living victim with it's fangs by making a successufl grapple check. If it pins the foe, it drains blood, dealing 1d4 points of constitution damage each round the pin is maintained. On each successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): - Can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action. The creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): - Can crush an opponent's will just by looking in to their eyes. This is similar to a gaze attack except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a will save or fall instantly under the vampire's influence as though by a dominate person spell (CL-12). This has a range of 30 feet.

Creatre Spawn (Su): - A humanoid or monstrous humanoid slain by the drain attack rises as a vampire spawn 1d4 days after burial.

If instead, the vampire drains the victim's Con to 0 or lower, the victim returns as a spawn if it had 4 or less HD and a vampire if it had 5 or more HD. In either case, the new vampire is under the command of the vampire that created it and remains enslaved until it's master's destruction.

At any given time a vampire may have enslaved spawn totalling no more than twice it's own HD. Any spawned creature that would exceed this limit are created as free-willed creatures or vampire spawn.

A vampire that is enslaved may create and enslave it's own spawn so a master vampire can control a number of lesser vampires in this fashion.

A vampire may voluntarily free and enslved spawn in order to enslave a new spawn but once freed a vampire or vampire spawn canot be enslaved again.

Energy Drain (Su): - Living creatures hit by the vampire's Slam Attack or any other natrual weapon gain twonegative levels. For each negative level bestowed, the vamprie gains 5 temporary hit points. A vampire can use it's energy drain ability once per round.



Space/Reach = 10ft/5ft

Fort = +4

Ref = +9

Will = +6


Str 26 +8
Dex 21 +5
Con -
Int 12 +1
Wis 23 +6
Cha 28 +9

Feats: -

Alertness,
Skill Focus (Survival).
Combat Reflexes.
Dodge.
Improved Iniative.
Lightning Reflexes.

CR = 5

If taken as a cohort = Level adjustment = +12

Treasure = Normal.



------------------


Crocodile

NE

Aggresive predators, 11 to 12 feet long. They lie mostly submerged in rivers and marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Medium Undead

HD = 6d12+3

CR = 2

Iniative + 1

Speed = 20ft (4 sqaures), swim 30 feet.

AC: 16 (+0 dex, +6 natural)
Touch: 12
Flat: 16

Base/Grapple: +3/+6

Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) or Slam Attack (1d6)

Full Attack: Same.

Space/Reach: 5ft/5ft


Special Qualities: Low Light Vision.

Single action only: - Has poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to it's speed and attack in the same round but only if it attempts a charge.

Saves: -

Fort +2
Ref +2
Will +2


Abilities: -

Str 21
Dex 10
Con --
Int --
Wis 10
Cha 01


Skills:

No skills

Feats: -

Toughness.

Saturday, 15 March 2008

Too much free time...

So you've stumbled upon this, hoping for D&D goodies. Well I'll try not to dissapoint.

What this is intended to be is simply an output of my boredom and a collection of (mostly) NPCs, and some kit and what-not for Dungons and Dragons.

This started when I was browsing the website Deviantart. I'd stumbled on a half-way to decent image of a fantasyish nature and decided to save it. I subsequently forgot about it.

Some time later, I found I was bored and so went looking through my folders, where I found this image. I'd been in the middle of trying to think of NPCs for the D&D campaign I'm running and decided to do one out of this image, for a laugh.

And you know what, it wasn't a bad way to spend some time, so I did it again...and again.

So this is the result. Now there is one obvious question, I know you're all asking:

"Why not simply post these on the D&Dwiki?"

Well, I tried...but I'm inept. Yes, I'm afraid I'm useless when it comes to even the most basic of HTML, coding or whathaveyou...so I settled for this, where the most demanding HTML I'd be expected to do is an image tag or the occasional "href."

So, on to what you can expect here. I will be posting the image I used, along with a link to the image and/or the website o the author. Let me make this abundantly clear: -

I'm claiming no credit for these images. I do this in good faith to draw more attention to the people that drew these images, and to make the occasional DMs job a little easier.

This was something I did to pass the time and nothing more. Try not to take this too seriously. I know it's not terribly original. I was simply bored.


So, now that I've done all that, I'll be off to find the first one to post...

Oh, and since I'm so inept at using that damned wiki thing, if anybody wishes to submit any of these for me, by all means do so. All I ask is:

You credit me for writing the stats,
You credit the artist and link to them.

If these simple rules aren't adhered to, I will eat the heart of the person who breaks them.

Toodles!