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| Nephlite02-23-06, 01:38 PM | Originally, made a Ninja class, but I decided to change it into a favorite of mine the Blade Arc from Final Fantasy Tactics. I'm not totally finished, but basic idea is created. The one in FF Tactics had all armor proficiency, but with the armor check penalties of heavy armor: they would be unable to jump that high. So I thought, I'd represent it better by medium armor and the dodge bonus. Blade Arc for those not aware were Lancers who had it as a base class (only a few guys did). Nephlite's Blade Arc: Alignment: Any Hit Die: d8. Class Skills The Blade Arc’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot(wis), and Swim (Str). Skill Points at 1st Level: (4 + Int modifier) x?4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Blade Arc Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Dirty Strike +1d4, Dodge Bonus 2nd +2 +3 +0 +0 slow fall 20 ft, Uncanny Dodge 3rd +3 +3 +1 +1 Fast Movement +10 4th +4 +4 +1 +1 slow fall 30 ft, Dirty Strike +2d4 5th +5 +4 +1 +1 Improved Uncanny Dodge, 6th +6/+1 +5 +2 +2 slow fall 40 ft, 7th +7/+2 +5 +2 +2 Dirty Strike +3d4 8th +8/+3 +6 +2 +2 slow fall 50 ft, Heightened Jumping 9th +9/+4 +6 +3 +3 10th +10/+5 +7 +3 +3 slow fall 60 ft, Dirty Strike + 4d4 11th +11/+6/+1 +7 +3 +3 Fast Movement +20 12th +12/+7/+2 +8 +4 +4 slow fall 70 ft, 13th +13/+8/+3 +8 +4 +4 Diamond Soul, Dirty Strike +5d4 14th +14/+9/+4 +9 +4 +4 slow fall 80 ft, 15th +15/+10/+5 +9 +5 +5 16th +16/+11/+6/+1 +10 +5 +5 slow fall 90 ft, Dirty Strike +6d4 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 Slow fall 100 ft. 19th +19/+14/+9/+4 +11 +6 +6 Dirty Strike +7d4 20th +20/+15/+10/+5 +12 +6 +6 Slow fall any distance Class Features All of the following are class features of the Blade Arc. Weapon and Armor Proficiency: Blade Arc’s are proficient with All simple weapons and martial weapons. Blade Arc are proficient with light and medium armor and shields (not tower). Dodge Bonus (Ex): When unencumbered, the Blade Arc gains a +1 dodge bonus to AC. This bonus increases at 5th level and every five Ninja levels thereafter by +1 (+2 at 5th, +3 at 10th, +4 at 15th level, and +5 at 20th level). Dirty Strike : (ex) The Blade Arc is adept at maneuvers such as hitting below the belt, head butts, sucker punches, etc. The Blade Arc may attempt to perform an unexpected maneuver to cause additional damage and “trip up” his opponent. The opponent gets a Reflex save equal to Blade Arc’s modified attack roll. If save is successful, the Blade Arc he only deals standard damage from this attack. However, if the save fails, the attack causes additional damage. Furthermore, the opponent is dazed and loses his next action (though he may still defend himself normally). Opponents must be creatures with discernable anatomy for this attack to cause additional damage (Though he may still daze the creature). The Blade Arc may use this ability only once per day against an one opponent ( but is free to attempt it against multiple foes/day). He starts dealing +1d4, this damage increases every 3 levels thereafter. This only works on melee attacks. Uncanny Dodge (Ex): Starting at 2nd level, a Blade Arc can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Blade Arc already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. Fast Movement (Ex): A Starting at 3rd level, a Blade Arc’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the speed because of any load carried or armor worn. This speed bonus increases to +20 at level 11. Slow Fall (Ex): At 4th level or higher, a Blade Arc can slow her descent from great heights. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Blade Arc’s ability to slow her fall (that is, to reduce the effective distance of the fall) improves with her Blade Arc level until at 20th level she can slow her descent and fall any distance without harm. Improved Uncanny dodge (Ex): A Blade Arc of 5th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Blade Arc levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Heightened Jumping (Ex): At level 8, a Blade Arc learns how to jump as if the air was a road to cross. He who jumps has the DC's cut in half. Thus, when jumping vertically, the DC is x2 instead of times 4 the distance to be cleared. To jump up 20 feet is 40 DC instead of 60 DC. Also when doing a long jump (horizontal jump) DC is halve the distance jumped (round down). To be jump 50 feet, is DC 25 for example. Diamond Soul (Ex): At 13th level, a Blade Arc gains spell resistance equal to her current Blade Arc ‘s level + 10. In order to affect the Blade Arc with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Blade Arc‘s spell resistance. Tell me how I did with changes: is it balanced enough? |
| heretic88802-23-06, 02:16 PM | Honestly?? It's pretty much exactly like the two dozen other Monk/Rogue "ninja" hybrids that have been posted on these forums. Laterz. |
| EonOmega02-23-06, 02:49 PM | I'd like to agree, and you can search for them on google, there's so many. But it's decent. I'd rather have diamond body than poison use. If I stab myself, but if I have poison use, nothing happens. But if someone stabs me with a poisoned blade... It's a bit more useful. But... Something more original would be nice. |
| Vaalingrade Ashland02-23-06, 03:20 PM | Why would a ninja have wholeness of body or tongue of sun and moon? It doesn't seem very ninja to me. Good show on showing him up with his own arrogance though. |
| Nephlite02-25-06, 04:22 PM | I decided to make this the topic for a quest information: Mask Campaign 1.Shar. Human Samurai Level 8. LN. Hps: 8d10 +21. Speed: 30 (30) feet. Init: +5. BAB +8/+3 AC: 20 (10+ 8 (+3 mithral Chain mail, check -1) +1 dex + 1 ring of protection). Str 20, Dex 12, Con 16, Int 13, Wis 11, Cha 18. Skill points: 4/level: Concentration: +11 (14), Intimidate: +11 (+19), Diplomacy: +5 (+9), Ride: +5 (5), Sense Motive: +6, Spot: +0, Listen: +0, Stealth +3.0 (Hide +3/move silently +3) Armor check reduces to with -1 penalty: Class features: 1 racial, 3 from level=4. All armor +simple/martial weapons. Two-weapon fighting, exotic proficiency: bastardsword, Ki Smite- 4/day ( ) +4hit/dam for full round. Quick Draw. Staredown: +4 intimidate/Dur: 1d4 rounds. Improved Init. Feats: 1) Weapon Focus (+1 hit bastardsword), 2) Extra smiting (+2), 3) Weapon Focus:+1 handaxe Saves: Fort +9 /Reflex +3 /Will +2 Weapons: 1) +2 Bastardsword Hit+16/+11 (1d10 +7): Or +1 Handaxe Hit+14/+9 (1d6 +6), throw range 20 feet. 2-weapon fighting: (-2 hit) +2 Bastardsword Hit+14 /+9(1d10+7, 19-20x 2)/+1 Handaxe Hit+12 (1d6+3, x3). Bio: The woman known as Shar was a foundling discovered by an infamous mercenary company. She was raised by members of the band and grew to become one of their better warriors and small unit commanders. She eventually felt the urge to strike out on her own and make her own fortune. She founded her own small band of mercenaries, whose ranks are ever changing, called "Shar's Marauders". Shar has since become a very capable mercenary leader who commands top gold for her services. She swears allegiance to no lord for too long, and allows no attachments to interfere with her ambitions. She would one day like to command an army under a worthy rich king. Then perhaps, she thinks to become a ruler in her own right. Shar's personality is always the professional soldier. She expects discipline and unwavering obedience from those under her command. Disobedience is met with firm punishment. This goes to explain her high turnover rate. She keeps the band small, for now, to better control her people and the type of work she takes. While she would not be adverse to commanding larger groups of men for an employer, she does not want to get stuck in a permanent role with no upward mobility. "To stagnate is to die..." Shar rarely takes lovers, and this is her most obvious weakness. Her disciplined outlook attracts her either to rakish rogues who live life carelessly or to other warriors who outplay her somehow. A lover could get close enough to sabotage her missions or infiltrate her ranks. She is however, far from a gullible trusting soul. So any lover would be watched closely and possibly sent on a few loyalty tasks before he would be allowed to join the marauders. One more item of note, Shar is not evil but very self and unit oriented. She will get rid of evil band members who cause her undue problems, she might also be convinced to turn on an employer who was committing grave atrocities. 2. Marne. Xeph Beguiler level 5/Psi-Rogue 1 level. CE. Hps: 6d6+6. Speed: 30 feet. Init: +4. BAB +2. AC: 18 (10 + 4 studded leather(+1)+ 4 Dex ). Str 15, Dex 18, Con 12, Int 14, Wis 10, Cha 12. Skill points: Balance: +4 (8), Bluff: +4 (5), Climb: +3 (5), Concentration: +4 (5), Diplomacy: +3 (4), Disable Device: +4 (5), Disguise: + 3 (4), Escape Artist: +3 (7), Forgery: +4 (5), Jump: +3 (5), Know (arcane): + 4 (5), Listen: + 3 (3), Open Lock: + 3 (7), Search: +3 (4), Sense Motive: +3 (3), Sleight of hand: 3 (7), Stealth: + 3 (hide 7/move silently 7), Speak language (undercommon) 1, Spot: + 2 (2), Swim: + 2 (4), tumble: +3 (7), Knowledge (Psionics):+8 Class features: Trapfinding, Naturally Psionic (+1 pp), +2 racial versus powers/spells, darkvision 60 feet, Burst: 3/day, 20 feet, duration: 3 rounds. Sneak Attk +1d6. Armored mage: light armor, Advanced learning (Nystal’s magic aura), Silent spell, Cloaked casting (+1 DC) if enemy denied dex to ac. Surprise casting: Successfully bluff to feint, target denied dex to ac for one spell or melee attack. Saves: Fort +2 /Reflex +7 /Will +4. Versus spells that powers +3 more. Feat: 1) Illithid Heritage (+1 saves from spells/powers, +1 pp), 2) Illithid Legacy (psionic charm/read thoughts,+1 pp), 3) Illithid Blast (1/day, Psionic Blast, DC 10+½ HD + Cha (1)=DC 14. Manifester=HD, Unlike normal psi-like abilities you must pay pp to use/augment this ability, +2 pp). Gear: +1 studded leather, shortsword, 3x daggers, a collection of branding irons, and a secret collection of Xeph ears. Weapons: Shortsword Hit +6 (1d6 +2). or Dagger Hit + 6 (1d4 +2). PP total: base 5 + bonus 0+ racial 1= 6 pp. Used: DC: 13 + spell level. Except Psionic blast= DC 14. 1st level Powers: 1) Charm Psionic: Base 1 pp, as charm person, Dur: 1 hr/level. Augment: 2 pp for any effect +1 DC. 1. 2 pp, animal, fey, giant, magical beast, or monstrous humanoid. 2. 4 pp, #1 and an aberration, dragon, elemental, or outsider. 3. 4 pp, duration becomes 1day/level. 2nd level 2) Read Thoughts: Base 3 pp. Dur: 1min/level, concentrate, 60ft Area, Save: will negate, Page 128 XPH. 3rd level Psionic Blast: Base 5 pp, Cone 30 foot, duration: 1 rd. Save: will negate. Augment: 2 pp, +1 rd/DC. Beguiler Spells: DC: 10 + Int (1) + spell level=11+ spell level Spells/day O level: 1) dancing lights, 2) daze, 3) detect magic, ghost sound, message, open/close, read magic, 1st level: 1) Rouse: Area: 10ft, burst. Range: 25 +5/2 levels. wake sleeping creatures in area 2) Whelm: Range: 25+5/2levels =40 feet. Will negate, Sr: yes. Deals 1d6 nonlethal +1d6 (every 2 beyond 1st) 3) Charm person: Range: (25 ft. + 5 ft./2 levels)=40 ft, Target: One humanoid creature, Duration: 1 hour/level, Saving: Will negates, SR: Yes, This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. 4) Colorspray: Range: Cone 15 ft area., Duration: Instantaneous; see text, Saving: Will negates, SR: yes, A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. 5) Comprehend languages 6) detect secret doors 7) Disguise self 8) Expeditious Retreat 9) hypnotism 10) Mage armor: 1 hr/level 11) obscuring mist 12) Silent Image 13) Sleep 14) undetectable alignment 15) Nystal’s magic aura: 2nd level 1) Blinding Color Surge: Range: 100ft+10/level=150. Target: you+ 1 creature. Dur: 1 rd/level. Save will negate partial, SR; yes. You gain invisibility and target is blinded for 1 rd or makes save. 2) Stay the hand: 150 ft range (100+10/level), Will negate, Casting: immediate action. 1 humanoid. Page 126. Fail save:” refrains from attacking you/target you with spells. 3) Vertigo: Range: 25 +5/level (40 ft), Target: 1 living creature, Dur: 1 rd/level, Will disbelief, Subject becomes dizzy as ground becomes slipping away. Subject must make DC 10 Balance to use move action at start of turn. Fail: no move. Fails by 5 or more: fall prone. Also while under this: -2 penalty Attk/saves. 4) Whelming Blast: Cone area 30ft, Will negate, Creatures in area receive 1d6 nonlethal/2 caster=2d6. 5) Blur: Components: V, Target: Creature touched, Duration: 1 min./level (D), This distortion grants the subject concealment (20% miss chance). 6) daze monster: Range: (100 ft. + 10 ft./levels)=150, Target: One humanoid creature of 4 HD or less, Duration: 1 round, Saving: Will negates, SR: Yes. This enchantment clouds the mind of a creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 6 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. 7) detect thoughts 8) fog cloud 9) Knock: 10) invisibility: 1 min/level, 1 creature, turns invisible. 11) Glitterdust: Range: (100 ft. + 10 ft./level), Area: 10 foot radius, Dur: 1 rd/level, Save: Will negates (blinding only) A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks. 12) Mirror Image: Creates 1d4 images plus one image per three caster levels (maximum eight images total). Dur: 1 min/level, An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball). 13) Minor Image: Duration: Concentration +2 rounds This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech. 14) See invisibility/spider climb 15) Silence 16) misdirection 17) hypnotic pattern 18) Touch of idiocy: Dur:10 min/level, Target: Living creature touched, SR Yes, Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. Marne grew up in an Xeph village, shunned by many because of her tainted genes, there was believed Illithid mutations in her family. Tormented by other children, she lashed out in anger one day and left two injured and one dead. Her crime was considered unthinkable amongst the Xeph, who immediately held discussions to decide what to do with the child. The Xeph wanted no part of her but decided that executing her would be against their own beliefs. So in a fit of hypocrisy, they exiled her, a 12 year old girl. She was left in the wilderness with only a small amount of food and the threat of death upon reentrance to the village. To make sure no other elf would ever aid her she was branded with the rune of kin-slayer upon her left forearm. Marne wandered for weeks, scavenging for food. She was attacked once by a wolf and managed to drive it away by biting out its eye. She eventually came upon a human settlement but she was shunned for no one wanted to take in a foundling child with such a disheveled appearance. Marne turned to thievery to survive, she was beaten and abused by others who were stronger or tougher. She became more and more wild, turning on anyone she suspected of any ill intentions. Nowadays she is a raving psychotic, she can barely keep her urges to kill under control. She will destroy any Xeph she finds, though first if possible she will use brands to torture them. She has no real desires other than to cause others to suffer and gain wealth. Hired by Shar for her thief abilities and her willingness to do any task, know matter how unsavory. She is part of "Shar's Marauders". 3. Reavis:, Human Hexblade Level 2/Level 1 Werewolf. NE. Hps: 22. Speed: 30 (30) feet. Init: +3. BAB +2 AC: 17 (10+ 2 ( mstk Leather), +3 dex + 2 NA). Str 17, Dex 16, Con 15, Int 13, Wis 13, Cha 17. Skill points: Climb +1.0 (4), Concentration +2 (4), Handle Animal: +1.0 (4), Intimidate: +2 (5), Jump: +1.0 (4), Know (arcane) +2 (3), Ride: +2 (5), Spellcraft +2 (3), Control Shape + 2 (), and Stealth +0 (Hide 3/Move silent 3) Class features: 1 racial, 1 from level, 4 from thorns=6. Light armor +simple/martial weapons. Arcane resistance: +3 bonus on saves versus spells/psionics. Hexblade’s curse 3/day( ): -2 hit/dam/save/skills/abil checks 1 hour. Save DC 10+ ½ Hexblade level (1) +Cha (3)=14. Alternate Form: Wolf. track Thorns: 1) Devil’s Mark 2) Hydrophobia 3) Ranidaphobia (frogs) 4) wolf-barred Feats: 1) Extra Curses:+2 uses, 2) Power attack, 3)Improved Sunder, 4) Hide Rip (successful attack against target’s AC reduces NA or armor by 1 point for every 5 damage). 5) Mystic transformation, 6) Improved Toughness: +2 Saves: Fort +5 /Reflex +6 /Will +7 Weapons: 1) Hit +4 (Heavy Mace) 1d8 +3. 2) Longbow Hit+5 (1d8+0), range 100 feet, Crit x3. Ammo: 20. Reavis is a native of Landover. He makes his living as a hunter, trapper, and local guide. He wants to make enough gold to leave Landover. He lives in fear of the day when someone from his town discovers he murdered a local girl who spurned his advances. When Shar came to Landover she approached Reavis. He readily agreed to guide her and later to help in exchange for wealth. Shar realizes that Reavis is a greedy fool and "allows" him to take the lead in combat. Reasoning that if he dies, she doesn't need to pay him. he is part of "Shar's Marauders". 4. Grug. Level 7 Ogre (Level 3 Soulknife). LE. Hps: 73 Speed: 40 (40) feet. Init: +4. BAB +5 AC: 18 (10+ 1 (padded) + 7 NA +1 dex - 1 size). Str 21, Dex 10, Con 21, Int 7, Wis 8, Cha 8. Skill points: Listen: +3 (2), Spot: +3 (2), Climb: +2 (8), Jump: + 2 (8), Stealth +3 (3), Class features: 1 racial, 3 from level=6. All armor + simple/martial weapons. Darkvision 30. Mind blade, Wild Talent, Weapon Focus (mindblade), throw mind blade 30 feet, Psychic strike +1d6 (move action) Feats: 1) Improved Initiative, 2) Power Attack, 3) Improved Natural Armor : +1 NA, 4) Improved Natural armor: +1 NA Saves: Fort +10 /Reflex + 5/Will +4. Weapons: 1) Hit +11 (Large Mind Blade: shortsword, 19-20/x2) 1d8 +5 Thrown mind blade: Hit +6, 30 feet, 1d8 +5. Later Given: 2) Masterwork Greatsword Hit+12 (3d6 +7). Grug is a member of "Shar's Marauders", a small mercenary band led by the infamous Shar the cold. Grug is a devoted slave to Shar who spared his life after defeating him in combat. Shar kept Grug from being slain by other hirelings of the lord she was serving at the time. Grug is very direct. He smashes anything Shar tells him to, and guards her from harm. He has slight fear of magic and is afraid Phantasm. Also later Shar arms him with a large two-handed sword instead of the mindblade he normally uses. 5. Malchor. Human Erudite level 6/ Ardent 1 NE. Hps: 35. Speed: 20 (30) feet. Init: +4. BAB +3. AC: 17 (10 + 2 Dex +5 Breastplate) Str 12, Dex 14, Con 14, Int 16, Wis 15, Cha 13. Saves: Fort + /Reflex + /Will + Skill points: Concentration: +9, Craft (Poison): +8 (), Know (psionics): +7 (10), Know (religion): +6 (9), Psicraft: +7 (10), Decipher Script: 5 (8), Gather info: +5 (6), Spot: +1.0 (3), Bluff: +3.0 (4), Diplomacy: +5 (6) Class features: All armor + simple weapons. Mantle 1 Corruption/madness: Can’t be confused while focused. Mantle 2: Pain/suffering: expend focus when hit to make target share ½ damage he deals you. Feats: 1) Psicrystal Affinity (Nimble +2 Init), 2) Overchannel: +1 manifester but 1d8 damage, 3) Talented: expend focus, no dam from overchannel, 4) Knockdown metapower (+2 pp cost, fail save go prone), 5) Practiced Manifester: Ardent, 6) Psionic mediation: refocus as a move action, 7) Psicrystal Containment (hold focus). Weapon: Power points: erudite Base 35, Ardent base 2, erudite Bonus 9, Ardent bonus 5= 51pp. PP Used: Unique powers Total: 4, Used: Erudite Manifestor: 6. Ardent Manifestor: 5. Erudite: base 17. Others: 4 Max known: 3rd 1st level powers: 1) Catfall 6) Ecto-Protection 10) Astral Construct 2) Force Screen 7) Distract 11) Charm Person 3) Empty Mind 8) Detect Psionics 4) Deja Vu 9) Control Flames 2nd level powers: 1) Damp Power: 2) Elemental Steward: 3) Inflict Pain: 5) Animal affinity 4) Concussion Blast 6) Brainlock. 3rd level powers: 1) Dispel Psionics 4) Body adjustment. 2) Dismiss Ectoplasm 3) Danger Sense Ardent Powers known: 2, max 1st. 1) Daze, psionic: 2) Disable: As a young man the town Malchor lived in was devastated by a horrible plague. Malchor himself was stricken and lay ill, unable to move as his entire family died from the disease. Too sick to help himself Malchor ate what little he could find and watched as his neighbors succumbed to the disease or the madness that gripped the city. Malchor somehow survived the deadly disease but not before having a terrible vision in which he saw an immense figure sitting in judgment over his city. This figure weighed the lives of all who lived there, and many were found wanting. Malchor saw that this figure judged him worthy of life and bringing its judgment to others. When he awoke Malchor felt better, he began to gradually get back his strength. During his quick recovery a looter came to steal his food and Malchor killed him. His destiny became clear, he was to judge others as he had been judged. He became a priest of this being and began his work to spread its judgment. Malchor is a fanatic. He works to spread the misery and terror that he believes his god desires. No act is too low because he can justify it. He always looks for converts to his cause, though they must first survive his initiation. He is currently allied with the mercenary Shar, but believes she is too soft to help in his cause. He is a member of "Shar's Marauders". When he hears of the Mask of Destiny he will try to gain them for his god 6. Phantasm: Avatar Wizard (Illusionist) level 7. N. Hps: 33. Speed: 30 feet. Init: +4. BAB +3 AC: 16 (10+ 2 ring of protection +4 Dex) Str 10, Dex 18, Con 16, Int 19, Wis 10, Cha 4. Skill points: Alchemy: +7 (13), Concentrate: + 9 (13), Disguise: + 3.0 (0), Know (Arcana): +8 (12), Know (Xoth): +6 (10), Listen: +1.0 (4), Open lock: + 3.0 (7), Ride: +3.0 (7), Spot: +1.0 (4), Stealth: +1.0 (hide 5/move 5), Tumble: +2.0 (6), Use rope: +1.0 (5). Class Features: Scribe scroll, summon familiar (toad, +3 hps), Racial: immune to illusions, +3 racial spot/listen Saves: Fort +5/Reflex +6/Will +5 Feat: Heighten spell, Silent spell, Spell Focus (Illusion), Mobile spellcasting (DC 20 +spell level check to move and cast spell in same standard action) Gear: Scrolls Haste x3 ( ), Scrolls Slow x3 ( ), Summon Monster 3 x4 ( ), Polymorph x2 ( ) Weapon: +2 dagger of Limbo(works there normally) Hit +3 (1d4+2). Prohibit: Necro/Evoc: Spells: DC 10+ Int (4) + spell level. Illusion spells: DC 15 + spell level. Spells: 0th -- PHB: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Resistance.. 1st -- PHB: mage armor, Change Self, Hypnotism, Color Spray (Illus), Feather Fall, Identify, Protection from Good, Shield, Sleep, Ventriloquism. Mount, Enlarge person, reduce person, 1) Distract Assailant: Range 40 feet, Cast: swift action, Will negate. Enemy flatfooted till next turn. 2nd -- PHB: Alter Self, Invisibility, Knock, Melf's Acid Arrow, Mirror Image, Web. Tasha’s Hideous Laughter, blur, OgreShape 1) (Illusion) Bladeweave: Swift action, Dur: 1rd/level. Personal, Any round you hit enemy with weapon, you get additional touch attack, if you hit, will save negate or daze 1 rd. 2) Daggerspell stance: swift action, Dur: 1rd/level, personal, must use two daggers to use effectively. Full attack while holding 2 daggers: +2 hit/dam. When fighting defensively, you also gain SR 12. In total defense DR 5/magic + SR 12. 3) OgreShape: Dur: 1 minute/ level. Become Ogre. +10 temporary Hps disappear at end of spell. You become a hydra (keep your own Hps, lose your feats/class features, gain creatures feats, Creatures physical stats). Use creatures base saves; base Attk bonus. 3rd -- Hold Person, Secret Page, Major Image, Monster Summoning III, displacement, Phantom Steed, haste, Slow, Dispel magic, heroism, 5headed-Hydrashape, and Invisibility sphere. 1) (Illus) Spectral Weapon: Swift action, Dur: 1rd/level, Will partial, SR: Yes. Pg 157. Weapon forms into one type you are proficient becomes touch attacker. Any foe hit will save to notice, success: 1/5th damage because notice shadowy nature. 2) 5headed-Hydrashape: Dur: 1 minute/ level. Become 5 headed Hydra. +20 temporary Hps disappear at end of spell. You become a hydra (keep your own Hps, lose your feats/class features, gain creatures feats, Creatures physical stats). Use creatures base saves; base Attk bonus. 4th -- Charm Monster, Summon Monster IV, Phantasmal Killer, Globe of Invulnerability (lesser, Invisibility (greater), Crushing despair, Stoneskin, and polymorph sub-type spells. Prepared: 4, 5, 4, 3, 2 0: illusion (Ghost Sound) x1 ( ), daze x2 ( ), detect magic x2 ( ), 1: illusion (Colorspray) x2 ( ), mage armor x1 ( ) Dur 7 hours, Protection from good x2 ( ), Distract Assailant x1 ( ), 2: illusion (Mirror Image) x1 ( ), Invisibility x2 (), Tasha’s Hideous Laughter x2 ( ), 3: illusion (Spectral Weapon) x1 ( ), Dispel Magic x1 (), Hold Person x1 ( ), Heightened Colorspray x1 ( ) 4: illusion (Phantasm Killer) x1 ( ), Globe of Invulnerability (lesser) x1 ( ), Polymorph x1 ( ) Note: Phantasm is obviously using the Marauders to collect all the masks, though it is not their employer, and it will abandon them whenever it seems convenient. Also this is a good foe to use nonstandard spells with as phantasm has no need for a spell book. Phantasm's history in unknown to all. He/she wears veils and is under the influence of constant illusion spells. Phantasm dresses in hooded robes of a deep purplish color. Occasionally a tentacle will emerge from the hood, leading most to believe that Phantasm is not remotely human or demihuman. He/she refuses to answer question on its background or true race. Likewise its motives are unknown other than its alliance with Shar as a mercenary hireling. In reality Phantasm is really a minor avatar of Seil, a weak god of illusions, trickery, and lies. This being is unable to expend much of its energies without attracting the attention of other beings of power. It has created this being to help in its search for the masks. This god-ling desires to acquire the masks to increase its own powers of magic by absorbing the essence of the Arch-magi Xoth that is broken up amongst the masks. If its avatar, Phantasm, is destroyed it will not risk creating another but will seek revenge on the offenders at some other time. Special Abilities: Phantasm is under a constant change self and alter self spell. If asleep or unconscious its form will shift randomly though slowly. Also intelligent beings feel uncomfortable around this outer-world creature, hence the low CHA. Animals refuse to be close and horses refuse to carry it, use phantasmal steed spells or mount. NO ILLUSION spells work on this being. Polymorph: Dur: 7 minutes (1 minute/level). Polymorph Sub-Type choices: 1. 5 headed hydra: 5 HD Huge,. +20 temp Hps. Speed: 20 ft. (4 squares), swim 20 ft. Init: +1. BAB +5. Reach: 15 feet. AC: 15 (10 + 1 Dex - 2 size + 6 Na). Stats: Str 17/Dex 12/Con 20 Feats: Combat ReflexesB, Iron Will, Toughness. Saves: Fort +9, Ref +5, Will +3. Weapon: 5 bites +6 melee (1d10+3) Traits: Darkvision 60 ft., fast healing 15, low-light vision, scent. Skills: Listen +6, Spot +6, Swim +11 2. Ogre: 4 HD Large. +10 temp Hps. Speed: 40 ft. Init: -1. BAB +3. Reach: 10 feet. AC: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor),. Stats: Str 21/Dex 8/Con 15 Feats: Toughness, Weapon Focus (great-club) Saves: Fort +6, Ref +0, Will +1. Weapon: Great-club +8 melee (2d8+7) Traits: Darkvision 60 ft., low-light vision. Skills: Climb +5, Listen +2, Spot +2. 1) Ogre Mage: Str 21/Dex 10/Con 17, Na +5, large, 40 ft. fly 40 ft. (good), 7. Proth:.Human Divine Mind Level 7/Level 1 Dreamwight, HD 8. NE. Hps: 49. Speed: 20 (30) feet. Init: +1. BAB +5 AC: 18 (10 -1 Dex + 5 (+1 Scale mail) + 4 Cloak of Fuer). Str 12, Dex 8, Con 12, Int 10, Wis 15, Cha 14. Saves: Fort + 8/Reflex + 3/Will +11 Skill points: Autohypnosis: +4 (6), Concentration: +6 (7), Craft (dream interpretation): +8, Know (psionics): +5, Know (religion): +4, Psicraft: +5, Spot/listen +0 (2), Stealth +0 (Hide -1/Move -1), Know (military Strategy) +1. Class features: Wild Talent (2 pp), Psychic Aura 20 feet, Divine Grace (+2 saves), Craft Dreamgift, Call reflection (Max HD=character level, DC 15 craft Dream interpretation), Mantle 1: Energy: expend focus, energy resistance 5 from 1 energy type. Dur: 3 +wis(2)=5 rounds. Mantle 2: Conflict: Weapon focus (heavy flail). Feats: 1) Craft Universal item, 2) practiced manifester, 3) Psi-crystal affinity (+2 Init), 4) Psi-crystal containment (extra focus). Gear: 2 invisibility Potions ( ), Cloak of Fuer (+4 deflection AC and ½ damage from fire) Weapons: 1) +2 Heavy Flail Hit+8 (1d10 +3, x2). +2 trip/disarm. Power points: Base 8, wild 2, Bonus 7=17. Used:. Manifestor: 7. Powers known: 2 Level 1 powers: 1) Energy Ray: base 1, range:25+5/level=50ft., PR: yes, augment:1d6 per pp. Fire/Cold:+1/die, Elec: +3 hit on metal armor +2 on PR check, and Sonic: -1/die, ignore hardness. 2) Prescience, offensive: base 1, Dur: 1min/level, +2 insight damage bonus. Augment: 1. 6, swift action. 2. Every 3, +1 more insight. Auras: change takes 1 hour. Affect allies/you. 1) Attack: +1 hit/damage +1/5 levels=2. 2) Defense: +1 AC +1/5 levels=2 3) Perception +2 listen/spot/Init +1/5 levels.=3 4) Energy: Weapons deal extra +1 cold, fire, or electricity +1/5 levels=+2 element damage. 5) Conflict: Weapons have +1 threat range after other modifiers. This increases to +2 at level 10th Divine mind level. Proth always wanted to be a warrior. He started at a young age playing with swords and playing war with friends in a small very religious town. The people of the town followed the lead of the church of agriculture. Proth grew up having respect for priests since they took care of the town an ensured that they always had enough food and that the town was protected. As years passed he found that his skills with the sword were poor as he did not have the strength, stamina, or agility to survive in fights. He did discover that even though he was not the strongest he had a talent for playing chess and mastering battlefield strategy. He decided that since he was not good at using the sword he would command those that could. He was not a warrior so he could not enlist in the army of the regional king. Instead he joined the priesthood of war. He felt that priests held positions of power as he saw in his youth and this would be a good way to work his way up. With his natural talent for strategy Proth quickly gained the respect of fellow priests and the men under the church. He was sent on missions to aid the regional king defend the borders from invaders. On one such occasion where the army had to root out a humanoid colony located in a wasteland Proth was sent to command the advancing force to eliminate the unwanted tribe from the king's land. His opponent was not as skilled as Proth in strategy but knew the land well and used it to his advantage. Proth eventually was successful in the defeat of the humanoids and himself killed the leader of the humanoid tribe. Once sifting through the stolen goods of the now dead humanoids Proth found the, Cloak of Fuer, in the possession of their dead leader. He found the cloak symbols fascinating and took the it for himself. The cloak being created by the old fire god began to consume and affect Proth. It turned his once solid conservative strategies in battle to bold and aggressive strategies. The cloak also affected his mind in a different way. Proth was respected by those allied to him and even his enemies. He would always show proper respect and mercy to those who surrendered to him treating prisoners well. As he became more bonded to the cloak his mercy became less and less. He would execute prisoners and kill even women and children that became an obstacle in battle. The king removed Proth from his position eventually and imprisoned him for cruelties inflicted upon the citizens of the kingdom and for breaking the laws of war. Bitter with the king and not so much in favor with the church Proth escaped from prison by the use of spells he never thought he had. The hand of Fuer assisted him is his escape by granting his priestly spells. Slowly Proth left his old god of war and embraced Fuer. He became Fuer's 1st new priest and brought back to life the ancient god of fire. He know that Shar works for a very important group of militant men, perhaps a group that can use his talents. He hopes to gain favor with her and her superiors. He is a member of "Shar's Marauders". Reflections: up to 8 HD. 1) 2x Reflected Xills, Medium Outsider (Extraplanar, dreamborn): HD: 5 (32 hp) Initiative:+8, Speed: 40 ft. BAB/Grapple: +5/+7. Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19 Attack: Short sword +7 melee (1d6+2/19–20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3) Full Attack: 4 short swords +5 melee (1d6+2/19–20, 1d6+1/19–20); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3) Special Qualities: Darkvision 60 ft, Unthinking (+4 mind affecting save), Fast heal: 3, Body of dreams (20 miss chance). Saves: Fort +6, Ref +8, Will +5 Abilities: Str 15, Dex 18, Con 15, Int 12, Wis 12, Cha 15 Skills: Balance +14, Climb +10, Diplomacy +2, Escape Artist +12, Intimidate +8, Listen +9, Move Silently +12, Sense Motive +8, Spot +9, Tumble +12, Use Rope +4 (+6 with bindings) Feats: Improved Initiative, Multi-attackB, Multi-weapon Fighting Psi-like: 1/day, Cloud Mind DC: 14. CR: 6 |