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| Elkas Saralonde12-30-05, 01:55 PM | Elkas Saralonde Animal Shape Transmutation Level: Druid 3 Components: Verbal, Somatic, Material Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (Dismissible) This spell functions like polymorph, except that you change yourself into the form of a creature with the animal type. The assumed form cant have more Hit Dice than your caster level, to a maximum of 10 Hit Dice at 10th level. You can change into an animal within one size category of you. Your creature type changes to animal, and you lose any subtypes you may have. Material Component: A piece of hair, a scale, or a feather. Whirlwind Defense Abjuration [Air] Level: Druid 1, Sorcerer/Wizard 1 Components: Verbal, Somatic, Material Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (Dismissible) When you cast whirlwind defense, a strong wind surrounds you, protecting you from nonmagical attacks. You gain a +2 bonus to Armor Class. This bonus increases by 1 for every two caster levels you have above 1st, to a maximum of +4 at caster level 5th. This bonus only applies to melee, ranged, and touch attacks, but not ranged and incorporeal touch attacks. In addition, you have concealment (20% miss chance) against ranged attacks. If you move more than 5 feet in one round, the spell dissipates. You cannot make melee, ranged, or touch attacks, but you can make ranged touch attacks. If you are in a natural environment, this spell deals 1d4 points of damage to opponents who successfully hit you with a melee or touch attack. |
| Elkas Saralonde12-30-05, 01:58 PM | I've made this thread so players can show their homemade creations without having to make a thread in every darn board in the COMmunity. I would like to advise people to make only one post per character. Comments are allowed, but not short, spam-like comments. Just post the character's name and the stuff you want to display. |
| BvS12-31-05, 01:24 AM | Baron Von Shleppinstein Here's a race, I made it a long time ago. I apologize in advance for the length of the post! High Orcs Personality: High Orcs are a rather adaptable people, much like Humans. Most High Orcs have a love of nature, and much of their culture is based upon ritual and spirituality which extends from this. When traveling in foreign lands High Orcs are often mistaken for their savage brethren or Half-Orcs, but this is usually taken as an opportunity to educate people in the stories and legends of the High Orc people. Physical Description: High Orcs look much like their savage cousins, however somewhat more civilized and cleaner as well as being a little smaller. Their skin tends to be a shade of brown or grey, with a mere hint of green as opposed to a dominant hue. Hair colour can range from dark blonde to black, and their eyes can be almost any normal colour. In relation to humans, High Orcs tend to be about the same size as a human, although generally more fit. High Orcs typically mature faster than humans, with adulthood reached at the age of 13 or 14, and High Orcs rarely living over 70 years. Relations: High Orcs get along well with most other peoples whom are knowledgeable enough to distinguish them from the savages. In times past, High Orc society was tightly linked to the Elves, whom share their love for nature, as well as the Dwarves whom enjoyed their goodness and trustworthiness. They tend to get along well with humans as well, who share their diversity and somewhat limited outlook on life due to their short years. High Orcs hate their savage cousins, and will usually attack them on sight. Alignment: High Orcs tend towards good over evil, but without bias towards strict order or chaotic anarchy. As such, most High Orcs are inclined to be neutral good. High Orc Lands: High Orcs make their homes in rolling pastures and lightly wooded areas. They enjoy all facets of nature however, and find themselves just as comfortable in rocky caves as green meadows. High Orcs tend to form together in small bands or tribes, so established High Orc countries are rare. Religion: The chief deity of High Orcs is the goddess of nature and the woodlands. Many lawful High Orcs also worship the god of the Dwarves, heralded as the bringer of language to the Orcish people. Evil High Orcs sometimes worship the lord of the Savage Orcs. Language: High Orcs speak a rather elegant and complex version of Orc. Perverted and altered by the Savage Orcs, many people know Orc only as a language of graffiti and insult, as opposed to the noble and powerful language it actually is. The original language is based upon Dwarven, and uses a script similar to that of the Dwarves. Names: High Orc society has no intrinsic naming structure. Much like Humans, High Orcs may have a wide variety of names. Some High Orc parents might give their children Dwarven names, in honour of the friendship which once existed between Dwarves and Orcs. Adventures: High Orcs tend to adventure for much the same diverse reasons as humans, and may champion any number of causes, ideologies or territories. High Orcs hate their savage brethren and so may also form adventuring parties to seek out and destroy tribes or bands of them. High Orc Racial Traits Medium-size: As Medium-size creatures, High Orcs receive no special bonuses or penalties due to their size. High Orc base speed is 30 feet. 1 extra feat at first level, because High Orcs like Humans, are quick to master specialized tasks and are varied in their talents. Low-Light vision: Unlike Savage Orcs, High Orcs do not generally live underground, and hence cannot see in the dark. They can however see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain their ability to distinguish colour and detail under these conditions. +1 racial bonus to attack rolls against Savage Orcs: High Orcs despise their savage counterparts, and thus learn how to vanquish them more effectively. +2 racial bonus on Knowledge Nature and Survival checks. Most High Orcs have keen wilderness senses, as it is where they have grown up and lived all their lives. Orc Blood: For all special abilities and effects, High Orcs and Savage Orcs are both considered Orcs. For example, a High Orc, Savage Orc or Half-Orc (of one race or the other) could use all use a magic item specifically crafted for Orcs. Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Goblin, Giant, Gnoll, Halfling and Terran, High Orcs tend to learn languages similar to their own. Favoured Class: Druid. A multiclass High Orcs druid class does not count when determining whether he suffers an XP penalty for multiclassing. High Orc culture has a strong bond with nature, so the calling of the druid comes easily and often to them. |
| shadowfox62812-31-05, 04:28 AM | Hookshot: Range: 60 Ft. Damage: 1d6, X3 Crit Attack Mod: Dex. Other: 20% chance of stunning target on successful hit for 1d3 rounds, can latch onto wodden objects and pull user towards it. Warning: Not responsible for death caused by careless shooting, causing the hook to latch onto some wooden object above a pit of which you may or may not die from in the event if you fall. Throwing Cards: Damage: 1d2+ STR Mod, 19-20/X2 Crit Attacks: 3 attacks can be made per normal attack. (If you can make 2 attacks with any other weapon, you can make 6 with Throwing Cards) Attack Mod: Dex Other: If Dex is 18 or higher, Crit is 19-20/X3. If 24 or higher, Crit is 18-20/X4. Overpowered, possibly, but..... It's what I do in my spare time. |
| Herald of Jupiter12-31-05, 05:27 AM | Throwing Cards: Damage: 1d2+ STR Mod, 19-20/X2 Crit Attacks: 3 attacks can be made per normal attack. (If you can make 2 attacks with any other weapon, you can make 6 with Throwing Cards) Attack Mod: Dex Other: If Dex is 18 or higher, Crit is 19-20/X3. If 24 or higher, Crit is 18-20/X4. Reminds me of that character in the X-men series, Gambit. |