law
First Post
While Krishnath as been doing the slivers I have been doing a small but just as fun group of MTG cards. While im not fully being true to the cards, im trying to keep most of the flaver. There will be three groups of incarnation's Standard, Greater, and Epic. Since I will be adding more then the 7 that are in MTG. Heres the first 3 thats I have done.
Note: Since I play in eberron mostly they will have an eberron flaver to them.
Anger
Small Outsider (Earth, Extraplanar , Fire, Incarnation)
Hit Dice: 7d8+14 (70 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 Squares)
AC: 23 (+1, size, +3 Dex, +7 natural, +1 Insight, +1 Dodge), touch 16, flat-footed 19
Base Attack/Grapple: +7/+6
Attack: Burning Tough +10 melee touch (1d8 fire plus combustion) or Slam +10 melee (1d3+3 plus combustion)
Full Attack: Burning Tough +10/+10/+6 melee touch (1d8 fire plus combustion) or Slam +10/+10/+6 melee (1d3+3 plus combustion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combustion, fiery aura
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to poison and disease, Haste, Immunity to Fire, Maximum Hit Points, Melt Weapons, Vulnerability to Cold, Wisdom to AC
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 16, Dex 17, Con 14, Int 11, Wis 13, Cha 16
Skills: Balance +13, Bluff +13, Escape Artist +13, Intimidate +13, Knowledge (the planes) +10, Search +10, Spot +11, Tumble +13
Feats: Combat Reflexes, Dodge, Improved Initiative
Environment: Fernia, the Sea of Fire
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 8-21 Hit Die (Small)
Level Adjustment: -
You see a small molten figure it seems to look kind of like a goblin. Nevertheless, its eyes glow with a bright red light, its skin seems to crackle like a bonfire, and you seem to feel unbound anger coming from it.
Anger is just that, the emotion of anger given form. This incarnation is willing to unleash all the bent up anger that all morals seem to gain every now and then. Those people that know such a creature is real know that trying to not be anger will stop more of them from forming. While other don’t care or do not know about them. A rare few even try to form them in volcanoes, they usually meet with a fiery death.
Combat
Anger fights and attacks all that are close to it. Trying to do as much damage as its little body can deal. Is has no real set attack pattern other then attack, attack and attack.
Combustion (Ex): Anyone an anger touches must succeed on a DC 15 Reflex save or take an extra 1d8 points of fire damage as clothes or armor becomes searing hot. The damage continues for another 1d4+7 rounds after an anger’s last successful attack. Anger’s can also ignite flammable material with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 30 feet of an anger must succeed on a DC 15 Fortitude save or take 1d8 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strike an anger must succeed on a DC 15 Fortitude save or melt away into slag. The save DC is Constitution-based.
Haste (Su): Anger is supernaturally quick. It is constantly affected by the haste spell. All combat bonuses are added into the status block.
Brawn
Huge Outsider (Extraplanar , Incarnation)
Hit Dice: 7d8+35 (91 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 Squares)
AC: 17 (-2 size, +1 Dex, +7 natural, +1 Insight), touch 10, flat-footed 16
Base Attack/Grapple: +7/+25
Attack: Gore +15 melee (2d6+15)
Full Attack: 2 Slams +15 melee (2d6+10 plus stunning strike); or Gore melee +15 (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Stunning Strike, Trample 1d8+15
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to poison and disease, Maximum Hit Points, Wisdom to AC
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 30, Dex 13, Con 20, Int 9, Wis 13, Cha 14
Skills: Climb +20, Handle Animal +12, Intimidate +12, Knowledge (the planes) +9, Search +9, Spot +11, Swim +20
Feats: Ability Focus (Trample), Improved Natural Attack (Slam), Power Attack
Environment: Lamannia, the Twilight Forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 8-21 Hit Die (Huge)
Level Adjustment: -
You see a huge elephant like creature, it seems to be made or of plants and peace’s of stone. It has two overly large trunks and long sharp tusks.
Formed from people’s need to get stronger with no reason behind it, other then the need to get stronger. Brawn is one of the oldest types of incarnation known. Most likely from its size, since not many other incarnations meet or beat this incarnations pure strength or size.
Combat
Brawn charges in using its gore and trample attacks then beets them to death with its slam attacks. Since its formed from a mindless need to get stronger its willing to crush any in its way.
Stunning Strike (Su): A creature hit by a brawn’s slam must succeed on a DC 15 Fortitude save or be stunned for 1 round. The save DC is Charisma-based.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based and includes the bonus from the ability focus feat.
Valor
Medium Outsider (Extraplanar , Good, Incarnation, Lawful)
Hit Dice: 7d8+14 (70 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 Squares)
AC: 25 (+4 Dex, +7 natural, +4 Insight), touch 18, flat-footed 21
Base Attack/Grapple: +7/+9
Attack: +1 Shortspear +9 melee (1d6+3)
Full Attack: +1 Shortspear +9/+4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sudden Strike
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to Poison, Maximum Hit Points, Wisdom to AC
Saves: Fort +7, Ref +9, Will +9
Abilities: Str 14, Dex 19, Con 15, Int 12, Wis 19, Cha 15
Skills: Balance +14, Climb +12, Diplomacy +12, Gather Infornation +12, Heal +14, Jump +12, Listen +14, Search +11, Spot +10
Feats: Dodge, Mobility, Spring Attack
Environment: Syrania, the Azure Sky
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Good
Advancement: 8-21 Hit Die (Medium)
Level Adjustment: -
A being that appears to be made out of white marble walks to you. You can feel its sense of propose from it’s the glowing green light of its left eye and the glowing blue light from its right eye.
The incarnation of valor constantly seeks to do what is right. No matter the cost to them. Waiting for their chance to spread the need to fight for the right reasons on to eberron all they need is the chance.
Each one is created as it is said from the deeds of the righteous on the fields of battle.
Combat
Valors fight in as fluid motion as they can. Dodging blows and striking in combat maneuvers only the best fighters have been known to pull off.
A valor’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Sudden Strike (Su): Once every 1d4 rounds valor can make all its melee attacks as melee touch attacks for that round.
New Suptype
Incarnation Subtype: Some outsiders are formed out of pure ideals or emotions.
Traits: A incarnation possess the following traits (unless otherwise noted in a creature’s entry).
-Maximum hit points
-Immunity to poison ans disease
-Insight bonus to Armor Class equal to the incarnations wisdom bonus if any.
Note: Since I play in eberron mostly they will have an eberron flaver to them.
Anger
Small Outsider (Earth, Extraplanar , Fire, Incarnation)
Hit Dice: 7d8+14 (70 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 Squares)
AC: 23 (+1, size, +3 Dex, +7 natural, +1 Insight, +1 Dodge), touch 16, flat-footed 19
Base Attack/Grapple: +7/+6
Attack: Burning Tough +10 melee touch (1d8 fire plus combustion) or Slam +10 melee (1d3+3 plus combustion)
Full Attack: Burning Tough +10/+10/+6 melee touch (1d8 fire plus combustion) or Slam +10/+10/+6 melee (1d3+3 plus combustion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combustion, fiery aura
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to poison and disease, Haste, Immunity to Fire, Maximum Hit Points, Melt Weapons, Vulnerability to Cold, Wisdom to AC
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 16, Dex 17, Con 14, Int 11, Wis 13, Cha 16
Skills: Balance +13, Bluff +13, Escape Artist +13, Intimidate +13, Knowledge (the planes) +10, Search +10, Spot +11, Tumble +13
Feats: Combat Reflexes, Dodge, Improved Initiative
Environment: Fernia, the Sea of Fire
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 8-21 Hit Die (Small)
Level Adjustment: -
You see a small molten figure it seems to look kind of like a goblin. Nevertheless, its eyes glow with a bright red light, its skin seems to crackle like a bonfire, and you seem to feel unbound anger coming from it.
Anger is just that, the emotion of anger given form. This incarnation is willing to unleash all the bent up anger that all morals seem to gain every now and then. Those people that know such a creature is real know that trying to not be anger will stop more of them from forming. While other don’t care or do not know about them. A rare few even try to form them in volcanoes, they usually meet with a fiery death.
Combat
Anger fights and attacks all that are close to it. Trying to do as much damage as its little body can deal. Is has no real set attack pattern other then attack, attack and attack.
Combustion (Ex): Anyone an anger touches must succeed on a DC 15 Reflex save or take an extra 1d8 points of fire damage as clothes or armor becomes searing hot. The damage continues for another 1d4+7 rounds after an anger’s last successful attack. Anger’s can also ignite flammable material with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 30 feet of an anger must succeed on a DC 15 Fortitude save or take 1d8 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strike an anger must succeed on a DC 15 Fortitude save or melt away into slag. The save DC is Constitution-based.
Haste (Su): Anger is supernaturally quick. It is constantly affected by the haste spell. All combat bonuses are added into the status block.
Brawn
Huge Outsider (Extraplanar , Incarnation)
Hit Dice: 7d8+35 (91 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 Squares)
AC: 17 (-2 size, +1 Dex, +7 natural, +1 Insight), touch 10, flat-footed 16
Base Attack/Grapple: +7/+25
Attack: Gore +15 melee (2d6+15)
Full Attack: 2 Slams +15 melee (2d6+10 plus stunning strike); or Gore melee +15 (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Stunning Strike, Trample 1d8+15
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to poison and disease, Maximum Hit Points, Wisdom to AC
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 30, Dex 13, Con 20, Int 9, Wis 13, Cha 14
Skills: Climb +20, Handle Animal +12, Intimidate +12, Knowledge (the planes) +9, Search +9, Spot +11, Swim +20
Feats: Ability Focus (Trample), Improved Natural Attack (Slam), Power Attack
Environment: Lamannia, the Twilight Forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 8-21 Hit Die (Huge)
Level Adjustment: -
You see a huge elephant like creature, it seems to be made or of plants and peace’s of stone. It has two overly large trunks and long sharp tusks.
Formed from people’s need to get stronger with no reason behind it, other then the need to get stronger. Brawn is one of the oldest types of incarnation known. Most likely from its size, since not many other incarnations meet or beat this incarnations pure strength or size.
Combat
Brawn charges in using its gore and trample attacks then beets them to death with its slam attacks. Since its formed from a mindless need to get stronger its willing to crush any in its way.
Stunning Strike (Su): A creature hit by a brawn’s slam must succeed on a DC 15 Fortitude save or be stunned for 1 round. The save DC is Charisma-based.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based and includes the bonus from the ability focus feat.
Valor
Medium Outsider (Extraplanar , Good, Incarnation, Lawful)
Hit Dice: 7d8+14 (70 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 Squares)
AC: 25 (+4 Dex, +7 natural, +4 Insight), touch 18, flat-footed 21
Base Attack/Grapple: +7/+9
Attack: +1 Shortspear +9 melee (1d6+3)
Full Attack: +1 Shortspear +9/+4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sudden Strike
Special Qualities: Darkvision 60 ft., Damage Reduction 10/Epic, Immunity to Poison, Maximum Hit Points, Wisdom to AC
Saves: Fort +7, Ref +9, Will +9
Abilities: Str 14, Dex 19, Con 15, Int 12, Wis 19, Cha 15
Skills: Balance +14, Climb +12, Diplomacy +12, Gather Infornation +12, Heal +14, Jump +12, Listen +14, Search +11, Spot +10
Feats: Dodge, Mobility, Spring Attack
Environment: Syrania, the Azure Sky
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Good
Advancement: 8-21 Hit Die (Medium)
Level Adjustment: -
A being that appears to be made out of white marble walks to you. You can feel its sense of propose from it’s the glowing green light of its left eye and the glowing blue light from its right eye.
The incarnation of valor constantly seeks to do what is right. No matter the cost to them. Waiting for their chance to spread the need to fight for the right reasons on to eberron all they need is the chance.
Each one is created as it is said from the deeds of the righteous on the fields of battle.
Combat
Valors fight in as fluid motion as they can. Dodging blows and striking in combat maneuvers only the best fighters have been known to pull off.
A valor’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Sudden Strike (Su): Once every 1d4 rounds valor can make all its melee attacks as melee touch attacks for that round.
New Suptype
Incarnation Subtype: Some outsiders are formed out of pure ideals or emotions.
Traits: A incarnation possess the following traits (unless otherwise noted in a creature’s entry).
-Maximum hit points
-Immunity to poison ans disease
-Insight bonus to Armor Class equal to the incarnations wisdom bonus if any.