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Invasion of Mori - Gallery [3.5][planar]
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<blockquote data-quote="Ryfte" data-source="post: 3287578" data-attributes="member: 24385"><p><strong>Bloodeater</strong></p><p></p><p>Still needs more but closer...</p><p></p><p><strong><u><span style="color: sienna"><span style="font-size: 15px">Bloodeater</span></span></u></strong></p><p>NE, Female, Spellstitched Bone Dark Goblin, Swordsage 12</p><p>Experience: </p><p></p><p>[sblock=Mechanics]</p><p><strong><u>Attributes</u></strong></p><p><span style="font-family: 'Courier New'">Str: 12/+1 (00pts-2goblin+8boneCreatureSpecial-2unseelieFeyTemplate)</span></p><p><span style="font-family: 'Courier New'">Dex: 40/+15 (18(16pts)+2goblin+4boneCreature+4boneCreatureSpecial+3lvls+1wish+6gear+2unseelieFeyTemplate)</span></p><p><span style="font-family: 'Courier New'">Con: --</span></p><p><span style="font-family: 'Courier New'">Int: 14/+2 (06pts)</span></p><p><span style="font-family: 'Courier New'">Wis: 24/+7 (16pts+6gear)</span></p><p><span style="font-family: 'Courier New'">Cha: 08/-1 (00pts-2goblin+2unseelieFeyTemplate)</span></p><p></p><p><strong><u>Secondary Stats</u></strong></p><p>HP: 12d12+72(boneCreatureSpecial) = ??hp</p><p>Normal AC: 41 (+15dex,+4bracers,+1size,+1natural,+2boneCreatureSpecial,+2ring,+7wis(class))</p><p>Touch AC: 38 (+15dex,+4bracers,+1size,+2ring,+7wis(class))</p><p>Flatfooted AC: 27 (+4bracers,+1size,+1natural,+2boneCreatureSpecial+2ring,+7wis(class))</p><p>Init: +21 (+15dex,+3class,+4boneCreatureSpecial)</p><p>BaB/Grapple: +9/+5</p><p>Move: 60', fly 100' (average) (base 30'+10'dark+10'boneCreatureSpecial+10'boots, fly 100'(average), no armor, light load)</p><p>Saves: 4 Fort[4], +23 Refx[8](+15dex), +15 Will[8](+7wis)</p><p>Languages: Common, Goblin, Infernal, Abyssal</p><p></p><p><strong><u>Combat Stats</u></strong></p><p>• Attack: BaB +9, Size +1, Dex +15, Str +1, WF(Shadow Hand weapons) +1, Necklace of Natural Weapons +1</p><p>• Damage: +1 Strength, +1 Necklace of Natural weapons, +1d6 cold with natural attacks</p><p>• Conditional: +3 to hit when using a Shadow Hand strike, +15 dmg usind Dex mod while in any Shadow Hand stance, +7 damage (wis) when using Shadow Hand strikes</p><p>• DR15/Cold Iron, DR10/+3, Vulnerable to Cold Iron +1d6 damage</p><p></p><p>+30, melee, Unarmed Strike, 1d10+1d6cold+15(dex)+7(wis)+1(str)+1(necklace), 20/x2 (standard attack)</p><p>+30/+25, melee, Unarmed Strike, 1d10+1d6cold+15(dex)+7(wis)+1(str)+1(necklace), 20/x2 (full round attack)</p><p></p><p><strong><u>Skills</u></strong> - 120pts</p><p>+32 Balance [15](+15dex+2tumble)</p><p>+16 Climb [15](+1str)</p><p>+16 Escape Artist [1cc](+15dex)</p><p>+08 Heal [1](+7wis)</p><p>+47 Hide [15](+15dex+8darkTemplate+4small+5cloak)</p><p>+05 Knowledge(history) [3](+2int)</p><p>+22 Listen [15](+7wis)</p><p>+40 Move Silently [15](+15dex+4race+6darkTemplate)</p><p>+16 Open Lock [1cc](+15dex)</p><p>+02 Search [0](+2int)</p><p>+22 Sense Motive [15](+7wis)</p><p>+16 Sleight of Hand [1cc](+15dex)</p><p>+08 Spot [1cc](+7wis)</p><p>+08 Survival [1cc](+7wis)</p><p>+01 Swim [0](+3str)</p><p>+32 Tumble [15](+15dex+2jump)</p><p>+15 Use Rope [0](+15dex)</p><p></p><p><u>Feats</u></p><p>• Weapon Finesse (bone creature bonus feat - lvl 1)</p><p>• Shadow Blade (lvl 1) - With shadow hand weapons you can add your Dex modifier to damage</p><p>• Improved Unarmed Strike (lvl 3)</p><p>• Superior Unarmed Strike (lvl 6) - Unarmed Damage 1d10</p><p>• Gloom Razor* (lvl 9)</p><p>• Adaptive Style (lvl 12) - Full round action to change and ready your maneuvers.</p><p></p><p>Gloom Razor:</p><p>• Lingering Gloom: If an opponent misses you due to concealment you can make a hide check as a swift action on the following turn which grants you the benefit of an <em>invisibility</em> spell against that foe until the end of your turn.</p><p>• Moving Shadows: If you deal damage to an enemy with a melee attack and move at least 10' during your turn you can treat that same enemy as flat-footed against the first melee attack you make in the following round.</p><p>• Shadow Slip: If you make a successful melee attack against an opponent you flank you may make a DC20 Tumble check on your following turn if you are still adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent.</p><p></p><p><u><strong>Goblin</strong></u></p><p>• -2 Strength, +2 Dexterity, -2 Charisma</p><p>• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.</p><p>• Move 30'</p><p>• Darkvision out to 60 feet</p><p>• +4 racial bonus on Move Silently and Ride checks</p><p>• Automatic Languages: Common, Goblin</p><p>• Favored Class: Rogue</p><p>• Level adjustment +0.</p><p></p><p><u><strong>Dark Template</strong></u></p><p>• Type: Extraplanar</p><p>• Speed: +10' to all modes of movement</p><p>• Darkvision 60'</p><p>• Hide in Plain Sight</p><p>• Resistance to cold 10</p><p>• Superior low-light vision</p><p>• +8 racial bonus on Hide and +6 on Move Silently checks</p><p>• LA +1</p><p></p><p><strong><u>Unseelie Fey [Dragon Compendium pg 222-223 originally printed in Dragon 304 (Feb 2003)]</u></strong></p><p>• Type is changed to Fey.</p><p>• -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma</p><p>• Flight 2 x move speed (average) : Batlike Wings</p><p>• Season's Power (Summer Caress (Su)): Surrounded by warm verdant air of summer at all times. The unseelie fey is protected by a <em>magic circle of nature</em>. This ability functions much like a <em>magic circle against evil</em> except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey or magical beast creature types. This continuous ability has a caster level equal to the unseelie fey's hit dice for all purposes.</p><p>• DR 15/cold iron</p><p>• Iron Vulnerability (Ex): The mere touch of iron is painful to the unseelie fey dealing 1pt of damage. Weapons made of iron deal an additional +1d6 damage. The fey's DR does protect it from this damage unless of course the weapon is a cold iron weapon in which case their DR is bypassed and an additional +1d6 damage is taken.</p><p>• Low light vision</p><p>• +4 racial bonus on intimidate checks</p><p>• Always Evil</p><p>• Level Adjustment: +0</p><p></p><p><u><strong>Bone Creature Template</strong></u></p><p>Special: Created in an area under a Desecrate spell effect (+2hp/hd) by a Dread Necromancer (Heroes of Horror: +4Str, +4Dex, +2hp/hd) with the following feats: Corpsecrafter (Libris Mortis: +4 enhancement bonus to Strength and +2hp/hd), Bolster Resistance (Libris Mortis: +4 turn resistance), Deadly Chill (Libris Mortis: +1d6 cold damage with all natural weapons), Hardened Flesh (Libris Mortis: +2 natural armor bonus to Armor Class), Nimble Bones (Libris Mortis: +4 on initiative checks and +10' to it's base land speed)</p><p>• Type: Undead</p><p>• +1 Natural armor</p><p>• Natural claw attack 1d3 or claw/claw as a full attack action</p><p>• Undead Traits: Immune to mind affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, any effect requiring a fortitude save, critical hits, subdual damage, ability damage, ability drain, energy drain, and massive damage death.</p><p>• Immunity to cold</p><p>• Bonus Feat: Weapon Finesse</p><p>• Half damage from piercing and slashing weapons</p><p>• +4 Dexterity, -- Constitution</p><p>• LA +1</p><p></p><p><u><strong>Spellstitched Undead (23,500gp)</strong></u></p><p>• Spell Like Abilities (each usable 1/day unless noted otherwise)</p><p>•• 1st: ???(3/day), ??? - Nightshield, Hail of Stone, Summon Undead I, Critical Strike, </p><p>•• 2nd: See Invisible (3/day), Chain of Eyes 1/day</p><p>•• 3rd: Anticipate Teleportation, Amorphous Form</p><p>•• 4th: Armor of Darkness, ???</p><p>•• 5th: Teleport 2/day</p><p>•• 6th: Globe of Invulnerability</p><p>• Damage Reduction: DR10/+3</p><p>• Turn Resistance +2</p><p>• Spell Resistance 15</p><p></p><p><strong><u>Swordsage 12</u></strong></p><p>• 12D8 HD --> Changed to 12D12 from Bone Creature template</p><p>• +9/+4 BaB, +4 Fort, +8 Ref, +8 Will</p><p>• Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge(history), Knowledge(local), Knowledge(nature), Knowledge(nobility and royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim and Tumble</p><p>• Skill points = 6+int mod/ level (x4 at 1st level)</p><p>• Quick to act +3</p><p>• Discipline Focus(Weapon Focus) - Shadow Hand Discipline; Weapon focus with all weapons from this discipline</p><p>• Discipline Focus(Insightful Strike) - Shadow Hand Discipline and Desert Wind; Add wis modifier to strikes from the chosen disciplines</p><p>• Sense Magic: Detect qualities of weapons and armor at will</p><p>• Discipline Focus(Defensive Stance) - Shadow Hand Discipline; +2 on all saving throws when in a Shadow Hand stance</p><p>• Evasion</p><p>• Maneuvers Known/Readied: 17/8 (Saves 10 + )</p><p>•• Burning Blade (dw boost[fire], 1 swift action): +1d6 fire dmg +1 pt./initiator level (+12) until the end of your turn</p><p>•• Clinging Shadow Strike (sh strike): Single melee attack + 1d6 dmg and 20% miss chance for 1 round, Fort DC18 to avoid miss chance</p><p>•• Shadow Blade Technique (sh strike): Single melee attack, roll 2d20 and select the one to use, higher resolve as normal, lower + 1d6 cold dmg (if it hits)</p><p>•• Cloak of Deception(sh boost, 1 swift action): <em>Greater invisibility</em> as the spell until the end of your turn.</p><p>•• Shadow Jaunt (sh teleportation, 50', 1 standard action)</p><p>•• Shadow Garrote (sh strike, 1 standard action, 60'): Shadow strand ranged touch attack, 5d6 + Fort DC20 or flat-footed until start of their next turn (no effect on non-living creatures)</p><p>•• Strength Draining Strike (sh strike): Single melee attack + 4pts Strength dmg, Fort DC20 1/2 Str dmg</p><p>•• Death Mark (dw strike[fire]): Single melee attack + 6d6 fire burst (radius; small 5', medium 10', larget 20', etc.) centered on the target, Reflex DC20 1/2 dmg</p><p>•• Hand of Death (sh strike): Melee touch attack against a flat-footed opponent only, Fort DC21 or be paralyzed for 1d3</p><p>•• Obscuring Shadow Veil (sh strike): Single melee attack + 5d6 dmg and 50% miss chance attacks for 1 round, Fort DC21 to negate miss chance only</p><p>•• Fire Snake (dw strike[fire]): 60' bendable line of fire, 6d6 points of fire damage to any creature(s) in the same squares, Reflex DC21 1/2 dmg</p><p>•• Bloodletting Strike (sh strike) - Single melee attack + 4 pts. Con damage, Fort DC22 1/2 Con dmg</p><p>•• Shadow Stride (sh teleportation, 50', 1 move action)</p><p>•• Leaping Flame (dw counter[teleport], 1 immediate action, 100'): Appear adjacent to your attacker after resolving their attack against you.</p><p>•• Ghost Blade (sh strike): Opponent is flat-footed against a single melee attack</p><p>•• Shadow Noose (sh strike, 1 standard action, 60'): Shadow noose ranged touch attack vs. flat-footed opponent, 8d6 dmg + Fort DC23 or be stunned 1 round (no effect on non-living creatures)</p><p>•• Stalker in the Night (sh strike, 1 full-round action): Move up to your speed, make a single melee attack at any point, as long as you end your turn in a spot allowing you to hide your foes must make Spot and Listen checks as normal to discern your presence, your movement and this maneuver's attack have no effect on your Hid and Move Silently results</p><p>• Stances Known: 4</p><p>•• Child of Shadow (sh): 10' move grants concealment against all attacks for 1 turn</p><p>•• Assassin's Stance(sh): gain the ability to deal +2d6 Sneak Attack damage</p><p>•• Island of Blades(sh): </p><p>•• ??? (??): </p><p>[/sblock]</p><p></p><p>[sblock=Personal Information]<u>Summary Description</u></p><p>2'7", 24lbs., 342years old</p><p></p><p><u>Description</u></p><p></p><p><strong><u>Background</u></strong></p><p></p><p><u><strong>Personality</strong></u></p><p></p><p></p><p>[/sblock]</p><p>[sblock=Gear 150000gp]</p><p>Ring of Protection +2 (worn, left hand, ring finger, 8000gp/-wt)</p><p>Gloves of Dex +6 (worn, hands/wrists, 36000gp/1wt)</p><p>Boots of Skating (worn, feet, 7000gp/1wt) - XPH</p><p>Circlet of Wisdom +6 (worn, head, 36000gp/-wt)</p><p>Necklace of Natural Weapons (+1 enchanted, Shadow Hand, both "hands" claws; worn, neck, 17200gp/-wt) - SS</p><p>Bracers of Armor +4 (worn, arms, 16000gp/1wt)</p><p>Cloak of Shadow (worn, back, 2500gp/2wt)</p><p>Living Mask (worn, eyes, 400gp/-wt) - Ghostwalk</p><p>Spellstitched Spells (Spellstitched, 23500gp/-wt)</p><p></p><p></p><p>Total Weight Carried: ??? lbs.</p><p>Carrying Capacity: ???/???/???[/sblock]</p></blockquote><p></p>
[QUOTE="Ryfte, post: 3287578, member: 24385"] [b]Bloodeater[/b] Still needs more but closer... [b][u][COLOR=sienna][SIZE=4]Bloodeater[/SIZE][/COLOR][/u][/b] NE, Female, Spellstitched Bone Dark Goblin, Swordsage 12 Experience: [sblock=Mechanics] [b][u]Attributes[/u][/b] [FONT=Courier New]Str: 12/+1 (00pts-2goblin+8boneCreatureSpecial-2unseelieFeyTemplate) Dex: 40/+15 (18(16pts)+2goblin+4boneCreature+4boneCreatureSpecial+3lvls+1wish+6gear+2unseelieFeyTemplate) Con: -- Int: 14/+2 (06pts) Wis: 24/+7 (16pts+6gear) Cha: 08/-1 (00pts-2goblin+2unseelieFeyTemplate)[/FONT] [b][u]Secondary Stats[/u][/b] HP: 12d12+72(boneCreatureSpecial) = ??hp Normal AC: 41 (+15dex,+4bracers,+1size,+1natural,+2boneCreatureSpecial,+2ring,+7wis(class)) Touch AC: 38 (+15dex,+4bracers,+1size,+2ring,+7wis(class)) Flatfooted AC: 27 (+4bracers,+1size,+1natural,+2boneCreatureSpecial+2ring,+7wis(class)) Init: +21 (+15dex,+3class,+4boneCreatureSpecial) BaB/Grapple: +9/+5 Move: 60', fly 100' (average) (base 30'+10'dark+10'boneCreatureSpecial+10'boots, fly 100'(average), no armor, light load) Saves: 4 Fort[4], +23 Refx[8](+15dex), +15 Will[8](+7wis) Languages: Common, Goblin, Infernal, Abyssal [b][u]Combat Stats[/u][/b] • Attack: BaB +9, Size +1, Dex +15, Str +1, WF(Shadow Hand weapons) +1, Necklace of Natural Weapons +1 • Damage: +1 Strength, +1 Necklace of Natural weapons, +1d6 cold with natural attacks • Conditional: +3 to hit when using a Shadow Hand strike, +15 dmg usind Dex mod while in any Shadow Hand stance, +7 damage (wis) when using Shadow Hand strikes • DR15/Cold Iron, DR10/+3, Vulnerable to Cold Iron +1d6 damage +30, melee, Unarmed Strike, 1d10+1d6cold+15(dex)+7(wis)+1(str)+1(necklace), 20/x2 (standard attack) +30/+25, melee, Unarmed Strike, 1d10+1d6cold+15(dex)+7(wis)+1(str)+1(necklace), 20/x2 (full round attack) [b][u]Skills[/u][/b] - 120pts +32 Balance [15](+15dex+2tumble) +16 Climb [15](+1str) +16 Escape Artist [1cc](+15dex) +08 Heal [1](+7wis) +47 Hide [15](+15dex+8darkTemplate+4small+5cloak) +05 Knowledge(history) [3](+2int) +22 Listen [15](+7wis) +40 Move Silently [15](+15dex+4race+6darkTemplate) +16 Open Lock [1cc](+15dex) +02 Search [0](+2int) +22 Sense Motive [15](+7wis) +16 Sleight of Hand [1cc](+15dex) +08 Spot [1cc](+7wis) +08 Survival [1cc](+7wis) +01 Swim [0](+3str) +32 Tumble [15](+15dex+2jump) +15 Use Rope [0](+15dex) [u]Feats[/u] • Weapon Finesse (bone creature bonus feat - lvl 1) • Shadow Blade (lvl 1) - With shadow hand weapons you can add your Dex modifier to damage • Improved Unarmed Strike (lvl 3) • Superior Unarmed Strike (lvl 6) - Unarmed Damage 1d10 • Gloom Razor* (lvl 9) • Adaptive Style (lvl 12) - Full round action to change and ready your maneuvers. Gloom Razor: • Lingering Gloom: If an opponent misses you due to concealment you can make a hide check as a swift action on the following turn which grants you the benefit of an [i]invisibility[/i] spell against that foe until the end of your turn. • Moving Shadows: If you deal damage to an enemy with a melee attack and move at least 10' during your turn you can treat that same enemy as flat-footed against the first melee attack you make in the following round. • Shadow Slip: If you make a successful melee attack against an opponent you flank you may make a DC20 Tumble check on your following turn if you are still adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent. [u][b]Goblin[/b][/u] • -2 Strength, +2 Dexterity, -2 Charisma • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. • Move 30' • Darkvision out to 60 feet • +4 racial bonus on Move Silently and Ride checks • Automatic Languages: Common, Goblin • Favored Class: Rogue • Level adjustment +0. [u][b]Dark Template[/b][/u] • Type: Extraplanar • Speed: +10' to all modes of movement • Darkvision 60' • Hide in Plain Sight • Resistance to cold 10 • Superior low-light vision • +8 racial bonus on Hide and +6 on Move Silently checks • LA +1 [b][u]Unseelie Fey [Dragon Compendium pg 222-223 originally printed in Dragon 304 (Feb 2003)][/u][/b] • Type is changed to Fey. • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma • Flight 2 x move speed (average) : Batlike Wings • Season's Power (Summer Caress (Su)): Surrounded by warm verdant air of summer at all times. The unseelie fey is protected by a [i]magic circle of nature[/i]. This ability functions much like a [i]magic circle against evil[/i] except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey or magical beast creature types. This continuous ability has a caster level equal to the unseelie fey's hit dice for all purposes. • DR 15/cold iron • Iron Vulnerability (Ex): The mere touch of iron is painful to the unseelie fey dealing 1pt of damage. Weapons made of iron deal an additional +1d6 damage. The fey's DR does protect it from this damage unless of course the weapon is a cold iron weapon in which case their DR is bypassed and an additional +1d6 damage is taken. • Low light vision • +4 racial bonus on intimidate checks • Always Evil • Level Adjustment: +0 [u][b]Bone Creature Template[/b][/u] Special: Created in an area under a Desecrate spell effect (+2hp/hd) by a Dread Necromancer (Heroes of Horror: +4Str, +4Dex, +2hp/hd) with the following feats: Corpsecrafter (Libris Mortis: +4 enhancement bonus to Strength and +2hp/hd), Bolster Resistance (Libris Mortis: +4 turn resistance), Deadly Chill (Libris Mortis: +1d6 cold damage with all natural weapons), Hardened Flesh (Libris Mortis: +2 natural armor bonus to Armor Class), Nimble Bones (Libris Mortis: +4 on initiative checks and +10' to it's base land speed) • Type: Undead • +1 Natural armor • Natural claw attack 1d3 or claw/claw as a full attack action • Undead Traits: Immune to mind affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, any effect requiring a fortitude save, critical hits, subdual damage, ability damage, ability drain, energy drain, and massive damage death. • Immunity to cold • Bonus Feat: Weapon Finesse • Half damage from piercing and slashing weapons • +4 Dexterity, -- Constitution • LA +1 [u][b]Spellstitched Undead (23,500gp)[/b][/u] • Spell Like Abilities (each usable 1/day unless noted otherwise) •• 1st: ???(3/day), ??? - Nightshield, Hail of Stone, Summon Undead I, Critical Strike, •• 2nd: See Invisible (3/day), Chain of Eyes 1/day •• 3rd: Anticipate Teleportation, Amorphous Form •• 4th: Armor of Darkness, ??? •• 5th: Teleport 2/day •• 6th: Globe of Invulnerability • Damage Reduction: DR10/+3 • Turn Resistance +2 • Spell Resistance 15 [b][u]Swordsage 12[/u][/b] • 12D8 HD --> Changed to 12D12 from Bone Creature template • +9/+4 BaB, +4 Fort, +8 Ref, +8 Will • Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge(history), Knowledge(local), Knowledge(nature), Knowledge(nobility and royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim and Tumble • Skill points = 6+int mod/ level (x4 at 1st level) • Quick to act +3 • Discipline Focus(Weapon Focus) - Shadow Hand Discipline; Weapon focus with all weapons from this discipline • Discipline Focus(Insightful Strike) - Shadow Hand Discipline and Desert Wind; Add wis modifier to strikes from the chosen disciplines • Sense Magic: Detect qualities of weapons and armor at will • Discipline Focus(Defensive Stance) - Shadow Hand Discipline; +2 on all saving throws when in a Shadow Hand stance • Evasion • Maneuvers Known/Readied: 17/8 (Saves 10 + ) •• Burning Blade (dw boost[fire], 1 swift action): +1d6 fire dmg +1 pt./initiator level (+12) until the end of your turn •• Clinging Shadow Strike (sh strike): Single melee attack + 1d6 dmg and 20% miss chance for 1 round, Fort DC18 to avoid miss chance •• Shadow Blade Technique (sh strike): Single melee attack, roll 2d20 and select the one to use, higher resolve as normal, lower + 1d6 cold dmg (if it hits) •• Cloak of Deception(sh boost, 1 swift action): [i]Greater invisibility[/i] as the spell until the end of your turn. •• Shadow Jaunt (sh teleportation, 50', 1 standard action) •• Shadow Garrote (sh strike, 1 standard action, 60'): Shadow strand ranged touch attack, 5d6 + Fort DC20 or flat-footed until start of their next turn (no effect on non-living creatures) •• Strength Draining Strike (sh strike): Single melee attack + 4pts Strength dmg, Fort DC20 1/2 Str dmg •• Death Mark (dw strike[fire]): Single melee attack + 6d6 fire burst (radius; small 5', medium 10', larget 20', etc.) centered on the target, Reflex DC20 1/2 dmg •• Hand of Death (sh strike): Melee touch attack against a flat-footed opponent only, Fort DC21 or be paralyzed for 1d3 •• Obscuring Shadow Veil (sh strike): Single melee attack + 5d6 dmg and 50% miss chance attacks for 1 round, Fort DC21 to negate miss chance only •• Fire Snake (dw strike[fire]): 60' bendable line of fire, 6d6 points of fire damage to any creature(s) in the same squares, Reflex DC21 1/2 dmg •• Bloodletting Strike (sh strike) - Single melee attack + 4 pts. Con damage, Fort DC22 1/2 Con dmg •• Shadow Stride (sh teleportation, 50', 1 move action) •• Leaping Flame (dw counter[teleport], 1 immediate action, 100'): Appear adjacent to your attacker after resolving their attack against you. •• Ghost Blade (sh strike): Opponent is flat-footed against a single melee attack •• Shadow Noose (sh strike, 1 standard action, 60'): Shadow noose ranged touch attack vs. flat-footed opponent, 8d6 dmg + Fort DC23 or be stunned 1 round (no effect on non-living creatures) •• Stalker in the Night (sh strike, 1 full-round action): Move up to your speed, make a single melee attack at any point, as long as you end your turn in a spot allowing you to hide your foes must make Spot and Listen checks as normal to discern your presence, your movement and this maneuver's attack have no effect on your Hid and Move Silently results • Stances Known: 4 •• Child of Shadow (sh): 10' move grants concealment against all attacks for 1 turn •• Assassin's Stance(sh): gain the ability to deal +2d6 Sneak Attack damage •• Island of Blades(sh): •• ??? (??): [/sblock] [sblock=Personal Information][u]Summary Description[/u] 2'7", 24lbs., 342years old [u]Description[/u] [b][u]Background[/u][/b] [u][b]Personality[/b][/u] [/sblock] [sblock=Gear 150000gp] Ring of Protection +2 (worn, left hand, ring finger, 8000gp/-wt) Gloves of Dex +6 (worn, hands/wrists, 36000gp/1wt) Boots of Skating (worn, feet, 7000gp/1wt) - XPH Circlet of Wisdom +6 (worn, head, 36000gp/-wt) Necklace of Natural Weapons (+1 enchanted, Shadow Hand, both "hands" claws; worn, neck, 17200gp/-wt) - SS Bracers of Armor +4 (worn, arms, 16000gp/1wt) Cloak of Shadow (worn, back, 2500gp/2wt) Living Mask (worn, eyes, 400gp/-wt) - Ghostwalk Spellstitched Spells (Spellstitched, 23500gp/-wt) Total Weight Carried: ??? lbs. Carrying Capacity: ???/???/???[/sblock] [/QUOTE]
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