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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3695683" data-attributes="member: 2795"><p><strong>Streicher and Julia, Agents of Wastri</strong></p><p></p><p><span style="color: lime">In my Chalice of Dawn campaign, the PCs returned to Safeton to notice several establishments near the north gate flying a new banner: a rectangular flag of black cloth emblazoned with a stylized frog, hanging from the business end of a glaive. A DC 10 Religion check recognized this as the sign of Wastri the Hopping Prophet. During the several days the PCs were gone, Streicher the Evangelist and his retinue had arrived in Safeton. The silver-tongued Streicher quickly had became a person-of-note. He had attracted several new followers among Safeton's human population. Streicher's role in the campaign was nebulous. He could've become an ally or a foe, depending on the PCs handled him.</span></p><p></p><p>[sblock=Streicher and Julia Fluff Text]</p><p>Streicher has established a chapel of Wastri in the tradesmen's quarter, which is just southwest of the north gate. Every evening at sunset, he delivers impassioned sermons on the benefits of human racial solidarity. The square outside the chapel is packed shoulder-to-shoulder for these sermons. A contingent of black glaives keep the peace. Julia, Streicher's cohort, is never far from Streicher's side when the Evangelist is in public. (A DC 15 Religion check identifies the black glaives as monk-warriors and Julia as a paladin of Wastri.)</p><p></p><p>Streicher's words are cautious, compelling, and disturbing. His basic line is that the presence of non-humans in Safeton has weakened the city just like a toxin weakens the body. The growing troubles with foreign powers to the south, northwest, and northeast are exacerbated by this weakness. If Safeton is to regain her proud heritage as a free city, she must insist that non-humans be either relegated to "foreign quarters" in the city and subjected to rigorous controls on their social and economic activities. If non-humans do not wish to abide by these restrictions, they are free to leave to live among their own kind.</p><p></p><p>Streicher never publicly advocates violence against non-humans. While his beliefs are odious, he is genuinely convinced that violence is a tool of last resort properly used only in defense. He even goes so far as the decry more zealous devotees of Wastri who engage in "unprovoked pogroms" against nonhumans. Streicher does pledge that he and his are ready to defend Safeton against invasion from foreigners, which is a sentiment that most in Safeton (regardless of race or creed) find agreeable. Streicher is also quick to point out that the benefits of racial solidarity aren't limited to just humans; all races benefit from associating only with or primarily with their own kind.[/sblock]</p><p>[sblock=Streicher the Evangelist; CR 17</p><p>Human rogue 7/evangelist 5/exemplar 5]</p><p>LN Medium humanoid (human)</p><p><strong>Init</strong> +4; <strong>Senses</strong> Listen +16, Spot +1</p><p><strong>Languages</strong> Celestial, Common, Infernal</p><p>-----</p><p><strong>AC</strong> 22 (+4 Dex, +1 natural, +5 armor, +2 deflection), touch 18, flat-footed 22; trap sense +2, uncanny dodge</p><p><strong>hp</strong> 42 (17 HD)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +11, <strong>Will</strong> +10; evasion, trap sense +2</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> <em>+2 shortsword</em> +13/+8/+3 (1d6+2/19-20), or</p><p><strong>Ranged</strong> <em>+2 shortbow</em> +16/+11/+6 (1d6+2 plus 1d6 fire/x3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with glaive)</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +11</p><p><strong>Atk Options</strong> convert the unfaithful, inflame the righteous, sneak attack +4d6</p><p><strong>Special Actions</strong> fast talk, inspire hope, lend talent, persuasive performance, skill artistry (Diplomacy, Use Magic Device) (skill bonuses already included), sustaining presence (save and Concentration bonuses already included), trapfinding</p><p><strong>Combat Gear</strong> <em>potion of cure serious wounds, wand of greater invisibility</em> (37 charges, Use Magic Device DC 20)</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 18 (14), Con 9, Int 14, Wis 12, Cha 16</p><p><strong>Skills</strong> Balance +8, Bluff +25, Concentration +3, Diplomacy +33, Disable Device +19, Disguise +11 (+13 when in disguise and acting in character), Escape Artist +14, Gather Information +20, Intimidate +12, Jump +4, Knowledge (architecture and engineering) +7, Knowledge (religion) +7, Listen +16, Open Lock +21, Perform (oratory) +18, Search +19 (+21 to find secret doors and hidden compartments), Sense Motive +18, Tumble +11, Use Magic Device +21, Use Rope +4 (+6 to bind someone)</p><p><strong>Feats</strong> Acrobatic, Agile, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Skill Focus (Disguise)</p><p><strong>Possessions</strong> combat gear, plus <em>amulet of natural armor +1, bracers of armor +5, ring of protection +2, +2 shortsword, +2 flaming shortbow, gloves of dexterity +4</em>, quiver with 20 arrows</p><p>-----</p><p><strong>Convert the Unfaithful (Su):</strong> Full-round action against a single enemy within 30 feet. Will save DC 18. Succeed and be shaken for 1 round. Otherwise as <em>charm monster</em> plus temporary alignment change to LN.</p><p></p><p><strong>Fast Talk (Ex):</strong> Make a rushed Diplomacy check as a full-round action with a -5 penalty.</p><p></p><p><strong>Inflame the Righteous (Su):</strong> Full-round action. Affects self and allies within 30 feet. Wreaths targets with <em>fire shield</em> (caster level 10th), but damage is divine. Effect lasts duration of oratory plus 3 rounds.</p><p></p><p><strong>Inspire Hope (Su):</strong> Full-round action. +4 sacred bonus to Will saves for duration of oratory plus 3 rounds to allies within 30 feet.</p><p></p><p><strong>Leadership:</strong> 60 1st-level, 6 2nd-level, 3 3rd-level, 2 4th-level, 1 each 5th- and 6th-level followers.</p><p></p><p><strong>Lend Talent (Ex):</strong> Grant allies within 30 feet a +2 competence bonus Diplomacy or Use Magic Device by taking a -4 penalty.</p><p></p><p><strong>Skill Mastery (Ex):</strong> Can always take 10 with the following skills: Balance, Escape Artist, Search, Swim, Tumble, Use Magic Device.[/sblock]</p><p>[sblock=Julia; CR 15</p><p>Human cleric 1/paladin 5/warpriest 9]</p><p>LG Medium humanoid (human)</p><p><strong>Init</strong> -1; <strong>Senses</strong> Listen +1, Spot +1</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 25 (-1 Dex, +10 armor, +4 shield), touch 9, flat-footed 25</p><p><strong>hp</strong> 111 (15 HD)</p><p><strong>Immune</strong> disease, fear</p><p><strong>Fort</strong> +16, <strong>Ref</strong> +7, <strong>Will</strong> +11</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares) (30 ft. unarmored)</p><p><strong>Melee</strong> <em>+2 orc bane glaive</em> +20/+15/+10 melee (1d10+6/19-20, x3), or</p><p><strong>Melee (vs. orcs)</strong> <em>+2 orc bane glaive</em> +22/+17/+12 (1d10+8 plus 2d6/19-20, x3), or</p><p><strong>Melee</strong> <em>+2 longsword</em> +20/+15/+10 (1d8+5/19-20), or</p><p><strong>Ranged</strong> <em>+1 composite [Str 16] longbow</em> +14/+9/+4 ranged (1d8+4/x3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with glaive)</p><p><strong>Base Atk</strong> +14; <strong>Grp</strong> +17</p><p><strong>Atk Options</strong> Divine Metamagic (Quicken), Divine Vigor, fear aura, Power Attack, Quick Draw, smite evil 2/day, turn undead 5/day (+2 bonus, +1d6 turning damage)</p><p><strong>Special Actions</strong> aura of courage, inflame +6, lay on hands (10 hp/day), rally, special mount</p><p><strong>Cleric Spells Prepared (CL 5th):</strong></p><p>3rd - <em>dispel magic, searing light*</em></p><p>2nd - <em>bear’s endurance, spiritual weapon*, status</em></p><p>1st - <em>bless, calm animals*, divine favor, shield of faith</em> (x2)</p><p>0 - <em>detect magic, detect poison, guidance, resistance</em> (x2)</p><p>*Domain spell. <strong>Domains:</strong> Animal, Glory, War</p><p><strong>Paladin Spell Prepared (CL 2nd):</strong></p><p>1st - <em>divine sacrifice</em></p><p><strong>Spell-Like Abilities (CL 5th):</strong></p><p>At will - <em>detect evil</em></p><p>3/day - <em>haste</em></p><p>1/day - <em>heroes' feast, mass cure light wounds, mass heal, speak with animals</em></p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 8, Con 14, Int 10, Wis 13, Cha 14</p><p><strong>Skills</strong> Concentration +10 (+14 to cast defensively), Diplomacy +14, Handle Animal +6, Knowledge (nature) +4, Ride +10, Sense Motive +10, Spellcraft +4</p><p><strong>Feats</strong> Combat Casting, Divine Metamagic (Quicken), Divine Vigor, Improved Critical (glaive), Power Attack, Quick Draw, Weapon Focus (glaive), Weapon Focus (longsword)</p><p><strong>Possessions</strong> <em>+2 full plate, +2 large steel shield, ring of protection +1, +2 orc bane glaive, +2 longsword, +1 composite [Str 16] longbow, cloak of resistance +2, glove of storing</em> (x2) (one for glaive, the other for shield)</p><p>-----</p><p><strong>Aura of Courage (Su):</strong> Allies within 10 feet gain a +4 morale bonus on saving throws against fear effects.</p><p></p><p><strong>Divine Vigor (Su):</strong> As a standard action, expend turn undead use to gain a +10 ft. bonus to base speed and +30 temporary hit points for 2 minutes.</p><p></p><p><strong>Fear Aura (Su):</strong> Fear in a 20-foot-radius for 9 rounds that affects all foes (Will save DC 21).</p><p></p><p><strong>Inflame (Ex):</strong> Full-round action. Allies who can hear Julia gain a +6 morale bonus against charm and fear effects.</p><p></p><p><strong>Rally (Ex):</strong> A warpriest not suffering from a fear effect can use this ability as a standard action. Allies suffering from a fear effect who are within 60 feet and who can hear the warpriest are allowed another saving throw against the fear effect with a +9 morale bonus.</p><p></p><p><strong>Smite Evil (Su):</strong> +2 attack roll bonus. +5 damage roll bonus.[/sblock]</p><p>[sblock=Black Glaive of Wastri; CR 9 (x10)</p><p>Human cleric 1/monk 5/black glaive 3]</p><p>LN Medium humanoid (human)</p><p><strong>Init</strong> +1; <strong>Senses</strong> Listen +4, Spot +4</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 18 (+1 Dex, +1 monk, +4 Wis, +2 armor), touch 16, flat-footed 17; Dodge, Mobility</p><p><strong>hp</strong> 58 (9 HD)</p><p><strong>Immune</strong> nonmagical diseases</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +9, <strong>Will</strong> +14; +2 bonus on saving throws to resist enchantment spells, evasion</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> flurry of blows +7/+7/+2 (1d8+2), or</p><p><strong>Melee</strong> <em>+1 glaive</em> +9/+9/+3 (1d10+3/x3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with glaive)</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> Combat Reflexes (2 AoO/round), Flying Kick, ki glaive, ki strike (magic), Power Attack, Stunning Fist 6/day (Fort 18), turn undead 4/day, Weakening Touch</p><p><strong>Combat Gear</strong> <em>potion barkskin +2, potion of cat’s grace, potion of shield of faith +3</em></p><p><strong>Special Actions</strong> <em>detect human</em>, slow fall 20 ft.</p><p><strong>Cleric Spells Prepared (CL 3rd):</strong></p><p>2nd - <em>nimbus of light*, owl's wisdom</em></p><p>1st - <em>bless, deific vengeance</em>* (Will half 15), <em>divine favor, lesser vigor</em></p><p>0 - <em>detect magic, detect poison, guidance, resistance</em></p><p>*Domain spell. <strong>Domains:</strong> Purification (cast abjuration spells at +1 caster level), War</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 13, Con 14, Int 8, Wis 19 (17), Cha 12</p><p><strong>Skills</strong> Concentration +9, Heal +8, Jump +11, Tumble +11</p><p><strong>Feats</strong> Combat Reflexes, Dodge, Improved Unarmed Strike, Flying Kick, Martial Weapon Proficiency (glaive), Mobility, Power Attack, Stunning Fist, Weakening Touch, Weapon Focus (glaive)</p><p><strong>Possessions</strong> combat gear, plus <em>+1 glaive, bracers of armor +2, cloak of resistance +1, periapt of wisdom +2</em></p><p>-----</p><p><strong>Ascetic Priest:</strong> For one turn undead attempt, gain a +4 bonus to attack roll and a +3 bonus to damage roll with next attack.</p><p></p><p><strong>Detect Human (Sp):</strong> At 2nd level, a black glaive can <em>detect humans</em> with a range of 60 feet. This ability is similar to the paladin's <em>detect evil</em> ability, but detects humans.</p><p></p><p><strong>Flying Kick:</strong> When fighting unarmed and using the charge action, deal an extra 1d12 points of damage with an unarmed attack.</p><p></p><p><strong>Ki Glaive (Ex):</strong> At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function.</p><p></p><p><strong>Weakening Touch:</strong> Make an unarmed attack that deals no damage but applies a -6 penalty to the target's Str score for 1 minute. Multiple touches against the same target are not cumulative. Each use counts as a daily use of Stunning Fist.[/sblock]</p><p>[sblock=Black Glaive of Wastri PrC]</p><p>The black glaives are warrior-monks devoted to the Hopping Prophet.</p><p></p><p><strong>Hit Die:</strong> d8.</p><p></p><p><strong>Class Skills</strong></p><p>Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). If the black glaive has access to the Animal Domain as a cleric of Wastri, add Knowledge (nature) to this skill list.</p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Requirements</strong></p><p></p><p><strong>Race:</strong> Human.</p><p><strong>Skill:</strong> Jump 8 ranks.</p><p><strong>Feats:</strong> Improved Unarmed Strike, Martial Weapon Proficiency (glaive), Power Attack, Stunning Fist.</p><p><strong>Spells:</strong> Able to cast 1st-level divine spells.</p><p><strong>Special:</strong> Flurry of blows class feature. Must have either turn or rebuke undead class feature. Must be a follower of Wastri.</p><p></p><p>[code]Table: Black Glaive of Wastri</p><p>Level BAB Fort Ref Will Special Spells per Day</p><p>1 +0 +2 +2 +2 Ascetic priest +1 level of existing divine spellcasting class</p><p>2 +1 +3 +3 +3 Detect human +1 level of existing divine spellcasting class</p><p>3 +2 +3 +3 +3 Ki glaive --</p><p>4 +3 +4 +4 +4 -- +1 level of existing divine spellcasting class</p><p>5 +3 +4 +4 +4 Terrifying croak +1 level of existing divine spellcasting class</p><p>6 +4 +5 +5 +5 Mighty leap +1 level of existing divine spellcasting class</p><p>7 +5 +5 +5 +5 Leap Attack --</p><p>8 +6 +6 +6 +6 -- +1 level of existing divine spellcasting class</p><p>9 +6 +6 +6 +6 Pounce +1 level of existing divine spellcasting class</p><p>10 +7 +7 +7 +7 -- +1 level of existing divine spellcasting class[/code]</p><p><strong>Class Features</strong></p><p></p><p><strong>Weapon and Armor Proficiency:</strong> The black glaive gains no new weapon or armor proficiencies.</p><p></p><p><strong>Ascetic Priest (Ex):</strong> As a swift action that does not provoke attacks of opportunity, a black glaive can sacrifice one of his daily turn/rebuke undead attempts to receive a +4 attack bonus and a damage bonus equal to his black glaive level to his next unarmed strike (including a ki glaive attack if 3rd level or higher). His levels of black glaive stack with any levels of monk for the purpose of determining flurry of blows attack bonus.</p><p></p><p><strong>Detect Human (Sp):</strong> At 2nd level, a black glaive can <em>detect humans</em> with a range of 60 feet. This ability is similar to the paladin's <em>detect evil</em> ability, but detects humans.</p><p></p><p><strong>Ki Glaive (Ex):</strong> At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function.</p><p></p><p><strong>Terrifying Croak (Su):</strong> As a standard action up to three times per day, the black glaive may emit of ghastly croak that affects all opponents within 30 feet who can hear him. A terrifying croak only affects foes with fewer Hit Dice than the black glaive. Those who fail a Will save (DC 10 + black glaive level + black glaive's Charisma modifier) are shaken for 1d6 rounds. This is a sonic, mind-affecting fear ability.</p><p></p><p><strong>Mighty Leap (Ex):</strong> At 6th level, a black glaive can always take 10 on any Jump or Tumble check, even if rushed or threatened. He cannot be wearing any armor or carrying more than a medium load for this ability to function.</p><p></p><p><strong>Leap Attack (Ex):</strong> At 7th level, a black glaive gains Leap Attack as a bonus feat. If he already has the Leap Attack feat, he instead gains a +4 competence bonus to Jump checks.</p><p></p><p><strong>Pounce (Ex):</strong> A 9th-level black glaive can make a full attack when it makes a charge.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3695683, member: 2795"] [b]Streicher and Julia, Agents of Wastri[/b] [color=lime]In my Chalice of Dawn campaign, the PCs returned to Safeton to notice several establishments near the north gate flying a new banner: a rectangular flag of black cloth emblazoned with a stylized frog, hanging from the business end of a glaive. A DC 10 Religion check recognized this as the sign of Wastri the Hopping Prophet. During the several days the PCs were gone, Streicher the Evangelist and his retinue had arrived in Safeton. The silver-tongued Streicher quickly had became a person-of-note. He had attracted several new followers among Safeton's human population. Streicher's role in the campaign was nebulous. He could've become an ally or a foe, depending on the PCs handled him.[/color] [sblock=Streicher and Julia Fluff Text] Streicher has established a chapel of Wastri in the tradesmen's quarter, which is just southwest of the north gate. Every evening at sunset, he delivers impassioned sermons on the benefits of human racial solidarity. The square outside the chapel is packed shoulder-to-shoulder for these sermons. A contingent of black glaives keep the peace. Julia, Streicher's cohort, is never far from Streicher's side when the Evangelist is in public. (A DC 15 Religion check identifies the black glaives as monk-warriors and Julia as a paladin of Wastri.) Streicher's words are cautious, compelling, and disturbing. His basic line is that the presence of non-humans in Safeton has weakened the city just like a toxin weakens the body. The growing troubles with foreign powers to the south, northwest, and northeast are exacerbated by this weakness. If Safeton is to regain her proud heritage as a free city, she must insist that non-humans be either relegated to "foreign quarters" in the city and subjected to rigorous controls on their social and economic activities. If non-humans do not wish to abide by these restrictions, they are free to leave to live among their own kind. Streicher never publicly advocates violence against non-humans. While his beliefs are odious, he is genuinely convinced that violence is a tool of last resort properly used only in defense. He even goes so far as the decry more zealous devotees of Wastri who engage in "unprovoked pogroms" against nonhumans. Streicher does pledge that he and his are ready to defend Safeton against invasion from foreigners, which is a sentiment that most in Safeton (regardless of race or creed) find agreeable. Streicher is also quick to point out that the benefits of racial solidarity aren't limited to just humans; all races benefit from associating only with or primarily with their own kind.[/sblock] [sblock=Streicher the Evangelist; CR 17 Human rogue 7/evangelist 5/exemplar 5] LN Medium humanoid (human) [b]Init[/b] +4; [b]Senses[/b] Listen +16, Spot +1 [b]Languages[/b] Celestial, Common, Infernal ----- [b]AC[/b] 22 (+4 Dex, +1 natural, +5 armor, +2 deflection), touch 18, flat-footed 22; trap sense +2, uncanny dodge [b]hp[/b] 42 (17 HD) [b]Fort[/b] +6, [b]Ref[/b] +11, [b]Will[/b] +10; evasion, trap sense +2 ----- [b]Spd[/b] 30 ft. (6 squares) [b]Melee[/b] [i]+2 shortsword[/i] +13/+8/+3 (1d6+2/19-20), or [b]Ranged[/b] [i]+2 shortbow[/i] +16/+11/+6 (1d6+2 plus 1d6 fire/x3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with glaive) [b]Base Atk[/b] +11; [b]Grp[/b] +11 [b]Atk Options[/b] convert the unfaithful, inflame the righteous, sneak attack +4d6 [b]Special Actions[/b] fast talk, inspire hope, lend talent, persuasive performance, skill artistry (Diplomacy, Use Magic Device) (skill bonuses already included), sustaining presence (save and Concentration bonuses already included), trapfinding [b]Combat Gear[/b] [i]potion of cure serious wounds, wand of greater invisibility[/i] (37 charges, Use Magic Device DC 20) ----- [b]Abilities[/b] Str 10, Dex 18 (14), Con 9, Int 14, Wis 12, Cha 16 [b]Skills[/b] Balance +8, Bluff +25, Concentration +3, Diplomacy +33, Disable Device +19, Disguise +11 (+13 when in disguise and acting in character), Escape Artist +14, Gather Information +20, Intimidate +12, Jump +4, Knowledge (architecture and engineering) +7, Knowledge (religion) +7, Listen +16, Open Lock +21, Perform (oratory) +18, Search +19 (+21 to find secret doors and hidden compartments), Sense Motive +18, Tumble +11, Use Magic Device +21, Use Rope +4 (+6 to bind someone) [b]Feats[/b] Acrobatic, Agile, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Skill Focus (Disguise) [b]Possessions[/b] combat gear, plus [i]amulet of natural armor +1, bracers of armor +5, ring of protection +2, +2 shortsword, +2 flaming shortbow, gloves of dexterity +4[/i], quiver with 20 arrows ----- [b]Convert the Unfaithful (Su):[/b] Full-round action against a single enemy within 30 feet. Will save DC 18. Succeed and be shaken for 1 round. Otherwise as [i]charm monster[/i] plus temporary alignment change to LN. [b]Fast Talk (Ex):[/b] Make a rushed Diplomacy check as a full-round action with a -5 penalty. [b]Inflame the Righteous (Su):[/b] Full-round action. Affects self and allies within 30 feet. Wreaths targets with [i]fire shield[/i] (caster level 10th), but damage is divine. Effect lasts duration of oratory plus 3 rounds. [b]Inspire Hope (Su):[/b] Full-round action. +4 sacred bonus to Will saves for duration of oratory plus 3 rounds to allies within 30 feet. [b]Leadership:[/b] 60 1st-level, 6 2nd-level, 3 3rd-level, 2 4th-level, 1 each 5th- and 6th-level followers. [b]Lend Talent (Ex):[/b] Grant allies within 30 feet a +2 competence bonus Diplomacy or Use Magic Device by taking a -4 penalty. [b]Skill Mastery (Ex):[/b] Can always take 10 with the following skills: Balance, Escape Artist, Search, Swim, Tumble, Use Magic Device.[/sblock] [sblock=Julia; CR 15 Human cleric 1/paladin 5/warpriest 9] LG Medium humanoid (human) [b]Init[/b] -1; [b]Senses[/b] Listen +1, Spot +1 [b]Languages[/b] Common ----- [b]AC[/b] 25 (-1 Dex, +10 armor, +4 shield), touch 9, flat-footed 25 [b]hp[/b] 111 (15 HD) [b]Immune[/b] disease, fear [b]Fort[/b] +16, [b]Ref[/b] +7, [b]Will[/b] +11 ----- [b]Spd[/b] 20 ft. (4 squares) (30 ft. unarmored) [b]Melee[/b] [i]+2 orc bane glaive[/i] +20/+15/+10 melee (1d10+6/19-20, x3), or [b]Melee (vs. orcs)[/b] [i]+2 orc bane glaive[/i] +22/+17/+12 (1d10+8 plus 2d6/19-20, x3), or [b]Melee[/b] [i]+2 longsword[/i] +20/+15/+10 (1d8+5/19-20), or [b]Ranged[/b] [i]+1 composite [Str 16] longbow[/i] +14/+9/+4 ranged (1d8+4/x3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with glaive) [b]Base Atk[/b] +14; [b]Grp[/b] +17 [b]Atk Options[/b] Divine Metamagic (Quicken), Divine Vigor, fear aura, Power Attack, Quick Draw, smite evil 2/day, turn undead 5/day (+2 bonus, +1d6 turning damage) [b]Special Actions[/b] aura of courage, inflame +6, lay on hands (10 hp/day), rally, special mount [b]Cleric Spells Prepared (CL 5th):[/b] 3rd - [i]dispel magic, searing light*[/i] 2nd - [i]bear’s endurance, spiritual weapon*, status[/i] 1st - [i]bless, calm animals*, divine favor, shield of faith[/i] (x2) 0 - [i]detect magic, detect poison, guidance, resistance[/i] (x2) *Domain spell. [b]Domains:[/b] Animal, Glory, War [b]Paladin Spell Prepared (CL 2nd):[/b] 1st - [i]divine sacrifice[/i] [b]Spell-Like Abilities (CL 5th):[/b] At will - [i]detect evil[/i] 3/day - [i]haste[/i] 1/day - [i]heroes' feast, mass cure light wounds, mass heal, speak with animals[/i] ----- [b]Abilities[/b] Str 16, Dex 8, Con 14, Int 10, Wis 13, Cha 14 [b]Skills[/b] Concentration +10 (+14 to cast defensively), Diplomacy +14, Handle Animal +6, Knowledge (nature) +4, Ride +10, Sense Motive +10, Spellcraft +4 [b]Feats[/b] Combat Casting, Divine Metamagic (Quicken), Divine Vigor, Improved Critical (glaive), Power Attack, Quick Draw, Weapon Focus (glaive), Weapon Focus (longsword) [b]Possessions[/b] [i]+2 full plate, +2 large steel shield, ring of protection +1, +2 orc bane glaive, +2 longsword, +1 composite [Str 16] longbow, cloak of resistance +2, glove of storing[/i] (x2) (one for glaive, the other for shield) ----- [b]Aura of Courage (Su):[/b] Allies within 10 feet gain a +4 morale bonus on saving throws against fear effects. [b]Divine Vigor (Su):[/b] As a standard action, expend turn undead use to gain a +10 ft. bonus to base speed and +30 temporary hit points for 2 minutes. [b]Fear Aura (Su):[/b] Fear in a 20-foot-radius for 9 rounds that affects all foes (Will save DC 21). [b]Inflame (Ex):[/b] Full-round action. Allies who can hear Julia gain a +6 morale bonus against charm and fear effects. [b]Rally (Ex):[/b] A warpriest not suffering from a fear effect can use this ability as a standard action. Allies suffering from a fear effect who are within 60 feet and who can hear the warpriest are allowed another saving throw against the fear effect with a +9 morale bonus. [b]Smite Evil (Su):[/b] +2 attack roll bonus. +5 damage roll bonus.[/sblock] [sblock=Black Glaive of Wastri; CR 9 (x10) Human cleric 1/monk 5/black glaive 3] LN Medium humanoid (human) [b]Init[/b] +1; [b]Senses[/b] Listen +4, Spot +4 [b]Languages[/b] Common ----- [b]AC[/b] 18 (+1 Dex, +1 monk, +4 Wis, +2 armor), touch 16, flat-footed 17; Dodge, Mobility [b]hp[/b] 58 (9 HD) [b]Immune[/b] nonmagical diseases [b]Fort[/b] +11, [b]Ref[/b] +9, [b]Will[/b] +14; +2 bonus on saving throws to resist enchantment spells, evasion ----- [b]Spd[/b] 40 ft. (8 squares) [b]Melee[/b] flurry of blows +7/+7/+2 (1d8+2), or [b]Melee[/b] [i]+1 glaive[/i] +9/+9/+3 (1d10+3/x3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with glaive) [b]Base Atk[/b] +5; [b]Grp[/b] +7 [b]Atk Options[/b] Combat Reflexes (2 AoO/round), Flying Kick, ki glaive, ki strike (magic), Power Attack, Stunning Fist 6/day (Fort 18), turn undead 4/day, Weakening Touch [b]Combat Gear[/b] [i]potion barkskin +2, potion of cat’s grace, potion of shield of faith +3[/i] [b]Special Actions[/b] [i]detect human[/i], slow fall 20 ft. [b]Cleric Spells Prepared (CL 3rd):[/b] 2nd - [i]nimbus of light*, owl's wisdom[/i] 1st - [i]bless, deific vengeance[/i]* (Will half 15), [i]divine favor, lesser vigor[/i] 0 - [i]detect magic, detect poison, guidance, resistance[/i] *Domain spell. [b]Domains:[/b] Purification (cast abjuration spells at +1 caster level), War ----- [b]Abilities[/b] Str 14, Dex 13, Con 14, Int 8, Wis 19 (17), Cha 12 [b]Skills[/b] Concentration +9, Heal +8, Jump +11, Tumble +11 [b]Feats[/b] Combat Reflexes, Dodge, Improved Unarmed Strike, Flying Kick, Martial Weapon Proficiency (glaive), Mobility, Power Attack, Stunning Fist, Weakening Touch, Weapon Focus (glaive) [b]Possessions[/b] combat gear, plus [i]+1 glaive, bracers of armor +2, cloak of resistance +1, periapt of wisdom +2[/i] ----- [b]Ascetic Priest:[/b] For one turn undead attempt, gain a +4 bonus to attack roll and a +3 bonus to damage roll with next attack. [b]Detect Human (Sp):[/b] At 2nd level, a black glaive can [i]detect humans[/i] with a range of 60 feet. This ability is similar to the paladin's [i]detect evil[/i] ability, but detects humans. [b]Flying Kick:[/b] When fighting unarmed and using the charge action, deal an extra 1d12 points of damage with an unarmed attack. [b]Ki Glaive (Ex):[/b] At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function. [b]Weakening Touch:[/b] Make an unarmed attack that deals no damage but applies a -6 penalty to the target's Str score for 1 minute. Multiple touches against the same target are not cumulative. Each use counts as a daily use of Stunning Fist.[/sblock] [sblock=Black Glaive of Wastri PrC] The black glaives are warrior-monks devoted to the Hopping Prophet. [b]Hit Die:[/b] d8. [b]Class Skills[/b] Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). If the black glaive has access to the Animal Domain as a cleric of Wastri, add Knowledge (nature) to this skill list. [b]Skill Points at Each Level:[/b] 4 + Int modifier. [b]Requirements[/b] [b]Race:[/b] Human. [b]Skill:[/b] Jump 8 ranks. [b]Feats:[/b] Improved Unarmed Strike, Martial Weapon Proficiency (glaive), Power Attack, Stunning Fist. [b]Spells:[/b] Able to cast 1st-level divine spells. [b]Special:[/b] Flurry of blows class feature. Must have either turn or rebuke undead class feature. Must be a follower of Wastri. [code]Table: Black Glaive of Wastri Level BAB Fort Ref Will Special Spells per Day 1 +0 +2 +2 +2 Ascetic priest +1 level of existing divine spellcasting class 2 +1 +3 +3 +3 Detect human +1 level of existing divine spellcasting class 3 +2 +3 +3 +3 Ki glaive -- 4 +3 +4 +4 +4 -- +1 level of existing divine spellcasting class 5 +3 +4 +4 +4 Terrifying croak +1 level of existing divine spellcasting class 6 +4 +5 +5 +5 Mighty leap +1 level of existing divine spellcasting class 7 +5 +5 +5 +5 Leap Attack -- 8 +6 +6 +6 +6 -- +1 level of existing divine spellcasting class 9 +6 +6 +6 +6 Pounce +1 level of existing divine spellcasting class 10 +7 +7 +7 +7 -- +1 level of existing divine spellcasting class[/code] [b]Class Features[/b] [b]Weapon and Armor Proficiency:[/b] The black glaive gains no new weapon or armor proficiencies. [b]Ascetic Priest (Ex):[/b] As a swift action that does not provoke attacks of opportunity, a black glaive can sacrifice one of his daily turn/rebuke undead attempts to receive a +4 attack bonus and a damage bonus equal to his black glaive level to his next unarmed strike (including a ki glaive attack if 3rd level or higher). His levels of black glaive stack with any levels of monk for the purpose of determining flurry of blows attack bonus. [b]Detect Human (Sp):[/b] At 2nd level, a black glaive can [i]detect humans[/i] with a range of 60 feet. This ability is similar to the paladin's [i]detect evil[/i] ability, but detects humans. [b]Ki Glaive (Ex):[/b] At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function. [b]Terrifying Croak (Su):[/b] As a standard action up to three times per day, the black glaive may emit of ghastly croak that affects all opponents within 30 feet who can hear him. A terrifying croak only affects foes with fewer Hit Dice than the black glaive. Those who fail a Will save (DC 10 + black glaive level + black glaive's Charisma modifier) are shaken for 1d6 rounds. This is a sonic, mind-affecting fear ability. [b]Mighty Leap (Ex):[/b] At 6th level, a black glaive can always take 10 on any Jump or Tumble check, even if rushed or threatened. He cannot be wearing any armor or carrying more than a medium load for this ability to function. [b]Leap Attack (Ex):[/b] At 7th level, a black glaive gains Leap Attack as a bonus feat. If he already has the Leap Attack feat, he instead gains a +4 competence bonus to Jump checks. [b]Pounce (Ex):[/b] A 9th-level black glaive can make a full attack when it makes a charge.[/sblock] [/QUOTE]
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