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The Planes through Illumus(Rouges Gallery)


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First Post
Reaper

http://www.enworld.org/showpost.php?p=2675035&postcount=16


Reaper

Base Racial Items Total

Str 15+1 8 pts 16 18 18
Dex 8 0 pts 8 8
Con 17+1 13pts 18+2 24 24
Int 14 6pts 14 14
Wis 10 2 pts 10-2 8
Cha 9 1pt 9 -2 7
http://invisiblecastle.com/find.py?a=show&id=172362
8+13+6+2+1=30
Level 4 adjustment Con +1
Level 8 adjustment Str + 1
Warforged Racial +2 con, -2 Wis, -2 Cha
Amulet of Health +4
Gauntlets of Ogre Power



SP (2+int)*13
SP (2+2=4*13)=52 sp

Stat Rank Misc = Total
Craft(Armorsmithing)(Int) 2 13 2 17
Jump(Str*) 4 13 -5+5 17
Intimidate(Cha) -2 10 8
Survival(Juggernaut)(Wis) -1 10 12
Swim(Str*) 4 6 -5 5

Base Armor Dex Nat Deflection
AC 10+ 8+2 (-1)

Feats
1,3,6,9 Adamantine Body(1), Improved Unarmed Strike, Cleave, Quick Draw
Ftr 1,2,4 Power Attack, Improved Bull Rush, Improved Sunder

Adamantine Body:
Prereq: Warforged, 1st level only
Benefit: Your armor is increased to +8 and you gain damage reduction 2/adamantine. However your base speed is reduced to 20 and your max dex is +1. You are considered to be wearing heavy armor. -5 Check penalty to skills and a 35% arcane spell failure.



Warforged Living Construct
Traits:
-Unlike other constructs, a warforged has a constitution score.
-Unlike other constructs, a warforged does NOT have low-light vision or darkvision.
-Unlike other constructs, a warforged is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, diesease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
-A warforged cannot heal damage naturally.(I think there's an errata saying it's lethal damage)
-Unlike other constructs, a warforged is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death or necromancy effects.
-Damage dealt to a warforged can be healed by a cure light spell or a repair light damage spell, for example, and a warforged is vulnerable to a disable construct and harm spell. However, spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage only provide half their normal effect.
-Vulnerable to heat metal, chill metal, repel metal or stone, rusting grasp. However warforged are not vulnerable to spells such as flesh to stone because they affect objects only.
-At 0 a warforged can still take a move or standard action but it does not further injur a warforged. Between -1 and -9 inclusive, a warforged is inert. He is unconscious and helpless and cannot make any actions. However, a warforged does not lose further hitpoints between -1 and -9.(E.G. He's stable)
-As a living construct a warforged can be raised or resurrected.
-A warforged does not need to eat, breath or sleep but can still benefit from the effects of consumable spells and magic items such as Heroes feast and magic potions.
-Although Warforged do not need to sleep, a warforged wizard must still rest for 8 hours.
-+2 con, -2 Wis, -2 Cha: Warforged are resilient and powerful, but their difficulty in relating to others makes them seem aloof or even hostile.
-Medium
-Base speed of 30'
-Composite plating: See Adamantine Body instead.
-A warforged has a natural weapon in the form of a slam attack which deals 1d4 points of damage.
-Automatic Language:Common Bonus language: None
-Favored Class: Fighter


Fighter 5th level
5d10 +35 Link http://invisiblecastle.com/find.py?id=172363
First d10 should be max.
10+7+10+7+10+7+4+7+8+7=77
Bab +4
Saves 4/1/1

Warforged Juggernaut 5th Level
5d12+35 Link http://invisiblecastle.com/find.py?id=172365
5+7+10+7+7+7+4+7+8+7=69
BAB +3
Saves 4/1/1

Special Abilities:
1st: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, reserved.
2nd: Charge Bonus +1, Construct perfection I, extended charge.
3rd: Construct Perfection II, healing immunity, Superior Bull Rush
4th: Armor Spikes 1d8, Bonus on Charge +2, Construct Perfection III
5th: Construct Perfection IV, Greater Powerful Charge

Armor Spikes: (paraphrase) proficient in use. 1d8 damage on grapple. Can be affected like other weapons by spells.

Expert Bull Rush: A warforged juggernaut can add his level to strength checks when making a bull rush attempt or defending an attempt. A warforged also adds his class level to strength checks when trying to break down doors.

Powerful Charge: When you charge, if your melee attack hits, you deal an extra 1d8 points of damage if you are medium. +2d6 if large.

Reserved: Starting at first level a warforged juggernaut begins to distance himself from living creatures. Because of this a warforged juggernaut takes a penalty equal to his class level on the following skills: Bluff, diplomacy, gather information and sense motive.

Charge Bonus: +2 bonus to attack rolls when charging

Construct Perfection I: No longer subject to nonlethal damage or extra damage from critical htis.

Construct Perfection II: Immunity to all mind-affecting spells and abilities(Charms, compulsions, phantasms, patterns and morale effects.)

Construct Perfection III: Immunity to death effects and necromancy effects

Construct Perfection IV: A warforged juggernaut is no longer subject to ability damage or ability drain.

Extended Charge: A warforged juggernaut gains +5 speed when charging.

Healing Immunity: Immune to the effects of healing and the healing subschool. Can't use consumables such as heroes' feast or magic potions.

Superior Bull Rush: When a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal letah damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of the bull rush. If the bullrush was made as part of a charge the juggernaut can add its extra damage from Powerful Charge OR Greater Powerful Charge.

Greater Powerful Charge: As powerful charge, except you treat yourself as one size category larger.

Cash Money Gold: 49,000
---------------------------
Gauntlets of Ogre Power: 4,000
Amulet of Con +4:16,000
Repair Kit: 50gp
Hat of Disguise: 1,800
Greatsword +2: 8,000+315+3,000(adamantine)
Cloak of Res +1: 1,000
Armor +2 :4,000
Glamered: 2,700
Boots of Striding and Springin': 5,500
Ring of Feather Falling: 2,200
Tree token: 400gp
35gp


Reaper
AC: 19
HP: 146
BAB: 7/2
Saves
Fort 16= 8+7+1
Ref 2= 2-1+1
Will 2= 2-1+1
Speed: 20+10 Boots=30 +5 when charging
DR= 2/adamantine(Adamantine Body)
My Minmaxed Stats:
18(+4)
8(-1)
24(+7)
14(+2)
8(-1)
7(-2)
 
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Nephtys

First Post
Aolis
Elan Telepath 10

XP:
Gender: Asexual
Age: 2 years (though physically and mentally adult)
Height: 6'
Weight: 100
Alignment: N

Str: 8/-1 (0p)
Dex: 14/+2 (6p)
Con: 14/+2 (6p)
Int: 24/+7 (18+6) (16p)
Wis: 10/+0 (2p)
Cha: 6/-2 (8-2) (0p)
http://invisiblecastle.com/find.py?a=show&id=175489

HD/HP: 10d4+20/49
http://invisiblecastle.com/find.py?id=176896
Init: +2
Move: 30
Bab/grapple: 5/4
Attack: +4, unarmed

AC: 10+7(armour)+2(dex)

Fort: +5 (+3+2)
Ref: +5 (+3+2)
Will: +7 (+7+0)

Feats:
1,3,6,9+b1,b5,b10

Empower Power (+2pp)
Expanded Knowlege (Astral Construct)
Greater Power Penetration (+4cl)
Overchannel
Power Penetration (+4cl)
Psionic Meditation
Quicken Power (+6pp)

Skills: sp: 78 (2+4*13)
Bluff...................11 (13-2)
Concentration...........15 (13+2)
Diplomacy...............10 (12-2)
Knowledge (Psionics)....14 (7+7)
Knowledge (The Planes)..14 (7+7)
Psicraft................20 (13+7)
Sense Motive............13 (13+0)

Race Abilities:
ELANS
o -2 Charisma
o Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
o Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
o Elan base land speed is 30 feet.
o Elans (unlike most aberrations) do not have darkvision.
o Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
o Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
o Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
o Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.

ppts: 125 (88+35+2)
Known:
1: 5; Astral Construct*, Psionic Charm, Detect Psionics, Disable, Defensive Precognition, Vigor,
2: 4; Concealing Amorpha, Detect Hostile Intent, Energy Stun, Read Thoughts,
3: 4; Crisis of Breath, Dispell Psionics, Energy Wall, Telekinetic Thrust,
4: 4; Energy Adaptation, Psionic Dimension Door, Psionic Dominate, Schism,
5: 4; Power Resistance, Psionic Plane Shift, Psionic True Seeing, Wall of Ectoplasm,

*Expanded Knowlege

Equipment:
(49'000gp)

Headband of int +6: 36'000 gp
Chain Shirt Armour +3: 9250 gp (+7ac)
3750 gp

Appearance/Personality:
Bland.

Background:
Aolis doesn't have much of a background. Created only two years ago to serve as a guardian it has not experienced much social interaction, and it shows. With the death of its owner in a recent disturbance Aolis finds itself free to pursue its future on its own terms.
 
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gabrion

First Post
Fiona Icewind
Magic Blooded Female Lesser Aasimar
Bard 6/Marshal 1/Stormsinger 3
Chaotic Good
Deity-Sune

5'8", 145 lbs, 21 years old
Silver Hair, Blue Eyes, Pearly White Skin
Str 10 (+0) (2 points, +? racial, +? levels, +? item, etc)
Dex 9 (-1) (1 points, +? racial, +? levels, +? item, etc)
Con 10 (+0) (2 points, +? racial, +? levels, +? item, etc)
Int 14 (+2) (6 points, +? racial, +? levels, +? item, etc)
Wis 8 (-1) (2 points, +? racial, +? levels, +? item, etc)
Cha 28 (+9) (16 points, +2 racial, +2 template, +2 levels, +4 item)

Hit Points: 9d6+1d8
AC: ??, Touch: ??, Flatfooted: ??
Initiative: -1
BAB: +6, Grapple: +6
Speed: 30 feet

Saves
  • Fort: +6 (+2 bard, +2 marshal, +1 stormsinger, +0 con)
  • Ref: +7 (+5 bard, +0 marshal, +3 stormsinger, -1 dex)
  • Will: +9 (+5 bard, +2 marshal, +3 stormsinger, -1 wis)
Attacks
  • +15 whirling blade, sickle, 1d6+9, 20/x2
Skills 72 bard, 6 marshal, 24 stormsinger (102 total)
  • Bluff +41 (13 ranks, +9 ability, +9 aura, +10 item)
  • Concentration +8 (8 ranks, +0 con)
  • Diplomacy +43 (13 ranks, +9 ability, +9 aura, +10 item, +2 synergy)
  • Disguise +22 (4 ranks, +9 cha, +9 aura)
  • Gather Information +23 (5 ranks, +9 cha, +9 aura)
  • Knowledge (Arcana) +12 (8 ranks, +2 int, +2 template)
  • Knowledge (History) +7 (5 ranks, +2 int)
  • Knowledge (Nature) +7 (5 ranks, +2 int)
  • Knowledge (Geography) +7 (5 ranks, +2 int)
  • Listen +1 (-1 wis, +2 racial)
  • Perform (Sing) +45 (13 ranks, +9 cha, +10 item, +9 aura, +4 exalted)
  • Perform (Wind Instrument) +35 (13 ranks, +9 cha, +9 aura, +4 exalted)
  • Spellcraft +10 (4 ranks, +2 int, +2 magical aptitude, +2 template)
  • Spot +1 (-1 wis, +2 racial)
  • Use Magic Device +31 (6 ranks, +9 cha, +9 aura, +2 magical aptitude)
  • Speaks Common, Celestial, Draconic, Elven
  • Armor Check Penalty: -? (-? armor, -? shield)
Feats
  • Magical Aptitude (Level 1 - Character)
  • Storm Magic (Level 3 - Character - Frostburn)
  • Words of Creation (Level 6 - Character - BoED)
  • Song of the Heart (Level 9 - Character - ECS)
Magic Blooded Lesser Aasimar Racial Traits
  • Medium Humaniod (Planetouched subtype)
  • +2 Cha, +2 Wis
  • 30 ft. base speed
  • +2 Spot, +2 Listen
  • Low-light Vision
  • Daylight 1x/day, 10th level
  • Resistenc to Acid 5, Cold 5, and Electricity 5
  • Detect magic, Magical Aura, Undetectable aura, and Read magic 1x/day
Special Abilities
  • Bardic Knowledge (Bard 1)
  • Bardic Music (Bard)
    • Countersong (Bard 1)
    • Fascinate (Bard 1)
    • Inspire Courage +1 (Bard 1)
    • Suggestion (Bard 6)
  • Motivate Charisma Minor Aura (Marshal 1)
  • Stormsong (Stormsinger)
    • Gust of Wind (Stormsinger 1)
    • Thunderstrike (Stormsinger 3)
  • Stormpower (Stormsinger 2)
Caster Levels:
  • CL 9 "Bard"
"Bard" Spells Cast per Day and Spells Known
  • Cantrips: 3/day, Detect Magic, Ghost Sound, Light, Prestidigitation
  • 1st Level: 6/day, Alarm, Harmony (MoF), Inspirational Boost (CV), Silent Image
  • 2nd Level: 5/day, Alter Self, Detect Thoughts, Harmonize (RoS), Whirling Blade (CA)
  • 3rd Level: 5/day, Charm Monster, Cure Serious Wounds, Dispel Magic
Equipment
  • +1 Sickle (2 lbs)-2,306 gp
  • Mithral Chainmail (20 lbs)-4,050 gp
  • Adventurer's Garb (2 lbs)
  • +4 Cloak of Charisma (2 lbs)-16,000 gp
  • Greater Choker of Eloquence (CV)-24,000 gp
  • Wand of Lesser Vigor x2-1,500 GP
  • Scroll of Invisibility x5-750 gp
  • Scroll of Comprehend Languages x10-250 gp
  • Scroll of Silence x5-750 gp
  • ?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])

Background: Coming soon...
 
Last edited:

Endovior

First Post
Mark North
CG Human Rogue 7, Master Thrower 3
Male, Age 21 Years, Height 5'5", Weight 145 lb, Black Hair, Green Eyes, White Skin
Deity: Olidammara
Str10
Dex26 +8 (18 Base, +2 Level, +6 Item)
Con10
Int14 +2
Wis10
Cha10
HP: 44 ( Rolled HP here: http://invisiblecastle.com/find.py?id=176869 )
BaB: +8/+3
AC: 21
Fortitude: +4 (+3 Base, +1 Resistance)
Reflex: +13 (+8 Base, +4 Dex, +1 Resistance) (+15 vs Traps)
Will: +4 (+3 Base, +1 Resistance)
Initiative: +4
Feats:
Weapon Focus (Dagger)
Point Blank Shot
Precise Shot
Far Shot
Arterial Strike
Quick Draw [Bonus]
Special Abilities:
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Palm Throw
Sneaky Shot
Skills:
Bluff +5 (5R)
Balance +11 (5R+4D+2 Synergy)
Climb +5 (5R)
Diplomacy +2 (+2 Synergy)
Disable Device +14 (10R+4D)
Escape Artist +9 (5R+4D)
Forgery +7 (5R+2I)
Hide +14 (10R+4D)
Jump +12 (10R+2 Synergy)
Move Silently +14 (10R+4D)
Open Lock +14 (10R+4D)
Search +12 (10R+2I)
Sleight of Hand +19 (13+4D+2 Synergy)
Spot +13 (13R)
Swim +5 (5R)
Tumble +7 (5R+2 Synergy)
Listen +10 (10R)
Languages:
Common
Elven
Gnomish
Attacks:
Magic Dagger (+18, 1d4+1, 19-20x2, 20ft)
Dagger (+17, 1d4, 19-20x2, 20ft)
Equipment: 1 Gp, 9 Sp
+6 Gloves of Dexterity (36000 Gp)
+1 Returning Dagger (8302 Gp)
+1 Ring of Protection (2000 Gp)
+1 Padded Armor (1155 Gp)
+1 Cloak of Resistance (1000 Gp)
Masterwork Theives' Tools (100 Gp)
29 Daggers (58 Gp)
Explorer's Outfit (10 Gp)
Hooded Lantern (7 Gp)
Backpack (2 Gp)
Flint & Steel (1 Gp)
10 Pints, Oil (1 Gp)
Bedroll (1 sp)
 
Last edited:

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