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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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<blockquote data-quote="Lobo Lurker" data-source="post: 2620130" data-attributes="member: 25172"><p>2nd Character Submission (alternate, of course). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><a href="http://invisiblecastle.com/find.py?a=show&id=159641" target="_blank">http://invisiblecastle.com/find.py?a=show&id=159641</a></p><p><a href="http://invisiblecastle.com/find.py?id=159643" target="_blank">10d12+12=99</a></p><p><a href="http://invisiblecastle.com/find.py?id=159644" target="_blank">Rerolling 1's & 2's (1d12=5)</a></p><p></p><p><strong>Vorryn Kimm</strong>; Human (<em>Lich</em>) Warlock 11</p><p>[Code] Str: 13 +1 HP: 102 Fort +6 DR 3/cold iron</p><p> Dex: 18 +4 BAB +8/+3 Refl +10 DR 15/magic & bludgeoning</p><p> Con: -- -- AC: 34 Will +12 Immune to Mind Affecting</p><p> Int: 16 +3 -flat: 25 </p><p> Wis: 14 +2 -touch: 16 </p><p> Cha: 24 +7 Init +4 Spd 30 ft.[/code]</p><p><strong>[COMBAT]</strong></p><p>[code] Eldritch Blast (ranged touch) +12/+7 att 6d6+0 dmg 20/x2 60' magic</p><p> MW Morningstar +10/+5 att 1d8+1 dmg 20/x2 n/a B/P</p><p> Lich Touch (touch attack) +9 att 1d8+5 dmg 20/x2 n/a neg[/code]</p><p><strong>[ABILITIES]</strong></p><p>[code] [B]Race[/B]: Extra skill point, Extra Feat</p><p> [B]Lich[/B]: [sblock]</p><p>[B]Size and Type[/B]: The creature’s type changes to undead. Do not </p><p>recalculate base attack bonus, saves, or skill points. Size is unchanged.</p><p>Hit Dice: Increase all current and future Hit Dice to d12s.</p><p>[B]Armor Class[/B]: A lich has a +5 natural armor bonus or the base creature’s</p><p>natural armor bonus, whichever is better.</p><p>[B]Attack[/B]: A lich has a touch attack that it can use once per round. If the</p><p> base creature can use weapons, the lich retains this ability. A creature with </p><p>natural weapons retains those natural weapons. A lich fighting without weapons</p><p>uses either its touch attack or its primary natural weapon (if it has any). A lich</p><p>armed with a weapon uses its touch or a weapon, as it desires.</p><p>[B]Full Attack[/B]: A lich fighting without weapons uses either its touch attack</p><p>(see above) or its natural weapons (if it has any). If armed with a weapon, it </p><p>usually uses the weapon as its primary attack along with a touch as a natural </p><p>secondary attack, provided it has a way to make that attack (either a free</p><p>hand or a natural weapon that it can use as a secondary attack).</p><p>[B]Damage[/B]: A lich without natural weapons has a touch attack that </p><p>uses negative energy to deal 1d8+5 points of damage to living creatures; </p><p>a Will save (DC 10 + ½ lich’s HD + lich’s Cha modifier) halves the damage.</p><p>A lich with natural weapons can use its touch attack or its natural weaponry,</p><p>as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage </p><p>on one natural weapon attack.</p><p>[B]Special Attacks[/B]: A lich retains all the base creature’s special attacks</p><p> and gains those described below. Save DCs are equal to 10 + ½ lich’s HD </p><p>+ lich’s Cha modifier unless otherwise noted.</p><p>[B]Fear Aura (Su)[/B]: Liches are shrouded in a dreadful aura of death and</p><p>evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich </p><p>must succeed on a Will save or be affected as though by a fear spell from</p><p>a sorcerer of the lich’s level. A creature that successfully saves cannot </p><p>be affected again by the same lich’s aura for 24 hours.</p><p>[B]Paralyzing Touch (Su)[/B]: Any living creature a lich hits with its touch</p><p>attack must succeed on a Fortitude save or be permanently paralyzed. </p><p>Remove paralysis or any spell that can remove a curse can free the victim</p><p>(see the bestow curse spell description).</p><p></p><p>The effect cannot be dispelled. Anyone paralyzed by a lich seems dead,</p><p>though a DC 20 Spot check or a DC 15 Heal check reveals that the victim </p><p>is still alive.</p><p>[B]Spells[/B]: A lich can cast any spells it could cast while alive.</p><p>[B]Special Qualities[/B]: A lich retains all the base creature’s special </p><p>qualities and gains those described below.</p><p>[B]Turn Resistance (Ex)[/B]: A lich has +4 turn resistance.</p><p>[B]Damage Reduction (Su)[/B]: A lich’s undead body is tough, giving the</p><p>creature damage reduction 15/bludgeoning and magic. Its natural weapons</p><p>are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>[B]Immunities (Ex)[/B]: Liches have immunity to cold, electricity, </p><p>polymorph (though they can use polymorph effects on themselves), </p><p>and mind-affecting attacks.</p><p>[B]Abilities[/B]: Increase from the base creature as follows: Int +2, Wis +2, </p><p>Cha +2. Being undead, a lich has no Constitution score.</p><p>[B]Skills[/B]: Liches have a +8 racial bonus on Hide, Listen, Move Silently,</p><p>Search, Sense Motive, and Spot checks. Otherwise same as the base creature.</p><p>[/sblock]</p><p> [B]Class[/B]: Invocations ([I]least-3; lesser-3; greater-1[/I]); Detect Magic (at will);</p><p> Decieve Item (can take 10, always); Fiendish Resiliance (fast healing</p><p> 1 for 2 minutes (20 rounds) 1/day); Damage Resistance 3/cold iron; </p><p> INVOCATIONS</p><p> [u]Least[/u]: [COLOR=Teal]Sickening Blast[/COLOR] ([SIZE=1]Fort DC 12 or become sickened[/SIZE]), [COLOR=Teal]Beguiling </p><p> Influence[/COLOR] ([SIZE=1]+6 Diplomacy, Bluff, & Intimidate[/SIZE]), [COLOR=Teal]Devil's Sight[/COLOR]</p><p> ([SIZE=1]see in magical darkness 30 ft.[/SIZE])</p><p> [u]Lesser[/u]: [COLOR=Teal]Eldritch Chain [/COLOR]([SIZE=1]DC 14; +2 targets[/SIZE]), [COLOR=Teal]Fell Flight [/COLOR]([SIZE=1]30 ft., Good</p><p> Manueverability[/SIZE]), [COLOR=Teal]Voracious Dispelling[/COLOR] ([SIZE=1]DC 14; 1 dmg per spell </p><p> level dispelled[/SIZE])</p><p> [u]Greater[/u]: [COLOR=Teal]Vitriolic Blast[/COLOR] ([SIZE=1]acid dmg; 2d6 dmg for 2 extra rounds[/SIZE]) [/code]</p><p><strong>[SKILLS & FEATS]</strong></p><p>[code] Spot, Search, Listen +10 ( 0 ranks, +2 attribute, +8 misc)</p><p> Hide & Move Silently +10 ( 0 ranks, +4 attribute, +8 misc, -2 ACP)</p><p> Concentration +21 (14 ranks, +7 attribute, +0 misc)</p><p> Knowledge (arcana) +11 ( 8 ranks, +3 attribute, +0 misc)</p><p> Knowledge (the planes) +12 ( 9 ranks, +3 attribute, +0 misc)</p><p> Knowledge (religion) +11 ( 8 ranks, +3 attribute, +0 misc)</p><p> Sense Motive +21 ( 7 ranks, +2 attribute, +10 misc)</p><p> Use Magic Device +23 (14 ranks, +7 attribute, +2 misc)</p><p> Bluff +12/+18* ( 5 ranks, +7 attribute, +6* misc)</p><p> Intimidate +14/+20* ( 5 ranks, +7 attribute, +2/8* misc)</p><p> Diplomacy +13* (0 ranks, +7 attribute, +6*misc)[/code]</p><p> <strong>LANGUAGES</strong>: Common, Abyssal, Infernal</p><p> <strong>FEATS</strong>: Spell Penetration, Greater Spell Penetration, Point-Blank Shot,</p><p> Craft Wondrous Item, Precise Shot</p><p><strong>[EQUIPMENT]</strong></p><p>[code] 200,000 GP </p><p> Pylactery 120,000 gp</p><p> Cloak of Charisma +4 16,000 gp</p><p> Chain Shirt +3 9,250 </p><p> Mithril Light Shield +3 10,159 </p><p> Amulet of Natural Armor +2 8,000 </p><p> Ring of Protection +2 8,000 </p><p> Vest of Resistance +3 9,000 </p><p> MW Morningstar 308 gp</p><p> Ring of Fire Resistance (minor) 12,000 gp Resistance 10</p><p> Wand of Cure Critical Wounds 16,800 gp 40 charges (4d8+7)[/code]</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2620130, member: 25172"] 2nd Character Submission (alternate, of course). :) [url]http://invisiblecastle.com/find.py?a=show&id=159641[/url] [url=http://invisiblecastle.com/find.py?id=159643]10d12+12=99[/url] [url=http://invisiblecastle.com/find.py?id=159644]Rerolling 1's & 2's (1d12=5)[/url] [B]Vorryn Kimm[/B]; Human ([I]Lich[/I]) Warlock 11 [Code] Str: 13 +1 HP: 102 Fort +6 DR 3/cold iron Dex: 18 +4 BAB +8/+3 Refl +10 DR 15/magic & bludgeoning Con: -- -- AC: 34 Will +12 Immune to Mind Affecting Int: 16 +3 -flat: 25 Wis: 14 +2 -touch: 16 Cha: 24 +7 Init +4 Spd 30 ft.[/code] [B][COMBAT][/B] [code] Eldritch Blast (ranged touch) +12/+7 att 6d6+0 dmg 20/x2 60' magic MW Morningstar +10/+5 att 1d8+1 dmg 20/x2 n/a B/P Lich Touch (touch attack) +9 att 1d8+5 dmg 20/x2 n/a neg[/code] [B][ABILITIES][/B] [code] [B]Race[/B]: Extra skill point, Extra Feat [B]Lich[/B]: [sblock] [B]Size and Type[/B]: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. [B]Armor Class[/B]: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. [B]Attack[/B]: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. [B]Full Attack[/B]: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). [B]Damage[/B]: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + ½ lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. [B]Special Attacks[/B]: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ lich’s HD + lich’s Cha modifier unless otherwise noted. [B]Fear Aura (Su)[/B]: Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. [B]Paralyzing Touch (Su)[/B]: Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. [B]Spells[/B]: A lich can cast any spells it could cast while alive. [B]Special Qualities[/B]: A lich retains all the base creature’s special qualities and gains those described below. [B]Turn Resistance (Ex)[/B]: A lich has +4 turn resistance. [B]Damage Reduction (Su)[/B]: A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [B]Immunities (Ex)[/B]: Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. [B]Abilities[/B]: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. [B]Skills[/B]: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. [/sblock] [B]Class[/B]: Invocations ([I]least-3; lesser-3; greater-1[/I]); Detect Magic (at will); Decieve Item (can take 10, always); Fiendish Resiliance (fast healing 1 for 2 minutes (20 rounds) 1/day); Damage Resistance 3/cold iron; INVOCATIONS [u]Least[/u]: [COLOR=Teal]Sickening Blast[/COLOR] ([SIZE=1]Fort DC 12 or become sickened[/SIZE]), [COLOR=Teal]Beguiling Influence[/COLOR] ([SIZE=1]+6 Diplomacy, Bluff, & Intimidate[/SIZE]), [COLOR=Teal]Devil's Sight[/COLOR] ([SIZE=1]see in magical darkness 30 ft.[/SIZE]) [u]Lesser[/u]: [COLOR=Teal]Eldritch Chain [/COLOR]([SIZE=1]DC 14; +2 targets[/SIZE]), [COLOR=Teal]Fell Flight [/COLOR]([SIZE=1]30 ft., Good Manueverability[/SIZE]), [COLOR=Teal]Voracious Dispelling[/COLOR] ([SIZE=1]DC 14; 1 dmg per spell level dispelled[/SIZE]) [u]Greater[/u]: [COLOR=Teal]Vitriolic Blast[/COLOR] ([SIZE=1]acid dmg; 2d6 dmg for 2 extra rounds[/SIZE]) [/code] [b][SKILLS & FEATS][/b] [code] Spot, Search, Listen +10 ( 0 ranks, +2 attribute, +8 misc) Hide & Move Silently +10 ( 0 ranks, +4 attribute, +8 misc, -2 ACP) Concentration +21 (14 ranks, +7 attribute, +0 misc) Knowledge (arcana) +11 ( 8 ranks, +3 attribute, +0 misc) Knowledge (the planes) +12 ( 9 ranks, +3 attribute, +0 misc) Knowledge (religion) +11 ( 8 ranks, +3 attribute, +0 misc) Sense Motive +21 ( 7 ranks, +2 attribute, +10 misc) Use Magic Device +23 (14 ranks, +7 attribute, +2 misc) Bluff +12/+18* ( 5 ranks, +7 attribute, +6* misc) Intimidate +14/+20* ( 5 ranks, +7 attribute, +2/8* misc) Diplomacy +13* (0 ranks, +7 attribute, +6*misc)[/code] [b]LANGUAGES[/b]: Common, Abyssal, Infernal [b]FEATS[/b]: Spell Penetration, Greater Spell Penetration, Point-Blank Shot, Craft Wondrous Item, Precise Shot [b][EQUIPMENT][/b] [code] 200,000 GP Pylactery 120,000 gp Cloak of Charisma +4 16,000 gp Chain Shirt +3 9,250 Mithril Light Shield +3 10,159 Amulet of Natural Armor +2 8,000 Ring of Protection +2 8,000 Vest of Resistance +3 9,000 MW Morningstar 308 gp Ring of Fire Resistance (minor) 12,000 gp Resistance 10 Wand of Cure Critical Wounds 16,800 gp 40 charges (4d8+7)[/code] [/QUOTE]
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9th Circle Heist:: Abyssal D&D (closed! See OOC thread)
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