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[Epic 20] Diablos Ex Machina
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<blockquote data-quote="Eidalac" data-source="post: 3908284" data-attributes="member: 56135"><p><strong>House and Variant Rules</strong></p><p></p><ol> <li data-xf-list-type="ol"><a href="http://www.enworld.org/showpost.php?p=3067615&postcount=1" target="_blank">Skills as Saves</a></li> <li data-xf-list-type="ol"><a href="http://www.enworld.org/showthread.php?t=212069" target="_blank">Racial Abilities</a> It won't be 100% like that, but you'll get the general idea of it.[sblock=Warforged]<otherwise same as core><br /> • 4th level ability: Improved Damage Reduction, an experience warforged has learned to use it's metal plating to absorb blows, and instinctively shifts his body to do so.<br /> • 8th level ability: Enhanced Fortification, more time in the world has taught the warforged the places it does not want to get struck. With a few minor modifications to it's body, along with an improved sense of awareness, the warforged now has a 50% chance to negate a critical hit or precision based damage.<br /> • 12th level ability: +1 bonus to Constitution or Strength<br /> • 16th level ability: Fluidity, by now the warforged has learned to move in a more fluid and natural way, compensating from imperfections in it's base design. A warforged with either the Adamantine Body or Mithral Body feat has it's armor check penalty reduced by 1 and it's max dexterity bonus increased by 1.<br /> A warforged without these feats has it's base land speed increased by 10 feet.<br /> In either case, the warforged's arcane spell failure chance is reduced by 5%.<br /> • 20th level ability: +1 bonus to Constitution or Strength[/sblock]<br /> [sblock="Ogre"]• 8th level ability: Power Attack<br /> • 12th level ability: Improved Darvision, an ogre's eyes learn to make out more detail and adjust even more to the darkness letting him add another 60 feet to his Darkvision range.<br /> • 16th level ability: Smash; When taking the full attack option to make a melee attack, an ogre can forgo interative attacks, making only a single attack for which his normal strength bonus is doubled, as is any damage bonus from Power Attack.[/sblock]</li> <li data-xf-list-type="ol"><a href="http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm" target="_blank">Weapon Group Feats</a> </li> <li data-xf-list-type="ol"><a href="http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm" target="_blank">Armor as DR</a> </li> <li data-xf-list-type="ol"><a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm" target="_blank">Vitality and Wound Points</a> I will have to tweak this a bit, as I've found that at high levels Fort saves are so high that it can take *Days* for something to die once you get it to 0 WP.</li> </ol><p></p><p></p><p>Mmm. That *should* be everything.</p></blockquote><p></p>
[QUOTE="Eidalac, post: 3908284, member: 56135"] [b]House and Variant Rules[/b] [list=1] [*][URL=http://www.enworld.org/showpost.php?p=3067615&postcount=1]Skills as Saves[/URL] [*][URL=http://www.enworld.org/showthread.php?t=212069]Racial Abilities[/URL] It won't be 100% like that, but you'll get the general idea of it.[sblock=Warforged]<otherwise same as core> • 4th level ability: Improved Damage Reduction, an experience warforged has learned to use it's metal plating to absorb blows, and instinctively shifts his body to do so. • 8th level ability: Enhanced Fortification, more time in the world has taught the warforged the places it does not want to get struck. With a few minor modifications to it's body, along with an improved sense of awareness, the warforged now has a 50% chance to negate a critical hit or precision based damage. • 12th level ability: +1 bonus to Constitution or Strength • 16th level ability: Fluidity, by now the warforged has learned to move in a more fluid and natural way, compensating from imperfections in it's base design. A warforged with either the Adamantine Body or Mithral Body feat has it's armor check penalty reduced by 1 and it's max dexterity bonus increased by 1. A warforged without these feats has it's base land speed increased by 10 feet. In either case, the warforged's arcane spell failure chance is reduced by 5%. • 20th level ability: +1 bonus to Constitution or Strength[/sblock] [sblock="Ogre"]• 8th level ability: Power Attack • 12th level ability: Improved Darvision, an ogre's eyes learn to make out more detail and adjust even more to the darkness letting him add another 60 feet to his Darkvision range. • 16th level ability: Smash; When taking the full attack option to make a melee attack, an ogre can forgo interative attacks, making only a single attack for which his normal strength bonus is doubled, as is any damage bonus from Power Attack.[/sblock] [*][URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm]Weapon Group Feats[/URL] [*][URL=http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm]Armor as DR[/URL] [*][URL=http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm]Vitality and Wound Points[/URL] I will have to tweak this a bit, as I've found that at high levels Fort saves are so high that it can take *Days* for something to die once you get it to 0 WP. [/list] Mmm. That *should* be everything. [/QUOTE]
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