Khyber Rising: Eberron w/D20 Apocalypse(The Mystery & Horror begins!)

I'd like to play a shifter fighter named Lukas Navokk. Straight fighter, mercenary type. Is there still room in the game?

Einan
 

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Scorpionfolke said:
6 would be great....

the mutations all have a point value----you will have 8 points to 'fill up' on---some mutations are 'cosmetic' & dont take points---you must take 3 'cosmetic ones & describe them

Hey Scorpionfolke

Will Changelings also have to have "cosmetic mutations". Wouldn't their form changing ability hide those cosmetic mutations? If not, what's the point of being a changeling?

Cheers,

SG
 

Here's Lukas Navokk, shifter for hire:

Name: Lukas Navokk
Class: Fighter 3
Race: Shifter
Size: M
Gender: male
Alignment: N
Deity: Traveler

Str: 15 (+2)
Dex: 19 (+4)
Con: 18 (+4)
Int: 10 (0)
Wis: 14 (+2)
Cha: 8 (-1)

Level: 3
BAB: +3
Reach : 5ft
Speed: 30
Init: + 4

HP: 42 (Max)

Total Base Armor Shld Dex Size Nat unnamed insight Deflection
AC: 14 10 +0 +0 +4 +0 +0 +0 +0 +0

Touch: 14
Flatfooted: 10

Base Mod misc Total
Fort:...+3......+4......+0.........+7 (+11 vs cold)
Ref:....+1......+4......+0.........+5
Will:...+1......+2......+0.........+3

Weapon: Bite (while shifted)
Attack: +7 hit, 1d6+2 damage +1 fire damage

Weapon: Any (non-light)
Attack: +5 hit
Weapon: Any (light)

Attack: +7 hit
Languages: Common

Racial features:
Longtooth Shifter 2/day (when shifting, +2 strength and grows teeth for a 1d6 bite attack)
Shifting (Free action, lasts for 9 rounds)
Lowlight vision
+2 racial bonus to Balance, Climb and Jump checks

Feats:
- Shifter Ferocity (When shifting, fight without penalty even if disabled or dying)
- Healing Factor (Heal class level in hit points when coming out of shift)
- Weapon Finesse (Applies to natural weapons)
- Powerful Charge (When charging, deal an additional 1d8 of damage if you hit)

Skills: 12 points
Balance +8 (+2 bonus +4 dex +2 Tail)
Climb +4 (+2 bonus +2 str)
Swim +2 (+2 str)
Intimidate +5 (6 ranks + (-1) cha)
Jump +4 (+2 bonus +2 str)
Listen +5 (3 ranks +2 wis)
Spot + 5 (3 ranks +2 wis)

Age: 25
Height: 6'2"
Weight: 240 lbs
Eyes: Yellow
Hair: Black
Skin: Tanned

Background
Lukas is a sword for hire, a mercenary who grew up in a small village near Sharn and who left as soon as he could, heading for the big city. He’s gotten a few commissions as a guard and earned a fair reputation as a good man to have around in a pinch. However, last night he began drinking with a little man who seemed, well, shifty. Now he’s woken up in a cage, feels different and he is most definitely NOT HAPPY.

Appearance (after mutations):
Lukas looks even more bestial than he did before the change. Twin rams horns curve from his shaggy brow, which, like the rest of him, is covered in thick tiger-striped fur. Claw extend from his fingers and a cat-like tail whips around behind him in a frenzy, betraying his mood. Worse even is the burning smell of fur that exudes from him...

Equipment
None as of yet.

Mutations:
CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity.
Having claws does not adversely affect your manual dexterity.

FORCE BARRIER [MINOR]
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 3/– against incoming weapon attacks and force effects. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.

GREAT HORNS [MINOR]
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose.
MP Cost: 1.
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks of opportunity.

TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.

THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

LIVING FURNACE [MINOR]
Your body generates a tremendous amount of heat & your touch can cause things to burn
MP Cost: 3
Benefit: You deal an extra 1 point of fire damage with a successful unarmed attack or attack with a natural weapon. Three times per day, as a free action, you can channel & increase the fire damage to 2d6 points (instead of 1 point).
you gain a +4 mutation bonus on Fortitude saves against extreme heat temperatures.
This mutation does not grant immunity or resistance to fire.
 
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I was looking forward to this one but considerations on the game I'm running is taking too much time, fraid I'll have to drop out of this one. -Regards, Masleh
 

roll 8 numbers 1-100

they will be taken in order as on your post---u may use an online dice roller or your own dice:)

mutations on changelings: the 3 required 'cosmetic' ones would only be noticable in the changling's 'natural' form----though it may adjust 'em as required even then:)
 




After goiong through the first of the rollers, I found some mutation types repeating (skin in this case). If we were face to face I could tell you to just 'reroll those that repeated, but that would take to long so I'm gonna go with option two---you pick 'em :D

you have 10 points
heres the link to the wizards mutation excerpt/chart

heres a cut & paste of the chart---the number at the end of each line is the point cost
01-02 Extra digit Cosmetic 0
03-04 Fins Cosmetic 0
05-06 Forked tongue Cosmetic 0
07-08 Horns Cosmetic 0
09-10 Scaly skin Cosmetic 0
11-12 Thin fur coat Cosmetic 0
13-14 Unnatural eyes Cosmetic 0
15-16 Unnatural hair Cosmetic 0
17-18 Unnatural skin Cosmetic 0
19-20 Unnatural voice Cosmetic 0
21-22 Acidic saliva Minor 1
23 Adrenaline jolt Minor 3
24 Chameleon skin Minor 1
25-26 Claws Minor 1
27 Darkvision Minor 3
28 Direction sense Minor 1
29-30 Energy diffusion Minor 2
31-32 Fangs Minor 1
33-34 Force barrier Minor 3
35-36 Gill Minor 2
37-38 Great horns Minor 1
39 Hypersensitivity Minor 3
40 Leaper Minor 1
41 Living furnace Minor 3
42 Psionic talent, minor Major 2
43 Radiation resistance Minor 3
44 Scaly armor Minor 3
45-46 Scent Minor 2
47-48 Second wind Minor 2
49-50 Smokescreen Minor 1
51 Tail Minor 1
52 Thick fur coat Minor 1
53 Thick hide Major 3
54 Trip attack Minor 3
55-56 Ultra immune system Minor 2
57 Wall crawler Minor 2
58 Webbed digits Minor 1
59 Adaptive body Major 6
60 Blindsight Major 5
61 Danger sense Major 6
62 Dual brains Major 5
64 Echolocator Major 5
64 Elasticity Major 5
65-66 Energy absorption Major 4
67-68 Enlarged form Major 6
69-70 Exoskeleton Major 5
71 Extra arms Major 6
72-73 Gazing eye Major 4
74 Pheromone attraction Major 6
75 Plant traits Major 5
76 Prehensile tail Major 4
77 Prickly pear Major 4
78-79 Psionic talent, major Major 6
80 Psionic talent, moderate Major 4
81 Quadruped Major 4
82 Radioactive Major 5
83 Shocker Major 4
84 Skeletal reinforcement Major 5
85-86 Stinger Major 4
87-88 Telekinetic mind Major 5
89-90 Telepathy Major 5
91-92 Tentacle Major 6
93 Venomous bite Major 4
94 Very thick hide Major 6
95-96 Vexing voice Major 4
97-98 Wings Major 6
99-100 X-Ray vision Major 6
 

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