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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
M:tG 3.0 to 3.5, Wave 2 - Thrulls!
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<blockquote data-quote="HellHound" data-source="post: 1978953" data-attributes="member: 3397"><p><strong>Thrull Wizard</strong></p><p></p><p>Medium Aberration</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +1 (+1 Dex)</p><p>Speed: 30 ft</p><p>AC: 12 (+1 Dex, +1 Natural)</p><p>Attacks: Bite +0 melee</p><p>Damage: Bite 1d4-2</p><p>Face/Reach: 5 ft by 5 ft / 5 ft</p><p>Special Qualities: Counterspelling</p><p>Saves: Fort +0, Refl +1, Will +4</p><p>Abilities: Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 12</p><p>Skills: Hide +2, Spot +4, Listen +4, Move Silently +4, Knowledge (Arcana) +2, Spellcraft +6, Concentration +5</p><p>Feats: none</p><p>Climate/Terrain: Underground, indoors</p><p>Organization: Stragglers (1-2), Gang (1-6), Breeding Pit (2-24), Colony (4-40).</p><p>Challenge Rating: 1</p><p>Treasure: ½ Normal</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: Sorcerer</p><p></p><p>The fact that Thrulls could store magical energy was exploited in the creation of the Thrull Wizards, Thrulls specifically designed to aid in the performance of the Order</p><p>of the Ebon Hand’s unholy rituals. Thrull Wizards are among the most humanoid of the Thrulls. They are generally weaker but more intelligent than most of their brethren, and their natural magical abilities manifest in a quick grasp of magic and counter-magic. Many also become somewhat skilled sorcerers.</p><p></p><p>COMBAT</p><p></p><p>Quite simply, Thrull Wizards avoid combat at all costs. They prefer to remain in the back ranks where they can use their counterspelling effectively and rely on their brethren to act as a living shield for their abilities.</p><p></p><p>Counterspelling (Su): Thrull Wizards are naturally adept at counterspelling. Whenever they see a spell being cast they may make a Spellcraft roll to attempt to counter it. The spell caster must also make a spellcraft roll or a roll to defeat SR with the SR being equal to the result of the Thrull’s Spellcraft roll. If the spell caster succeeds the spell is cast without hitch, otherwise the spell is lost with no effect.</p><p></p><p>Thrull Wizard Characters: With their natural inclination towards magic, Thrull Wizards may advance as Sorcerers (and as no other class). Some few advance as high as fourth or fifth level, but with their restrictive Cha, they cannot cast high-level spells.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978953, member: 3397"] [b]Thrull Wizard[/b] Medium Aberration Hit Dice: 2d8 (9 hp) Initiative: +1 (+1 Dex) Speed: 30 ft AC: 12 (+1 Dex, +1 Natural) Attacks: Bite +0 melee Damage: Bite 1d4-2 Face/Reach: 5 ft by 5 ft / 5 ft Special Qualities: Counterspelling Saves: Fort +0, Refl +1, Will +4 Abilities: Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 12 Skills: Hide +2, Spot +4, Listen +4, Move Silently +4, Knowledge (Arcana) +2, Spellcraft +6, Concentration +5 Feats: none Climate/Terrain: Underground, indoors Organization: Stragglers (1-2), Gang (1-6), Breeding Pit (2-24), Colony (4-40). Challenge Rating: 1 Treasure: ½ Normal Alignment: Usually chaotic neutral Advancement: Sorcerer The fact that Thrulls could store magical energy was exploited in the creation of the Thrull Wizards, Thrulls specifically designed to aid in the performance of the Order of the Ebon Hand’s unholy rituals. Thrull Wizards are among the most humanoid of the Thrulls. They are generally weaker but more intelligent than most of their brethren, and their natural magical abilities manifest in a quick grasp of magic and counter-magic. Many also become somewhat skilled sorcerers. COMBAT Quite simply, Thrull Wizards avoid combat at all costs. They prefer to remain in the back ranks where they can use their counterspelling effectively and rely on their brethren to act as a living shield for their abilities. Counterspelling (Su): Thrull Wizards are naturally adept at counterspelling. Whenever they see a spell being cast they may make a Spellcraft roll to attempt to counter it. The spell caster must also make a spellcraft roll or a roll to defeat SR with the SR being equal to the result of the Thrull’s Spellcraft roll. If the spell caster succeeds the spell is cast without hitch, otherwise the spell is lost with no effect. Thrull Wizard Characters: With their natural inclination towards magic, Thrull Wizards may advance as Sorcerers (and as no other class). Some few advance as high as fourth or fifth level, but with their restrictive Cha, they cannot cast high-level spells. [/QUOTE]
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M:tG 3.0 to 3.5, Wave 2 - Thrulls!
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