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<blockquote data-quote="Omegium" data-source="post: 176458" data-attributes="member: 62"><p>1st lvl, Deities and Demigods allowed?</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Erbin (Demigod)</p><p>Rogue 1/Fighter 1</p><p>Medium-Size Outsider</p><p>Divine Rank: 1</p><p>Hit Dice: 1d6+7 plus 1d10+7 (30 hp)</p><p>Initiative: +15</p><p>Speed: 60 ft.</p><p></p><p>AC: 47 (touch 33, flat-footed 32)</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Attacks: +5 distance returning wounding dagger +16</p><p>melee; or +5 distance returning wounding dagger +22</p><p>ranged</p><p>Damage: 1d4+14/19–20/x2, +5 distance returning</p><p>wounding dagger or 1d4+5/19–20/x2, +5 distance returning</p><p>wounding dagger</p><p>Special Attacks: Domain powers, salient divine abilities,</p><p>sneak attack +1d6, spell-like abilities</p><p>Special Qualities: DR 36/+4, demigod abilities,</p><p>divine aura (10 ft., DC 18), divine immunities, fire</p><p>resistance 21, immortal, Outsider traits, SR 33, traps</p><p>Saves: Fort +10, Reflex +18, Will +8</p><p>Abilities: Str 28, Dex 41, Con 24, Int 25, Wis 24,</p><p>Cha 24</p><p>Skills: Balance +19, Bluff +11, Climb +14, Diplomacy</p><p>+9, Disguise +11, Gather Info +11, Hide +19, Intimidate</p><p>+11, Jump +13, Listen +13, Move Silently +19, Perform</p><p>(act) +11, Pick Pocket +19, Spot +13, Tumble +19</p><p>Feats: Alertness, Blind-Fight, Dodge</p><p>No Automatic Failures: When Erbin rolls a 1 on an</p><p>attack roll or saving throw, calculate success or failure</p><p>normally.</p><p>Divine Immunities: Acid, cold, electricity, transmutation,</p><p>draining and ability damage, mind effects, disease,</p><p>poison, paralysis, stunning, disintegration, and</p><p>death effects.</p><p>Immortality: Deities are naturally immortal and</p><p>cannot die from natural causes. They do not age and do</p><p>not need to eat, sleep, or breathe. The only way for a</p><p>deity to die is through special circumstances—most</p><p>often, being slain in magical or physical combat with</p><p>deities of higher stature.</p><p>Salient Divine Abilities: Alter Form, Alter Size.</p><p>Domain Powers: Erbin can use either of the following</p><p>abilities a number of times per day equal to his</p><p>divine rank: He can make a single melee attack with a</p><p>+4 attack bonus (must declare this ability before</p><p>making attack roll), and he can cast evil spells at +1</p><p>caster level.</p><p>Spell-Like Abilities: Erbin uses these abilities as an</p><p>11th-level caster. The save DCs are 18 + spell level).</p><p>Blasphemy, change self, circle of doom, confusion, contagion,</p><p>create undead, desecrate, disintegrate, dispel good, earthquake,</p><p>false vision, harm, implosion, inflict critical wounds, inflict</p><p>light wounds, invisibility, magic circle against good, mislead,</p><p>nondetection, polymorph any object, protection from good,</p><p>screen, shatter, summon monster IX (evil spell only), time</p><p>stop, unholy aura, unholy blight.</p><p>Other Divine Powers</p><p>Senses: Erbin can see, hear, touch, and smell at a distance</p><p>of 1 mile. As a standard action, he can perceive</p><p>anything within 1 mile of his worshipers, holy sites,</p><p>objects, or any location where one of his titles or name</p><p>was spoken in the last hour, or any location when an act</p><p>of unnecessary cruelty to a mortal occurs. He can</p><p>extend his senses to up to two locations at once. He can</p><p>block the sensing power of deities of his rank or lower</p><p>at up to two remote locations at once for up to 1 hour.</p><p>Portfolio Sense: Erbin senses all events of unnecessary</p><p>cruelty against intelligent beings when 1,000 or</p><p>more such beings are involved.</p><p>Automatic Actions: Erbin can use Disguise, Move</p><p>Silently, Perform (act), and Pick Pocket as free actions if</p><p>the DC for the task is 15 or lower. He can perform up to</p><p>two such free actions each round.</p><p>Create Magic Items: Erbin can create any kind of</p><p>magic item that improves checks for Disguise, Move</p><p>Silently, Perform (act), or Pick Pocket, as well as minor</p><p>magic daggers, as long as the item’s market price does</p><p>not exceed 4,500gp.</p><p>Divine Aura: Erbin’s divine aura extends in a radius</p><p>up to 10 feet (Will save DC 18). Erbin generally chooses</p><p>either the daze or frighten effect.</p><p>Class and Outsider Abilities</p><p>Sneak Attack: If Erbin’s target would be denied a</p><p>Dexterity bonus to AC (whether the target actually has</p><p>a bonus or not), or when Erbin flanks his target, the</p><p>rogue’s attack deals varying points of extra damage. If</p><p>the attack scores a critical hit, this extra damage is not</p><p>multiplied. Ranged attacks can count as sneak attacks</p><p>only if the target is within 30 feet. With a sap or an</p><p>unarmed strike, Erbin can make a sneak attack that</p><p>deals subdual damage instead of normal damage. He</p><p>cannot use a weapon that deals normal damage to deal</p><p>subdual damage with a sneak attack. Erbin can sneak</p><p>attack only living creatures with discernable anatomies.</p><p>Any creature immune to critical hits is not vulnerable</p><p>to sneak attacks. Erbin must be able to see the target</p><p>well enough to pick out a vital spot and must be able to</p><p>reach a vital spot. He cannot sneak attack while striking</p><p>a creature with concealment or striking the limbs</p><p>of a creature whose vitals are beyond reach.</p><p>Outsider Traits: Darkvision 60 ft.; cannot be raised or</p><p>resurrected (though a wish or miracle spell can restore life).</p><p>Traps: Erbin can use the Search skill to locate traps</p><p>when the task has a DC higher than 20. Finding a nonmagical</p><p>trap has a DC of at least 20, higher if it is well</p><p>hidden. Finding a magic trap has a DC of 25 + the level</p><p>of the spell used to create it. Erbin can use the Disable</p><p>Device skill to disarm magic traps. Disabling a magic</p><p>trap generally has a DC of 25 + the level of the spell</p><p>used to create it. If he beats a trap’s DC by 10 or more</p><p>with a Disable Device check, he can generally study a</p><p>trap, figure out how it works, and bypass it (with his</p><p>companions) without disarming it.</p><p>Possessions: Erbin always carries a +5 distance returning</p><p>wounding dagger he calls Poverty’s Bite. He normally</p><p>carries six other +2 daggers he uses as throwing weapons.</p></blockquote><p></p>
[QUOTE="Omegium, post: 176458, member: 62"] 1st lvl, Deities and Demigods allowed? :D:D:D:D Erbin (Demigod) Rogue 1/Fighter 1 Medium-Size Outsider Divine Rank: 1 Hit Dice: 1d6+7 plus 1d10+7 (30 hp) Initiative: +15 Speed: 60 ft. AC: 47 (touch 33, flat-footed 32) Face/Reach: 5 ft. by 5 ft./5 ft. Attacks: +5 distance returning wounding dagger +16 melee; or +5 distance returning wounding dagger +22 ranged Damage: 1d4+14/19–20/x2, +5 distance returning wounding dagger or 1d4+5/19–20/x2, +5 distance returning wounding dagger Special Attacks: Domain powers, salient divine abilities, sneak attack +1d6, spell-like abilities Special Qualities: DR 36/+4, demigod abilities, divine aura (10 ft., DC 18), divine immunities, fire resistance 21, immortal, Outsider traits, SR 33, traps Saves: Fort +10, Reflex +18, Will +8 Abilities: Str 28, Dex 41, Con 24, Int 25, Wis 24, Cha 24 Skills: Balance +19, Bluff +11, Climb +14, Diplomacy +9, Disguise +11, Gather Info +11, Hide +19, Intimidate +11, Jump +13, Listen +13, Move Silently +19, Perform (act) +11, Pick Pocket +19, Spot +13, Tumble +19 Feats: Alertness, Blind-Fight, Dodge No Automatic Failures: When Erbin rolls a 1 on an attack roll or saving throw, calculate success or failure normally. Divine Immunities: Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, and death effects. Immortality: Deities are naturally immortal and cannot die from natural causes. They do not age and do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances—most often, being slain in magical or physical combat with deities of higher stature. Salient Divine Abilities: Alter Form, Alter Size. Domain Powers: Erbin can use either of the following abilities a number of times per day equal to his divine rank: He can make a single melee attack with a +4 attack bonus (must declare this ability before making attack roll), and he can cast evil spells at +1 caster level. Spell-Like Abilities: Erbin uses these abilities as an 11th-level caster. The save DCs are 18 + spell level). Blasphemy, change self, circle of doom, confusion, contagion, create undead, desecrate, disintegrate, dispel good, earthquake, false vision, harm, implosion, inflict critical wounds, inflict light wounds, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, shatter, summon monster IX (evil spell only), time stop, unholy aura, unholy blight. Other Divine Powers Senses: Erbin can see, hear, touch, and smell at a distance of 1 mile. As a standard action, he can perceive anything within 1 mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour, or any location when an act of unnecessary cruelty to a mortal occurs. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 1 hour. Portfolio Sense: Erbin senses all events of unnecessary cruelty against intelligent beings when 1,000 or more such beings are involved. Automatic Actions: Erbin can use Disguise, Move Silently, Perform (act), and Pick Pocket as free actions if the DC for the task is 15 or lower. He can perform up to two such free actions each round. Create Magic Items: Erbin can create any kind of magic item that improves checks for Disguise, Move Silently, Perform (act), or Pick Pocket, as well as minor magic daggers, as long as the item’s market price does not exceed 4,500gp. Divine Aura: Erbin’s divine aura extends in a radius up to 10 feet (Will save DC 18). Erbin generally chooses either the daze or frighten effect. Class and Outsider Abilities Sneak Attack: If Erbin’s target would be denied a Dexterity bonus to AC (whether the target actually has a bonus or not), or when Erbin flanks his target, the rogue’s attack deals varying points of extra damage. If the attack scores a critical hit, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap or an unarmed strike, Erbin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage with a sneak attack. Erbin can sneak attack only living creatures with discernable anatomies. Any creature immune to critical hits is not vulnerable to sneak attacks. Erbin must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). Traps: Erbin can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Erbin can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap’s DC by 10 or more with a Disable Device check, he can generally study a trap, figure out how it works, and bypass it (with his companions) without disarming it. Possessions: Erbin always carries a +5 distance returning wounding dagger he calls Poverty’s Bite. He normally carries six other +2 daggers he uses as throwing weapons. [/QUOTE]
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