The IR Aftermath Campaign Characters

Warcraft 3 night elves, my D&D interpretation.. ECL +3 or +4?

Night Elves - Female (note females are the warriors of the race)

These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years ago. The Night Elves' reckless use of magic drew another ancient race only known as the Phaerimm into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Pharimm from their kingdom, but their wondrous homeland was shattered and drowned by the sea. Ever since, the Night Elves refused to use magic for fear that these dreaded abomenations would return. The Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. As a race, Night Elves are typically honorable but very cunning, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

-4 Str + +6 dex -2 con +0 int +2 wis +2 cha

AL: Chaotic Neutral

Night elf speed = 50 ft

+2 racial to listen, move silently and wilderness lore checks

At night Night Elves recieve a +4 bonus to hide, Spot and search checks

Night elves recieve a racial +2 dodgebonus to all creatures, this increases to +4 at night

Night Elves receive a +2 Bonus to reflex and Willsaves

Night Elves have 120 ft darkvision

Shadow Meld (su): at night female shadow elves that reamain immobile count as invisible units, this is a unique ability for only the females of the race.

Nondetection (su): Night Elves are under effect of a continuous non detection ability and it has a caster level of a wizard equal to its class level

Trackless step: Night Elves leave no traces in natural enviroment en can't be tracked.

Night Elves have spellresistance of 11 + classlevel

Light blindness: Sudden exposure to bright light (such as a sunlight or daylight spell) blinds the Night elf for 1 round. In addition, Night Elves suffer a -1 circumstance penalty to attack rolles, saves and checks while operating in bight light.

Night elf females are proficient with anytime of bow (not crossbows) and the Sivor, night elves detest the use of melee weapons and gain -1 penalty when using melee weapons. (Sivor: Thrown weapon, range 40ft, damage 1d8 (S) (Kind of chakram but different :)), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))

A Night elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

Immunity to magic sleep spells and effects.

Cold resistance: By living in "The North" and the high ice for thousands of years the Nightelves have grown resistant to cold and so they ignore the 5 five damage of the cold subtype.

Special: The Night Elves have refused to use magic for fear that the Phaerimm would return, the Night Elves are forbidden to practise the Art and use arcane magic although very many Night Elves are born with a very strong link with the Weave and because of this they would make great sorcerers but their law forbids them and for thousands of years no Night Elf has practised the Art and tried to devellop their gift out of fear and custom. (Night Elf sorcerors have +1 to their save DC and +1 caster level als racial bonus)

Favored class: Druid for Males (have way other stats and much less abilities) and fighter for females.

Languages: Night Elves speak Hyjallan and draconic


SPECIAL NOTE: At night means natural darkness, magical darkness does NOT grant special abilities with the "at night" description!
 
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Compare with drow and Snirvblin in FRCS please and mind that a NE doesnt have spelllike abilities and that alot of things have to meet a certain condition (at night) instead of always.
 
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-4 Str + +6 dex -2 con +0 int +2 wis +2 cha
To me these do not balance each other.
Night elf speed = 50 ft
Way to fast...
+2 racial to listen, move silently and wilderness lore checks
This is more believable..
At night Night Elves recieve a +4 bonus to hide, Spot and search checks
I could see this also..
Night elves recieve a racial +2 dodgebonus to all creatures, this increases to +4 at night
This is too good...perhaps +2 dodge at night...
Night Elves receive a +2 Bonus to reflex and Willsaves
Why?
Night Elves have 120 ft darkvision
This makes sense..
Shadow Meld (su): at night female shadow elves that reamain immobile count as invisible units, this is a unique ability for only the females of the race.
Nice..but hard to pull off...
Nondetection (su): Night Elves are under effect of a continuous non detection ability and it has a caster level of a wizard equal to its class level
Real nice...
Trackless step: Night Elves leave no traces in natural enviroment en can't be tracked.
Possible...but why dont normal elves get this..They lived on top of a mountain...how would they know how to not make tracks on the desert and/or the forest?
Night Elves have spellresistance of 11 + classlevel
Drow alert!!!!
Light blindness: Sudden exposure to bright light (such as a sunlight or daylight spell) blinds the Night elf for 1 round. In addition, Night Elves suffer a -1 circumstance penalty to attack rolles, saves and checks while operating in bight light.
They lived in the mountain or on the mountain? Doesn't make sense if they lived on top of the mountain.
Night elf females are proficient with anytime of bow (not crossbows) and the Sivor, night elves detest the use of melee weapons and gain -1 penalty when using melee weapons. (Sivor: Thrown weapon, range 40ft, damage 1d8 (S) (Kind of chakram but different ), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))
Possible...what are the males proficient in(since you mentioned them below). Also the males are in trouble if they detest melee weapons since that is what the druid is mostly proficient in
A Night elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Standard elf ability..
Immunity to magic sleep spells and effects.
Again...
Special: The Night Elves have refused to use magic for fear that the Phaerimm would return, the Night Elves are forbidden to practise the Art and use arcane magic although very many Night Elves are born with a very strong link with the Weave and because of this they would make great sorcerers but their law forbids them and for thousands of years no Night Elf has practised the Art and tried to devellop their gift out of fear and custom. (Night Elf sorcerors have +1 to their save DC and +1 caster level als racial bonus)
I ask why...+1 spell DC makes sense..but +1 caster level is just too good unrestricted
Favored class: Druid for Males (have way other stats and much less abilities) and fighter for females.
Look up for my commentary on this.
Languages: Night Elves speak Hyjallan and draconic
Makes sense...

Overall, minimum +3..but I would say in general +4
 
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Yup +3 without the Sorc bonusses +4 with was our conclusion.

And why they have the nnight bonusses while they live on mountain you would need to read the Warcraft entries on the Night Elves :)

Just trying to transform a VERY powerfull and ancient race to a playable D&D 3e race.

http://www.battle.net/war3/nightelf/

If you wanna read up on them :)

And most things I took of Sniverblin and not of Drow. The saves and dodge bonus I took of the Sniverbs and tuned them down and made up with trackless step.

I gave them the nondetection and trackeless since they are very Isolated and want to remain seperate from the "Lesser species" and theyhave succeeded for thousands of years and they must have succeeded for a reason so thats why I gave them those abilities if you catch my drift.

And the cold is because I situated their moutain kingdom of Hyjal in the High Ice in The North of the Forgotten Realm setting and that would make sense :)

And I gave them the Sorc bonus ust because they were once very powerfull with innate magical abilities of great power but they abandoned their ways to save themselves and to try and prevent a returning from the Burning Legion in the Warcraft series which I just translated into Phaerimm since they are magic and power mad as well.
Just a personall idea I came up with to translate their powerfull magical herritage that they deny now and have forgotten.
So IC they wouldn't even know that they would have such great advantages if they would practise the Art in this way and it would be a total surprise.

They are supposed to be powerfull and I'm just trying my best to interprate them with the power and respect they deserve since they arent your usual Elf and not supposed to be. If in the warcraft series you campare them with the usual High Elves and Wild Elves...... standard Night elf fighters seem to be compared with Elves heros...
 
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If anyone is interested and wants a full background and stuff and how they function in society just check the site or I can attempt to translate it to D&D FR setting as well.

just let me know, but check the site and will make much more sense.
 

Really long...

Traal Yeroth, Master Hunter

Male Yuan-ti (Pureblood) Rogue 3/Spymaster 10/Ninja of the Crescent Moon 1
Medium-size Monstrous Humanoid
Alignment: Neutral Good
HD: 17d8 + 3d6 + 100 (201)
Init: +16 (+12 Dex; +4 Improved Initiative)
Speed: 60ft
AC: 39 (+12 Dex; +1 Natural Armor; +5 Deflection; +6 Wisdom Bonus; +5 Luck Bonus)
Attacks:
Fang of the Hunter (normal__with greater magic weapon): +34/+34/+29/+24/+19__+38/+38/+33/+28/+23;
w/Rapid Shot: +32/+32/+32/+27/+22/+17__+36/+36/+36/+31/+26/+21
Damage:
Fang of the Hunter: 1d12 + 4d6 (elemental: cold, lightning, acid, sonic) + 5d8 (searing light, 10d6 vs: undead, 10d8 vs: undead creatures vunerable to sunlight, +5d6 vs: constructs) + 6 (+10 with greater magic weapon)
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Sneak Attack + 6d6; Evasion; Uncanny dodge (Dex bonus to AC; can’t be flanked; +1 against traps); Monklike AC Bonuses; 3 x Cover Identity; Undetectable Alignment; Quick change; Slippery mind; Spot scrying; Deep cover; hear subharmonics; Detection damper; Reactive body language; Mind blank; Spell-Like Abilities; Psionics (Sp); SR 16; Darkvision (60ft)
Saves: Fort: +17, Ref: +36, Will +27
Abilities: Str 13 (+1), Dex 34 (+12), Con 20 (+5), Int 24 (+7), Wis 22 (+6), Cha 22 (+6)
Skills: Appraise +13; Balance +32; Bluff +31; Climb +9; Concentration +19; Craft (Generic) +12; Decipher Script +22; Diplomacy +29; Disable Device +30; Disguise +21; Escape Artist +17; Forgery +18; Gather Information +17; Heal +11; Hide +50; Innuendo +19; Intimidate +23; Jump +18; Knowledge (Arcana) +30; Knowledge (Nature) +30; Listen +58; Move Silently +44; Open Lock +20; Perform (Generic) +11; Profession (Cook) +24; Ride +14; Scry +12; Search +51; Sense Motive +30; Spot +58; Swim +13; Tumble +24; Use Rope +17; Wilderness Lore +11
Feats: Deflect Arrows/Bullets, Far Shot, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Skill Focus (Bluff)
Languages: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Undercommon, Terran, Yuan-ti
Alignment: Neutral Good

Equipment:

Fang of the Hunter: (With Silencer and Flash Suppressor equiped; 750ft range)
+1, Distance, Shock, Frost, Corrosive, Screaming Automatic Rifle of Speed.
True Strike on command.
Greater Magic Weapon (15 level caster; +5, 15 hours) on command 1/day.
Searing Light (use activated, 20 level caster)- each bullet from Fang of the Hunter also deals damage as a searing light spell cast by a 20th level cleric in addition to all other damage the bullet does.
Its magic only functions in the hands of a character of some degree of neutral alignment. The weilder must avenge a crime against an innocent at least 1 / 2 weeks if possible. If the weilder doesn’t, and has the opportunity to, the true strike and greater magic weapon abilities will not function until the weilder avenges a crime.

Senses of the Hunter:
Adamantite rimmed eyeglasses with tinted lenses.
+20 to all Spot checks.
+20 to all Search checks.
+20 to all Listen checks.

Robe of Luck:
+5 luck bonus.

Headband of Resistance:
+5 Resistance bonus to saving throws.

Speed of the Hunter:
Ring.
Fly on command 3/day.

Shape of the Hunter:
Cloak.
Blink on command.
+10 to all Swim checks.
+10 to all Hide checks.
+10 to all Balance checks.
+10 to all Move Silently checks.
+10 to all Intimidate checks.
Its magic only functions in the hands of a character of some degree of neutral alignment. If the wearer knowingly commits a crime against an innocent, the magical ability stops working for 48 hours.

Manual of Quickness of Action (+5):
Traal Yeroth has read a manual of Quickness of Action (+5).

Gloves of Dexterity (+6):
+6 Dexterity bonus.

Necklace of Health (+6):
+6 Constitution bonus.

Boots of Striding and Springing:
Wearer may move at double her normal speed.
+10 to all Jump checks.

Ioun Stones:
Iridescent Spindle- Sustains user without air
Dark Blue Rhomboid- Alertness (as the feat)
Clear Spindle- Sustains user without food or water

Heward’s Handy Haversack
Extradimensional storage device.
The following items are in the Haversack:
40 x Metal cartridge clip, rifle (30)
4 x Metal cartridge clip, rifle, silvered (30)
Masterwork disguise kit
Masterwork thief’s tools
Acid (4 Flasks)
Antitoxin (5 Vials)
Backpack
Bedroll
Bell
5 Candles
5 Pieces of Chalk
Dagger, Silvered
2 Fishhooks
Fishing Net, 25 sq. ft
3 Flasks
Flint & Steel
Grappling Hook
Hammer
Holy Water (2 Flasks)
Ink (5 1oz vials)
Inkpen
Lantern, Hooded
Mirror, Small Steel
Noble’s Outfit
Oil (5 1-pint flasks)
5 Sheets of Paper
Rations, trail (5 days)
Silk Rope (unknotted; 50ft)
Silk Rope (knotted; 50ft)
Sealing Wax
3 Sewing Needles
Signal Whistle
Signet Ring
3 Smokestick
5 Sunrods
Tent
2 Thunderstones
5 Tindertwigs
5 Torches
5 Vials
Waterskin
216 gp
7sp
2cp
600gp worth in 100gp assorted gems


Class/Racial Abilities:

3 x Cover Identity: A typical spymaster wishes to keep her true profession secret, so she pretends to be a simple rogue, ranger, or the like. In addition to allaying her companions’ suspicions, maintaining a cover identity also leads opponents to underestimate the spymaster until it is too late. At 1st level, a spymaster establishes one specific cover identity (such as Murek the tailor from Sumberton). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Informtion checks. At 4th level and again at 7th level,, the spymaster can maintain one additional cover identity that provides the same circumstance bonuses as the first. (Leshk Untel the Human archeologist from Nyrond; Darril Islington the Human cook from Veluna; and Issrh Egill the Yuan-ti (pureblood) hermit from the Grandwood Forest)

Undetectable Alignment (Ex): The web of different identities and agendas inside the spymaster’s mind makes it impossible to detect her alignment via any form of divination once she reaches 2nd level. This ability functions exactly like an undectably alignment spell, except that it is always active. Only divinations are confounded; spells that function only against certain alignments, such as protection from evil and holy smite, affect the spymaster normally.

Quick Change (Ex): By 3rd level, the spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and put on or take off armor in one-half the normal time.

Slippery Mind (Ex): At 5th level, the spymaster gains the slippery mind ability if she does not already have it. (If a rogue with a slippery mind is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw)

Spot Scrying (Ex): Also at 5th level, the spymaster notices the magical sensor created by arcane eye, scrying, a crystal ball, or the like with a successful Spot check (DC 20).

Deep Cover (Ex): At 8th level, the spymaster can quiet her mind and completely immerse herself in her cover identity at will. While she is in deep cover, divination spells detect only information appropriate for her cover identity; they reveal nothing relating to her spymaster persona.

Hear Subharmonics: Also at 8th level, the spymaster can determine the true motives of others by listening carefully to the subtle inflections of their voices. Her ears are so well trained that she gains a +3 insight bonus on Sense Motive Checks.

Detection Damper (Su): At 9th level, the spymaster can subconsciously create interference that hampers detect magic spells. The aure strengths for all magic items she holds, carries, or wears register as two categories weaker than they normally would.

Reactive Body Language (Ex): Also at 9th level, the spymaster learns the silent language of subcounscious body movements. By mimicking the body language of those with whome she interacts, she gains a +2 insight bonus on Bluff and Disguise checks.

Mind Blank (Sp): At 10th level, the spymaster can become immune to all mind-affecting spells and divinations by rigorously silencing her mind. Using mind blank is a standard action, and the spymaster can do it a number of times per day equal to 3 + her Intelligence modifier. This ability works exactly like a mind blank spell cast by a 15th level sorcerer, except that it affects the spymaster only and its duration is 10 minutes.

Yuan-ti Racial Abilities:

Spell-Like Abilities: 1/day—animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion, polymorph other. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13+spell level).

Psionics (Sp): All Yuan-ti can produce the following effects at will.
Detect Poison- as the spell cast by a 6th level sorcerer.
Alternate Form- The Yuan-ti can assume the form of a Tiny to Large viper. This ability is similar to a shapechange spell cast by a 19th level sorcerer but allows only viper forms.
Chameleon Power- The Yuan-ti can change the coloration of itself and its equipment to match its surroundings (+8 circumstance onus to Hide checks).
Produce Acid- The Yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the Yuan-ti’s body.
Aversion- The Yuan-ti creates a compulsion effect targeting one creature within 30ft. The subject must succeed at a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20ft from any snake or Yuan-ti, alive or dead; if already within 20ft, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still uffers deep anxiety. This causes a –4 reduction to Dexterity until the effect wears off or the subject is no longer within 20ft of a snake or Yuan-ti. This ability is otherwise similar to antipathy as cast by a 16th level sorcerer.

Pureblood: Yuan-ti purebloods appear human at first glance. Their snakelike features tend to be subtle: reptillian eyes, forked tongues, pointed teeth, scaly patches on the neck or limbs, and the like. Thus, a pureblood gains a +5 racial bonus to Disguise checks when impersonating a human.

[edit]- changed equipment
[edit]- spelling errors
 
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NE Final + Sentinel PrC (Final version)

Night Elves - Female (note females are the warriors of the race)

These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years ago. The Night Elves' reckless use of magic drew another ancient race only known as the Phaerimm into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Pharimm from their kingdom, but their wondrous homeland was shattered and drowned by the sea. Ever since, the Night Elves refused to use magic for fear that these dreaded abomenations would return. The Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. As a race, Night Elves are typically honorable but very cunning, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

Night Elf females worship Elene, the moon goddes as their patron deity. Elene is the Torillian goddess Selune but her secret moonworshipping people are since recently being influenced by Shar, the goddess of secrets and she hasn’t been effective in creating a cult of her own worshippers amongst these aincient and powerfull Elves…. yet. Shar seeks to become the patron deity of these ancient and powerfull people and have them turn to Arcane magic once again so they can use their magical herritage to its full extent and Shar is planning on using these potential immensly powerfull sorceresses as her own elite army.

-4 Str + +6 dex -2 con +0 int +2 wis +2 cha

AL: Chaotic Neutral

Night elf speed = 50 ft

+2 racial to listen, move silently and wilderness lore checks

At night Night Elves recieve a +4 bonus to hide, Spot and search checks

Night elves recieve a racial +2 dodgebonus to all creatures, this increases to +4 at night

Night Elves receive a +2 Bonus to reflex and Willsaves

Night Elves have 120 ft darkvision

Shadow Meld (su): at night female shadow elves that reamain immobile count as invisible units, this is a unique ability for only the females of the race.

Nondetection (su): Night Elves are under effect of a continuous non detection ability and it has a caster level of a wizard equal to its class level

Trackless step: Night Elves leave no traces in natural enviroment en can't be tracked.

Night Elves have spellresistance of 11 + classlevel

Light blindness: Sudden exposure to bright light (such as a sunlight or daylight spell) blinds the Night elf for 1 round. In addition, Night Elves suffer a -1 circumstance penalty to attack rolles, saves and checks while operating in bight light.

Night elf females are proficient with anytime of bow (not crossbows) and the Sivor, night elves detest the use of melee weapons and gain -1 penalty when using melee weapons. (Sivor: Thrown weapon, range 40ft, damage 1d8 (S) (Kind of chakram but different ), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))

A Night elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

Immunity to magic sleep spells and effects.

Cold resistance: By living in "The North" and the high ice for thousands of years the Nightelves have grown resistant to cold and so they ignore the 5 five damage of the cold subtype.

Special: The Night Elves have refused to use magic for fear that the Phaerimm would return, the Night Elves are forbidden to practise the Art and use arcane magic although very many Night Elves are born with a very strong link with the Weave and because of this they would make great sorcerers but their law forbids them and for thousands of years no Night Elf has practised the Art and tried to devellop their gift out of fear and custom. (Night Elf sorcerors have +1 to their save DC and +1 caster level als racial bonus)

Favored class: Druid for Males (have way other stats and much less abilities) and fighter for females. Sorceror for both but only renegades use it and they will be hunted by Sentinels till killed.

Languages: Night Elves speak Hyjallan and draconic

SPECIAL NOTE: At night means natural darkness, magical darkness does NOT grant special abilities with the "at night" description!






The Sentinel - Prestige Class

Sentinels are the elite of the Night Elf army and they are the ones entrusted with safeguarding the secret of the existance of their race and the location of their homeland. Sentinels are also called upon when renegade Night Elves have fled their homeland, most of the times because they were discovered to be practising the forbidden Art and devellopping their innate magical abilities. The use of Arcane magic and to reveal themselves to the outside world are 2 things that are forbidden and stand central in the Night Elf society. The revealing of the location of their homeland is something all Night Elves fear for and have striven to keep it a secret and they have succeeded for thousands of your under the protection of the Sentinels.

requirements:
Base Attack Bonus: +6
Feats: Point blank Shot, Weapon Focus (any bow or thrown weapon), Dodge, Track, leadership, Sharp Shooting, Precise Shot.
Skills: Climb 4 ranks, Spot 2 ranks, Hide 2 ranks
Special: Must be Female Night Elf, have befriended a Hippogriff and tracked down a person who discovered Hyjal or a renegade nightelf.

Hit die: d8

Proficiency: A Sentinel is proficient with all bows and crossbows and with the Sivor and with any type of armor and shields.

(Sivor: Thrown weapon, range 40ft, damage 1d8 19-20 x2 (S) (Kind of chakram but different ), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))

Class Skills: Hide (dex), Move Silently (dex), Wilderness Lore (wis), Spot (Wis), Search (Int), Listen (wis), Knowledge(nature) (int), Balance (dex), Craft(bowmaking) (int), Climb (Str), Intuit Direction (Wis), Jump (str), ride (dex).

Skillpoints at each level: 4 + int modifier


Level BAB Fort Ref Will Special

1st +1 +0 +2 +0 Keen arrows, Range increment Bonus
2nd +2 +0 +3 +0 Concealment Reduction 10%, Projectile Improved Critical
3rd +3 +1 +3 +1 Evasion 10%
4th +4 +1 +4 +1 Moon Sivor, Uncanny Dodge
5th +5 +1 +4 +1 Concealment Reduction 20%
6th +6 +2 +5 +2 Evasion 15%, Call Hippogriff, Mounted Archery
7th +7 +2 +5 +2 Projectile Improved Critical
8th +8 +2 +6 +2 Concealment reduction 30%
9th +9 +3 +6 +3 Evasion 20%
10th +10 +3 +7 +3 Fury of Elune


Keen Arrows (ex): At 1st level, all projectiles and Sivors the Sentinel fires behae as if they were keen weapons in adition to any other properties they might posess. Thus, a normal arrow fired by a Sentinel has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect.

Range Increment Bonus (ex): With each level the Sentinel gains, the range increments of her projectile weapons or Sivors increase by 10 feet (added after multipliers). Thus, a 10th level Sentinel who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 +100 feet).

Concealment Reduction (ex): When the Sentinel reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus she has a miss chance of 10% rather then 20% against an opponent with one-half concealment. her miss chance drops by an additional 10% at 5th and 8th level. This ability never reduces her miss chance against any opponent below 0%.

Projectile Improved Critical (ex): When the Sentinel reaches 2nd level, the critical damage multiplier of all her projectile or Sivors incease by +1. Thus, an arrow that normally deals x3 on a critical hit instead does x4 damage in her hands. When she reaches 8th level, these critical multiplayers increase by an additional +1.

Uncanny Dodge: At 4th level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

Evasion: At third level the Sentinel has become able to bring her dexterity and dodge ability to a new level. Her increadible speed and agility allow her a chance to evade blows and projectiles aimed at her, this starts at level 3 with 10% and increased with a aditional 5% at 6th and 9th level.

Moon Sivor: For every Sivor thrown that hits a target, the Sentinel can have it bounce to a second target within 15 feet of the first target. The second attacks requires a new attack roll although at a -5 penalty.

Call Hippogriff: At 6th level the Sentinel can call upon its befriended Hippogriff and ask for its service as her steed. If this succeeds depends upon the DM and might take a quest to convince to Hippogriff to accompany his friend for the rest of its life (This Hippogriff Functions as a steed in the same way a steed of a Skymage from Lords of Darkness does for sharing of saves etc.)

Mounted Archery: If the Sentinel succeeds in gaining the hippogriff as her steed she automatically gains the mounted archery feat even if she doesn't meet its prequisites.

Fury of Elune: When a Sentinel reaches 10th level she has become as swift as the night and blessed by her goddes with the speed of the moonlight that shines eternally upon Hyjal. The Sentinel gains extra attacks per +4 BAB instead of +5.
 
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Someone mentioned this so I'll make it clear (and someome apparently has a +12 item).

Artifacts of any nature are not purchasable be they minor/major, extrapolations of already mentioned things in the DMG, weapons/armour greater than +10 total or +5 enhancement bonuses and such. To make it absolutely clear these are NOT allowable. Those who have them please remove them, those who are enquiring no sorry they aren't available, those who can make them have better things to do.
 
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