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The IR Aftermath Campaign Characters
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<blockquote data-quote="The Forsaken One" data-source="post: 201383" data-attributes="member: 799"><p><strong>Nyovne, "The Warper"</strong></p><p></p><p>Nyovne, "the Warper" </p><p></p><p>-</p><p></p><p>Female Elf Sor 5/Sha 10/AA 2/Arch 3; Medium size Humanoid; HD 18d4+2d8+20x4; hp141; Init +10; Spd 60ft.; AC 27(touch 25, flat-footed 17); Atk +21/+16 (Warper of Emotion) or +18/+13 ranged touch (by spell); AL CN; SV Fort +17, Ref +23, Will +21</p><p></p><p>-</p><p></p><p>Str: 20 +5 </p><p>Dex: 32 +10</p><p>Con: 18 +4</p><p>Int: 14 +2</p><p>Wis: 14 +2</p><p>Cha: 32 +12</p><p></p><p>Height 5’ 7”. </p><p>Weigth 190 Lb.</p><p></p><p>-</p><p></p><p>Deity: Shevarash (D); AL CN; Domains Chaos, Elf, Retribution, War; Favored weapon "the Black Bow" (composite longbow); Portfolio-Hatred of drow, Vengeance, Crusades, Loss; Symbol-Broken arrow above a teardrop.</p><p></p><p>-</p><p></p><p>Skills:</p><p></p><p>Concentration +24</p><p>Hide +20</p><p>Knowledge (Arcana) +15</p><p>Knowledge (History-Underdark) +15</p><p>Listen +20</p><p>Move Silently +10</p><p>Search +5</p><p>Spellcraft +22</p><p>Spot +20</p><p>Jump +15 </p><p>-</p><p></p><p>Feats:</p><p></p><p>Weapon Focus (composite longbow)</p><p>Point Blank Shot</p><p>Rapid Shot</p><p>Precise Shot</p><p>Insidious Magic</p><p>Pernicious Magic</p><p>Shadow Weave Magic</p><p>Tenacious Magic</p><p>Skillfocus (spellcraft)</p><p>Spellfocus (necromancy)</p><p>Spellfocus (Evocation)</p><p></p><p>-</p><p></p><p>Arcane Archer Special Attacks:</p><p></p><p>Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer’s magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.</p><p></p><p>Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.</p><p></p><p>-</p><p></p><p>Special Qualities:</p><p></p><p>Archmage High Arcana:</p><p>-Mastery of elements</p><p>-Spellpower +1</p><p>-Spellpower +2</p><p></p><p>Immunities (Ex): Immune to sleep spells or effects</p><p>+2 racial to enchantment spells and effects</p><p></p><p>Enhanced Charisma. NyovNe has read a Tome of Leadership and Influence and has a +5 inhernt bonus to his Charisma, included above.</p><p>Enhanced Dexterity. NyovNe has read a Manual of Quickness of Action and has a +5 inhernt bonus to his Dexterity, included above.</p><p></p><p>Shadow Defense </p><p>Add +3 to the shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. </p><p></p><p>Darkvision </p><p>A shadow adept can see in the dark as though he were permanently affected by a darkvision spell. </p><p></p><p>Spell Power </p><p>Add +3 to the DC for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. Tihs stacks with other spell power effects that affect the specified spells. </p><p></p><p>Shield of Shadows </p><p>A shadow adept can create a mobile disk of purple-black force as a standard action. The shield of shadows has the effect of a shield spell and also provides three-quarter concealment (30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadw adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents. </p><p>The shield of shadows lasts 1 round per caster level (21) per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action. </p><p></p><p>At 8th level, the shield also grants spell resistance of 12 + the character's shadow adept level(10) on attacks against the shadow adept that originate from the other side of the shield, as if the shadow adept were under the effect of a spell resistance spell. </p><p></p><p>Shadow Walk </p><p>A shadw adept can cast the shadow walk spell once per day. </p><p></p><p>Shadow Double </p><p>Once per day, a shadow adept can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses as its creator, but no equipment (any apparent clothing or equipment is nonfunctional). The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is within a direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. Causing the creator or the double to leave the plane they share dismisses the double. </p><p>The double lasts 1 round per caster level (21). The death of the double does not affect the shadow adept or vice versa. The double still lasts to the end of its duration if its creator dies. </p><p></p><p>-</p><p></p><p>Posessions:</p><p></p><p>Diadem of Charisma +6</p><p>Belt of Giant strength +4</p><p>Neclace of Health +6</p><p>Gloves of Dexterty +6</p><p></p><p>Bracers of Armor +6</p><p></p><p>Cloack of resistance +5</p><p></p><p>Dusty Rose ioun stone (sustains user without food or water)</p><p>10 potions of strengh</p><p></p><p>-</p><p></p><p>Adventuring gear:</p><p></p><p>Backpack</p><p>Bedroll</p><p>Blanket, winter</p><p>Caltrops x10</p><p>Flask x3</p><p>Hammer</p><p>Ink (1 oz. vial)</p><p>Inkpen</p><p>Mirror, small steel</p><p>Oil (1-pint flask)</p><p>Paper (20 sheets)</p><p>Pick, miner's</p><p>Rations, trail x14</p><p>Sealing wax x2</p><p>Signal whistle</p><p>Sewing needle x10</p><p>Signet ring </p><p>Soap (2 lb.)</p><p>Vial, ink or potion x2</p><p>Waterskin x2</p><p>Whetstone</p><p>Dagger x2</p><p>Spell component pouch x2</p><p></p><p>-</p><p></p><p>Wealth:</p><p>37 gp</p><p>50pp</p><p>2600 gp in gems and jewels</p><p></p><p>-</p><p></p><p>The Warpers Regalia (Battle Set)</p><p></p><p>Who or what the warper is and where it comes from is unknown exept to a special few who have dedicated themselves to keep it a mystery, the only thing that has ever been found about the warper is Drow Myth. The stories tell about a hellish creature that walks the maze of the underdark, bathing in a purple light and the fear it strikes in the hearts of those that encounter it and those very few who have escaped its wrath tell about the screams, its screams, its victims screams, screams in their dreams that drive them mad, the screams that'll haunt them for an eternity. </p><p>One drow battlereport was found which reported about how the patrolls they sent never returned and how screams surrounded them at night. The screams that the writer of the report even dreamt about at night, and then he it just said: "it is comming, the screams are comming nearer every minute. There are only a few of us left, Lolth knows what happens to those we sent for help. The light, the white..... now fills the halls and blinded guards are running into the almost abandoned barracks. I can the screams, I can feel its light burning. It's comming, i.." </p><p>The report was found covered in blood as the mutilated bodies covered the outpost when it was discovered by a High Elven war party hunting for drow and treasure in the underdark. </p><p>--------</p><p>Warper of Emotion (+1 Flaming, Frost, Shock, Screaming, Corrosive Mighty Composite longbow +4str; 1d8+7 +5d6 energy +special.)</p><p>This bow consists of only a shaft and no string or arrows are needed. When you take the shaft and pull a magical string and a magical arrow appear which can be fired normally.</p><p>The shaft normally looks like black bowshaft made from some strange crystal but when called upon for battle and drawn it turns into a column of flowing purple energy and when pulled a pitch black string will appear and a arrow pulsing with all the different energy colors will be laying on the drawn bow. Because of the radiating purple energies emitted from the shaft when drawn it emits a vague purple light (candle light) in a 20ft radius in which you can see clearly if you have low light vision. The fired arrow will radiate will the flowing energies as well and will shed bright light (as in a daylight spell) in a 30 ft radius when fired.</p><p>A aditional special power of this bow is within 30 ft of impact of its projectiles all water freezes solid. All living creatures that partly consist of water and organic matter must succeed at a Fort save DC 15 or take aditional 2d8 damage(cold energy type), if slain by this cold damage the target turns to ice (and can be shattered by doing 1 dam to it). Water elementals because of their nature must succeed at a Fort save DC 25 or be frozen solid. All hits on the frozen target are critical hits and a frozen target that is hit must succeed at a fortsave equal to 10+damage done. If the save fails the elemental shatters and is destroyed.</p><p>--------</p><p>The Reality Warper (+1 Aporting phasing Crystalline Cloth; AC 1 + special abilities.)</p><p>This strange looking armor is made out of liquid crystal and therefor can't be sundered. The armor just as the bow seems made from a strange black crystal but when donned and worn by a person of significant power(level 12+) and charisma(20+) it transforms into a perfect fitting shape around the body consisting of liquid crystal. The armor as the bow radiates a purple light(candle light) in a 20 ft radius in which one with low light vision can see clearly. The Armor convers the whole body and hides the facial features under a liquid helm, the armor can be shaped telepathically and the helm can disappear/appear (it flows around the head when called upon and takes the desired shape).</p><p>The armor has no weight and moves perfectly along with the body so it applies no maximum dexterity bonus to its wearers armor class. </p><p>Reality Warper special ability depends on the emotions(not AL bound) and nature(Lawful or Chaotic) of its wearer. There can be 2 effects, the first applies when a calm peacefull orderly person wears it, the wearer then ages twice as fast as he normally would. The second applies to chaotic wearers and those who surge with emotion and energy inside, the armor prevents aging of any kind magical or not on its wearer so he may never grow old and the armor may replenish and revel in the wearers energies and emotions that surge through him and the armor that now has almost become a part of him.</p><p>The wearer is also protected from elements and the first 5 points of any energy type are absorbed per round.</p><p>The Armors special abilities(from the mods): </p><p>Aporter</p><p>As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.</p><p></p><p>Crystalline</p><p>This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a “fuzzy” appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack. </p><p></p><p>Phasing</p><p>The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall</p><p>--------</p><p>The Warpers Alibi (Gwaerons boots of Strinding and Springing; the wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer’s jumping distance is not limited by her height. The wearer of the boots is also under constant effect of the pass without trace ability.))</p><p>These boots are the same as the rest of the set, they appear as a strange pitch black item but when worn by someone with sufficient power(level 12+) and sufficient Dexterity(15+) they activate and grant the user the use of its special powers.</p><p>In addition to the powers it has the boots shed purple light in a 10 ft radius(candle light) in which low light vision can see clearly.</p><p>The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped.</p><p>--------</p><p>-</p><p></p><p>Sorceress Spells Per Day: 6/6/6/6/6/5/6/5/4/3 Base DC = 27 + spell level; DC = 31 for spells from Evocation and Necromancy schools and DC = 29 for spells from the Illusion school or with the darkenss description; Caster level: 21th; 24st for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor.</p><p></p><p>-</p><p></p><p>Spells:</p><p></p><p>Level 1</p><p>Change Self</p><p>Mage Armor</p><p>Magic Missile</p><p>Shield</p><p>Spiderclimb</p><p></p><p>Level 2</p><p>Glitterdust</p><p>Invisibility</p><p>Web</p><p>Darkness</p><p>Mirror Image</p><p></p><p>Level 3</p><p>Sleet Storm</p><p>Haste</p><p>Blind Sight</p><p>Fly</p><p></p><p>Level 4</p><p>Dimension Door</p><p>Polymorph Self</p><p>Improved Invisibility</p><p>Wall of Fire</p><p></p><p>Level 5</p><p>Transmute Rock to Mud</p><p>Mind Fog</p><p>Cloudkill</p><p>Mirage Arcana</p><p></p><p>Level 6</p><p>Circle of Death</p><p>True Seeing</p><p>Tenser's Transformation</p><p></p><p>Level 7</p><p>Antimagic Aura</p><p>Simbuls’s Spell Sequencer</p><p>Teleport Without Error</p><p></p><p>Level 8</p><p>Horrid Wilting</p><p>Mind Blank</p><p></p><p>Level 9</p><p>Wail of the Banshee</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 201383, member: 799"] [b]Nyovne, "The Warper"[/b] Nyovne, "the Warper" - Female Elf Sor 5/Sha 10/AA 2/Arch 3; Medium size Humanoid; HD 18d4+2d8+20x4; hp141; Init +10; Spd 60ft.; AC 27(touch 25, flat-footed 17); Atk +21/+16 (Warper of Emotion) or +18/+13 ranged touch (by spell); AL CN; SV Fort +17, Ref +23, Will +21 - Str: 20 +5 Dex: 32 +10 Con: 18 +4 Int: 14 +2 Wis: 14 +2 Cha: 32 +12 Height 5’ 7”. Weigth 190 Lb. - Deity: Shevarash (D); AL CN; Domains Chaos, Elf, Retribution, War; Favored weapon "the Black Bow" (composite longbow); Portfolio-Hatred of drow, Vengeance, Crusades, Loss; Symbol-Broken arrow above a teardrop. - Skills: Concentration +24 Hide +20 Knowledge (Arcana) +15 Knowledge (History-Underdark) +15 Listen +20 Move Silently +10 Search +5 Spellcraft +22 Spot +20 Jump +15 - Feats: Weapon Focus (composite longbow) Point Blank Shot Rapid Shot Precise Shot Insidious Magic Pernicious Magic Shadow Weave Magic Tenacious Magic Skillfocus (spellcraft) Spellfocus (necromancy) Spellfocus (Evocation) - Arcane Archer Special Attacks: Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer’s magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency. Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. - Special Qualities: Archmage High Arcana: -Mastery of elements -Spellpower +1 -Spellpower +2 Immunities (Ex): Immune to sleep spells or effects +2 racial to enchantment spells and effects Enhanced Charisma. NyovNe has read a Tome of Leadership and Influence and has a +5 inhernt bonus to his Charisma, included above. Enhanced Dexterity. NyovNe has read a Manual of Quickness of Action and has a +5 inhernt bonus to his Dexterity, included above. Shadow Defense Add +3 to the shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. Darkvision A shadow adept can see in the dark as though he were permanently affected by a darkvision spell. Spell Power Add +3 to the DC for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. Tihs stacks with other spell power effects that affect the specified spells. Shield of Shadows A shadow adept can create a mobile disk of purple-black force as a standard action. The shield of shadows has the effect of a shield spell and also provides three-quarter concealment (30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadw adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents. The shield of shadows lasts 1 round per caster level (21) per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action. At 8th level, the shield also grants spell resistance of 12 + the character's shadow adept level(10) on attacks against the shadow adept that originate from the other side of the shield, as if the shadow adept were under the effect of a spell resistance spell. Shadow Walk A shadw adept can cast the shadow walk spell once per day. Shadow Double Once per day, a shadow adept can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses as its creator, but no equipment (any apparent clothing or equipment is nonfunctional). The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is within a direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. Causing the creator or the double to leave the plane they share dismisses the double. The double lasts 1 round per caster level (21). The death of the double does not affect the shadow adept or vice versa. The double still lasts to the end of its duration if its creator dies. - Posessions: Diadem of Charisma +6 Belt of Giant strength +4 Neclace of Health +6 Gloves of Dexterty +6 Bracers of Armor +6 Cloack of resistance +5 Dusty Rose ioun stone (sustains user without food or water) 10 potions of strengh - Adventuring gear: Backpack Bedroll Blanket, winter Caltrops x10 Flask x3 Hammer Ink (1 oz. vial) Inkpen Mirror, small steel Oil (1-pint flask) Paper (20 sheets) Pick, miner's Rations, trail x14 Sealing wax x2 Signal whistle Sewing needle x10 Signet ring Soap (2 lb.) Vial, ink or potion x2 Waterskin x2 Whetstone Dagger x2 Spell component pouch x2 - Wealth: 37 gp 50pp 2600 gp in gems and jewels - The Warpers Regalia (Battle Set) Who or what the warper is and where it comes from is unknown exept to a special few who have dedicated themselves to keep it a mystery, the only thing that has ever been found about the warper is Drow Myth. The stories tell about a hellish creature that walks the maze of the underdark, bathing in a purple light and the fear it strikes in the hearts of those that encounter it and those very few who have escaped its wrath tell about the screams, its screams, its victims screams, screams in their dreams that drive them mad, the screams that'll haunt them for an eternity. One drow battlereport was found which reported about how the patrolls they sent never returned and how screams surrounded them at night. The screams that the writer of the report even dreamt about at night, and then he it just said: "it is comming, the screams are comming nearer every minute. There are only a few of us left, Lolth knows what happens to those we sent for help. The light, the white..... now fills the halls and blinded guards are running into the almost abandoned barracks. I can the screams, I can feel its light burning. It's comming, i.." The report was found covered in blood as the mutilated bodies covered the outpost when it was discovered by a High Elven war party hunting for drow and treasure in the underdark. -------- Warper of Emotion (+1 Flaming, Frost, Shock, Screaming, Corrosive Mighty Composite longbow +4str; 1d8+7 +5d6 energy +special.) This bow consists of only a shaft and no string or arrows are needed. When you take the shaft and pull a magical string and a magical arrow appear which can be fired normally. The shaft normally looks like black bowshaft made from some strange crystal but when called upon for battle and drawn it turns into a column of flowing purple energy and when pulled a pitch black string will appear and a arrow pulsing with all the different energy colors will be laying on the drawn bow. Because of the radiating purple energies emitted from the shaft when drawn it emits a vague purple light (candle light) in a 20ft radius in which you can see clearly if you have low light vision. The fired arrow will radiate will the flowing energies as well and will shed bright light (as in a daylight spell) in a 30 ft radius when fired. A aditional special power of this bow is within 30 ft of impact of its projectiles all water freezes solid. All living creatures that partly consist of water and organic matter must succeed at a Fort save DC 15 or take aditional 2d8 damage(cold energy type), if slain by this cold damage the target turns to ice (and can be shattered by doing 1 dam to it). Water elementals because of their nature must succeed at a Fort save DC 25 or be frozen solid. All hits on the frozen target are critical hits and a frozen target that is hit must succeed at a fortsave equal to 10+damage done. If the save fails the elemental shatters and is destroyed. -------- The Reality Warper (+1 Aporting phasing Crystalline Cloth; AC 1 + special abilities.) This strange looking armor is made out of liquid crystal and therefor can't be sundered. The armor just as the bow seems made from a strange black crystal but when donned and worn by a person of significant power(level 12+) and charisma(20+) it transforms into a perfect fitting shape around the body consisting of liquid crystal. The armor as the bow radiates a purple light(candle light) in a 20 ft radius in which one with low light vision can see clearly. The Armor convers the whole body and hides the facial features under a liquid helm, the armor can be shaped telepathically and the helm can disappear/appear (it flows around the head when called upon and takes the desired shape). The armor has no weight and moves perfectly along with the body so it applies no maximum dexterity bonus to its wearers armor class. Reality Warper special ability depends on the emotions(not AL bound) and nature(Lawful or Chaotic) of its wearer. There can be 2 effects, the first applies when a calm peacefull orderly person wears it, the wearer then ages twice as fast as he normally would. The second applies to chaotic wearers and those who surge with emotion and energy inside, the armor prevents aging of any kind magical or not on its wearer so he may never grow old and the armor may replenish and revel in the wearers energies and emotions that surge through him and the armor that now has almost become a part of him. The wearer is also protected from elements and the first 5 points of any energy type are absorbed per round. The Armors special abilities(from the mods): Aporter As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day. Crystalline This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a “fuzzy” appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack. Phasing The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall -------- The Warpers Alibi (Gwaerons boots of Strinding and Springing; the wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer’s jumping distance is not limited by her height. The wearer of the boots is also under constant effect of the pass without trace ability.)) These boots are the same as the rest of the set, they appear as a strange pitch black item but when worn by someone with sufficient power(level 12+) and sufficient Dexterity(15+) they activate and grant the user the use of its special powers. In addition to the powers it has the boots shed purple light in a 10 ft radius(candle light) in which low light vision can see clearly. The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped. -------- - Sorceress Spells Per Day: 6/6/6/6/6/5/6/5/4/3 Base DC = 27 + spell level; DC = 31 for spells from Evocation and Necromancy schools and DC = 29 for spells from the Illusion school or with the darkenss description; Caster level: 21th; 24st for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. - Spells: Level 1 Change Self Mage Armor Magic Missile Shield Spiderclimb Level 2 Glitterdust Invisibility Web Darkness Mirror Image Level 3 Sleet Storm Haste Blind Sight Fly Level 4 Dimension Door Polymorph Self Improved Invisibility Wall of Fire Level 5 Transmute Rock to Mud Mind Fog Cloudkill Mirage Arcana Level 6 Circle of Death True Seeing Tenser's Transformation Level 7 Antimagic Aura Simbuls’s Spell Sequencer Teleport Without Error Level 8 Horrid Wilting Mind Blank Level 9 Wail of the Banshee [/QUOTE]
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