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<blockquote data-quote="Mr. Draco" data-source="post: 206955" data-attributes="member: 521"><p><strong>Really long...</strong></p><p></p><p>Traal Yeroth, Master Hunter</p><p></p><p>Male Yuan-ti (Pureblood) Rogue 3/Spymaster 10/Ninja of the Crescent Moon 1</p><p>Medium-size Monstrous Humanoid</p><p>Alignment: Neutral Good</p><p>HD: 17d8 + 3d6 + 100 (201)</p><p>Init: +16 (+12 Dex; +4 Improved Initiative)</p><p>Speed: 60ft</p><p>AC: 39 (+12 Dex; +1 Natural Armor; +5 Deflection; +6 Wisdom Bonus; +5 Luck Bonus)</p><p>Attacks: </p><p>Fang of the Hunter (normal__with greater magic weapon): +34/+34/+29/+24/+19__+38/+38/+33/+28/+23; </p><p>w/Rapid Shot: +32/+32/+32/+27/+22/+17__+36/+36/+36/+31/+26/+21</p><p>Damage: </p><p>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)</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>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)</p><p>Saves: Fort: +17, Ref: +36, Will +27</p><p>Abilities: Str 13 (+1), Dex 34 (+12), Con 20 (+5), Int 24 (+7), Wis 22 (+6), Cha 22 (+6)</p><p>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</p><p>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)</p><p>Languages: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Undercommon, Terran, Yuan-ti</p><p>Alignment: Neutral Good</p><p></p><p>Equipment:</p><p></p><p>Fang of the Hunter: (With Silencer and Flash Suppressor equiped; 750ft range)</p><p> +1, Distance, Shock, Frost, Corrosive, Screaming Automatic Rifle of Speed.</p><p> True Strike on command.</p><p> Greater Magic Weapon (15 level caster; +5, 15 hours) on command 1/day.</p><p> 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.</p><p>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.</p><p></p><p>Senses of the Hunter:</p><p> Adamantite rimmed eyeglasses with tinted lenses.</p><p> +20 to all Spot checks.</p><p> +20 to all Search checks.</p><p> +20 to all Listen checks.</p><p></p><p>Robe of Luck:</p><p> +5 luck bonus.</p><p></p><p>Headband of Resistance:</p><p> +5 Resistance bonus to saving throws.</p><p></p><p>Speed of the Hunter:</p><p> Ring.</p><p> Fly on command 3/day.</p><p></p><p>Shape of the Hunter:</p><p> Cloak.</p><p> Blink on command.</p><p> +10 to all Swim checks.</p><p> +10 to all Hide checks.</p><p> +10 to all Balance checks.</p><p> +10 to all Move Silently checks.</p><p> +10 to all Intimidate checks.</p><p> 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.</p><p></p><p>Manual of Quickness of Action (+5):</p><p> Traal Yeroth has read a manual of Quickness of Action (+5).</p><p></p><p>Gloves of Dexterity (+6):</p><p> +6 Dexterity bonus.</p><p></p><p>Necklace of Health (+6):</p><p> +6 Constitution bonus.</p><p></p><p>Boots of Striding and Springing:</p><p> Wearer may move at double her normal speed.</p><p> +10 to all Jump checks.</p><p></p><p>Ioun Stones:</p><p> Iridescent Spindle- Sustains user without air</p><p> Dark Blue Rhomboid- Alertness (as the feat)</p><p> Clear Spindle- Sustains user without food or water</p><p></p><p>Heward’s Handy Haversack</p><p> Extradimensional storage device.</p><p> The following items are in the Haversack:</p><p> 40 x Metal cartridge clip, rifle (30)</p><p> 4 x Metal cartridge clip, rifle, silvered (30)</p><p>Masterwork disguise kit</p><p> Masterwork thief’s tools</p><p> Acid (4 Flasks) </p><p>Antitoxin (5 Vials) </p><p>Backpack </p><p>Bedroll </p><p>Bell </p><p>5 Candles </p><p>5 Pieces of Chalk </p><p>Dagger, Silvered </p><p>2 Fishhooks </p><p>Fishing Net, 25 sq. ft </p><p>3 Flasks </p><p>Flint & Steel </p><p>Grappling Hook </p><p>Hammer </p><p>Holy Water (2 Flasks) </p><p>Ink (5 1oz vials) </p><p>Inkpen </p><p>Lantern, Hooded </p><p>Mirror, Small Steel </p><p>Noble’s Outfit </p><p>Oil (5 1-pint flasks) </p><p>5 Sheets of Paper </p><p>Rations, trail (5 days) </p><p>Silk Rope (unknotted; 50ft) </p><p>Silk Rope (knotted; 50ft) </p><p>Sealing Wax </p><p>3 Sewing Needles </p><p>Signal Whistle </p><p>Signet Ring </p><p>3 Smokestick </p><p>5 Sunrods </p><p>Tent </p><p>2 Thunderstones </p><p>5 Tindertwigs </p><p>5 Torches</p><p>5 Vials</p><p>Waterskin</p><p>216 gp</p><p>7sp</p><p>2cp</p><p>600gp worth in 100gp assorted gems</p><p></p><p></p><p>Class/Racial Abilities:</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Yuan-ti Racial Abilities:</p><p></p><p>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).</p><p></p><p>Psionics (Sp): All Yuan-ti can produce the following effects at will.</p><p>Detect Poison- as the spell cast by a 6th level sorcerer.</p><p>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.</p><p>Chameleon Power- The Yuan-ti can change the coloration of itself and its equipment to match its surroundings (+8 circumstance onus to Hide checks).</p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>[edit]- changed equipment</p><p>[edit]- spelling errors</p></blockquote><p></p>
[QUOTE="Mr. Draco, post: 206955, member: 521"] [b]Really long...[/b] 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 [/QUOTE]
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