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<blockquote data-quote="Mr. Draco" data-source="post: 217059" data-attributes="member: 521"><p><strong>New character...</strong></p><p></p><p>Traal Yeroth, Master Hunter</p><p></p><p>Movanic devas are found primarily on the Positive, Negative, and Material planes. They often directly aid the mortal followers of good deities, doing this only in moments of dire need and usually only for the more prominent or powerful mortals.</p><p>They have milky white skin, silver hair, and colorless eyes. Their wings are white with a silver sheen. They otherwise resemble very strong humans, with broad shoulders and heroic build.</p><p></p><p>Male Movanic Deva Paladin 1/Templar 1/Rogue 8</p><p>Medium-size Outsider (Good) </p><p>Alignment: Lawful Good</p><p>Deity: Hoar</p><p>HD: 10d8 + 8d6 + 2d10 + 80 (159/159)</p><p>Init: +15 (+15 Dex)</p><p>Speed: 40ft, fly 120ft (good)</p><p>AC: 36 (+15 Dex; +11 Natural Armor)</p><p>Attacks: </p><p>Fang of the Hunter (normal__with greater magic weapon): </p><p>+34/+34/+29/+24/+19__+38/+38/+33/+28/+24</p><p>w/Rapid Shot: +32/+32/+32/+27/+22/+17__+36/+36/+36/+31/+26/+22</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) + 1 (+5 with greater magic weapon)</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Qualities: Evasion, Uncanny Dodge (Racial, +2 against traps), Divine Grace, Lay on Hands, Divine Health, Mettle, Spell-like Abilities, Damage Reduction 10/+1, SR 24, PR 24, Celestial Qualities, Darkvision 60 ft, Low-light Vision </p><p>Saves: Fort: +32, Ref: +43, Will +32</p><p>Abilities: Str 17 (+3), Dex 40 (+15), Con 18 (+4), Int 26 (+8), Wis 22 (+6), Cha 30 (+10)</p><p>Skills: Appraise +8; Balance +15; Bluff +20; Climb +3; Concentration +4; Craft (Generic) +8; Diplomacy +32; Disable Device +31; Disguise +12; Escape Artist +15; Forgery +8; Gather Information +21; Heal +6; Hide +48; Innuendo +20; Intimidate +13; Jump +3; Knowledge (Generic) +8; Knowledge (Programming) +31; Knowledge (Technology) +31; Knowledge (Religion) +13; Listen +53; Move Silently +48; Perform (Generic) +10; Pilot (Space) +48; Profession (Electrical Engineer[Computing]) +39; Profession (Programmer) +39; Ride +15; Scry +8; Search +51; Sense Motive +29; Spot +60; Swim +3; Use Computers +31; Use Rope +15; Wilderness Lore +6</p><p>Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Quick Draw, Leadership, Endurance, Weapon Focus (Javelin), Weapon Specialization (Javelin), Quick Reload, Lightning Reload</p><p>Languages: All</p><p>Alignment: Lawful Good</p><p></p><p>Equipment:</p><p></p><p>Fang of the Hunter: (With silencer and flash suppressor equiped; 1125ft range increment)</p><p>+1, Distance, Shock, Frost, Corrosive, Screaming Automatic Rifle of Speed.</p><p>True Strike on command.</p><p>Hunter’s Mercy 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 lawful good alignment.</p><p></p><p>Rifle Scope of Clairaudience/Clairvoyance (attached to Fang of the Hunter):</p><p>Use activated Clairaudience/Clairvoyance.</p><p></p><p>Power of the Hunter:</p><p>Ring.</p><p>Brilliant Weapon (as Brilliant Aura, except only one weapon, and no damage bonus) on command. (lvl 9 caster)</p><p>Its magic only functions in the hands of a character of lawful good alignment.</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>Use activated Hawkeye.</p><p></p><p>Headband of Resistance:</p><p>+5 Resistance bonus to saving throws.</p><p></p><p>Shape of the Hunter:</p><p>Cloak.</p><p>Major displacement.</p><p>+10 to all Profession (Programmer) checks.</p><p>+10 to all Hide checks.</p><p>+10 to all Profession (Electrical Engineer [Computing]) checks.</p><p>+10 to all Move Silently checks.</p><p>+10 to all Pilot (Space) checks.</p><p>Its magic only functions in the hands of a character of lawful good alignment.</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>Medallion of Charisma (+4):</p><p>+4 Charisma bonus.</p><p></p><p>Boots of Hermes:</p><p>Doubles flight speed (natural or magical) while worn.</p><p></p><p>Heward’s Handy Haversack</p><p>Extradimensional storage device.</p><p>The following items are in the Haversack:</p><p>30 x Metal cartridge clip, rifle (30)</p><p>4 x Metal cartridge clip, rifle, silvered (30)</p><p>Masterwork thief’s tools</p><p>Portable Electrical Engineer’s tools (+7)</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>Explorer’s Outfit</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>Scholar’s Outfit </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>Silver Holy Symbol of Hoar</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>Traveler’s Outfit</p><p>5 Vials</p><p>Waterskin</p><p>452 gp</p><p>7sp</p><p>2cp</p><p></p><p>Class/Racial Abilities:</p><p></p><p>Evasion (Ex): At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor.</p><p></p><p>Uncanny Dodge (Ex): +2 bonus to Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks by traps.</p><p></p><p>Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.</p><p></p><p>Lay on Hands (Sp): A paladin can heal wounds by tough. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn’t have to use it all at once. Lay on Hands takes a standard action to use.</p><p></p><p>Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.</p><p></p><p>Mettle (Su): A templar’s special blessing allows her to shrug off magical effects that would otherwise harm her. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.</p><p></p><p>Movanic Deva Racial Abilities:</p><p></p><p>Spell-like Abilities (Sp): At will—aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, dispel psionics, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day—cure light wounds, antimagic field, and antipsi field; 1/day—protection from arrows and spell turning. These abilities are as the spells cast by an 8th-level sorcerer (DC 20 + spell level).</p><p></p><p>Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.</p><p></p><p>Uncanny Dodge (Ex): Movanic devas are never caught flat-footed and cannot be flanked.</p><p></p><p>Skills: Extremely alert, movanic devas receive a +4 racial bonus to Spot and Listen checks.</p><p></p><p>Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equals to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.</p><p></p><p>[edit]- everything's fixed now. Thanks to everybody that pointed it out.</p></blockquote><p></p>
[QUOTE="Mr. Draco, post: 217059, member: 521"] [b]New character...[/b] Traal Yeroth, Master Hunter Movanic devas are found primarily on the Positive, Negative, and Material planes. They often directly aid the mortal followers of good deities, doing this only in moments of dire need and usually only for the more prominent or powerful mortals. They have milky white skin, silver hair, and colorless eyes. Their wings are white with a silver sheen. They otherwise resemble very strong humans, with broad shoulders and heroic build. Male Movanic Deva Paladin 1/Templar 1/Rogue 8 Medium-size Outsider (Good) Alignment: Lawful Good Deity: Hoar HD: 10d8 + 8d6 + 2d10 + 80 (159/159) Init: +15 (+15 Dex) Speed: 40ft, fly 120ft (good) AC: 36 (+15 Dex; +11 Natural Armor) Attacks: Fang of the Hunter (normal__with greater magic weapon): +34/+34/+29/+24/+19__+38/+38/+33/+28/+24 w/Rapid Shot: +32/+32/+32/+27/+22/+17__+36/+36/+36/+31/+26/+22 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) + 1 (+5 with greater magic weapon) Face/Reach: 5ft by 5ft/5ft Special Qualities: Evasion, Uncanny Dodge (Racial, +2 against traps), Divine Grace, Lay on Hands, Divine Health, Mettle, Spell-like Abilities, Damage Reduction 10/+1, SR 24, PR 24, Celestial Qualities, Darkvision 60 ft, Low-light Vision Saves: Fort: +32, Ref: +43, Will +32 Abilities: Str 17 (+3), Dex 40 (+15), Con 18 (+4), Int 26 (+8), Wis 22 (+6), Cha 30 (+10) Skills: Appraise +8; Balance +15; Bluff +20; Climb +3; Concentration +4; Craft (Generic) +8; Diplomacy +32; Disable Device +31; Disguise +12; Escape Artist +15; Forgery +8; Gather Information +21; Heal +6; Hide +48; Innuendo +20; Intimidate +13; Jump +3; Knowledge (Generic) +8; Knowledge (Programming) +31; Knowledge (Technology) +31; Knowledge (Religion) +13; Listen +53; Move Silently +48; Perform (Generic) +10; Pilot (Space) +48; Profession (Electrical Engineer[Computing]) +39; Profession (Programmer) +39; Ride +15; Scry +8; Search +51; Sense Motive +29; Spot +60; Swim +3; Use Computers +31; Use Rope +15; Wilderness Lore +6 Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Quick Draw, Leadership, Endurance, Weapon Focus (Javelin), Weapon Specialization (Javelin), Quick Reload, Lightning Reload Languages: All Alignment: Lawful Good Equipment: Fang of the Hunter: (With silencer and flash suppressor equiped; 1125ft range increment) +1, Distance, Shock, Frost, Corrosive, Screaming Automatic Rifle of Speed. True Strike on command. Hunter’s Mercy 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 lawful good alignment. Rifle Scope of Clairaudience/Clairvoyance (attached to Fang of the Hunter): Use activated Clairaudience/Clairvoyance. Power of the Hunter: Ring. Brilliant Weapon (as Brilliant Aura, except only one weapon, and no damage bonus) on command. (lvl 9 caster) Its magic only functions in the hands of a character of lawful good alignment. 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. Use activated Hawkeye. Headband of Resistance: +5 Resistance bonus to saving throws. Shape of the Hunter: Cloak. Major displacement. +10 to all Profession (Programmer) checks. +10 to all Hide checks. +10 to all Profession (Electrical Engineer [Computing]) checks. +10 to all Move Silently checks. +10 to all Pilot (Space) checks. Its magic only functions in the hands of a character of lawful good alignment. Manual of Quickness of Action (+5): Traal Yeroth has read a manual of Quickness of Action (+5). Gloves of Dexterity (+6): +6 Dexterity bonus. Medallion of Charisma (+4): +4 Charisma bonus. Boots of Hermes: Doubles flight speed (natural or magical) while worn. Heward’s Handy Haversack Extradimensional storage device. The following items are in the Haversack: 30 x Metal cartridge clip, rifle (30) 4 x Metal cartridge clip, rifle, silvered (30) Masterwork thief’s tools Portable Electrical Engineer’s tools (+7) Acid (4 Flasks) Antitoxin (5 Vials) Backpack Bedroll Bell 5 Candles 5 Pieces of Chalk Dagger, Silvered Explorer’s Outfit 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) Scholar’s Outfit Silk Rope (unknotted; 50ft) Silk Rope (knotted; 50ft) Sealing Wax 3 Sewing Needles Signal Whistle Signet Ring Silver Holy Symbol of Hoar 3 Smokestick 5 Sunrods Tent 2 Thunderstones 5 Tindertwigs 5 Torches Traveler’s Outfit 5 Vials Waterskin 452 gp 7sp 2cp Class/Racial Abilities: Evasion (Ex): At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. Uncanny Dodge (Ex): +2 bonus to Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks by traps. Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws. Lay on Hands (Sp): A paladin can heal wounds by tough. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn’t have to use it all at once. Lay on Hands takes a standard action to use. Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. Mettle (Su): A templar’s special blessing allows her to shrug off magical effects that would otherwise harm her. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability. Movanic Deva Racial Abilities: Spell-like Abilities (Sp): At will—aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, dispel psionics, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day—cure light wounds, antimagic field, and antipsi field; 1/day—protection from arrows and spell turning. These abilities are as the spells cast by an 8th-level sorcerer (DC 20 + spell level). Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison. Uncanny Dodge (Ex): Movanic devas are never caught flat-footed and cannot be flanked. Skills: Extremely alert, movanic devas receive a +4 racial bonus to Spot and Listen checks. Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equals to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn. [edit]- everything's fixed now. Thanks to everybody that pointed it out. [/QUOTE]
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