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<blockquote data-quote="Lichtenhart" data-source="post: 563811" data-attributes="member: 761"><p><strong>work in progress</strong></p><p></p><p>In the attachment there's my race, the Leonal, the most powerful of guardinals. Kal has accepted the race with an ECL of 14.</p><p></p><p>Now my char:</p><p></p><p>Graomar</p><p>Medium-size Outsider (Good) Fighter 6</p><p>Hit Dice: 13d8+6d10+133 (239 hp)</p><p>Initiative: +14 (+10 Dex +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>AC: 50 (+10 Dex, +14 natural, +10 armor, +5 deflection,+1 dodge)</p><p>Attacks: 2 claws +37 melee, bite +26 melee or greatsword +37/+32/+27/+22</p><p>Damage: Claw 1d6+19, bite 1d8+6 or greatsword 2d6+23</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Roar, pounce, improved grab, rake 1d6+19, spell-like abilities</p><p>Special Qualities: Damage reduction 25/+3, SR 30, lay on hands, animal telepathy, uncanny dodge, dodge missiles, celestial qualities</p><p>Saves: Fort +26 (17), Ref +26 (17), Will +24 (15)</p><p>Abilities: Str 34 (27+1), Dex 30 (22+2), Con 25 (19), Int 18, Wis 26 (19+1), Cha 23</p><p>Skills: Animal Empathy +29, Balance +25[-1], Diplomacy +25, Hide +27[-1], Jump +27 [-1], Knowledge (the Planes) +21, Listen +25, Move Silently +27[-1], Sense Motive +25, Spot +31, Tumble +19[-1], Wilderness Lore +31</p><p>Feats: Dodge, Expertise, Improved Initiative, Mobility, Quick Draw, Quicken Spell-like Abilities, Spring Attack, Weapon Focus (greatsword), Weapon Focus (claws), Weapon Specialization (claws), Whirlwind Attack</p><p></p><p></p><p>Celestial Qualities:</p><p></p><p> Protective Aura (Su): As a free action, leonals 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 equal 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> Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.</p><p></p><p> Immunities (Ex): All celestials are immune to electricity and petrification attacks.</p><p></p><p> Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20.</p><p></p><p> All celestials receive a +4 racial bonus to Fortitude saves against poison.</p><p></p><p> Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.</p><p></p><p></p><p></p><p></p><p>Spell-Like Abilities: at will- detect evil, detect thoughts, dimension door, discern alignment, dispel magic, fireball, light, magic missile, polymorph self, see invisibility, wall of force; 3/day- cure critical wounds, neutralize poison, remove disease; 1/day- heal. These abilities are as the spells cast by a 13th-level sorcerer (save DC 16 + spell level).</p><p></p><p>Lay on Hands (Su): This works just like the paladin’s ability, but the leonal can heal as much damage per day as its own undamaged hit point total.</p><p></p><p>Animal Telepathy (Su): A leonal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 13th-level druid but does not require sound.</p><p></p><p>Roar (Su): A leonal can roar up to three times a day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 2d6 points of sonic damage (Fortitude DC 22 negates).</p><p></p><p>Uncanny Dodge (Ex): Leonals are never caught flat-footed.</p><p></p><p>Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except that the leonal can dodge any missile and it need not have its hands free. (The creature is dodging, not deflecting.) This ability is usable three times per round.</p><p></p><p>Pounce (Ex): If a leonal leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p>Improved Grab (Ex): To use this ability, the leonal must hit with its bite attack. If it gets a hold, it can rake.</p><p></p><p>Rake (Ex): A leonal can make two rake attacks (+37 melee) against a held creature with its hind legs for 1d6+19 damage each. If the leonal pounces on an opponent, it can also rake.</p><p></p><p>Skills: Leonals receive a +4 racial bonus to Balance, Hide and Move Silently checks.</p><p></p><p>Once per year a leonal can grant another a wish as the spell cast by a 20th-level sorcerer, provided that it serves the greater good.</p><p></p><p></p><p>Sacred Scabbard - casts Bless Weapon on a sword 3 times per day for a duration of 4 minutes - 6,400 gp</p><p>Robe of the Strong Soul - adds +2 SR to a creature who naturally possesses spell resistance. It does not function for someone who gains spell resistance as the result of an item or spell. - 8,500 gp</p><p>Arbendael's Blessing - Luckstone: +1 luck bonus to saves, skills and ability checks - 10,000 gp</p><p>Sigil of Life - the sigil can absorb up to twelve energy-draining attacks or death effects (such as finger of death). (An attack that would bestow two negative levels counts as two attacks.) Upon absorbing twelve such attacks, the sigil is dissolved into light. - 12,000 gp</p><p>Ring of Oceanus River - grants fire resistance 30 - 24,000gp</p><p>Crusader's Vest - grants a +5 resistance bonus to saves - 25,000 gp</p><p>War Mask of the Ancestral Lion - grants a +6 enhancement bonus to Constitution - 36,000 gp</p><p>Belt of Pelor's Might - grants a +6 enhancement bonus to Strenght - 36,000 gp</p><p>Bracers of Angelic Grace - grant a +6 enhancement bonus to Dexterity - 36,000 gp</p><p>Circlet of Enlightened Mercy - grants a +6 enhancement bonus to Wisdom - 36,000 gp</p><p>Ring of Heavenly Defence - grants a +5 deflection bonus to AC - 50,000 gp</p><p>Golden Claws - cast greater magic fang +5 on claws, which are also considered blessed - 51,000 gp</p><p>Celestial Armor of Nimbleness - this bright gold +5 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, an armor check penalty of -1, and an arcane spell failure chance of 15%. It is considered light armor, and it allows the wearer to fly on command (as the spell) once per day - 100,300 gp</p><p>Sheyanna, the Diffident Light - +5 intelligent holy greatsword of ghost touch and bane of evil outsiders. Wis 12, Int 12, Cha 6. Empathy. Wielder has free use of evasion and can cast True Seeing at will. Neutral Good. Ego 15 - 215,350 gp</p><p></p><p>Manual of quickness in action +2 - 55,000 gp used</p><p>Tome of understanding +1 - 27,500 gp used</p><p></p><p></p><p>31,950 gp left</p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 563811, member: 761"] [b]work in progress[/b] In the attachment there's my race, the Leonal, the most powerful of guardinals. Kal has accepted the race with an ECL of 14. Now my char: Graomar Medium-size Outsider (Good) Fighter 6 Hit Dice: 13d8+6d10+133 (239 hp) Initiative: +14 (+10 Dex +4 Improved Initiative) Speed: 40 ft. AC: 50 (+10 Dex, +14 natural, +10 armor, +5 deflection,+1 dodge) Attacks: 2 claws +37 melee, bite +26 melee or greatsword +37/+32/+27/+22 Damage: Claw 1d6+19, bite 1d8+6 or greatsword 2d6+23 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Roar, pounce, improved grab, rake 1d6+19, spell-like abilities Special Qualities: Damage reduction 25/+3, SR 30, lay on hands, animal telepathy, uncanny dodge, dodge missiles, celestial qualities Saves: Fort +26 (17), Ref +26 (17), Will +24 (15) Abilities: Str 34 (27+1), Dex 30 (22+2), Con 25 (19), Int 18, Wis 26 (19+1), Cha 23 Skills: Animal Empathy +29, Balance +25[-1], Diplomacy +25, Hide +27[-1], Jump +27 [-1], Knowledge (the Planes) +21, Listen +25, Move Silently +27[-1], Sense Motive +25, Spot +31, Tumble +19[-1], Wilderness Lore +31 Feats: Dodge, Expertise, Improved Initiative, Mobility, Quick Draw, Quicken Spell-like Abilities, Spring Attack, Weapon Focus (greatsword), Weapon Focus (claws), Weapon Specialization (claws), Whirlwind Attack Celestial Qualities: Protective Aura (Su): As a free action, leonals 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 equal 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. Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active. Immunities (Ex): All celestials are immune to electricity and petrification attacks. Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. All celestials receive a +4 racial bonus to Fortitude saves against poison. Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision. Spell-Like Abilities: at will- detect evil, detect thoughts, dimension door, discern alignment, dispel magic, fireball, light, magic missile, polymorph self, see invisibility, wall of force; 3/day- cure critical wounds, neutralize poison, remove disease; 1/day- heal. These abilities are as the spells cast by a 13th-level sorcerer (save DC 16 + spell level). Lay on Hands (Su): This works just like the paladin’s ability, but the leonal can heal as much damage per day as its own undamaged hit point total. Animal Telepathy (Su): A leonal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 13th-level druid but does not require sound. Roar (Su): A leonal can roar up to three times a day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 2d6 points of sonic damage (Fortitude DC 22 negates). Uncanny Dodge (Ex): Leonals are never caught flat-footed. Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except that the leonal can dodge any missile and it need not have its hands free. (The creature is dodging, not deflecting.) This ability is usable three times per round. Pounce (Ex): If a leonal leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the leonal must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A leonal can make two rake attacks (+37 melee) against a held creature with its hind legs for 1d6+19 damage each. If the leonal pounces on an opponent, it can also rake. Skills: Leonals receive a +4 racial bonus to Balance, Hide and Move Silently checks. Once per year a leonal can grant another a wish as the spell cast by a 20th-level sorcerer, provided that it serves the greater good. Sacred Scabbard - casts Bless Weapon on a sword 3 times per day for a duration of 4 minutes - 6,400 gp Robe of the Strong Soul - adds +2 SR to a creature who naturally possesses spell resistance. It does not function for someone who gains spell resistance as the result of an item or spell. - 8,500 gp Arbendael's Blessing - Luckstone: +1 luck bonus to saves, skills and ability checks - 10,000 gp Sigil of Life - the sigil can absorb up to twelve energy-draining attacks or death effects (such as finger of death). (An attack that would bestow two negative levels counts as two attacks.) Upon absorbing twelve such attacks, the sigil is dissolved into light. - 12,000 gp Ring of Oceanus River - grants fire resistance 30 - 24,000gp Crusader's Vest - grants a +5 resistance bonus to saves - 25,000 gp War Mask of the Ancestral Lion - grants a +6 enhancement bonus to Constitution - 36,000 gp Belt of Pelor's Might - grants a +6 enhancement bonus to Strenght - 36,000 gp Bracers of Angelic Grace - grant a +6 enhancement bonus to Dexterity - 36,000 gp Circlet of Enlightened Mercy - grants a +6 enhancement bonus to Wisdom - 36,000 gp Ring of Heavenly Defence - grants a +5 deflection bonus to AC - 50,000 gp Golden Claws - cast greater magic fang +5 on claws, which are also considered blessed - 51,000 gp Celestial Armor of Nimbleness - this bright gold +5 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, an armor check penalty of -1, and an arcane spell failure chance of 15%. It is considered light armor, and it allows the wearer to fly on command (as the spell) once per day - 100,300 gp Sheyanna, the Diffident Light - +5 intelligent holy greatsword of ghost touch and bane of evil outsiders. Wis 12, Int 12, Cha 6. Empathy. Wielder has free use of evasion and can cast True Seeing at will. Neutral Good. Ego 15 - 215,350 gp Manual of quickness in action +2 - 55,000 gp used Tome of understanding +1 - 27,500 gp used 31,950 gp left [/QUOTE]
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