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What is Soldiers and Spellfighters20? QA for RPGObjects upcoming Modern20 setting...
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<blockquote data-quote="mikelaff" data-source="post: 4306250" data-attributes="member: 39664"><p><strong>Q.That's still a little vague. How are these spellbindings different from any other spell list? How about an example?</strong></p><p></p><p>OK - the basic concept of a spellbinding is a thematic spell list. A spell list that's got roots into the setting - rather than a magic system that feels artificial and pasted-on.</p><p></p><p>For example...here are 3 spellbindings that sprung up in China during the 2nd Boxer Rebellion...</p><p></p><p><span style="font-size: 12px"><strong>Ye Fashan's Spellbindings </strong> </span> </p><p></p><p><em>1 Ye Fashan's Entropic Destruction </em></p><p><em>2 Ye Fashan's Necromantic Mastery </em></p><p><em>3 Shadow Mastery </em> </p><p></p><p> These spellbindings are named for the Taoist magician and necromancer Ye Fashan who was in great favor with the Emperor Hsüan Tsung of the Tang dynasty (in the early 700s A.D.) Despite their name, these spellbindings are not a mystical alliance with Ye Fashan – but are rather (supposedly) handed down from the ancient magician and use the insight into reality he gained through mastering the Tao to manipulate magical energy. </p><p></p><p> Allegedly, Ye Fashan visited rural provinces in China after the Tunguska event – traveling out of faerie portals, lecturing on the Tao and teaching his magic to those who would listen. This story is highly controversial. Its proponents are quick to point out that, according to legend, Ye Fashan didn't actually die but ascended to immortality in front of a group of his students in A.D 720. So, hypothetically, he could still be alive and traveling through various planes of existence, including Faerie.</p><p></p><p>These specific spellbindings were first seen by Westerners in China during the Second Boxer Rebellion that ended Western colonial influence. They were seen a decade later in the Chinese immigrant resistance groups along the American West Coast fighting against the Mexican occupation. Whether these spellbinding were discovered independently in the US or were carried across the Pacific by immigrants has not been determined definitively.</p><p></p><p> </p><p><strong>(Arcane) Ye Fashan's Entropic Destruction Spellbinding </strong> – This spellbinding allows the character attune herself with natural entropic energies of the cosmos and channel them into directed destructive force.</p><p><strong>Granted Power (Once a Day Ability) </strong> – One successful attack a day may add an additional 1d6 damage.</p><p><strong>Obligation</strong> – The practitioner must meditate for 2 hours a day to maintain the balance necessary for this spellbinding.</p><p></p><p>1 Inflict Light Wounds. Touch attack, 1d8 damage +1/level (max +5). </p><p>2 Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5). </p><p>3 Contagion. Infects subject with chosen disease. </p><p>4 Inflict Critical Wounds. Touch attack, 4d8 damage +1/level (max +20). </p><p>5 Mass Inflict Light Wounds. Deals 1d8 damage +1/level to any creatures. </p><p>6 Harm. Deals 10 points/level damage to target. </p><p>7 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. </p><p>8 Delayed Blast Fireball. 1d6/level fire damage; you can postpone blast for 5 rounds. </p><p>9 Sunburst. Blinds all within 10 ft., deals 6d6 damage. </p><p></p><p><strong>(Arcane) Ye Fashan’s Necromantic Mastery Spellbinding </strong> – By mastering the Tao, the spellcaster gains some ability to manipulate the life force of other creatures.</p><p><strong>Granted Power (Once a Day Ability) –</strong> Speak with Dead (as the 3rd level Cleric spell in the SRD)</p><p><strong>Obligation -</strong> The character must perform a ceremony honoring her ancestors every month</p><p>1 Doom. One subject takes –2 on attack rolls, damage rolls, saves, and checks.</p><p>2 Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.</p><p>3 Poison. Touch deals 1d10 Con damage, repeats in 1 min. </p><p>4 Animate Dead. Creates undead skeletons and zombies </p><p>5 Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.</p><p>6 Fear. Subjects within cone flee for 1 round/level.</p><p>7 Waves of Fatigue. Several targets become fatigued </p><p>8 Horrid Wilting. Deals 1d6/level damage within 30 ft.</p><p>9 Waves of Exhaustion: Several targets become exhausted. </p><p></p><p><strong>(Elemental) Shadow Mastery Spellbinding –</strong> Ye Fashan claimed that during his travels after his acencsion to immortality, he encountered the Elemental Plane of Shadow. While there he learned to attune himself to the shadow energy and control and manipulate it. This spellbinding represents the knowledge he gained from that experience.</p><p><strong>Granted Power (Once a day ability) </strong> +3 Stealth rolls.</p><p><strong>Obligation -</strong> The character must meditate for two hours a day to maintain the focus necessary for this spellbinding</p><p>*1 Summon Shadow Creature I (See New Spells Section below)</p><p>2 Protection from Arrows/Bullets. Subject immune to most ranged attacks</p><p>*3 Summon Shadow Creature II (See New Spells Section below)</p><p>*4 Shadow Jump (See New Spells Section below)</p><p>*5 Summon Shadow Creature III (See New Spells Section below)</p><p>6 Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks</p><p>*7 Summon Shadow Creature IV (See New Spells Section below)</p><p>8 Black Tentacles. Tentacles grapple all within 20 ft. spread. </p><p>*9 Summon Shadow Creature V. (See New Spells Section below)</p><p></p><p><strong>EXCERPTS FROM NEW SPELL SECTION</strong></p><p> </p><p><u><strong>– Shadow Jump:</strong></u> This spell grants the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. It's possible to jump up to a total of 60 feet each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.</p><p></p><p><u><strong>- Summon Shadow Creature</strong></u></p><p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. This spell is the same as the Summon Vivilor spell of the same level with the following difference.</p><p></p><p>Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. </p><p></p><p>Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. (DC is 10 plus the caster level)</p><p></p><p>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is 20% of normal.</p><p></p><p>A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. </p><p></p><p>Objects automatically succeed on their Will saves against this spell.</p><p></p><p><u><strong>- Summon Vivilor Spells and Modern20 Stats for Vivilors</strong></u></p><p>Vivilors are extra-planar outsiders who come in response to the summon vivilor spell. Vivilors generally have humanoid shapes, but spellcasters can summon quadupedal or serpentine vivilors if they wish. In addition to their basic statistics, a summoner chooses additional special qualities from Vivilor Menu A or Vivilor Menu B (see below). A spellcaster can substitute two choices on Vivilor Menu A for one choice on Vivilor Menu B, or one choice on Vivilor Menu B for two choices on Vivilor Menu A. </p><p></p><p>Vivilors do not speak. However, a vivilor can understand the instructions of its summoner and follows them to the letter. </p><p></p><p><strong>1st-level Vivilor: Tank (Tank 1):</strong> (Small Outsider), HD 1d12+2; HP 14; Init +1; Spd 30 ft;Defense 12, touch 12, flatfooted 11 (+1 Dex, +0 Class, +1 size); BAB +0; Atk +1 melee (1d6+1, slam); SQ Resilience, two choices from Vivilor Menu A; AL summoner; SV Fort +4, Ref +2, Will +1, Rec +7; Str 10, Dex 13, Con 15, Int 10, Wis 12, Cha 8.</p><p>Skills: Athletics 4 (+4), Perception 4 (+5), Weapons 4 (+4)</p><p>Feats: Night Vision, Size Decrease (Small)</p><p></p><p><strong>2nd Level Vivilor : Tank (Tank 2):</strong> (Medium Outsider), HD 2d12+2; HP 21; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11 (+1 Dex, +1 Class); BAB +1; Atk +4 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +1, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8. </p><p>Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8)</p><p>Feats: Night Vision, Move-by Action</p><p></p><p><strong>3rd Level Vivilor : Tank (Tank 3):</strong> (Medium Outsider), HD 3d12+2; HP 31; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+1 Dex, +2 Class); BAB +2; Atk +5 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +2, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8. </p><p>Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8)</p><p>Feats: Night Vision, Move-by Action</p><p></p><p><strong>4th Level Vivilor: Tank 4: (Large Outsider) </strong> : (Tank 4): HD 4d12+12; HP 40; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, one choice from Vivilor Menu B; AL summoner; SV Fort +7, Ref +3, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8.</p><p>Skills: Athletics 6 (+9), Perception 6 (+7), Stealth 4 (+5),Weapons 5 (+8)</p><p>Feats: Damage Reduction, High Pain Threshold, Night Vision, Move-by Action, Size Increase x2 (Large size)</p><p></p><p><strong>5th Level Vivilor: Tank 5: (Large Outsider) </strong> : (Tank 5): HD 5d12+12; HP 56; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, two choices from Vivilor Menu B; AL summoner; SV Fort +7, Ref +4, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8.</p><p>Skills: Athletics 9 (+12), Perception 8 (+9), Weapons 8 (+11)</p><p>Feats: Damage Reductionx2, High Pain Threshold, Humand Shield, Night Vision, Move-by Action, Size Increase x2 (Large size)</p><p></p><p><strong>Vivilor Menu A </strong> </p><p></p><p><u>Aquatic:</u> The vivilor gains a swim speed of 60 feet. The vivilor can move in water without making Swim checks and cannot drown in water. </p><p></p><p><u>Wings:</u> The vivilor gains a fly speed of 60 feet (average maneuverability). Whether the wings are bat wings, dragon wings, or feathered wings is left up to the discretion of the caster.</p><p></p><p><u>Energy resistance 5</u>: The vivilor gains resistance 5 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion. </p><p></p><p><u>Improved Ability Scores:</u> The vivilor gains +2 Strength and +2 Constitution. </p><p></p><p><u>Quadrupedal: </u> The vivilor has four limbs for locomotion, increasing its ground speed by +20 feet. As a quadruped, the vivilor can also carry heavier loads than bipedal forms. The vivilor gains a +2 against trip attacks.</p><p></p><p><u>Tentacles: </u> The vivilor can slam opponents using tentacles that increase its reach by +5 feet. </p><p></p><p><u>Tougher Skin: </u> The vivilor's natural armor bonus to Defense increases by +1. </p><p></p><p><strong>Vivilor Menu B </strong> </p><p></p><p><u>Amorphous</u>: The vivilor is immune to critical hits and massive damage. It cannot be flanked. </p><p></p><p><u>Breath Weapon</u>: The vivilor can breathe a burst of flame. Range increment is 20 ft. Rate of fire is single (once per round), damage is 3d6+6.</p><p></p><p><u>Energy resistance 15:</u> The vivilor gains resistance 15 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion. </p><p></p><p><u>Extra Limbs: </u> The vivilor gains three additional slam attacks during its full attack action. These additional slams are treated as secondary attacks (–5 penalty to the attack roll). </p><p></p><p><u>Grasping Tentacles: </u> The vivilor can slam opponents using tentacles that increase its reach by +5 feet. On a successful hit, a tentacle can make a free grapple check without provoking attacks of opportunity. A grappled opponent takes automatic slam damage every round the grapple is maintained. </p><p></p><p><u>Improved Wings: </u> The vivilor gains a fly speed of 80 feet (good maneuverability). The exact nature of the wings (bat wings, feathered wings, etc) is left up to the caster.</p><p></p><p><u>Metallic Skin: </u> The vivilor's natural armor bonus to Defense increases by +4. </p><p></p><p><u>Serpentine: </u> The vivilor has a serpentine form. It deals double slam damage against grappled foes</p></blockquote><p></p>
[QUOTE="mikelaff, post: 4306250, member: 39664"] [B]Q.That's still a little vague. How are these spellbindings different from any other spell list? How about an example?[/B] OK - the basic concept of a spellbinding is a thematic spell list. A spell list that's got roots into the setting - rather than a magic system that feels artificial and pasted-on. For example...here are 3 spellbindings that sprung up in China during the 2nd Boxer Rebellion... [SIZE=3][B]Ye Fashan's Spellbindings [/B] [/SIZE] [I]1 Ye Fashan's Entropic Destruction 2 Ye Fashan's Necromantic Mastery 3 Shadow Mastery [/I] These spellbindings are named for the Taoist magician and necromancer Ye Fashan who was in great favor with the Emperor Hsüan Tsung of the Tang dynasty (in the early 700s A.D.) Despite their name, these spellbindings are not a mystical alliance with Ye Fashan – but are rather (supposedly) handed down from the ancient magician and use the insight into reality he gained through mastering the Tao to manipulate magical energy. Allegedly, Ye Fashan visited rural provinces in China after the Tunguska event – traveling out of faerie portals, lecturing on the Tao and teaching his magic to those who would listen. This story is highly controversial. Its proponents are quick to point out that, according to legend, Ye Fashan didn't actually die but ascended to immortality in front of a group of his students in A.D 720. So, hypothetically, he could still be alive and traveling through various planes of existence, including Faerie. These specific spellbindings were first seen by Westerners in China during the Second Boxer Rebellion that ended Western colonial influence. They were seen a decade later in the Chinese immigrant resistance groups along the American West Coast fighting against the Mexican occupation. Whether these spellbinding were discovered independently in the US or were carried across the Pacific by immigrants has not been determined definitively. [B](Arcane) Ye Fashan's Entropic Destruction Spellbinding [/B] – This spellbinding allows the character attune herself with natural entropic energies of the cosmos and channel them into directed destructive force. [B]Granted Power (Once a Day Ability) [/B] – One successful attack a day may add an additional 1d6 damage. [B]Obligation[/B] – The practitioner must meditate for 2 hours a day to maintain the balance necessary for this spellbinding. 1 Inflict Light Wounds. Touch attack, 1d8 damage +1/level (max +5). 2 Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5). 3 Contagion. Infects subject with chosen disease. 4 Inflict Critical Wounds. Touch attack, 4d8 damage +1/level (max +20). 5 Mass Inflict Light Wounds. Deals 1d8 damage +1/level to any creatures. 6 Harm. Deals 10 points/level damage to target. 7 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. 8 Delayed Blast Fireball. 1d6/level fire damage; you can postpone blast for 5 rounds. 9 Sunburst. Blinds all within 10 ft., deals 6d6 damage. [B](Arcane) Ye Fashan’s Necromantic Mastery Spellbinding [/B] – By mastering the Tao, the spellcaster gains some ability to manipulate the life force of other creatures. [B]Granted Power (Once a Day Ability) –[/B] Speak with Dead (as the 3rd level Cleric spell in the SRD) [B]Obligation -[/B] The character must perform a ceremony honoring her ancestors every month 1 Doom. One subject takes –2 on attack rolls, damage rolls, saves, and checks. 2 Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. 3 Poison. Touch deals 1d10 Con damage, repeats in 1 min. 4 Animate Dead. Creates undead skeletons and zombies 5 Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points. 6 Fear. Subjects within cone flee for 1 round/level. 7 Waves of Fatigue. Several targets become fatigued 8 Horrid Wilting. Deals 1d6/level damage within 30 ft. 9 Waves of Exhaustion: Several targets become exhausted. [B](Elemental) Shadow Mastery Spellbinding –[/B] Ye Fashan claimed that during his travels after his acencsion to immortality, he encountered the Elemental Plane of Shadow. While there he learned to attune himself to the shadow energy and control and manipulate it. This spellbinding represents the knowledge he gained from that experience. [B]Granted Power (Once a day ability) [/B] +3 Stealth rolls. [B]Obligation -[/B] The character must meditate for two hours a day to maintain the focus necessary for this spellbinding *1 Summon Shadow Creature I (See New Spells Section below) 2 Protection from Arrows/Bullets. Subject immune to most ranged attacks *3 Summon Shadow Creature II (See New Spells Section below) *4 Shadow Jump (See New Spells Section below) *5 Summon Shadow Creature III (See New Spells Section below) 6 Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks *7 Summon Shadow Creature IV (See New Spells Section below) 8 Black Tentacles. Tentacles grapple all within 20 ft. spread. *9 Summon Shadow Creature V. (See New Spells Section below) [B]EXCERPTS FROM NEW SPELL SECTION[/B] [U][B]– Shadow Jump:[/B][/U] This spell grants the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. It's possible to jump up to a total of 60 feet each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. [U][B]- Summon Shadow Creature[/B][/U] You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. This spell is the same as the Summon Vivilor spell of the same level with the following difference. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. (DC is 10 plus the caster level) A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is 20% of normal. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. [U][B]- Summon Vivilor Spells and Modern20 Stats for Vivilors[/B][/U] Vivilors are extra-planar outsiders who come in response to the summon vivilor spell. Vivilors generally have humanoid shapes, but spellcasters can summon quadupedal or serpentine vivilors if they wish. In addition to their basic statistics, a summoner chooses additional special qualities from Vivilor Menu A or Vivilor Menu B (see below). A spellcaster can substitute two choices on Vivilor Menu A for one choice on Vivilor Menu B, or one choice on Vivilor Menu B for two choices on Vivilor Menu A. Vivilors do not speak. However, a vivilor can understand the instructions of its summoner and follows them to the letter. [B]1st-level Vivilor: Tank (Tank 1):[/B] (Small Outsider), HD 1d12+2; HP 14; Init +1; Spd 30 ft;Defense 12, touch 12, flatfooted 11 (+1 Dex, +0 Class, +1 size); BAB +0; Atk +1 melee (1d6+1, slam); SQ Resilience, two choices from Vivilor Menu A; AL summoner; SV Fort +4, Ref +2, Will +1, Rec +7; Str 10, Dex 13, Con 15, Int 10, Wis 12, Cha 8. Skills: Athletics 4 (+4), Perception 4 (+5), Weapons 4 (+4) Feats: Night Vision, Size Decrease (Small) [B]2nd Level Vivilor : Tank (Tank 2):[/B] (Medium Outsider), HD 2d12+2; HP 21; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11 (+1 Dex, +1 Class); BAB +1; Atk +4 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +1, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8. Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8) Feats: Night Vision, Move-by Action [B]3rd Level Vivilor : Tank (Tank 3):[/B] (Medium Outsider), HD 3d12+2; HP 31; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+1 Dex, +2 Class); BAB +2; Atk +5 melee (1d6+1, slam); SQ Resilience, three choices from Vivilor Menu A; AL summoner; SV Fort +5, Ref +3, Will +2, Rec +8; Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8. Skills: Athletics 6 (+9), Perception 6 (+7), Weapons 5 (+8) Feats: Night Vision, Move-by Action [B]4th Level Vivilor: Tank 4: (Large Outsider) [/B] : (Tank 4): HD 4d12+12; HP 40; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, one choice from Vivilor Menu B; AL summoner; SV Fort +7, Ref +3, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8. Skills: Athletics 6 (+9), Perception 6 (+7), Stealth 4 (+5),Weapons 5 (+8) Feats: Damage Reduction, High Pain Threshold, Night Vision, Move-by Action, Size Increase x2 (Large size) [B]5th Level Vivilor: Tank 5: (Large Outsider) [/B] : (Tank 5): HD 5d12+12; HP 56; Init +1; Spd 30 ft (20 ft. in armor); Defense 13, touch 13, flatfooted 12 (+1 Dex, +3 Class, -1 Size); BAB +3; Atk +6 melee (1d8+5,slam),;SQ Resilience, two choices from Vivilor Menu B; AL summoner; SV Fort +7, Ref +4, Will +2, Rec +10; Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8. Skills: Athletics 9 (+12), Perception 8 (+9), Weapons 8 (+11) Feats: Damage Reductionx2, High Pain Threshold, Humand Shield, Night Vision, Move-by Action, Size Increase x2 (Large size) [B]Vivilor Menu A [/B] [U]Aquatic:[/U] The vivilor gains a swim speed of 60 feet. The vivilor can move in water without making Swim checks and cannot drown in water. [U]Wings:[/U] The vivilor gains a fly speed of 60 feet (average maneuverability). Whether the wings are bat wings, dragon wings, or feathered wings is left up to the discretion of the caster. [U]Energy resistance 5[/U]: The vivilor gains resistance 5 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion. [U]Improved Ability Scores:[/U] The vivilor gains +2 Strength and +2 Constitution. [U]Quadrupedal: [/U] The vivilor has four limbs for locomotion, increasing its ground speed by +20 feet. As a quadruped, the vivilor can also carry heavier loads than bipedal forms. The vivilor gains a +2 against trip attacks. [U]Tentacles: [/U] The vivilor can slam opponents using tentacles that increase its reach by +5 feet. [U]Tougher Skin: [/U] The vivilor's natural armor bonus to Defense increases by +1. [B]Vivilor Menu B [/B] [U]Amorphous[/U]: The vivilor is immune to critical hits and massive damage. It cannot be flanked. [U]Breath Weapon[/U]: The vivilor can breathe a burst of flame. Range increment is 20 ft. Rate of fire is single (once per round), damage is 3d6+6. [U]Energy resistance 15:[/U] The vivilor gains resistance 15 to one energy type of the summoner's choosing: acid, fire, cold, electricity, or sonic/concussion. [U]Extra Limbs: [/U] The vivilor gains three additional slam attacks during its full attack action. These additional slams are treated as secondary attacks (–5 penalty to the attack roll). [U]Grasping Tentacles: [/U] The vivilor can slam opponents using tentacles that increase its reach by +5 feet. On a successful hit, a tentacle can make a free grapple check without provoking attacks of opportunity. A grappled opponent takes automatic slam damage every round the grapple is maintained. [U]Improved Wings: [/U] The vivilor gains a fly speed of 80 feet (good maneuverability). The exact nature of the wings (bat wings, feathered wings, etc) is left up to the caster. [U]Metallic Skin: [/U] The vivilor's natural armor bonus to Defense increases by +4. [U]Serpentine: [/U] The vivilor has a serpentine form. It deals double slam damage against grappled foes [/QUOTE]
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