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Str 20, Con 17, Dex 12, Int 8, Wis 15, Cha 11.
 
Str 20, Con 17, Dex 12, Int 8, Wis 15, Cha 11.
  
AC: 28 Fort: 24 Reflex: 20 Will: 22
+
AC: 25 Fort: 24 Reflex: 20 Will: 22
  
 
HP: 84 Surges:12 Surge Value: 21
 
HP: 84 Surges:12 Surge Value: 21
  
+1 Bonus to all saves
 
+5 Bonus to saves Against fear and charm
 
 
+2 Bonus to saves against ongoing damage
 
+2 Bonus to saves against ongoing damage
 
May always take a minimum of 10 on death saving throws
 
May always take a minimum of 10 on death saving throws
Resist Radiant Damage 5
 
  
'''To hit:''' +17 '''Base Damage:''' +11 on melee attacks
+
'''To hit:''' +15 '''Base Damage:''' +9 on melee attacks
  
Speed: 6 Initiative: +7
+
Speed: 6 Initiative: +5
  
 
TRAINED SKILLS: Intimidate +19, Endurance +14, Athletics +12, Insight +11, Streetwise +16, Acrobatics +6
 
TRAINED SKILLS: Intimidate +19, Endurance +14, Athletics +12, Insight +11, Streetwise +16, Acrobatics +6
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Level 7 Item Deep Pocket Cloak +2 (Neck Slot)
 
Level 7 Item Deep Pocket Cloak +2 (Neck Slot)
  
Level 2 Item +2 Rainbow Serpent Stoles Enchanced Masterwork Mythril Plating
+
Level 2 Item +1 Mythril Plating
  
Level 6 Item +3 Dynamic Weapon
+
Level 6 Item +2 Dynamic Weapon
  
 
Level 6 Item Iron Armbands of Power (Arm Slot)
 
Level 6 Item Iron Armbands of Power (Arm Slot)
 
Voice of the Archangel (Unslotted Warforged Component)
 
 
Your voice becomes as thunder, resounding with the authority of the heavens.
 
 
Divine Magic Gift
 
 
Utility Power Encounter (Minor Action)
 
 
Effect: Until the end of your next turn, you gain a +2 power bonus to Intimidate checks, and you can make your voice loud enough to shake the heavens, allowing you to be heard over any other noises within 100 squares of you. Your words are translated into Supernal, so that any creature with a language can understand you clearly.
 
  
 
Acrobat's Boots (Level 1 Item)
 
Acrobat's Boots (Level 1 Item)
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Price: 1,800 gp
 
Price: 1,800 gp
 
Weapon: Any melee
 
Weapon: Any melee
Enhancement: +3 attack rolls and damage rolls
+
Enhancement: +2 attack rolls and damage rolls
Critical: +3d6 damage
+
Critical: +2d6 damage
 
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.  
 
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.  
  
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* Names or general descriptions for any of the above features, if such information is well known.
 
* Names or general descriptions for any of the above features, if such information is well known.
 
The sketch remains on the map until this power is used again.
 
The sketch remains on the map until this power is used again.
 
Docent: Esterhauz
 
Minor Artifact
 
Neck Slot
 
+2 Enhancement Bonus to Fort/Reflex/Will
 
 
Properties:
 
You gain +1 Item bonus to all saving throws.
 
You gain +5 Item bonus to saving throws against Charm and Fear effects.
 
You gain +2 Item bonus to Initiative checks
 
 
Esterhauz can communicate telepathically with you. Esterhauz knows all languages that you know as well as Giant; while it cannot speak normally, you can lend Esterhauz your vocal chords to allow it to communicate with others. Esterhauz makes History, Religion, and Arcana checks with a +15 bonus, the results of which it may be persuaded to share with you.
 
 
You also gain:
 
 
Telekinetic Grasp
 
With your mental strength, you can manipulate nearby objects.
 
At-Will Psionic
 
Minor Action Ranged 5
 
 
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
 
Effect: You manipulate the target or move it 5 squares to a square within range.
 
 
Concordance:
 
Esterhauz favors caution, intellectual superiority, arrogance, and juditious action in its hosts
 
 
Starting Score 5
 
Owner gains a level +1d10
 
Owner humiliates an opponent +1
 
Owner allows Esterhauz to solve a riddle, puzzle, or conundrum +2
 
Owner kills a psychic creature +1
 
Owner avoids unnecessary violent combat +2
 
Owner reduces a giant to 0 hp -2
 
DM's discretion +/-2
 
 
Concordance effects:
 
 
Pleased 12-15
 
Enhancement bonus becomes +3 and Esterhauz gains the following property:
 
 
Daily Power: Factotum
 
Esterhauz can copy the uses of other items it studies
 
Minor action
 
Requirement: You must expend the use of another item's daily power to use this ability
 
Effect: Esterhauz gains the one time use of the expended daily power until the end of the day.
 
 
Normal 5-11
 
As stat block
 
 
Displeased 5 or less
 
Esterhauz refuses to use Telekinetic Grasp and you lose the +1 item bonus to saving throws and +5 item bonus to saving throws against Fear and Charm effects.
 
 
Killbastard +3 Greataxe
 
Enhancement Bonus: attack rolls and damage rolls
 
Critical: Ongoing 10 psychic damage (save ends) and all illusion effects currently affecting the target end. For the duration of the encounter, Killbastard hums in harmony with itself, playing a catchy theme song of its own devising.
 
 
Property: This weapon scores critical hits on a 19 or 20.
 
 
Property: People will talk to you at parties if you hold this axe.
 
 
Minor action, at-will, shape-shifting: Killbastard alters its appearance to appear as a different type of greataxe. It's new appearance must always look fabulous and impressive and sexy.
 
  
 
'''Martial Practices:'''
 
'''Martial Practices:'''

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