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==Example Huskarl== The huskarl’s expertise is in leading others, especially in combat. The huskarl’s magical abilities are secondary for most huskarl, used as an aid for herself and for allies. HUSKARL CR 14 Dwarf fighter 6 / huskarl 8 LG Medium humanoid, Earthbonded Heroic Path Init +0; Senses Listen +2, Spot +2, Darkvision 90 ft., Tremorsense 30 ft. Languages Dwarven clan dialect, Old Dwarven, Orcish, Trader’s Tongue (2) AC 26, touch 11, flat-footed 25 hp 165; DR 3/- Fort 10, Ref 5, Will 10 Speed 20 ft. (4 squares) Melee dwarven waraxe +23/+18/+13 (1d10+9 +1d6 fire / 19-20/x3) or 2-handed power attack with waraxe (-3 to AC) +18/+13/+8 (1d10+17 +1d6 fire / 19-20/x3) Base Atk +14; Grp +18 Special Actions Cleave, Power Attack, Shield Bash (1d6), Ride-By Attack Channeler Spells Known (CL 14) 8 spell energy 4th – lesser geas (DC 17), secure shelter 3rd – cure serious wounds, heroism, protection from energy 2nd – bleed power, blur, bull’s strength, lesser restoration, owl’s wisdom, tongues 1st – channel might, endure elements, faerie fire, hold portal, longstrider, shield, true strike 0 (5/day) – cure minor wounds, know direction, mending, open/close, prestidigitation, purify food and drink Spell-Like Abilities 1/day each (from Heroic Path) Hold portal, soften earth and stone, make whole, spike stones, stone shape, meld into stone, transmute rock to mud, stoneskin Abilities Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 12 Combat Equipment Masterwork clouded full plate, +2 fortified bashing greater masterwork light shield, +3 flaming burst greater masterwork mithral dwarven waraxe, ring of minor spell storing (true strike, blur), gloves of dexterity +2, invisibility potion, haste potion, gaseous form potion, water walk potion, cure serious wounds potion x3, magic vestment +3 oil, greater magic weapon +3 oil, eagle’s splendor potion x2 SQ Improved Spellcasting, Improved Stonecunning, Inspirational Presence, Lead by Example, Leadership bonus, Spoken Power, Squire Feats Cleave, Improved Critical (dwarven waraxe), Improved Shield Bash, Leadership, Magecraft (Spiritual), Mounted Combat, Power Attack, Resigned to Death, Ride-By Attack, Skill Focus (Diplomacy), Still Spell, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe) Skills Craft (weapons) +14, Diplomacy +15, Intimidate +5, Knowledge (warfare) +4, Perform +6, Profession (soldier) +16, Ride +8, Sense Motive +9 Favored Region +2 Survival, Knowledge (nature) when in the Kaladruns; bonus increases to +4 when in subterranean environments. 0-Level Huskarl Spells Abjur Resistance: Subject gains +1 on saving throws. Div Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. Conj Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Evoc Flare: Dazzles one creature (-1 on attack rolls) Light: Object shines like a torch. Necro Disrupt Undead: Deals 1d6 damage to one undead. Trans Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Virtue: Subject gains 1 temporary hp. 1st-Level Huskarl Spells Abjur Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Protection from Chaos/Evil/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Conj Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Peasant’s Rest: One subject gains the benefits of a full night’s rest in only 4 hours. Div Comprehend Languages: You understand all spoken and written languages. Detect Astirax: Detects the presence and condition of astiraxes within range. True Strike: +20 on your next attack roll. * Ench Assist: As long as you speak, those within 30 feet gain +2 morale bonus on skill checks. Inspiration: Subject gains +10 morale bonus on one Craft check. Joyful Speech: Emboldens subjects against fear and makes others more friendly as long as you speak or sing. Evoc Channel Might: Subject’s next attack deals max damage and bonus damage equal to your caster level. Trans Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: objects or creatures fall slowly. * Longstrider: Your speed increases by 10 ft. Magic Weapon: Weapon gains +1 bonus. Phantom Edge: Weapon deals damage according to the type assigned. Stone Soup: Enchants one stone to become nourishing condensed soup. 2nd-Level Huskarl Spells Abjur Pacify: Attempts to prevent 1 + 1 per 3 levels subjects from attacking. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Conj Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Glitterdust: Blinds creatures, outlines invisible creatures. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Div Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. ** See Invisibility: Reveals invisible creatures or objects. Tongues: Speak any language. Ench Calm Emotions: Calms creatures, negating emotion effects. Enthrall: Captivates all within 100 ft. + 10 ft./level. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Evoc Bleed Power: 1 creature per level that damages you in melee combat suffers 1d6 points of force damage. Illus Blur: attacks miss subject 20% of the time. Silence: Negates sound in 15-ft. radius. Trans Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: opens locked or magically sealed door. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Warp Wood: Bends wood (shaft, handle, door, plank). Whispering Wind: Sends a short message 1 mile/level. 3rd-Level Huskarl Spells Abjur Dispel Magic: Cancels magical spells and effects. Magic Circle Against Chaos/Evil/Law: As protection spells, but 10-ft. radius and 10 min./level. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Conj Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Remove Disease: Cures all diseases affecting subject. Div Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Ench Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Suggestion: Compels subject to follow stated course of action. Evoc Daylight: 60-ft. radius of bright light. Necro Gentle Repose: Preserves one corpse. Trans Halfling Burrow: Creates comfortable, well-hidden burrow. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Meld Into Stone: You and your gear merge with stone. 4th-Level Huskarl Spells Abjur Freedom of Movement: Subject moves normally despite impediments. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Stoneskin: Ignore 10 points of damage per attack. Conj Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Minor Creation: Creates one cloth or wood object. Secure Shelter: Creates sturdy cottage. Div Locate Creature: Indicates direction to familiar creature. Ench Geas, Lesser: Commands subject of 7 HD or less. Modify Memory: Changes 5 minutes of subject’s memories. Evoc Shout: deafens all in cone; deals 5d6 sonic dmg. Trans Reincarnate: Brings dead subject back in a random body. Silver Storm: Silver needles deal 1d4 damage per caster level in a cone. Stone Shape: Sculpts stone into any shape. 5th-Level Huskarl Spells Abjur Atonement: Removes burden of misdeeds from subject. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Magic Circle Against Shadow: As magic circle spells, but only verses agents of Izrador. Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Conj Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Major Creation: As minor creation, plus stone and metal. Wall of Stone: Creates a stone wall that can be shaped. Div Telepathic Bond: Link lets allies communicate. Ench Inspirational Might: mimics bard’s Inspire Greatness. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. * Evoc Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Illus Dream: Sends message to anyone sleeping. Necro Death Ward: Grants immunity to all death spells and negative energy effects. Trans Fabricate: Transforms raw materials into finished items. Passwall: Creates passage through wood or stone wall. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. * – This spell is normally one spell level higher for channelers in Midnight. ** – This spell is normally limited to legates only in the Midnight setting. <br> ---- [[Midnight: North & South Portal|PORTAL]] | [[Midnight RPG - THE SOUTHIES|THE SOUTHIES]] | [[DURGAZ]] | [[ERANON]] | [[ZAL'KAZZIR]] | [[Kyuad|KYUAD]] ----
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