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==Zilisha== Female Tiefling Bloodrager (Abyssal Bloodline) 3 CG Str 16 Dex 11 (13) Con 14 Int 10 (12) Wis 13 Cha 16 (14) They gain +2 Dexterity, +2 Intelligence, and –2 Charisma. Darkvision: Tieflings can see perfectly in the dark for up to 60 feet Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit dangerous claws. The tiefling can choose two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type (FIRE) and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled. Skills (6/level): Climb 2:8 (5) Craft (Armor) 2:6 Diplomacy 3:8 (11 with Badlanders) Intimidate 3:8 Knowledge Arcana 1:5 Knowledge Planes 1:2 Perception 3:7 Spellcraft 1:5 Survival 2:6 BAB: +3 Fort 5 Ref 2 Will 2 +2 vs spells from me or allies Speed: 40’ Languages: Common, Badlander, Fiendish HD: d10 HP: 24/24 (30/30) AC: 17 (15) Claw x2: +6, 1d4+3, (+8, 1d6+5), Whetstone Planson: +7, 1d10+4 (+10, 1d10+7), B or P Chakram: +4, 1d8+3, 30’, Whetstone Feat: Improved Natural Armor: +1 natural armor Additional Traits Trifler: Prestidigitation as spell-like ability 3/day Arcane Dabbler: 2 non-harmful arcane, 1/day each - Spark, Mending Traits: Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc). Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage. Bloodline Powers: Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. Bloodrage: 10 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. Fast Movement: +10’, not carrying a heavy load Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her. Blood Sanctuary: +2 vs spells from me or allies Medium harness (reqs med arm prof) Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight 75 coins .......... [+6].................. +4 .......................... -3 ..................20%.........30 lbs. Equipment: 105 Medium harness 75 Planson (masterwork) Chakram (2) 2 Barbarian’s kit 9 backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin Grappling hook 1/87 Artisan’s tools (Armorer) 5 Whetstone 0.02/102.02 Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades. Outfit, peasant’s (rags) 0.1 Oil (2) 0.2 2 bullets, 6 tin pieces, 8 tin bits 52 bullets 150b (necklace sales) three ordinary cure potions potion of strength making pot of antivenom powerful healing potion Masterwork harness Contact: Zorn, smith at Keep Background: These arid lands are a brutal, unforgiving place, but the daily struggle for survival hasn’t dampened Zilisha’s spirits. She is grateful to be alive, and willing to help others (within reason). Even when things are going bad, she’s feeling good as Hell. Appearance: Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate.
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