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==Beetle!== Beetle Human Wizard (School of Earth) AC: 10 HD: 1d6 HP: 13 Hit Dice: 1 Movement rate: 30 Initiative modifier: +0 Abilities (+modifiers): *Wisdom 15 (+2) *Intelligence 18 (+4) *Constitution 10 (+0) *Strength 8 (-2) *Dexterity 10 (+0) *Charisma 12 (+1) Reflex: +1 Fortitude: +1 Will: +5 Size: Medium Speed: 30 ft Skills (6/level): *Appraise (Int) (1: +8) *Craft (Int) (1: +8) *Diplomacy (Cha) (2: +6) *Knowledge (Arcana) (Int) (3: +10) *Knowledge (History) (Int) (1: +8) *Knowledge (Religion) (Int) (1: +8) *Linguistics (Int) (1: +8) *Spellcraft (Int) (3: +10) *Sense Motive (Wis) (3: +5) *Survival (Wis) (2: +4) '''Feats:''' ''Spell Focus: Earth'' Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. ''Minor Spell Expertise: Shield'' You are able to cast a 1st-level spell as a spell-like ability. Prerequisite: Ability to cast 4th-level spells. Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell. ''Scribe Scroll (Item Creation) (bonus)'' You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information. '''Traits:''' Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. 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). Languages spoken (+2 bonus): *Common *Fiendish *Vegepygmy '''Earth School''' The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes. Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight. Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Earth Glide (Su): At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive. Arcane Bond: Ornate brown ring, embedded with topaz Physical appearance: Diminutive old man, wrinkled brown skin. Long grey he air peeks out from under a wreath made out of various crystals. He wears brown earthy tattered robes, his ring glinting from underneath them.
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