Difference between revisions of "Casey"

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(Feats & Special Abilities)
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<td width=150 valign=top>Low Light Vision</td>
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<td width=150 valign=top>LDarkvision 100 ft</td>
<td valign=top>A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</td>
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<td valign=top>Granted by the campaign.</td>
 
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<td width=150 valign=top>Fire Acclimated</td>
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<td width=150 valign=top>Weapon and Armor Proficiency</td>
<td valign=top>Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.  
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<td valign=top>Warlocks are proficient with all simple weapons and with light armor, but not with shields. They suffer spell failure chance when using armor hevier than light.  
 
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<td width=150 valign=top>Powerful Build</td>
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<td width=150 valign=top>Damage Reduction</td>
<td valign=top>The physical stature of half-giants lets them function in many ways as if they were one size category larger.
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<td valign=top>DR 2/cold iron</td>
 
 
Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
 
 
 
A half-giant is also considered to be one size larger when determining whether a creature&#8217;s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject&#8217;s size category.</td>
 
 
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<td width=150 valign=top>Naturally Psionic</td>
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<td width=150 valign=top>Detect Magic</td>
<td valign=top>Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.</td>
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<td valign=top>At will as per the spell.</td>
 
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<td width=150 valign=top>Psi-Like Ability: 1/day&amp;#8212;stomp</td>
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<td width=150 valign=top>Deceive Item</td>
<td valign=top>Manifester level is equal to &#189; Hit Dice (minimum 1st). The save DC is Charisma-based.</td>
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<td valign=top>Able to Take 10 on Use Magic Device checks, even though this is normally prohibited.</td>
 
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<td width=150 valign=top>Languages</td>
 
<td width=150 valign=top>Languages</td>
<td valign=top>Common, Giant</td>
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<td valign=top>Common, Draconic, Sylvan, Abyssal, Undercommon</td>
 
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<td width=150 valign=top>Weapon and Armor Proficiency</td>
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<td width=150 valign=top>Point Blank Shot (Human Bonus feat)</td>
<td valign=top>Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).  
+
<td valign=top>+1 to hit and damage on ranged attacks within 30 ft. of target.
 
 
 
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<td width=150 valign=top>Power Points</td>
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<td width=150 valign=top>Precise Shot (1st level feat.)</td>
<td valign=top>11 (2 racial, 7 psi war, 2 wisdom)</td>
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<td valign=top>No penalty for firing into melee.</td>
 
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<td width=150 valign=top>Fire Lash (Ps)</td>
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<td width=150 valign=top>Obtain Familiar (3rd level feat)</td>
<td valign=top>A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.
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<td valign=top>Able to obtain Familiar as if warlock levels counted as wizard levels.
 
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<td width=150 valign=top>Combat Expertise</td>
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<td width=150 valign=top>Extra Invocation (6th level feat)</td>
<td valign=top>When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.  
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<td valign=top>Extra least invocation.  
  
 
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<td width=150 valign=top>Improved Trip</td>
 
<td valign=top>You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn&#8217;t used your attack for the trip attempt.
 
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<td width=150 valign=top>Combat Reflexes</td>
 
<td valign=top>You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
 
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<td width=150 valign=top>Deft Opportunist</td>
 
<td valign=top>You get +4 to attack rolls when making attacks of opportunity</td>
 
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<td width=150 valign=top>Stand Still</td>
 
<td valign=top>When a foe&#8217;s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
 
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<td width=150 valign=top>Exotic weapon proficiency</td>
 
<td valign=top>Spiked Chain</td>
 
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==Skills==
 
==Skills==

Revision as of 10:43, 29 September 2006

Casey

Details

Class Race: Alignment: Deity:
Warlock Human CG None
Level: Size: Age: Gender:
7 medium 19 Female
Height: Weight: Eyes: Hair:
5'5"" 120lbs hazel blonde (but varies)



Abilities

STR 13 +1
DEX 14 (16) +2 (+3)
CON 14 +2
INT 18 +4
WSD 10 +0
CHA 16 +3
 

Hit Points

TOTAL wounds subdual
56 0 0

Initiative

TOTAL dex other SPEED
3 3 0 30

Armor Class

FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
19 10 6 0 3 0 0 0 -1


Battle Scores

MELEE = base + str + magic + other
6 5 1 0 0
RANGED = base + dex + magic + other
8 5 3 0 0

Saving Throws

TOTAL = base + stat + magic + other
FORT 4 2 2 0 0
REFL 5 2 3 0 0
WILL 5 5 0 0 0



Weapons

Weapon Bonus Damage Critical Range Weight Size Type Special
Eldritch Blast +8 4d6 x2 60 ft. (250 ft. w/ eldritch spear) N/A N/A magic (+7 to beat SR) Ranged touch attack. Frightful Blast applies, any creature struck must make a DC 17 Will save or be Shaken. +1 to-hit and damage within 30 ft due to Point Blank Shot.
Quarterstaff +6 1d6+1 x2 N/A 4 lbs Medium Bludgeoning Can be used as two-handed weapon or double weapon.




Armor

Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
+1 Mithril Breastplate Light +6 -1 +5 15% 30ft




Feats & Special Abilities

Feat / Ability Description/Notes
LDarkvision 100 ft Granted by the campaign.
Weapon and Armor Proficiency Warlocks are proficient with all simple weapons and with light armor, but not with shields. They suffer spell failure chance when using armor hevier than light.
Damage Reduction DR 2/cold iron
Detect Magic At will as per the spell.
Deceive Item Able to Take 10 on Use Magic Device checks, even though this is normally prohibited.
Languages Common, Draconic, Sylvan, Abyssal, Undercommon
Point Blank Shot (Human Bonus feat) +1 to hit and damage on ranged attacks within 30 ft. of target.
Precise Shot (1st level feat.) No penalty for firing into melee.
Obtain Familiar (3rd level feat) Able to obtain Familiar as if warlock levels counted as wizard levels.
Extra Invocation (6th level feat) Extra least invocation.



Skills

Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Concentration Con 11 2 9
Craft (alchemy) Int 9 1 8
Autohypnosis Wis 11 1 8 2(sy)
Knowledge (psionics) Int 5 1 2 2(sy)




Power List

Name Level Ready? Count Cast Time Range Save Description/Effect
Biofeedback 1 yes n/a standard personal n/a http://www.d20srd.org/srd/psionic/powers/biofeedback.htm
Expansion 1 yes n/a standard personal n/a http://www.d20srd.org/srd/psionic/powers/expansion.htm
Force Screen 1 yes n/a standard personal n/a http://www.d20srd.org/srd/psionic/powers/forceScreen.htm
Animal Affinity 2 yes n/a standard personal n/a http://www.d20srd.org/srd/psionic/powers/animalAffinity.htm
Body Adjustment 2 yes n/a 1 round personal n/a http://www.d20srd.org/srd/psionic/powers/bodyAdjustment.htm




Gear

Gear Location Weight Description/Special
Gloves of dexterity +2 worn These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2 . Both gloves must be worn for the magic to be effective. (already incorporated)
Amulet of natural armour +1 worn This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of +1.
Handy haversack over shoulder A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Alchemists fire x 5 haversack You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Boots of landing worn These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal.
Large Masterwork spiked chain haversack a spare weapon he keeps in his haversack just in case.




Money

Item Location Value Weight Description/Special
money haversack 50gp 4 platinum, 8 gold, 18 silver, 20 copper




Experience

No Experience Assigned.




Description

No Description Assigned.




Personality

No Personality Assigned.




Background

No Background Assigned.

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