Dnd the army campaign Tom Bombadil

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Background

Base

  • Name: Tom Bombadil
  • Class: Costume (arcane ninja)
  • Level: 7
  • Race stronghard hafling
  • HD: 1d8
  • speed: 20 feet.
  • Type: humanoid
  • Skill Bonuses:
  • Languages (spoken): Commen, Aquan (water ) Ignan (fire ), Terran (Xorns and other earth-based creatures) Auran ( air), infernal, celestial
  • Languages (written): Commen, Elven , draconic, dwarven, infernal, celestial



Stats:

  • Str .10 +0
  • Dex .16 +3
  • Con .14 +2
  • Int .20 +5
  • Wis .12 +1
  • Cha .20 +5
  • Fort +15
  • Ref +14
  • Will +11


  • AC: 19 (24 with towershield)
  • Bab: +3


Attack:

  • melee: light hammer +3 melee (1d4)
  • ranged: light trowing hammer +6 ranged (1d4)

Ability's

Invocations (SP)

A warlock has a repertoire of attacks, defenses, and other abilities known as invocations, which allow her to focus the demonic energy that suffuses her soul. A warlock can use any invocation she knows at will. A warlocks invocations are like spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a warlock can use a invocation defensively by making a successful consentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a warlock is hit by an attack while ivoking, she is entitled to a Concentration check to successfully use the invocation, just as a spell caster would be. Her invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. If an invocation allows a saving throw, its DC is 10+ the equivalent spell level + the warlock’s Cha modifier. Sins spell-like abilities are not spells, a warlock cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the ability Focus feat (MM303), as well as from feats that emulate metamagic effects for spell-like abilities. The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level warlock begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a warlock learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. Se Invocations, below, for a list of available invocations. Unloike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.


Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.


===Brains over Brawn (EX)=== At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strenght or Dexterity, such as Hide, Climp and Jump.


===Touch of Vitality (Su)=== At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level x your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action, li has no effect on undead.


=== Auras (Ex)=== The marshal exerts an effect on allies in his vicinity. He can learn to produce difierent effects, or auras, over the course of his career. The marshal may project one minor and (starting 2nd level) one major aura at a time. Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal uses a free action to dismiss it or activate another of the same kind

(major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best, Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, Stunned, paralyzed, or otherwise unable to be heard or under-stood by his allies. A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table 1-5: The Marshal. All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Aura

A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. Accurate Strike: Bonus on rolls made to confirm critical hits. Ail of War. Bonus on disarm, trip, bull rush, and sunder attempts. Demand Fortitude: Bonus on Fortitude saves. Determined Caster: Bonus on rolls to overcome spell resistance. Force of Will: Bonus on Will saves. Master of Opportunity. Bonus to Armor Class against attacks of opportunity. Master of Tactics: Bonus on damage rolls when flanking. Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. Motivate Strength: Bonus on Strength checks and Strength-based skill checks. Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. Over the Top: Bonus on damage rolls when charging. Watchful Eye: Bonus on Reflex saves.

Major Aura

Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-. Motivate Ardor: Bonus on damage rolls. Motivate Attack: Bonus on melee attack rolls. Motivate Care: Bonus to Armor Class. Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed. Resilient Troops: Bonus on all saves. Steady Hand: Bonus on ranged attack rolls.


= Bardic Knack

When making any skill check, you can use ½ your bard level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0). For example, a 5-th level bard would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks). You can’t take 10 on checks when you use bardic knack (to take 10 you must have actual ranks). If the skill doesn’t allow untrained checks, you must have at least 1 actual rank to attempt the check.



Equipment

Feats

Skills

  • Skills: .. points Ranks + Ab + i = Total
  • Concentration (con) + =
  • Craft (int) + =
  • Diplomacy (cha) + =
  • Handle anmial (cha) + =
  • Heal(wis) + =
  • Knowledge religion (int) + =
  • Knowledge r & n (int) + =
  • Profession (wis) + =
  • Ride (dex) + =
  • Sense motive (wis) + =


Journal

Day 1