Dnd the army campaign Tom Bombadil-large

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Background

Tom grew up in the far east as an spy. He was trained with the best fighters of the lands and fought many war’s to protect his village. Tom himself never was much of a fighter but his ability to confuse his enemies with illusions and discuses made him an useful pawn to his superiors. Furthermore Tom always was able to get the best out of people. With only an few instructions he could help even most clumsy fighter move silently to ambush the enemy. It was only recently that he found a way to channel his arcane knowledge and his inner power to make an direct attack. The energy released in this attack is neither good or bad, it is just pure energy.

Base

  • Name: Private Tom Bombadil
  • Class: Costume (arcane ninja)/Nosomatic Chirurgeon
  • Level: 7
  • Race stronghard hafling
  • HD: 1d8
  • speed: 20 feet.
  • Type: humanoid
  • Skill Bonuses: +2 racial bonus on Climb, Jump, Move Silently and Listen checks.
  • Languages (spoken): Commen, Aquan (water ), Ignan (fire ), Terran (Xorns and other earth-based creatures), Auran ( air), Infernal, Celestial, Halfling
  • Languages (written): Commen, Elven , Draconic, Dwarven, Infernal, Celestial, Halfling
  • initiative: +8
  • Hitpoints: 53


Stats:

  • Str .10 +0
  • Dex .16 +3
  • Con .14 +2
  • Int .20 +5
  • Wis .12 +1
  • Cha .20 +5


  • Fort +15 (+16 vs disease)
  • 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.

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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.

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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.

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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.

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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.

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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.

  • Ail of War. Bonus on disarm, trip, bull rush, and sunder attempts.
  • Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
  • Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.

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.

  • Motivate Attack: Bonus on melee attack rolls.
  • Motivate Care: Bonus to Armor Class.

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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.

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Spells

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music).

To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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Light armor casting

A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).

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Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

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Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

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Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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Heir’s Mark

Levels in the nonsomatic chirurgeon prestige class count as levels in the dragonmark heir prestige class when determining the caster level of the spell-like ability of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.

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Nosomatic Chirurgy (Ex)

As a nosomatic chirurgeon. You understanding of sickness and disease grants you a bonus equal to you class level on saves against magical or mundane diseases (including the contagion spell). You gain this same bonus on saves against magical or mundane effects that would change your condition to nauseated or sickened. If such effects also deal damage, you take that damage as normal. In addition, you receive a bonus equal to your class level on all Heal checks.

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Pestilential Touch (Su)

A chirurgeon develops the supernatural ability to channel energy into debilitating harm. This ability allows you to spontaneously “lose” a single usage of any spell or spell-like ability to cast any Inflict spell of the same spell level or lower. (An inflict spell is any spell with “inflict” in its name, such as inflict light wounds). Unlike normal casting of an inflict spell, the damage dealt by this ability is not negative energy, and so cannot be used to heal undead.

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Divine compaion

By sacrificing a possible link to an earthly creature, you gain the ability to store arcane energy into a divine reservoir that takes the form of a spirit creature. Linked to you through your own life essence, this divine companion can transform that energy into beneficial effects. Level: 1 Replaces: this benefit replaces the summon familiar class feature Benefit: You can spend 100gp to perform a ritual dedicated to the deity of your choice and summon forth a spirit creature to aid your adventures. This creature is both invisible and intangible, but it provides you with real benefits. The divine companion stores arcane energy and redirects it to you according to your level and your needs. To fill this reservoir, you must cast one or more targeted spells at this creature. A spell so cast does not produce its normal effect; the companion simply absorbs the spell’s energy. It can store a number of spell levels equal to your arcane caster level. You can cast spells into it at any time, but after you rest and recover your spell slots for the day, the divine companion loses any stored energy. The divine companion exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic or dispel check. It cannot, however, release its arcane energy within an antimagic field or similar effect. It uses your caster level for any check required, and when it releases arcane energy, the level effect created equals the number of spell levels released. The divine companion can release its stored spell energy in either of the following ways, at your command. You can use each effect as often as you wish, until the companion’s stored energy is depleted. Healing (Su): As a standard action, you can order your divine companion to convert the energy it has stored into healing power. This is the equivalent of a conjuration (healing) spell. This effect heals you for 1d6 points of damage per stored spell level, or as many levels as you designate ( up to the maximum currently stored). Shielding (Su): As a swift action, you can order the creature to convert the energy it has stored into protecting you. This is the equivalent of an abjuration spell that provides you with a deflection bonus to AC and a resistance bonus on saves each equal to the number of stored spell levels, or as many levels as you designate ( up to the maximum currently stored). This effect lasts for 1 round per arcane caster level you possess.

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Spiritual Connection

You learn to speak with the spirits of the wild places. Although this ability does not automatically makes such spirits well disposed towards you, it does provide several benefits. Level: 1 Replaces: This benefit replaces the wild empathy class feature Benefit: You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day.

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Warmage edge

A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 intelligence casts a magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his intelligence bonus. The bonus from the warmage edge special ability applies only on the spells that he casts as a warmage, not those he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missile, only one of them (of the warmage’s choice) gains the extra damage. Even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribeld by a warmage do not gain any benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefits of the warmage edge, if applicable.


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Equipment

  • weapon: light hammer
  • armor: mithril chain +1
  • shield: mithril towershield +1 (worn on back unless otherwise noted)

worn:

  • goggels of minut seeing
  • masterwork tool (concentration)
  • amber amulet of vermin
  • vest of resistance +1
  • mithril chain +1
  • cloack of cha +1
  • armband of elusive action
  • ring of dex +1
  • ring of int +1
  • ank of translocation
  • lesser iron ward diamnod

backpack:

  • rubber ball 5x
  • robe silk 2x
  • masterwork thief tools
  • masterwork tool (arcana)
  • masterwork tool (heal)
  • masterwork tool (climb)
  • alchemist fire 4x
  • holy water 2x
  • endure elements potion 1x
  • hand of the mage (neck)
  • scroll of sticky finger 4x
  • scroll of expedition retreat 2x
  • scroll of undetectable alignment 2x
  • army-poncho of woodland combat
  • army-poncho of snow combat
  • army-poncho of desert combat


belt:

  • scroll of sticky finger 1x
  • scroll of expedition retreat 1x
  • scroll of undetectable alignment 1x
  • alchemist fire 1x


remaining gold 621gp

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Feats

least mark of healing

trickery devotion

You project a simulacrum of yourself that can perform limited tasks. Benefit: Once per day as a standard action you can create an exact duplicate of yourself up to 30feet away. You can control this simulacrum’s movements as a free action in level. This ability is usable to a maximum of 1 minut per level each day. The simulacrum combines the characteristics of the silent image and unseen servant spells. Its hit points are equal to 6+you character level. It ignores terrain effect and moves like an unseen servant, making no noise in the process, though it makes normal morions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise it walks on open air. Ou can do anythig with this image that you could do with the unseen servant spell and under the same limitations. When you attain 5th level, you gain more control over the simulacrum. At this point it behaves more like a major immage spell, though it still performs actions like and unseen servant. As long as the simulacrum remains within 5 feet of your posision, you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this check. Which is oppised by you oponents’ sence motive checks. If you are succesful, your foes believe the image is you (and vice versa) for 1 round. Special: if you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.

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protection devotion

You exude an aura that protects you and those around you. Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.

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extra edge

Your ability to deal spell damage is particulary stricking. Benefit: You gain a +1 bonus on your warmage adge, plus an addirional +1 bonus per four warmage levels. For instance, an 8th level warmage with 18 intelligence gets a +7 bonus on the damage dealt by any spell that deals hit point damage.


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Ivocation

Draconic knowledge

Least; 2nd This invocation gives you access to the great ancestral memories of dragonkind. You gain a +6 bonus on Knowledge and Spellcraft checks for a period of 24 hours, and such checks are treated as though you are trained even if you have no ranks in the skill

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See the unseen

Least; 2nd You grant yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibly spell (PH 275). You also gain darkvision out to 60ft for 24 hours.

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Enthralling voice

Lesser; 6th Your speech causes all enemies within a 40-foot radius of you who fail a will save to become fasinated. To be affected, targets must have Hit Dice equal to or less then your caster level and must be able to hear you, but you need not share a common language. Affected targets remain fascinated for as long as you continue to speak and concentrate on the effect (max 1 round / caster lvl) plus 5 rounds thereafter. Even after the effect t ands, any creature that failed its will save regards you in a better light then it did previously. Its attitude to you adjusted one step towards friendly for the next 24 hours. Multiple uses of this ivocation do no further adjust the attitude. This is a mind affecting effect.

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spells

known

  • lvl 0 - mage hand
  • lvl 0 - Message
  • lvl 0 - Ghost sound
  • Lvl 1 - Experdition retreat, swift
  • Lvl 1 - invisibility, swift
  • Lvl 1 - unseen servant
  • Lvl 2 - reflective disguise
  • Lvl 2 - fly, swift
  • Lvl 2 - silence
  • Lvl 3 - summon monster III
  • Lvl 3 - invisibility sphere

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Skills

(not included aura's)

  • Appraise +8
  • Balance +11
  • Bluff +13
  • Climb +11
  • Concentration +6
  • Diplomacy +8
  • Disable Device +10
  • Disguise +8
  • Escape Artist +11
  • Gather Information 8
  • Heal +13
  • Hide +18
  • Intimidate +4
  • Jump +10
  • Knowledge +14
  • Listen +14
  • Move Silently +17
  • Open Lock +13
  • Ride +11
  • Search +18
  • Sense Motive +8
  • Sleight of Hand +17
  • Spellcraft +14
  • Spot +10
  • Survival +4
  • Swim +8
  • Tumble +11
  • Use Rope +11 (13 silk robe)

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Journal

being to large for a quick loading time i gave the journal a new page

Dnd_the_army_campaign_Tom_Bombadil_journal


Superiors

  • Field Marshal
  • General
  • Brigadier
  • Colonel ---- Cutter
  • Lt. Colonel
  • Major
  • Captain
  • Lieutenant
  • Sergeant Major
  • Corporal
  • Sergeant ---- Billy Blanks, Logun
  • Private ---- Tom bombadail