Dnd the ancient war PC Judas Priest Details

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Details

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Statistics

  • Str 14 (+2)
  • Dex 14 (+2)
  • Con 16 (+3) [base 14, +2 racial]
  • Int 18 (+0) [base 17, +1 item]
  • Wis 10 (+0) [base 11, -2 racial, +1 lvl4]
  • Cha 8 (-1) [base 10, -2 racial]

Hit Points: 35 [23 base, +12 Con]

Subdual Damage: 0

Init: +2 [+2 Dex]

BAB: +3 [+2 Ranger, +1 Shaper]

Grapple: +5 [+3 BAB, +2 Str]


Armor Class: 19 Touch 11, flat-footed 18 [+1 Dex, +8 Armor]


Fort: +6 [+3 class, +3 Con]

Ref: +5 [+3 class, +2 Dex]

Will: +5 [+3 class, +2 Feat]


Speed: 20 ft. [30 ft. base; Heavy Armor]


Attacks

  • +5 melee [Halberd], 1d10+3, x3 (Piercing or Slashing)
  • +5 melee [Heavy Flail], 1d10+3, 19-20/x2 (Bludgeoning)
  • +5 ranged [Longbow], 1d8, x3, 100ft (Piercing)
  • +5 ranged [Sling], 1d4, x2, 50ft (Bludgeoning)


Skills

  • Balance -3 [+2 Dex, -5 Armor]
  • Climb +2 [5 ranks, +2 Str, -5 Armor]
  • Concentration +17 [7 ranks, +3 Con, +2 Tool, +3 Psicrystal, +2 Background]
  • Craft (Sculpture) +15 [7 bonus ranks, +4 Int, +2 Kit, +2 Item]
  • Disable Device +11 [5 ranks, +4 Int, +2 Tools]
  • Hide +2 [5 ranks, +2 Dex, -5 Armor]
  • Jump +2 [5 ranks, +2 Str, -5 Armor]
  • Kn(engineering) +5 [1 rank, +4 Int]
  • Kn(psionics) +5 [1 rank, +4 Int]
  • Kn(religion) +5 [1 rank, +4 Int]
  • Listen +9/+11^ [5 ranks, +2 Tool, +2 Feat]
  • Move Silently +2 [5 ranks, +2 Dex, -5 Armor]
  • Psicraft +9/+11* [5 ranks, +4 Int]
  • Search +12 [6 ranks, +4 Int, +2 Tool]
  • Spot +9/+11^ [5 ranks, +2 Tool, +2 Feat]
  • Swim -3 [+2 Str, -5 Armor]

Total 57 skill points (45 pts Ranger, 12 pts Shaper)

[^ indicates modifier vs Undead]

[* indicates modifier for dealing with Metacreativity powers]


Feats

  • Adamantine Body [Level 1] Armor bonus +8, DR 2/adamantine
  • Practiced Manifester [Shaper1] Manifester Level increases by 4 (Max up to HD)
  • Iron Will [Ranger2] +2 bonus on all Will saving throws
  • Psicrystal Affinity [Level 3] Obtain a psicrystal
  • Alertness [Psicrystal] +2 bonus on all Listen and Spot checks.
  • Invest Armor [Bonus] Immediately expend focus to increase armor bonus by 3


Racial Traits

Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Immunity to: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.


Class Abilities/Features

  • Trap Expert [Ranger 1] Loose Track, gain Trapfinding as Rogue
  • Favored Enemy (Undead) [Ranger 1] +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls
  • Iron Willed [Ranger 2] Loose Combat Style, gain Iron Will. (houseruled)


Psionics

(Effective) Manifester Level: 4

Power Points/day: 10 [6 base, +4 ability]


Powers Known:

[1st] Astral Construct, Crystal Shard, Deflection Field, Force Screen, Vigor.

Equipment

Body Slots
  • [Head] Headband of Intellect +1 [1.000 gl]
  • [Face]
  • [Throat]
  • [Shoulders]
  • [Body]
  • [Torso]
  • [Waist] Belt of Reparation [750 gp]

While wearing a belt of reparation, you gain a +2 competence bonus on Craft checks to repair a construct. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to repair damage with a touch.

  1. charge: Repairs 2d8 points of damage.
  2. charges: Repairs 3d8 points of damage.
  3. charges: Repairs 4d8 points of damage.
  • [Arms]
  • [Hands]
  • [Ring 1]
  • [Ring 2]
  • [Feet]
Weapons
  • Halberd [15 gp]
  • Heavy Flail [15gp]
  • Longbow / 40 Arrows [77 gp]
  • Sling / 20 bullets [0.20 gp]
Beltpouch
  • Journal, pen & ink (8-oz. vial) [9 gp]
Tool belt
  • Warforged Repair Kit [50 gp]

Containing a variety of organic and inorganic materials (much like the warforged themselves) and specialized tools, this kit grants a +2 circumstance bonus on Craft checks made to repair damage to a warforged. (See page 46 for details about using the Craft skill in this manner.)

  • MW Thieves’ Tools [100 gp]
  • MW Tool (Concentration) [50 gp]
  • MW Tool (Listen) [50 gp]
  • MW Tool (Search) [50 gp]
  • MW Tool (Spot) [50 gp]
Coins 453 gp

Warforged Racial Traits

• Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a warforged has the following features. - A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A warforged possesses the following traits. - Unlike other constructs, a warforged has a Constitution score. - Unlike other constructs, a warforged does not have low-light vision or darkvision. - Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities. - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. - A warforged cannot heal damage naturally. - Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. - As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. - The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Ref ex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged. - A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. - As a living construct, a warforged can be raised or resurrected. - A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. - Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

• +2 Constitution, –2 Wisdom, –2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile. • Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size. • Warforged base land speed is 30 feet. • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. • The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage. • Automatic Languages: Common. Bonus Languages: None. • Favored Class: Fighter. A multiclass warforged’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Psicrystal

Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)

Psicrystal Special Abilities Owner Level Nat Armor Int Adj. Special 1st–2nd +0 +0 Alertness, impr evasion, personality, self-propulsion, share powers, sighted, telepathic link 3rd–4th +1 +1 Deliver touch powers 5th–6th +2 +2 Telepathic speech 7th–8th +3 +3 — 9th–10th +4 +4 Flight 11th–12th +5 +5 Power resistance 13th–14th +6 +6 Sight link 15th–16th +7 +7 Channel power 17th–18th +8 +8 19th–20th +9 +9

Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.

Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.

Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.

Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location.

When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).


Feats

Adamantine Body

Prerequisites: Warforged, 1st level only.

Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.

Normal: Without this feat, your warforged character has an armor bonus of +2.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

Practiced Manifester

Prerequisite: Psicraft 4 ranks.

Benefit: Your manifester level for the chosen manifesting class increases by four. This benefit can’t increase your manifester level higher than your Hit Dice. Even if you can’t benefit from the full bonus immediately, however, if you later gain levels of nonmanifesting classes, you might be able to apply the rest of your bonus.

Special: You can select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class.

Iron Will

Benefit: You get a +2 bonus on all Will saving throws.

Psicrystal Affinity

Prerequisites: Manifester level 1st.

Benefit: This feat allows you to gain a psicrystal.

Alertness

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Invest Armor

Prerequisites: Proficiency with armor worn.

Benefit: You can expend your psionic focus to increase the armor bonus of the armor you’re wearing by 3. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponents attack roll is determined.

Sources

  • Eberron Campaign Setting: Warforged Repair Kit (p122)
  • Complete Psionic: Practiced Manifester (p57), Deflection Field (p82)
  • Dungeonscape: Alternative Class Feature: Trap Expert (p12)
  • Magic Item Compendium: Healing Belt (p110)
  • Races of Stone: Invest Armor (p141)