Difference between revisions of "Dnd the ancient war PC Judas Priest Quick Reference"

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==== Judas Priest ====
 
Warforged (Medium Living Construct); HD 2d8+1d4+9; hp 28
 
Init +2; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 19 (+8 armor, +1 Dex), touch 11, flat-footed 18;
 
Base Atk +2; Grp +4; Atk Halberd +4 melee (1d10+3 piercing or slashing) or Heavy Flail +4 melee (1d10+3, 19-20/x2 bludgeoning) or Longbow +4 ranged (1d8, x3, 100ft Piercing) or Sling +4 ranged (1d4, x2, 50ft Bludgeoning); Full Atk -; SA none; SQ Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain, DR 2/adamantine; AL LN; SV Fort +6, Ref +5, Will +3.
 
Str 14, Dex 14, Con 16, Int 18, Wis 9, Cha 8
 
Skills: Balance -3, Climb +2, Concentration +16, Craft(Sculpture) +14, Disable Device +11, Hide +2, Jump +2, Kn(religion) +5, Listen +8/+10^, Move Silently +2, Psicraft +8, Search +11, Spot +8/+10^, Swim -3.
 
[^ indicates modifier vs Undead]
 
Feats: Adamantine Body, Practiced Manifester, Iron Will, Psicrystal Affinity, Alertness, Invest Armor.
 
Psionics: (Effective) Manifester level 3rd; Power Points/day 8; save DC 14 + power level, [1st] Astral Construct, Crystal Shard, Force Screen.
 
Halberd: ready against a charge deals double damage, trip.
 
Heavy Flail: +2 bonus to disarm, trip.
 
Light Fortification (Ex): there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
 
Trapfinding: use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
 
Favored Enemy (Undead) (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls versus indicated creature type.
 
Invest Armor: expend psionic focus as immediate action to increase armor bonus by 3.
 
  
Powers known
 
Astral Construct Metacreativity (Creation)
 
Level: Shaper 1, Display: Visual; see text, Manifesting Time: 1 round, Range: Close (25 ft. + 5 ft./2 levels) Effect: One created astral construct, Duration: 1 round/level (D),
 
Saving Throw: None, Power Resistance: No, Power Points: 1.
 
This power creates one 1st-level astral construct of solidified ectoplasm. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
 
Astral constructs are not subject to effects that affect outsiders; they are constructs, not outsiders.
 
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.
 
 
Crystal Shard Metacreativity (Creation)
 
Level: Psion/wilder 1, Display: Auditory and material, Manifesting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Effect: Ray, Duration: Instantaneous, Saving Throw: None, Power Resistance: No, Power Points: 1
 
Ranged touch attack, 1d6 points of piercing damage.
 
Augment: For every 1 additional power point you spend, this power’s damage increases by 1d6 points.
 
 
Force Screen Psychokinesis [Force]
 
Level: Psion 1, Display: Auditory, Manifesting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 min./level, PP: 1
 
The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). The effect has no armor check penalty associated with it.
 
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
 
 
 
==== Splinter ====
 
Psicrystal (Diminutive construct); HD 1/2 master’s; hp 14
 
Init +2; Spd 30 ft, climb 20 ft.*; Space/Reach 1 ft./0 ft. AC 17 (+4 size, +2 Dex*, +1 natural), touch 16, flatfooted 15
 
Base Att +0; Grp -17; Att - Full Att -; SA -; SQ Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) AL LN; SV Fort +6, Ref +5, Will +1.
 
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
 
Skills: Climb +15*, Concentration +11, Craft (Sculpture) +4, Disable Device +3, Hide +19, Jump +0, Kn(psionics) -1, Listen +7/+9^, Move Silently +7, Psicraft +2, Search +3, Spot +7/+9^
 
[*With self-propulsion ability activated]
 
[^ indicates modifier vs Undead]
 
Feats: Alertness
 
Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.
 
Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, personality and deliver touch powers. (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.)
 
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
 
 
 
==== Astral Construct ====
 
An astral Construct generally appears as an animate clump of ectoplasm with a vaguely Humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “Construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed.
 
Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
 
Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester begins to manifest the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.
 
 
Astral Construct Menu A
 
A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one ability from this menu.
 
Buff (Ex): The astral construct gains an extra 5 hit points.
 
Celerity (Ex): The astral construct’s land speed is increased by 10 feet.
 
Cleave (Ex): The astral construct gains the Cleave feat.
 
Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class.
 
Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average).
 
Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat.
 
Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.
 
Mobility (Ex): The astral construct gains the Mobility feat.
 
Power Attack (Ex): The astral construct gains the Power Attack feat.
 
Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.
 
Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
 
Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
 
 
1st-Level (Small Construct); HD 1d10+10; hp 15
 
Init +2; Spd 30 ft.; Space/Reach 5 ft./5 ft. AC 18 (+1 size, +2 Dex, +5 natural), touch 13, flatfooted 16
 
Base Att +2; Grp -1; Att Slam +3 melee (1d4+3 bludgeoning) Full Att -; SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision AL N; SV Fort +0, Ref +2, Will +0.
 
Str 15, Dex 15, Con -, Int -, Wis 11, Cha 10
 
 
2nd-Level (Medium Construct); HD 2d10+20; hp 31
 
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 18 (+2 Dex, +6 natural), touch 12, flatfooted 16
 
Base Att +3; Grp +4; Att Slam +4 melee (1d6+4 bludgeoning) Full Att -; SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision AL N; SV Fort +0, Ref +2, Will +0.
 
Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10
 

Latest revision as of 15:08, 9 October 2008