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Level 1 Hell Mother, worshipper of Darkness gods and an exile from the Kitori of the Troll Woods
 
Level 1 Hell Mother, worshipper of Darkness gods and an exile from the Kitori of the Troll Woods
  
'''Look:''' Serzeen is of medium height and stocky, with dark hair and darker eyes, almost pools of blackness even in the brightest sunlight.  She carries a thick staff and is typically draped in dark robes adorned with charms made from bone and a hood that casts deep shadows across her face.
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'''Look:'''  
  
 
===Game Statistics===
 
===Game Statistics===
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|-
 
|-
 
| HP
 
| HP
| 7/24
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| 24/24
 
|-
 
|-
 
| AC
 
| AC
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|-
 
|-
 
| Init
 
| Init
| 13
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| +3
 
|-
 
|-
 
| Recoveries
 
| Recoveries
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==Class Features==
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===Class Features===
  
===Bound Spirits===
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==Bound Spirits==
 
Each day you can choose number of bound spirits to serve you as indicated in the class progression table. Each bound spirit provides you (or sometimes your allies) with a bonus or power of some sort while you have it bound. Each spirit also has a release trigger, which is a moment when you can release the spirit and gain a benefit from it. The release trigger action is the only way to release a bound spirit.
 
Each day you can choose number of bound spirits to serve you as indicated in the class progression table. Each bound spirit provides you (or sometimes your allies) with a bonus or power of some sort while you have it bound. Each spirit also has a release trigger, which is a moment when you can release the spirit and gain a benefit from it. The release trigger action is the only way to release a bound spirit.
  
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Each individual spirit has a recharge roll that you use after the battle to try to bind the spirit again. If you succeed, you start the next battle with the spirit bound and providing you with its bonus. If you fail the roll, the spirit is somewhere else, not yet returned to you.
 
Each individual spirit has a recharge roll that you use after the battle to try to bind the spirit again. If you succeed, you start the next battle with the spirit bound and providing you with its bonus. If you fail the roll, the spirit is somewhere else, not yet returned to you.
  
===Recurring Daily Spells===
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==Recurring Daily Spells==
 
The hell mother’s daily spells work a bit differently than those of other classes. The big difference is that the spell automatically repeats at the start of the hell mother’s next turn. Then, if the natural attack roll of the recurring spell is even, the spell repeats again at the start of the hell mother’s next turn, and so on as long as natural even rolls come up.
 
The hell mother’s daily spells work a bit differently than those of other classes. The big difference is that the spell automatically repeats at the start of the hell mother’s next turn. Then, if the natural attack roll of the recurring spell is even, the spell repeats again at the start of the hell mother’s next turn, and so on as long as natural even rolls come up.
  
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One possible oddity comes from targeting. The hell mother herself isn’t recasting the spell, so she’s not going to be taking opportunity attacks from engaged enemies if it’s a ranged spell. And the attack isn’t coming from her, not really. To determine nearby targets, use the hell mother’s most recent location, or where she is lying unconscious, but don’t worry about line of sight and cover for the recurrences, since the spirits are flying around tearing things up on their own.
 
One possible oddity comes from targeting. The hell mother herself isn’t recasting the spell, so she’s not going to be taking opportunity attacks from engaged enemies if it’s a ranged spell. And the attack isn’t coming from her, not really. To determine nearby targets, use the hell mother’s most recent location, or where she is lying unconscious, but don’t worry about line of sight and cover for the recurrences, since the spirits are flying around tearing things up on their own.
  
===Ritual Magic===
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==Ritual Magic==
 
You can cast your spells as rituals (13th Age, page 192). Unlike most other ritual casters, your rituals generally require you to eat something living. In troll society, trollkin suffice, but while adventuring with surface folk you’ll probably make do with animals.
 
You can cast your spells as rituals (13th Age, page 192). Unlike most other ritual casters, your rituals generally require you to eat something living. In troll society, trollkin suffice, but while adventuring with surface folk you’ll probably make do with animals.
  
 
Your rituals work best underground or at night. Outdoors and under the sunlight, you’re probably just wasting your time and a spell.
 
Your rituals work best underground or at night. Outdoors and under the sunlight, you’re probably just wasting your time and a spell.
  
===Summons from Hell===
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==Summons from Hell==
 
As a hell mother, you know a number of summoning spells, as indicated on the level progression table. You use the general rules for summoned creatures presented on page 67 but with a couple wrinkles all your own.
 
As a hell mother, you know a number of summoning spells, as indicated on the level progression table. You use the general rules for summoned creatures presented on page 67 but with a couple wrinkles all your own.
  
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Normally you summon a creature that’s your level or one lower. If you want to summon an even lower level creature for story reasons or because it has an ability that higher level creatures lack, you’re free to do so.
 
Normally you summon a creature that’s your level or one lower. If you want to summon an even lower level creature for story reasons or because it has an ability that higher level creatures lack, you’re free to do so.
  
==Talents==
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'''Summons from Hell'''
 
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Ranged Spell * Daily
===Aranea’s Brood===
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Special: You get a number of daily uses depending on your level
Add your level + your Constitution modifier to the hit points of the spiders you summon (5th level: double your Con modifier; 8th level: triple it).
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Effect: You summon a creature to fight for you until the end of the battle. Which creature? Roll a d20 and add the escalation die, then consult the following table.
 
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Modified d20 Roll
===Kyger Litor’s Kin===
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1–8: Summon giant bug—Choose a giant bug from among the giant bugs available at your level. It fights for you as an ordinary summoned creature. Unlike most ordinary summoned creatures that deal damage to the caster equal to the summoned creature’s level when they drop to 0 hit points, giant bugs deal damage equal to double the creature’s level to the caster when they drop.
Add your level + Constitution modifier to the hit points of the dehori you summon (5th level: double your Con modifier; 8th level: triple it).
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9–15: Summon giant spider—Choose a giant spider from among the giant spiders available at your level. It fights for you as an ordinary summoned creature. All spiders you summon have the wallcrawler ability to climb on ceilings and walls.
 
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16–19: Summon dehori—Choose a dehori from among the dehori available at your level. It fights for you as an ordinary summoned creature.
===Spirit Binder===
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20+: Summon superior dehori—Choose a dehori from among the dehori available at your level. It fights for you as a superior summoned creature.
You gain a +2 bonus to your recharge rolls when you attempt to rebind spirits you have released. In addition, once per day you can succeed automatically on a recharge roll to rebind a released bound spirit instead of rolling.
 
 
 
==Feats==
 
 
 
===Aranea's Brood (Adventurer feat)===
 
The first time you summon a giant spider each day, choose a new daily spell of your level or lower as a bonus spell for the day. You can’t double up on a spell you have already chosen
 
 
 
===Kyger Litor's Kin (Adventurer feat)===
 
The first time you summon a dehori each day, choose a bound spirit of your tier or lower. You start the next battle with that spirit bound, treating it like one of your normal bound spirits until the end of the day.
 
 
 
==Bound Spirits==
 
 
 
===Bound Umbarite===
 
'''Bound spirit''' * ''Recharge 11+ if released''
 
 
 
''Binding bonus:'' You gain a +1 bonus to your saves.
 
 
 
''Release trigger:'' As an interrupt action, release the spirit when an ally fails a save with a natural odd roll.
 
 
 
''Release effect:'' Deal 1d4 damage to that ally, and they can reroll the save (5th level: 2d4 damage; 8th level: 3d4 damage).
 
 
 
===Heart of Lead===
 
'''Bound spirit''' * ''Recharge 16+ if released''
 
 
 
''Binding bonus:'' You can’t become vulnerable.
 
 
 
''Release trigger:'' As an interrupt action, release the spirit when an ally drops to 0 hit points or below.
 
 
 
''Release effect:'' That ally can roll a save. If they succeed, they can heal using a recovery. If they succeed with a natural 11 or 13, replace one of their runes with Darkness until they have attuned Darkness once. Or until they decide they prefer Darkness to the path they used to be on!
 
 
 
==At-Will Spells==
 
 
 
===Blood Chant===
 
'''Ranged spell''' * ''At-Will''
 
 
 
''Target:'' One nearby enemy
 
 
 
''Attack:'' Charisma + Level vs. MD, +1 per each of your allies that is staggered (cumulative)
 
 
 
''Hit:'' 1d6 + Charisma modifier psychic damage, plus 1d6 damage for each of your allies that is staggered (max +5d6).
 
 
 
''Miss:'' You take damage equal to your level.
 
 
 
===Chill===
 
'''Close-quarters spell''' * ''At-Will''
 
 
 
''Target:'' One enemy engaged with you
 
 
 
''Attack:'' Charisma + Level vs. PD
 
 
 
''Hit:'' 1d6 + Charisma modifier cold damage, and the target pops free from you.
 
 
 
''Natural Even Hit:'' As a hit, and after popping free, the target is stuck until the end of its next turn.
 
 
 
''Natural Even Miss:'' Damage equal to your level.
 
 
 
''Natural Odd Miss:'' Damage equal to your level, the target pops free from you, and you can’t use this spell again until the escalation die is 6+.
 
 
 
==Daily Spells==
 
 
 
===Berserker Haunt===
 
'''Ranged spell''' * ''Daily''
 
 
 
''Recurring'' (Two rounds or longer with natural even attack rolls)
 
 
 
''Target:'' One nearby 1st or 2nd level ally
 
 
 
''Attack:'' Charisma + Level vs. MD
 
 
 
''Hit:'' 1d6 psychic damage, and the target can take an additional standard action during its next turn.
 
 
 
''Miss:'' Damage equal to your level to you and the target
 
 
 
===Summons from Hell===
 
'''Ranged Spell''' * ''Daily''
 
 
 
''Special:'' You get a number of daily uses depending on your level
 
 
 
''Effect:'' You summon a creature to fight for you until the end of the battle. Which creature? Roll a d20 and add the escalation die, then consult the following table.
 
 
 
'''''Modified d20 Roll'''''
 
 
 
''1–8:'' Summon giant bug—Choose a giant bug from among the giant bugs available at your level. It fights for you as an ordinary summoned creature. Unlike most ordinary summoned creatures that deal damage to the caster equal to the summoned creature’s level when they drop to 0 hit points, giant bugs deal damage equal to double the creature’s level to the caster when they drop.
 
 
 
''9–15:'' Summon giant spider—Choose a giant spider from among the giant spiders available at your level. It fights for you as an ordinary summoned creature. All spiders you summon have the wallcrawler ability to climb on ceilings and walls.
 
 
 
''16–19:'' Summon dehori—Choose a dehori from among the dehori available at your level. It fights for you as an ordinary summoned creature.
 
 
 
''20+:'' Summon superior dehori—Choose a dehori from among the dehori available at your level. It fights for you as a superior summoned creature.
 

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