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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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===Bound Umbarite===
 
===Bound Umbarite===
'''Bound spirit''' * ''Recharge 11+ if released''
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Bound spirit * Recharge 11+ if released
 
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Binding bonus: You gain a +1 bonus to your saves.
''Binding bonus:'' You gain a +1 bonus to your saves.
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Release trigger: As an interrupt action, release the spirit when an ally fails a save with a natural odd roll.
 
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Release effect: Deal 1d4 damage to that ally, and they can reroll the save (5th level: 2d4 damage; 8th level: 3d4 damage).
''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===
 
===Heart of Lead===
'''Bound spirit''' * ''Recharge 16+ if released''
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Bound spirit * Recharge 16+ if released
 
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Binding bonus: You can’t become vulnerable.
''Binding bonus:'' You can’t become vulnerable.
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Release trigger: As an interrupt action, release the spirit when an ally drops to 0 hit points or below.
 
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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!
''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==
 
==At-Will Spells==
  
 
===Blood Chant===
 
===Blood Chant===
'''Ranged spell''' * ''At-Will''
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Ranged spell * At-Will
 
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Target: One nearby enemy
''Target:'' One nearby enemy
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Attack: Charisma + Level vs. MD, +1 per each of your allies that is staggered (cumulative)
 
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Hit: 1d6 + Charisma modifier psychic damage, plus 1d6 damage for each of your allies that is staggered (max +5d6).
''Attack:'' Charisma + Level vs. MD, +1 per each of your allies that is staggered (cumulative)
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Miss: You take damage equal to your level.
 
 
''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===
 
===Chill===
'''Close-quarters spell''' * ''At-Will''
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Close-quarters spell * At-Will
 
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Target: One enemy engaged with you
''Target:'' One enemy engaged with you
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Attack: Charisma + Level vs. PD
 
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Hit: 1d6 + Charisma modifier cold damage, and the target pops free from you.
''Attack:'' Charisma + Level vs. PD
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Natural Even Hit: As a hit, and after popping free, the target is stuck until the end of its next turn.
 
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Natural Even Miss: Damage equal to your level.
''Hit:'' 1d6 + Charisma modifier cold damage, and the target pops free from you.
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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+.
 
 
''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==
 
==Daily Spells==
  
 
===Berserker Haunt===
 
===Berserker Haunt===
'''Ranged spell''' * ''Daily''
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Ranged spell * Daily
 
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Recurring (Two rounds or longer with natural even attack rolls)
''Recurring'' (Two rounds or longer with natural even attack rolls)
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Target: One nearby 1st or 2nd level ally
 
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Attack: Charisma + Level vs. MD
''Target:'' One nearby 1st or 2nd level ally
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Hit: 1d6 psychic damage, and the target can take an additional standard action during its next turn.
 
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Miss: Damage equal to your level to you and the target
''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===
 
===Summons from Hell===
'''Ranged Spell''' * ''Daily''
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Ranged Spell * Daily
 
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Special: You get a number of daily uses depending on your level
''Special:'' You get a number of daily uses depending on your level
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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
''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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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.
 
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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.
'''''Modified d20 Roll'''''
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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.
 
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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.
''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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