May 2024 | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
---|
| | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | | | Calendar |
|
| | Creating a Character for Adburdun | |
| | Author | Message |
---|
Dr.Strangelove Admin
Posts : 134 Join date : 2014-01-30 Age : 31 Location : Ocala FL
| Subject: Creating a Character for Adburdun Sat Nov 15, 2014 12:28 am | |
| General Gameplay rules * There will be a Critical Hit & Critical Miss chart, this applies to both enemies and allies. * If you die, you will have the option to reroll a new character, at level 1. * If the whole party wipes out, the game is over. * If you accept this, click here to join in on the adventure. Starting Your Character You will begin at level 1. We will be rolling 5d6, drop the lowest two scores, reroll 1's & 2's. Gestalt Rules ---Prerequisite Ability Scores--- Gestalt characters must meet the multiclass ability score prerequisites of both classes. ---Hit Dice--- Choose the larger hit die ---Proficiencies--- Gain armor proficiencies of both classes Gain weapon proficiencies of both classes Gain saving throw proficiency of both classes Gain skill proficiency options of both classes Proficiency Bonus remains the same progression ---Class Features--- *A gestalt character gains the class features of both classes Extra Attack from more than one class do not add together. *Channel Divinity gained from both sides of progression combine their number of uses, and may use effects of both classes. *Unarmored Defense may be acquired from both sides of progression, but only the benefit of one version is gained at a time. *Gestalt characters with two spellcasting classes take the better Spell progression of the of the two as their main, and add HALF of the other progression to their spell slots as well. * Spells known & Prepared are the same as the class states. ---Background & Equipment--- Single Background Equipment will be done in game.
Last edited by Dr.Strangelove on Tue Feb 17, 2015 2:40 pm; edited 5 times in total | |
| | | Dr.Strangelove Admin
Posts : 134 Join date : 2014-01-30 Age : 31 Location : Ocala FL
| Subject: Re: Creating a Character for Adburdun Sat Nov 15, 2014 12:29 am | |
| Welcome to Adburdun, the year is 148. Though still in it's infancy, the world has proven itself to be brutal & unforgiving, but yet it's cruelness has a certain tinge of beauty. The grand High Elven cities, the vast mountain kingdom of the Dwarves, the villages hidden within the jungle to those Nomadic groups that travel about the plains & the small coastal cities. Lines have already been established by leaders to claim their kingdoms.
Magic is ever present in Adburdun, but it's use has become stigmatized by some kingdoms and has since been banned in the respective kingdoms. In the year 76, a kingdom was overthrown, the leader of which was a powerful Wizard, upon realizing that his battle was lost he unleashed a force so powerful he leveled the entire city. Some of the kingdoms that banded together to over throw the Wizard decided that it would be best if a power as destructive as that were banned from being practiced. Soon after, there was a group of Knights that were established with the task of finding and eliminating magic users. Though not all of the kingdoms are as fearful, some tolerate magic, while others believe magic is vital to the expansion & survival in Adburdun.
So I welcome you to Adburdun, may you survive your journeys mortal, as it is solely up to you.
Last edited by Dr.Strangelove on Tue Nov 18, 2014 5:07 pm; edited 2 times in total | |
| | | Dr.Strangelove Admin
Posts : 134 Join date : 2014-01-30 Age : 31 Location : Ocala FL
| Subject: Re: Creating a Character for Adburdun Sat Nov 15, 2014 12:31 am | |
| Homebrew Races Allowed Half-Minotaur Aquatic Elves Merfolk Landwalker Half-Drow Half Giant Dwarf - Dwarf Sub-Races:
- Stone Dwarf:
Stone Dwarf Dwarves often brag about being descendants of mountain gods, and while that may very well be true your kind has been hewn from the very mountains themselves. Your skin is coarse and rough like granite, and has a greyish tint.
Like a boulder you are immovable, stubborn, and fixed rigid in your beliefs of justice and what is right as you ae in your assuredness of your kinds glorious creation.
Stone Skin. Once per day a stone dwarf can cause their skin to become thick and harden, becoming stone-like. They gain resilience against bludgeoning, piercing, and slashing damage for a number of 3 + Constitution modifier. While in this state the dwarf’s movement is reduced by 5’ and their weight is increased by 50 lbs. Your fists also harden like stone and deal 1d4+str damage. You can use your bonus action to make a second fist attack.
Stone Death. When a stone dwarf is dropped to zero HP they immediately become stone statue. While in this state the stone dwarf is not immune to damage at 0 HP rule (pg 197). The stone dwarf must still roll (and succeed) on their death saves to live. When the stone dwarf regains consciousness, or is healed to 1HP or above, they transform back to their normal form. Failure means that they permanently become a stone statue. The Hall of Kings of the stone dwarf kingdom is lined with the corpses of fallen heroes, permanently preserved.
- Elf Sub-Race:
- Snow Elf:
You are a white elf, often called a snow elf, known for your alabaster skin, pure white hair, and red-tinted eyes.. Long ago your kind was banished to the northern reaches, forced to survive in brutal winters and lurk around the icy caps of mountain peaks. Your kind survived and now holds a bitter grudge against those that dwell in the warmer climates below. This bitterness keeps you warm in the freezing cold, and has motivated your kind to rebuild a thriving empire where none thought you would survive.
Whether you have left your wintery home in search of adventure, riches, or power you are armed with your cunning, endurance, and tenacity to aid you.
Ability Score Increase. Increase your Strength score by 1.
Cold Blooded. The blood of a white elf is strong against the bitter cold or cold magic. You have resistance to cold damage, natural or spell.
White Elf Magic. Choose one cantrip: Chill touch or Ray of Frost. You now know this cantrip. At 5th level you can cast Misty Step once per day. Intelligence is your spellcasting ability for these spells.
- Dhampir:
Dhampir Size: Medium Movement 30ft Languages: You can speak, read & write Common
Dhampir are half vampire’s born from a human mother. Your vampire heritage grants you a small portion of your lineages power, but none of their weaknesses. DHAMPIR TRAITS Ability Score Adjustments: Your Strength score increases by 2. Darkvision: You gain Darkvision 60 ft. Vampiric Resistance: You have resistance against necrotic damage. Blood Drinking: As a bonus action a Dhampir can make a bite attack dealing 1d6 + (str or dex modifier) piercing damage. The Dhampir is healed for double the damage dealt. This action can be performed once per short rest. The heal function only works on enemies with blood.
Sub Races: Player may choose one of the following two options. The Seducer Ability Score Adjustments: Your Charisma score increases by 1. Spell Casting: The Dhampir can cast charm person once per short rest. DC = 8 + Cha Modifier + proficiency Persuasive: You have proficiency in the Persuasion skill.
Creature of the Night: Ability Score Adjustments: Your Constitution score increases by 1. Spell Casting: The Dhampir can turn into a flock of bats or mist and escape his foes. This feature functions as the misty step spell and and can be cast as a reaction once per short rest. Stalker: You have proficiency in the Stealth skill.
- Warforged:
Size: Medium Speed: 25ft Languages: You can Speak, Read & Write Common
WARFORGED TRAITS Ability Score Adjustments: Your Constitution score increases by 2. Your Strength score is increased by 1. Darkvision: You gain Darkvision 60 ft Living Construct: Even though you were constructed, you are a humanoid. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish. Warforged Resilience: You are immune to disease, poison, sleep and charm effects. Sleeping Sentinel: Warforged don’t need to sleep. Instead, they settle into a maintenance mode, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Integrated Armor: Beneath your armor remains a layer of metal plating. +1 AC
Last edited by Dr.Strangelove on Wed Feb 04, 2015 3:41 pm; edited 4 times in total | |
| | | Dr.Strangelove Admin
Posts : 134 Join date : 2014-01-30 Age : 31 Location : Ocala FL
| Subject: Re: Creating a Character for Adburdun Sat Nov 15, 2014 12:31 am | |
| Allowed Homebrew Archetypes Alchemist and Archetypes***New Class & Group*** Alchemist Class: (Artificer, Metamorph, Poisoner) Pyromancer Barbarian Archetypes Bear Brawler Bruiser Dervish Bard Archetypes Cantor, Minstrel, Skald College of Illumintation College of Pied-Pipers Druid Archetypes Circle of Seasons Circle of Solstice Fighter Archetypes Cavalier Dragon Adherent Eldritch Archer Huntsman - Kensai:
*Signature Weapon- One weapon becomes bonded to the Kensai, an extension of his self. At 3rd level choose a single martial slashing weapon to become the Signature Weapon. Signature Weapons grow in power along with the Kensai. At 3rd level it is considered magic for the purposes of overcoming damage reduction. At 6th level it gains a +1 magical enhancement bonus that increases to +2 at 12th level and +3 at 18th level. Attuning a new signature weapon requires 1 week of effort and it takes an additional week before the weapon gets the attack and damage bonus. Weapons that are already magical cannot be attuned.
*Ki Pool- Also at 3rd level the Kensai gains a ki pool that he can use to perform Executions, with a total amount equal to his constitution modifier + 1/2 class level. He can only perform Executions with his Signature Weapon. Each Execution can only be used once before requiring a short or long rest while his ki points only come back after a long rest. No Execution can be used with Extra Attack. ^^Iajutsu Strike, 1 Ki Point- Draws and attacks in a single fast lunge. Before combat starts, this Execution can be used to give the Kensai advantage on his Initiative roll. If he successfully goes first, the attack can be made up to 10 feet away, has advantage, and deals an extra 4 damage. If he does not go first, the attack can only be made up to 5 feet away, has advantage, and deals an extra 2 damage. If he does not go first and his target for the attack goes before him in the initiative order, the attack can be made up to 5 feet away and deals an extra 2 damage. ^^Cut Through the Boulder, 2 Ki Points- The Kensai imbues his weapon with pure ki, granting it extreme sharpness. This is a bonus action and is active for 1 round only. While active, the Kensai succeeds on all Sunder checks against non-magical objects, but has disadvantage on Sunder attempts against magical objects. ^^Cut Through the Leaf, 3 Ki Points- A single small strike is all it takes to divert a charging rhino. This Execution is used as a reaction against opportunity attacks. Make a contested attack roll and if successful, the Kensai's attack goes through while the target's does not.
*Ki Sight- Like his blade, the Kensai's perception can cut through anything. At 7th level by spending 2 ki points, he gains 60 ft of life sight for 1 minute. Life sight identifies living characters through any sort of obstruction, can tell their size, whether they have a ki pool, are invisible, or if they come from another plane of existence. Undead and golems do not appear to life sight, though particularly powerful undead (such as liches or vampire lords) appear as literal drains of life around them.
*Advanced Executions- These secret techniques are the great treasures of the schools that created them. At 10th level the Kensai gets access to more powerful Executions, detailed below. ^^Autumn Razor, 3 Ki Points- The Kensai uses his Signature weapon to create a literal waves of pure ki energy. As a bonus action the Fighter enchants his weapon, granting it a range of 40 ft for 4 total attacks or until 1 minute has passed. Though these are considered ranged attacks, they still use whichever modifiers the Kensai normally uses with his weapon. ^^Path Through Oblivion, 3* Ki Points- One single flash and three men are dead behind him. The Kensai can move up to his speed, ignoring other characters and hindering terrain, and make a single melee attack with his signature weapon, dealing 1d8 bonus damage with the attack. He can make additional attacks against different targets by spending 1 ki point per attack, to a maximum of 4 attacks. Enemies cannot make opportunity attacks against the Kensai while this ability is active. ^^Cut Through the Waterfall, 4 Ki Points- This Execution can only be used as a reaction to an area attack that deals Fire, Cold, Acid, or Lightning damage. Rather than the standard save, the Kensai contests the roll with an attack roll by his signature weapon. If successful, the attack deals no damage to the Kensai.
8Surge- He is the blade and the blade is him. At 15th level the Kensai can augment himself in a similar way to that of his weapon. Ki Points now regenerate up to 1/2 their total amount after a short rest and by spending 1 ki point as a bonus action every turn, the Kensai can give himself +4 Strength or Dexterity that is not limited by the 20 cap. If he chooses Strength the Fighter also gets regenerates 4 health every turn and if he chooses Dexterity the Fighter increases his movement speed by 10 ft.
*Secret Technique- Years of training have led up this moment, the creation of a powerful move only the Kensai can perform. At 18th level choose a single Execution from the list below, using that improved form. Each Secret Execution costs 5 ki points, though the less powerful version can still be used. The standard and secret form do not count as the same when it comes to the short rest limit. *Secret Iajutsu Strike- Iajutsu Strike now gives Disadvantage to all other Initiative rolls (including allies), doubles all damage bonuses, and whomever is hit by it must make a constitution save or be paralyzed for 1 round. *Secret Cut Through the Boulder-Cut Through the Boulder now has advantage on all Sunder attempts and after successfully sundering a held or worn object, can make a single melee attack against the objects wearer/wielder, ignoring any armor bonus to AC they have. *Secret Autumn Razor- Autumn Razor attacks now deal +1d6 damage and are used as either 30 ft line or 15 ft cone area attacks. *Secret Path Through Oblivion- Spending an additional 2 ki points during each attack causes them to become automatic critical hits. This is in addition to the extra ki point cost for making additional attacks.
Knight Scarlet Hero *New* - Tank:
Gain Eldritch Fighter’s Spellcasting, Except its keyed off Charisma, and uses the Bard Spell list with no Restrictions. It also uses the Ranger’s Spells Known Progression. *3rd Level – Arcane Weapon Focus, You choose one weapon are proficient in after a short or long rest. You can use this weapon as an Arcane Focus and can perform Somatic components while wielding this weapon. In addition to the spells known, you gain Compelled Duel. *7th Level – In addition to the spells known, you gain Warding Bond. *10th Level – You gain Spell Power Fusion, You can use two slots to cast a spell from one of the slots used. This increases the spell level by the sum of the spell slots used. *15th Level – Gain Arcane Recovery, except it is based on your Fighter Level. *18th Level – Gain Spell Resistance (PHB 116)
Weapon Specialist Monk Archetypes Drunken Master Way of the Seven Temples Way of the Steel Paladin Archetypes Oath of Ancestors (Dwarf Only) Oath of Dragon Ranger Archetypes Arcane Archer Scout Rogue Archetypes - Duelist:
*Unarmored Defense- At 3rd level the Duelist can, while not wearing armor, add her intelligence modifier to AC in addition to dexterity. This bonus increases by an additional +1 at 9th, 13th, and 17th levels.
*Precision Strike- A good Duelist doesn't need to stab people in the back to take them down. At 3rd level, rather than deal sneak attack damage, the Duelist adds her class level to damage rolls when using a finesse weapon in one hand and nothing in the other hand. This eliminates sneak attack damage entirely, though Precision Strike is still considered to be sneak attack damage when targeting enemies who are resistant or immune to sneak attacks. Precision Strike can only apply to a single target once per round.
*High Flying Stunts- Swinging from ropes through windows is simply the best way to go anywhere. At 9th level the Duelist adds her intelligence modifier to Athletics and Acrobatics rolls, in addition to the standard ability score.
*Dizzingly Fast Swordplay- The Duelist can make a dozen cuts in the time it takes for a barbarian to swing their axe once. At 13th level the Duelist can make four separate attacks using both her action and bonus action. These attacks can only be made while wielding a finesse weapon in one hand and nothing in the other hand, and do not deal bonus damage from any ability score. In addition, each attack has a chance to leave a bleeding wound. For each successful attack, the afflicted takes +1d6 damage on their following turn and has disadvantage on all rolls for one turn if two or more attacks were successful.
*Reclaimed the Blade- Whether it's in a King's court, godforsaken battlefield, or back alley, none can defeat the Duelist in single combat. At 17th level for a number of rounds at the start of combat equal to 1/2 her intelligence modifier, the Duelist is considered to have Haste cast on her. This can only apply at the start of a fight, so if the Rogue enters a battle in progress Reclaimed the Blade does not activate.
Thug*New* Unseen Seer Sorcerer Archetype Blood Magic Channeler Oracle *New* Reaper Magic Oceanic*New* Warlock Archetype Geniekind Patron Orb Bearer Wizard Archetype School of Chronomancy Geomancy*New*
Last edited by Dr.Strangelove on Wed Feb 04, 2015 7:53 pm; edited 7 times in total | |
| | | Dr.Strangelove Admin
Posts : 134 Join date : 2014-01-30 Age : 31 Location : Ocala FL
| Subject: Re: Creating a Character for Adburdun Sat Nov 15, 2014 12:39 am | |
| Allowed Homebrew backgrounds Academy Graduate Cartographer Enforcer Farmer Harvester Lothario Tinkerer Homebrew Feats - Arcane Reserves:
Arcane Reserves Prerequisite: The ability to cast at least one spell. Your drive overrides most caster's limits of spellcasting, allowing you to push yourself physically and mentally farther than most, sacrificing your body to channel more magical energy. *Your Constitution increases by 1, to a maximum of 20. *When you cast a spell of 2nd level or higher using a spell slot, you can immediately regain one expended spell slot. The slot must be of a level lower than the spell you cast and can't be higher than 5th level. As soon as the expended spell slot is refreshed in this manner, take 1 level of Exhaustion (PHB p291).
| |
| | | Sponsored content
| Subject: Re: Creating a Character for Adburdun | |
| |
| | | | Creating a Character for Adburdun | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |