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  1. Race: Cyclops: http://www.dandwiki.com/wiki/Cyclops_(3.5e_Race)
  2. Name: Voldelig Plyndrende Sjømann
  3. Alignment: Chaotic Evil
  4. Height: Eight Feet and Two Inches.
  5. Weight: Four Hundred and Sixty-Two.
  6. Skin Complexion and Coloration: Coarse Beige Tan.
  7. Hair Coloration and Descriptors: Thick Bristling Beard, Shoulder Length Unkempt Hair. The Hair is Blackish Brown in hue.
  8. Eye Coloration and Descriptors: Bland Greyish White Sclera. Brownish Grey Iris and Standard Default Black Pupils.
  9.  
  10. Racial Traits:
  11. * +4 strength, +4 constitution, -2 charisma. Cyclopean are strong and tough, but terrifying of visage.
  12. * Humanoid (Giantkind).
  13. * Medium.
  14. * Cyclops base land speed is 40 ft.
  15. * Darkvision 60 ft.
  16. * -4 racial penalty on spot and search checks.
  17. * +4 racial bonus on intimidate and listen checks.
  18. * Powerful Build (ex): the greater physical stature of cyclops lets them function in many ways as if they were one size category larger. Whenever a cyclops is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the cyclops is treated as one size larger if doing so is advantageous to him. A cyclops is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A cyclops can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Special: a cyclops size requires that their armor be made to fit someone of their stature, costing and weighing half again as much as armor for other medium creatures, and their build gives them a -4 penalty on hide checks.
  19. * Cyclopian Glare (su): a cyclops can target an enemy with a stare that rends their soul. Times per day equal to their wisdom modifier, a cyclops can target an opponent withing 60 ft of themselves. The target must be able to see the cyclops. Unless the target succeeds on a will save (dc 10 + 1/2 of the cyclops hd + their wisdom modifier), they are affected by either a confusion or blindness effect, cyclops' choice.
  20. * Automatic weapon proficiency with the longsword, shortsword, battleaxe, and net
  21. * Automatic Languages: Cyclopian. Bonus Languages: Albionian, Jacinthian, Haraelian, Mintaurish, Utish, Common.
  22. * Favored Class: barbarian or fighter. Choose one at first level.
  23. * Level Adjustment: +1
  24.  
  25.  
  26. Religion:
  27. Cyclops worship Poriden, a god of smithing and warfare.
  28.  
  29.  
  30. Class: Viking: http://www.dandwiki.com/wiki/Viking_(3.5e_Class)
  31.  
  32. Sea Legs (Ex)
  33. At 1st level, a Viking has spent so much time on a rocking boat that she gets a +3 inherent bonus to balance checks and a +2 on saves to avoid being knocked prone or to stay upright on an undulating surface.
  34. Improved Feint
  35. At 1st level, Vikings gain Improved Feint as the feat, even if they do not meet the requirements. This allows characters to feint in combat as a move action rather than a standard action.
  36. Uncanny Dodge (Ex)
  37. Starting at 2nd level, a Viking can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Viking already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
  38. Rage (Ex)
  39. A Viking can fly into a rage a certain number of times per day. In a rage, a Viking temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Viking’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Viking cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Viking may prematurely end his rage. At the end of the rage, the Viking loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 18th-level Viking, at which point this limitation no longer applies; see below).
  40. A Viking can fly into a rage only once per encounter. At 3rd level he can use his rage ability once per day. At 7th level and every four levels thereafter, he can use it one additional time per day (to a maximum of five times per day at 19th level). Entering a rage takes no time itself, but a Viking can do it only during his action, not in response to someone else’s action.
  41. Evasion (Ex)
  42. At 4th level and higher, a Viking can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Viking is wearing light armor medium armor or no armor. A helpless Viking does not gain the benefit of evasion.
  43. Low Blow
  44. At 5th level or higher, if a Viking successfully feints against an opponent, any attacks she makes in the same round deal extra 1d6 damage. This damage increases by 1d6 every five levels. If a Viking can attack multiple times in the same round, the damage is applied to each attack separately.
  45. Improved Uncanny Dodge (Ex)
  46. A Viking of 6th level or higher can no longer be flanked. This defense denies an enemy the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does Viking. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required for flanking the character.
  47. Trap Sense (Ex)
  48. Starting at 8th level, a Viking gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses raise by +1 every four Viking levels thereafter (12th, 16th, and 20th level). Trap sense bonuses gained from multiple classes stack.
  49. Raven (Ex)
  50. At 9th level or higher, a Viking can summon a raven that scouts for him.
  51. Battle cry
  52. A player may use a battle cry as a standard action to try to make enemies within 50ft run as though feared. Enemies must make a will save of ten plus the player's level to not be affected. For example enemy must get a 19 or more to beat the battle cry when the player is level 9
  53. Greater Rage (Ex)
  54. At 13th level, a Viking’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  55. Improved Evasion (Ex)
  56. Starting at 16th level, this ability works like evasion, except that while the Viking still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Viking does not gain the benefit of improved evasion.
  57. Improved Low Blow
  58. At 17th level and higher, a Viking can feint as a free action once per round. This means, among other things, that a Viking can make a full attack action and apply her low blow damage to every attack involved.
  59. Tireless Rage (Ex)
  60. At 18th level and higher, a Viking no longer becomes fatigued at the end of his rage.
  61.  
  62. Ex-Vikings
  63. A Viking who becomes lawful in alignment cannot progress in levels as a Viking, though he retains all his Viking abilities.
  64.  
  65. Epic Viking
  66. Table: The Epic Viking
  67. Hit Die: d12
  68. Level
  69. Special
  70. 21st
  71. Mighty Rage
  72. 22nd
  73. Greater Low Blow
  74. 23rd
  75. 6/day Rage
  76. 24th
  77. Trap Sense +5
  78. 25th
  79. Low Blow +5d6, Bonus Feat
  80. 26th
  81. 27th
  82. 6/day Rage
  83. 28th
  84. Trap Sense +6
  85. 29th
  86. 30th
  87. Low Blow +6d6, Bonus Feat
  88.  
  89. Mighty Rage (Ex
  90. At 21st level, a Viking’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
  91. Greater Low Blow
  92. Beginning at 22nd level, when a Viking uses low blow with a full attack action, the additional damage dealt by the low blow is increased by 2d6 for each attack that is part of that action.
  93. Other Features
  94. Rage: +1 every 4 levels, starting from 23rd.
  95. Trap Sense: +1 every 4 levels, starting from 24th.
  96. Low Blow: +1 every 5 levels, starting from 25th.
  97. Bonus Feats: The epic Viking gains a bonus feat (selected from the list of epic Viking bonus feats) every 5 levels after 20th.
  98.  
  99.  
  100. Abilities and Skills:
  101.  
  102. Strength: 21 (+5)
  103. Dexterity: 16 (+3)
  104. Constitution: 23 (+6)
  105. Wisdom: 8 (-1)
  106. Intelligence: 14 (+2)
  107. Charisma: 6 (-2)
  108.  
  109.  
  110. Balance: 10
  111. Climb: 10
  112. Craft: 10
  113. Jump: 10
  114. Profession (Sailor): 10
  115. Spot: 5
  116. Swim: 10
  117. Tumble: 10
  118. Use Rope: 10
  119. Appraise: 10
  120. Intimidate: 1
  121.  
  122.  
  123. Traits and Flaws
  124.  
  125. Outlaw Reputation (Trait):
  126.  
  127. You are well known for your outlaw past (or present). You may also just look like an outlaw...
  128. Benefit: +4 to Intimidate checks
  129. Drawback: -2 to Diplomacy checks and your Leadership score (if any)
  130. Special: If you succeed a DC10 Disguise check, you may ignore the bonus and penalties.
  131. Roleplaying Ideas: What have you done in the past, maybe you simply look like that outlaw... or are you a real one?
  132.  
  133.  
  134. Dense Skeleton (Trait):
  135.  
  136. Due to your relatively higher density skeleton, you are tougher, but heavier and harder to heal.
  137. Benefit: +2 Constitution
  138. Drawback: Whenever your character is healed by a variable (D*) amount, the HP restored is reduced by 2 per die. When healed by a straight value, that value is reduced by 25% (round up). Also, your characters weight is 10% greater than normal and you are less likely to suffer from osteoporosis in later life.
  139. Normal: Characters have average density.
  140. Roleplaying Ideas: Useful as a backup for characters who might not have many hit points to start with, but don't expect to lose them often, or for characters who really want to stack on the HP & have access to powerful healing.
  141.  
  142. Short Temper (Flaw):
  143. You get enraged easily, going berserk whenever you suffer damage.
  144. Prerequisite: None
  145. Effect: Whenever you suffer damage, you become enraged. Whilst enraged, you take a -2 penalty to Armor Class and cannot make Intelligence, Wisdom or Charisma-based skill checks. You will stay in this enraged state for 1d4 rounds or until the thing that caused them damage is defeated.
  146.  
  147. Corruptible (Flaw):
  148.  
  149. The character is easily led astray, even to the potentially fatal detriment of other party members.
  150. Prerequisite: Any non-Good alignment
  151. Effect:
  152. Effect: If the character is presented with an option to receive personal gain through an act (or failure to act), they must succeed at a Will roll at DC 10 + the Charisma mod of the offering individual +/- other modifiers (see below) or believe that it is a really good idea & go along with the plan to the best of their abilities. The save can be avoided if the player decides that his/her character would think it was a good idea anyway.
  153. Benefit: Bonus Feat, +2 to all skill checks made to further the corrupt suggestion.
  154. Normal: Characters (hopefully) do not shoot each other in the back just because someone promised them something shiny if they do.
  155. Special: Modifiers;
  156. Reward
  157. +/-0 The corrupt character is ambivalent about the reward.
  158. +1 The character would like the reward, but it's nothing special.
  159. +2 The character wants the reward.
  160. +4 The character REALLY wants the reward.
  161. x2 The character cannot get the reward from any other source.
  162. Consequences
  163. -2 The act is of minor consequence to the corrupt character.
  164. -1 The act is of minor consequence to the target (ally).
  165. +/-0 The act is of minor consequence to the target (neutral/enemy).
  166. -3 The act is inconvenient to the corrupt character.
  167. -2 The act is inconvenient to the target (ally).
  168. +5 The act is inconvenient to the target (neutral/enemy).
  169. -6 The act is dangerous to the corrupt character.
  170. -4 The act is dangerous to the target (ally).
  171. +10 The act is dangerous to the target (neutral/enemy).
  172. -12 The act is potentially lethal to the corrupt character.
  173. -8 The act is potentially lethal to the target (ally).
  174. +15 The act is potentially lethal to the target (neutral/enemy).
  175. Roleplaying Ideas: Ideal for the more morally grey characters, this flaw provides lots of scope for particularly evil DMs to set their players against each other. An example would be a corrupt mage being asked to teleport a more heroic ally with a bomb into the chambers of a powerful enemy, in exchange for a being taught a newly-researched spell. Such an act would be of minor consequence to the corrupted character (-2), while being potentially lethal to both an ally (-8) & an enemy (+15), while the reward is something the corrupt character wants (+2) & cannot receive anywhere else (+2) giving a total target number of 19 + the Charisma modifier of the one doing the asking.
  176.  
  177. Fearless (Flaw):
  178.  
  179. Your courage and overconfidence are extreme to the point of foolhardiness.
  180. Effect: You cannot use the withdraw or total defense actions.
  181. Roleplaying Ideas: You have a heart to ignore what lesser men would fear. You courage inspires you to stake your life and fear nothing in order to obtain your goal.
  182.  
  183.  
  184. Inventory:
  185.  
  186. Battle Axe +2:
  187. Heavy Spiked Steel Shield +1:
  188. Breastplate: +1
  189.  
  190. Feats:
  191.  
  192. Improved Feint:
  193. You can make a Bluff check to feint in combat as a move action.
  194.  
  195. Weapon Focus (Battle Axe):
  196. You gain a +1 bonus on all attack rolls you make using the selected weapon.
  197.  
  198. Greater Weapon Focus (Battle Axe):
  199. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
  200.  
  201. Epic Weapon Focus (Battle Axe):
  202. Add a +2 bonus to all attack rolls the character makes using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the ones from Weapon Focus and Greater Weapon Focus.
  203.  
  204. Weapon Specialization (Battle Axe):
  205. You gain a +2 bonus on all damage rolls you make using the selected weapon.
  206.  
  207. Greater Weapon Specialization (Battle Axe):
  208. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
  209.  
  210. Epic Weapon Specialization (Battle Axe):
  211. Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. This bonus stacks with other bonuses on damage rolls, including the ones from Weapon Specialization and Greater Weapon Specialization.
  212.  
  213. Improved Overrun:
  214. When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
  215.  
  216. Master Overrun:
  217. You gain a further +2 bonus on Overrun checks. When you overrun an opponent you may make an immediate attack of opportunity against them. This attack is at -4 and causes you to lose your Dexterity mod to your AC until your next action.
  218.  
  219. Power Attack:
  220. On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
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