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Woodwoes

Class - Eremi Mercenary

Jul 14th, 2017
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  1. Class Category - Eremi Mercenary (Thief/Cleric/Druid)
  2. Hit Dice: [d4]
  3. Fighting: 2 BP [1000 XP]
  4. Attack Throws: +2 per 3 Levels
  5. Weapon Selection: Narrow [+ 2 CusP] [+300 XP]
  6. Armor Selection: Narrow [+3 CusP] [+450 XP]
  7. Fighting
  8. Styles: Two-Handed Melee & Two Weapons [+1 CusP] [+150 XP]
  9. Damage Bonus: +1 per 3 Levels
  10. Cleaves: 1 per Level
  11.  
  12. Weapon Choices: Swords/Daggers; Bolas/Darts/Spear
  13.  
  14. Thievery: 1 BP [+200 XP]
  15. Divine: 1 BP [+250 XP]
  16. Arcane:
  17. Prime Requisites: CON & DEX
  18. Saving Throw Progression: Fighter
  19.  
  20. XP Requirements for each level:
  21. 2nd - 2500 XP
  22. 3rd - 5000 XP
  23. 4th - 10000 XP
  24. 5th - 20000 XP
  25. 6th - 40000 XP
  26. 7th - 80000 XP
  27. 8th - 160000 XP
  28. 9th - 280000 XP
  29. 10th - 400000 XP
  30. etc.
  31.  
  32. Total CusP: 7
  33. CusP:
  34. -Climbing
  35. -Acrobatics
  36. -Swashbuckling
  37. -Weapon Finesse
  38. -Darkvision 60r
  39. -Hardy People
  40.  
  41. Skills:
  42. -Move Silently
  43. -Hide In Shadows
  44. -Backstab
  45.  
  46. Eremi Racial Skills:
  47. -Ashstep: Outside encounters, Erem can turn into a gaseous form at will and move twice their base speed; can move behind/through obstacles and opponents.
  48.  
  49. Eremi Spell List:
  50. 1st:
  51. Raze (Blast) - 1d10 per Level, Maximum 2d Damage, Elemental (Fire), Targets 1 creature, Attack throw required to hit target, Range 150', Instantaneous, No save, Source divine
  52.  
  53. Warmth (Healing) - Cures 1d6 + 1, Targets 1 creature, Attack throw required, Target self, Instantaneous, Beneficial effect, Source divine
  54.  
  55. Burning Requim (Blast) - 1d12 per Level, Maximum 2d Damage, Elemental (Fire), 15" diameter sphere, Attack throw required, Range 0", Instantaneous, No Save, Source divine
  56.  
  57.  
  58. 2nd
  59. Ashstep (Transmogrification) - Current form becomes a haze of soot and cinder, Target self, Duration 3 turns, movement speed is doubled, can fly up to 30', source divine, can cancel at will
  60.  
  61. Hearth (Healing) - Cures 2d6, Targets 1 creature, Target self, Attack throw required, Range 0", Instantaneous, Beneficial effect, Source divine
  62.  
  63. Shawl of Scillinta [Fireburst] -
  64. Casting Time: 1 standard action
  65. Range: 5 ft.
  66. Effect: Burst of fire extending 5 ft. from you
  67. Duration: Instantaneous
  68. Saving Throw: Reflex half
  69. Spell Resistance: Yes
  70.  
  71. Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.
  72. All creatures within that area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).
  73. The burst does not affect you or any creatures or objects in your space.
  74.  
  75. Solar Flare (Harming) - Inflicts Blindness, Targets 1 creature, Attack throw required, Range 60", Instantaneous, Saving throw avoids spell, Source divine
  76.  
  77. 3rd:
  78. Tongue of Surt (Firebreath) - 1d10 per Level, Maximum 4d damage, Elemental (Fire), Target by Area 60" long x 10" wide cone, Attack thow required, Range 0", Instantaneous, Saving throw reduces spell effect by half, Source divine
  79.  
  80. Desert Haze [Haboob] - 1d4 per two Level, Maximum 5d4 damage, Target by 20' radius, 20' high, no attack throw, Range 100', Casting time 1 round, Duration 1 min
  81.  
  82. A thick haze of swirling dust and sand swirls out from the point you designate.
  83. The effect obscures all sight, including darkvision, beyond 5 feet.
  84.  
  85. A creature within 5 feet has concealment.
  86. Creatures farther away have total concealment.
  87.  
  88. Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.
  89. In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it.
  90.  
  91. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed.
  92.  
  93. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze.
  94.  
  95. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area.
  96.  
  97. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).
  98.  
  99. A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds.
  100.  
  101. This spell does not function underwater.
  102. Material Component: A pinch of ash, dust, or sand.
  103.  
  104. Cloak of Scintilla [Wreath of Flames] -
  105. Casting Time: 1 standard action
  106. Range: Personal
  107. Target: You
  108. Duration: 1 round/level
  109. A burst of white-hot fire springs into existence around you, swirling and twisting dangerously.
  110. This spell surrounds you with white-hot flames.
  111. At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage.
  112. Your melee attacks deal an extra +4 points of fire damage.
  113.  
  114. 4th:
  115. Smite Undead -
  116. Range: 240' (touch)
  117. Divine 4
  118. Duration: special
  119. This spell instantly destroys a number of Hit Dice of undead
  120. equal to the caster’s level. All the undead must be within a 60'
  121. diameter sphere. Any excess levels of effectiveness are lost.
  122. Skeletons and zombies receive no saving throw against this
  123. spell; all other undead are allowed a saving throw versus Death
  124. to avoid the effect. Undead with 8 or more Hit Dice or levels are
  125. immune to the spell.
  126. The reverse of this spell, animate dead, functions exactly like
  127. the 5th level arcane spell of the same name.
  128.  
  129.  
  130. Belly of Dragons [Darsson's Fiery Furnace] -
  131. Range: Close (25 ft. + 5 ft./2 levels)
  132. Area: Up to one 10-ft. cube/level (S)
  133. Duration: 1 hour/level (D)
  134. Saving Throw: See text
  135. Spell Resistance: Yes
  136.  
  137. You raise the temperature in the affected area to the level of extreme heat (as defined under Heat Dangers, page 303 of the Dungeon Master's Guide).
  138.  
  139. For every minute spent breathing the air in the area, a creature vulnerable to heat takes 1d6 points of lethal damage (no save).
  140.  
  141. In addition, the creature must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
  142.  
  143. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.
  144.  
  145. In addition, those wearing metal armor, as well as those coming in contact with metal that has been in the area for
  146. at least 1 hour, are affected as if by a heat metal spell.
  147.  
  148. This spell was originally developed as a means of cooking food (cast inside cauldrons, brick ovens, and smoke houses), but wizards quickly determined that it could be used as a deterrent (on long hallways or in treasure vaults, for example) or for creating a comfortable environment for heat-loving pets.
  149. Darsson's fiery furnace can be made permanent with a permanency spell.
  150.  
  151. Tumultuous Geyser [Earth Reaver] -
  152. Casting Time: 1 action
  153. Range: Medium (100 ft. + 10 ft./level)
  154. Area: 20-ft.-radius spread, +10 ft./level
  155. Duration: Instantaneous
  156. Saving Throw: None
  157. Spell Resistance: Yes
  158.  
  159. You point at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt, and fire.
  160. Creatures and objects within the area take 5d10 points of damage.
  161. Those that fail the saving throw are knocked prone.
  162.  
  163. Wall of Fire:
  164. Range: 60'
  165. Arcane 4
  166. Duration: 2 turns
  167. An immobile, opaque, blazing curtain of shimmering violet fire
  168. springs into existence. The wall can be as large as 1,200 square
  169. feet, and may be shaped in any manner and to any dimensions
  170. the caster desires, so that it can be a straight wall or curved into a
  171. protective circle. This wall of flames is impenetrable to monsters
  172. with fewer than 4 HD. Monsters with more than 4 HD suffer
  173. 3d6 points of damage when they pass through the wall. The wall
  174. deals double damage to undead creatures or creatures who use
  175. cold or are accustomed to cold. The wall may not be evoked so
  176. that it appears where objects or creatures already are.
  177.  
  178. 5th:
  179. Red Queen's Judgement [Fire and Brimstone] -
  180. Casting Time: 1 standard action
  181. Range: Close (25 ft. + 5 ft./2 levels)
  182. Target: One creature
  183. Duration: Instantaneous
  184. Saving Throw: Fortitude partial
  185. Spell Resistance: No
  186.  
  187. With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.
  188. The subject ignites in a burst of sulfuric fire that deals maximum 8d6 and causes the subject to be sickened for 5 rounds.
  189. A successful Fortitude save halves the damage and negates the sickening.
  190.  
  191.  
  192. Katakaiò [Channeled Pyroburst] -
  193. Casting Time: See text
  194. Range: Medium (100 ft. + 10 ft./level)
  195. Area: See text
  196. Duration: Instantaneous
  197. Saving Throw: Reflex half
  198. Spell Resistance: Yes
  199.  
  200. A sphere of fiery energy comes into being before you.
  201. You channel energy into it, causing it to bubble and seethe with power.
  202. When you have poured enough energy into the sphere, you send it flying into your foes.
  203. This spell creates a bolt of fiery energy that blasts your enemies.
  204. The spell's strength depends on the amount of time you spend channeling energy into it.
  205. If you cast this spell as a swift action, it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.
  206. If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in a 10-foot-radius spread.
  207. If you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread.
  208. If you spend 2 rounds casting this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.
  209. You do not need to declare ahead of time how long you want to spend casting the spell.
  210. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
  211.  
  212.  
  213. Crimson Mantle (Restoration of Life & Limb) -
  214. This spell restores life to a deceased creature (excluding creatures
  215. which are not truly alive, such as constructs, elementals, and
  216. undead). The caster can raise a creature that has been dead for
  217. no longer than two days at 7th level, and four days are added per
  218. level above 7. For example, a 9th level caster can bring a character
  219. back to life that has been dead for 10 days. However, this spell
  220. cannot bring back a creature that has died of old age, lost its
  221. head, or had its body cremated.
  222. Because it repairs even lethal damage and regrows flesh and
  223. bone, this spell can also heal a character of any permanent
  224. wounds, such as lost limbs, disfiguring scars, or shattered
  225. spines (see the Mortal Wounds table in Chapter 6 for details
  226. on permanent wounds).Despite this spell’s beneficial results,
  227. tampering with the body and soul is never without risk. Each
  228. time a character benefits from restore life and limb, he must
  229. roll on the Tampering with Mortality table in Chapter 6 and
  230. apply these results.
  231. If restore life and limb is ever cast on an undead monster, the
  232. monster must save versus Death or be instantly destroyed.
  233.  
  234. Starting Equipment:
  235. Crimson Gargoyle Leather Suit, Smoke Scented Sable Robes, Charcoal Desert Shemagh, Khyber Sword with Bone Handle, Curved Da Sword, Jile/Jambiya Dagger or Pesh-kabz Dagger, Traveller Boots, Cowhide Satchel, Waterskin, 1 weeks Iron Rations
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