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== Coal (ECL10) ==
== Coal (ECL10) ==
[[Image:Coal-pc-image.jpg|right]]
Ninja 8<br/>
Ninja 8<br/>
N Medium drow<br/>
N Medium drow<br/>
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'''Speed:''' 30' (May move normally over ice, plus leaves no tracks in snow)<br/>
'''Speed:''' 30' (May move normally over ice, plus leaves no tracks in snow)<br/>
'''Melee:''' Shortsword +5/0 (1d6 / 20x2) <br/>
'''Melee:''' Shortsword +5/0 (1d6 / 20x2) <br/>
'''Ranged:''' Splash Weapon vs Touch AC +9 <br/>
'''Ranged:''' Splash Weapon vs Touch AC +9/4 <br/>
'''Sudden Strike''' +4d6 (Whenever a ninja's target is denied a Dexterity bonus to Armor Class)<br/>
+1 to attacks if not in sunlight<br/>
'''Sudden Strike''' +4d6 (Whenever a ninja's target is denied a Dexterity bonus to Armor Class and within 30')<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +6/1; '''Grapple:''' +6<br/><!--
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +6/1; '''Grapple:''' +6<br/><!--
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  ninja 6
  ninja 6
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<hr>
*'''Splash Weapons'''
**'''Acid''' Range 10'; direct hit (1d6+1 acid) and each adjacent square gets 2 acid.
**'''Alchemist’s Fire''' Range 10'; direct hit (1d6+1 fire) and each adjacent square gets 2 fire. On the round after being hit the creature takes 1d6 fire, unless the creature uses a full-round action to put out the flames (Reflex DCd20+5).
**'''Tanglefoot Bag''' Range 10'; Duration 2d4 rounds; target takes -2 attacks and -4 dex and must make a Reflex DCd20+5 (Pass: Move at half speed or Fail: unable to move [Escape DCd20+7 Strength check or by dealing 15 points of damage to the goo with a slashing weapon])
***A character capable of spellcasting who is bound by the goo must make a DC d20+5 Concentration check to cast a spell.
**'''Thunderstone''' Range 20'; AC5 to target a square; 10' radius must make a DC d20+5 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
*'''Special Splash Weapon Attacks'''
**'''Distracting Blast:''' If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone’s detonation ruins your foe’s concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a –2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
**'''Fiery Blaze:''' To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist’s fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
**'''Tanglefoot Defense:''' By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent’s approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency.
<hr>
'''ACTIVE ABILITIES'''
*'''Ki Power (Su)''' 11/day
**'''Ghost Step (Su):''' 1 ki; Swift action; Invisible until the start of your next turn
**'''Ki Dodge (Su):''' 1 ki; Swift action; All attacks have a 20% miss chance (not negated by ''See Invisibility'')
**'''Ghost Strike (Su):''' 1 ki; Move action; Next attack may strike an incorporeal creature
*'''Dancing Lights''' 1/day; 1 minute; Four small glowing lights
*'''Darkness''' 1/day; 80 min', 20' radius; All creatures in the area gain concealment (20% miss chance). (Yes, it's not real darkness and it sucks.)
*'''Faerie Fire''' 1/day; 8 min; No save; SR; Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.
<hr>
<hr>
'''Abilities''' Str 10 +0 | Dex 14 +2 (16 +3) | Con 14 +2 | Int 12 +1 | Wis 18 +4 | Cha 10 +0 <br/>
'''Abilities''' Str 10 +0 | Dex 14 +2 (16 +3) | Con 14 +2 | Int 12 +1 | Wis 18 +4 | Cha 10 +0 <br/>
*'''Feats'''
*'''Feats'''
**1: '''Grenadier''' You are an expert with splash weapons and all manner of incendiary mixtures. You gain a +1 bonus on attack rolls with splash weapons and a +1 bonus on the weapon’s damage (including splash damage).
**1: '''Grenadier'''
**3: '''Expanded Ki Pool''' Your maximum Ki Power increases by +3.
**3: '''Expanded Ki Pool'''
**6: '''Mad Alchemist'''
**6: '''Mad Alchemist'''
***''Distracting Blast:'' If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone’s detonation ruins your foe’s concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a –2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
***''Fiery Blaze:'' To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist’s fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
***''Tanglefoot Defense:'' By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent’s approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency.
*'''Skills'''
*'''Skills'''
** Craft (Alchemy) +7
** Craft (Alchemy) +7
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** Hide +15
** Hide +15
** Tumble +10
** Tumble +10
** Balance +4
** Jump +6
** Search +10
** Search +10
*** Trapfinding (Ex) Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
<hr>
<hr>
'''Items''' Gloves of Dex +2 (4,000); Ring of Protection +2 (8,000); Vest of Resistance +2 (4,000); Pwifwai (Cloak of Elvenkind plus silent; 7,500); Boots of the Winterlands (2,500); Bracers of Armor +1 (1,000); Sundark Goggles (10) <span style="color:red">Still need to purchase consumables</span>
'''Items''' Gloves of Dex +2 (4,000); Ring of Protection +2 (8,000); Vest of Resistance +2 (4,000); Pwifwai (Cloak of Elvenkind plus silent; 7,500); Boots of the Winterlands (2,500); Bracers of Armor +1 (1,000); Thunderstone (10; 1200gp); Acid (10; 400gp); Alchemist (50; 4,000gp); Tanglefoot Bag (10; 2,000gp)  
<hr>
<hr>
*'''Splash Weapons'''
'''PASSIVE ABILITIES'''
**'''Acid''' You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
**'''Alchemist’s Fire''' You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC d20+5 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
**'''Tanglefoot Bag''' When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC d20+5 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC d20+7 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC d20+5 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
**'''Thunderstone'''You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC d20+5 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
 
'''Ki Power (Su)''' 11/day; A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.
 
As long as a ninjas ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.
 
::''Ghost Step (Su):'' Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions. page 137) that does not provoke attacks of opportunity.
 
::''Ki Dodge (Su):'' At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the he dodge ability but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.
 
::''Ghost Strike (Su):'' At 8th level and higher, a ninja can spend one daily use of her power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability). Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the ninja. as long as that attack is made before the end of her next turn.
 
'''Trapfinding (Ex)''' Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


'''Poison Use (Ex)''' At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
'''Poison Use (Ex)''' At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
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* Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
* Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
* Level adjustment +2.
* Level adjustment +2.
[[Category:Disposable:Arctic Exploration]]
[[Category:Disposable:Jesus and his superfriends save Xmas]]

Latest revision as of 14:05, 8 December 2009

Coal (ECL10)

Coal-pc-image.jpg

Ninja 8
N Medium drow
Init +2; Senses: Darkvision 120'; Listen +13; Spot +13


AC: d20+13; Touch: d20+10; Flat-footed: d20+5
(+3 dex; +5 Wis; +2 natural; +2 deflection; +1 armor)
HP: 50 (8d6+16)
Fort: +6, Ref +11, Will +8
+2 Will vs spells and spell-likes; +2 vs enchantment spells and effects
Spell Resistance 19
Immune Sleep spells and effects


Speed: 30' (May move normally over ice, plus leaves no tracks in snow)
Melee: Shortsword +5/0 (1d6 / 20x2)
Ranged: Splash Weapon vs Touch AC +9/4
+1 to attacks if not in sunlight
Sudden Strike +4d6 (Whenever a ninja's target is denied a Dexterity bonus to Armor Class and within 30')
Space: 5'; Reach: 5'; BAB: +6/1; Grapple: +6


  • Splash Weapons
    • Acid Range 10'; direct hit (1d6+1 acid) and each adjacent square gets 2 acid.
    • Alchemist’s Fire Range 10'; direct hit (1d6+1 fire) and each adjacent square gets 2 fire. On the round after being hit the creature takes 1d6 fire, unless the creature uses a full-round action to put out the flames (Reflex DCd20+5).
    • Tanglefoot Bag Range 10'; Duration 2d4 rounds; target takes -2 attacks and -4 dex and must make a Reflex DCd20+5 (Pass: Move at half speed or Fail: unable to move [Escape DCd20+7 Strength check or by dealing 15 points of damage to the goo with a slashing weapon])
      • A character capable of spellcasting who is bound by the goo must make a DC d20+5 Concentration check to cast a spell.
    • Thunderstone Range 20'; AC5 to target a square; 10' radius must make a DC d20+5 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
  • Special Splash Weapon Attacks
    • Distracting Blast: If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone’s detonation ruins your foe’s concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a –2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
    • Fiery Blaze: To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist’s fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
    • Tanglefoot Defense: By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent’s approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency.

ACTIVE ABILITIES

  • Ki Power (Su) 11/day
    • Ghost Step (Su): 1 ki; Swift action; Invisible until the start of your next turn
    • Ki Dodge (Su): 1 ki; Swift action; All attacks have a 20% miss chance (not negated by See Invisibility)
    • Ghost Strike (Su): 1 ki; Move action; Next attack may strike an incorporeal creature
  • Dancing Lights 1/day; 1 minute; Four small glowing lights
  • Darkness 1/day; 80 min', 20' radius; All creatures in the area gain concealment (20% miss chance). (Yes, it's not real darkness and it sucks.)
  • Faerie Fire 1/day; 8 min; No save; SR; Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.



Abilities Str 10 +0 | Dex 14 +2 (16 +3) | Con 14 +2 | Int 12 +1 | Wis 18 +4 | Cha 10 +0

  • Feats
    • 1: Grenadier
    • 3: Expanded Ki Pool
    • 6: Mad Alchemist
  • Skills
    • Craft (Alchemy) +7
    • Listen +13
    • Spot +13
    • Move Silently +15
    • Hide +15
    • Tumble +10
    • Jump +6
    • Search +10
      • Trapfinding (Ex) Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Items Gloves of Dex +2 (4,000); Ring of Protection +2 (8,000); Vest of Resistance +2 (4,000); Pwifwai (Cloak of Elvenkind plus silent; 7,500); Boots of the Winterlands (2,500); Bracers of Armor +1 (1,000); Thunderstone (10; 1200gp); Acid (10; 400gp); Alchemist (50; 4,000gp); Tanglefoot Bag (10; 2,000gp)


PASSIVE ABILITIES

Poison Use (Ex) At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su) At 4th level and higher, a ninja always makes jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Acrobatics (Ex) Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.

Speed Climb (Ex) A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Drow Traits (Ex) These traits are in addition to the high elf traits, except where noted.

  • +2 Intelligence, +2 Charisma.
  • An elf’s base land speed is 30 feet.
  • Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
  • Spell resistance equal to 11 + class levels.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
  • Level adjustment +2.