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2 posters

    Fedaykin

    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Fedaykin

    Post  Chris Thu Oct 17, 2013 2:08 pm

    Chris wrote:Radiance test build v2.0, work in progress

    Goblin Rogue 1

    Str 12 +1
    Dex 20 +5
    Con 14 +2
    Int 10 -
    Wis 14 +2
    Cha 8 -1

    Vitality 5 +2 = 7

    Frt +3
    Ref +10
    Wis +3

    Attack +6
    with light blade +2\+1d4+1

    Attributes: -2 Strength and +2 Dexterity. Goblins are agile
    but weak due to their small frame.

    Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
    Stealth checks, but are limited to Light and Medium weapons and
    must wield Medium weapons with both hands.

    Speed: 30 ft. Goblins are notably fast for their small size.

    Wound Points: 6. Goblins are small and can absorb less
    damage than their larger kin. +2 = 8
    ————————————————————————
    Cruelty: Once daily, you may inflict 1 wound damage in addition
    to any other damage dealt. Also, the struck foe bleeds, losing 1
    wound point the next round unless targeted with magical healing or
    a successful DC 15 Heal check.

    Darkvision: You see in conditions of total darkness as easily
    as full daylight. Darkvision is black and white only, but it is otherwise
    like normal sight.

    Goblinoid Skills: Apply a +2
    bonus on Acrobatics, Athletics, Stealth, Trick,
    and Warcraft checks.

    Gut Slicer: You enjoy innate proficiency
    with knives and a +1 bonus on attack and damage
    rolls when using light blades against foes
    larger than you.

    Pesky: When attacking an adjacent foe
    with a melee weapon, you may forego the
    attack roll. Instead, you automatically hit and
    inflict a mere 1 point of damage. Also, the struck
    foe must resist using Will or become angry and
    make an attack roll against you on its next
    turn using its melee weapon or its fists over
    magic even if doing so is suboptimal.

    Blade Finesse: Apply a +1 bonus on attack rolls and +1d4
    bonus on damage rolls when using a light blade.

    1 more racial

    Dodge: As an immediate action, you declare
    that you ignore 1 melee weapon attack before you know
    whether it hits you. Requires Dexterity 15+ and works only in Light
    or no armor. Costs 2 vitality.

    Infiltrator: You move quietly and attentively through shadows.
    Apply a +5 bonus on Perception and Stealth checks.

    Sneak Attack: When a foe is surprised, helpless or otherwise
    defenseless, add +1 to you attack roll and +5 damage. Ranged
    attacks count as sneak attacks only if the target is within 30 ft.

    Theme - 1


    Skills
    Acrobatics +7
    Athletics +3
    Perception +7
    Stealth +17
    Trick +2
    Warcraft +2
    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Chris Thu Oct 17, 2013 2:08 pm

    Chris wrote:Radiance test build v2.0, work in progress

    Charr Rogue 1

    Str 14 +2
    Dex 20 +5
    Con 14 +2
    Int 10 -
    Wis 12 +1
    Cha 10 -

    Vitality 5 +2 = 7

    Frt +3
    Ref +8
    Wis +2

    Attack +6

    Attributes: +2 Dexterity, -2 Wisdom, and +2 Charisma.
    Rakashas are nimble and charming, but curiosity and a love of indulgent
    living are weaknesses.
    Size: Medium.
    Speed: 30 ft.
    Wound Points: 8. Rakashas absorb the same damage as
    humans.
    ————————————————————————
    Disguise SelfM: -- sub another Rakshasa Racial ability like Jump, Longstrider, Cat Fall or something

    Feline Empathy: You enjoy a +2 bonus on Handle Animal
    checks, or a +5 bonus when dealing with cats, lions, rakshasas,
    sphinxes, and other feline creatures.

    Feral Senses: You have low-light vision. Also, apply a +5
    bonus on Perception checks.

    Rakasha Skills: Apply a +2 bonus on Acrobatics, Bluff,
    Disguise, Stealth, and Trick checks

    Sharp Nails: As a swift action, you extend or retract a set
    of sharp fingernails that are as hard as steel. Used together, the nails
    inflict 1d3 damage against an adjacent foe that fails to resist using

    Racial abilities: 2

    depending on the Disguise sub above, some combination of Longstrider, Jump, Wpn Finese, Cat Fall
    _________________________________________________________________________________________
    Dodge: As an immediate action, you declare
    that you ignore 1 melee weapon attack before you know
    whether it hits you. Requires Dexterity 15+ and works only in Light
    or no armor. Costs 2 vitality.

    Infiltrator: You move quietly and attentively through shadows.
    Apply a +5 bonus on Perception and Stealth checks.

    Sneak Attack: When a foe is surprised, helpless or otherwise
    defenseless, add +1 to you attack roll and +5 damage. Ranged
    attacks count as sneak attacks only if the target is within 30 ft.

    Theme - 1


    Skills
    Acrobatics +7
    Bluff +2
    Disguise +2
    Perception +11
    Stealth +12
    Trick +2
    Warcraft +2
    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Chris Thu Oct 17, 2013 2:09 pm

    Chris wrote:rough sketch

    Grippli

    Multiclass Witch\Druid, dilettante

    Str 6 -2
    Dex 14 +2
    Con 14 +2
    Int 10
    Wis 16 +3
    Cha 18 +4

    Fort +2 +2
    Refl +2 +2 +2 +2
    Will +2 +2 +3

    Attacks
    light blades 2 + 4 = +6

    Racial
    Attributes: -2 Strength and +2 Dexterity. Grippli are agile
    but not as strong as larger folk.

    Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
    Stealth checks, but are limited to Light and Medium weapons and
    must wield Medium weapons with both hands.

    Speed: 30 ft.

    Wound Points: 5. Grippli can absorb less damage than
    humans. +1 +2 = 8

    Climbing and Swimming: You enjoy a +5 bonus on
    Athletics checks. Moreover, when climbing and swimming, you
    move at normal speed (rather than ½ speed) and are not defenseless.

    Cold Weakness: As an amphibian, you are fatigued and suffer
    a -5 penalty on Endurance checks when the temperature
    is below freezing.

    Darkvision: You can see in conditions of total
    darkness as easily as full daylight. Darkvision is black
    and white only, but it is otherwise like normal sight.

    Grippli Skills: Apply a +2 bonus on Acrobatics,
    Endurance, Perception, Stealth, and Survival
    checks.

    Hold Breath: You can hold your breath
    for 8x longer than a human and do not suffer
    effects of over-hydration due to extended
    immersion in water.

    Jump: You leap outward, downward or
    upward up to 30 ft as a standard action without
    a running start or Athletics check or fear
    of harm on impact. Costs 1 vitality.

    Marsh Mastery: You move across
    swamp terrain without any penalty to speed.
    Moreover, you enjoy a +5 bonus on Stealth
    checks made in bogs, jungles, marshes, and
    swamps due to your coloration.

    Weak-Willed: As a grippli, you are
    easily excited, frightened, and influenced by
    magic. Apply a -1 penalty on Will to resist
    magic abilities.

    Racial Abilities
    Outdoor Athlete: Boost Athletics
    and Survival checks by +5.

    Poison Tongue: An adjacent
    foe must resist using Fortitude or suffer 1
    wound damage and fall prone due to a mild
    poison that disrupts its muscles. Costs 1
    vitality.

    Class Abilities:

    Witch:
    Core Abilities

    Charm PersonM: A targeted person within 15 ft is friendly
    to you for 5 minutes if you beat his Will. While charmed, he will not
    act in a way that brings harm to you, himself or his allies. Otherwise,
    he will follow you and respond aggressively to creatures that threaten
    you. He will take you to safety if you are incapacitated. You can dismiss
    the charm as a swift action. If you treat the person well, he may
    remain friendly after the charm wears off. This ability does not grant
    a shared language or alter a person’s alignment. Costs 1 vitality.

    CurseM: A foe within 15 ft suffers a -2 penalty on d20 rolls,
    damage rolls, and saves. Or it suffers blindness, deafness, impotence,
    muteness or an illusory change of appearance (age, race or sex). The
    duration is 2 minutes. You cannot curse yourself or an ally. Remove
    Curse ends the effect. You can affect a particular creature once in a 24
    hour period. Costs 1 vitality.

    Stealthy Magic: You enjoy a +3 bonus on Arcana and Trick
    checks. Also, a successful Trick check made as a swift action while
    using a magic ability ensures that nobody notices you use that ability.
    The Trick DC equals 10 + 5 per tier (max DC 30 for paragon tier).

    Druid:
    Core Abilities

    Druidic Rite: You enjoy a +2 bonus on Handle Animal,
    Nature, Religion, and Survival checks. Also, you speak Druidic, the
    secret language of druids.

    Fey Gift: You know 1 druid basic magic ability of your choice.

    Speak With AnimalsM: For 5 minutes, you can ask questions
    and receive answers from animals. They are not necessarily
    cooperative or knowledgeable. The animal performs a small favor on
    successful DC 15 Handle Animal check. Costs 1 vitality.

    Basic Abilities: Witch(w) + Druid (d)

    w Color SprayM: A startling melange of colors strikes all creatures
    in a 15-ft cone. A creature is dazed for 1 round and blinded for
    2d4 rounds if you beat its Will. Otherwise it is dazzled for 1 round.
    Costs 1 vitality

    w Invisible StepM: You are invisible for the remainder of your
    turn, during which you enjoy a +10 bonus on Stealth checks and
    avoid line of sight. Any attack by you ends the effect. Costs 1 vitality.

    w Keen Senses: Boost Insight and Perception checks by +5

    w HealerM: An adjacent ally heals 1d4 wounds. Costs 1 vitality.

    d GoodberryM: Your conjure 2d4 berries, nuts or similar
    small uncooked edibles. When eaten, a berry provides nourishment
    as if it were a normal meal for a person and cures either
    1 wound damage or 1d4 vitality. A creature can benefit from up
    to 3 berries in a 24-hour period. Costs 1 vitality.

    d Nature’s Peace: Boost Diplomacy,
    Insight, Perception, and Music checks
    by +2. Also, you speak Sylvan.

    Theme - 2

    Crosstraining - Warlock
    GreaseM: Your glare coats a single object or 10-ft-square area
    within 30 ft with slippery, flammable grease for 5 minutes. Creatures
    that attempt to hold or use a greased object drop the object if you
    beat their Reflex. Similarly, creatures that attempt to pass through a
    greased area fall prone if you beat their Reflex. A creature that runs
    or uses Bull Rush or Charge in the area suffers a -5 penalty on its save.
    An inclined area inflicts a -5 penalty. Using Grease on manacles grants
    a +10 bonus on Acrobatics checks to escape. Magical flame lights a
    greased area and inflict 1d6 fire damage per round. Costs 1 vitality

    Crosstraining - Elementalist
    Fire BoltM: One target within 30 ft suffers 1d6 fire damage
    per 2 levels (max 5d6) plus ½ that amount on its next turn unless it
    expends a standard action to extinguish the flames. Reflex negates.
    Costs 1 vitality


    Skills:
    Arcana (int) +3 +0
    Athletics (str) +5 +5 +2 -2
    Acrobatics (dex)+2 +2
    Diplomacy (cha) +2 +4
    Endurance (con) +2 +2 +2
    Handle Animal (wis) +2 +2 +3
    Insight (wis) +5 +2 +3
    Literacy -5
    Music (cha)+2 +4
    Nature (wis) +2 +2 +3
    Stealth (dex) +2 +5 (+5 in swamp) +2
    Perception (wis) +2 +5 +2 +3
    Religion (wis) +2 +3
    Survival (wis) +2 +5 +5 +3
    Trick (dex) +3 +2

    Languages: Sylvan, Druidic, Common, Grippli

    wpns - all light blades
    armor (d) all natural

    Primal
    Tribal
    (survival)
    You are hearty and comfortable in nature. Increase maximum
    wound points by +1. Also, modify Survival checks by
    +5, Literacy checks by -5, and Athletics, Endurance, and
    Handle Animal checks by +2. Finally, use barbarian, druid,
    and shifter as your multiclass options.
    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Chris Thu Oct 17, 2013 2:10 pm

    Chris wrote:doesn't he start with common???

    ok, I found it on the racial page

    Free Languages: Common and Grippli.

    I was just adding the bonus languages from his abilities. I don't know if I have the points for Primordial....

    I am thinking more like these images than Frog-based

    this head

    Fedaykin Grippl11

    on this body

    Fedaykin Grippl10

    with this coloring

    Fedaykin Grippl13
    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Chris Sun Oct 20, 2013 9:45 pm

    attempting a rework of the Grippli Witch Doctor using the "extended abilities" Rob talked about, so instead of making him a witch\druid multi, just creating a custom witch doctor class, using Witch as the core and adding abilities from other classes

    work in progress

    Grippli

    Witch Doctor 3, dilettante

    Str 6 -2
    Dex 10
    Con 16 +3
    Int 14 +2
    Wis 14 +2
    Cha 18 +4

    Fort +2 +3
    Refl +2 +2 +2 +2
    Will +2 +2 +4

    Attacks
    +6 (cha)

    Racial
    Attributes: -2 Strength and +2 Dexterity. Grippli are agile
    but not as strong as larger folk.

    Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
    Stealth checks, but are limited to Light and Medium weapons and
    must wield Medium weapons with both hands.

    Speed: 30 ft.

    Wound Points: 5. Grippli can absorb less damage than
    humans. +1 +2 = 8

    Climbing and Swimming: You enjoy a +5 bonus on
    Athletics checks. Moreover, when climbing and swimming, you
    move at normal speed (rather than ½ speed) and are not defenseless.

    Cold Weakness: As an amphibian, you are fatigued and suffer
    a -5 penalty on Endurance checks when the temperature
    is below freezing.

    Darkvision: You can see in conditions of total
    darkness as easily as full daylight. Darkvision is black
    and white only, but it is otherwise like normal sight.

    Grippli Skills: Apply a +2 bonus on Acrobatics,
    Endurance, Perception, Stealth, and Survival
    checks.

    Hold Breath: You can hold your breath
    for 8x longer than a human and do not suffer
    effects of over-hydration due to extended
    immersion in water.

    Jump: You leap outward, downward or
    upward up to 30 ft as a standard action without
    a running start or Athletics check or fear
    of harm on impact. Costs 1 vitality.

    Marsh Mastery: You move across
    swamp terrain without any penalty to speed.
    Moreover, you enjoy a +5 bonus on Stealth
    checks made in bogs, jungles, marshes, and
    swamps due to your coloration.

    Weak-Willed: As a grippli, you are
    easily excited, frightened, and influenced by
    magic. Apply a -1 penalty on Will to resist
    magic abilities.

    Racial Abilities (3)
    Outdoor Athlete: Boost Athletics
    and Survival checks by +5.

    Poison Tongue: An adjacent
    foe must resist using Fortitude or suffer 1
    wound damage and fall prone due to a mild
    poison that disrupts its muscles. Costs 1
    vitality.

    R -

    Class Abilities:

    Witch:
    Core Abilities

    Charm PersonM: A targeted person within 15 ft is friendly
    to you for 5 minutes if you beat his Will. While charmed, he will not
    act in a way that brings harm to you, himself or his allies. Otherwise,
    he will follow you and respond aggressively to creatures that threaten
    you. He will take you to safety if you are incapacitated. You can dismiss
    the charm as a swift action. If you treat the person well, he may
    remain friendly after the charm wears off. This ability does not grant
    a shared language or alter a person’s alignment. Costs 1 vitality.

    CurseM: A foe within 15 ft suffers a -2 penalty on d20 rolls,
    damage rolls, and saves. Or it suffers blindness, deafness, impotence,
    muteness or an illusory change of appearance (age, race or sex). The
    duration is 2 minutes. You cannot curse yourself or an ally. Remove
    Curse ends the effect. You can affect a particular creature once in a 24
    hour period. Costs 1 vitality.

    Stealthy Magic: You enjoy a +3 bonus on Arcana and Trick
    checks. Also, a successful Trick check made as a swift action while
    using a magic ability ensures that nobody notices you use that ability.
    The Trick DC equals 10 + 5 per tier (max DC 30 for paragon tier).

    Witchdoctor Basic Abilities (Cool

    w Color SprayM: A startling melange of colors strikes all creatures
    in a 15-ft cone. A creature is dazed for 1 round and blinded for
    2d4 rounds if you beat its Will. Otherwise it is dazzled for 1 round.
    Costs 1 vitality

    w Invisible StepM: You are invisible for the remainder of your
    turn, during which you enjoy a +10 bonus on Stealth checks and
    avoid line of sight. Any attack by you ends the effect. Costs 1 vitality.

    *Shaman
    Craft FetishC: You place a magic ability into a trophy, which
    is a shrunken head or other small body part. After 25 gp and 4 hours
    work, you convert the part into a fetish. During preparation you
    place any basic magic ability you know into the body part. At any
    time later, you can hold up the part to deliver the magic as a singleuse
    effect. Afterward, the part crumbles to dust. You pay any vitality cost
    during preparation.

    *Paladin
    Lay on HandsM: Your touch heals an ally’s wound damage.
    The amount of wounds healed equals 1d8 + your level. A creature
    can benefit 3x daily if it is good, 2x daily if it is neutral, and once
    daily if it is evil. You must be nonevil to use this ability.

    *Druid
    GoodberryM: Your conjure 2d4 berries, nuts or similar
    small uncooked edibles. When eaten, a berry provides nourishment
    as if it were a normal meal for a person and cures either
    1 wound damage or 1d4 vitality. A creature can benefit from up
    to 3 berries in a 24-hour period. Costs 1 vitality.

    *Warlock
    GreaseM: Your glare coats a single object or 10-ft-square area
    within 30 ft with slippery, flammable grease for 5 minutes. Creatures
    that attempt to hold or use a greased object drop the object if you
    beat their Reflex. Similarly, creatures that attempt to pass through a
    greased area fall prone if you beat their Reflex. A creature that runs
    or uses Bull Rush or Charge in the area suffers a -5 penalty on its save.
    An inclined area inflicts a -5 penalty. Using Grease on manacles grants
    a +10 bonus on Acrobatics checks to escape. Magical flame lights a
    greased area and inflict 1d6 fire damage per round. Costs 1 vitality

    *Elementalist
    Fire BoltM: One target within 30 ft suffers 1d6 fire damage
    per 2 levels (max 5d6) plus ½ that amount on its next turn unless it
    expends a standard action to extinguish the flames. Reflex negates.
    Costs 1 vitality

    Resist Energy: For 5 minutes, you or a
    touched ally enjoy +10 DR against 1 energy type,
    or a +2 bonus versus all energy types. Costs 1
    vitality.

    Theme: Dilettante (2)

    Skills:
    Arcana (int)
    Athletics (str)
    Acrobatics (dex)
    Diplomacy (cha)
    Endurance (con)
    Handle Animal (wis)
    Insight (wis)
    Literacy
    Music (cha)
    Nature (wis)
    Stealth (dex) +2 +5 (+5 in swamp) +2
    Perception (wis)
    Religion (wis)
    Survival (wis)
    Trick (dex)

    Languages: Common, Grippli
    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Robyo Mon Oct 21, 2013 6:11 pm

    That looks alright. I'm going to house rule a limit of 2 powers from any one class, or you would need to multi-class.

    Also, there's no Clerics, Paladins, Inquisitors, and Invokers. So none of their abilities are available to anyone.
    Chris
    Chris


    Posts : 9473
    Join date : 2011-10-26

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue35/35Fedaykin Empty_bar_bleue  (35/35)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Chris Mon Oct 21, 2013 6:23 pm

    ok, no problem, I can swap out the Lay on Hands for another heal, that was just the best one Wink

    when you say 2 powers from another class - do you mean 2 total or 2 from each tier? ie, what about Intermediate\advanced powers?
    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

    Character Information
    Hit points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Action Points:
    Fedaykin Left_bar_bleue0/0Fedaykin Empty_bar_bleue  (0/0)
    Character Sheet:

    Fedaykin Empty Re: Fedaykin

    Post  Robyo Mon Oct 21, 2013 7:27 pm

    Chris wrote:ok, no problem, I can swap out the Lay on Hands for another heal, that was just the best one Wink

    when you say 2 powers from another class - do you mean 2 total or 2 from each tier?   ie, what about Intermediate\advanced powers?
    2 powers from any class, regardless of tier. You can only swap powers that are of equal tier. And the swapped power should have some reasoning behind it, in that it would connect to character concept somehow. This guideline is fairly open, I'm just trying to discourage abuse.

    Core class powers are off-limits, unless you multi-class of course.

    Sponsored content


    Fedaykin Empty Re: Fedaykin

    Post  Sponsored content


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