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Poste by andreasanbi Tor Okt 31, 2013 12:49 pm

Death

God of disease, darkness, death, and undeath.

Alignment: NE
Domains: Darkness, Death, Evil, Destruction (+ subdomains)
Favored Weapon: Scythe
Center of Worship: Unknown ...mostly personal
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Antall Innlegg : 62
Join date : 16.04.2013
Age : 32
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Poste by andreasanbi Tor Okt 31, 2013 11:16 am

Therin
Goddess og Light

Goddess of light, healing, and music.

Alignment: NG
Domains: Charm, Glory, Good, Healing, Sun (+ subdomains)
Favored Weapon: Spear
Center of Worship: Fartherall

Therin’s Dogma
The light of Therin exists not for its own sake; rather, She shines to reveal the truth that shadow would conceal, and to warm the dark places of the world. To give openly of yourself is to shine as the goddess.
Modesty is a virtue, but take care that your good works might provide an example for those who have yet to find their way. Hold true to your vows at all cost, but swear no mean oath. Be a glorious lance to smite the wicked, but never forget that the tenebrous might be made radiant through patience and prudence.
Leave each place you visit brighter than it was found, warming all cold hearths and providing firewood for those unable to fetch their own. Learn to read and encourage others to do the same, so the glow of knowledge can linger on after your departure. Speak no duplicity, for a deceptive radiance is more dangerous than an honest gloom.

Hymn to Therin
Praise be to thee oh Therin
Goddess of the light.
Your radiance and mercy
Guide us safely through the night.
Illuminate the darkness and keep us safe we pray.
So we may rise and worship you oh keeper of the day
.

Module Resourses 3qgy



Sist endret av andreasanbi den Tor Okt 31, 2013 12:37 pm, endret 1 gang (Reason for editing : Inserted Picture of Therin)
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Join date : 16.04.2013
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Poste by andreasanbi Søn Okt 27, 2013 12:30 pm

Sir Osric The Chaste

This shining beacon of righteous law prominently displays the holy symbol of Therin on his tabard, marking him as a paladin in her service. In spite of his straight posture and impeccable manners, he seems somehow beleaguered.

Human | Paladin (Therin) 9 | LG
Init +2; Senses Perception +11

STATISTICS
STR   18   +4
DEX   12   +1
CON   15   +2
INT   13   +1
WIS  12   +1
CHA  18   +4
Base Atk +9/+4; CMB +13; CMD 24
Feats Shield Focus, Extra Mercy, Extra Lay on Hands, Turn Undead (DC 18), Combat Expertise, Covering Defense
Skills Craft [carpentry] +6, Diplomacy +10, Handle Animal +8, Heal +12, Knowledge [nobility] +11, Knowledge [religion] +11, Profession [architect] +6, Ride +5 [-1 w/armor], Spellcraft +7

DEFENSE
AC 29 (10+ 1 dex, 11 armor, 5 shield, 2 natural), flat footed 28, touch 11
hp 77
Fort +12, Ref +8, Will +11

OFFENSE
Speed 20
Melee +2 Keen Longsword—15/10, 1d8+6, 17-20x2
Ranged Masterwork Light Crossbow—11/6, 1d8, 19-20x2, Range 80 feet

CLASS/RACIAL/EXTRAORDINARY/SUPERNATURAL ABILITIES
25% chance of negating critical or sneak attack damage Immune charm, fear, disease
Smite Evil—3 times per day
Lay on Hands—4d6, 10 times per day
Divine Weapon +2 (9 minutes) (2/day)
Aura of Courage (10ft’ radius) (Su)
Aura of Good (Ex)
Aura of Resolve (10’ radius) (Su)
Divine Grace (Su)
Divine Weapon +2 (9 minutes) (2/day) (Sp)
Lay on Hands (4d6) (10/day) (Su)
Mercy: Diseased (Su)
Mercy: Frightened (Su)
Mercy: Poisoned (Su)
Mercy: Shaken (Su)
Paladin Channel Positive Energy 5d6 (5/day) (DC 18) (Su)
Paladin Spells Known (CL 6, 13 melee touch, 10 ranged touch):
2 (2/day, DC 16)—shield other, aura of greater courage**
1 (3/day, DC 17)—challenge evil**, knight’s calling**, bless water

GEAR
+2 Light Fortification Fullplate, +2 Blinding Large Steel Shield, +2 Keen Longsword, +2 Amulet of Natural Armor, Masterwork Light Crossbow, 50 bolts, 57 gp

Module Resourses 30le



Note: * Custom Content; ** Advanced Player’s Guide™
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Join date : 16.04.2013
Age : 32
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Poste by andreasanbi Søn Okt 27, 2013 12:12 pm

Flynn the Fine

A jovial chap in brightly hued garb, Flynn wears his snug little tights as only a real man can. While he is an accomplished minstrel, it’s rather safe to assume he is not in it strictly for love of the art. The wenches can’t keep their hands off a musician!

Human | Bard (Therin) 9 | N
Init +3; Senses Perception +4

STATISTICS
STR   12   +1
DEX   16   +3
CON   9
INT   14   +2
WIS  10
CHA  22   +6  (26)  +8
Base Atk +6/+1; CMB +7; CMD 20
Feats Combat Casting, Extra Performance, Lingering Performance, Seductive*, Skill Focus; Perform (string), Weapon Finesse
Skills Acrobatics +7, Appraise +7, Bluff [Versatile Performer - 20], Climb +6, Diplomacy [Versatile Performer - 20], Disguise + 12, Escape Artist +10, Intimidate +12, Knowledge [arcana] +10, Knowledge [dungeoneering] +10, Knowledge [engineering] +10, Knowledge [geography] +10, Knowledge [history] +10, Knowledge [local] +10, Knowledge [nature] +10, Knowledge [nobility and royalty] +10, Knowledge [planes] +10, Knowledge [religion] +10, Linguistics +6, Perception +4, Perform [String instrument] +20, Perform [Sing] +17, Sense Motive 0 [Versatile Performer - 17], Sleight of Hand +10, Spellcraft +14, Stealth +15, Use Magic Device +19
Languages Common, Goblin

DEFENSE
AC 18 (10+ 3 dex, 4 armor,1 deflection), flat footed 15, touch 14
hp 31
Fort +2, Ref +9, Will +6

OFFENSE
Speed 30
Melee +1 rapier - 10/5, 1d6+2, 18-20x2
Ranged Shortbow - 9/4, 1d6, x3 crit. Range: 60 feet

CLASS/RACIAL/EXTRAORDINARY/SUPERNATURAL ABILITIES
Bardic knowledge, Bardic performance, Countersong, Distraction, Fascinate, Inspire courage +2, Inspire competence +3, Suggestion, Inspire greatness, Versatile performance (song and string), Well-versed, Lore Master, Dirge of Doom

SPELLS
Spells per day Level 1—7, Level 2—6, Level 3—5
Spells Known
0 (DC 18)—dancing lights, ghost sound, light, mending, prestidigitation, open/close
1 (DC 19)—alarm; charm person; confusion, lesser; expeditious retreat; silent image
2 (DC 20)—allegro***, blur, enthrall, sound burst
3 (DC 21)—confusion, cure serious wounds, jester’s jaunt**, see invisibility

GEAR
+1 rapier, Feathered Cap of Alluring Charisma +4, Ring of X-Ray Vision, Masterwork Mandolin, 2 vials containing 20 doses of rare cologne (Each dose lasts 3 hours and gives a +2 circumstance bonus to Diplomacy against creatures who are (or could be) sexually attracted to the wearer.), Ring of Protection +1, Mithral Shirt, Shortbow (20 arrows), Hatchet, Grappling hook, 50 feet of rope, 20 days of rations, Bedroll, Tent

OPTIONAL RULE: FIFTY FLYNNS
If Flynn dies—and the GM thinks is would be funny, rather than dramatic—an exact copy of Flynn enters play 1d4 rounds later in a random safe square determined by the GM. This ability may be used up to 50  times.

OPTIONAL OPTIONAL RULE: MOUND OF DEAD BARDS
If Flynn dies seven times in a single encounter, a Mound of Dead Bards forms on the spot of his most recent demise. Treat the Mound as a Large sized object. Any additional dead Flynns immediately transfer to the mound. The mound has Hardness 3 and HP equal to 5x the number of dead Flynns that compose it. If used for cover, the mound grants Total Concealment and SR 15 + the number of dead Flynns that compose it. This much concentrated charisma cannot long be contained on the Prime Material, and the mound dissipates into nothingness at the end of the encounter.

Module Resourses Qzcu



Note: * Custom Content; ** Advanced Player’s Guide™;  *** Ulitmate Magic™
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Join date : 16.04.2013
Age : 32
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Poste by andreasanbi Søn Okt 27, 2013 11:46 am

Daphne

Mistaking this charismatic warrior’s willingness to negotiate for weakness often proves a fatal error. While she may be weak of arm, the lethal accuracy of her spear thrusts earned her a reputation as one of deadliest fighters in the land.

Human | Fighter (Therin) 9 | LG
Init +9; Senses Perception +11

STATISTICS
STR   10
DEX   17   +3   [21]  +5
CON   10
INT    19   +4
WIS   14   +2
CHA   16   +3
Base Atk +9/+4; CMB +9; CMD 24
Feats Improved Initiative, Weapon Finesse, Weapon Focus (spear), Weapon Specialization (spear), Persuasive, First Strike*, Expanded Critical*, Critical Momentum*, Precision Strike*, Speardancer*
Skills Acrobatics +14, Appraise +7, Bluff +12, Diplomacy +14, Heal +11, Intimidate +15, Knowledge [arcana] +5, Knowledge [dungeoneering] +5, Knowledge [history] +5, Knowledge [local] +5, Knowledge [nobility and royalty] +5, Knowledge [religion] +5, Perform [dance] +5, Perception +11, Sense Motive +11

DEFENSE
AC 24 (10 + 5 dex, 6 armor, 2 natural, 1 deflection), flat footed 19, touch 17
hp 45
Fort +6, Ref +8, Will +7 (+2 on saves vs fear)

OFFENSE
Speed 30
Melee +2 Spear - 19/14, 1d8+6, 12-20x3
Ranged +2 Spear - 19/14, 1d8+6, 12-20x3 (thrown range- 20 feet)

CLASS/RACIAL/EXTRAORDINARY/SUPERNATURAL ABILITIES
Bravery +2, Armor Training 2, Weapon Training - Spears [+2 on attack and damage], Weapon Training - Blades, Light [+1 on attack and damage]

GEAR
Belt of Incredible Dexterity +4, Amulet of Natural Armor +2, Ring of Evasion, Ring of Protection +1, +2 Chain Shirt, +2 Spear, Tent, Bedroll, 10 days of rations, 145 gp

Module Resourses Tmj3

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Join date : 16.04.2013
Age : 32
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Poste by andreasanbi Søn Okt 27, 2013 11:23 am

Luster

A statuesque beauty with intense sociopathic tendencies and gender-confusion issues, Luster cares not a whit for the well-being of any commoner foolish enough to stand in her way (even if they didn’t mean to be standing there and would gladly move if asked). A wild mage of formidable power, Luster rightly unnerves anyone who she has known personally.

Human | Wizard 9 [Wild Mage archetype*] | C(?)
Init +4; Senses Perception +11

STATISTICS
STR   9    -1
DEX  18   +4
CON  15   +2
INT   22   +6   [26]  +8
WIS  11
CHA  17   +3
Base Atk +4; CMB +3; CMD 17
Feats Arcane recollection*, Arcane Strike, Eschew Materials, Exotic Weapon Proficiency - Hand Crossbow, Spell Penetration, Greater Spell Penetration, Skill Focus: Stealth, Scribe Scroll
Skills Bluff +12, Intimidate +12, Knowledge [arcana] +15, Knowledge [dungeoneering] +15, Knowledge [engineering] +10, Knowledge [geography] +10, Knowledge [history] +10, Knowledge [local] +10, Knowledge [nature] +13, Knowledge [nobility] +15, Knowledge [planes] +14, Knowledge [religion] +12, Linguistics +12, Sleight of Hand +13, Spellcraft +17, Stealth +16

DEFENSE
AC 20 (10+ 4 dex, 4 armor, 2 deflection), flat footed 16, touch 16
hp 54
Fort +5, Ref +7, Will +6

OFFENSE
Speed 30
Melee Dagger: +3 to hit, 1d4-1
Ranged +1 Hand Crossbow: +9 to hit, 1d4+1

CLASS/RACIAL/EXTRAORDINARY/SUPERNATURAL ABILITIES
Wild Magic*

SPELLS
Spells per day Level 1—6, Level 2—6, Level 3—5, Level 4—4, Level 5—2
Spells Known
0 (4/day; DC 18, unlimited casting)—ray of frost, spark**, dancing lights, mage hand
1 (6/day, DC 19)—feather fall, shield, corrosive touch***, magic missile, memory lapse**, burning hands, gravity bow**
2 (6/day, DC 20)—acid arrow, arrow eruption**, web, scorching ray, levitate, knock
3 (5/day, DC 21)—flame arrow, gentle repose, halt undead, lightning bolt, fireball
4 (4/day, DC 22)—dimension door, flaming hand of fiery doom*, stoneskin, animate dead, phantasmal killer
5 (2/day, DC 23)—dominate person, lightning arc***, transmute rock to mud

GEAR
+1 Hand Crossbow [50 bolts]; Dagger; Ring of Protection +2, minor spell storing; Bracers of Armor +4; Earrings of Vast Intelligence +4 [Bluff /Stealth]; Boots of the Winterlands; Spellbook; 150 gp

Module Resourses Jiul

EDIT: * Custom Content; ** Advanced Player’s Guide™;  *** Ulitmate Magic™
andreasanbi
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Antall Innlegg : 62
Join date : 16.04.2013
Age : 32
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Poste by andreasanbi Søn Okt 27, 2013 10:14 am

Brother Silence

This (decidedly human) monk moves with a self-assured grace and has little patience for overlong conversations. His bright, orange robes show him to be a warrior of the sun goddess, Therin, never shy about taking combat directly to the heart of all evil. The morality of his methods for rooting out darkness may come into question, but, as the record will clearly show, he has yet to break a single rule.

Not an Elf | Monk (Therin) 9 | LN
Init +4; Senses Perception +15

STATISTICS
STR   18   +4    [20]   +5
DEX   16   +3     [18]   +4
CON   15   +2   [17]   +3
INT    13   +1
WIS   16   +3
CHA    9    -1
Base Atk +6/+1; CMB 14 (monk level 9, str 5); CMD 28 (10+CMB, dex 4, misc 0)
Feats Words of the Master*, Focused Stunning*, Deflect Arrows, Desperate Battler, Improved Trip, Dodge, Mobility, Weapon Focus: Unarmed Strike, Toughness
Skills Acrobatics +16, Climb +13, Escape Artist +14, Intimidate +7, Perception +15, Sense Motive +15, Stealth +16

DEFENSE
AC 27 (10+ dex 4, armor 4, shield, natural, deflection 2, misc 7), flat footed 20, touch 24
hp 74
Fort +9, Ref +10, Will +9

OFFENSE
Speed 60
Melee Unarmed strike -13/8, 2d6+6 (x2) OR Flurry of blows - 14/14/9/9, 2d6+6 (x2)
Special Attacks Stunning Fist DC 17, 10/day
Ki points 7
Special Attacks +1 to attack and damage when not within 10 feet of any allies

CLASS/RACIAL/EXTRAORDINARY/SUPERNATURAL ABILITIES
AC bonus, Flurry of blows, Stunning fist, Unarmed strike, Improved evasion, Fast movement, Maneuver training, Still mind, Ki pool (magic), High jump, Purity of body, Slow fall 40 ft, Wholeness of body

GEAR
Amulet of Mighty Fists +1, Belt of Physical Perfection +2, Bracers of Armor +4, Ring of Protection +2, Monk’s Robe, Type III bag of holding, Tent, Bedroll, 30 days of rations, 10 foot pole

Module Resourses Ntw5

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Antall Innlegg : 62
Join date : 16.04.2013
Age : 32
Bosted : Linhusveien 14

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Poste by andreasanbi Fre Okt 25, 2013 11:04 am

Archetype: Wild Mage (WILD!!!)

Some rogue wizards have learned techniques for infusing their spells with the chaotic essence of wild magic. Widely considered insane by their more studious peers, they roll the dice with their lives (and some times the lives of those around them) for the chance at much greater power.
Alignment: Wild Mages (WILD!!!) must be chaotic.

Wild Magic
Every time the Wild Mage (WILD!!!) casts a spell, there is a 50% chance that the spell goes wild (WILD!!!). Flip a coin, roll a d6 for odds or evens or use your favorite method to determine the outcome. If a spell is wild (WILD!!!) roll 1d20 and consult the following table.

DIE     RESULT

  1. Spell Fails. You feel dumb. Your friends make fun of you.

  2. Rebound: The spell rebounds on its caster with the normal effect. If the spell cannot affect the caster, it fails.

  3. Reduced Power: Spell does ½ damage, only travels ½ intended distance or lasts for ½ as long as intended.

  4. Swap Energy: Any spell dealing energy damage switches to a different, random element. Roll a 1d6 and consult the following:
    1 acid; 2 cold; 3 fire; 4 electricity; 5 negative energy; 6 positive energy (heals living, harms undead).
    This does not change the damage dealt or the effect of the spell, only the energy in which it is delivered.

  5. Delayed: Spell is delayed by 1d4 rounds. For each round you are delayed casting, add an additional +1d6 damage to the spell’s effect.

  6. All Hail Stupefrog: Instead of what you meant to cast, an illusionary giant frog appears directly in front of you and begins to sing a soothing tune that affects everyone within 40 feet as the Calm Emotions spell (DC 16) for 1d4 rounds.

  7. Spray of Ribbons: Your intended spell escapes your mind. Instead you spray a 15 ft. cone of colorful ribbons from your finger tips with a quiet pop. Anyone caught in the spray is considered to be Flat-Footed.

  8. I Love a Parade: You had a song stuck in your head while you tried to cast your spell. Instead, you create a falling storm of tricker tape within a 100 foot radius centered on the caster for the next 1d4 rounds. The tricker tape falls from a height of 30 feet and is accompanied by loud marching band music emanating from the caster. The distraction causes 25% arcane spell failure to anyone within the area of effect.

  9. Bouncy: Whatever you thought you were gonna cast, you create hundreds upon hundreds of festively colored rubber bouncy balls to rain down from 30 feet above and within a 100 foot radius centered on the caster. An Acrobatics Check (DC 15) is needed for anything moving through the area to avoid falling prone for the next 1d4 rounds while being pelted. After the 1d4 rounds, the balls shrivel away into dust.

  10. Anarchic Aura: All spells cast by other casters in a 10 foot radius (centered on the caster) are Wild! For the next 1d4 rounds. Roll for each spell affected on this table.

  11. Randomized Target: The target of your spell hits a random target as determined by the GM, rather than the one you intended.

  12. Tentacled: In addition to your spell, writhing tentacles erupt from the ground around the target. These tentacles function as per the Entangle spell. The tentacles remain for the duration of the encounter.

  13. Ethereal Sneeze: Immediately after casting your spell, as a swift action you sneeze yourself into the Ethereal Plane, becoming ethereal for 1 round.

  14. Rainmaker: The target of your spell is also the center of a torrential downpour. In a 60  radius burst centered on the target, it rains. Hard. For 1d10 rounds. Everyone within the rain has cover, is in difficult terrain, and has visibility equivalent to thick fog.

  15. Evil Twin: Everyone in a 20 ft. radius burst centered on you has an evil twin that appears adjacent to them that lasts for 1d4 rounds. If a target moves away from its evil twin, it takes 1d6 points of damage per level of the spell you cast and then the evil twin vanishes. If target casts spells, it must cast defensively or take the damage.

  16. FLASH!: Target of your spell is also teleported 5 ft. per level of the spell cast in a random direction. Target gets a WILL save DC equal to the DC of the spell cast to not be teleported.

  17. Emboldened: Spell does 50% more damage as per the Empower Spell feat with no increase in spell level.

  18. Embiggen!: The numeric area of the spell is doubled as per the Widen Spell feat with no increase in spell level. Additionally, if the target is personal, you can also affect 1 ally.

  19. Quickening: The spell is cast as a swift action as per the Quicken Spell feat with no increase in spell level.

  20. Wild Surge: Spell does double damage or the duration is doubled.


This ability replaces arcane bond and arcane school.
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Antall Innlegg : 62
Join date : 16.04.2013
Age : 32
Bosted : Linhusveien 14

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Poste by andreasanbi Fre Okt 25, 2013 10:13 am

Spells

Flaming Hand of Fiery Doom
School: evocation; Level: magus 5, sorcerer/wizard 4
Casting Time: standard action or varies
Components: V, S, M (pinch of brimstone)
EFFECT
Range: close (25   + 5  /2 levels) | Effect: one flaming ball
Duration: instantaneous | Saving Throw none; Spell Resistance yes
DESCRIPTION
You summon the wrath of hell, gathering a ball of fire in your hand that can grow in intensity the longer you cast the spell. You must succeed on a ranged touch attack to blast your target into a fiery doom. A creature so flamed takes 1d6 points of fire damage per caster level (maximum 15d6). Being that this spell was meant for killing demons, if your target is a demon it instead takes 2d6 points of fire damage per caster level (maximum 30d6). You may discharge the spell immediately, or continue casting for up to 2 more rounds. You may discharge the flaming hand of fiery doom at the end of either round. At the end of the first delayed round, the spell bypasses fire resistance and deals an extra 3d6 points of fire damage. At the end of the second delayed round, increase bonus damage to 8d6 point of fire damage, and the spell also ignores fire immunity.

Incandescent Messenger
School: conjuration (teleportation); Level: Cleric/Inquisitor 4 (Therin)
Casting Time: 10 minutes
Components: V, S, M/DF (a ruby worth at least 2,000 gp)
EFFECT
Range 10 miles/level | Target you
Duration 1 min/level | Saving Throw none; Spell Resistance no
DESCRIPTION
You become aware of all followers of Therin within range who are gathered around a flame that is at least large enough for you to stand within. At your choosing, you can project a semi-solid image of yourself to appear within any one of those fires. You are able to cast up to level 3 spells through this projection, and can interact with objects that weigh up to 5 lbs. You cannot bring items to give to others, but you can accept items from the other side weighing a total of 5 pounds. Disruption of the fire ends the spell immediately.

Uninvited Guest
School: necromancy (evil); Level: Wizard 6, Cleric/Oracle (Lord Death)6
Casting Time: 1 minute
Components: V, S, an active Scrying
EFFECT
Range 10 miles/level | Target 1 non-good humanoid that the caster is scrying on.
Duration 1 round/level | Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
You temporarily force your will onto the mind of another. Creatures that fail their saves have their consciousness suppressed, and yield all of their abilities to the caster for the duration of the spell, including access to any spells that would be within the caster’s ability to use. Chaotic and evil targets get -5 on the saving throw (-10 if both) to resist the control. Good creatures are immune to this spell. Uninvited Guest cannot target the same creature more than once in the span of a week, as the disruption to the creature’s spirit and neural pathways leaves them in such disarray that a Scrying spell cannot “recognize” them until several days have passed. This disruption of a creature’s neural pathways and spirit, along with the juxtaposition of their soul with the caster’s, results in the target being immune to all forms of scrying (and therefore further castings of Uninvited Guest) for 24 hours after the spell expires.
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Poste by andreasanbi Fre Okt 25, 2013 9:56 am

Feats

Words of the Master
At the cost of 1 ki point you impart some nugget of ancient wisdom pertaining to the present situation - or not - as a full round action. All allies within 20 feet gain a bonus to their saving throws equal to your Wisdom modifier for 1d4+1 rounds. OPTIONAL RULE: At the GM’s discretion, the player may attempt to state this particular nugget of wisdom. If it is pertinent, relevant or funny, the saving throw bonus lasts for an additional 2 rounds. If it is not, the player loses 50 experience points.

Focused Stunning
As a swift action, you can expend 4 ki points to focus and unleash extra ki as part of a Stunning Fist attack, thereby increasing its duration by two rounds.

First Strike (req. Improved Initiative)
During the first round of combat, if you win initiative and reduce an opponent to 0 HP or lower, you immediately gain another attack at your highest attack bonus.

Expanded Critical (req. Fighter 7)*
Add your dex bonus to your critical hit range to a maximum of +4.

Critical Momentum (req. BAB 5)*
Every melee you land a critical hit, you immediately get another attack at your highest attack bonus.

Precision Strike (req. fighter 7)*
Add your int bonus to your critical hit range to a maximum of +4.

Speardancer (req. dex 13, dance 2 ranks, weapon finesse)
Can apply weapon finesse to any spear, staff , or polearm.

Seductive
Diplomacy checks made against somebody who is (or could be) sexually attracted to you have their DCs reduced by 10, and can result in an attitude shift  of more than two steps.

Arcane recollection
At the cost of two spell slots of at least equal level, you can regain any spell previously cast with ten rounds of Concentration. For each successful round of Concentration, add +1 to each Concentration Check.

* NOTE: These Feats are…of questionable balance. Let’s be honest. They’re broke as hell. These are meant to specifically flesh out Daphne’s character as played in the film and may not function well in other games. Exercise extreme discretion if you use them in any other capacity.

NOTE 2: Classes with ki pools are not to be used in this module. These ki feats mentioned here are only to be used as references for the pre-build 'Brother Silence' character... whom is an exception to the rules that govern the world of Fartherall.
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