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 PCs of the setting

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PostSubject: PCs of the setting   Sat Apr 07, 2012 4:40 am

Elsina Feyworth
Race:Human
Class: Paladin
Allingment: Lawful Good
Level:1

Stats:

Strength:18
Dexterity:14
Intelligence:12
Constitution:18
Wisdom:14
Charisma:16

HP:14
AC:15

Weapon: Falchion (2d4 18-20 x2)
Armor: Studded Leather (+3 AC, +5 max)

Skills :

Diplomacy:4
Ride:4
Sense Motive:4

Base Attack Bonus:+1

Fort Save:+2

Ref Save:+2

Will Save:+2

Feats:

Combat Reflexes

Class Abilities:

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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PostSubject: Re: PCs of the setting   Sat Apr 07, 2012 4:42 am

Name:Howl Jenkins (Tathar Mithrandír -elven name or just howl)
Race: elven
Class: swordsman/bladesinger
Alignment:Chaotic Good

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good combines a good heart with a free spirit.

Level: role level

swordsman: 9
bladesinger : 2

Stats:

Strength: 23
Dexterity:26
Intelligence: 19
Constitution: 34
Wisdom:27
Charisma:21

HP: 50
AC: light armor +5

Weapon: Rapier 1d4 (small) 1d6 (medium) 18–20/x2 (critical) —(range) 2 lbs. (weight) P(type) —(special)
Armor: Leaf armor +3 (Armor/Shield Bonus) +5 (Maximum Dex Bonus) 0( armor check pen) 15% (Arcane Spell Failure Chance) 30 ft./20 ft. (speed- 30ft/20ft) 20 lbs.(weight)

Skills :The bladesinger's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Perform (Cha), Spellcraft (Int), Tumble (Dex).

Diplomacy: + 2
Ride: + 3
Sense Motive: +2

Base Attack Bonus: +2

Fort Save: +0
Ref Save: + 3
Will Save: +2

Feats:

Class Abilities:

swordsman:

Unarmed Strike
Usually unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A also deals more damage with his unarmed strikes than a normal person would, as shown above on The unarmed damage values listed on is for Medium. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage.

Detect skill (Sp)
A swordsman can, as a move action, concentrate on a single individual within 10 feet and learn the strength of its power as if having studied it for 3 rounds. While focusing on one individual or object, the swordsman does not detect skill in any other individual within range.

Critical hit (Su)
Once per day, a swordsman can as a swift action, the swordsman chooses one target within sight to smite to add the Dex mod to its attack rolls and adds her class level to all damage rolls made against the target of her smite. The bonus to damage on the first successful attack increases to 2 points of damage per level the class possesses. Regardless of the target, critical hit attacks automatically bypass any DR the creature might possess. The weapon used must be a sword

Way of the sword ( Ex )

the class gains a + 5 mod when using any sword based weapon

Pommel Strike( Ex)

Instead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to stun the opponent will save to avoid will save has to be equal or over level of skill. or take nonlethal damage , 1d10 Must be using a sword.


Agility
At 2nd level, a swordsman gains a bonus equal to her speed on all Saving Throws.


Quickdraw

Beginning at 2nd level, the swordsman can use quick draw as a standard action, quickdraw disrupts all actions that targets the character and counters the attack dealing damage = 1d20 to all targets caught in the burst range 5 feet, the weapon used must be a sword and must not be drawn.


Aura of Courage (Su)

At 3rd level, a swordsman is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


bladesinger:

Spells per Day: At every odd numbered level gained in the bladesinger class, the character gains new spells (and spell points) per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding this prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased level for spell-casting. If a character had more than one arcane spellcasting class before beoming a bladesinger, she must decide to which class she adds the new level for the purpose of determining spells per day.

If the bladesinger wears medium or heavy armor, he loses all benefits of any of his song abilities (bladesong, lesser, spellsong, song of celerity, greater spellsong, song of fury).

A bladesinger suffers the normal spell failure chance when casting spells while armored (except as noted below).

Bladesong Style (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger gains a dodge bonus to AC equal to her class level, up to a maximum of her Intelligence bonus.

Lesser Spellsong (Ex): When wielding a longsword in one hand (and nothing in the other), a bladesinger of 2nd level or higher can take 10 when making a Concentration check to cast defensively.

Song of Celerity (Ex): When wielding a longsword or rapier in one hand (and nothing in the other) and using the full attack action, a 4th level bladesinger can cast one arcane spell each round as a free action. This spell must have a casting time of one action and counts against the number of quickened spells a character can cast in one round. The highest level spell a bladesinger may cast in this manner is 2nd at 4th level, rising to 4th at 8th level. With this powerful ability the bladesinger can make a full attack against an opponent, take a five foot step and cast a spell all in the same round.

Greater Spellsong (Ex): A bladesinger of 6th level or higher ignores arcane spell failure when wearing light armor - i.e. he gains the feat Ignore Spell Failure (Light Armour). If the bladesinger already has this feat, he may choose another.

Song of Fury (Ex): When wielding a longsword or rapier in one hand (and nothing in the other) and using the full attack action, the bladesinger can make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty. This penalty applies for 1 round, so it affects attacks of opportunity the bladesinger might make before his next action.

----

notes/history

-unknown background

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