Race/Class Requests

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Race/Class Requests

Post by Zane Kendric on March 21st 2015, 2:22 am

First topic message reminder :

Please post only requests for other classes and races not available. Please provide the following information and the Dungeon Master will review it carefully and then either will or will not approve.

Race/Class Name:
URL to some kind of information:


Base Attack Bonus: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
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Name: Zane Kedric
Hit Points:
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Experience:
26445/28000  (26445/28000)

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Re: Race/Class Requests

Post by Draxion on August 17th 2015, 1:58 pm


DM: @Monsterwolf -->> Request Approved -- I modified the race a little bit for it to fit in the game nicely. It was added.
Draxion
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Posts 42896



D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
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Re: Race/Class Requests

Post by Dr.Kran on August 17th 2015, 3:20 pm

Clockwork Cogger

Extra brief
Coggers are humanoids that work differently to the biological based humanoids, they're faster in many areas, but slow in snow and swamps. They can't go near liquid surfaces, or get caught in rain.
Their gears give them away so it's harder for them to be sneaky than most races.
Material and armor doesn't reduce their magic casting abilities.


  • -6 Dexterity, +2 Hitpoints bonus per lvl starting at 0, +6 Intelligence +2 strength
  • Cog-based Humanoid (Fire)
  • Anything under +8 armor bonus are small feet speed, as medium coggers have no special bonuses or penalties due to their size, +22 armor bonus is large.
  • Consumptions: Can only consume burning materials such as wood, coal, and flammable liquids.
  • Coggers base land speed is 40 feet if small 30 if medium 20 if large.
  • -10 feet penalty on damp areas, armor reduces this penalty equal to it's armor bonus
  • Unique feats: Furnace - Armor doesn't cause reductions
  • Skill Penalties: -4 pick pocket because your gears give you away, -4 swim because water can get into your furnace, -4 hide due to the clattering sound of gears, -4 Sense motive
  • Racial Feats: A congers gains feats according to its armor boosts.
  • Natural armor: +2
  • Fire resistance +5
  • Water resistance -5
  • Automatic Language: Common. Bonus Languages: dwarven, gnome. See the Speak Language skill.
  • Immunity to poison and paralysis
  • Favored Classes: Any
Dr.Kran
Freeman
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D&D Character sheet
Name: Dr.Kran
Hit Points:
5/9  (5/9)
Experience:
500/1000  (500/1000)

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Re: Race/Class Requests

Post by Draxion on August 23rd 2015, 4:19 pm

@Saraphine wrote:Race/Class Name: (Fire/Water/Air/Earth) Genasi
URL to some kind of information: 
https://www.dandwiki.com/wiki/Genasi,_Tirr_(3.5e_Race)

DM: @Saraphine -->> Request Approved -- The following race will be added in due time.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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Posts 42896
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by Starstream on September 1st 2015, 11:44 pm

Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)


Base Attack Bonus: +3

Dagger: +5 (1d4+2 19-20/x2)
Longsword: +5 (1d8+3 19-20/x2)
+1 Longbow, Composite of Shock: +7 (1d8+1 (1d6 shock) x3)

AC: 15

Saving Throws: Fort: +5, Ref: +8, Will: +4

Rapid Shot: +7/+5/+1 (1d8+1 (1d6 shock) x3)

Jasmine's Spell List
Starstream
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D&D Character sheet
Name: Jasmine Starbringer
Hit Points:
27/27  (27/27)
Experience:
12478/15000  (12478/15000)

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Re: Race/Class Requests

Post by Draxion on September 2nd 2015, 4:27 am

@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: @Starstream, I will look over the request thoroughly and then give you my opinion on the matter, change anything, or whether or not to approve it.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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"Ultimate Dungeon Master"

Posts 42896
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by Glover on September 2nd 2015, 2:51 pm



Base Attack Bonus: +2 | Initiative: +0

Quarterstaff: +3/-1 (1d6+1/1d6+1 x2)
Crossbow, heavy: +2 (1d10 19-20/x2)
Glaive: +3 (1d10+1 x3)
Dagger: +3 (1d4+1 19-20/x2)

AC: 14 (13 w/o shield)

Saving Throws: Fort +3, Ref +3, Will 0
Glover
Squire
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Posts 526
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D&D Character sheet
Name: Vevila Vanilla
Hit Points:
15/15  (15/15)
Experience:
3050/3000  (3050/3000)

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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 7:36 am

@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: After thoroughly looking over your race request, @Starstream, I have added the following traits. Please look over them and decide whether or not you agree with the stats.

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylven. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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Posts 42896
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 7:38 am


DM: @Monsterwolf -->> Request Approved -- Your race was approved and will be added accordingly.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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"Ultimate Dungeon Master"

Posts 42896
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by Starstream on September 3rd 2015, 10:57 am

@Draxion wrote:
@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: After thoroughly looking over your race request, @Starstream, I have added the following traits. Please look over them and decide whether or not you agree with the stats.

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylven. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.


Base Attack Bonus: +3

Dagger: +5 (1d4+2 19-20/x2)
Longsword: +5 (1d8+3 19-20/x2)
+1 Longbow, Composite of Shock: +7 (1d8+1 (1d6 shock) x3)

AC: 15

Saving Throws: Fort: +5, Ref: +8, Will: +4

Rapid Shot: +7/+5/+1 (1d8+1 (1d6 shock) x3)

Jasmine's Spell List
Starstream
Knight
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Posts 1598
Gold 997




D&D Character sheet
Name: Jasmine Starbringer
Hit Points:
27/27  (27/27)
Experience:
12478/15000  (12478/15000)

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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 11:00 am

@Starstream wrote:
@Draxion wrote:
@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: After thoroughly looking over your race request, @Starstream, I have added the following traits. Please look over them and decide whether or not you agree with the stats.

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylven. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.

DM: Yes that is correct.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by Starstream on September 3rd 2015, 11:01 am

@Draxion wrote:
@Starstream wrote:
@Draxion wrote:
@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: After thoroughly looking over your race request, @Starstream, I have added the following traits. Please look over them and decide whether or not you agree with the stats.

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylven. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.

DM: Yes that is correct.


Would it be a lvl 1 spell or a higher level to change to human?


Base Attack Bonus: +3

Dagger: +5 (1d4+2 19-20/x2)
Longsword: +5 (1d8+3 19-20/x2)
+1 Longbow, Composite of Shock: +7 (1d8+1 (1d6 shock) x3)

AC: 15

Saving Throws: Fort: +5, Ref: +8, Will: +4

Rapid Shot: +7/+5/+1 (1d8+1 (1d6 shock) x3)

Jasmine's Spell List
Starstream
Knight
avatar
Posts 1598
Gold 997




D&D Character sheet
Name: Jasmine Starbringer
Hit Points:
27/27  (27/27)
Experience:
12478/15000  (12478/15000)

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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 11:04 am

@Starstream wrote:
@Draxion wrote:
@Starstream wrote:
@Draxion wrote:
@Starstream wrote:Race/Class Name: Shapeshifter/Wolfblood (sort of like the TV show, Wolfblood)
URL to some kind of information: They may only turn into wolves (nothing else), but they look human to all. They are pack creatures, and do not need a full moon to turn them but they are required to turn during the full moon thus not a werewolf. They have to be at least 13 years old (human age). When they change their eyes become a yellow color. In addition, their veins change color as they closed to transform. Their eyes may turn yellow when they get upset, etc. They can not infect other people since it is hereditary. 



They fear fire in general and are pack animals. In addition, they are not always in full control of themselves during the full moon.


The idea for this creature comes from this show: http://wolfblood.wikia.com/wiki/Wolfblood_Wiki (hopefully it is allowed)

DM: After thoroughly looking over your race request, @Starstream, I have added the following traits. Please look over them and decide whether or not you agree with the stats.

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylven. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.

DM: Yes that is correct.


Would it be a lvl 1 spell or a higher level to change to human?

DM: No, no it behaves like a spell-like ability that they can use at will.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Starstream on September 3rd 2015, 11:10 am

@Draxion wrote:
@Starstream wrote:
@Draxion wrote:
@Starstream wrote:

So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.

DM: Yes that is correct.


Would it be a lvl 1 spell or a higher level to change to human?

DM: No, no it behaves like a spell-like ability that they can use at will.


On! Sort of like what kitsunes do? 

Anyway, I approve ^.^


Base Attack Bonus: +3

Dagger: +5 (1d4+2 19-20/x2)
Longsword: +5 (1d8+3 19-20/x2)
+1 Longbow, Composite of Shock: +7 (1d8+1 (1d6 shock) x3)

AC: 15

Saving Throws: Fort: +5, Ref: +8, Will: +4

Rapid Shot: +7/+5/+1 (1d8+1 (1d6 shock) x3)

Jasmine's Spell List
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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 11:15 am

@Starstream wrote:
@Draxion wrote:
@Starstream wrote:
@Draxion wrote:
@Starstream wrote:

So basically they will stay in wolf form unless they use alter self spell? Just want to make sure what I'm reading is correct.

DM: Yes that is correct.


Would it be a lvl 1 spell or a higher level to change to human?

DM: No, no it behaves like a spell-like ability that they can use at will.


On! Sort of like what kitsunes do? 

Anyway, I approve ^.^

DM: Okay, I will add the race when I get time today.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Draxion on September 3rd 2015, 11:16 am

REQUEST FINISHED


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Honeyheart on September 9th 2015, 2:39 pm

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Re: Race/Class Requests

Post by Charles Whitney on September 9th 2015, 2:59 pm

@Honeyheart, we will look into your Request. Thank you for Requesting this!


Base Attack Bonus: +9/+4 | Initiative: +3

"Ignis" +2 Flaming Greatsword: +16/+11 (2d6+10 (+1d6 fire) 17-20/x2)
Battleaxe: +13/+8 (1d8+4 x3)
Shield Bash: +13 (1d4+2 x2)

AC: 21 (23 with shield)

Saving Throws: Fort: +9, Ref: +6, Will: +3
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Re: Race/Class Requests

Post by Draxion on September 11th 2015, 7:23 am


DM: @Honeyheart, I'm afraid the stats of this particular race is way too high to be started at level 1. If you like, I can adjust it to make it more appropriate. Let me know, thanks.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Honeyheart on September 11th 2015, 11:15 am

@Draxion wrote:

DM: @Honeyheart, I'm afraid the stats of this particular race is way too high to be started at level 1. If you like, I can adjust it to make it more appropriate. Let me know, thanks.
Yeah, could you please do that, Draxion? Thank you.
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Re: Race/Class Requests

Post by Draxion on September 11th 2015, 2:09 pm

@Honeyheart wrote:
@Draxion wrote:

DM: @Honeyheart, I'm afraid the stats of this particular race is way too high to be started at level 1. If you like, I can adjust it to make it more appropriate. Let me know, thanks.
Yeah, could you please do that, Draxion? Thank you.

DM: Okay, I adjusted the following traits on the race you requested, @Honeyheart. Look over them carefully and decide if that works for you.

Racial Traits


  • +4 Dexterity, -2 Strength, -2 Intelligence
  • Monstrous Humanoid (Feline)
  • Cat Form- Small: +1 to Attack and AC, +4 to hide, -4 to Bullrush/Grapple/Overrun/Trip
  • Humanoid Form- Medium: No special bonuses or penalties
  • base land speed is 30 feet, they have a Fly speed equal to the double their land speed (60ft), is its land speed increases the flight speed also increases. They can fly with their wings with Good Maneuverability.
  • Transform: You may transform between your cat and humanoid for at will as a free action. This cannot be suppressed, even in an antimagic field.
  • You can wield a weapon in cat form equal to the weapon you can wield in your humanoid size without any penalty, but only if you have the weapon focus and weapon specialization feats for that weapon.
  • Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). 
  • Favored Class: Fighter.



Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Lorena Mydas'u on September 23rd 2015, 10:02 pm

Catfolk, edited version from this http://www.dandwiki.com/wiki/Catfolk_%283.5e_Race%29


  • +2 Dex , +2 Int, + 2 Char, - 2 Str: Although his features may repel at first glance, a Catfolk will charm withi minutes. While smart and quick learners they lack strength.
    Humaniod (feline)
  • Catfolk Base Land speed is 40 feet.
  •   Low-light Vision (EX): Catfolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
  • +2 racial bonus on Listen and Move Silently checks.
  • +1 Natural Armor Bonus
  • Automatic Languages: Feline and Common. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. Catfolk speak Common and a language called Feline (each tribe speaking a dialect).
  • Favored Class: Ranger
  • Level Adjustment: +1

    Has the ability to choose ONE bonus feat from this list:
    Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

    Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
    Clever Cat: Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
    Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
    Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
    Nimble Faller: Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
    Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.



Last edited by Miss Heny on September 23rd 2015, 10:04 pm; edited 1 time in total
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Re: Race/Class Requests

Post by Lorena Mydas'u on September 23rd 2015, 10:03 pm

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Re: Race/Class Requests

Post by Alron on September 24th 2015, 3:24 pm

Name: Peerless Archer
Type: Prestige
Link: http://dndtools.pw/classes/peerless-archer/


Base Attack Bonus: +9/+4

+2 Flaming Longbow: +18/+13 (1d8+2 (+1d6 fire) x3)
+1 Longsword: +12/+7 (1d8+4 19-20/x2)

AC: 20

Saving Throws: Fort: +12, Ref: +13, Will: +8

Rapid Shot: +18/+16/+12/+8 (1d8+2 (+1d6 fire) x3)

Manyshot (two arrows): +18/+14 | +18/+14

Sneak Attack: +1d6

Power Shot: -9/-4 on attack, +9/+4 on damage

Clergy

Sky

HP: 38     AC: 18

2 Claws: +10 (1d4+2 x2)

Saving Throws: Fort +8, Ref +10, Will +5
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Re: Race/Class Requests

Post by Draxion on September 24th 2015, 5:24 pm

DM: @Miss Heny and @Alron, I'll look at your requests and get back to you on the matter.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Draxion on September 24th 2015, 6:55 pm

@Alron wrote:Name: Peerless Archer
Type: Prestige
Link: http://dndtools.pw/classes/peerless-archer/

DM: @Alron -->> Request Approved -- the class will be added shortly.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Saraphine on September 26th 2015, 9:34 am

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Re: Race/Class Requests

Post by Draxion on September 26th 2015, 10:44 am


DM: @Saraphine -->> Request Approved -- The class will be added soon.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Saraphine on December 5th 2015, 7:54 pm

Name: Master of Many Forms
Type: Prestige Class
URL: http://eberronunlimited.wikidot.com/master-of-many-forms
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Re: Race/Class Requests

Post by Draxion on December 6th 2015, 2:02 am

@Saraphine wrote:Name: Master of Many Forms
Type: Prestige Class
URL: http://eberronunlimited.wikidot.com/master-of-many-forms

DM: @Saraphine, I will look over your request and get back to you on the matter.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Draxion on December 7th 2015, 4:16 am

DM: @Saraphine -->> Request Approved -- The class will be added.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Caspian on December 15th 2015, 1:30 pm

Race/Class Name:  Swordsage, unarmed variant
URL to some kind of information: http://dndtools.pw/classes/swordsage/

Would like to use homebrew rule of using monk fist progression and fist feats if possible... (highly prefered)


Base Attack Bonus: +2 Melee/+5 Range

Quarterstaff: +4/-+0 (1d6/1d6 x2)
Daggers, x2: +0 (1d4 19-20/x2) Range 10 feet
Spell list:[b] Caspian Gift
[/b]
AC: +15

Wood Weapon Skill: Proficient with Quarterstaff, +2 on attack and damage
Unearthly Beauty: Charm any person in 30 feet if desired, if effect victim must make a DC Fort 17 or higher save or be transfix for 2d4 rounds. Person(s) cannot harm Nymph if charmed unless Nymph harms them. Those who make save are 24 hours immune. Save DC is CHAR base.

Saving throws: Fort +0, Reflex +5, Will +4
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Re: Race/Class Requests

Post by Zane Kendric on December 17th 2015, 3:36 am

@Caspian wrote:Race/Class Name:  Swordsage, unarmed variant
URL to some kind of information: http://dndtools.pw/classes/swordsage/

Would like to use homebrew rule of using monk fist progression and fist feats if possible... (highly prefered)

Thank you for your request, @Caspian, the DM and Assistants will discuss and either I or the DM with get back to you.


Base Attack Bonus: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

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Re: Race/Class Requests

Post by Draxion on December 18th 2015, 3:04 am

DM: Sorry, @Caspian, but that link is invalid. Please post a valid link within the next 24 hours.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Caspian on December 18th 2015, 6:27 am



Base Attack Bonus: +2 Melee/+5 Range

Quarterstaff: +4/-+0 (1d6/1d6 x2)
Daggers, x2: +0 (1d4 19-20/x2) Range 10 feet
Spell list:[b] Caspian Gift
[/b]
AC: +15

Wood Weapon Skill: Proficient with Quarterstaff, +2 on attack and damage
Unearthly Beauty: Charm any person in 30 feet if desired, if effect victim must make a DC Fort 17 or higher save or be transfix for 2d4 rounds. Person(s) cannot harm Nymph if charmed unless Nymph harms them. Those who make save are 24 hours immune. Save DC is CHAR base.

Saving throws: Fort +0, Reflex +5, Will +4
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Re: Race/Class Requests

Post by Draxion on December 18th 2015, 7:07 am

DM: Thank you!


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by Runic on January 19th 2016, 2:03 pm



Base Attack Bonus: +0

Weapon: +1 shortspear 1d6+1 x2 Weapon: +2 dart 1d4+1 x2 
AC: 15

Saving Throws: Fort: +3, Ref: +2, Will: +4


Druid Spells:  3 Lv0 / 2 Lv1
Spell save DC: 10 + lvl of spell + 2

Rook
Hp-13 Ac-14
Bite +3 melee (1d6+1)
Fort +5, Ref +5, Will +1
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
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Re: Race/Class Requests

Post by Draxion on January 20th 2016, 2:52 am


DM: @Runic, thanks for the request. I will get back to you once I have made a decision, or have any questions.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
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Re: Race/Class Requests

Post by VerniusNightshade on July 12th 2016, 9:43 am

request for prestige class Whirling Reaper (add the epic levels because you also had some of the prestige go higher Razz)

Link: http://www.dandwiki.com/wiki/Whirling_Reaper_(3.5e_Prestige_Class)
(so you didn't need to chase the link)

HD: 8

Class Skills (2 + Int modifier per level)
Balance, Craft, Hide, Intimidate, Jump, Move Silently, Profession, Tumble.

Requirements
Base Attack Bonus: +4
Skills: Balance 5 ranks
Feats: Power Attack, Cleave, Weapon Focus (scythe)

Level BAB Fort    Ref   Will    Special
1st    +1   +2     +2   +0     Critical cleave, deft scythe
2nd   +2   +3     +3   +0     Whirling defense +1
3rd    +3   +3     +3   +1     Spinning attack
4th    +4   +4     +4   +1     Whirling defense +2
5th    +5   +4     +4   +1     Improved Critical (scythe)
6th    +6  +5      +5   +2     Whirling defense +3
7th    +7  +5      +5   +2     Gyre cleave
8th    +8  +6      +6   +2     Whirling defense +4
9th    +9  +6      +6   +3     Scything trip
10th  +10  +7     +7   +3     Whirling defense +5, whirling onslaught
11
12                                     Whirling defense +6
13                                     Bonus feat
14                                     Whirling defense +7
15
16                                     Whirling defense +8, Bonus feat
17
18                                     Whirling defense +9
19
20                                     Whirling defense +10


Weapon and Armour Proficiency: Whirling reapers gain no additional proficiency with any weapons, armour, or shields. Many of a whirling reaper's abilities require freedom of movement. When wearing armour heavier than medium or carrying more than a medium load, he cannot use the critical cleave, whirling defense, spinning attack, gyre cleave, or whirling onslaught abilities.

Critical Cleave (Ex): When a whirling reaper makes a successful critical hit with a scythe, he can use the Cleave feat to immediately make an extra attack as if he had felled a creature. This ability does not allow the reaper to cleave more than once per round; if he makes a critical hit and fells a creature in the same blow, he gets a single extra attack.

Deft Scythe (Ex): A whirling reaper is treated as having the Combat Reflexes and Weapon Finesse feats while wielding a scythe. He adds the scythe to the list of weapons he can use with Weapon Finesse.

Whirling Defense (Ex): A whirling reaper of 2nd level or higher employs a spinning form of defense to block blows with his scythe. In any round that he wields a scythe and moves no more than 5 feet, he gains a +1 shield bonus to AC for every 2 levels of whirling reaper. Extra 5-foot steps from the gyre cleave or whirling onslaught abilities do not count against his total movement for the purpose of using whirling defense.

Spinning Attack (Ex): At 3rd level, a whirling reaper learns to use his momentum to make progressively more dangerous attacks. While wielding a scythe, he gains a +2 bonus to damage rolls for each successful attack he has made that round. The bonuses for multiple attacks in a round stack.

Improved Critical: At 5th level, a whirling reaper gains the Improved Critical feat for the scythe. He does not need to meet the normal prerequisites. If he already has this feat he can choose another one.


Gyre Cleave (Ex): At 7th level, a whirling reaper's ability to cleave with a scythe improves. He can make extra attacks from a critical cleave as though using the Great Cleave feat, and may take a 5-foot step (without provoking an attack of opportunity) whenever he makes a critical cleave or normal cleave with a scythe. The 5-foot step must be taken before he makes his extra attack. It is in addition to any other movement he may make in the round (including a normal 5-foot step).


Scything Trip (Ex):  The whirling Reaper gains the ability of improved trip with a scythe and gain +4 bonus on a Strength check to trip your opponent with a scythe. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.


Whirling Onslaught (Ex): At 10th level, a whirling reaper learns to blend multiple attacks into a veritable cyclone of death. Whenever he makes a full attack with a scythe, he may take a 5-foot step (without provoking an attack of opportunity) between each attack. These 5-foot steps are in addition to any other movement he may make in the round (including a normal 5-foot step, or extra 5-foot steps from gyre cleave).


Last edited by VerniusNightshade on September 25th 2016, 4:34 am; edited 4 times in total


Base Attack Bonus: +4
Dex: +3
Weapon: Scythe(Large)  +6 melee (2d6)+4   x4 crit 
               Steel Greatsword +8melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 10 touch
Saving Throws: Fort: +6, Ref: +4, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can a round.
battles intiative:
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Re: Race/Class Requests

Post by VerniusNightshade on July 13th 2016, 4:01 pm

@VerniusNightshade wrote:request for prestige class Whirling Reaper (add the epic levels because you also had some of the prestige go higher Razz)

Link: http://www.dandwiki.com/wiki/Whirling_Reaper_(3.5e_Prestige_Class)
(so you didn't need to chase the link)

HD: 8

Class Skills (2 + Int modifier per level)
Balance, Craft, Hide, Intimidate, Jump, Move Silently, Profession, Tumble.

Requirements
Base Attack Bonus: +4
Skills: Balance 5 ranks
Feats: Power Attack, Cleave, Weapon Focus (scythe)

Level BAB Fort    Ref   Will    Special
1st    +1   +2     +2   +0     Critical cleave, deft scythe
2nd   +2   +3     +3   +0     Whirling defense +1
3rd    +3   +3     +3   +1     Spinning attack
4th    +4   +4     +4   +1     Whirling defense +2
5th    +5   +4     +4   +1     Improved Critical (scythe)
6th    +6  +5      +5   +2     Whirling defense +3
7th    +7  +5      +5   +2     Gyre cleave
8th    +8  +6      +6   +2     Whirling defense +4
9th    +9  +6      +6   +3     Scything trip
10th  +10  +7     +7   +3     Whirling defense +5, whirling onslaught
11
12                                     Whirling defense +6
13                                     Bonus feat
14                                     Whirling defense +7
15
16                                     Whirling defense +8, Bonus feat
17
18                                     Whirling defense +9
19
20                                     Whirling defense +10


Weapon and Armour Proficiency: Whirling reapers gain no additional proficiency with any weapons, armour, or shields. Many of a whirling reaper's abilities require freedom of movement. When wearing armour heavier than medium or carrying more than a medium load, he cannot use the critical cleave, whirling defense, spinning attack, gyre cleave, or whirling onslaught abilities.

Critical Cleave (Ex): When a whirling reaper makes a successful critical hit with a scythe, he can use the Cleave feat to immediately make an extra attack as if he had felled a creature. This ability does not allow the reaper to cleave more than once per round; if he makes a critical hit and fells a creature in the same blow, he gets a single extra attack.

Deft Scythe (Ex): A whirling reaper is treated as having the Combat Reflexes and Weapon Finesse feats while wielding a scythe. He adds the scythe to the list of weapons he can use with Weapon Finesse.

Whirling Defense (Ex): A whirling reaper of 2nd level or higher employs a spinning form of defense to block blows with his scythe. In any round that he wields a scythe and moves no more than 5 feet, he gains a +1 shield bonus to AC for every 2 levels of whirling reaper. Extra 5-foot steps from the gyre cleave or whirling onslaught abilities do not count against his total movement for the purpose of using whirling defense.

Spinning Attack (Ex): At 3rd level, a whirling reaper learns to use his momentum to make progressively more dangerous attacks. While wielding a scythe, he gains a +2 bonus to damage rolls for each successful attack he has made that round. The bonuses for multiple attacks in a round stack.

Improved Critical: At 5th level, a whirling reaper gains the Improved Critical feat for the scythe. He does not need to meet the normal prerequisites. If he already has this feat he can choose another one.


Gyre Cleave (Ex): At 7th level, a whirling reaper's ability to cleave with a scythe improves. He can make extra attacks from a critical cleave as though using the Great Cleave feat, and may take a 5-foot step (without provoking an attack of opportunity) whenever he makes a critical cleave or normal cleave with a scythe. The 5-foot step must be taken before he makes his extra attack. It is in addition to any other movement he may make in the round (including a normal 5-foot step).


Scything Trip (Ex):  The whirling Reaper gains the ability of improved trip with a scythe and gain +4 bonus on a Strength check to trip your opponent with a scythe. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.


Whirling Onslaught (Ex): At 10th level, a whirling reaper learns to blend multiple attacks into a veritable cyclone of death. Whenever he makes a full attack with a scythe, he may take a 5-foot step (without provoking an attack of opportunity) between each attack. These 5-foot steps are in addition to any other movement he may make in the round (including a normal 5-foot step, or extra 5-foot steps from gyre cleave).
(bump)


Last edited by VerniusNightshade on September 25th 2016, 4:34 am; edited 4 times in total


Base Attack Bonus: +4
Dex: +3
Weapon: Scythe(Large)  +6 melee (2d6)+4   x4 crit 
               Steel Greatsword +8melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 10 touch
Saving Throws: Fort: +6, Ref: +4, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can a round.
battles intiative:
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Name: Andreas Vox
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Re: Race/Class Requests

Post by Draxion on July 14th 2016, 6:57 am

DM: @VerniusNightshade, your request is approved!


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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D&D Character sheet
Name: Tymar Luthdin
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13/13  (13/13)
Experience:
0/1000  (0/1000)
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Re: Race/Class Requests

Post by Charles Whitney on July 14th 2016, 11:46 am



Base Attack Bonus: +9/+4 | Initiative: +3

"Ignis" +2 Flaming Greatsword: +16/+11 (2d6+10 (+1d6 fire) 17-20/x2)
Battleaxe: +13/+8 (1d8+4 x3)
Shield Bash: +13 (1d4+2 x2)

AC: 21 (23 with shield)

Saving Throws: Fort: +9, Ref: +6, Will: +3
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Name: Charles Whitney
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Re: Race/Class Requests

Post by Draxion on July 14th 2016, 11:47 am

DM: @Charles Whitney, your request is approved!


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
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Re: Race/Class Requests

Post by Daron on July 14th 2016, 3:32 pm

Kobolds

Kobolds
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.


Racial Traits

+4 Dexterity –4 Strength
Humanoid (Reptilian).
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
+1 natural armor bonus.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
+2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Automatic Language: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.


Base Attack Bonus: +1 | Initiative: +10

Longbow: +8 (1d6 (+2 against humans) x3)

AC: 20

Saving Throws: Fort: +4, Ref: +8, Will: +4
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Name: Daron
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Re: Race/Class Requests

Post by Draxion on July 14th 2016, 11:40 pm

DM: @Daron, your request is approved.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

Post by dreamingrose on July 16th 2016, 9:20 am



Base Attack Bonus: +4 | Initiative: +1

Shortspear: +7 (1d6+4 x2)
Crossbow, light: +5 (1d8 19-20/x2)
+2 Shocking Burst Dwarven Waraxe: +10 (1d10+7 1d6 shock x3)

AC: 14

Saving Throws: Fort: +4, Ref: +5, Will: +7
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Name: Sylvari
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Experience:
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Re: Race/Class Requests

Post by Draxion on July 16th 2016, 9:55 am


DM: You do know this is a prestige class, right?


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
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Re: Race/Class Requests

Post by dreamingrose on July 16th 2016, 12:15 pm

Yes.


Base Attack Bonus: +4 | Initiative: +1

Shortspear: +7 (1d6+4 x2)
Crossbow, light: +5 (1d8 19-20/x2)
+2 Shocking Burst Dwarven Waraxe: +10 (1d10+7 1d6 shock x3)

AC: 14

Saving Throws: Fort: +4, Ref: +5, Will: +7
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Re: Race/Class Requests

Post by Draxion on July 18th 2016, 7:00 am

@dreamingrose wrote:Yes.

DM: This is incredibly unbalanced and somewhat overpowered by its abilities. Want to help me make it balanced?
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Experience:
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Re: Race/Class Requests

Post by dreamingrose on July 18th 2016, 11:49 am

That would be splendid. Yes, we can work together to balance it out.


Base Attack Bonus: +4 | Initiative: +1

Shortspear: +7 (1d6+4 x2)
Crossbow, light: +5 (1d8 19-20/x2)
+2 Shocking Burst Dwarven Waraxe: +10 (1d10+7 1d6 shock x3)

AC: 14

Saving Throws: Fort: +4, Ref: +5, Will: +7
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Re: Race/Class Requests

Post by Draxion on July 18th 2016, 11:58 am

@dreamingrose wrote:That would be splendid. Yes, we can work together to balance it out.

DM: Awesome, we will discuss it here: http://www.draxionsgameden.com/t608-class-discussion-shapeshifter#84606
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Re: Race/Class Requests

Post by VerniusNightshade on July 21st 2016, 1:58 am

ok this class was something i was looking into for a mage that counters mages, or the like and found this. wanted you to have a look over it to see if it can work.

Control Mage
Masters of counter magic. The Control Mages are a select group of wizards who specialize in stopping others from using magic or attacks on them. The Control Mage is a specialist in the arts of countering and dispelling magical effects. They also excel at protecting themselves and others.
Abilities: Like with wizards, Control Mages use Intelligence when determining how many spells they can cast and when determining how powerful their spells are. High Dexterity is a must for the Control Mage, not just because they lack any armor proficiency, but also because it allows them to cast their spells reflexively and helps them react quickly during combat.

Alignment: Any
Hit Die: d6
Starting Gold: 3d4


Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Diplomacy (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int), and Sense Motive (Wis).


Table: The Control Mage
lvl BAB                 Fort  Ref   Will        Special
1st +0                 +0   +2     +2   Reflexive Casting, Read Magic
2nd +1                +0   +3     +3
3rd +2                 +1   +3     +3   Vigilant Eyes
4th +3                 +1   +4     +4   Spell Adaption/Absorption
5th +3                 +1   +4    +4    Improved Dispel
6th +4                 +2   +5    +5
7th +5                 +2   +5    +5   Improved Vigilant Eyes
8th +6/+1            +2   +6    +6   Reactive Aura
9th +6/+1            +3   +6    +6
10th +7/+2          +3   +7    +7   Control Aura, Improved Dispel +2
11th +8/+3          +3   +7    +7
12th +9/+4          +4   +8    +8      Focus Aura
13th +9/+4          +4   +8    +8
14th +10/+5        +4   +9    +9
15th +11/+6/+1   +5   +9    +9    Improved Dispel +3
16th +12/+7/+2   +5  +10   +10
17th +12/+7/+2   +5  +10   +10  Fortify Self*
18th +13/+8/+3   +6  +11   +11
19th +14/+9/+4   +6  +11   +11  Improved Fortify Self*
20th +15/+10/+5  +6  +12  +12  Improved Dispel +4

Class Features
All of the following are class features of the Control Mage.


Weapon and Armor Proficiency: Control Mages are proficient with no light armor and any simple weapon plus longswords.


Spells: To learn, prepare, or cast a spell, the Control must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a Control Mage’s spell is 10 + the spell level + the Control Mage’s Intelligence modifier.
The Control Mage can cast all spells they have a spell slot for. All spells cast by a Control Mage require only verbal components and can be cast spontaneously, like a Sorcerer would. Because a Control Mage's spells have no somatic components they do not suffer from arcane spell failure. However, in order to use any of his Control Mage spell-like abilities or powers a Control Mage must not be wearing anything heavier than light armor. Control Mages may cast spells from the following list:

0— Resistance, Daze, Disrupt Undead, Mage Hand, Open/Close, Charm Animal, Delay Poison, Calm Animals, Entangle, Resist Energy, Know Direction, Charm Person, Hypnotism, Obscure Object, Hold Animal, Wind Wall, Shield, and Hold Portal
1st— Endure Elements, Protection from Chaos/Law/Evil/Good, Grease, Mage Armor, Obscuring Mist, Comprehend Language, Identify, True Strike, Sleep, Floating Disk, Chill Touch, Magic Missile, Ray of Enfeeblement, Erase, Feather Fall, and Lesser Restoration
2nd— Arcane Lock, Protection from Arrows, Fog Cloud, Glitterdust, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Darkness, Shatter, Blur, Hypnotic Pattern, Invisibility, Command Undead, Knock, Rope Trick, Spider Climb, Dispel Magic, Sepia Snake Sigil, Arcane Sight, Hold Person, Gentle Repose, Halt Undead, Slow
3rd— Magic Circle Against Chaos/Law/Good/Evil, Nondetection, Protection from Energy, Sleet Storm, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Suggestion, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Ray of Exhaustion, Gaseous Form, and Greater Magic Weapon
4th— Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Black Tentacles, Solid Fog, Arcane Eye, Charm Monster, Crushing Despair, Lesser Geas, Resilient Sphere, Wall of Ice, Greater Invisibility, Break Enchantment, Lesser Planar Binding, Wall of Stone, Hold Monster, Interposing Hand, Waves of Fatigue, Permanency
5th— Dismissal, Private Sanctum, Dominate Person, Feeblemind, Mind Fog, Symbol of Sleep, Wall of Force, Magic Jar, Passwall, and Telekinesis
6th— Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Planar Binding, Wall of Iron, Analyze Dweomer, True Seeing, Geas/Quest, Mass Suggestion, Symbol of Persuasion, Shadow Walk, Undeath to Death, Control Water, Move Earth, Mage’s Lucubration, Stone to Flesh, Spell Turning, Mass Hold Person, Symbol of Stunning
7th— Banishment, Sequester, Greater Teleport, Greater Arcane Sight, Greater Scrying, Vision, Power Word: Blind, Grasping Hand, Forcecage, Control Undead, Symbol of Weakness, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, and Statue
8th— Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Maze, Greater Planar Binding, Trap Soul, Discern Location, Antipathy, Binding, Mass Charm Monster, Demand, Otto's Irresistible Dance, Power Word: Stun, Telekinetic Sphere, Polar Ray, Screen, Clone, Symbol of Death, and Temporal Stasis
9th— Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Refuge, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Power Word: Kill, Energy Drain, and Soul Bind

         Spells per Day
lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1   3  1   —    —   —   —   —   —   —   —
2   4  2   —    —   —   —   —   —   —   —
3   4  2   1     —   —   —   —   —   —   —
4   4  3   2     —   —   —   —   —   —   —
5   4  3   2     1    —   —   —   —   —   —
6   4  3   3     2    —   —   —   —   —   —
7   4  4   3     2    1    —   —   —   —   —
8   4  4   3     3    2    —   —   —   —   —
9   4  4   4     3    2    1    —   —   —   —
10 4  4   4     3    3    2    —   —   —   —
11 4  4   4     4    3    2     1   —   —   —
12 4  4   4     4    3    3     2   —   —   —
13 4  4   4     4    4    3     2   1    —   —
14 4  4   4     4    4    3     3   2    —   —
15 4  4   4     4    4    4     3   2     1   —
16 4  4   4     4    4    4     3   3     2   —
17 4  4   4     4    4    4     4   3     2   1
18 4  4   4     4    4    4     4   3     3   2
19 4  4   4     4    4    4     4   4     3   3
20 4  4   4     4    4    4     4   4     4   4

Reflexive Casting:  Control Mages are trained to quickly cast spells, so that they can maintain control of a battle. Whenever an opposing spell caster begins casting a spell within a range of 50ft +10ft/control caster level, a Control Mage may make a Reflex Saving Throw. If the roll is equal to or greater than the DC of the spell being cast (or what the DC would be if the spell had one), the Control Mage may cast a spell of their own as an immediate action. This ability only allows the Control Mage to cast a spell from the Control Mage's spell list, this can be used with any other spell the Control mage has from another class. This ability is not limited to the normal one immediate action per round. However, if this ability is used then the Control Mage may not use any other immediate action for anything other than 'Reflexive Casting' this round (even if he readies an action). Even effects that "add" immediate actions per round or would normally ignore an effect like this do not work. If the Control Mage has already used an immediate action this round he is unable to use this ability. In order to use this ability, the Control Mage must be aware of the opposing spellcaster.


Read Magic (Sp): Control Mages may use read magic at will without using a spell slot.

Vigilant Eyes (Sp): As a free action, a Control Mage learns infuse magic into his eyes that make him more perceptive to those around him. Doing so costs one of the Control Mage's 2nd level spell slots. The Control mage's eyes give off a faint, almost unnoticeable glow. If an enemy attempts to make a melee attack against the Control mage he may attempt a reflex saving throw. The DC for this reflex saving throw is equal to enemy's attack roll. On a successful save the Control mage only takes half damage from the attack. This effect lasts for 1 minute /per caster level. If the Control Mage would be unable to see an attacker (ex: if they are invisible) this ability does not work on their attacks.

Spell Adaption/Absorption-(Ex):  Control Mage is both perceptive and receptive to art of magic around him giving him the ability to copy spells for a short while. This Skill has two functions and any spell copied in this manner is temporary, in addition you can only copy one spell per round. 
Adaption-  If a spell or spell-like ability is about to be cast or activated within 100ft +10ft/ level of Control Mage, he may immediately attempt a Spellcraft check to identify it (not an immediate action because he is simply attempting to recognizing the spell but is not taking any action, i.e. thinking). The DC for this check is 15+spell level (normal spellcraft check.) If the control mage passes the DC by 10 or more he can temporarily (1 round/ Control Mage level) add that spell or spell-like ability to his spell list. This does not, however automatically grant the Control Mage the ability to cast/activate the spell/spell-like ability. The spell is added to the appropriate spell level on his spell list. He must therefore have access to a spell slot of that level. Additionally, the Control Mage must meet the stat requirements to cast that spell (normally 10 + spell level for required stat). If it is not an arcane spell, then he must use the appropriate stat for the type of spell 'learned' in this fashion (i.e. Wisdom for divine magic). In order to use this ability, the Control Mage must be aware of fact a spell is being cast.
Absorbption- if the Control Mage is hit/affected by a spell or spell-like ability (other than one of his own) he can attempt to absorb some of the magic. The Control Mage may make a Will saving throw (if the spell or spell-like ability already requires a Will saving throw then you must make a separate Will saving throw for this ability) with a DC of 20 + the level of the spell / spell-like ability (for spell-like abilities that do not specifically have a set spell level, the DM uses his best judgment. Spell-abilities should range from 0-9). This Will saving throw is made after all the effects of the spell have been resolved. On a successful save the Control Mage absorbs part of the spell and temporarily (1 round/ Control Mage level) gains 1 spell slot of equal level to the one being cast. Absorbing a spell in this manner does not, however, alter any effects the spell or spell-like ability causes. In order to absorb the spell, the Control Mage must actually be effected by it. If for some reason the spell 'hits' the Control Mage but does no damage and/or does not actually affect him, then the Control Mage cannot absorb the spell.


Improved Dispel (Sp): At lvl 5 the Control Mage's ability to dispel magic improves the Control mage gets a +5 to all dispel magic checks, and increase be +5 for every 5 levels of Control Mage. In addition, a Control Mage gains the power of dispel as an ability (These uses cannot be used for other spells and in no way count as normal spell slots.) The Control Mage may use the Spell 'Greater Dispel Magic' (once he has access to the spell) instead but this requires two of his 'uses'.
 -At the 5th level The Control Mage gains 1 + Intelligence modifier uses of the 'Dispel Magic' spell per day.
-At 10th level the Control Mage's uses per day becomes 2 + (Intelligence modifier) x2 and gains an additional +5 to dispel magic checks (effective +10).
-At 15th level the Control Mage's uses per day becomes 3 + (Intelligence modifier) x3 and gains an additional +5 to dispel magic checks (effective +15).
 -At 20th level the Control Mage's uses per day become 4 + (Intelligence modifier) x4 and gains an additional +5 to dispel magic checks (effective +20). 

Improved Vigilant Eyes (Sp): As 'Vigilant Eyes' but the reflex saving throw can now be applied to ranged (non-magical) attacks as well. This ability costs one of the Control Mage's 3rd level spell slots.


Reactive Aura (Sp): A Control Mage may manifest his will in the form of a faint green spherical aura, visible to all, that radiates from him with a diameter of up to 25ft +5ft/2 caster levels. The Control Mage may do this as a swift action. Allies (including himself) within this aura gain a +1/ for every 2 Control Mage levels competence bonus on reflex saving throws. This is a spell-like ability and as such can be dispelled by any means that could normally dispel a spell-like ability. Using this aura costs, him one of his 4th level spell slots. Because this is a sphere the radius extends below the Control Mage as well (unless there is a surface below the Control Mage that would prevent this). The Control Mage can decrease the radius of his aura to any size he sees fit, but a creature must be completely within the aura to be effected. The Control mage cannot, however, change the shape of the aura unless he has the ability to change the shape of a spell-like ability. The Control mage has does have enough control over this aura to choose those who receive the benefits of his aura.


Control Aura (Sp): As with "Reactive Aura", but creates a purple aura that gives allies +1/Control Mage level spell resistance. Using this aura costs one of the Control Mages 5th level spell slots. In addition, a Control mage can have multiple aura active at the same time so long as they use up the corresponding spell slots.

Focus Aura (Sp): A Control Mage may focus his auras into more impressive versions, for himself, as a swift action. The Control Mage can choose to focus both types auras (each requires its own swift action) as long as he uses up an appropriate spell slot for each. The control mage can choose to focus an aura and project an aura of the same type at the same time (each requiring its own swift action), so long as he uses the appropriate spell slots. A focused aura lasts for 1 round/ Control Mage level + int mod.  If this is done the Control Mage's Reactive or Control Aura/(s) cost a spell slot +2 levels higher than normal, have a range of personal, double in effectiveness, and gain additional effects: 
Reactive Aura - The Control Mage gains the Evasion ability. If the Control Mage already has Evasion, then it grants Improved Evasion. If the Control Mage already has the Improved Evasion Ability, then upon a successful Reflex save (a save granted by the 'Reflexive Casting' ability does not count) he gains an attack of opportunity on the creature that attacked him (this effect only works for creatures. i.e. a successful Reflex save against a trap does not allow you to attack the trap). The creature must be within your normal attack range. 
Control Aura - The Control Mage gains +1 damage reduction/ per Control Mage level -for spells only. 

However, the effects do not stack Ex: Suppose a Control Mage of 12th level and he chooses to project his reactive aura in round one and focus his reactive aura in round two. He must use a spell slot of 4th level and 6th level respectively. In round one all allies within range would gain a +6 to any reflex saving throws, including Control mage. In round two the Control mage would gain a +12 to his reflex saving throws but lose the +6 given by the projected but maintaining both types. In this regard a Control mage can blend the auras together simultaneously.

Fortify Self: At level 17 the Control Mage has gained so much magical prowess that it now begins to affect his body. The Control Mage is now immune to critical hits. The Control mage must permanently sacrifice one of his level 9 spell slots for this ability. At 19th level this ability strengthens into improved fortify self. The Control Mage now cannot be critically hit even by a creature that could do so on critically immune creatures.


Last edited by VerniusNightshade on September 25th 2016, 5:02 am; edited 1 time in total


Base Attack Bonus: +4
Dex: +3
Weapon: Scythe(Large)  +6 melee (2d6)+4   x4 crit 
               Steel Greatsword +8melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 10 touch
Saving Throws: Fort: +6, Ref: +4, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can a round.
battles intiative:
VerniusNightshade
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Posts 1976
Gold 1130




D&D Character sheet
Name: Andreas Vox
Hit Points:
37/37  (37/37)
Experience:
6345/10000  (6345/10000)

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Re: Race/Class Requests

Post by Draxion on July 21st 2016, 7:06 am

DM: Is this by request by you or someone could use?


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
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"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Race/Class Requests

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