#1
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![]() First session, 2010-06-02: You get a +2 to any one stat. Please note here what stat you choose. Edit: The bonus you chose increases to +4 Korash: +2 Str Last edited by Koree; Jun 9th, 2010 at 05:20 PM. Reason: Bonus increasement |
#2
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Strength for Neine
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The Phoenix also rises
Last edited by Naresh; Jun 16th, 2010 at 11:24 AM. |
#3
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put mine in cha
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Me to healer:"How are you on healing spells?" DM:(summarised)"Nuclear explosion. You are now ash. Here is 10,000 xp. Good game." ~Irony sucks. |
#4
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Will be made more flashy later:
Edit: Forgot to say this earlier, you'll be under the same effect a Ring of Sustenance provides, permanently. Another Edit: Added one additional bonus for everyone. Also I gave everything a better format, so that you just will need to copy / paste those to the 'other notes' part of your char sheets. Ellesaine: Magical: Casting prodigy: Regarding any spell effects and numerical spell values that rever to your caster level, assume it is one higher, up to your HD. Bodyly: Evasion: As the rogue class ability Arcane Eye: Like the spell, unlimited times per day. Needs concentration to mentain, 1 round to cast; 4 eyes at once, sight and movement speed & -modes like Ellesaine Improved sight: Seeing range doubles; darkvision 60; see invisibility; Archery: Perfect bond - your bow becomes a part of yourself; if destroyed, re-appears the next round without any action to be taken; if no arrow is used, the bow forms a force arrow (2d4 base damage) - such an arrow gets 1/2 int as bonus damage Dimensional Quiver - Each day when you regain your spells, select int mod special material or special effect arrows. You can draw arrows made of the chosen materials out of the quiver an unlimited times per day. Doing so requires no more time or affort than drawing a normal arrow would take. Special effect arrows take up 2 slots instead of 1. Jack: Magical: Chosen of the heat: When casting fire spells, your CL is one higher than normaly. This bonus can make your caster level higher then your actual HD. Also it can go over a spell's standard cap. A fireball could deal up to 11d6 instead of the normal 10d6 damage. Bodyly: Swift as the flame: You gain a +30ft enhancement bonus to your base speed. Body of the phoenix: When your body is exposed to a natural fire (none made with a spell or special ability), you heal one hp each round. Note that you could still take damage from the fire, if it was strong enough to overcome your fire resistance, if you have one. Flame: Warrior of the ashes: Your pyromancer levels stack with your fighter levels for qualifying for feats regarding whips, like greater weapon focus. Dark Fire: As a free action, you can choose to half your fire damage dice to deal unholy damage instead. Elemental's core: Your fire damage dies advance by one step - d6 to d8, d8 to d10, etc. Korash: Magical: Casting prodigy: Regarding any spell effects and numerical spell values that rever to your caster level, assume it is one higher, up to your HD. Bodily: Soul over mind: You use your Cha instead of your Wis for your monk abilitys and class features. Strong blood: You got nearly more dragon than human blood. You get a +2 Str bonus. Martial dragon: Your draconic energy damage applys to your unarmed strikes, too. Draconic: Wandering Dragon: You can use Form of the dragon III two times per day, lasting 1 hour/ 2 dragon bloodline levels. When using this ability you can't attack in any way, it can only be used for traveling. Also, you gain a swim speed of 60ft. Undeniable heritage: Your claw and bite attack become permanent. The energy damage can be activated and dismissed as a free action one time each round, usable an unlimited times a day. Last edited by Koree; Jun 13th, 2010 at 04:39 PM. |
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