https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cronocke&feedformat=atomD&D Wiki - User contributions [en]2024-03-19T10:42:24ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=516137Alumaril, Two-Armed Variant (3.5e Race)2011-04-29T23:39:38Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have two arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[SRD:Movement_Speed|base land speed]] is 30 ft.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders with the angel, archon, demon, devil, good, or evil subtypes. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}} &rarr; [[LA 0 Races|LA 0]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Rifleman_(3.5e_Class)&diff=516085Rifleman (3.5e Class)2011-04-29T16:42:07Z<p>Cronocke: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Under Construction<br />
|editing=<br />
|type=Combat-Focused, Skilled<br />
|desc=Ranged-weapon specialist, designed for close-quarters combat, and group support.<br />
}}<br />
<br />
==Rifleman==<br />
<br />
Riflemen are masters of close combat with ranged weaponry. With a lack of melee weapon abilities, they rely on other party members and their own powerful attacks to avoid taking dangerous amounts of damage.<br />
<br />
===Making a Rifleman===<br />
<br />
Riflemen work best when there's someone on the front lines, holding their opponents at bay. Their powerful ranged attacks work wonders for their parties, and they are able of taking advantage of things that normally only melee attackers could. They cannot defend themselves well, though, and rely on a tank in the party to protect them.<br />
<br />
'''Abilities:''' Dexterity is by far the most important attribute for a Rifleman, improving his accuracy and defenses. Intelligence increases the rate at which he can improve his vital skills. Wisdom allows him to notice things that other party members might miss.<br />
<br />
'''Races:''' Any race can take up arms and fight as a rifleman, though races with a natural affinity for ranged combat tend to it most often.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]].<br />
<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Rifleman}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Ranged Supremacy, Flanking Fire, Deadeye Shot +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | Fake-Out<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Deadeye Shot +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Flash of Insight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Headshot 1/day, Deadeye Shot +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | Ranged Combat Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Deadeye Shot +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | Uncanny Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Deadeye Shot +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +6 || +3<br />
| class="left" | Rapid Feint, Headshot 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Deadeye Shot +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Ranged Combat Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Deadeye Shot +7d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Covering Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Headshot 3/day, Deadeye Shot +8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Deadeye Shot +9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Shootout<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Deadeye Shot +10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Headshot 4/day, Unpredictable<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local and history) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Rifleman.<br />
<br />
'''Weapon and Armor Proficiency:''' Riflemen are proficient with all simple weapons, all crossbows, all firearms, all bows, the sap, the cutlass, the truncheon, the short sword, the trench knife, and light armor (but not shields).<br />
<br />
'''''{{#anc:Ranged Supremacy}}'' ([[Ex]]):''' The Rifleman's training gives him a more advanced degree of familiarity and skill with ranged weaponry. Rifleman class levels can replace Fighter levels for feats that usually require a minimum number of Fighter levels, such as Weapon Specialization, but only with ranged weapons. These levels stack with actual Fighter levels. For example, a Rifleman 4, a Fighter 4, and Rifleman 2/Fighter 2 would all qualify for Weapon Specialization (musket), but only the Fighter 4 could take Weapon Specialization (short sword).<br />
<br />
'''''{{#anc:Flanking Fire}}'' ([[Ex]]):''' Riflemen are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Rifleman's ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.<br />
<br />
'''''{{#anc:Deadeye Shot}}'' ([[Ex]]):''' Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit.<br />
<br />
'''''{{#anc:Fake-Out}}'' ([[Ex]]):''' Starting at 2nd level, Riflemen are able to take advantage of a successful feint with their ranged attacks. Perform this feint as normal, making a Bluff check against the target's Sense Motive check.<br />
<br />
'''''{{#anc:Flash of Insight}}'' ([[Ps]]):''' A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.<br />
<br />
'''''{{#anc:Headshot}}'' ([[Ex]]):''' Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability.<br />
<br />
'''''{{#anc:Ranged Combat Style}}'' ([[Ex]]):''' At 6th level, a Rifleman can select a bonus feat from the [[SRD:Ranger|Ranger]]'s 2nd level archery combat style list. At 12th level, a Rifleman can select a bonus feat from the [[SRD:Ranger|Ranger]]'s 6th level archery combat style list.<br />
<br />
'''''{{#anc:Uncanny Dodge}}'' ([[Ex]]):''' At 8th level, the Rifleman's ability to avoid damage improves. As long as he's wearing light or no armor, he retains his Dexterity bonus to AC, even while flat-footed or against invisible attackers. He still loses his Dexterity bonus to AC if immobilized. If the Rifleman already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead.<br />
<br />
'''''{{#anc:Rapid Feint}}'' ([[Ex]]):''' At 10th level, a Rifleman's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a move action. If he could do so already, he becomes able to make this Bluff check to feint as a swift action. If he can do this already as well, he becomes able to make this bluff check as a free action.<br />
<br />
'''''{{#anc:Covering Fire}}'' ([[Ex]]):''' Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft.<br />
<br />
'''''{{#anc:Shootout}}'' ([[Ex]]):''' A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.<br />
<br />
'''''{{#anc:Unpredictable}}'' ([[Ex]]):''' At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.<br />
<br />
====Epic Rifleman====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Rifleman}}</div><br />
Hit Die: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Deadeye Shot +11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Deadeye Shot +12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Headshot 5/day, Deadeye Shot +13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Deadeye Shot +14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Deadeye Shot +15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Headshot 6/day<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
<br />
|}<br />
<br />
'''Deadeye Shot:''' The Rifleman's Deadeye Shot continues to improve, gaining a die every other level starting at 21st.<br />
<br />
'''Headshot:''' The Rifleman gains an additional use of his Headshot ability every 5 levels after 20th.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Rifleman gains a bonus feat (selected from the list of epic Rifleman bonus feats) every 4 levels after 20th.<br />
<br />
''Epic Rifleman Bonus Feat List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Rifleman====<br />
<br />
Riflemen tend to fill the role of support in a party. While they lack the non-combat verstility of a Rogue, they make up for that by being able to perform vastly better in a battle, along with the other party members.<br />
<br />
'''Religion:''' Riflemen are as varied as the world, and any two could be from wildly different backgrounds. It is most likely that a Rifleman will worship a deity popular to his race, but gods and goddesses of battle, pleasure, and drinking aren't too uncommon either.<br />
<br />
'''Other Classes:''' Riflemen tend to fill the role of support. As such, other support classes, like Bards and Rogues, are most likely to either get along or get offended. Melee characters like the Barbarian and Fighter tend to appreciate the way a Rifleman can open up opponents to attack. Arcane spellcasters like the Wizard and Sorceror tend to overlook the Rifleman as a less-versatile encroacher on their territory. Other classes would either lack an opinion either way, or judge on past experiences.<br />
<br />
'''Combat:''' The Rifleman exists to pour damage on a specific, powerful enemy while his fellows open up opportunities for him and each other.<br />
<br />
'''Advancement:''' Classes and feats that apply to ranged weapons are natural extensions of a Rifleman's abilities. Spells would expand his versatility. Melee improvements would likely go unused.<br />
<br />
====Riflemen in the World====<br />
<br />
Riflemen are rampant wherever there are rifles for them. Their weapons make them able to support or work in any sort of group, or even alone if needed.<br />
<br />
'''Organizations:''' Riflemen, because of the versatility of their weapons, can be found in virtually any organization, from spy rings that need enforcers, to fighting companies that need archers.<br />
<br />
'''NPC Reactions:''' Riflemen are so common that the sight of one would be nothing special. If anything would be odd, it would be one with an uncommon weapon, such as a firearm in a medieval setting. More common would be one wielding a bow or crosssbow.<br />
<br />
====Rifleman Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Riflemen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 5:''' Riflemen use bows, crossbows, and firearms to lethal effect at short ranges.<br />
<br />
'''DC 10:''' It's said that Riflemen can even take advantage of an opponent's exposed back and sides with their weapons.<br />
<br />
'''DC 15:''' The best Riflemen are capable of almost effortlessly tricking their targets into leaving an opening in their defenses.<br />
<br />
'''DC 20:''' A Rifleman's mastery of ranged weapons in close quarters doesn't extend to long ranges, however.<br />
<br />
====Riflemen in the Game====<br />
<br />
A Rifleman can be found in any position where a ranged attacker would be expected or required to work in a group, or up close and personal.<br />
<br />
'''Adaptation:''' In campaigns and settings without firearms, the name can be changed to Archer, Sharpshooter, Bowman, or the like, and played as is.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Rifleman_(3.5e_Class)&diff=516084Rifleman (3.5e Class)2011-04-29T16:39:46Z<p>Cronocke: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Under Construction<br />
|editing=<br />
|type=Combat-Focused, Skilled<br />
|desc=Ranged-weapon specialist, designed for close-quarters combat, and group support.<br />
}}<br />
<br />
==Rifleman==<br />
<br />
Riflemen are masters of close combat with ranged weaponry. With a lack of melee weapon abilities, they rely on other party members and their own powerful attacks to avoid taking dangerous amounts of damage.<br />
<br />
===Making a Rifleman===<br />
<br />
Riflemen work best when there's someone on the front lines, holding their opponents at bay. Their powerful ranged attacks work wonders for their parties, and they are able of taking advantage of things that normally only melee attackers could. They cannot defend themselves well, though, and rely on a tank in the party to protect them.<br />
<br />
'''Abilities:''' Dexterity is by far the most important attribute for a Rifleman, improving his accuracy and defenses. Intelligence increases the rate at which he can improve his vital skills. Wisdom allows him to notice things that other party members might miss.<br />
<br />
'''Races:''' Any race can take up arms and fight as a rifleman, though races with a natural affinity for ranged combat tend to it most often.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]].<br />
<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Rifleman}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Ranged Supremacy, Flanking Fire, Deadeye Shot +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | Fake-Out<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Deadeye Shot +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Flash of Insight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Headshot 1/day, Deadeye Shot +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | Ranged Combat Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Deadeye Shot +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | Uncanny Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Deadeye Shot +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +6 || +3<br />
| class="left" | Rapid Feint, Headshot 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Deadeye Shot +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Ranged Combat Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Deadeye Shot +7d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Covering Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Headshot 3/day, Deadeye Shot +8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Deadeye Shot +9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Shootout<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Deadeye Shot +10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Headshot 4/day, Unpredictable<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local and history) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]) [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Rifleman.<br />
<br />
'''Weapon and Armor Proficiency:''' Riflemen are proficient with all simple weapons, all crossbows, all firearms, all bows, the sap, the cutlass, the truncheon, the short sword, the trench knife, and light armor (but not shields).<br />
<br />
'''''{{#anc:Ranged Supremacy}}'' ([[Ex]]):''' The Rifleman's training gives him a more advanced degree of familiarity and skill with ranged weaponry. Rifleman class levels can replace Fighter levels for feats that usually require a minimum number of Fighter levels, such as Weapon Specialization, but only with ranged weapons. These levels stack with actual Fighter levels. For example, a Rifleman 4, a Fighter 4, and Rifleman 2/Fighter 2 would all qualify for Weapon Specialization (musket), but only the Fighter 4 could take Weapon Specialization (short sword).<br />
<br />
'''''{{#anc:Flanking Fire}}'' ([[Ex]]):''' Riflemen are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Rifleman's ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.<br />
<br />
'''''{{#anc:Deadeye Shot}}'' ([[Ex]]):''' Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit.<br />
<br />
'''''{{#anc:Fake-Out}}'' ([[Ex]]):''' Starting at 2nd level, Riflemen are able to take advantage of a successful feint with their ranged attacks. Perform this feint as normal, making a Bluff check against the target's Sense Motive check.<br />
<br />
'''''{{#anc:Flash of Insight}}'' ([[Ps]]):''' A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.<br />
<br />
'''''{{#anc:Headshot}}'' ([[Ex]]):''' Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability.<br />
<br />
'''''{{#anc:Ranged Combat Style}}'' ([[Ex]]):''' At 6th level, a Rifleman can select a bonus feat from the [[SRD:Ranger|Ranger]]'s 2nd level archery combat style list. At 12th level, a Rifleman can select a bonus feat from the [[SRD:Ranger|Ranger]]'s 6th level archery combat style list.<br />
<br />
'''''{{#anc:Uncanny Dodge}}'' ([[Ex]]):''' At 8th level, the Rifleman's ability to avoid damage improves. As long as he's wearing light or no armor, he retains his Dexterity bonus to AC, even while flat-footed or against invisible attackers. He still loses his Dexterity bonus to AC if immobilized. If the Rifleman already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead.<br />
<br />
'''''{{#anc:Rapid Feint}}'' ([[Ex]]):''' At 10th level, a Rifleman's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a move action. If he could do so already, he becomes able to make this Bluff check to feint as a swift action. If he can do this already as well, he becomes able to make this bluff check as a free action.<br />
<br />
'''''{{#anc:Covering Fire}}'' ([[Ex]]):''' Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft.<br />
<br />
'''''{{#anc:Shootout}}'' ([[Ex]]):''' A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.<br />
<br />
'''''{{#anc:Unpredictable}}'' ([[Ex]]):''' At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.<br />
<br />
====Epic Rifleman====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Rifleman}}</div><br />
Hit Die: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Deadeye Shot +11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Deadeye Shot +12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Headshot 5/day, Deadeye Shot +13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Deadeye Shot +14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Deadeye Shot +15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Headshot 6/day<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
<br />
|}<br />
<br />
'''Deadeye Shot:''' The Rifleman's Deadeye Shot continues to improve, gaining a die every other level starting at 21st.<br />
<br />
'''Headshot:''' The Rifleman gains an additional use of his Headshot ability every 5 levels after 20th.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Rifleman gains a bonus feat (selected from the list of epic Rifleman bonus feats) every 4 levels after 20th.<br />
<br />
''Epic Rifleman Bonus Feat List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Rifleman====<br />
<br />
Riflemen tend to fill the role of support in a party. While they lack the non-combat verstility of a Rogue, they make up for that by being able to perform vastly better in a battle, along with the other party members.<br />
<br />
'''Religion:''' Riflemen are as varied as the world, and any two could be from wildly different backgrounds. It is most likely that a Rifleman will worship a deity popular to his race, but gods and goddesses of battle, pleasure, and drinking aren't too uncommon either.<br />
<br />
'''Other Classes:''' Riflemen tend to fill the role of support. As such, other support classes, like Bards and Rogues, are most likely to either get along or get offended. Melee characters like the Barbarian and Fighter tend to appreciate the way a Rifleman can open up opponents to attack. Arcane spellcasters like the Wizard and Sorceror tend to overlook the Rifleman as a less-versatile encroacher on their territory. Other classes would either lack an opinion either way, or judge on past experiences.<br />
<br />
'''Combat:''' The Rifleman exists to pour damage on a specific, powerful enemy while his fellows open up opportunities for him and each other.<br />
<br />
'''Advancement:''' Classes and feats that apply to ranged weapons are natural extensions of a Rifleman's abilities. Spells would expand his versatility. Melee improvements would likely go unused.<br />
<br />
====Riflemen in the World====<br />
<br />
Riflemen are rampant wherever there are rifles for them. Their weapons make them able to support or work in any sort of group, or even alone if needed.<br />
<br />
'''Organizations:''' Riflemen, because of the versatility of their weapons, can be found in virtually any organization, from spy rings that need enforcers, to fighting companies that need archers.<br />
<br />
'''NPC Reactions:''' Riflemen are so common that the sight of one would be nothing special. If anything would be odd, it would be one with an uncommon weapon, such as a firearm in a medieval setting. More common would be one wielding a bow or crosssbow.<br />
<br />
====Rifleman Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Riflemen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 5:''' Riflemen use bows, crossbows, and firearms to lethal effect at short ranges.<br />
<br />
'''DC 10:''' It's said that Riflemen can even take advantage of an opponent's exposed back and sides with their weapons.<br />
<br />
'''DC 15:''' The best Riflemen are capable of almost effortlessly tricking their targets into leaving an opening in their defenses.<br />
<br />
'''DC 20:''' A Rifleman's mastery of ranged weapons in close quarters doesn't extend to long ranges, however.<br />
<br />
====Riflemen in the Game====<br />
<br />
A Rifleman can be found in any position where a ranged attacker would be expected or required to work in a group, or up close and personal.<br />
<br />
'''Adaptation:''' In campaigns and settings without firearms, the name can be changed to Archer, Sharpshooter, Bowman, or the like, and played as is.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Rifleman_(3.5e_Class)&diff=516055Rifleman (3.5e Class)2011-04-29T05:30:58Z<p>Cronocke: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Under Construction<br />
|editing=<br />
|type=Combat-Focused, Skilled<br />
|desc=Ranged-weapon specialist, designed for close-quarters combat, and group support.<br />
}}<br />
<br />
==Rifleman==<br />
<br />
Riflemen are masters of close combat with ranged weaponry. With a lack of melee weapon abilities, they rely on other party members and their own powerful attacks to avoid taking dangerous amounts of damage.<br />
<br />
===Making a Rifleman===<br />
<br />
Riflemen work best when there's someone on the front lines, holding their opponents at bay. Their powerful ranged attacks work wonders for their parties, and they are able of taking advantage of things that normally only melee attackers could. They cannot defend themselves well, though, and rely on a tank in the party to protect them.<br />
<br />
'''Abilities:''' Dexterity is by far the most important attribute for a Rifleman, improving his accuracy and defenses. Intelligence increases the rate at which he can improve his vital skills. Wisdom allows him to notice things that other party members might miss.<br />
<br />
'''Races:''' Any race can take up arms and fight as a rifleman, though races with a natural affinity for ranged combat tend to it most often.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]].<br />
<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Rifleman}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Ranged Supremacy, Flanking Fire, Deadeye Shot +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | Fake-Out<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Deadeye Shot +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Flash of Insight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Headshot 1/day, Deadeye Shot +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | Ranged Combat Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Deadeye Shot +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | Uncanny Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Deadeye Shot +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +6 || +3<br />
| class="left" | Rapid Feint, Headshot 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Deadeye Shot +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Deadeye Shot +7d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Covering Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Headshot 3/day, Deadeye Shot +8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Deadeye Shot +9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Shootout<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Deadeye Shot +10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Headshot 4/day, Unpredictable<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local and history) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]) [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Rifleman.<br />
<br />
'''Weapon and Armor Proficiency:''' Riflemen are proficient with all simple weapons, all crossbows, all firearms, all bows, the sap, the cutlass, the truncheon, the short sword, the trench knife, and light armor (but not shields).<br />
<br />
'''''{{#anc:Ranged Supremacy}}'' ([[Ex]]):''' The Rifleman's training gives him a more advanced degree of familiarity and skill with ranged weaponry. Rifleman class levels can replace Fighter levels for feats that usually require a minimum number of Fighter levels, such as Weapon Specialization, but only with ranged weapons. These levels stack with actual Fighter levels. For example, a Rifleman 4, a Fighter 4, and Rifleman 2/Fighter 2 would all qualify for Weapon Specialization (musket), but only the Fighter 4 could take Weapon Specialization (short sword).<br />
<br />
'''''{{#anc:Flanking Fire}}'' ([[Ex]]):''' Riflemen are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Rifleman's ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.<br />
<br />
'''''{{#anc:Deadeye Shot}}'' ([[Ex]]):''' Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit.<br />
<br />
'''''{{#anc:Fake-Out}}'' ([[Ex]]):''' Starting at 2nd level, Riflemen are able to take advantage of a successful feint with their ranged attacks. Perform this feint as normal, making a Bluff check against the target's Sense Motive check.<br />
<br />
'''''{{#anc:Flash of Insight}}'' ([[Ps]]):''' A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.<br />
<br />
'''''{{#anc:Headshot}}'' ([[Ex]]):''' Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability.<br />
<br />
'''''{{#anc:Uncanny Dodge}}'' ([[Ex]]):''' At 8th level, the Rifleman's ability to avoid damage improves. As long as he's wearing light or no armor, he retains his Dexterity bonus to AC, even while flat-footed or against invisible attackers. He still loses his Dexterity bonus to AC if immobilized. If the Rifleman already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead.<br />
<br />
'''''{{#anc:Rapid Feint}}'' ([[Ex]]):''' At 10th level, a Rifleman's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a move action. If he could do so already, he becomes able to make this Bluff check to feint as a swift action. If he can do this already as well, he becomes able to make this bluff check as a free action.<br />
<br />
'''''{{#anc:Covering Fire}}'' ([[Ex]]):''' Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft.<br />
<br />
'''''{{#anc:Shootout}}'' ([[Ex]]):''' A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.<br />
<br />
'''''{{#anc:Unpredictable}}'' ([[Ex]]):''' At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.<br />
<br />
====Epic Rifleman====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Rifleman}}</div><br />
Hit Die: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Deadeye Shot +11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Deadeye Shot +12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Headshot 5/day, Deadeye Shot +13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Deadeye Shot +14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Deadeye Shot +15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Headshot 6/day<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
<br />
|}<br />
<br />
'''Deadeye Shot:''' The Rifleman's Deadeye Shot continues to improve, gaining a die every other level starting at 21st.<br />
<br />
'''Headshot:''' The Rifleman gains an additional use of his Headshot ability every 5 levels after 20th.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Rifleman gains a bonus feat (selected from the list of epic Rifleman bonus feats) every 4 levels after 20th.<br />
<br />
''Epic Rifleman Bonus Feat List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Rifleman====<br />
<br />
Riflemen tend to fill the role of support in a party. While they lack the non-combat verstility of a Rogue, they make up for that by being able to perform vastly better in a battle, along with the other party members.<br />
<br />
'''Religion:''' Riflemen are as varied as the world, and any two could be from wildly different backgrounds. It is most likely that a Rifleman will worship a deity popular to his race, but gods and goddesses of battle, pleasure, and drinking aren't too uncommon either.<br />
<br />
'''Other Classes:''' Riflemen tend to fill the role of support. As such, other support classes, like Bards and Rogues, are most likely to either get along or get offended. Melee characters like the Barbarian and Fighter tend to appreciate the way a Rifleman can open up opponents to attack. Arcane spellcasters like the Wizard and Sorceror tend to overlook the Rifleman as a less-versatile encroacher on their territory. Other classes would either lack an opinion either way, or judge on past experiences.<br />
<br />
'''Combat:''' The Rifleman exists to pour damage on a specific, powerful enemy while his fellows open up opportunities for him and each other.<br />
<br />
'''Advancement:''' Classes and feats that apply to ranged weapons are natural extensions of a Rifleman's abilities. Spells would expand his versatility. Melee improvements would likely go unused.<br />
<br />
====Riflemen in the World====<br />
<br />
Riflemen are rampant wherever there are rifles for them. Their weapons make them able to support or work in any sort of group, or even alone if needed.<br />
<br />
'''Organizations:''' Riflemen, because of the versatility of their weapons, can be found in virtually any organization, from spy rings that need enforcers, to fighting companies that need archers.<br />
<br />
'''NPC Reactions:''' Riflemen are so common that the sight of one would be nothing special. If anything would be odd, it would be one with an uncommon weapon, such as a firearm in a medieval setting. More common would be one wielding a bow or crosssbow.<br />
<br />
====Rifleman Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Riflemen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 5:''' Riflemen use bows, crossbows, and firearms to lethal effect at short ranges.<br />
<br />
'''DC 10:''' It's said that Riflemen can even take advantage of an opponent's exposed back and sides with their weapons.<br />
<br />
'''DC 15:''' The best Riflemen are capable of almost effortlessly tricking their targets into leaving an opening in their defenses.<br />
<br />
'''DC 20:''' A Rifleman's mastery of ranged weapons in close quarters doesn't extend to long ranges, however.<br />
<br />
====Riflemen in the Game====<br />
<br />
A Rifleman can be found in any position where a ranged attacker would be expected or required to work in a group, or up close and personal.<br />
<br />
'''Adaptation:''' In campaigns and settings without firearms, the name can be changed to Archer, Sharpshooter, Bowman, or the like, and played as is.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
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[[Category:Skilled]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Discerning_Snout_(3.5e_Feat)&diff=506908Discerning Snout (3.5e Feat)2011-02-18T06:25:31Z<p>Cronocke: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Discerning Snout<br />
|types=Racial<br />
|summary=Certain Swinlings learn to put their noses to excellent use.<br />
|prereqs=[[Swinling (3.5e Race)|Swinling]] race<br />
|benefit=A Swinling with this feat gains the [[SRD:Scent|scent]] [[SRD:Special_Abilities|special ability]].<br />
|normal=Swinlings do not have the scent ability.<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Racial Feats|Racial Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Racial Feat]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Discerning_Snout_(3.5e_Feat)&diff=506907Discerning Snout (3.5e Feat)2011-02-18T06:23:57Z<p>Cronocke: Created page with "{{3.5e Feat |name=Discerning Snout |types=Racial |summary=Certain Swinlings learn to put their noses to excellent use. |prereqs=Swinling race |benefit=A ..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Discerning Snout<br />
|types=Racial<br />
|summary=Certain Swinlings learn to put their noses to excellent use.<br />
|prereqs=[[Swinling (3.5e Race)|Swinling]] race<br />
|benefit=A Swinling with this feat gains the [[SRD:Scent|scent]] [[SRD:Special_Abilities|special ability]].<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Racial Feats|Racial Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Racial Feat]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Phantom_(3.5e_Equipment)&diff=497082Talk:Phantom (3.5e Equipment)2010-12-10T01:52:08Z<p>Cronocke: /* Questions about other weapons */</p>
<hr />
<div>==Properties==<br />
Am I right in thinking that the only advantage this gives is not needing ammunition? [[User:MorkaisChosen|MorkaisChosen]] 04:52, 5 January 2008 (MST)<br />
<br />
:Yes, you'd be correct. Is it too weak to merit the +2 bonus, do you think? I can lower that. -- [[User:Cronocke|Cronocke]] 05:07, 5 January 2008 (MST)<br />
<br />
::It reloads automatically? That's worth +2 on a crossbow... --[[User:Sam Kay|Sam Kay]] 05:14, 5 January 2008 (MST)<br />
<br />
:::Perhaps I should have clarified that. I'll add the following: <br />
{{quote<br />
|Crossbows with this ability automatically create another bolt, but the wielder still needs to "reload" the crossbow for this bolt to appear. Firearms, similarly, still have to have their mechanisms cycled, but this takes less time than normal - firearms that reload as full-round actions instead reload as move actions, and firearms that reload as move actions instead reload as free actions. Repeating crossbows gain no advantage from this enhancement, though the bolts they fire will glow green until impact.<br />
}}<br />
:::Is this better? -- [[User:Cronocke|Cronocke]] 05:40, 5 January 2008 (MST)<br />
<br />
::::I feel that, yes, that is better. --[[User:Green Dragon|Green Dragon]] 15:21, 5 January 2008 (MST)<br />
<br />
:::::The crossbow-only ''quick loading'' enhancement by comparison is a +1 and gives a similar fast-loading effect; the crossbow stores 100 bolts in a extradimensional "magazine;" a hand or light crossbow can be reloaded as a free action, and a heavy crossbow as a move action. (This means that a character could very rapidly fire a light crossbow to get their full attack on.) In addition, you can store different varieties of bolts in the magazine, and select freely which one you wish to have loaded (for example, a selection of elementally-charged magic bolts in amongst your normal ammo). However, combined with the ''force'' enchantment (converts a ranged weapon's ammo to bolts of force) the ''phantom'' effect can lead to a very cool ranged weapon. (I am still trying to convince a DM to allow me to have a ''phantom force'' flintlock in a Ravenloft game. No dice thus far, but I'm wearing him down by repeating the magic mantra of "THINK HOW FREAKING COOL THAT WOULD LOOK." [[User:Atypicaloracle|Atypicaloracle]] 10:52, 5 June 2010 (UTC)<br />
<br />
==Questions about other weapons==<br />
<br />
Would a Phantom [[Atlatl (3.5e Equipment)|Atlatl]] work at all, since it technically uses Javelins as ammunition (it's not the javelin with the enhancement; it's the Atlatl) but it still uses Javelins? What color would [[Light Shuriken Thrower (3.5e Equipment)|Light Shuriken Throwers]] and [[Heavy Shuriken Thrower (3.5e Equipment)|Heavy Shuriken Throwers]] Phantom weaponry be? [[User:PokeDM|PokeDM]] 22:11, 24 June 2010 (UTC)<br />
:If it shoots like a crossbow, and works like a crossbow, it looks like a crossbow. So the shurikens are green. The atlatl is described as more like a masterwork tool than a weapon, so it doesn't fit - it applies bonuses to attack rolls with javelins, rather than having its own stats. -- [[User:Cronocke|Cronocke]] 09:28, 26 June 2010 (UTC)<br />
::Okay. How would a phantom [[Rocket Launcher (3.5e Equipment)|Rocket Launcher]] work, since its ammunition also needs to be magical to work right? Would there be a table used to determine the random [[Magic Rocket Ammo (3.5e Equipment)|ammo]] fired, or would it just not work at all, deeming the rockets as one-use? [[User:PokeDM|PokeDM]] 15:43, 9 July 2010 (UTC)<br />
:::That is so weird. Uhm, well, you can use the property on it, but it's not going to make "rockets". It'll just make the launcher shoot really big bolts. So... probably deals the same amount of damage, or slightly less... but no blast radius.--[[User:Cronocke|Cronocke]] 18:52, 9 December 2010 (MST)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=497079Talk:Alumaril, Two-Armed Variant (3.5e Race)2010-12-10T01:47:32Z<p>Cronocke: /* Succubus Heritor */</p>
<hr />
<div>== Succubus Heritor ==<br />
<br />
I was just thinking of the work of "Mkill" and his work with Demonic Heritage feats. This is just a suggestion but could this race have "Succubus Heritor" as a virtual feat. In that they count as having the feat for gainning other feats. It is a virtual feat for this race in my campaign and I thought it might be a good suggestion. Note: Great concept for the race.--[[User:Milo v3|Milo High-Hill]] 03:56, 7 December 2010 (MST)<br />
:If you like, you can treat them as having it. I wouldn't give them the feat's actual effects, mind you. --[[User:Cronocke|Cronocke]] 18:47, 9 December 2010 (MST)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Phantom_(3.5e_Equipment)&diff=477667Talk:Phantom (3.5e Equipment)2010-06-26T09:28:07Z<p>Cronocke: /* Questions about other weapons */</p>
<hr />
<div>==Properties==<br />
Am I right in thinking that the only advantage this gives is not needing ammunition? [[User:MorkaisChosen|MorkaisChosen]] 04:52, 5 January 2008 (MST)<br />
<br />
:Yes, you'd be correct. Is it too weak to merit the +2 bonus, do you think? I can lower that. -- [[User:Cronocke|Cronocke]] 05:07, 5 January 2008 (MST)<br />
<br />
::It reloads automatically? That's worth +2 on a crossbow... --[[User:Sam Kay|Sam Kay]] 05:14, 5 January 2008 (MST)<br />
<br />
:::Perhaps I should have clarified that. I'll add the following: <br />
{{quote<br />
|Crossbows with this ability automatically create another bolt, but the wielder still needs to "reload" the crossbow for this bolt to appear. Firearms, similarly, still have to have their mechanisms cycled, but this takes less time than normal - firearms that reload as full-round actions instead reload as move actions, and firearms that reload as move actions instead reload as free actions. Repeating crossbows gain no advantage from this enhancement, though the bolts they fire will glow green until impact.<br />
}}<br />
:::Is this better? -- [[User:Cronocke|Cronocke]] 05:40, 5 January 2008 (MST)<br />
<br />
::::I feel that, yes, that is better. --[[User:Green Dragon|Green Dragon]] 15:21, 5 January 2008 (MST)<br />
<br />
:::::The crossbow-only ''quick loading'' enhancement by comparison is a +1 and gives a similar fast-loading effect; the crossbow stores 100 bolts in a extradimensional "magazine;" a hand or light crossbow can be reloaded as a free action, and a heavy crossbow as a move action. (This means that a character could very rapidly fire a light crossbow to get their full attack on.) In addition, you can store different varieties of bolts in the magazine, and select freely which one you wish to have loaded (for example, a selection of elementally-charged magic bolts in amongst your normal ammo). However, combined with the ''force'' enchantment (converts a ranged weapon's ammo to bolts of force) the ''phantom'' effect can lead to a very cool ranged weapon. (I am still trying to convince a DM to allow me to have a ''phantom force'' flintlock in a Ravenloft game. No dice thus far, but I'm wearing him down by repeating the magic mantra of "THINK HOW FREAKING COOL THAT WOULD LOOK." [[User:Atypicaloracle|Atypicaloracle]] 10:52, 5 June 2010 (UTC)<br />
<br />
==Questions about other weapons==<br />
<br />
Would a Phantom [[Atlatl (3.5e Equipment)|Atlatl]] work at all, since it technically uses Javelins as ammunition (it's not the javelin with the enhancement; it's the Atlatl) but it still uses Javelins? What color would [[Light Shuriken Thrower (3.5e Equipment)|Light Shuriken Throwers]] and [[Heavy Shuriken Thrower (3.5e Equipment)|Heavy Shuriken Throwers]] Phantom weaponry be? [[User:PokeDM|PokeDM]] 22:11, 24 June 2010 (UTC)<br />
:If it shoots like a crossbow, and works like a crossbow, it looks like a crossbow. So the shurikens are green. The atlatl is described as more like a masterwork tool than a weapon, so it doesn't fit - it applies bonuses to attack rolls with javelins, rather than having its own stats. -- [[User:Cronocke|Cronocke]] 09:28, 26 June 2010 (UTC)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Dyzand%27s_Blade_(3.5e_Equipment)&diff=429349Dyzand's Blade (3.5e Equipment)2009-12-14T10:55:28Z<p>Cronocke: </p>
<hr />
<div>== Dyzand's Blade ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/01/2009<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This ancient, matte grey greatsword is absolutely covered in scratches and scarring. It has no ornamentation, and no magical aura. However, in spite of this, it maintains an almost supernaturally sharp cutting edge. Its size lends power to it, while simultaneously limiting who may wield it. On the pommel, someone took the time to carve a word in a language long-since forgotten. It reads, "Undefeated".''<br />
<br />
This massive adamantine [[SRD:Greatsword|greatsword]] is not enchanted in any way. It is, however, of a unique design - while the blade is sized for a Huge wielder, the grip is sized for a Medium one. As such, it behaves under its own rules. A Medium character may wield it as a two-handed weapon, provided his Strength score is 18 or greater, with a cumulative -1 penalty to attack rolls for every point his Strength score is below 23. A Medium character with a Strength score of 17 or less simply cannot wield it at all. Large characters face a similar restriction, except they need a Strength score of 15 or higher, and the penalties are for scores below 20. Huge characters may wield it as normal, but can also wield it as a one-handed weapon, provided they take the feat Exotic Weapon Proficiency (Dyzand's Blade). Even still, they take a -2 penalty to attack rolls while doing this.<br />
<br />
Due to its size, and the uniqueness and mastery of its creation, it is treated as magical and epic for the purposes of overcoming damage reduction, but has no enhancement bonus or magical properties.<br />
<br />
In all other ways, it uses the statistics of a huge masterwork adamantine greatsword, doing 4d6 damage, and weighing 24 lbs.<br />
<br />
== History ==<br />
<br />
The secrets of the forging of this blade have been lost to antiquity. All that is known is this - it was forged for a man blessed with a powerful build named Dyzand, and he was the only man in his time known to have been able to wield the blade. When he vanished from the history books, apparently dying in battle, so too did this blade. As he never truly gave it a name - he simply called it "my sword", as if it was an extension of his body - it is refered to as "Dyzand's Blade" purely for convenience.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Cowborn_(4e_Race)&diff=428937Cowborn (4e Race)2009-12-12T09:27:54Z<p>Cronocke: </p>
<hr />
<div>{{wikify|Does not follow the preload.}}<br />
<br />
== Cowborn ==<br />
<br />
'''''Proud, honorable warriors, descended from an ancient herd of awakened paladin cattle.'''''<br />
<br />
{| class="messagebox protected" align=center border=0 cellpadding=4 cellspacing=4 style="border:1px solid #000000; padding:0px; text-align: center; width: 100%;"<br />
|-<br />
| class="left" |<br />
'''RACIAL TRAITS'''<br />
:'''Average Height:''' 5'8"–6'5"<br />
:'''Average Weight:''' 150–250 lb. <br />
:'''Ability Scores:''' +2 Strength, +2 Constitution<br />
:'''Size:''' Medium<br />
:'''Speed:''' 6 squares<br />
:'''Vision:''' Normal<br />
:'''Languages:''' Common<br />
:'''Skill Bonuses:''' +2 Heal, +2 Intimidate<br />
:'''Cowborn Courage:''' When you’re bloodied, you gain a +1 racial bonus to all defenses. <br />
:'''Bovine Heritage:''' Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. <br />
:'''Tongue of the Savannah:''' You're able to speak clearly to any tamed, hooved animal, and their vocalizations are as humanoid speech to you.<br />
:'''Cowborn Weapon Proficiency:''' You gain proficiency with the greataxe and the maul.<br />
:'''Cow Milk:''' Female cowborn can use cow milk as an encounter power.<br />
:'''Bull Gore:''' Male cowborn can use bull gore as an encounter power.<br />
|-<br />
|}<br />
<br />
{{4e Power<br />
|name=Cow Milk<br />
|owner=Race<br />
|class=Cowborn<br />
|flavor=Your milk is nutritious and energizing, restoring you or your comrades' vigor as effectively as any potion!''<br />
|usage=Encounter<br />
|keyword1=Martial<br />
|keyword2=Healing<br />
|prerequisite=Must be female.<br />
|requirement=At least one empty flask.<br />
|range=Personal<br />
|effect=You fill an empty flask with your milk. The milk allows the drinker to use a healing surge, and restores an additional 1d6 hit points.<br />
|extra=Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.<br />
|special=This abiity may be used only 4 times a day. The potions expire 1 week after being created, unless blessed by a cleric or similar character (minor action, DC 11 Religion check).<br />
|actiontype=Standard Action<br />
}}<br />
<br><br />
{{4e Power<br />
|name=Bull Gore<br />
|owner=Race<br />
|class=Cowborn<br />
|flavor=Your charge at your foe with a bellowing roar, lowering your head and pointing your fearsome horns straight at them!<br />
|usage=Encounter<br />
|keyword1=Martial<br />
|prerequisite=Must be male.<br />
|attack=Strength<br />
|defense=AC<br />
|range=Melee<br />
|rangemod=Weapon<br />
|target=One creature<br />
|hit=2d6 + Strength modifier damage, and ongoing damage equal to your Strength modifier (save ends).<br />
|extra=Increase the damage dealt to 3d6 + Strength modifier at 11th level, and to 4d6 + Strength modifier at 21st level.<br />
|special=You may shift up to your speed when making this attack. You must end this move next to your target.<br />
|type=Attack<br />
|actiontype=Standard Action<br />
}}<br />
<br />
Born to fight, cowborn are a tight-knit race of tribal warriors, healers, and scouts. Long ago, their massive, sacred empire guarded many of the world's most lush and vibrant savannahs, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.<br />
<br />
Play a cowborn if you want...<br />
* to look like a cow. <br />
* to be the proud heir of an ancient, forgotten empire. <br />
* to restore vigor to your comrades with your milk, or lead the charge into battle with your horns.<br />
* To be a member of a race that favours the paladin, cleric, and ranger classes.<br />
<br />
===Physical Qualities===<br />
<br />
Cowborn resemble bovine humanoids. They’re covered in furry hide, and they have long, brush-tipped tails. They are tall and strongly built, often standing close to 6 feet in height and weighing 150 pounds or more. A cowborn’s head is similar to a human's, but covered in thick fur, with keen ears and distinctive horns. Their hair tends to be long, and either black or brown. Their eyes are shades of green, blue, or brown. Their legs terminate in large, black hooves, and their fingernails are thick and black to match.<br />
<br />
A typical cowborn’s fur can be sienna, ivory, rust, ocher, coal, brown, or white with splotches of another color. Typically an individual’s fur matches the pattern of their herd, but gives no indication of social standing or role in the herd. Most cowborn have very fine fur over most of their body, the short, thick fuzz rather soft to the touch, with regions of thicker fur on the armpits, lower legs and ankles, shoulders, and hips, and thinner, shorter fur along the stomach, chest, and between the thighs.<br />
<br />
Young cowborn grow faster than human children do. They walk hours after birth, reach the size and development of a 10-year-old human child by the age of 5 and reach adulthood by 15. They live about as long as humans do.<br />
<br />
===Playing a Cowborn===<br />
<br />
The cowborn have become a simple, clannish, but wise and spiritual race. They are easy to make friends with if you are a noble, honest, and honorable person, happy to share their knowledge and train a friend in the ways of battle and faith. Those of shady motives or dark intentions may find them unwelcoming at best, and hostile at worst. The other races likely know very little of the cowborn, as their empire built no cities, and thus left no ruins, only armor and weaponry. Nowadays, as fractured and scattered as they are, they're a rare sight in most lands. <br />
<br />
'''Cowborn Characteristics:''' Spiritual, wise, humble, selfless, honorable, accepting, forgiving, honest.<br />
<br />
'''Male Names:''' Chuck, Angus, Roger, Sammy, Ghern, Heskan, Krein, Medrash, Nodaro, Parne, Rholar, Shacash, Shedinn, Vaskor<br />
<br />
'''Female Names:''' Betty, Suzie, Tara, Mindy, Kava, Korinn, Mishana, Nala, Perra, Raia, Sora, Surina, Torynna, Arina<br />
<br />
===Cowborn Adventurers===<br />
<br />
Parne is a valorous paladin, eager to serve his god Kord in defense of his homeland. Born to a smaller clan, he quickly took to the ways of battle and defense, and now seeks to defend his homeland by defeating the greatest threats in their own realm. He appreciates, but does not expect, aid from those of similar beliefs or backgrounds.<br />
<br />
Arina is a pious cleric of Pelor, who seeks little more than to heal those wounded souls returning from battles outside of her clan's village. Should fate force her to venture away from home, she would want brave, strong companions at her side, and preferably ones who share her deity or zeal.<br />
<br />
Torynna is a devout follower of Avandra, a ranger with a desire to see the world. Her travels have brought her far across the world, and shown her many things. Most of them, sadly, have been rather unfriendly to her. She may be good with her bow, but nobody likes to fight all the time. If someone would take her to a party in town, she might just pay them back later in battle.<br />
<br />
<br />
----<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Dyzand%27s_Blade_(3.5e_Equipment)&diff=426829Dyzand's Blade (3.5e Equipment)2009-12-01T15:50:05Z<p>Cronocke: </p>
<hr />
<div>== Dyzand's Blade ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/01/2009<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This ancient, matte grey greatsword is absolutely covered in scratches and scarring. It has no ornamentation, and no magical aura. However, in spite of this, it maintains an almost supernaturally sharp cutting edge. Its size lends power to it, while simultaneously limiting who may wield it. On the pommel, someone took the time to carve a word in a language long-since forgotten. It reads, "Undefeated".''<br />
<br />
This massive adamantine [[SRD:Greatsword|greatsword]] is not enchanted in any way. It is, however, of a unique design - while the blade is sized for a Huge wielder, the grip is sized for a Medium one. As such, it behaves under its own rules. A Medium character may wield it as a two-handed weapon, provided his Strength score is 18 or greater, with a cumulative -1 penalty to attack rolls for every point his Strength score is below 23. A Medium character with a Strength score of 19 or less simply cannot wield it at all. Large characters face a similar restriction, except they need a Strength score of 15 or higher, and the penalties are for scores below 20. Huge characters may wield it as normal, but can also wield it as a one-handed weapon, provided they take the feat Exotic Weapon Proficiency (Dyzand's Blade). Even still, they take a -2 penalty to attack rolls while doing this.<br />
<br />
Due to its size, and the uniqueness and mastery of its creation, it is treated as magical and epic for the purposes of overcoming damage reduction, but has no enhancement bonus or magical properties.<br />
<br />
In all other ways, it uses the statistics of a huge masterwork adamantine greatsword, doing 4d6 damage, and weighing 24 lbs.<br />
<br />
== History ==<br />
<br />
The secrets of the forging of this blade have been lost to antiquity. All that is known is this - it was forged for a man blessed with a powerful build named Dyzand, and he was the only man in his time known to have been able to wield the blade. When he vanished from the history books, apparently dying in battle, so too did this blade. As he never truly gave it a name - he simply called it "my sword", as if it was an extension of his body - it is refered to as "Dyzand's Blade" purely for convenience.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Dyzand%27s_Blade_(3.5e_Equipment)&diff=426822Dyzand's Blade (3.5e Equipment)2009-12-01T09:02:31Z<p>Cronocke: Page created.</p>
<hr />
<div>== Dyzand's Blade ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/01/2009<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This ancient, matte grey greatsword is absolutely covered in scratches and scarring. It has no ornamentation, and no magical aura. However, in spite of this, it maintains an almost supernaturally sharp cutting edge. Its size lends power to it, while simultaneously limiting who may wield it. On the pommel, someone took the time to carve a word in a language long-since forgotten. It reads, "Undefeated".''<br />
<br />
This massive adamantine [[SRD:Greatsword|greatsword]] is not enchanted in any way. It is, however, of a unique design - while the blade is sized for a Huge wielder, the grip is sized for a Medium one. As such, it behaves under its own rules. A Medium character may wield it as a two-handed weapon, provided his Strength score is 20 or greater, with a cumulative -1 penalty to attack rolls for every point his Strength score is below 25. A Medium character with a Strength score of 19 or less simply cannot wield it at all. Large characters face a similar restriction, except they need a Strength score of 15 or higher, and the penalties are for scores below 20. Huge characters may wield it as normal, but can also wield it as a one-handed weapon, provided they take the feat Exotic Weapon Proficiency (Dyzand's Blade). Even still, they take a -2 penalty to attack rolls while doing this.<br />
<br />
Due to its size, and the uniqueness and mastery of its creation, it is treated as magical and epic for the purposes of overcoming damage reduction, but has no enhancement bonus or magical properties.<br />
<br />
In all other ways, it uses the statistics of a huge masterwork adamantine greatsword, doing 4d6 damage, and weighing 24 lbs.<br />
<br />
== History ==<br />
<br />
The secrets of the forging of this blade have been lost to antiquity. All that is known is this - it was forged for a man blessed with a powerful build named Dyzand, and he was the only man in his time known to have been able to wield the blade. When he vanished from the history books, apparently dying in battle, so too did this blade. As he never truly gave it a name - he simply called it "my sword", as if it was an extension of his body - it is refered to as "Dyzand's Blade" purely for convenience.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=419170Horizon (3.5e Equipment)2009-10-15T23:27:00Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, metal, heater shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery ring around the disc is tinged a slight blue hue. The designs on this ring are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, warblade, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Searing Light|searing light]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Swinling_(3.5e_Race)&diff=413620Swinling (3.5e Race)2009-09-17T12:52:07Z<p>Cronocke: /* Vital Statistics */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=8/30/2008<br />
|status=Needs testing and review.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=Humanoid (Swinling)<br />
|ability_adjust=+2 Dexterity, -2 Charisma<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=The descendants of elves and humans cursed with a new race and form that they believed ugly.<br />
}}<br />
<br />
=Swinlings=<br />
<br />
People cursed in the distant past for their vanity, their new appearances made their modern descendants humble and fearful.<br />
<br />
==Personality==<br />
<br />
Swinlings are meek, shy creatures, preferring to avoid the spotlight whenever possible. A job that lends itself to unsung heroes and humble martyrs is a job a swinling would love to do. They hide out of sight in most towns and cities, trying to appear as small and unassuming as they can, taking whatever small jobs they can to make ends meet, and occasionally taking up arms beside adventurers to provide them with support in their brave battles.<br />
In spite of their shyness among friends and social peers, a swinling is a truly remarkable sight on the battlefield. Swift, strong, and sturdy, these valiant warriors lend their steel an almost supernatural grace in carving through their foes. As a result, the second best thing to have than a swinling spouse, is a swinling in your adventuring party.<br />
<br />
==Physical Description==<br />
<br />
The swinlings are a race of creatures that seem to be derived from the common domestic pig. They appear like humans, but slightly shorter and smaller in stature, and with the floppy, fleshy ears and snout-like nose of a pig. In addition, they typically have dark brown or black fingernails and toenails. Their hair colors and eye colors vary as much as humans, but there is one curious thing about this race. All swinlings are beautiful. All but the most racist members of other races would admit that, apart from the nose and ears, a typical swinling is gorgeous. The men are hardy and handsome, the women slender and gracious.<br />
<br />
==Relations==<br />
<br />
In some human cities, a swinling is thought of as a prized slave or concubine, and as such, their trepidation in such places is rightly justified. In others, their beauty would be welcomed with open arms, and so they find it easier to break out of their initial, shy shells. Either way, a swinling bride or groom is a status symbol in the few lands where they reside. Among other races, swinlings are largely unheard of, except among those members of the race who mingle often with humans in their cities.<br />
<br />
==Alignment==<br />
<br />
Swinlings gravitate most often toward neutrality and good above all else. Neutral Good swinlings are most common, followed by True Neutral, and then Neutral Evil. The other alignments are about equally uncommon among their race.<br />
<br />
==Lands==<br />
<br />
Swinlings don’t come from an ancient empire, have no major settlements of their own, and are rather few in number. It’s often wondered where they came from. Theories range from a cursed breed of vain former humans to the result of some forgotten arcane experiment on simple domesticated pigs. They are most common in the largest human cities, and a rare sight nearly everywhere else, with only the occasional swinling village dotting the landscape. Whatever their origin, they are a welcome sight, to some exploitable, to others amicable.<br />
<br />
==Religion==<br />
<br />
Swinlings aren’t a particularly religious race, and as such gravitate toward no one deity in particular. Deities with a neutral aspect naturally have the greatest draw for their kind. The swinlings believe they were created when their distant, distant ancestors angered the gods with their vanity and their pride in their beauty. These deities cursed these arrogant people, changing them from beautiful humans and elves to the first of the swinlings. As such, most try to avoid the sight of the gods, and those who actively worship do so often and pitifully, sometimes driven to tears by repentance at the sins of their ancestors. The gods, for their part, seem willing to take the modern swinlings on a case-by-case basis, the sins of their distant ancestors having very little influence on the race now.<br />
<br />
==Language==<br />
<br />
All swinlings speak Common, as a matter of necessity. Most learn Halfling as well, to speak with the halflings who so often live in the seedier parts of human cities. Some learn other languages, to better converse with different races, but most remain comfortable speaking only the trade tongue of humans. If Undercommon is in use among thieves and in slums, then they learn it as well.<br />
<br />
==Names==<br />
<br />
Swinling names are most similar to those of the humans they gravitate towards, and yet carry their own unique flavor and style to them. They often seem simpler, perhaps more rural to the urban humans they live with. The family names for swinlings are the same as those of humans, perhaps lending credence to the theory that their distant ancestors were once human.<br />
<br />
'''Male Names:''' Patrick, Gavin, Martin, Riley, William, Toby, Brandon, Ritchie, Doyle, Jeffrey, Dustin, Oscar, Rufus, Caleb, Oscar<br />
<br />
'''Female Names:''' Debbie, Earlene, Stephanie, Isabella, Caitlin, Kathy, Elizabeth, Lisa, Angelique, Elena, Georgia, Judy, Teri, Suzie, Tina<br />
<br />
==Racial Traits==<br />
<br />
* +2 Dexterity, -2 Charisma: Swinlings, while quite beautiful to look upon, are so shy and self-conscious that they have trouble speaking up or attracting attention to themselves, even on those rare occasions where they wish to. They remain quite graceful in combat, however.<br />
* Humanoid (Swinling): The swinlings, while close to humans, are their own distinct race.<br />
* Medium: As Medium sized creatures, swinlings have no bonuses or penalties due to their size.<br />
* Swinling [[base land speed]] is 30 ft.<br />
* ''[[SRD:Darkvision|Darkvision]]:'' Swinlings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and swinlings can function just fine with no light at all. <br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], and [[SRD:Hide Skill|Hide]] checks. <br />
* +2 racial bonus on all [[SRD:Saving Throw|saving throws]].<br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Dwarven, Elven, Gnome, Halfling, Orc, Undercommon<br />
* [[Favored Class]]: Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] swinling takes an experience point penalty, his or her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Swinling Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 15 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Swinling Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 35 years || 53 years || 70 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 7" || +2d8 || 110 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 2" || +2d8 || 75 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Valiant_Steel_(3.5e_Equipment)&diff=413115Valiant Steel (3.5e Equipment)2009-09-14T06:00:00Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/14/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This thick, metal suit of mail seems to have been crafted by the finest ancient human metalworkers, a blend of style and substance worthy of the finest wearer. Its sturdy, silver plates are tinged a slight blue hue, and there is a golden crest on the front, the crest of a noble house known for producing great heroic warriors. Smaller bands of gold outline some of the larger plates, more out of tradition than for any practical purpose.''<br />
<br />
This armor has the powers of a suit of +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|electricity resistance]] [[SRD:Full Plate Armor|fullplate]]. In addition, your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
When donned by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, warblade, or vanguard of lawful good alignment - this armor becomes a suit of +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|greater electricity resistance]] [[SRD:Full Plate Armor|fullplate]], with the following additions. Its wearer is rendered immune to [[SRD:Mind-Affecting Effect|mind-affecting effects]], [[SRD:Poison|poison]], [[SRD:Disease|disease]], and similar effects. He or she is not subject to [[SRD:Standard Actions|critical hits]], [[SRD:Ability Score Loss|ability damage]], [[SRD:Energy Drain|energy drain]], or death from massive damage. Your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Heavy Armor]]<br />
[[Category:Medium Armor]]<br />
[[Category:Metal Armor]]<br />
[[Category:Body Slot]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Holy_Thunderforce_(3.5e_Equipment)&diff=413114Holy Thunderforce (3.5e Equipment)2009-09-14T05:59:37Z<p>Cronocke: </p>
<hr />
<div>== Holy Thunderforce ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/19/2008<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This massive falchion seems to have been crafted with the idea that function came first, and style was of minor importance. It has a bluish tinge on its silvery blade and pommel, with a simple, rectangular crossguard made of (or coated in) gold. The hilt itself is wrapped in a dark blue scaled leather that would have come from some sort of lizard or dragon. When drawn, it glimmers and flashes momentarily with blue-white light.''<br />
<br />
This sword has the powers of a large +2 [[SRD:Holy|holy]] [[SRD:Shock|shock]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]]. By uttering a command phrase as a standard action, the wielder may cause the blade to glow with blue-white light, illuminating an area as if affected by a ''light'' spell. A similar command phrase ends the glowing effect. This effect may be used at will.<br />
<br />
In the hands of a worthy wielder - namely a cleric, fighter, knight, paladin, marshal, warblade, or vanguard of lawful good alignment - this sword becomes a medium +5 [[SRD:Holy|holy]] [[SRD:Shocking Burst|shocking burst]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]], with the following additions. It is treated as a Large falchion for damage purposes, and so uses 2d6 to determine damage instead of 2d4. It remains the same weight as a Medium falchion, and is still treated as Medium for size penalties. It also keeps its ''light'' ability.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine with the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and this sword. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Rebel_Matchlock_(3.5e_Equipment)&diff=412986Rebel Matchlock (3.5e Equipment)2009-09-13T03:30:30Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=7/16/2008<br />
|status=Needs testing and review.<br />
}}<br />
<br />
{{Weapon Stats2<br />
|weap=Matchlock, Rebel Standard Issue<br />
|sme=e<br />
|lot=t<br />
|pt=p<br />
|crit=x3<br />
|range=100 ft.<br />
|type=Piercing<br />
|cost=50 gp |lcost=100 gp<br />
|fdmg=1d4 |ddmg=1d6 |tdmg=1d10 |sdmg=1d12 |mdmg=2d10 |ldmg=2d12 |hdmg=3d10 |gdmg=3d12 |cdmg=2d20<br />
|swght=2 |mwght=5 |lwght=10<br />
|hard=10<br />
|mhp=10<br />
}}<br />
<br />
''When the coastal cities and provinces rebelled against their empress, they required a means of allowing their trained militia and hired mercenaries to stand toe-to-toe against the imperial army's powerful wizards. To this end, they consulted with the other races they had friendly contact with, and developed a weapon that would become known as the Matchlock. By means of complex alchemy, this weapon propels a small, round sphere of lead at high velocity, impacting with deadly force against even the sturdiest combatant, tearing a hole in anything short of steel plate. While this weapon is common among the front-line soldiers of the rebellion, a lack of sufficient production methods makes it very rare indeed in both the empire, and among mercenaries and troubleshooters.''<br />
<br />
This weapon is not meant to be purchased, though a cost has been given for those DMs who would for some reason want to include it as such. It is intended to be a special and rare reward, with a limited ammunition supply, for those parties who have progressed far enough into a campaign that the weapon is useful, but not game-breaking. It requires a full-round action to reload. Each round of ammunition, with included wadding and gunpowder, costs 1 gp for a civilian, or 1 sp for a soldier.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Mundane Weapons|Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
[[Category:Exotic Weapon]]<br />
[[Category:Two-Handed Weapon]]<br />
[[Category:Ranged Weapon]]<br />
[[Category:Piercing Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Energy_Spray_(3.5e_Equipment)&diff=410735Talk:Energy Spray (3.5e Equipment)2009-09-04T09:38:01Z<p>Cronocke: /* Comments */</p>
<hr />
<div>== Comments ==<br />
Comments and quesions are welcome. -- [[User:Cronocke|Cronocke]] 06:43, 15 December 2008 (MST)<br />
<br />
<br />
Come to think of it, I do have a question: When you say this weapon ability is +2 and has a synergy bonus with the "burst" abilities, does this make it a third level of power in that particular energy type, and therefore a total of +4 with the other two? I ask because lower-level abilities are easier to work with designing legacy weapons... -- [[User:Mythos Specialist|Mythos]] 12:14, 21 August 2009 (MDT)<br />
:A longsword would have to be at least +1 to have shocking burst. That makes it cost as much as a +3 longsword. Add shocking spray, and that brings the cost up to a +5 weapon. I hope this answers your question - if not, please explain it more clearly, as I'm not sure I understand? :) -- [[User:Cronocke|Cronocke]] 03:38, 4 September 2009 (MDT)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Swinling_(3.5e_Race)&diff=375324Swinling (3.5e Race)2009-07-12T07:44:24Z<p>Cronocke: /* Religion */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=8/30/2008<br />
|status=Needs testing and review.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=Humanoid (Swinling)<br />
|ability_adjust=+2 Dexterity, -2 Charisma<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=The descendants of elves and humans cursed with a new race and form that they believed ugly.<br />
}}<br />
<br />
=Swinlings=<br />
<br />
People cursed in the distant past for their vanity, their new appearances made their modern descendants humble and fearful.<br />
<br />
==Personality==<br />
<br />
Swinlings are meek, shy creatures, preferring to avoid the spotlight whenever possible. A job that lends itself to unsung heroes and humble martyrs is a job a swinling would love to do. They hide out of sight in most towns and cities, trying to appear as small and unassuming as they can, taking whatever small jobs they can to make ends meet, and occasionally taking up arms beside adventurers to provide them with support in their brave battles.<br />
In spite of their shyness among friends and social peers, a swinling is a truly remarkable sight on the battlefield. Swift, strong, and sturdy, these valiant warriors lend their steel an almost supernatural grace in carving through their foes. As a result, the second best thing to have than a swinling spouse, is a swinling in your adventuring party.<br />
<br />
==Physical Description==<br />
<br />
The swinlings are a race of creatures that seem to be derived from the common domestic pig. They appear like humans, but slightly shorter and smaller in stature, and with the floppy, fleshy ears and snout-like nose of a pig. In addition, they typically have dark brown or black fingernails and toenails. Their hair colors and eye colors vary as much as humans, but there is one curious thing about this race. All swinlings are beautiful. All but the most racist members of other races would admit that, apart from the nose and ears, a typical swinling is gorgeous. The men are hardy and handsome, the women slender and gracious.<br />
<br />
==Relations==<br />
<br />
In some human cities, a swinling is thought of as a prized slave or concubine, and as such, their trepidation in such places is rightly justified. In others, their beauty would be welcomed with open arms, and so they find it easier to break out of their initial, shy shells. Either way, a swinling bride or groom is a status symbol in the few lands where they reside. Among other races, swinlings are largely unheard of, except among those members of the race who mingle often with humans in their cities.<br />
<br />
==Alignment==<br />
<br />
Swinlings gravitate most often toward neutrality and good above all else. Neutral Good swinlings are most common, followed by True Neutral, and then Neutral Evil. The other alignments are about equally uncommon among their race.<br />
<br />
==Lands==<br />
<br />
Swinlings don’t come from an ancient empire, have no major settlements of their own, and are rather few in number. It’s often wondered where they came from. Theories range from a cursed breed of vain former humans to the result of some forgotten arcane experiment on simple domesticated pigs. They are most common in the largest human cities, and a rare sight nearly everywhere else, with only the occasional swinling village dotting the landscape. Whatever their origin, they are a welcome sight, to some exploitable, to others amicable.<br />
<br />
==Religion==<br />
<br />
Swinlings aren’t a particularly religious race, and as such gravitate toward no one deity in particular. Deities with a neutral aspect naturally have the greatest draw for their kind. The swinlings believe they were created when their distant, distant ancestors angered the gods with their vanity and their pride in their beauty. These deities cursed these arrogant people, changing them from beautiful humans and elves to the first of the swinlings. As such, most try to avoid the sight of the gods, and those who actively worship do so often and pitifully, sometimes driven to tears by repentance at the sins of their ancestors. The gods, for their part, seem willing to take the modern swinlings on a case-by-case basis, the sins of their distant ancestors having very little influence on the race now.<br />
<br />
==Language==<br />
<br />
All swinlings speak Common, as a matter of necessity. Most learn Halfling as well, to speak with the halflings who so often live in the seedier parts of human cities. Some learn other languages, to better converse with different races, but most remain comfortable speaking only the trade tongue of humans. If Undercommon is in use among thieves and in slums, then they learn it as well.<br />
<br />
==Names==<br />
<br />
Swinling names are most similar to those of the humans they gravitate towards, and yet carry their own unique flavor and style to them. They often seem simpler, perhaps more rural to the urban humans they live with. The family names for swinlings are the same as those of humans, perhaps lending credence to the theory that their distant ancestors were once human.<br />
<br />
'''Male Names:''' Patrick, Gavin, Martin, Riley, William, Toby, Brandon, Ritchie, Doyle, Jeffrey, Dustin, Oscar, Rufus, Caleb, Oscar<br />
<br />
'''Female Names:''' Debbie, Earlene, Stephanie, Isabella, Caitlin, Kathy, Elizabeth, Lisa, Angelique, Elena, Georgia, Judy, Teri, Suzie, Tina<br />
<br />
==Racial Traits==<br />
<br />
* +2 Dexterity, -2 Charisma: Swinlings, while quite beautiful to look upon, are so shy and self-conscious that they have trouble speaking up or attracting attention to themselves, even on those rare occasions where they wish to. They remain quite graceful in combat, however.<br />
* Humanoid (Swinling): The swinlings, while close to humans, are their own distinct race.<br />
* Medium: As Medium sized creatures, swinlings have no bonuses or penalties due to their size.<br />
* Swinling [[base land speed]] is 30 ft.<br />
* ''[[SRD:Darkvision|Darkvision]]:'' Swinlings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and swinlings can function just fine with no light at all. <br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], and [[SRD:Hide Skill|Hide]] checks. <br />
* +2 racial bonus on all [[SRD:Saving Throw|saving throws]].<br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Dwarven, Elven, Gnome, Halfling, Orc, Undercommon<br />
* [[Favored Class]]: Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] swinling takes an experience point penalty, his or her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Swinling Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 15 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Swinling Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 35 years || 53 years || 70 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 5" || +2d8 || 100 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 0" || +2d8 || 65 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Noble_Warrior_(3.5e_Class)&diff=361787Talk:Noble Warrior (3.5e Class)2009-05-21T08:55:24Z<p>Cronocke: New section: Inspiration</p>
<hr />
<div>== Base Attack/Skills/Stuff ==<br />
<br />
The current base-attack progression you're using is wrong (You have to use either Poor, Average or Good progresion). Next to that, I'd strip some of the skills and simply give it Average (or maybe even Good) attack progression... It's a ''warrior'', anyway. [[User:Pharen|Pharen]] 06:32, 1 May 2009 (MDT)<br />
<br />
:It's a skilled warrior, it's essentially a rogue with none of the trap-finding and the magic item use, and more built towards resolving situations through speech and diplomacy. I didn't -build- it to be Fighter, and I'm not going to do so, though I knew the BAB was iffy. (Starting it off at 0, then 1/2, then 1 isn't one of the progressions, though?) --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 13:54, 1 May 2009 (MDT) [[User:Avlindrel_Fallentree|Avlindrel]] 2:54 May 1st, 2009 (CST)<br />
<br />
::Well, I'd go for the rogue if I was a PC then. I'd put my high roll 18 in Charisma and be good at diplomacy/intimidate etc, and I'd have an Average attack progression and the beautifull sneak attack. Anyway, the 3 progressions are Poor (BAB = Level/2, rounded down), Average (BAB = Level*0.75, rounded down), or Good (BAB = Level), and I'd really go for at least Average BAB, since it's somewhat a combo of rogue (Average), paladin (Good) and Cleric (Good). I agree that a Good attack progression is over the top (The Cleric ís overpowered, after all), but if you go with poor, than this guy is a paladin/cleric without smashpower or a weak rogue without sneak attack. [[User:Pharen|Pharen]] 00:45, 2 May 2009 (MDT)<br />
<br />
:::I did edit the BAB, so for now I think it's fairly balanced amidst other classes. And, of course you'd pick Rogue for a more combat-styled class, as it's been defined as such, and given abilities that let it excel if you specialize in it. This class has a different way of excelling in combat which you pointed out yourself (In regards to the combo thing). It's an alternative, though, and I feel safe in the knowledge that it's got a good rep for itself. --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 02:37, 2 May 2009 (MDT)<br />
<br />
::::Hmm, Well I'm not going to edit the class into having an average base attack bonus, but as I quote from the intro: ''"who doesn't slack for combat either."''. As for the different way of excelling, it makes use of paladin and cleric attacks, true, but those classes do have the benefit from spellcasting, which this class lacks. Any character active in melee should not be drawn back by a wizard-bab, Imho. Would you mind showing an example in which you balance out this class against a core class, maybe? [[User:Pharen|Pharen]] 12:27, 2 May 2009 (MDT)<br />
<br />
:::::It doesn't have a Wizard's BAB anymore... --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 14:48, 2 May 2009 (MDT)<br />
<br />
::::::Umm... It does... here anyway, its showing a progression equal to level/2, which is the [[SRD:Wizard|wizard]] bab. Either that or my cache is haunted. [[User:Pharen|Pharen]] 04:06, 3 May 2009 (MDT)<br />
<br />
==To Pharen==<br />
<br />
Read the article, '''do not edit without my permission.''' --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 14:24, 3 May 2009 (MDT)<br />
<br />
:Oi, I saw that there was a little mistake in the table which you didn't intend to be there. Didn't change anything to your class whatsoever. If you don't want people to help you, don't post stuff on a ''wiki''... Sorry Mate [[User:Pharen|Pharen]] 00:24, 4 May 2009 (MDT)<br />
<br />
::This isn't your article, you are -not- free to edit it as you please. You ask someone before using their book, don't you? I do, and I'd like that same courtesy. I thank you -for- the edit, but please ask me next time. --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 00:26, 4 May 2009 (MDT)<br />
<br />
:::You might try saying "thank you" to thank me next time, instead of placing angry notes on a discussion page. As I said, this is a ''wiki''. I can understand you don't want everyone skipping around on your pages, but correcting an obvious mistake is something different than adding a class ability, for example. I'm not going to ask you anything, because there is not going to be a next time I will help improving this article. Good day. [[User:Pharen|Pharen]] 00:52, 4 May 2009 (MDT)<br />
<br />
== Noble Aura ==<br />
<br />
If it doesn't work in an antimagic field, it's probably a spell-like ability. Also, you may want to re-order the auras considering most players would prefer a +2 to attack over +2 AC (Difference between a +2 weapon and a +2 ring of protection), and no class gets DR 15 at non-epic levels. Other than that, this class is starting to look unique and fun to play. Good job. --[[User:Mrwest13|Mrwest13]] 05:28, 4 May 2009 (MDT)<br />
<br />
:Heirloom Sword comes first, so that's already been corrected... The antimagic field thing is more to balance it out, as you don't want people to have many advantages inside such situations (I've never seen a anti-magic field used without the DM wanting the people almost helpless) And, the DR is versus an easy to bypass attack type, it's not as if they gain it versus something that doesn't occur every so often. And, it's not even the best choice defensively as an aura, it's just real nice if you are encountering a group of creatures/enemy NPCs who don't use Good/Evil-aligned spells alot. I personally would rather have the immunity, or the AC aura in effect. But, all in all, thanks for the critique. --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 14:00, 4 May 2009 (MDT) P.S. I did lower the DR to 10, though, thinking it is a little bit high for 16.<br />
<br />
::DR 10 is much better (comparable to Monk). Also, you may want to scale the AB and AC aura so they're still usable at higher levels (a +1 bonus at level 15 and 20 might help in that regard). Also, I would recommend you change the auras to supernatural. Here's the entry on supernatural: "''By default, supernatural abilities are magical and go away in an antimagic field. However, some creatures have psionic abilities that are considered supernatural. Psionic feats are also supernatural abilities. These abilities do not function in areas where psionics is suppressed. Supernatural abilities of either type are not subject to spell resistance nor power resistance. Supernatural abilities cannot be dispelled and are not subject to counterspells. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is 10 + 1/2 the creature’s HD + the creature’s ability modifier (usually Charisma).''" --[[User:Mrwest13|Mrwest13]] 20:27, 6 May 2009 (MDT)<br />
<br />
:::I scaled them, and made the auras Supernatural. --[[User:Avlindrel FallenTree|Avlindrel FallenTree]] 23:10, 6 May 2009 (MDT)<br />
<br />
== Royal Aura: Fire / Cold ==<br />
<br />
This currently has no range, and thus effects only the NW. --[[User:Mrwest13|Mrwest13]] 05:35, 5 May 2009 (MDT)<br />
<br />
== Inspiration ==<br />
<br />
Hmm. Interesting. Can I ask, what inspired you to make this class? It seems very interesting... though I will admit, I do prefer my PrC to it. I tend to prefer the heavily-armored warriors that everyone takes for granted to the boastful, half-naked ones who steal the spotlight, heh. -- [[User:Cronocke|Cronocke]] 02:55, 21 May 2009 (MDT)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Marquis_(3.5e_Prestige_Class)&diff=355320Talk:Marquis (3.5e Prestige Class)2009-05-02T00:52:31Z<p>Cronocke: </p>
<hr />
<div>If you don't mind, I have a spin-off idea I'd like to pull out. The class itself is a good idea, but a lot of the mechanics and the way the class works are iffy. I'd love to make this into a more workable, and play-friendly class. -- [[User:Avlindrel_Fallentree|Avlindrel]] 9:27 April 30th, 2009 (CST)<br />
<br />
:This has been untouched for so long...if it's actually unbalanced or bad for the game, I'd say feel free to edit this. [[User:Surgo|Surgo]] 20:30, 30 April 2009 (MDT)<br />
<br />
:Enh, give me a rundown on what you'd want to change, but yeah, I'm pretty open to change on this. -- [[User:Cronocke|Cronocke]] 18:52, 1 May 2009 (MDT)</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=345975Alumaril, Two-Armed Variant (3.5e Race)2009-04-13T08:32:35Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=04/11/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have two arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders with the angel, archon, demon, devil, good, or evil subtypes. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=345974Alumaril (3.5e Race)2009-04-13T08:31:52Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=2nd<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders with the angel, archon, demon, devil, good, or evil subtypes. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=345972Alumaril (3.5e Race)2009-04-13T08:29:50Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=2nd<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting creatures with the good or evil subtypes. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=345531Alumaril (3.5e Race)2009-04-12T07:36:37Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=2nd<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=345530Alumaril, Two-Armed Variant (3.5e Race)2009-04-12T07:36:06Z<p>Cronocke: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=04/11/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have two arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Higher_and_Higher_(3.5e_Feat)&diff=345523Higher and Higher (3.5e Feat)2009-04-12T07:17:53Z<p>Cronocke: Higher and Higher <3</p>
<hr />
<div><div class="supplement"><br />
{{author<br />
|author_name=Cronocke<br />
|date_created=April 12, 2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Higher and Higher<br />
|types=Racial<br />
|summary=Alumarils with further training can fly even better and faster!<br />
|prereqs=[[Alumaril (DnD Race)|Alumaril]], level 18<br />
|prereq_feat1=Love From Above<br />
|benefit=An alumaril can now fly at a speed of 40 feet, with good maneuverability.<br />
|normal=Alumarils are able to hover, but cannot fly.<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Racial Feats|Racial Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Fighter Bonus Feat]]<br />
[[Category:Racial Feat]]<br />
<br />
</div></div>Cronockehttps://www.dandwiki.com/w/index.php?title=Love_From_Above_(3.5e_Feat)&diff=345520Love From Above (3.5e Feat)2009-04-12T07:09:34Z<p>Cronocke: Love From Above <3</p>
<hr />
<div><div class="supplement"><br />
{{author<br />
|author_name=Cronocke<br />
|date_created=April 12, 2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Love From Above<br />
|types=Racial<br />
|summary=Alumarils with enough training can actually begin to fly!<br />
|prereqs=[[Alumaril (DnD Race)|Alumaril]], level 9<br />
|benefit=An alumaril can now fly at a speed of 20 feet, with good maneuverability.<br />
|normal=Alumarils are able to hover, but cannot fly.<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Racial Feats|Racial Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Fighter Bonus Feat]]<br />
[[Category:Racial Feat]]<br />
<br />
</div></div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=345508Alumaril, Two-Armed Variant (3.5e Race)2009-04-12T06:18:15Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=04/11/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have two arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=345243Alumaril (3.5e Race)2009-04-11T14:40:05Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=2nd<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril,_Two-Armed_Variant_(3.5e_Race)&diff=345242Alumaril, Two-Armed Variant (3.5e Race)2009-04-11T14:39:05Z<p>Cronocke: Page created.</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=04/11/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have two arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=343857Horizon (3.5e Equipment)2009-04-08T12:38:32Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, metal, heater shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery ring around the disc is tinged a slight blue hue. The designs on this ring are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Searing Light|searing light]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=336916Alumaril (3.5e Race)2009-03-19T03:20:13Z<p>Cronocke: /* Vital Statistics */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d4 || +2d6 || +4d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=336915Alumaril (3.5e Race)2009-03-19T03:18:13Z<p>Cronocke: /* Vital Statistics */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d10 || +2d12 || +4d20<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 250 years || 500 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Cowborn_(4e_Race)&diff=328764Cowborn (4e Race)2009-02-25T15:45:33Z<p>Cronocke: /* Physical Qualities */</p>
<hr />
<div>==Cowborn==<br />
<br />
'''''Proud, honorable warriors, descended from an ancient herd of awakened paladin cattle.'''''<br />
<br />
{| class="messagebox protected" align=center border=0 cellpadding=4 cellspacing=4 style="border:1px solid #000000; padding:0px; text-align: center; width: 100%;"<br />
|-<br />
| class="left" |<br />
'''RACIAL TRAITS'''<br />
:'''Average Height:''' 5'8"–6'5"<br />
:'''Average Weight:''' 150–250 lb. <br />
:'''Ability Scores:''' +2 Strength, +2 Constitution<br />
:'''Size:''' Medium<br />
:'''Speed:''' 6 squares<br />
:'''Vision:''' Normal<br />
:'''Languages:''' Common<br />
:'''Skill Bonuses:''' +2 Heal, +2 Intimidate<br />
:'''Cowborn Courage:''' When you’re bloodied, you gain a +1 racial bonus to all defenses. <br />
:'''Bovine Heritage:''' Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. <br />
:'''Tongue of the Savannah:''' You're able to speak clearly to any tamed, hooved animal, and their vocalizations are as humanoid speech to you.<br />
:'''Cowborn Weapon Proficiency:''' You gain proficiency with the greataxe and the maul.<br />
:'''Cow Milk:''' Female cowborn can use cow milk as an encounter power.<br />
:'''Bull Gore:''' Male cowborn can use bull gore as an encounter power.<br />
|-<br />
|}<br />
<br />
{{4e Power<br />
|name=Cow Milk<br />
|owner=Race<br />
|class=Cowborn<br />
|flavor=Your milk is nutritious and energizing, restoring you or your comrades' vigor as effectively as any potion!''<br />
|usage=Encounter<br />
|keyword1=Martial<br />
|keyword2=Healing<br />
|prerequisite=Must be female.<br />
|requirement=At least one empty flask.<br />
|range=Personal<br />
|effect=You fill an empty flask with your milk. The milk allows the drinker to use a healing surge, and restores an additional 1d6 hit points.<br />
|extra=Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.<br />
|special=This abiity may be used only 4 times a day.<br />
|actiontype=Standard Action<br />
}}<br />
<br><br />
{{4e Power<br />
|name=Bull Gore<br />
|owner=Race<br />
|class=Cowborn<br />
|flavor=Your charge at your foe with a bellowing roar, lowering your head and pointing your fearsome horns straight at them!<br />
|usage=Encounter<br />
|keyword1=Martial<br />
|prerequisite=Must be male.<br />
|attack=Strength<br />
|defense=AC<br />
|range=Melee<br />
|rangemod=Weapon<br />
|target=One creature<br />
|hit=2d6 + Strength modifier damage, and ongoing damage equal to your Strength modifier (save ends).<br />
|extra=Increase the damage dealt to 3d6 + Strength modifier at 11th level, and to 4d6 + Strength modifier at 21st level.<br />
|special=You may shift up to your speed when making this attack. You must end this move next to your target.<br />
|type=Attack<br />
|actiontype=Standard Action<br />
}}<br />
<br />
Born to fight, cowborn are a tight-knit race of tribal warriors, healers, and scouts. Long ago, their massive, sacred empire guarded many of the world's most lush and vibrant savannahs, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.<br />
<br />
Play a cowborn if you want...<br />
* to look like a cow. <br />
* to be the proud heir of an ancient, forgotten empire. <br />
* to restore vigor to your comrades with your milk, or lead the charge into battle with your horns.<br />
* To be a member of a race that favours the paladin, cleric, and ranger classes.<br />
<br />
===Physical Qualities===<br />
<br />
Cowborn resemble bovine humanoids. They’re covered in furry hide, and they have long, brush-tipped tails. They are tall and strongly built, often standing close to 6 feet in height and weighing 150 pounds or more. A cowborn’s head is similar to a human's, but covered in thick fur, with keen ears and distinctive horns. Their hair tends to be long, and either black or brown. Their eyes are shades of green, blue, or brown. Their legs terminate in large, black hooves, and their fingernails are thick and black to match.<br />
<br />
A typical cowborn’s fur can be sienna, ivory, rust, ocher, coal, brown, or white with splotches of another color. Typically an individual’s fur matches the pattern of their herd, but gives no indication of social standing or role in the herd. Most cowborn have very fine fur over most of their body, the short, thick fuzz rather soft to the touch, with regions of thicker fur on the armpits, lower legs and ankles, shoulders, and hips, and thinner, shorter fur along the stomach, chest, and between the thighs.<br />
<br />
Young cowborn grow faster than human children do. They walk hours after birth, reach the size and development of a 10-year-old human child by the age of 5 and reach adulthood by 15. They live about as long as humans do.<br />
<br />
===Playing a Cowborn===<br />
<br />
The cowborn have become a simple, clannish, but wise and spiritual race. They are easy to make friends with if you are a noble, honest, and honorable person, happy to share their knowledge and train a friend in the ways of battle and faith. Those of shady motives or dark intentions may find them unwelcoming at best, and hostile at worst. The other races likely know very little of the cowborn, as their empire built no cities, and thus left no ruins, only armor and weaponry. Nowadays, as fractured and scattered as they are, they're a rare sight in most lands. <br />
<br />
'''Cowborn Characteristics:''' Spiritual, wise, humble, selfless, honorable, accepting, forgiving, honest.<br />
<br />
'''Male Names:''' Chuck, Angus, Roger, Sammy, Ghern, Heskan, Krein, Medrash, Nodaro, Parne, Rholar, Shacash, Shedinn, Vaskor<br />
<br />
'''Female Names:''' Betty, Suzie, Tara, Mindy, Kava, Korinn, Mishana, Nala, Perra, Raia, Sora, Surina, Torynna, Arina<br />
<br />
===Cowborn Adventurers===<br />
<br />
Parne is a valorous paladin, eager to serve his god Kord in defense of his homeland. Born to a smaller clan, he quickly took to the ways of battle and defense, and now seeks to defend his homeland by defeating the greatest threats in their own realm. He appreciates, but does not expect, aid from those of similar beliefs or backgrounds.<br />
<br />
Arina is a pious cleric of Pelor, who seeks little more than to heal those wounded souls returning from battles outside of her clan's village. Should fate force her to venture away from home, she would want brave, strong companions at her side, and preferably ones who share her deity or zeal.<br />
<br />
Torynna is a devout follower of Avandra, a ranger with a desire to see the world. Her travels have brought her far across the world, and shown her many things. Most of them, sadly, have been rather unfriendly to her. She may be good wtih her bow, but nobody likes to fight all the time. If someone would take her to a party in town, she might just pay them back later in battle.<br />
<br />
<br />
----<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=325564Alumaril (3.5e Race)2009-02-17T15:52:34Z<p>Cronocke: /* Vital Statistics */</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +1d10 || +2d12 || +4d20<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 50 years || 100 years || 250 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Alumaril_(3.5e_Race)&diff=325563Alumaril (3.5e Race)2009-02-17T15:36:17Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=10/12/2008<br />
|status=Needs testing and review.<br />
|editing=Please ask on the talk page before making changes.<br />
}}<br />
{{x0<br />
|la=+0<br />
|ecl=1st<br />
|type=Humanoid (Alumaril)<br />
|ability_adjust=+2 Charisma, -2 Dexterity<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A curious, excited race descended from mixed humanoid and demonic bloodlines.<br />
}}<br />
<br />
=Alumaril=<br />
<br />
==Personality==<br />
<br />
The Alumaril are one of the most friendly and personable races. They love to help, to please, and to befriend, and can at times be a bit dependent or clingy. They're also a rather sensual race, always eager to set time aside for private pleasure with a friend. Most alumarils mean well, and almost all of them intend no harm, in spite of their rather striking and fearsome appearance. They love to learn things, and can ask a lot of questions at times. When happy or pleased, they sometimes give off this purring trill like a cat. Likewise, when angered, they have a tendency to growl and hiss at the source of their displeasure, even if it's inanimate.<br />
<br />
==Physical Description==<br />
<br />
Alumarils are partly descended from human stock, and this is reflected in their physique. They are only slightly taller than human men and women on average, and this added height can generally be attributed to their hooved legs. They have slight fangs, and pointed pink tongues. Their hair tends to be dark colors, but can be any such dark color - dark red, dark brown, dark blue, or even black. The skin of a alumaril is always a shade of red - the females tend to be brighter shades, and the males darker, muddier shades. Alumarils have black horns on their heads, and matching black hooves, and their fingers end in black nails. They have four arms, each as flexible and strong as a human arm of the same build. They have large, leathery wings on their back, capable of lifting them from the ground, but not moving them very fast. They have slitted, catlike eyes, that can be of varying shades of blue, green, yellow, orange, or purple. Their ears are slightly pointed, as with many humanoids, rather like reddish half-elf ears. The alumarils' demonic blood comes from purely female types of demons; thus males look and sound almost identical to females, apart from their darker skin, greater height, and longer horns. For their part, alumarils have absolutely no problem telling their males from their females - their scents are very different. They do use female terms - "she", "her", and such - to refer to both, though.<br />
<br />
==Relations==<br />
<br />
Most other races view alumarils with the suspicion that is really only natural. They look exceptionally demonic, after all. A few races, however, recognize the alumarils for what they really are - young souls, curious about their world, their bodies, and their feelings. Gnomes and halflings especially recognize the childlike temperments of the alumarils, and openly embrace them as friends.<br />
<br />
==Alignment==<br />
<br />
Alumarils tend toward chaotic alignments most strongly, and good alignments secondly. Chaotic good is most common, followed by chaotic neutral, and then neutral good. Chaotic evil is still possible, less so lawful good, and rarely if ever true neutral or lawful neutral.<br />
<br />
==Lands==<br />
<br />
Alumarils can be found everywhere that there is civilization, and everywhere that there is solitude. Most love to learn, and this requires people to learn from. Generally, this means they stick near other races, and learn from them. A few, however, have learned to fear the races around them, and thus stay secretive, hiding in caverns or in deep forests and keeping to their own kind.<br />
<br />
==Religion==<br />
<br />
The alumarils worship a wide variety of deities, as varied as the diverse regions they inhabit. Some worship human deities, others worship elven or dwarven deities, a few even revere the orcish, gnomish, or halfling gods. As a young race, they're curious about the teachings of these divine figures. Alumarils will frequently stop to learn about a deity that they haven't heard of, even if this deity goes against their own moral leanings. Worshipping said deity is another matter entirely, but learning about them seems harmless enough to an alumaril.<br />
<br />
==Language==<br />
<br />
All alumarils speak Common and Infernal at the very least. Common is necessary for speaking to other mortals, and Infernal is passed down from their distant heritage. Many learn Abyssal or Celestial to better speak with the mighty and wise outsiders; just as many will learn the languages of the Halflings and Gnomes to better socialize with these personable races who remind the alumarils of themselves in some ways.<br />
<br />
==Names==<br />
<br />
Alumarils take feminine names as a rule, regardless of actual gender, and tend to use the names of the people around them. Human names are thus most common, followed by halfling, and then demonic names, and the cuter the name they find, the more likely they'll give it to their children. Alumarils are too young a race to have clans or family names, and as such choose their own last name. This tends to sound more like a title or alias than a name, however, as their youthful nature causes them to construct names from two words that they find either "cool" or, again, "cute".<br />
<br />
'''Last Names:''' Shadowblast, Soulkisser, Sweetpea, Lovebird, Darkfallen, Blackslicer, Hotlips, Cherrypie<br />
<br />
==Racial Traits==<br />
<br />
* +2 Charisma, -2 Dexterity: Alumarils are quite personable and pleasant to look upon, apart from their demonic traits, but they are clumsy on their hooves.<br />
* Humanoid (Alumaril): Alumarils are an unusual breed, close enough to humanoids to count as them for all categorical purposes.<br />
* Medium: As Medium creatures, alumarils have no special bonuses or penalties due to their size. <br />
* Alumaril [[base land speed]] is 30 ft.<br />
* ''Multiple Limbs:'' Alumarils have four arms, and thus can take the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat instead of the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, and subsequent deried feats. This is not a bonus feat. They may not wield more than 1 two-handed weapon at any time.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' An alumaril can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Wings:'' Alumaril wings allow them to hover stationary in the air, or slowly fall at a speed at which they will not take falling damage. They can not fly, and their wings provide only a +5 racial bonus on Jump checks.<br />
* ''Instability'': An alumaril suffers a -4 penalty on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed or [[SRD:Trip|trip]]ped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Their hooved legs make them less steady on their feet than is typical of creatures of their size.<br />
* '''Delicious Kiss ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An alumaril may use this ability when kissing a victim, or during any other act of passion. If the target is not willing to be kissed, the alumaril must start a grapple, which provokes an attack of opportunity. The victim is dazed for 1 round, and the alumaril is treated as though she has just consumed a good meal. The victim feels as though the experience was highly pleasurable, but is not under any supernatural compulsion to allow another kiss.<br />
* -1 morale penalty to attack rolls, and a -2 morale penalty to damage rolls when fighting outsiders, or creatures with the good subtype. Alumarils hate to kill an agent of a good deity or plane, and their blows seem slower and weaker against them. Likewise, demons and devils remind them of their own history, and thus make them flinch when striking them.<br />
* +2 racial bonus on [[SRD:Diplomacy Skill|Diplomacy]] checks. Alumarils are a highly charming people.<br />
* -4 racial penalty on [[SRD:Balance Skill|Balance]] checks. Alumarils are less than agile on their hooves.<br />
* [[Automatic Languages]]: Common, Infernal, and the regional language (if applicable). [[Bonus Languages]]: Abyssal, Celestial, Undercommon, Halfling, Gnome, Terran, Sylvan.<br />
* ''[[SRD:Favored Class|Favored Class]]'': Any. When determining whether a [[SRD:Multiclass Characters|multiclass]] alumaril takes an experience point penalty, her highest-level [[SRD:Class|class]] does not count.<br />
* Level Adjustment: +1.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 15 years || +1d10 || +2d12 || +4d20<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Alumaril Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 50 years || 100 years || 250 years || +5d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alumaril Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 10" || +2d10 || 90 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
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[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=325121Horizon (3.5e Equipment)2009-02-16T01:05:24Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, metal, heater shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery surface around the disc is tinged a slight blue hue. The designs are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Searing Light|searing light]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=324907Horizon (3.5e Equipment)2009-02-15T10:09:14Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, metal, heater shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery surface around the disc is tinged a slight blue hue. The designs are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Sunbeam|sunbeam]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=324906Horizon (3.5e Equipment)2009-02-15T10:05:46Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, metal, kite shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery surface around the disc is tinged a slight blue hue. The designs are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Sunbeam|sunbeam]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Horizon_(3.5e_Equipment)&diff=324905Horizon (3.5e Equipment)2009-02-15T10:03:40Z<p>Cronocke: Page created.</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/15/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This heavy, badge-shaped, metal shield seems to have been crafted by ancient human metalworkers, and is engraved with Celestial writing around a pearlescent, golden disc in the center. The silvery surface around the disc is tinged a slight blue hue. The designs are very ornate and intricate, but serve more to decorate the weapon than improve its defensive values.''<br />
<br />
This shield is [[SRD:Intelligent Items|intelligent]]. It has a [[SRD:Intelligence|Intelligence]] score of 16, a [[SRD:Wisdom|Wisdom]] score of 14, and a [[SRD:Charisma|Charisma]] score of 10. It is [[SRD:Lawful Good|lawful good]], and empathic, but incapable of speech or telepathy. While [[SRD:Lawful Neutral|lawful neutral]] and [[SRD:Neutral Good|neutral good]] characters may wield it, characters 1 step away from these alignments gain 1 [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]] if they so much as pick up the item. Characters 2 steps away from these alignments gain 3 negative levels, and [[SRD:Chaotic Evil|chaotic evil]] characters gain 5 negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including ''[[SRD:Restoration|restoration]]'' spells). It understands the languages Common, Celestial, Abyssal, and Infernal, but can only communicate back empathically, or by moving itself as an animated shield.<br />
<br />
To most wearers, it has the powers of a +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]]. In addition, it absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic).<br />
<br />
When carried by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this shield becomes a +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Animated|animated]] [[SRD:Bashing|bashing]] [[SRD:Heavy Shield|heavy shield]], with the following additions. It can cast the spell ''[[SRD:Sunbeam|sunbeam]]'' 3/day as a 20th level [[SRD:Cleric|cleric]]. This power functions at the direction of the item, though it will generally acquiesce to the will of its wielder on whether to expend or save a charge. It retains the ability to absorb 10 points of damage from an energy attack as before.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Shield]]<br />
[[Category:Metal Armor]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Holy_Thunderforce_(3.5e_Equipment)&diff=324838Holy Thunderforce (3.5e Equipment)2009-02-15T03:14:18Z<p>Cronocke: </p>
<hr />
<div>== Holy Thunderforce ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/19/2008<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This massive falchion seems to have been crafted with the idea that function came first, and style was of minor importance. It has a bluish tinge on its silvery blade and pommel, with a simple, rectangular crossguard made of (or coated in) gold. The hilt itself is wrapped in a dark blue scaled leather that would have come from some sort of lizard or dragon. When drawn, it glimmers and flashes momentarily with blue-white light.''<br />
<br />
This sword has the powers of a large +2 [[SRD:Holy|holy]] [[SRD:Shock|shock]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]]. By uttering a command phrase as a standard action, the wielder may cause the blade to glow with blue-white light, illuminating an area as if affected by a ''light'' spell. A similar command phrase ends the glowing effect. This effect may be used at will.<br />
<br />
In the hands of a worthy wielder - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this sword becomes a medium +5 [[SRD:Holy|holy]] [[SRD:Shocking Burst|shocking burst]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]], with the following additions. It is treated as a Large falchion for damage purposes, and so uses 2d6 to determine damage instead of 2d4. It remains the same weight as a Medium falchion, and is still treated as Medium for size penalties. It also keeps its ''light'' ability.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine with the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and this sword. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Holy_Thunderforce_(3.5e_Equipment)&diff=324837Holy Thunderforce (3.5e Equipment)2009-02-15T03:08:55Z<p>Cronocke: </p>
<hr />
<div>== Holy Thunderforce ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/19/2008<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This massive falchion seems to have been crafted with the idea that function came first, and style was of minor importance. It has a bluish tinge on its silvery blade and pommel, with a simple, rectangular crossguard made of (or coated in) gold. The hilt itself is wrapped in a dark blue scaled leather that would have come from some sort of lizard or dragon. When drawn, it glimmers and flashes momentarily with blue-white light.''<br />
<br />
This sword has the powers of a large +2 [[SRD:Holy|holy]] [[SRD:Shock|shock]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]]. By uttering a command phrase as a standard action, the wielder may cause the blade to glow with blue-white light, illuminating an area as if affected by a ''light'' spell. A similar command phrase ends the glowing effect. This effect may be used at will.<br />
<br />
In the hands of a worthy wielder - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this sword becomes a medium +4 [[SRD:Holy|holy]] [[SRD:Shocking Burst|shocking burst]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]], with the following additions. It is treated as a Large falchion for damage purposes, and so uses 2d6 to determine damage instead of 2d4. It remains the same weight as a Medium falchion, and is still treated as Medium for size penalties. It also keeps its ''light'' ability.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine with the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and this sword. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Holy_Thunderforce_(3.5e_Equipment)&diff=324836Holy Thunderforce (3.5e Equipment)2009-02-15T03:08:42Z<p>Cronocke: </p>
<hr />
<div>== Holy Thunderforce ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/19/2008<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This massive falchion seems to have been crafted with the idea that function came first, and style was of minor importance. It has a bluish tinge on its silvery blade and pommel, with a simple, rectangular crossguard made of (or coated in) gold. The hilt itself is wrapped in a dark blue scaled leather that would have come from some sort of lizard or dragon. When drawn, it glimmers and flashes momentarily with blue-white light.''<br />
<br />
This sword has the powers of a large +2 [[SRD:Holy|holy]] [[SRD:Shock|shock]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]. By uttering a command phrase as a standard action, the wielder may cause the blade to glow with blue-white light, illuminating an area as if affected by a ''light'' spell. A similar command phrase ends the glowing effect. This effect may be used at will.<br />
<br />
In the hands of a worthy wielder - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this sword becomes a medium +4 [[SRD:Holy|holy]] [[SRD:Shocking Burst|shocking burst]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]], with the following additions. It is treated as a Large falchion for damage purposes, and so uses 2d6 to determine damage instead of 2d4. It remains the same weight as a Medium falchion, and is still treated as Medium for size penalties. It also keeps its ''light'' ability.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine with the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and this sword. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Valiant_Steel_(3.5e_Equipment)&diff=324683Valiant Steel (3.5e Equipment)2009-02-14T10:35:02Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/14/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This thick, metal suit of mail seems to have been crafted by the finest ancient human metalworkers, a blend of style and substance worthy of the finest wearer. Its sturdy, silver plates are tinged a slight blue hue, and there is a golden crest on the front, the crest of a noble house known for producing great heroic warriors. Smaller bands of gold outline some of the larger plates, more out of tradition than for any practical purpose.''<br />
<br />
This armor has the powers of a suit of +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|electricity resistance]] [[SRD:Full Plate Armor|fullplate]]. In addition, your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
When donned by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this armor becomes a suit of +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|greater electricity resistance]] [[SRD:Full Plate Armor|fullplate]], with the following additions. Its wearer is rendered immune to [[SRD:Mind-Affecting Effect|mind-affecting effects]], [[SRD:Poison|poison]], [[SRD:Disease|disease]], and similar effects. He or she is not subject to [[SRD:Standard Actions|critical hits]], [[SRD:Ability Score Loss|ability damage]], [[SRD:Energy Drain|energy drain]], or death from massive damage. Your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Heavy Armor]]<br />
[[Category:Medium Armor]]<br />
[[Category:Metal Armor]]<br />
[[Category:Body Slot]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Valiant_Steel_(3.5e_Equipment)&diff=324682Valiant Steel (3.5e Equipment)2009-02-14T10:34:00Z<p>Cronocke: </p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/14/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This thick, metal suit of mail seems to have been crafted by the finest ancient human metalworkers, a blend of style and substance worthy of the finest wearer. Its sturdy, silver plates are tinged a slight blue hue, and there is a golden crest on the front, the crest of a noble house known for producing great heroic warriors. Smaller bands of gold outline some of the larger plates, more out of tradition than for any practical purpose.''<br />
<br />
This armor has the powers of a suit of +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|electricity resistance]] [[SRD:Full Plate Armor|fullplate]]. In addition, your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
When donned by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this armor becomes a suit of +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch (Armor Enhancement)|ghost touch]] [[SRD:Electricity Resistance|greater electricity resistance]] [[SRD:Full Plate Armor|fullplate]], with the following additions. Its wearer is rendered immune to [[SRD:Mind-Affecting Effect|mind-affecting effects]], [[SRD:Poison|poison]], [[SRD:Disease|disease]], and similar effects. He or she is not subject to [[SRD:Standard Actions|critical hits]], [[SRD:Ability Score Loss|ability damage]], [[SRD:Energy Drain|energy drain]], or death from massive damage. Your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[DnD Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Heavy Armor]]<br />
[[Category:Medium Armor]]<br />
[[Category:Metal Armor]]<br />
[[Category:Body Slot]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Valiant_Steel_(3.5e_Equipment)&diff=324681Valiant Steel (3.5e Equipment)2009-02-14T10:33:22Z<p>Cronocke: Page created.</p>
<hr />
<div>{{author<br />
|author_name=Cronocke<br />
|date_created=2/14/2009<br />
|status=Needs testing and review.<br />
|editing=Please ask before making changes.<br />
}}<br />
<br />
''This thick, metal suit of mail seems to have been crafted by the finest ancient human metalworkers, a blend of style and substance worthy of the finest wearer. Its sturdy, silver plates are tinged a slight blue hue, and there is a golden crest on the front, the crest of a noble house known for producing great heroic warriors. Smaller bands of gold outline some of the larger plates, more out of tradition than for any practical purpose.''<br />
<br />
This armor has the powers of a suit of +3 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch|ghost touch]] [[SRD:Electricity Resistance|electricity resistance]] [[SRD:Full Plate Armor|fullplate]]. In addition, your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
When donned by a worthy wearer - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this armor becomes a suit of +5 [[SRD:Mithral|mithral]] [[SRD:Ghost Touch|ghost touch]] [[SRD:Electricity Resistance|greater electricity resistance]] [[SRD:Full Plate Armor|fullplate]], with the following additions. Its wearer is rendered immune to [[SRD:Mind-Affecting Effect|mind-affecting effects]], [[SRD:Poison|poison]], [[SRD:Disease|disease]], and similar effects. He or she is not subject to [[SRD:Standard Actions|critical hits]], [[SRD:Ability Score Loss|ability damage]], [[SRD:Energy Drain|energy drain]], or death from massive damage. Your speed while wearing this armor is 30 feet for Medium creatures, or 20 feet for Small. The armor has an [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] of 25%, a maximum [[SRD:Dexterity|Dexterity]] bonus of +3, and an [[SRD:Armor Check Penalty|armor check penalty]] of –3. It is considered [[SRD:Armor Proficiency (Medium)|medium armor]] and weighs 25 pounds.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine and the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and a falchion. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[DnD Major Artifacts|Major Artifacts]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Armor]]<br />
[[Category:Heavy Armor]]<br />
[[Category:Medium Armor]]<br />
[[Category:Metal Armor]]<br />
[[Category:Body Slot]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Holy_Thunderforce_(3.5e_Equipment)&diff=324670Holy Thunderforce (3.5e Equipment)2009-02-14T09:47:05Z<p>Cronocke: </p>
<hr />
<div>== Holy Thunderforce ==<br />
<br />
{{author<br />
|author_name=Cronocke<br />
|date_created=12/19/2008<br />
|status=v1.0<br />
|editing=Please ask before making major content changes.<br />
}}<br />
<br />
''This massive falchion seems to have been crafted with the idea that function came first, and style was of minor importance. It has a bluish tinge on its silvery blade and pommel, with a simple, rectangular crossguard made of (or coated in) gold. The hilt itself is wrapped in a dark blue scaled leather that would have come from some sort of lizard or dragon. When drawn, it glimmers and flashes momentarily with blue-white light.''<br />
<br />
This sword has the powers of a large +1 [[SRD:Holy|holy]] [[SRD:Shock|shock]] adamantine falchion. By uttering a command phrase as a standard action, the wielder may cause the blade to glow with blue-white light, illuminating an area as if affected by a ''light'' spell. A similar command phrase ends the glowing effect. This effect may be used at will.<br />
<br />
In the hands of a worthy wielder - namely a cleric, fighter, knight, paladin, marshal, or vanguard of lawful good alignment - this sword becomes a medium +3 [[SRD:Holy|holy]] [[SRD:Shocking Burst|shocking burst]] [[SRD:Adamantine|adamantine]] [[SRD:Falchion|falchion]], with the following additions. It is treated as a Large falchion for damage purposes, and so uses 2d6 to determine damage instead of 2d4. It remains the same weight as a Medium falchion, and is still treated as Medium for size penalties. It also keeps its ''light'' ability.<br />
<br />
<br />
== History ==<br />
<br />
It is said that, in ancient times, a great hero appeared in a land ravaged by dark powers and their vile servants. With the help of his friends, he earned the admiration of his fellow humans, the friendship of the dwarves, and the grudging respect of the haughty elves. They each gave him a portion of their finest metals - adamantine, and mithral. He took these metals to the best smiths he knew, who alloyed them, creating a material with the hard strength of adamantine with the lightness of mithral. From this they forged three special items - a suit of fullplate, a heavy shield, and this sword. After the items were made, the hero took them to a temple of his deity, and with the aid of the priests, they were imbued with power from the heavens themselves. With the aid of these holy items, and his closest and bravest friends, he succeeded in driving the taint from his homeland, establishing a new and lasting society in the place of the fallen one. After serving his homeland faithfully for many more years, he and his old friends met back together, and set off into new lands, vanishing forever into myth. Only the relics of their adventures together remain, hidden in the wilderness, or stored safely in royal vaults and temple sanctuaries.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Major Artifacts|Major Artifacts]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Artifact]]<br />
[[Category:Artifact, Major]]<br />
[[Category:Weapon]]</div>Cronockehttps://www.dandwiki.com/w/index.php?title=Talk:Aegis_(3.5e_Creature)&diff=324649Talk:Aegis (3.5e Creature)2009-02-14T08:30:59Z<p>Cronocke: /* Ok...= */</p>
<hr />
<div>==Ok...===<br />
I'm just nit-picking but why does the thing need inner eye? Constructs are unflankable and uncritable anyway. --[[User:Oddplume|Oddplume]] 22:21, 13 February 2009 (MST)<br />
:They can be flanked - they just can't be sneak attacked. You're right about being immune to critical hits, but then this ability is about THEIR critical hits and not critical hits against them. -- [[User:Cronocke|Cronocke]] 01:30, 14 February 2009 (MST)</div>Cronocke