Welcome to 3POINT75 - Your Point of Light in the gaming universe. This site is about all things D20/Pathfinder gaming and dungeoneering. It contains fan created material for some published settings such as Forgotten Realms, and original stuff for our own Motherland Campaign Setting. All for your gaming pleasure.
Saturday, October 29, 2011
Saturday, July 9, 2011
Typical Vaegould or Varm Nomad
Human CR 3
XP 800
Any Medium Humanoid
Warrior level 3 (skill points 9) Light Horse
Barbarian level 1 (skill points 5) Animal Handler
Init +2; Senses ; Perception +3
XP 800
Any Medium Humanoid
Warrior level 3 (skill points 9) Light Horse
Barbarian level 1 (skill points 5) Animal Handler
Init +2; Senses ; Perception +3
DEFENSE
AC 14, Touch 12, flat footed 12 (+ Leather, + Shield, none)
(+2 Dex, +2 armour)
hp 30 (0d8+3d10+1d12+4+3);
Fort +6, Ref +3, Will +2
(+2 Dex, +2 armour)
hp 30 (0d8+3d10+1d12+4+3);
Fort +6, Ref +3, Will +2
OFFENSE
Speed 40
Melee
Single Attack Longspear +6 (1d8+2)
or Shortbow +6 (1d6 X3)
Full Attack
Longspear +6 (1d8+2)
Handaxe +0 (1d6+1 X3)
or Shortbow +6 (1d6 X3) range 70
Space 5ft.; Reach 5ft.
Special Attacks
Rage +4 con +4 Str +2 will save -2 AC per day 4
Melee
Single Attack Longspear +6 (1d8+2)
or Shortbow +6 (1d6 X3)
Full Attack
Longspear +6 (1d8+2)
Handaxe +0 (1d6+1 X3)
or Shortbow +6 (1d6 X3) range 70
Space 5ft.; Reach 5ft.
Special Attacks
Rage +4 con +4 Str +2 will save -2 AC per day 4
STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 12, Chr 9
Base Attack 4 CMB 6; CMD 18
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Mounted Archery: Ranged attacks are at -2 instead of -4,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Acrobatics 8, Climb 6, Craft 1, Handle Animal 4, Intimidate 3, Know Nature 0, Perception 3, Profession 1, Ride 9, Survival 1, Swim 6
Languages Common
Base Attack 4 CMB 6; CMD 18
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Mounted Archery: Ranged attacks are at -2 instead of -4,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Acrobatics 8, Climb 6, Craft 1, Handle Animal 4, Intimidate 3, Know Nature 0, Perception 3, Profession 1, Ride 9, Survival 1, Swim 6
Languages Common
ECOLOGY
Environment Any
Organization Comapny 10-20, Band 30-100, Squad 4-8
Treasure Standard
Organization Comapny 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
Fast Movement Land Movement raised by 10
MAGIC ITEMS (max value 390)
Vaasan Wolfhound
The Vaasan wolfhound is a massive guard and war dog that is today bred primarily by nobles , merchants, and Vaasan Houndmasters (Rangers). These dogs are prized for their intelligence and loyalty. The average specimen stands nearly three feet tall at the shoulder and weighs around 200 pounds, though some large males have been known to reach 250 pounds.These impressive and loyal dogs generally are of great size and commanding appearance, the Vaasan wolfhound is remarkable in combining power and swiftness with keen sight. They are very muscular, strong though gracefully built; movements easy and active; head and neck carried high, the tail carried with an upward sweep with a slight curve towards the extremity.
This breed is an excellent guard dog, guarding both home and flock loyally. Vaasan wolfhounds will fight to the death to defend their master.
Vaasan wolfhounds are used in military strategy in the Cold Lands. Vaasan wolfhounds can unmount knights or break the lines of enemies. The sight and sound of a wave of a pack of charging Vaasan wolfhounds has been known to cause terror among even the most experienced soldiers.
XP 200
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;
Melee bite +3 (1d6+3 plus trip)
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Loyal Beyond Death (Ex)
If a Vaasan Wolfshound is fighting in direct defense of its master or its master’s family or property, the Vaasan Wolfshound will continue fighting even if its hit points fall below 0. The Vaasan Wolfshound is staggered and loses 1 hp each round, and finally dies once its hit points reach a negative total equal to its Constitution score.
Frightful Howl (Ex): As a standard action, a Vaasan Wolfhound can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the Vaasan Wolfhound has. The affected creature must make a successful Will save DC 12 (DC 10 + ½ HD + Cha) or become shaken for 2d4 rounds. Success indicates that the target is immune to that Vaasan Wolfhound's frightful howl for one day. Frightful howl is a mind-affecting fear effect.
Organization Solitary, pair, or pack (3-10)
Treasure None
Carrying Capacity: A light load for a Vaasan Wolfshound is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Vaasan Wolfshound can drag 1,500 pounds.
Vaasan wolfhounds are very intelligent and can learn up to nine tricks (see handle animal skill)
Average Price: 150gp (untrained)
This breed is an excellent guard dog, guarding both home and flock loyally. Vaasan wolfhounds will fight to the death to defend their master.
Vaasan wolfhounds are used in military strategy in the Cold Lands. Vaasan wolfhounds can unmount knights or break the lines of enemies. The sight and sound of a wave of a pack of charging Vaasan wolfhounds has been known to cause terror among even the most experienced soldiers.
XP 200
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;
OFFENSE
Speed 40 ft.,Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 11Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Loyal Beyond Death (Ex)
If a Vaasan Wolfshound is fighting in direct defense of its master or its master’s family or property, the Vaasan Wolfshound will continue fighting even if its hit points fall below 0. The Vaasan Wolfshound is staggered and loses 1 hp each round, and finally dies once its hit points reach a negative total equal to its Constitution score.
Frightful Howl (Ex): As a standard action, a Vaasan Wolfhound can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the Vaasan Wolfhound has. The affected creature must make a successful Will save DC 12 (DC 10 + ½ HD + Cha) or become shaken for 2d4 rounds. Success indicates that the target is immune to that Vaasan Wolfhound's frightful howl for one day. Frightful howl is a mind-affecting fear effect.
ECOLOGY
Environment AnyOrganization Solitary, pair, or pack (3-10)
Treasure None
Carrying Capacity: A light load for a Vaasan Wolfshound is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Vaasan Wolfshound can drag 1,500 pounds.
Vaasan wolfhounds are very intelligent and can learn up to nine tricks (see handle animal skill)
Average Price: 150gp (untrained)
Steppe War Pony
CR 1 XP 400
Neutral Medium Animal
Init +3; Senses Low-light Vision, Scent; Perception +8
(+3 Dex, +2 Natural)
hp 19 (2d8+10);
Fort +8, Ref +6, Will +3
Melee
Single Attack Hoof +8 (1d3+7)
Full Attack
2 Hoof +8 (1d3+7)
Space 5ft.; Reach 5ft.
Special Attacks
Base Attack 1 CMB 8; CMD 21
Feats
Endurance: +4 on checks to resist non-lethal damage
Skills Perception 8
Languages
Organization Solitary
Treasure None
Neutral Medium Animal
Init +3; Senses Low-light Vision, Scent; Perception +8
DEFENSE
AC 15, Touch 13, flat footed 12 (+ No Armour, + Shield, none)(+3 Dex, +2 Natural)
hp 19 (2d8+10);
Fort +8, Ref +6, Will +3
OFFENSE
Speed 40Melee
Single Attack Hoof +8 (1d3+7)
Full Attack
2 Hoof +8 (1d3+7)
Space 5ft.; Reach 5ft.
Special Attacks
STATISTICS
Str 24, Dex 17, Con 20, Int 5, Wis 17, Chr 13Base Attack 1 CMB 8; CMD 21
Feats
Endurance: +4 on checks to resist non-lethal damage
Skills Perception 8
Languages
ECOLOGY
Environment Temperate plainsOrganization Solitary
Treasure None
Tuesday, July 13, 2010
New Races
For you Pathfinder/Forgotten Realms gaming pleasure
ABEIRIAN DRAGONIANS
Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them
+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives.
Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Abeirian dragonians have a base speed of 30 feet.
Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type.
Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons
Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History)
Dragon Breath: Abeirian dragonians can exhale a line of fiery energy. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her.
Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant
ARVANDORAL HIGH ELVES
Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avandoral high elves have a base speed of 30 feet.
Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type.
Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level.
Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
ABEIRIAN DRAGONIANS
Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them
+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives.
Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Abeirian dragonians have a base speed of 30 feet.
Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type.
Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons
Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History)
Dragon Breath: Abeirian dragonians can exhale a line of fiery energy. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her.
Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant
ARVANDORAL HIGH ELVES
Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avandoral high elves have a base speed of 30 feet.
Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type.
Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level.
Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
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