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Messages - 13 Chain Blood Spider

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1
D&D 3.5 and Pathfinder / Re: Tashalatora Smacker and Gauntlets?
« on: October 01, 2012, 02:03:51 PM »

I'd stick to the mentioned +die per size category which follows the die progression noted in the rules. And at the topic at hand, using a +5 Gauntlet as a Monk allows you to benefit from the increased damage (they only override lethal rules) but not use FoB (the gauntlet isn't a special monk weapon) and the FAQ backs this up as well. Using a Heavy Gauntlet for increased damage should certainly work. However it uses a specific table, which also notes 1d10 becomes 2d6, which would require you're DM's interpretation. I'd handle as a size increase if that's worth much to you.


So using Gauntlets DOES increase your Unarmed Strike damage? Where is this FAQ?

2
D&D 3.5 and Pathfinder / Re: Tashalatora Smacker and Gauntlets?
« on: October 01, 2012, 01:09:30 PM »

Edit - Hmm, noticed the 8d8 damage there. Are you sure that's accurate?
See, 2d10 at Medium is Monk cap, if 1d10=2d8 then 4d8 sounds true, not 6d8.
Progression to Huge isn't upgrading your Monk d10, it's based on your Large damage. So...
Progression A 2d8->3d8 per SRD: You would have 5d8 @Huge.
Progression B d8->d6->d8 Per A @lower lvls & ELH's Dragon tables: 8d6 @Huge.
A is an assumption the progression remains true, add a die is pretty easy to remember.
B on the other hand doesn't actually follow A's set up at all (claws are d6 based but dragon advancement is wonky).

Either way, that 8d8 you came up with isn't in any text I know of. I'd like to think the consensus is 7d8 at Colossal (M2d10>L4d8>H5d8>G6d8>C7d8) but we may not have one.

Quoting directly from the link which is in the OP...

Quote
Half GiantTashalotora of Smack

Monk2/Pw10/Warshaper1/SM6/Pw1

1: TWF Monk1: Monastic Training pw
Monk2: Combat Reflexes
3: OTWF PW1: Ex Wpn Prof- Heavy Gauntlets
PW2: Mantled Warrior- Natural Mantle

6: Tashalatora
PW5: Superior Unarmed Strike

9: Practiced Manifester
PW8: Don Mantle

12: Iron Will
WS1: Morphic Weapons

15: ITWF

PW11: Robillar's Gambit
18: GTWF

Necessary Powers

1: Expansion
1: Offensive Precognition
2: Psionic Lion's Charge
3: Vampiric X
4: Metamorphosis
5: Anticipatory Strike
6: Dispelling Buffer

I really was interested in putting together something that could make good use of the Tashalatora feat from Secrets of Sarlona. 3.0 had an interesting array of Psychic Warriors that actually were unarmed fighters. That disappeared in version 3.5 without resorting to Claws of the Beast and whatnot. This version as listed is pretty reasonable, getting

20d8+Con Mod HP
BAB:15
Fort: 15
Refl: 8
Will: 13 (11+2 Iron Will)
20th manifester level with Practiced Manifester (17th without)
6th Level powers known (1)
20th Level Monk Unarmed, Flurry, and AC bonus with a Monk's Belt (shoring up two levels).
Evasion.
Powerful Build.

This design assumes a few things: Unearthed Arcana level adjust buyout for one level, using a Monk's Belt, a Fanged Ring, Vampiric Weapon Power (liberties taken depending on GM, independent research), and *keen, Impact ?* Body Feeder, or various other healing per hit enchant/spells/powers.

You can net the same numbers with Human and Monkey Grip feat.

This is the more offensive version I had in mind, utilizing the TWF tree to net extra attacks. The reason for this is that the build implements Heavy Gauntlets, and you are unable to Flurry with them. Redundant... to a point...>8D. We'll get to that later though. This build is all about maxing out that juicy 2d10 Base Unarmed Damage you get at Monk 20th. I'll cut to the chase-

Unarmed Damage at Monk 20: 2d10
Improved Natural Attack/Fanged Ring: 4d8
Powerful Build, Gauntlets: 6d8
Heavy Gauntlets: 8d8
Polymorph Large: 12d8
Polymorph Huge: 16d8
Expansion 1: 24d8
Expansion2: 32d8
Morphic Weapons: 48d8


6d8 +Str Mod base damage in antimagic zones.

He seems to be assuming that Gauntlets ADD to your Unarmed Strike Damage, which is one of the 2 sources of my confusion.

3
D&D 3.5 and Pathfinder / Re: Tashalatora Smacker and Gauntlets?
« on: October 01, 2012, 11:09:58 AM »
I'm guessing "heavy" weapons count as one size larger? I couldn't find them on a skim of MoF.

The Heavy Weapon sidebar is on Magic of Faerun, pg. 179 (under the Magic Items chapter, in the Special Materials section). As far as I can tell, they seem to boost damage as though the weapon were one size larger, but doesn't explicitly say so.

4
D&D 3.5 and Pathfinder / Tashalatora Smacker and Gauntlets?
« on: October 01, 2012, 10:38:52 AM »
I've been doing some reading for Tashalatora Monk/Psychic Warrior builds, and I discovered some of interest here. However, I'm confused about how the Heavy Gauntlets interact with the Monk's Unarmed Strike. For example, according to one build... 

A Monk's Unarmed Strike at level 20 is 2d10.
 
With Improved Natural Attack or Fanged Ring, 2d10 increases to 4d8 because a Large Monk 20 deals 4d8 base for his Unarmed Strike.

With Powerful Build to hold Large Gauntlets, that goes up to 6d8.

With Heavy Gauntlets from Magic of Faerun, that goes up to 8d8.


The bolded part confuses me. How do gauntlets let you deal EXTRA damage when using them for unarmed strike? The exact wording for Gauntlets in the PHB is...

Quote
This metal glove protects your hands and lets you deal lethal damage rather than nonlethal damage with unarmed strikes.A strike with a gauntlet is otherwise considered an unarmed attack.The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

So by RAW, there doesn't seem to be anything about ADDING the gauntlet's damage to your unarmed attacks--it seems like you INSTEAD deal the gauntlet's damage (1d3 for a Medium creature, 1d4 for a Large).

Furthermore, the Heavy Weapon damage progression chart indicates that weapons that deal 1d4 damage (i.e. Large gauntlets) move up to 1d6 damage, not the 2d8 damage it would have to deal for 6d8 base damage to move up to 8d8 base damage, even assuming that gauntlet damage and unarmed strike damage stack.

Am I missing something here? Were they referring to a different type of Gauntlet weapon? How is that unarmed strike damage supposed to progress with Gauntlets?

5
All content has been posted.

6
Base Class: Battlemage

NOTE: THIS BASE CLASS HAS BEEN DECLARED OVERPOWERED. PLEASE ADVISE ON HOW TO BALANCE IT!

  • Alignment: Any
  • Hit Die: d10
  • Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
  • Skill Points at 1st Level: (2 + Int modifier) x 4
  • Skills: 2 + Int modifier
  • Starting gold: 6d4 x 10
  • Starting age: as Wizard
  • Class Features:
  • Weapon and Armor Proficiency: Battlemages are proficient with all Simple and Martial weapons, as well as all armors and shields (but not Tower Shields).
  • Spells: You cast Arcane spells, which are drawn from the Battlemage spell list. You can cast any spell you know without preparing it ahead of time.
    • To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table below. In addition, you receive bonus spells per day if you have a high Intelligence score.
  • Spells Known:You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Battlemage spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Battlemage spell list.
    • Upon reaching 5th level, and at every subsequent odd numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different1st-level spell.
    • You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
    • You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
  • Armored in Magic and Steel (Ex): At level 1, you choose a category of armor (Light, Medium, Heavy) and a type of shield (Buckler, Light Steel/Wooden, Heavy Steel/Wooden) ; whenever you cast a spell from the Battlemage spell list while wearing armor and/or shield from the chosen category, you completely avoid arcane spell failure chance.
  • At levels 4, 9, and 14, you can change the chosen category of armor and shield to something else.
  • Battle Gestures (Ex): Part of your Battlemage training is learning shorter, simpler gestures for your spells. Beginning at level 1, choose a spell you know from the Battlemage spell list; you can cast that spell as a swift action that doesn't provoke Attacks of Opportunity. You still must make Concentration checks to cast the spell if you are somehow injured, are grappled/pinned, are experiencing vigorous motion, violent motion, violent weather, casting defensively, or are entangled.
    • At level 5, 10, 15, and 20, you can choose an additional spell that you know from the Battlemage spell list for the purposes of Battle Gestures.
  • Combat Concentration (Ex):
    • Having all the spells in the world means less if you can't cast them without taking a sword to the gut for your efforts. At level 3, you gain a +4 bonus to your defensive casting checks and Concentration checks made for casting a spell while taking an injury.
  • Spell and Sword In Accord (Ex): A Battlemage that can't cast his spells while dealing blows with his sword is an inefficient Battlemage. Starting at level 4, if an opponent is within a square that you threaten, you can cast a spell you know from the Battlemage list as a Move Action.
  • School Specialization: At Level 6, a Battlemage can choose a school of magic to specialize in, much like a Wizard. Unlike a Wizard, he does not have to take up a forbidden school in exchange. When you choose a school of magic, you may learn one additional spell that you could learn at that level.
    • You can do this again at  level 12 and at level 18. If at level 12 you choose the same school, you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different school, then you can learn an additional spell from that school. If at level 18 you choose the same school a third time, you do not learn an additional spell but instead add +2 your caster level when casting spells from the chosen school. If you choose a school for the second time, you you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different third school, then you can learn an additional spell from that school.
  • Bonus Feat: At levels 2, 8, 14, and 20, choose a bonus feat from the Battlemage bonus feat list. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Battlemage is not limited to his bonus feats when choosing these other feats. A Battlemage must still meet the prerequisites for the feats on his bonus feat list in order to take them.
    • Battlemage bonus feat list:
    • Metamagic feats
    • Brew Potion, Cleave, Craft Magical Weapons and Armor, Combat Casting, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Iron Will, Spell Focus, Spell Penetration, Power Attack, Weapon Focus, Weapon Specialization
  • Spellsword (Su): At level 16, 3/day as a swift action you can choose to “lose” a spell slot in order to give yourself a base attack bonus equal to your level (which may give you additional attacks), for a number of rounds equal to the level of the spell lost. For example, if you choose to lose a level 4 spell slot, then for four rounds you have a base attack bonus equal to your level.
  • Mastery: At level 20, your experience with your spells is such that you have completely mastered one of them. Choose a spell from the Battlemage list that you know, and a metamagic feat you know: the spell you have chosen is now permanently modified by the chosen metamagic effect without changing its spell level.  When you cast the chosen spell, you can choose to not apply the metamagic effect to it.


|Level||BAB||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
1st +0 +2 +0 +2 Armored in Magic and Steel, Battle Gestures 3/2/-/-/-
2nd +1 +3 +0 +3 Bonus Feat 4/3/-/-/-
3rd +2 +3 +1 +3 Combat Concentration 5/4/-/-/- 
4th +3 +4 +1 +4 Spell and Sword In Accord 6/5/-/-/-
5th +3 +4 +1 +4 Battle Gestures 6/5/2/-/-
6th +4 +5 +2 +5 School Specialization 6/6/3/-/-
7th +5 +5 +2 +5   6/6/4/-/-
8th +6/+1 +6 +2 +6 Bonus Feat 6/7/5/-/-
9th +6/+1 +6 +3 +6   6/7/5/2/-
10th +7/+2 +7 +3 +7 Battle Gestures 6/8/6/3/-
11th +8/+3 +7 +3 +7   6/8/6/4/-
12th +9/+4 +8 +4 +8 School Specialization 6/8/7/5/2
13th +9/+4 +8 +4 +8   6/9/7/5/3 
14th +10/+5 +9 +4 +9 Bonus Feat 6/9/8/6/4
15th +11/+6/+1 +9 +5 +9 Battle Gestures 6/9/8/6/5 
16th +12/+7/+2 +10 +5 +10 Spellsword 6/9/8/7/5
17th +12/+7/+2 +10 +5 +10   6/10/9/7/6
18th +13/+8/+3 +11 +6 +11 Bonus Feat 6/10/9/7/6
19th +14/+9/+4 +11 +6 +11 Break the limits (paralyzed) 6/10/9/8/7 
20th +15/+10/+5 +12 +6 +12 Bonus Feat, Mastery 6/10/9/8/7 

7
Optional Rules, Part 2: Souls and Soul Gems:

Magical items in Tamriel often require the use of captured souls stored in soul gems. You may use the following rules to represent this concept.

  • All living beings in Tamriel have souls, which can be harnessed to fuel magical effects.
  • Plants (mundane plants and creatures with the Plant type) do not have souls.
  • Constructs and undead (creatures with the Construct and Undead types, respectively) often do not have souls that can be captured.
  • Though Dragons (creatures with the Dragon type) have mighty souls, they cannot be captured, harvested, or used for normal uses.
  • Mortals (creatures with the Humanoid type) have souls, but their souls require special effort to capture and harness.

Spell: Soul Trap
  • Conjuration 1
  • Component: V, S
  • Casting time: 1 Standard Action
  • Range: Touch
  • Target: Creature Touched
  • Duration: 1 minute/level
  • Saving Throw: None
  • Spell Resistance: Yes
  • The touched creature is under the effects of Soul Trap (the effect) for the duration of the spell.

The “size” of souls can be categorized into six different categories:
  • Petty (typically possessed by creatures with 4 or less HD)
  • Lesser (typically possessed by creatures with 5-8 HD)
  • Common (typically possessed by creatures with 9-12 HD)
  • Greater (typically possessed by creatures with 13-16 HD)
  • Grand (typically possessed by creatures with 17-20 HD)
  • Black (possessed only by creatures with the Humanoid type)

There are objects known as Soul Gems that can capture these souls under certain circumstances. [/li]
  • Petty soul gems can only capture Petty souls.
  • Lesser soul gems can capture any size of soul up to and including Lesser souls.
  • Common soul gems can capture any size of soul up to and including Common souls.
  • Greater soul gems can capture any size of soul up to and including Greater souls.
  • Grand soul gems can capture any size of soul except for Black souls.
  • Black soul gems can only capture Black souls.


To capture souls, the following conditions must be met:
  • The subject whose soul is to be captured must be under the Soul Trap effect upon death.
  • The subject must be within 30 ft. of a soul gem capable of holding its soul.
  • The soul gem in question must be empty—it cannot already be holding a soul, no matter the size of the held soul or the to-be captured soul.
  • If there are multiple soul gems within the area, then the soul will be held within the soul gem whose type matches its own.
    • For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Common soul gem and a Greater soul gem, and the size of its soul is Common, then the soul will be held in the Common soul gem.
      • If there is not soul gem within the area that matches the soul's size, then the soul will be held by the next largest soul gem.
      • For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Greater soul gem and a Grand soul gem, and the size of its soul is Common, then the soul will be held in the Greater soul gem.
  • A creature whose soul is captured or even expended is not necessarily barred from resurrection; most resurrection spells also reconstitute the subject's soul from ambient energy, leaving the subject's soul healthy and whole once the resurrection is complete.
  • When soul gems are used (usages for soul gems are listed below), the soul gem and the soul contained within it vanish into nothingness—they cannot ever be used again.


Using Souls and Soul Gems:
  • Once you have a soul gem holding a soul, you can use it to recharge a magical staff or wand. The size of the soul recharges more of the staff or wand.
  • Consult the charts below on what soul gems can be used to recharge what level of item, and how many charges souls recharge.

Table: Level of Spell Contained in Wand vs Charges Restored
|0-2||3-4||5-6||7-8||9|
Petty 5 charges restored - - -
Lesser 10 charges restored 5 - - -
Common 15 charges restored 10 5 - -
Greater 20 charges restored 15 10 5 -
Grand/Black 25 charges restored 20 15 10 5


Table: Staff Caster Level vs Charges Restored
|1-4||5-8||9-12||13-16||17-20|
Petty 2 charges restored - - -
Lesser 4 charges restored 2 - - -
Common 8 charges restored 4 2 - -
Greater 12 charges restored 8 4 2 -
Grand/Black 16 charges restored 12 8 4 2

8
Optional Rules, Part 1: Crafting, Weapon/Armor Materials:

For crafting weapons, shields, and armor, you may use the following rules:

Armor and Shields:
(click to show/hide)


Weapons:
(click to show/hide)


Ammunition:
(click to show/hide)


Materials:

There are several different kinds of crafting materials in Tamriel. To represent them, you may use the following rules.

In order from lowest to highest in terms of quality and rarity:
Iron
Steel
Elven/Orcish
Dwarven/Gilded
Glass/Ebony
Dragon Scales/Dragon Bone
Daedric

Iron:
(click to show/hide)

Steel:
(click to show/hide)


Elven Metal (“Elven”):
(click to show/hide)



Orcish Metal (“Orcish”)
(click to show/hide)


Gilded Elven Metal (“Gilded”)
(click to show/hide)

Dwarven Metal (“Dwarven”)
(click to show/hide)

Glass
(click to show/hide)


Ebony:
(click to show/hide)


Dragon Scale
(click to show/hide)

Dragon Bone:
(click to show/hide)

Daedric Metal (“Daedric”):
(click to show/hide)
[/list]

9
Artifacts:

There are a variety of powerful artifacts in Tamriel, each of them typically imbued with the blessings of a powerful entity such as a god, a great hero, or a Daedric Prince.

Daedric Artifacts:

Spellbreaker:
(click to show/hide)


Mehrunes' Razor:
(click to show/hide)

The Mace of Molag Bal:
(click to show/hide)

Sanguine Rose:
(click to show/hide)

Skull of Corruption:
(click to show/hide)

Volendrung:
(click to show/hide)

Dawnbreaker:
(click to show/hide)

The Ebony Blade:
(click to show/hide)
Wabbajack:
(click to show/hide)

Ebony Mail:
(click to show/hide)


Masque of Clavicus Vile:
(click to show/hide)

Azura's Star:
(click to show/hide)


Ring of Hircine:
(click to show/hide)

Savior's Hide:
(click to show/hide)


Oghma Infinium:
(click to show/hide)

Ring of Namira:
(click to show/hide)


The Skeleton Key:
(click to show/hide)


Other Artifacts:

Chillrend:
(click to show/hide)


Staff of Magnus:
(click to show/hide)

Wuuthrad:
(click to show/hide)


Dragon Priest Masks
Each Dragon Priest Mask appears as metal masks etched with simple yet bold markings. There are slits for the eyes and mouth.
If you are using the optional Material rules, instead each Dragon Priest Mask is made of a specific Material listed under its entry below.

Hevnoraak—Brutal:
(click to show/hide)

Krosis—Sorrow:
(click to show/hide)

Morokei—Glorious:
(click to show/hide)


Nahkriin—Vengeance:
(click to show/hide)


Otar—Madness:
(click to show/hide)


Rahgot—Rage:
(click to show/hide)


Vokun—Shadow:
(click to show/hide)


Volsung—Horror:
    (click to show/hide)
    [/list][/list]

    10
    Gods:

    Aedra:
    (click to show/hide)

    Daedra:
    (click to show/hide)

    11
    Monsters: Miscellaneous


    Falmer:
    • +2 Strength, +4 Dexterity, -2 Intelligence, -2 Wisdom, -4 Charisma
    • Medium
    • Base Land Speed: 30 ft.
    • +8 racial bonus to Listen
    • +4 racial bonus to Handle Animal versus Chaurus creatures, Craft (Alchemy)
    • Scent 60 ft., Blindsight 120 ft.
    • Level Adjustment: +0
    Advance by class.

    Chaurus:
    Chaurus:
    (click to show/hide)


    Chaurus Reaper:
    (click to show/hide)


    Dwemer Constructs:
    Dwemer Spider:
    Dwemer Spider Worker:
    (click to show/hide)

    Dwemer Spider:
    (click to show/hide)

    Dwemer Guardian Spider:
    (click to show/hide)


    Dwemer Sphere:
    Dwemer Sphere:
    (click to show/hide)


    Dwemer Guardian Sphere:
    (click to show/hide)

    Dwemer Centurion:
    (click to show/hide)


    Dwemer Centurion Master:
    (click to show/hide)


    Hagraven:
    (click to show/hide)


    Spriggans:
    Spriggan:
    (click to show/hide)

    Spriggan Matron:
    (click to show/hide)


    Dremora:
    Dremora Churl, 3rd Level Fighter (Swordsman):
    (click to show/hide)


    Dremora Churl, 3rd Level Fighter (Archer):
    (click to show/hide)

    Dremora Churl, 3rd Level Wizard:
    (click to show/hide)
    [/list][/list]

    12
    Monsters: Dragons

    Dragons:
    Dragon: Variant 1
    (click to show/hide)


    Dragon: Variant 2
    (click to show/hide)



    Blood Dragon: Variant 1
    (click to show/hide)



    Blood Dragon: Variant 2
    (click to show/hide)



    Elder Dragon: Variant 1
    (click to show/hide)



    Elder Dragon: Variant 2
    (click to show/hide)



    Ancient Dragon: Variant 1
    (click to show/hide)


    Ancient Dragon: Variant 2
    (click to show/hide)

    13
    Monsters: Draugr, Part 2

    Draugr Deathlord
    Variant 1: Axe/Sword, armor, no shield
    (click to show/hide)

    Variant 2: 2 Hander
    (click to show/hide)


    Variant 3: Archer
    (click to show/hide)


    Variant 4: Battlemage
    (click to show/hide)


    Variant 5: Spellcaster
    (click to show/hide)

    14
    Monsters: Draugr, Part 1


    Draugr:

    Note: Instead of coming up with a basic Draugr race or template and advancing them by character classes, I decided to instead make customized variants of Draugrs at various levels. I figured that, since Draugrs would be a pretty common enemy, tailoring their Ability Scores and such more closely to their CR would be better than just advancing them by character class. If this is a bad idea, please let me know.

    Draugr:
    Variant 1: Axe/Sword, armor, no shield
    (click to show/hide)

    Variant 2: 2 Hander
    (click to show/hide)

    Variant 3: Archer
    (click to show/hide)

    Restless Draugr:
    Variant 1: Axe/Sword, armor, no shield
    (click to show/hide)

    Variant 2: 2 Hander
    (click to show/hide)

    Variant 3: Archer
      (click to show/hide)

      Variant 4: Battlemage
      (click to show/hide)
      Variant 5: Spellcaster
      (click to show/hide)

      Draugr Wight:
      Variant 1: Axe/Sword, armor, no shield
      (click to show/hide)
      Variant 2: 2 Hander
      (click to show/hide)

      Variant 3: Archer
      (click to show/hide)

      Variant 4: Battlemage
      (click to show/hide)

      Variant 5: Spellcaster
      (click to show/hide)

      Draugr Scourge
      Variant 1: Axe/Sword, armor, no shield
      (click to show/hide)

      Variant 2: 2 Hander
      (click to show/hide)

      Variant 3: Archer
      (click to show/hide)

      Variant 4: Battlemage
      (click to show/hide)

      Variant 5: Spellcaster
      (click to show/hide)
      [/list][/list][/list][/list][/list]

      15
      Vampirism:

      • Some beings in Tamriel contract the disease Sanguinare Vampiris. Those that do become Vampires if the disease is not cured within three days.
      • Sanguinare Vampiris is a disease; creatures that are immune to disease can't be afflicted with Sanguinare Vampiris.
      • Sanguinare Vampiris:
        • Infection: Special
          • Each Vampire has the Supernatural Ability Vampiric Drain. Every time a humanoid character is affected by the effects of Vampiric Drain, roll a d10: if the result is 1, then that character must make the Fortitude Save or contract the disease.

          • DC: 17
          • Incubation: 3 days
          • Damage: Special
            • While the disease is in its incubation period, creatures afflicted with Sanguinare Vampiris lose one hit die's worth of hit points until the disease is removed. At the end of the incubation period, afflicted creatures become a Vampire.
      • Once the incubation period has passed, you become a full-fledged Vampire. Vampirism (which is different from Sanguinare Vampiris) is not a disease; spells such as Remove Disease will not cure you of Vampirism.
      • Once you have become a Vampire, you gain the following traits and abilities, regardless of Vampiric Stage:
        • You gain the Undead subtype, but none of its traits except for those listed here.
        • You become immune to disease and poison.
      • Feeding: You must consume mortal blood at least once per day to not progress a stage in your Vampirism.
        • Drinking enough blood to regress back to/stay at Stage 1 Vampirism requires a full round action.
        • Only the blood from Humanoid creatures will regress you back to Stage 1, though blood from Animal creatures will keep you at the same Stage for the next 24 hours.
        • The blood need not be directly from a living body—if the blood was stored in an airtight container for no more than one day, then drinking it will have the same effects as though you had drunk fresh blood. The same applies to blood from corpses—as long as the corpse is not older than one day, drinking blood from it will regress you back to Stage 1 or keep you at your current stage, whichever is appropriate.
        • The act of feeding typically requires a full-round action. On helpless targets, you simply use a full-round action to feed; the cursed nature of vampire fangs is such that slumbering victims do not notice being fed upon (though other awake creatures in the vicinity that see you doing this certainly will notice).
        • On active, awake targets, you must first succeed on a Grapple check. Grapple attempts made this way do not provoke Attacks of Opportunity, even if you don't have the Improved Grapple Feat. Once you have succeeded on the Grapple check, instead of dealing unarmed damage to the grappled target, you instead bite the target's throat and begin to drink blood.
        • If you maintain the Grapple for another round, and successfully deal unarmed damage to the target again, then you have drunk enough blood to regress back to/stay at Stage 1 Vampirism.
        • For each additional round you drink blood from a target, you deal 1d4 Constitution damage to the target.
      • Each day you do not drink mortal blood, you also progress to the next stage in Vampirism.
      • There are a variety of methods for curing Vampirism. Consult your DM on how to your character can be cured of Vampirism.

      Stages of Vampirism:
      • There are four stages of Vampirism; as you progress to higher stages, you gain more powerful traits and abilities while also gaining some penalties.
      • If you ever drink at least a full-round action's worth of mortal blood, you immediately regress back to Stage 1.
      • Even if you don't drink mortal blood, your Vampirism Stage can't progress beyond certain stages until your each a certain HD.
        • You can't progress beyond Stage 1 until you have at least 4 HD.
        • You can't progress beyond Stage 2 until you have at least 8 HD.
        • You can't progress beyond Stage 3 until you have at least 12 HD.
        • You can't progress beyond Stage 4 until you have at least 16 HD.


      Vampiric Stages:

      Stage 1:
      (click to show/hide)

      Stage 2:
      (click to show/hide)

      Stage 3:
      (click to show/hide)

      Stage 4:
      (click to show/hide)

      16
      Lycanthropy:


      • Some beings in Tamriel have the ability to shift into a terrible cross between mortal and wolf. Some see this as a curse; others, a blessing.
      • Lycanthropy is a disease; creatures that are immune to disease can't be afflicted with Lycanthropy.
      • Once you have been afflicted with lycanthropy, you gain the ability to morph into the form of a werewolf (“Shapeshifting”).
      • Shapeshifting, and morphing back into your normal form, are Extraordinary abilities that each require full-round actions.
      • Typically, you can Shapeshift once per day. You can morph back into your normal form any time you could take a mental action.
      • Your werewolf form lasts 1 minute/character level. At the end of this period, you automatically return to your mortal form.
      • While you are afflicted with lycanthropy, you gain immunity to diseases.
      • If you die while Shapeshifted, your corpse remains permanently Shapeshifted. If your body is resurrected while afflicted with Lycanthropy, you remain afflicted with Lycanthropy.
      • There are a variety of methods for gaining and curing Lycanthropy. Consult your DM on how to your character can either gain or be cured of Lycanthropy.
      • When you Shapeshift into your werewolf form, you gain the following traits and abilities for the duration that you are in your werewolf form:
        • Your Base Attack Bonus becomes equal to your level (as the fighter).
        • If your Strength score is below 18, it becomes 18.
        • If your Constitution score is below 18, it becomes 18.
        • Your new hit point total becomes 10 x  HD, plus 5 x your new Constitution score (if your Constitution score was below 18 before Shapeshifting) or your current Constitution score. When you morph back into your mortal form, your hit point total returns to what it was while you were Shapeshifting.
        • You grow into Large size. Your Space/Reach becomes 10 ft/5 ft.
        • All of your equipment fuses into you. You are no longer able to use any weapons or items (including magical weapons an items), and you lose any bonuses to AC that you get from equipment or class features. Items that give you enhancement bonuses to your abilities still function. When you return to your mortal form, all of your worn equipment return to the locations that they were in while you were Shapeshifting.
        • For example, if you wore a Breastplate as your armor immediately while you were Shapeshifting, then when you morph back into your mortal form you are still wearing that Breastplate on your torso.
        • You cannot cast spells or use Supernatural or Spell-like Abilities while in werewolf form.
        • You gain a +6 natural armor bonus to your AC. When you are 10 HD, and at every 5 HD thereafter, your natural armor bonus increases by an additional +4.
        • You gain two claw attacks and a bite attack. Your claws are your primary natural weapons, and you gain the Multiattack feat. Your claws deal 1d8 + 1 x your Strength bonus, and your bite deals 1d8+1/2 your Strength bonus.
        • You can also make iterative attacks with your claws as though they weren't natural weapons.
          • For example, if a character with 6 HD Shapeshifts, and his Strength score is 18, then his full attack action would look like the following:
            • 2 Claws +10/+5 melee (1d8+4) and Bite +8 melee (1d8+4)
        • You gain the Pounce ability; you can make a bite attack and as many claw attacks as you could in a full-attack action at the end of a charge. 
        • You gain a vulnerability to silver: damage dealt to you by silver weapons or ammunition deal 1½ times the damage instead.
        • Your base land speed becomes 60 ft.
        • You gain the ability to make a terrifying roar as an Extraordinary Ability. Once every 1d6 rounds, you emit a great roar that causes all enemies within 40 ft. of you to become Panicked unless they succeed on a Will Save (DC = your HD).

      17
      By the way, have you seen the Dovahkiin?

      I think it's an interesting and well-designed way to compress a bunch of Skyrim stuff into one character, but I would say that what Travellog was going for was different from what I'm going for. I'm hoping to represent very large portions of both Sykrim the game and Skyrim the province/setting in D&D 3.5, whereas it seems that TravelLog was more interested in making a character who has signature Skyrim features.

      Also, I've never quite agreed with how other homebrewers represent Shouts in D&D 3.5, namely how Shouts are inherently part of a class. That never sat right with me; in Skyrim, the growth of your character build and the growth of your Shouts are almost completely independent. You could be a great thief, a mighty warrior, or the most powerful mage alive, and your Shouts could still be fully developed or not developed at all. Your Shout progression and your character progression pretty much had nothing to do with each other. Another part of this is that I designed all of this assuming that players would be able to choose just about any class they'd like while still being able to do Dragonborn stuff (Shouts, eat dragon souls, etc.), as long as the class they choose aren't completely, irredeemably at odds with the Elder Scrolls setting. I didn't want to force players to pick between one to three base classes if they also wanted to be Dragonborn.

      18
        Shouts, Part 2

        Storm Call:

        (click to show/hide)

        Frost Breath:

        (click to show/hide)


        Marked For Death:

        (click to show/hide)

        ----------

        Draconic Thu'um:

        Though mortals are able to acquire Thu'um and use them as Dragons do, for Dragons Thu'um is so innate that their Shouts are even more potent. The following is a list of Thu'um used by dragons.

        Draconic Fire Breath

        (click to show/hide)

        Draconic Fire Ball:

        (click to show/hide)


        Draconic Frost Breath:

        (click to show/hide)

        Draconic Ice Storm:

        (click to show/hide)

        Summon Draugr:

        (click to show/hide)

        Draconic Unrelenting Force

        (click to show/hide)


        Draconic Storm Call:

        (click to show/hide)

        19
        Shouts, Part 1
        [/size]

        NOTE: THE SHOUTS WERE DESIGNED ASSUMING THAT ALL THE PCs IN THE PARTY WOULD BE DRAGONBORN. IF ONLY ONE OR SOME OF THE PCs IN THE PARTY ARE DRAGONBORN, YOU MAY NEED TO RE-ADJUST SOME OF THE SHOUT MECHANICS ACCORDINGLY.

        • The usage of Thu'um (“Shouting”) is a Supernatural Ability.
        • Verbal component: As Thu'ums (“Shouts”) require the ability to speak, they can't be used in areas of Silence or if the user is otherwise prevented from speaking (such as being gagged).
        • Each Shout is divided into divided into three Words of Power. Uttering the first Word typically requires a swift action, and does not provoke Attacks of Opportunity. Uttering two words typically requires a standard or move action, and provokes Attacks of Opportunity unless stated otherwise.. Uttering all three words typically requires a full round action, and provokes Attacks of Opportunity unless stated otherwise.
        • Words of Power: In order to acquire a Shout, you must first learn the appropriate Word of Power. The process is quite simple; you must stand next to an inscription of a Word of Power and meditate on it for a full round. Doing so will allow you to absorb the knowledge of the Word.
        • Again, each Shout is divided into three Words: knowing one of the words does not give you knowledge of the others.
          • For example, if a character learned just the Word “Yol” in the Fire Breath Shout, he would not simultaneously gain the knowledge of the Words “Toor” and “Shul”.
        • Only certain inscriptions imbued with draconic power will grant you the understanding required for a Shout, however. Even if someone knows draconic well enough to write it, the inscription itself must have gathered centuries' worth of draconic power for it to convey it to a person.
        • Only certain beings can use this method to learn Words of Power, as well; namely, those whose mortal flesh contains the soul of a dragon—Dragonborn. To anyone else, the inscription bearing a Word of Power are mere writings on the wall.
        • Unlocking a Word of Power: Knowledge of a Word of Power is not sufficient to use it to its full potential. One a Word of Power is known, you can unlock its power for your own use in two ways:
        • Meditation: After years of meditation on a Word under the guide of wise mentors, you can unlock it and begin to use it. This typically requires all of one's time, however, leaving little room for anything else.
        • Dragon Souls: All Dragons have an innate knowledge of Thu'um. Certain beings (namely Dragonborn) can absorb the soul of a slain Dragon to gain some of that power. Each Dragon soul absorbed in this way can be used at any time to unlock one Word of Power that you already know.
        • For example, if a character knew the Words “Yol” and “Toor” from the Shout Fire Breath without having unlocked either of them, and then used the power from an absorbed Dragon Soul to unlock “Yol”, then he does not simultaneously unlock “Toor” even though he knows them both. He would need another Dragon Soul to unlock “Toor”.
        • Even if you know several Words in a single Shout, you must unlock the Words in a Shout sequentially.
          • For example,  if a character knew the Words “Yol” and “Toor” in the Thu'um Fire Breath without having unlocked either of them, and wanted to unlock “Toor”, then he must first unlock “Yol” in order to unlock “Toor”. Likewise, if a character knew the Words “Yol”, “Toor”, and “Shul” in the Thu'um Fire Breath without having unlocked any of them, and wanted to unlock “Shul”, then must first unlock “Yol” and “Toor” before unlocking “Shul”.
        • As their name suggests, most Shouts are not quiet; aside from whatever effects they may have, the Shout themselves are as loud as a person screaming at the top of their lungs. Certain shouts may end up being even louder due to the nature of their effects.
        • After using a Thu'um, user cannot Shout again until the specified recharge time as passed.
          • For example, if a person Utters two words in the Unrelenting Force Shout, then he cannot use any Thu'um again until 8 rounds have passed.
          [li]The save DCs for Shouts (“Shout DC”) are equal to 10 + 1 ½ character level rounded up of the Thu'um's user.
          • For example, the save DC for a Shout used by a level 4 Fighter would be 16 (10 + 6).

        Shouts list:
        Unrelenting Force
        (click to show/hide)

        Fire Breath

        (click to show/hide)


        Whirlwind Sprint

        (click to show/hide)

        Elemental Fury:

        (click to show/hide)

        Become Ethereal:

        (click to show/hide)


        Throw Voice:
        (click to show/hide)


        Slow Time:

        (click to show/hide)


        Aura Whisper:

        (click to show/hide)


        Animal Allegiance:

        (click to show/hide)

        Clear Skies:

        (click to show/hide)

        Disarm:

        (click to show/hide)

        Dismay:
        (click to show/hide)


        Ice Form:

        (click to show/hide)

        Kyne's Peace:

        (click to show/hide)

        20
          Races

          Dunmer:

          (click to show/hide)

          Altmer:

          (click to show/hide)

          Bosmer:

          (click to show/hide)

          Khajiit:

          (click to show/hide)

          Argonian:

          (click to show/hide)

          Orc:

          (click to show/hide)

          Nord:

          (click to show/hide)

          Imperial:

          (click to show/hide)

          Breton:

          (click to show/hide)

          Redguard:

          (click to show/hide)
          [/list]

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