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    Submitting Character Description to Atlas: Rhuobhe

    RHUOBHE THE MANSLAYER CR 33
    Male Elf Ftr/Wiz/Scion of Azrai 16/15/2
    (1st 20 levels Ftr/Wiz/Sci 14/4/2)
    NE Medium-size (7” tall) awnshegh
    Init +10; Senses: Alertness, Enhanced sense, Eyes sensitivity(True Seeing), Low-light Vision; Listen +xxx, Spot +xxx
    Aura: Divine Aura
    Languages: Sidhelien, Anuirean, Andu, Rjuven, Vos, Karamhul, Goblin, Orog.
    AC 34/30 (+8armor+4shild+6dex+6natural) touch 16, flat-footed 28/24;( Dodge, Mobility)
    hp 294 (16d10+15d4+2d6+132+3+23); fast healing 3;
    DR 10/magic
    Immune: Aging attacks, Invulnerable to arrows, Normal disease, magic sleep
    Resist -; SR 22
    Fort +21 (+9f+1w+6 ep+4con+1blood), Ref +19 (+4f+1w+3s+6ep+6dex), Will +12 (+4f+4w+6ep+2 wis+1 blood) +2 enchantment (elf)
    +10 vs enchantment spells and spell-like effects.
    +8 vs fear that allow saves.
    +4 vs necromancy spells.
    +4 vs level-draining attacks.
    Weakness: Eyes sunlight vulnerability
    Spd 40 ft. (8 squares),
    Melee Hartspiller +34(+24base+5str+4magic+1feat) (1d10+13 (5str+4magic+4feat)/17-20/x2)
    Ranged Winged Death +36 (+24base+6dex+5magic+1feat) (1d8+9 4feat+5magic+ Fort DC 37 or 1d6 /19-20/x3)
    Base Atk +24 (+14 f +2 w+1s +7 ep); Grp +29
    Attack Options Cleave, Combat Reflexes, Berserker’s Blood, Power Attack, Spring Attack
    Combat Gear:Hartspiller (Bastard Sword +4 Lives Stealer), Winged Death (Longbow +3 ), Glaiverbreaker (Mithral Chain Shirt +4), Anger Turing ( +3 Shild),
    Spells Prepared (4/6/6/5/5/5/4/2/1): DC 16+level
    +2 DC enchantment [charm]
    8th-Planar Binding, Greater
    7th-Prismatic Spray, Power Word Blind
    6th-Disintegrate, Chain Lightning, Freezing Sphere, Summon Monster VI
    5th-Contact Other Plane, Dismissal, Dominate Person , Planar Binding, Lesser, Telekinesis
    4th- Animate Dead, Charm Monster, Globe of Invulnerability, Lesser, Ice Storm, Fire Shield Polymorph
    3rd-Dispel Magic, Blink, Fly, Haste, Lightning Bolt
    2nd-Blindness/Deafness, Levitate, Fog Cloud, Spider Climb Web, Whispering Wind
    1st-Charm Person, Chill Touch, Feather Fall, Jump, Magic Missile x2
    Spell-Like Abilities (CL th):
    3/day— fear (touch)
    Bloodline: Azrai, true, 95
    Blood Abilities: 5/5/4 Alertness (minor),Battlewise (major), Berserker’s Blood(Grate), Bloodform (major),Detect Illusion(minor), Divine Aura(major), Enhanced sense (major),Fear (minor), Heightened Ability - Intelligence (minor), Iron Will(minor), Major Resistance – Charm(Grate), Major Resistance - Magical Attacks (grate), Regeneration (great) Resistance (major)
    Abilities Str 20, Dex 22, Con 18, Int 22, Wis 14, Cha 13 (17 elf / 9 non-elf)
    SQ Nature Stride
    Feats:26: Alertness, Battle Caster, Crate Magic Arms and Weapons, Cleave, Combat Casting,Combat Reflexes, Dodge, Elven Artesian, Elven Voice, Exotic Weapon Proficiency (Bastard Sword), Improved Critical(Bastard Sword), Improved Critical(Long Bow), Improved Initiative, Mobility, Power Attack,Quicken Spell, Scribe Scroll, Spellsong Mastery, Spring Attack, Still Spell, Weapon Focus (Bastard Sword), Weapon Focus (Long Bow), Weapon Specialization (Bastard Sword), Weapon Specialization(Long Bow), Weapon Specialization, Greater(Bastard Sword), Weapon Specialization, Greater(Long Bow).
    Skills : Bluff +21/+17, Climb +8, Concentration +21, Craft(Weaponsmiting) +26, Craft(Armorsmiting) +26, Decipher script +14, Diplomacy +5/+1, Handle Animal +8, Gather Information +10, Intimidate +28, Jump +13, Knowledge(Arcana) +20, Knowledge(Bloodlore) +12, Knowledge(Plans) +10, Knowledge(N&R) +16, Lead +23, Listen +24, Perform (Singing) +6, Ride (Dex) +18, Spellcraft +25, Search +8, Spot +24, Swim (Str) +9, Survival +8, Warcraft +35
    Possessions: Hartspiller (Bastard Sword +4 Lives Stealer): This Bastard Sword always performs as a +4 Bastard Sword, but it also has the power to draw the life force from an opponent. A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded, Glaiverbreaker (AC 8 Max Dex 6 ACP 0 ACF 10%)(Mithral Chain Shirt +4), Winged Death (Longbow +3), Anger Turing ( +3 Shild),


    Alertness: The Rhuobhe gains an additional move action during surprise rounds in which they would normally gain only a standard action, and a standard action during surprise rounds in which they would normally gain no action.
    This blood ability is considered an extra-ordinary ability.
    Battlewise: The Rhuobhe gains a +2 bonus to their effective character level when determining the EL of a Hero's unit of which they are a part (refer to Chapter Six: Armies and Warfare).
    In addition, as long as the scion is on the field of battle, all allied units gain a + 4 bonus to morale. This bonus is equivalent to the bonus that the scion would normally provide to a unit under their direct command
    Berserker’s Blood:When a scion with the Berserker’s Blood ability suffers enough damage that his hit points fall to half of his normal maximum, he can choose to go into a berserk fury. The scion gains a +6 to Strength, +6 to
    Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the berserk fury. The increase in Constitution increases the scion’s hit points by 3 per level, but any damage suffered while in this fury remains when the scion's Constitution score returns to normal. While in his fury, the scion cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He cannot use ranged weapons. He can use feats, with the exception of expertise, item creation feats, or metamagic feats. While in a fury the scion attacks continuously until no foes remain. A scion attacks each foe single-mindedly, not withdrawing until the foe is slain. In order to avoid attacking a friend or innocent bystander, the scion must make a Will save (DC 15 + the number of rounds already spent in the fury).
    A fit of berserker’s fury lasts for a number of rounds equal to 3 + the scion’s (raged) Constitution modifier. The scion can not end the fury prematurely. If there are no longer any surviving flesh and blood opponents in sight, the scion randomly attacks walls, rocks, trees, doors, or anything else on which he can take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, -2 to Dexterity, can’t charge or run) for the duration of the encounter. The scion can only fly into a fury once per day.
    Bonus hit points ( Regent)
    Divine Aura: Influence non-blooded characters. Divine aura marks the character as a scion of power. The Divine Aura’s effect is a +2 bonus to Charisma-based skills. Enthrall non-blooded characters: The scion can enhance his aura once per day with one round of concentration (a full round action). The scion can enthrall (as per the spell of the same name) any non-blooded creatures.
    Invulnerable to arrows: The blood of Azrai has somehow alterd Rhuobhe so that he cannot be harmed by arrows, quarrels or other propelled missiles. Though catapults, daggers and axes can injure him, arrows bounce from his skin with no effect.
    Charisma Focus (+4 elf / -4 non-elf)
    Crate Arrows: Rhuobhe need not carry a quiver of arrows wih him, for he can summon holts of energy from the air. The incandescent blue bolts are treated as +5 enchanted weapons. When these arrows hit, the target must make Fort save DC 37 or suffer an additional 1d6 points od damage
    Elf racial traits
    Eyes sensitivity: True Seeing and Sunlight vulnerability: Nothing invisible escapes his milky eyes. They strip away subterfuge and illusions to reveal the heart of mater as True Seeing spell, forcing Rhuobhe’s enemies to combat him open. However, his sensitive eyes can not tolerate bright light; in highly illuminated areas, he recives a –4 Attack And Spot penalty. He can no longer walk in the daylight world as he was wont to do before his transformation. He is a creature if the twilight now and he curses those who have the ability to enjoy the day.
    Foe Hunter The Rhuobhe gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.
    Improved Spellsong No Arcane Spell Failure
    Last edited by hazard; 09-22-2005 at 02:26 AM.
    Vosgaard's Veliki hrast.

  2. #2
    Birthright Developer Raesene Andu's Avatar
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    Ok, couple of quick notes.

    He isn't large, despite his Awnshegh status, Rhuobhe is still a normal medium-sized elf. His appearance hasn't changed that much (perhaps because he is an elf, not human or other race).

    He was originally a level 16 fighter, level 15 wizard wasn't he? Why remove the 2 levels of wizard?

    Hp (calculated at max for 1st level, average for rest of levels, plus con bonus) would be 121 + 132 = 252, so you are pretty much right on the money there.

    In the original 2E writeup, you needed +3 or above weapons to hit him. This would obviously translate into DR in 3.5. You will need to include this.

    I'm sure other people will give you more comments, but those are my initial thoughts.
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    He was originally a level 16 fighter, level 15 wizard wasn't he? Why remove the 2 levels of wizard?

    I am just useing you instructions from Submitting Characters Descriptions to Atlas??? this is copy from there:

    * Rhuobhe (NE male awnshegh, Ftr 16/Wiz 13/Scion 2 [Azrai, true, 95])
    Vosgaard's Veliki hrast.

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    Birthright Developer Raesene Andu's Avatar
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    Quote Originally Posted by hazard
    I am just useing you instructions from Submitting Characters Descriptions to Atlas??? this is copy from there:

    * Rhuobhe (NE male awnshegh, Ftr 16/Wiz 13/Scion 2 [Azrai, true, 95])
    Ah, well that is an error on my part then, he should still be a level 15 wizard. I cut and pasted that info without checking.
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    Finally

    RHUOBHE THE MANSLAYER CR 33

    Male Elf Ftr/Wiz/Scion of Azrai 16/15/2

    NE Medium-size (7” tall) awnshegh

    Init +10; Senses: Alertness, Enhanced sense, Eyes sensitivity(True Seeing), Low-light Vision; Listen +24, Spot +24

    Aura: Divine Aura

    Languages: Sidhelien, Anuirean, Andu, Rjuven, Vos, Karamhul, Goblin, Orog.
    AC 34/30 touch 16, flat-footed 28/24;( Dodge, Mobility)

    hp 294 (16d10+15d4+2d6+132+3+23); fast healing 3;

    DR 10/magic

    Immune: Aging attacks, Invulnerable to arrows, Normal disease, magic sleep

    Resist -; SR 22

    Fort +21, Ref +19, Will +12
    +10 vs enchantment spells and spell-like effects.
    +8 vs fear that allow saves.
    +4 vs necromancy spells.
    +4 vs level-draining attacks.

    Weakness: Eyes sunlight vulnerability

    Spd 40 ft. (8 squares),

    Melee Hartspiller +34 (1d10+13/17-20/x2)

    Ranged Winged Death +36 (1d8+9 + Fort DC 37 or 1d6 /19-20/x3)

    Base Atk +24; Grp +29

    Attack Options Cleave, Combat Reflexes, Berserker’s Blood, Power Attack, Spring Attack

    Combat Gear:Hartspiller (Bastard Sword +4 Lives Stealer), Winged Death (Longbow +3 ), Glaiverbreaker (Mithral Chain Shirt +4), Anger Turing ( +3 Shild),

    Spells Prepared (4/6/6/5/5/5/4/2/1): DC 16+level
    +2 DC enchantment [charm]

    8th-Planar Binding, Greater
    7th-Prismatic Spray, Power Word Blind
    6th-Disintegrate, Chain Lightning, Freezing Sphere, Summon Monster VI
    5th-Contact Other Plane, Dismissal, Dominate Person , Planar Binding, Lesser, Telekinesis
    4th- Animate Dead, Charm Monster, Globe of Invulnerability, Lesser, Ice Storm, Fire Shield Polymorph
    3rd-Dispel Magic, Blink, Fly, Haste, Lightning Bolt
    2nd-Blindness/Deafness, Levitate, Fog Cloud, Spider Climb Web, Whispering Wind
    1st-Charm Person, Chill Touch, Feather Fall, Jump, Magic Missile x2

    Spell-Like Abilities (CL th):
    3/day— fear (touch)

    Bloodline: Azrai, true, 95

    Blood Abilities: 5/5/4 Alertness (minor),Battlewise (major), Berserker’s Blood(Grate), Bloodform (major),Detect Illusion(minor), Divine Aura(major), Enhanced sense (major),Fear (minor), Heightened Ability - Intelligence (minor), Iron Will(minor), Major Resistance – Charm(Grate), Major Resistance - Magical Attacks (grate), Regeneration (great) Resistance (major)

    Abilities Str 20, Dex 22, Con 18, Int 22, Wis 14, Cha 13 (17 elf / 9 non-elf)

    SQ Nature Stride

    Feats:26: Alertness, Battle Caster, Crate Magic Arms and Weapons, Cleave, Combat Casting,Combat Reflexes, Dodge, Elven Artesian, Elven Voice, Exotic Weapon Proficiency (Bastard Sword), Improved Critical(Bastard Sword), Improved Critical(Long Bow), Improved Initiative, Mobility, Power Attack,Quicken Spell, Scribe Scroll, Spellsong Mastery, Spring Attack, Still Spell, Weapon Focus (Bastard Sword), Weapon Focus (Long Bow), Weapon Specialization (Bastard Sword), Weapon Specialization(Long Bow), Weapon Specialization, Greater(Bastard Sword), Weapon Specialization, Greater(Long Bow).

    Skills : Bluff +21/+17, Climb +8, Concentration +21, Craft(Weaponsmiting) +26, Craft(Armorsmiting) +26, Decipher script +14, Diplomacy +5/+1, Handle Animal +8, Gather Information +10, Intimidate +28, Jump +13, Knowledge(Arcana) +20, Knowledge(Bloodlore) +12, Knowledge(Plans) +10, Knowledge(N&R) +16, Lead +23, Listen +24, Perform (Singing) +6, Ride (Dex) +18, Spellcraft +25, Search +8, Spot +24, Swim (Str) +9, Survival +8, Warcraft +35

    Possessions: Hartspiller (Bastard Sword +4 Lives Stealer): This Bastard Sword always performs as a +4 Bastard Sword, but it also has the power to draw the life force from an opponent. A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded, Glaiverbreaker (AC 8 Max Dex 6 ACP 0 ACF 10%)(Mithral Chain Shirt +4), Winged Death (Longbow +3), Anger Turing ( +3 Shild),


    Alertness: The Rhuobhe gains an additional move action during surprise rounds in which they would normally gain only a standard action, and a standard action during surprise rounds in which they would normally gain no action.
    This blood ability is considered an extra-ordinary ability.

    Battlewise: The Rhuobhe gains a +2 bonus to their effective character level when determining the EL of a Hero's unit of which they are a part (refer to Chapter Six: Armies and Warfare).
    In addition, as long as the scion is on the field of battle, all allied units gain a + 4 bonus to morale. This bonus is equivalent to the bonus that the scion would normally provide to a unit under their direct command

    Berserker’s Blood:When a scion with the Berserker’s Blood ability suffers enough damage that his hit points fall to half of his normal maximum, he can choose to go into a berserk fury. The scion gains a +6 to Strength, +6 to
    Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the berserk fury. The increase in Constitution increases the scion’s hit points by 3 per level, but any damage suffered while in this fury remains when the scion's Constitution score returns to normal. While in his fury, the scion cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He cannot use ranged weapons. He can use feats, with the exception of expertise, item creation feats, or metamagic feats. While in a fury the scion attacks continuously until no foes remain. A scion attacks each foe single-mindedly, not withdrawing until the foe is slain. In order to avoid attacking a friend or innocent bystander, the scion must make a Will save (DC 15 + the number of rounds already spent in the fury).
    A fit of berserker’s fury lasts for a number of rounds equal to 3 + the scion’s (raged) Constitution modifier. The scion can not end the fury prematurely. If there are no longer any surviving flesh and blood opponents in sight, the scion randomly attacks walls, rocks, trees, doors, or anything else on which he can take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, -2 to Dexterity, can’t charge or run) for the duration of the encounter. The scion can only fly into a fury once per day.
    Bonus hit points ( Regent)

    Divine Aura: Influence non-blooded characters. Divine aura marks the character as a scion of power. The Divine Aura’s effect is a +2 bonus to Charisma-based skills. Enthrall non-blooded characters: The scion can enhance his aura once per day with one round of concentration (a full round action). The scion can enthrall (as per the spell of the same name) any non-blooded creatures.
    Invulnerable to arrows: The blood of Azrai has somehow alterd Rhuobhe so that he cannot be harmed by arrows, quarrels or other propelled missiles. Though catapults, daggers and axes can injure him, arrows bounce from his skin with no effect.

    Charisma Focus (+4 elf / -4 non-elf)

    Crate Arrows: Rhuobhe need not carry a quiver of arrows wih him, for he can summon holts of energy from the air. The incandescent blue bolts are treated as +5 enchanted weapons. When these arrows hit, the target must make Fort save DC 37 or suffer an additional 1d6 points od damage

    Elf racial traits

    Eyes sensitivity: True Seeing and Sunlight vulnerability: Nothing invisible escapes his milky eyes. They strip away subterfuge and illusions to reveal the heart of mater as True Seeing spell, forcing Rhuobhe’s enemies to combat him open. However, his sensitive eyes can not tolerate bright light; in highly illuminated areas, he recives a –4 Attack And Spot penalty. He can no longer walk in the daylight world as he was wont to do before his transformation. He is a creature if the twilight now and he curses those who have the ability to enjoy the day.

    Foe Hunter The Rhuobhe gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.

    Improved Spellsong No Arcane Spell Failure
    Vosgaard's Veliki hrast.

  6. #6
    Birthright Developer irdeggman's Avatar
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    A few comments:


    Did you mean this feat vice Improved Spellsong? Make sure you use the revised/sanctioned versions of Chap 1 and 2.



    Spellsong Mastery [Metamagic, Racial]

    You are a master in the art of the ancient Sidhelien spellsong.

    Prerequisites: Elven Voice, Still Spell

    Benefits: You may cast any arcane spell that can be cast as a still spell without using somatic components by increasing the verbal components. Thus, spellsongs are not subject to arcane spell failure. Spells cast using spellsong are cast at their normal spell level but take more time to cast. If the spell's normal casting time is 1 action, casting the spell as a spellsong requires 1 full round casting time. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Non-spontaneous casters must prepare a spell as a spell song version in order to cast it in this manner. At the time of casting though the caster may change his mind and instead cast the spell as a normal version. That is it has somatic components but doesn’t have a longer casting time. Spontaneous spellcasters follow the normal rules for casting meta-magic versions of their spells. Spells cast in this manner may not be cast as quickened spells.



    Don't include write ups of the blood abilities (i.e., what they do) this can be gained from the info in Chap 2 of the BRCS and just takes up unnecessary space.

    Add a scion class level 3 for a true bloodline. {this was from the proposal to determine the method for building awnsheghlien}


    The Scion of Azrai Table from Chap 2 of the BRCS will be modified as follows, to incorporate a level for a scion with a true bloodline.





    3rd level: BAB +1; Fort/Reflex/Will Save +0 (see text for class); +12 to bloodscore, + 6 to Leadership score; max scion class level for a character with a true bloodline



    He is an epic level character and thus needs to follow the epic rules. They are included in the SRD so are readily available now - no special purchase required. This affects BAB and saves in this case since none of his classes are epic level only the character.





    Epic Save Bonus: A character’s base save bonus does not increase after character level reaches 20th. However, the character does receive a cumulative +1 epic bonus on all saving throws at every even-numbered level beyond 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Any time a feat, prestige class, or other rule refers to your base save bonus, use the sum of your base save bonus and epic save bonus.



    Epic Attack Bonus: Similarly, the character’s base attack bonus does not increase after character level reaches 20th. However, the character does receive a cumulative +1 epic bonus on all attacks at every odd-numbered level beyond 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Any time a feat, prestige class, or other rule refers to your base attack bonus, use the sum of your base attack bonus and epic attack bonus.



    I strongly recommend avoiding write ups of awnsheghlien currently. We really need to determine the method for "building" them. We had a poll previously but it ended in pretty much of a deadlock. I haven't pursued getting it resolved again but will soon.

    P.S. Fiftyone ran into all kinds of trouble/aggrevation when he tried to write up awnshegh characters - mostly because of the lack of agreement on the style/mechanics to handle them.
    Duane Eggert

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