Talos

Painless

1 Painless +5

2 Nonlethal DR 3/-

3 Uncaring mind +1

4 Retributive rage (attack)

5 Ferocity

6 Painless +10

7 Nonlethal DR 6/-

8 Uncaring mind +2

9 Last stand 1/day

10 Increased damage threshhold -15

11 Painless +15

12 Nonlethal DR 9/-

13 Uncaring mind +3

14 Retributive rage (damage)

15 Increased damage threshhold -20

16 Painless +20

17 Nonlethal DR 12/-

18 Uncaring mind +4

19 Last stand 2/day

20 Increased damage threshhold -25

Painless: The painless gains one extra hit point per character level. Additionally, he gains the listed bonus to any skill checks or saving throws made to resist pain (symbol of pain, Concentration checks to cast spells while taking continual damage, etc.).

Nonlethal DR: The painless can ignore most forms of pain that do not cause real damage. He gains the listed amount of damage reduction against nonlethal damage.

Uncaring Mind: The painless character is so removed from this world that it is difficult to affect his mind with attacks. The character gains the listed bonus to Will saving throws against Enchantment spells and effects.

Retributive Rage: For the painless, the pain that should be caused by wounds is channeled into raw fury instead. Once per round when the painless suffers damage equal to twice his character level from a single attack, he may channel the pain it would cause. His next melee attack gains a bonus equal to his character level. If the painless does not make an attack on his turn, the rage dissipates. Multiple attacks in the same round that would cause retributive rage do not stack. For instance, a 4th-level painless might be hit by an orc’s vardatch for 11 points of damage at the beginning of the round, then suffer 19 points of damage from a fireball later in the round, both before his turn. On his turn, the painless still only gains a +4 bonus to his first attack roll. At 14th level, if the attack hits, the bonus is added to damage as well.

Ferocity: Starting at 5th level, the painless does not fall unconscious when below 0 hit points. He may continue to fight without penalty even while disabled or dying.

Increased Damage Threshhold: The painless can fight on long after others have collapsed and died, remaining alive (though still dying) ujntil he reaches the listed hit points. He dies instantly upon reaching his new damage threshhold.

Last Stand: Once per day at 11th level, a painless character who has suffered damage equal to at least half of his hit point total can declare a last stand as a free action. For one minute the character gains spell resistance 10 + character level, damage reduction 15/–, and energy resistance (all) 30. He may act normally during this time, but at the end of the minute the character drops to one hit point above his damage threshhold and is unconscious. If he does not receive healing before his turn on the next round, he dies. For instance, a 15th-level painless would be able to fight for 10 rounds once declaring his last stand, but at the end of the 10th round he would immediately fall to -19 hit points and would die the next round if he did not receive healing from another source or character before his turn. At 19th level, the character may use this ability twice per day.

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Minotaur racial levels

Hit Die : d10.

Skills
Skill Points at 1st Character Level: (2 + Intelligence modifier) X 4.

Skill Points at Higher Levels: 2 + Intelligence modifier.

Class Skills: The Minotaur’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jum p(Str), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features
Weapon and Armor Proficiency: Minotaurs with levels only in minotaur (no actual class levels) are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and with shields (including tower shields).

Minotaur

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Constitution +1, gore attack
2nd +2 +3 +0 +0 Strength +1, scent, natural armor +1 (stacks with existing)
3rd +3 +3 +1 +1 Strength +1, Constitution +1, increase to Large Size

4th +3 +4 +1 +1 +1 Strength, +1 Wisdom, Powerful Charge
5th +4 +4 +1 +2 +10 feet in ground speed, +1 natural Armor
6th +5 +5 +2 +2 +1 Wisdom, +1 Constitution, +1 natural attacks

Gore : The minotaur gains a gore attack at his highest base attack bonus that deals 1d8 points of damage plus half his Strength modifier. When using the full-attack action with a one- or two-handed weapon, he may choose to also use the gore attack, though the gore attack suffers a –5 penalty on the attack roll.

Powerful Charge : The minotaur gains the powerful charge natural attack. When the minotaur charges, he may use his horns to deliver an attack at his highest base attack bonus (+2 for the charge) that deals 4d6 points of damage plus one and a half times his Strength modifier.

7 commentaires

  1. Talos ne cache nullement le fait qu’il soit eunuque, même s’il en fait rarement mention. Bien qu’avare de commentaires sur la méthode employée ou sur l’âge auquel cela a été pratiqué, à ceux qui lui ont posé la question de pourquoi il a été mutilé de la sorte, Talos répond que dans sa tribu, le 1er fils de chaque famille est destiné à devenir eunuque afin que rien ne puisse l’écarter du devoir sacré qui est le sien, à savoir prendre soin des siens, les protéger et s’assurer de la survie de ses freres et soeurs.

  2. Couronne des Rois-Taureaux

    -> Le porteur peut activer l’aura des Rois-Taureaux et se faire reconnaître comme leur héritier. Toute adversaire situé à moins de 30m doit faire un jet de will (DC 25 + bonus de Cha du porteur) ou être obligé de s’intéresser au porteur de la Couronne, perdant de ce fait son action (standard) pour le tour. Utilisable bonus de Cha/jour

    -> Le porteur bénéficie en permanence d’un bonus inhérent de +5 à ses jets de Diplomacy et Gather Information (+10 envers les Hommes-Taureaux). Il confère égalent un bonus de +3 contre la peur à ses alliés dans un rayon de 3 mètres.

    -> Lorsqu’il porte la Couronne des Rois-Taureaux, le porteur peut à la fin d’une charge (et à l’exclusion de toute autre attaque) porter une double attaque de cornes à son BAB maximum. Un adversaire touché par les deux cornes teste sa Fortitude contre la pus haute valeur de dégâts des deux attaques pour ne pas être sonné pendant 1 round. Utilisable bonus de Cha/jour

    La Couronne des Rois-Taureaux est une relique des temps primitifs faite de cuir, de plumes et de crocs entremêlés. Sans une étude attentive, elle pourrait passer pour un colifichet sans valeur.

  3. PARANGON

    Alignment
    Loyal Good

    Hit Dice
    d10.

    Class skills
    Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

    Skills points
    3 + Int modifier.

    Lvl Bab Fort Ref Will Special
    1 +0 +2 +0 +2 Drift 1,Aura of Good, Power of good, Continual Flame
    2 +1 +3 +0 +3 Drift 1, Lay on hands
    3 +2 +3 +1 +3 Drift 1, Aura of Courage, Message
    4 +3 +4 +1 +4 Drift 1, Discerning Insight
    5 +3 +4 +1 +4 Drift 2, Aid, Neutralize poison
    6 +4 +5 +2 +5 Drift 2
    7 +5 +5 +2 +5 Drift 2, Remove Disease
    8 +6 +6 +2 +6 Drift 3
    9 +6 +6 +3 +6 Drift 3, Magic circle against evil
    10 +7 +7 +3 +7 Drift 3

    Paragon are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
    Aura of Good

    The power of a Paragon’s aura of good (see the detect good spell) is equal to her paragon level.

    Power of Good
    A paragon may attempt to smite evil with one normal melee attack. To do so, he has to make a concentration check with a DC 10 +5/use/day. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paragon level. If the paragon accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up once for that day.

    Lay on Hands
    A Paragon with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paragon level × her Charisma bonus. A paragon may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
    Alternatively, a paragon can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paragon decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

    Aura of Courage
    Paragon gains a +4 bonus to save against fear effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
    This ability functions while the paladin is conscious, but not if she is unconscious or dead.

    Discerning Insight (Ex): A paladin can recognize when a person is trustworthy or not, giving the character a +1 bonus on Sense Motive checks when trying to get a « hunch » about the subject’s personality after a 1-minute conversation (see Sense Motive on page 81 of the Player’s Handbook).

    Remove Disease
    Paragon can produce a remove disease effect, as the spell, X per week.

    Alternate Form (Su): The paragon of light gains the ability to change into an alternate form. This ability is as the alternate form ability, except as follows. She does not change into her natural form if this power is dispelled or suppressed, or if she is killed. A true seeing spell reveals both forms at once. Clothing and armor worn in one form can be melded into the other upon changing forms (so that each form can have its own set of armor or clothing), but other equipment may not be melded.
    The alternate form is exactly like her normal form, except as follows. As she gains levels in the paragon of light class, her alternate form acquires various characteristics, called “drift.”.
    At each paragon of light level, she acquires a certain number of drift points, which are exchanged for characteristics on the following list.

    DRIFT

    Hair or Horns: (good, 1) color becomes, color becomes pure, unnaturally gold or silver.

    Eyes: (good, 1) color becomes gold, silver, violet, green, or sparkling blue (pupils optional); (good2); contain burning flames, can fire a burning ray every 1d4 rounds (1d6 fire, ranged touch 60 feet).

    Skin or Fur: (good, 1) light silver, gold, blue, violet, or green tint, or white sheen; (good, 2) solid color from the above, or opalescent; +2 natural armor bonus.

    Body: (good 2) perfect body, with well-formed muscles and no excess fat or body hair, +2 circumstance bonus to Diplomacy/bluff checks;
    Reproductive organs: (good, 1) no longer needs to urinate or defecate;

    Wings: (good, 2) vestigial, white feathered wings; (good, 3) as above, but large and functional (fly speed as land speed, average maneuverability).

    Aura: (good, 2) emit light as a candle, -4 circumstance penalty to Hide checks; (good 3) emanates a permanent light spell, may be suppressed as a standard action .

    Temperature: (good, 1) physical touch is pleasantly warm; (good, 2) radiates pleasant warmth within 5 feet; (good, 3) warmth extends to 15 feet, warmth within 5 feet is euphoric and mildly addictive;

    Smell: (good, 1) pleasant smell such as jasmine, honey, flowers, or fruit;

    Appetite: (good, 3) no need to eat or drink;
    Special attacks: (good, 3) Ravage (DC 10 + class level + Con modifier, primary and secondary damage 1d6 Dex, transmitted by touch); Affliction (Haunting Conscience, transmitted by touch);

  4. Combat Brute [Tactical]

    You employ strength and leverage to great effect in battle.

    Prerequisites: Improved Sunder, Power Attack, base attack bonus +6.

    Benefit: The Combat Brute feat enables the use of three tactical maneuvers.

    Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.

    Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt (see page 158 of the Player’s Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.

    Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you’re using a two-handed weapon or a one-handed weapon wielded in two hands.

    Special: A fighter may select Combat Brute as one of his fighter bonus feats.

  5. ….et ainsi Talos, derniers des Sombres des plaines, Eunuque guerriers du peuple Taurain, Roi des Minautores, devint à la conaissance de tous le dernier de son espèce.

    La Gloire de la victoire à Ptolus et leTriomphe fait au Arpenteurs d’Eclipse eut un gout amère pour lui, plus que pour tout autre. Et avec tristesse il se dit qu’il avait réussi à graver son nom dans les étoiles, au prix d’être le dernier à pouvoir le lire au coté de nom de ses illustres ancêtres.

    En observant l’horizon se lever, le Roi-taureau senti le vent se lever et lui murmurer que l’espoir est un force invisible, impalpable et fragile mais qu’elle portait en elle la force de changer les Destins et qu’il n’est pas coin si sombre où l’oeil qui s’obstine ne finisse par découvrir une étoile.

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