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Posted: Tue Feb 10, 2009 9:26 am
Saporian Small Monstrous Humanoid Hit Dice: 2d8-2(6 HP) Initiative:+5 Speed: 20ft, 15ft climb AC: 14 (+1 Dex, +2 Leather Armor, +1 Size) Attacks: 2 hands+tail(weopons) and bite+ melee(1d4) Face/Reach: 5ft by 5ft/5ft Special Attacks: NA Special Qualities: Magesight, Magewave, Darkvision 30ft Saves: Fort -1, Ref +4, Will +3 Abilities: Str 8, Dex 12, Con 8, Int 10, Wis 10, Cha 12 Skills:Escape Artist+2, Jump+9(+10 Natural), Move Silently+3, Hide+5, Feats:Improved Initiative Climate/Terrain: Temperate Forest Organization: Solitary, Pair, Troop(4-8 ), or Colony(30-50) Challenge Rating:1 Treasure: Standard Alignment: Usually Nuetral Advancement: By Character Class Lvl Adj:+1
Magesight: Ability to see the Fluctuation(Strength) of supernatural energies in the area of sight. Magewave: Ability to redirect Supernatural Fluctuation to a beneficial effect: fluctuation|Bonus|example 1-5 |+1 |A forest(nature) 6-10 | +2 |A High lvl fireball(fire) 11-15 | +3 |The plane of arcana(arcane) 16-20 |+4 |Frost Sorceror's Tower(Cold) 21+ | +5 |The Kingdom of the Lord or Hell/Heaven(unholy/holy) energy type|Bonus Type fire |deals damage to attackers(non elemental) cold |grants DR/- nature |grants NA arcane |grants Deflection Bonus to AC holy |grants FH unholy |Touch attack Deals Damage(starts at d3 and works up)
Spells can also generate this energy. if it deals damage, whatever type of damage dealt is the type(fire=fire/cold=cold/lightning=nature/sonic and nonelement=arcane/positive=holy/negative=unholy) at the point of impact, it generates whatever the damage is/10(rounded). every 5 feet around, it generates -1 from the previous one next to it(so, if a fireball deals 33 damage, there is a 3 fluctuation at the point of impact, 2 five feet away, and 1 10 feet away). this energy lasts for 3 rounds after the impact of the spell. creatures can also generate this energy, but not very much.
Saporians look like monkeys that seems to fluctuate in color while not being directly looked at. the color range while being looked at ranges from black to brown. They stand anywhere from 2'0" to 2'6" and weigh about 15 to 30 lbs. Saporians speak common and Neverendal. Bonus Languages: any
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Posted: Tue Feb 10, 2009 9:27 am
Saporian Elder Hit Die:d4 Requirements Ability to cast 2nd Level Arcane or Divine Spells Skills:Spellcraft:8 ranks Must be Saporian Class Skills: Concentration, Craft, Heal, Hide, Jump, Knowledge(all), Listen, Move silently, Profession, Sense Motive, Spellcraft, Spot Skill Points:4 + Int Modifier Class Features: bad BAB, Fort, and Ref good Will Great Mind: Every Level, the Elder gains a +2 bonus to the Ability that aids him in casting spells.(Int, Wis, or Cha) Danger Sense: and 1st Level, the Elder gets a Sense motive Check whenever there will be danger in the next 5 minutes to him. DC is decided by DM Vision: starting at lvl 3, While an Elder sleeps(or rests) they gain a vision of one event of the next day per class lvl Compass:Starting at lvl 5, the Elder always knows which direction is north. Convince:Starting at lvl 7, the Elder knows how to speak in such a way to convince people of doing something while speaking of one of their prophecies or visions. they gain a +2 to diplomacy while doing this Prophecy:At lvl 10, the Elder can make prophetic visions. The process takes a time determined on how far into the future the Elder wishes to see. it takes 1 hour per day into the future, and shows all events on the day of the vision chosen, no days in between.
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Posted: Wed Apr 21, 2010 4:40 am
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Posted: Thu Apr 22, 2010 3:17 am
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Posted: Sat Jun 19, 2010 5:31 am
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Posted: Mon Jul 19, 2010 1:27 pm
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Posted: Tue Sep 21, 2010 9:43 pm
sorry, kinda left and got on with my life. Besides, this post wasnt even for a game, so why did you ask?
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Posted: Wed Sep 22, 2010 7:51 am
Froscythe sorry, kinda left and got on with my life. Besides, this post wasnt even for a game, so why did you ask? Because she's ******** annoying.
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