User:MisterSinister/Isabela

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Author: MisterSinister (talk)
Date Created: 19th May 2011
Status: Just starting
Editing: Clarity edits only please
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Introduction and Background[edit]

Character Portrait: http://gaminghud.com/wp-content/uploads/2011/04/isabela-dragon-age-2.jpg

Character Voice: http://www.youtube.com/watch?v=8TTNySQqhOQ (at 1.11)

Character Backstory: To come.

References[edit]

Game Rule Components[edit]

Basic Combat Numbers[edit]

Stats: Str 14 (10 base, +4 enhancement), Dex 18 (13 base, +1 level, +4 enhancement), Con 16 (12 base, +4 enhancement), Int 18 (14 base, +4 enhancement), Wis 15 (11 base, +4 enhancement), Cha 20 (15 base, +1 level, +4 enhancement)

Initiative: +8

Speed: 30ft

Attack (chained bisento): +15/+10 (1d12+9 slashing, 19-20/x2)

Attack (hellfire jezzail): +14/+9 (2d6+6 hellfire, 19-20/x2)

AC: 27 (+7 armour, +4 Dexterity, +2 dodge, +4 enhancement), touch 20, flat-footed 23

Saves: Fort +11, Ref +12, Will +13

Hit Points: 94

Special: 4 extra AOOs, blindsense 20ft, uncanny dodge

Progression[edit]

Class Levels: Tome marshal 8

Starting Ability Scores (Before Racial Adjustments): Str 10, Dex 13, Con 12, Int 14, Wis 11, Cha 15

Race (Templates): Human

Starting Racial Traits:

Combat Ability - Bonus Feat: Set to Horde Breaker.

Passive Ability - Skillful.

Utility Ability - Talented: Acrobatics chosen.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Tome marshal +1 +2 +2 +2 Horde Breaker, Phalanx Fighting Battle shout (+4 morale bonus), heal injuries (11 points of healing, 8/day), inspire bravery (+5 bonus) None
2nd Tome marshal +2 +3 +3 +3 None Untiring, magic circle None
3rd Tome marshal +3 +3 +3 +3 Verbose Assault Dispelling glare (+8 bonus), war shout None
4th Tome marshal +4 +4 +4 +4 None Bolster allies, inspire heroism None
5th Tome marshal +5 +4 +4 +4 Sniper Aura of healing (5/day, heals 11 damage/round), project voice None
6th Tome marshal +6 +5 +5 +5 Command Restoration None
7th Tome marshal +7 +5 +5 +5 Street Urchin Heal (5/day), terrible shout (DC 19) None
8th Tome marshal +8 +6 +6 +6 None Delaying glare (DC 19), inspire foolishness None

Class Skills/Chosen Skills[edit]

Class Skills: Athletics, Bluff, Concentration, Diplomacy, Disguise, Intimidate, Jump, Knowledge (all skills, taken individually), Perception, Search, Sense Motive, Stealth

Skill Bonuses: Acrobatics +11 (8 ranks, +3 training, +4 Dexterity, -4 ACP), Athletics +9 (8 ranks, +3 training, +2 Strength, -4 ACP), Bluff +16 (8 ranks, +3 training, +5 Charisma), Jump +9 (8 ranks, +3 training, +2 Strength, -4 ACP), Knowledge (local) +15 (8 ranks, +3 training, +4 Intelligence), Perception, Sense Motive, Stealth +6 (0 ranks, +2 competence, +4 Dexterity)

Feats[edit]

Command [Leadership] You lead tiny men. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You have a Command Rating equal to your Base Attack Bonus divided by five (round up).
  • +1: You can muster a group of followers. Your leadership score is your Base Attack Bonus plus your Charisma Modifier.
  • +6: You are able to delegate command to a loyal cohort. A cohort is an intelligent and loyal creature with a CR at least 2 less than your character level. Cohorts gain levels when you do.
  • +11: With a Swift Action you may rally troops, allowing all allies within medium range of yourself to reroll their saves vs. Fear and gain a +2 Morale Bonus to attack and damage rolls for 1 minute. This is a language-dependent ability that may be used an unlimited number of times.
  • +16: Your allies gain a +2 morale bonus to all saving throws if they can see you and you are within medium range.


Horde Breaker [Combat] You kill really large numbers of people. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
  • +1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
  • +6: You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after the attack.
  • +11: You may generate an fear aura in a 10' radius centered on yourself whenever you reduce an opponent to 0 or fewer hit points in melee. The save DC is 10 + the Hit Dice of the dropped creature. This otherwise functions as a fear spell with a caster level equal to the hit dice of the creature used to trigger it.
  • +16: Opponents you have the Edge against provoke an attack of opportunity from you by moving into your threatened area or attacking you.


Phalanx Fighter [Combat] You fight well in a group. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You may take attacks of opportunity even while flat footed.
  • +1: Any Dodge bonus to AC you gain is also granted to any adjacent allies for as long as you benefit from the bonus and your ally remains adjacent.
  • +6: Charging is an action that provokes an attack of opportunity from you. This attack is considered to be a "readied attack" if it matters for purposes like setting against a charge.
  • +11: You may attack with a reach weapon as if it was not a reach weapon. Thus, a medium creature would normally threaten at 5' and 10' with a reach weapon.
  • +16: You may take an Aid Another action once per round as a free action. You provide double normal bonuses from this effect.



Sniper [Combat] Your shooting is precise and dangerous. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'.
  • +1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples.
  • +6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
  • +11: Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally.
  • +16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon has a 19-20 threat range, increase its critical multiplier by 1.



Street Urchin [Archetype] Prerequisites: 1st level OnlyBenefit: Archetype Feat Bonus are based on Character Level:

  • Character Level 1st: You either lived a honest but tough life or went the easier dirtier route. You 1 additional hit points per level and count as a 1st level Rogue for the purpose of sneak attack, this level is added to any rogue level you have to determine your sneak attack.
  • Character Level 3rd: You gain the Urban favored terrain as a Codex Ranger of your character level. You never gain additional favored terrain but the bonus keep accruing over levels. While in an Urban Environment you also possess Uncanny Dodge as a Barbarian.
  • Character Level 8th: You had your share of petty bullies pushing you around. You gain a +4 bonus on checks made to resist being Bull Rushed, Intimidated, Grappled or Tripped.
  • Character Level 15th: You may have outgrown your lowly youth but it has taught you very useful skills now. You can always act in a surprise round.

Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat you meet the prerequisites.


Verbose Assault [Combat] Make your opponents feel inferior to yourself in every way. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You may use your Charisma modifier in place of your Strength modifier for melee attack rolls.
  • +1: Dashing Leader - When you successfully hit an opponent in melee, all allies, not including yourself, gain a Morale bonus to AC vs that enemy equal to your Charisma modifier until the beginning of your next turn. If an ally uses Dashing Leader vs the same enemy, your use is overwritten and replaced by your ally's. This is a Mind-Affecting Effect.
  • +6: You may add your Charisma modifier to melee damage rolls in place of Strength.
  • +11: Emotional Trauma - On your first melee attack that lands, do an additional number d6s of damage equal to your Charisma modifier if your enemy target successfully attacked an ally of yours in the last round. This is a Mind-Affecting Effect. This can only trigger once per enemy per round.
  • +16: Could Make a Rock Cry - Dashing Leader and Emotional Trauma are no longer considered Mind-Affecting Effects.

Gear[edit]

Other Rules[edit]