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Level 10 Emo Kid
“Gloomy Gus”
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eponymous_ennui Posted:
I’ll post up both PRCs for you when I get home, so you can make an informed decision as to which one you want to progress into. Log in to see images!
Disciple of Dispater
Clbum Skills: Balance, Climb, Disable Device, Disguise, Escape Artist, Hide, Innuendo, Intimidate, Jump, Knowledge (Religion), Listen, Move Silently, Profession, Ride, Search, Spot.
Skill Points: 4 + Int modifier
Saves: All good (starts at 2, +1 at level 2, 4 etc)
BAB: As fighter
Level 1- Device Lore
Ability to find traps made mostly out of metal like a rogue. +2 competency bonus to all Disable Device checks on such devices.
Level 2- Iron Hews
Once per day per Con modifier, you may add +3 divine bonus on damage from attacks made in that round.
Level 3- Rusting Grasp
Once per day, produce rusting grasp as per spell cast by level 15 caster.
Level 4- Iron Power
When using iron/steel weapon, +1 insight bonus on attack and damage rolls. Threat range doubles as if weapon had keen enchantment placed on it.
Level 5- Summon Erinyes
Once per day, summon 1 erinyes as summon monster spell cast by level 15 caster.
Level 6- Greater Iron Hews
Once per day per point of Con modifier, you may add +6 divine bonus on damage from attacks made in that round. While it does not stack with Iron Hews, both abilities are separate and thus may be used independently.
Level 7- Ironskin
Once per day, stoneskin on self as cast by level 15 caster.
Level 8- Iron Power
Replaces previous Iron Power. When using iron/steel weapon, +2 insight bonus on attack and damage rolls. Threat range triples.
Level 9- Summon Erinyes
Replaces previous Summon Erinyes. Once per day, summon 1d4 erinyes as summon monster spell cast by level 15 caster.
Level 10- Iron Body
Once per day, iron body on self as cast by level 18 caster.
And…
Warrior of Darkness
Clbum Skills: Alchemy, Bluff, Climb, Concentration, Hide, Jump, Knowledge (Arcana), Knowledge (Planar), Move Silently, Ride, Scry, Spellcraft.
Skill Points: 4 + Int modifier
Saves: Fort and Will good (starts at 2, +1 at level 2, 4 etc)
BAB: As fighter
Level 1- Black Magic Oil
At level 1, 4, 7 and 10, choose an ability from this list provided your Cha modifier + clbum level is equal or more than the number shown. May not choose an ability more than once. All abilities are permanent.
2: Blind-Fight feat
3-4: Combat Reflexes feat
5-6: Natural Armour bonus +1
7-8: +1 to Str, Dex or Con
9: +10 ft to movement
10: 3/day, +2d6 damage against good creatures
11+: 3/day, may take full-attack action with a move or as move-equivalent
Level 2- Darkling Weapon
With 3 rounds of preparations and alchemical materials worth 50gp, may imbue any weapon with +1 or equivalent enchantment. Only functions while in the hands of the Warrior. Lasts 1 hour per clbum level.
Level 3-
At level 3, 6 and 9, choose an ability from this list provided your Cha modifier + clbum level is equal or more than the number shown. May not choose an ability (except Violent Knowledge) more than once. All abilities are permanent.
3: Violent Knowledge. Pick any fighter bonus feat.
4-6: +1 deflection bonus to AC
7-8: +1 to Wis, Int or Cha
9: tremorsense 60ft
10+: Can grow demon wings from back once per day for 10 minutes per clbum level, fly at normal land speed.
Level 5- Scarred Flesh
Damage reduction 5/+3
Level 8- Repellent Flesh
Spell resistance 20
Phew.
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