Wolfram's Special Abilities and Items

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Wolfram's Special Abilities and Items

Post  Admin on Sat Nov 01, 2008 2:36 am

Wolfram Constantine D&D3.5 ed Paladin 2 / Ranger 3
"Champion of Tyr", "Outcast of Valhalla", "Day Walker" and "Son of Fenrir"

Special character abilities gifted by DM:


  • "Tyr's Battle Focus" - +4 morale bonus on all attack and damage rolls against favoured enemies
  • "Immortal" - suffer no setbacks nor benefits from age, never die of natural causes and immune to effects or attacks that may normally age a character.
  • "The Wolf is Man" - Supernatural strength and speed (+4 Strength, +4 Dexterity)
  • "Blood Seeker" - You can see and smell blood in living creatures and most especially your enemies. This confers a sixth sense of sorts that gives you a +2 insight bonus on all attack and damage rolls against surprised, stunned or flat-footed opponents.
  • "Silver Sense" - whenever you enter the presence of silver (within 30') an odd sensation begins to overcome you. Your blood feels like it is burning and your head aches, with your instinct telling you there is danger nearby. The effect may vary according whether the silver encountered is mundane or blessed and the DM will declare when a Will save is required. A failed save may result in anything ranging from mild discomfort to -2 penalties on attacks/saves or blind fear and panic (like a fear spell).
Special items:

  • Longaxe of Valhalla - 4d4 base damage, +3 enhancement bonus on all attack and damage rolls, keen (doubles critical roll threat range), does triple damage on criticals, flaming (+2d6 fire damage when active), Giant Killer (automatically scores a critical on successful attacks versus giants)
  • Throwing Axe of Asgard - 1d6 base damage, +2 enhancement bonus to all melee attack and damage rolls, or +4 enhancement bonus when thrown, triple damage on successful critical, range increment 20", returning (returns to hand at end of same round when thrown).
  • Warhammer of Thor - 1d6 base damage, +2 enhancement bonus to all attack and damage
    rolls, triple damage on successful critical, range increment 20", returning (returns to hand at end of same round when thrown), lightning strike 3/day (activated on command, 6d6 lightning damage - reflex save for half - plus stunned by thunderclap for 1 round if the reflex save is failed).
  • Torc of Defense - This leather arm band, inscribed with runes and blessed by Tyr, confers a +4 enhancement bonus to Armour Class when worn by any martial character class (fighter, ranger, paladin, etc).
  • Amulet of Virile Health - blessed by Freya, this wooden talisman hangs from a thick leather cord and confers automatic fast healing of 2 hit points per round and affords an additional faith bonus of +2 on all saving throws to resist poison and disease effects.
  • Blood of the Nazarene - a small glass vial fitted with a special stopper that permits small droplets of the red liquid contained within to be released. The glass vial is emblazoned with a gold cross and Crossnmarch claims the vial holds the blood of a holy man. When a droplet is applied to any portal (door, window, cave entrance, etc) a magical barrier that impedes transit by evil creatures is created. Affected creatures may, of course, attempt to breach the barrier but may find themselves disintegrated or held at bay. When received the vial held six droplets. One has been used against the cyclops minions in the Ironstone Cavern.
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