Demon-Spawn

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Hello everyone.
I need help to build a Cleric of Urgathoa who is focused on the negative channel enery feature. It's feasible without turning her into a Undeath Lord...erm "lady"?

It's a 15pts build, and the race is human. She starts at level 3.

I thought of something like this, tell me what you think.

STR 13 DEX 10 C0N 10 SAB 15 INT 10 CAR 16 (14 +2 for Human)

For Feats I thought that I'd pick "Improved Initiative" and "Improved Channeling" those are the 1st level feat and the Human feat. And for the 3rd level maybe Shatter Resolve, although, probably, it'd be a good idea to get "Selective Channeling" first, for the sake of all those pesky allies that may get in the way. "Power Attack" would be selected (eventually) as well to make good use of the Scythe.

For Domains I though of Divine and Undead. But maybe the Strenght domain is better than Undead in the sense that has a lot of synergy with Divine (buffing yoursel and buffing others at the same time, although Enervation is a pretty cool spell to get).

The ability advancement would be +1 to STR at lvl 4 and then all to WIS.

What do you think guys? Do you have any suggestion?


I love Gnolls without doubt they're my favorite monster, and I think they don't get enough love, as I found the current pseudo-official Gnoll in the Advanced Race Guide a bit lame I created a type of Gnoll that I believe has a bit more of flavor:

GNOLLS
+2 Str, -2 Int, +2 Wis (0 RP): Gnolls are strong and cunning but also slothful.
Speed: Gnolls have a base speed of 30 feet.
Size: Gnolls are Medium creatures and thus receive no bonuses or penalties due to their size.
+1 Natural Armor Bonus (2 RP)
Gnolls have Dark-Vision up to 60 feet. (2 RP)
+2 to Perception (2 RP)
Carrion Sense (1 RP): Gnolls have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Natural Attack: Bite 1d3 (1 RP)
Hatred (1 RP): Gnolls gain a +1 to attack rolls made against elves and humans.
Kneecapper (1 RP): Gnolls gain a +4 racial bonus on combat maneuvers checks to trip an opponent.
Total 10 RP

ALTERNATE RACIAL TRAITS
Subterranean Gnoll: Some gnolls dwell in caverns and grottos, such individuals develop other kind hostilities; they gain a +1 to attack rolls made against monstrous humanoids and derros. In addition they also gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This trait substitutes Natural Attack and Hatred.

I also want to create a class mainly for Gnolls, a Strenght-based caster with self-buffs and a bit of demon-summoning from mid to late levels. But I don't know how exactly do it, I may update this thread in the future when I start to figure that out.


Hello, fellas,
I'm making a world campaign in which orcs and elves are able to produce mixed raced off-springs. I know that this has been done before although I am not so convinced with what I have seen up to know. I messed around a bit with the Advanced Race Guide and I created this:

**Urlogs**

URLOG RACIAL TRAITS
+2 Strenght, +2 Inteligence, –2 Charisma: Urlogs have strong bodies and sharp minds, but they tend to be brutal and sadistic. And even the “best” of them are often amoral.
Medium: Urlogs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urlogs have a base speed of 30 feet.
Dark vision: Urlogs can see in the dark up to 60 feet.
Dual-Minded: Urlogs gain a +2 bonus on all Will saving throws.
Elf & Orc Bood: Urlogs count as both elves and orcs for any effect related to race.
Elven Immunities: Urlogs are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Urlogs receive a +2 racial bonus on Perception skill checks.
Quick Reaction: Urlogs receive Improved Initiative as a bonus feat at 1st level.
Languages: Urlogs begin play speaking Common and Orc. Urlogs with high Intelligence scores can choose from the following: Abyssal, Draconic, Elven, Giant, Gnoll and Goblin.

Urlogs tend to be Barbarians and Witches.

The idea is that they can be playable, I used 9 RP:
Dark vision 2
Dual Minded 1
Elven immunities 2
Keen Senses 2
Static Bonus feat 2

So, what do you guys think?