Iron Dragon

william Nightmoon's page

Organized Play Member. 459 posts (5,751 including aliases). No reviews. No lists. No wishlists. 30 Organized Play characters. 96 aliases.


Full Name

William Nightmoon

Race

Dragon

Classes/Levels

Necromancer

Gender

Male

Size

medium

Age

n/a

Alignment

Lawful Evil

Deity

none

Location

American Northwest

Languages

English

Occupation

Nerd

Strength 14
Dexterity 13
Constitution 22
Intelligence 20
Wisdom 10
Charisma 18

About william Nightmoon

custom races:

Quillick
This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills.
Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children.
They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick.
Quillick live in freshwater, particularly large lakes where they can build their cities.

Type:Aberration(aquatic)(3RP)
Size: Medium
Speed: 30ft land, swim 30ft (2RP)
Abilities: +2Int, +2Dex, -2Cha
Language: Aquan, Common. Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf
Traits
Lesser spell resistance(2Rp):6+hitdie
Aquatic Camouflage:(1RP) +4 to stealth in/under water.
+4 to swim checks.
Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water.

RP total:12

Chitian
Aberration (3RP)
Size:medium
Speed:30ft
Abilities:+2 Dex,+2Wiz,-2Cha
Languages: xenophobic(0RP): Chitian,bonus:Common, Aklo, Dwarven, Elvish
Traits
Natural armor:(3RP)+2 Natural armor.
Jungle camouflage(1RP):+4 to stealth in forest or jungle
Nimbleness(2RP): gains weapon finesse as bonus feat
Mind thrust: cast mindthrust II 1/day with CL=Hitdie
Incectile climb(6RP):Constant spiderclimb on non-smooth serfaces.+16 to climb checks
Sting: have a sting natrual weapon as a secondary attack. (1d4+1/2xstr)
Minesight (2 RP): Members of this race have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
4-armed(8RP): have four limbs that act as arms

Willowin
Type:plant(10RP)
Size:medium
Speed:20ft(-1rp)
Abilities:+2Con,-2Dex,+2Wis,-4cha(-2rp)
Languages: standard: common, sylvan. Bonus= elven, gnome, aklo,
Traits:
Plant:Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type.(forest) Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.

Sprizi
type:fey(2rp)
Size:tiny (4rp)
Speed:slow:20ft(-1rp)fly:40ft(average)(6rp)
Stats:mixed weakness (-2):+2dex, +2wis, -2Int, -4cha
Languages: standard: Sylvan, Common,Bonus:gnome, elf aklo Terran, draconic, celestial, pyro, aquan

Traits
Lucky(1rp):+1 to all saves
Nereid Fascination (3 RP): Members of this race gain the following supernatural ability: Once per day, a member of this race can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).
Spell-like ability: (2rp)1/day: fog cloud

Dargrim
Type:Dragon (10rp)
Size:large:(7rp)
Speed (-1rp):slow 20ft
Abilities: paragon:+4 str, -2,Wis,Cha, -4Int(-2rp)
Language: xenophobic: draconic. Bonus: common, elf, orc, dwarf
Traits
Natural armor(5rp):(+3AC)
Energy Resistance(1rp):equal to dragon type 5/type
Vestigial Wings (2 RP): Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
Bite:(1rp):1d4+1/2str
Claws:(2rp)

Half-drow/elf:

Abilities: Elven blood (0 RP): +2 to Dex, -2 to Con, and either a +2 to Int or to Cha.

Type: Humanoid (0 RP), half-drow are humanoids with the Elf subtype

size: medium (0 RP), no size modifyers

speed: Normal speed (0 RP):30"

languages: standard (0 RP):half drow begin knowing elven and either common or undercommon, those with high intelligence can learn Common, Undercommon, Orc, Dwarven, Drow sign language, Gnome, Celestial, or Infernal.

Elven Immunities (2 RP):Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Keen Senses(2 RP): Half-drow gain a +2 racial bonus on Perception checks

Weapon Familiarity(2 RP): Half-drow are proficient with longbows (including composite longbows), longswords, Shortswords, and Hand crossbows, and treat any weapon with the word "elven" in its name as a martial weapon.

Spell-Like Abilities(4 RP): A half-drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.

Dark vision 60ft(2 RP):Members of this race can see in the dark up to 60 feet.

Poison Use(1 RP): Drow are skilled in the use of poison and never risk accidentally poisoning themselves

Winged Elves:
the winged elves are said to once have been the cross breed between angels and Elves, some say they are birds who where polymorphed into elves, but kept many of their original traits.

type:Humanoid(elf) 0Rp
size: meduim 0RP
speed:30ft, 50 fly(average) 8rp
stats:Advanced: +4 dex, +2 wis, Cha, Int, -2 Con 4RP
language: standard-start:Common, Elven Bonus: Auren, Orc, Dwarven, Celestial,

Elven Immunities (2 RP): Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Keen Sight(4RP): Winged Elves gain a +2 to perception checks like all elves, however this increases to +4 on sight based checks during the day or in well lit areas

Natural Flyer(2RP): winged elves gain a +2 to fly checks and Fly is always a class skill for them.

Weapon Familiarity:(2RP) winged elves begin with proficiency with longswords, bows, Bolas, and treat weapons of the Elf group as martial weapons.

low light vision(1RP): winged elves can see twice as far as other races in dim light.

Siftsa(small catfolk):

Siftsa are an offshoot of catfolk native to an island. They are commonly mistaken for catfolk children outside of their homeland.

Type:Humanoid(catfolk)
Size:Small
Speed:30ft

Ability modifier:+2dex,+2Cha,-2Str

Lesser Serpentfolk:
this is an adaptation for a low power serpentfolk without the hitdie or high creature rank.

Monstrous Humanoid(Serpentfolk) (3RP)
Medium size
Normal (30ft) speed
Advanced score:+4Dex,+2str,-2Cha (4RP)
Xenophobic language:(begin with serpentfolk, can learn: Common, undercommon, Elven, Sylvan, Draconic, or abyssal

Legless:Serpentfolk are legless and can't be tripped (4RP)

Poison Resistance (3 RP): Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Lesser, spell-like ability: 1/day-Disguise self (humanoids only), Ventriloquism(2RP)

Bite(2RP): 1d4, primary attack

Venomous:(based off toxic)Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.(saliva, and can instead apply it to a bite attack as a free action)(2RP)
Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Lapin(Rabbitmen):

A History:
Lapin are a young race, still in the tribal era of their culture. However they show great promise. Although they are not very smart, they are inventive. They are often found wielding exotic weapons, or blowguns. They often use various poisons, but haven't to develop a good knack quite yet.

Culture: Lapin live in hilled plains and warm forests. They build underground borrows in which they spend most of their time building and scavaging. Most learn to farm at a young age, and almost all are trained with their standard weapons (boomerang and Kukri), although they do worship gods, mostly nature gods.
Their life highly values births, and every child is showered with gifts on the day it's born, and every mother showered with gifts the day she anounces her pregnancy.
Lapin follow a tribal setup, with an elder counsel establishing all the rules and govermental workings.

Relations: Lapin get along best with Halflings and Gnomes, the small humanoids easily fitting right in with them. They are often found near halfling settlements, making trade with the kind homely folk. Unlike halflings, Lapin tend to not travel around alot, and so many halfling settlements merge with them until the halfling move on.
They are relatively accepted by humans, and find dwarves too stubborn for their liking. Elves frighten them, for they remind the Lapin alot of their predator race- Catfolk. Many Catfolk actually don't view Lapin as a people, despite their culture and sentience. Most belive this is an instinctual thing, that catfolk can't really control.

Adventurers Lapin often join Groups of adventurers because they themselves are curious. They fill the roll of Ranger or Rouge, however a Lapin Fighter or Even Socerer aren't often too rare.

Traits
Type:Humanoid(lapin)

Size:Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Speed:Normal-30 feet

Stats:Specialized-(1RP) +2 Dex, +2 Str, -2Int. Lapin are strong and fast despite their small frame, but they have smaller brains and can't comprehend complex things as well as other races, however they still manage to make excellent inovations.

Languages:Common and lapin, Bonus languages: Gnome, Dwarven, Carfolk, Ratfolk, Aklo, Goblin, Sylvan, Undercommon, halfling, giant and teran.

Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or Wood.- Lapin are excellent Crafters, and are known to make excellent throwing weapons.

Poison Healers:(1RP) Lapin get a +2 bonus on heal checks to discern types of poison as well as to treat poisons.

Prey species (based off stalker) (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.- as a more timid and jumpy race, the Lapin often have to be ready for attacks from predators.

Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.- once more the need for survival depends on their instincts.

Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.Can be replaced with Sprinter+Fast - Lapin have strong legs built for long bounds and quick getaways.

Weapon Familiarity×2 (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.-(Boomerang, Bolas, Kukri, Lapin)

Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Total RP:12

Weapon: Lapin combat spurs: (light Exotic) (small)1d3/(medium)1d4 S and P 19-20/x2 Distracting(attached) price:25. These small three pronged blades are attached to the wrists or ankles. Their forward cutting blades act as excellent weapons for bluffing. One can use weapons in the hand while having this equipped but incur a -2 to attack and CMB.

Uruk-Kai:

Type:Humanoid(Orc,Uruk-Kai)

Size:Medium

Speed:30Ft

Stats:Greater Paragon+adv con.:(6RP)+4Str, +2 con,-2Dex,-2Wiz

Languages:Xenophobic: Orcish, Bonus:Common, Elvish, Dwarven,

Ancient foe vs. humans (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to Sunder creatures of that type.

Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race 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).

Light Sensitivity (–1 RP): Prerequisite: Darkvision; Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Free Homunculus:

Type: Construct (20RP)

Jackalfolk:

Type:Humanoid(Jackalfolk)

Size:Medium

Speed:fast(1rp)40ft

Ability Bonus: specialized(1rp), +2Str, +2Dex, -2Int

Language:Standard-Begin with Common and Jackalfolk, bonus: Elven, Catfolk, Dwarven, Celestial, Aklo, Sylvan, Halfling, Orc, Goblinoid, Giant

Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Team Fighting:(2RP) Jackalfolk begin play with a single Teamwork feat of their choice

Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category

Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP.

Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Jackalfolk are proficient with khopesh and all bows.

Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability

Members of this race can take this instead of Swarming
Eternal Hope (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result

Goblin-Kin(Half-human/hobgoblin):

These half breeds are extremely rare, and are typically mistaken for Half-orc's when they are around, however these half-bloods are far more cunning and typically make better sneaks than half-orcs.

Type:Humanoid(Human,Goblinoid)

Size:Medium

Ability Bonus:Human Decent (0Rp): Because of their human heritage Goblin-Kin are very versatile and can fit in a myriad of rolls.

Languages:standard: Goblin-Kin start knowing Common and Goblinoid, those with high intelligence can learn Orc, Dwarven, Giant, Gnoll, Ignan, Gnome, Halfling, and Elven.

Sneaky (5RP): Goblin-Kin share a skill with sneaking with their goblin parents, and have a +4 to stealth checks.

Darkvision 60ft(2RP): Goblinkin have sharp eyes and can see in the dark up to 60ft.

Multitalented(2Rp):At first level Goblin-kin can select two classes, and can gain the favored class bonus from both classes if they ever gain levels in those classes.

Weapon familiarity:(1RP) their upbrimging has caused Goblin-kin to know the ins and outs of a slaver's weapons. Goblin kin are always proficient with Saps and Bolas, and treat Whips as Martial weapons.

Alternative Traits

Slave-born: These Goblin-Kin are the decended of slaves in the hobgoblin slave pits, and due to a live in slavery are more accustomed to that type of work. These Goblin-Kin get a +2 to Profession (Miner), and get a +2 to Fort saves to avoid Fatigue. This replaces weapon familiarity

Flame Scarred: These Goblin-Kin share a similar fasination with fire as their goblin parent. They have scarred their bodies with the constant exposure to flame and have unfortunately marred their eyes. These goblin-kin get a +1 to Natural armor but are no-longer able to see in the dark. This replaces darkvision.

Pit-fighter: These Goblin-Kin where put to work in the fighting pits at a young age, and are better at avoiding and maintaining Grapples. These goblin-kin get a +2 to all grapple checks, this replaces multitalented.

Half-orc/elf:

Type: Humanoid(Elf,Orc)
Size: Medium
Speed; Normal(30ft)

Ability scores: (standard) +2 Str, +2Int, -2 Cha: half-elf/orcs inherit the intelligence of their elven kin, as well as the strength of their Orcish breathren. However their orc blood often causes them to lack social ability

Mantis:

Manits appear as an upright Praying mantis

Type: Abberation(3rp)
Size:Medium