NeoExodus Monsters of NeoExodus - Exodite.pdf

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Monsters of NeoExodus: Exodite
LPJ9692
monsters of neoexodus:
exodite
Description
A tall, ebon-skinned humanoid stands
before you; his loose trousers and heavy
cloak do not conceal a leanly muscular
body, elf-like pointed ears, nor the ritual
scars marking it. His eyes, black pits of
night, watch you warily.
Exodites are the most common of the
races who once ruled Exodus, collec-
tively called the First Ones. They may
be Exodus’s first inhabitants; certainly
they believe they will be its last.
A hard, cruel people, exodites devote to
perfecting their bodies and minds and
consider anyone who does not share
this passion little better than an
animal. The religious among
them believe they have the
potential to reach a state
of perfection rivalling
that of their bloody god,
Khayne.
Outside of the hidden
enclaves where the
surviving First Ones
dwell, exodites act as
spies, assassins and
bodyguards, moving
through the shadows of
Exodus.
Exodites speak their own
language and common.
Written By Joshua Cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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monster of NeoExodus: Exodite
Exodite - CR1
Male Exodite Warrior 1
Usually Lawful Evil Medium Humanoid ( Exodite,
First One )
Init: +2 Senses Darkvision 120 ft.; Listen +0, Spot
+0.
Languages: Exodite, Common.
AC: 15, touch 13, flat-footed 12 ( +2 Dex, +3 armor )
hp: 5 ( 1 HD )
Save: Fort +2, Ref +4, Will +0
Speed: 30 ft. ( 6 squares )
Melee: Exodite bladestaff +4 ( 1d6+3/19-20 )
Melee: Exodite bladestaff +2/+2 ( 1d6+1/19-20 )
Ranged: Dart +3 ( 1d4+2 )
Space: 5 ft; Reach 5 ft.
Base Atk: +1; Grp +3
Special Actions: Shadow Jump 10 ft.
Abilities: Str 14, Dex 15, Con 10, Int 8, Wis 11, Cha
9
SQ: Exodite traits.
Feats: Stealthy.
Skills: Jump +4, Hide +4, Move Silently +2, Tumble
+3.
Possessions: Masterwork exodite bladestaff, 20 darts,
masterwork studded leather armor, cloak and 25 gp.
Exodites are better assassins and duelists than combat
soldiers; despite their intense personal discipline, they
chafe under orders - especially from a commander
they do not personally respect - and cannot use their
abilities to best effect when fighting in ranks. Thus,
most exodites fight alone or with non-exodite allies
such as other First Ones or humanoid mercenaries.
The Exodite Bladestaff
Exodites favor a weapon of their own devising, called
the bladestaff. It is not the most powerful weapon in
Exodus, but it is perhaps the most versatile.
The exodite bladestaff is a two-hand exotic double
weapon. Its primary claim to fame is that, by shifting
his grip, its wielder can deal slashing, piercing or
bludgeoning damage with either end.
The exodite bladestaff is a special monk weapon.
Exodites treat it as a martial rather than exotic
weapon, and all exodites with monk levels are profi-
cient in its use.
Exodite bladestaves cannot be bought by outsiders; on
the black market, they typically sell for about 300 gp.
Bladestaff, exodite
Damage ( S ): 1d4/1d4
Damage ( M ): 1d6/1d6
Critical: 19-20
Type: S,P,B
Shadow Jump ( Su ): Exodites can travel between
shadows as if by means of a dimension door spell.
The limitation is that the magical transport must begin
and end in an area with at least some shadow. An
Exodite can jump up to a total of 10 feet per level
each day in this way. At higher levels, this amount can
be split among many jumps, but each one, no matter
how small, counts as a 10-foot increment.
Exodite Characters
Exodites improve by advancing in character classes.
Most exodites encountered on mainland Exodus are
monks or rogues serving the First Ones.
An exodite’s favored class is monk, and most exodite
leaders are monks.
Combat
Exodites are fierce combatants, taming their volatile
tempers with martial discipline and unleashing both
on their enemies.
The exodite warrior presented above had the
following ability scores before racial adjusments: Str
12, Dex 13, Con 10, Int 8, Wis 11, Cha 9.
Exodites fight without any sense of honor; they are
perfectly willing to use any dirty trick imaginable
to bring down a target. However, they are far from
cowardly, and will fight to the death, relishing battle
against worthy foes.
Exodite Paragon -
CR4
Male Exodite Paragon 3
Usually Lawful Evil Medium Humanoid ( Exodite,
First One )
Init: +4 Senses Darkvision 120 ft.; Listen +2, Spot
+2.
Languages: Exodite, Common.
Because they have a unique connection to the Plane
of Shadow, exodites can briefly pass between areas of
shadowy illumination; the creatures use this ability to
get the drop on their foes or to escape from a losing
battle.
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monster of NeoExodus: Exodite
AC: 17, flat-footed 13, touch 17 ( +4 Dex, +2 Wis, +1
armor ); 20% miss chance in shadowy areas.
hp: 17 ( 3 HD )
Save: Fort +3, Ref +9, Will +4
Speed: 30 ft. ( 6 squares )
Melee: Exodite bladestaff +7 ( 1d6+4/19-20 )
Melee: Exodite bladestaff +5 ( 1d6+3/19-20 ) and
exodite bladestaff +5 ( 1d6+1/19-20 )
Ranged: Dart +7 ( 1d4+2 )
Space: 5 ft; Reach 5 ft.
Base Atk: +3; Grp +5
Attack Options: Flurry of blows ( -2 to hit, extra
unarmed or bladestaff attack ).
Special Actions: Shadow Jump 30 ft.
Abilities: Str 15, Dex 19, Con 12, Int 10, Wis 14, Cha
8
SQ: Exodite traits.
Feats: Cloak of Shadows, Two-Weapon Fighting,
Weapon Focus ( exodite bladestaff ).
Skills: Hide +12 ( +14 in shadowy areas ), Intimidate
+5, Move Silently +10, Tumble +10.
Possessions: +1/+0 exodite bladestaff, 20 masterwork
darts, bracers of armor +1 and cloak.
physically powerful foes by Shadow Jumping behind
enemy lines.
If imperilled, an Exodite Paragon takes advantage of
his ability to use Shadow Jump as a swift action to
escape.
New Feat
Cloak of Shadows - Exodite
You are wreathed in shadowy power, making you
difficult to detect or strike.
Prerequisites: Shadow Jump 30 ft. or more, Cha 13+.
Benefits: As long as you remain in an area of at least
partial shadows, you get a +2 circumstance bonus on
Hide checks and have 10% concealment.
This is a Supernatural (Su) effect.
Special: You may take this feat up to five times. Its
effects stack.
Written by Jashua Cole
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
Shadow Jump ( Su ): Exodites can travel between
shadows as if by means of a dimension door spell.
The limitation is that the magical transport must begin
and end in an area with at least some shadow. An
Exodite Paragon can jump up to a total of 30 feet
per level each day in this way. At higher levels, this
amount can be split among many jumps, but each one,
no matter how small, counts as a 10-foot increment.
Swiftness of Shadows ( Su ): An Exodite Paragon can
use Shadow Jump or other dimension door effects as a
swift action.
This exodite moves with the easy grace of a
trained fighter. The bladestaff resting easily in his
outstretched hand and the confidant smirk on his
scarred face promise death to all challengers.
Exodite Paragons are masters of the staff and the
shadows, skilled warriors for the First Ones whose
pursuit of perfection has yielded deadly results.
Combat
Exodite Paragons fight much like less accomplished
exodites, but they have a particular fondness for
dueling, humiliating and slaying rival warriors.
Nonethelss, an Exodite Paragon did not reach his
present skill without knowing when to pick off less
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NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
DEX
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
WIS
BAB
ALIGN
DEX
CON
AC
WIS
BAB
ALIGN
CON
AC
CHA
FORT
_________
CHA
FORT
_________
TOUCH
REF
_________
TOUCH
REF
_________
FLAT
SPEED
WILL
_________
FLAT
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
DEX
CON
WIS
BAB
ALIGN
DEX
CON
WIS
BAB
ALIGN
CHA
FORT
_________
CHA
FORT
_________
AC
FLAT
TOUCH
REF
_________
AC
FLAT
TOUCH
REF
_________
SPEED
WILL
_________
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
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