PDA

View Full Version : Prince of Persia D20



imp_fireball
2009-08-20, 04:43 PM
Main Stuff

The Prince (SoT)
Medium Humanoid (human), Fighter 9
9d10 (58 hp)
Speed 30ft. (6 squares)
Init: +4
AC 18; touch 14; flat-footed 14 (Armor +4, DEX +4)
BAB +9; Grp +11
Attack Scimitar +11 (1d6 +2 Slashing, 18-20/x2)
Full-Attack Scimitar +9/+9/+6
Space 5 ft.; Reach 5 ft.
Special Attacks Reverse Time, Sand Execute, Time Dance
Special Qualities Slow Fall 30ft., Wall Run, Sand Points, Maneuvers, Watery Recovery, Blood... is just Blood, Improved Uncanny Dodge, Masterful Defense
Saves Fort +7 Ref +7 Will +2
Abilities Str 14, Dex 18, Con 12, Int 10, Wis 9, Cha 16
Skills Jump +14, Tumble +16, Climb +6, Knowledge (Dungeoneering) +5
Feats Two Weapon Fighting, Two Weapon Defense, Uncanny Dodge, Evasion, Dodge, Mobility, Spring Attack, Two Weapon Pounce, Combat Acrobat, Oversized Two Weapon Fighting
Environment Persia
Organization Alone or with Farah
Challenge Rating 10
Treasure Dagger of Time and anything else carried
Alignment TN with Good Tendencies
Advancement by Class
Level Adjustment +0

The Dagger of Time [Artifact]

The Dagger of Time grants minor control over time through the use of its supernatural ability to store and spend sand points, but is otherwise an ordinary dagger. One sand point is acquired for every slain enemy and two are acquired for every enemy slain by the dagger itself (note that 'slain' always implies 'reduced to -10 hp'). The dagger can store up to 5 sand points.

Reverse Time (Su)

By spending one sand point, the Prince can use the dagger to travel backwards in time 1 round (up to maximum of 5 rounds for 5 sand points) as a free action. This can be performed as a free action at any time, even when the Prince is in negative hp (but no greater than -10, of course). The reagent needed to activate this ability is the dagger of time.

Sand Execute (Ex)

By spending one sand point, the Prince can coup de grace any creature of 30 hp or less as part of a standard action, as if the action were a single attack of its own - the creature does not need to be helpless for this to occur.

Time Dance (Su)

When spending 5 sand points, the Prince can freeze time within his line of sight as a 'Time Stop' that lasts for 1d6 rounds; except that the Prince can also attack and kill others within this period of time. Enemies under the affects of this time stop are helpless.

Princely Abilities

Slow Fall

The Prince can slow fall up to 30ft. as the monk's ability, however doing so means he effectively moves this amount in a move action - but he can direct where he falls, as long as the space is adjacent to a wall (and if not, within jumping distant from the wall).

If the Prince can no longer perform any move actions in a round, he will fall normally. The Prince can choose when to slow fall (ie. while falling, he can expend a move action to begin slow falling every time it is his turn - effectively removing all falling damage he would have suffered in the space), however, and can negate damage in this way by making a reflex save equal to DC 5 + the amount of feet he has fallen prior to slow falling/10 rounded down.

Finally, the Prince can slow fall at double his slow fall limit per round, provided he has an object of which he can grab onto to slow his dissent (this does not require a strength check because he isn't halting his dissent completely), such as a long flowing banner, a very large soft carpet or an idly hanging rope.

Wall Run

If the prince succeeds on a DC 20 climb check (he cannot take 10 or 20 on this check) as part of a move action to move - he can move up a vertical surface at up to his base speed (30ft.), as long as he moves in a straight line. This can be done on any surface that requires a climb check of DC 20 or less to scale normally. Vertical surfaces that are less than 6 inches in width require balance checks as normal, but because the prince is moving at his base speed and cannot move any slower (as his momentum would be lost), he must make the check as if he were moving across such a narrow surface at his full speed (with failure indicating that he falls off the surface and lands in the space).

The prince can also attempt to wall run horizontally - provided the wall meets the same climb DC prerequisites to scale it normally and he is able to move in a 5ft. straight line. While in doing so, he must generally move in a straight line when traveling along the wall, however he can strafe up and down a wall up to 5ft. either way or even 10ft. (at +5 to the below dexterity DC), by making an avoidance roll (dexterity check) against whatever obstacles might come into in his way (includes both wall traps, adjacent floor/ceiling traps, and general barriers) - the DC to do so is generally DC 8 + 1/2 the attack modifier of any animated trap presently visible at the time. He can also tumble through such obstacles, but note that he must tumble at full speed in order to remain upon the wall while tumbling.

The Prince can move up to quadruple his base speed while horizontally running on a wall (two rounds; up to only a double move can be commited to a wall run - as the sheer force of a full out run would push the Prince away from it) before his feet wear down and he begins falling irredeemably.

Finally, a horizontal wall run on a wall treats the wall just as it would treat any surface on the ground in normal gravity - hence the Prince still retains his dexterity modifier to AC, abilities such as improved uncanny dodge and feats (etc.), and may perform any skills that would normally require a surface to perform such as a climb check to begin scaling the surface at the space he currently resides in (but not to vertically run up a surface).

Note that the Prince cannot change direction on a wall run without touching a space that constitutes the ground (a surface influenced by gravity that does not cause falling).

Watery Recovery

The Prince can recover all nonlethal damage whenever he drinks from fresh water that he does not carry with him. The water must be pure (without poison or disease and generally fresh and clean) and uncorrupted (no magical/supernatural influences pertaining to it or otherwise). Drinking requires two rounds - if the Prince is interrupted (damaged non-lethal or lethal or pulled/pushed/knocked away, etc.), then he may still recover at least 10 nonlethal damage if he had devoted at least a full action to drinking.

Blood... is just Blood (Ex)

If the prince takes no damage for up to 1d4 minutes during an encounter - all lethal damage he has suffered heals - any healed damage is now inflicted back to the prince as non-lethal damage.

Note that no attacks must be made against the prince for up to 1 minute for an encounter to end - hence, the prince will generally be required to rush into combat before adrenaline can get the better of him, causing him to 'realize' just how wounded he is.

Masterful Defense

During total defense and while equipping a weapon in each hand that is greater than light in size - the Prince has a +12 competence bonus during a total defense action. This replaces the usual dodge bonus for taking a total defense action.

If the Prince does not win initiative or is surprised, he may fall into total defense as an immediate action - but this action advantage lasts only up until the first round, after which he always requires a standard action to get into total defense. Just like anyone, the Prince can come out of total defense at the cost of no action or a 'free action' (as always, the terms 'free action' and 'no action' are the same.

--------
Other Maneuvers

Wall Vault

You rebound off of walls with alarming accuracy and without fault, thrusting your blade at enemies with gravity at your heel.

After declaring and rolling your attack, and if you are within moving distance of a wall that also faces your target (moving distance, ie., 30ft. if your speed is 6 spaces), you may make a tumble check. If the check beats the DC that is your attack roll, then you may move and attack your enemy in a single standard action while ending your move in a space of your choice. This ending space must be chosen before making your tumble check. If the tumble fails, then you move to that space without attacking your target and the standard action is still sacrificed.

If an enemy or terrain is blocking access to your chosen space, then you must make a forced bull rush attempt that may provoke attacks of opportunity as a regular bull rush. If terrain is blocking your way, then fall prone adjacent to terrain. Failing your tumble means bull rushing a given enemy at GM discretion but success means bull rushing the target of your attack.

You can combine a wall vault with a jump, however attacking the enemy is at a -4 penalty or may be impossible, say, if your jump check takes you above your target (the vertical feet you achieve surpasses the spaces that are not above or below your enemy). Jumping is useful in this way for getting around impeding terrain (such as a 5ft. wall that a creature must move around) and counts as a running jump while wall vaulting automatically.

Wall vaulting does not provoke attacks of opportunity under normal conditions (except, ie., when bull rushing). Wall vaulting must always take you at least one space away from your chosen wall.

Finally, if your tumble check fails your attack DC by 10 or more, then fall prone at your chosen space and provoke one attack of opportunity from your target, even if they are not otherwise threatening you.

Head Stepping Stone

Enemies have become your tumbling apparatus.

After rolling your attack, make a tumble check to move through the enemy's space. If successful, you may make a jump check and a secondary attack upon the same target. Failure provokes an attack of opportunity from the target. If you do not attack prior to tumbling, then this maneuver becomes a move instead of a standard action.

An enemy's size adds a +4 to the tumble DC beyond medium while anything less is -4. The secondary attack and jump are all part of the movement speed. The jump must be vertical and begins on top of the enemy's 'head' (its highest point).

Feats such as leap attack may be combined with this maneuver. Alternatively, the secondary attack this maneuver affords can be sacrificed for a move action that such a jump check typically allows (beginning at the 'highest point' of the target creature) - this also means that the jump can be horizontal. Either jump performed is considered to have received a running start.

Other Characters

The Prince (WW)

Medium Humanoid (human), Fighter 9
10d10 (65 hp)
Speed 30ft. (6 squares)
Init: +4
AC 18; touch 14; flat-footed 14 (Armor +4, DEX +4)
BAB +10; Grp +12
Attack Scimitar +12 (1d6 +2 Slashing, 18-20/x2)
Full-Attack Scimitar +10/+10/+7
Space 5 ft.; Reach 5 ft.
Special Attacks Reverse Time, Sand Execute, Time Dance, Maneuvers
Special Qualities Slow Fall 30ft., Up the Walls, Sand Points, Watery Recovery, Blood... is just Blood, Improved Uncanny Dodge, Masterful Defense
Saves Fort +8 Ref +7 Will +2
Abilities Str 14, Dex 18, Con 12, Int 10, Wis 9, Cha 16
Skills Jump +14, Tumble +16, Climb +6, Knowledge (Dungeoneering) +5
Feats Two Weapon Fighting, Two Weapon Defense, Uncanny Dodge, Evasion, Dodge, Mobility, Spring Attack, Two Weapon Pounce, Combat Acrobat, Oversized Two Weapon Fighting, Leadership
Environment The Isle of Time
Organization Alone
Challenge Rating 11
Treasure Farah's Talisman and anything else carried
Alignment CN
Advancement by Class
Level Adjustment +0

Maneuvers for that Warrior Within

Whirl Pole

If a pole that occupies less than a 5ft. space but is at least medium height is adjacent to the Prince, then he may use 'whirlwind' as the feat, with the fulcrum (center of 5ft. radius circle; attack roll against every enemy within radius) being the pole itself (however this does not increase the range of this attack; the prince must move into the space that the pole occupies for this attack to function). This maneuver requires a full action and the Prince isn't allowed a 5ft. step in the same round that he performs this.

Amulet of Time

By this point in the plot, the Prince no longer has the Dagger of Time, however Farah's Amulet, the Amulet of Time, apparently offers the same control over time. It only allows 1 sand point for every slain enemy, since it cannot be used to slay enemies itself.

The Prince (TT)

Comin' later.

NOTE: I have not played Two Thrones, so any information regarding what the prince can do in this game would be appreciated.

Dahaka

Large Outsider (Demon of Time, Evil)
20d8 +100 (270 hp)
Speed 40ft. (8 squares)
Init: +0
AC 20; touch 10; flat-footed 20 (Natural Armor +10)
BAB +20; Grp +34
Attack Slam +20 (1d8 +10 Bludgeoning, 20/x2)
Full-Attack Slam +20/+15/+10/+5
Space 10 ft.; Reach 10 ft.
Special Attacks Tendrils, Improved Grab
Special Qualities Time Immunity, Time Sense, Regeneration 10
Saves Fort +12 Ref +12 Will +8
Abilities Str 20, Dex 11, Con 18, Int 11, Wis 3, Cha 3
Skills Jump +23, Tumble +23, Climb +23, Swim +23, Spot +19, Listen +19, Sense Motive +19, Intimidate +19
Feats Endurance, Steadfast Determination, Improved Toughness, Power Attack, Improved Grapple, Improved Sunder, Improved Overrun
Environment The Sands of Time
Organization Alone
Challenge Rating 20
Treasure Nothing
Alignment LN
Advancement by Class
Level Adjustment +0

Tendrils (Ex)

One of Dahaka's natural weapons includes the ability to invoke dark tendrils from its torso in a 30ft./10ft. long/wide cone.

Reflex DC is Dahaka's attack roll (1d20+10) and halves damage on success. 4d12 Force and Profane damage. A natural 20 counts as having made a critical strike. The target cannot halve the damage with a reflex save - critical confirmation is rolled against an AC equal to whatever the target rolls on their reflex save - this is instead of the reflex save being checked against an attack roll DC to halve damage.

Time Immunity (Ex)

Dahaka sometimes immune to the affects of a time stop (that is, it can move within the boundaries of a time stop, unaffected) and any other spells, powers or abilities relating to time used against it. With such an anchorage in the lay lines of time and space, the guardian can also dimension door anywhere at will.

Dahaka is not immune to another being's attempts to control time unless that being should, by all rights of the law of time, be dead or be fated to die as punishment for violating the law of time as being a linear constant (at least on their plane) and controlling it.

Time Sense (Su)

Dahaka can sense upon any plane whenever another being uses an ability spell or power relating to time. The guardian can then be ordered to slay that individual and is honor bound to do so.

Regeneration (Ex)

Dahaka can only be damaged by damage that is of either Chaotic or Good type - both types of damage have no additional affect on Dahaka. Dahaka also fears water. Alternatively, Dahaka can only be damaged by damage originating from the water sword.


Water Sword [Artifact]


The Water Sword is a +5 Broad Scimitar with the notable ability to damage Dahaka in a means that it cannot regenerate from.

Scimitar, Broad

Broad Scimitars are exotic to all creatures except humans originating from persia whom are already proficient in the regular scimitar (now re-named scimitar, light).

Broad Scimitars are 1 handed weapons that deal 2d4 Slashing, 18-20/x2 and cost 100gp. They weigh 6lbs.


Shahdee

Medium Humanoid (human), Fighter 10
10d10 +10 (65 hp)
Speed 30ft. (6 squares)
Init: +8
AC 18; touch 14; flat-footed 14 (Armor +4, DEX +4)
BAB +10; Grp +12
Attack Broad Scimitar +16 (2d4 +2 Slashing, 18-20/x2) or Unarmed Strike +16 (1d6 +2 Bludgeoning, 20/x2)
Full-Attack Broad Scimitar +14/+14/+14/+9 and Unarmed Strike +14
Space 5 ft.; Reach 5 ft.
Special Attacks Two Weapon Rend, Knock Away, Razor Hurricane
Special Qualities Improved Uncanny Dodge, Dual Wielder, Wear the Girl Out
Saves Fort +8 Ref +9 Will +4
Abilities Str 15, Dex 22, Con 12, Int 10, Wis 12, Cha 12
Skills Knowledge (Nobility) +13, Tumble +19, Spot +14
Feats Two Weapon Fighting, Weapon Expertise, Improved Unarmed Strike, Snap Kick, Mobility, Dodge, Oversized Two Weapon Fighting, Improved Two Weapon Fighting, Spring Attack, Whirl Wind, Weapon Finesse
Environment Isle of Time
Organization Alone or with 100+ Raiders and Crew
Challenge Rating 10
Treasure Dagger of Time and anything else carried
Alignment TN with Lawful Tendencies
Advancement by Class
Level Adjustment +0

Dual Wielder

Shahdee, having fought for many years with two equally large blades, takes no penalties for wielding a weapon in both her off-hand and main hand.

Wear the Girl Out [Ex]

Shahdee takes only non-lethal damage from anyone she is aware of and would not be flat footed to. She may make a DC 15 constitution check to, as a full action, recover 2d10 + 2 non-lethal damage. If her non-lethal damage would normally knock her unconscious, she instead hovers at 1 point below that which would knock her unconscious and the damage she suffers beyond that point is now lethal damage - this includes non-lethal dirived damage.

Coup de graces and bonus damage from critical confirmations still cause Shahdee to suffer lethal damage.

Two Weapon Rend

As the epic feat of the same name.

Knock Away

If Shahdee successfully hits a single creature with two unarmed strikes - she may initiate a bull rush against the creature as a free action without moving into the the target creature's occupied space and without provoking attacks of opportunity. Success indicates that Shadhee may direct the creature in a bullrush anywhere, but no farther than 180 degrees left or right of Shahdee.

If the creature is pushed more than 10ft. backwards, then they fall prone - but may make a tumble check to stand in exchange for moving an additional 5ft. in the direction that they were bull rushed. If a creature is knocked down a downward slope, such as a staircase, they must make a reflex save (DC equal to half Shahdee's bull rush, round down) or continue moving downward at a rate of 150ft./round, taking 2d6 non-lethal damage each round, until they reach the bottom. They are allowed a tumble check of DC equal to half Shahdee's bull rush (round down) to stand and halt their fall and discontinue suffering damage. A creature that has fallen unconscious from non-lethal damage instead takes half lethal damage (round down; minimum 1).

Razor Hurricane

Shahdee is so skilled with her blades that she can perform a whirlwind in a standard action instead of a full action - or perform it in a full attack action all the while moving up to her base speed.

If she performs a full attack action whirlwind that involves no movement, she may make one attack with the blade in her main-hand plus two attacks with the blade in her off-hand on every target adjacent to her. This is instead of just one attack reserved for each target adjacent to her, as normal for a whirl wind.


The Vizier

Comin' later.

Farah

Medium Humanoid (human), Rogue 6
4d6 (15 hp)
Speed 30ft. (6 squares)
Init: +4
AC 14; touch 14; flat-footed 10 (DEX +4)
BAB +3; Grp +3
Attack Shortbow +8 (1d6 Piercing, 20/x3)
Full-Attack Shortbow +8
Space 5 ft.; Reach 5 ft.
Special Attacks None
Special Qualities Trap Sense +1, Trapfinding, Sneak Attack +2d6
Saves Fort +1 Ref +8 Will +1
Abilities Str 10, Dex 18, Con 11, Int 12, Wis 11, Cha 10
Skills Tumble +11, Escape Artist +11, Jump +7, Sleight of Hand +11, Hide +11, Move Silently +11, Search +8, Spot +7, Sense Motive +7, Use Rope +11
Feats Weapon Focus (Shortbow), Point Blank Shot, Precise Shot, Evasion, Uncanny Dodge
Environment Persia
Organization Alone or with The Prince
Challenge Rating 3
Treasure Farah's Talisman and anything else carried
Alignment NG
Advancement by Class
Level Adjustment +0